You are a member of Jaws of the Lion, one of the most infamous mercenary groups in this run – down backwater. When a sinister cabal starts disappearing the less fortunate of the city, it somehow falls to you to get to the bottom of it.. so long as you get paid for you trouble.
Gloomhaven Jaws of the Lion is a fully stand alone and cooperative campaign game of tactical combat set in the same unique fantasy world as its predecessor. Players will assume the roles of 4 new hardened mercenaries and work together to fight through a new prequel campaign full of choices, challenges, and twists. New built in tutorials, Learn-to-Play Guide, and play-surface scenario books allow players to jump into the action more quickly and easily than ever before. Playable as a stand-alone game or as an expansion to Gloomhaven.
A stand alone game that precedes the events of Gloomhaven
Game Genre: War Games
No. of players: 1-4 players
Suitable for Ages 14 and above
Game Duration: 30 mins
Family/ Kids Friendly: No
Two scenario books including 25 scenarios
Learn-as-you-play guide and rulebook
Four playable minis
Own decks and character sheets
16 unique monsters (each with standees and decks)
City map with stickers, 20+ event cards
100+ tokens and extra content revealed as you play
Four new characters — Valrath Red Guard (tank, crowd control), Inox Hatchet (ranged damage), Human Voidwarden (support, mind-control), and Quatryl Demolitionist (melee damage, obstacle manipulation) — that can also be used in the original Gloomhaven game.
How to play:
This is a game with a persistent and changing world that is ideally played over many game sessions. After a scenario, players will make decisions on what to do, which will determine how the story continues, kind of like a “Choose Your Own Adventure” book. Playing through a scenario is a cooperative affair where players will fight against automated monsters using an innovative card system to determine the order of play and what a player does on their turn.
Each turn, a player chooses two cards to play out of their hand. The number on the top card determines their initiative for the round. Each card also has a top and bottom power, and when it is a player’s turn in the initiative order, they determine whether to use the top power of one card and the bottom power of the other, or vice-versa. Players must be careful, though, because over time they will permanently lose cards from their hands. If they take too long to clear a dungeon, they may end up exhausted and be forced to retreat.