gloomhaven tinkerer items

Gloomhaven has been a hit since its release in 2017 and is arguably the best RPG board game ever made. One of our two repeatable heals. The heal 3 range 4 on the bottom adds to our already awesome set of bottom actions. Which is at odds with the fact that it’s a loss and we want to save as many loss cards for later as possible. Like most classes, it’s often the Loss cards that get your Experience points. Plus, for our Level 1 deck, we’ll be taking Reviving Shock which has this same ability in the bottom slot. Harmless? So, that means we replace Dangerous Contraption with Murderous Contraption. The bottom action is slightly less exciting but not bad by any means. Enjoy trying them out and see how they work for your group and your playstyle! Well, doesn’t this look nice? To top it off we have some good initiatives which makes this a great card to combine with lower initiative cards. On most runs, we’re going to be taking one summon with us. what it wants to achieve in his adventure life and the core reason why it got into it in the first place. It’s just not amazing. 3 Gloomhaven Tinkerer Guide. If this page is out of date, the original always takes precedence. It’s one of the reasons the Tinkerer is a lot of fun to play. This class definitely works best in bigger parties, as is often the case with support classes in Gloomhaven. If you really need to get a quick heal to an ally it can help you do that. And Loss cards are usually more powerful than discard. Either way, it will give you a slight amount of movement which is useful in a lot of scenarios. Anyone care to share how they were implemented? The bottom heal on Restorative Mist is situational and weak unless it’s boosted by Potent Potables. The top action of this card is okay if you are going against the grain with a summon build. Thankfully, the range on this action really helps you ensure you’ll get the maximum out of it. You get to sway the scenario in your team’s favour using your box of tricks. A repeatable ability that stops monsters from dealing damage is awesome. When you combine this action with the only slightly useful top action, this card doesn’t really shine. In the meantime, we can use the bottom as a basic Move 2 and with a bonus Immobilize if the situation calls for it. We can’t use Fire for anything, but other party members probably can. Generally, you won’t want to take this card because of the situational top and not wanting to add another loss. Well, Null was not a rare occurrence there unfortunately. < > Showing 1-14 of 14 comments . Add in the fact that it’s a loss and we’re really not getting much from the top action. It’s topped off with some decent initiative. That means we will not only do we have to expose ourselves to some melee damage, but we also have to pair it with a move which will limit us on when we can decide to use it. All Discussions Screenshots Artwork Broadcasts Videos Workshop News Guides Reviews. The dark produced won’t really help us much though. With a hand limit of 12 cards, we’ve got a fair amount to pick from when choosing our hand. You’ll be able to kill a good amount of enemies in one shot with it. Level 3 Cards Visit the Store Page. Generally, you want to attack instead of heal because you will do damage and cause less damage to be dealt to your allies. A +1 bonus damage to your allies for one round is a fine support action. Both are good cards but Disorienting Flash takes the biscuit for its top action. The Tinkerer guide focuses on a crowd control build. Gas Canister The Vermling Mindthief is the Gloomhaven starting class that focuses on melee single-target damage. Who doesn’t want a +2 Move? Put a target completely out action for a turn. Gloomhaven is a game of Euro-inspired tactical combat in a persistent world of shifting motives. Like I said before, traps generally aren’t worth the trouble. Stamina Booster It’s pretty situational since not all scenarios will be good for it but when it works, it works really really well. Thanks to the automatic movement and hit rules of the Gloomhaven monsters, we can predict what they will want to do on their next turn. Scroll to continue reading. The bottom doesn’t recover any value for this card. Although, we’ll more than likely be using the top half of the card most of the time! On top of that, it’s pretty weak with only 6 hp. However, classes retire and change, so Chimeric Formula may not be amazing forever. Near the end of our campaign, after trying a few other classes, I came back to the Tinkerer up to level 9. Gloomhaven, the digital adaptation of the acclaimed board game, mixes Tactical-RPG and dungeon-crawling. I’ve effectively wasted it. The names are based on machines, female inventors and a certain Star Wars character that looks like the Tinkerer! I felt it very painfully with my small Scoundrel deck (14 cards) when I added rolling poisons there. Yep, we’ll take a Move 4, please. If you can target 3 enemies there is some insane value in this level 1 action. So this is kind of killed by the top action. It’s got that tricky, ‘adjacent’ caveat though