Home » Gloomhaven Quick Tips & Tricks: Your Guide to Dominating

Gloomhaven Quick Tips & Tricks: Your Guide to Dominating

Welcome to Gloomhaven, Mercenary! ⚔️

The air in the Sleeping Lion tavern is thick with the smell of stale ale, woodsmoke, and desperation. Outside, beyond the city’s militaristic walls, the world is a tapestry of dark forests, forgotten crypts, and untamed wilds teeming with horrors. Here, in this gritty outpost on the edge of civilization, life is cheap, but opportunity is rich for those with enough steel and nerve to seize it. You are one such individual—a mercenary, an adventurer, a sellsword with your own unique skills and a secret reason for traveling to this dark corner of the world.

You’ve come to Gloomhaven not as a hero of prophecy, but as an ambitious entrepreneur of violence. You and your newfound companions, a motley crew bound by necessity rather than loyalty, will venture into menacing dungeons and forgotten ruins. You will fight, you will bleed, and you will haul your weary bodies back to the city, pockets heavy with gold and your reputation slightly less tarnished than before. 💰

But be warned: Gloomhaven is not a game of heroic charges and simple victories. It is a ruthless, Euro-inspired tactical combat game masquerading as a dungeon crawler. It is a puzzle box of interlocking mechanics, where careful planning, hand management, and a deep understanding of your enemy are the keys to survival. Brute force will see you exhausted and broken in the first room. True mastery lies in the intricate dance of initiative, the calculated expenditure of your own life force—your cards—and the art of turning your enemy’s predictable actions against them. 🧠

This guide is your contract. It is your map through the treacherous early days and your codex for the complex challenges that lie ahead. Within these pages, you will find the knowledge to transform from a hopeful rookie into a legendary mercenary whose name is whispered with respect in every tavern in the city. So sharpen your blade, memorize your incantations, and prepare your mind. Your adventure is about to begin.


Part I: Your First Steps in Gloomhaven

The sheer size of the Gloomhaven box is the first boss you will face. 👹 Conquering it requires patience and preparation before you even step foot in the Black Barrow. This section is your quick-start guide to surviving the setup and your first few scenarios without falling into the most common traps.


Getting Started and Initial Setup

  • Tame the Beast: Organize Your Box First. 📦 Before you punch out a single token, acquire a storage solution. Using plastic baggies, a tackle box, or a dedicated organizer will cut your setup time from an hour to minutes and is the single best quality-of-life improvement you can make.
  • Read the Rulebook… Then Read It Again. 📖 Gloomhaven’s rules are notoriously front-heavy. Read the rulebook through once, then a second time more carefully. Keep it handy during your first 10-15 scenarios, as you will be referencing it constantly.
  • Start on Easy (Scenario Level 0 or 1). This is not a suggestion; it is a command. 🙏 Most new groups fail their first attempt at the Black Barrow on “Normal” difficulty. There is no shame in learning the ropes on a lower difficulty.
  • Create Your Event Decks. 🃏 Find the “City Event Cards” and “Road Events Cards.” For your initial campaign, take only the cards numbered 1-30 from each deck. Shuffle these two decks separately.
  • Establish the Town Market. 🛍️ Locate the “Items” deck. Find all items numbered 1 through 14. These are the only items available for purchase at the start.
  • Mark Your Map. 🗺️ Find the world map board and sticker sheet. Place the stickers for Location 1 (the Black Barrow) and the “City Rule: Militaristic” sticker on Gloomhaven.

Creating Your First Party

  • Choose Your Mercenaries. 🦸 Your group will choose from the six starting classes: Brute, Tinkerer, Spellweaver, Scoundrel, Mindthief, and Cragheart. Only one of each class can be in the party.
  • Prepare Your Character Sheet. 📝 Take the character sheet from your envelope. Write down an epic name. Note that you are Level 1 and have 30 gold to start.
  • Draw Your Personal Quest. 🤫 Find the “Personal Quest” cards. Each player draws two, reads them secretly, and chooses one to keep. This is your character’s long-term retirement goal.
  • Introduce Your Character. Each character board has flavor text on the back. It’s a great roleplaying moment to have each player read this aloud to the group.
  • Build Your Starting Ability Card Pool. From your character envelope, your starting pool consists of all cards with a “1” in the top left corner and all cards with an “X”.
  • Spend Your First 30 Gold Wisely. 💰 Before your first scenario, each character can buy items from the starting shop. Good starting purchases include Boots of Striding, a Minor Stamina Potion, or basic protective gear.

