Gloomhaven: Jaws of the Lion

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Overview

Gloomhaven: Jaws of the Lion is a fully cooperative tactical combat game played as a campaign of scenarios. It accommodates two to four characters; a solo player controls two separate characters (a more complex experience). The campaign is tracked on a city map board with stickers: completing a scenario unlocks new locations, and completed scenarios are marked off and cannot be replayed. The Learn to Play Guide (the rulebook this summary is based on) teaches the game step by step across the first five scenarios, introducing rules gradually; the Rules Glossary contains the comprehensive rules reference.

Scenarios are played on hex maps printed directly in the Scenario Book (with some maps extended by the Supplemental Scenario Book). Each round, every player secretly picks two ability cards; the cards determine initiative and provide the two actions of the character’s turn. Played cards go to a discard pile (or are lost permanently for the scenario), and stamina is managed by resting — a character who cannot play two cards, or whose hit points reach 0, is exhausted and out of the scenario.

The four characters are: Demolitionist (melee damage and obstacle destruction), Hatchet (ranged damage and looting), Red Guard (protection and monster manipulation), and Voidwarden (healing and support).

Components

Setup

  1. Characters: Each player takes their character’s mat, figure, player reference card, ability cards, attack modifier deck, hit point dial, and initiative order token. Set the red side of the hit point dial to the red number printed below the white “1” (or below your current level, once leveled) on the character mat. Place the initiative order token near the center of the table.
  2. Hand of cards: In Scenario 1 each character plays with their six ability cards marked “A”. As the campaign progresses the card pool grows (see Special Rules); characters may only bring into a scenario a number of cards equal to the hand limit printed in the top right corner of their character mat.
  3. Scenario Book: Open it to the current scenario and place it in the middle of the table. Note the goal, the scenario key (which monsters, tokens, and tiles are needed), and the map layout (whether a Supplemental Scenario Book page is needed). Read the introduction, then the special rules. Do not read the conclusion until the scenario is successfully completed.
  4. Character placement: Each character’s figure goes on any starting hex icon, no two characters on the same hex.
  5. Monsters: Retrieve the listed monster bags. Insert each stat card into an envelope so the section matching the monster level shows. Put standees into white (normal) or gold (elite) stands and populate the map per the setup icons: the icon’s top row applies to 2 characters, middle row to 3, bottom row to 4; black means no monster, white a normal monster, gold an elite monster. Standee numbers should be randomized during setup. Only monsters in the room the characters start in are set up; other rooms wait until revealed. If you ever run out of standees of a set, place what you can, elites first, and don’t set up the rest.
  6. Monster ability decks (Scenario 2 on): shuffle each monster set’s ability deck and place it face down by its stat card. Don’t reveal cards for sets with no monsters on the map. From Scenario 4 on, use the full eight-card decks (the four-card “Basic” decks are never used again).
  7. Attack modifier decks: Place the 20-card “M” deck (with no Curse or Bless cards in it) next to the monster stat cards. Shuffle it and every character’s attack modifier deck.
  8. Map tokens: Place money tokens, treasure tiles, and trap tiles where the map indicates. Damage traps get a 3-damage token (trap damage rises with scenario level); some traps instead get the condition tokens shown in the scenario key. Place the token tray nearby.
  9. Element board (Scenario 4 on): place the six element tokens in the “Inert” column.
  10. Battle goals (Scenario 4 on): shuffle the battle goal deck and deal two cards secretly to each character; each keeps one and discards the other.
  11. Items: Characters may bring owned items: one Head, one Body, one Feet, two Hand, and one Small item (from level 3, the small-item limit is half the character’s level, rounded up).

Turn Structure

Every round follows the same order: 1) Card Selection, 2) Ordering of Initiative, 3) Character and Monster Turns, 4) End of Round.

1. Card Selection

Each player privately and simultaneously selects two ability cards from their hand to play face down. Players may make general statements and discuss strategy, but may not show cards or give specific information about any numerical value or card title. One of the two cards is chosen as the initiative card (placed beneath the other, so it shows on top when revealed); its center initiative value sets the character’s place in the order — lower goes first.

Instead of selecting two cards, a character may declare a long rest (available from Scenario 3 on; see Special Rules), which is their entire turn at initiative 99.

After all characters have revealed their cards, flip the top card of the ability deck of each monster set currently on the map (one card per set — e.g., all Vermling Raiders share one card). The card sets that monster set’s initiative and its abilities for the round. If no monsters of a set are on the map at the start of a round, do not flip a card for them. (In Scenario 1, the monsters have no ability deck and act on initiative 50 by special rule.)

