Latest / Pick Up and Deliver / The ‘Havenverse (Message from the Deep)
Transcript
- 0:00Welcome to Pick Up and Deliver, the Podcast where I pick up my audio recorder when I step
- 0:07off the train and deliver an episode to you while I walk home.
- 0:10I'm Brendan Riley.
- 0:12[Music]
- 0:15Good afternoon, listeners.
- 0:22It's a lovely, sunny day here in suburban Chicago.
- 0:25I'm enjoying my walk from the train back home and I was thinking on the train, "what is something
- 0:33I should talk to you about?" and I realized I couldn't remember:
- 0:37it's been a long time since I've done a Message from the Deep episode.
- 0:41So long so that some of you might not remember this ever being an episode idea.
- 0:49I don't really don't remember the last time I did one.
- 0:51So essentially a Message from the Deep episode is a thorough in-depth review of a game.
- 0:57Generally it's going to be a thorough in-depth review of a game I really like because I generally
- 1:01want to have played it many times before I do an episode like that.
- 1:05I have done a number of them in the past but it's been a while since I've done one.
- 1:10More recently I've done a lot of duels.
- 1:14I've done an episode where I'll put two games that I've played a lot against each other
- 1:17and kind of compare them.
- 1:19But I haven't gone back and done just a Message from the Deep in quite a while.
- 1:25So the idea of a Message from the Deep is to share my experiences like a deep and intense
- 1:31review of a game.
- 1:33And generally what I do is I pick out three or four characteristics of the game that I
- 1:37find interesting, talk about how they are special in the game and then sometimes I will relate
- 1:42them to other games.
- 1:44And if you haven't played that game maybe you could understand what the game is about.
- 1:50That's the general idea but I'll start with a basic summary of the game.
- 1:54So today I'm going to talk about Frosthaven.
- 1:57I'm talking about Frosthaven in the general circumstance of talking about all of the
- 2:04Haven games, Gloomgaven, Gloomhaven: Jaws of the Lion, Gloomhaven: circles of whatever.
- 2:10That's actually the only one we haven't played.
- 2:11We haven't played those.
- 2:13And then Frosthaven.
- 2:15To start with, if you haven't played these games, you don't know anything about them,
- 2:19these are Euro-style dungeon crawl games that are heavily puzzle focused and heavily tactical.
- 2:29So generally the idea of any of them, I'm just going to say Frosthaven from now on but
- 2:34this applies to all the games.
- 2:37I'll mention when it doesn't.
- 2:38The idea of these games is that you have a character that like a long form RPG is developing
- 2:45over time and you use them to go on sort of dungeon crawl style adventures in fantasy land.
- 2:54In Gloomhaven it's a fantasy land in the world surrounding the city of Gloomhaven.
- 3:00In Frosthaven, Frosthaven is a new outpost city being built in the northern climate,
- 3:07north of Gloomhaven in the frozen wastes and so you're adventuring in Frosthaven.
- 3:14Each game is a scenario and the scenario is outlined in a book and it involves setting
- 3:22out some tiles and setting out, getting out different sort of figure enemies and then there's
- 3:28a little story involved and you try to accomplish the goal of the mission and then if you succeed
- 3:35you get some sort of reward.
- 3:36If you fail you're allowed to do the mission over again.
- 3:39Generally the idea is if you fail you're exhausted, you never are killed unless you're
- 3:43playing--there are some people who will play with a permadeath mode where if you are killed,
- 3:50if you are exhausted during an adventure you die.
- 3:52I don't know of anyone who plays that way but there must be some people who do and the idea
- 3:56is that after each adventure you gain experience, you gain loot and over time your character
- 4:03gets stronger.
- 4:04The basic gameplay mechanism is that you have these action cards.
- 4:08Generally you have a large selection of action cards but you can only bring some of them
- 4:13on each adventure.
- 4:14So after you learn what the adventure is, the first thing you do is select the action cards
- 4:19you're going to bring.
- 4:20The way the action cards are formatted, each card is divided into a top portion
- 4:25and a bottom portion.
- 4:26Generally the top portion is some sort of action or attack.
- 4:30The bottom portion is an action or a move.
- 4:33Each card has a generic attack strength 2 and move strength 2 as well.
- 4:41So you can always, even if a card doesn't have the move you want, you could always use
- 4:47a card to do a generic move 2 or you could always use a card to do a generic attack 2.
- 4:52So the way the game works is that you have this hand of cards, let's say you have ten of
- 4:56them in each round, each player selects two of their cards to play, one card where they
- 5:02will use the top portion of the card, either the action that's on the card or the generic
- 5:06and one part they'll use the bottom of the other card, either the bottom action or the generic
- 5:12move.
