Attack

Attack is one of the most common abilities in Gloomhaven, and is the usual way for figures to damage and remove hit points from enemies. Attacks cannot (unless noted otherwise) target a figure's allies, and must target figures within . Attacks can be made by both characters and monsters.

As one of the 'basic' actions found on every character card, every character card's top action may optionally be considered an `**Attack2**` if the player forgoes the card's normal top action.

It should be noted that other sources of damage, such as from traps and Retaliate, do not count at attacks and follow their own separate rules for resolution.

## Syntax

Attack is denoted by the phrase `**Attack*X***` (where *X* is the base attack value), below which other any other of its properties may be listed, such as range, number of targets, effects, and conditions.

* **Melee attacks** can target enemies in adjacent hexes to the attacking figure. Attacks with no listed range are melee attacks.

* **Ranged attacks** are denoted with the phrase `Range*Y*` listed directly below can target enemies located a number of hexes away measured from the attacking figure equal to *Y.* However, a ranged attack suffers from disadvantage its target is within melee range (in a hex adjacent to the attacking figure.)

* **Multiple targets** is indicated with the phrase `Targettargetwhite game*Z*`, which allows the attack to duplicate and target up to *Z* number of different valid targets, each with its own separate resolution.

* **Area of effect diagrams**, made of an array of hexes, base targeting of the attack on an area of the map represented by red hexes . Melee area effect diagrams include a grey hex  to indicate the attacking figure's location. In determining the area of effect, the diagram may be rotated in any way, provided that the relative layout is maintained. If the area effect attack is a ranged attack, the range is counted to any hex of the diagram.

* **Attack effects** augment how an attack is performed, such as enabling the attack to move enemies, allowing the attack to reduce the targets' effective shield bonuses, and target extra enemies within range. Effects are optional and the player may opt to skip them during the attack's resolution, and to apply them differently for each target, if applicable.
	+ **Push** **/Pull** manipulate enemies' positions by forcing them to move further or closer from the attackers.
	+ **Pierce**  reduces targets' effective Shield defensive bonuses to the attack.
	+ **Add Target**  allows the attack to target an additional valid target.

* **Conditions** inflict additional, usually harmful, conditions to the target(s) of an attack.

Attacks can also be augmented by other effects, such as active bonuses and items.

## Resolving an Attack

The process for resolving an attack first resolves damage, then resolves effects and conditions that attack carries:

```
attack damage = (base attack value ± circumstantial modifiers ± attack modifier card(s)) - defensive bonuses

```

##### **1. Factor Circumstantial Modifiers**

Includes bonuses and penalties from active ability cards, items, poison, and other sources.

##### **2. Apply Attack Modifier Card(s)** *main article: Attack Modifiers*

Draw and apply one (or more if applicable) attack modifier card(s), obeying advantage and disadvantage as applicable.

##### **3. Factor Defensive Bonuses**

Reduce the attack value by any defensive bonuses the target has, such as from Shield or other active abilities.

**Finally,** reduce the target's HP by the final value.

##### **4. Apply Effects and Conditions**

Apply all relevant attack effects and conditions associated with the attack ability to the target, regardless of whether damage was dealt. Attack effects may be applied optionally.

These steps are repeated for each target of an attack ability until all targets resolved.

and a + 0 attack modifier card is drawn:
The base attack value is 3 HP;
1. Poison adds + 1 HP;
2. Modifier card adds + 0 HP;
3. Shield 3 would negate 3 damage BUT piercing 2 reduces the effective shield value to just 1, so shield negates only 1 HP;

(3 + 1 + 0) - 1 = 3 HP... *the attack deals 3 HP of damage.*

## See Also

Shield for the ability that provides a defensive bonus against attack damage.