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Scoundrel gloomhaven
Scoundrel gloomhaven










scoundrel gloomhaven

The other two characters had basically a similar speed, but the Scoundrel had several single digit cards that generally allowed them to go ahead of the bad guys. There other advantage was the amount of damage that they could do, and the speed that they could go at. As they got to higher levels, they started to get cards that would let them go invisible, but adding gear quickly was key for the Scoundrel. So with fewer cards and less health than some, they had to do other things to stay alive. One of the other differences that I saw was that the Scoundrel also had the disadvantage of being in the mix always. Those that did get trashed, our player never really had those in his deck with the exception cards that he could use without the card ending up in the trash. Whereas the Tinkerer would end up with a lot of it’s cards in the trash, the Scoundrel’s cards didn’t give out as many experience points, and didn’t get trashed all that often. This gives it a different feel in a game where your cards are generally what determine if you make it to the end of a scenario or not. Where as the Tinkerer has 12 cards to play around with, the Scoundrel had considerably less with nine cards.

scoundrel gloomhaven

The Scoundrel, like the Tinkerer (and I didn’t mention this in the Tinkerer review), had a lower number of hit points than some of the other characters.

scoundrel gloomhaven

The Scoundrel is a rogue type of character that moves fast, hits for a good amount of damage and can get extra damage if the conditions are right. Now, I didn’t play this one, but it was played in our games and was our first mercenary to retire.












Scoundrel gloomhaven