cunlema board game rules assistant 中文

Gloomhaven

At a glance

Players
1–4 players
Play time
60–120 min
Chinese title
幽港迷城
Published
2017
BGG rank
#4
BGG rating
8.47
Gstone rating
8.78
Complexity
BGG weight 7 / 10
Chinese rules
Available on cunlema
Card data
card images

Rules overview

English version of our rules overview, translated from the Chinese original (cunlema). The Chinese page is the source of record.

Game Overview

Gloomhaven is a cooperative game of battling monsters and advancing a player's own individual goals, meant to be played as part of a campaign where a group of players uses the Scenario Book to string together a series of adventures, unlocking new content as they progress. Any revealed scenario can also function as a highly variable stand-alone experience. Players control characters with unique ability cards, battling monsters controlled by AI decks across modular maps.
Core Mechanisms: Card-driven action selection (playing two ability cards per round for a top and bottom action), initiative-based turn ordering, attack modifier deck draws, elemental infusions, and cooperative scenario objectives.


1. Game Components

Component Quantity/Description
Character Mats One per player; includes portrait, icon, class name, max hit points per level, max hand size, round structure reference, discard/lost/active card zones
Character Ability Cards Starting hand of Level 1 cards per class; each has name, initiative number, level, top action, and bottom action
Item Cards Acquired with gold or treasure; equip slots: Head, Body, Legs, One Hand, Two Hands, Small Item
Monster Statistic Cards Per monster type; shows normal and elite stats (HP, Move, Attack, Range, traits) for each scenario level
Monster Ability Cards Shuffled decks per monster type; list initiative and abilities
Battle Goal Cards Two dealt secretly per character per scenario; one kept, one discarded
Attack Modifier Cards Standard deck of twenty cards per player and one for the monsters
Map Tiles Modular board configured per Scenario Book
Overlay Tiles Doors, corridors, traps, hazardous terrain, difficult terrain, obstacles, treasure
Standees Monster figures in white (normal) and gold (elite) bases
Tokens Damage tokens, money tokens, condition tokens, character tokens
Elemental Infusion Table All six elements set in the "Inert" column
Health and Experience Trackers Tracking dials for each character
Scenario Book Contains scenario pages, monster keys, treasure index
---

2. Game Setup

  1. Construct the modular board of map tiles in the specific configuration given in the Scenario Book, with doors connecting them.
  2. Set up overlay tiles, monsters, and money tokens for the first room only, plus character figures.
  3. Each player selects a character class (only one copy of each class per scenario; starting classes are Brute, Tinkerer, Spellweaver, Scoundrel, Cragheart, and Mindthief) and takes the corresponding character mat, character tokens, starting Level 1 ability cards, and miniature.
  4. Place a character mat for each player with their hand of ability cards, health and experience trackers, character tokens, a facedown battle goal card, and any equipped item cards.
  5. Place all monster statistic cards with corresponding standees and monster ability cards set to one side in individual shuffled decks.
  6. Prepare shuffled attack modifier decks for each player and one for the monsters (standard deck = twenty cards).
  7. Place piles of damage tokens, money tokens, and condition tokens within reach.
  8. Set the elemental infusion table with all six elements in the "Inert" column.
  9. Determine the scenario level (see Scoring section) before beginning.
  10. Players choose starting hexes marked on the scenario page; monster standee numbers should be randomized when placed.
  11. Each character receives two battle goal cards in secret and chooses one to keep, discarding the other.

3. Game Flow

A scenario consists of a series of rounds played until players either meet the victory conditions or fail. Each round consists of:
1. Card Selection: Each player secretly selects two cards from hand to play facedown (one designated as the leading card) OR declares a long rest for the round.
2. Determining Initiative: Players reveal their cards (leading card on top showing initiative). A monster ability card is revealed for each monster type on the board. Initiative order is determined from lowest to highest value.
3. Character and Monster Turns: Starting with the lowest initiative, players and monsters take turns performing actions. On a character's turn, they perform the top action of one played card and the bottom action of the other.
4. Cleanup/End of Round: Some cleanup may be required (shuffling discard piles back into decks when indicated, resolving active effects, etc.).


4. Player Actions

Play Two Ability Cards
- Cost: Two cards from hand (or declare long rest).
- Effect: Perform the top action of one card and the bottom action of the other. The leading card determines initiative. Abilities within an action must be performed in written order and cannot be interrupted by the other card's action. Once an action is completed, the card is immediately placed in the appropriate area (discard, lost, or active).

