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If unlocked a Global Achievement of the same type as an existing one, replace May spend Gold to buy Items [p8] from City Supply (Reputation affects cost)
the existing one A character cannot own duplicate Items
If the city Prosperity Level increases, add new Items to the City Supply [p43] Characters cannot trade Gold nor Items between each other
If adding a card to Road or City Event Deck, shuffle deck Items available for purchase are limited to # of copies of Item cards (per party)
For multiple parties, any unused characters Items are part of City Supply
City Activities [p42-48] May sell Items for Gold at price (rounded down) back to City Supply
Create new character Donating to the Sanctuary [p45]
Level up a character
Once per city visit, a character may pay 10 Gold to add 2 Bless cards to their
Buy Enhancements
Attack Modifier Deck
Buy and sell Items
Add checkmark to envelope opening conditions [p49]
Donate to the Sanctuary
Retire a character Retiring a Character [p48]
Complete one City Event A character must retire when their Personal Quest is completed
Creating a New Character [p42] Quest completion unlocks new envelope. If already unlocked, unlock new
Random Item Design and Random Side Scenario (see Loot X Ability)
Pick any unlocked class that is not already in the party
Add new City and Road Events to decks as per the Event ref #s listed on the
Pick starting level. May start at any level up to the citys Prosperity Level
retired characters and on the unlocked characters Character Mats [p6]
Record character name and level in a new Character Sheet
May perform city activities before retiring but cannot do another scenario
Receive Gold = 15 x (L+1) (L = characters level)
City gains 1 Prosperity checkmark
Receive XP = minimum required for level (as per Character Sheet)
When 1st character retires, unseal the Town Records book and read
Draw 2 random Personal Quest cards and choose one, returning the other to
A retired characters Items go back to City Supply
the deck (if deck is empty, no quest is received)
Create Ability Cards Deck with Level 1 and Level X Ability Cards, follow the Road and City Events [p41-42]
Leveling Up steps for the remaining levels
Draw from City Event deck (if doing a City Activity) or from Road Event deck
Leveling Up a Character [p44] (if travelling to unlinked scenario, see Start of Scenario) and read front side
Party chooses between two options (choice is permanent)
May level up if character has enough XP or their level < citys Prosperity Level
After making choice, read back side to learn outcome based on conditions:
For each level:
Class Icon: Outcome is applied if the party has a member of that class
Chose 1 Ability Card with level <= characters level and add to deck
Reputation: Outcome is applied if the partys reputation is in range
Choose and mark 1 new Perk on the Character Sheet, gaining bonuses
Increase HP on the damage track of the Character Mat Otherwise: Outcome is applied if no preceding outcome was applied
No Condition: Outcome is always applied
Buying Enhancements [p45-47] If gained an Item Design, add all copies of that Item to the City Supply
Can only buy Enhancements if The Power of Enhancement achievement is If a character is directed to lose something but doesnt have sufficient quantity,
unlocked they lose what they can and continue resolving event
Place sticker on an open Enhancement spot on the Ability Card Cannot lose Perks, have negative Gold nor go below min XP of current level
Enhancement is permanent and affects all characters of that class City cannot go below minimum Prosperity for its current level
Total # of enhanced cards for a class must be <= citys Prosperity Level Based on Event card icon, either remove card from game or return
card to the bottom of Event Deck (do not shuffle)
Version 8.2 Page 1
Start of Scenario Start of Round
Players choose scenario play mode (Campaign or Casual) Each player must declare either a Long Rest or Two Actions
Cannot play a scenario in Campaign Mode if already completed in that Cannot do Two Actions if < 2 cards in Hand
mode (by any party) or if the scenario requirements have not been met Cannot do Long Rest if < 2 cards in Discard Pile
If in Campaign Mode, must do a Road Event if travelling from a prior scenario If a character cant do Two Actions nor a Long Rest, character is
or from Gloomhaven and this scenario is not linked to the origin location Exhausted (see Character Exhaustion)
Read scenario introduction If doing Two Actions, each player chooses two Ability Cards secretly from
Players choose scenario level [p15]: their Hand as their Two Actions and picks one as their Leading Card
Recommended level is average party character level / 2 (rounded up) The Leading Card determines each players Initiative
Optional adjustments: -1 for Easy, +1 for Hard, +2 for Very Hard Players may discuss their plan except Ability Card numbers or titles [p17]
If playing solo or multi-player with open information, increase monster levels Each player places their Two Action cards face down, Leading Card on top
and Trap damage by 1 [p16] Draw one Monster Ability Card for each monster type with a figure on the
Layout all map tiles and place all connecting doors board and place on top of discard pile (this is the monsters Ability Card for the
Place overlay tiles [p14-15] and monsters in the first room only round)
The quantity of monsters and their ranks/bases (white for Normal and gold If no cards to draw, shuffle all discards back into a new deck before drawing
for Elite) are based on the number of players [p13] The Monster Ability Card determines the Initiative for every monster
Randomize the standee numbers for the monsters in the room of that type
Place Monster Stat Cards in sleeves for the monster types in the room, Bosses draw from a universal Boss Ability Deck (see scenario for boss
exposing the stats of the monster level equal to the scenario level abilities)
Apply all scenario setup effects on Attack Modifier Decks Players reveal their Leading Card. The other card remains hidden until used
Shuffle the Monster Ability decks that correspond to monster types in the room Determine turn order for all figures:
Shuffle the Monster Attack Modifier Deck (all monsters use one deck) Turn order is by ascending Initiative order
Each player chooses one of two Battle Goal cards in secret: All Elites of a type act first in their standee number order, then Normal
Chosen card is placed face down in player area (secret throughout scenario) monsters of that type act in their standee number order
Unchosen card is discarded Players doing Long Rest are at Initiative 99
Each player equips Items from those he owns and places them below their Ties between players are decided by the Non-Leading Card. If still tied, tied
Character Mat (limited by Item type): players decide
Max one Head , one Body and one Leg For ties between a player and a monster, player goes first
Max one 2-handed or two 1-Handed Summons by players act immediately before the player
Max number of Small Items = character level (rounded up) If player summoner has multiple Summons, Summons act in order in which
Add Modifier Cards from equip Items to players Attack Modifier Deck they were summoned
Shuffle Attack Modifier Cards for each player Special scenario allies with numbered tokens act in token number order
Each player builds their Hand from their Ability Cards Deck with the number of If a monster is Spawned due to a scenario rule during the round, setup monster
cards = to the Hand size designated by their Character Mat [p6] on the map at the designated spawn location or nearest empty hex (players
decide ties) and draw a Monster Ability Card if it is a new type
Place 1 token for each of the 6 Elements on the Inert
If Spawned in the middle of round:
column of the Elemental Infusion Table
o If lower Initiative than current active figure, it acts immediately
Players place their characters in the first room in any of the starting positions
o If higher Initiative than current active figure, it will act in Initiative order
and start the first round
If Spawned at end of round, monster will act next round in Initiative order
Player Actions
If stunned , cannot do actions - place Two Action cards in Discard Pile
Pick any 1 top action and any 1 bottom action from the Two Action cards
May use top action as Attack 2 and/or bottom action as Move 2, ignore all
other abilities and symbols on the card and place in Discard Pile after use
Play each of the Two Actions in either order, one card at a time
Abilities on an action card are done in the order listed on the card
May skip any positive ability but must suffer all negative effects
Must do at least one positive ability to gain XP if the action grants XP
Abilities that target only Normal or Elite monsters do not affect Named
monsters
May use any Item during the round if it is equipped, unspent and unconsumed.
Must use an Item slot if conditions apply and slot is available [p8]
If Item has Spend symbol and has multi-use slots , place character
token on the next unused slot. Rotate on its side when the last slot is used
(is now spent)
If Item has Spend symbol and is not multi-use, rotate on its side (is now
spent)
If Item has Consume symbol , flip card facedown (is now consumed)
If Item has neither Spend nor Consume symbol, may use it any # of times
Player must decide to use an Item with an attack effect/bonus before
drawing from the Attack Modifier Deck
If not an Active Ability card , after an action is completed place the
card in the Discard Pile or the Lost Pile (if it has Lost symbol )
Place Summon card in players Active Area with the same colored tracker May add an additional new target within range of attack
on the card Apply all effects and conditions of the attack to the new target except effects
Summon card defines stats for summoned figure that would result in more targets beyond the newly added target
Summons never act on the turn they are summoned - they act directly Conditions [p22-23]
before summoner. If a character has multiple Summons, they act in
summoning order. Place token (except for Bless and Curse ) on monster stat sleeve in
Summons are not directly controlled - they obey monster AI rules, following the numbered section that matches standee number
an assumed ability card Move+0, Attack+0 and targeting enemy monsters o Conditions remain until the requirement for removing them is met
Summons use summoning players Attack Modifier Deck for their attacks o A figure can only have one of each Condition type at a time
Summon is removed if summoner is Exhausted, Summons HP = 0 or its o Bosses are immune to some Conditions (see Monster Statistics Card)
card is Recovered o Cannot apply a Condition if all its tokens or cards are in use
Negative Conditions (applied to all targets of the ability)
Loot X [p27] o Poison - All enemies add +1 to all of their attacks on the affected figure
Character gains all Money Tokens and Treasure Tiles within X hexes o Wound - Figure suffers 1 damage at the start of their turn
See back of scenario book for Treasure Tiles o Immobilize - Figure cannot perform any Move ability
Looted Items are not usable in the scenario in which they were found o Disarm - Figure cannot perform any Attack ability
Treasure Tiles can only be looted once in the campaign, even with multiple o Stun - Figure cannot perform any abilities. A character still has to
parties (cross off in scenario book) declare either a Long Rest or Two Actions but actions are not performed
Money and Treasure cannot be shared between characters
o Muddle - Figure suffers Disadvantage
If treasure is a specific named Item, add Item to the characters owned Items
If a character already has Item, gain sell value in Gold and add Item to City o Curse - Shuffle Curse card into the figures Attack Modifier Deck
Supply Positive Conditions (applied to self or allies through specific actions)
If treasure is a Random Item Design, draw card from deck, find the other copy o Invisible - Figure cannot be focused on nor targeted by enemies.
of the Item and add both to the City Supply (if deck is empty, no reward) Monsters treat invisible characters as if they were Obstacles
If treasure is an Item Design, add all copies of that Item to City Supply o Strengthen - Figure gains Advantage
If treasure is a Random Side Scenario, draw from deck and add sticker to map
o Bless - Shuffle Bless card into the figures Attack Modifier Deck