Entering the First Dungeon

  • The Golden Rule: Calculate Scenario Level Correctly. This is critical. The recommended scenario level is your party’s average level, divided by two, and then rounded up. For a starting party of Level 1 characters, the average is 1. Divided by two is 0.5, rounded up is 1. You should be playing on Scenario Level 1.
  • Don’t Set Up the Whole Dungeon. The Scenario Book shows the full layout, but you should only place the tiles and monsters for the first room. Subsequent rooms are only revealed when a door is opened.
  • Embrace Failure: It’s a Learning Opportunity. 💀 You will fail scenarios. When you fail, you do not get completion rewards, but you keep all experience points and all money tokens you looted. This means even in failure, your characters grow stronger.

Part II: Mastering the Cards: The Heart of Combat

Gloomhaven is not a game of dice; it is a game of cards. Your hand of ability cards is your life, your stamina, and your arsenal. Understanding the two-card system, the dance of initiative, and the calculus of card longevity is the single most important skill you will develop.


The Two-Card System: Your Core Actions

  • The Cardinal Rule: Top of One, Bottom of the Other. ✅ Every turn, you play two cards. You must perform the top action of one card and the bottom action of the other. You can decide the order in which you perform them on your turn.
  • Your Universal Backup Plan: Attack 2 / Move 2. 💡 Every ability card has two hidden, default actions. You can always use the top half as a basic “Attack 2” and the bottom half as a basic “Move 2.” This is a crucial fallback.
  • Read the Whole Action: Order Matters. A single action can contain multiple abilities. You must perform them in the order they are written. You are free to skip any part of an action, unless it’s a negative effect on yourself or your allies.
  • Discard vs. Lost: The Two Fates of a Card. When you use a card, it typically goes to your discard pile. Powerful actions with a small ‘X’ symbol send the card to your “lost” pile. Lost cards are removed from the game for the rest of the scenario.
  • Persistent Bonuses: Powerful but Temporary. Some cards have an infinity symbol (♾️). When played, the card is placed in your “active” area, and its effect persists. This reduces the number of cards you get back when you rest, effectively shortening your lifespan until you move it to your lost pile.

The Initiative Dance: Controlling the Flow of Battle 💃

Initiative is your most powerful weapon. It’s the primary tool for mitigating damage, maximizing your actions, and dictating combat.

  • Go Late, Then Go Early: The Signature Move. This is the quintessential Gloomhaven tactic.
    • Turn 1 (Go Late): Choose a high initiative number (e.g., 75+). The monsters will likely act first, wasting their turn moving towards you if you are out of range. Then, on your late turn, you move in and attack.
    • Turn 2 (Go Early): Choose a very low initiative number (e.g., 25 or lower). You will now likely act before those same monsters. You get a second attack in and can use your movement to retreat before they can retaliate.
  • “Fast” and “Slow” Are Relative. ⏳ What constitutes a fast or slow initiative depends on your class and the enemies. A good rule of thumb: 0-25 is very fast, 26-50 is fast, 51-75 is late, and 76-99 is very late.
  • Use Initiative to Mitigate Damage. Damage mitigation is proactive.
    • Going Early: Allows you to kill, stun, or disarm a dangerous enemy before it acts.
    • Going Late: Can be just as effective. If a monster’s card shows “Move +0, Attack +0,” and it starts out of range, it will move and likely end its turn without attacking.
  • Your Leading Card Only Sets Initiative. When you play two cards, you declare one as your “leading card” for initiative. On your turn, you are still free to use the top of your non-leading card and the bottom of your leading card, or vice-versa.
  • Communicate Intent, Not Numbers. 🤫 During card selection, communication is restricted.
    • Legal: “I’m planning to go fast and hit the elite archer hard.” 👍
    • Illegal: “I’m playing my initiative 15 card.” 👎Once initiative is revealed, these restrictions are lifted, and your party should coordinate.

Stamina & The Art of Resting: Your Scenario Lifespan 🔋

Your hand of cards is not just your toolkit; it is your life force. Every card played brings you one step closer to exhaustion.

