
2017 · Adventure
Gloomhaven
Players take on roles of wandering adventurers in a persistent, branching campaign world. The game centers on cooperative, Euro-style tactical combat where players clear scenarios, gain experience and loot, and make story decisions that change future play. Each round players select two ability cards: card initiative sets turn order and each card’s top and bottom powers determine available actions. Card choices and the permanent loss of cards over time create resource-pressure and long-term consequences, while automated monsters follow simple rules. Sessions link into an ongoing campaign where locations, rewards, and narrative outcomes evolve based on player decisions.
- Players
- 1–4 best 3
- Playing time
- 60–120 min
- Age
- 14+
- Complexity
- 3.9 / 5
About the game
- Design
- Publisher
Expansions
See them in Ludoya
Gloomhaven: Forgotten Circles2019
Gloomhaven: Solo Scenarios2017
Gloomhaven: Removable Sticker Set2017
Gloomhaven: Envelope X Reward2023
The Crimson Scales2021
The Crimson Scales: Trail of Ashes2023
Gloomhaven: The End of the World (Promo Scenario)2017
Gloomhaven: Forgotten Circles – Removable Sticker Set2019
The Crimson Scales: Class Pack Add-on2021
Gloomhaven: 2025 ConQuests2025
Gloomhaven: The Tower of Misfortune (Promo Scenario)2018
Gloomhaven: Secrets of the Lost Cabal (Promo Scenario)2018
Gloomhaven: Return of the Lost Cabal (Promo Scenario)2020
Gloomhaven: The Catacombs of Chaos (Promo Scenario)2019
Gloomhaven: Assault on the Morning Star (Promo Scenario)2020
Gloomhaven: Twilight of the Lost Cabal (Promo Scenario)2021
Gloomhaven: Beyond the End of the World (Promo Scenario)2019
Gloomhaven: The Lucky Meeple (Promo Scenario)2018
Gloomhaven: Memories of Gloomhaven (Promo Scenario)2020
Gloomhaven: Warriors from Lands Beyond2024Plays with
See them in LudoyaPhotos from Ludoya tables
All photos in LudoyaWhere to buy it
Shop prices and second-hand copies, checked every day.
On Ludoya's tables
Full stats in Ludoya- 4,925
- Plays logged
- 679
- Players
- 1h 55m
- Average play
- 436
- In collections
- 44
- On wishlists
- 1
- Pre-ordered
7.9/10
from 174 Ludoya reviews
Evan4.6 This is a dungeon crawl game with a sprawling ongoing campaign and certain legacy mechanisms where you alter the map, and your characters across multiple plays. The game is completely diceless, so it relies on a flip-luck card driven combat modifiers, which are a little more interesting as over time you can customize the contents of the various combat decks to a certain extent. The writing is well enough for a game like this. Not terrible, but not very compelling. The components are rough, as rather than this being a game with tons of nice minis, everything outside of player characters are standees which can be hard to see or differentiate from each other. Health and monster stats are also tracked off on the side of the board, which means it can get confusing as to which monster does what and who has however much life left. Mechanically players are fueled by ability cards, where you choose two cards from your array, then use the top half of one and the bottom half of the other. At times this can be an interesting puzzle, but over the course of the game you wind up losing cards from your array, and when the players lose a map, it's more often to players falling over due to not having enough cards left to finish than it is to actually getting trounced in an interesting tactical puzzle. I find this to be somewhat disappointing when it happens. Downtime between turns is also quite long not only because of the awkward bookkeeping but also because as players chose their cards for the next round. They aren't allowed to talk about what they plan to do specifically, so turn order flies a little blindly with players stumbling over each other at times. :nostar: Art, Iconography and components functional :star: Clever or interesting mechanisms :nostar: Reasonably low downtime between turns with mildly AP players :star: Multiple plays stay interesting :star: Low or mitigatable luck elements :star::star::star::nostar::nostar: Raw enjoyment
Balleflass7.5 I really like the system and the gameplay. My main gripe is that it starts to feel kinda repetative after maybe 15-20 scenarios. Setup is no problem when using the app on a tablet to automate all NPC AI and modifier decks.
Jan Solo9.0 Colaborativo de combate táctico. Original mundo de fantasía medieval. "Dungeon crawler" con mecánicas euro. Acciones de jugadores muy variadas y originales. Campaña de 95 escenarios. Un juego que marcó un antes y un después en mi vida lúdica.
Rules questions
Answered from the rulebook by Ludoya's rules assistant.
What makes my character become exhausted (and removed from the scenario)?
A character becomes exhausted if their hit points ever drop below 1 or if, at the start of a round, they cannot play two cards (they have one or zero cards in hand) and also cannot rest (they have one or zero cards in their discard). When exhausted all ability cards are placed in the lost pile and the figure is removed from the map (page 28).
How are initiative ties resolved, and does the leading card force which action I must take first?
The leading card only sets initiative — ties between players are broken by comparing each player's non-leading card, and if still tied the players decide; a tie between a player and a monster favors the player (page 18). After initiative is determined you may perform the top action of either card and the bottom of the other in whichever order you choose; the leading-card designation no longer forces order (page 18).
Can I move through allies, enemies, or special terrain? What do Jump and Flying do?
Figures can move through allies but cannot move through enemies or obstacles and cannot end on an occupied hex; traps and terrain are resolved when entered (page 19). Jump ignores figures and terrain during movement but must obey normal rules for the final hex, while Flying ignores figures and terrain for the entire move (including the final hex) but must still end in an empty hex (page 19).
How do monsters choose which character to target and where to move?
Each monster focuses on the enemy it can perform its current attack against using the least movement (shortest path to get in range and line-of-sight); ties are broken by proximity in hexes and then by initiative order (summons are chosen before their summoner) (pages 29–30). Monsters then move the minimum needed to best attack that focus (or move toward it if they have no attack) following the rules on page 30 (pages 29–30).
When do summoned figures act and how are they controlled?
A summon acts on its own turn immediately before the character who summoned it (and never the round it is summoned); summons are automated and follow the monster automation rules (they use the summoner’s attack modifier deck and obey the printed summon stats) (page 26).
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Game facts (players, playing time, age, credits) from BoardGameGeek.





















