Here is a following list of special objectives you can use in your own Maleghast games. Each haunt has a provided map for two players, although you can use them on any map of your choosing, including ones meant for more than two. Each haunt has special rules in their description, though some may use the following: ● INTERACT - Do something on the map. To INTERACT, a non SOULless unit must share a space with whatever it’s interacting with unless specified. INTERACTing does not take an ACT or a MOVE slot, and can only be done once a turn for each unit ● ESCAPE - Remove a unit from the battlefield. To do so a unit must spend 1 space of movement at the map edge while no foe is adjacent all maps use the following key. Check the core rulebook for specific rules ● WALL: Wall ● ADV: Adverse Terrain ● HAZ: Hazard ● STAIR: Stair Space ● ELEV: Elevated Terrain ● OBJ: Objective. Dependent on haunt. Cannot create terrain inside ● RESTORE - a unit that restores hp heals it, adding to its HP total. A unit cannot restore more hp than its maximum. ● NEUTRAL - This unit counts as a foe to all sides. ● RESPAWN - When slain, remove the unit and re-deploy it again in free space in its own deployment zone at the start of the next round. It leaves a corpse and triggers any on-death effects as normal. Necromancers are re-deployed at 50% max hp instead and the game does not end when they are defeated. SOULLESS units cannot respawn. By Salt (@Fish0nLand) Roll 1d6, then roll 1d6. Pick the first d6 as the ‘tens’ and the second as the ‘digits’. A roll of 3 and 4 would be ‘34’ for example. Then look up the appropriate haunt and begin the slaughter. Roll Haunt Roll Haunt 11 Bloodstain Harvest 41 Headhunters 12 Midnight Vigil 42 Umpicky Eaters 13 The Dark Rites 43 The Endless Tide 14 The Living Dead 44 Corpse Disposal 15 Wild Hunt 45 Forbidden Knowledge 16 Blood Feud 46 Hell’s Kitchen 21 Shiny! Shiny! 51 Your Majesty Says 22 Hidden Stash 52 A Growing Child 23 Beast of Burden 53 Infection 24 Foolish Heroism 54 Defilement 25 Hell’s Lost Property 55 It Comes 26 Skulk 56 HECRIM 31 Marked for Death 61 Skull Tag 32 Cruel Justice 62 Skull Deathball 33 Wardens and Rogues 63 Skull Blitz 34 Pale Necrolith 64 All That Glitters 35 Toil and Trouble 65 Squirm Maggots Squirm 36 Pattern Recognition 66 The End is Nigh By Salt (@Fish0nLand) 11. BLOODSTAIN HARVEST While not as coveted as their skulls, the residual stains of necromancer blood are nonetheless a potent source of power. At the end of every round, the side with the most units in the center space that their opponents score 1 point. SOULless units count as half a unit. Game ends if 1 side manages to score 3 points. 12. MIDNIGHT VIGIL The dead require tribute, lest they find it between your flesh and marrow. Place four vigil markers, one in each quadrant of the map. Units inside may light it by INTERACTing, gaining control of the vigil. The side with most vigils in their control at the end of round 6 wins, or they automatically win if they have control of all markers at the end of a round.. 13. THE DARK RITES An unholy spell like such requires patience and careful consideration. Any disturbances can lead to grim yet humorous consequences. One side is chosen to enact the rites. Their units may sacrifice a MOVE to create a ritual marker in an adjacent space not adjacent to a foe. Only one marker can exist in each quadrant of the map and they cannot be adjacent to another. Opposing units inside a marker may INTERACT to remove it. The opposing side wins if there are no ritual markers at the end of a round, or loses if there are 4 markers at the end of a round. By Salt (@Fish0nLand) 14. THE LIVING DEAD Hordes of mindless undead flood the streets on many an occasion. At the start of combat place neutral zombie units (1 MV, 2 HP, 2+ DF) in each special space, then replace each unoccupied corpse with a zombie at the end of a round. At the end of a unit’s turn, the closest zombie MOVEs towards that unit and then deals 1 piercing damage to it if adjacent. The game ends if one side slays 10 zombies, otherwise the side that slays the most zombies by the end of round 6 wins. 15. WILD HUNT A large and dangerous beast roams these parts, be it Demon, Carniphagous Owl, or any far deadly game. At the start of combat, place a 2x2 neutral beast unit (2 MV, 10 HP, 3+ DF, PHYS Armor) in the middle of the map. At the end of a unit’s turn the Beast MOVEs towards that unit and then deals 1 devil damage to it if adjacent. The