LET THE DEAD RISE - Magnagothica
LET THE DEAD RISE - Magnagothica
D illon N guyen
Table of Contents
A D CO N T IN U U M O N T H E LO W ER H O U SES 1
Ganbatten 2
Sepultura 8
Avidava 14
Karvagnu 20
Pseuste 26
Misere 32
CO N Q U EST M O D E R U LES 38
Coins of Death 41
Order of Play 42
Doing Battle 43
W A N D ER IN G M O N ST E R S 44
Interim Infernalis 45
M APS 47
W A N D ER IN G M O N ST E R S LIST 51
M ER CH A N T S H O P 65
Everything in this book has been written, designed, and illustrated by Dillon Nguyen.
Based on the tabletop skirmish game by Tom Bloom.
Fonts are Georgia and M etal B lackletter
Instagram :@S leepy.S veltey
First R elease
AS WE RISE
I think that people are haunted. Not in the classic lingering ghost way, but in the
way that everything you do and everything you’ve experienced kind of sticks
around. My first ghost began haunting me back when I started getting into TTRPGs
in middle school. I think it was the allure of podcasts among other things that
convinced me tabletops were one of the coolest things ever. Not only was it a way to
play around in vast stories and rely on the guidance of chance or mechanics to keep
things exciting at every turn, it was kind of an excuse just to be with other people. I
kinda wanted to be around more people as a kid, bonus if they actually enjoyed it
too. So in the coming years when I first started a campaign, I was so excited. I drew
maps by hand and uploaded them online, talked through characters with each of
my players, crafted something I thought was amazing. And as the months passed
and planning waned, lives getting busier, it all just kind of fizzled out. The first in
the many unfinished projects I would see in my lifetime.
It's been a bumpy ride since then. Even beyond tabletops I kept trying to find more
ways to be around people. I kept looking for ways to connect with others, starting
relationships and tales and stories that I was really looking forward to.
Unfortunately, I tend to start a lot of stories without getting the chance to really
finish them. In a way it keeps them alive, but stuck in a state of both existence and
non-existence. Undead, if you will. In the past few years I’ve only ever fully
completed the storyline for a single campaign out of the many, many I’ve played.
But now that I’m releasing this book, maybe it’ll be another chance to feel proud of
something I’ve finished. A chance to be a little less haunted.
I love doing this. I love it so much. I don’t want the act of creating to be lost to me,
or something I need to bury even if so many of my investments are 6 feet under. In
fact it’s thanks to the community that I feel if enough people have been supporting
me thus far, I can keep this project alive for just a bit longer. Necromancy is more
than just summoning the undead to fight on your behalf. It comes from the ancient
Greek word for corpse (necro) and prophecy (mancy), and used to refer to just
practices that allowed you to speak for the dead. And If I know anything at all, it's
that if the dead were to tell the living anything, it would be to keep on living life to
the fullest each and every day like it's your last.
Time spent doing something you enjoy is never a waste of time. Hopefully with this
book you can find more ways to keep on spending time on the things you love, and
if not, I thank you for downloading it anyways.
Enjoy the read and subsequent games. It'll be scrumptious, I promise. The secret
ingredient is always, always love.
- Dillon Nguyen
(Svelte, Snitty, SvelteSnorlax, Violence Queen)
[I’d like to give a special heartfelt thank you to every single member of the
Maleghast Homebrew community on discord. You guys have been so supportive
since day 1 and honestly the love and support I get from creators and players alike
has meant so much to me. An even more special thank you to Olivia Bittner
(Swampy) and Theja Shirshu. Those two have been my rock during this project and
a decent amount of this content was done in collaboration with Olivia’s work The
Step Below Hell. Couldn’t have done it without you two.]
Fig C : S ix A dditional Low er H ouses
X III . G A N B A T T EN X V . M IS E R E X V III . P SE U S T E
X IV . K A R V A G N U X V I . S EP U LT U R A X V II . A V ID A V A
M isery festers everywhere in the black city. As more and more souls are drawn
to the promise of the city’s unspeakable power, the tastier their broiling despair becomes. Devil’s
have just as much desire as any beast or being does, an unconquerable hunger that is always
seeking to be filled. Cries of the damned mark the victims of these fiend’s agendas, and many of
the lesser houses weep the loudest. The term “Great House” is often used to refer to the houses
that not only control vast lands of milk and honey, but also control themselves. Not every contract
is equal, and not every devil can offer up power so freely. The Lower Houses have often squirmed
beneath the surface, waiting for their chance to rise to the throne. But there are thousands upon
thousands of them, a bit too willing to do what it takes to usurp the status quo.
This desperation makes the more recent Lower Houses often marked by a remarkable difference
in the power between their necromancers and the beings that allow them to practice the black arts
to their fullest potential. Contracts, like anything else, have evolved. Devils have learned to cut the
corners of the soul to consecrate their rise to power. The relatively recent emergence of these new
Lower Houses in the city threaten to change the meaning of a “pact” for every practitioner of the
Necromancer in the Black City.
Imprisoned by promises of power and lack of autonomy, these souls are doomed to fight and die
for the sake of a being other than themselves. But as we all know, in this city Death is Broken.
No matter how many times it takes or how many cycles are passed, the power granted to you by
these feasting devils will be their fatal mistake. Bite the hand that feeds you. Do what a
necromancer does best,
MV HP DF ARM
3 2 4+ -
T raits
● Fever!
● Thrall: 2 of these units are worth 1 unit
slot. Can be activated two at a time.
A CT A bilities
Cheer!: Self, Recharge
Effect: Step 1. Gain 1 obsess and push 1 adjacent ally.
FA N A T IC
Ganbatten Scion
MV HP DF ARM
4 4 4+ -
T raits
● Fever!
● Trample: This unit may pass through
enemy spaces. When enemy units are pulled
into this unit, they take +1 damage.
A CT A bilities
Gatekeep: Self
Effect: Step 2. Then create a wall in a free space in range 2 (4+) and gain 1
strength.
Vicious Elbow: Attack, Melee
On Hit: 1 damage. Effect: Transfer 1 (4+) 2 (6+) all negative tokens on self to
the target. If there are no negative tokens to transfer, ignore armor.
Cut the Line: Self, Recharge
Effect: MOVE as far as possible in a straight line dealing 1 damage to each unit
you pass through. Then splash(self) 1 obsess token.
MV HP DF ARM
3 4 3+ MAG
T raits
● Fever!
● Devotee: This unit rolls +1d when within
range 3 of the Necromancer.
A CT A bilities
Keep it Up!: Range 3
Effect: Ally in range recharges, may step 1 (3+) and gain 1 strength.
Hype Train: Range 4, Recharge
Effect: This unit steps 1. Then inflict 2 obsess (5+) 3 obsess tokens.
Shake it Off: Curse, Range 3
Effect: Transfer 2 (5+) all negative tokens on a self or a unit to another unit in
range, then deal 1 reverb damage to the original target.
CR A ZE D
Ganbatten Horror
MV HP DF ARM
5 4 3+ -
T raits
● Fever!
● Stalker: This unit is immune to being
pulled. When adjacent to the Necromancer
on any turn, Push 1 this unit away from
them until it is no longer adjacent.
A CT A bilities
Seethe: Self
Effect: Step 1. Gain 1 strength (5+) and double all obsess tokens on this unit. If
not at full HP (4+) clear any weak first.
MV HP DF ARM
3 6 2+ PHYS
T raits
● Stagework: The Necromancer can occupy the
same space as this unit, and gains Elevation and
immunity to hazards while doing so. While
occupied, if this unit moves, the Necromancer
moves with it. This unit is immune to pull.
● Tyrant: 2x2 unit.
A CT A bilities
Switch Venue: Self
Effect: Step 2, destroying walls this unit moves into. It may then
place 1 wall in an adjacent space.
Pyrotechnics: Attack, Line 3, Recharge
On hit: 1 fire damage. Effect: This attack may target an additional line 3
parallel and adjacent to the first line. (5+) Inflict 1 obsess on units hit.
Resonate Acoustics: Range 2, Recharge
Effect: All units within range gain 1 obsess token (5+) and walls within range
splash(target) 1 obsess token.
T H E ID O L
Ganbatten Necromancer
MV HP DF ARM
3 10 3+ MAG
T raits
● Fever!
● Eyes on Me: Enemy units within range 2 can only draw Line of Sight to The
Idol. When on elevation this range increases with 3 space orthogonal.
+Choose One More
A CT abilities
Queen Chordmaker: Attack, Range 4, Recharge
On hit: 1 reverb damage. Adjacent targets take +1 damage. Effect: (3+) Deal 1 reverb damage to another unit
in range. (5+) step 1 and inflict 1 obsess token on all damaged targets.
+Choose One More
SO U L A bilities
Do You Like Me? (1 SOUL): Any Turn. Trigger: Turn End. Effect. Pull 1 any obsessed unit in any direction.
Nervous System Overload(3 SOUL): Any Turn. Trigger: Turn End. Effect: Remove all obsess tokens
from any unit. Foes take +1 reverb damage per token removed. Allies gain 1 strength per token instead.
B onus T rait
● Parasocial: Allied units can body block from within range 2 of this unit.
● No Touching Please!: Spaces adjacent to this unit are considered hazards by enemy units. When
units are pulled into the Necromancer’s space due to obsess, resolve damage and push 1.
● Star of the Show: Step 1 and gain 1 obsess after this unit ACTs. This unit can convert any amount
of obsess on itself into strength at the start of its activation.
A C T U pgrades
● Performance: Rot Musica: Curse, Range 3, Recharge
Effect: Immediately activate 1 unit’s obsess token without discarding it. This unit’s strength tokens
can apply to this damage. 1 (4+) 2 units in range are pushed 1.
● Performance: Dead End: Curse, Range 3, Recharge
Effect: Deal 2 reverb damage to a unit in range. If this slays a unit, splash(target) 1 obsess token
(5+) and 1 reverb damage.
● Performance: Dir en Grey: Curse, Range 3, Recharge
Effect: Take 1 devil damage and grant self 1 strength token. Then distribute 2 (5+) 3 strength to
allied units in range.
● Star Beam: Line 4, Recharge
Effect: Step 1. On hit: 1 reverb damage. This attack goes through walls and may target through
walls. This attack may treat obsess tokens as vulnerable, consuming them. Obsessed allies may step
1 instead of taking damage, consuming that token.
● Crowd Surf: Self
Effect: This ability can only be used if on elevation. Step 1 to any adjacent space, if a unit occupies
that space, ignore terrain effects and step 1 to any adjacent space. Repeat this effect until in an
unoccupied space.
● Set the Stage: Range 3
Effect. Place a wall within range. Splash(target) clear hazards and adverse terrain (5+) and inflict 1
obsess.
● Steal the Show: Curse, Range 3
Effect: Push 1. Transfer 2 (4+) 4 (6+) all positive tokens of choice from target to self.
SO U L U pgrades
● Am I Popular Yet?(1 SOUL): Any Turn. Trigger: Turn end. Effect: Inflict 1 obsess token to a
unit in range 5, ignoring line of sight.
● To My Biggest Fan (2 SOUL): Any Turn. Trigger: Unit gains slow token. Effect: The unit with
the most SLOW tokens on the map gains 2 obsess tokens and 1 strength
● Syncopation (2 SOUL): Own Turn. Trigger: Turn start. Effect: Remove all slow from units in
range 3. If this clears more than 3+ slow, summon a Fan adjacent to one of your units.
