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Campaign Activities Buying and Selling Items [p43]

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

Version 8.2 Page 2


If the scenario objective is completed during a round, finish the round Player Turn
Start of Player Turn
If Wounded , suffer 1 point of damage (see Character Damage)

Long Rest [p17]


Treat the Long Rest as a turn performed on Initiative 99 (may still use Items
and players Summons still act)
Choose one card in Discard Pile and place in Lost Pile
Return rest of Discard Pile cards to Hand
Heal 2 Hit Points
Refresh all spent Item cards

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 )

Version 8.2 Page 3


Attack X [p19-22]
Player Abilities Designate base X damage to applicable enemy target(s) within range:
Move X [p19] Cannot attack if Disarmed
Cannot target nor attack allies
Move up to X number of hexes
May attack Obstacles with Hit Points as designated by scenario
Cannot move if Immobilized
o Can only be destroyed through damage and not with any other ability
Cannot move through walls but can move onto doors (see below)
o Obstacles are immune to all Conditions
Cost = 2 for Difficult Terrain hexes
Ranged Y Attack
Normal moves can go through allies but not enemies nor Obstacles o May target 1 enemy within Y hexes if in Line of Sight (able to draw
Jump moves can ignore all figures, Traps and Terrain except last hex straight line between any corner of source and target hexes without
(it is considered and constrained as a Normal move) touching a wall)
Flying moves ignore all figures, Traps and Terrain including the last o Ranged Attacks on an adjacent enemy suffer Disadvantage
hex, but must end in an unoccupied hex (no figures present) Melee Attack
o If character loses Flying while on an Obstacle hex, it suffers damage as o Considered range 1 and can target 1 adjacent enemy.
if it sprung a Damage Trap, then moves immediately to nearest empty o May target multiple enemies if the attack is also an Area Effect or
hex (player chooses) (see Character Damage) Target X Attack
If moved into a Trap hex: o Any attack that does not specify Range is a Melee Attack
Apply negative effect on character Area Effect Attack
Remove the Trap tile from board
o Targets multiple enemies within the affected area
Damage Traps inflict 2+L damage on the character (L = scenario level) (see
o Use diagram on the card in any orientation (including mirror image) to
Character Damage)
determine affected targets
If moved into a Hazardous Terrain hex: o In the diagram, the character is in the grey hex, targets are in the red
Inflict (2+L)/2 damage on the character, rounded down (L = scenario level) hexes
(see Character Damage) o If the attack is a Ranged Attack with no grey hex indicated, the attack
Do not remove the Terrain tile from the board can cover an area where at least one target is within range
If character moved onto Story Point Hex, read scenario story point o Each target suffers a separate attack, each with its own Attack Modifier
If character moved onto a Closed Door that is not marked as Locked card draw (but all together are a single attack action)
(designated by scenario) [p19]: Target X Attack
Flip door tile to open side o May target X number of enemies within the attacks range
Reveal adjacent room, placing monsters, money tokens and overlay tiles as o Each target suffers a separate attack, each with its own Attack Modifier
designated by scenario card draw (but all together are a single attack action)
Randomize standee numbers for the monsters in the revealed room Apply any adjustments (bonuses and penalties) from Active Ability cards,
If not enough standees for monsters, place only those available, starting with Items and other sources
the closest to the revealing character
If target Poisoned , add 1 to the attack
Draw Monster Activity Cards for any new monster types
If multiple modifiers, player chooses order of application
Revealed monsters with lower Initiative than the revealing character take
turns immediately in their Initiative order
Remaining revealed monsters take their turns in normal Initiative order

