Gloomhaven: Buttons & Bugs is a solo play game, with an original campaign story written by Isaac Childres, that features a playstyle similar to Gloomhaven in a fraction of the size.
Gloomhaven: Buttons & Bugs is set after the events of Gloomhaven and Forgotten Circles. The Aesther recluse Hail has earned a reputation for being highly instrumental in saving the city from recurring disasters, and she absolutely hates it. Wannabe heroes are constantly barging in on her studies at the Crooked Bone, looking for help in becoming famous themselves — not to mention all the demons that come by looking for vengeance. She briefly considered moving, but as that would require effort, she instead just placed an enchantment on her front door: Anyone who attempts to open it becomes miniaturized and therefore is no longer a problem.
Your character is one such wannabe hero. In an ill-advised attempt at fame, they try to visit Hail, and poof. Now they're the size of a mouse and have entered an entirely different realm of lawlessness and self-preservation. They must find a new way into the Crooked Bone to convince Hail to return them to their previous size.
Each scenario is a single card, pitting one mercenary against a handful of enemies with simplified actions and AI. Each mercenary has a hand of just four double-sided cards, but they can be used twice — both the front and the back — before they are discarded. Attacks are resolved using a die in conjunction with a modifier table, and both the table and the mercenary ability cards can be improved as you level up throughout the campaign.
—description from the publisher
- Compact, puzzle-like scenarios (~20 minutes) with clear pacing
- Innovative top/bottom action card system enabling combinatorial play
- Rich environmental interaction: obstacles, traps, and terrain-based tactics
- Element system adds depth and tactical resource management
- Campaign progression with upgrades and scenario-specific inventory choices
- Learning curve due to new element and A/B card mechanics
- Occasional complexity in tracking persistent effects and multiple trackers
- Atmosphere occasionally relies on visual clarity; some players may wish for more miniature variety
- Heroic adventurers navigate a modular campaign, using environmental interactions, character upgrades, and a mix of tactical combat to progress.
- A whimsical yet perilous fantasy world where factions contend in a city-wide narrative arc (Crooked Bone Tavern, Button Kingdom, etc.) and dangerous locales connect through an evolving campaign.
- episodic, scenario-based progression with recurring characters and a continuous sense of progression across a linked campaign
- Gloomhaven
Mechanics (from transcript analysis)
- campaign progression and upgrades — Scenario level influences upgrades; level-one start with baseline abilities; campaigns unlock upgrades and new cards across scenarios.
- Dual-sided cards and persistent effects — Cards have A and B sides; activating an A side may replace or unlock a B side; persistent effects endure until ended or refreshed.
- Element system with consumables — Elements (Earth, Air, etc.) are visible in hand or on cards/enemies and are consumed to grant boosts; they do not refresh until the round advances.
- Health, shields, and damage flow — Enemies and heroes use health trackers and shields; some attacks bypass shields or stack with poisons or other conditions to maximize damage.
- Initiative and enemy activation — A dedicated initiative mechanism for heroes and a die-based or stat-based system to determine enemy activation order each round.
- Inventory and items per scenario — Scenarios present items you can carry; bag items and hand items determine temporary boosts or long-lasting effects within limits.
- Obstacles and terrain as weapons — Obstacles on the map can be targeted to deal damage to adjacent enemies; obstacles also influence tactical decisions and movement.
- Resting options — Options include long rest (refresh discard, heal, lose cards) and short rest (recover while possibly losing a card); pacing is tight and requires strategic rest planning.
- Status effects and debuffs — Muddle, immobilize, poison, wound, bleed and shields alter damage, hit outcomes, and actions; some effects persist for a round or longer.
- Two-card per round action system — Players choose two cards (top and bottom) to perform combined actions; the top and bottom halves come from the same card or two different cards, with initiative determining activation order.
Video topics + discussion points
Quotes (from this video)
- I love obstacles you will start the game with four level one ability cards and then as you progress through the campaign you can use and swap out level ones to level two cards.
- this is a tight puzzle I have heard it's quite challenging as we go so we might have to gear it down to easy but we'll start on the normal mode.
- these scenarios are quite tight and so it may be you have to play them a couple of times to beat them.
- the whole Crux of the game is that you play two cards out on the table each round and then after determining initiative... you're going to activate use the top of one of the cards and the bottom of the other.
- I really love the Craig Heart in gloomhaven; it is a whirlwind of destruction and environmental play that makes every scenario feel dynamic.
References (from this video)
- Mindblowing amount of game in a tiny box
- Excellent for solo players
- Limited to solo play or very specific setups
- tiny-box solo campaign
- Gloomhaven fantasy world
- Gloomhaven
Mechanics (from transcript analysis)
- solo campaign in a tiny box — A fully realized Gloomhaven-like scenario in a compact form with a dedicated solo mode.
Video topics + discussion points
Quotes (from this video)
- it's like Scrabble on methampetamine
- mindblowing just how much game is jammed into this very, very tiny Gloomhaven box
- Scout is a phenomenal Spa box game
- it's a great filler game
- you can't see your own cards
References (from this video)
- Deep strategy compressed into a small form
- Limited scope compared to full Gloomhaven
- Deep strategic combat in a compact form
- Gloomhaven micro game within the Gloomhaven universe
- Familiar heavy game in a palm-sized package
- Gloomhaven
Mechanics (from transcript analysis)
- Card-driven actions — Core combat resolution system
- Tactical combat — Small footprint but deep mechanics
Video topics + discussion points
Quotes (from this video)
- Touring Machine is my most played game ever.
- I've played over 80 plays of this game.
- 100% recommend it on BGA.
- Mage Knight is my number one.
- Captain's Chair is a heavy deck-builder tableau hybrid.
- There are infinite puzzles to solve every day on BGA.
- I have a central magnificent idea for a game—the build Network out of dominoes.