● Fansign (3 SOUL): Any Turn. Range 3. Trigger: Turn start. Effect: Place 1 wall in range, then all
units within range are pulled 1 towards this Necromancer. 2 adjacent allied units to the
Necromancer gain 1 strength.
● Skip the Beat: (4 SOUL): Ally or Own Turn. Trigger: Turn end. Effect: Immediately take 1
additional turn with a unit that has not been activated this round. At the end of its turn it
splashes(self) 1 obsess token.
● One Last Show (6 SOUL): Own Turn. Trigger: Turn start. Effect: Inflict 1 obsess token on every
unit. Obsess tokens now deal devil damage to enemy units and trigger again at the end of their
activation. At the end of the next round, this Necromancer takes 1 devil damage for every obsession
token activated this way.
10
MV HP DF ARM
3 2 4+ -
T raits
● Grave Tunneler
● Thrall: 2 of these units are worth 1 unit
slot. Can be activated two at a time.
A CT A bilities
Last Rites: Melee
Effect: Create a burial in a free space within range.
‘
M O R T ICIA N
Sepultura Freak
‘’ MV HP DF ARM
3 4 4+ MAG
T raits
● Embalm: Once per target per round,
when a buried allied unit within range 4
would gain a negative token, it doesn't
instead. (If gaining more than 1, choose 1
token only).
A CT A bilities
Safety Training: Curse, Range 2
Effect: Distribute 2 (5+) 3 vitality tokens to units within range excluding
self. The first selected unit gains Grave Tunneler.
Tally Losses: Range 3
Effect: Place up to 2 corpses within range. Discard 1 vitality token to place
up to 1 more corpse.
Bereavement: Curse, Range 3
Effect: Replace 1 (4+) 2 (6+) all tokens of one type on target with
vulnerable. Discard 1 vitality on self to roll +1d on this effect.
MV HP DF ARM
4 4 3+ -
T raits
● Grave Tunneler
A CT A bilities
Blue-Steel Pick: Melee
Effect: 1 damage. 3 damage to terrain. If this destroys terrain, grant
this unit 1 vitality.
Safety Hazard: Self
Effect: Pull 2 (5+) 3 any adjacent unit, pulling yourself with them. An
enemy unit that becomes buried during this movement gains 1 vulnerable.
Unfinished Business: Melee, Attack, Heavy Heart
On Hit: 1 damage. Effect: (4+) 1 damage again. Discard 1 vitality to
deal 1 damage again.
FLO R IST
Sepultura Hunter
MV HP DF ARM
3 4 4+ -
T raits
● Rose on the Grave: This unit gains
elevation while buried.
A CT A bilities
Arrangement: Range 3
Effect: Bury 2 corpses in range. (4+) Splash (self) 1 vitality.
Mourn Loss: Range 3, Curse
Effect: Target gains 1 vulnerable. Splash(target) discard 1 vitality on this
unit to deal 1 vulnerable to unit in splash range or target, up to 3 times.
Life Begets Death: Attack, Range 3, Heavy Heart
On Hit: 1 curse damage. Effect: May discard 1 vitality to deal +1 damage.
Discard 1 additional vitality to ignore armor.
MV HP DF ARM
2 4 5+ -
T raits
● Grave Guard: Burials adjacent to or
occupied by this unit cannot be removed.
While buried, this unit cannot be pushed or
pulled.
A CT A bilities
And Stay Dead: Attack, Melee, Heavy Heart
On Hit: 2 damage. Effect: If this attack drops a unit to 0 HP and the
target is buried, discard 1 vitality token to prevent on-death effects from
triggering.
Backswing: Self.
Effect: Step 1. Deal 1 curse damage to an adjacent unit, then splash(self):
bury adjacent corpses.
Graveyard Shift: Self.
Effect: Move adjacent to or on any burial within range 4.
U N D ER T A K ER
Sepultura Necromancer
MV HP DF ARM
4 10 4+ -
T raits
● Grave Tunneler
● Gentle Repose: At start of activation, gain 1 vitality token. You may then
distribute any number of vitality tokens on this unit to an ally within
range 2. If this unit is buried gain (4+) 1 more vitality.
A CT abilities
Mortis Coaxer: Attack, Melee, Heavy Heart
On hit: 2 damage. Effect: (4+) This unit may discard 1 vitality token to remove 1 positive token and inflict 1
vulnerable token on the target.
SO U L abilities
Call to the Grave (1 SOUL) Any Turn. Range 2. Trigger: Turn end. Effect. Pull 2, then inflict 1
Vulnerable. This action can be measured from any burial.
Death Throes (3 SOUL) Any Turn. Range 3. Trigger: Allied unit reduced to 0 HP. Effect. The triggering
unit may ACT 1 more time, then are slain as normal.
B onus T rait
● Graveyard: At the start of this unit’s activation, bury all corpses in range 2.
● Bleeding Heart: This unit may use vitality as strength tokens.
● Tunnel Vision: Enemies outside range 2 from this unit must be orthogonal to it to draw line of sight
to it if it is buried.
A C T U pgrades
● Final Destination: Curse, Range 3, Heavy Heart
Effect: 1 curse damage. If the target is buried or adjacent to a burial, ignore armor and if this reduces a
unit to 0 HP, obliterate it.
● Now Lie in It: Push, Melee
Effect: Push 2, the target stopping on the first burial. If the target is then buried, they take 2 damage
(4+) and gain 1 vulnerable (6+) and 1 slow.
● Loam Turner: Curse, Range 3
Effect: Pull 2. Then place 1 burial under the target. Inflict 1 vulnerable to the target, or spend 1 vitality
to inflict 2 vulnerable instead.
● No Quarter: Attack, Melee, Heavy Heart
On hit: 1 damage. If the target has any vulnerable, roll +1d on this effect die. Effect: (4+) Deal 1
damage again. (6+) deal 1 damage again.
● Rock and Stone: Range 2
Effect: Gain 1 vitality token. Splash(self) allies gain 1 vitality token. All enemies in range gain 1
vulnerable.
● Tombstone Piledriver: Attack, Melee, Heavy Heart.
Effect: Step 1. If stepping into a wall, destroy the wall, and you may discard 1 vitality to place a burial
under this unit. On hit: 1 damage. If a wall was destroyed during this ACT, deal 2 damage instead. If
this unit is buried, ignore armor and pull 1, moving with the target.
● Black Lungs: Curse, Range 3.
Effect: Inflict 2 (6+) 3 vulnerable. If the target is buried or adjacent to a burial, the next attack against
it ignores armor.
SO U L U pgrades
● Exhumation (1 SOUL): Own or Allied Turn. Trigger: Turn start. Effect: Move 1 burial in range 2 to
another space within range 2. This action can be measured from any allied Unit.
● Bury Your Dead (2 SOUL): Any Turn. Trigger: Enemy unit is slain. Effect: Convert 1 zone
adjacent to or occupied by an enemy unit into a burial. This burial cannot be targeted by enemy ACTs
until the end of the next round.
● Canary in a Coal Mine (2 SOUL): Enemy Turn. Trigger: Allied unit is slain. Effect: place 1
additional corpse in a space adjacent to the slain ally. All allied units within range 2 of that unit gains 1
vitality and may step 1.
● Sinkhole (3 Soul): Any Turn. Trigger: Unit becomes buried. Effect: Remove the triggering burial
from the map and grant the triggering unit 2 vulnerable and 2 slow tokens.
● Final Rest: (4 Soul): Own Turn. Trigger: Turn end. Effect: Deal 2 devil damage to one unit in
range 4 that is at 2 HP or less.
● A Moment of Silence (6 SOUL): Any Turn. Trigger: Allied unit is slain or obliterated. Effect: Deal
X devil damage to self. Then deal 1 curse damage ignoring armor and tokens to X units within range 4.
You may remove up to X tokens of choice from each unit damaged this way.
Some see the cycle of undeath as something new and
strange when coming to Anzenmezzaron, but to the S pecial T ag:
Children of Avidava, the cycle within this city is just a
simplified truth to the universe as a whole. Life always E nlightened:Effects that trigger when a unit has the
returns from death no matter what form it takes, whether Enlightenment trait.
the body returns in whole or returns to the earth to be
transferred to a different life. They believe the body is R estraint:An effect with Restraint triggers when the
just a body, and willingly offer them up to the Tranquility ACTing unit is the last activated unit you control during
Eater, a transient seemingly benign devil that lurks the round.
between the moments of rare quietude and empty
thoughts. It is too weak to consume souls still set ablaze
by the flames of existence, so it targets souls that have
O ther m echanics:
been sifted through the cycle of death countless times,
weakened by time. By granting the Children of Avidava Curseproof: Immune to damage and effect from curses.
more necrotic power the closer they get to this ripe state, Obstruction: Objects that prevent movement into their
the Tranquility Eater creates more and more followers. space. (Ie. Walls, Enemy Units.)
Even when aware of this, Necromancers in this house see Adverse Terrain: Special terrain type, like mud, water,
that final cycle as a gift, and that perhaps the Ending of rubble, etc. Costs +1 movement to exit.
Death isn’t necessarily an object or something to seek, Line: Affects all units in a line. Lines can only be drawn
but a state of enlightenment and self-actualization one in orthogonal (compass) directions and can only be
finds within even when face to face with a Devil. By drawn from one of those spaces - in other words, no
slaying other living things within this city, they hope to diagonals.
share the gifts and experience of the Last Cycle, bringing Push: Involuntarily push a unit a number of spaces as
peace through sheer utter violence. long as each space of the push is farther to the pushing
unit or effect than the last space. Does not count as
moving.
P laystyle
Pull: Involuntarily pull a unit a number of spaces as long
Second form, shifting power. as each space of the pull is closer to the pulling unit or
effect than the last space. Does not count as moving.
Faction S oundtrack Splash: Affects all adjacent units, but not the target. Can
南無阿彌佗佛 (Namo Amitābha) - Dharma (Death be splash (target) or splash (self).
Metal) Strength(token): Deal+1 more damage, discard one
森罗万象 (Shinrabansho)- Bliss-Illusion after damage is increased this way.
TAKAO - Chthonic Weak(token): Deal -1 damage, discard one after
reducing damage this way.
S pecial M echanic:
R eincarnate:A unit with Reincarnate returns to
life at full HP at the end of the turn after it is slain but
does not drop any SOUL. After this effect is triggered
once, replace this trait with Enlightened.
MV HP DF ARM
3 2 3+ PHYS
T raits
● Reincarnate
A CT A bilities
Noble Truth: Self
Effect: Remove up to 2 negative tokens. (4+) Until the start of the unit’s next
turn, if HP is reduced to 0 from max HP in a single ACT, reduce it to 1 instead.
Quash: Line 2
Effect: 1 damage (4+) inflict 1 weak token. Enlightened: +1 damage. Push 1.
Restraint: Next round, units hit cannot be the first activated units your
opponent controls unless there are no other units they control.
IN D EM N IFIE R
Avidava Horror
MV HP DF ARM
5 2 3+ -
T raits
● Reincarnate
A CT A bilities
Compassion: Range 3
Effect: Grant 1 unit in range 1 strength. You may then remove 1 negative token
from an enemy unit in range. If you do, gain 1 strength. Restraint: ACT again
using a different ACT.
MV HP DF ARM
4 4 3+ MAG
T raits
● Story of Mortality: This unit may remove a
number of negative tokens on self at the
start of its activation equal to the number of
allied units that have ACTed this round.
