
2024 · Fantasy
Gloomhaven: Buttons & Bugs
A solo campaign-driven adventure set after earlier events in the shared setting, where a failed attempt to gain fame leaves the protagonist miniaturized and navigating a dangerous, shrunken world to reach a reclusive savant and be restored. Play uses scenario cards that present a single mercenary against small groups of enemies with simplified AI and actions. The player manages a tiny deck of four double-sided ability cards that can each be used on both sides before discard, resolves attacks with a die plus a modifier table, and upgrades the modifier table and ability cards as the mercenary levels up through the campaign.
- Spillere
- 1
- Spilletid
- 20 min
- Alder
- 10+
- Kompleksitet
- 3,3 / 5
Om spillet
- Design
- Illustrasjon
- Publisher
Utvidelser
Se dem i Ludoya
Gloomhaven: Buttons & Bugs – 2024 Promo Pack2024
Gloomhaven: Buttons & Bugs – Arena Challenge Scenario2024
Gloomhaven: Buttons & Bugs – The Beast Tamer Scenario2024
Gloomhaven: Buttons & Bugs – Narrow Escape Scenario2024
Gloomhaven: Buttons & Bugs – Another Tale Scenario2024
Buttons & Bugs: Pub Crawlers2026
Gloomhaven: Buttons & Bugs – The Flames of Ashtar2026Bilder fra Ludoyas bord
Alle bilder i LudoyaHvor du kan kjøpe det
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På Ludoyas bord
All statistikk i Ludoya- 276
- Registrerte spilløkter
- 55
- Spillere
- 31m 26s
- Gjennomsnittlig spilletid
- 129
- I samlinger
- 14
- På ønskelister
- 6
- Forhåndsbestilt
7,7/10
fra 21 anmeldelser på Ludoya
way2kewl8,0 Solo game mini Box
Jan Solo9,0 Todo la experiencia de Gloomhaven en una caja ridículamente pequeña. BRUTAL!!
I love how easy it is to throw this game in my bag for a quick play when I have 15 minutes. I’m not very good at it yet but I am starting to see some of the combos I can make with the cards.
Regelspørsmål
Besvart fra regelboka av Ludoyas regelassistent.
When do I choose my initiative and how is turn order decided?
Each round you pick an ability card during the start-of-round step and use its initiative number; all initiatives (players and monsters) are compared and lower numbers go first, with ties resolved per the monster/figure ordering rules (see page 12).
How do short rests and long rests work—what cards do I recover and when do I lose cards?
A short rest lets you return one random discarded card to your hand but you must permanently lose one card from your hand (page 30); a long rest returns all discarded cards, heals, and causes you to choose and lose one card from your deck as described in the long rest steps (page 31).
When do elements become infused into the pool and when can they be consumed?
Elements are infused when an effect states it generates an element (they enter the shared infusion pool) and become available to be consumed on later abilities that list that element; consuming removes them from the pool according to the infusion/consumption rules (pages 16–17).
How do attack modifiers work when I attack multiple targets in one ability?
You resolve attack bonuses and then draw and apply a separate attack modifier card for each target in turn, applying damage/effects to each target individually using the modifier results (pages 19–21).
How do range, line of sight, and area-of-effect targeting work—what counts as melee vs ranged and how do AOE rotations apply?
Melee uses the actor's hex (gray) for adjacency and ranged uses target hexes per the ability; AOE shapes are oriented based on the attacker and rotated so the gray hex is the actor, with red hexes showing targets and +1 rules for adjacent targets as applicable (pages 14–15 and 18).
What causes exhaustion and how is damage negated by losing cards or abilities?
If you must lose a card while you have none left to lose you become exhausted and are removed from the scenario (page 32); damage can be negated by discarding or losing cards as specified by abilities or items, following the damage-negation and exhaustion rules (pages 31–32).
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