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Gloomhaven

Gloomhaven Rulebook

Table of Contents

Table of Contents

  • The Play Area
  • Character Mats
  • Character Ability Cards
  • Item Cards
  • Monster Statistic Cards
  • Monster Ability Cards
  • Battle Goal Cards
  • Attack Modifier Cards
  • Scenario Setup
  • Scenario Level
  • Overlay Tiles
  • Round Overview
  • Card Selection
  • Resting
  • Determining Initiative
  • Character Turn
    • Move
    • Revealing a Room
    • Attack
    • Advantage and Disadvantage
    • Area Effects and Multiple Targets
    • Attack Effects
    • Conditions
    • Elemental Infusions
    • Active Bonuses
    • Shield, Retaliate, Heal, Summon
    • Recover, Refresh, Loot, and Experience
    • Character Damage, Healing, Exhaustion, Items
  • Monster Turn
  • End of Round
  • Finishing a Scenario
  • Special Scenario Rules
  • Campaign Overview
  • Events
  • Playing a Campaign
    • Traveling and Road Events
    • Reputation
    • Visiting Gloomhaven
    • Gloomhaven Prosperity
  • Scenario Completion
  • Game Variants

The Play Area

The play area includes:

  • A modular board of map tiles, constructed in a specific configuration using the Scenario Book as a reference. The map tiles are laid out with doors connecting them. The configuration of overlay tiles and monsters for the first room is set up along with the character figures.
  • A character mat for each player and the corresponding hand of ability cards for that character's class, health and experience trackers, character tokens, a facedown battle goal card, and any equipped item cards.
  • All monster statistic cards, with their corresponding standees, and monster ability cards set to one side in individual shuffled decks.
  • Shuffled decks of attack modifier cards for each player and one for the monsters. A standard attack modifier deck consists of twenty cards. A deck may be modified by level-up bonuses, items, scenario effects, and the effects of the CURSE and BLESS conditions.
  • Piles of damage tokens, money tokens, and condition tokens.
  • The elemental infusion table with all six elements set in the "Inert" column.

Character Mats

When a player begins their journey, they select one of the available character classes to play. Only one copy of each character class can be played in any given scenario. Each class has a unique set of abilities. When the box is first opened, the Brute, Tinkerer, Spellweaver, Scoundrel, Cragheart, and Mindthief are available.

Once a character class has been chosen, the player takes the corresponding character mat, character tokens, and that character's starting hand of Level 1 ability cards, as well as the miniature.

A character mat includes: a portrait, icon, and name of the class; the maximum number of ability cards the class can take into battle (its hand size); indicators of the maximum hit points at each level; a short reference for the round structure; and designations along the border for where to place discarded, lost, and active cards. Players use tracking dials to track their hit points and experience during a scenario.

Character Ability Cards

Playing ability cards is what allows a character to perform actions in a scenario. Each round players choose two ability cards and use the top action of one card and the bottom action of the other, resulting in two actions for each player on their turn. All ability cards are specific to a character class.

An ability card includes:

  • The name of the ability.
  • An initiative number. The initiative of the leading card played determines a player's order in the round.
  • The level of the class card. A Level 1 character can only use their Level 1 cards (or, alternately, X cards), but gains more powerful cards as they level up.
  • A top action and a bottom action. When two cards are played, one is used for its top action and the other for its bottom action. A single action can contain several separate abilities.

Item Cards

Item cards are acquired by spending gold between scenarios or by looting specific treasure tiles. Equipped items are placed below the character mat and can be used during battle. Item cards are not class-specific, so any character can use any item. Characters are limited in the number of items they can equip: each character can equip only one Head item, one Body item, one Legs item, up to two One Hand items OR one Two Hands item, and up to a number of Small Items equal to half their level, rounded up. Characters cannot own more than one copy of any item card.

An item card includes its name, the gold cost to acquire it, and what happens after it is used:

  • A spent symbol means the item is rotated to its side after use. Spent cards refresh when a character performs a long rest.
  • A consumed symbol means the item is flipped facedown after use. Consumed cards can only be refreshed during a scenario by specific abilities. All items refresh between scenarios; no item can be permanently consumed.
  • If a card has neither symbol, there are no restrictions on how many times it can be used beyond its printed text.

Some equipped items add a number of −1 cards to the equipping character's attack modifier deck at the start of a scenario.

