Truly streamlining gloomhaven is a much needed product. We have so many great games nowadays that it seems like a waste of time having to get a PhD to learn to play that game. The core problem for me is Rove having the same name of a god damn vaping company 🤣
If you want streamlined Gloomhaven, check out Tales from the Red Dragon Inn. It has tactical combat using hex maps across 25 Scenarios, with 6 playable characters that feel totally different from each other with unique skills and abilities, plus tons of treasure to equip and use in battle. Combat is streamlined with a simpler initiative system, large fold-out maps for every scenario, monsters printed on the maps, simple A.I. for monsters, monsters having flat non-random damage, and players rolling dice for damage which ALWAYS deal damage and can explode for even more damage. In my opinion it's strictly better than Gloomhaven and I might even recommend it to people over Rove, especially people who might play with kids or folks not used to heavier board games.
JOTL is the only campaign my wife and i have finished together, and this looks to be similar-but-fine-tuned. i keep saying "no more big box games" but i may have to make an exception. (again lol.)
The stranger theme is what made me interested in learning more, but I'm not sure how the game will develop on those themes beyond thematic card powers. I've only played the electronic version of Gloomhaven so a lot of the admin is handled for me, so maybe the fiddliness of enemy behavior and setup has been less present in my mind when thinking about the game. I respect that they're not working too hard to disguise their Gloomhaven inspirations, but even so it seems to hedge a bit closely for me, so I'd probably be primed to judge how complicated and interesting the card interactions can be and how flexible the scenarios can be. I got burnt out eventually on all the slaughter, but I don't see this sort of game really distancing itself from that. Will be interested to know what sort of campaign persistence rules and gameplay it might have as compared to GH.
Did you ever feel like there were certain cards that weren't useful? It would always be situation dependent, but it would be unfortunate if you were using the same one or two cards for both sides over and over.
I think there are definitely some that won't be used, you'll only use 6 in a 6 round game (unless reactions) and there are 14 possibilities so you're never going to use everything. I only played a couple times so it's hard to say, but often the cost is pretty great or you want to build to the high cost cards that you won't be able to just use the same one would be my guess
Lot of differences seem bad to me. Dice instead of card deck seems more random and less upgradable and fun. No top bottom card abilities means less choice seems like less adaptability. And in Rove you won’t know what the monsters are doing because of the dice rolling, so less ability to react so seems more random. Also retiring characters was fun because you get a whole new one to learn and it seems doubtful evolving will change the character enough. Easy pass for me but I maybe other people will love it.
I agree with you on every point. I wanted to back this I think but I can't find enough info on what the evolution of the classes is actually going to entail. I know it's not finished yet but it's too much of a blind trust for me personally.
These are very fair points. Rove won't be for everyone. I can definitely say the evolution process will definitely feel like a whole new character. I wish we could spoil it more but we are working on an update that should help explain it more next week.
@@gowest7797 That's fair, I would imagine it's hard trying to show off your campaign with minimal spoilers plus while still working on the game itself. I'm eager to hear more about the evolution process next week!
I’ve never played gloomhaven so I can’t compare, but I played the demo scenario of Rove with Mi A-Mingo during GAMA expo The dice didn’t feel too random, they typically felt like they served to provide a possible bonus rather than work as a skill check. As for the boss we played against I felt like there being several different random actions made for an interesting risk reward system. Do I take the action that has a 20% chance of being heavily punished? Or do I take the action that has the 80% chance of taking a little damage. Overall it was a fun enough experience that I backed on day 1
What is Rove?
Baby don’t hurt me
lol full points
No more
Ha's.
No. That is a no sir. ;)
BOLD ASSUMPTION THAT YOU SAID ANYTHING GOOD!
I kid, I kid.
Truly streamlining gloomhaven is a much needed product. We have so many great games nowadays that it seems like a waste of time having to get a PhD to learn to play that game.
The core problem for me is Rove having the same name of a god damn vaping company 🤣
If you want streamlined Gloomhaven, check out Tales from the Red Dragon Inn. It has tactical combat using hex maps across 25 Scenarios, with 6 playable characters that feel totally different from each other with unique skills and abilities, plus tons of treasure to equip and use in battle. Combat is streamlined with a simpler initiative system, large fold-out maps for every scenario, monsters printed on the maps, simple A.I. for monsters, monsters having flat non-random damage, and players rolling dice for damage which ALWAYS deal damage and can explode for even more damage. In my opinion it's strictly better than Gloomhaven and I might even recommend it to people over Rove, especially people who might play with kids or folks not used to heavier board games.
JOTL is the only campaign my wife and i have finished together, and this looks to be similar-but-fine-tuned. i keep saying "no more big box games" but i may have to make an exception. (again lol.)
It's great for couples. Easy to table and you can likely knock it out in 35 hours as a pair.
The stranger theme is what made me interested in learning more, but I'm not sure how the game will develop on those themes beyond thematic card powers. I've only played the electronic version of Gloomhaven so a lot of the admin is handled for me, so maybe the fiddliness of enemy behavior and setup has been less present in my mind when thinking about the game. I respect that they're not working too hard to disguise their Gloomhaven inspirations, but even so it seems to hedge a bit closely for me, so I'd probably be primed to judge how complicated and interesting the card interactions can be and how flexible the scenarios can be. I got burnt out eventually on all the slaughter, but I don't see this sort of game really distancing itself from that. Will be interested to know what sort of campaign persistence rules and gameplay it might have as compared to GH.
Did you ever feel like there were certain cards that weren't useful? It would always be situation dependent, but it would be unfortunate if you were using the same one or two cards for both sides over and over.
I think there are definitely some that won't be used, you'll only use 6 in a 6 round game (unless reactions) and there are 14 possibilities so you're never going to use everything. I only played a couple times so it's hard to say, but often the cost is pretty great or you want to build to the high cost cards that you won't be able to just use the same one would be my guess
Lot of differences seem bad to me. Dice instead of card deck seems more random and less upgradable and fun. No top bottom card abilities means less choice seems like less adaptability. And in Rove you won’t know what the monsters are doing because of the dice rolling, so less ability to react so seems more random. Also retiring characters was fun because you get a whole new one to learn and it seems doubtful evolving will change the character enough. Easy pass for me but I maybe other people will love it.
I agree with you on every point. I wanted to back this I think but I can't find enough info on what the evolution of the classes is actually going to entail. I know it's not finished yet but it's too much of a blind trust for me personally.
These are very fair points. Rove won't be for everyone. I can definitely say the evolution process will definitely feel like a whole new character. I wish we could spoil it more but we are working on an update that should help explain it more next week.
@@gowest7797 That's fair, I would imagine it's hard trying to show off your campaign with minimal spoilers plus while still working on the game itself. I'm eager to hear more about the evolution process next week!
I’ve never played gloomhaven so I can’t compare, but I played the demo scenario of Rove with Mi A-Mingo during GAMA expo
The dice didn’t feel too random, they typically felt like they served to provide a possible bonus rather than work as a skill check.
As for the boss we played against I felt like there being several different random actions made for an interesting risk reward system. Do I take the action that has a 20% chance of being heavily punished? Or do I take the action that has the 80% chance of taking a little damage.
Overall it was a fun enough experience that I backed on day 1
i think you've turned me off board gaming altogether, Chris...
Haha oh nooo, but if somebody had to do it, I'm glad it was me!
@@RoomandBoardReviews ha! you are good fun Chris.
I also have stopped playing games just to stare into those eyes for hours each day.
That's what you meant, right?
Right?