Basic Attack / Basic Move (Card Replacement)
- Cost: Use a card in place of its printed action.
- Effect: Any card can be used as an "Attack 2" (top) or "Move 2" (bottom). The card is always discarded regardless of what is printed on it.

Move X
- Cost: Part of a card's action.
- Effect: Move up to X hexes. Figures can move through allies but not enemies or obstacles. Cannot end movement in an occupied hex. Traps and terrain effects resolve upon entering with normal movement. Jump ignores figures and terrain except the final hex; Flying ignores all figures and terrain including the final hex (must still end in unoccupied hex).

Attack X
- Cost: Part of a card's action.
- Effect: Deal base X damage to an enemy within range. Ranged attacks have a Range Y value; melee attacks default to range 1. Requires line-of-sight. Damage calculation order: (1) attacker's attack modifiers, (2) draw and apply an attack modifier card, (3) defender's shield/defensive bonuses. Repeat per target.

Short Rest
- Cost: Must have 2+ cards in discard pile; performed during cleanup step.
- Effect: Shuffle discard pile, randomly place one card in the lost pile, return the rest to hand. Once per rest, the player may suffer 1 damage to instead randomly lose a different discarded card.

Long Rest
- Cost: Declared during card selection; constitutes the entire turn; requires 2+ cards in discard pile.
- Effect: Initiative value of 99. On turn, lose one discarded card, return the rest to hand, perform a "Heal 2, Self" action, and refresh all spent item cards.

Use Items
- Cost: Item must be equipped; spent items rotate to side, consumed items flip facedown.
- Effect: Any number of equipped items may be used before, during, or after the two actions on a turn.

Loot
- Cost: Part of a card's action.
- Effect: Pick up money tokens or treasure tiles on the figure's hex (per card text).

Reveal a Room
- Cost: Enter a hex with a closed door during movement.
- Effect: Flip the door to open, reveal the adjacent room, and immediately place monsters, money tokens, and overlay tiles as specified. Monster types in the new room with lower initiative than the revealing character must act immediately after the revealing character's turn ends.

Heal
- Cost: Part of a card's action.
- Effect: Restore hit points as specified.

Summon
- Cost: Part of a card's action.
- Effect: Place a summoned figure as specified by the ability.

Recover / Refresh
- Cost: Part of a card's action (special ability).
- Effect: Return lost cards to hand or refresh spent/consumed items as specified.


5. Scoring and Game End

Scenario Level Selection: Chosen before the scenario begins (range 0 to 7) and cannot be changed once started. Recommended (Normal) level = average level of party characters divided by 2, rounded up. Easy = -1, Hard = +1, Very Hard = +2.

Scenario Level Monster Level Gold Conversion Trap Damage Bonus Experience
0 0 2 2 4
1 1 2 3 6
2 2 3 4 8
3 3 3 5 10
4 4 4 6 12
5 5 4 7 14
6 6 5 8 16
7 7 6 9 18

Game End: The scenario ends when players meet the victory conditions (e.g., "Kill all enemies") or fail the scenario.

Battle Goals: If the scenario is successfully completed and the character meets the criteria of their chosen battle goal, they earn checkmarks as specified on the card. Checkmarks enhance a player's attack modifier deck (Additional Perks). If the scenario resulted in failure, the character receives nothing from their battle goal regardless of achievement.

Exhaustion: A player is exhausted and can no longer participate if, at the beginning of a round, they have one or no cards in hand AND one or no cards in their discard pile (making a long rest impossible).

Trap Damage: If part of a trap's effect is listed as "damage," the trap inflicts 2+L damage, where L is the scenario level.


Key Rules and Common Questions

Easy-to-miss Rules:

  1. Players must either play two cards or declare a long rest at the beginning of every round; if they only have one or zero cards in hand, long rest is the only option.
  2. A rest action always results in losing one discarded card; a short rest allows only one attempt to suffer 1 damage to reroll the lost card.
  3. When a ranged attack targets an adjacent enemy, the attacker gains Disadvantage against that target.
  4. Closed doors do not hinder character movement but act as walls for monsters and summoned figures; figures cannot be forced through a closed door.
  5. Flying and Jump movements are unaffected by traps and hazardous terrain; Jump's final hex is still normal movement, while Flying ignores terrain on all hexes.
  6. Hazardous terrain does not get removed after triggering; starting a turn on or exiting these hexes causes no additional damage.
  7. Difficult terrain costs two normal movement points to enter; Flying, Jump, and forced movement are unaffected.
  8. When a "Null" or "2x" attack modifier card is drawn, all played modifier cards are shuffled back into that deck at the end of the round; this also happens if a card must be drawn with none left.
  9. BLESS and CURSE cards are removed from the deck when drawn rather than placed in the discard.
  10. Rolling modifiers require drawing additional cards until a non-rolling modifier is revealed, then all drawn modifiers are added together.
  11. Players cannot share specific numerical values or card titles with each other, only general statements about their plans.
  12. In initiative ties between players, consult non-leading cards; a player wins ties against monster types; players decide ties between monster types.
  13. Numbered treasure tiles can only be looted once and should be crossed off in the Scenario Book.
  14. Players cannot own more than one copy of any item card.
  15. Solo play (or open information variant) increases monster level and trap damage by 1 without increasing gold conversion or bonus experience.
  16. Abilities cannot affect allies unless the card or rules specify otherwise; an "ally" includes summoned figures but not the character itself.
  17. Players must perform any part of an action that would cause a negative effect on themselves or allies, but may skip optional beneficial parts.
  18. When revealing a room, if specific monster standees run out, place only available standees starting with monsters closest to the revealing character.

FAQ:

Q: Can I choose not to perform part of my card's action?
A: Players are typically free to choose not to perform any part of the action, but they must perform any part that will cause a negative effect (reduce hit points, lose cards, or cause a negative condition) on themselves or their allies.

Q: What happens if I have only one card in hand at the start of a round?
A: The long rest action is your only option. If you also cannot long rest (fewer than two cards in discard), you are exhausted.

Q: Does a long rest count as my turn?
A: Yes, a long rest constitutes the player's entire turn for the round, with an initiative value of 99.

Q: Can I use a card as a basic Attack 2 or Move 2 instead of its printed action?
A: Yes, any card can be used as an "Attack 2" on top or "Move 2" on bottom, but it is always discarded regardless of what is printed on it.

Q: What happens when a door is opened mid-scenario?
A: The door flips to open, the adjacent room is revealed, and all specified monsters, tokens, and overlay tiles are placed immediately. Monster types with lower initiative than the revealing character must act right after that character's turn ends.

Q: Do I get battle goal rewards if we fail the scenario?
A: No. If the scenario resulted in failure, the character receives nothing from their battle goal card, regardless of whether the goal was achieved.

Rules Q&A

Questions below are real questions players asked cunlema about this game; answers are ours, translated into English.

## Game Overview In Gloomhaven, enemy stat cards and ability cards are the core components for managing enemy behavior. Understanding how to read them is crucial for correctly executing the gameplay. ## Game Components - **Enemy Stat Cards**: Display the enemy's hit points, defense value, movement speed, and attack power. - **Enemy Ability Cards**: Define the enemy's special abilities and behavior patterns. ## Core Mechanisms Enemy stat cards and ability cards together determine the enemy's performance during the Action Phase. Stat cards provide base values, while ability cards grant them unique abilities. ## Rulebook Text ### Reading Enemy Stat Cards Each enemy stat card contains the following information: | Item | Description | |------|------| | Hit Points | The amount of damage the enemy can sustain | | Defense Value | The damage the enemy can reduce each round | | Movement | The number of hexes the enemy can move each round | | Attack | The enemy's base attack power | ### Reading Enemy Ability Cards Enemy ability cards typically contain: - **Skill Name**: Description of the skill's effect - **Trigger Condition**: When this skill is activated - **Effect Description**: Specific ability description - **Duration**: The number of rounds the skill lasts ## Setup During the setup stage, place the corresponding enemy stat cards and skill cards as required by the scenario. Ensure that each enemy's stat card and skill card are correctly paired. ## Gameplay During the Action Phase, enemies act in the following order: 1. Draw an enemy skill card 2. Adjust the stat card values according to the skill card's effect 3. Perform move and attack actions ## Key Rules & FAQ ### Commonly Misplayed Rules - The effects of enemy skill cards may temporarily modify the values on the stat card - Some skill cards have a duration; you must track the remaining number of rounds ### Frequently Asked Questions **Q: Are the values on the enemy stat card fixed?** A: No. The effects of enemy skill cards may temporarily modify these values. **Q: How do you determine which skill card an enemy uses?** A: According to the drawing rules for the enemy skill card deck, typically one card is drawn each round.

