Founders Of Gloomhaven Manual Re-write.pdf

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RULE BOOK  A game for 1–4 players • Unofficial Manual Rewrite v1.2 

In the age after the Demon War, the continent enjoys a period of prosperity. Humans have made peace with the Valrath and Inox. Quatryls and Orchids have arrived from across the Misty Sea with wares for trade. Together, they decide to build a new city on the eastern shores. It shall be a hub of trade, a symbol of working in harmony, and a monument to the races' specialties. But even in peacetime, the different races all prefer to steer the city toward their own goals. In Founders of Gloomhaven, you lead one of the nine races building the new city. You must import basic resources, clear a path for roads, and section the land for taverns, gatehouses, and public halls. It's all in the spirit of cooperation, of course, and no single race has all of the resources necessary to complete the city. But everyone still suspects that eventually, after this becomes a home for all peoples, one race will have more influence than any other...

Prefer a video of the rules? Visit us at www.cephalofair.com/gaming-rules-overview

1

Overview Action Cards In this game, players take turns by playing action cards from their hands. On your turn, you play a card face-up for its main action — like building a building or buying a new action card, or you play a card face-down for a basic action — like gaining 1 money or building a road. ™™When you play a face-up card, your opponents get to follow it by taking a basic action or the card’s follow

action.

Construct

Call to vote

main:

Build a personal building at - 1 cost. follow:

follow: 1. Calling player: Gain bonuses 2. Calling player: Reset cards and workers. 3. Other players: Gain income 4. All players: Vote

Build a personal building.

On Purple’s turn, Purple plays a Construct card and pays to build a house with a - 1 money discount

Yellow follows the Construct card, paying to build a bridge Blue instead follows with a basic action to gain 1 money

Play the Call to Vote card to return all of your cards to your hand, so that you can play any of your action cards again

Resource Buildings There are several resources in the game, each with a resource building that you can build on the map. ™™Each player begins with control of two or three basic resources and their matching buildings. ™™To build an advanced resource building, you need access to each of its required resources. ™™Buildings don’t score points when they’re built — they score points when they supply other buildings.

In one game, Blue controls knowledge and Green controls crops — they own basic resource buildings for those resources

2

Green can’t build one of Blue’s knowledge buildings, but the Trade action lets Green access a knowledge building, putting a disc under the owner’s disc

Green can then build a books building, which requires crops and knowledge — this scores 1 point each for Green and Blue, for owning the supplier buildings

Cascading Points An advanced resource building scores points when it supplies another building, but it passes some of those points to its own suppliers, cascading points all the way to the basic buildings at the start of the supply chain. ™™When you play the Call to Vote card, the players vote to add a prestige building to the map, which requires

and scores points for connected resources. This also leads to a points cascade. ™™The game ends after the players complete 6 prestige buildings, by delivering all of their required resources. The player with the most points wins.

Green builds a government resource building (upper-right), so its suppliers score points...  2 points to Yellow’s jewelry...

...which keeps 1 point and sends 1 point to Yellow’s gems  4 points to Green’s books...

...which keeps 2 points, sends 1 point to Green’s crops, and sends 1 point to Blue’s knowledge  Total Scores: 3 points for Green,

2 points for Yellow, 1 point for Blue During a Call to Vote action, the players vote to build the Merchants Guild prestige building (bottom-left) — it sends 10 points to a connected government building, which keeps 4 points and cascades 6 points to its suppliers

Components

Boards ™™Double-sided map board ™™Adviser board ™™Resource board



Buildings and Roads



Player Components Per 9 player colors — white, purple, green, blue, yellow, orange, brown, pink, and gray ™™1 player mat  3 worker pawns ™™3 house tiles  3 bridge/gate tiles ™™15 claim discs  25 delivery cubes

Tokens

™™64 road tiles

™™Active player token

™™24 basic resource

™™12 voting tokens —

buildings — 3 per 8 types ™™18 tier 2 resource buildings — 3 per 6 types ™™12 tier 3 resource buildings — 3 per 4 types ™™21 prestige buildings

4 per 3 colors ™™46 1 money tokens ™™22 3 money tokens ™™20 white fleeting influence gems ™™20 red lasting influence gems ™™6 completion tokens



Cards ™™20 standard action cards — 4 each of

Trade, Construct, Upgrade, Recruit, Call to Vote ™™2 Income action cards ™™21 proposal cards ™™8 basic resource cards ™™18 adviser cards ™™15 achievement cards ™™9 Gloomhaven city event cards

3

Setup For a simpler introductory game, we recommend playing with the symmetric map, no workers, and no achievements, as described in this section. For experienced boardgame players, we recommend the thematic map, workers, and no achievements for your first game. ™™

See p18 for solo play rules.

