Gloomhaven Jaws of the Lion · Reference sheet
Gloomhaven Jaws of the Lion reference sheet
Overview
- Fully cooperative campaign game for 1–4 players [p.1 — Introduction]
- Players control unique characters fighting through a series of scenarios [p.1 — Introduction]
- Win by completing each scenario's goal (e.g., kill all monsters, destroy objectives) [p.5 — Scenario Book Features]
- Lose if all characters become exhausted before the goal is met [p.12 — Running Out of Cards]
- Progress carries over between sessions; game saves easily after any scenario [p.13 — Saving]
- Characters level up, gain gold, items, and perks across the campaign [p.29 — Leveling Up]
Setup
- Each player takes: character mat, 6 level "A" ability cards, attack modifier deck, hit point dial, initiative token, reference card [p.3 — Scenario 1 Rules]
- Set HP dial to the red number under the white "1" on the character mat [p.4 — Play Area Setup]
- Open Scenario Book to current scenario; place character figures on starting hexes (no two on same hex) [p.4 — Play Area Setup]
- Retrieve monster standees, stat card (set to level 1), and initiative token; insert stat card in envelope showing correct level [p.4 — Play Area Setup]
- Populate map with monsters: black = none, white = normal (white stand), gold = elite (gold stand); use row matching player count [p.4 — Play Area Setup]
- From Scenario 4 onward: place element board (all tokens on Inert), shuffle battle goal deck and deal 2 to each player (keep 1) [p.25 — Scenario 4 Rules]
- From Scenario 2 onward: place money tokens, treasure tiles, and trap tiles (with 3-damage tokens) as shown in scenario key [p.14 — New Scenario Features]
Turn structure
Every round follows this order:
- Card Selection — Each player secretly selects 2 ability cards; one is the initiative card (placed face-down on top) [p.6 — Card Selection]
- Ordering of Initiative — Flip cards; arrange initiative tokens low to high; ties: character beats monster, then second card breaks ties between characters [p.7 — Ordering of Initiative]
- Character & Monster Turns — Each figure acts in initiative order; characters perform one top action + one bottom action; monsters follow focus → move → attack [p.7 — Character Turns]
- End of Round — Shuffle any attack modifier deck that revealed a shuffle-icon card; wane all elements one column left on element board [p.12 — End of Round]
Actions
| Action | Details |
|---|---|
| Move X | Move up to X hexes; can pass allies, not enemies/obstacles/walls [p.7 — Move] |
| Attack X | Deal X damage (modified by attack modifier card) to one target in range [p.8 — Attack] |
| Ranged Attack | Add "Range X" under attack; targeting adjacent enemy gains Disadvantage [p.8 — Range and Melee] |
| Heal X | One ally or self within range recovers X HP; cannot exceed max HP [p.10 — Heal] |
| Loot X | Collect money tokens/treasure tiles in current hex + all hexes within Range X [p.15 — Looting] |
| Basic Action | Any card can be used for "Attack 2" (top) or "Move 2" (bottom); card is discarded [p.15 — Basic Actions] |
| Long Rest | Declare instead of card selection; acts on initiative 99; lose 1 discard, return rest to hand, Heal 2 Self, refresh spent items [p.22 — Long Rest] |
| Short Rest | At end of round (≥2 cards in discard): shuffle discard, lose 1 random card, return rest to hand; pay 1 HP to re-roll lost card once [p.12 — Short Rest] |
Combat
Attack sequence:
- Declare target within range; check line-of-sight (draw line hex-to-hex; only walls block) [p.9 — Line-of-Sight]
- Flip one attack modifier card per target; apply modifier to base attack value [p.8 — Attack Modifier Cards]
- Apply Shield (if any) after modifier; minimum 0 damage [p.21 — Shield]
- Target suffers final damage; place damage tokens on monster's stat envelope section [p.9 — Damage and Killing Monsters]
- Monster dies when damage tokens ≥ max HP; remove from map, drop 1 money token [p.9 — Damage and Killing Monsters]
Advantage: draw 2 modifier cards, apply better one [p.8 — Advantage and Disadvantage]
Disadvantage: draw 2 modifier cards, apply worse one; ranged attack on adjacent target always has Disadvantage [p.8 — Advantage and Disadvantage]
