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Gloomhaven: Jaws of the Lion

Gloomhaven: Jaws of the Lion Rulebook

Table of Contents

Table of Contents

  • Learn to Play Guide
  • Scenario 1 Rules
  • Play Area Setup !
  • Scenario Book Features
  • Playing the Game
    • Card Selection Card Selection
    • Ordering of Initiative
    • Character Turns
      • Move
      • Attack
      • Advantage and Disadvantage
      • Attack Modifier Cards
      • Damage and Killing Monsters
      • Line‑of‑Sight
      • Target
      • Suffer Damage
      • Conditions
      • Heal
      • Granting Actions
      • Self
      • Destroying Obstacles
    • Monster Turns Monster Turns
      • Monster Stat Cards
      • Monster Focus
      • Monster Move
      • Monster Attack

Learn to Play Guide

Welcome to Gloomhaven! This game is fully cooperative, with players working together to navigate their way through a campaign of scenarios. You will not play it all in one sitting, but it can easily be saved at the end of any single scenario. This book is meant to walk you step‑by‑step through the first five scenarios of this campaign, after which point you should have all the tools to continue on through the rest of it. It is encouraged that you play as you read this book. Any time you see this icon TODO off to the side, the text will direct you to do something in the game.

Let’s start by getting out the Scenario Book. Its front cover contains the introduction to the story of this campaign and will direct you to unlock Scenario 1. Each scenario is meant to be played until successfully completed, and then players will move on to a new scenario. Playing through Scenario 1 will unlock Scenario 2 and so on. Now, go ahead and read the front cover of the Scenario Book and refer back to ‘Scenario 1 Rules’ here on p. 3 when the Scenario Book directs you to do so.

Scenario 1 Rules

To start, perhaps you noticed this in the Scenario Book:

This means to take that first sticker from the sticker sheet, labeled “Roadside Ambush”, and place it in the “B1” square of the city map board, such that the artwork lines up.

The city map board is a way to see which scenarios are available for you to play. At the moment, only Scenario 1 is available, but as you progress through the campaign, more choices will open up. Set the city map board to the side for now, though.

Before we get into Scenario 1, each player must decide which character they are going to play. There are four characters available, allowing up to four players to participate in the game.

Playing by Yourself?

If you are playing the game by yourself, you will need to control two separate characters. Take note that this is a more complex experience. If there are two to four players, it is highly recommended that each player only controls a single character.

To choose which character to play, find the large and small boxes with the four character icons and remove the contents:

Demolitionist: Melee Damage and Obstacle Destruction

Hatchet: Ranged Damage and Looting

Red Guard: Protection and Monster Manipulation

Voidwarden: Healing and Support

There are figures of the characters in the small boxes, and the large boxes contain character mats with artwork on the front and a description of the character on the back. Once characters are chosen, players should claim their character’s figure and mat, the rectangular initiative order token from their character’s zip bag, a hit point dial from the game box, a deck of smaller cards with no warning, and the first seven cards from the larger deck with no warning. These card decks are located in the character’s large box. Of the seven cards taken from that deck, one is a player reference card and six are ability cards with an “A” in the crown under the title. The two decks with warnings, along with the remainder of the other large deck, the character sheet pad, and the strip of circular character tokens, should remain in the box for now.

Play Area Setup !

Using these character materials and other components, we will now set up Scenario 1. Each player should place their character mat  , player reference  , six level “A” ability cards  , attack modifier deck (the deck of smaller cards)  , and hit point dial  in front of them. The red side of the dial should be set to the red number below the white “1” on the bottom their character mat. The blue side of this dial should be ignored for now. The character’s initiative order token  should be placed near the center of the table. Open the Scenario Book to Scenario 1  and place it in the middle of the table. This book shows the scenario map, which consists of a number of hexes (hexagons) where the scenario will play out. Each player can now place their character’s figure on any one of the starting hex icons  in the Scenario Book, with no two characters occupying the same hex. Retrieve the zip bag of “Vermling Raider” monsters and remove the cardboard standees, the large square stat card, and the initiative order token, which can be placed with the others  . The smaller cards are not needed in this scenario. Insert the stat card in one of the six‑section envelopes from the box so that the area with the “1” in the upper left corner is showing   and place it next to the Scenario Book. Now put the monster standees into the white and gold plastic stands found in the game box and populate the map in the Scenario Book  following these rules:

  1. This icon shows what set and rank of monster should be set up on this specific hex. Reference the first row for two player characters, the middle row for three characters, and the bottom row for four characters.
  2. A black icon means no monster should be placed for that character count, white means a normal monster (standee with a white stand) should be placed, and gold means an elite monster (standee with a gold stand) should be placed. Each standee has a number on it. This number should be randomized when setting them up. Take the plastic token tray   and put it next to the Scenario Book. Also take the other 20-card deck of attack modifier cards labeled “M”   from the game box and place it next to the monster stat card (do not include any Curse or Bless cards 13 ). This is the monsters’ attack modifier deck. Shuffle this and all character attack modifier decks.

Scenario Book Features

There is a lot of important information in the Scenario Book that should be noted: Scenario number, title, and city map board location, for ease of reference. Goal of scenario. When this is achieved, the scenario is successfully completed. In this case, all monsters on the map must be killed. Scenario key, listing what monsters from the game box and what tokens and tiles from the token tray will be needed to set up the map. In this case, all that is needed are the Vermling Raiders. Map Layout. For this scenario, this just shows that the two-page spread in the scenario book is sufficient to depict the scenario. Future scenarios may also show that a separate page from the Supplemental Scenario Book is needed. Introduction text. Read this now. Special rules text. Read this after the introduction. It gives additional information not covered by the normal rule set. Conclusion text. Do not read this until the scenario has been successfully completed. Rewards for successfully completing the scenario. Read this after the conclusion. Tips and rules reminders. Read these as needed during the scenario. Obstacle designations on the scenario map, signified by a green border. Obstacle hexes cannot be entered. Wall designations on the map. The hexes of each scenario are contained within a thick, dark border line. These lines are the walls of the scenario and cannot be crossed.

Playing the Game

Now that the game has been set up properly, we can start playing! Gameplay within a scenario is broken up into a series of rounds. In each round, all players will select which ability cards they would like to play. The chosen cards will determine the “initiative order”, which is the sequence in which characters and monsters will perform their turns. Once all figures (characters and monsters) on the map have taken a turn, the round will end and a new round will begin.

Every round follows the same order:

  1. Card Selection
  2. Ordering of Initiative
  3. Character and Monster Turns
  4. End of Round

Let’s begin with the first part of the first round.

Card Selection Card Selection

Each player will now privately and simultaneously select two ability cards from their hand of six cards to play face down in front of them. During this step, players can make general statements about their actions for the round and discuss strategy, but they cannot show other players their cards nor give specific information about any numerical value or card title. Of the two cards chosen, one is selected as the initiative card, which will determine the character’s initiative (order in the round), based on the initiative value in the center of the card  , where lower numbers go first. The initiative card should be placed face down beneath the other card such that, when both cards are flipped over and revealed, it is now the card on top and the initiative value is visible.

Once the character’s turn comes up in the initiative order, they will carry out their turn by performing the top action  of one of their cards and the bottom action  of the other card in whatever order they want. We haven’t covered the specifics of how all the actions work yet, but the plain‑text descriptions in the blue boxes on the card  should give you a better idea of their function. If you are unsure about what cards to pick, try these suggestions for each character:

Hatchet Demolitionist Center Mass One‑Two Punch Double Throw Knock Out the Support Voidwarden Red Guard Suggestion Blinding Sickle Wicked Scratch Shocking Advance

Choosing which of the two to be your initiative card, however, is up to you. The round will be acted out from low to high initiative, and, according to the special rules for this scenario, the monsters will be acting on initiative 50, so the decision to make is whether you want to go before the monsters (lower number) or after the monsters (higher number). Ignore the icons in the middle left of the cards  for now. These will be discussed in Scenario 2.

Ordering of Initiative

Once all players have selected their cards, flip over each character’s cards to reveal their initiative. Determine initiative order by comparing the initiative value of each character’s initiative card and the initiative of the monsters (this will always be 50 for Scenario 1). Then, arrange the initiative order tokens from low to high based on each of these initiatives. If there is a tie between any character and monster, the character goes first. If there is a tie between two characters, the tie breaker is the initiative value of their second card. You are then ready to act out the round, starting with the first figure in the initiative order — the one with the lowest initiative.