#1. Choose Map

Thematic map

Place the map board on the table, with either side face-up. ™™The thematic map, with one river and long wall, emulates the ruins that

Gloomhaven was built on. It has narrow sections and fewer total spaces, letting players aggressively block opponents from important areas. ™™The symmetric map has three wide, equal sections with more total spaces. It provides a friendlier game where it’s more difficult to block other players. #2. Create General Supply

Symmetric map

Place the money tokens, influence gems, and road tiles in a general supply beside the map. ™™ ™™ ™™ ™™

When you gain, pay, or discard one of these components, take it from or return it to the supply. These components are unlimited. If you need more of any of these, then use a suitable replacement. Road tiles are all the same. Their artwork has no game effect. You can make change with 1 and 3 money tokens at any time ( 1 = 1 money).

Money tokens, influence gems, and road tiles

#3. Set Boards & Decks Place the resource board and adviser board on the table. ™™Place all of the resource buildings, prestige buildings, and completion

tokens beside these boards.

Resource board

Building tiles

4

There are three tiers of adviser cards. Shuffle each tier face-down into its own deck.

Scholar

™™Place the tier II deck on top of the tier III deck, then place the tier I

deck on top of that, to create one adviser deck in tier order. ™™Draw the top four adviser cards. Place one card face‑up on each of the adviser board’s slots. Shuffle the proposal cards face-down into a deck. ™™Draw three proposal cards from the bottom of the deck. Place one

card in each of the adviser board’s top slots. ™™If you draw two proposals of the same type (same building shape and color), discard the second of those cards to the top of the deck, and replace it with a card from the bottom of the deck.

Recruit an adviser for no cost.

Recruit

An adviser’s tier is on its back corner The Crooked Bone

University

North Gatehouse

The Salt Barrel

Gain 1 for each basic resource tile adjacent to this tile. Return up to two discarded cards (except Income) to your hand.

Gain access to a resource tile on a connected entrance space for free.

Recruit an adviser at - 1 cost.

Scholar

Haggler

Taskmaster

Carpenter

Recruit an adviser for no cost.

Perform a trade action at - 1 cost.

Recruit two advisers at once, paying for both

Build a personal building at - 2 cost.

Trade

Recruit

Construct

Recruit

Adviser board with 3 proposals, 4 tier I advisers, and 6 completion tokens

#4. Draft Colors & Resources Randomly choose a player to take the active player token and be the first active player. Each player chooses a different color in turn order, beginning with the active player. Take your color’s resource card, three basic resource building tiles, and player mat placed a-side face-up (showing a worker action).

Proposal card deck — always draw proposals from the bottom of the deck, since you can see the top card’s action side

Active player token — turn order is clockwise, last player is on the active player’s right Population

™™Flip your resource card over to use as a building guide. (The other side

is printed on your player mat.) ™™There is no Gray basic resource. The Gray player instead chooses any unchosen basic resource and takes its buildings and resource card. No one else can choose that basic resource or its color. After drafting all resources, Gray may take any unused resource card for a building guide.

Purple resource card, basic resource buildings, and player mat

5

Each player then chooses a 2nd resource from the remaining resources, taking that resource’s buildings and card. Do this in reverse turn order, beginning with the last player. ™™You can’t choose either of the forbidden resources shown in red on

your player mat and resource card. ™™If you’re forced to choose from resources that are all forbidden, then you instead steal an opponent’s 2nd resource. That opponent immediately chooses a new 2nd resource (they steal a resource if the remaining resources are forbidden). In 2-player games, both players choose a 3rd basic resource, starting with the active player. You can’t choose a resource forbidden to your 1st or 2nd resources. If you must steal, then you may steal your opponent’s 2nd or 3rd resource. In 2 or 3-player games, the two remaining basic resources are neutral resources. Choose a neutral color and place its discs and cubes beside the resource board. #5. Take Player Tokens

Blue resource card — building guide on the back

Metal and crops are forbidden if you control knowledge

Each player takes 7 of money tokens, one of each voting token, and five action cards — Trade, Construct, Upgrade, Recruit, and Call to Vote. ™™In 2-player games, also take an Income action card. ™™Take the houses, bridges/gates, workers, claim discs, and delivery cubes

in your color. Set up your player mat as shown below. ™™Place one of your discs on 0 of the map’s score track and one of your cubes on 1 of your income track. (Move these tokens when you score points or gain income.)

Cube on 1 income

3 houses with a worker on each

3 bridge/gate tiles

Forbidden resources

Racial worker action

6

Three voting tokens

2nd resource card

#6. Draft Map Spaces In reverse turn order, each player chooses a different numbered space on the map and places one of their first basic resource buildings on it. ™™You can only use the spaces that match the number

of players or less (use the ‘2’ spaces in a 2-player game, the ‘2’ and ‘3’ spaces in a 3-player game, and all four spaces in a 4-player game). ™™Place a claim disc on your first resource building, and place a cube on the resource board beside that resource.

