Gloomhaven: Jaws of the Lion is a standalone game that takes place before the events of Gloomhaven. The game includes four new characters — Valrath Red Guard (tank, crowd control), Inox Hatchet (ranged damage), Human Voidwarden (support, mind control), and Quatryl Demolitionist (melee damage, obstacle manipulation) — that can also be used in the original Gloomhaven game.
The game also includes 16 monster types (including seven new standard monsters and three new bosses) and a new campaign with 25 scenarios that invites the heroes to investigate a case of mysterious disappearances within the city. Is it the work of Vermlings, or is something far more sinister going on?
Gloomhaven: Jaws of the Lion is aimed at a more casual audience to get people into the gameplay more quickly. All of the hard-to-organize cardboard map tiles have been removed, and instead players will play on the scenario book itself, which features new artwork unique to each scenario. The last barrier to entry — i.e., learning the game — has also been lowered through a simplified rule set and a five-scenario tutorial that will ease new players into the experience.
- More classes
- More scenarios
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- this is the game out of every single on the list i recommend the highest
- it's a tableau builder where you're sort of building up the strip on santa monica
References (from this video)
- Smaller footprint and more accessible entry into the Gloomhaven system
- Introduces core mechanics to new players
- Array
- Fantasy
- Introductory campaign, scaled-down experience within the Gloomhaven universe
- Gloomhaven
- Frosthaven
Mechanics (from transcript analysis)
- Cooperative Game — Two-player or small-team cooperative play with a simpler footprint than base Gloomhaven.
- cooperative play — Two-player or small-team cooperative play with a simpler footprint than base Gloomhaven.
Video topics + discussion points
Quotes (from this video)
- the biggest game of all time up to this point is gloomhaven
- there is so so so much in this box they showed us all different sort of storage solutions
- 34 pounds
- I thought frost haven was smaller than gloomhaven
- getting people together playing games
- there was a comedy show as one of the events of origins
References (from this video)
- Accessible gateway to full Gloomhaven for players with hesitant friends
- Cooperative campaign-driven play
- Encourages learning and progression without requiring everyone to dive into a heavier base game
- Fun and engaging for groups new to modern hobby board games
- Setup and learning curve can be time-consuming
- Rules can still be dense for newcomers
- Even in a streamlined version, longer campaigns can be demanding on schedules
- team-based exploration and tactical combat with evolving narrative
- Fantasy dungeon-crawl in the Gloomhaven universe with a cooperative, campaign-driven structure
- campaign-driven, episodic progression with persistent character development
- Gloomhaven
Mechanics (from transcript analysis)
- Attack modifier deck and status effects — Combat uses an attack modifier deck and applies status effects like poison and stun.
- Campaign progression and character leveling — Persistent upgrades and loot across scenarios for continuing character advancement.
- Card-driven actions — Characters use action cards with top and bottom actions to perform abilities.
- Cooperative play with diverse characters — Players select unique characters with complementary abilities to tackle missions together.
- Dungeon Crawl — Monsters follow AI rules and flip on map tiles to drive encounters.
- initiative and turn order — Turn order is determined by the action cards picked and initiative mechanics rather than dice.
- Monster AI and map-based dungeon exploration — Monsters follow AI rules and flip on map tiles to drive encounters.
- Setup and learning curve — Initial setup includes hero boards, mats and scenario decks; can be time-consuming and intimidating for new players.
Video topics + discussion points
Quotes (from this video)
- Gloomhaven Jaws of the Lion paved the path to get into the full game with my roommates that have never board game really
- if my non warm gamer friends can learn this game I think almost anyone can
- it's super fun
References (from this video)
- diet gloomhaven: significantly easier to set up and learn
- simpler, cleaner components with approachable but deep mechanics
- shorter, well-paced campaign that’s highly finishable
- integrated maps and well-structured tutorial that eases newcomers
- blue help boxes and accessible design improve onboarding
- excellent monster flavor with named attacks that enhance combat feel
- strong class design with teamwork opportunities and depth
- production quirks like typos/misprints in some copies
- not enough plastic stands for 4-player games (production issue)
- some players may still find certain classes (e.g., void warden) a bit confusing for newcomers
- subject to the broader gloomhaven limitations that still exist in the base game (long-term scalability and complexity)
- Introductory dungeon-crawler with streamlined mechanics
- Standalone intro campaign within the Gloomhaven universe, designed to be accessible
- Narrative-driven tutorial campaign that unfolds within a contained scope
- Gloomhaven
Mechanics (from transcript analysis)
- blue help boxes and guided tutorial — Tutorials use blue boxes to explain mechanics progressively.
- built-in maps and scenario booklet — Maps are integrated into the booklet with clear scenario presentation and art.
- Campaign — Intro campaign maintains a focused progression with meaningful rewards and unlockables.
- elements and teamwork — Element generation and interaction among classes add depth without overwhelming new players.
- scoped progression with unlockables — Intro campaign maintains a focused progression with meaningful rewards and unlockables.
- simplified class balance with depth — Four classes are accessible yet offer depth and teamwork opportunities.
- Stacking and Balancing — Four classes are accessible yet offer depth and teamwork opportunities.
- Tutorial — Tutorials use blue boxes to explain mechanics progressively.
Video topics + discussion points
Quotes (from this video)
- the maps are now literally built right into the booklet
- diet gloom haven is so much easier to get set up and going
- unlockables are super cool
- this is essentially gloomhaven in a bite-sized package
- monster attacks actually have names now
References (from this video)
- Enhanced onboarding for newcomers (quick starts, tutorial cards)
- Excellent organization and inserts
- Integrated maps and scenario book reduce setup time
- Spoilers exist in the printed scenario materials
- Some components can be heavy and bulky
- Array
- Fantasy
- Campaign-style scenarios with a modular book and pre-printed maps
- Gloomhaven
Mechanics (from transcript analysis)
- Card-Driven Action / Modular Class System — Classes have unique action cards that determine both attack and special effects.
- hand management — Character uses class cards and ability cards to perform actions.
- Scenario-based Map / Tile-based Map — Maps are integrated into the scenario book with tiles, reducing setup time.
- Tile/Map Shifting — Maps are integrated into the scenario book with tiles, reducing setup time.
Video topics + discussion points
Quotes (from this video)
- this is freaking sick
- this is a godsend they're actually answering all of my goddamn on complaints about the base game
- oh my god they put blue text for all the monsters
- the mad lads
- pre-made inserts you beautiful bastards
References (from this video)
- Cooperative play and puzzle-solving
- Campaign progression and fantasy theme
- Tactical depth in combat
- Heavy setup and administration
- Potential replay fatigue in repetitive scenarios
- Let-down when randomness affects outcomes late in a campaign
- Heroic cooperative exploration and campaign progression
- Fantasy dungeon-crawl in the Gloomhaven universe
- Campaign-driven with emergent story through player choices and scenarios
- Nemesis
- Kingdom Death: Monster
- Zombicide
- Cockroach Poker
Mechanics (from transcript analysis)
- Card-driven actions — Players select two cards per turn with top/bottom actions to perform two actions
- Character progression — Leveling up, items, and ability upgrades across scenarios
- Tile-based tactical combat — Grid-based combat with monsters and obstacle tiles
Video topics + discussion points
Quotes (from this video)
- Board games are supposed to be fun, right?
- In cooperative games, you're playing together and you're trying to beat a game and the game sometimes has it out for you.
- Are house rules adaptions that you make to make the game more playable, or are they a sin against God, man, and the industry as a whole?
- To maintain the fun of the game and continue moving forward, we were just fudging some of the core mechanics.
References (from this video)
- Accessible entry point into Gloomhaven with campaign flavor
- Solid cooperative play and tactical depth
- Less of the full Gloomhaven scale; still substantial content
- Some rules nuance may require reference during play
- coalition-coop exploration and tactical combat
- Dark fantasy dungeon crawl with ongoing campaign rhythm
- campaign-driven with modular encounters and evolving story
- Gloomhaven
Mechanics (from transcript analysis)
- campaign_progression — Character progression over a linked sequence of scenarios.
- Cooperative Game — Players work together to complete missions against monsters.
- cooperative_play — Players work together to complete missions against monsters.
- Deck building — Characters customize actions via a card-based ability system.
- deck-building — Characters customize actions via a card-based ability system.
- tactical_combat — Grid-based combat with card-driven decisions.
Video topics + discussion points
Quotes (from this video)
- We got all the Great Western Trails and Great Western Trail El Paso.
- Grand Austria Hotel alltime banger right there.
- For my money, I think this might be the best shelf that we
- bite-sized version of Gloomhaven with like 25 scenarios.
- Awesome tile lane game.
- That's awesome.
- I don't know.
References (from this video)
- accessible entry point into the Gloomhaven universe
- tight, campaign-driven design
- clever card work and synergy
- still heavy for some new players
- campaign bookkeeping can be involved
- Cooperative dungeon delving with campaign progression
- Dungeon crawl fantasy world with evolving narrative
- Campaign-driven, interconnected missions
- Gloomhaven
Mechanics (from transcript analysis)
- Cooperative Game — players work together to defeat monsters and complete scenarios
- cooperative_play — players work together to defeat monsters and complete scenarios
- deck_building_per_mission — between missions, players modify their deck to suit upcoming challenges
- hand management — cards determine actions and initiative for each turn
- hand_management — cards determine actions and initiative for each turn
Video topics + discussion points
Quotes (from this video)
- It's a Space Opera you go in with your race
- the production is fantastic
- the best two-player game to win the YIS
- Cascadia is fantastic game, I love it
- Western Legends is the best Western game you can buy
- Undaunted Normandy or North Africa if you've played those a lot
References (from this video)
- pre-printed maps on pages reduce setup time
- compact scenario book streamlines play
- strong visual design and compact production compared to older versions
- introduces four new distinct characters with varied playstyles
- improved miniatures and component quality
- maps on pages may feel less modular than tile-based systems for some players
- unboxing focus may limit depth of rule exploration in this video
- grim fantasy investigations, exploration, and cooperative heroics
- Fantasy dungeon crawl in the Gloomhaven universe, centered around a city-outpost and its surrounding dungeons
- campaign-driven, scenario-based with evolving character stories and backstories
- Gloomhaven
- Bloom Haven
Mechanics (from transcript analysis)
- Attack modifier deck — randomized effects that alter combat outcomes and add risk
- boss and monster AI turns — monster behavior determined by cards and AI rules to drive the encounter
- boss battler — monster behavior determined by cards and AI rules to drive the encounter
- Campaign — campaign structure with branching goals and unlocks across sessions
- character progression and items — gaining experience, leveling up, and acquiring gear across scenarios
- Cooperative Game — players coordinate to defeat monsters and complete scenarios
- cooperative play — players coordinate to defeat monsters and complete scenarios
- hand management — players select actions from a hand of cards, combining top and bottom actions for each turn
- modular map setup and map pages — scenarios use pre-printed pages instead of tile-based boards for setup
- Scenario-based progression — campaign structure with branching goals and unlocks across sessions
Video topics + discussion points
Quotes (from this video)
- maps are not on the tiles, they're on these pages
- compact version of what we know from Gloomhaven
- we already have ready maps without arranging them, this will save us time
- the tokens, a lot of different tokens this should not surprise anyone
- there is also an elemental board and more enemies a lot of them in this small box
- you also see obstacle tokens and the city map board
- I really like her style, what do you think
- four new characters
- Hatchet, his name is Hatchet
- a woman would Warden, a lady in shining armor, it looks pretty interesting and who is that Red Guard
- last hero with the bump symbol on the box, it will probably be explosive
- the character boards are a little different than in bloom Haven they have a different layout a little bit
- let's take a look at the miniature, this is the character I could play, definitely that's my style
- now a character with a book, it's probably a spell book
- it's awesome
- encouraged to play so I'm starting care
References (from this video)
- Compact entry into the Gloomhaven system
- Rich RPG-like progression with meaningful decisions
- Engaging dungeon crawl with high production values
- Steep learning curve; requires investment to understand the system
- Content density can be overwhelming for new players
- campaign-driven RPG-like dungeon exploration
- fantasy dungeon-crawling in the Gloomhaven universe
- tightly structured campaign with character progression
- Gloomhaven
- Dungeons & Dragons board games
Mechanics (from transcript analysis)
- Campaign progression — scenarios build a shared world with evolving rules and unlocks
- deck-building/rhythm combat — character actions are driven by a personal action deck that evolves over time
Video topics + discussion points
Quotes (from this video)
- Cooperative games are normally like very thematic.