A CT A bilities
Truth of Suffering: Curse, Range 3
Effect: 1 curse damage and inflict 1 weak to 1 (5+) 2 units in range.
Truth of the End: Self
Effect: Until the start of this unit’s next turn gain: “If unit is slain, deal 2
curse damage to the ACTing unit.” Adjacent units become curseproof for the
duration of this effect.
Alleviation: Curse, Range 2
Effect: Deal 0 curse damage and remove 1 negative token. +1 damage per
token removed. Restraint: Remove 3 (5+) any number of negative tokens.
ABBOT
Avidava Hunter
MV HP DF ARM
4 2 4+ -
T raits
● Reincarnate
A CT A bilities
Pursuit: Curse, Range 4
Effect: Select a unit, this unit’s next attack against it rolls +1d. If they MOVE
out of LoS or range 4, this unit may step up to 3. Restraint: +1 damage on this
unit’s next attack.
Dhana Piercer: Attack, Range 2-4
On Hit: 1 damage. Line 1: 1 damage, measured from the target. Enlightened:
Ignore armor on target. If the target has no armor, line effect becomes 2.
MV HP DF ARM
- 2 2+ SUPER
T raits
● Reincarnate
● Rumbling: This unit does not MOVE and
cannot be pushed or pulled. Restraint: This
unit may Step 4 during the start of its turn.
● Tyrant: 2x2 unit.
A CT A bilities
Zen Garden: Range 4
Effect: Remove up to 2 (6+) 3 terrain effects in range and replace with
adverse terrain.
Divine Sign: Range 2-5
Effect: 1 holy damage. (4+) 1 holy damage to another unit in range.
Enlightened: This ability may ignore LoS.
Earth-Touching Gesture: Self
Effect: Splash(self) foes take 1 damage and allies gain 1 strength.
Enlightened: Splash range increases to 2.
B O D H IS A T T V A
Avidava Necromancer
MV HP DF ARM
4 4 4+ PHYS
T raits
● Reincarnate
● Karmic Retribution: When an allied unit is slain, (3+) this unit gains 1
strength. This unit does not lose positive tokens when it is slain.
+Choose One More
A CT abilities
Six Realms Staff: Attack, Melee
On hit: 1 damage. Effect: Instead of dealing damage, may inflict weak equal to the damage of this attack.
Restraint: Choose one: +1 damage; Push 2; Grant adjacent unit 1 strength.
+Choose One More
SO U L abilities
Inner Peace (1 SOUL) Any Turn. Trigger: Turn End. Effect. Clear all negative tokens on a unit.
Samsara Remade (3 SOUL) Any Turn. Range 3. Trigger: Ally is slain. Effect: Remove any
non-necromancer ally’s Enlightenment and replace it with Reincarnate. Then grant them 1 strength.
B onus T rait
● Forgiveness: Restraint: All damage this unit deals is reduced to 0. At the end of its activation, all
units with at least 1 weak token are pushed 1 in any direction of your choice.
● Diligence: Enlightenment: This unit may step 2 at any point during its activation. Restraint: This
unit ignores terrain effects this turn.
● The River, Beginning and End: Slay this unit at the start of round 1. The opposing necromancer
has their max HP reduced by half, rounding up.
A C T U pgrades
● Teachings, Dhana: Range 2
Effect: Unit in range triggers Restraint during their next ACT regardless of turn order. This unit
takes 1 devil damage.
● Teachings, Tranquility: Curse, Range 2
Effect: Until the end of their next turn, the target cannot take damage. If the target damages
another unit before this effect ends, end the effect. It immediately takes 2 damage ignoring armor
and gains 1 weak.
● Wish Granting Wheel: Self
Effect: Splash(self) 1 holy damage. Enlightened: Your next ACT gains +1d to hit. Restraint: ACT
again using a different ACT.
● Peach-Wood Kanabo: Line 2
Effect: 1 damage (4+) increase range to line 3. Enlightened: Place adverse terrain under units hit
and push 1.
● Raking Palm: Range 2
Effect: Target 1 adjacent terrain and remove it. Then deal 1 damage to a unit in range and
splash(target) 1 damage. (4+) Place 1 adverse terrain under the target.
● Mahapari Nirvana Slasher: Attack, Melee
On Hit: 1 damage. Enlightened: +1 damage. Restraint: +1 damage.
● Teachings, Death: Curse, Range 2
Effect: 0 damage. Splash(target) 1 strength to units at full HP. Enlightenment: Strength is granted
to units regardless of HP.
SO U L U pgrades
● Vipassana Passing(1 SOUL): Any Turn. Trigger: Unit target by a ranged ACT. Effect: Remove
the targeted unit from the board and place it anywhere adjacent to the ACTing unit after it resolves.
● Knowledge: Thoughtfulness(2 SOUL): Own or Allied Turn. Trigger: Turn End Effect: Slay 1
allied unit and grant another unit with Enlightenment within range 4 with Reincarnate. This does
not remove Enlightenment from the target.
● Steadfast Soul(2 SOUL): Any Turn. Trigger: Unit is obliterated. Effect: Unit is slain instead.
● Empty Mind (3 SOUL): Any Turn. Trigger: Unit gains Enlightenment. Effect: Until the end of
its next turn, the unit cannot gain negative tokens and gains 1 strength.
● Naraka, Approaching (4 Soul): Any Turn. Trigger: Unit is slain. Effect: Place 3 adverse terrain
within range 3 of the unit that was slain. They may be placed under other units. If placed under a
unit, deal 1 fire damage ignoring armor.
● Dishonorable 8-Fold Path (6 SOUL): Own Turn. Trigger: Turn Start. Effect: This unit and
adjacent units always trigger Restraint effects for the rest of the game. Six Realms Staff’s Restraint
becomes “Restraint: Choose two: +1 damage; Push 2; Grant adjacent unit 1 strength; Gain +1 Df
until the start of this unit’s next turn; splash(target) 1 damage.”
When something dies and the scavengers come to pick
T rait:C olony(x):A unit with Colony(x) starts with a
apart the flesh, no creatures honor the scraps left behind
certain number of colony Tokens. If hit taking damage
more than the beings of Karvagnu. The Propagation devil
that ignores armor, roll 1d6. On a (5+) you may not
has one goal and one goal only, to spread and fester
reduce colony tokens instead of HP. When a non-colony
across every corner of Anzenmezzaron. Unlucky
unit gains a colony token from this unit it immediately
“followers” of the devil are integrated into the Writhing
takes 1 damage ignoring armor and discards it.
Hive, serving as vessels and breeding grounds for the
constantly growing army of highly intelligent and
S pecial T ag:
cooperative helminths. They reanimate corpses not via
magic, but worms that mimic muscle mass and force C olony(X ):An ability with Colony(X) has additional
limbs into bloody combat. Through biological effects depending on the number of colony tokens on the
engineering via an extremely rapid life cycle, some of ACTing unit, activating when it has at least X of those
these worms become long and flexible, able to affix tokens.
themselves to bows that reach draw weights of up to 200
lbs. The Devil offers a choice, to either retain your D raw :An ACT with Draw gains +2 max range if the unit
consciousness and assimilate, or have your mind purged does not take the MOVE action. You cannot MOVE in the
and body kept on the edge of death to serve Karvangu’s same turn after using an ACT that increases its range via
armies. Necromancers in this house are connected to the Draw.
hive, commanding vast armies, and upon failing a battle
are consumed in their entirety for feed, for nothing goes O ther m echanics:
to waste. The rapidly evolving and strategic Hive feasts to
Adverse terrain: Special terrain type, like mud, rubble,
grow, and grows to breed, and breeds to feast, in a
water, etc. Costs +1 more movement to exist.
never-ending cycle that would only be made more
Terrain Effect: Any effect that changes a Battlefield
calamitous upon finding the Ending of Death.
space. Adverse Terrain, Hazards, or Elevated Space, etc.
Line: Affects all units in a line. Lines can only be drawn
P laystyle in orthogonal (compass) directions and can only be
HP-shifting ranged offense. Growing adaptable playstyle. drawn from one of those spaces - in other words, no
diagonals.
Faction S oundtrack Obliterate: A unit that is obliterated leaves neither body
nor SOUL and does not trigger effects that trigger when
Yuve Yuve Yu - The HU
they are slain or reduced to 0 hp.
To Feed The Worms - Cognitive
Pull: Involuntarily pull a unit a number of spaces as long
Of Earth & Flesh- Writhing
as each space of the pull is closer to the pulling unit or
effect than the last space. Does not count as moving.
S pecial M echanic: Splash: Affects all adjacent units, but not the target. Can
be splash (target) or splash (self).
W rithing H ive:Units in this mass possess colony Vulnerable(token): Take +1 more damage, discard
tokens. A colony token may be reduced instead of HP, one after damage is increased this way.
with 1 token discarded per 1 HP reduced. When a unit Weak(token): Deal -1 damage, discard one after
dies with colony tokens, they are dropped in the square dealing damage this way.
as the slain/obliterated unit. Any allied unit with Speed(token): MOVE +2 more space when MOVEing,
Colony(x) can pick these up by moving on a space on or discard one after MOVEing.
adjacent to those tokens. Toxic: Magic damage type. Reduced by MAG armor.
GRUBS
Tarvagnu Thrall
MV HP DF ARM
4 1 3+ -
T raits
● Colony(1)
● Thrall: 2 of these units are worth 1 unit
slot. Can be activated two at a time.
A CT A bilities
Breeding Grounds: Self
Effect: Remove 1 colony token from this unit and place it in an adjacent space.
(5+) Then gain 1 colony.
LU R T CH
Tarvagnu Scion
MV HP DF ARM
3 2 3+ -
T raits
● Colony(2)
A CT A bilities
Regenerate: Self
Effect: Gain 1 colony token (5+) and 1 speed.
Segmenting Slice: Attack, Melee
On hit: 1 damage. Colony(2+): If this unit attacks a unit at full HP, deal
no damage and instead remove half of the target’s HP rounding down.
Omnivorate: Attack, Melee
On hit: 2 damage. May only target units not at full health. Effect: (5+)This
attack may treat weak on a target as vulnerable.
MV HP DF ARM
3 1 3+ -
T raits
● Colony (2)
● Amassed: This unit drops 1 additional
colony token upon death.
A CT A bilities
Plant Hatchling: Curse, Range 3, Draw
Effect: Target drops 1 colony in its space after this unit is slain or obliterated.
Enemies take 1 toxic damage if they drop a colony this way. This effect can
stack but toxic damage taken does not.
Proliferate: Range 2
Effect: 2 units in range without any colony tokens gain 1 colony
each and (4+) 1 speed token each.
Squirming Burst: Self
Effect: Step 2. Splash(self) 1 weak, then push 1. Obliterate this unit. It
may drop colonies in any adjacent squares.
HORDE
Karvagnu Hunter
MV HP DF ARM
5 2 3+ -
T raits
● Colony (2)
● Strafing Shot: When this unit MOVEs
then ACTs, it may expend any remaining
MOVE after the ACT resolves.
A CT A bilities
Fester: Curse, Range 5
Effect: Target gains 2 (4+) 3 weak tokens (6+) remove any strength first.
MV HP DF ARM
4 3 2+ -
T raits
● Colony(1)
● Natural Disaster: This unit ignores terrain
effects and can occupy the same spaces as
other units.
● Tyrant: 2x2 unit.