side that slays the Beast first wins, otherwise it kills you both. 16. BLOOD FEUD Many necromancers fill their pockets by settling disputes between Anzen’s warring elites. Each side deploys with a patron (MV *, HP 6, DF 4+, SUPER). It does not take a turn and instead steps 2 when an adjacent ally INTERACTS with it. The patron can use allies for body block but loses all its armor and when not adjacent to an ally. Game ends when one side slays the opposing patron, or their patron ESCAPES into the opposing map edge. By Salt (@Fish0nLand) 21. SHINY! SHINY! Junk Seller Konrad is offering up a hefty reward for a rare and archaic relic, but only one can claim it first! Units in the center special zone can ACT to unearth the relic. Units can drop or pick it up by entering or exiting its space and drop them when they are slain, step, or MOVES more than 2 spaces a turn. The game ends if a unit ESCAPES with the relic. 22. HIDDEN STASH A rumor has led to you discovering a rival necromancer’s hiding spot. Will it be food? Black Gold? An ancient relic? All that matters is that it was soon be yours One side is chosen to secretly hide a Cache marker under a wall on the map. Any unit on the opposing side can search an adjacent wall by INTERACTing, gaining the cache as a token if they search the correct wall. If the wall is destroyed then so is the marker. Units may drop or pick up the cache token by entering or exiting their space, and drop its when they are slain. The opposing side wins if they ESCAPE into their map edge with the cache. Otherwise, they lose if the cache was not revealed by the end of round 3. 23. BEAST OF BURDEN A popular service within the city, Pack Devils offer the safe delivery of wares and bodies through treacherous and distorted districts, despite their bitter nature. One side deploys with a Pack Devil, an indestructible 2x2 Unit that may step 1 space with free movement when an adjacent ally INTERACTS with it. Opposing units can loot the beast by INTERACTing while adjacent, gaining a loot token on a 3+. Units can drop or pick up loot tokens by entering or exiting their space and drop them when they are slain. The opposing side wins if they ESCAPE with 6 loot tokens, or loses if the beast ESCAPES into the opposing map edge. By Salt (@Fish0nLand) 24. FOOLISH HEROISM Some people just can’t mind their business. At the start of combat place neutral Civilian units (2 MV, 3 HP, 3+ DF). One side is chosen to be rescuers, and their units may body block for civilians and can INTERACT with adjacent ones to MOVE them. Adjacent civilians step one space away from units on the opposite side at the end of their turns. The rescuers win if at least 3 civilians ESCAPE into their edge of the map. The opposing side wins if all remaining civilians are slain. 24. HELL’S LOST PROPERTY Bloodied and bruised, this lost lamb must be rescued before your secrets slip from their tongue and slither into the ears of your enemies. One side is chosen to be on the rescue mission. Their hostage is an indestructible unit that the opposing side deploys with. Adjacent allies can INTERACT to make the hostage MOVE 2 spaces while the opposing necro can sacrifice a MOVE to torture it once a turn. The opposing side wins if they torture the hostage 4 times, or loses if the hostage ESCAPES into its allies’ map edge. 26. SKULK A large and armored Gate Guard defends the entrance into the crypt. Its gaze is unyielding, although there are many shadows its sight cannot pierce. The Gate Guard is an indestructible wall, and any unit not in cover from it at the end of a round is spotted. Any unit that hasn’t been spotted can ESCAPE into the opposing map edge. The side that ESCAPES with 3+ units wins. By Salt (@Fish0nLand) 31. MARKED FOR DEATH Higher Powers have declared immediate summary execution for a dutiful minion of yours. Pity! One side chooses an allied unit to be marked for death. It starts combat 1 vitality and can use allies for body block. The opposing side wins if they marked target is slain. Otherwise, they lose if the target ESCAPEs into the opposing map edge. 32. CRUEL JUSTICE In this city of undeath, grudges never truly go away. It should be of no surprise that one of your names would inevitably end up on the ledger. Each side chooses a non-necromancer foe to be the capture target. Necromancers can capture their targets by INTERACTing while adjacent. The target cannot MOVE or step and can be placed in the necro’s last vacated