Gloomhaven: How to Read Enemy Monster Statistic Cards & Ability Cards

I. Enemy Monster Statistic Card (Monster Statistic Card)

Purpose: Lets you quickly look up the base statistics for a given enemy monster type at both Normal and Elite levels.

Key Reading: Base statistics change with scenario level. Each edge and each side of the card corresponds to a different scenario level's values; flip or rotate the card to display the base statistics for the current level.

Items on the card:
- Enemy monster name, along with the stat level matching the scenario level
- Normal level stat area and Elite level stat area (kept separate)
- Hit Points: the total damage the monster can sustain before being killed
- Move value: the base number of hexes it can move during a Move ability action
- Attack value: the base damage value it can deal during an Attack ability action
- Range value: the distance (in hexes from its current position, equal to this value) that an Attack or Heal can reach. If it shows "—", the monster's action with a normal Attack ability can only target enemies in an adjacent hex (i.e., a melee attack)
- Special abilities: these are persistent, e.g., "Flying," with the symbol shown next to the name

Matching stat card sleeve: Used to track that monster's damage markers and status markers (placed in the position matching the monster standee's number), and can also cover the stat information not currently needed.

II. Enemy Monster Ability Card (Monster Ability Card)

When drawn: Each round, after players have chosen their own ability cards, draw one card for each monster type present on the board from its corresponding deck.

Purpose: Determines which action abilities that monster type (both Normal and Elite) will perform this round.

… (condensed here; full text on the cunleme Chinese page)

## Key Rules & FAQ ### Frequently Asked Questions **Can a summon's initiative value be considered as always being before its summoner?** No. A summon's initiative value is calculated independently and cannot be considered as always being before its summoner. The summon and its summoner are independent entities in terms of initiative, and they are sorted according to their respective initiative values.

Conclusion: That's basically correct, but strictly speaking, the original text uses the term "initiative order," not a specific "initiative value" for summons.

The original text states that a summon's initiative order is always immediately after the initiative of the character using that summoning ability, and is independent of that character's initiative. So understanding it as "always placed before the summoner, and immediately before the summoner" is correct.

Conditions and exceptions to note:

  1. No independent initiative value to compare: The original text only specifies that it is "immediately before the summoner," and does not say that the summon has a numerical initiative value that can be compared with other characters/monsters. So the statement "the initiative value is always before the summoner" does not appear in the rulebook in the wording "initiative value"—the rulebook specifies it as "initiative order is always immediately before the summoner." Understanding it as "always placed one initiative position before the summoner" is fine, but saying it "has an initiative value" is not written in the original text.

  2. No actions on the turn it is summoned: A summoned creature can never perform actions on the turn it is summoned. That is to say, it will not appear in the initiative order to act on the turn it is summoned; it only acts immediately before the summoner starting from subsequent turns.

  3. An independent turn: This initiative turn is independent of the summoner's own initiative turn and is not part of the summoner's actions.

  4. Multiple summons: When the same player has multiple summons at the same time, each summon acts in the order they were summoned (all of these are placed before the summoner).

  5. Ties for "closest": When multiple hostile creatures are tied for closest, priority is given to the one with the earlier initiative—under this premise, a summon takes priority over the player character that summoned it, even if they were summoned this very turn; and the player character performing rest is targeted last.

… (condensed here; full text on the cunleme Chinese page)

**Rulebook Text** **Frequently Asked Questions** **Can a player discard a card to negate lethal damage?** No. Lethal damage cannot be negated by discarding a card.

Conclusion: Yes. When a player character takes any damage, there are two options, one of which is to use a card to negate that damage.

How It Works

Whenever a player character takes any damage, that player has two options:

  1. Take the damage — turn the left dial on the life experience tracker down to record the current total health; or
  2. Discard to negate — choose one card from hand and place it in the removed area, or choose two cards from the discard pile and place them in the removed area, to negate that damage.

Important Restrictions

  • Additional effects still apply: Even if the damage is negated by discarding, any additional effects of that attack are still applied.
  • The two cards played this round cannot be used: The two cards the character played at the start of the round, before their action this round, are considered neither in their hand nor in their discard pile or removed area, and therefore cannot be used to negate damage.
  • What is negated is "that damage": Negation is applied against a single instance of a damage source.