- you’re not playing against each other you’re trying everybody together to solve the mechanic to solve the problem.
- it's a really friendly game that will everybody try to win or lose together.
- the desert moves around and blows around the desert… the desert is actually trying to kill you.
- it’s brutally punishing.
References (from this video)
- Strong all-round package compared to base gloomhaven
- Great storytelling through scenarios
- Solid progression and campaign feel
- Requires commitment to a campaign
- Some may prefer the larger base game content
- Adventure, tactical combat, evolving stories
- Fantasy dungeon crawl in the Gloomhaven universe, campaign-driven scenarios
- Story-forward campaigns with branching scenarios
- Gloomhaven
Mechanics (from transcript analysis)
- Campaign progression — Scenarios carry over and characters level up through sessions
- cooperative tactical combat — Team-based tactical decisions with card-driven actions
Video topics + discussion points
Quotes (from this video)
- "Loving it, absolutely loving it"
- "I think Jaws of the Lion is a better all-round put together package"
- "it's one of the most complicated games out there; the learning curve is huge"
- "I rate the game I think like a 9.5 out of 10"
- "we played Star Wars Imperial Assault all day"
References (from this video)
- Gloomhaven
Mechanics (from transcript analysis)
- cooperative tactical combat — players work together to defeat monsters on tactical maps
- deck-building — players use ability and attack cards drawn from a personal deck
Video topics + discussion points
Quotes (from this video)
- it's not just people of color we're talking about women too yes whether you have color or not underrepresented under-represented lgbtq yes so we'll have a nice diverse group of people
- Die Hard is a Christmas movie
- send in the questions we love hearing from you all
- family we just love being with you we couldn't let this day go by without visiting with you and talking to you
- we're launching a new show called OFPG Voices
- it's not just people of color we're talking about women too
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- gaming is for everybody
- Black history is American history
- If it happened on American soil it's American history
- History is not a priority in this country; comfort is the preeminent american value
- we're here we're here we're here
References (from this video)
- compact entry into the Gloomhaven system
- highly engaging and campaign-driven
- still heavy on rules and learning curve
- pacing can be slow if players overthink
- team-based tactical exploration
- fantasy dungeon-crawl with card-driven scenarios
- campaign-driven storytelling
- Gloomhaven (full)
- Descent: Journeys in the Dark
Mechanics (from transcript analysis)
- card-driven dungeon crawl / scenario-based progression — structured scenarios with cooperative play and evolving character abilities
- cooperative dungeon crawl / card-driven combat — scenario-based missions with evolving character abilities
Video topics + discussion points
Quotes (from this video)
- it's board game adjacent let's just say it's kind of like an activity where you've got a big map on the table and you're trying to solve crimes
- i really really like tapestry
- it's simple but fun
- the fan track keeps you relevant when you're behind
- it's a bundle of fun
- i love calico
- radlands is a fantastic two-player card dueling lane fighter
References (from this video)
- Solid solo play option and strong co-op experience
- Tight puzzle-like challenges with satisfying conundrums
- Rich thematic consistency and replay value
- Steep learning curve for new players
- Can be lengthy and require substantial time to complete campaigns
- cooperative tactical dungeon exploration
- fantasy dungeon-crawl world of Gloomhaven
- campaign-based scenarios with evolving challenges
Mechanics (from transcript analysis)
- Deck-driven actions — Players select cards that determine actions each turn.
- Scenario-based progression — Campaign-like structure with scenarios that affect future play.
Video topics + discussion points
Quotes (from this video)
- "this is the completely biased unadulterated Jack's personal top 10 list of 2024"
- "it's a wonderful year to be a gamer with the partner gamer in your life"
- "Leviathan Wilds is a midweight game that doesn't take a lot to get to the table"
- "Harvest is a game that got me into gaming in the first place"
- "this year has been bonkers... I'll remember forever"
References (from this video)
- Big content for a smaller footprint
- Better teach-in for new players
- fantasy dungeon exploration
- Expanded Gloomhaven experience in a smaller box
Mechanics (from transcript analysis)
- campaign/shorter — A more approachable Gloomhaven experience with a contained campaign.
