Gloomhaven: Jaws of the Lion

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Gloomhaven: Jaws of the Lion is a fully cooperative tactical combat campaign game for 1-4 players. Players control mercenary characters exploring scenarios in and around the city of Gloomhaven, fighting monsters, completing objectives, and progressing through a branching story campaign of 25 scenarios. Each scenario is played on hex maps printed in the Scenario Book. Players use ability cards to move, attack, heal, and perform special actions, with a unique card-management system where playing cards depletes your stamina over time. The game features four characters: Demolitionist, Hatchet, Red Guard, and Voidwarden.

Components

Setup

  1. Each player chooses a character and takes: character mat, figure, level “A” ability cards (6 cards), attack modifier deck, hit point dial, initiative order token.
  2. Set hit point dial to the red number below the “1” (level 1 health) on the character mat.
  3. Open Scenario Book to the current scenario. Place character figures on starting hex icons.
  4. Retrieve required monster zip bags. Set up monster stat cards in stat sleeves at the appropriate level. Place monster standees on map hexes per player count (black icon = no monster, white = normal, gold = elite).
  5. Place monster attack modifier deck (“M”) and initiative order tokens near the Scenario Book.
  6. Place token tray nearby. Shuffle all attack modifier decks.
  7. Read scenario introduction and special rules.

Turn Structure

Gameplay proceeds in rounds. Each round:

1. Card Selection

Each player simultaneously and secretly selects 2 ability cards from their hand. One is designated as the initiative card (determines turn order via its initiative value). Players may discuss strategy generally but cannot reveal specific numbers or card names.

2. Ordering of Initiative

Reveal all initiative cards. Compare initiative values of characters and monsters (from monster ability cards or special rules). Arrange initiative order tokens from lowest (first) to highest. Ties: characters go before monsters; between characters, compare second card’s initiative.

3. Character and Monster Turns

In initiative order, each figure takes a turn:

Character Turn: Perform the top action of one card and the bottom action of the other (in either order). Actions are composed of abilities separated by ability lines. Any ability or entire action may be skipped. Used cards go to the discard pile.

Monster Turn: All monsters of one type act on the same initiative. Elites act first (by standee number), then normals (by standee number). Each monster focuses on the closest character and executes its abilities.

4. End of Round

Actions

Move

“Move X” allows a figure to move up to X hexes. Cannot move through enemies, obstacles, or walls. Can move through allies. Cannot end on an occupied hex. Jump allows moving through enemies and obstacles.

Attack

“Attack X” causes one target enemy to suffer X base damage (modified by attack modifier card).

Attack Modifier Cards

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

Starting deck (20 cards): six +0, five -1, five +1, one -2, one +2, one x2, one null.

Advantage and Disadvantage

Conditions

Negative conditions (first 6) last until end of target’s next full turn. Curse/Bless cards are removed when drawn.

Heal

“Heal X” restores X hit points to one ally within range or self. Cannot exceed max HP. Does not work on Poisoned figures (Poison must be removed first or simultaneously).

Suffer Damage

Some abilities cause unmodified damage without an attack. Not affected by modifier cards or line-of-sight.

Lost Actions

Cards with a lost icon are removed from the game (placed in lost pile) after use. Powerful but permanently reduces your hand. Can also negate damage: lose 1 card from hand or 2 from discard to negate all damage from one source.

Line-of-Sight

Required for targeting. Draw a line from any corner of attacker’s hex to any corner of target’s hex. Only walls block LOS (not obstacles or figures).

Elements (from Scenario 4+)

Some abilities generate elements (fire, ice, air, earth, light, dark). On subsequent turns, other abilities may consume available elements for enhanced effects. Elements wane at end of round.

Scoring / Victory Conditions

Win a Scenario: Achieve the scenario’s goal (usually kill all enemies, sometimes destroy objectives or survive a number of rounds). All surviving characters gain scenario rewards (gold, experience, items, new scenarios unlocked).

Lose a Scenario: All characters become exhausted (run out of cards or HP). The scenario can be replayed with no penalty.

Campaign Progression:

Special Rules & Edge Cases

Character Exhaustion

A character is exhausted (eliminated for the scenario) when:

Short Rest vs. Long Rest

Monster Focus

Monsters focus on the closest character they can reach and attack. “Closest” = fewest hexes of movement needed. Ties broken by: proximity (fewer hexes away), then lower initiative value.

Monster Movement

Monsters move to get within range of their focus target using the fewest hexes possible. They will not move if they cannot get closer to attacking their focus.

Difficulty / Scenario Level

Scenario level = average character level / 2 (rounded up). Determines monster stats and gold/XP rewards. Can be adjusted +/- 1 for easier or harder play.

Items

Purchased in city between scenarios. Three usage types:

The Four Characters

| Character | Role | Key Mechanics | |———–|——|—————| | Demolitionist | Melee damage, obstacle destruction | Destroys obstacles, area damage | | Hatchet | Ranged damage, looting | Thrown attacks, retrieval mechanics | | Red Guard | Protection, monster manipulation | Shield, positioning control | | Voidwarden | Healing, support | Grants actions to allies/enemies, healing |

Solo Play

Control 2 characters. More complex but fully supported.

Player Reference

Round Structure:

  1. Card Selection (2 cards, 1 is initiative)
  2. Initiative Order (low to high)
  3. Character/Monster Turns (top of one card + bottom of other)
  4. End of Round (conditions, short rest, shuffle if needed)

Key Numbers: | Item | Value | |——|——-| | Starting ability cards | 6 (level A) | | Starting modifier deck | 20 cards | | Setup hand for items | Up to 8 cost | | Short rest HP cost | 1 (to reroll lost card) | | Long rest initiative | 99 | | Long rest heal | 2 HP | | Scenarios in campaign | 25 |

Damage Negation: