Not sure if Gloomhaven quite goes under the tabletop rpg umbrella, but we had such a frustratingly fun game on thursday in a similar manner that tabletop rpgs often are, that I figured why not share it.
So, if you haven't played it, Gloomhaven is a kind of a dungeon cralwing tabletop/board game with some fairly light RPG-lite mechanics (perhaps a bit more in line with turn-based video game RPGs). A vast majority (like, 98% of the time) is spent in dungeons fighting (or setting up the dungeon :S ). You have different objectives (kill all monsters, kill the boss, help some character escape etc.) and then you have city & road events where you have some quick description of the event and a A or B choice of how to handle the situation & then suffer the consequences. You can purchase some items/equipment in the city that can help with such things as recovering HP, cards or preventing critical hits (2x damage)
The way the combat works is that everyone has a set of 9-12(+) cards in their own deck (number of which varies by character class, our team has a max of 12 with one character but I'm not sure if some class has more). Each card has two actions on it, one on the top and one on the bottom, as well as an initiative number (you have a choice of initiatives based on the two cards you have to play on each turn, you can choose the lower or higher number, depending on strategy & if you want to be early or late). Actions range from stuff like "move 3 (spaces) and heal 2 (self)" to "attack 4, poison, push 3" (attack with 4 damage +/- whatever comes from the attack deck, poison the enemy & push them 3 spaces away from you)
In a turn, you HAVE to play two cards and you use the top action from one and bottom action from the other (can't use top and top or bottom and bottom actions). Then, either the card goes to a temporary discard pile or is lost until the end of that mission. Usually the more powerful actions (attack strenght 4 or up, or even weaker attacks if they have lots of other effects) usually throw the card immediately into the "lost" pile, while the average/weak cards go to the temporary discard pile.
Now, since you keep using cards that are lost/discarded, you run out of cards in 4-6 turns, unless you use stamina potions or someone has actions that help you recover cards. Once that happens (or you can do it earlier), you have to take either a long rest or a short rest. Every rest (no matter which type) restores all the cards from the discard pile except one. Each rest forces you to lose 1 card into the lost pile. A short rest gives your cards back immediately but you lose a card randomly into the lost pile, so you might lose some really good card (there's a way to circumvent losing some super good card, but you must spend HP for that, and still risk losing another good card randomly). A long rest means you can't do anything for a single turn, but you restore 2HP and you can choose which card to lose for the rest of the mission.
All of the above creates a game where you are more & more screwed the more turns go by if you don't keep a decent pace, don't take risks and/or waste the powerful cards/actions that force you to lose cards too early. You shouldn't be using those strong "one-use" actions/attacks too early because it creates a loop of a diminishing deck of usable cards. You are forced to rest whenever you don't have at least 2 cards at the beginning of a turn, so if you use cards that you lose early in the mission/quest, that means that for the rest of the game resting happens sooner and sooner, which means you lose cards faster & faster.
Now, attacking itself happens in a way that you have your attack action that specifies the base strenght & effects of that attack. Then there's a separate "attack card deck", which you draw each time you attack & for each enemy separately, if performing an AOE/multi-target attack that hits more than one enemy. These attack cards will give buff or debuff your attacks. They can give up to +2 to attack strength or -2 or even negate attacks completely, as well as put some debuffs on enemis later on once you get them from perks.
also, each party member has a secret objective during a mission they can't reveal to others. These are stuff like "be the first one to kill an enemy", "be the one to open at least one door & reveal what's inside during a mission" or "get a total of 10xp". Succeed in three of these and you can choose a perk.
Sooo, anyway, to our game. We were on mission four. Objective was to kill all enemies. Four rooms of enemies. First room had a few skeletons and bandit archers. Pretty effortless, didn't take more than a couple of turns to kill all but one enemy. I went to open the door to the next room (because I had the "open a door" secret objective). Almost get killed because I only have 6HP at lvl 1 (all enemies are part of the turn they are revealed during, even if their initiative-mandated turn has technically already gone). Some poor draws from enemies left me alive.
