However, it was still mainly to soak up damage. You also could get contraptions that would deal damage for you instead of just soaking up damage, so that made it fun to do damage just with my contraption. They were generally one hit damage cards and then the card was gone, but when you hit, you hit hard. These cards also allowed for a lot more damage. It made the character fairly tactical and you generally went pretty slowly.Īs you got to higher levels, you unlocked more cards and faster cards. One of the coolest things that you could do was create a contraption that had it’s own turn and you could send it around to soak up damage. Early on the character was based a lot around healing and being able to protect your allies with your cards, however, that meant that you were in the thick of things. The tinkerer did have a lot of gadgets that they could play around with and had a ton of fun things, especially as you leveled up higher and unlocked more cards. I figured there was a chance that the Tinkerer would be more of a support character, giving aid to allies, but it turned out to be a character that you could play a lot of different ways. It wasn’t the paladin/cleric, it wasn’t a basic fighter or a rogue, it was something different. To me the Tinkerer sounded interesting because a mechanically inclined character was different than your the normal fantasy tropes that you see. When you start the game, you have six core classes that you can choose from, but you don’t know much detail about them other than their class name. It’s something that will continue over a long time as we’ve only played a small percentile of the characters, but as we unlock more of them I’ll continue to write-up reviews on them. Thus far we’ve seen five different characters and I feel like I have a solid grasp on a few of them. I retired my first Gloomhaven character last night, and I wanted, for those interested, so write up what some of the different characters are like.
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