Gloomhaven: Jaws of the Lion

Gloomhaven: Jaws of the Lion

Use book-based maps and paired-card actions to complete cooperative tactical scenarios, learning the campaign through a staged tutorial.

Gloomhaven: Jaws of the Lion supports 1–4 players; community best: 2 players; playing time: 30–120 minutes. A WANGO browser trial has not been confirmed.

Background & introduction

Gloomhaven: Jaws of the Lion is a cooperative tactical campaign game. Players use character ability cards across linked scenarios, growing through battles and story choices.

Maps are printed directly in the Scenario Book, and the first five scenarios introduce the rules gradually. In an ordinary combat round, two cards provide one top and one bottom action, while initiative orders characters and monsters.

Your hand provides tactical choices but also limits endurance within a scenario. Resting moves some cards to the lost pile, so the party must balance advancing the objective, suffering damage, and preserving later turns.

Core rules & scoring

  1. The first five scenarios introduce the full rules gradually through the Learn to Play Guide; do not apply all later rules to scenario 1. The following covers normal play after the tutorial. Each round has card selection or long-rest declarations, initiative reveal and ordering, character and monster turns, then cleanup. For an ordinary turn, secretly choose two cards and use one for initiative. Discuss general plans, without revealing exact card titles or numerical values.

  2. Characters and all monster sets present share a lowest-to-highest initiative order; long rests use 99. Characters win ties against monsters. Tied characters compare their other cards, then decide if still tied. Within a monster set, elites act before normals, each in ascending standee-number order. Reveal one ability card per set; monsters perform only its listed abilities, without adding movement or attacks.

  3. On a character turn, use the top of one card and the bottom of the other, in either order. The initiative card need not supply the top. Resolve abilities within each action in printed order without interleaving the other action. You may skip abilities as permitted or replace a top with basic Attack 2 or a bottom with basic Move 2. A basic action discards the card and grants none of the replaced action’s lost-card, experience, or elemental effects.

  4. Rests return discards to hand, but ordinary rests cannot recover lost cards; these return after the scenario. Both rests require at least two discards and lose one. A short rest at round end loses one at random, with one chance to suffer one damage and randomly lose a different card. Declare a long rest at round start; on initiative 99, choose the lost card, Heal 2 Self, and refresh spent items, but not consumed items.

  5. You may negate one instance of damage by losing one card from hand or two from discards; additional attack effects still apply. Cards selected for the current round but not yet played are in neither area and cannot pay for this. Actually reaching zero or fewer hit points exhausts the character and removes the figure. At round start, inability both to select two cards and to long rest also causes exhaustion. Merely having fewer than two hand cards does not exhaust you immediately: with at least two discards, you can still long rest.

  6. Normal movement can pass through allies, but not enemies, obstacles, objectives, or walls, and cannot end in another figure’s hex. Check range and line of sight per attack target; apply attack bonuses, draw a separate attack modifier, then apply Shield. Ranged attacks against adjacent targets have Disadvantage. Characters automatically loot their current hex at turn end; uncollected loot is not automatically awarded after the scenario.

  7. Monster focus prioritizes an attack path crossing the fewest traps, then requiring the least movement; a further tie goes directly to the enemy earlier in initiative order, without another proximity tiebreaker. Ranged attacks consider range, and difficult terrain counts toward movement cost. Without an Attack ability, or when disarmed, find focus as for melee. Move only as permitted by the ability, toward an attack position, and try to remove ranged adjacency Disadvantage against the primary focus.

  8. Use the current scenario’s goal and special failure conditions. Play out the round after an ending condition triggers. All characters exhausted means failure, and failure takes precedence over success in the same round. Remaining characters can finish without every ally; exhaustion is not permanent death. Recover ability cards, items, and hit points after the scenario. Failed scenarios may be retried, keeping earned money, experience, and looted treasure rewards; a treasure cannot be claimed repeatedly.

Rules & gameplay questions

Are lost cards permanently removed, and how do short and long rests differ?

Normally not: lost cards cannot return through ordinary rests during the scenario, but all return afterwards. A short rest randomly loses one discard at round end, with one chance to suffer one damage and lose a different random card. A long rest is declared at round start and uses your turn at initiative 99; choose the lost card, Heal 2, and refresh spent items. Both require at least two discards.