  • Your Hand Size is Your Stamina. Think of your hand size as your character’s stamina bar. A Cragheart with 11 cards has a deep well of energy, while a Spellweaver with 8 is a sprinter.
  • The Brutal Math of Exhaustion. Each time you rest, you must lose one card permanently, reducing your hand size for the next cycle. This diminishing return means your time is finite.
  • Loss Cards Are Expensive: Spend Them Wisely. A Loss card played before your first rest can cost you 4-5 potential turns. The same Loss card played when you have few cards left might only cost 1-2 turns. Save your powerful abilities for when they will have the most impact.
  • The Great Debate: Long Rest vs. Short Rest. This is a critical tactical decision.
  • The Short Rest: Fast and Risky.
    • How it Works: At the end of a round, shuffle your discard pile, and one card is randomly lost. The rest return to your hand. You do not skip your next turn.
    • Pros: You maintain tempo and are fully active in the following round.
    • Cons: You lose a card at random. You can suffer 1 damage to re-draw, but only once.
  • The Long Rest: Slow and Strategic. 😴
    • How it Works: You declare a long rest. Your initiative becomes 99. On your turn, you choose one card from your discard to lose, heal 2 HP, and refresh all spent item cards.
    • Pros: Complete control over which card you lose. The heal and item refresh are incredibly powerful.
    • Cons: You completely forfeit your turn. Your party is down one member for an entire round.
  • Coordinate Your Rests. The best time for a long rest is when a room is clear. If multiple party members can long rest simultaneously, it minimizes the loss of tempo.
  • Use Your Health as a Resource. ❤️ Your hit points are a renewable resource; your cards are not. It is almost always better to take a few points of damage than to lose a card from your hand to prevent it.
  • The Last Resort: Losing Cards to Negate Damage. If a hit would kill you, you can negate the damage by losing one card from your hand OR two cards from your discard pile. This is a desperate move.
  • Stamina Potions Are Your Best Friend. A Minor Stamina Potion allows you to recover two discarded cards. This effectively gives you an entire extra turn. For classes with small hand sizes, this is arguably the most powerful starting item.

Part III: Know Your Enemy: Deconstructing the Monster AI

The monsters of Gloomhaven are automatons running on a simple, predictable script. Learning this script is like learning to read code. Once you understand the logic, you can manipulate the AI.


Understanding Monster Focus 🎯

  • The AI is a Flowchart, Not a Brain. 🤖 Monsters follow a rigid set of rules. They will never deviate from this logic, even if it leads them into a trap.
  • Finding Focus, Step 1: The Path of Least Resistance. The absolute first rule: a monster will target the enemy it can attack by moving the fewest number of hexes.
  • Finding Focus, Step 2: The Proximity Tiebreaker. If there is a tie, the monster breaks it by focusing on the character who is physically closest, ignoring walls (“as the crow flies”).
  • Finding Focus, Step 3: The Initiative Tiebreaker. If there is still a tie, the monster will focus on the player acting earlier in the initiative order.
  • Focus is Re-evaluated Every Single Turn. A monster’s focus is not permanent. It will run through the algorithm again at the start of its turn. You can “pass” aggro by having another character move into a more favorable position.
  • Manipulate Focus with Smart Positioning. Now that you know the rules, you can break them.
    • Drawing Focus: A tanky character can step forward, becoming the target with the “path of least resistance.”
    • Dropping Focus: A low-health character can move further away, increasing the monster’s required movement path.

Predicting Monster Movement and Actions 🚶‍♂️

  • Melee Monsters Want to Get Adjacent. A monster with a melee attack will move the minimum number of hexes required to become adjacent to its focus.
  • Ranged Monsters HATE Disadvantage. 🏹 This is a key exploitable rule. A ranged monster adjacent to its focus suffers Disadvantage. To avoid this, it will prioritize moving away to attack without Disadvantage. You can force a ranged monster to waste its movement by standing next to it.
  • Multi-Target Attacks Seek Maximum Carnage. If a monster has a multi-target attack, it will move to a hex where it can hit its primary focus and as many other targets as possible.
  • If It Can’t Get Closer, It Won’t Move. A monster will only move if its movement ends on a hex closer to its target. If all paths would move it further away, it will not move at all.
  • Monsters Will Not Willingly Step on Traps. 🕸️ Monsters treat traps as obstacles. They will always walk around them, unless there is absolutely no other possible path to any player.
  • Use Your Allies (and Summons) as Walls. Monsters cannot move through their enemies. You can physically block a doorway with your characters.
  • Invisibility Creates Temporary Obstacles. 👻 When you are invisible, monsters treat your hex as an obstacle. They cannot focus on you and cannot move through you.
  • Elite Monsters Act First. ⭐ Within a group of monsters, the elite (gold stand) versions will always act before the normal (white stand) versions.
  • Monsters Only Do What the Card Says. Read the monster ability card carefully. If it does not list an “Attack,” the monsters will not attack. If it does not list a “Move,” they will stand still.

