COMPONENTS: No token counts are meant to be limited. If you run out, find more.

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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, 2-5 players will take a role as the leader of a race of Gloomhaven residents, using their work force 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. INDEX: Components Setup Game play overview Combining resources Delivering resources and earning points Start of round Worker preparation and income First building proposal Work phase Importing resources Building roads Buying access to resources Building advanced resources Building personal buildings Other actions End of round Second building proposal Changing turn order End of game 2 3 6 6 7 10 10 10 12 12 13 13 13 14 15 15 15 16 16 1

COMPONENTS: Provided by the accompanying print file (page number of print file in parentheses): 48 basic resource building tiles (6x8 different types) (page 1) 18 tier 2 resource building tiles (3x6 different types) (page 2) 12 tier 3 resource building tiles (3x4 different types) (page 3) 21 prestige building tiles (page 5-6) 21 prestige building cards (page 4, 6-7) 8 starting race cards (pages 8-9, with resource reference backs on pages 9-10) 24 basic resource cards (3x8 different types) (pages 1, 2, 8-11) 15 house tiles in 5 different colors (page 1) 15 bridge tiles in 5 different colors (page 4) 15 vote tokens in 5 different colors (pages 8-9) 5 neutral resource randomization tokens (page 4) Map board (pages 12-16) Work action board (page 4) Must supply your own tokens: 50 road tokens (I use brown plastic cubes) 100 claim tokens in 5 different colors (20 each, I use colored cubes or discs) 15 neutral claim tokens (I use grey cubes or discs) 45 worker tokens in 5 different colors (9 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 No token counts are meant to be limited. If you run out, find more. 2

SETUP: Each player starts with: A number of worker pawns of their color depending on the number of players: 2 players, 6 pawns; 3-4 players, 5 pawns; 5 players, 4 pawns 3 additional pawns are set aside for each player to be acquired during the game 3 house tiles and 3 bridge tiles of their color (personal buildings) 3 voting tiles of their color (a circle, a square, and a triangle) 20 claim tokens of their color $5 in money tokens Assemble the map board between the players, with the phase 2 action board below it. 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 tokens, point tokens income tokens and road tokens. Shuffle the prestige building cards and place them below the map board face down. Randomly determine the initial playing order and place a claim token for each player color on the track at the top of the action board to denote this order. Starting with the last player, in reverse player order, players will choose a race, collecting that race s card and all building 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 put them in the middle of the table. Starting with the first player, 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, 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). Note: It is recommended that players not take a second resource that another player has already taken, as this may give an advantage to players with a unique second resource. This isn t a strict rule, though, since it is unavoidable in some situations. 3

In the case where two or more players share their non-race resource, split the resource building tiles evenly between all sharing players. It is also possible for some resources to be claimed by none of the players. If this is the case, take one resource tile for each unclaimed resource and place it randomly on the board with a neutral claim token on top. Randomization is accomplished using the neutral resource randomization tokens (labeled a through e). For each unclaimed resource, reveal a random token and place the tile on the correspondingly labeled space on the board. After this, players take turns in normal player order placing one of their basic resource building tiles (and a claim token) on the board until each player has placed two resource building tiles. These two basic resource building tiles may be placed on a red, blue, or white space, however the two tiles placed by each player must be different resources, must be placed in different city sections, and must be placed on differently colored spaces. For instance, if yellow owns livestock and gems and first places a gem tile in a white space in section three, then her second placement must be a livestock tile in either section 1 or 2, and on a red or blue space. City 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 walls, and cannot be built upon except with bridges. The purple square cannot be built upon at all. A note on resources: Basic resources are those imported by players and occupy a 1-square area: Knowledge Stone Population Wood Livestock Metal Crops Gems Tier 2 resources are built from basic resources (for $3) and occupy a 3-square area: Food Brick Books Machinery Jewelry Leather Tier 3 resources are built from at least one tier 2 resource (for $5) and occupy a 4-square area: Labor Weapons Cloth Gov t 4

Personal building tiles Extra workers Race card Starting money $ $ $ $ $ Starting workers Vote tokens Section 1 1 Section 2 Claim tokens Resource card Basic resource building tiles $ $ $ $ $ 2 5b Race card Resource card Building proposal cards 5a Section 3 Work action board 3 5c 4 1 2 3 $ $ $ $ $ Race card Resource card $ $ $ $ $ Race card Resource card 5

GAME PLAY OVERVIEW: Founders of Gloomhaven is a game of collaborative building. Players must work together to build the more advanced resources required to build point 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 higher-tier resources, and delivering resources to earn points. COMBINING RESOURCES: 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. 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). 6

DELIVERING RESOURCES AND EARNING POINTS: It is important to understand that all resource building 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. + 1 1 $3 3 4 3 3 University Green 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 in the round that resource is 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 claim 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 building 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 building 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 that is used by a 7

resource tile being delivered, the player who earns the points for delivering the 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. Blue immediately delivers the stone to the University, placing his claim token on the stone icon and earning 3 points. Example 2: Yellow builds a road, connecting her brick resource building tile to the Guild Hall. Yellow then delivers the brick, earning 8 points. However, yellow is using red s stone resource to make the brick, so she pays red 1 point (due to the 1 in the purple circle under the stone icon on the brick building tile). Yellow earns 7 points in total and red earns 1. 8