Monster Statistic Cards

Monster statistic cards give the base statistics of a given monster type for both its normal and elite variants. A monster's base statistics vary depending on the scenario level. Each edge of the card reflects the statistics for a given scenario level; rotate or flip the card to show the required level.

A monster statistic card includes the monster's name and statistic level; sections for normal and elite versions; a hit point value; a movement value (the base number of hexes a monster can move); an attack value; a range value (a "–" means the attack can only target adjacent hexes, i.e., a melee attack); and any special traits (which are permanent, e.g., Flying).

A monster stat sleeve is used to track damage and condition tokens and to hide unneeded information for other levels.

Monster Ability Cards

Each round, after players select their own cards, one card is played for each monster type currently on the board from its respective deck. These cards determine which abilities each monster of that type—both normal and elite—will perform on its turn.

A monster ability card includes the name of the monster type (sometimes multiple types share a generic deck, e.g., Bandit Guards, City Guards, and Inox Guards all use the "Guard" deck); an initiative number; a list of abilities performed in order; and a shuffle symbol, which if present means the discard pile is shuffled back into the draw deck at the end of the round.

Battle Goal Cards

At the beginning of every scenario, each character receives two battle goal cards in secret and chooses one to keep. If the scenario is successfully completed and the character meets the criteria, they earn a number of checkmarks specified on the card. Checkmarks are used to enhance a player's attack modifier deck (see Additional Perks). If the scenario fails, the character receives nothing from the battle goal, regardless of whether the goal was achieved. Players keep battle goals secret until the scenario is over.

Attack Modifier Cards

Any time an Attack ability is performed, a separate attack modifier card is drawn for each individual target of the attack. Players draw from the personal deck of their chosen character; monsters draw from a collective monster deck. The modifier is then applied to the attack.

An attack modifier card includes:

  • The value of the modifier. A "Null" symbol means no damage is done. A "2x" symbol means the attack value is doubled.
  • Any conditions, elemental infusions, or other special effects, which function as if written on the action card being used for the attack.
  • A rolling modifier symbol indicates that an additional modifier card should be drawn. Cards are drawn until a rolling modifier is not revealed, then all drawn modifiers are added together.
  • A BLESS or CURSE border. If a BLESS or CURSE card is drawn, it is removed from the deck instead of being placed in the discard.
  • A shuffle symbol. At the end of the round in which a "Null" or "2x" card is drawn, players shuffle all played modifier cards back into that draw deck.

Standard attack modifier decks have a 1, 2, 3, 4, or M type icon for easy sorting; each icon forms a standard 20-card deck.

Scenario Setup

When setting up a new scenario: look in the Scenario Book to set up the map tiles and prepare the monster types; read the introduction text and apply any negative scenario effects from the "Special Rules" section; deal two battle goals to each player (one is discarded); players decide which items to equip (adding −1 cards to their attack modifier decks when applicable) and which ability cards to put in their hand (a number equal to their hand size). When first starting, a hand should consist only of Level 1 cards. Finally, apply any effects of a preceding road or city event.

A scenario page includes the name, reference number, and grid location; any achievements required to play it in a campaign; the victory conditions; introductory, story, and concluding text; new scenario locations unlocked; and other rewards. It also shows the configuration of map tiles and doors, the monster placement key, starting character locations, trap types, and treasure locations.

Monster placement is indicated by a symbol whose upper left applies to two characters, upper right to three characters, and bottom to four characters. BLACK means no monster is present, WHITE means a normal monster, and GOLD means an elite monster. Only monsters in the starting room are placed at the beginning of a scenario. Standee numbers should be randomized when placed.

Scenario Level

Monster base statistics, trap damage, gold from money tokens, and bonus experience all depend on the scenario level, chosen before the scenario begins (0–7) and unchangeable once it starts. The recommended level equals the average level of the characters, divided by 2 and rounded up ("Normal" difficulty). Reduce by 1 for "Easy," raise by 1 for "Hard," or by 2 for "Very Hard."

Scenario levelMonster levelGold conversionTrap damageBonus experience
00224
11236
22348
333510
444612
554714
665816
776918

Open Information and Solo Play: A single player can play by controlling two or more characters at once. Because a solo player has precise information and can coordinate, solo players should increase the monster level and trap damage by 1 for any scenario, without increasing gold conversion or bonus experience.

