If a monster has an attack ability after its movement, it will move the least number of hexes possible in such a way as to attack its focused enemy with maximum effect. At the beginning of every scenario, each character receives two battle goal cards in secret and chooses one to keep, discarding the other. Experience is tracked on the right side of a player’s tracking dial by rotating the wheel to the appropriate number (c). number of hexes they are away, not counting through walls) is then checked as a tie-breaker for determining “closest.”, If more than one enemy ties for being the closest, the second priority is to focus on the enemy who is, If a monster ability card with a shuffle symbol, If there are any elemental infusion tokens in the.

25–26 for details). 29–30 for details) but if the monster can attack multiple targets, it will attack its focused enemy and as many other enemies as possible to maximum effect. When you resolve the actions on it? The shield would last for the rest of the round. Yeah I agree on that. I would also like to specifically thank the backers who created official scenarios during the campaign: Marcel Cwertetschka, Tim and Kim De Smet, Jared Gillespie, David Isakov, Jeremy Kaemmer, Mathew G. Somers. Part of the game’s difficulty, however, comes from not knowing exactly what the other characters will be doing on their turn. Only if the Brute were not there and the only enemy the monster could focus on was the Tinkerer would it do so and cross the traps to get to him. If the character who opened the door is referenced in the penalty of the first room, players can decide who the penalty targets. Certain sealed envelopes are opened when a party reaches specific positive and negative values of reputation. This article looks at all the locked characters in Gloomhaven. All item cards a character equips will be placed below his or her character mat and can be used during a battle to augment his or her abilities. Example: Monster (1) can perform a “Move 3” ability. Any time a character successfully completes a battle goal card at the end of a scenario, they receive a number of checkmarks, which are tracked in the specified area of the notes section of their character sheet. Any time players are directed to open a box or envelope and it has already been opened because of some previous condition, a new random item design and random side scenario are unlocked instead (see p. 38 for details). Augments are continuous effects that remain out until another augment is played. Thus, a maximum of only 10 curse cards can be placed into any one deck. When a card is added to an event deck, the event deck should then be shuffled. If the entrance of the top room in the deck does not match the exit the players used in the previous room, the top card is discarded until a matching entrance type is found. If a perk has multiple check boxes next to it, this means that the perk can be gained multiple times for the cost of one perk each. When a new character is created, the player should start a new entry in the character’s corresponding character sheet notepad. This ensures that all monsters revealed in the new room will always take a turn in the round in which they are revealed. If an ability has the name of one of these conditions contained within it, then the condition is applied to all targets of the ability, after the main effect of the ability is applied. Any time an Attack ability is performed, a separate attack modifier card is drawn for each individual target of the attack. The augment card "Feedback Loop" states "on melee attack shield 1 self". As characters gain experience, they will increase in level (see Leveling Up on pp. Both push and pull effects are considered movements, however, they are not affected by difficult terrain.

I haven't found an answer. After players have either selected their two action cards or declared a long rest, the players reveal a monster ability card for each type of monster that has at least one figure currently on the map. When you play a 2nd augment you have to choose which of the two you want to leave in play and which will go to your discard. Each round, after players have selected their own ability cards, one card is played for each monster type currently on the board from their respective decks of monster ability cards. Use Git or checkout with SVN using the web URL. To the point, let's say you have Augment A out and you play Augment B. The Scoundrel reveals a leading card with “86” initiative, and the played Living Bones and Bandit Archer monster ability cards have “45” and “32” initiative respectively. Instead of playing through a scenario from the Scenario Book, players always have the option to play through a random dungeon instead.

If there is anything else a party would like to track, they can do so here. When the prosperity of Gloomhaven increases, a square on the prosperity track should be marked for every point of increase, moving from left to right (see Gloomhaven Prosperity on p. 48 for details). A monster can move on its turn if “Move±X” is part of its ability card. As discussed on p. 42, if a scenario reward directs a party to lose something, they can’t lose more than what they have. Like persistent abilities, an item with multiple use circles must be used when the situation applies. Players should keep their battle goals secret from one another until the scenario is over. Additionally, the city gains 1 prosperity. At the end of its next turn, the MUDDLE token is removed. If a global achievement is gained and there is already an active achievement of the same type, the previous achievement is overwritten and the new sticker is placed on top of the previous one. This enemy figure is considered the “closest.” It doesn’t matter if the monster can’t get within range to attack with its current movement, as long as there is a path to eventually get within range. This link will also be listed in the scenario’s entry in the scenario book. The elemental infusion table (q) with all six elements set in the “Inert” column. All added effects and conditions of the attack action are applied to the target, as well, except for effects that would result in additional targets outside of the original added target (e.g., area attacks). Quests, which must not be confused with Scenarios, are character-based. Playing ability cards is what allows a character to perform actions in a scenario. In addition, once a scenario has been completed in campaign mode, it cannot be undertaken again in campaign mode by any party. Either card can be played first for its top or bottom action. Party achievements are tied to a specific party and are mainly used to keep track of what scenarios are available to play in campaign mode for that party. Line-of-sight: All ranged and melee attacks can only be performed against enemies within line-of-sight, which means that a line can be drawn from any corner of the attacker’s hex to any corner of the defender’s hex without touching any part of a wall (the line edge of a map tile or the entire area of any partial hex along the edge of a map tile, unless covered by an overlay tile).