- 5:13You're not allowed to use the top part of two cards and after you use those cards they
- 5:19go in your discard pile.
- 5:21At some point you could choose to rest.
- 5:23When you rest you get all your cards back but you lose one of your cards into your lost
- 5:28pile and the lost pile are gone for good.
- 5:31So as the game goes along you cycle through your deck, if you're very efficient you use all
- 5:35your cards or almost all your cards before you rest then when you rest you get one less
- 5:39card back.
- 5:41So as the game goes along you slowly lose your action cards until you actually get to
- 5:45the point where you run out.
- 5:46If you run out of action cards then your character is exhausted and you're out of the scenario.
- 5:51Each scenario has a goal that you're trying to accomplish, many of them, I'd say more
- 5:56than half, are "kill all the enemies."
- 5:58That's the goal.
- 5:59There's some story wrapped up in it but often it's here's what's going on therefore
- 6:04"kill all the enemies."
- 6:05There are many scenarios that have some other thing you have to do as well.
- 6:10Have everybody "stand on the switch for two rounds" or "kill all of one kind" or "kill one character"
- 6:16and there's a bunch of other enemies running around or there's also two different things
- 6:19you might have to do.
- 6:20The enemies are represented they have these sort of character cards and then little decks
- 6:26of cards that you flip to determine what the enemies do.
- 6:29There's a whole lot more to the game.
- 6:31I could spend the whole time explaining how the game works and then you wouldn't hear
- 6:33anything about why it's amazing.
- 6:34So I'm going to stop there.
- 6:36I do want to talk about four things about the game that I find really compelling.
- 6:42As I said many of these things are true for both Gloomhaven and Frosthaven.
- 6:47Again I'm thinking here of Frosthaven because that's the game I've played most recently.
- 6:51When I was preparing to do this episode I did discover that I did do a message from the
- 6:56deep episode about Gloomhaven.
- 6:58I think it was number 84 or something like that of the podcast.
- 7:02So seven years ago, eight years ago I did a message from the deep episode about Gloomhaven.
- 7:09So I have covered this on the podcast before but it is much further along.
- 7:14Right now the 'haven system--Frosthaven, Gloomhaven, Gloomhaven Jaws of the Lion--is my number
- 7:1911 game.
- 7:20I wonder thinking about where does this game fit.
- 7:24It is my number 11 game of all time.
- 7:26All right so the first thing I want to point out is complex teamwork.
- 7:29One of the things I like about this game best is it is a full co-op and it involves people
- 7:34working together to try to figure out what they're going to do.
- 7:36The game allows for limited communication but you're generally allowed to say what you're
- 7:41going to do.
- 7:42Like I'm going to try to go here and do this and the trickiest part is when are you going
- 7:46to do that?
- 7:47You're not supposed to say directly a number that you're going to use when you can do that
- 7:53because the initiative you pick one of your cards to be your initiative and it's a number
- 7:57between zero and a hundred and the enemies will have varying initiative as well.
- 8:01So sometimes a big part of it is like you have a thing you want to do but you want to go
- 8:05before the enemy scope or you want to go after the enemy scope and that can make a huge
- 8:09difference in whether your action for the turn is successful or not.
- 8:13For example if your character is a melee fighter and the enemies are right close to you but
- 8:19sometimes they have ranged attacks you want to go before them so you can hit them because
- 8:24when they come to the ranged attack they'll step back to shoot at you and then so if they
- 8:28go first and you didn't plan a move then you aren't in range to hit them.
- 8:33For example but the co-op part is really interesting because often players can provide buffs
- 8:40for each other. There are these magic elements that activate that make your attacks stronger
- 8:46and so often there's a thing where like if I go early I can charge up the sun element
- 8:50and then someone later in the round can use the sun element and then they'll do better
- 8:55so kind of talking to each other about what you need and what you want to do.
- 8:59Talking about where you're going to go because players can't co-occupy the same space.
- 9:03So if I need to move to a spot to do a thing and you move there first that can really
- 9:07screw up my turn so the communication together about the different potentials is really
- 9:14I think useful. The game that I can think of that feels closest to this in my experience
- 9:19is Spirit Island. Now Spirit Island is a full co-op as well. It's very complicated like
- 9:24Gloomhaven. You can't really keep track of what everybody has to do and everybody's
- 9:30got different cards in their hands so it's very hard to like tell somebody what to do
- 9:33but you can certainly talk about like hey here's a threat we have to deal with. Here's
- 9:37something we have to watch out for we should work together for this. So the complex co-operativeness
- 9:41of Spirit Island reminds me of the complex co-op at the core of Gloomhaven so that would
- 9:47be a game that has complex teamwork that I would point to similar to Gloomhaven or Frosthaven.