Overlay Tiles

  • Doors separate two rooms. When a character moves onto a closed door, they flip it to the open side, revealing the adjacent room; immediately place overlay tiles, monsters, and money tokens as indicated. Closed doors act as a wall for monsters and summoned figures. Open doors do not hinder movement and cannot be closed.
  • Corridors cover walls to create a single room out of multiple tiles; they act like normal empty hexes.
  • Traps are sprung when a figure enters with normal or forced movement, inflicting a negative effect and then being removed. Flying and Jump are unaffected. "Damage" traps inflict 2+L damage, where L is the scenario level.
  • Hazardous terrain inflicts half the damage of a trap (rounded down) when entered by normal or forced movement, but is not removed. Flying and Jump are unaffected.
  • Difficult terrain takes two movement points to enter a hex. Flying, Jump, and forced movement are unaffected.
  • Obstacles cannot be moved through with normal movement, but can be with Flying or Jump. They do not hinder ranged attacks.
  • Treasure tiles can be looted. "Goal" tiles are important for completing a scenario and reset each play; numbered tiles are looked up in the treasure index and can only be looted once.

Round Overview

A scenario consists of a series of rounds played until players meet the victory conditions or fail. A round consists of:

  1. Card selection: Each player selects two cards from their hand or declares a long rest.
  2. Determining initiative: Players reveal their cards and an ability card is revealed for each monster type in play. Initiative order is determined by these cards.
  3. Character and monster turns: Starting with the lowest initiative, players and monsters act out their turns.
  4. Cleanup: Some cleanup may be required at the end of the round.

Card Selection

Each player secretly selects two cards to play facedown. One is the leading card, which determines the player's initiative. Players may not show cards or give specific numerical information, but may make general statements about their plans.

During a player's turn, the two played cards are used and then either discarded, lost, or activated. Played cards normally go to the discard pile. If an action contains a lost card symbol, the card goes to the lost pile instead. Discarded cards can be returned by resting; lost cards can only be returned by a special recover action. Cards with an active effect are placed in the active area until the effect wears off.

Players must play two cards or declare a long rest every round. If a player has one or no cards in their hand, a long rest is their only option; if they also cannot rest (one or no cards in the discard pile), they are exhausted and can no longer participate.

Resting

Resting returns discarded cards to a player's hand. A rest can only be taken with two or more cards in the discard pile and always loses one discarded card.

  • Short rest: Performed during cleanup. Shuffle the discard pile, randomly lose one card, and return the rest. To keep the randomly lost card, the player may suffer 1 damage and randomly lose a different card (once per rest).
  • Long rest: Declared during card selection and constitutes the entire turn. The resting player has initiative 99. At the end of the initiative order, they choose one discarded card to lose, return the rest, perform a "Heal 2, Self," and refresh all spent items.

Determining Initiative

Players reveal a monster ability card for each monster type with a figure on the map, and each player not resting reveals their cards with the leading card on top. Initiative order compares all monster ability cards and leading cards; lowest goes first. When a monster type acts, elites act first, then normals, in ascending standee order.

Ties between players are broken by the non-leading card; a tie between a player and monster type goes to the player; a tie between monster types is decided by the players.

Character Turn

On a character's turn, they perform the top action of one played card and the bottom action of the other. Either card can be used for its top or bottom action. Abilities must be done in the order written and can't be interrupted by the other card. Players may skip parts of an action, but must perform any part that causes a negative effect on themselves or allies. An ally is any figure that fights with a character (including summons, but not the character itself).

Players can also use any card as an "Attack 2" (top) or "Move 2" (bottom); such a card is always discarded. Players may use any number of equipped items before, during, or after their actions.

Move

A "Move X" ability allows a character to move up to X hexes. Figures can move through allies, but not through enemies or obstacles. A figure cannot end movement in the same hex as another figure or move through walls.

  • Jump (Move X, Jump) ignores all figures and terrain during movement, but the last hex still obeys normal movement rules.
  • Flying completely ignores figures and terrain during any part of movement, including the last hex, but must still end in an unoccupied hex.

Revealing a Room

When a character enters a closed-door hex, flip the door and reveal the adjacent room, placing monsters, money tokens, and overlay tiles based on the number of characters. Randomize standee numbers. Draw an ability card for any new monster type. Once the revealing character's turn ends, any monster in the new room with a lower initiative than the revealing character immediately acts.