Character Turns

Once the initiative order is set, each figure will get a turn in that order. On a character’s turn, they will perform one top action and one bottom action. They cannot perform two top actions or two bottom actions. Their selection of which card to use for their initiative no longer matters. They can use either card first, for either its top or bottom action. An action (the entire half of a card) must be performed in the order written, and then the card is placed in the character’s discard pile, on the left side of their character mat. Actions may be composed of multiple abilities, with each ability separated by an ability line (dotted line). Any ability or action can be skipped. We will now discuss the possible types of abilities so that the first character in the order can take their turn. If the Vermling Raiders are acting first, skip to “Monster Turns” on p. 10, then return here when it is a character’s turn.

Move

A “Move  X” ability allows a figure to move up to X hexes. The figure does not have to use all movement points when performing a move ability. Figures can move through their allies (characters through characters, monsters through monsters), though the movement can never end on an occupied hex (a hex with another figure). Figures cannot move through enemies, obstacles, or walls.

Attack

An “Attack  X” ability allows a figure to cause one targeted enemy within their range to suffer a base X amount of damage. Figures cannot attack their allies unless otherwise specified. There are two types of attacks: ranged and melee. Ranged attacks are denoted by a “Range   X” written under the attack, which means one enemy within X hexes of the attacker can be targeted by the attack. Range cannot be counted through a wall. If the word ‘Range’ is not used under an ‘Attack’, the attack is considered melee, which means it can only target adjacent enemies unless otherwise specified.

The main difference between ranged and melee attacks, other than what can be targeted, is that if a ranged attack targets an enemy adjacent to the attacker, the attack gains Disadvantage (see Advantage and Disadvantage below).

Advantage and Disadvantage

Some effects, such as the conditions on the following page, may cause an attack to gain either Advantage or Disadvantage. If an attack has Advantage, the attacker draws two attack modifier cards and applies whichever one is better. If an attack has Disadvantage, the attacker draws two cards and applies whichever one is worse. An attack cannot have multiple instances of Advantage or Disadvantage, and if an attack has both Advantage and Disadvantage, they cancel each other out. If a ranged attack is performed on an adjacent enemy, the attack gains Disadvantage.

Attack Modifier Cards

Any time a figure performs an attack, the figure must flip over one card from their attack modifier deck for each separate target to modify the attack. A numerical value should be added or subtracted from the attack value. A    card means the attack value should be doubled. A    card means the attack does no damage. The    and    cards also have a shuffle symbol, meaning if either is revealed, the whole deck should be shuffled at the end of the round.

Each character has their own attack modifier deck, and the monsters collectively share a deck. In Scenario 1, each deck is the same, consisting of 20 cards: six    , five    , five    , one    , one    , one    , and one   .

Damage and Killing Monsters

After an attack is made and the final attack value is calculated (modified first by any bonuses and then the attack modifier card) that amount of damage is suffered by the target. In the case of a monster suffering damage, place damage tokens equal to the amount suffered on the stat envelope in the section corresponding to the number on the monster’s standee.

If there are then enough damage tokens to equal or exceed the monster’s maximum hit point value (see p. 10), the monster is killed and removed from the map. All tokens in the monster’s stat envelope section can then be returned to the tray.

Line‑of‑Sight

When any figure is targeted by an ability, the targeting figure must have a clear line‑of‑sight to the target in order to perform the ability. This is established if a line can be drawn from any part of the targeting figure’s hex to any part of the target’s hex without touching a wall line. Only walls block line‑of‑sight. Obstacles and other figures do not block line-of-sight.

The following rules, up to “Monster Turns” on the next page, are for more situational character effects. Feel free to begin taking character turns now and simply refer back to here when necessary. Then, continue on to “Monster Turns” on the following page when initiative 50 comes up in the order and the monsters act, if they haven’t already.

Target

Some attacks are followed by a “Target   X”, which means the attacker can target X number of different enemies within the attack’s range. It is not possible to target the same enemy with multiple attacks from the same ability. For each separate attack performed, a separate attack modifier card is flipped.

Suffer Damage

Some abilities cause figures to suffer damage without an attack being made. This damage is not modified and is not affected by line‑of‑sight.