Version 8.2 Page 4


Active [p25-26]
Place card in Active Area
Draw Attack Modifier card(s) for each enemy affected by the attack (if no cards Active Area cards are considered Discarded or Lost for the purposes
are left to draw, shuffle discards back into a new deck) [p11]:
of Recover abilities
If not under Advantage nor Disadvantage or under both (they cancel):
Draw 1 Attack Modifier card Persistent Bonuses
If Rolling Modifier drawn, draw another card Place character token on 1st slot and advance when triggered
Apply all drawn card effects on the attack (player chooses order) If slot gives experience , it is gained when the token moves off that slot
If under Advantage: Character must use the benefit and use up a slot if possible
Draw 2 Attack Modifier cards and use the better one (the one you want Place card in Lost Pile when the token moves off the last slot
to play). If ambiguous (you dont know), use the first card If there are no removal conditions or the card has no slots, keep the card in
If 1 Rolling Modifier card drawn, its effect is added to the other card the Active Area for the rest of the scenario or when placed in Lost Pile by
If 2 Rolling Modifier cards drawn, continue drawing until Rolling the player
Modifier card is not drawn Round Bonuses
Apply all drawn card effects on the attack, player chooses order o Effect active until the end of the round
If under Disadvantage: o The card is placed in Discard or Lost Pile at end of round
Draw 2 Attack Modifier cards and use the worse one (the one you dont
want to play). If ambiguous (you dont know), use the first card Retaliate X [p26]
If 1 Rolling Modifier card drawn, ignore it Apply X damage on attacker if in retaliation range (= 1 or Range Y)
If 2 Rolling Modifier cards drawn, continue drawing until Rolling If retaliator killed or exhausted by attack, Retaliate does not activate
Modifier card is not drawn, then only apply the effect of the last card Retaliate is not an attack so an Attack Modifier card is not drawn nor is
Place drawn Attack Modifier cards in their discard deck (except if Bless or there Shield reduction
Curse card was drawn - apply effect then remove from deck, do not place Multiple Retaliate abilities stack
in discard deck)
Heal X [p26]
Apply each defenders individual defensive bonuses to their incoming attack
An active Shield X ability reduces an attack by X minus the attacks Heal Self - Return X HP to self, moving token on the damage track of the
Character Mat
Pierce X effect
Heal Range Y - Return X HP to ally within Y hexes
A Shield from an Attack Modifier card applies until the end of the round
If target Wounded , remove Wound token in addition to HP recovery
Multiple Shield bonuses stack
Apply damage to monster, tracking it on the numbered section of the monster If target Poisoned , remove Poison token but do not recover HP
stat sleeve that matches the monsters standee number If target Poisoned and Wounded, remove both but do not recover HP
If monsters or obstacles HP <= 0:
Recover X [p27]
Remove monster or obstacle from map immediately (no effects applied)
If monster not Summoned nor Spawned, place Money Token on death hex Player looks through Discard or Lost Pile (including cards in Active Area),
Resolve Ability Effects applied from the attack, even if attack does 0 damage selects X cards and returns them to Hand
For each attack on the defender, resolve defenders Retaliate X ability if Cannot recover cards with Cannot Recover symbol
active

Version 8.2 Page 5


Refresh Item [p27] Ability Effects
Regain use of spent and consumed Items (flip or rotate back the Item cards) Push and Pull [p22]
Gain Experience [p27] Force move the target X hexes in the direction specified by attacker
Grant the character the specified XP if the specified conditions are met For Push , every hex moved must be further from the attacker
XP tracked on the right side of the Character Mat For Pull , every hex moved must be closer to the attacker
If XP = 10, claim 10 XP Token and reset track back to 0 Cannot Push / Pull into a hex with a figure, obstacle, wall or closed door
Resolve Trap and Terrain effects if target enters such a hex
Summon [p26]
If target is killed, it is removed from the map and the Push / Pull ends
Place any colored Summon Token in empty hex adjacent to summoner
Cannot perform summon if no empty hex available
Add Target [p22]

