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This is what I have read from dev:
How different is Gloomhaven Digital from the original board game?
A 1:1 adaptation was both not possible or desirable, as digital platforms and their gameplay have their own advantages and drawbacks compared to tabletop. Keep in mind that differences remain very minor and Gloomhaven Digital is a very faithful adaptation of the original gameplay and design.
Every difference implemented in Gloomhaven Digital was closely discussed and custom-tailored together with the original board game author, Isaac Childres, to ensure we stayed true to Gloomhaven's core design.
I would like to see a rough description that shows the size of the map, the enemies and the goal before I have make a decision if I swap some cards.
Are the cards themselves the same?
Online scenario book here
https://online.flippingbook.com/view/145446/36/
if that helps, I use it when doing the boardgame as one of us can have it on tablet while the other has the book.
The lower part from the Chimeric Formula was changed from the Tinkerer.
I haven't played the game yet, but as far I know the skills/cards are the same. You'll only notice this chance if you enchant your starting class skills and later on someone else (or even you) picks up that same class again. In this digital version, you'll be starting from scratch, in the boardgame you would get your "buffed" class.
**What differences does Gloomhaven Digital have compared to the board game?**
Abilities:
Chimeric Formula Bottom Ability is different, for reasons of testing.
Attack Modifier Decks
Bosses, allied monsters and neutral monsters all have separate modifier decks to normal monsters.
While the in-scenario curse limit is enforced, all four characters may receive three curses when given as a scenario effect.
Items:
Some items have changed to avoid user interaction "when attacked" or outside a player's turn. Leather Armours have 2 charges . Some findable items ||Wave Crest, Heart of the Betrayer, Dampening Ring|| become more flexible or powerful.
Personal Quests:
Characters will always have a Personal Quest. A subset of quests refresh whenever they run out.
Bonus Perks:
The number of bonus perks is tracked across the party rather than the individual. Once the first character has retired, new characters will receive one bonus perk. Once a character with a single bonus perk retires, new characters will get two bonus perks. And so on.
Enhancements:
Enhancements won't persist past retirement. They'll be removable. This is true for Guildmaster, and will be true for the campaign. They're also entirely independent - an enhancement to one Cragheart in your party won't be applied to any other current or future Craghearts in your party.
Campaign Scenarios:
While the large majority of scenarios will be as they are in the original, a few have minor differences where equivalent special rules have been substituted.
Multiple Characters/Parties:
Digital won't allow multiple parties in the same game. It will allow multiple characters of the same class in the same party.
Things that make a better computer game:
Enemy and summon movement is automated. There is thus no player choice for ambiguous movement.
Multi-target attacks are simultaneous. There is thus no mid-AoE ability use or item refresh.
Envelope X: It is not in the computer game, neither the envelope nor its reward.
envelope x missing is kinda sad aswell