Attack

An "Attack X" ability does X base damage to an enemy within range. Ranged attacks have a "Range Y" value; targeting an adjacent enemy with a ranged attack gains Disadvantage. Melee attacks have a default range of 1 hex.

Line-of-sight: all attacks require a line drawn from any corner of the attacker's hex to any corner of the defender's hex without touching a wall. Only walls block line-of-sight. Two hexes separated by a wall are not adjacent, and range cannot be counted through walls.

When attacking, the base value is modified in this order (repeated per target): the attacker's attack modifiers; then a drawn attack modifier card; then the defender's defensive bonuses (e.g., Shield). When a monster reaches zero or fewer hit points it immediately dies and is removed; a money token is placed where it died (if not summoned or spawned).

Advantage and Disadvantage

  • Advantage: draw two modifier cards and use the better. If one rolling modifier is drawn, add its effect to the other card. If two, continue drawing until a non-rolling modifier appears and add all effects.
  • Disadvantage: draw two modifier cards and use the worse. Rolling modifiers are disregarded; if two are drawn, continue until a non-rolling modifier appears and apply only the last card.

Any ranged attack targeting an adjacent enemy gains Disadvantage. Advantage and Disadvantage don't stack, and one of each cancels out.

Area Effects and Multiple Targets

Some abilities target multiple hexes; the area of effect is shown on the card and any rotation is valid. Each target constitutes a separate attack (drawing its own modifier card), but all together make up a single attack action. A "Target X" value lets a character target X different enemies within range. Abilities never target allies (positive abilities use the term "affect" instead of "target").

Attack Effects

  • PUSH X: the target is forced to move X hexes away from the attacker.
  • PULL X: the target is forced to move X hexes toward the attacker. Push and pull are movements but unaffected by difficult terrain.
  • PIERCE X: up to X points of the target's Shield are ignored (applied while calculating damage, not afterward).
  • ADD TARGET: add an additional target within range to the attack.

Conditions

Certain abilities apply conditions. Only one of each condition type may be on a figure at a time, but conditions can be reapplied to refresh their duration.

Negative conditions:

  • POISON: all enemies add +1 Attack against the figure. A Heal removes POISON with no other effect.
  • WOUND: the figure suffers 1 damage at the start of each of its turns. A Heal removes WOUND and continues normally.
  • IMMOBILIZE: the figure cannot perform move abilities; removed at the end of its next turn.
  • DISARM: the figure cannot perform attack abilities; removed at the end of its next turn.
  • STUN: the figure cannot perform any abilities or use items (except long rest); removed at the end of its next turn.
  • MUDDLE: the figure gains Disadvantage on all attacks; removed at the end of its next turn.
  • CURSE: shuffle a CURSE card into the figure's attack modifier deck; when revealed, it is removed from the deck. There are separate monster and character curse decks (max 10 each).

Positive conditions (cannot be prematurely removed):

  • INVISIBLE: the figure cannot be focused on or targeted by enemies; removed at the end of its next turn. Monsters treat invisible characters as obstacles.
  • STRENGTHEN: the figure gains Advantage on all attacks; removed at the end of its next turn.
  • BLESS: shuffle a BLESS card into the figure's attack modifier deck; when revealed, it is removed.

Elemental Infusions

Some abilities have an elemental affinity (Fire, Ice, Air, Earth, Light, or Dark). Performing any part of such an action infuses the element by moving its token to the "Strong" column at the end of the turn. At the end of every round, infusions wane one step left ("Strong" → "Waning" → "Inert").

An ability can consume an infusion (shown by an element covered with a red slash) if the element is in the Strong or Waning column, moving the token to Inert. An element cannot be created and consumed on the same turn, but may be consumed by anyone with a later turn in the same round. Monsters always consume elements if they can, benefiting every activated monster of that type.

Active Bonuses

  • Persistent bonuses stay active from when the card is played until its conditions are met. Place a token on the first marked position and advance it each time the effect is triggered; when all spaces are used, place the card in the lost pile. Players must use a persistent bonus when possible.
  • Round bonuses are active until the end of the round, then discarded or lost.

Shield, Retaliate, Heal, Summon

  • Shield X: reduces incoming attack value by X. Multiple shields stack. Only applies to damage from an attack.
  • Retaliate X: inflicts X damage on adjacent attackers (or within "Range Y") after each attack. Does not activate if the retaliating figure is killed by the attack.
  • Heal X: returns X hit points to the figure or an ally within range ("Range Y" or "Self").
  • Summon: places an ally figure in an empty adjacent hex. Summons obey automated monster rules, permanently following "Move+0, Attack+0," and use the summoner's attack modifier deck. A summon acts directly before its summoner. Summons never act on the round they are summoned. A summon is removed when it loses all hit points, its card leaves the active area, or the summoner is exhausted.