Part IV: A Mercenary’s Toolkit: Starting Class Deep Dives

Choosing your first mercenary is a momentous decision. This section provides a strategic overview of each of the six starting classes to help you play them effectively from your very first scenario.


Starting Class At-a-Glance

Class NamePrimary RoleHand SizeHealth (Lvl 1-9)Playstyle in a Nutshell
Inox BruteMelee Damage / Crowd Control1010-26A durable front-liner who controls the fight with pushes and stuns. 💪
Quatryl TinkererRanged Support / Healer128-22A master of utility with a huge hand, best in larger parties. ⚙️
Orchid SpellweaverRanged Damage / Area of Effect86-18A fragile “glass cannon” who unleashes devastating magic. ✨
Human ScoundrelSingle-Target Melee Damage98-22A fast, opportunistic assassin who deals massive damage to enemies next to her allies. 🔪
Vermling MindthiefMelee Damage / Crowd Control106-18A complex but powerful melee fighter who uses psychic augments and stuns. 🧠
Savvas CragheartHybrid Ranged & Melee Damage1110-26A versatile jack-of-all-trades who manipulates the battlefield with obstacles. 🗿

Inox Brute: The Unstoppable Force 💪

  • The Archetype vs. The Reality: The Brute looks like a classic tank, but your role is not to be a damage sponge; it’s to be a battlefield controller.
  • Crowd Control is Your Best Defense: Your most valuable abilities are those that push, pull, and stun enemies, preventing damage to your party.
  • Movement is Damage: Cards like Trample turn movement into an attack. Always look for opportunities to line up multiple enemies and run through them.
  • Avoid the Retaliate Trap: It is far better to proactively kill or disable an enemy than to wait for it to hit you to deal a small amount of damage back.

Quatryl Tinkerer: The Battlefield Medic ⚙️

  • The Archetype vs. The Reality: The Tinkerer is a dedicated healer, but its true strength is its versatility and massive 12-card hand size. You are the party’s stamina battery.
  • You Shine in Larger Parties: The Tinkerer’s area-of-effect heals and buffs scale in value with more players. In a two-player party, you may need to focus more on damage.
  • Your Heals Cure More Than Just Damage: A small “Heal 2” might seem minor, but its most important function is often removing debilitating conditions like Poison and Wound.
  • Don’t Be Afraid to Use Your Loss Cards: Your large hand size is a strategic resource. You can afford to play a powerful Loss card early to solve a major problem.

Orchid Spellweaver: The Glass Cannon ✨

  • The Archetype vs. The Reality: The Spellweaver is the archetypal mage: incredibly powerful but extremely fragile. Your entire gameplay revolves around a single card: Reviving Ether.
  • Master the Timing of Reviving Ether: This is your most important skill. Use the top Loss action of Reviving Ether as late as possible in your hand cycle, after you have played as many other Loss cards as you can.
  • Manage Your Elements: 🔥❄️ Many of your spells require consuming an element. You must plan your turns in advance, using one turn to generate an element so you can consume it on a subsequent turn.
  • You Are a Ranged Character; Stay at Range: With the lowest health pool, you cannot afford to be on the front lines. Maintain a safe distance.

Human Scoundrel: The Opportunistic Killer 🔪

  • The Archetype vs. The Reality: The Scoundrel is a classic rogue, but she is not a lone wolf. Her damage output is directly tied to her allies’ positioning.
  • Always Be Adjacent: Many of your strongest attacks gain a massive bonus if your target is adjacent to one of your allies. This should dictate your entire strategy.
  • Master the Initiative Dance: The Scoundrel has some of the best initiatives in the game. You are the prime candidate for the “go late, then go early” strategy.
  • Invisibility is Your “Get Out of Jail Free” Card: 👻 Cards like Smoke Bomb are your primary survival tool. Use them to set up a powerful attack, open a door, or escape a dangerous situation.

Vermling Mindthief: The Psychic Assassin 🧠

  • The Archetype vs. The Reality: The Mindthief is a melee glass cannon. You survive on the front lines not through health, but through superior control, using fast initiatives to stun enemies before they can act.
  • Always Have an Augment Active: Your “Augment” cards, particularly The Mind’s Weakness (+2 Attack), are the core of your class. Play it on your first turn and keep it active.
  • Stun, Stun, and Stun Again: 😵 You are the master of crowd control. Your ability to consistently apply Stun is your best defense.
  • Ice is Your Best Friend: ❄️ Many of your powerful abilities require you to consume Ice. Learn which cards generate Ice and plan your turns to set up these combos.

