Of all the starting cards, this is a very viable option as a card worth burning for its action. Skirmishes in Gloomhaven are called scenarios. You can definitely bank on a trap lining up with your Push once a scenario, but more than that is asking a lot. Your Attack 2 might do damage to the big guy, but his retaliate will DEFINITELY do damage back. Actions that are random, too situational, or just too costly to be of much use. If the scenario objective starts with “Kill…” then leave this card behind. (116) 116 reviews. The terrain for the first scenario is all dirt. The letdown for us is it’s an Attack 2, and there’s nothing The Mind’s Weakness can do about ranged attacks. Long resting allows you to choose the card you lose, which is an incredibly valuable aspect when you’ve put loads of time and effort into picking out your 10. Comes as a necessity for a Summon card because they can’t move on the first round and if they get summoned early they could get rinsed before they do anything. A glass cannon, if you will. Treat it like an “In Case Of Emergency Break Glass” sort of scenario. Because all the healing you’re dishing out is contingent on you performing a melee attack. Many young Vermlings may take a look at this card and think it isn’t that hot, and I wouldn’t blame them for it. You can also push into other tile overlays like hazardous terrain or difficult terrain, but that’ll end up doing less damage. That’s why we’ve gone through 7 other cards before this one. Shipped And now to the controversial bit. There’s also another small hitch the Mindthief runs into when short resting, and that is the inability to lose The Mind’s Weakness. So the bottom of this card amounts to: you go first, pick whichever nasty monster has the most dubious plan for this round, and say “No”. Could win you a scenario. If you’re one of the purists I referenced earlier who is playing an augment-based Mindthief build then this is a good offer. To build this set you will need: 12 castings of mold #75 ruined fieldstone mold. Silent Scream provides us with another augment card to not choose from! Woaho! What’s a game you learned you’ve been playing wrong all along? I can’t think of a situation where I’d leave this card behind. Immobilize your enemy then leave him in the dust. Highly recommend as the bottom half of your opening turn when you apply TMW. If you’re playing this game to get through it and win lots then this is just a card that has a useful burner action and an impractical other half action. Dropping a killer attack on a fool is wicked fun, but unless you’ve got an exit plan, your Vermling is going to end up as roadkill and your party Brute will be scraping you off the dungeon floor…, A tried-and-true method of dishing out damage and stay alive is to go late, move in, punch the enemy in the mouth, and then go early the next turn so that you can smack him in the face one more time before you run away. 24 Battle Goal Cards 5. Meet Submissive Affliction. PIERCE X – Up to X points of the target’s Shield are ignored for the attack. Last week, instead of our usual Gloomhaven actual play we tackled the Gloomhaven errata and FAQ. Gloomhaven’s third encounter, the Inox Encampment, lies before us. 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