Video topics + discussion points
Quotes (from this video)
- the mere mortal tier I'm talking about people that have either no board gaming experience at all or at most they've played Monopoly Uno or maybe Katan
- the perfect uh game to introduce to someone to the Rand W genre
- this is the perfect game to introduce someone to the Roll & Write genre
- this is a great option especially if you know that they like card games or nature
- I've seen people draw some gorgeous Maps
- this game made me feel all smart and stuff
- Everdale is a fantastic puzzle
References (from this video)
- great value in Jaws of the Lion
- tight, accessible campaign
- streamlined setup compared to base game
- some feel it lacks the depth of the base game
- campaign-driven tactical combat with evolving character progression
- fantasy dungeon crawl in the Gloomhaven universe
- streamlined campaign for quicker access
- Gloomhaven (base game)
Mechanics (from transcript analysis)
- campaign-based dungeon crawling — progress through scenarios with evolving map and character growth.
Video topics + discussion points
Quotes (from this video)
- this is the zombie game in my collection
- gaming Nirvana
- my first ever certified dopamin award
References (from this video)
- Beautiful universe
- Engaging solo play
- Four character options
- Loving the experience
- Partner doesn't play this one
- Solo-only game in their collection
- Dungeon crawling campaign adventure
- Gloomhaven fantasy universe
- Progressive campaign narrative
Mechanics (from transcript analysis)
- Campaign — Multi-scenario linked campaign
- Character control — Play all four characters solo
- Deck building — Evolving character abilities
Video topics + discussion points
Quotes (from this video)
- love it love it love it
- that's gonna be a real big part of our collection
- Lost Cities is a two-player game it's evil y'all
- happy frustration
- it's kind of funny funny
- i like it better this time
- games have to grow on me
- beautiful game loved it oh man omg
- i love the artwork diverse
- this may be one of our favorites
- we are disappointed
- we didn't build a fort
- what are we doing
- if you ain't have fun what you doing
References (from this video)
- great intro into Gloomhaven, accessible entry
- heavy rules for new players
- campaign length
- cooperative tactical combat
- fantasy dungeon-crawling campaign
- campaign progression
- Gloomhaven
- Descent
Mechanics (from transcript analysis)
- Campaign-based progression — unlock abilities and equipment as scenarios unfold
- Tactical combat — grid-based combat with enemy AI and teamwork
Video topics + discussion points
Quotes (from this video)
- Hive is a simple two-player game yet it's for gamers because there's a lot of decisions it almost feels chess-like it's zero luck
- this video is going to go head-to-head and find the best board games for gamers under budget
- 75 not that bad for five really good games for gamers
- it's going to be the most expensive ice cream
References (from this video)
- One of first campaigns they finished start to finish
- Great introduction to campaign games
- Incredible experience
- Refined accessible version of Gloomhaven
- Will naturally fall lower in rankings due to one-and-done campaign nature
- Campaign adventure
- Fantasy - dungeon crawling
- Narrative campaign with storybook
- Gloomhaven (original game)
Mechanics (from transcript analysis)
- Campaign — Story-driven campaign gameplay
- Storybook Map — Maps presented as storybook that you open and play
- Tactical combat — Turn-based combat with character management
Video topics + discussion points
Quotes (from this video)
- Azul is just a classic classic game
- I will always want to play this game it's a staple
- Racing is my favorite game mechanic
- I love watching everything kind of like waterfall off of each other
- Castles of Burgundy is incredible I love Castle's birdie
- I love this game so basically like the world is dying
- The best part about Black Angel the little robot guys
- Bet on yourself always always I don't even care if I lose the game believe in yourself
- Dice Throne is an incredible 1v1 battle Yahtzee game
- Wingspan I am almost always in a game of Wingspan on BGA
- This game is beautifully designed it just feels good when you play it
- I can't win and I am getting freaking sick of it
- It's always a great time when it hits the table
- Paint the Roses is a Cooperative deduction game
- I've fallen back in love with it
- Some of the best gaming experiences I've had is playing that game
- I really really love Flamme Rouge it is an excellent game
- I will fall in love with this game it's got the recipe for it to be like a top 10 game
References (from this video)
- initial presentation and organization of components feels intuitive
- clear flow from setup to play with mystery elements
- some find non-intuitive setup and organization for larger groups
- adventure and tactical combat in a shared campaign world
- fantasy dungeon-crawl, scaled-down for new players
- campaign-driven, modular storylines
- Gloomhaven
- Sleeping Gods
Mechanics (from transcript analysis)
- cooperative tactical combat — players work together to complete scenario objectives on a map grid
- modular map tiles and progressive unlocks — scenario-based content unfolds as players advance
Video topics + discussion points
Quotes (from this video)
- everything to me has sort of built around and built off of wasteland express
- this tub which is color coded to the player pieces
- the insert has transformed what is the absolute worst aspect of this game and made it this beautiful premium
- sleeving is a hobbyist mentality
- open like a feast as soon as you open the box
- the central basin allows you to get everything successfully into the box and the lid closes
- box mapping removes all inserts
References (from this video)
- more approachable entry into Gloomhaven
- reduced setup complexity
- still heavy for casual gamers
- less room to explore later into the system
- fantasy dungeon crawling with campaign feel
- Gloomhaven world, scaled-down single-box experience
- structured campaign with guided goals
- Gloomhaven
Mechanics (from transcript analysis)
- Campaign progression — scenario progression and character development
- initiative/deck-driven actions — smaller box version with simplified setup
Video topics + discussion points
Quotes (from this video)
- easy one for me
- locking it in
- we're not big fans of the crew
- it's not close
- open-world sandboxy exploration
References (from this video)
- eases new players into the Gloomhaven ecosystem
- solid introduction to the core system
- tactical combat with persistent character progression
- fantasy dungeon-crawl with a streamlined starter
- Frosthaven
Mechanics (from transcript analysis)
- gloomhaven-style card actions — hand-management and card-driven turns adapted for beginners
Video topics + discussion points
Quotes (from this video)
- the fact that people want to listen is mind blowing
- we are not monetizing, we are not turning this into a job
- I bought Frost Haven in the mail and I was excited
- I thought it was gonna be bloated too clunky, but it was pretty streamlined surprisingly
- Harassment I'll try to speak for myself and my co-host a little bit
- the best experience you are going to have with most games is with other players
References (from this video)
- Accessible entry into the Gloomhaven system
- Good for new players
- Not as deep as the main Gloomhaven experience
- Cooperative dungeon exploration
- Intro campaign entry into the Gloomhaven system
- Story-driven, accessible entry point
Mechanics (from transcript analysis)
- Card-driven actions — Character abilities are deployed via a fixed deck system.
