Download Gloomhaven Rules - Final - LowRes PDF

TitleGloomhaven Rules - Final - LowRes
File Size28.6 MB
Total Pages52
Document Text Contents
Page 1

STOP! If you would prefer to watch a video
explanation of the rules, please visit

www.cephalofair.com/gaming-rules-overview

Page 2

1 Rule Book 18 Character Miniatures 47 Monster Stat Sheets 24 Battle Goal Cards 50 Money Tokens

1 Scenario Book

17 Character Boards
6 Monster Stat Sleeves

24 Personal Quest Cards 48 Damage Tokens

1 Town Records Book

504 Character Ability Cards
150 Event Cards

9 Random Scenario Cards 10 XP Tokens

1 Map Board

457 Attack Modifier Cards

253 Item Cards

40 Random Dungeon Cards
10 Wood Trackers

12 Number Tokens

4 Player Reference Cards

30 2-Sided Map Tiles

236 Monster Standees

6 Wood Element Discs
32 Summon Tokens

17 Character Pads

1 Party Pad

4 Sealed Envelopes

155 2-Sided Overlay Tiles

232 Monster Ability Cards

35 Character Tuck Boxes

24 Plastic Stands

1 Element Infusion Board

1 Round Tracker

60 Status Tokens

85 Character Tokens 4 Sticker Sheets

2

Components

Gloomhaven is a cooperative game of battling monsters and advancing a player’s own individual goals. The
game is meant to be played as part of a campaign, where a group of players will use the accompanying Scenario
Book to string together a series of adventures, unlocking new content for the game as they progress. Any
revealed scenario, however, can also function as a highly variable stand-alone experience.

This rule book is split into two parts: The first part will teach you how to play through an individual scenario,
interacting with monsters and the environment using character ability cards. The second will teach you how
to use the Scenario Book to link a series of adventures to create a story of your own choosing, advancing your
character’s abilities and unlocking new content to further enhance your experience.

Mindthie
f
Spellwea

verCraghea
rt Tinkerer Scoundr

el Brute

Gain 7 or
fewer

experience


points dur
ing the

scenario.

Layabout

459

63

M-1
482

Player Refer
ence

POISON - E
xtra damag

ed when

attacked an
d prevents

healing.

Remove wh
en healed.

WOUND -
Suff er dam

age at start
of

turn. Remo
ve when he

aled.

IMMOBILIZ
E - Cannot

move. Remo
ve

at end of ne
xt turn.

DISARM - C
annot attac

k. Remove a
t

end of next
turn.

STUN - Can
not do anyt

hing but re
st.

Remove at
end of next

turn.

MUDDLE -
Disadvanta

ge on attack
s.

Remove at
end of next

turn.

CURSE - G
ain CURSE

attack mod
ifi er

card.
Player Refer

ence

POISON - E
xtra damag

ed when

attacked an
d prevents

healing.

Remove wh
en healed.

WOUND -
Suff er dam

age at start
of

turn. Remo
ve when he

aled.

IMMOBILIZ
E - Cannot

move. Remo
ve

at end of ne
xt turn.

DISARM - C
annot attac

k. Remove a
t

end of next
turn.

STUN - Can
not do anyt

hing but re
st.

Remove at
end of next

turn.

MUDDLE -
Disadvanta

ge on attack
s.

Remove at
end of next

turn.

CURSE - G
ain CURSE

attack mod
ifi er

card.

Shield 1

Retaliate 2

15
Guard

524

Move + 0

Attack +
1

Range - 1

32
Archer

534

Living Bones

Move - 1

Attack +
1

64
Living Bones

516

At fi r
st it w

as jus
t a co

ugh.

One
of yo

ur ne
ighbo

rs

keepi
ng yo

u up
at nig

ht. Bu
t

then
it spr

ead a
nd go

t wor
se.

Blood
, boil

s, and
deat

h. Th
e

elder
says

a cur
e can

be fo
und

deep
inside

the D
agger

Fore
st;

the F
orest

Imps
know

the

way.
If you

can g
ather

enou
gh

of the
ir ess

ence,
you

may
be

able t
o fi nd

the w
ay yo

ursel
f.

Kill te
n For

est Im
ps. T

hen

unloc
k “Fo

rgott
en Gr

ove”

(Scen
ario 5

9) an
d foll

ow it
to

a con
clusio

n.

