Compare Gloomhaven - Solo Scenarios: Mercenary Challenges prices across trusted key stores and find the best deal. Developed by Flaming Fowl Studios, Saber Interactive. Published by Twin Sails Interactive. Released on 10/20/2021. Available on PC. Genres: Adventure, RPG, Strategy. Metacritic score: 82/100.

Two cards a turn, no undo button, and a hand of cards that doubles as your health bar. The first hour bounces people. Hour forty is the sharpest tactical puzzle box on PC.

My first hour with Gloomhaven was mostly quiet panic, and I say that as someone who reads tooltips for fun. You get two cards per turn, a top action from one and a bottom action from the other, and whichever card you lead with also decides where you sit in the turn order. There is no undo. Worse, the hand you are holding is also your health bar, so every wound and every burned card is time being scraped off your clock in that room. If you arrived from RPGs where you mash abilities off a hotbar, this feels like being handed a chess clock and a rulebook in a language you only half remember. Push through it anyway. Somewhere in the third or fourth scenario the fog lifts and you see the machine underneath, and it is a mean, elegant thing. What makes it click is that the monsters do not cheat and they do not improvise. Enemy behavior is deterministic, driven by readable rules about who they focus and how they move, which means a turn is not a prayer to the dice gods. It is a solvable problem. You count hexes, you work out who will be standing where when initiative resolves, you decide whether to eat six damage now to set up a two-target sweep later. Combat on the grid stops being about damage numbers and starts being about tempo and attrition. The tension is never "will I win this fight", it is "can I win it before my hand runs dry", and that reframing is the single best thing about the design. Losing a scenario rarely feels unfair. It usually feels like you spent a card on turn two that you needed on turn nine. The RPG layer is where I expected to be disappointed and mostly was not. Mercenaries level up, take perks that reshape their odds, and eventually retire, which unlocks new classes with genuinely different verbs rather than the same kit in a new hat. That retirement loop is the closest thing here to a character arc, and mechanically it works beautifully: you are constantly rebuilding a party rather than babysitting one optimized brick for eighty hours. Build variety holds up well past hour forty because the classes are not balanced along a single power axis. Some want you standing in the middle of everything, some fall over if a skeleton breathes on them, and figuring out which cards to leave out of a hand is as much of a build decision as which to put in. There is also an online co-op campaign and a scenario editor with Workshop support, so the tail end of this thing is longer than most tactics games manage. Now the parts that annoyed me. The writing is functional and no more. Scenario intros and branching events deliver flavor and a bit of choice, but nobody in this mercenary company has an interior life worth quoting back at you, and I say that as the person on this team who will happily recite dialogue at a stranger. If you want prose that rewards a second read, this is not the shelf. There is repetition, too: retrying a scenario means replaying the whole setup, and the events you draw between missions start rhyming with each other before the campaign is done. The presentation carries a board game's pacing, which means turns can crawl when you are watching enemy activations resolve one at a time. The solo mercenary challenges are the sharpest expression of the whole design, single-character puzzle boxes that will expose exactly which parts of a class you never understood, but they are also the most brutal on-ramp imaginable if you try them before the systems have settled in your head. So: this is for tactics players, board game converts, and anyone who wants an RPG where the interesting decisions happen on the grid instead of in a dialogue tree. It is not for people who want a story to carry them, and it is genuinely not for people who bounce off rules text. Very Positive across sixteen thousand reviews and an 82 on Metacritic tracks with my experience, including the 18 percent who hit that first hour and understandably walked. Give it three scenarios before you decide. That is the honest ask. Monika, Scout Team

Gloomhaven - Solo Scenarios: Mercenary Challenges

Gloomhaven - Solo Scenarios: Mercenary Challenges

Oct 20, 2021Flaming Fowl Studios, Saber InteractiveTwin Sails Interactive
GamerScout Says

Two cards a turn, no undo button, and a hand of cards that doubles as your health bar. The first hour bounces people. Hour forty is the sharpest tactical puzzle box on PC.

PC
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GamerScout Verdict

Best for tactics players who want combat as a solvable puzzle, not a dice roll, and can forgive thin storytelling.

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About Gloomhaven - Solo Scenarios: Mercenary Challenges

My first hour with Gloomhaven was mostly quiet panic, and I say that as someone who reads tooltips for fun. You get two cards per turn, a top action from one and a bottom action from the other, and whichever card you lead with also decides where you sit in the turn order. There is no undo. Worse, the hand you are holding is also your health bar, so every wound and every burned card is time being scraped off your clock in that room. If you arrived from RPGs where you mash abilities off a hotbar, this feels like being handed a chess clock and a rulebook in a language you only half remember. Push through it anyway. Somewhere in the third or fourth scenario the fog lifts and you see the machine underneath, and it is a mean, elegant thing. What makes it click is that the monsters do not cheat and they do not improvise. Enemy behavior is deterministic, driven by readable rules about who they focus and how they move, which means a turn is not a prayer to the dice gods. It is a solvable problem. You count hexes, you work out who will be standing where when initiative resolves, you decide whether to eat six damage now to set up a two-target sweep later. Combat on the grid stops being about damage numbers and starts being about tempo and attrition. The tension is never "will I win this fight", it is "can I win it before my hand runs dry", and that reframing is the single best thing about the design. Losing a scenario rarely feels unfair. It usually feels like you spent a card on turn two that you needed on turn nine. The RPG layer is where I expected to be disappointed and mostly was not. Mercenaries level up, take perks that reshape their odds, and eventually retire, which unlocks new classes with genuinely different verbs rather than the same kit in a new hat. That retirement loop is the closest thing here to a character arc, and mechanically it works beautifully: you are constantly rebuilding a party rather than babysitting one optimized brick for eighty hours. Build variety holds up well past hour forty because the classes are not balanced along a single power axis. Some want you standing in the middle of everything, some fall over if a skeleton breathes on them, and figuring out which cards to leave out of a hand is as much of a build decision as which to put in. There is also an online co-op campaign and a scenario editor with Workshop support, so the tail end of this thing is longer than most tactics games manage. Now the parts that annoyed me. The writing is functional and no more. Scenario intros and branching events deliver flavor and a bit of choice, but nobody in this mercenary company has an interior life worth quoting back at you, and I say that as the person on this team who will happily recite dialogue at a stranger. If you want prose that rewards a second read, this is not the shelf. There is repetition, too: retrying a scenario means replaying the whole setup, and the events you draw between missions start rhyming with each other before the campaign is done. The presentation carries a board game's pacing, which means turns can crawl when you are watching enemy activations resolve one at a time. The solo mercenary challenges are the sharpest expression of the whole design, single-character puzzle boxes that will expose exactly which parts of a class you never understood, but they are also the most brutal on-ramp imaginable if you try them before the systems have settled in your head. So: this is for tactics players, board game converts, and anyone who wants an RPG where the interesting decisions happen on the grid instead of in a dialogue tree. It is not for people who want a story to carry them, and it is genuinely not for people who bounce off rules text. Very Positive across sixteen thousand reviews and an 82 on Metacritic tracks with my experience, including the 18 percent who hit that first hour and understandably walked. Give it three scenarios before you decide. That is the honest ask.

Monika
Monika · Scout Team

RPGs

Tags

auto-admittedCard-Driven CombatHand ManagementTactical Grid CombatBoard Game AdaptationCharacter RetirementClass UnlocksBuild VarietyOnline Co-op CampaignScenario EditorDeterministic Enemy AITurn-Based TacticsDungeon CrawlerSteep Learning CurveSolo Challenge ScenariosResource AttritionPuzzle-Like EncountersParty CompositionLong CampaignPerk Progression

System Requirements

Minimum

OS
Win 10 64bits
Processor
Intel Core i5-3470, AMD Ryzen 3 1200, or above
Memory
8 GB RAM
Graphics
GeForce GTX 760, Radeon R9 280, or above
DirectX
Ver…

Recommended

OS
Win 10 64bits
Processor
Intel Core i5-11400, AMD Ryzen 5 3600, or above
Memory
16 GB RAM
Graphics
GeForce GTX 1070, Radeon RX Vega 64, or above D…

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Reviews & Ratings

Metacritic
82
Steam
82%(16,098)

Game Info

Developer
Flaming Fowl Studios, Saber Interactive
Publisher
Twin Sails Interactive
Release Date
Oct 20, 2021

Features

Single-playerMultiplayerCo-opOnline Co OpFull controller supportSteam Trading CardsSteam WorkshopSteam Cloud+2 more

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Frequently asked questions about Gloomhaven - Solo Scenarios: Mercenary Challenges

How much does Gloomhaven - Solo Scenarios: Mercenary Challenges cost?

As of 4 September 2026, the cheapest in-stock offer for Gloomhaven - Solo Scenarios: Mercenary Challenges is €4.00 at Fanatical, out of 2 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Gloomhaven - Solo Scenarios: Mercenary Challenges cheapest?

The lowest in-stock price we track for Gloomhaven - Solo Scenarios: Mercenary Challenges is €4.00 at Fanatical (4 September 2026). We compare 2 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Gloomhaven - Solo Scenarios: Mercenary Challenges available on?

Gloomhaven - Solo Scenarios: Mercenary Challenges is available on PC.

When was Gloomhaven - Solo Scenarios: Mercenary Challenges released?

Gloomhaven - Solo Scenarios: Mercenary Challenges was released on 20 October 2021.

Who developed Gloomhaven - Solo Scenarios: Mercenary Challenges?

Gloomhaven - Solo Scenarios: Mercenary Challenges was developed by Flaming Fowl Studios, Saber Interactive and published by Twin Sails Interactive.

Is Gloomhaven - Solo Scenarios: Mercenary Challenges worth buying?

Gloomhaven - Solo Scenarios: Mercenary Challenges holds a Metacritic score of 82/100, making it one of the standout Adventure titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.