2. Ordering of Initiative

Reveal and compare all initiative values, then arrange the initiative order tokens from lowest to highest. Ties between a character and a monster go to the character. Ties between two characters are broken by the initiative value of their second card.

3. Character and Monster Turns

Each figure takes its turn in initiative order.

Character turn: Perform the top action of one of your two cards and the bottom action of the other, in either order (never two top actions or two bottom actions; which card was your initiative card no longer matters). An action — the entire half of a card — must be performed in the order written. Actions are composed of abilities separated by dotted ability lines; any ability, or the entire action, may be skipped. After an action is performed, that card goes to your discard pile (left side of your mat), or to your lost pile (right side) if the action shows the lost icon in its lower right corner. Basic actions: instead of the printed abilities, any card can be used as an “Attack 2” top action or a “Move 2” bottom action; the card is then always discarded regardless of what is printed on it, and basic actions never trigger the action’s printed experience. Using items is free and in addition to the two actions. At the end of their turn, a character automatically loots their own hex. Elements infused by the turn’s actions are placed on the board at the end of the turn.

Monster turn: All monsters of one set act on their card’s initiative. Elites act first in standee-number order, then normals in standee-number order; each monster carries out its entire turn before the next acts. Monster ability cards give value modifications to the base stats on the stat card (e.g., “Attack +1” with base attack 2 means Attack 3). A monster performs only the abilities written on its card — if the card doesn’t say “Move”, it doesn’t move. On its turn a monster first finds its focus, then moves, then attacks (see Special Rules for focus and movement details).

4. End of Round

The scenario always concludes at the end of the round in which the goal was completed (success) or all characters became exhausted (failure) — so after meeting the goal you may still finish the round and pick up last-minute loot.

Actions

Move

“Move X” lets a figure move up to X hexes (it need not use all movement). Figures can move through allies (characters through characters, monsters through monsters) but cannot end on an occupied hex, and cannot move through enemies, obstacles, or walls. Difficult terrain (purple border) costs 2 movement points per hex to enter (also counted when determining monster focus; forced movement from Push/Pull ignores it). Moving onto a trap hex springs the trap. Jump: movement with jump is unaffected by all terrain and enemy figures — it may pass through obstacles and enemies, does not spring traps it passes over, and pays no difficult-terrain penalty — but cannot pass through walls and must end in a viable hex (no figures or obstacles); ending a jump on a trap still springs it.

Attack

“Attack X” causes one targeted enemy within range to suffer a base X damage. Figures cannot attack their allies unless otherwise specified.

Damage resolution order: the attack value is modified first by any bonuses, then by the attack modifier card; then the target’s Shield reduces it; the target then suffers the remaining damage (or a character may negate it — see Special Rules). Even if an attack does no damage, its conditions are still applied.

Monsters killed: when damage tokens on a monster’s stat-envelope section equal or exceed its maximum hit points, it dies and is removed; a money token is placed in the hex where it died.

Attack Modifier Cards

Every attack flips one card from the attacker’s deck per target:

Each character has their own deck; all monsters share the “M” deck. Every starting deck is the same 20 cards: six +0, five −1, five +1, one −2, one +2, one ×2, one null. Bless cards function exactly like a ×2 card and Curse cards exactly like a null card; each is removed from the deck when drawn.

Advantage and Disadvantage

Conditions

Conditions can be applied by their own ability or by an attack (even a 0-damage one). Character condition tokens go on the lower left of the character mat; monster tokens go on the stat envelope section matching the standee number.

Immobilize, Stun, Muddle, Disarm, and Strengthen stay on the target until the end of the target’s next full turn — which may be later this round, or next round if the target already took its turn this round.

Heal

“Heal X” heals X damage on one ally within the specified range, or on the ability’s user (“Self” abilities can only target the user). Characters rotate the red side of their hit point dial up; a figure can never exceed its maximum hit point value. Healing a poisoned figure removes Poison instead of restoring hit points; healing a wounded figure removes Wound and still restores hit points (with both, both are removed and nothing else happens).

Suffer Damage

Some abilities make figures suffer damage without an attack. This damage is not modified by cards and is not affected by line-of-sight.

Push and Pull

Effects attached to attacks or standalone, each with a number. Push X forces the target up to X hexes, each hex spatially farther from the pushing figure; Pull X forces it up to X hexes, each hex spatially closer. Targets can be pushed/pulled through allies but not through enemies, obstacles, or walls; forced movement ignores difficult terrain, and moving into a trap springs it. A character performing push/pull chooses distance and direction; when a monster pushes or pulls, players choose the direction but the target must be moved as far as possible. If no viable hexes exist, the effect ends.

