How to Play Gloomhaven: Cards, Initiative, Monsters & Exhaustion
Gloomhaven scenarios are driven by a hand of multi-use ability cards. Each round you secretly choose two cards, reveal them with the other characters, determine initiative, then use the top action of one card and the bottom action of the other. That same hand is also your stamina clock: as cards are lost, the number of rounds you can survive shrinks.
Scope. This guide explains the core Gloomhaven scenario system used by the BoardGame Archive Gloomhaven hub. Scenario-specific rules and current Cephalofair errata always take precedence.
Choose two ability cards for the round
At the start of a normal round, choose two cards from your hand. Pick one of their initiative values as your initiative for the round. Players may discuss general plans, but the game restricts sharing exact hidden card information before reveal.
Reveal cards and monster ability cards
Once every character is ready, reveal the chosen cards. Draw one ability card for each monster type currently present. Character and monster turns are then ordered by initiative, from lower numbers to higher numbers.
On your turn, use one top action and one bottom action
You normally perform the top half of one chosen card and the bottom half of the other, in either order. You can also use the basic fallback actions printed by the rules when a card’s main action no longer fits the situation.
Actions can move, attack, heal, create or consume elements, apply conditions, summon allies, manipulate the map or interact with scenario rules. Some powerful abilities show a lost-card symbol; when used for that effect, the card goes to the lost pile instead of the discard pile.
Attacks use an attack modifier deck
Resolve an attack from its base Attack value, then draw an attack modifier card to adjust damage or apply special effects. Conditions, shields, range, line of sight and area patterns can change the result. Characters improve their modifier decks through perks over the campaign.
Monsters follow focus and movement rules
Monsters do not make free tactical choices. Their revealed ability card defines the movement and attack values available that round, while the focus rules determine which enemy they try to reach and attack. Obstacles, traps, difficult terrain and other figures affect the legal path.
Resting returns discarded cards but permanently loses one
When your hand becomes too small, you need to rest. A short rest happens between rounds and quickly returns the discard pile to your hand after losing a card. A long rest consumes your round at initiative 99 but gives more control and additional recovery benefits. Either way, the hand gradually shrinks.
You can lose cards to prevent damage
A character may prevent a source of damage by losing an appropriate card according to the rules. This can keep you alive, but it accelerates exhaustion because that card no longer returns through resting.
Exhaustion removes a character from the scenario
A character becomes exhausted if their health reaches zero or if they cannot meet the card requirement to begin a round. The scenario can continue with the remaining characters unless the scenario objective or failure condition says otherwise.
The scenario ends when its objective or failure condition is met
Most scenarios have a specific objective rather than a generic “kill everything” rule. When the party succeeds, apply the scenario’s completion rewards and campaign consequences. If the party fails, scenario-specific and campaign rules determine what carries forward before a later attempt.
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Sources and scope
Checked September 20, 2026. Jaws of the Lion and Frosthaven have their own onboarding and campaign structures.