Recover, Refresh, Loot, and Experience

  • Recover returns discarded or lost ability cards to the hand; Refresh regains use of spent or consumed items. Cards marked with a specific symbol cannot be recovered or refreshed once lost.
  • Loot X: picks up every money token and treasure tile within range X (ignoring monsters/obstacles, but requiring line-of-sight). Money is kept in a personal supply. A character must also loot any tokens or tiles in their own hex at the end of their turn.
  • Experience is gained from actions marked with an XP value (or when a persistent bonus charge is expended). A card cannot be played for experience alone. Characters do not automatically gain experience from killing monsters.

Character Damage, Healing, Exhaustion, Items

When damage is dealt to a character, they may suffer it (lowering their hit point dial) or lose one card from their hand (or two from their discard pile) to negate it (other effects still apply). Healing raises the dial but never above the character's maximum.

A character becomes exhausted if they drop below one hit point, or if at the start of a round they cannot play two cards and cannot rest. All their cards go to the lost pile and their figure is removed; there is no coming back during the scenario. If all characters are exhausted, the scenario is lost.

Characters can use items at any time within the item's constraints. Items affecting an attack must be used before an attack modifier is drawn.

Monster Turn

Monsters are controlled by action cards; they only move or attack if those actions are listed. Each type comes in normal (white stand) and elite (gold stand) ranks; elites use the "Elite" statistics.

Order of action: all monsters of a type act at the same initiative. Elites act first, then normals, in ascending standee order.

Focus: before acting, each monster focuses on the enemy it can attack using the least movement (the "closest"). Ties are broken by proximity, then by earliest in the initiative order (summons are focused before their summoner). If there are no valid targets, the monster performs any other actions it can but does not move or attack.

Movement: a monster moves up to its base move value modified by X. With no attack, it moves toward its focus as if it had a melee attack. With an attack, it moves the least number of hexes to attack its focus with maximum effect. A ranged monster moves to be in range and to avoid Disadvantage.

Attacks: a monster attacks its focused enemy (and as many others as possible for multi-target attacks). Monster attacks are modified like character attacks and can have Advantage/Disadvantage.

Other abilities: monsters can Heal (themselves or the most-wounded ally in range), Summon (new monsters placed adjacent, never acting the round they are summoned, dropping no money), and Loot (money tokens only). Monsters treat traps and hazardous terrain as obstacles unless crossing is the only way to reach a focus.

Bosses: all bosses use a universal "Boss" ability deck and are not normal or elite. Their stats are often based on the number of characters ("C"), and they are immune to certain conditions listed on their stat card. If a monster action is ever ambiguous, the players decide.

End of Round

After all figures act, perform cleanup: shuffle modifier decks where a "2x" or "Null" was drawn; shuffle monster decks with a drawn shuffle symbol; move elemental infusions one step left; discard or lose active round-bonus cards; and players may perform a short rest. Some scenarios track the round number.

Finishing a Scenario

A scenario ends in success or failure; the remainder of the round is played out first. Regardless of outcome, players tally experience and convert looted money tokens to gold based on the scenario level. Players recover all lost/discarded cards, refresh items, reset hit point dials, and remove BLESS, CURSE, and other negative added cards from both attack modifier decks. Battle goals are shuffled back.

On success, players earn checkmarks for completed battle goals (three checkmarks earns a perk). Even exhausted characters keep rewards if the scenario succeeded. Players receive bonus experience equal to four plus twice the scenario level. In a campaign, success lets players read the conclusion text and gain the listed rewards.

Special Scenario Rules

Common special rules include: spawning (a monster set up mid-game, activating next round or as if revealed); locked doors (act as walls until conditions are met); pressure plates (trigger effects when occupied at end of turn); destroying obstacles (obstacles with hit points can be attacked, have initiative 99, and are immune to conditions); objective tokens (allied figures or loot); named monsters (not normal or elite); and equations using "L" (scenario level) and "C" (number of characters).