Second room was a long hallway that had 3 more bandit archers and four cultists. A pretty easy room if our luck hadn't sucked ass. The cultist could summon more skeletons (or living bones, as they are called in the game). We had the absolute worst luck because the cultists draw from their own deck (each enemy has an enemy specific deck) and they drew skeleton summoning cards on three subsequent turns. Luckily We did manage to kill one of the cultists before it also joined the summoning fun for the third time, but altogether they summoned 11 skeletons. -_-;
Oh well, little by little & with some usage of strong, one-use AOE attacks, we managed to dwindle down their numbers enough that we had the courage to exit the first room. The archers can be kinda iffy, especially when we had 11 skeletons blocking our way to them and no one really had much in the way of decent, not-card-losing-causing ranged attacks that would have reached the archers.
At that point we were bleeding cards pretty fast, so I kind of forced everyone to accept a plan of "we just need to fucking open these remaining doors and let come-what-may come to US." They were hesitating if that was a good idea, but I knew we just didn't have the cards left to do one room and then travel to the second one. We had to open both doors ASAP and just get all enemies to become a part of the battle. So my character has this nice action where I can move any of my allies four spaces. I moved one of us to the door further away and another one of our team opened the door closer to us. That one was a small room that had two Earth Demons in it. High HP, high damage, but slow & fairly straightforward (not much in the way of special skills). The further room had two Wind (or Air?) Demons and a couple more cultists.
So, this is where the desperation started kicking in. The Earth Demons had so much health that we had to use some strong attacks on them so that we wouldn't be overpowered by the other enemies once they got to us. And that meant losing cards that we were already starting to be quite low on. Luckily our tank had Shield 1 on him and the Earth Demons drew some -1 & -2 attack cards, so they didn't do too much damage. The Wind Demons don't have much HP but 1) they use ranged attacks so while they did come out of the room, saving us from having to waste 2-3 turns moving to them, they were still on the other side of the long hallway, 2) they had Shield 2 (so you'd have to do a minimum strength 3 attack to do 1 damage) and 3) as we noticed later, they can turn invisible.
So, we keep fighting. We divide our forces. Me and the tank stayed at the Earth Demon's side while the other two started making their way to the cultists & wind demons. We had some good luck in that the cultists didn't draw a single summoning card in the, like, 5 turns that they were alive. We focused on them first. We would have been screwed if there were any more enemies. We got rid of the Earth Demons surprisingly quickly. I summoned a rat swarm. It didn't have much luck in doing anything but the rats did act as an important damage sponge that allowed our rogue to survive the wind demons' first couple of barrage of attacks.
At this point each of us had, like, maybe 3 turns (plus one or two rests) left. I used the ally-moving card again to move our tank much closer to the enemies, our rogue-like turned invisible to add some extra oomph to his attack. Now, this is the point when our luck was horrible, to make things extra tense. The wind demons turned invisible so our tank wasted a card that makes it possible for him to move through enemies while damaging them as well. But you can't damage invisible enemies, so that move was wasted. Our rogue's strong attack of 4 strength was wasted once the wind demons appeared again because he drew a -2 attack card (so with the demons' Shield 2, that means zero damage). Our tank also drew a damage-negating attack card in these final turns, doing zero damage.
In the end, thanks to the low HP of the wind demons & the cultists not summoning a single skeleton, we ended the quest with one of us exhausted (as in, they don't have 2 cards at the start of the turn so they are essentially "dead"/not participating), me and another player on our last turn and only one of us still had one more turn if we had screwed up our attacks, and even then only because he was resting for that turn. Crazy tight fight. :S
Dear lawd this turned into a novel. 🙈
EDIT: oh, and I'm not proof-reading my wall of text, so sorry if there are some incomplete sentences & typos. :S