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.

start↻ Campaignuntil players stop; the campaign has no fixed endin_townif party is in townCity event (1 pervisit)by party↻ Per characterper charactersBuy, sell, level up,perk, enhance, donate,…by playerif party is on the roadNo town actions2. Choose scenarioby partyrouteif linked scenario, replayor casual modeNo road eventif otherwiseDraw and resolve aroad eventby party4. Play scenario↻ Scenariountil goal reached (end of round) or all characters exhausted↻ 1. Card selectionper characters not exhaustedExhausted when fewerthan 2 cards in hand…Choose 2 cards (1leading) or a long…by character2. Monster abilitycard per type + reveal3. Sort by initiative↻ 4. Turnsper characters and monster typesactor.kindif characterStart of turn (wound:1 damage)long_restif long rest (initiative99)Lose 1 card of choicefrom discard, return…by characterif otherwiseTop half of card A orbottom half of card Bby characterThe other half of theother cardby characterCards → discard / lost/ activeEnd of turn: infuseelements, lootif monster type↻ Per monsterper monsters of this type · elites first, then normals, by ascending standee numberFocus: fewest movementneeded, then…Abilities on the card(move, attack, …)5. CleanupShuffle decks thatshowed ×2/null or a…Elements waneShort rest (optional)by characterGoal reached?5. Settle: xp, gold,rewards6. Back to town oronward?by partyend of the game
All steps in words
  1. Campaign until players stop; the campaign has no fixed end
    1. 1. Gloomhaven in_town
      • If party is in town
        1. City event (1 per visit) by party
        2. Per character per characters
          1. Buy, sell, level up, perk, enhance, donate, retire by player

            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
      • If party is on the road
        1. No town actions
    2. 2. Choose scenario by party
      • Choose unlocked scenarios whose requirements are met
    3. 3. Travel route
      • If linked scenario, replay or casual mode
        1. No road event
      • If otherwise
        1. Draw and resolve a road event by party
    4. 4. Play scenario
      1. Scenario until goal reached (end of round) or all characters exhausted
        1. 1. Card selection per characters not exhausted
          1. Exhausted when fewer than 2 cards in hand and fewer than 2 in discard
          2. Choose 2 cards (1 leading) or a long rest by character

            Allowed if not exhausted.

        2. 2. Monster ability card per type + reveal
        3. 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. 4. Turns per characters and monster types
          1. Whose turn is it? actor.kind
            • If character
              1. Start of turn (wound: 1 damage)
              2. Rest or act? long_rest
                • If long rest (initiative 99)
                  1. Lose 1 card of choice from discard, return the rest to hand, Heal 2, refresh items by character
                    • Choose cards in discard
                • If otherwise
                  1. Top half of card A or bottom half of card B by character

                    One of:

                    • perform ability
                      • Choose abilities of the chosen half, in order
                    • default attack or move
                  2. The other half of the other card by character

                    One of:

                    • perform ability
                      • Choose abilities of the chosen half, in order
                    • default attack or move
                  3. Cards → discard / lost / active
              3. End of turn: infuse elements, loot
            • If monster type
              1. Per monster per monsters of this type · elites first, then normals, by ascending standee number
                1. Focus: fewest movement needed, then proximity, then initiative
                2. Abilities on the card (move, attack, …)
        5. 5. Cleanup
          1. Shuffle decks that showed ×2/null or a shuffle icon
          2. Elements wane
          3. Short rest (optional) by character

            One of:

            • short rest

              Allowed if count(discard) ≥ 2.

            • skip
          4. Goal reached?
    5. 5. Settle: xp, gold, rewards
    6. 6. Back to town or onward? by party

      One of:

      • return to town
      • continue on

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:

Rules diagram

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.