Gloomhaven RulesBook

(Jeff_L) #1

Character Mats


When a player begins their journey with the game, he or she will select one of the available character classes
to play. Only one copy of each character class can be played in any given scenario. Each class has a unique set
of abilities, so this is an important decision to make. When the box is first opened, the Brute , Tinkerer ,
Spellweaver , Scoundrel , Cragheart , and Mindthief are available.


Once a character class has been chosen, the player takes the corresponding character mat, character tokens,
and that character’s starting hand of Level 1 ability cards from the larger tuck box containing the character’s
symbol, as well as the miniature contained in the smaller character tuck box.


A CHARACTER MAT INCLUDES:



  • A portrait , icon , and
    name of the class.

  • Indicators of the maximum
    hit points at each level of
    the class. Players should
    use tracking dials to
    track their hit points and
    experience during a
    scenario.

  • The maximum number of
    ability cards the class can
    take into battle.

  • A short reference for the
    round structure.

  • Designations along the
    border for where to place
    discarded, lost, and active
    cards.

  • The reference number of
    the event cards added
    to each deck when the
    character class is unlocked
    (not present on the six
    starting classes) and of event
    cards added the first time
    the character class retires
    (see Announcing Retirement
    on p. 48 for details). These
    reference numbers apply
    to both city and road event
    decks.


End of round:

Monster actions:

On turn:

Initiative [ ]:

B

B

B

Aor

A

A

Start of Round:C hoose one path

DZDZDZDZReduce DZelement DZstrength.Optional DZshort DZrest: DZlose DZone DZrandom DZdiscard DZand DZrecover DZ
DZDZthe DZrest.Shuffle DZDZDZDZDZDZattack DZand DZmonster DZdecks DZwhere DZapplicable.

Elite DZfirst, DZthen DZnormal DZinDZascending DZnumerical DZorder. DZFocusDZon DZDZDZDZDZDZclosest,DZDZDZDZDZDZlowest DZinitiative. DZ
Then DZmove DZtoDZmaximize DZattack DZonDZfocus.

and DZrecover DZthe DZrest, DZLose DZone DZdiscard DZ
refresh DZDZDZDZDZDZspent DZitems.Heal DZDZDZDZDZ(self) DZand^2

99
Perform DZtop DZability DZofDZone DZcard DZand DZbottom DZability DZofDZ
the DZother DZin DZany DZorder.

Leading DZcard DZplayed

Reveal DZmonster DZactions, DZact DZinDZinitiative DZ[DZDZDZ] DZorder.

PlayDZ2DZcards Long DZrest

1 2

9

1 2 3 4 5 6 7 8 9
8 9 11 12 14 15 17 18 20

Active

Conditions

Discard

Lost

Hextravagant cities and disturbing slumbering forces they^ umans are by far the most dominant of the races, spreading across the continent like locusts, erecting
can never hope to understand. The human society is one of rules and regulations, but also one of great diversity.
Due to their intense curiosity and relentless nature, humans can find themselves walking almost any path
imaginable – from the obscenely wealthy noble to the unappreciated tavern cook; from the blacksmith forging
rugged weaponry to the corrupted pursuant of dark magics.
It is natural, then, that while many humans work to build up complex and constricting bureaucratic societies,
there are others who reject such societies or even work to tear them down. Scoundrels are among this second
type, wholly unscrupulous and self-serving. Scoundrels operate under the assumption that everything in the
world is theirs to take and they will do whatever is necessary to do the taking. Such an attitude manifests
itself in combat through a vicious opportunism unseen in any other culture.
— / 45

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