Savvas Cragheart: The Earthen Juggernaut 🗿

  • The Archetype vs. The Reality: The Cragheart is the ultimate hybrid who can function as a ranged damage dealer, a secondary melee fighter, and a battlefield manipulator.
  • Beware of Friendly Fire: 💥 Many of your most powerful area-of-effect attacks do not distinguish between friend and foe. Communicate clearly with your team.
  • You Are the Shield Breaker: Abilities that cause enemies to “suffer damage” are not attacks and therefore ignore shield values completely. Prioritize these against armored targets.
  • Reshape the Battlefield: Your ability to create new obstacles is a powerful tactical tool. Use it to block doorways, create choke points, or protect your back line.

Part V: The Long Road: Progression and Power

A mercenary’s career is about growing stronger, wealthier, and more renowned. Making smart choices during downtime is key to tackling the campaign’s escalating challenges.


Leveling Up and Gaining Perks 📈

  • Leveling Up Only Happens in Town. When you accumulate enough XP, you must wait until you return to Gloomhaven to level up, gaining a new card, a perk, and more HP.
  • Perk Principle 1: Prioritize Consistency. Your first few perks should almost always be used to improve your attack modifier deck by removing negative cards (“Remove two -1 cards”).
  • Perk Principle 2: Then Add Power. Once you have removed the worst negative modifiers, you can start adding more powerful cards like “Add two +1 cards.”
  • Rolling Modifiers: A Double-Edged Sword. 🔄 Rolling modifiers are fantastic with Advantage, but they are also risky as they can pull your “x0” Null card.

Purchasing Items 🛍️

  • Item Principle 1: Cover Your Weaknesses. Your first item purchases should focus on mitigating your class’s inherent flaws.
    • Slow Class? Buy Boots of Striding. 👢
    • Small Hand Size? Buy a Minor Stamina Potion. 🧪
    • Squishy Melee Class? Buy a Cloak of Invisibility. 👻
  • Item Principle 2: Enhance Your Strengths. Once weaknesses are covered, buy items that synergize with what your class does best, like a War Hammer for an AoE build or Eagle-Eye Goggles for a big hit.
  • Don’t Underestimate Consumable Potions. Potions are often the most powerful and cost-effective items in the early game. A Minor Stamina Potion can give you extra turns.

Enhancing Cards 💎

  • First, Unlock the Power of Enhancement. You cannot enhance cards at the start. This feature is unlocked after your party completes Scenario #14, “Frozen Hollow.”
  • Enhance Your Bread and Butter. The best use of gold is to enhance low-level, non-loss cards that you expect to keep for your character’s entire career.
  • Utility Enhancements Are Often Best. While adding “+1 Attack” is nice, some of the most powerful enhancements add utility.
    • Jump: Adding Jump to a high-movement bottom action is transformative.
    • Strengthen: Adding Strengthen to a non-attack bottom action allows you to gain Advantage.
    • Curse/Wound/Poison: Adding a status effect to a multi-target attack can be far more impactful.
  • Don’t Enhance Loss Cards (Usually). Avoid placing enhancements on Loss cards. You get far less value from an enhancement on a card you use only once.

Part VI: Beyond the Walls: Tips for the Expansions

Your journey doesn’t have to end with the base game. The world of Gloomhaven has expanded, offering both a streamlined entry point and a fiendishly complex challenge for veterans.


Gloomhaven: Jaws of the Lion 🦁

  • The Perfect Place to Start. Jaws of the Lion is a standalone prequel campaign designed as the ideal introduction to the system. It features a guided tutorial and uses a scenario book instead of map tiles, dramatically reducing setup time.
  • Hatchet: Master “The Favorite”. 🪓 The Hatchet is a ranged damage dealer whose gameplay revolves around a unique mechanic: The Favorite.
  • Red Guard: The True Tank. 🛡️ Unlike the Brute, the Red Guard is designed as a more traditional tank, excelling at absorbing damage and protecting allies.
  • Demolitionist: Wreak Havoc. 💣 The Demolitionist is a melee damage dealer with a unique focus on destroying obstacles, turning the environment itself into a weapon.
  • Voidwarden: The Master Puppeteer. 🔮 The Voidwarden is a complex support character who controls monsters, curses enemies, and grants attacks to her allies.

