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Campaign:

● For your first game, make sure you only use 1-30 cards from the City Deck, and 1-30 from the Road
Deck. Only reshuffle when instructed to add a card, after adding the new card.
● The break symbol (Pic. A) does not require physically destroying a card like in some other legacy
games, just removed from this game/campaign (Unless you feel destructive)
● Picture A: Remove the event card from the game.
● Picture B: Return the event card to the bottom of the event deck ​without ​shuffling the deck, unless you
are also adding a card.

Picture A: Picture B:
● Deal two Personal Quest cards to each player, and they pick one for the campaign. This will last until
completed and the character is retired, or a new character is selected.

Set-up​:
● Remind the players that the small cards in their character packs are not their combat deck, they are
used for ​modifying ​their combat deck. (IE, will not needed for first game)
● Ensure you have added or removed the appropriate modifier cards into your combat deck. Equipped
item cards and blessings are some of the most common to check for, along with your character sheet
perks.
● Deal two Battle Goal cards to each player, and they pick one for the scenario.

Combat​:
● You must ​end your turn ​to pick up the coin(s) on the hex. (Not including character card abilities)
● You may ​lose ​(not discard) a single card from your hand, or 2 cards from your discard, to negate a
single source of damage.
○ Note that before a character acts in a round, the two cards chosen at the beginning of the round
are neither in the player’s hand or their lost or discard pile, and so cannot be lost to negate
damage.
● HP cannot go above your maximum HP value on your character mat for your current level
● An ongoing effect that triggers on specific events, such as “Next source of damage”, ​must ​be triggered
when that event occurs, and is not optional.
● A character cannot generate and consume an element on the same turn. Another character in the
same round is able to consume an element that was made earlier in the round, however.
○ Summons
■ Summons act directly before the summoner, and not on the turn they were summoned
(Summoner’s initiative -1 for monster targeting)
■ Summons ​cannot ​pick up coins by stopping on a square
○ Conditions
■ Negative conditions are applied ​regardless ​of whether the corresponding attack does
damage. (IE, a shield effect cannot prevent poison being applied)
■ When poisoned, a heal effect will remove the poison token only. No damage is healed.
■ When wounded, a heal effect will restore hit points as normal ​and​ remove the wound
token
■ When both wounded and poisoned, a heal effect will remove ​both ​status tokens but
restore no hit points.
■ Stunned characters and monsters still receive any persistent shield bonus
Clean-up​:
● You keep any XP or looted gold/items after ​failing ​a scenario, as well as after a success.
● After a scenario, success or failure, your party may then:
a. Go back to Gloomhaven
b. Travel to another unlocked scenario, resolving a Road Event card on the way ​unless ​the two
scenarios are linked (See Scenario book), you are replaying the same scenario, or you are
playing the next scenario in Casual mode
■ If you failed, you may retry the scenario again at full capacity from the first room, with the
rest unrevealed as normal. Looted chests stay empty, just as if you finished the scenario
successfully.
● You may want to have your players reset their combat modifier deck at the end of a game session.
Regardless, ​ALL ​Bless and Curse cards ​MUST ​be removed from your deck after a scenario,
regardless of whether it was a success or not.
■ In other words, remove all cards from your combat deck with the following symbol after a

scenario:

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