Conditions

Conditions may be applied as their own ability or as the effect of an attack. Even if an attack does no damage, conditions are still applied. There are four conditions applicable to Scenario 1— three negative and one positive. If a condition is applied to a character, place the corresponding token in the lower left section of their character mat. If a condition is applied to a monster, place the token on the stat envelope in the section corresponding to the number on the monster’s standee. These four conditions stay on the target until the end of the target’s next full turn, which could be in the same round or the subsequent round if they already had a turn this round.

Negative Conditions: Immobilize: The figure cannot perform any Move abilities. Stun: The figure cannot perform any abilities, including moving or attacking. Muddle: All of the figure’s attacks gain Disadvantage. Positive Condition: Strengthen: All of the figure’s attacks gain Advantage.

Heal

A “Heal  X” ability allows a figure to cause one ally within the specified range or themselves to heal X amount of damage. Characters heal damage by rotating their hit point dial (the red side) up that amount. A figure cannot heal above their maximum hit point value.

Granting Actions

The Voidwarden has abilities that grant actions to other figures — both allies and enemies. The initial text of such an ability specifies who the action is granted to as a targeted effect, and then the granted action is detailed, where all normal rules of attacking and moving are applied. If a figure is granted an attack action, the figure uses their own attack modifier deck, unless otherwise specified. A figure granted an action does not take another turn — they are performing the action on the Voidwarden’s turn.

Self

Some abilities specify the target as “Self”. This means that the figure using the ability is the only possible target.

Destroying Obstacles

The Demolitionist has abilities that cause an obstacle within a specified range to be destroyed, making the hex(es) the obstacle occupied now traversable. Note that some obstacles occupy more than one hex, depending on the number of hexes the green border surrounds. When an obstacle is destroyed, place destruction tiles on each hex of the destroyed obstacle, even if the hex is out of range, to denote that they are now normal traversable hexes.

Monster Turns Monster Turns

On initiative 50, the Vermling Raiders will now all act. Any single set of monsters will always act on the same initiative. Any elite monsters will act first, in standee numerical order, and then any normal monsters will act, also in numerical order. When a monster acts, it carries out its entire turn before the next monster acts.

The specifics of how a monster carries out its turn are described on the next page and can be referenced as necessary, but the short version is that the monster will move its base move value (1) towards the closest character, and then attack with its base attack value (2) if they are adjacent to that character. These values are shown on the monster stat card, depicted below.

Monster Stat Cards

The monster stat card is an important repository of information for the monsters you are fighting. These are slipped into stat sleeves such that only one stat group is showing. The set includes: Monster name. Level of the monster. Set this to “1” for all scenarios discussed in this book, but it will increase as characters become more powerful. Stats for normal (white) monsters. Stats for elite (gold) monsters. Monster’s maximum hit point value, which is the amount of damage it needs to suffer to die. Monster’s base move value, which is the number of hexes it can move on its turn. Monster’s base attack value, which is the value it will use when attacking.

Monster Focus

Before a monster does anything else on its turn, the monster will focus on one specific character to attack. The focus will be the character the monster can perform its attack against using the least amount of movement. In Scenario 1, the monsters only attack from adjacency, so the monster will find the shortest possible path to get adjacent to a character, and then that character will become the focus. If a character is already adjacent to the monster, then that character becomes the focus, and finding a path is not required. If multiple characters can be reached in the same number of movements, the monster focuses on the one earlier in the initiative order.

It does not matter whether the monster can reach the end of its path this turn. So long as there is a path, given infinite movement, to reach a hex to attack a character, the monster will still focus on that character. Focus also does not require line-of-sight.

It is possible a monster fails to find a focus because there are no valid hexes it can move to in order to get adjacent to any character. In this case, the monster does not move or attack.

Monster Move

In this scenario, once the monster has a focus, it will then move to get closer to its focus. If the monster cannot get closer to its focus, either because it is already adjacent or another monster is in its path, then it will not move. If it is ever ambiguous where a monster will move because it has multiple equally viable options, the players decide which option to take.

Monster Attack

In this scenario, once the monster has moved, if it is now adjacent to its focus, it will attack its focus. It does so in the same way characters attack, with its base attack value modified by an attack modifier card flipped from the monster attack modifier deck. The targeted character then suffers this amount of damage.