Regarding "Lethal Damage"

There is no specific term for "lethal damage" in the rulebook. The relevant concept is Exhaustion: if a character's total health falls below 1 point, they become Exhausted. Therefore, when a damage instance would reduce a character's health below 1 point, the player may choose to discard cards to negate it when resolving that damage, thereby avoiding falling below 0 and becoming Exhausted — this is exactly the purpose of discarding to negate.

(There is also an optional variant, "Permanent Death": a character whose health falls below 1 point dies permanently instead of becoming Exhausted, but this is a variant rule, not a core rule.)

This content is for reference only; in case of any conflict, the rulebook and experienced players take precedence.

**Rulebook Text** **Can the Red Guard damage their teammates?** Yes. Many of the Red Guard's abilities (such as attacks or effects from certain cards) can target teammates and deal damage to them. This is sometimes intentional in certain tactical situations, such as triggering "when damaged" effects or adjusting your hand. Be sure to follow all relevant rules when resolving damage.

Conclusion: You cannot voluntarily attack your teammates; however, if a card explicitly includes a part that deals damage or a negative effect to a teammate, you must execute it and cannot skip it.

Conditions & Exceptions

  1. Attacks cannot target teammates
    An "Attack X" ability can only deal damage to enemies within range. The rules explicitly state: a character cannot attack their own teammates. Abilities can also never target a teammate — positive abilities designed for teammates use "affect" rather than "target." Teammates may be within the area of effect of an attack, but they are not considered targets.

  2. Definition of a teammate
    A teammate refers to any figure fighting alongside the character, including summons, but excluding the character themselves. Unless a card or the rules state otherwise, abilities cannot affect teammates.

  3. Negative effects on teammates must be executed
    Players may generally choose not to execute any part of a card's action; however, if a part would cause a negative effect to themselves or a teammate (such as reducing hit points, discarding cards, or inflicting a negative condition), it must be executed.

Regarding the "Red Guard"

No dedicated entry for the "Red Guard" class was found in the rulebook text, nor are there any instructions specific to that class's cards. Therefore, it cannot be confirmed from the rulebook text whether a specific card is printed with an effect that deals damage to teammates.

The only criterion is what is actually printed on the card itself:
- The card reads "Attack X" — it cannot target teammates.
- The card explicitly includes an effect that deals damage to or inflicts a negative condition on a teammate — it must be executed and cannot be skipped.

This content is for reference only; in case of any conflict, the rulebook and experienced players take precedence.

## Rules Overview ### Game Overview In Gloomhaven, each character has a fixed set of equipment slots for carrying equipment. The number and type of equipment slots determine how much equipment a character can carry. ### Core Mechanisms - **Equipment Slots**: Each character has 2 body part slots (body, head) and 2 hand slots, as well as 2 general slots. - **Equipment Limit**: A character can carry a total of **6 pieces of equipment** (excluding consumables). - **Hand Limit**: Each hand can equip at most 1 item; two-handed weapons occupy 2 hand slots. ### Game Components - Equipment cards - Consumable cards (do not occupy equipment slots) ### Setup At the start of the game, characters purchase equipment based on their starting gold, with the amount of equipment limited by their slots. ### Gameplay #### Action Phase Characters can use equipped item cards during their actions. #### Next Round Preparation - Consumables are placed in the discard pile after use - Equipment remains on the character and is not consumed ### Key Rules & FAQ #### Commonly Misplayed Rules - Consumables (such as potions) **do not occupy** equipment slots - Two-handed weapons occupy **2 hand slots**, preventing you from equipping other held items #### Frequently Asked Questions **Q: How much equipment can a character carry?** A: Under standard rules, a character can carry **6 pieces of equipment**, plus any number of consumables (consumables do not occupy slots). **Q: Are there limits on equipment slots?** A: Yes, slots are divided into body (2), hands (2), and general (2), for a total of 6 slots.

Equipment Slot Rules

Clear Conclusion: The number of items a character can equip is limited, determined collectively by the various equipment slots. Equipped item cards are placed below the character panel and can be used to enhance the character's abilities during combat.

Specific Slots and Quantity Limits:

Slot Equippable Quantity
Head 1 item
Body 1 item
Legs (Feet) 1 item
One Hand Up to 2 one-handed items, or use the two-hand slot to equip 1 two-handed item
Two Hands 1 item (choose either this or "2 one-handed items" above)
Small Item Quantity = half the character's level, rounded up

In other words: for the hand slots, you either carry up to two one-handed items, or you carry one two-handed item — you cannot mix them to exceed the limit.