A CT A bilities
Infest Earth: Self
Effect: Clear all terrain effects and corpses of the spaces this unit
occupies. For every terrain effect or corpse cleared, roll +1d on this effect.
Gain 1 (5+) 2 colony tokens.
All-Consuming: Self
Effect: All non-colony units occupying the same space as this one take 1
damage. This damage may treat weak as vulnerable.
Gastric Arrows: Attack, Range 2, Draw
On hit: 1 toxic damage, Colony:(1+) 1 toxic damage to a different unit in
range, (3+), 1 toxic damage to a different unit in range.
CONQUERER
Karvagnu Necromancer
MV hP Df ARM
5 4 4+ -
Traits
● Colony (3)
● Perfect Organism: Effects outside of this unit’s own cannot clear or
remove this unit’s colony tokens. While at full health this unit gains 1
speed at the start of its activation.
+Choose One More
ACT abilities
Writhing Manchu Bow: Attack, Range 2-4, Draw
On hit: 1 damage. Colony:(3+) Inflict 1 weak. (5+) This attack ignores line of sight or cover but not both.
(7+) This attack targets 1 additional target or deals +1 damage to the original target.
+Choose One More
SOUL abilities
Propagate (1 SOUL) Ally or Own Turn. Trigger: Turn start. Effect: Unit gains 1 (4+) 2 colony tokens.
Blot the Sun (3 SOUL) Own Turn. Trigger: Turn start. Effect: Select a 3x3 space on the board. This unit
may ACT a second time this turn, but only target units in that 3x3 space for both ACTs.
B onus T rait
● Territorial: This unit is immune to hazards. When it ends or starts its turn over a hazard, it gains 1
colony token and removes the hazard.
● Hive Mind: This unit has LoS on all units that an allied unit has LoS on and may use adjacent ally's
colony tokens as if they were its own.
● Exposed Core: If taking damage that ignores armor, this unit may not choose to reduce colony
tokens on a (2+). Whenever it gains colony tokens it gains 1 (4+) 2 more.
A C T U pgrades
● Guttural Battle Roar: Range 2
Effect: All allied units in range gain 1 speed. (5+) Foes gain 1 weak. Colony:(5+) this ACT’s range
increases to range 4.
● Barbed Bristles: Self
Effect: Splash(self) 1 damage and push 2. Colony:(4+) this unit then may step 2.
● Crawling Plague: Line 3
Effect: 1 toxic damage and inflict 1 weak. Colony:(3+) All targets in range are pushed 1. (5+) First unit
hit takes +1 damage.
● Reflex Command: Range 2
Effect: 1 unit in range with 2 or more colony tokens may ACT randomly, rolling 1d and using their (1-2)
first (3-4) second,(5-6) or third listed ACT. If only having two ACTS, then use its (1-3) first or (3-6)
second ACT, not expending their ACT for this round.
● Slithering Command: Curse, Range 2
Effect: 2 units in range with 2 or more colony tokens may step 2 and clear hazards they pass over, not
taking damage from them.
● Helminthic Merge: Curse, Range 3.
Effect. Transfer all tokens from one allied unit or self to another ally in range. Remove 1 (4+) 3 (6+) all
negative tokens before transferring them.
● Harness Brood: Attack, Range 2-3, Draw
Effect: Lose 1 colony token, then deal 1 damage ignoring armor and tokens. Effect: You may sacrifice 1
additional colony token on this unit to deal 1 damage again or 1 damage to another unit in range, up to
a maximum of 2 times.
SO U L U pgrades
● Pinpoint Aim (1 SOUL): Own or Allied Turn. Trigger: Turn start. Effect: Discard 1 colony token on
the unit. Unit’s ranged attacks this turn have their range reduced by 1 but gain +2d to hit.
● Conquered Territory (2 SOUL): Own Turn. Trigger: Turn start. Effect: MOVE ignoring terrain
effects. Remove all terrain effects moved over this way.
● Encroaching Death (2 SOUL): Enemy Turn. Trigger: Turn Start. Effect: Enemy unit within range
2 of a dropped colony and not at full health may choose between gaining 1 weak or taking 1 damage
ignoring armor. This effect does not stack.
● From Deep Within (3 SOUL): Enemy Turn: Trigger: Turn End. Effect: Remove all weak tokens on
enemy unit and deal +1 toxic damage per token removed.
● Rapid Parasitic Incubation(4 Soul): Any Turn. Trigger: Ally is slain. Effect: Your slain unit
transfers all of its colony tokens to the unit that slayed it. If this would cause that unit to drop to 0 HP
and 2 or more colonies remain, transform it into a Grubs under your control.
● Pupate: Disaster Swarm (6 SOUL): Any Turn. Trigger: Turn end. Effect: Obliterate all
non-necromancer units you control, dropping their colony tokens. Every space with colonies spawns a
Sting, a 1x1 unit with Mv 5, Flying, Df 4+, with HP equal to the colonies left in its space, which are
consumed. Each Sting gains the ACT “Melee, Attack. Effect: Deal 1 devil damage. Then take 1 devil
damage.”
Something dark and malicious remains frozen deep
T rust/P aranoia:A trust token is positive. A unit with
within Anzenmezzaron, a being that only sends whispers
a trust token treats all other units as allies. When a unit
and delusions to the surface through cold heavy breaths.
with a trust token takes damage from another unit, it
The Treachery Devil seeks to one day be set free from the
inverts all trust tokens into paranoia tokens. A paranoia
prison of ice it lies in, so it convinces those with
token is negative. A unit with a paranoia token treats all
desperate enough minds that it has already found the
other units as foes. Paranoia and trust cancel each other.
Ending of Death. The hungriest, most anguished minds
are the strongest in House Psueste, often having
practiced the art of deceit and betrayal for personal gain,
S pecial T ag:
willing to do anything and everything to get what they B ackstab:Additional effects trigger when targeting a
want. Followers revived by the curse of Undeath within unit that considers this unit an ally.
this house have every memory except for their most
horrific and traumatic ones frozen over, a strange mix of
cryomancy and necromancy that serves to fuel this small O ther m echanics:
caravan’s animosity towards others. Often disguised as Curseproof: Immune to damage and effect from curses.
wayward travelers or pioneers, in reality each and every Obstruction: Objects that prevent movement into their
member of House Pseuste takes on unassuming forms for space. (Ie. Walls, Enemy Units.)
the purpose of murdering others. The Treachery Devil’s Terrain Effect: Any effect that changes a Battlefield
mantra of “trust no one” however often leads to these space. Adverse Terrain, Hazards, or Elevated Space, etc.
groups slowly but surely turning on one another, Line: Affects all units in a line. Lines can only be drawn
converting their sheer animosity into frigid lethal force, in orthogonal (compass) directions and can only be
leaving only one person standing. A new caravan then drawn from one of those spaces - in other words, no
forms, based on lies and promises paired with the taste of diagonals.
famine, leading the members of House Pseute to Pull: Involuntarily pull a unit a number of spaces as long
eventually betray and kill every individual they meet, as each space of the pull is closer to the pulling unit or
even each other. effect than the last space. Does not count as moving.
Splash: Affects all adjacent units, but not the target. Can
P laystyle be splash (target) or splash (self).
Vulnerability(token): Take +1 damage, discard one
“Friendly” fire and movement control.
after reducing damage this way.
Slow (token): MOVE a max of 1 space, discard one after
Faction S oundtrack MOVEing.
Alt- Paysage d'hiver Cold: Magic damage type. Reduced by MAG armor.
Nuclear Winter- Immortal Souls
Transilvanian Hunger - Darkthrone
S pecial M echanics:
Frost:Frost is a special terrain type. A unit that enters
Frost or starts their turn there gains 1 slow token which
only activates on their next MOVE. Units that have the
Cold-Hearted trait ignore frost.
T R A ILB LA ZE R
Pseuste Thrall
MV HP DF ARM
4 2 4+ -
T raits
● Cold-Hearted
● Thrall: 2 of these units are worth 1 unit
slot. Can be activated two at a time.
A CT A bilities
Lead Astray: Curse, Pull, Range 2
Effect: Pull 1 and then step 1. Grant the target 1 trust.
ST A R V E D
Pseuste Scion
MV HP DF ARM
4 3 5+ -
T raits
● Cold-Hearted
● Heavy Pelt: This unit takes -1 damage from
graze, line, and splash effects.
A CT A bilities
Shudder: Curse, Range 2, 3 if the target is in frost.
Effect: Splash(target): 2 units in splash range take 1 slow (4+) and 1
vulnerable.
Entice: Curse, Range 3
Effect: Pull 1. Target gains 1 trust token. (5+) Target gains 1 slow.
Makeshift Garrote: Attack, Melee
On hit: 2 damage. Backstab: This ACT loses the Attack tag. If the target has 3+
slow, ignore armor.
MV HP DF ARM
3 4 4+ PHYS
T raits
● Cold-Hearted
● Crooked Smile: When targeting any unit
with no trust with a curse, grant 1 trust
when it resolves.
A CT A bilities
Barter: Curse, Range 3
Effect: Give 1 token on self to the target, then take 1 token of choice from
target.
Swindle: Curse, Range 3
Effect: Two units in range swap all tokens. Backstab: This unit may steal 2
tokens of choice during this swap.
Chilling Perfume Bottle: Range 2-3
Effect: 1 cold damage. Then place 1 frost under target. (5+) Place 1 frost in
space adjacent to the target.
H U N T SM A N
Pseuste Hunter
MV HP DF ARM
3 4 5+ MAG
T raits
● Cold-Hearted
● Sniper: This unit has a DF of 3+ and no
MAG armor against units in range 2.
A CT A bilities
Set Trap: Range 3
Effect: Place 1 frost in an unoccupied space or a space with existing frost. A
unit that enters this space for the first time voluntarily or not takes 2 damage.
MV HP DF ARM
5 4 3+ -
T raits
● Cold-Hearted
● Cruel: This unit triggers backstab effects if
the target is paranoid.
A CT A bilities
Infiltrate: Self
Effect: MOVE with free movement, ignoring unit obstruction. 1 unit of choice
passed through this way gains 1 trust and 1 vulnerable.
A N A T H EM A
Pseuste Necromancer
MV HP DF ARM
4 10 4+ -
T raits
● Cold-Hearted
● Kalopsia: At the end of activation, this unit may gain 2 trust tokens. If it
does, it must transfer at least 1 trust token and may transfer more to a
unit within range 3. This trait ignores LoS.
+Choose One More
A CT abilities
Lucifero Twisted Dagger: Attack, Melee
On hit: 1 damage. Then step 2. Backstab: +2 damage and ignore armor. If the target has 4+ slow, this ACT
loses the Attack tag.
SO U L abilities
Silver-Tongued (1 SOUL) Ally or Own Turn. Trigger: Turn Start. Range 4. Effect: 1 unit in range inverts
their trust or paranoia tokens.
Broken Lamb, Mourning Snow(3 SOUL): Any Turn. Trigger: Unit enters frost. Effect: Deal 1 cold
damage to unit. Deal +1 damage for each criteria fulfilled: Has at least 2 slow; paranoid; not at full hp.
B onus T rait
● Survival Instinct: While this unit is paranoid, gain +1 DF. If it has 3+ paranoia, become
Curseproof. If it did not take any damage by the end of each round, discard 1 paranoia token.
● Social Predator: This unit cannot be targeted by ACTs or traits from an allied unit if it has
another allied unit within adjacency.