Basic Resources

Player Colors

Stone Metal

Color & Race





Population Livestock



Crops Wood

White Savvas



Gems













Green Harrower









Blue Knowledge Quatryl









Yellow Valrath









Orange Livestock Inox









Brown Wood Vermling









Pink Orchid

Gems









Gray Aesther

Any







Books Jewelry



Tier 3 Resources Labor Government



Cloth Weapons



Bridges / Gates

Purple Population Human

Food Leather

Stone

Workers Houses

Brick Machinery

Starting Resource





Tier 2 Resources



Cube on resource board’s owner space





Writing



All numbered map spaces are gray terrain



Crops

Metal

7

Table Setup Summary (3-player game)

Buildings Money, influence gems, and road tiles in general supply

University

North Gatehouse

The Salt Barrel

Haggler

Recruit

Recruit two advisers at once, paying for both

Taskmaster

Construct

Build a personal building at - 2 cost.

Carpenter

Recruit an adviser at - 1 cost.

Scholar

Trade

Perform a trade action at - 1 cost.

Gain access to a resource tile on a connected entrance space for free.

Recruit

Return up to two discarded cards (except Income) to your hand.

Adviser board — with 4 adviser cards, 3 proposal cards, and 6 completion tokens Recruit an adviser for no cost.

The Crooked Bone

Gain 1 for each basic resource tile adjacent to this tile.

main:

Call to vote

Recruit

Upgrade

Construct

trade

main:

main:

main:

follow:

Build a personal building Perform a trade at - 1 action. cost. follow: Build an advanced resource building and a connected road. follow: Recruit an adviser and gain 1 fleeting influence . follow:

follow: Perform a trade action in a red space or white space. Build a personal building. 1. Calling player: Gain bonuses Build an advanced 2. Calling player: Reset cards resource building. and workers. Recruit an adviser. 3. Other players: Gain income 4. All players: Vote

8

7 money, 3 voting tokens, 15 claim discs, 25 delivery cubes, 1st resource card flipped over as building guide

2nd resource card

Proposal deck Adviser deck — in tier order

Map with players’ 1st basic resources — draft starting spaces in reverse turn order (use ‘2’ and ‘3’ spaces in 3-player game)

5 action cards — Trade, Construct, Upgrade, Recruit, Call to Vote

3 houses with a worker on each

3 basic resource buildings of 2 types — draft colors and 1st resources in turn order, then draft 2nd resources in reverse turn order 3 bridges/ gates Cube on 1 income

Resource board — players’ cubes on their 1st resources Player discs at 0 score

Discs and cubes for neutral resources

Simpler Variant: No Workers

Advanced Variant: Achievements

For a simpler game, place all player mats with the b-side face‑up, showing no worker action.

For a game with more goals, place a random red, blue, and purple achievement card face‑up beside the board during setup. These cards score at different times (see p17).

™™With this variant, no one can

gain workers or use worker actions. ™™Don’t place any workers on players’ houses. Houses now only provide influence income and cost 2 money (see p13).

Important Terms The following terms appear throughout this manual. You build a tile by placing it over empty spaces on the map. You can build roads and buildings over any of the four basic terrains. ™™ ™™ ™™ ™™

Each map space can only hold one tile. Tiles must completely cover the spaces under them. You can never move, overbuild, or discard something that’s been built. You may flip or rotate a tile in any way before building it.

Each map space is adjacent to the eight surrounding spaces, orthogonal and diagonal. Roads and buildings are connected when they’re adjacent or when you can trace a line between them through connected roads. ™™ ™™

Achievement

Four basic terrains with terrain cost (the cost to trade with resource buildings on that terrain)

Red 1 (entrance)

White 2 (coastal)

Green 3 (forested)

Gray 3 (central)

You can only build specific tiles on these features

Rivers, walls — bridges and gates only

Ruins — some prestige buildings only

Black spot, sea, border walls — no building

You can’t trace connections through buildings. When an action lets you build a connected road (such as the Upgrade card’s action), that road must connect to the other thing built by that action.

You own and have access to any building that you build. ™™You can pay an opponent to place a disc on one

of their resource buildings. You can access any building that has one of your discs on it, but the owner’s disc is on top of the stack. ™™Most notably, to build an advanced resource building, you need access to all of its suppliers, but the suppliers’ owners score points.

In this example, Green’s builds a labor resource building (top left) that must connect to population (adjacent) and food (connected by roads)

9

The Three IBRs (Important Building Rules) IBR #1 — When you build something (except for basic resource buildings), it must connect to a building that you own. This includes roads, houses, and advanced resource buildings that you build. IBR #2 — You can’t own two adjacent buildings. This includes your houses and resource buildings. Build roads to separate your buildings. IBR #3 — Each map section can only hold one building of each type. Rivers and walls divide the map into three sections. Each section can only hold one of each resource building (no matter who owns them), each player’s houses (one house per player per section), and each type of prestige building (same shape and color). ™™ ™™ ™™ ™™

You may own a building adjacent to a building that you don’t own. You ignore the IBRs when buying access to opponents’ buildings. Bridges/gates act like roads, so they ignore IBR #2 & #3. Prestige buildings are built by a community vote and aren’t owned by anyone, so they ignore IBR #1 & #2.

