Another day in Gloomhaven
Another day goes by, another $7000 is pledged, and I have to say that this rate is phenomenal as we approach the halfway point of the campaign. I couldn't be happier with the level of support you are all showing for the campaign.
You guys thumbed the crap out of those images I put up yesterday. I'll also be posting some more artwork from Alexandr on the BGG page, as well, since I haven't done any of that in a while. The downside is that art images aren't available for the image hotness list, but the upside is that the are gorgeous.
But anyway, I just wanted to thank you all sincerely. Keep up the good work!
More stretch goals
Even though we haven't quite hit the mark for the next stretch goal, I wanted to take a minute to tell you about what's coming after $200,000, because I'm pretty excited about it.
First of all, we've got a new side scenario designed by Adam and Brady Sadler, most notably known for designing the upcoming Fantasy Flight campaign game, Warhammer Quest. Before that, they worked on many other Fantasy Flight titles like Descent 2E, X-Wing and various expansions.
These guys are super into pure co-op dungeon crawlers, so when I got a chance to sit down and show them the game last weekend, they were very excited about contributing a scenario, and I am absolutely looking forward to what they come up with.
After that, the stretch goal at $220,000 is going to add a 7th card to every monster ability deck (except the boss deck, which is special). I think this will be a great addition to the game for a couple reasons.
The first reason is that it will simply add more variance to the monster AI behavior. After fighting a particular type of monster for the 3rd or 4th time, you start to memorize their ability deck and it lifts the tension a little bit. Each card added to the monsters' decks will help this problem considerably and also make them more interesting to fight.
The second reason has to do with how the monsters' ability decks are shuffled. In the current version of the rules, a monster's ability deck is only shuffled once it runs out of cards. This was a little problematic because once you became familiar with the monster's deck, you could easily predict what the last card of their deck would be before it got flipped, giving you an unintended advantage in the game and, again, reducing the tension.
There needed to be some way to shuffle the decks more often or make that last card unknown. I thought about burning the top card of the deck face-down after a shuffle, or shuffling the deck after 5 cards are drawn instead of all six, but both those rules seemed like they would be easily forgettable by the players. More rules = more chances for players to get the rules wrong.
I decided (with the help of playtester Marcel Cwertetschka) to implement a system where the player is simply told when to shuffle the deck. You may have noticed hints of this system in the last bullet point of the "end of round" section of the new player boards:
2 cards in each deck have a prominent shuffle symbol such that if that card is in the top of the discard, players will shuffle the discard back into the deck. With two cards having this symbol, there's no way to only have one card left in the draw deck.
Okay, with that explained, now we get back to the 7th card. I basically wasn't entirely happy with the system because when 1/3 of the cards tell you to shuffle the deck, it creates a good amount of shuffling. With the 7th card added, that percentage of shuffle cards goes down a bit and I become a little happier with the system.
So there you have it - a mini designer's diary with your update.
Again, thanks for all of your support and keep up the good work on Board Game Geek!