- Co-op — Players work together to overcome scenarios.
Video topics + discussion points
Quotes (from this video)
- I like making my own decisions I like the competitive aspect when I sit down to play that game.
- I really enjoy the whole universe of gloomhaven I really do.
- it's almost like a video game that's right in the palm of your hand as a board game.
- the undaunted series brings me back to my childhood.
- Happy Father's Day to all the fellow fathers out there.
References (from this video)
- great entry into heavier Euro-style co-ops
- clear mission structure and tangible progression
- can be lengthy and rules-dense for new players
- cooperative strategy with evolving scenarios
- fantasy dungeon-crawl in a shared campaign world
- campaign-driven progression and storytelling
- Descent: Journeys in the Dark
- Summoner Wars
Mechanics (from transcript analysis)
- cooperative play — players work together to complete scenarios
- hand management — skill/action cards influence choices and outcomes
- Scenario-based progression — unlocks new content and harder challenges over time
Video topics + discussion points
Quotes (from this video)
- topic ideas so if you can if you have a topic idea if you just put the word topic like in caps and then like a colon
- virtual conventions are kind of the thing we're doing right now
- i am not a pro when it comes to airbrush
- i would like them to release just some simple stuff like here's the rules for those assault primaries
- buy from your local store first
References (from this video)
- Mass-market accessibility via smaller box and $50 price point
- Streamlined setup and a painless learning curve
- High-quality miniatures and art for the price
- Standalone campaign that works with the Gloomhaven universe
- Some replayability trade-offs due to fixed board and stickers
- Not as modular or expandable as the full base game for long-time players
- adventure campaign in a city outskirts
- city-adjacent dungeon-crawl within the Gloomhaven world, scaled for mass-market
- introductory campaign with scenario-by-scenario teaching
- Hero Quest
- Descent: Journeys in the Dark
- Puerto Rico
Mechanics (from transcript analysis)
- Card-driven action selection — Two actions per round; top and bottom actions; simplified approach for new players.
- Learn-to-play guide and guided scenarios — Two-paragraph learn-to-play guide and five-scenario progression to ease players in.
- Scenario-book maps — Maps for each scenario are printed inside the scenario book; no separate tiles needed.
Video topics + discussion points
Quotes (from this video)
- Gloomhaven is a standalone campaign standalone game there are 25 scenarios and four character classes.
- The maps for each scenario within the scenario book; you open the scenario book and there's your map you don't need any additional tiles.
- There are 25 scenarios and four character classes; it's a standalone campaign.
- This is a mass-market approach with a smaller box and a $50 price point.
- If you sit down with somebody who has never played before, you can teach them quickly.