Gloomhaven: Forgotten Circles

  • A New Kind of Challenge for Veterans. 🤓 Forgotten Circles is a direct expansion to the base game, designed for experienced players. Its scenarios are significantly more complex, often resembling intricate puzzles.
  • The Aesther Diviner: A Support Role Reimagined. The Diviner is a support class who manipulates the future by rearranging monster ability and player attack modifier decks.
  • Master the New Mechanics: Rifts and Teleport. The Diviner can create Rifts on the map and makes frequent use of Teleport to bypass enemies and obstacles.
  • Your Job is to See the Future. 🔮 Playing the Diviner means constantly looking at the top of the decks. You can see a monster is about to heal and move that card to the bottom.
  • Be Patient and Read Carefully. The scenarios in Forgotten Circles often have unique and complex rules. Read the introductions multiple times.

Part VII: The Veteran’s Edge: Advanced Tactics & Hidden Rules

You have mastered the basics. Now it is time to ascend to true expertise. These tips cover advanced strategies and clarify some of the most commonly misunderstood rules.

The World is What You Make It. Ultimately, Gloomhaven is your story. Feel free to adjust the difficulty or house-rule minor issues to fit your group’s playstyle. The most important tip is to have fun. Good luck, mercenary. You’ll need it. 😉

Element Management is a Team Sport. 🔥 Elements you create are available for any player or monster to consume on a subsequent turn. Coordinate with your team.

The Tricky Rule of Rolling Modifiers. This is a common point of confusion.

With Advantage: Draw cards until you have two non-rolling cards. Combine all cards drawn and choose the better of the two non-rolling outcomes.

With Disadvantage: Draw two cards. If one is a rolling modifier, it is ignored entirely.

Always Focus on the Objective. ✅ It’s easy to get caught up in killing every monster. However, many scenarios have alternate win conditions, like “Survive for 10 rounds.”

Line of Sight is Corner-to-Corner. You must be able to draw a line from any corner of your hex to any corner of the target’s hex without that line being blocked by a wall.

Your Summons Have a Mind of Their Own. 🐾 You do not control a summoned creature directly. It acts according to the monster AI rules, taking its turn immediately before you.

Attack Effects Apply Even on a “Miss”. If you draw the “x0” Null card, your attack deals zero damage. However, any additional effects like Poison, Stun, or Push are still applied.

Healing Removes Poison First. ❤️‍🩹 If a character is Poisoned, any “Heal” ability used on them removes the Poison condition and then does nothing else.

Spawns vs. Summons: A Crucial Distinction.

Summon: A monster summons another adjacent to it. If there are no empty adjacent hexes, the summon fails.

Spawn: A monster spawns at a specific, designated hex. If that hex is occupied, it appears in the nearest unoccupied hex. You cannot block a spawn point.

Looting Treasure Chests. 💎 Treasure chests can be looted with a “Loot” ability or by ending your turn on their hex.

Play Until the Very End. Even if one or more mercenaries become exhausted, the scenario is not over. As long as at least one character is still standing and the victory conditions are met, the entire party wins.

Monsters Don’t Spawn Loot. Monsters that are summoned or spawned during a scenario do not drop money tokens when they die.

Pushing and Pulling into Traps. Forcing an enemy into a trap with Push or Pull is one of the most effective ways to deal with high-shield enemies.

End-of-Turn Looting. Any character automatically loots any money tokens or treasure chests in the hex they occupy at the very end of their turn.

Long Resting Can Delay Exhaustion. If you only have one card in hand but two or more in your discard, you can perform a Long Rest. This gives you one more round of “life” at initiative 99 before exhausting.

Status Effect Duration. Most conditions (Stun, Disarm, etc.) last until the end of the affected figure’s next turn.

The Digital “Restart Round” Mulligan. 🔄 Exclusive to the digital version, the “Restart Round” option is an invaluable tool for learning the game’s complex interactions or recovering from a simple misclick.

The World is What You Make It. Ultimately, Gloomhaven is your story. Feel free to adjust the difficulty or house-rule minor issues to fit your group’s playstyle. The most important tip is to have fun. Good luck, mercenary. You’ll need it. 😉

Disclaimer: This is an unofficial fan work, all trademarks and copyrights for Gloomhaven belong to the developer Flaming Fowl Studios, Saber Interactive.

Find the game here! https://store.steampowered.com/app/780290/Gloomhaven/

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