As with every complex, multi-level game, in Gloomhaven there are rules you tend to omit, forget or simply misinterpret. Recently, our company was enlarged by the fourth member, and even though he thoroughly read the rulebook, he approached us with question: Guys, what was the most common mistakes you committed during the initial scenarios of Gloomhaven? I want to avoid them in our play!
Well, we prepared – spontaneously – the list. To be quite honest, we had some laugh seeing what funny mistakes we did in the past. Still, I think it is worth sharing with other players as it might help to avoid those pitfalls. The list is more or less chronological, although with some issues we dealt pretty quickly and some were with us for long time.
Video version of the article:
Other articled in the world of Gloomhaven / Frosthaven: Strategy guide - Brute Strategy guide - Spellweaver Strategy guide - Doomstalker Strategy guide - Tinkerer Our Gloomhaven Campaign in chronological order Gloomhaven: Jaws of the Lion – Voidwarden and Demolitionist Gloomhaven: Jaws of the Lion – Red Guard and Hatchet Frosthaven – starting classes (1/2) Frosthaven – starting classes (2/2)
Read with understanding

Very simple suggestion but so necessary. Really, read carefully, with understanding, not only rules but cards, FAQ, etc. Especially if English is not your native language. Example: attack is different thing than attacks and completely separate from attack action. We misinterpreted some of the items and action cards initially so be careful with this.
Traps

Only damage traps inflict a direct hit to health as per the table at the end of the Rulebook – the higher scenario level, the more sever the effect. Still, there are tons of scenarios where additional effects – stun, wound, poison – are also applicable. There are also such cases when trap has only negative effect, no damage. We sometimes forgot to check and missed that. So please, as mentioned in first paragraph, pay attention when reading!
Scenario level calculation

Such an easy thing to miss. It occurred that some of our scenarios we played on Hard, not Normal level as we made a mistake in formula – we simply did not divide by two the average level before rounding it up! We managed to pass those adventures successfully and then consciously switched to higher difficulty levels, but initially it really puzzled us why it was so hard to win them!
Negating the damage with cards

There is a clear passage in the rule book, that player can choose one card to lose from his or her hand or two cards to lose from his or her discard pile to
negate any damage. We forgot about that crucial rule once or twice – especially easily done in the heat of the battle – which costed us one scenario and very difficult ending of another. Be aware of that!
Healing action vs. poison / wound

- As per rules, if you are poisoned and the heal ability is used on you, the POISON token is removed, and the Heal has no other effect.
- On the other hand, when a Heal ability is used on a wounded figure, the WOUND token is removed and the Heal continues normally.
- Third possible occurrence, is when character is wounded and poisoned. Healing then removes both POISON and WOUND tokens but the heal still does not heal damage.
Of course, in our initial games we messed those things. Nowadays there are no errors during our game-play regarding the Heal ability, but a home-rule was created: we thought it a little unfair that it is so easy to get rid of wound, so in our plays when you are wounded, you spent 1 Heal point on removing the WOUND token and the rest on regular Heal.
Advantage / disadvantaged – rolling modifiers

One of the most troublesome things for us to grasp were correct application of advantage / disadvantage and rolling modifiers.
The rulebook says: An attacker with Advantage will draw two modifier cards from their deck and use whichever one is better. If one rolling modifier card was drawn, its effect is added to the other card played. If two rolling modifier cards were drawn, continue to draw cards until a rolling modifier is not drawn and then add together all drawn effects.
So, when you draw a rolling POISON and “2x” symbol – wow – you not only inflicted double losses but also a poison with advantage. But when you got rolling POISON and “Null” – although it is advantage – you score 0 damage (but poison effect works). That seems counter-intuitive but as designer explained, playing with thin attack deck and making it more powerful by rolling modifiers brings possibility of failure.
I felt it very painfully with my small Scoundrel deck (14 cards) when I added rolling poisons there. Well, Null was not a rare occurrence there unfortunately.
On the other hand, having a disadvantage and drawing a rolling modifier results in cancelling the latter. But if you got x2 and rolling poison – despite this being at disadvantage – you get double damage!
Advantage / disadvantaged – unused blesses / curses

A small thing, which we recently learned but it seems we played it incorrectly previously – again, touching advantage / disadvantage situations. Remember – you should always remove any blessings / curses once you have drawn them; so, unlike the regular Null or 2x cards, the blessings / curses do not get re-shuffled back into the deck after you have drawn them once. They get taken out of your deck after they have been drawn the first time and returned to the common pool. So, when you have advantage and get Curse and +1, you of course use positive modifier but Curse is still removed from the deck!
Difference summon vs spawn