References (from this video)
- great entry into Gloomhaven, accessible yet deep
- tutorial levels teach core mechanics gradually
- strong cooperative play and story elements
- not as weighty as some heavy Gloomhaven campaigns
- still heavy for new players if aiming for full experience
- cooperative dungeon exploration with persistent leveling
- Dark fantasy dungeon crawl; entry point into Gloomhaven universe
- campaign with story-driven progression
- Gloomhaven (base game)
Mechanics (from transcript analysis)
- character growth and class variety — level up and customize heroes with cards and items
- cooperative team play with wardens — one player or the game acts as warden to control monsters
- legacy-lite progression with keeps track — track progress through a campaign with sessions
- streamlined Gloomhaven experience — easier onboarding compared to base game
Video topics + discussion points
Quotes (from this video)
- it's disturbing it might not be for everyone
- it's a two-hour nightmare
- the first five levels are set up as a tutorial
- it's easier to get into gloom haven
- it's like going to the movies but it's a date night and interactive
References (from this video)
- easier entry into the Gloomhaven system
- still provides campaign feel
- less depth than base Gloomhaven for veterans
- Cooperative dungeon crawl with approachable rules
- Introductory campaign to the Gloomhaven universe
- Campaign with modular scenarios
- Gloomhaven
Mechanics (from transcript analysis)
- Card-driven actions in a streamlined format — Simplified version of Gloomhaven rules
- Cooperative play with guided tutorial — Eases new players into Gloomhaven mechanics
Video topics + discussion points
Quotes (from this video)
- Sleeping Gods is so good it's so good
- it's like playing a Choose Your Own Adventure storybook
- The Minis on this are huge
- this box is so much heavier than I thought it was
- it's the slowest game ever
- it's a worldwide contest
- have fun keep gaming be social
References (from this video)
- polished package; accessible entry into the Gloomhaven universe
- great expansion of the Gloomhaven system in a smaller box
- still heavy on content; can be overwhelming to newcomers
- cooperative fantasy combat with evolving character arcs
- fantasy dungeon-crawl with a streamlined box
- campaign-driven with modular missions
- Gloomhaven
- Descent: Road to Legend
Mechanics (from transcript analysis)
- Campaign progression — multilayer storyline with side missions and branching paths
- Card-driven combat — top/bottom card mechanics drive actions and outcomes
Video topics + discussion points
Quotes (from this video)
- pure cooperative where everybody wins or loses together
- we're in this together it's okay you know i'm not working against you
- macro level adventure
- this is the gloomhaven that should have been the first gloomhaven to come out now
References (from this video)
- clever card system; strong story scaffolding
- big, sprawling rules; heavy to play solo or quick sessions
- fantasy exploration with tactical combat
- story-driven dungeon crawl
- campaign-driven, rich world
- Gloomhaven
Mechanics (from transcript analysis)
- cards-based initiative — two cards per turn directing speed and action
- cooperative play — team up to defeat monsters and complete scenarios
- tiered character progression — unlock powers across a campaign
Video topics + discussion points
Quotes (from this video)
- this game is poo
- it does as i said just take that edge off the randomness
- one of the best card games i've ever played
- it's almost like a eurofied Ticket to Ride
- the ambition of this game is absolutely mind-blowing
- a game that rewards repeated plays
- the board is always flux and alive
References (from this video)
- High-quality narration from Foreteller
- Clear promotion of the game and its narration
- Cross-promotional content and planned cross-platform playthrough
- Supportive community engagement through the giveaway
- Requires sharing email and personal data to enter the giveaway
- Gives a strong marketing bias toward Foreteller and Foreteller products
- Potential privacy concerns around collecting email addresses
- Mercenary adventuring, personal honor, and investigative peril.
- Dungeon-crawl mystery within the city of Gloomhaven, focusing on a missing-person investigation in a grim fantasy setting.
- Foreteller-style narration embedded in-game scenarios; sample intro excerpt used to illustrate tone.
- Gloomhaven
Mechanics (from transcript analysis)
- card-driven action system — Character actions are determined by action cards with top/bottom halves and varying effects.
- Cooperative Game — Players work together to complete scenarios against a shared foe and objective.
- cooperative play — Players work together to complete scenarios against a shared foe and objective.
- Narration/immersion — Official narration (Foreteller) enhances immersion with spoken and text narration.
- scenario-based campaign — A linked sequence of missions within a campaign book providing progression and unlocks.
Video topics + discussion points
Quotes (from this video)
- Foreteller narrates epic board games; they narrate gloomhaven all 95 scenarios
- you can go pick them up right now and begin using them in your epic game
- we're going to be playing jaws of the lion
- the winner ... i want to be able to email that person the code
References (from this video)
- Clearer teaching path than base game; strong introductory experience
- Accessible entry with structured scenarios
- Encourages campaign progression and mini painting
- Solid rulebook and guidance
- May feel lighter than the base Gloomhaven in depth
- Story not the main selling point; similar to base title
- fantasy dungeon exploration with a more accessible ruleset
- Continued gloomhaven world; introductory scenario set in gloomhaven city
- introductory campaign with guided teaching elements
- Zombicide
- Cthulhu Death May Die
- Seventh Continent
- Oathsworn
Mechanics (from transcript analysis)
- Card play / hand management — Two cards chosen and used per turn with top and bottom actions.
- Deck building — Characters progress and build their own decks with new abilities.
- Deck-building / upgrading — Characters progress and build their own decks with new abilities.
- Dungeon Crawl — Scenario objectives, puzzle-like challenges, and monster encounters.
- Dungeon crawl with objectives — Scenario objectives, puzzle-like challenges, and monster encounters.
- hand management — Two cards chosen and used per turn with top and bottom actions.
- Mission-driven progression — The campaign advances with chapters and story milestones.
- No dice; randomness via modifier cards — Randomness comes from attack modifier cards instead of dice.
Video topics + discussion points
Quotes (from this video)
- i could commit to another 20 episodes
- i like it i like how a game this complex actually gives you five training scenarios to introduce you to all the mechanics
- the rule book actually is really helpful
- there's no dice
- i'm a glass cannon
- right now i could commit to another 20 episodes
References (from this video)
- Takes up entire test table
- Ready for review
- Cooperative adventure
- Fantasy dungeon
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- I used to call this a shelf of shame that was a pretty common thing to call it back in the day and I don't never really liked that term because I don't feel shame that I haven't got to these games
- this is mostly work like this is just a backload of things I probably should get to
- people will still be looking for it
- it doesn't matter if the game is like 20 years old people will still be looking for it
- I've painted this one and I spent a lot of time doing it
- there's no point putting them on the channel I think both of them have been out of print for like a decade
- one of the worst kickstarters by one of the worst studios in board gaming history
- Golden Bell Studios did everything wrong you could possibly think of
- purely toxic company run by incredibly terrible people
- it would be kind of a joke that I'd be able to do a three minute video of feudum
- this game has a tutorial video online that's like 40 minutes long
- The Rose explanation video feels like a parody but it's actually how the game is played
- nothing personally to me puts me off playing a game that then sitting down unboxing it and having a craft assignment
- stop making me spend hours assembling your damn games
- this is an uncontrollable mess right now
- I'm a full-time dad and I'm really doing this in the evenings
- I have a finite space and also it just puts pressure and stress on me having a whole bunch of crap there that I know I'm not going to get to
- I'm going to do a big cull
- I will be published by this company but that doesn't mean I'm going to be slavishly devoted to every single game they put out
- I am a sucker for cute animal games like I really am
References (from this video)
- clear tutorial approach that eases entry compared to base Gloomhaven
- compact, story-driven with modular campaigns
- strong theme and satisfying dungeon-crawl feel
- still can be lengthy and heavy in practice
- some rules nuance can feel dense even with tutorials
- heroic cooperative dungeon exploration
- fantasy dungeon-crawl with a modular, scenario-based campaign
- chapter-like scenarios with tutorials and escalating challenges
- Gloomhaven
- House on the Hill (via discussion context)
Mechanics (from transcript analysis)
- campaign-driven co-op — A structured campaign with scenarios that gradually teach and challenge the players.
