Gloomhaven
Cephalofair Games
Tactical dungeon crawler on a hex map, wrapped in a campaign. The round structure, initiative, monster turns and the campaign loop are modelled; most card abilities are still code.
1–4 co-op vs monster AI · cooperative
The campaign is the outer loop around each scenario. Town, travel and settlement write to lasting state (gold, xp, items, prosperity, unlocked scenarios); the scenario itself is a subflow with its own temporary state. Expand "Play scenario" to see the rounds.
Battle goals, card-specific abilities and scenario-specific rules live in code.
Goal and end of the game
- Win scenario goal reached · within a scenario
- Loss all characters exhausted · within a scenario
How the game goes
Follow the track from top to bottom. ↻ repeats, a side track is a branch; under every step: what you decide there. Tap a step for what you decide there.
All steps in words
- Campaign
- 1. Gloomhaven
- If party is in town
- City event (1 per visit)
- Per character
- Buy, sell, level up, perk, enhance, donate, retire
One of:
- buy item
Allowed if gold ≥ price (adjusted by reputation), item in shop, not already owned.
- Choose items in shop
- sell item
Allowed if item owned.
- Choose own items
- level up
Allowed if xp ≥ threshold for the next level (45, 95, 150, …).
- Choose class cards ≤ new level
- gain perk
Allowed if 3 unused checkmarks (at most 6 perks this way).
- enhance card
Allowed if 'The Power of Enhancement' completed, gold ≥ cost, enhanced cards < prosperity.
- Choose ability × enhancement
- donate
Allowed if gold ≥ 10, not yet donated this visit.
- retire
Allowed if personal quest fulfilled.
- Choose available classes
- Choose 2 personal quests, keep 1
- done in town
- buy item
- Buy, sell, level up, perk, enhance, donate, retire
- If party is on the road
- No town actions
- If party is in town
- 2. Choose scenario
- Choose unlocked scenarios whose requirements are met
- 3. Travel
- If linked scenario, replay or casual mode
- No road event
- If otherwise
- Draw and resolve a road event
- If linked scenario, replay or casual mode
- 4. Play scenario
- Scenario
- 1. Card selection
- Exhausted when fewer than 2 cards in hand and fewer than 2 in discard
- Choose 2 cards (1 leading) or a long rest
Allowed if not exhausted.
- 2. Monster ability card per type + reveal
- 3. Sort by initiative
Lowest first. Ties between players: compare the non-leading card. Player vs monster: player first. Monster vs monster: players decide.
- 4. Turns
- Whose turn is it?
- If character
- Start of turn (wound: 1 damage)
- Rest or act?
- If long rest (initiative 99)
- Lose 1 card of choice from discard, return the rest to hand, Heal 2, refresh items
- Choose cards in discard
- Lose 1 card of choice from discard, return the rest to hand, Heal 2, refresh items
- If otherwise
- Top half of card A or bottom half of card B
One of:
- perform ability
- Choose abilities of the chosen half, in order
- default attack or move
- perform ability
- The other half of the other card
One of:
- perform ability
- Choose abilities of the chosen half, in order
- default attack or move
- perform ability
- Cards → discard / lost / active
- Top half of card A or bottom half of card B
- If long rest (initiative 99)
- End of turn: infuse elements, loot
- If monster type
- Per monster
- Focus: fewest movement needed, then proximity, then initiative
- Abilities on the card (move, attack, …)
- Per monster
- If character
- Whose turn is it?
- 5. Cleanup
- Shuffle decks that showed ×2/null or a shuffle icon
- Elements wane
- Short rest (optional)
One of:
- short rest
Allowed if count(discard) ≥ 2.
- skip
- short rest
- Goal reached?
- 1. Card selection
- Scenario
- 5. Settle: xp, gold, rewards
- 6. Back to town or onward?
One of:
- return to town
- continue on
- 1. Gloomhaven
On the table
26 zones and piles
- map open — rooms appear when a door is opened
- hand per player · only its owner sees it
- played per player · face down — face down until revealed
- table per player · open
- discard per player · open
- lost per player · open
- active per player · open
- monster deck face down · shuffled — one per monster type
- monster revealed open
- modifier deck per player · face down · shuffled
- monster modifier deck face down · shuffled
- modifier discard open
- elements open — per element: inert → waning → strong
- unlocked scenarios open
- locked scenarios face down — sealed until unlocked
- completed scenarios open
- shop open — stock grows with prosperity
- items owned per player · open
- class cards per player · only its owner sees it
- class cards locked per player · open
- city event deck face down · shuffled
- road event deck face down · shuffled
- removed events open
- event revealed open
- personal quest deck face down · shuffled
- personal quest per player · only its owner sees it
Under the hood
These rules are read straight from the game's model: the same data the engine plays with. For the exact expressions, the rules diagram and the model source:
Fan model of a game by Cephalofair Games: only the rules structure is shown, in our own words. Cards, scenarios and play are not published without the publisher's permission. Not affiliated with or endorsed by the publisher.