- 9:54Another one that comes to mind is Aons End, which is not nearly as complex as Gloomhaven but similar
- 9:59thing where working together to feed off of each other's plays can really pay off
- 10:05in terms of setting up something that the other person can take advantage of that really
- 10:10can be a big part of making a successful round. So the second thing I like about Gloomhaven
- 10:17there is a bit of random to resolve in Gloomhaven. I didn't say roll to resolve because there's
- 10:22no dice in Gloomhaven instead there are these cards and there's a couple different places
- 10:27where the cards come into play in terms of what happens. The first one is when the enemies
- 10:34go. Each enemy has their own little deck of action cards and so each round after players
- 10:39have selected what they're going to do the enemies reveal one of their action cards and do
- 10:44something. So the randomness of when the enemies go and what they do is really compelling
- 10:50and useful in terms of understanding what's going on in the game. It makes for really good
- 10:56play. The second place that that happens is both a second and third place I suppose is
- 11:02in the attack of both the enemies and the heroes. When you attack you're going to flip a card
- 11:09out of a deck and that card will modify your attack. The modification can be small to large.
- 11:18Generally when you start out you have a bunch of zeros so your attack is not modified. You
- 11:23have a couple plus ones, you have a couple minus ones, you have like one plus two and one
- 11:27minus two and then you have a 2x and a miss. The rules do have a thing where you can remove
- 11:33the two X and the miss if you don't like the variance that that creates but we leave
- 11:37it in because that's really fun. Of course it feels like we pull the miss more often than
- 11:41we pull the 2x and most of the time the cards you're drawing don't really make a huge
- 11:46difference but sometimes they're clutch. Sometimes you get a miss when you really can't
- 11:52afford a miss. Sometimes you get a doubler when you absolutely needed that in order to be
- 11:57able to win and it's those moments that create really compelling memorable moments in the
- 12:04game is that random to resolve element. So it's part of what makes the adventure part
- 12:12of the game feel like an adventure right? It is not deterministic combat. By contrast like
- 12:18I've talked a couple times recently about how I played Voidfall. Voidfall is very interesting
- 12:22but it's deterministic combat. You know whether you're going to win before you go in or
- 12:26not and I think that's fine and for a game as complicated as Voidfall, sure. I like it.
- 12:32I like it the way it is but I do like the element of chance that goes into something like
- 12:40Gloomhaven's hit deck. The chance of having your deck really reward you or really screw
- 12:46you can is really satisfying and building into your play some wiggle room so that if you
- 12:54do draw a miss you aren't totally screwed can be really fun. Now this is in contrast to my
- 13:01general experience. I generally don't like roll to resolve or random to resolve but there
- 13:06are some games where I find it pretty satisfying. Star Wars Rebellion is one where I really like
- 13:12the way that you're maneuvering, you're doing all sorts of stuff that is not
- 13:18randomized but every now and again there's a battle and the battle could go your way or
- 13:22it might not and I find it pretty satisfying to have that little bit of luck in there.