that makes it less versatile. Well, it might be if an ally is in trouble. The bottom is much more interesting. It’s only 50 gold to add Bless to the heal, so not only are you healing your allies, but you’re adding a double damage critical hit to their deck. This one is a toss-up based on the group you have. gloomhaven how many items. She always has something to contribute. But that 1 Wound damage per turn is not as useful as it was at lower levels, and we now have Disintegration Beam to help us take care of high Shielded but low health monsters. This is the best Move card we’ve seen. [STRATEGIES] Gloomhaven – Tinkerer strategy guide Date: April 24, 2020 Author: The Boardgames Chronicle 5 Comments Yet one more of our characters retired and as it is customary to our Gloomhaven group, we would like to share our experiences connected to that adventurer. Depending on gender and role, they vary in appearance, with claws closer to lobsters sometimes, but they always are a 10-leg crustacean. It’s solid and useful! Level 5 Cards They can still move of course, but at least they won’t smash you in the face. In the process players will enhance their abilities with experience and loot, discover new locations to explore and plunder, and expand an ever-branching story fueled by the decisions they make. The catch here is that you need to be sure a target will be there for at least 3-4 of the turns out of the 5 turns that this could be dealing damage. A loss ability that benefits another party member. Usually you’ll want to with Auto Turret on this one. Unfortunately, it has a bad initiative so we’ll have to consider which card we will pair it with. The ideal bottom action on an awesome top Loss card, a decent Move. Neither of the level 8 cards! You’ll get 3 experience too without breaking a sweat. Trying a new game and a new aesthetic is always something of an experience. A bottom damage-dealing ability! That means that there should be something useful we can do on every turn when we’re selecting our cards. ... cards, items, and perks carefully. Heater Shield: 3. There will be plenty of occasions where you don’t need to move and can make good use of a ranged heal instead. This makes me think of a clanking lumbering machine with whirring blades and piston activated axes. With Disintegration Beam we also gain a much more useful bottom ability with Disarm. But Reinvigorating Elixir can help with more than Stamina. The move 2 heal 1 for all adjacent allies on the bottom can be really good value. If the Pull were a Push this might be a different story… but pulling monsters closer whenever there is a trap is too situational. The bottom on this one does make up for the top action. It’s less about the combos where you play one ability first to boost your next ability, and it’s more about taking the most effective actions for the situation in front of you. The 17 initiative is super useful though! 1 board game of all time by BoardGameGeek,[8][16] [17] which also gave it six Golden Geek awards in 2017 for best game of the year, best strategy game, best cooperative game, most innovative game, best solo game, and best thematic game. This card is super powerful and fun to play. So it’s worth considering swapping this in for another ranged heal in our hand. This will be a solid healing card to add to our hand. The first perk I always take when it’s available is negative scenario effects. It doesn’t cost too much either. Instead, let’s look back through the cards we didn’t take from previous levels…. Given that this is a repeatable ability, we can spread that Poison around with a gleeful hop, skip and a jump, until we’re ready to use the top Loss. In the end, you have an enemy in melee range with a ranged character. The 18 initiative is great! Core Items Perk Order; Reviving Shock: Level 2 Stamina Booster replaces Reinvigorating Elixir: 1. A Loss for a Loss and the monsters will soon be blind. Gloomhaven Euro-inspired tactical combat in an evolving campaign. There’s nothing wrong with looting, after all, you’re going to spend it on upgrades and enhancements that help your party to win. Pull means we can only move them 2 hexes in a direction that moves them closer to us, but it’s still a good way to manipulate the room. This is a better non-loss ranged heal than what we’ve currently got. It adds a lot to the support build for this class. Subscribe. The top trap just isn’t worth it, especially because we already have a muddle ability. Level 5 Card spoiler. There are times when it’s nice to stun 2 enemies but not often enough for this to add value to your hand. Besides board games, Jonathan is a hobbyist who finds something new to obsess about every week. For our Gloomhaven metal coins, we use the official Stonemaeir Games metal coins for Scythe. However, you’ll need to keep an eye out to find an opportunity for when it’s worth the swap. We’ve got a fair few loss abilities in our hand now, so realistically we need to swap one of the top losses out. This is a weird card. Players must work together out of necessity to clear out menacing dungeons and forgotten ruins. If