You are encouraged to purchase some helpful items before heading out, using each character's starting 30 Gold. Place stickers if appropriate and desired. Read the top half of the first page of the scenario book. Put the rest of the item cards back into the box. Now create the city's available supply of items using all copies of the red-sword-back Standard Items 1-14. Hand each player a red wooden Hit Point Tracker to keep track of their current health at the bottom of their character mat, starting at the number located below the level 1 indicator. Hand each player a blue wooden Experience Tracker to keep track of their current experience on the right side of their character mat, starting at 0. These are numbered for players 1 to 4, with the number in the lower left corner of each card, and consist of 6 "+0", 5 "+1", 5 "-1" and a single "+2", "-2", "2x" and "Null" card each. Personal Quests do not have to be kept secret, but they can be if you wish.Įach player receives a standard 20-card Attack Modifier Deck from the game's (not the character's) box (crossed swords back). Pick a quest that you think goes with the character you created. Each player is dealt 2 random personal quest cards and chooses 1 to keep, returning the other to the personal quest deck followed by a shuffle. Shuffle the 24 dark gray Personal Quest cards. Leave the attack modifier adjustment cards inside the character's box (the cards with the crossed swords on the back).Įach player then takes a sheet of his or her class' corresponding Character pad, fills out the name, and writes down the 30 Gold every character starts with in the Gold Notes section. Finaly, simply making the attack without using the augment should also grant me an experience point.Find the Party pad, take a sheet and fill in your party's name.Įach player chooses a starting Character Class (Brute, Tinkerer, Spellweaver, Scoundrel, Cragheart, or Mindthief), and opens the corresponding character and miniature boxes, then takes that character's character mat, deck of level 1 ability cards, and the 5 character tokens. I should be able to play an augment card without replacing my active augment, and I should also be able to play an augment card only for the augment, without doing an attack. The Augment part of an augment card is an ability and can be skipped so you can play the card for its other abilities and leave a currently active Augment in play.* They will give you (not your summons) some persistent bonus (the part with the darker background) to all of your melee attacks once in your active area, and then will also allow you to immediately perform a one-time attack, which benefits from the augment just activated. *In general, Augments are persistent ability cards that go in your active area when played.
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(in the same way, using parasitic influence, you should get healed 2 directly if you decide to apply the augment) Currently, the game seems to process the attack and then move the augment to the active cards, without a way for the player not to use the augment.
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When you play an augment card (which is The Mind Weakness most of the time lol), the augment activates BEFORE the attack, so that attacking with The Mind Weakness should always be an Attack 3. There seems to be a problem with the augment mechanic for the mindthief. All of this is now live so I came back for a new game. Hi there,I played a lot this summer and then put Gloomhaven aside until more core game mechanics were added, mainly the perks and other characters.