Example 3: Red builds a government resource building tile adjacent to the Guild Hall. Before the resource is delivered, however, points must first be distributed for the construction of the government building tile. Red earns 2 points for his jewelry building tile being used, and blue earns 4 points for his book building tile being used. Blue, however, must take those 4 points and give one of them to the source of crops he is using. He has access and is connected to both yellow and red s crops, so he chooses which to use. Blue decides to use yellow s crops, giving the point to her. Thus, red earns 2 points, blue 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 red 8 more points, however, he has to again pay 4 points to blue for using his book tile (red doesn t need to pay 2 points to himself for using his own jewelry, though), and then blue again pays one of those points to yellow for using her crops to make the books. For the delivery, red earns 4 points, blue earns 3 and yellow earns 1. In total, red earns 6 points, blue earns 6 points and yellow earns 2 points. Note on neutral buildings: Whenever a neutral resource building would earn points, simply return those points to the bank. 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 one of the points is returned to the bank for the metal tile. In addition, whenever a prestige building that requires a basic resource that is claimed by a neutral token is placed on the board, that basic resource is immediately considered delivered and a neutral token is placed on the resource icon on the building tile. 9

START OF ROUND: Worker Preparation and Income At the beginning of each round, including the first, players collect income equal to the number of different resource building tiles they own on the board. For instance, if a player owned a crop tile, two metal tiles, a machinery tile and a book tile, that would total four different resources, and the player would collect $4 in income. If players have trouble keeping track of the number of different resources they own, they can use income tokens, collecting one every time they place a new type of building resource tile on the board. In addition, at this time, players must collect all their workers from the work action board and their reserve to create a new pool of available workers. The number of workers a player can use each round is equal to their starting worker amount (based on the number of players) plus any houses he or she has built. For instance, a player in a 4-player game who has built 2 houses should have 7 (5 + 2) available workers. Building Proposals Next, begin the building proposals step by drawing six random cards from the top of the prestige buildings deck, then placing three above the left side of the work action board in the spaces corresponding to the circle, square and triangle and three above the right side in the similar corresponding spaces. Then find the corresponding building tiles for all six and place these above the cards. If this deck ever runs out of cards, shuffle the discarded cards to create a new deck. If two cards of the same building type are drawn in the same set of three, discard one. The upcoming vote would then only be between two cards, designated circle and square. Each building also has a specified color, and can 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 in the same city section. Following these rules, it may be possible that a point 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, so there will always be a legal placement of these buildings. 10 10

All players must then secretly decide which one out of the three buildings on the left side they want to be built by selecting their vote token corresponding to the paired shape, and they must also select how many workers they want to bid to increase the power of their vote. Each worker counts as one extra vote towards the building the player is voting for. A player may bid zero workers, which counts as a single vote. Once all players have finalized their decisions by placing the desired vote token and number of workers in one hand and all other vote tokens and available workers in their other hand, they simultaneously reveal their choice and determine which of the prestige buildings received the most votes. In the case of a tie in votes, the player with the fewest points decides between the tied buildings, and, if there is a tie for points, the tie goes to the tied player earliest in the turn order. Place the winning building card below the work action board, and discard the other two cards. Note that workers bid during the proposals cannot be used for the rest of the round, regardless of whether they were bid for the winning building. They are put in a player s reserve. At this point, determine which player contributed the most votes to the winning proposal. If there is a tie, the tied player who has the fewest points decides, and, if there is still a tie, the tied player earliest in player order decides. 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 page 10. Example: In the above situation, the circle card receives 4 votes, the square receives 3, and the triangle receives 1. The University is built this round as a result, with the blue player deciding where it goes. 11 11

The second set of three building cards on the right are voted on at the end of the round using any workers players have leftover from the work phase, so the cards will remain where they are until that point. Note: In the first round of the game, the first building proposal vote does not occur. Instead, only deal out three cards above the right side of the work action board to be voted on in the second building proposal at the end of the round. WORK PHASE: Starting with the first player, players will take turns placing a single worker on one of the available action spaces of the work action board or one of the special actions provided by their race card or a prestige building card they have delivered to (see Other Actions on page 15). If a space has already been occupied by a worker, unless otherwise specified, it cannot be taken again. On a player s turn, instead of placing a worker, they may pass, resolving to not place any more workers in the work phase, saving any leftover workers they have for the second building proposal vote. The work phase ends once all players have passed. The main five action areas on the work action board have action spaces that must be taken from left to right, even if a player could use another spot for the same effect. In these areas, the earlier spots give optional bonuses. Note that the number of available action spaces in each of these three areas is determined by the number of players. If the player count is not within the range specified below the action space, the space cannot be used. The following are the work phase actions: Import a resource: Pay $1 to the bank to place a basic resource building tile you control on a map space. The color of the space the tile can be placed on is the same as the colors depicted on the action space used. Earlier actions allow placement on white, blue or red spaces, whereas later action spaces may only allow placement on red spaces. Basic resources can never be imported to green spaces. After placing your resource, place a claim token on it to show that you own the tile. The resource tile you place does not have to be connected to other buildings you own. 12