This obeys IBR #1 & #2 — Green’s new building is connected but not adjacent to another of Green’s buildings

The Player Turn The first player takes the first turn of the game by playing an action card from their hand. After completing the turn, pass the active player token left to the next player, and that player plays a card. Play continues clockwise around the table until the end of the game. Once you play a card, it remains on the table, and you can’t play it again.

3 2 1

There are three ways to take a turn. #1. Basic Action

3 map sections

Play any card (except Call to Vote) face-down to take one of four basic actions. i. Gain 1 Money: You spend money for most card actions. ii. Gain 1 Fleeting Influence: You spend influence to vote for proposals during a Call to Vote. iii. Build a Road: Place a road tile on an empty space. It must obey IBR #1 (must connect to a building you own). iv. Take a Worker Action: Place one of your unlocked workers on your racial action to resolve its text. ™™You can instead place a worker on a prestige building’s card and take

its action if you’ve delivered at least one resource to that building (see p17). (continued next page)

10

Action card back shows four basic actions

™™Each worker action can only hold one worker. No

one can use an action that has anyone’s worker on it. ™™You can’t reuse your workers until you reset them with Call to Vote. ™™Your workers are locked at the beginning of the game — build houses to unlock them (see p13). ™™ ™™ ™™ ™™ ™™

You don’t need to show your opponents which cards you play face‑down. Your opponents can’t follow your basic actions. There is no cost to build a road. You don’t own the roads that you build, but you must still connect them to something you own. You can’t use your opponents’ racial actions.

Purple player mat worker action

The Crooked Bone

Gain 1 for each basic resource tile adjacent to this tile.

Prestige building worker action

#2. Call to Work Play a card from your hand face-up and take the main action that it shows. The next section describes these actions.

Scholar

™™After doing so, each of your opponents takes a follow

action in turn order from you. Each opponent may take your card’s follow action or take any of the four basic actions. ™™Adviser cards don’t show a follow action. Opponents may follow them by taking the action matching the card’s type. ™™

™™

You can’t play a Call to Work card unless you can fully resolve its main action. For example, the Recruit card lets you recruit an adviser and gain a fleeting influence. You can’t play this card to just gain a fleeting influence—you must recruit an adviser to play it. Your opponents don’t need to play a card to follow your action.

#3. Call to Vote You can’t play Call to Vote unless you have at least 2 cards on the table—or 3 cards in a 2-player game. It causes these effects (see p15): ™™Gain a bonus for each card remaining in your hand, and

your opponents gain income. ™™Return all of your action cards to your hand. ™™Players vote on a proposal card on the advisor board. The winning proposal builds a prestige building on the map. End of Game When 6 prestige buildings are complete (all resources delivered, see p17), the game ends at the end of the current turn, after all follow actions.

Recruit

Recruit an adviser for no cost.

Recruit

The recruit action lets you buy advisers, like this Scholar, which act as new action cards The Scholar is a recruit-type card — when you play it, your opponents can follow it with a basic action or the Recruit card’s follow action

What Should I Do First? ™™If your racial action helps your early

strategy, try building a house to unlock a worker for the action. ™™If you control crops or gems, try building the tier 2 resource building that only requires one supplier. ™™Otherwise, try building a basic resource building that you can connect to an opponent’s resource.

11

Work Action: Trade

#3. Import & Access

Play your Trade card to take one of three actions that deal with resource buildings. After this action, update your income and the resource board (see sidebar below and next page). #1. Import Basic Resource This builds one of your basic resource buildings.

trade main:

There are two ways to take this action to build a basic resource that you don’t own. ™™In 2 or 3-player games, you can always use this to

Perform a trade action. follow:

Perform a trade action in a red space or white space.

™™Pay

1–3 money to the supply, matching the cost of the terrain that you build on. ™™Place one of your claim discs on the building. ™™This obeys IBR #2 & #3 (no adjacent ownership, one per map section). Basic resources don’t need to connect to another building you own. #2. Buy Access to a Resource This places one of your claim discs on another player’s resource building, underneath the owner’s disc. 2–4 money to the building’s owner, matching the cost of the terrain under that building plus 1. ™™If the building covers multiple terrains, pay the terrain cost plus 1 of the least expensive terrain under it.

build a neutral resource building. ™™When two prestige buildings are completed (all resources delivered), you may use this to build any opponent’s basic resource building. ™™Pay 4 money to the resource’s owner (or the supply for a neutral resource). This ignores the normal terrain cost. ™™Place one of your claim discs on the building, then place one of the owner’s discs on top of it (a neutral disc or the opponent’s disc). ™™This obeys IBR #2 & #3. ™™

Following You can follow an opponent’s trade action to import a resource to a red or white space or to buy access to a resource that’s on a red or white space. ™™

™™Pay

™™ ™™ ™™ ™™

Pay the supply to access a neutral resource. Multiple players can buy access to the same building. This ignores the IBRs, since you’re not placing a new building. Buying access to a building doesn’t allow you to use it as a connection for IBR #1.

 Import to red terrain

for 1  Access a building on red terrain for 2, paid to the owner  Import and access neutral buildings to any terrain for 4

12

A neutral building can’t be adjacent to another neutral building.