Loot

At the end of its turn, a character automatically loots its own hex. A “Loot X” ability loots the figure’s hex and all hexes within Range X. Money tokens and treasure tiles can only be collected during the scenario — anything left on the map at scenario end is not collected. Treasure tiles: note the number and immediately gain the reward listed under that number in the Treasure Index (inside back cover of the Rules Glossary); each treasure tile can only ever be looted once. If a monster loots a money token or treasure tile, return it to the tray for no effect (a monster-looted treasure can only be obtained by restarting the scenario).

Experience

Some actions show an experience value; performing the action grants that XP, tracked on the right side of the character’s dial. A lone XP icon in an action still requires performing some part of the accompanying abilities (e.g., an attack needs a target). If the XP is conditional on written text, that text must be satisfied. Basic actions never grant the printed XP. Characters do not gain experience for killing monsters.

Active Bonuses

Some actions grant bonuses lasting until the end of the round, the end of the scenario, or a set number of uses; the card sits in the active area above the character mat while active. Persistent bonuses with use slots: place a character token on the first slot and advance it every time the effect triggers — this is mandatory even when no benefit is gained; moving off a slot with an XP icon grants that XP; moving off the last slot ends the bonus and the card goes to the lost or discard pile per its lost icon. Round bonuses end at the end of the round. A card with an active bonus may be moved to the appropriate pile early, immediately ending its effects.

Shield

“Shield X” (an active bonus) reduces damage the figure suffers from an attack by X, to a minimum of 0, applied after attack bonuses and the modifier card. Multiple shields stack in any order. Shield does not reduce non-attack damage such as traps.

Granting Actions

The Voidwarden can grant actions to other figures — allies or enemies. The granted action follows all normal attack/move rules, happens on the Voidwarden’s turn (the figure does not take another turn), and a granted attack uses the acting figure’s own attack modifier deck unless otherwise specified.

Destroying Obstacles

The Demolitionist has abilities that destroy an obstacle within a range. Place destruction tiles on every hex of the destroyed obstacle (some obstacles span several hexes), even hexes out of range; those hexes are then normal, traversable hexes.

Elements

From Scenario 4 on, some actions infuse an element (Fire, Ice, Air, Earth, Light, Dark): performing any part of the action moves that element’s token to the “Strong” column at the end of that turn. At the end of every round all infusions wane one column left (Strong → Waning → Inert). Abilities showing a crossed-out element icon may consume that element if its token is in Strong or Waning: move it to Inert and gain the described augmentation. An element cannot be infused and used on the same turn. If an ability has multiple augments, the character chooses which to use. Monsters always consume elements when they can, and every activated monster of the set gains the benefit, not just the first. The multicolored wild icon stands for any one element; players choose which element a monster’s wild icon infuses or consumes.

Scoring / Victory Conditions

Winning: The scenario’s goal is printed in the Scenario Book (kill all enemies, kill the boss, destroy objectives, etc.). The scenario is complete at the end of the round in which the goal is achieved, provided at least one character is not exhausted. Then read the conclusion text and rewards.

Losing: If all characters become exhausted, the scenario is lost. Set it up again from the beginning and replay it: all money tokens and experience earned before failing carry over to the next attempt, and rewards from looted treasure tiles are kept (treasure tiles can only be looted once) — everything else resets. If a scenario is giving you significant trouble, you may set all monster stat cards to level “0” at the start of a scenario to make it easier.

After a successful scenario:

Leveling up: After any scenario, a character whose total XP meets the threshold printed below the levels on their character sheet reaches the next level (level 2 requires 45 XP). They then: (1) add one new ability card of a level equal to or lower than their new level to their card pool (at level 2, choose one of the two level “2” cards; at level 3, choose from the level “3” cards or the level “2” card not previously taken); (2) gain one perk; (3) increase their maximum hit points to the white number below their new level on the character mat. Leveling never resets total XP, and a character can never lose experience. At level 5 the character opens their sealed pack of higher-level ability cards.

Perks: Gained from leveling up, from every three battle-goal check marks, and from certain scenario rewards. Each perk: check one box on the list on the right side of the character sheet and permanently apply that change to your attack modifier deck — removing bad cards and/or adding character-specific cards from the separate modifier deck in the character box.