space after it MOVEs. Adjacent allies can free units from capture by INTERACTing. Game ends if one side has their capture target fully within their deployment zone at the end of a round 33. WARDENS AND ROGUES Civil unrest is a common sight in Anzenmezzeron, and many are eager to partake in both sides. Choose one side to be Wardens and the other to be Rogues. Units RESPAWN. When a warden slays a rogue unit, they are RESPAWNED inside the Gaol, an indestructible 2x2 wall in the center of the map, and is considered removed from the battlefield. When slain, wardens drop a key token in their space and RESPAWN at half hp. Rogues may drop or pick up key tokens by entering or exiting their space, and drop them all when they are slain. Keys can be spent while adjacent to the Gaol by INTERACTing, which places a rogue inside into an adjacent space. The Wardens win if all remaining rogues are inside the Gaol. The Rogues win if at least one SOULless ally is not inside the Gaol at the end of Round 6. By Salt (@Fish0nLand) 34. PALE NECROLITH A monument left behind by Those Who Came Before. Archaic mechanisms churn underneath the stone, yet for what purpose? The necrolith is an Indestructible neutral unit that resides in a special zone in the middle of the map. It can only be moved when an adjacent unit INTERACTs to push the necrolith 1 (4+): 2 spaces, but only into a special zone. The necrolith deals 1 devil damage to units it is pushed into. The game ends when one side pushes the necrolith into the opposing final zone, otherwise the side that made the most progress towards that zone by the end of round 6 wins. 35. TOIL AND TROUBLE The Hagmothers require assistance, for their ritual is almost complete. The cauldron boils and bubbles with fetid energies, and soon great maladies will fall upon their foes in equal measure. Place 6 reagents labeled 1-6. A unit may pick up a reagent by INTERACTing. Units holding a reagent take 1 devil damage at the end of their next turns and drop reagents in its space when slain. At the end of Round 1 roll the effect die. Units can deliver the rolled reagent by INTERACTing in the special zone, then roll for the next reagent (re-roll duplicates). The first side to deliver 3 reagents wins. 36. PATTERN RECOGNITION You saw the sacred pattern in your dream and it has drawn you here. In this divine place all secrets shall be revealed. Place a Tile marker in each marked space and roll for a random Pattern (1: The Gate, 2: The Star, 3: The Cross, 4: The Crescent, 5: The Serpent, 6: The Bow) One side is chosen recreate the rolled pattern in the special center zone using tiles. Units may INTERACT with a tile to place it in an adjacent space. The opposing side wins if there are no tiles within the zone at the end of any round past the first. Otherwise, they lose if the pattern is completed. By Salt (@Fish0nLand) 41. HEADHUNTERS The Guillotine Devil has trapped you both in its chambers. It demands that heads will fly off in exuberant fashion, and none will leave till it is satisfied. Units RESPAWN. When a unit is slain they drop their Head in their space, which can be picked up by INTERACTing to score points based on the slain unit (1 for thralls, 2 for any other unit, 5 for necromancers) Allies picking up an allied head score no points. First side to 20 points wins. Otherwise, the side with the most points at the end of round 6 wins. 42. UNPICKY EATERS Plump and innumerable, Carrion Worms are a common delicacy among the desperate wretches of the undercity.. Four Carrion Worms are nesting in the middle of the map. Worms MOVE 2 spaces with free movement away from units that end their turn adjacent to them. A unit may gain control of a worm by occupying its space, preventing it from MOVEing. The side with the most worms in their control at the end of round 6 wins, OR they automatically win when they have control of all worms at the end of a round. 