Campaign Overview

There are two ways to play. In campaign mode, players form a party and undertake consecutive scenarios, following a story thread. A scenario can only be played in campaign mode if the required achievements are active, and once completed cannot be redone in campaign mode. In casual mode, players can play any revealed scenario regardless of achievements, but story text and rewards are disregarded.

The campaign board tracks global progress: the map and unlockable scenarios, global achievements, and a prosperity track. The party sheet tracks the party name, current location, notes, party achievements, and a reputation track. The character sheet tracks the character name, level, experience, gold, items, perks, and checkmarks.

Personal quest cards: a new character is dealt two and keeps one. It is the character's primary reason for participating; completing it triggers retirement.

Random rewards: looting can grant a Random Item Design (adding item copies to the city supply) or a Random Side Scenario (immediately unlocked).

Events

Players encounter city and road event cards. Read the front (introduction and a two-option decision), agree on a choice, then flip and resolve the matching outcome on the back. An outcome may be gated by a class icon, a reputation range, a collective gold amount, or "otherwise." "Collective" rewards are shared; "each" rewards apply per character. The campaign begins with city and road event decks built from events 01–30; cards are added (and the deck shuffled) or removed over the campaign.

Sealed boxes and envelopes are opened when directed (often unlocking new classes). The Town Records book is opened when the first character retires.

Achievements: global achievements affect the whole world (tracked on the map; only one of each type is active at a time). Party achievements are tied to a party and track available scenarios.

Playing a Campaign

Traveling and Road Events

After each scenario, players may return to Gloomhaven or travel to a new scenario. Traveling to a new, unlinked scenario requires completing a road event (unless replaying the same scenario, the scenarios are linked, or playing casually). To complete a road event, draw a card, read the intro, agree on one of two options, and resolve the outcome.

Reputation

Reputation is tracked per party, starting at 0 (max 20, min −20). It gates event outcomes, modifies item costs (discount at high reputation, penalty at low), and triggers certain sealed envelopes.

Visiting Gloomhaven

When the party returns to Gloomhaven, they may perform various activities:

  • Creating new characters: a new character gains their mat, Level 1 and "X" cards, and a personal quest. A character can start at any level up to the town's prosperity level, receiving gold equal to 15×(L+1) and minimum experience for their level.
  • Completing city events: once per visit, functionally like road events but generally better.
  • Buying and selling items: buy with gold; sell for half the listed price (rounded down). The starting supply is items 001–014; more become available as item designs are gained and as prosperity increases. Players cannot trade money or items.
  • Leveling up (only in town): reach the required experience threshold (0/45/95/150/210/275/345/420/500 for levels 1–9). Add one new card of the character's class at or below the new level, mark one perk box (modifying the attack modifier deck), and increase hit points. Hand size never changes.
  • Additional perks: every three checkmarks from battle goals earns a perk (max six this way).
  • Donating to the Sanctuary: once per visit, donate 10 gold to add two BLESS cards to the deck for the next scenario.
  • Enhancing ability cards: after completing "The Power of Enhancement," spend gold to place a permanent enhancement sticker on an ability. Costs depend on the enhancement, ability card level, previous enhancements, and whether the ability targets multiple figures (doubling the base cost). The number of enhanced cards must not exceed the town's prosperity level.
  • Announcing retirement: a character who fulfills their personal quest while in Gloomhaven must retire. Their materials return to the box, items to the city supply, and money is lost; the city gains 1 prosperity. Retirement usually unlocks new content (a box/envelope, often a new class). Each retirement grants the player an extra perk for all future characters (cumulative).

Gloomhaven Prosperity

As characters grow in power, Gloomhaven grows in prosperity (gained via events or scenarios, tracked along the bottom of the board). New prosperity levels make new items available and allow new characters to start (or existing lower-level characters to advance) at the prosperity level.

Scenario Completion

When a scenario is successfully completed as part of the campaign, the party gains rewards listed at the end of the scenario's entry: global or party achievements, extra gold or experience, prosperity increases, unlocked scenarios, items, or item designs. When a new scenario is unlocked, place its sticker on the map using its grid location.

Game Variants

  • Reduced Randomness: treat BLESS and standard "2x" cards as +2 and CURSE and standard "Null" cards as −2, still shuffling after they are drawn.
  • Permanent Death: a character below one hit point permanently dies (instead of being exhausted); the player must create a new character.
  • Random Dungeon Deck: play a randomly generated three-room dungeon to gain experience, money, checkmarks, and personal quest progress without progressing the campaign.