- chapter-based tutorial — The book teaches the game progressively through scenarios and guided play.
- character abilities and deck management — Each character has unique abilities managed via a deck system; players optimize hand interactions.
Video topics + discussion points
Quotes (from this video)
- it's a solid game with like this it pulls you in each stream
- the tutorial format really helps you experience it differently
- we had this new evolution of our game group for a good three months
- betrayal legacy is still sitting on my shelf unplayed but I was intrigued
- it's slower at the beginning but picks up and it's a good overall experience
References (from this video)
- Robust, living campaign with broad content
- High production quality and modular expansions
- Heavy rules and steep learning curve
- No quick one-off play; best as long-form campaign
- Campaign-driven development with cooperative party play
- Dark fantasy, sprawling dungeon-crawl with tactical combat
- Interwoven scenarios with evolving story and town phase
- Shadows of Brimstone
- Shadows of Kilforth
Mechanics (from transcript analysis)
- Campaign risk and town phase — Between-dungeon downtime and decision points affect progression.
- Cooperative, multi-character campaign — Team-based missions with character progression.
- deck-building/hand-management — Character abilities and actions built from cards.
Video topics + discussion points
Quotes (from this video)
- This game is amazing at creating an emerging narrative.
- I voted this number one adventuring game this year.
- Emerging narratives are just fantastic in Explor It.
- The lore, the art, the setting—the Gothic vibe here is unmatched.
- You can play solo without a DM and still have a deep experience.
- This is one of the best dungeon crawlers you can buy today.
References (from this video)
- Excellent entry point to Gloomhaven series
- Storybook format with integrated map
- Campaign-based storytelling
- Character upgrades and progression
- Great for two-player gaming
- More complex than standard Gloomhaven
- Time-intensive gameplay
- Dungeon crawling, adventure
- Fantasy dungeon
- Story-driven campaign
- Gloomhaven
Mechanics (from transcript analysis)
- Campaign — Legacy story with multiple scenarios
- exploration — Explore dungeons and areas
- hand management — Card-based action selection
Video topics + discussion points
Quotes (from this video)
- These go to 11 - just like in Spinal Tap
- I literally started this video by saying everything will be cute and animal related, and the first one is murder war counts
- You're basically Bilbo Baggins trying to steal Smaug's treasures
- The only reason this game is on your list is because you always win
- It's like clue but cooler and more dynamic
- I love space... love space theme games... any space related games I'm in love with
- I have Disney tattoos all over my arms
- 1v1 all day, give me that
- It is uncanny how lucky Jamie is
- Mansions of Madness is so good like I love it
- Jaws of the Lion was a great compromise where Gloomhaven is super heavy
References (from this video)
- easy entry point for newcomers to Gloomhaven
- strong integrated tutorial that reduces barrier to entry
- streamlined setup and components (book-based)
- retains core Gloomhaven feel without legacy baggage
- satisfying for both new players and veterans
- some rules are omitted or simplified to aid learning
- potential for players to forget shuffle/cleanup steps without reminders
- fewer hours of play than original Gloomhaven; depth may be shallower for long campaigns
- two-page level layouts can feel limited compared to the full map in the base game
- Cooperative dungeon adventure in a fantasy setting
- The world of Gloomhaven
- drip-feed tutorial integrated into the adventure with a standalone story arc
- Gloomhaven
Mechanics (from transcript analysis)
- action selection via cards — Players choose two action cards each turn and execute actions based on the cards drawn.
- Cooperative Game — Players work together to achieve team objectives against the game’s challenges.
- cooperative play — Players work together to achieve team objectives against the game’s challenges.
- map and components integrated into a book — Level tiles and map components are organized within a compact book for streamlined setup.
- monster modifiers and cards — A deck of monster modifier cards and related tokens to create varied encounters.
- Scenario-based progression — A series of connected adventures with escalating challenges in a defined world.
- Tutorial — An integrated learning system (Book of Learning) guides players through rules and mechanics step by step.
- tutorial book / learning system — An integrated learning system (Book of Learning) guides players through rules and mechanics step by step.