That was somehow tricky form the start and even today we scratch our heads to make sure we play the summons and spawns correctly. I would like to provide some brief differentiation for fellow readers as it also helped us.
Key difference 1: Summoned monsters never act in the turn that they are summoned. Monsters that are spawned in the middle of the turn act just like monsters who are revealed when a door is opened in the middle of a turn.
Key difference 2: When a monster summons another monster, it must be brought in an adjacent empty hex, as close as possible to a character. If there are no adjacent empty hexes, there will be no summon. While when monsters spawn, they must also spawn in an empty hex. If their spawn hex is not empty, they will spawn in the nearest empty hex to it, regardless of if it’s adjacent.
Still, we need to remember about one similarity of those two types – when a monster dies, a money token is only placed on the hex where it died if the monster was not summoned or spawned.
How long the effects last

The conditions – both positive (strengthen) as well as negative (muddle, stun, immobilize, etc.) were source of confusion for us for some time. Especially the question – how long do they last?
The rulebook says conditions lasts until the end of your / monster next turn. The FAQ clarifies that next turn means your next full turn. So, if you start a turn with the condition in effect, then at the end of that turn, it is removed. If a monster stuns you on its turn, then your next turn (whether that happens in the current round or the following round) you would be under the effect of stun, and then it would go away at the end of that turn. If you manage to get stunned on your own turn, you would immediately suffer the effects, then you would also suffer from the effects on your following turn in the following round before the effect wore off at the end of that turn. This also applies to conditions on monsters.
Another tricky thing was with the question – when my positive effects which I put on myself, start to be active? The answer is immediately! Look at the picture above. If in my turn I first play top of Smoke Bomb, the strengthen from this will immediately work on the bottom of Crippling Poison played the same turn. Maybe not the most powerful combination in this case, but I hope you know what I mean 🙂
Loot

In many scenarios we played the loot incorrectly. In many that really did not matter. Still, when you perform end of turn loot or a loot action on a treasure, you open it immediately. This is important, as you might encounter a crippling trap! If you get an item, it goes to your backpack, but you cannot use it that scenario.
Elements

Sometimes we forgot that if you create the element, you cannot use it yourself that turn! They become strong only at the end of the turn of character / monster which created it. Then, if there are monsters consuming particular elements, all monsters of that type use it, not only one of them! It is just enough it is available at their beginning of turn / initiative.
Just to be clear, you can create element and in the same turn consume the one produced by monsters / your buddies in the group. You just simply cannot do it for yourself.
Prosperity ticks

The Gloomhaven prosperity is one of key elements in the game. While in the end we did not made any mistakes in that aspect, we couple of times had a real issue to understand how it works.
In essence you can get the prosperity ticks by something you will discover after opening envelope B – you are getting a “minor-tick”. Not a full prosperity increase, but one of the minor-ticks leading to it. We had also missions which said at the conclusion+1 prosperity. Again, it was only that small mini-tick, not the full level of town prosperity. You can get used to it with experience.
When scenario ends?