- 13:30Games that involve a significant amount of dice rolling also have that pleasure like occasionally
- 13:35I'll play Axis and Allies with one of my neighbors and while that can be frustrating
- 13:41on an individual battle like you have an individual battle you're like "oh man why didn't I survive
- 13:46that! That's a real bummer." Most of the time the dice come out pretty close to what the law of averages
- 13:51says they should, right? If you're supposed to win a third of if you're supposed to get a third
- 13:56of these dice as success usually get between 20 and 40% of those dice as success and so because
- 14:03the law of average because you roll a lot of dice in that game the law of averages come out in your
- 14:08favor but I feel like in games that are simulating battle and war but having that element of luck
- 14:16that element of randomness feels authentic to me so that's another thing that I really like about
- 14:23the Gloomhaven system I like it has just the right amount of random to resolve. The next thing that I
- 14:29want to comment on in Gloomhaven is customization and growth. I mentioned that you have a character and
- 14:35they can grow there's some really interesting systems in play for as your character grows. Each
- 14:40character has nine levels and kind of like a dungeon like a Dungeon & Dragon type role playing game
- 14:46each time that you level up you get to gain experience and you get to gain or gain specialty and
- 14:53you do that in two ways. First of all there's a first of all there's a check mark system where there's
- 15:01a bunch of perks that you can get for your character you get to check off one of those perks. Each perk
- 15:06gives you a slightly different benefit and that can affect you in different ways. For example my
- 15:11character that I'm playing right now uses a lot of fire and wind magic elements and so one of the
- 15:18things I've been taking as one of my bonuses are cards for my hit deck that not only help with my
- 15:26attack but also boost the fire and the wind elements so that it's more common that I can play the
- 15:32cards that use those and be able to take benefit from them. You know if I weren't using the cards that
- 15:37did that if I were leaning in a different direction maybe I wouldn't take those perks early on I would
- 15:42do something else instead. So that's one example of the kind of thing you can do. There's a whole bunch
- 15:47of different stuff that you could choose in customizing your deck. The other thing in actually the
- 15:53part that's even more compelling is each time that your character levels up you get to add a new card
- 15:59to the pool of cards you might take with you on an adventure and this is some nice cruelty from
- 16:06cruelty but also the possibility for specialization. The characters get two options for cards
- 16:17for each level that they pass. So when you're level four or my character is just leveled up to level
- 16:23five in a Frosthaven there are two level five cards that I can choose from and get to add one
- 16:28to my deck or my pool of available cards. Now I'm also allowed to go back and look at all the other
- 16:33cards that are below that so like if I don't really like either the level five cards I could go back
- 16:38and add the other level four for example. But I can't I don't think I've ever passed on one of the
- 16:44current level cards to choose a lower level one but you could. So again this gives you a lot of
- 16:50room to customize and a lot of times if you go on boardgamegeek there are people who've written
- 16:53whole things about different sets of cards you might take to really optimize what your characters can do.
- 17:00Now we haven't gotten into that level because generally we play each we play through the game once
- 17:05right we're not even our full journey through Frosthaven but I imagine once we're done with it
- 17:10we're probably not going to start over and play again. Some people do. Some people have played
- 17:15many times but that isn't really our approach. Customization and growth is the next thing I
- 17:20really like about that game and that is a thing that really comes from role playing games you know you
- 17:25see that in D&D you see that in legacy games a little bit but it's generally not super common in
- 17:32other games. You know the only other game that I know that does that really well is Arkham Horror
- 17:35the card game. In Arkham Horror you get experience after each adventure and you can use that experience
- 17:40to buy new cards for your deck that make your deck stronger but other than that I don't know a lot of
- 17:45games to do that because I mean campaign games but I haven't played a ton of those so there are
- 17:50probably other campaign games that give you the ability to refine and grow your character over time
- 17:54as well. So we're just about out of time the fourth characteristic that I really like is something that
- 18:01come that I also see in legacy games and this is the reveal. The reveal is where there are components
- 18:07of the game that you don't have access to at the beginning there and envelopes there and sticker
- 18:10sheets there and boxes and you only get to look at them when the game tells you to open them up
- 18:15and that is endlessly interesting. Every time the game tells you to open it up and look I love it
- 18:20and I'm really enjoying the opportunity to do that occasionally so that's the fourth thing
- 18:27like I said that's mostly from legacy games and I'm out of time so I'm not going to spend a lot
- 18:31more time talking about that. Well hopefully you found this conversation about Frosthaven and
- 18:35the other 'Haven games pretty interesting. If you're interested in trying them out I encourage you to
- 18:40check out Gloomhaven Jaws of the Lion which is the cheapest way to get into the game or you could...
- 18:47there are digital apps that would allow you to try the game it's very close to the online game although
- 18:52the physical game although frankly it's harder. I don't know why maybe in the physical game people
- 18:58fudge their things a little bit sometimes or get the rules wrong in ways that help them. The online
- 19:04game doesn't do that and also never lets you take back a move or reconsider whereas often we're
- 19:09playing and like oh I'm going to move to and then we look and like wait if I move to I can't get
- 19:12where I want hold on I'm going to come up with something else. I don't think the game lets you
- 19:17take things back so but if you're interested in trying out the system the digital version gives you
- 19:23a lot of access to how the game works for much less than the cost of actually playing the game.
- 19:30Well that's about it for me today I'm curious to know what do you think of Frosthaven,
- 19:35Gloomhaven, Jaws of the Lion or Forgotten Circles. Head over to boardgamegeek guild 3269
- 19:40and share your thoughts there. What do you think of these games? How often have you played them?
- 19:44What should what else did I miss? What's great about them? Thanks for joining me on my walk today.
- 19:49I hope your next walk is pleasant as mine was. Bye bye.
- 19:59[Music]
- 20:09[Music]