· 7 years ago · Dec 14, 2018, 10:04 PM
1### Before Scenario:
2
3 * Optionally visit Gloomhaven, where you can:
4 * Complete a `city event`
5 * Buy/sell items (sell for half of buy price)
6 * Donate to sanctuary - `10g` for `2 bless cards` in your attack deck
7 * Level up, create characters, retire, enhance cards
8 * No trading money or items!
9 * Take `road event`, unless scenario is linked to previous location
10 * Choose next scenario from known places
11 * Set out all map tiles, monsters for first room
12 * Choose scenario level `L` (recommended: avg player level / 2 (↑))
13 * Monsters - color in [NW,NE,S] corner for [2,3,4] players
14 * Monster = [none,normal,elite] for color [black,white,yellow]
15 * Each player chooses `2` battle goal cards and discards one
16 * Players choose equipment and cards up to deck size
17
18
19
20### Rounds
21
22 * Each player either chooses two cards or announces a `long rest`
23 * Players select one of the cards to "lead" (determine initiative)
24 * Reveal all initiatives and draw ability card for each monster type
25 * Players and monsters take `turns`, low initiative → high
26 * Cleanup:
27 * Shuffle any deck that turned up a shuffle symbol card
28 * Move elemental infusion tokens down a notch
29 * Any player may perform a `short rest`
30
31
32### Rests
33
34 * Require at least `2` cards in your discard pile
35 * Short rest: happens during clean-up stage between rounds
36 * Regain discards and `lose` one at random
37 * You *may* take `1` damage to lose a different one (once)
38 * Long rest: uses your turn, with initative `99`
39 * Regain discards, selecting one to `lose`
40 * Heal self for `2` and refresh all item cards
41 * Discarded cards that are still "in play" *may* be regained, your choice
42
43
44### Player Turns
45
46 * Perform actions for top of one card and bottom of other, in either order
47 * Multiple parts of an action must be done from top → bottm
48 * Parts of actions can be skipped (but not negative effects or experience)
49 * Any card action can be replaced with default `attack 2` / `move 2`
50 * Stepping onto a door reveals a room:
51 * Immediately lay out monsters and draw an action card for any new types
52 * All newly revealed monsters act in the round they're revealed
53
54
55### Monster Turns
56
57 * Mobs activate elite → normal, in order of number on figure
58 * Mob AI is based on focus target:
59 * Focus = enemy an attack can be used on with the least movement
60 * If no attack, focus is determined as for a melee attack
61 * Ties broken by hex distance, then initiative
62 * With focus chosen actions proceed:
63 * Mob moves minimally to hit maximal targets including the focus
64 * If ranged, mob moves to avoid disadvantage (even if it hits fewer targets)
65 * If there was no valid focus, mob does not move or attack
66 * For mob movement, traps are obstacles unless no other path exists
67 * Mob heals prioritize whatever target is most wounded
68 * Card bonuses (e.g. shield) are actions, and take effect during a mob's turn
69 * If a monster card consumes an element, all of that type get the bonus
70 * Bosses: use a common action deck, and are neither normal nor elite monsters
71 * Boss condtion immunities are listed on the card
72
73
74### Combat
75
76 * Targeting:
77 * Attacks with no listed range = melee (range 1)
78 * Anything with a range gets disadvantage if used on adjacent target
79 * Line of sight: any hex corner → any corner without touching a wall
80 * Nothing can target an ally unless specified
81 * "Ally" includes summons, does not include yourself
82 * Damage resolution: (player chooses order within each step):
83 1. Apply modifiers from the attack, active effects, elements, etc.
