Gloomhaven Turn Calculator: Plan Every Round Perfectly

🗡️ Gloomhaven Turn Calculator

Plan initiative order, rest cycles, card longevity & action efficiency for every scenario

Quick Presets

⚙️ Configuration
📊 Turn Analysis Results

🎮 Gloomhaven Class Quick Reference
11
Brute Cards
12
Tinkerer Cards
11
Spellweaver Cards
10
Scoundrel Cards
11
Cragheart Cards
11
Mindthief Cards
10
Sunkeeper Cards
11
Quartermaster Cards

📋 Class Stats & Initiative Ranges
Class Hand Size HP (Lvl 1) HP (Lvl 9) Init Range Role
Brute1010268–89Tank/Melee
Tinkerer1210229–91Support
Spellweaver86187–93Ranged/Magic
Scoundrel982012–90Melee DPS
Cragheart11102410–88Versatile
Mindthief96186–95Control
Sunkeeper108225–78Healer/Tank
Quartermaster11102414–85Equipment
Nightshroud982011–96Stealth
Diviner96188–89Curse/Hex
🏆 Scenario Level & Monster Scaling
Scenario Level Monster HP Mult Monster Attack Monster Move Gold Mult Bonus XP
0x0.75-1Standardx1.0+0
1x1.0StandardStandardx1.0+0
2x1.25+1Standardx1.25+1
3x1.5+2+1x1.5+2
4x1.75+3+1x1.75+3
5x2.0+4+2x2.0+4
6x2.5+5+2x2.5+5
7x3.0+6+3x3.0+6
📦 Game Component Counts
Component Quantity Notes Storage Size
Scenario Books95 scenarios+ side scenariosStandard box
Monster Standees1,718 total17 monster types x avg ~66 plastic trays
Ability Cards (hero)504 cards6 starters + unlockableCard sleeves needed
Attack Modifier Deck20 cards eachPer player + monsterCard box
Damage Tokens270 tokensVarious denominationsToken tray
Map Tiles17 setsDouble-sided hexagonalFlat storage
Condition Tokens150+Poison, Wound, Stun, etc.Ziplock bags
Gold Tokens220 tokens1 and 2 denominationToken tray
📐 Rest Cycle & Card Management Reference
Action Cards Used HP Recovered Items Refreshed Timing
Short RestLose 1 random from discardNoneNoneEnd of round
Long RestLose 1 chosen from discard+2 HPAll spent itemsInstead of turn
Loot ActionNone lostNoneNoneDuring turn
Recovery via cardReturn from lost pileVariesVariesDuring turn
Exhaustion0 cards + no moveNoneN/AImmediate
💡 Turn Order Tip: Lower initiative values act first in Gloomhaven. If two figures tie on initiative, the one who played the card with the lower initiative number acts first. Monsters use the initiative printed on their drawn ability card, not a chosen value.
💡 Card Longevity Tip: With a hand of 10 cards, plan for roughly 4–5 rounds before needing your first rest. Each round you play 2 cards; short rest costs 1 card, long rest also costs 1 but restores 2 HP and refreshes items. Use the formula: Max Rounds = (Hand Size – 1) / 2, where –1 accounts for the rest cost.

Gloomhaven is a team game about tactical combat, in which the players struggle against monsters and accomplish their own targets in an ongoing, evolving world that spreads through several sessions. It works as a script-based dungeon crawl for one to four players. Although it brings thoughts of role-playing games like Dungeons & Dragons or other tabletop dungeon crawlers it now uses mechanics more like modern Euro games.

Some call it a Turn-based tactical game dressed in dungeon crawl format with elements of deck building.

How to Play Gloomhaven

The characters and monsters move on hex floors, that describe caves and tunnels. The base of the game rests in smart use of cards. At every Turn, the players at the same time choose two cards to play.

Every card splits into upper and bottom part. The players combine the upper of one card with the bottom of the second. Such actions allow characters to do things like move, heal or attack monsters.

When all chose their cards, the order of Turns is set according to initiative. Starting from the lowest intiative number, players and monsters do their actions one by one. The upper parts of cards no longer matter after the initiative is set.

In their Turn, a player does one upper action from one played card and one bottom from the other.

Monsters do not have a separate player. Their choices come from a system of action cards, that automatically say what they do in their Turn according to the initiative order. All monsters do the actions listed on their card for the round, following the order pointed on it.

Effects that one receives during a Turn last until the end of the Turn of that same player in the next round. For instance, making a character invisible by means of a first action will make it stay invisible for the remaining actions of that round and for both actions in the next Turn. Similarly work conditions like blind.

If a Turn starts with a still active condition, it gets removed at the end of that Turn.

One key rule points out that elements cannot be used in the same Turn in which they are created by the same character. Even so, elements from monsters or partners can be used in that same Turn. Communication plays a big role.

Players do not share exact skills during picking of cards, but talking about strategy during the rest of the round helps to avoid mistakes. Knowing when to use lost cards is key. Burning too many cards too soon causes you to quickly end the Turns.

Classes with nine or ten cards, that need long rest around five times, usually run out after nineteen to twenty-one Turns. A helper app can cut downtime for setup and simplifyturns, tracking actions and conditions.

Gloomhaven Turn Calculator: Plan Every Round Perfectly

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