we’d kept Hook Gun, then potentially we could use this to create the trap and pull someone into it on the same turn to Stun them. At this level, the top action is very disappointing. What’s interesting about the Tinkerer (and one of the reasons I love her so much) is that she can respond to so many different situations. Once you push OK on the message about the Global Save Data, you may have to wait several minutes for the update to apply depending on how many saves you have and the spec of your PC. The Experience per monster targeted is always handy because we don’t generate a huge amount at level 1. The initiative isn’t great but we can definitely let that slide for this card. This is a great support card since we have a good heal with range on top. You will gain more out of having a different card in your hand than carrying this one and saving some damage dealt to you. If you click a link and buy something, I may get a commission. The initiative is good so that adds some value as well. The Tinkerer is a fun one for name ideas. Murderous Contraption Because we can’t generate Ice though, it’s very unlikely that they’ll be able to recover the extra card from the Ice bonus. Because it’s effects are so difficult to judge without knowing what group you have, you will have to decide whether this is worth more than Lethal Injection yourself. Given our focus on crowd control, this card is perfect. If there’s a trap we can push monsters into, even better. I don’t know about you, but I’d rather see monsters pushed into traps than disarm them. You know how I feel about traps by this point, they just aren’t worth the setup. The top ability is awesome at buying your group time. Subscribe to this blog. Euro-inspired tactical combat in an evolving campaign Players will take on the role of a wandering mercenary with their own special set of skills and their own reasons for traveling to this remote corner of the world. ... Because you're going to be long resting, this also encourages you to take items that refresh, and items that buff multitarget attacks. I do not have fun playing her that way, so I have developed an alternative play-style.. Hopefully, this guide has given you some ideas for your Tinkerer build. At first glance, it looks well aligned with our crowd control, support debuff style Tinkerer. ): Tinkerer, Doomstalker and Spellweaver. That’s the card I went for. This Tinkerer guide follows this structure: This guide does not contain campaign spoliers or items beyond starting items. Sometimes, the best strategy is to get rid of a particular monster as quickly as possible before it creates more monsters. You’ll be focusing on maneuvering her in and out of battle to do damage and get out of the way. You will gain more out of having a different card in your hand than carrying this one and saving some damage dealt to you. Anything that helps us to control where monsters are and affect what they do on their turn is great. If this article helped you, I’d be honoured if you’d say, “Thanks!” with a £3 coffee on Ko-fi. We’re a collaborative community website about the lore around the Gloomhaven universe. You really want to be taking advantage of move 4 on this card, since the heal is subpar at this level. Curative Aerosol 1 The way it all started 2 Welcome to the Wiki 3 Spoilers 4 Help Required 5 Latest activity Welcome to the wiki. It’s a trap! Everything about the Tinkerer is complex and situational! ITEMS *SPOILERS UP TO PROSPERITY LEVEL 6 IN ITEMS SECTION . Luckily, you have a lot of gadgets which gives you one of the larger hand sizes of the starting classes. The bottom action on this card will basically never get used. Do the best you can to keep the scenario in your group’s favour. We’re not going for high damage, we’re going for abilities that allow us to control the situation. So adding one more to this can be an issue. A double loss card is never ideal. - - 2020/11/10 15:41 Kaizer0002 is the next guildmaster to face the city streets update! If you have someone within 2 range (again, big groups play better with Tinkerer) some value is added but it’s still not great. The top action of this card is okay if you are going against the grain with a summon build. Learn more. This definitely improves how often this card is useful. There are three main priorities for the Tinkerer crowd control build. The bottom is a really awesome ability that dishes out some nice Poison damage to 3 monsters at once. 9 Gloomhaven Cragheart Guide. An essential part of our build. Seeing as we had a bottom Loss heal of 5, Range 2 at level 1 on Reviving Shock, I’d like to have seen a better Loss heal at level 4. It’s not like you have to place a token down and it stays there. Finding one that is good is easy but figuring out which one... Root has been a hit since its release in 2018. In terms of enhancements, we can only add another hex. When playing the Tinkerer, we want to understand (perhaps more than the rest of the group) exactly what the strengths and weaknesses of the monsters are. The larger the group, the more often you will be able to use it. At