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Video: How to Play
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Game Objective
In Gloomhaven, players take on the roles of mercenaries in a tactical combat experience. The primary goal is to complete specific scenario objectives. A scenario is considered successful if the scenario objective is completed and at least one character is not Exhausted.
Setup
Follow these steps to prepare your game:
- Scenario Selection: Choose a scenario and a play mode (Campaign or Casual). Ensure the scenario is unlocked and any required Global Achievements or Party Achievements are met for Campaign Mode.
- Map and Monsters: Layout all map tiles, but only examine the starting room. Place overlay tiles and monsters in the starting room. Monster count and ranks (Normal or Elite) are defined by the player count.
- Monster Setup: Place Monster Stat Cards in sleeves at the chosen scenario level. Shuffle the Monster Ability decks for each monster type and the shared Monster Attack Modifier Deck.
- Player Preparation:
- Each player secretly chooses one of two Battle Goal cards.
- Equip Items (Max: one Head, one Body, one Leg; max one 2-handed or two 1-Handed; Small Items limit is ½ character level rounded up).
- Build your Hand from your Active Card Pool based on the Hand size on your Character Mat.
- Shuffle your Attack Modifier Deck (base 20 cards, adjusted by Perks, Bless cards, and Items).
- Global Setup: Place 6 Element tokens on the "Inert" column of the Elemental Infusion Table. Split Curse cards into two 10-card decks (one for monsters, one for characters).
Game Flow
The game progresses through a series of rounds. Each round follows this structure:
Start of Round
- Action Declaration: Each player must declare either a Long Rest or Two Actions.
- To do Two Actions, you must have at least 2 cards in Hand. You secretly choose two Ability Cards and pick one as the Leading Card to determine your Initiative.
- To do a Long Rest, you must have at least 2 cards in the Discard Pile.
- Monster Activity: Draw one Monster Ability Card for each monster type on the board. This card defines the Initiative for all monsters of that type.
- Turn Order: Reveal player cards. Turn order is determined by ascending Initiative. In case of ties:
- Between monster types: players decide.
- Between a player and a monster: the player goes first.
- Between players: decided by the Non-Leading Card; if still tied, players decide.
- Long Rest players act on Initiative 99.
The Round
Figures perform their turns in Initiative order. If a monster is Spawned during the round, it is placed on the map and its turn is integrated into the Initiative order based on when it appeared.
End of Round
Once all figures have acted:
- Shuffle Attack Modifier Decks if a 2x or Null card was drawn.
- Shuffle Monster Ability decks if a shuffle symbol was drawn or the deck is empty.
- Remove Round Bonus cards.
- Move Elemental Infusions one step to the left on the Elemental Infusion Table.
- Players may perform a Short Rest if they have at least 2 cards in the Discard Pile.
Actions and How to Play
Player Turn
At the start of the turn, resolve beginning-of-turn effects (like Wound). Then, perform one of the following:
- Two Actions: Pick one top action and one bottom action from your two chosen Ability Cards. You may use the top as Attack 2 and/or the bottom as Move 2, ignoring other symbols. Perform actions one card at a time.
- Move X: Move up to X hexes. Difficult Terrain costs 2. Jump and Flying ignore figures and traps. Moving into a Trap or Hazardous Terrain triggers damage.
- Attack X: Designate a target in Line of Sight (LOS).
- Melee Attack: Range 1.
- Ranged Attack: Within Y hexes. Ranged attacks on adjacent enemies suffer Disadvantage.
- Area Effect (AoE): Affects a cluster of hexes based on the card diagram.
- Long Rest: Act on Initiative 99. Lose one Discard Pile card, return the rest to your Hand, and you may Heal 2 Self and refresh Spent items.
Monster Turn
Monsters first attempt to Focus on the closest enemy. They then perform the abilities on their Monster Ability Card in order. If Stunned, they skip their action but still perform the end-of-turn cleanup.
Special Mechanics
- Active Bonus: Cards placed in the Active Area that provide persistent or round-based effects.
- Conditions: Poison, Wound, Immobilize, Disarm, Stun, and Muddle (negative) or Invisible, Strengthen, and Bless (positive).
- Elemental Infusion: Elements are infused at the end of a turn and can be consumed via Elemental Augment for extra effects.
End of Game and Scoring
Scenario End
The scenario ends immediately when the scenario objective is completed. Finish the current round before concluding.
Victory and Defeat
- Victory: The scenario objective is complete and at least one character is not Exhausted.
- Defeat: All characters become Exhausted.
Post-Scenario Rewards
- XP: Players gain XP earned during the scenario plus a bonus: 4 (Lx2), where L is the scenario level.
- Gold: Gain gold from Money Tokens looted during the scenario.
- Battle Goals: If successful, players gain Checkmarks for completed Battle Goals (3 Checkmarks = 1 Perk).
- Campaign Rewards: If in Campaign Mode, mark the scenario as completed on the map and claim designated rewards (Items, Item Designs, or new scenarios).
Tips for Winning
- Manage Your Hand: Be careful not to run out of cards; if you cannot perform Two Actions or a Long Rest, your character becomes Exhausted and is removed from the map.
- Positioning: Use Line of Sight (LOS) and range carefully. Remember that Ranged Attacks performed on adjacent enemies suffer Disadvantage.
- Coordinate Initiative: Discuss plans with your party to determine the turn order, as the Leading Card determines who acts first.
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Rules manual
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