Additional Related Rules:
- Item cards are not class-restricted; any character can use any item.
- A character cannot own more than one copy of any item card with the same name.
- A character can own many items (stored in the item pool), but only those within the above limits can be equipped and brought into a scenario; the exact number is determined by the character's equipment limit.
- Items occupy the corresponding empty position on the body (Head, Body, Legs, One Hand, Two Hands, Small Item); certain equipped items also add a specified number of attack modifier cards to the equipper at the start of the scenario.
- For a slot diagram, refer to the "Equipment Slots" entry on page 8 of the rulebook.

This content is for reference only; in case of any conflict, the rulebook and experienced players nearby take precedence.

Can the Red Guard pick up a chest six hexes away when choosing their own hand cards?

Conclusion: Yes, but only if the card reads "Pick Up X" and X ≥ 6.

Conditions

The "Pick Up X" skill allows a character to take all money markers and treasure tiles within range X. So as long as the skill's range value reaches 6, you can pick up a treasure tile 6 hexes away.

Exceptions & Limitations

  1. Line of sight applies: This action is considered a "range skill," so it must obey line of sight rules—the target treasure tile must be in line of sight; if a wall is in between, it does not work.
  2. Not blocked by monster or obstacle positions: This action is not blocked by the positions of enemy characters or obstacles—you can pick up even with a monster or obstacle in between.
  3. Distance cannot be counted through walls.

Regarding "Red Guard Hand Selection"

No entry specific to the "Red Guard" class was found in the rulebook text, nor was any rule corresponding to the phrase "hand selection." Therefore, the values of any specific card cannot be confirmed from the rulebook text. The only criterion is the "Pick Up X" value actually printed on the card face: 6 or above is required to pick up a treasure tile 6 hexes away; less than 6 cannot.

Addendum: Mandatory Pickup at End of Round

At the end of their own turn, a character must pick up any money markers or treasure tiles in the hex they occupy—this applies only to the hex they are standing on and does not involve the 6-hex range.

This content is for reference only; in case of any conflict, the rulebook and experienced players nearby take precedence.

# Gloomhaven Equipment Slots? (Advanced Mode)? ## Game Overview In Advanced Mode, the equipment slot system is more complex, and players need to plan their limited slots carefully to maximize their character's capabilities. ## Core Mechanisms Equipment slots are divided into the following categories: - **Weapon Slots**: Used to place various weapon equipment - **Armor Slots**: Used to place armor-type equipment - **Accessory Slots**: Used to place accessories and special items ## Game Components | Slot Type | Quantity | Description | |---------|------|------| | Weapon Slot | 2 | Can equip melee or ranged weapons | | Armor Slot | 1 | Can equip body armor | | Accessory Slot | 1 | Can equip any accessory | ## Key Rules & FAQ ### Commonly Misplayed Rules - Only **1** item can be equipped in each slot at a time - Swapping equipment does not cost an action - Some equipment may occupy **2** slots ### Frequently Asked Questions **Q: Can I equip two weapons at the same time?** A: Yes, provided you have **2** weapon slots and the equipment does not occupy additional slots. **Q: Can equipment slots be expanded?** A: In advanced mode, some characters can gain additional slots upon leveling up.

Conclusion: In Gloomhaven, the number of items a character can equip has a clear limit, determined by slot.

Specifics:

  • Head, Body, Legs: each slot can only equip 1 item.
  • One Hand: can equip up to 2 one-hand items.
  • Two Hands: can equip 1 two-hand item (occupying both hands).
  • Small Item: the number you can equip equals half the character's level, rounded up.

Conditions & exceptions:

  • One-hand and Two Hands slots are mutually exclusive: if you equip a two-hand item, you cannot equip one-hand items, and vice versa.
  • Item cards are not class-exclusive; any character can use any item.
  • A character cannot own multiple copies of the same item card (maximum 1 copy of each item card).
  • Equipped item cards are placed below the character panel and can be used during combat to enhance abilities.

Regarding "Advanced Mode": no equipment slot rule named "Advanced Mode" was found in the Rulebook Text; the above covers everything about equipment slots in the base rules.

This content is for reference only; in case of any conflict, the rulebook and experienced players take precedence.

Rules, cards and Q&A (Chinese)

The rules, card data and player questions for this game are written in Chinese. Open the Chinese page to read them.

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Where to find full rules

Full rules and card lookup are available in the cunlema app at cunlema.cn — pick this game and ask about any rule, card or turn you are unsure about.