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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.
Damage-Related Conditions
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