43. THE ENDLESS TIDE The line must hold! The beasts will be driven back! One side is chosen to be the defenders. Units RESPAWN without becoming SOULless. Defenders that slay a foe score points (1 for a thrall, 2 for any other unit, 5 for a necromancer). The opposing side wins if they have 4+ slots worth of units within range 3 of the defender’s map edge. The defenders win if they score at least 20 points. By Salt (@Fish0nLand) 44. CORPSE DISPOSAL For those unable to pay the Volvadani tithe, they are conscripted into the life of a corpse-shoveling serf. The work is miserable, the toil is unending. Perhaps next time they will fulfill their dues. One side is chosen for corpse disposal duty. Their units can pick up a corpse by INTERACTing as long as it shares their space, removing that corpse if they are not carrying one, and drops it when slain. Units can deliver any corpse carried by INTERACTing in one of two special zone. The disposal side has 3 quotas to meet by the end of their corresponding round in order to win (R2: 1 corpse, R4: 3 corpses, R6: 6 corpses). If a quota is failed, the opposing side wins. 45. FORBIDDEN KNOWLEDGE Numerous scribe-cults dot the various corners of the city, curating the ancient texts of Those Who Came Before. Such stores of knowledge are always under threat by petty thieves and pay handsomely for protection. At the start of combat place 6 Book markers labeled 1 to 6 and choose one side for librarian duty. Units can pick up books by INTERACTing and drop all of them when slain, but units of the opposing side may only pick them up while not in line of sight of the librarian’s necromancer. That necromancer may INTERACT with adjacent foes to steal all books from them. The opposing side wins if they can ESCAPE into a marked exit with at least 3 book tokens. Otherwise, they lose if all remaining books are dropped into their correctly marked special zones. 46. HELL’S KITCHEN An angry customer and a kitchen backed up on orders. Good luck! Place 5 numbered zones and choose one side for kitchen duty. Units in zone 1 can pick up one of three plate tokens by INTERACTING and drop them when slain. Units holding a plate may INTERACT with zone 2 to fill the plate with delicious slop, which then must be delivered to zone 3 for consumption by INTERACTing inside. Delivered plates become dirty and are placed in zone 4, which must be cleaned at the sink in zone 5 by INTERACTing before it can be filled with slop again. The kitchen side has 3 quotas to meet by the end of each specific round in order to win (R2: 1 delivery, R4: 3 deliveries, R6: 5 deliveries). If a quota is failed, the opposing side wins. By Salt (@Fish0nLand) 51. YOUR MAJESTY SAYS An audience with Obinossifrax is a rare and tricky opportunity. The fickle devil has seen all the violence Anzen and desires a twist to his entertainment. At the start of each round, the Duke of Hell rolls a random Tithe-Law (replacing instances of ‘Volvadani’ with ‘enemy’). When a unit breaks a law its side is striked and the law's effect ends for the round. The first side to be striked 3 times loses the game. 51. A GROWING CHILD A Duke of Hell has tasked you with the healthy development of a lesser demon. For what reason you cannot tell, but it’s clear what lies in store if you fail. One side is chosen for babysitting duty and deploys with a Natal unit (2 MV, 4 HP, 4+ DF). Allies adjacent to their Natal can body block for it and can INTERACT to MOVE it. If the Natal enters a corpse this way the unit consumes it and restores 1 HP. Opposing units can INTERACT to pull all corpses in a space within range 2-3 one space. The opposing side wins if they slay the Natal. Otherwise, they lose if the Natal eats 8+ corpses, as it evolves and obliterates them. 53. INFECTION The Devil Plague corrupts body and spirit, erupting horns across the flesh and imbuing a great desire to spread the sickness to others. One side starts combat with an infected allied unit. Infected units have their MV reduced to 1 but they infect an adjacent unit at the end of their turns. The infected side wins if all of their foes are infected, otherwise they lose if all infected units are slain. By Salt (@Fish0nLand) 53. DEFILEMENT If you can’t have it, why should they? One side has the bomb, tracked as a token on one of their units. Units can drop or pick up the bomb by entering or exiting its space and drop it when they are slain. Units can INTERACT in a special zone to plant the bomb, which explodes at the end of next round and cannot be picked up. The opposing side can INTERACT to defuse the bomb, delaying the explosion to the next round. The opposing side wins if they can defuse the bomb twice, or loses if the bomb goes off. 55. IT COMES It is time to leave NOW. A great evil approaches. Units can ESCAPE into the opposing map edge, and the first side to escape with 3+ units wins. Otherwise, IT kills you both. 56. HECRIM A primal evil from a long forgotten age lingers here, whispering in your ear promises of power absolute. Yet first it must be