Founders of Founders of Gloomhaven Gloomhaven

Founders of Founders of Gloomhaven Gloomhaven
Founders of Gloomhaven
In the age after the Demon War, the continent enjoys a period of prosperity. Humans
have made peace with the Valrath and Inox, and Quatryls and Orchids arrive from
across the Misty Sea looking to trade. It is decided that a new city will be built on the
eastern shores – a hub of trade and a symbol of many races working in harmony. Each
race brings their own specialty to the city, and each race secretly holds a desire for
influence over the city by contributing the most to its construction.
In Founders of Gloomhaven,
Gloomhaven 2-4 players will take a role as the leader of a race of
Gloomhaven residents, working to build influential buildings in the city by delivering
various resources to them. The game is competitive, but players must work together,
combining their basic resources into more advanced and lucrative ones, all the while
managing the delicate configuration of building tiles on the board.
Game play overview
Combining Resources
Delivering Resources and Earning Points
Game Play Structure
Call to Work
Leading and Following
Standard Follow Actions
2-Player Action: Income
Call to vote
Building Proposal Vote
End of game
Important Reminders
Provided by the accompanying print file (page number of print file in parentheses):
24 basic resource trade stall tiles (3x8 different types) (page 3)
18 tier 2 resource building tiles (3x6 different types) (pages 1-2)
12 tier 3 resource building tiles (3x4 different types) (pages 1-2)
21 prestige building tiles (pages 2-3)
21 prestige building cards (pages 4-5)
8 starting race cards (page 9)
Resource reference cards (pages 10-11)
8 basic resource cards (page 10)
18 adviser cards (pages 5-8)
18 basic action cards in 4 different colors (pages 5, 7-8)
12 house tiles in 4 different colors (page 11)
12 bridge tiles in 4 different colors (page 11)
12 vote tokens in 4 different colors (page 11)
Map board (pages 12-16)
Adviser and proposal board (page 8)
4 helpful reminder cards (page 17)
Must supply your own tokens:
50 road tokens (I use brown plastic cubes)
48 claim tokens in 4 different colors (12 each, I use colored discs)
6 neutral claim tokens (I use grey discs)
64 delivery tokens in 4 different colors (16 each, I use colored cubes)
10 neutral delivery tokens (I use grey cubes)
6 completion tokens (I use plastic figures)
12 worker tokens in 4 different colors (3 each, I use colored meeples)
Money tokens in 1s and 5s
Point tokens in 1s and 5s (a point track that goes to 100 will also work)
Income tokens in 1s
Fleeting and lasting influence tokens in 1s
An active player token
No token counts are meant to be limited. If you run out, find more.
Each player starts with:
• 3 house tiles and 3 bridge tiles of their color (personal buildings)
• 3 worker pawns of their color. These pawns are placed on the player’s house tiles
and are unavailable at the beginning of the game.
• 3 voting tiles of their color (a circle, a square, and a triangle)
• 18 claim tokens and 15 delivery tokens of their color
• $7 in money tokens
• 4 (5 in a 2-player game) basic action cards of their color (“Recruit,” “Trade,”
“Upgrade,” and “Construct” [and “Income” in 2-player game])
Place the map board between the players. Do not place the Ghost Fortress and two
Gatehouse prestige building tiles in their designated spaces on the board. Make sure
all basic, tier 2 and tier 3 resource building tiles are within easy reach of everyone,
along with the money, point, income, influence and road tokens. Place the Adviser
and Proposal Board below the map, then shuffle the prestige building cards and place
them next to this board face-down. Do the same with the adviser cards, shuffling the
3-value, 1-value, and 0-value cards separately and then ordering them with the 3s on
the bottom and the 0s on top. Randomly determine a starting player and give that
player the active player token. Player order will be determined from start player and go
clockwise around the table.
In player order, players will choose a race, collecting that race’s card and all trade stall
tiles of the basic resource depicted on the race’s card. Once all players have chosen a
race, take the cards for the basic resources that were not claimed by starting race
selection and, in player order, players must now choose an additional resource to
control by taking the corresponding resource’s card and stack of resource building
tiles. A player may not,
not however, claim a resource card that is forbidden by their race
(denoted by the resource’s symbol with a line through it to the right of the race name
on the race card).