Negate damage: lose 1 card from hand OR 2 cards from discard to negate one damage source entirely [p.16 — Negating Damage Through Lost Cards]
Scoring
- Gold: each money token = 2 gold (at scenario level 1–2); record on character sheet after each scenario [p.18 — Recording Money Rewards]
- Scenario reward gold: flat gold per character listed in scenario rewards (e.g., 25 gold in Scenario 2) [p.18 — Scenario 2 Complete]
- Experience: gained via action icons during scenario + bonus XP on completion (6 XP at scenario level 1) [p.20 — Experience]
- Scenario level XP/gold/trap table: level 0→4XP/2g/2dmg; level 1→6XP/2g/3dmg; level 2→8XP/3g/4dmg; level 3→10XP/3g/5dmg [p.29 — Scenario Level]
- Check marks: 1 per achieved battle goal; every 3 check marks = 1 perk; max 18 check marks [p.25 — Battle Goals]
End of game
Scenario ends at the end of the round in which the goal is met OR all characters are exhausted [p.12 — Running Out of Cards]
- Success: goal completed with at least one character not exhausted [p.28 — Scenario 5 Rules]
- Failure: all characters exhausted; restart scenario; keep gold and XP earned, keep looted treasure rewards, reset everything else [p.16 — Failing a Scenario]
- Character exhaustion: HP reaches 0, or unable to play 2 cards at round start [p.12 — Character Damage and Exhaustion]
- Level up after scenario if total XP ≥ threshold on character sheet; gain 1 new ability card, 1 perk, increased max HP [p.29 — Leveling Up]
- Between scenarios: encounter a city event, buy/sell/trade items, record gold and XP [p.24 — New City Interaction: Events]
Glossary
- Initiative Card: the card whose center value sets turn order for the round; lower = earlier [p.6 — Card Selection]
- Lost Card: card placed in lost pile (right of mat); cannot be recovered during the scenario [p.15 — Lost Actions]
- Discard Pile: cards used this round; recoverable via rest [p.7 — Character Turns]
- Exhausted: character at 0 HP or unable to play 2 cards; removed from map for rest of scenario [p.12 — Character Damage and Exhaustion]
- Focus: the character a monster targets — determined by shortest path to attack, then earliest initiative [p.11 — Monster Focus]
- Difficult Terrain: purple-bordered hex; costs 2 movement points to enter [p.20 — Difficult Terrain]
- Obstacle: green-bordered hex; cannot be entered or passed through (unless jumping) [p.5 — Scenario Book Features]
- Objective: yellow-bordered hex; must be destroyed to complete some scenarios; immune to conditions and forced movement [p.27 — New Scenario Feature: Objectives]
- Persistent Bonus: active bonus card kept above mat; tracked with character tokens until uses run out or scenario ends [p.21 — Active Bonuses]
- Infuse/Consume (Elements): performing an action with an element icon moves that token to Strong at end of turn; a crossed-out icon consumes it (Strong or Waning → Inert) to gain a bonus [p.26 — New Action Mechanic: Elements]
- Scenario Level: determines monster level, trap damage, gold conversion, and bonus XP; recommended = avg character level ÷ 2 rounded up [p.29 — Scenario Level]
FAQ
- Q: Can a character perform two top actions or two bottom actions in one turn? — A: No. One top action and one bottom action only, from different cards [p.7 — Character Turns]
- Q: Does line-of-sight require a clear path through figures and obstacles? — A: No. Only walls block line-of-sight [p.9 — Line-of-Sight]
- Q: Does Shield reduce trap damage? — A: No. Shield only reduces damage from attacks [p.21 — Shield]
- Q: Can you infuse an element and consume it on the same turn? — A: No. The element isn't infused until end of turn [p.26 — New Action Mechanic: Elements]
- Q: If a monster has Disadvantage from Muddle and is also performing a ranged attack on an adjacent target, does it move away? — A: No. Moving away would not remove Disadvantage, so it does not move [p.18 — Monster Ranged Attacks]
- Q: Do monsters act in the round they are spawned or revealed? — A: Yes. Spawned/revealed monsters always act in the round they appear [p.25 — Spawning Monsters]
- Q: Are Bless and Curse cards permanent additions to the attack modifier deck? — A: No. They are removed from all decks at the end of any scenario [p.22 — New Conditions]