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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...
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.
follow: follow:
On Purple’s turn, Purple plays a Yellow follows the Construct card, paying Play the Call to Vote card to
Construct card and pays to build a to build a bridge return all of your cards to your
house with a - 1 money discount Blue instead follows with a basic action hand, so that you can play any
to gain 1 money 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 Green can’t build one of Blue’s Green can then build a books
knowledge and Green controls crops knowledge buildings, but the building, which requires crops and
— they own basic resource buildings Trade action lets Green access a knowledge — this scores 1 point
for those resources knowledge building, putting a disc each for Green and Blue, for owning
under the owner’s disc the supplier buildings
2
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.
Components
3
Setup
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.
Resource board
Building tiles
4
There are three tiers of adviser cards. Shuffle each tier face-down into Scholar
Draw three proposal cards from the bottom of the deck. Place one Recruit
card in each of the adviser board’s top slots.
If you draw two proposals of the same type (same building shape An adviser’s tier is on
and color), discard the second of those cards to the top of the its back corner
deck, and replace it with a card from the bottom of the deck.
The Crooked Bone
University North Gatehouse The Salt Barrel
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). Blue resource card —
building guide on the back
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.
Cube on
1 income 3 bridge/gate tiles
Forbidden
resources 2nd resource card
3 houses
with a worker
on each
Racial
worker action
6
#6. Draft Map Spaces
Green
Crops
Writing Gems Harrower
Blue
Knowledge
Tier 2 Resources Quatryl
Brick
Machinery
Yellow
Metal
Valrath
Food Leather
Orange
Livestock
Inox
Books Jewelry
Brown
Wood
Vermling
Tier 3 Resources
Labor Government Pink
Gems
Orchid
Cloth
Weapons Gray
Any
Aesther
7
2nd resources in reverse turn order
6 completion tokens
Discs and cubes for
neutral resources
Adviser board —
building guide
The Crooked Bone
Proposal
deck
Gain 1 for each basic
resource tile adjacent
to this tile.
University North Gatehouse The Salt Barrel
Return up to two discarded cards Gain access to a resource tile on a
Recruit an adviser at - 1 cost.
(except Income) to your hand. connected entrance space for free.
Adviser deck —
in tier order
Scholar Haggler Taskmaster Carpenter
trade
main: Construct
main: Upgrade
main: Recruit
main: Call to vote
Recruit two advisers at once, Build a personal building
Recruit an adviser for no cost. Perform a trade action at - 1 cost. paying for both at - 2 cost.
Recruit Trade Recruit Construct 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
follow: gain 1 fleeting influence .
follow:
Perform a trade follow:
action in a
red space or white space.
Build a personal building.
1. Calling player: Gain bonuses
Build an advanced
2. Calling
resource player: Reset cards
building.
and workers.
Recruit an adviser.
3. Other players: Gain income
4. All players: Vote
3 bridges/
2nd resource
gates
card
Table Setup Summary (3-player game)
3 houses with a
worker on each
1 income
Cube on
8
Simpler Variant: No Workers Advanced Variant: Achievements Achievement
For a simpler game, place all player For a game with more goals, place
mats with the b-side face‑up, showing a random red, blue, and purple
no worker action. achievement card face‑up beside
the board during setup. These
With this variant, no one can
cards score at different times (see
gain workers or use worker actions.
p17).
Don’t place any workers on players’ houses.
Houses now only provide influence income
and cost 2 money (see p13).
Important Terms Four basic terrains with terrain cost (the cost to trade
with resource buildings on that terrain)
The following terms appear throughout this manual.
You own and have access to any building that you build.
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.
This obeys IBR #1 & #2 —
You ignore the IBRs when buying access to opponents’ buildings. Green’s new building is
Bridges/gates act like roads, so they ignore IBR #2 & #3. connected but not adjacent to
Prestige buildings are built by a community vote and aren’t owned by anyone, so they ignore another of Green’s buildings
IBR #1 & #2.
The first player takes the first turn of the game by playing an action card from 3
their hand. After completing the turn, pass the active player token left to the
2
next player, and that player plays a card. Play continues clockwise around the
table until the end of the game.
1
Once you play a card, it remains on the table, and you can’t play it again.
Play any card (except Call to Vote) face-down to take one of four basic actions.
10
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
Purple player mat worker action
with Call to Vote.
Your workers are locked at the beginning of the
game — build houses to unlock them (see p13). The Crooked Bone
You don’t need to show your opponents which cards you play
face‑down. Gain 1 for each basic
Prestige building
Your opponents can’t follow your basic actions. resource tile adjacent
There is no cost to build a road.
to this tile. worker action
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.
Play a card from your hand face-up and take the main action Scholar
You can’t play a Call to Work card unless you can fully resolve its main Recruit
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 The recruit action lets you buy advisers, like
influence—you must recruit an adviser to play it. this Scholar, which act as new action cards
Your opponents don’t need to play a card to follow your action.
The Scholar is a recruit-type card — when you
#3. Call to Vote play it, your opponents can follow it with a
basic action or the Recruit card’s follow action
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):
What Should I Do First?
Gain a bonus for each card remaining in your hand, and
If your racial action helps your early
your opponents gain income.
strategy, try building a house to
Return all of your action cards to your hand.
unlock a worker for the action.
Players vote on a proposal card on the advisor board. The
If you control crops or gems, try
winning proposal builds a prestige building on the map. building the tier 2 resource building
that only requires one supplier.
End of Game
Otherwise, try building a basic
When 6 prestige buildings are complete (all resources resource building that you can
delivered, see p17), the game ends at the end of the current connect to an opponent’s resource.
turn, after all follow actions.
11
Work Action: Trade #3. Import & Access
next page). follow: resources delivered), you may use this to build
any opponent’s basic resource building.
#1. Import Basic Resource Pay 4 money to the resource’s owner (or the
Perform a trade action in a
red space or white space. supply for a neutral resource). This ignores the
This builds one of your basic normal terrain cost.
resource buildings. Place one of your claim discs on the building,
Pay 1–3 money to the supply, matching the cost then place one of the owner’s discs on top of it (a
of the terrain that you build on. neutral disc or the opponent’s disc).
Place one of your claim discs on the building. This obeys IBR #2 & #3.
This obeys IBR #2 & #3 (no adjacent ownership, A neutral building can’t be adjacent to another neutral building.
one per map section). Basic resources don’t need
to connect to another building you own. Following
12
Bridges/Gates
Resource Board Has access to a Bridges/gates are roads that you place on a river/wall
The resource board has no books building space. Your opponents can’t trace connections through
effect on the game, but it your bridges/gates.
shows which players own
and access each resource. Pay 4 money for this. Take a bridge/gate from
Owns a books your player mat and place it bridge‑side-up on a
The first time that building river space or gate-side-up on a wall space.
you build a particular This obeys IBR #1 (must connect to a building you
resource, place a cube own).
on one of that resource’s owner spaces.
Bridges/gates act like roads, so they ignore IBR #2
The first time that you buy access to a
& #3 (may be adjacent to buildings you own, may
particular resource, place a cube on one of build multiple on the same river/wall).
that resource’s access spaces.
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.
Work Action: Construct You can build bridges/gates adjacent to each other. You can
draw a connection that crosses two adjacent bridges/gates.
Play your Construct card to Construct
build a personal building—a main:
house or bridge/gate.
Houses
Green uses a bridge to
Building a house has two benefits. It immediately make a connection over
unlocks one of your workers, so you can use it for racial a river
and prestige building actions. It also adds 1 fleeting
influence gem to your income (see p15). Blue can’t use Green’s
bridge for a connection,
Pay 4 money for this. Take a house from your even if connecting to
player mat and place it on a green terrain space. a building that Green
With the no-workers variant, only pay 2 owns
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).
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 Scoring
money to build a tier 3 follow: building’s suppliers as though that building was
resource. just built, and subtract the cascading points from
Place one of your claim the building’s scored points.
discs on the building. Build an advanced
resource building. The +X on a building’s requirement shows how
Update your income and many points are scored by the supplier itself. The
the resource board. rest of the scored points cascade to the supplier’s
This obeys IBR #1, #2, & #3 (must connect to a
suppliers.
building you own, no adjacent ownership, one of A neutral supplier subtracts double its points
each resource per map section). from the customer’s points.
Terrain cost doesn’t affect upgrade actions.
As a main action, you must build a road before or
When a neutral basic resource would score points, no one
after building a new resource building, and that road actually scores those points.
must connect to your new building. You can follow Your advanced resource buildings must connect to a building
an opponent’s upgrade action to build any advanced 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
resource building. and then build a jewelry building. The jewelry building must
connect to the supplier gems building and to any other building
Suppliers that you own.
If a customer has access to two copies of a required building,
A new resource building requires a delivery from each the player taking the current action decides which building to
required resource on its tile. The new building is a score as the supplier. This usually doesn’t matter unless the
potential suppliers are owned by different players.
customer, and the required resources are suppliers.
14
Work Action: Recruit Work Action: Income
Play your Recruit card to buy Recruit In a 2-player game, you can income
any one adviser card on the main: play your Income card to gain main:
You immediately gain Recruit an adviser. were following any other card Perform the follow action of any
other card or a standard follow.
spaces left to right by drawing cards from the adviser do this—or 3 cards in a 1. Calling player: Gain bonuses
deck. (If there is a space on the adviser board to the 2-player game. 2. Calling player: Reset cards and
workers.
left of any card, move that card left, so that all empty 3. Other players: Gain income
15
Vote for Proposal Players discard all influence that they dedicated to the
vote and all fleeting influence. You keep any lasting
After gaining income, players vote for one of the three
influence wasn’t dedicated.
proposal cards on the adviser board. Each player
must secretly hide one of their voting tiles along with You can’t choose to not vote for a proposal.
You’re not forced to dedicate your fleeting influence to a vote,
any number of their influence gems, which are all
but either way, you discard it after the vote.
dedicated to vote for the same proposal.
Then, reveal all hidden votes simultaneously. Count Build Prestige Building
your votes as:
Find the prestige building shown on the winning
1 vote for your voting tile proposal card and give it to the player who dedicated
1 vote per fleeting influence (white gem) the most votes to that card, with ties broken by the
player with the lowest score, then by turn order. That
2 votes per lasting influence (red gem)
player decides where to build the building.
The proposal with the most total votes among players
You must build the building covering at least one
wins the vote.
space of terrain shown on its proposal card.
A tie vote is broken by the player with the lowest You must build the orange buildings over specific
score. (Find the player with the lowest score ruins spaces, shown on the map below.
among all players that voted for the leading This obeys IBR #3 (can’t have two prestige
proposals. That player’s voted proposal wins.) buildings of the same color and shape in one map
If players are tied for the lowest score, break section).
that tie in turn order. (The active player wins that
This ignores IBR #1 and #2 (doesn’t need any connections, may
tie, or the next player clockwise from the active be adjacent to any buildings).
player.)
University
University North Gatehouse The Salt Barrel
C
A
C
A/B A/B
In this vote, the 1st and 2nd slots tie at 5 votes each
Player 4 has the lowest score of those voters, so Orange Buildings: (A) West Gatehouse,
the 1st slot, the University, wins the tie (B) North Gatehouse, (C) Ghost Fortress
Player 2 dedicated the most votes to that slot and On the symmetric map, you may build a
chooses where to build its prestige building gatehouse over any of the three outer ruins
16
Reset Proposal Cards The Crooked Bone
17
End of Game
18
Call to Vote (End of Round): You can’t play Call to Vote Shaping History — for Gloomhaven Players
until it’s the last card in your hand. It follows these
This game includes one
steps.
Gloomhaven city event
i. Collect your income and return your cards to your card for each player race.
hand. Don’t gain bonuses for cards in your hand. You can play a game of
ii. For each prestige building that has a neutral disc, Founders of Gloomhaven
pay influence equal to the influence cost. If you that adds one of
can’t do this, then you lose the game. these events to your
The influence cost is 2 per lasting influence. Gloomhaven campaign.
Fleeting and lasting influence are worth 1 This is a one-time permanent event, so we recommend
and 2 influence respectively. (For example, you only do this with players that fully understand this
you could pay a 2-gem influence cost with game’s rules and strategy.
4 fleeting influence.) Play a game on the thematic map using
iii. Choose and pay influence for one of the proposal normal rules. You may use the no-workers and
slots on the adviser board. To choose the 3rd slot achievements variants.
(square), you must pay influence equal to the If you win, find the event card that matches your
influence cost. To choose the 2nd slot (circle), you player race and write the following on it:
must pay half the influence cost (1 per red gem in
Your favorite building that contributed to
the cost). The 1st slot (triangle) is free.
your victory
iv. Place that slot’s proposal beside the board
The city section that contained this building,
showing its worker action. Place its prestige
from the map below
building on the map using normal rules.
The name of the governing body that you
v. Place a neutral disc on each incomplete prestige
created in the wake of your victory —
building that doesn’t have a disc. Place a disc on
be creative!
the newest prestige building before delivering
Shuffle this card into your Gloomhaven city event
any resources to it (an immediate delivery
deck. You can never add another Founders event
removes the disc).
to that campaign.
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. Traveler’s
vii. Discard any unspent fleeting influence. Mixed
District
Horn District
viii. Advance the round tracker 1 space and begin the District
next round.
Old Docks
Sinking
Market
19
Quick Reference
Setup (p4): Randomly choose active Basic Action (p10): Play any card face-down Income (p15): Gain money and influence
player, draft 1st resources and player colors in for 1 money, 1 fleeting influence, build a income (2-players only)
turn order road, or worker action
Call to Vote (p15): Must have 2 action cards
Draft 2nd resources in reverse turn Can’t follow active player’s basic action
on table — or 3 cards in 2-player game
order, steal an opponent’s resource if May follow any Call to Work action with
remaining resources are forbidden Take 1 basic action (not worker action)
a basic action
for each card remaining in hand,
Draft starting map spaces in reverse
Trade (p12): Import basic resource for opponents gain income
turn order using numbered spaces
money equal to terrain cost Proposal votes count 1 per voting
equal to player count or less
Buy access for terrain cost + 1 money, token, 1 per fleeting influence, 2 per
Begin with 7 money, five action cards,
paid to resource’s owner lasting influence
score at 0 points, income at 1
Import and access for 4 money paid Ties broken by lowest player score,
If two proposals of same type on
to owner, can import neutral resource player who casts mosts votes for
proposal board, discard one of them
anytime or any player’s basic resource winning proposal places building
and replace it
after 2 prestige buildings completed Must cover at least one space of
With 2 players, draft 3rd resources in
prestige building’s terrain type, orange
turn order and take Income action card Construct (p13): Pay 4 money for house or
buildings have preset placements
With 2 or 3 players, choose neutral bridge/gate
Discard losing proposals and draw new
color for unchosen basic resources
Upgrade (p14): Pay 4/ 6 money for proposals, redraw if two proposals
May place one of each achievement tier 2/3 building, must have access and of same type, discard all dedicated
card face-up connection to required resources influence and fleeting influence
Important Building Rules (p10): The new building scores its suppliers, Prestige Buildings (p17): Immediately
IBR #1: When you build something which cascade points to their own deliver and score connected resources
(except for basic resource buildings), suppliers
Deliver neutral resources without
it must connect to a building that you Cascade double points to neutral needing a connection
own suppliers
Each player that delivers any resource
IBR #2: You can’t own two adjacent Recruit (p15): Pay 1/ 2 money as shown to building can use its worker action
buildings (excludes bridges/gates) on slot to add card to hand
IBR #3: Each map section can only hold Achievements (p17): Score red at end of
Must have access to card’s resource, any turn, blue after two prestige buildings
one building of each type (one of each immediately gain points and influence
resource, players’ houses, and prestige completed, purple at end of game
on the card
building type) End of Game (p18): After 6 prestige
After all follow actions, slide cards left
and refill buildings completed, finish current turn, score
1 point per lasting influence or 4 money
Credits
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.
20