Gloomhaven

Player attack

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An “Attack X” ability allows a character to do a base X amount of damage to an enemy within their range.

Figures cannot attack their allies.

There are two types of attacks: ranged and melee.

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Ranged attacks are accompanied by a “Range Y” value, which means any enemy within Y hexes can be targeted by the attack.

In addition, any ability which specifies a range can only be performed on a figure within line-of-sight.

If a non-attack ability does not specify a range, then line-of-sight is not required.

Note that two hexes separated by a wall line are not considered adjacent, and range cannot be counted through walls.

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Any ranged attack targeting an adjacent enemy gains Disadvantage against that target.

Draw 2 cards and resolve the worse one.

Melee attacks have no accompanying range value and are considered to have a default range of 1 hex, which means they typically target adjacent enemies.

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All ranged and melee attacks can only be performed against enemies within line-of-sight, which means that a line can be drawn from any corner of the attacker’s hex to any corner of the defender’s hex without touching any part of a wall.

Obstacles and characters do not block line of site, only walls block line-of-sight,

A wall is the line edge of a map tile or the entire area of any partial hex along the edge of a map tile, unless covered by an overlay tile.

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When attacking, repeat these steps for each individual enemy targeted by the attack:

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1- Start with the base attack value written on the card.

Example: Start with 2 attack.

2 - An attacker’s attack modifiers are applied first. These modifiers include bonuses and penalties from active ability cards, items, and other sources (e.g., +1 Attack from POISON).

Example: In this case the Mindthief has an active ability card that gives +2 attack to all melee attacks. The new attack damage is 4.

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3 - Next, an attack modifier card is drawn from the attacker’s attack modifier deck and applied.

Example: A x2 was drawn doubling the attack and making damage 8.

4 - Lastly, the defender’s defensive bonuses are applied. This reduces the incoming attack value for each individual enemy targeted based on each defender’s own shield modifier or other defensive bonuses.

Example: The defender is an elite guard, so he has a passive effect that gives him a shield 1 and his ability card gives him an additional shield 1. Reducing the total damage to 6.

Note: The guard also has retaliate 2, so the Mindthief would take 2 damage after this attack.

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5 - Record this damage on the monster stat sheet.

If there are multiple modifiers in any single step of this process, the player chooses the order in which they are applied.

Note: The bonuses are applied per target, it is possible for the same attack action to ultimately deal different damage to each enemy it targets.

Example: The Scoundrel performs an “Attack 3” ability on an adjacent elite Bandit Guard. The Scoundrel adds a +2 attack modifier because of specific conditions set by the card and also is allowed to double the attack because of an active card in front of her. She chooses to add the +2, then doubles the result, resulting in an “Attack 10.” She then plays an attack modifier card to reveal a “-1,” so the attack is reduced to 9. Finally, the Bandit Guard has a shield value of 1, so the attack value is reduced to 8 and the bandit suffers 8 damage.

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Any damage suffered by a monster should be tracked on the stat sleeve in the section corresponding to the number on the specific monster’s standee.

When a monster is brought to zero or fewer hit points by an attack or any source of damage, that monster immediately dies and is removed from the board.

Any additional effects of an attack are not applied once a monster dies.

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When a monster dies, a money token is also placed on the hex where it died if the monster was not summoned or spawned.

Some attacks and other abilities allow figures to target multiple hexes or multiple targets at the same time. In these cases, the area of effect for the ability is shown on the ability card.

Note: Any rotational orientation of the depicted diagram is valid.

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a - Grey indicates the hex on which the figure is currently located. An area attack which includes a grey hex is always considered a melee attack.

Note: Even if the figure is normally ranged, the grey hex means the attack is melee and the figure must be standing in that position to attack the hexes in red.

b - Red indicates the hexes with enemies affected by the ability.

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For a ranged area attack, only one of the red hexes needs to be within the range specified, and it does not need to contain an enemy.

Example: In this example the Spellweaver could still attack the Bandit guard.

Example: This attack indicates that the figure can perform a ranged “Attack 4” on a cluster of three hexes as long as at least one of those hexes is within Range 3.

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Example: This attack indicates that the figure can perform a melee “Attack 3” on the cluster of three hexes.

Some attacks are accompanied by a “Target X” value, which means the character can target X number of different enemies within the attack’s range with the attack.

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For any attack that targets multiple enemies, an attack modifier card is drawn for each target. It is not possible to target the same enemy with multiple attacks from the same ability.

Note: Abilities can never target allies (positive abilities meant for allies will use the term “affect” instead of “target”). An ally can be within the affected area of an attack, but they will not be targeted by it.

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Note: As long as an attack does not specify range, it is considered melee, such that it is possible to attack a non-adjacent target with a melee attack if hex configuration allows.

Example: In this example the brute could attack the Bandit Guard.