Gloomhaven: Jaws of the Lion

Cephalofair Games, Albi, Albi Polska · Board game · 2020
1–4 · best 2 Solo 30–120 min Weight 3.6/5
9.1 rating Ludopedia
8.4 rating BGG
STEP BY STEP

Game Objective

Consult the manual for details about this section.

Preparation (Setup)

To get your game ready, follow these steps:

  • Scenario Introduction: Read the introduction and note any special rules.
  • Monster Setup: Place monster stat cards in sleeves, ensuring the stats level matches the scenario level. Shuffle the monster ability decks for the monster types present in the room and shuffle the monster attack modifier deck (shared by all monsters).
  • Player Setup:
    • Each player secretly chooses one of two battle goal cards and discards the other.
    • Equip owned items below the character mat.
    • Shuffle your individual attack modifier deck.
    • Build your hand from your active card pool based on the hand size listed on your character mat.
  • General Components:
    • Place 6 element tokens on the “Inert” column of the elemental infusion table.
    • Split curse cards into two decks of 10 cards each (one for monsters, one for characters).
  • Start: Place characters in the 1st room positions and begin the 1st round.

Game Flow

The game progresses through rounds, structured as follows:

Start of Round

Each player must declare one of the following:

  • Two actions: This requires having at least 2 cards in hand.
  • Long rest: This requires having at least 2 cards in the discard pile (you may move cards from the active area to the discard pile to meet this requirement).

Note: If a character cannot perform either two actions or a long rest, they are exhausted and removed from the game.

End of Round

Once all actions are resolved, perform these steps in order:

  1. Shuffle: If a shuffle symbol was revealed in any attack modifier deck or monster ability deck, reassemble and shuffle that deck.
  2. Elements: Move all elemental infusion tokens one space toward "Inert".
  3. Card Maintenance: Move active ability cards that expire into the discard or lost pile.
  4. Short Rest: Players may take a short rest if desired.
  5. Round Tracker: Move the round tracker forward one number if the scenario requires it.

Actions and How to Play

Player Actions

Players manage their turns through card usage and specific rest mechanics:

  • Long Rest: The player takes their turn on Initiative 99. They may use items, must choose and lose 1 card from their discard pile (cards without the “lost” symbol can be moved from the active area to the discard pile to facilitate this), and then return the rest of the discard pile to their hand. Additionally, they may “heal 2 self” and refresh all spent item cards (not consumed).
  • Short Rest: Available if there are ≥ 2 cards in the discard pile. The player moves one random discard pile card to the lost pile (or may keep that card, take 1 HP of damage, and lose a different random card once per rest). The remaining cards in the discard pile return to the hand.
  • Negating Damage: When taking damage, a player must choose ONE of these options:
    • Take HP damage on the damage dial.
    • Lose 1 card from the hand (cannot pick un-played two action cards).
    • Lose 2 cards from the discard pile.

Special Rules and Restrictions

  • Items: You can equip one head, body, and foot item, two hand items, and a number of small items equal to half your character level (rounded up). You cannot equip two of the same item. Items found during a scenario can be equipped immediately, even if you exceed the slot cap.
  • Elements: These are infused at the end of your turn. You cannot create and consume an element on the same turn, but you can consume an existing element and then re-infuse it.
  • Stunned Condition: You cannot activate items. You must still play two cards but ignore their effects. However, you can still perform a long rest.

End of Game and Scoring

Scenario Conclusion

If the scenario is completed successfully, the following occurs:

  • Read the scenario conclusion text.
  • Remove attack modifier cards created by items or scenario effects.
  • Gold: Calculate gold from loot and record it in the “Gold Notes” section of the character sheet.
  • Experience (XP): Add XP from the XP dial and scenario completion. Scenario completion XP is calculated as: 4 + (2 x Scenario Level). Record this in the “XP Notes” section.
  • Battle Goals: Mark a checkmark for successfully completed battle goal cards. Completing a set of three checkmarks allows you to choose a new perk.
  • City Phase: Reveal a city event card and purchase items from the shop.

Leveling Up

When leveling up, you may:

  • Choose 1 ability card (level ≤ character level) to add to the active card pool.
  • Mark 1 new perk on the character sheet.
  • Increase HP on the damage dial.

Tips for Winning

  • Manage your Discard Pile: Remember that you can move cards from your active area to your discard pile at any time (as long as they don't have the “lost” symbol) to ensure you have the 2 cards required to perform a long rest.
  • Initiative Ties: In the event of an initiative tie between a player and a monster, the player always goes first. If two players tie, the second card breaks the tie.
  • Monster Awareness: Be mindful that Elites act before normal monsters of the same type, regardless of their standee number, and all monsters of the same type benefit when a monster consumes an element.
Rules videos

In English

OFFICIAL RULEBOOK
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