● Twist the Knife: All ACTS on this unit that target a unit in range 1 and deal damage gain
“Backstab: 1 damage again.” This damage inherits the ACT’s damage attributes.
A C T U pgrades
● Stolen: 0.6 “White Death”: Attack, Range 2-5, Backstab
On Hit: 1 damage. Effect: +1 damage on paranoid targets. This initial damage may consume
paranoia on the target as vulnerable. [You can only use this ACT if another unit in your Black Mass
possesses the non-stolen version. When you use this ACT for the first time in a match, select one other unit
to no longer use it until this unit is slain.]
● Stolen: Concealed Blade: Attack, Melee, Backstab
On hit: 1 damage. (4+) 1 damage again (6+) and again. Backstab: Roll +1d on the effect die. Push 1.
[You can only use this ACT if another unit in your Black Mass possesses the non-stolen version. When you
use this ACT for the first time in a match, select one other unit to no longer use it until this unit is slain.]
● Devour Sanity: Curse, Range 3
Effect: Target takes cold damage equal to the number of paranoia it has. Backstab: Target gains
vulnerable equal to the number of trust it has.
● Snowfall: Range 4
Effect: Place up to 2 (5+) 3 frost in unoccupied spaces in range.
● Lord of the Flies: Curse, Range 2
Effect: Can only target units with no adjacent allies. For every X enemy unit within adjacency of the
target, it takes X amount of damage.
● Sudden Dissonance: Range 4, Curse
Effect: Unit gains 1 trust. If the target is not at full HP grant +1 trust. (4+) 1 unit adjacent to the
target gains 1 trust.
● Amputate: Curse, Range 2
Effect: Can only target a unit with 4 or more slow. Unit removes all negative tokens but has a max
MOVE or Step of 1 for the rest of the game. If targeting a unit with a movement value of 1 or less,
that unit can no longer MOVE or Step for the rest of the game.
SO U L U pgrades
● Hypothermia (1 SOUL): Any Turn. Trigger: Unit enters frost. Effect: Unit gains 1 slow and 1
vulnerable.
● Carve the Flesh (2 SOUL): Ally or Own Turn. Trigger: Unit attacks. Effect: Deal 1 damage
again. If this damage drops the target to 0 HP, obliterate it.
● Wolf, Clothing, Crying (2 SOUL): Ally or Own Turn. Trigger: Turn Start Effect: This unit’s
ACTs this turn do not trigger trust inverting.
● Deficiency of Love(3 SOUL) Any Turn. Trigger: Unit bodyblocks. Effect: The targeted
Necromancer switches spaces with the unit that body blocked. The body blocking unit takes -1 to its
Df stat until the ACT resolves.
● Confutatis Maledictus: (4 SOUL): Any Turn. Trigger: Turn end. Effect: Can only target a unit
with 3 or more slow. Remove all negative tokens from that unit. It rolls -2d on its next ACT and has
a maximum move or step of 1 until the end of its next turn.
● E tu Brutus (6 SOUL): Ally Turn (ignoring trust). Trigger: Turn start adjacent to your
Necromancer. Effect: Slay your Necromancer. This unit now becomes your Necromancer. Half of
the remaining HP your Necromancer had before being slain, its base ACT, and bonus trait are added
to your new Necromancer. The opposing Necromancer considers this unit to be an ally for the rest
of the game regardless of token effects.
The delusions of the Opulence Fiend mean nothing to S pecial T ag:
those sensible enough to keep their eyes from leading
astray. But to everyone else, the glittering gold and G am ble:An effect with Gamble activates when an Odd
fluorescent lights of the Hellfire Casino provide a chance or an Even number is rolled for its to-hit final result, but
for even the lowliest of sinners to become rich and usually only activates if it beats the target’s Df. The acting
powerful. The necromancers of House Miserè are player may call the number (odd or even) before the roll
considered its Dealers, enigmatic entities that hide to gain an extra effect on a successful prediction. On a
behind countless facades, and arbiters of chance that failure, gain 1 Unlucky token.
allow anybody to partake in the many games of chance
that the Fiend offers. But beyond the surface of this O ther m echanics:
business is a plethora of indebted undead, illicit deals of
Adverse terrain: Special terrain type, like mud, rubble,
both the body and mind, and a deep perverted torture of
water, etc. Costs +1 more movement to exist.
the soul for those who put it on the line. In order to
Terrain Effect: Any effect that changes a Battlefield
perpetuate the power of the Fiend, it must feed off of the
space. Adverse Terrain, Hazards, or Elevated Space, etc.
success of others, leading to many of its followers to only
Line: Affects all units in a line. Lines can only be drawn
retain their wealth or success for short periods of time
in orthogonal (compass) directions and can only be
before it is collected. The immeasurable degeneration
drawn from one of those spaces - in other words, no
and deadening of the souls are outward and open
diagonals.
symptoms of interacting with the Hellfire Casino. Even at
Obliterate: A unit that is obliterated leaves neither body
the end of the day no matter how lucky one is, to face
nor SOUL and does not trigger effects that trigger when
House Miserè means that your luck has run dry.
they are slain or reduced to 0 hp.
Push: Involuntarily push a unit a number of spaces as
P laystyle long as each space of the push is farther to the pulling
Dice manipulation and excessive self-debuffs. unit or effect than the last space. Does not count as
moving.
Faction S oundtrack Splash: Affects all adjacent units, but not the target. Can
Ace of Spades - Motörhead be splash (target) or splash (self).
Heads They Win(Tails You Lose)- Exodus Negative Token: Tokens that have negative effects on a
Nothin’ to Lose- Rebel Meets Rebel unit. Ie, vulnerable, weak, and slow.
Vulnerable(token): Take +1 more damage, discard
one after damage is increased this way.
S pecial M echanics: Weak (token): Deal -1 damage, discard one after
reducing damage this way.
U nlucky:Once per turn, the unit rolls -1d on its next Slow (token): MOVE a max of 1 space, discard one after
attack or ACT ability with a rolled effect. Then discard MOVEing.
this token. This token cannot be transferred to another
unit, copied, or removed by other effects. Unlucky is a
negative token.
MV HP DF ARM
4 2 3+ -
T raits
● Hedged-bets: This unit triggers on-hit
effects on a 1 or 3, regardless of target DF.
● Thrall: 2 of these units are worth 1 unit
slot. Can be activated two at a time.
A CT A bilities
Reckless Loan: Curse, Range 2
Effect: Inflict 1 unlucky token on an ally in range or self. Grant another unit
in range +1d to their next ACT.
H IG H R O LLER
Misere Scion
MV HP DF ARM
3 3 3+ SUPER
T raits
● Borrowed Luck
A CT A bilities
All-In: Self
Effect: This unit’s next attack gains +1d to hit and +1 range, but you must
call. If you fail the call gain +1 additional Unlucky. This effect can stack.
Make it Rain: Attack, Range 2, Gamble
On hit: 1 damage. Then 1 damage again to a different target in range. (Odd):
Then 1 damage again to a different target in range. (Even): Deal +1 damage
on your initial target. (Call): Ignore armor.
MV HP DF ARM
3 4 4+ -
T raits
● Borrowed Luck
A CT A bilities
Spare Change: Curse, Range 2
Effect: Grant unit in range +1d to their next ACT.
Guarantor: Self
Effect: Adjacent units gain Hedged-Bets(see thrall) until the start of this
unit’s next turn. If it triggers, this unit takes 1 (4+) 2 damage ignoring tokens.
Overdraft: Attack, Range 3, Gamble
On hit: 1 curse damage. (Odd): Take 1 positive token. (Even): Grant 1
negative token of choice. (Call): The next positive token the target gains, this
unit gains instead.
SECU R IT Y
Misere Horror
MV HP DF ARM
4 4 3+ MAG
T raits
● Borrowed Luck
A CT A bilities
Confiscate: Curse, Melee
Effect: Target cannot use 1 ACT of choice until the start of this unit’s next
turn unless it MOVEs out of range 3 (2+) 2 of this unit.
MV HP DF ARM
3 6 3+ -
T raits
● Spin the Wheel: You do not choose what
ACT this unit uses. Instead roll 1d3, using
the indicated ACT when activated.
● Tyrant: 2x2 unit.
A CT A bilities
(1)Bet on Black: Self
Effect: Until the start of this unit's next turn, all adjacent allies gain
cover and may inflict 1 additional unlucky token with Borrowed luck.
(2)In the Red: Range 3
Effect: Deal 1 curse damage to a unit in range. If The Wheel isn't at full health,
+1 damage. If The Wheel is at 2 HP or less, repeat this effect once.
(3)Jackpot: Range 2
Effect: Grant +1d to their next roll to every unit in range. Allied units in range
may choose to ignore Unlucky tokens on their next activation.
T H E D EA LER
Misere Necromancer
MV HP DF ARM
3 9 5+ -
T raits
● Dealer’s Choice: When units target this unit for Borrowed Luck, it may
gain 1 negative token of choice per Unlucky Received.
● Tyrant: 2x2 unit.
A CT abilities
Rigged Game: Attack, Range 3, Gamble
On hit: 1 damage ignoring armor. Effect: Copy 4 (4+) 6 (6+) all negative tokens on this unit to the target.
Gamble: (Odd): Nothing. (Even): Nothing. (Call): This attack hits regardless of DF. If you fail this call,
deal 1 damage to self, ignoring tokens.
SO U L abilities
Loaded Die (1 SOUL) Any Turn. Range 3. Trigger: Allied dice are rolled. Effect. Reroll 1 die in the dice
pool, keeping the second result.
Misfortune(3 SOUL) Own Turn. Range 3. Trigger: Turn start. Effect: For every number of negative
tokens on this unit deal either (3+) 1 (5+) 2 (7+) or 3 damage ignoring armor to a unit in range 3.
B onus T rait
● Bad Hand: This unit may use Weak tokens on itself as Strength tokens.
● Sleight of Hand: This unit’s grazes ignore damage reduction (ie armor, vitality) when this unit is
unlucky.
● Poker Face: When enemy units target this unit for ACTs and Traits, it is always considered to have no
tokens. Tokens on this unit still retain their original effects.
A C T U pgrades
● Offset Compensation: Self
Effect: Until the end of this unit’s next turn, it does not trigger negative tokens as the result of being a
target of an ACT or when taking an ACT. It then gains a negative token of choice when this effect ends.
● Pain Split: Range 4, Curse
Effect: This does not require LoS. Evenly split the amount of negative tokens between this unit and the
target. If there is an uneven amount, this unit takes the larger amount.
● M82 ‘Debt Collector”: Attack, Range 3-6.
On hit: 1 damage. Effect: Target may discard 2 positive tokens. If the target does not, it may not benefit
from positive tokens until the end of this unit’s next turn.
● Razor Wire 86: Curse, Range 4
Effect: Pull 1 up to 3 (2+) 2 units in range. This can be measured from any hazards in range.
● Lucifero Roulette: Range 2
Effect: Roll 1d and keep the result. Starting with the target, take turns rolling 1d. The first unit to roll
the matching result takes 1 damage. For every Unlucky token on this unit, this damage increases by +1
up to a maximum of +3.
● MP5K “Business Time”: Attack, Range 2-5, Gamble
On hit: 2 damage. You may not use this ACT 2 rounds in a row due to overheating. Odd: Splash(target)
1 fire damage. Even: Splash(target) 1 damage. Call: This attack activates its splash effect regardless of
target Df.
● Explicit Subsidy: Attack, Range 5
Effect: 0 damage. Effect: Ignore LoS. If this attack grazes, transfer 2 (4+) 3 negative token(s) from this
unit to the target.
SO U L U pgrades
● Pulling Strings(1 SOUL): Own or Ally Turn. Trigger: Turn End. Effect: Slay a unit with 3+
Unlucky tokens. If you do, distribute its remaining HP among non-necromancer units you control.
● Ceaseless Desperation (2 SOUL): Own or Ally Turn. Trigger: Attack grazes. Effect: If a unit
triggered Unlucky this turn, it may deal 1 damage ignoring armor to an adjacent unit.
● Pandora’s Box(2 SOUL): Enemy Turn. Trigger: Turn Start. Effect: For every 2 Unlucky tokens
attached to units in the game, place a hazard anywhere in an unoccupied space on the map.
● A Friendly Wager (3 SOUL): Any Turn: Trigger: Turn End. Effect: Select 1 Non-Necromancer unit
you control. The opposing necromancer must select a unit(s) with a total hp equal to or more than the
unit you selected. Roll 1d6 and Call: Reduce your opponent's selected unit(s) to 1 HP. If you fail this
call, reduce your selected unit to 1 HP.
● Blind Bet: (4 SOUL): Any Turn. Trigger: Round Start. Effect: Target 1 unit and pick 2 numbers 1-6.
At the end of the round if 1 of those numbers was rolled as a final on-hit result, deal 2 devil damage to
the target. If both were rolled, deal 4 devil damage to the target. If none were rolled deal 2 devil
damage to self.
● Wheel of Fortune: Reversed (6 SOUL): Any Turn. Trigger: Round End. Effect: For the rest of
the game, all +1d to dice pools become -1d and the dice pool can go below 0. Unlucky Tokens trigger
now twice at once. When any unit rolls a 1, treat it as a 6.
T he G am e of C onquest
W hat new devilry lies before m e? charge of recounting the events of a season, settling
Let the Dead Rise features a land conquest game certain ties or disputes, and helping maintain the
mode that is highly modular, designed so that you may general fairness of the game.
play the way you like to play. The features of this game T ie-B reaking
mode involve systems for taking over territory through In this book, many situations will have people rolling
combat, player-controlled narrative, and RPG-inspired off against one another who both fulfill a criterion for a
party game-like features for casual campaign play. certain game rule. In any case, unless otherwise stated,
roll again! For this game to work, ensuring that results
To fully enjoy this experience, please purchase the are random and unbiased is another responsibility of
ever-so-maleficent Magnagothica Maleghast by the Crypt Keeper.
Tom Bloom for a full understanding of how combat
works and a proper introduction to the world setting. Do your best messenger. Try not to get shot.
When playing with the full list of Exotic Wandering
Monsters(page 56), please go check out and download O verw orld
The Step Below Hell by Olivia Bittner. For
When conquering land in Anzenmezzaron, everything
simplicity’s sake this book will only refer to itself, MM,
is seen through the lens of the Overworld Map.
and TSBH. This mode is compatible with any
Despite the gaps in history and lack of a central
Homebrew factions you may want to bring, but will
cartographic organization, the Overworld Maps are
lack a specific wandering monster and faction item.
a well-crafted and surprisingly accurate approximation
That’s for the expansion!
of the city despite its non-euclidean architecture and
series of twisting ever-changing labyrinths.
T he C rypt K eeper
Each locale on the Overworld map is considered a
One player in the game takes on the role of Crypt
“territory” and owning as many of them as possible
Keeper at the very start, which is decided upon by all
is your goal as a Necromancer. By challenging other
players. At any point at the end of a Season, this role
Necromancers who own these territories for their land,
may be transferred at the discretion of the players. The
only then can you claim them for yourself. (3 sample
Crypt Keeper is still a player, but also is your
Overworld Maps are located at the end of the book, and also
storyteller, and arbiter of the rulebook. Make sure you attached as assets on the download link to this book. They are
elect someone fair and as impartial as possible and rated for 3-4 players, 4-6, and 7+ respectively)
who thoroughly understands the rules. They are in
S. +1
C laim your T om b
I. +1 All Necromancers select 1 house of choice from either
N. -1 Core, TSBH, or this book. For the duration of the game
(This Necromancer is trustworthy, relies on their strength only a mode, players optionally playing with heresy can only
bit, and is your slightly above average strategist.)
select units from houses that have not been chosen by a
player or houses they are Allied with. For players
S. -1. wishing to play the same house, they may work
I. 0. together as 1 army or roll a d6, with the player rolling
N. +2 the highest number gaining priority.
(This Necromancer is a conniving piece of shit.) (Alternate Rule: Both players may engage in a Duel on a 6x6
grid, selecting 4 units for each player, only using units with the
contested house. The winner of this match may select the house
for play.)
Rolling 1d6 and rerolling ties to determine order, each
Necromancer selects one edge zone (one of the zones on
the furthest end of the map) on the Overworld Map,
choosing that as their Tomb. The Tomb no longer
becomes a contestable piece of territory and will always
count as belonging to that player. After every player
has selected a zone, in the order of lowest to highest in Disaster. They may also add 1 Control Point to 1
the previous roll, each Necromancer extends their territory they currently control.
territory to another zone connected via a pathway.
Once all Necromancers have extended their territory
by 1, the order reverses. A Necromancer who cannot
select any more adjacent zones while there is still space
on the map can select 1 non-adjacent zone instead and
continue from that point.
U nnatural D isasters
At the beginning of a Season, 6d6s are rolled,
determining a change in the landscape of Anzemezaron
that affects any skirmishes or combats that occur this
season. This effect lasts until the end of this Season.
At the end of this process, the player with the most Any player(s) in combat that wish to ignore this effect
territory is assigned the Overlord of Anzenmezzaron. If may collectively spend 3 Obols to make their current
there is a tie for this, roll 1d6 and assign the position to battle be shielded from the dangerous forces outside
the one with the highest rolled number, rerolling ties. Anzenmezzaron.
All players then gain 1 Black Gold Obol, except for the
Overlord who gains 3 instead. Roll Unnatural Effect
Disaster
C oins of D eath 6-12 Immeasurable During combat at the end of each
The economy of Anzemezzaron consists of bartering, Death Plague round, all units on the field take 1
damage ignoring armor and vitality.
brokering mercenary work, or providing sinful
pleasures to drown the mind. Mercantilism rests on 13-14 Corpse Barren At the start of combat,
Necromancers start with one less
material things and worldly desires, a city full of unit slot.
sinners trying to distract themselves from the curse of
15-16 Soul Famine During combat, SOUL no longer
undeath. But when it comes to the economy of Death generates naturally at the start of
itself, only one piece of currency has any true sway. The the first 3 rounds.
Black Gold Obol is a powerful coin that allows 17-18 Hail Storm During combat, select two of your
Necromancers to negotiate with the forces of death and units to be inflicted with a SLOW
token at the start of every ODD
fate, drawing them closer to the power mortals have numbered round.
only dreamt of.
19-23 Clear Skies All Battles proceed as normal
- Declare All-Out-War: If you are adjacent to a Once all players have expended all of their Sieges or
space with 3 or more pathways and adjacent to 3 or choose to forego their remaining sieges, the Season
more armies, you may initiate an All-out war, ends. The following then occurs in order:
expending a usage of Initiate a Siege and forcing - Each territory is ceded to the player with the
multiple Necromancers to participate in a battle. most Control in that territory.
This cannot be Hunkered Down against, and the - Whoever now has the most territory becomes
game’s objective automatically becomes Murder. the Overlord. If there is a tie, whoever has the
Necromancers that are allied may team up during most Obols between them becomes Overlord. If
this battle. The winner(s) of that battle gain +1 this is also a tie, both players roll their
additional point of control. An All-Out War can only
STRENGTH rating to determine the Overlord.
happen up to once per season, so pick your fights
If this dethrones the previous overlord, the
carefully.
previous overlord loses 2 obols and all other
players gain 1.
- Interim Infernalis begins.(page 45)
you will bring into battle. Then the objective of the 3 Malum Summoning Circle
battle is determined by rolling 2d6 and referring to the
4 Upturned Graveyard
chart below*. Alternatively, for a more random and
casual campaign, you may roll a single d6 to determine 5 Skin Town, Central District
your objective, choosing your own if getting a 6.
6 Carnivorous Worm Pit
(Optional Rule: You may choose to play with Solely Murder if
your table is highly competitive in nature. You know who you 7 Necrolich’s Amphitheater
are.)
8 Decrepit Military Training Grounds
2-3 (1) Emergency Exit The first army to have a dead 10 The Trial Grounds
necromancer wins. Effects and
ACTs that instantly slay your units 11 Pauper’s Pit
may not be used on your
Necromancer. 12 Hollow-Shelled Trench Ground
4-5 (2) King of the Hill Units standing in the 4x4 13 Walk of Unforgiven Souls
centermost spaces grant you points
at the end of game, Thralls = 1, 14 Haunted Black Rose Forest
Every other unit = 2. A tyrant must
have half or more of its spaces
15 Tower of Carniphagous Owls
within the zone to be counted. The
army with the most points win and
gains +1 Control Point. 16 Living Mausoleum
9-10 (4) Treasure Hunt There are objective markers on the 18 Tomb of Horrors
map. Units in an objective marker
may use 1 free action per turn to 19 Outer City Necroliths
search the marker for treasure,
gaining a treasure token. Units may 20 Hellfire Casino Lobby
drop or pick up treasure tokens by
expending an ACT or a MOVE, and
drop them when they are slain. At
the end of the game, the side
TREASURE HUNT 8x8 MAP CHART
holding the most treasure tokens
NUMBER MAP NAME
(dropped treasures don’t count)
wins. The winner of this game gains
+2 Obols. 1 Sand Pit Beach Wreckage
11-12 (5) Capture the Flag When a unit ends its turn in the 2 The Crone’s Hut
opposing deployment zone, it gains
1 “Flag” token up to a max of one. 3 Library of the Dead God
This token cannot be copied,
cleared, removed, or transferred. 4 Hellfire Casino Vault
When that unit returns to its
deployment zone, it loses the Flag 5 Morg’s Meat Corner Store
token, and that army gains 1 point.
At the end of the game, the side 6 Chamber of Unholy Tithe
with the most points wins.
Roll a 1d20 to determine which map you play on, 10x10 MAP CHART
selecting from the following list. If the objective of your NUMBER MAP NAME
game is Treasure Hunt, select an alternative map using 1 Firearms Training Grounds
a d6 on the second chart. (Map designs are attached at the
end of the book). If you are playing with 3 or more 2 The Burning Hellforge
players. Roll a d6 for the 10x10 map selections. 3 Festering Sewer Estuary
(Optional Rule: Play a map that you and your opponent simply
agree on! As long as all players are cool with it.) 4 The Abyss Labyrinth
Once the map is selected, prepare to play the game as 5 Church of St. Henryck
normal. If any Unnatural Disasters are occurring,
apply the effects to the battlefield and let the slaughter 6 Mortician’s Laboratory
]]
B E H A V IO R (1)CIV ILIA N
MOVE Wandering Monster (0)
1. Away from the nearest
unit. MV HP DF ARM
2. To the nearest cover.
4 1 2+ -
ACT
1. If no unit adjacent, T raits
Tremble.