™™

If an advanced resource building has at least one red or white space under it, then you can buy access to it with a follow action. You can’t follow with an import & access action.

Income Your income equals the number of different resources that you own. The first time that you build a particular resource, increase your income by 1 (move the cube on your player mat’s income tracker). You earn money equal to your income when an opponent plays Call to Vote. Each house that you build also adds 1 fleeting influence to your income.

Resource Board The resource board has no effect on the game, but it shows which players own and access each resource. ™™The first time that

Bridges/Gates Has access to a books building

Owns a books building

you build a particular resource, place a cube on one of that resource’s owner spaces. ™™The first time that you buy access to a particular resource, place a cube on one of that resource’s access spaces.

Bridges/gates are roads that you place on a river/wall space. Your opponents can’t trace connections through your bridges/gates. ™™Pay

4 money for this. Take a bridge/gate from your player mat and place it bridge‑side-up on a river space or gate-side-up on a wall space. ™™This obeys IBR #1 (must connect to a building you own). ™™Bridges/gates act like roads, so they ignore IBR #2 & #3 (may be adjacent to buildings you own, may build multiple on the same river/wall). ™™ ™™ ™™

Work Action: Construct Play your Construct card to build a personal building—a house or bridge/gate. As a main action, you pay 1 money less than normal cost. You can follow an opponent’s construct action to build a house or bridge/gate at normal cost.

™™

Construct main:

Build a personal building at - 1 cost. follow:

Building a house has two benefits. It immediately unlocks one of your workers, so you can use it for racial and prestige building actions. It also adds 1 fleeting influence gem to your income (see p15). ™™Pay

4 money for this. Take a house from your player mat and place it on a green terrain space. ™™ With the no-workers variant, only pay 2 money, and this doesn’t unlock a worker. ™™This obeys IBR #1, #2, & #3 (must connect to a building you own, no adjacent ownership, one per map section). ™™

You can only build houses in the forest

Build a personal building.

Houses

™™

Each player can build a maximum of 3 bridges/gates. Bridges/gates connect to all 8 adjacent spaces, as roads do. You can’t build bridges/gates on any terrain other than rivers or walls. You can build bridges/gates adjacent to each other. You can draw a connection that crosses two adjacent bridges/gates.

Green uses a bridge to make a connection over a river Blue can’t use Green’s bridge for a connection, even if connecting to a building that Green owns

Each player can own one house in each section. You don’t need to place a disc on a house since it’s already your color, but it counts as a building that you own for IBR #1 and #2.

13

Work Action: Upgrade Play your Upgrade card to build an advanced resource building.

Scoring Upgrade main:

™™Pay

4 money to build Build an advanced resource building and a connected road. a tier 2 resource or 6 follow: money to build a tier 3 resource. ™™Place one of your claim Build an advanced discs on the building. resource building. ™™Update your income and the resource board. ™™This obeys IBR #1, #2, & #3 (must connect to a building you own, no adjacent ownership, one of each resource per map section). As a main action, you must build a road before or after building a new resource building, and that road must connect to your new building. You can follow an opponent’s upgrade action to build any advanced resource building.

A new advanced resource building doesn’t score points. Instead, the owner of each supplier scores the points shown on the customer. ™™When a building scores points, it cascades some

of those points to its own suppliers. Score the building’s suppliers as though that building was just built, and subtract the cascading points from the building’s scored points. ™™The +X on a building’s requirement shows how many points are scored by the supplier itself. The rest of the scored points cascade to the supplier’s suppliers. ™™A neutral supplier subtracts double its points from the customer’s points. ™™ ™™ ™™

Suppliers A new resource building requires a delivery from each required resource on its tile. The new building is a customer, and the required resources are suppliers. Your new building must connect to a supplier building for each of its required resources, and you must have access to (or own) each of those suppliers.

Green builds a government resource building — it must connect to jewelry and books suppliers that Green can access, scoring 4 points to books’s owner and 2 points to jewelry’s owner Books keeps 2 of its 4 points, cascades 1 point to crops’s owner, and cascades 1 point to knowledge’s owner Jewelry usually keeps 1 of its 2 points and cascades 1 point to gems — if gems is a neutral resource, then it takes 2 points, and jewelry scores nothing

14

™™

Terrain cost doesn’t affect upgrade actions. When a neutral basic resource would score points, no one actually scores those points. Your advanced resource buildings must connect to a building that you own even if you don’t own any of the suppliers. For example, you could buy access to an opponent’s gems building and then build a jewelry building. The jewelry building must connect to the supplier gems building and to any other building that you own. If a customer has access to two copies of a required building, the player taking the current action decides which building to score as the supplier. This usually doesn’t matter unless the potential suppliers are owned by different players.

Work Action: Recruit

Work Action: Income

Play your Recruit card to buy any one adviser card on the adviser board.

Recruit main:

™™Pay

1 or 2 money Recruit an adviser and gain 1 fleeting influence . as shown above the follow: adviser’s slot. ™™You must have access to the adviser’s resource. Recruit an adviser. ™™You immediately gain the adviser’s rewards — 1 lasting influence gem and any points shown. ™™Add the advisor card to your hand. On a later turn, you may play it face-up for its Call to Work action or face-down for a basic action. You also gain 1 fleeting influence gem when you play this card. You can follow an opponent’s recruit action to buy any adviser card. At the end of turn, after all follow actions, shift all remaining advisers to the left, then refill the empty spaces left to right by drawing cards from the adviser deck. (If there is a space on the adviser board to the left of any card, move that card left, so that all empty spaces are on the right side of the board.)

Scholar

Haggler

Taskmaster

Carpenter

Recruit an adviser for no cost.

Perform a trade action at - 1 cost.

Recruit two advisers at once, paying for both

Build a personal building at - 2 cost.

Recruit

Trade

Recruit

Construct

Requires access to jewelry

Gain 1 point and 1 lasting influence when bought

In a 2-player game, you can play your Income card to gain money equal to your income tracker and 1 fleeting influence for each house that you’ve built. You can follow an opponent’s income action as though you were following any other card (Trade, Construct, Upgrade, Recruit). You can’t collect income as a follow action.

income main:

Collect income. follow: Perform the follow action of any other card or a standard follow.

Call to Vote Play your Call to Vote card to return your other cards to hand and place a prestige building on the map.

Call to vote

™™You must have at least

2 cards on the table to do this—or 3 cards in a 2-player game.

Three effects occur before the vote.

follow: 1. Calling player: Gain bonuses 2. Calling player: Reset cards and workers. 3. Other players: Gain income 4. All players: Vote

i. Gain 1 Bonus Per Card in Hand: For each card remaining in your hand, you either gain 1 money, gain 1 fleeting influence, or build a road. ii. Reset Cards and Workers: You then return all of your action cards to your hand, including Call to Vote, and return all of your unlocked workers to your player mat, which can now take worker actions again. iii. Opponents Gain Income: Each opponent gains money equal to their income trackers and 1 fleeting influence per built house. ™™ ™™

You play Call to Vote to the table, so it’s not in your hand when you gain a bonus for each card in hand. You can’t take a worker action as a bonus.

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Vote for Proposal After gaining income, players vote for one of the three proposal cards on the adviser board. Each player must secretly hide one of their voting tiles along with any number of their influence gems, which are all dedicated to vote for the same proposal. Then, reveal all hidden votes simultaneously. Count your votes as: ™™1 vote for your voting tile ™™1 vote per fleeting influence (white gem) ™™2 votes per lasting influence (red gem)

The proposal with the most total votes among players wins the vote. ™™A tie vote is broken by the player with the lowest

score. (Find the player with the lowest score among all players that voted for the leading proposals. That player’s voted proposal wins.) ™™If players are tied for the lowest score, break that tie in turn order. (The active player wins that tie, or the next player clockwise from the active player.)

Players discard all influence that they dedicated to the vote and all fleeting influence. You keep any lasting influence wasn’t dedicated. ™™ ™™

You can’t choose to not vote for a proposal. You’re not forced to dedicate your fleeting influence to a vote, but either way, you discard it after the vote.

Build Prestige Building Find the prestige building shown on the winning proposal card and give it to the player who dedicated the most votes to that card, with ties broken by the player with the lowest score, then by turn order. That player decides where to build the building. ™™You must build the building covering at least one

space of terrain shown on its proposal card. ™™You must build the orange buildings over specific ruins spaces, shown on the map below. ™™This obeys IBR #3 (can’t have two prestige buildings of the same color and shape in one map section). ™™

This ignores IBR #1 and #2 (doesn’t need any connections, may be adjacent to any buildings).

University University

Return up to two discarded cards (except Income) to your hand.

North Gatehouse

The Salt Barrel

Gain access to a resource tile on a connected entrance space for free.

Recruit an adviser at - 1 cost.

Build the University over at least 1 green space

Player 1 (score 29)

Player 2 (score 34)

Player 3 (score 19)

B

Player 4 (score 22) A

In this vote, the 1st and 2nd slots tie at 5 votes each  Player 4 has the lowest score of those voters, so the 1st slot, the University, wins the tie  Player 2 dedicated the most votes to that slot and chooses where to build its prestige building

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A/B

C C

A/B

Orange Buildings: (A) West Gatehouse, (B) North Gatehouse, (C) Ghost Fortress  On the symmetric map, you may build a gatehouse over any of the three outer ruins

A/B

Reset Proposal Cards Place the winning proposal card beside the board with its worker action face-up.

The Crooked Bone

Gain 1 for each basic resource tile adjacent to this tile.

Discard the two losing proposal cards to the top of the proposal deck. Draw three proposals from the bottom of the deck to refill the adviser board. ™™When you draw two proposals of the same type

(same shape and color), then discard the second of those cards and replace it with another card from the bottom of the deck.

Prestige Building Deliveries Prestige buildings have up to 5 required resources. When a prestige building connects to a required resource building, that resource immediately delivers. ™™When your resource delivers to a prestige

building, place one of your delivery cubes on the prestige building covering that resource. ™™You score the points shown on the prestige building. These points cascade to your building’s own suppliers, just as with scoring advanced resource buildings. ™™When a prestige building requires a neutral basic resource, that resource delivers immediately if its building is anywhere on the map, needing no connection. ™™If multiple buildings could simultaneously deliver to a prestige building, then the player who created the connection this turn chooses which building delivers. A prestige building is complete when all of its resources are delivered. When this happens, place any completion token on it. ™™ ™™ ™™

Each resource can only deliver once to each prestige building. Completion tokens have no effect. They only track how many buildings must be completed to end the game. A player’s bridges/gates can only connect that player’s owned resources to prestige buildings.

Green connects and delivers a government resource to the Merchant’s Guild — Green covers the resource with a cube and scores 10 points Green keeps 4 of the 10 points, cascading 4 points to books and 2 points to jewelry — books and jewelry then cascade some of those points to their own suppliers

Completion tokens

Achievements (Optional)

Achievement

To score an achievement, each player that’s completed its goal scores its points, and you then turn that achievement facedown to show that it can’t score again. Score each achievement as described here. ™™Immediate (red): Score this at the end of

any turn, after all follow actions, that any player has completed it. (Multiple players can complete and score this during the same turn.) ™™Mid-game (blue): When 2 prestige buildings are complete, score this at the end of the turn, after all follow actions. ™™End-game (purple): Score this at the end of the game.

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End of Game When 6 prestige buildings are complete, finish the current turn, including all follow actions. Then, each player scores 1 point per lasting influence or 4 money that they have remaining, and score the purple achievement. The player with the most points wins. ™™ ™™

Ties are broken in turn order, beginning with the final turn’s active player. You may continue delivering to and completing other prestige buildings after completing the 6th building.

Solo Play In the solo game, your goal is to complete 6 prestige buildings before the end of 7 rounds. You can track your points and play for a personal high score. Setup: Follow normal setup rules with these additions. ™™Choose any race and color. Place one of your

race’s starting basic resource buildings on any numbered space. ™™Choose a neutral color. Place a neutral disc on space 1 of the score track as a round tracker. Place the other neutral discs beside the board. ™™Place 2 lasting influence gems with the neutral discs. These gems are called the influence cost. ™™On the adviser board, place a fleeting influence gem below the 2nd proposal slot and a lasting influence gem below the 3rd proposal card slot, to note the slot’s influence cost. ™™Don’t use voting tiles, the Income action card, or the no-workers variant. Player Turns: You take actions normally, with these exceptions. ™™You may own and import any basic resource. ™™After you play an adviser card face-up, discard it

to the bottom of the adviser deck.

™™ ™™

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There are no follow actions or neutral resources. Each basic resource you own increases your income.

Prestige Buildings: Each round, each incomplete prestige building requires at least one delivery or an influence payment. ™™During the end of each round, you place a neutral

disc on each incomplete prestige building. ™™When you deliver a resource to a prestige building, remove its neutral disc. ™™Each time you complete a prestige building, add 1 lasting influence gem to the influence cost.

Solo Game Difficulty Some racial actions and starting map spaces make the solo game more difficult.

Easier: Pink Orchid, Blue Quatryl



Moderate: White Savvas, Green Harrower, Gray Aesther — Thematic map west section, Any symmetric map section

Harder: Purple Human, Brown Vermling — Thematic map northeast section Challenging: Yellow Valrath, Orange Inox — Thematic map center section

Call to Vote (End of Round): You can’t play Call to Vote until it’s the last card in your hand. It follows these steps. i. Collect your income and return your cards to your hand. Don’t gain bonuses for cards in your hand. ii. For each prestige building that has a neutral disc, pay influence equal to the influence cost. If you can’t do this, then you lose the game. ™™ The influence cost is 2 per lasting influence. Fleeting and lasting influence are worth 1 and 2 influence respectively. (For example, you could pay a 2-gem influence cost with 4 fleeting influence.) iii. Choose and pay influence for one of the proposal slots on the adviser board. To choose the 3rd slot (square), you must pay influence equal to the influence cost. To choose the 2nd slot (circle), you must pay half the influence cost (1 per red gem in the cost). The 1st slot (triangle) is free. iv. Place that slot’s proposal beside the board showing its worker action. Place its prestige building on the map using normal rules. v. Place a neutral disc on each incomplete prestige building that doesn’t have a disc. Place a disc on the newest prestige building before delivering any resources to it (an immediate delivery removes the disc). vi. Don’t discard the unchosen proposal cards. Slide those cards left to fill the slot that you picked from, and fill the 3rd slot with a new card from the deck. Replace the new card if it has the same type as a card in another slot. vii. Discard any unspent fleeting influence. viii. Advance the round tracker 1 space and begin the next round. End of Game: The game ends immediately when you play Call to Vote on round 7, and you win if you’ve completed all 6 prestige buildings. Score 1 point per remaining lasting influence and 4 as normal.

Shaping History — for Gloomhaven Players This game includes one Gloomhaven city event card for each player race. You can play a game of Founders of Gloomhaven that adds one of these events to your Gloomhaven campaign. This is a one-time permanent event, so we recommend you only do this with players that fully understand this game’s rules and strategy. ™™Play a game on the thematic map using

normal rules. You may use the no-workers and achievements variants. ™™If you win, find the event card that matches your player race and write the following on it: ™™ Your favorite building that contributed to your victory ™™ The city section that contained this building, from the map below ™™ The name of the governing body that you created in the wake of your victory — be creative! ™™Shuffle this card into your Gloomhaven city event deck. You can never add another Founders event to that campaign.

Horn District

Boiler District

Mixed District

Ward of Scales

Traveler’s District

Gloomhaven Square

Old Docks Sinking Market

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Quick Reference Setup (p4): Randomly choose active player, draft 1st resources and player colors in turn order ™™ Draft 2nd resources in reverse turn

order, steal an opponent’s resource if remaining resources are forbidden ™™ Draft starting map spaces in reverse turn order using numbered spaces equal to player count or less ™™ Begin with 7 money, five action cards, score at 0 points, income at 1 ™™ If two proposals of same type on proposal board, discard one of them and replace it ™™ With 2 players, draft 3rd resources in turn order and take Income action card ™™ With 2 or 3 players, choose neutral color for unchosen basic resources ™™ May place one of each achievement card face-up Important Building Rules (p10): ™™ IBR #1: When you build something

(except for basic resource buildings), it must connect to a building that you own ™™ IBR #2: You can’t own two adjacent buildings (excludes bridges/gates) ™™ IBR #3: Each map section can only hold one building of each type (one of each resource, players’ houses, and prestige building type)

Basic Action (p10): Play any card face-down for 1 money, 1 fleeting influence, build a road, or worker action ™™ Can’t follow active player’s basic action ™™ May follow any Call to Work action with

a basic action

Trade (p12): Import basic resource for money equal to terrain cost ™™ Buy access for terrain cost + 1 money,

paid to resource’s owner

™™ Import and access for 4 money paid

to owner, can import neutral resource anytime or any player’s basic resource after 2 prestige buildings completed

Construct (p13): Pay 4 money for house or bridge/gate Upgrade (p14): Pay 4/ 6 money for tier 2/3 building, must have access and connection to required resources ™™ The new building scores its suppliers,

which cascade points to their own suppliers ™™ Cascade double points to neutral suppliers

Recruit (p15): Pay 1/ 2 money as shown on slot to add card to hand ™™ Must have access to card’s resource,

immediately gain points and influence on the card ™™ After all follow actions, slide cards left and refill

Income (p15): Gain money and influence income (2-players only) Call to Vote (p15): Must have 2 action cards on table — or 3 cards in 2-player game ™™ Take 1 basic action (not worker action)

for each card remaining in hand, opponents gain income ™™ Proposal votes count 1 per voting token, 1 per fleeting influence, 2 per lasting influence ™™ Ties broken by lowest player score, player who casts mosts votes for winning proposal places building ™™ Must cover at least one space of prestige building’s terrain type, orange buildings have preset placements ™™ Discard losing proposals and draw new proposals, redraw if two proposals of same type, discard all dedicated influence and fleeting influence Prestige Buildings (p17): Immediately deliver and score connected resources ™™ Deliver neutral resources without

needing a connection

™™ Each player that delivers any resource

to building can use its worker action

Achievements (p17): Score red at end of any turn, blue after two prestige buildings completed, purple at end of game End of Game (p18): After 6 prestige buildings completed, finish current turn, score 1 point per lasting influence or 4 money

Credits Design and Development: Isaac Childres Artwork: Alexandr Elichev Graphic Design: Josh McDowell SPECIAL THANKS: Kristyn Childres, Katie, Finn, Ada, and Cora McDowell, Taya Karpenko, Efka Bladukas, Montgomery Box, Alden Bradford, Clinton Bradford, Jonathan Cox, Stefan Ebner, Paul Grogan, Richard Ham, Andrew Helton, Brian Hunter, John Iles, Kaili Jiang, Price Johnson, Carl Klutzke, Brian Lee, Marc Michaud, Jelena Paripovic, Adam Sadler, Brady Sadler, Jeremy Salinas, Eric Sanson, Jack Spoerner, Scott Starkey, Alexander Stransky, JC Trombley, Vincent van Doorn, Arne Kjell Vikhagen, David Ward, John Ward, Joe Wiggins, and Jacob Yeager Unofficial Manual Rewrite v1.2: This document was edited and formatted by Dean Ray Johnson / dreamshade at BoardGameGeek.com. This document contains text and graphics from the original manual, published by Cephalofair Games, and from pictures taken by Chris Doody @ BoardGameGeek.com. All text and graphics copied in this document are assumed to fall under fair‑use purposes for non-profit works.

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