My personal quick reference for the Gloomhaven board game.
Other references are here.
Before Scenario:
- Optionally visit Gloomhaven, where you can:
- Complete a
city event
- Buy/sell items (sell for half of buy price)
- Donate to sanctuary -
10g
for2 bless cards
in your attack deck - Level up, create characters, retire, enhance cards
- No trading money or items!
- Complete a
- Take
road event
, unless scenario is linked to previous location - Choose next scenario from known places
- Set out all map tiles, monsters for first room
- Choose scenario level
L
(recommended: avg player level / 2 (↑)) - Monsters - color in [NW,NE,S] corner for [2,3,4] players
- Monster = [none,normal,elite] for color [black,white,yellow]
- Each player chooses
2
battle goal cards and discards one - Players choose equipment and cards up to deck size
Rounds
- Each player either chooses two cards or announces a
long rest
- Players select one of the cards to “lead” (determine initiative)
- Reveal all initiatives and draw ability card for each monster type
- Players and monsters take
turns
, low initiative → high - Cleanup:
- Shuffle any deck that turned up a shuffle symbol card
- Move elemental infusion tokens down a notch
- Any player may perform a
short rest
Rests
- Require at least
2
cards in your discard pile - Short rest: happens during clean-up stage between rounds
- Regain discards and
lose
one at random - You may take
1
damage to lose a different one (once)
- Regain discards and
- Long rest: uses your turn, with initative
99
- Regain discards, selecting one to
lose
- Heal self for
2
and refresh all item cards
- Regain discards, selecting one to
- Discarded cards that are still “in play” may be regained, your choice
Player Turns
- Perform actions for top of one card and bottom of other, in either order
- Multiple parts of an action must be done from top → bottm
- Parts of actions can be skipped (but not negative effects or experience)
- Any card action can be replaced with default
attack 2
/move 2
- Stepping onto a door reveals a room:
- Immediately lay out monsters and draw an action card for any new types
- All newly revealed monsters act in the round they’re revealed
Monster Turns
- Mobs activate elite → normal, in order of number on figure
- Mob AI is based on focus target:
- Focus = enemy an attack can be used on with the least movement
- If no attack, focus is determined as for a melee attack
- Ties broken by hex distance, then initiative
- With focus chosen actions proceed:
- Mob moves minimally to hit maximal targets including the focus
- If ranged, mob moves to avoid disadvantage (even if it hits fewer targets)
- If there was no valid focus, mob does not move or attack
- For mob movement, traps are obstacles unless no other path exists
- Mob heals prioritize whatever target is most wounded
- Card bonuses (e.g. shield) are actions, and take effect during a mob’s turn
- If a monster card consumes an element, all of that type get the bonus
- Bosses: use a common action deck, and are neither normal nor elite monsters
- Boss condtion immunities are listed on the card
Combat
- Targeting:
- Attacks with no listed range = melee (range 1)
- Anything with a range gets disadvantage if used on adjacent target
- Line of sight: any hex corner → any corner without touching a wall
- Nothing can target an ally unless specified
- “Ally” includes summons, does not include yourself
- Damage resolution: (player chooses order within each step):
- Apply modifiers from the attack, active effects, elements, etc.
- Draw and apply attack modifier card
- Apply target’s defensive bonuses (e.g. shield)
- Advantage / disadvantage = draw two cards, use better/worse
- Rolling modifier = both for advantage, ignored for disadvantage
- For ambiguous cards use whichever was first
- AoE: hits red hexes per diagram (in any orientation)
- Only one hex of AoE area needs to be in range
- Each target requires LoS, and gets a separate attack modifier card
- One attack can never hit the same target twice
- Push/pull
- Attacker chooses direction but target must wind up farther/nearer
- Target can be pushed/pulled through its allies but not enemies
- Counts as movement, but ignores difficult terrain
- Shield: reduces damage of attacks (only)
- Pierce: negates an equal number of shields
- Add target: applies all effects of attack (except AoE), requires range
- Retaliate: deals damage to adjacent attacker, after (each) attack is made
- Does not itself count as an attack or a targeted effect
- Summons: activate at initiative immediately before figure who summoned them
- Use mob AI, as if following a
Move +0, Attack +0
action
- Use mob AI, as if following a
- Damage from a given attack may be nulled by
losing
one card or two discards - Elemental infusions created in a turn become strong after that turn
Conditions
- Negative:
- Poison: enemies add
+1
to attack damage, any heal negates (and burns heal) - Wound: take
1
damage at start of own turns, any heal negates - Immobilize: no move actions, removed at end of own next turn
- Disarm: no attack actions, removed at end of own next turn
- Stun: cannot take any action except a long rest, removed at end of next turn
- (players still must discard two cards unless resting)
- Muddle: Disadvantage on all attacks, removed at end of own next turn
- Curse: shuffle a curse card into attack deck (removed once drawn)
- Poison: enemies add
- Positive:
- Invisible: cannot be targeted by enemies. Treated as a wall by mobs
- Strengthen: Advantage on all attacks, removed at end of own next turn
- Bless: shuffle a bless card into attack deck (removed once drawn)
Terrain / Movement
- Doors: act as walls until a player moves onto them (no cost)
- Figures: enemies block movement, allies don’t. Cannot end turn on occupied hex.
- Coins: looted by action (with range) or at end of your turn (own hex)
- Treasure: looted like coins, numbered chests only once (ever)
- Looted items are gained immediately, but only equippable between scenarios
- Ground effects: (all ignored when figure is
flying
orjumping
)- Traps: trigger when entered (unless flying/jumping), then removed
- Damage versions deal
2+L
, others apply a status
- Damage versions deal
- Hazards: like a persistent damage trap at half damage (↓)
- Difficult terrain: cost 2 movement to enter (unless flying/jumping)
- Obstacles: block movement but not shots or line of sight
- Traps: trigger when entered (unless flying/jumping), then removed
- For rules descriptions, “unoccupied” hex = no figures, “empty” = nothing but floor
Items
- Can own any number of items (but no duplicates)
- Can carry one of each armor, 2 hands, and
L/2
(↑) small items - Can use any number of items at any time, if usage conditions are met
- Items defending an attack must be used before seeing the attack modifier card
- “Spent” items are discarded, “consumed” items are lost (for the scenario)
- Items never burn permanently unless sold back into the city supply
After Scenario:
- Complete final round even after win/loss is triggered
- Players gain looted XP and money (see below)
- If successful:
- Completed battle goals => checkmarks on player sheet => perks
- Each player gains bonus XP:
4 + 2*L
- Scenario rewards on success:
- New locations: add stickers to board
- Item: one item card to any one player
- Item design: all cards for that item added to city supply
Levels table
Scenario Lv | Monster Lv | Gold conversion | Trap damage | Bonus XP |
---|---|---|---|---|
0 | 0 | 2 | 2 | 4 |
1 | 1 | 2 | 3 | 6 |
2 | 2 | 3 | 4 | 8 |
3 | 3 | 3 | 5 | 10 |
4 | 4 | 4 | 6 | 12 |
5 | 5 | 4 | 7 | 14 |
6 | 6 | 5 | 8 | 16 |
7 | 7 | 6 | 9 | 18 |
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