Unloc
ks En

velop
e X

Findin
g the C

ure

513

10 gold:1
2

11

10
9

8
7

6
5

4
3

2
1

Mangy

554A

12
7

1
10

5

8

2

11
6

9

3 4

A

A

ATile: H1b
Major: MUDD

LE all chara
cters permane

ntly.Minor:
MUDDLE a

ll characters.

Sewer

534

6
6

2
4

1
2

-
-T

ar
ge

t
2

Ta
rg

et


2

6 6

3 4

1 2

- -

Shield
1

Target
3

Target
2

6
7

3
4

2
3

-
-

Shield 1
Target 3

Target 2

810

34

23

--

Shield 1
Target 3

Target 2

Shield
1 Shield 1

Shield 1

Li
vi

ng
B

on
es

Living Bones

Living Bon
es

Living Bones

0

1 2

3

1

1

1

: : :
: : :

Remove two cards
Replace one card
with one card
Add two cards

Add two cards

Add one WOUND card
Add one IMMOBILIZE card

Add one Heal 2 card
Add one ADD TARGET card
Ignore negative scenario eff ects

Add one card

Add three MUDDLE cards

Quatryl Tinkerer

: : :

: : :

Remove two cards

Replace one card
with one card

Add two cards

Add one card

Add three PUSH 1

cards

Add two PIERCE 3 cards

Add one STUN card

Add one DISARM card

and one MUDDLE card

Add one ADD
TARGET card

Ignore negative item eff ects

and add one card

Add one Shield 1, Self card

Inox Brute

STOP! If you would prefer to watch a
video

explanation of the rules, please visit

www.cephalofair.com/gaming-rules
-overview

20x

16x

10x 40x

30x 12x 6x

5x 5x

20x

16x

Dungeon

Summons

1/ 2

When atta
cked,

the attack
er gains

Disadvant
age on the



attack.

Leather Arm
or

20

754

1/ 2

During you
r movemen

t,

add +2 Mo
ve to th

e

movement
.

Boots of Str
iding

20

748

001

Swordedge
Armor

40

x4

1/ 2

On the ne
xt three so

urces of

damage to
you from

attacks,

gain Shield
1, Reta

liate 1.

494

Boots of Lev
itation

50
1/ 2

Gain Flyin
g .

491

071

228x 25x
Standard Random

Confi dent that
the wolves po

se no signifi ca
nt

threat, you sta
nd your groun

d and prepare


for battle. The
pack comes —

ragged and

hungry, slowly
emerging from

the dark —

and surrounds
your party.

There are mor
e of them than

you expected,


but not enoug
h to take you d

own. You suff e
r

a bite or two,
but are able to

fi ght them off
.

Start scenari
o with 3 dam

age.

You pick up an
d run as fast a

s you can

through the un
derbrush and

away from the


ominous soun
ds. They seem

to be receding


as you stumbl
e headlong int

o some sort of


thicket fi lled w
ith sticky spin

es.

You pull yours
elf out, but no

t before your

skin is pierced
in numerous

places and

becomes infl am
ed. Best to avo

id this plant in


the future.

Start scenari
o with POISO

N .

01

“Heading out
a little late, ar

en’t

you?” The gu
ard at the w

all looks at

you passively.
You grunt in r

esponse and h
ead

through the op
ened gate.

“Nobody’s gon
na go looking

for your corp
se if you

don’t return!”
the guard shou

ts at your back
.

You ended up
embarking o

ut on the roa
d much

later than you
had hoped —

events in tow
n saw to

that — but as
dusk settles o

n the horizon
you feel

confi dent that
you are up to

any threat yo
u might

face.

And then beg
ins the howlin

g of wolves —
vicious,

foul beasts —
and, judging f

rom their soun
ds, they

seem to be get
ting closer.

Option A: Ru
n from the ho

wling to safet
y.

Option B: Let
the wolves co

me.

You hand over
the gold and t

ake hold of the


piece of garba
ge. Amidst tro

ubling brown

smears you se
e a lot of mean

ingless scratch
es

likely made by
rats and bugs

. Oh well.

Sometimes the
long shot doe

sn’t pay off .

Lose 10 collec
tive gold.