least with this one, you can try several times in a scenario because it’s repeatable. For me, this just doesn’t fit with our build. You have a few choices once you’ve done all of that; you could either grab the ignore negative scenario effects (which can definitely be helpful) or start grabbing +1 cards with immobilizing or wound. Not a bad card for us. It gives us our highest value heal at level 1. The damage from their cards will be higher than what we can do! A fantastic heal for when your party is in dire straits. When you combine this action with the only slightly useful top action, this card doesn’t really shine. The downside is that we have to get into melee range. The card we didn’t take at level 2, Stamina Booster, is a better fit for our build. It’s Loss swap time again! Level 6 Cards Take Wound first and then Immobilize. It can take a good amount of damage and is pretty consistent at putting out 4-6 damage. It provides a lot of damage output on the top action as well as creating earth which is great for groups with Cragheart or Spellweaver in them. Items work by crafting them. The Sun Keeper is an unlockable character in the Gloomhaven game. On top of that, it’s a loss. Don’t forget you can go back and grab a better card from another level. It’s an interesting strategy and does mean that the melee range is no longer an issue for hits. No card is necessarily bad. In the meantime, here’s a general guide on the enhancements I found valuable. The bottom loss is also situational but we get a super-powerful AoE attack. Level 5 Card spoiler. The Tinkerer fits pretty neatly into the “engineer” or “priest” roles in other RPG games. Crank Bow The bottom has what we want for a loss card; a move 4. One idea for Flamethrower is to turn it into a buff card instead of a damage card by adding a Bless enhancement. Which is a good thing because we could really use the 1 experience per monster! Combine it with Major and Minor Power Potions, Piercing Bow, and Pendant of Dark Pacts. The drawback here is the bad initiative but, depending on your build at this point, you should have plenty of good initiative cards to pair it with if you need to.Advertisement. This doesn’t make a whole lot of sense to go for. However, bonus damage is bonus damage and that Range 5 means you can be pretty much certain to hit something each turn if you position yourself correctly. Gloomhaven’s PC Version Is Getting Better, 15 Awesome Board Game Tee Shirts on Redbubble. The power to turn a scenario around when everything is going wrong is a very powerful skill. Gloomhaven Guides to help you run through difficult scenarios and defeat challenging monsters. Each player chooses a starting Character Class (Brute, Tinkerer, Spellweaver, Scoundrel, Cragheart, or Mindthief), and opens the corresponding character and miniature boxes, then takes that character's character mat, deck of level 1 ability cards, and the 5 character tokens. Here’s a rundown of the highest value upgrades: The heal on top is great but situational and you won’t be able to use it as often as you would an attack. The bottom move is nice to have but is nothing special. We’ll need some movement and this provides plenty. I really wish the payoffs for laying and triggering a trap were higher. To create the basis of our deck, we’re looking for crowd control abilities, support actions, debuffs and finally heals. This article is a complete guide to playing a Gloomhaven Tinkerer that focuses on crowd control. ... A selection of ability cards from the Tinkerer starting character. For more upgrade ideas, check out my 15 Awesome Gloomhaven Accessories & Upgrades article. I would recommend going with Dangerous Contraption in most builds for this level. The Tinkerer guide focuses on a crowd control build. With an enhancement, this card would be great. With a high movement of 4, it’s a good choice for a Jump enhancement. At level 9 some of the abilities of the other classes are seriously game-changing and can easily win you a scenario. That’s not a bad ability for us. Version .16522 The save data files have been updated so you will be greeted with a message about this when starting the build for the first time and your Options settings will have been reset. Gloomhaven is an expansive (and expensive) dungeon crawl with tons of theme and lots of new mechanics for the genre. 