Gloomhaven

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

Overview

Gloomhaven is a cooperative campaign game of tactical combat in a persistent fantasy world. Players control unique characters with hand-managed ability cards, fighting through scenarios linked by a branching narrative. Each scenario is a dungeon-crawl played on modular hex tiles with monsters controlled by an AI card system. Characters gain experience, loot, and items, and pursue personal quest lines that unlock new content. Victory in a scenario requires completing its specific objective before all characters become exhausted.

Components

Setup

  1. Select a scenario from the Scenario Book and arrange the required map tiles.
  2. Place overlay tiles and door tokens as indicated; set up only the first room’s monsters and terrain.
  3. Each player selects a character class (no duplicates), takes the character mat, ability cards for their level, item cards, and tracking dials.
  4. Set up monster stat cards at the appropriate scenario level and shuffle their ability card decks.
  5. Each player builds a standard 20-card attack modifier deck (modified by perks/items/curses/blesses).
  6. Draw a battle goal card (keep secret).
  7. Set all 6 elements to “Inert” on the element infusion board.

Scenario Level: Average character level divided by 2, rounded up. Can adjust +/- 1 for difficulty.

Turn Structure

Each round follows this sequence:

1. Card Selection

2. Determine Initiative

3. Character Turns

On your turn, play the top action of one selected card and the bottom action of the other.

4. Monster Turns

Each monster type acts according to its revealed ability card, following the AI focus and movement rules.

5. End of Round

Actions

Move

Move up to the specified number of hexes. Movement is affected by difficult terrain (costs 2 movement), and blocked by obstacles, walls, and closed doors.

Attack

Target an adjacent enemy (or at range if specified). Draw an attack modifier card and add its value to base attack. Compare total to target’s shield value, then apply damage.

Conditions

| Condition | Effect | Removal | |———–|——–|———| | POISON | +1 damage from attacks; prevents healing | When healed | | WOUND | 1 damage at start of turn | When healed | | IMMOBILIZE | Cannot move | End of next turn | | DISARM | Cannot attack | End of next turn | | STUN | Cannot take any action except long rest | End of next turn | | MUDDLE | Disadvantage on all attacks | End of next turn | | INVISIBLE | Cannot be targeted by enemies | End of next turn | | STRENGTHEN | Advantage on all attacks | End of next turn | | CURSE | Add null card to attack modifier deck | When drawn | | BLESS | Add 2x card to attack modifier deck | When drawn |

Elements

Cards may infuse elements (Fire, Ice, Air, Earth, Light, Dark). Other cards can consume active/strong elements for enhanced effects. Elements shift from Strong to Waning to Inert each round.

Heal / Summon / Loot

Resting

Items

Items are consumed (flip face down) or spent (turn sideways, refresh on long rest). Equip limits: 1 head, 1 body, 1 legs, 2 one-hand OR 1 two-hand, up to half-level (rounded up) small items.

Scoring / Victory Conditions

Scenario victory: Complete the scenario’s specific objective (usually kill all revealed monsters, sometimes other goals) before all characters are exhausted.

Exhaustion: A character is exhausted when they have no cards in hand or discard to play/rest. Exhausted characters are removed from the scenario.

Campaign progression: Completing scenarios unlocks new scenarios, events, items, and character classes on the campaign map.

Final scoring: Not applicable – this is a campaign game. Progress is measured by party achievements, prosperity level, and character retirement/unlocks.

Special Rules & Edge Cases

Player Reference

Round structure: Card Selection > Initiative > Turns > End of Round

Turn: Top action of one card + Bottom action of the other

Default actions: Top = Attack 2, Bottom = Move 2

Resting:

Element cycle: Strong > Waning > Inert (shifts at end of round)

Modifier deck base: 6x +0, 5x +1, 5x -1, 1x +2, 1x -2, 1x 2x, 1x null = 20 cards