The scenario ends at the end of the round that the objective is achieved. If you have accomplished your mission, you still have until the end of the round to loot coins and open treasure chests. The round does not end immediately when the last enemy dies – if that was your objective. And of course, you can still can have some character exhausted (but if all of them dies, scenario is a failure!) . We missed that rule couple of times – usually to our detriment (as a lot of loot was still available!)
Summary
What I presented above was a list of difficulties / errors our group were facing. Familiarizing our new player with them really helped to bring him up to speed. Should you be interesting in more rules explanations, I strongly recommend reading the official Gloomhaven FAQ.
On a side not, if you played Gloomhaven, what were your most common and notorious errors?
PS. I omitted one section completely – monster movement. That is so vast and large topic that requires separate article. But that is for another time!
Monster Summons act differently than Hero Summons. Especially, the rule that they draw an Initiative card & stay around after the summoner dies (living bones).
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True, one more tricky thing to remember!
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Pretty sure the most common error is ‘playing Gloomhaven.’
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Appreciate this! Learn a couple things.
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That was also a good refresher for me!
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There is a factual error in this. Spawned monsters do drop coin tokens. Summoned monsters don’t, but spawned ones do. Page 31 of the rule book specifies summoned monster rules, and call out that they do not drop loot. Page 34 details the spawned monster rule, and says nothing about loot dropping, which means they operate as monsters usually do with regards to dropping loot, i.e. they do drop loot.
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For me, the rulebook p.20 is final clarification: “When a monster dies, a money token is also placed on the hex where it died if the monster was not
summoned or spawned.”
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For Blessing and Curses: “They get taken out of that scenario entirely after they have been drawn the first time.”
This is a bit misleading – The Curse/Bless will be removed from the players deck; but should return to the common player/monster pile for curses and player pile for blessing (10 each). These are available to be placed back into the player/monster decks based on abilities. The official FAQ’s topic of “[R1 Errata] No. The curse deck should be split into two equal decks of 10 cards each (Rev 2 has symbols on the cards denoting this).” has the carification.
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Yes, you are correct, it comes back to “10 card’s deck”. Will edit article with that in mind.
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I believe the prosperity thing is wrong and if you get a prosperity for a scenario it goes on the big tick board not the little donation tick board
it’s clearly laid out that way on page 48 of the rulebook. “Gloomhaven prosperity can be gained either through certain event or by completing certain scenarios. The prosperity points are tracked along the bottom of the map board [a], and it shows a picture of the main prosperity tracker.
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But he isn`t talking about “donations -minor- tick”, but about “mini” tick. The kind of which you need five to level up town prosperity from 1 to 2. It was ment not to level up your city of whole, if you get prospetity +1 at the end of scenario. I had to read it also twice.
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Yes, this is what I mean. In sanctuary you get mini-mini ticks which after some time translate into mini-ticks, which in the end, when accumulated, be prosperity ticks. The scenarios immediately give you mini-ticks, not minim-mini ticks.
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Question about summoning – if the summoner is under the effect of Hostile Takeover when they are supposed to perform a summon action, what should happen? Does the summoning happen as normal? Or do nothing? Or summon, but the summon is on the player’s side?
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Really good question. Need to check.
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The summon will happen as normal, but with the only exception being where the summon is placed. It will be placed in an adjacent space closest to your enemies instead of his. The summon will otherwise not be affected by Hostile Takeover.
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I am really bad at remembering to put the elements down at the end of the round.
I also have a tendency to lose cards when a road event says “discard” cards, which means I get exhausted in that scenario.
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Each of us has its own, most common error 🙂 The most funny thing we keep forgetting over and over again same things!
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Very useful article. Even after 17 scenarios our group is still learning the correct rules.
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Thank you! Glad you liked it!
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Hello there!
I do not want to disappoint you, but I am pretty sure you get the whole advantage/disadvantage wrong.
Both, with advantage and disadvantage you are forced by rules to take two (let’s call it: first and second draft) modifier cards – if any of those card are rolling modifier, you take another untill it is not modifier and ad all together in a single draft.
However rolling modifier does not count as first or second card, only as “ad” card in current draft.
So you can end up taking for first card draft *rolling poison* and *Null* and then proceed to second card draft, where you take *rolling +1*, *rolling Light* and *2x*
Result in Advantage is: you take second card draft 2x (double damage) +1 (add 1) and infuse Light
Result in Disadvantage is: you take first card draft Null (no damage) but inflict poison.
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I will allow KubJ to answer (our group rules expert), but when you look at the rulebook and Advantage/Disadvantage example you will quickly see how the things working (you can also check on BGG that interpretation in this article is correct)
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effects may be disregarded, but a card still is a card and they do count. You overcomplicated them, we played similarly, and it’s wasn’t correct. at the bottom of page 20 – regarding disadvantage it says” rolling modifiers are disregarded, ” but in case selecting 2 rolling modifiers You draw more card until “a rolling modifier is not drawn” and apply effect of the last card played(first without the rolling modifier – example “f” – just one card without a rolling modifier), You don’t pick other and select worse result with non-rolling modifiers. if you picked rolling modifier or 2 modifiers, In case of advantage You add all rolling modifiers to the first card without rolling modifier(exanple “c”), with disadvantage you disregard all rolling modifiers and only use first non-rolling modifier. Another huge problem we didn’t touch here is ambiguity, whensimple card withut any effect(from”-2″ to “+2”) is picked with a card with any effect – then the first card should be picked , we usually played that we picked numerical over special cards, which was wrong too.
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Been playing for over three years now (we meet monthly) and only recently learned that some retirement goals are shared by a group. Example: if goal is kill 20 oozes, that doesn’t mean your character has to provide the death blow (side note, that’s the first time I’ve ever had to type that term!), the party contributes to that goal. That really sped up retirement for some of our party, especially when they weren’t DPS.
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Wow, we play 2.5 years and I was not aware of that!
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There is nothing in rules that says personal quests are secret, so it depends on the group if they reveal them or not. I don’t agree with Your interpretation that whole group may help to finish such quest for You (by killing enemies), for me its a “personal” not a “party” quest. For me they way You say is more like a houserule(which is fine, i don’t mind it especially if that makes game more fun to swap characters more often). We’ve layed personal goals secreat until some point where we got stuck with characters for too long.
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from official faq after rulebook – “If I have to kill a certain number of something, do I have to land the killing blow?
Yes. You also get credit for kills if your summon lands the killing blow.” so only Your own summons may add their kill to Yours, not teammates, but as i said, i don’t mind such minor houserules if they make game more fun.
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Pretty sure you are wrong about the chests. Page 15 of the Rulebook: “if a specific item name is listed, find this item in the deck of unique items and immediately add it to your pool of items.”
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i think it was ment if the remaining of the last round, after fulfilling the requirements, we get a chest, we open it at the end of the turn. It’s possible we played chests incorrect for most of our campaign, we usually checked loot number after the scenario ended so it was rather for our disadvantage, but as there can be some traps(we discovered that in the middle of the campaign) it’s better to check immidiatelly. We found GH often too easy for us (we were well oiled team), so being incorrect to our disadvantage most of a time is fine, if we played that better, game would be even easier.
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