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

Version 8.2 Page 6


Elemental Infusion [p23] Monster Turn [p29-32]
Elemental Infusions allow the use Elemental Augments abilities
Elements are infused at the end of the figures turn
Start of Monster Turn
A figure cannot infuse an Element and consume that infusion on the same turn, Use either the Normal or Elite statistics on Monster Statistic Card for the
but they can consume an Element if it was previously infused by another figure monster, including any special traits (which persist from round to round)
If monster is Wounded , it takes 1 HP of damage (remove figure if HP = 0)
Elemental Augment [p24]
Determine Monster Focus on an enemy based on its pending action
If an Element is in the Strong or Waning column of the Elemental Infusion designated by the Monster Ability Card drawn at start of round [p29-30]:
Table, it may be consumed - move token to the Inert column [p24] 1st priority is to Focus on closest enemy
A single Element icon on an Ability Card cannot be used to consume more o If monster has pending attack, closest = least number of movement points
than one infusion required to bring the enemy within range and LOS of the attack
Player chooses which Augment to consume for an ability with multiple o If multiple enemies already within range and LOS of the monsters attack,
Augments or with the Multi-Color Augment closest is based on simple proximity
If a single Augment lists multiple Elements, all must be consumed to o If monster has no pending attack, closest = least number of movement
activate Augment points required to be adjacent to the enemy
Apply the effect of the Elemental Augment o If monster is not Flying , consider Traps and Hazardous Terrain as
movement Obstacles unless those hexes are the only way to focus on
End of Player Turn the target
Must loot any Money or Treasure in the characters hex (see Loot X Ability) If multiple enemies qualify, Focus on the enemy with the lowest Initiative
Remove Immobilize , Disarm , Stun , Muddle , Invisible (Summons are focused before their summoner)
Characters doing Long Rest are last priority
and Strengthen tokens affecting the character
If multiple enemies still qualify, Focus is decided by the players
If the character is standing on a Pressure Plate, see scenario for effect
If no valid targets, monster cannot move nor attack but will do other abilities
Move Elemental Infusions created during the turn to the Strong column of
the Elemental Infusion Table [p23] Monster Action
If created via a Multi-Element , player chooses which Element to infuse
Monster cannot take any action if Stunned (but still do its End of Turn)
Character Damage [p28] Perform the abilities on the drawn Monster Ability Card in their listed order
EITHER take HP damage, tracking it on the Character Mat
Monster Abilities and Effects
OR choose 1 card to Lose from Hand or 2 cards to Lose from Discard Pile
If character has not yet acted this round, cant Lose their Two Action cards Move X [p30-31]
Receive any additional effects if damage is from an attack
Determine base movement from Monster Statistics Card, adjusted by X
If the characters HP <= 0, they are Exhausted
Functions exactly like a players Move X ability
Character Exhaustion [p28] If the monster is not Flying , will not move through Traps nor Hazardous
Remove all Active cards from Active Area Terrain unless those hexes are the only way to move towards the target
Remove figure from map. Player can no longer participate in scenario If the monster has no Attack Ability or is Disarmed :
If all characters become Exhausted, the scenario is lost Move as close as possible to the focused target along the shortest path
End adjacent to focused target
Players decide ties between qualifying hexes
Version 8.2 Page 7
If the monster has an Attack ability: Active [p32]
Move the least # of hexes to attack focused target with maximum effect
If it is a Single-Target Melee Attack, move to the nearest hex adjacent to Activated on monsters turn and are active until the end of the round
the focused target Elemental Augment
If it is a Multi-Target Attack, move to a position that will hit the focused
target plus as many other enemies as possible All monsters of the type gain the benefit
Players decide ties between qualifying hexes In all other respects, functions exactly like a players Elemental Augment effect
If the monster has a Ranged Attack Ability
Heal X [p31]
Move only until within range to perform the best possible attack
May move away to lose Disadvantage Monster will heal self or ally within range, whichever has lost the most HP
Will prioritize losing Disadvantage on the focused target over maximizing (players decide ties)
attack on another target If Heal Ability does not specify range, use the base range on the Monster
If the monster cannot get within range, move as close as possible to the Statistic Card
focused target In all other respects, functions exactly like a players Heal X ability
Players decide ties between qualifying hexes
Loot X [FAQ]
If moved into a Trap or Hazardous Terrain hex, resolve their effects
(see player Move X ability) Loot taken by monsters is permanently removed, even if the monster is killed
Remove the monster figure if its HP = 0 Monsters cannot loot Treasure Tiles