fed. The trapped spirit of Hecrim resides within the middle of the map. A unit may be possessed by Hecrim by INTERACTING with it, replacing this unit with a Famine Demon unit (2x2 if Large). When slain, the demon drops Hecrim’s spirit in its space. The first side to slay three units with the demon wins. By Salt (@Fish0nLand) 61. SKULL TAG A sport that tests careful coordination and teamwork. Used by necromancers to train their black mass. All units start combat with a skull token. Units can attempt to steal a skull from an adjacent foe by INTERACTING, gaining the token if then win a roll off with the effect die. skulls can be dropped or picked up by entering or exiting their space or are also dropped when a unit is slain. If a side has no more units with skulls on them they lose. Units RESPAWN. 62. SKULL DEATHBALL Popular among the “youths” of Anzenmezzeron, this sport is commonly used to settle disputes between warbands in a less lethal manner. Place 5 skull markers in the middle of the map. Units can INTERACT to pick up Skulls and drop them when slain, but can only hold one skull at a time. Units may also INTERACT to shoot a skull as a line 6 effect, stopping at the first unit in the area. If it is an ally, they gain the skull. If it foe, then units roll off to see if it hits. On success, the attacker gains 1 point, then the ball is placed adjacent to the target regardless of the results. The first side to reach 15 points wins. Units RESPAWN 63. SKULL BLITZ A complex handball variant of the popular Skull Soccer. Has a small but enthusiastic playerbase. Place a skull marker in each marked space at the start of combat and the end of a round if there are no skulls inside. Units may drop or pick up skulls by entering or exiting their space, and drop them all when they are slain. Units may INTERACT to toss a skull at a Basket or ally in range 2 OR convert 5 skull tokens into a Super Skull token, which requires sacrificing an ACT to toss. Each side has a Basket, an indestructible wall. Units score points by tossing a skull into their opponent’s basket (1 point for skulls, 3 points for Super Skulls) However, a basket may only open for scoring once a Super Skull is tossed into it.This lasts until the end of the round. The first side to score 15 points wins. Otherwise, the side with the most score at the end of round 6 wins. Units RESPAWN. By Salt (@Fish0nLand) 64. ALL THAT GLITTERS A hidden tomb teeming with riches has been discovered. It's a race against time to clean out its contents before your rivals. SLAUGHTER ONLY. Place the Vault, an indestructible 2x2 wall, in the center of the map and a key marker in each quadrant of the map. Units can INTERACT to pick up a key and drop them all when slain. Keys can be spent by INTERACTING with the Vault while adjacent, and once all are spent it is replaced with a treasure marker in each space. Units in a treasure marker may INTERACT to search for treasure, gaining a treasure token on a 3+. Units may drop or pick up treasure tokens by entering or exiting their space, and drop them all when they are slain. At the end of the game, the side that ESCAPEd with the most treasure tokens wins. 65. SQUIRM MAGGOTS SQUIRM Once a weak and meager necromancer, they have obtained power absolute and figured now is the perfect opportunity to rid themselves of competition. SLAUGHTER ONLY. One side is chosen to be the BBEGs. Their units RESPAWN immediately after being slain without becoming SOULless. At the start of combat place a Binding marker in each quadrant of the map. Non BBEG units can INTERACT to take control of the marker and when a side controls all markers their necromancer may ESCAPE to win, as the rest are slaughtered. The BBEGs win if all opposing necromancers are slain. 66. THE END IS NIGH Death comes. You all in your foolish and petty squabbles have upset the greater powers of the city. Perhaps one you will escape from their clutches, unlikely as it may seem. SLAUGHTER ONLY. At the end of every round place a NEUTRAL Demon unit (2 MV, 4 HP, 3+ DF) in each marked place. At the end of any unit’s turn, the closest Demon unit MOVEs towards that unit and deals 1 devil damage to them if it ends adjacent. After round 3, necromancers inside the special zone in the center of the map can spend an ACT to escape and win, as long as no other foes except for NEUTRAL units are adjacent to it. By Salt (@Fish0nLand) By Salt (@Fish0nLand)
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