84 2. Draw and apply attack modifier card
85 3. Apply target's defensive bonuses (e.g. shield)
86 * Advantage / disadvantage = draw two cards, use better/worse
87 * Rolling modifier = both for advantage, ignored for disadvantage
88 * For ambiguous cards use whichever was first
89 * AoE: hits red hexes per diagram (in any orientation)
90 * Only one hex of AoE area needs to be in range
91 * Each target requires LoS, and gets a separate attack modifier card
92 * One attack can never hit the same target twice
93 * Push/pull
94 * Attacker chooses direction but target must wind up farther/nearer
95 * Target can be pushed/pulled through its allies but not enemies
96 * Counts as movement, but ignores difficult terrain
97 * Shield: reduces damage of attacks (only)
98 * Pierce: negates an equal number of shields
99 * Add target: applies all effects of attack (except AoE), requires range
100 * Retaliate: deals damage to adjacent attacker, after (each) attack is made
101 * Does not itself count as an attack or a targeted effect
102 * Summons: activate at initiative immediately before figure who summoned them
103 * Use mob AI, as if following a `Move +0, Attack +0` action
104 * Damage from a given attack may be nulled by `losing` one card or two discards
105 * Elemental infusions created in a turn become strong *after* that turn
106
107
108
109### Conditions
110
111 * Negative:
112 * Poison: enemies add `+1` to attack damage, any heal negates (and burns heal)
113 * Wound: take `1` damage at start of own turns, any heal negates
114 * Immobilize: no move actions, removed at end of own next turn
115 * Disarm: no attack actions, removed at end of own next turn
116 * Stun: cannot take any action except a long rest, removed at end of next turn
117 * (players still must discard two cards unless resting)
118 * Muddle: Disadvantage on all attacks, removed at end of own next turn
119 * Curse: shuffle a curse card into attack deck (removed once drawn)
120 * Positive:
121 * Invisible: cannot be targeted by enemies. Treated as a wall by mobs
122 * Strengthen: Advantage on all attacks, removed at end of own next turn
123 * Bless: shuffle a bless card into attack deck (removed once drawn)
124
125
126
127### Terrain / Movement
128
129 * Doors: act as walls until a player moves onto them (no cost)
130 * Figures: enemies block movement, allies don't. Cannot end turn on occupied hex.
131 * Coins: looted by action (with range) or at end of your turn (own hex)
132 * Treasure: looted like coins, numbered chests only once (ever)
133 * Looted items are gained immediately, but only equippable between scenarios
134 * Ground effects: (all ignored when figure is `flying` or `jumping`)
135 * Traps: trigger when entered (unless flying/jumping), then removed
136 * Damage versions deal `2+L`, others apply a status
137 * Hazards: like a persistent damage trap at half damage (↓)
138 * Difficult terrain: cost 2 movement to enter (unless flying/jumping)
139 * Obstacles: block movement but not shots or line of sight
140 * For rules descriptions, "unoccupied" hex = no figures, "empty" = nothing but floor
141
142
143### Items
144 * Can use any number of items at any time, if usage conditions are met
145 * Items defending an attack must be used before seeing the attack modifier card
146 * "Spent" items are discarded, "consumed" items are lost (for the scenario)
147 * Items never burn permanently unless sold back into the city supply
148
149
150### After Scenario:
151
152 * Complete final round even after win/loss is triggered
153 * Players gain looted XP and money (see below)
154 * If successful:
155 * Completed battle goals => checkmarks on player sheet => perks
156 * Each player gains bonus XP: `4 + 2*L`
157 * Scenario rewards on success:
158 * New locations: add stickers to board
159 * Item: one item card to any one player
160 * Item design: all cards for that item added to city supply
161
162
163### Levels table
164
165| Scenario Lv | Monster Lv | Gold conversion | Trap damage | Bonus XP |
166|:-:|:-:|:-:|:-:|:-:|
167| 0 | 0 | 2 | 2 | 4 |
168| 1 | 1 | 2 | 3 | 6 |
169| 2 | 2 | 3 | 4 | 8 |
170| 3 | 3 | 3 | 5 | 10 |
171| 4 | 4 | 4 | 6 | 12 |
172| 5 | 5 | 4 | 7 | 14 |
173| 6 | 6 | 5 | 8 | 16 |
174| 7 | 7 | 6 | 9 | 18 |