Attack X [p31] Summon [p31]


Determine attack base damage from Monster Statistics Card, adjusted by X Place Summon in empty hex adjacent to the summoner and as close as
possible to enemy (players decide ties)
Monster cannot attack if Disarmed
Cannot summon if no empty hex available or no available standees of the
If ability does not specify a range, use base range on the Monster Stat Card
monster type
Monsters will always attempt to attack their Focused Target
Monster Summons behave exactly like normal monsters, using Monster
If monster can attack multiple targets, perform attack on Focused Target plus
Ability Cards of their type
max number of targets for maximum effect, choosing targets as per normal
Monster Summons cannot act on the same turn as they were summoned,
Focus rules (excluding figures it is already attacking) (players decide ties)
they will act in the next round during their normal Initiative order
Apply adjustments (bonuses and penalties) from abilities and effects such as
Poison (see player Attack X ability) Other Abilities and Effects
Draw Attack Modifier Card from monsters deck, including Advantage and Function exactly like a players abilities and effects
Disadvantage effects (see player Attack X ability)
Apply targets defensive bonuses and monsters counters such as Shield End of Monster Turn
and Pierce (see player Attack X ability)
Remove Immobilize , Disarm , Stun , Muddle , Invisible
If the attack damages a character, see Character Damage
and Strengthen tokens affecting the monster
Resolve Ability Effects applied from the attack, even if attack does 0 damage
Move Elemental Infusions created during the turn to the Strong column of
(see player Ability Effects)
the Elemental Infusion Table [p23]
For each attack on the defender, resolve defenders Retaliate X ability (see
player Retaliate X ability)

Version 8.2 Page 8


End of Round [p32-33]
Perform when all figures have taken a turn
If 2X or Null Attack Modifier card drawn from an Attack Modifier
Deck, shuffle all its discards back into the deck
Place character and monster Round Bonus Active Ability cards in their
Discard or Lost Piles
If a drawn Monster Ability Card has the Shuffle symbol , shuffle all
discards of that deck back onto that Monster Ability Deck
Move Elemental Infusions one step left on the Elemental Infusion Table
Characters may perform a Short Rest if they have 2 or more cards in their
Discard Pile:
Move one random Discard Pile card into the Lost Pile OR may keep that
card, take 1 HP of damage and Lose a different card (once per rest only)
Return remaining Discard Cards into Hand
If the scenario calls for tracking rounds, move round tracker forward one space

End of Scenario [p33,49]


Remove Attack Modifier cards added by Items and scenario effects from
all Attack Modifier Decks
Characters recover all lost and discarded Ability Cards and refresh all Items
Players record earned XP on Character Sheets
Characters gain Gold from looted Money Tokens as per scenario level
conversion (anything not looted during scenario is NOT collected)
If scenario successful:
Players record Checkmarks and resultant Perks gained from completed
Battle Goals on their Character Sheets [p44]
All characters gain scenario bonus XP = 4 + (Lx2), L = scenario level
If playing scenario in Campaign Mode:
Read scenario conclusion and mark scenario sticker on Campaign Map
as completed
Characters gain rewards as designated by scenario
Unlock new designated scenarios by placing stickers on Campaign Map
Return all Battle Goal cards to their deck
Party decides to either return to Gloomhaven (see City Activities) or
immediately start another scenario, either repeating the same one or travelling
to a new one (see Start of Scenario)

Version 8.2 Page 9

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