You laugh and
gesture the V

ermling away.


You can recog
nize a low-life

swindler whe
n

you see one. A
nd that piece o

f garbage was

just...foul.

No effect.

02

As the dayligh
t fades, you fi

nd

yourselves w
andering thro

ugh a

half-crowded
market street

, browsing

wares.

“Hey! Over he
re!” You turn

in the directio
n

of the voice to
see a fi lthy Ve

rmling gestur
ing

from a dark
alley. “Yeah, y

ou grim-look
ing

chaps. I hav
e something

you might
be

interested in.”

The Vermling
holds out a pie

ce of metal cov
ered

in sludge. “Fou
nd this in the

sewer. Writing
on it

I don’t unders
tand, but I kn

ow it’s valuabl
e. You

can have it for
ten gold!”

Option A: Pa
y for the thing

. You never kn
ow.

Option B: Re
fuse to pay. N

ever trust a V
ermling.

69x 81x
Road City

Monster

Trackers

8x
C 3 3

-

10xC
3
3
-

12
xC43-

13xC
4
4
-

Summon

Living Bones

Move to next door

and reveal room 1:

2:

Su
m

m
on



Li
vi

ng
B

on
es

M
ov

e
to

n
ex

t d
oo

r

an
d

re
ve

al
ro

om
1: 2

:

Summon


Living Bo
nes

Move to
next do

or

and reve
al room1:

2:

Sum
m

on

Living Bones

M
ove to next door

and reveal room
1:2:

Ba
nd

it
Co

m
m

an
de

r

Bandit Com
m

ander

Bandit Com
mander

Bandit Commander

0

1 2

3

6
6

2
4

1
2

-
-T

ar
ge

t
2

Ta
rg

et


2

6 6

3 4

1 2

- -

Shield
1

Target
3

Target
2

6
7

3
4

2
3

-
-

Shield 1
Target 3

Target 2

810

34

23

--

Shield 1
Target 3

Target 2

Shield
1 Shield 1

Shield 1

Li
vi

ng
B

on
es

Living Bones

Living Bon
es

Living Bones

0

1 2

3

34x 13x
Standard Boss

16x8x

3
12

23

1

Page 26

26

RETALIATE

HEAL

SUMMON

Some abilities summon other ally figures to the board.
Summoned figures (summons) are placed in an empty hex
adjacent to the figure performing the summon. If there are no
available hexes, the summon ability cannot be used. Summons
are represented by a colored summon token. There are eight
different colors of summon tokens so that multiple summons
can be tracked at the same time, and players can assign any
color they like to a specific summon, placing tracker tokens on
their summon ability cards for easy reference. Summons have
basic statistics for hit points, attack value, move value, and
range value along with any special traits written on the ability
card. A summon is considered a persistent bonus (the card is
placed in the active area) until either the summon loses all its hit
points, its corresponding ability card is recovered back into the
player’s hand, or the summoner becomes exhausted, at which
point the summon is removed from the board. A summon’s turn
in the initiative order is always directly before the character
who summoned it, and is separate from that character’s turn.
Summons are not controlled by the summoning player, but
instead obey automated monster rules, permanently following
the ability card “Move+0, Attack+0” (see Monster Turn on pp.
29–32 for details) and using the player’s attack modifier deck to
perform its attacks. A player can have multiple different summon
abilities in play at once, in which case they act in the order in
which they were summoned. Summoned figures never take a
turn in the round they are summoned.

A “Retaliate X” bonus ability causes the target to inflict X points of damage on figures who attack
it from an adjacent hex for each attack made. A retaliate bonus can also be accompanied by
a “Range Y” value, which means that the retaliate damage is applied to any attacker within Y
hexes. A retaliate takes effect after the attack that initiated it. If the retaliating figure is killed or
exhausted by the attack, then the retaliate does not activate. Multiple retaliate bonuses stack
with one another, and retaliate itself is not an attack.

A “Heal X” ability allows a figure to return X hit points to either themselves or one ally within the
ability’s range. Heals are always accompanied by one of two labels:

• “Range Y” means that any ally within Y hexes, or the figure performing the heal, can be
targeted by the heal.

• “Self” mean the figure can only target him or herself with the heal.

Summons tokens

Summons
tracker

2

21 3

2

Page 27

27

RECOVER AND REFRESH

Certain abilities allow a player to recover discarded or lost ability cards. This means that the player can look
through his or her discard or lost pile (or discarded or lost cards in his or her active area), select up to a number
of cards specified in the ability, and immediately return them to his or her hand. Some cards, however, cannot
be recovered once lost. This is denoted by the symbol. This symbol applies to the card no matter how the
card was lost.

Refresh abilities allows players to regain the use of spent or consumed item cards.

In the case of both recover and refresh, the type of card gained (discarded or lost for ability cards, spent or
consumed for item cards) is specified in the ability.

LOOT

A “Loot X” ability allows a character to pick up every money token and treasure tile within X
hexes. Money tokens are kept in a player’s personal supply and are not shared with the other
players. If a treasure tile is looted, refer to the reference number in the back of the scenario
book to determine what is found.

GAINING EXPERIENCE

Some actions also have an experience value attached
to them, denoted by . When that action is taken,
the character gains the number of experience specified.
An ability card cannot be played for the experience
alone—a character must use one or more of the
accompanying abilities to earn the experience. In
addition, sometimes the action specifies that experience
is only earned under certain conditions, such as
consuming an elemental infusion or if the attacked
target is adjacent to an attacker’s allies . Some
persistent bonuses will also give a character experience,
denoted by , when that charge of the bonus is
expended (i.e., when the character token moves off
that slot).

END-OF-TURN LOOTING

In addition to specific loot abilities, a character will also loot any money tokens or treasure tiles present in the
hex he or she occupies at the end of the character’s turn.

On your next four attacks targeting enemies
adjacent to none of their allies, add +2 Attack .

1

1

1

1

Attack 3
Add +2 Attack and gain when the

target is adjacent to any of your allies.
1

2

2
86

1
Single Out

088

b

a

Recover Ability Card Refresh Item Cannot be recovered
once lost

a

b

Page 51

51

• The entrance type available for the room on the back of the card . There are two types of entrances and
exits: A and B. If players exit a room from an A exit, they must enter the next room from an A entrance and
vice versa with B. If the entrance of the top room in the deck does not match the exit the players used in
the previous room, the top card is discarded until a matching entrance type is found.

If a room has two exits, players may use whichever one they wish, though the one they don’t use is closed
off. If a room has two entrances, players must use the entrance that corresponds to the previous room’s
exit.

• Penalties for revealing the room . Whenever a new room is revealed and set up, a penalty may activate
depending on the room and the difficulty decided on by the players. The suggested difficulty is to use
no penalties in the first room, the minor penalty of the second room when it is revealed, and the major
penalty of the third room when it is revealed. Players can decrease or increase the number and severity of
the penalties as they like, up to a point where major penalties are activated for each of the three rooms
when they are revealed. If the character who opened the door is referenced in the penalty of the first
room, players can decide who the penalty targets. If the previous room is referenced in the penalty of the
first room, nothing happens.

• The specific map tile(s) used to create the room .

Credits

A MONSTER CARD INCLUDES:

• An adjective title . When combined with the noun title on the
room card, this provides the full title of the room.

• Designations for the twelve numbered spaces on the room
card . Each monster has designations for a two, three, and four
character game, as in the normal setup for a scenario.

• Descriptions for any treasure tile contents . Though treasure
tiles in a random dungeon will never contain elements important
to the campaign, they can contain a number of useful benefits for
the players.



GAME DESIGN AND DEVELOPMENT: Isaac Childres

GRAPHIC DESIGN: Josh McDowell, Isaac Childres

ART: Alexandr Elichev, Álvaro Nebot, Josh McDowell

SCULPTING: James Van Schaik

EDITING: Jim Spivey, Mathew G. Somers, Marcel Cwertetschka

STORY AND WORLD-BUILDING: Isaac Childres

SPECIAL THANKS:
Kristyn Childres, Katie, Finn, Ada, and Cora McDowell, Charilaos
Bacharis, Clinton Bradford, Brandon Butcher, Travis Chance,
Joseph Childres, Rob Daviau, Paul Grogan, Brendon Hall,