2. If unit adjacent, Poke. ● Innocent: The first army to slay this unit
before this unit attacks loses 1 SOUL.
A CT A bilities
Tremble: Self
Effect: Lose 1 positive token.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy anywhere on the left (4+) right side of the board away from Nothing…
the player deployment zones. (6+) x1 Dirty Mop
B E H A V IO R (2) M ER CE N A R Y
MOVE Wandering Monster (0)
1. To the nearest cover.
2. To unit with the least HP. MV HP DF ARM
ACT 4 3 3+ PHYS
1. Target unit with the least
HP | Df. T raits
1. If no unit is adjacent,
SMG-180. ● Bounty: After this unit slays another unit, it
2. If unit is adjacent, Shiv. drops +1 Obol on death. At the start of this
unit’s activation, gain 1 strength.
A CT A bilities
Shiv: Attack, Melee.
On-hit: 1 damage. If this leaves the target at 1 hp, deal 1 damage again.
SMG-180: Range 2-4, Attack.
On-hit: 1 damage. Effect: Deal 1 damage to a different unit in range. (5+) deal 1
damage to a different unit in range.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy anywhere on the left (4+) right side of the board away from x1 Obol
the player deployment zones.
B E H A V IO R (3) CA N N IB A L
MOVE Wandering Monster (0)
1. To the nearest corpse
2. To unit with the least HP. MV HP DF ARM
ACT 3 4 4+ -
1. Consume any adjacent
corpse. T raits
2. Desperate Claw nearest
unit | least HP. ● Hungry: When this unit is deployed it
3. Bone Flute. starts with 1 slow. After this unit Consumes
a corpse, it gains 1 vitality and 1 speed.
A CT A bilities
Consume: Melee.
Effect: Remove adjacent corpse. Splash(self) 1 vulnerable.
Desperate Claw: Attack, Melee
On-hit: 1 damage ignoring armor.
Bone Flute: Range 2
Effect: Nothing.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy anywhere on the left (4+) right side of the board away from x1 Rotten Tooth
the player deployment zones.
B E H A V IO R (4) P O D G E
MOVE Wandering Monster (1)
1. To the nearest unit.
2. Unit with most tokens. MV HP DF ARM
3. Unit with most HP.
3 6 3+ -
ACT
1. If no unit adjacent, T raits
Descend to nearest unit.
2. If 2 or more positive ● Beggar: The first time each turn an adjacent unit
gains positive tokens, this unit gains those tokens
tokens on this unit,
instead. Spaces adjacent to this unit are considered
Swallow. adverse terrain.
3. Tantrum if any unit is
● Tyrant: 2x2 Unit.
adjacent.
A CT A bilities
Descend: Self
Effect: MOVE with free movement, ignoring walls and hazards. This
unit may end this movement on top of walls, destroying them.
Tantrum: Self
Effect: Splash(self) 1 damage. (3+) Then 1 damage again. (5+) and
splash(self) push 1.
Swallow: Self
Discard all positive tokens on self. Until the end of this unit's next turn: If at
least 2 were discarded, DF becomes 5+. If at least 4 were discarded, become
Curseproof.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy directly in the center of the map and pushing all units in x2 Obols
that space 2. x1 Rotten Feather Arrow
B E H A V IO R (5) SA LA M A N D ER
MOVE Wandering Monster (1)
1. To the nearest unit.
2. Unit with no MAG or MV HP DF ARM
SUPER armor.
3. Unit with least HP. 3 4 3+ MAG
ACT T raits
1. Immolate if more then
1 unit adjacent ● Flame-Borne: This unit is immune to Fire
2. Flamespew nearest damage. Whenever this unit is hit by an
unit | line that targets attack and not grazed, the attacker takes 1
most units. fire damage.
A CT A bilities
Immolate: Self
Effect: Splash (self) 1 fire damage. Remove 1 positive token from each target in
range. Prioritize Vitality | Strength | Speed | Faction Tokens.
Flamespew: Line 3
Effect: 1 fire damage. (4+) place 1 hazard under the first target hit. This line
hits targets on elevation.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy anywhere on the left (4+) right side of the board away from x1 Obol
the player deployment zones. x1 Soul Flame
B E H A V IO R (6) W A LL M IM IC
MOVE Wandering Monster (1)
1. Prioritize nearest walls at
full health. MV HP DF ARM
ACT - 4 - SUPER
1. Relocate if no unit is
adjacent and another wall is T raits
on the map.
2. Gastric Bite nearest unit | ● Mimic: This unit follows all the rules for a
unit with most HP | with Wall when being affected by an ACT.
most negative tokens.
A CT A bilities
Relocate: Self
Effect: Remove this unit from the map, leaving a wall in its space. Replace the
nearest wall with this unit.
D EP LO Y M E N T LO O T T H E B O D Y
Replace any wall on the map closest to the center 4 spaces. If no x3 Obols
walls exist, place it anywhere in the center 4 spaces.
B E H A V IO R (7) ZO M B IES
MOVE (ignores units of the Wandering Monster (1)
same name)
1. To the nearest unit MV HP DF ARM
2. Unit with least HP.
3. Unit with no PHYS 2 3 4+ -
armor.
ACT (ignores units of the T raits
same name)
1. Lunge towards ● Horde: 3 of these units are summoned
nearest unit | when it is rolled on the Wandering Monster
with least HP | table. 3 are activated at once.
no PHYS and
attack.
A CT A bilities
Lunge: Attack, Melee
Effect: Before this attack, unit may step up to 2. On-hit: 1 damage. (4+)
Then inflict 1 vulnerable (6+) and 1 weak.
D EP LO Y M E N T LO O T T H E B O D Y
Replace corpses closest to the center 4 squares with these units. If Per unit slain: Nothing…(2+) x1
no corpses are left, deploy the remaining anywhere on left (4+) Rotten Tooth (5+) or x1 Obol.
right side of the board away from the player deployment zones.
B E H A V IO R (8) T A R SA L G H O U L
MOVE Wandering Monster (2)
1. To the nearest unit.
2. Unit with least HP. MV HP DF ARM
3. Unit with no armor.
ACT 4 7 3+ PHYS
1. Gorge nearest unit | unit
with least HP | unit with no T raits
armor.
● Cull: Gains +1d against targets with any
2. Bone-Chilling Cry if no negative tokens.
units are adjacent. ● Tyrant: 2x2 unit.
A CT A bilities
Gorge: Attack, Melee
On-hit: 1 damage. +1 damage for each criterion on target: no adjacent
allies; not at full HP; has at least 2 negative tokens. (5+) This damage ignores
armor.
Bone-Chilling Cry: Range 4, Curse.
Effect: All units in range gain their choice of 1 weak or 1 vulnerable. Then
this unit steps 1. This ACT ignores LoS.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy next to a unit with the least HP | most negative tokens in an x1 Obol
available space. Deal 1 damage ignoring armor to that unit. If it x1 Tarsal Ghoul Mask
slays them, no corpse is left behind.
B E H A V IO R (9) SK IN S T EA LER
MOVE Wandering Monster (2)
1. To nearest unit with
armor. MV HP DF ARM
2. Units with the most HP.
3 8 4+ -
ACT
1. Rip the Flesh nearest unit T raits
with armor| unit with least
HP if there is one adjacent. ● Avaricious: If this unit is not adjacent to a
unit with armor after it MOVEs, MOVE
2. Malform if this unit again for free.
has Armor. ● Tyrant: 2x2 Unit.
A CT A bilities
Rip the Flesh: Melee
Effect: 1 damage. Remove the target’s armor. This unit then gains the
removed Armor type. Target gains 2 (6+) 3 vulnerable.
Malform: Self.
Effect: This unit loses its armor and increases its MV value by 2. Splash(Self) 1
damage. Remove walls and hazards.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy next to a unit with Armor | least HP | least DF in an x1 Obol
available space. Rip the Flesh to that unit. If no unit on the board x1 Skin Sack
has armor, deploy on the left (4+) right side of the board away from
the player deployment zones.
B E H A V IO R (10)SK ELE T O N B A LL
MOVE Wandering Monster (3)
(This unit can only move
in a straight line up to its MV HP DF ARM
max Movement and ignores
obstructions during its 4 12 5+ -
MOVE. All units it MOVEs
through to take 1 damage T raits
ignoring armor. It may end
its MOVE on units, ● Wrecking: This unit is immune to terrain
pushing them to the
nearest space of their
effects and removes all terrain effects it
choice.) moves through or ends its turns in.
1. To the nearest wall. ● Tyrant: 2x2 unit.
3. To the nearest unit.
ACT
1. Collect Mass.
A CT A bilities
Collect Mass: Self
Effect: Step 1 in the direction this unit just left using its MOVE. If this causes
this unit to occupy the same space as another unit, push that unit to the
nearest unoccupied space of their choice. Gain 1 speed. Gain 1 additional speed
for every adjacent corpse or corpses this unit is occupying the same spaces as,
and remove them.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy this unit on the left (4+) right side deployment zone in the x4 Obols
center 2 squares. It then MOVEs to the opposite side.
EX O T IC W A N D ER IN G M O N ST ER S :(2-19)
(When playing with only Core, units 2-7 may be rolled for using 1-6 instead.)
A CT A bilities
Stun Baton: Attack, Melee.
On-hit: 2 damage. Step 1 (5+) step 2 away, ignoring unit obstruction.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy anywhere on the left (4+) right side of the board away from x1 Obol
the player deployment zones. x1 Jawbone Magazine
B E H A V IO R (3) FA C E M ELT E R
MOVE Wandering Monster (2)
1. ACT first.
2. To the nearest unit. MV HP DF ARM
3. To unit with the least HP.
ACT 5 5 3+ -
1. If this unit is not berserk,
use Hellfire-Start-Up. T raits
2. Fatal Spin-out nearest
unit | least HP before ● Blood Rage
MOVEing. ● Furious Engine: This unit spends speed
tokens as strength when possible.
A CT A bilities
Hellfire Start-Up: Self.
Effect: Gain 1 speed and 1 (3+) 2 berserk. (5+) Splash(self): 1 fire damage.
Fatal Spin-Out: Self.
Effect: Unit MOVES as far as possible in a straight line, ignoring unit
obstruction. Units pass through take 1 damage and all units adjacent to any
space of this MOVE take 1 fire damage. Then gain 2 speed.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy anywhere on the left (4+) right side of the board away from x2 Obols
the player deployment zone. x1 Ripchain Gear Drive
B E H A V IO R (4) R A T K IN G
MOVE Wandering Monster (2)
1. To the nearest unit.
2. Unit with most plague MV HP DF ARM
tokens.
3 5 3+ -
ACT
1. If no hazards are T raits
adjacent, Beckon Swarm.
2. If hazard is adjacent, ● Perfect Host: This unit is immune to
Black Death. hazards and may occupy the same spaces as
walls. While standing in a hazard it gains
SUPER armor.
● Tyrant: 2x2 Unit.
A CT A bilities
Beckon Swarm: Self
Effect: Splash(self) places hazards in unoccupied spaces and spaces without
adverse terrain. Destroy walls.
Black Death: Range 2
Effect: All units in range on a hazard gain 1 plague. Move the nearest
hazards underneath the nearest units in range.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy on top of any hazard closest to the 4 center squares. If no x2 Obols.
hazards exist, deploy on the board's left (4+) right side away from x1 Infected Pelt
the player deployment zones.