Scenario level: The recommended (“Normal”) scenario level is the average character level divided by two, rounded up. Easy = recommended −1; Hard = +1; Very Hard = +2. Monster level always equals the scenario level (rotate the stat cards accordingly). Trap damage, gold per money token, and the scenario-completion XP bonus all increase with scenario level (at level 1 they are 3 damage, 2 gold, and 6 XP).

Special Rules & Edge Cases

Character Exhaustion

A character becomes exhausted in either of two ways:

An exhausted character’s figure is removed from the map and they can no longer influence the scenario in any way. Exhaustion is not death: characters fully refresh at the end of every scenario. If all characters are exhausted, the scenario is lost.

Negating Damage Through Lost Cards

Whenever a character suffers damage from any source (monster attack, trap, or anything else), they may negate the entirety of that one source’s damage by losing either one card from their hand or two cards from their discard pile — moved immediately to their lost pile. Note the two cards selected for the current round are not in your hand; they only reach the discard pile during your turn.

Short Rest (end of round)

A character with at least two cards in their discard pile may short rest at the end of a round: shuffle the discard pile, place one random card in the lost pile, and return the rest to hand. If the character would rather keep the lost card, they may suffer 1 damage to instead lose a different random card from the discard pile — only once per short rest.

Long Rest (declared during card selection; from Scenario 3)

Instead of selecting two cards at the start of a round, a character may declare a long rest, which is their entire turn for the round at initiative 99. On the turn they: choose one discarded card to move to their lost pile and return the rest of the discard pile to hand; perform “Heal 2, Self”; and upright all spent items so they can be used again. Monsters still act while you rest — you can be attacked mid-rest.

Cards in the lost pile cannot be returned to hand for the rest of the scenario.

Monster Focus

Before doing anything, an acting monster focuses on the character it can perform its attack against using the least movement (a character already in attack position is the focus without pathing). The path calculation assumes infinite movement — it does not matter whether the monster can reach attack position this turn — and focus does not require line-of-sight. If multiple characters can be reached in the same number of movements, the monster focuses on the one earlier in the initiative order. If no valid hex exists from which the monster could ever attack any character, it does not move or attack. Monsters treat traps as obstacles when determining focus and movement, unless moving through traps is the only way to reach a focus — then they path through the fewest traps possible.

Multi-target attacks: a monster able to attack multiple targets finds its primary focus normally, then finds additional foci by pathing to the closest hex from which it can attack its primary focus plus as many other targets as its attack allows. When monster behavior is ever unclear, have it behave intelligently and don’t sweat the specifics (the Rules Glossary has an extensive monster-behavior appendix).

Monster Movement and Attacks

A monster with a Move ability moves to get closer to its focus; if it cannot get closer (already adjacent, or blocked by other monsters), it does not move. If multiple destinations are equally viable, the players decide. After moving, if it can attack its focus (adjacent for melee, within range for ranged), it does, flipping a card from the monster attack modifier deck. Ranged attackers move only the minimum distance needed to get within range, and — because a ranged attack on an adjacent target has Disadvantage — an adjacent monster with a ranged attack will move away (up to its full movement) until no longer adjacent if it can; it won’t bother if it already has Disadvantage from another source (e.g., Muddle). This move-away logic applies only when performing a ranged attack; a monster making a melee attack or no attack (disarmed, or no attack ability) simply tries to get adjacent.

Monster stat cards show name, level, normal (white) and elite (gold) stats: maximum hit points, base move, and base attack. Some monsters have permanent bonuses printed beside their base stats (left = normal, right = elite) that always apply regardless of their ability card; a permanent negative-condition bonus applies to all of that monster’s attacks.

Rooms, Doors, and Spawning

Doors (blue border) separate rooms; only the starting room’s monsters are set up initially. A character moving onto a door hex opens it (place an activation token), revealing the room: set up its monsters, then the character immediately resumes their turn, including remaining movement. A closed door counts as a wall for line-of-sight and monster movement. Monsters set up by revealing a room always act in the round they appear: if no ability card was flipped for their set this round, flip one immediately; if their initiative is lower than the revealing character’s, they act immediately after that character’s turn, otherwise at their normal place in the order. If a round starts with no monsters on the map, flip no monster cards and just take character turns until a door is opened. Spawned monsters (added by scenario special rules) are set up at their spawning location or the nearest empty hex, are treated exactly like monsters revealed with a room, and always act in the round they spawn.

Objectives

Yellow-bordered hexes tied to some scenario goals. Their maximum hit points are set by the scenario’s special rules, often using “C” = number of characters at scenario start (with three characters, “C+1” is 4). They are destroyed only by reducing them to 0 hit points (stack damage tokens on them). Objectives count as enemies to characters and can be attacked, but are unaffected by all negative conditions and by forced movement (Push/Pull). Figures cannot move through them (except by jumping), though they are not obstacles. When destroyed, place a destruction tile: the hex becomes normal and traversable.