Richard Ham, Kasper Hansen, Walker Hardin, Chuck Hennemann,
Scott Horton, Brian Hunter, David Jansen, Alexander Klatte, Carl
Klutzke, Brian Lee, Nick Little, Kevin Manning, Jan Meyberg,
Timo Multamäki, Ray Phay, Joan Prats, Andrew Ritchey, Adam
Sadler, Brady Sadler, Eric Sanson, Scott Starkey, JC Trombley, Arne
Vikhagen, Michael Wilkins, Stefan Zappe

KICKSTARTER CONTRIBUTORS:
I would like to sincerely thank all the backers of the Gloomhaven
Kickstarter project. It was a long journey, and I only made it
through with your help. I could not have asked for a more
supportive group of people.
I would also like to specifically thank the backers who created
official scenarios during the campaign:
Marcel Cwertetschka, Tim and Kim De Smet, Jared Gillespie,
David Jansen, Jeremy Kaemmer, Mathew G. Somers

10 gold:
1211

109

87

65

43

21

Mangy

554

c

a

b

e

f

g

a

b

c

Page 52

S - Scenario Level
M - Monster Level
G - Gold Conversion
T - Trap Damage

XP - Bonus Experience

No Monster

Easy -1
Normal +0

Hard +1
Very Hard +2

Difficulty Level

Normal Monster

Elite Monster

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

S M G T XP

Two
Characters

Four
Characters

Three
Characters

Fire AirIce

Remove
from Game

p.39

Initiative
p.18

Level
p.12

Earth

XP
p.27

Jump
p.19

Use Slot
p.25

Use Slot:
Gain XP

p.27

Light Any
Element

Return
to Deck

p.39

Cannot
Recover

p.27

Attack
p.19

Average level ∕ 2, rounded up

Range
p.19

Move
p.19

Heal
p.26

Retaliate
p.26

Target
p.21

Loot
p.27

Shield
p.25

Shuffle
Deck
p.32

Player
Hex
p.21

Lost or
Consumed

p.8,17

Persistent
Bonus

p.25

Round
Bonus

p.25

-1 Attack
Modifier

p.8

Refresh
Item
p.27

Recover
Ability

p.27

Spend
Item

p.8

Attack
Hex
p.21

Dark Use
Element

BLESS CURSE DISARM

STUN

IMMOBILIZE POISONWOUND MUDDLE

Head Body Legs One Hand Two Hands Small Item

PUSH PULL PIERCE INVISIBILITY STRENGTHENADD
TARGET

General Icons

Element Icons (p.24)

Equip Slots (p.8) Enhancing

Conditions and Effects (pp.22 –23)
Monster Key (p.13)

Scenario Level (p.15)

Cards

Battle
Goal
p.10

Road
Event

p.39

01

“Heading out a little late, aren’t
you?” The guard at the wall looks at

you passively. You grunt in response and head
through the opened gate.

“Nobody’s gonna go looking for your corpse if you
don’t return!” the guard shouts at your back.

You ended up embarking out on the road much
later than you had hoped — events in town saw to
that — but as dusk settles on the horizon you feel
confi dent that you are up to any threat you might
face.

And then begins the howling of wolves — vicious,
foul beasts — and, judging from their sounds, they
seem to be getting closer.

Option A: Run from the howling to safety.

Option B: Let the wolves come.

Character
Ability

p.7

Brute

Monster
Deck
p.51

City
Event

p.39

01

You decide to unwind at the
Sleeping Lion, but just as you

are starting to relax, a bear of a man
crashes into your table, scattering your

drinks across the fl oor.

Hovering nearby is a massive Inox. “What did
you say about my horns?” the Inox shouts.

The man stands up and brushes shards of glass
from his tunic. “I said the sight of them makes
me want to vomit!”

The Inox roars and charges headlong into
the man, crashing through more tables in the
process. At this, the entire tavern erupts into
violence. After all, when a man is deep into his
drink, the last thing you want to do is knock it
over.

Option A: Join the fray! These insults will not go
unanswered!

Option B: Do your best to stop the fi ghting. This
is a respectable establishment.

Room
Deck
p.50

A

Personal
Quest

p.38

Item
p.8

001

Random
Item
p.38

071

Random
Scenario

p.38

Monster
Ability

p.10

Li
vi

ng
B

on
es

Monster type

pp.45–47

Fly
p.19

Attack
Modifier

p.11

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