2-player rule:
rule: After each player has claimed their second resource, in player order, the
players will now choose a third resource to control. Note that resource cards also have
the same forbidden symbols, limiting this third choice further.
If there are no valid resource cards left for a player when it is their turn to choose one
(because of the restrictions of their race or resource card), they may instead choose a
resource card already claimed by another player and force them to immediately pick a
new resource card from those left.
In a 2- or 3-player game, some resources will be claimed by none of the players. Place
the trade stall tiles corresponding to these resources to the side. These can be placed
on the board by any player during the game using a trade action (see page 11).
After this, in player order, each player places one of their race’s resource trade stall tile
on any open grey space on the board, then places their claim token on top of it. After
this, deal out three prestige building cards to the three spaces at the top of the
Advisers and Proposals Board and deal out four adviser cards to the four spaces at the
bottom of this board. If two of the same type (shape and color) of prestige buildings
are dealt out, place the rightmost one on the bottom of the draw deck and replace it.
City sections:
sections: The city is broken into three sections, separated by a line of black
spaces, or, in the case of the top center of the board, a large purple square. The black
spaces are rivers/walls, and cannot be built upon except with bridges/gates. The
purple square cannot be built upon at all, nor can the blue-bordered spaces dedicated
to the gatehouses and Ghost Fortress.
Terrain types:
types: Each square on the board is one of four different terrain types, which
has implications for what buildings can be placed on it. The four types are entrance
(red), coastal (beige), forested (green) and central (grey).
Advanced Resources
A note on resources:
Tier 2 resources are
Tier 3 resources are
built from at least
Basic resources are those imported by built from basic
resources (for $4) and one tier 2 resource
players and occupy a 1-square area:
occupy a 3-square area: (for $6) and occupy
a 4-square area:
Books Leather
Weapons Gov’t
building tiles
And extra
$ $
Vote tokens
Claim and
Basic resource
building tiles
$ $$
$ $ $
Section 1
Section 2
Section 3
Adviser and Proposal Board
$ $
$ $
$ $
$ $$
$ $
Founders of Gloomhaven is a game of collaborative building. Players must work
together to build the more advanced resources required to deliver to prestige buildings,
all while trying to maximize their own score.
Before describing the structure of a typical round, it is important to explain two core
concepts: combining resources into higherhigher-tier resources,
resources and delivering resources to
earn points.
The race and resource cards depict various combinations of resources used to create
higher-tier resources. For instance, metal and knowledge can be combined to create
machinery Metal and knowledge are thus prerequisite resources for machinery. This
means that if a player wishes to build a machinery resource building tile, he or she can
only place the tile such that it is connected to its prerequisite resource tiles, and the
player owns or has access to those resource tiles (see “Buy access to another player’s
resource” on page 13).
CONNECTED means that a space is either
adjacent to the other space in question or a
line can be drawn between them through a
chain of road tokens linked by adjacency.
Diagonals and orthogonals are both
considered adjacent.
adjacent. Connection does not
chain through buildings.
Example: All building tiles marked with a
green check are connected to the machinery
resource building tile. Those with a red X are
not. This is a legal placement of the
machinery tile because it is connected to its
prerequisite resources (metal and knowledge).
It is important to understand that all resource tiles represent an unlimited supply of
the resource they represent. The resource can be used any number of times to create
higher-tier resources or deliver to prestige buildings. Moreover, every time a resource is
used, it earns points for the player who owns the tile. The amount earned is written in
a purple circle on the building tile using the resource.
Example 1: When the machinery tile is
built, it uses its prerequisite resources.
The owner of the metal tile it uses earns
1 point, and the owner of the knowledge
tile it uses earns 1 point.
Example 2: When stone is delivered
(see below) to the University, the
owner of the stone tile earns 3 points.
As soon as any resource is connected to a prestige building that requires that resource
– regardless of when it happens – that resource is delivered.
delivered It is possible for an
action to result in multiple resources being delivered at once. The player who owns
the resource being delivered places a delivery token on the resource icon on the
prestige building tile, and that player earns a number of points equal to the value in
the purple circle next to resource icon. Once a token is placed on the resource icon,
that resource cannot be delivered to that building again. If there are multiple resource
tiles of the same type that could deliver to the prestige building tile when the
connection is made, the player performing the connection decides which resource tile
supplies the resource and earns the points.
Whenever a tier 2 or tier 3 resource is delivered and earns a player points, attention
must be paid to who owns the prerequisite resource tiles used to build the higher-tier
resource tile being delivered. If another player owns a resource tile that is used by a
resource tile being delivered, the player who earns the points for delivering the
advanced resource must pay some of those points to the owner of the prerequisite
resource based on the point value of the lower-tier resource (written in a purple circle
on the building tile earning the points). In the case of a tier 3 resource, this can cause
a cascade effect where the player earning points for a supplied tier 2 resource might
have to pay some of those points to a different player supplying a basic resource to
his or her tier 2 resource. If there are multiple sources of a prerequisite resource
connected to the resource building tile earning points, the owner of that tile chooses
which of the prerequisite resource building tiles to use and distribute points to.
Note that this rule also applies to any instance of a tier 2 resource building earning
points when it is used to construct a tier 3 resource building.
Example 1: The University is placed
adjacent to a stone resource tile. Grey
immediately delivers the stone to the
University, placing his delivery token on the stone icon and earning 3 points.
Example 2: Yellow builds a road, connecting her brick resource building tile to the
Merchant’s Guild. Yellow then delivers the brick, earning 8 points. However, yellow is
using grey’s stone resource to make the brick, so she pays grey 1 point (due to the “1” in
the banner with the stone icon on the brick building tile). Yellow earns 7 points in total
and grey earns 1.
Example 3: Teal builds
a government resource
building tile adjacent
to the Merchant’s
Guild. Before the
resource is delivered,
however, points must
first be distributed for
the construction of the
government building
tile. Teal earns 2 points
for his jewelry building
tile being used, and
purple earns 4 points
for her book building tile being used. Purple, however, must take those 4 points and
give one of them to the source of crops she is using, giving one of her 4 points to
yellow. Thus, teal earns 2 points, purple earns 3 points, and yellow earns 1 point for
building the government building tile. Now the government resource is delivered to
the Guild Hall, earning teal 8 more points, however, he has to again pay 4 points to
purple for using her book tile (teal doesn’t need to pay 2 points to himself for using
his own jewelry, though), and then purple again pays one of those points to yellow
for using her crops to make the books. For the delivery, teal earns 4 points, purple
earns 3 and yellow earns 1. In total, teal earns 6 points, purple earns 6 points and
yellow earns 2 points.
Neutral buildings:
buildings: Whenever a neutral resource building would earn points, return
those points to the bank. Allll basic neutral resources are considered to have a value of
two points instead of one.
one. If a player builds a machinery building using a neutral
metal resource, the only point awarded is to the owner of the knowledge tile. If the
player then delivers the machinery resource to a prestige building for 4 points, one of
those points is given to the owner of the knowledge tile, and two points are returned
to the bank for the metal tile. Additionally,
Additionally whenever a prestige building that requires
a neutral resource is placed on the board, that resource is delivered immediately,
regardless of connection, and a neutral delivery token is placed on the prestige tile.
Starting with the first player and going in player order, players will perform a single
action, either a “Call to Work” by playing a card from their hand (see below), or a
“Call to Vote” by picking up all the cards they have played (see page 14). After that
player’s turn is fully resolved, including any follow actions (see below), the active
player token moves to the next player in player order and play continues around the
table over and over until the end of the game is triggered (see page 16).
From his or her hand of action cards (either a starting basic action card or a recruited
adviser card), a player will play either one face up onto the table in front of them and
take the main action of the card, or play one face down and take a standard follow
action instead (see page 13). If a card is placed face-up, the player must be able to
fully resolve its main action.
Leading and Following
After a player plays a face-up card as their call to work on their turn and fully resolves
the action, all other players in player order, starting with the player to the active
player’s left, can then follow that call to work action. Each player has the choice to
either perform the specific follow action of the card played, or perform a standard
follow action (see page 13). After each other player has performed a follow action, the
player’s turn is over, and the active player token moves.
With the basic main recruit action, a player recruits an adviser card from the adviser
offer and adds it to his or her hand, then the player gains one fleeting influence (see
page 14). There are two prerequisites to recruiting an adviser card, however. The first
is that the recruiting player must own or have access to the resource depicted in the
lower left of the adviser card. The second is that the player must pay the money cost
listed above the card on the Adviser and Proposal Board.
