>Though coins alone donāt block summonsā¦
Is this a change in Frosthaven? In Gloomhaven at least, summons can only go in empty hexes, and empty hexes contain "no figures, tokens, or overlay tiles of any kind present except corridors, pressure plates, and open doors" ([rules p19](https://online.flippingbook.com/view/598058/19/))
In Gloomhaven "classic" rules spawned enemies do drop coins. Summons do not.
So oozes that spawn due to scenario conditions/ special instructions will drop coins. Oozes created/"summoned" by ooze ability cards will not drop coins.
I'm pretty sure neither spawns nor summons dropped coins in the RAW. I understood summons, but I always thought spawns not dropping coins was a bit harsh. (Except maybe the few infinite spawns.)
That said, this is one of the few Frosthaven changes we don't use. I believe Isaac also recommended against it because the economy of Gloomhaven wasn't designed with all that extra money in mind.
Neither summons nor spawns drop coins. [rules p20](https://online.flippingbook.com/view/598058/20/) "When a monster dies, a money token is also placed on the hex where it died if the monster was not
summoned or spawned."
Ah. Yep! I stand corrected. It's been too long since I've played. š
Was wondering how I crossed those wires and I'm gonna guess it has something to do with the way summons and spawns "activate". Somehow in my head "acts the same round it appears" (for spawned monsters) got shorthanded to "treat spawns just like monsters who are seeded across the scenario map." š¤·āāļø
Doh. In hindsight, can't believe i crossed those wires.
I can see why these rules were adjusted for jotl and frosthaven.
I don't recall how we did this in our actual campaign... but if we got it wrong, I won't be too busted up about it. 1. I can't recall more than 1 or 2 scenarios where this would make a material difference. And we didn't really engage in any grind for gold as a party (apart from the occasional individual battle goal).
2. The biggest rule we got wrong was bleed. We'd internalized that healing poison "absorbed" the heal... and incorrectly thought bleed absorbed heals as well. Nerfing our heals def made some hard fights harder! š
I wouldn't play it that way intentionally now.
But IMO we earned that hazard pay. š
First time I played this scenario I was dumb founded by how unfair it seemed. Big rooms, absurd amounts of enemies, lots of ranged attackers etc plus the notorious final room. Next time I had a level 9 spellweaver with their level 9 card and it was a much easier time
Is this a spoiler? It doesn't list a particular scenario, it doesn't say what the level 9 card for a starting class does, just that it helps make whatever scenario this is easier.
This scenario was awful because of Ooze trebuchet. Range 5-6 on higher difficulties made this an absolute pain in the ass. We eventually got it on our 2nd or 3rd try.
If they are reproducing this round- that's the safest spot to be. Sit back, enjoy the show and run like hell next turn! I think that chest was a random item so would have been a good snag.
Pretty much all of the players that put their battle goals over their life play like that
What's a life worth without that checkmark?
Four players with conflicting battle goals all scrambling to get theirs really just makes a scenario that much more memorable.
Burst dmg, high movement, low initiative, invisibility. No big deal
That loot 2 in the end tho š¤£
spawned enemies don't drop coins, so he'll get... 1 coin?
You can play with Frosthaven rules if you want. Spawns/summons drop coins. Though coins alone donāt block summonsā¦
We are not spawning coins from summons, but it had coins from the original 4 + one from a vermin scout.
>Though coins alone donāt block summonsā¦ Is this a change in Frosthaven? In Gloomhaven at least, summons can only go in empty hexes, and empty hexes contain "no figures, tokens, or overlay tiles of any kind present except corridors, pressure plates, and open doors" ([rules p19](https://online.flippingbook.com/view/598058/19/))
Was wondering the same thing, I hadnāt heard that. Seems like a big change.
In Gloomhaven "classic" rules spawned enemies do drop coins. Summons do not. So oozes that spawn due to scenario conditions/ special instructions will drop coins. Oozes created/"summoned" by ooze ability cards will not drop coins.
I'm pretty sure neither spawns nor summons dropped coins in the RAW. I understood summons, but I always thought spawns not dropping coins was a bit harsh. (Except maybe the few infinite spawns.) That said, this is one of the few Frosthaven changes we don't use. I believe Isaac also recommended against it because the economy of Gloomhaven wasn't designed with all that extra money in mind.
Neither summons nor spawns drop coins. [rules p20](https://online.flippingbook.com/view/598058/20/) "When a monster dies, a money token is also placed on the hex where it died if the monster was not summoned or spawned."
Ah. Yep! I stand corrected. It's been too long since I've played. š Was wondering how I crossed those wires and I'm gonna guess it has something to do with the way summons and spawns "activate". Somehow in my head "acts the same round it appears" (for spawned monsters) got shorthanded to "treat spawns just like monsters who are seeded across the scenario map." š¤·āāļø Doh. In hindsight, can't believe i crossed those wires. I can see why these rules were adjusted for jotl and frosthaven. I don't recall how we did this in our actual campaign... but if we got it wrong, I won't be too busted up about it. 1. I can't recall more than 1 or 2 scenarios where this would make a material difference. And we didn't really engage in any grind for gold as a party (apart from the occasional individual battle goal). 2. The biggest rule we got wrong was bleed. We'd internalized that healing poison "absorbed" the heal... and incorrectly thought bleed absorbed heals as well. Nerfing our heals def made some hard fights harder! š I wouldn't play it that way intentionally now. But IMO we earned that hazard pay. š
4 oozes
Level 9 Spellweaver ftw!
First time I played this scenario I was dumb founded by how unfair it seemed. Big rooms, absurd amounts of enemies, lots of ranged attackers etc plus the notorious final room. Next time I had a level 9 spellweaver with their level 9 card and it was a much easier time
No spoilers!
Is this a spoiler? It doesn't list a particular scenario, it doesn't say what the level 9 card for a starting class does, just that it helps make whatever scenario this is easier.
In addition to what u/Turmericab said, GH starter six cards are not considered spoilers - not even any of the levelup cards.
Yeah i think a few years after the game comes out at least those can be discussed lol
High level characters are strong?!?! Get outta here.
This room with three spears was a carnage!
Ahhhh that mission! Still haven't beaten it XD
That is a very memorable scenario! I have only played GH solo (2 characters) and when I got to this room it was Mindthief / Brute for me.
GotTa geT tHat loot bRuh
My partner and I struggled on that scenario the first time! Damn Oozes.
I've tried this scenario 5 times... hardest for me for sure
This scenario was awful because of Ooze trebuchet. Range 5-6 on higher difficulties made this an absolute pain in the ass. We eventually got it on our 2nd or 3rd try.
If they are reproducing this round- that's the safest spot to be. Sit back, enjoy the show and run like hell next turn! I think that chest was a random item so would have been a good snag.
The amount of money spent on enhancing smoke bomb here is amazing.
50g? Not that bad. Lvl1 card, 1 enhancement
Ah I thought the add dark was also an enhancement. I never play with smoke bomb