Bosses

Bosses act with the universal “Boss” ability deck, mostly “Special 1” / “Special 2” cards — the boss performs the corresponding special ability detailed on its stat card (abilities too complex for the card appear in the scenario’s special rules). Boss stats often scale with “C” (character count). Bosses are immune to the negative conditions listed on the left side of their stat set, under the level. A “–” base move means the boss cannot move even if its ability card has a Move, though it can still be pushed, pulled, or moved by granted actions.

Traps

Entering a trap hex — by normal movement, forced movement, or ending a jump there — springs the trap: remove it and suffer its damage (3-damage tokens at scenario level 1) or its printed conditions. Traps are not obstacles (but monsters treat them as obstacles when pathing — see Monster Focus).

Empty Hexes

A hex is “empty” if it is within the scenario’s walls, is not difficult terrain, and contains no figure, obstacle, objective, or trap. Open doors and destroyed obstacles/objectives count as empty unless a figure or trap is there.

Items

Between scenarios, characters may buy items from the shop at their gold value, sell owned items for half their gold value (rounded up), and trade items freely with each other (gold can never be traded). Items 01–13 are available for purchase at the start of the campaign. A character can never own more than one copy of an item. Ownership is unlimited, but a character may bring into a scenario only: one Head, one Body, one Feet, two Hand, and one Small item (small-item limit becomes half their level rounded up as they level). Using an item is free, on top of the two card actions. Usage types (bottom right of card): Consumed — once per scenario, flip facedown; Spent — once per long rest, rotate 90° until uprighted by a long rest; Persistent (no icon) — usable whenever the situation allows. No item is ever permanently removed, even potions; all items refresh at scenario end.

Card Pool Progression (campaign)

Changing the Party

Players can be added or dropped between scenarios freely (two to four characters supported). A new character starts at level 1 with all their level “1” and “X” cards; the scenario level scales to the average character level.

Saving

Save between scenarios by putting each character’s sheet, attack modifier deck, and hand of cards into their zip bag with their initiative token, back in the character box. The stickered city map board preserves campaign state. To restart the campaign, re-sort all decks by the white number at the bottom of each card and take new character sheets (the map board itself is hard to reverse; stickers are permanent, and you may track scenarios another way if you prefer).

Player Reference

Round structure:

  1. Card Selection (two cards, one as initiative; or declare long rest; then flip monster ability cards)
  2. Ordering of Initiative (low to high; character wins ties vs. monsters; character ties use the second card)
  3. Character and Monster Turns (top action of one card + bottom of the other, either order)
  4. End of Round (shuffle decks that showed a shuffle icon, optional short rests, elements wane)

Exhaustion (out of the scenario):

Damage negation (any single damage source): lose 1 card from hand OR 2 cards from your discard pile (to the lost pile); negates all damage from that source.

Key numbers (at scenario level 1, the level used throughout the Learn to Play Guide): | Item | Value | |——|——-| | Starting hand (Scenario 1) | 6 level “A” cards | | Starting attack modifier deck | 20 cards (six +0, five +1, five −1, one +2, one −2, one ×2, one null) | | Short rest | End of round; needs ≥2 cards in discard; 1 random card lost (may suffer 1 damage once to redraw) | | Long rest | Initiative 99; lose 1 discarded card of your choice; Heal 2 Self; upright spent items | | Trap damage | 3 (scales with scenario level) | | Money token value | 2 gold (scales with scenario level) | | Scenario completion bonus | 6 XP (scales with scenario level) | | Level 2 threshold | 45 XP | | Battle goal | Keep 1 of 2 dealt; check mark on success; 3 check marks = 1 perk; max 18 | | Curse / Bless cards | Max 10 Curse per deck; 10 Bless total; removed when drawn and at scenario end | | Item slots per scenario | 1 Head, 1 Body, 1 Feet, 2 Hand, 1 Small (Small = half level rounded up from level 3) | | Scenario level | Average character level ÷ 2, rounded up (Easy −1, Hard +1, Very Hard +2) |

Condition expiry: | Condition | Ends | |———–|——| | Immobilize, Stun, Muddle, Disarm, Strengthen | End of the target’s next full turn | | Poison | When healed (that heal restores no hit points) | | Wound | When healed (heal restores hit points normally) | | Curse / Bless | When the card is drawn; all removed at scenario end |