Adviser cards offer new and varied ways to perform call to work actions. The actions
of each of the adviser cards is described on the cards, but all adviser cards fall into the
same categories as the basic four main actions: recruit, trade, upgrade, and construct. 10
Whenever an adviser card is followed, the following players perform the same follow
action associated with the adviser’s type, regardless of what the adviser’s main action
is. For example, if the Driver (an upgrade adviser) were played, all following players
would be able to perform the basic upgrade follow action.
The basic recruit follow action is to also recruit an adviser from the adviser offer, but
no extra fleeting influence is gained. After all players have followed this action, only
then do all remaining adviser cards in the offer get shifted over to the left of the offer
and then new cards from the adviser deck are dealt into the empty spaces on the right.
All advisers have a point value listed in the lower left of the card (either 0, 1, or 3).
When any adviser is recruited, the recruiting player earns the depicted number of
points plus one lasting influence.
With the basic main trade action, a player can do one of three things: import one of
his or her basic resources by paying money to the bank to place the corresponding
trade stall tile onto the board with his or her claim token on top; buy access to
another player’s or neutral resource tile by paying money to the owning player (or to
the bank in case of a neutral resource) to place a claim token under the owning
player’s token; or import and immediately buy access to a neutral resource by paying
money to the bank to place a neutral basic resource trade stall tile onto the board with
a neutral claim token on top, and the player’s claim token under it. The cost paid to
perform any of these actions is based on the color of the board space where the
resource tile is located. The base cost for a red space is $1 for import, $2 for buy
access, and $3 for import and buy access. The cost for each of these increases by $1 if
the space is beige, and increases by $2 if the space is grey or green. This action can be
used to buy access to other players’ advanced resource buildings as well, and in such
cases where the building covers multiple colors, use whichever color is the cheapest.
The basic trade follow action is also to import, buy access, or import and buy access
at the same prices, but this can only be done on red or beige spaces.
With the basic main upgrade action, a player can pay to build an advanced resource
building tile, either $4 for a tier 2 resource building or $6 for a tier 3 resource
building. In addition, either before or after placing the tile, the player may also build a11
single road connected to the resource tile being built.
built In general, if an action specifies
that a player can build “connected” roads, this is what that means.
When a player places the resource building, the tile must be connected to prerequisite
resource building tiles that he or she owns or has access to. Tier 2 and 3 resource
building tiles can be placed on any color, but each city section can only have one
resource tile of each type.
type Resources accessed to build the higher-tier resource
building, including the player’s own buildings, earn points for the player who owns
them, depicted by values in purple circles.
The basic upgrade follow action is to also build an advanced resource building at the
same prices following normal placement rules, but the extra road is not also built.
Example: Purple takes an action to build the
machinery resource building tile. She pays $4
and places the tile on the board such that it is
connected to metal and knowledge that she
owns or has access to. Purple earns 1 point for
the metal tile being used and yellow earns 1
point for the knowledge tile being used.
With the basic main construct action, a player can pay $3 to build one of his or her
personal buildings, either a house or a bridge/gate. Personal buildings, like advanced
resources and roads, can only be put in a space connected to something the player
already owns. Normally, the cost of a personal building is $4, but this main action
reduces the cost by $1.
Houses: Each house tile built immediately unlocks an additional worker pawn for the
player. These are sometimes used when performing a standard follow action (see page
13). In addition, when collecting income, each house built by a player gives him or her
1 fleeting influence. Each player can build up to three houses. Houses can only be
built on green spaces and each one must be built in a different section.
section. Houses also
cannot be adjacent to any other tile the player owns.
Bridges/Gates: Bridges/gates are the only way to connect buildings across rivers/walls
(black spaces) that separate city sections. A bridge/gate can only be built on a black
river/wall space. Once built, this space acts as a road tile, but only for the player who
built it. This means that this player can consider buildings in different sections
connected, but other players must build their own bridges/walls to gain the same
benefit. Each player can build up to three bridges/walls.
