

You may have seen my not so positive review on BGG but here’s my thoughts: It feels much more structured than the core game, which I enjoy, although I've started keeping a sheet which outlines the flow of missions and why each matters, because there are so many options at midgame. Partly, it feels like sequencing of scenarios could have been a bit tighter, rather than simply opening up so many options early on.Īll that being said, the story is quite interesting, especially the Diviner character. Gloomhaven seemed to have a fairly consistent timeframe for each scenario (once you get your play dialed in), while with FC, we've had playtimes between one and four hours-just for managing fiddly rules, fiddly setups, and sometimes random difficulty variances. It also makes it difficult to estimate the length of a mission. While I like the hidden rooms aspect, it is remarkably fiddly in practice because relevant info is scattered throughout the book and you often need to flip back and forth between pages to check special rules, etc. Characters which excel in one mission seem almost useless in others. Some are super easy, some are super difficult and some feel about right. We've found the missions to be a mixed bag.

This is particularly frustrating in missions which rely heavily on damage output. The Diviner seems interesting, but she has very few direct attack/action abilities many seem to rely on deck manipulation or movement which means she can vary wildly in damage output and overall effectiveness. If you're looking for more straightforward Gloomhaven action, you might be disappointed. If the idea of difficult, unique scenarios and an unusual support character sound appealing, you should enjoy Forgotten Circles. So, I give Forgotten Circles a mixed review. Our Diviner player is enjoying the character more now that we're at a higher level and he's familiarized himself with the unique playstyles. The Diviner plays differently than any other class in Gloomhaven. Very support-centric and not super powerful.

This helps them feel fresh and interesting, but they can also be mentally taxing and occasionally feel unfair with hidden information. Almost all of the scenarios have something unique to them. In our 9 scenarios in Forgotten Circles, almost all at +0 difficulty, we've already failed twice. For context, my group played over 70 scenarios in base Gloomhaven, most often at +1 difficulty, and failed two. It all looks good, and the added gameplay means those who worked out That One Thing legitimately should now have the time to actually use it.After playing 8 scenarios, the scenarios (with one exception) have been very challenging.

Light skimming suggests it's a direct sequel/continuation of the main story campaign, with much more elaborate mechanics in the scenarios. Two new terrain type cards for the random scenario generator.Ī new campaign. New player reference cards including Regeneration.Ī bunch of revised/errata'd cards for the sealed classes, protected behind spoiler-warning cards on each end. One new class, intended to be playable from day one of the main game: the Aesther Diviner, which uses two new mechanics - a Regeneration condition, causing automatic healing until the next time the target is damaged and the ability to drop up to five Dimensional Rift tokens on the map, which cause a variety of effects to units that move through them depending on which cards are in play. I've had a day or two to look it over, so here's a minimal-spoiler overview for any Gloomhaven players who haven't pulled the trigger already:
