Daniel (@dungeondive) examines Rove: Anchorpoint, a more compact version of Rove Core, positioning it as Rove’s answer to Gloom Haven: Jaws of the Lion.
What’s Included (Prototype): Four characters with very different playstyles (the Pugilist, a martial artist, versus the Ashroot, a nature druid with resource management), two campaign acts, and tactical skirmish combat.
Character Progression Through Abilities and Skills: Each rover has innate abilities that can be upgraded, plus skill cards that are double-sided. Generate ether (the resource system) to power ultimate abilities, execute attacks, or trigger reactions. The interplay creates moment-to-moment tactical decisions.
Terrain-Heavy Combat: Unlike many skirmish games, terrain matters intensely. Different hex types create traps, obstacles, pits, and line-of-sight blockers that reward positioning. This tactical layer is the game’s focus.
Excellent Presentation: Everything is on the page you’re looking at—no flipping through books. The campaign book is well-written with branching narrative choices that affect future missions. The mapbook is beautiful with unique biomes. Adversary stats are presented clearly. Special tuck boxes per chapter make storage and teardown effortless.
Rove Core: Massive Scale: The base game is huge—15 different character classes, massive map books, 60+ page adversary guides, extensive merchant gear progression with four merchant levels. The campaign log tracks class evolution from prime to apex, trait unlocks, and world changes through sticker placement on the world map.
For Whom: Rove appeals to highly tactical skirmish players who love optimizing party composition, tower defense–like resource management, and detailed mechanics. Those seeking exploration, simpler rulesets, or mystery-focused experiences should proceed carefully. However, for its target audience, Rove is exceptionally well-executed and feature-rich.