The basic construct follow action is to pay the normal price ($4) to build a personal
Standard Follow Actions
Whenever a player follows the action of another player, the following player can either
perform the basic follow action associated with the triggering action, or they can
perform a standard follow action. In addition, on a player’s turn, they can play a card
face down to perform a standard follow action, and this does not trigger a follow
action for the other players. A standard follow action is one of the following:
• Gain $1
• Gain 1 fleeting influence
• Build 1 road connected to something the player owns
• Perform a racial action
• Perform a prestige building action
Performing a racial action
As a standard follow action, a player places one of his or her workers onto the worker
space on his or her race card and performs the action described on the card. This
cannot be done if the player has no available workers or if there is already a worker on
the race card.
Performing a prestige building action
As a standard follow action, a player places one of his or her workers onto the worker
space on an active prestige building card and performs the action described on the
card. A player can only perform the actions of prestige buildings that he or she has a
delivery token on, and this cannot be done if the player has no available workers or if
there is already a worker on the prestige building card.
2-Player Action:
Action: Income
In a 2-player game, each player should also have a basic main income action card.
When this card is played, the player collects income (see below).
When following the income action, the other player can treat the income card as any
type of main action, meaning they can perform the recruit, trade, upgrade, or
construct follow action, or perform a standard follow action.
When a player has at least two cards played in front of him or her from previous
turns (three cards in a 2-player game), that player then has the option to call a vote as
their turn instead of playing a card. When a vote is called, a number of things happen.
First, the player calling the vote gains benefits for any cards left in his or her hand, and
then resets his or her play area. For each card left in this player’s hand, he or she may
either gain $1, gain 1 fleeting influence, or build one connected road. Once the
benefits are resolved, the player then returns all played cards to his or her hand, and
collects all his or her workers currently occupying race or prestige building cards and
places them in front of him or her so these workers can be used again.
Next, every other player (not the player who called the vote) then collects their
income. Players first collect $1 for every income token they have. Each time a player
imports or builds a new type of resource tile they don’t yet own, they collect an
income token. For instance, if a player owned a crop tile, two metal tiles, two
machinery tiles, and a food tile, that would result in 4 income tokens, and the player
would collect $4. In addition, for every house a player has built, he or she gains 1
fleeting influence.
Building Proposal Vote:
Finally, all players must then secretly decide which one out of the three building
proposal cards on the Advisers and Proposals Board they want to be built. They do
this by selecting their vote token corresponding to the shape below the desired card,
and they must also select how much influence they want to dedicate to increase the
power of their vote. Each player’s vote has a single influence by default. Each fleeting
influence dedicated counts as one extra influence, and each lasting influence dedicated
counts as two extra influence.
Once all players have finalized their decisions by placing the desired vote token and
number of influence tokens in one hand and all other vote tokens and influence in
their other hand, they simultaneously reveal their choices and determine which of the
prestige buildings received the most influence. In the case of a tie, the player involved
in the tie with the fewest points decides between the tied buildings, and, if there is a
tie for points, the player involved in the tie closest to the player who called the vote in
player order decides. Place the winning building card below the Adviser and Proposal
Board, and discard the other two cards. Note that all fleeting influence (dedicated or
not) and all dedicated lasting influence is then returned to the supply.
At this point, determine which player contributed the most influence to the winning
proposal. If there is a tie, the tie is resolved in the same way as when determining the
winning building card above. This player then takes the building tile corresponding to
the winning building card and places it on the map board, following the restrictions
outlined on the next page.
Example: In the above situation, the circle card receives 3 influence, the square receives
6, and the triangle receives 1. The Salt Barrel is built as a result, with the yellow player
deciding where it goes.
Immediately after the vote, three new building proposal cards should be dealt to the
three spots on the Advisers and Proposals Board to prepare for the next vote.
If two cards of the same building type are drawn in the same set of three, place the
rightmost one on the bottom of the draw deck and replace it. Each building also has
a specified color, and can only be placed on the board such that at least one space of
the building is on the specified color, the building does not overlap a road tile,
building tile, or black wall space, and there is not a prestige building tile of the same
type (shape and color) in the same city section. Following these rules, it may be
possible that a prestige building has no legal placement. In such case, the prestige
building card should be removed from the game and replaced with another card. The
Gatehouses and Ghost Fortress are different in that they can only be placed on the
locations specified on the map and those locations cannot be built upon,
upon so they will
always have a legal placement.
Any time a prestige building has had all of its required resources delivered, place a
completion token on it. Once six completion tokens have been placed, the end of
the game is triggered. Play continues until the active player’s turn has been fully
resolved (including any follow actions). Then all lasting influence players have is
converted into points (1 to 1), and whoever has the most points wins. If tied, the
winner is the tied player farthest away from the current active player in player order.
• A player can never have two buildings they own (resource buildings or houses)
adjacent to each other (bridges/gates are an exception to this rule).
• Any time something is built (including roads), the player must build it connected
to something they own. Importing and buying access are not restricted by this.
• Buying access to another player’s resource does not confer ownership and prestige
buildings are never owned by anyone.
• Connections are not counted through buildings, only through roads and bridges.
• Two of the same resource tile cannot be in the same city section. Similarly,
neither can two of the same prestige building type (shape and color).
• Any time a player builds or imports a resource tile he or she does not already
own, he or she collects an income token.
Starting a game of Founders of Gloomhaven can be a daunting experience, especially
for new players. The map is a blank canvas, and it can be hard making that first
brush stroke. Instead, it is recommended that new players play an introductory game
first, where players start the game at roughly the halfway point with a clearer
direction on how to proceed from there. The introductory game is far less variable,
however, and players are encouraged to play the full game as soon as they feel
comfortable starting from the beginning.
Neutral resource with the colored player having access
General Setup
In the introductory game, players only control a single resource (or two in a 2-player
game), and all other resources are neutral (represented by grey neutral discs in the
setup images; see page 9). Players do start with access to some of the neutral
resources, however. Use the following races (controlled resources) at the following
player counts:
4-player: Human (pop.), Vermling (wood), Quatryl (knowledge), and Orchid (gems)
3-player: Human (pop.), Vermling (wood), and Quatryl (knowledge)
2-player: Human (pop., gems), and Quatryl (knowledge, wood)
For all player counts, remove the three prestige building cards from the deck
corresponding to the buildings already placed on the board (The Salt Barrel, Ghost
Fortress, and Soldier’s Garrison) and place these cards below the Adviser and
Proposal Board so they can be used. Also remove all 0-point adviser cards from the
game completely.
completely Use only 1-point and 3-point advisers with the 1-point advisers on
the top of the deck.
Note that each player starts with one house and one bridge/gate built, meaning they
have access a single worker and gain 1 fleeting influence when collecting income. In
addition, each player’s start income is set to be one higher than what it would
normally be, give what they own on the board (3 in a 3- or 4-player game, 5 in a 2player game). All players also start with one lasting influence.
All other setup is done normally. Players collect their vote tokens, remaining
bridges/gates and houses, trade stall tiles, vote tokens, remaining claim tokens,
delivery tokens, $7 in money tokens, and basic action cards. A start player is
determined and races are chosen. Cards are dealt to the Adviser and Proposal Board,
and then the game begins. The game play and game end remain the same.
Tips for the Introductory game
Quatryls: Quatryls are in a strong position to make many advanced resources,
especially with their racial power. They should focus on building Cloth by gaining
access to the Livestock in the south or importing a new neutral Livestock tile in the
north. Similarly, they are also in a strong position to make Books, by gaining access
to the Crops in the east (requires a gate), or, again, importing a new tile. With Books
and Cloth made, Government should be the final goal.
Orchids: Similarly, Orchids can also make a strong play for building Books and
Government, though this will require a gate to gain access to the Quatryl’s
Knowledge tile. Otherwise, Gems are a strong source of points and they should
focus on enacting building proposals that capitalize on that, as well as using their
racial power to recruit as many advisers as possible. Building Food will also help with
Vermlings: Vermlings should focus on building Weapons and getting them delivered
to the Fortress and Garrison. This will require access to the Metal in the west or
importing a new Metal tile. Their racial power can give them a very strong
infrastructure of extra workers and prestige buildings they have delivered to, giving
them much more versatility with follow actions.
Humans: Humans are less reliant on building many new resources, though it is
worth it to build up Food and then Labor if possible, after buying access to the
Crops in the east. Instead, their racial power gives them more influence over votes,
where they should try to enact as many proposals that capitalize on their lucrative
bricks as possible.
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