Note: No resource building tile or house tile that you own, can be adjacent to any other resource building tile or house tile you own. Note that prestige building tiles are not owned by anyone and buying access to a resource building tile (see below) does not give you ownership of the building. Also the rule does not apply to bridges. Build roads: To build a road, simply place a road token in any space connected to any building tile you own. The color of the space does not matter when placing a road. Earlier spaces for this action allow the player to build two road tiles, one after the other. The later action space, which allows the placing of a single road tile, can hold any number of workers, and so is always available for use. Buy access to another player s resource: A player can pay another player $2 to gain access to a resource building tile the other player owns, or pay $2 to the bank to gain access to a resource building tile claimed with a neutral token. The building tile does not need to be connected to a building tile the buying player owns. This access is denoted by placing the buying player s claim token under the claim token of the player who owns the resource tile (or the neutral token). Access allows a player permanent use of the resource in constructing higher tier resource building tiles, though the owning player still earns points when the resource tile is used (points earned by neutral resources are simply returned to the bank). There is no limit to the number of other players who can buy access to a specific resource tile. Normally, players can only buy access to resource tiles on red spaces, but earlier action spaces in this area allow access to resource tiles on white, green, and blue spaces (depending on the colors depicted in the action space). As long as a building is on least one space of the appropriate color, a player can buy access to it. Build a tier 2 or tier 3 resource building: Place a single tier 2 or tier 3 resource building tile on the board connected to a building tile you own and place your claim marker on it. Players must pay the cost associated with the resource $3 in the case of a tier 2 resource tile and $5 in the case of a tier 3 resource tile. In addition, when placing, the tile must be connected to prerequisite resource building tiles that you own or have access to. Tier 2 and 3 resource building tiles can be placed on any color, but each city section can only have one tier 2 or tier 3 resource building of each type. 13

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. Example: Blue takes an action to build the machinery resource building tile. He pays $3 and places the tile on the board such that it is connected to metal and knowledge that he owns or has access to. Blue earns 1 point for the metal tile being used and yellow earns 1 point for the knowledge tile being used. Earlier action spaces in this action area also allow players to build road tokens in addition to the resource building, either before or afterwards. The player can build up to the number of road tokens specified by the action space. The road tokens built must be connected to the resource building tile being built. Build a personal building: Place a single personal building tile (house or bridge) on the board connected to a building tile you own. The cost of a house is $3, and the cost of a bridge is $4, but players can gain a $1 discount when using the earlier action spaces in this area. Houses: Each house tile gives a player an additional worker to use, starting from the next round. When a player builds a house tile, he or she takes one of the worker pawns previously set aside at the beginning of the game and adds it to his or her reserve. Each player can build up to three houses, to gain up to three workers in addition to their starting workers. Houses can only be built on green spaces. Bridges: Bridges are the only way to connect buildings across walls (black spaces) that separate city sections. A bridge can only be built on a black wall space. Once built, 14

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 to gain the same benefit. Each player can build up to three bridges. Other actions: Gain $1: If a worker is placed here, the player immediately earns $1. This action space can hold any number of workers, and so is always available for use. Perform a race action: Certain races have an action available to them on their race card. These can be performed once per round as a work action by placing a worker on the race card. Perform a building action: Each prestige building on the board has an available action space that can be performed once per round as a work action by placing a worker on the building card. A player can only place a worker on one of these action spaces, however, if they have delivered a resource to the corresponding prestige building tile (see Delivering Resources and Earning Points on page 7). END OF ROUND: Second building proposal: Once all players have passed, the work phase ends and the second building proposal vote takes place. It functions similarly to the vote at the beginning of the round, using the three prestige building cards on the right side of the work action board. The difference, however, is that the number of workers contributed by each player to the vote is known, being whatever workers were leftover from the work phase. Players again secretly choose one of the buildings to vote for by selecting the corresponding shape tile, and then all are revealed simultaneously, with the winning building having its corresponding tile placed on the board by the player who contributed the most votes to it, exactly as it is with the initial vote. The card is placed below the work action board and the others are discarded. 15

Changing player order: Once the second building proposal has been fully resolved, the round ends and a new player order is determined. The new order is based on the number of workers the players played during the work phase (both on the work action board and any prestige building or race cards). The players are ordered in descending order of most to fewest workers played, such that the player who played the most workers goes first, and the player who played the least goes last. If there is a tie among two or more players in regards to the number of workers played, the order between those players is opposite of what it was previously. Example: Red and green both played the most workers (4), so they will be first in the new turn order, with red before blue since in the previous order, blue was before red. Green is third with the next most workers played (3), and yellow is last with the least number of workers played (2). END OF GAME: The end of the game is triggered once six separate prestige building tiles have had all the resources they require delivered to them. Whether this happened during one of the building proposals or the work phase, the remainder of the round is played out, and at the end of the round, whoever has the most points wins. If there is a tie, the winner is the tied player who is later in the player order. 16