Conditions Explained in Gloomhaven (What They Do and When They End)

A clear, beginner-friendly guide to all conditions in Gloomhaven: what each condition does, when it applies, when it is removed, and common rules mistakes.

Spoiler-Free beginner 4 min read Updated Feb 1, 2026
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Conditions are one of the most powerful (and most misplayed) mechanics in Gloomhaven. Some conditions completely shut enemies down, others slowly drain health, and a few exist mainly to set up future damage.

This guide explains every condition, in plain language, with:

  • what the condition does
  • when it takes effect
  • when and how it is removed
  • common mistakes to avoid

No spoilers, no edge-case overload — just the rules you actually need at the table.

Big Picture: How Conditions Work

  • Conditions apply to both players and monsters
  • Most conditions last until the affected figure performs a specific action
  • Some conditions persist until healed or otherwise removed
  • Multiple conditions can affect the same figure at once

Conditions are not damage by default — they change how actions work.

Hard Control Conditions (Turn-Stoppers)

These are the most powerful conditions in the game.

Stun

Effect:

  • The affected figure skips its entire turn
  • No movement, no attacks, no abilities

Removal:

  • Automatically removed after the skipped turn

Key Notes:

  • A stunned figure still draws an initiative
  • Stun is removed even if the figure never got to act

Common Mistake:
Thinking stun only prevents attacks — it prevents everything.

Disarm

Effect:

  • The figure cannot perform attacks
  • Movement and non-attack abilities are allowed

Removal:

  • Removed after the figure’s turn

Common Mistake:
Disarmed monsters still move toward their focus.

Immobilize

Effect:

  • The figure cannot move
  • Attacks and other abilities are allowed

Removal:

  • Removed after the figure’s turn

Common Mistake:
Immobilize does not prevent push/pull effects.

These affect how damage is applied or amplified.

Poison

Effect:

  • The affected figure suffers +1 damage from all attacks

Removal:

  • Removed when the figure is healed

Key Notes:

  • Poison does not deal damage on its own
  • Multiple poison applications do not stack
  • Healing a poisoned character only removes the poison. The character does not benefit from the heal.

Common Mistake:
Forgetting to remove poison after healing.

Wound

Effect:

  • The figure suffers 1 damage at the start of each of its turns

Removal:

  • Removed when the figure is healed

Key Notes:

  • Damage happens before actions
  • Wound can exhaust low-health figures quickly
  • Unlike poison wounded players still get the HP increase from a heal when wound is removed.

Common Mistake:
Applying wound damage at end of turn instead of start.

Accuracy & Positioning Conditions

These affect how attacks resolve.

Strengthen

Effect:

  • All attacks gain advantage

Removal:

  • Removed at the end of the figure’s next turn

Key Notes:

  • Applies to every attack that turn
  • Extremely strong on multi-attack turns
  • Since it is removed at the end of your next turn, strengthening yourself means you are strengthened for two turns.

Muddle

Effect:

  • All attacks suffer disadvantage

Removal:

  • Removed after the figure’s turn

Common Mistake:
Applying muddle to movement or non-attack abilities — it only affects attacks.

Movement & Targeting Conditions

These change how figures move or choose targets.

Invisible

Effect:

  • The figure cannot be targeted by attacks
  • Monsters ignore invisible figures for focus

Removal:

  • Removed at the end of the figure’s next turn

Key Notes:

  • Invisible figures can still be hit by area effects
  • Monsters will retarget if their original focus becomes invisible

Common Mistake:
Thinking invisibility lasts until attacked — it lasts until the end of your next turn.

Curse

Effect:

  • A curse card is added to the attack modifier deck
  • Curse cards cause a Null when drawn

Removal:

  • Curse cards are removed after being drawn

Key Notes:

  • Curse affects future attacks, not the current one
  • Players and monsters have separate modifier decks

Bless

Effect:

  • A bless card is added to the attack modifier deck
  • Bless cards cause a ×2 when drawn

Removal:

  • Bless cards are removed after being drawn

Common Condition Mistakes

  • Removing poison or wound at end of turn (they require healing)
  • Letting disarmed monsters stand still (they still move)
  • Forgetting that immobilize does not prevent forced movement
  • Treating invisible figures as valid monster targets
  • Letting conditions stack when they shouldn’t

Strategic Takeaways

  • Stun > damage in many situations
  • Poison + multi-attack is extremely efficient
  • Disarm is better than immobilize against ranged enemies
  • Strengthen can outperform raw attack bonuses
  • Conditions win scenarios, not just damage numbers

Next reads

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