Must the initiative card provide the top, and must I perform everything in each action?

The initiative card sets timing only. Use its top or bottom and the opposite half of the other card, in either order. Follow each action’s printed order, skipping abilities as permitted without interleaving the actions. Basic Attack 2 or Move 2 replaces the entire half: discard the card without its printed experience, elemental infusion, or lost-card effect.

Do monsters always attack the nearest character, and how are equal movement paths tied?

Do not measure straight-line proximity. First avoid traps, then compare movement cost to a legal attack position. A further tie goes directly to initiative order. Jaws of the Lion does not add original Gloomhaven’s extra proximity tiebreaker. Ranged reach, line of sight, difficult terrain, and paths all matter; without a legal path, the monster does not move or attack.

Can I lose cards to survive damage, and does meeting the goal still win if everyone is exhausted?

Once introduced by the tutorial, losing one card from hand or two from discards can negate an entire instance of damage. Selected but unplayed cards cannot pay for this. Exhaustion follows if hit points actually reach zero. Finish the round in which the goal is met; if everyone becomes exhausted or another failure condition triggers that round, the scenario still fails.

Do scenario 1 monsters already use full decks, long rests, and Elements?

No. Scenario 1 uses simplified monster actions. Scenario 2 introduces basic monster ability decks, lost actions, and negating damage with cards; scenario 3 introduces long rests; scenario 4 uses full monster ability decks and adds systems such as Elements. Follow the teaching order. This general overview does not replace each tutorial scenario’s special instructions.

Rules & introduction sources
Edition
Original Gloomhaven: Jaws of the Lion (2020) base game for 2–4 cooperative players, using the original 32-page Learn to Play Guide and 32-page Glossary (Cephalofair copyright 2020, publicly hosted mirrors). Covers general play after the first five tutorial scenarios, while identifying staged teaching exceptions. Reveals no story, maps, treasure contents, or later unlocks. Excludes original Gloomhaven, its 2025 Second Edition, Frosthaven, and crossover rules.
Introduction source
BoardGameGeek

WANGO editorial

Gloomhaven: Jaws of the Lion · Game parameters
ParameterRecorded value
BGG overall rank (snapshot)#12
Complexity Weight3.64 / 5
Best player count (community)2
Player range1–4
Playing time (minutes)30–120
Core mechanismsAction Queue · Action Retrieval · Campaign / Battle Card Driven · Communication Limits · Cooperative Game · Critical Hits and Failures · Deck Construction · Grid Movement · Hand Management · Hexagon Grid · Legacy Game · Line of Sight · Movement Points · Multi-Use Cards · Multiple Maps · Narrative Choice / Paragraph · Once-Per-Game Abilities · Player Elimination · Role Playing · Scenario / Mission / Campaign Game · Simultaneous Action Selection · Solo / Solitaire Game · Variable Player Powers
Chinese publicationUnconfirmed
WANGO browser playNo confirmed WANGO trial
Year published2020
Suggested age14+

BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27

Player questions

What is the best player count for Gloomhaven: Jaws of the Lion, and can I play online?

Gloomhaven: Jaws of the Lion supports 1–4 players; community best: 2 players; playing time: 30–120 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Solo / Solitaire Game.

How complex is Gloomhaven: Jaws of the Lion, and which mechanisms does it use?

Weight: 3.64 / 5. Mechanisms: Action Queue · Action Retrieval · Campaign / Battle Card Driven · Communication Limits · Cooperative Game · Critical Hits and Failures · Deck Construction · Grid Movement · Hand Management · Hexagon Grid · Legacy Game · Line of Sight · Movement Points · Multi-Use Cards · Multiple Maps · Narrative Choice / Paragraph · Once-Per-Game Abilities · Player Elimination · Role Playing · Scenario / Mission / Campaign Game · Simultaneous Action Selection · Solo / Solitaire Game · Variable Player Powers. Chinese publication: Unconfirmed.

Where can I learn Gloomhaven: Jaws of the Lion?

No rule guide, strategy article or WANGO trial has been confirmed for this record.