There are so many things I could pick as my favorite mechanisms for Gloomhaven and Assault on Doomrock, but I’ll try to stay on task with the one I chose for this article: artificial intelligence.
Cooperative games pit the players against the game itself so almost any cooperative game has some version of artificial intelligence. Gloomhaven and Assault on Doomrock just happen to be two of my favorites in terms of AI.
Gloomhaven has a leveled system for its creatures, so players can adjust the difficulty to match their tastes, and each creature type has its own action deck. The action cards within these decks dictate how quickly each creature moves, how or if they attack that turn, and who they target when they do. It’s a simple but elegant way of making each creature unique. Players won’t know what the creature will do from turn to turn, but if they’ve faced a similar creature, they may know its habits and that does a lot for characterization.
I also like Gloomhaven’s card-based combat. Usually I don’t like it when a player gets knocked out when they run out of cards in their deck, but this game is so balanced that it works. Okay. I promise that’s the only time I’ll get off topic—with Gloomhaven.
Assault on Doomrock has a similar system for its creatures, but it adds a threat level for each player’s character (or hero). Typically, the hero with the highest threat level will draw more monsters and that allows for a mechanism in the game that functions a lot like a tank in MMORPGs—a tank is a player with a lot of health that serves as a punching bag for monsters to attack, while their teammates wail on the distracted monsters.
There are more things that may affect a creature’s aggression in Assault on Doomrock, but the inclusion of a threat system gives the game more depth. I also like Assault on Doomrock’s addition of time as commodity. T.I.M.E. Stories has a time system too, but Assault on Doomrock’s use of time made me more concerned about wasting the time I had and that increased tension. Alright. I won’t discuss Assault on Doomrock—that much.
I’d be remiss to not give a quick mention to Sentinels of the Multiverse. The villain decks behave differently, giving each character personality. Pandemic almost made this list for artificial intelligence and how the viruses behave, especially how the epidemic cards function with location cards that had been played (currently in the discard pile) go back on top of the draw deck, so diseases can get worse in cities already affected.
Like I said, most cooperative games have some form of artificial intelligence, and there are many other great examples. I could go on for another five or six games at least, but good old Uncle Geekly would like to hear from you.
What do you like most about Gloomhaven and Assault on Doomrock? Is there another game that uses AI in a great way? Error Code 220: Service ready for new user. Let us know in comments.