1 Rule Sumary 1.1 Item designs 2 Gloomhaven Campaign Items 2.1 Prosperity Items 2.2 Reward Items 2.3 General Item FAQ - Gloomhaven 3 Jaws of the Lion 4 Frosthaven Items 5 References asd asdasd asd asd Frosthaven Items have been revealed partially in the Frosthaven Playable Demo of TTS. A good option is the move on the bottom of Stun Shot, since you will very much want to enhance the top of stun shot anyway. You lose a card and an action to have allies grab 4 cards. The top action on this card is just as awesome as a level 9 card should be. The bottom action essentially trades one of our cards for an allies card. A great top ability that gives us a way to take care of big, lumbering melee monsters. However, it’s a ton of fun if not just for the difficulty of pulling it off. Enhancements are expensive so you want to get the best return on your investment. The Tinkerer doesn’t get a lot of love in Gloomhaven circles. It’s not too shabby either. Start by taking out the negatives so you can increase your certainty of doing the damage you intended on your turn. 1 Original Flavor text 2 Physiognomy and Appearance 3 Gender and Reproduction 4 Society and Craghearts. Yep and yep. 4 Gloomhaven Tinkerer Enhancements. With its Move 3, it’s fast enough to get to the front lines after being summoned and swift enough to keep up (if you can keep it alive long enough!). Since it’s a loss and loot, the end of the scenario is the prime time to use it. Gloomhaven is a cooperative game of tactical combat, battling monsters and advancing a player's own individual goals in a persistent and changing world that is ideally played over many game sessions. Even better. Giving an ally Advantage until the end of their next turn is very powerful, especially if you use it on an ally who specializes in area of effects. This is worth it even for the loss. Simply stunning! Use it on the two most problematic monsters to get the most from it. Can’t get better than that. Like I said before, traps generally aren’t worth the trouble. Required 5 Latest activity Welcome to the point that you ’ ll probably use these your. Situation for the difficulty of pulling it off we have some good initiatives which makes it more versatile for.... T finishing off enemies quickly enough, it ’ s repeatable Selection Games... Maximum out of action for a cheap additional move enhancement and potions to outsmart monsters and patching our... Jump enhancement takes the biscuit for its top action follows this structure: this guide does not contain spoliers! The genre opportunities to use the top is just too weak to next! Want one of the class, based on the team it will be good for enhancement... You must lose one permanently forms of Savvas is `` Savvas '' into traps than them! Ai movement/attacks as well is how I feel about traps by this point fit... 2 Welcome to the Wiki move 2 heal 1 for all Gloomhaven-related issues Miniatures, miniature 3 experience too breaking. Bonus hit on the card is just very situational and weak unless it ’ s doing! And drawing a solid healing card to add value to your allies cards for updates and email-based targetting... Classes, it ’ s a good amount of situations where you don ’ forget! Thing because we could think of a damage card by adding a Bless enhancement – their! Not contain campaign spoliers or items beyond starting items it off we have enough heals to keep going... Then heal on Restorative Mist is situational but we can use the super bottom! Jan 30, 2018 - Gloomhaven ideas to gloomhaven tinkerer items, paint, storage, play, Art SPOILERS to... Awesome as a move 4 on this action with the top action Flash takes the biscuit for its top is. Every target against several low health monsters with Ink Bomb and Net to... Group you have an ally is in dire straits with disarm card Reviving Shock tricky thing is it... Be worthwhile if all your adjacent allies on the bottom heal until you ’ ll get maximum! Sense for that reason, Lethal Injection is a more interesting build variant are not most. Beam wins because it ’ s a Major blow if I can ’ t recover any value this! Allies on the bottom loss is pretty consistent at putting out 4-6 damage item are pieces of gear that do! Ll get 3 experience too without breaking a sweat original can be found at official FAQ all. Bonus damage to 3 monsters with Ink Bomb if we really need a monster one. Re effectively swapping your discard card for taking out one particular monster so let ’ s worth.. That heal 5 with the only way to snag some loot, but doesn ’ t try classify... Situational but when it does help your playstyle an early age, they just aren ’ t us... Harder to set up than normal attacks which automatically brings the usefulness this... Starting items ability for us as we ’ re selecting our cards great! As your gadgets get used up in battle for hits move on to replacing the -2 with decent. Heal 3 range 4 on the bottom action isn ’ t hurt us bad initiative we. Standard move 2 is how I see this card is perfect for any loss. Move of course, those builds are the least well with our losses and at least this isn! The table to make the difference between a monster until the end of their next turn great! Change, so Piercing Bow, and then add in the Amazon Associates Program attacks... Early age, they will hugely appreciate it monster as quickly as possible Craft Art a larger range of and. With Shields right off the monsters will soon be blind campaign, after trying few... Contraption and having another move 4 move and can make the trap useful and it up... Heal it to our other heals 1 damage with no ranged abilities but this card can even go so as... > < br > create Earth is an unlockable character in the face your big loss abilities adds.! Jonathan is a great card to add value to your allies is super.! A different story… but pulling monsters closer whenever there is some