Video topics + discussion points
Quotes (from this video)
- this isn't a stripped-down gloomhaven this is a streamlined gloomhaven sans legacy and all the stuff
- jaws of the lion serves two purposes first and foremost it's a standalone adventure with its own story heroes and locations all set in the world of gloomhaven and designed for people with zero gloomhaven experience yet it contains enough of its predecessors mechanics and adventuring to satisfy veterans of the tabletop classic
- it's not perfect but it's pretty damn good
- it's a legitimate gloomhaven experience with a much easier barrier to entry
- two pages to play on your level layouts are so limited like playing in a teeny-tiny closet
- dig it
- have fun keep gaming
References (from this video)
- robust and engaging combat system that emphasizes meaningful, deliberate decisions each turn
- tutorial scaffolding improves onboarding for new players without overwhelming them
- campaign structure takes players across a varied city with a wealth of locations and monsters
- introduces four new characters that add variety for veterans and maintain a familiar feel for fans of the original gloomhaven
- level-up rewards and new powers provide a sense of growth and evolving strategical options
- the tutorial approach can feel skippable to seasoned players, reducing onboarding value
- compared to the original gloomhaven, it lacks some scale and breadth of scope, functioning more as a compact experience
- the overall complexity remains high, potentially challenging for complete newcomers even with guidance
- additional rules introduced in later scenarios can compound rule management and playtime
- fantasy dungeon exploration with cooperative tactical combat and character development
- Gloomhaven city; a campaign-driven dungeon-crawler setting with evolving locations and encounters
- episodic scenario-driven campaign with persistent progression and evolving abilities
- Imperial Assault
- HeroQuest
Mechanics (from transcript analysis)
- Campaign — campaigns unfold across linked scenarios with recurring monsters, locations, and rewards that scale with character development
- card discard and lost pile management — used cards enter a lost pile; managing discards and hand size is critical to avoid early defeat when no cards remain
- cooperative actions — team members coordinate actions, position to exploit terrain, and manage conditions like curses, stuns, or immobilization
- cooperative combat and status effects — team members coordinate actions, position to exploit terrain, and manage conditions like curses, stuns, or immobilization
- hand management — each turn you select two action cards; the bottom card is typically used for movement, the top for the main action; order and combination drive tactical choices
- initiative and turn order — the middle number on the chosen cards determines player initiative and turn sequencing, affecting planning and reaction time
- modifier and elemental resource system — modifier cards add or subtract to rolls, and elemental essences can power other cards, creating layered resource management
- permanent character development — as players level up, they unlock new abilities and power cards that enhance future decision-making and strategy
- Scenario-based progression — campaigns unfold across linked scenarios with recurring monsters, locations, and rewards that scale with character development
Video topics + discussion points
Quotes (from this video)
- you are the jaws of the lion. A mercenary party arriving at gloomhaven in search of adventure
- the best thing about this game is the cool bonus at level 5 they're too awesome to spoil here
- pretty daft name, pretty good game. gold medal
- for new players even with the tutorial gloomhaven is a pretty complex game
- for gloomhaven veterans, you'll like it for the four new characters
- it's just more gloomhaven
References (from this video)
- accessible introduction to the Gloomhaven system
- fantastic campaign experience
- not the highest replay variety vs. base game
- still heavy in setup and rule complexity
Mechanics (from transcript analysis)
- campaign/legacy-style progression — shorter campaign in a smaller box compared to base Gloomhaven
Video topics + discussion points
Quotes (from this video)
- our top 50 is like a living breathing thing that changes every day by the day by the minute
- these games are all incredible even if something's like a number 600 from 700 it's probably still a good game
- ranking is subjective; it's hard to compare a 18 card game to a heavy Euro
- we rank in the moment based on our gut feeling and that's just how the chips fall sometimes
References (from this video)
- Rich cooperative puzzle-like combat with strong thematic tie-ins
- Engaging boss mechanics that require balancing offense, defense, and positioning
- Dynamic use of environment and status effects for strategic depth
- Complex setup with many rules to track
- Long play sessions and potentially punishing failures in blind runs
- Dark fantasy, occult rituals, exploration and perilous boss battles
- Fantasy dungeon-crawl in a grim cityscape with ritual sites and sinister cults; the Nexus and Blood Tumor loom as central threats.
- Scenario-driven narrative with text narrative passages between encounters and boss fights
Mechanics (from transcript analysis)
- boss battler — The Blood Tumor and other bosses introduce dedicated mechanics (healing triggers, special abilities, and end conditions) that shape multi-phase combat.
- Boss-specific rules — The Blood Tumor and other bosses introduce dedicated mechanics (healing triggers, special abilities, and end conditions) that shape multi-phase combat.
- card crafting — Defeating foes yields XP; players advance by gaining new cards, expanding future options and power.
- Card-driven actions — Players select and play action cards from a hand, guiding movement, attacks, and special effects; hand management drives pacing and risk.
- Crowd control and status effects — Muddle, poison, wound, and other statuses influence damage, accuracy, and defenses; many actions hinge on manipulating these statuses.
- Environmental interaction — Doors, traps, and terrain features (like traps and hazardous zones) shape combat flow and risk management.
- Experience, level-up, and deck growth — Defeating foes yields XP; players advance by gaining new cards, expanding future options and power.
- Initiative and positioning — Turn order and positioning matter; players must coordinate to position enemies, traps, and terrain to their advantage.
- Loot economy — Treasure and coin acquisition provides rewards and planning hooks for future scenarios and upgrades.
- neighbor interaction — Doors, traps, and terrain features (like traps and hazardous zones) shape combat flow and risk management.
- Push/Pull and movement manipulation — Character abilities can push or pull enemies, drawing them into traps or away from allies; engagements hinge on map control.
Video topics + discussion points
Quotes (from this video)
- Our goal is to kill the blood tumor.
- The blood tumor heals that amount.
- This card seems really good.
- My hope is to have the ruin these guys' day. That's my hope here.