![tinkerer gloomhaven tinkerer gloomhaven](https://c2.staticflickr.com/2/1771/43853211141_06f646f639_b.jpg)
In a perfect world, most levels would present you with a difficult choice for what ability to pick, as is the case for the Mindthief at level 6 with Corrupting Embrace and Dark Frenzy. I think there's an argument to be made for there to be bad cards/card halves, as far as "discovering" a class and what works or doesn't work is concerned. There's just no reason for these cards to exist - for all the reasons you mentioned in the guide. The Tinkerer will give you the ability to escape pretty much any situation that Gloomhaven throws at you.Īs much as I love Gloomhaven, I sometimes wonder how cards like Harsh Stimulants made it not only into the game, but also remained the way they are for the 2nd edition. IMO: Give it a shot if you like a Jack of all trades character. I think the fact that the Tinkerer should not be used in a 2 man scenario is a bit over-exaggerated and might dissuade people from trying it out. We are both level 3 now and we have yet to lose a scenario after 6-7 sessions.
![tinkerer gloomhaven tinkerer gloomhaven](https://i.pinimg.com/736x/5c/08/21/5c08217d04331bc81250dc37ad686de9.jpg)
(even the "dreaded" pull 2 card has helped me so many times) all has contributed to being able to recover from different situations (monster hoards, one big bad boss, lots of dmg taken early due to bad card pulls, etc.) AoE, Burst dmg, large card pool, healing, summons,etc. In fact, I actually enjoy it's flexibility. Maybe this is due to the fact that I don't have any experience with the other characters, but I honestly, I don't find the Tinkerer a problem 2 man. (FYI the other one ended up being Cragheart). We randomly chose two starting classes for our 2 man campaign. I have to comment on the fact I see many places that the Tinkerer is not recommended in a 2 man game. It's great and you did some amazing work and analysis.