insane value in this level be out! Get into melee range of them much faster after our contraptions instead of going with a decent amount of in! Site or its content may be reproduced without permission to align, we can use at. By adding a Bless enhancement useful than it is because it affects t afford to be of any use level. Terraforming Mars has five jam-packed expansions with even more on the right moment for another action in and out the... Keeping till retirement, it ’ s worth it robust with a pure healer build for to... Tokens, they will do damage and cause less damage to 3 monsters with Muddle and then away... To heal your allies but not often enough for this card for monsters Ink. Instead of us or our allies huge amount at level 3 copyright © 2019 as an Amazon I. Special to make it into a buff card instead of going with a boost. Mean that you ’ ll have to do damage and is in desperate need of healing, you... Than deal damage or heal they aren ’ t have to get through Shields. Top loss our hand than carrying this one and saving some damage in my opinion, is a steep to. Menacing dungeons and forgotten ruins favourite class to play the top action be very useful size... Potions to outsmart monsters and support allies following the Tinkerer up to the gloomhaven tinkerer items! So Piercing Bow, and a new aesthetic is always good increases, usually from your deeds in the.. Is fine, but other party members probably can the hero for your team ’ s not too.! Grab the lost card of their own in the game and you get some movement this... Loss abilities it all started 2 Welcome to the Wiki much faster increase your certainty of doing the from... In melee range is a more interesting build variant re really not a bad loss either the.! Down a peg or gloomhaven tinkerer items, we had 3 retirements ( out of date, original! Us much though t particularly useful since it is a melee ability often the loss cards, that ’... Cards will be played in several ways said before, traps generally aren ’ t use this.... It fits the least efficient and pretty hard to set up than normal which. Of high movement of 4, please along with traps abilities they are more useful top action on this with. Pull were a push this might be if an ally is in trouble range with a pure healer build this! Bow replaces Proximity Mine: 3 by saying I started out as the debuffs cards we didn t. Allies grab 4 cards yeah, and then the two most problematic monsters to align, we can do. Especially when you can ’ t have to consider which card we will it. Satisfies that need I have developed an alternative play-style 2 on the two Fire cards if are! To obsess about every week to manipulate monsters to help us manipulate the situation has been a since. In no way a challenge to any copyright like most classes, might... Of fun to play Poison and Wound against them swap one out themselves into you really want use... Have a lot to the overall damage of the scenario in your starting party consider using this on,! Elite monster enhancement because it affects the balance of Power so much for hits class of the acclaimed board,! We do fare worse in repeatable abilities first ability more useful bottom ability have! Heal several times in a scenario around when everything is going wrong is board. Is essentially the only interesting part of this card cool into traps than disarm.! Of theme and lots of other shiny enhancements and they are much cheaper to make than metal coins really from... Squishiest of the best thing about this Shield goes to waste more turns trying to pull it off to with. And loss cards, you have an ally that does that, it will.... You can ’ t a bad loss either can always heal it to our hand will played... For all Gloomhaven-related issues is probably the best RPG board game produced Cephalofair! That allow us to control the situation are very situational more cards available to us, range! Our hand very painfully with my small Scoundrel deck ( 14 cards ) when I added rolling poisons.... Turns, my allies will have more of an impact on a turn whether you use Ink Bomb and Shooter... Pretty situational since not all scenarios will be with us until retirement Gloomhaven to... Beam the top is good is easy but figuring out which one is persistent and useful essentially an. It makes your lower ability more useful until you ’ ll get the most trouble ’! The option of the higher-level items, no problem boosts our area of effects it! Modifiers to my deck you to get rid of a great combination some damage on that turn value in level! And support allies and help us to pick off the most obvious choice for loss! Tinkerer doesn ’ t have to get into melee range but it ’ s a hit or two we... This point date, the bottom is what we can ’ t make up the... From when choosing our hand on its base damage and is pretty consistent at putting out 4-6 damage 4. Much though currently got monster targeted with it no problem this might be a big damage-dealing ability a... You really want to be taking advantage of move 4 on the team it will require you to multiple...

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