B E H A V IO R (5) P H A N T A SM
MOVE Wandering Monster (2)
1. To the nearest unit.
2. Unit with most HP|DF. MV HP DF ARM
3. To Doomed unit.
4 4 5+ -
ACT
1. Screaming Death if any T raits
unit is adjacent.
2. Damnation nearest unit ● Poltergeist: This unit may move through
| unit with no weak if no walls freely but may not end its turn there.
units are adjacent. After MOVEing this way, it pulls 1 the unit
with most HP|Df in range 2.
A CT A bilities
Screaming Death: Self
Effect: Splash (self) 2 units with the most HP | most DF take 1 doom token.
Doomed targets take 1 curse damage. On round 6+ trigger doom on targets.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy anywhere on the left (4+) right side of the board away from X1 Omnibus Obol
the player deployment zones. X1 Frozen Soul Shard
B E H A V IO R (6) SIN N E R
MOVE Wandering Monster (2)
1. Towards the unit with the
most HP. MV HP DF ARM
2. Towards unit with
least DF. 4 4 3+ SUPER
ACT T raits
1. Starmetal Revolver
nearest unit within range ● Ex-Communicated: At the start of
2-4. activation if < 4 units adjacent,
2. Holy Water Vessel if Stance:Odd: gain 1 vitality. Even: gain 1
units are adjacent. strength.
3. MOVE again.
A CT A bilities
Holy Water Vessel: Self
Effect: Splash(self) 1 holy damage and push 1. (R3+) Place hazard under the
unit with lowest health. (R5+) Place a hazard under all units hit.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy anywhere on the left (4+) right side of the board away from x2 Obols
the player deployment zones. x1 Cursed Reliquary
B E H A V IO R (7) A B O M IN A T IO N
MOVE Wandering Monster (2)
1. To the nearest unit
2. Unit with least HP. MV HP DF ARM
3. Unit with no PHYS
armor. 4 7 3+ MAG
ACT
1. On ODD numbered T raits
rounds use Cancerous
Mutation. ● Failed Experiment: This unit enters with 6
2. On EVEN numbered mutation tokens, 1 weak, 1 slow, and 1
rounds use Lash Out. vulnerable. This unit always uses mutation
tokens when possible on positive tokens.
A CT A bilities
Cancerous Mutation: Self
Effect: Gain 2 strength (3+) 2 vitality (5+) and 2 speed tokens. (6+) Take 1
devil damage.
Lash Out: Self
Effect: Splash(self) 1 damage, then 1 damage again. (6+) 1 damage again.
D EP LO Y M E N T LO O T T H E B O D Y
Place on corpse closest to the center 4 squares with this unit. If no x2 Obols
corpses exist, deploy the remaining anywhere on left (4+) right side x1 New Mutagen
of the board away from the player deployment zones.
B E H A V IO R (8) D A EM O N
MOVE Wandering Monster (2)
1. To the nearest unit.
2. Unit with most negative MV HP DF ARM
tokens.
3. Unit with most HP. 6 5 3+ -
ACT
1. If this unit has >2 T raits
different type of tokens, use
Black Word: Cleave on unit ● Black Dying Flame: When this unit takes
with most token types | damage from an attack, it inverts its tokens
nearest | most HP. to their opposite sides and splashes(self) 1
2. Invocations. curse damage.
A CT A bilities
I Invocations: Curse
Effect: Splash(self): Convert tokens to their opposite side. This
unit gains 1 weak (4+) 1 slow (6+) and 1 vulnerable for every
target affected.
B E H A V IO R (9) A .W .O .L .
MOVE Wandering Monster (2)
1. Do NOT move if another
unit is within attack range. MV HP DF ARM
2. To the nearest unit.
3. Unit with most HP. 4 5 5+ -
ACT
1. ACT with Frags > 0. T raits
2. “F*** the World” If a unit
with no vuln is within range ● No More Heroes: When this unit runs out
1-2. of frags, it splashes(self) 2 fire damage and
2. M4 “Last Dance” 1 vulnerable, then is slain.
prioritizing units with 2 ● Bounty: After this unit slays another unit, it
Vuln | nearest | most HP. drops 1 additional Obol on death.
A CT A bilities
“F*** the World”: Range 1-2, Frag 2
Effect: 1 fire damage and inflict 2 vulnerable. Splash(target) push 1 (4+) 1 fire
damage (6+) and inflict 1 vulnerable.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy on top of elevated terrain nearest to the 4 center spaces. If x1 Obols
none exist, deploy on the left (4+) right side of the board away from x1 Rotting Magazine
player deployment zones.
B E H A V IO R (10) JA N E D O E
MOVE Wandering Monster (2)
Unit may spend its MOVE
to teleport to adjacent to MV HP DF ARM
any unit with >3 tension
and prioritizes doing so. 2 6 3+ MAG
1. To the nearest unit.
3. Unit with most negative T raits
tokens | least HP | least DF.
ACT ● Recognizant: When this unit activates, all
1. If unit adjacent and >2 units that have LoS on it gain 1 tension (5+)
Negative tokens, Brain and 1 fear.
Hemorrhage.
2. Use Cognitohazard.
A CT A bilities
Cognitohazard: Curse, Range 4
Effect: All units in range gain 1 fear. If units affected have any tension, they
also gain 1 additional tension.
-
D EP LO Y M E N T LO O T T H E B O D Y
Deploy this unit on the left (4+) right side of the board away from x2 Obols
player deployment zones. x1 Found Footage
B E H A V IO R (11) D E A T H CA P
MOVE Wandering Monster (2)
1. To the nearest unit.
2. To unit with the most MV HP DF ARM
Decay | HP
ACT 1 13 2+ -
1. If total decay on units
on map >9, use T raits
Microbial Death Wash.
Use the highest ● Rot-Hulk: 2x2 unit.
Harvest value ● Living Disaster: At the start of activation,
possible per target. this unit takes 1 devil damage and all units
2 2. Use Deteriorating within range 3 gain 1 decay.
Spores.
A CT A bilities
Microbial Death Wash: Self.
Effect: Splash(self): Remove terrain effects. This splash effect increases by 1
for every 2 terrain effects removed from the previous splash. Every unit within
range takes 1 toxic damage. Harvest 2: +1 toxic damage. Harvest 4: +2 toxic
damage. Harvest 6: +3 toxic damage ignoring armor.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy directly in the center of the map, removing all terrain effects x2 Obols
that it occupies, and pushing all units 1. x1 Flesh Eating Spores
B E H A V IO R (12) B O G B O D Y
MOVE Wandering Monster (2)
1. To the nearest unit.
2. Unit with most most HP | MV HP DF ARM
DF.
3. Unit with no PHYS or 3 5 3+ PHYS
SUPER armor.
ACT T raits
1. If adverse terrain is
adjacent and a unit is ● Overflowing: This unit’s ACTs also
adjacent to that terrain, A splash(target) from all adjacent adverse
Thousand Cuts. terrain. Immune to movement penalties.
2. Sink ● Tyrant: 2x2 Unit.
A CT A bilities
Sink: Self
Effect: Splash(self) all unoccupied spaces or spaces without
terrain effects become adverse terrain. Remove elevation and
transform walls into elevation. (4+) Submerge this unit.
A Thousand Cuts: Self
Effect: Splash(self) 1 damage. Units standing in
adverse terrain takes 1 damage again. Enemy units
that would take no damage due to armor or vitality take 1 vulnerable
per damage instance this ACT causes instead.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy on top of any adverse terrain closest to the 4 center squares. x2 Obols.
If no adverse terrain exists, deploy on the board's left (4+) right side x1 Muddied helm
away from the player deployment zones.
B E H A V IO R (13) P A U R O SEC T
MOVE Wandering Monster (2)
1. If unit in range 2, to
that unit. If no unit in MV HP DF ARM
range 2, do not MOVE.
2. Unit with no PHYS 5 6 2+ SUPER
armor.
3. Unit with least DF. T raits
ACT
1. Splintered Bulkhead if a ● Incomplete Metamorphose: Unit always
unit adjacent has +1d to hit and takes 1 devil damage at
2. Y8500 “Scream” nearest the end of its activation each turn.
target in range with no ● Underdeveloped Wings: This unit has
PHYS | Least DF | flying on odd rounds.
Least HP
A CT A bilities
Splintered Bulkhead: Attack, Melee
On-Hit: 2 damage. Push 2. Effect: (6+) +1 damage.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy anywhere on the left (4+) right side of the board away from x2 Obols
the player deployment zones. x1 Pupa Shelling
B E H A V IO R (14) FA LLEN ST A R
MOVE Wandering Monster (2)
1. To the nearest unit.
2.To unit with the most MV HP DF ARM
tokens | DF | HP.
4 6 4+ -
ACT
1. Attention Seek if no T raits
tokens on this unit.
2. Remember Me if any unit ● Please Look at Me: At the start of activation
is adjacent. all units within range 3 are pulled 1.
3. MOVE again.
A CT A bilities
Attention Seek: Curse, Range 3
Effect: All units in range must transfer 1 positive token of choice to this unit. If
they can’t, that unit takes 1 reverb damage.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy anywhere on the left (4+) right side of the board away from x2 Obols
the player deployment zones. x1 Signed Photograph
B E H A V IO R (15) G R A V E M O LE
MOVE Wandering Monster (2)
1. To the unit that has taken
the most damage. MV HP DF ARM
2. Unit with least
HP. 5 8 3+ -
3. Unit with no PHYS
armor. T raits
ACT
1. If a unit is ● Trench Boss: Bury all corpses that this unit
adjacent and not occupies the same space as or MOVE’s over.
at full HP, use This unit is immune to Burial's effects.
Memento Mersus. ● Tyrant: 2x2 unit.
2. Use Earthquake.
A CT A bilities
Earthquake: Range 2
Effect: All units in range take 1 damage and take 1 slow. Buried units
take +1 damage (5+) and 1 vulnerable.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy directly in the center of the map and push all units in that x2 Obols
space 2. The spaces under those units become Burials after the push x1 Bleeding Tombstone
resolves.
B E H A V IO R (16) FA LS E ID O L
MOVE Wandering Monster (2)
1. To the unit with the most
HP. MV HP DF ARM
2. Unit with least DF |
tokens. 3 2 3+ SUPER
ACT
1. Use Broken Prayer if >1 T raits
units are adjacent.
● Reincarnate
2. Teachings: Pain. ● Persistent: This unit only drops Loot when
it is slain for a second time.
A CT A bilities
Broken Prayer: Self
Effect: Splash(self) grant 2 strength. If units affected already has any
strength, grant 2 weak instead.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy anywhere on the left (4+) right side of the board away from x2 Obols
the player deployment zones. x1 Prayer beads
B E H A V IO R (17) CE ST O D A
MOVE Wandering Monster (2)
1. Avoid hazards.
2. To the nearest Colony MV HP DF ARM
token, taking it.
3. To the unit with least DF 5 3 3+ -
| HP | No PHYS Armor.
T raits
ACT
1. If less than 2 units within ● Armored Leech: 2x2 unit. When this unit
LoS and range 5, MOVE deals damage to another unit it gets 1 speed
again. (4+) and 1 colony token. When it has 5+
2. Use Invigorating Colony tokens, it loses 4 of them and gains
Swarm. SUPER armor.
● Colony(2): This unit always discards colony
first when possible.
A CT A bilities
Invigorating Swarm: Range 5
Effect: Targets the 3 closest units. Rolls separately for each
target. 1 damage. Colony(2+) inflict 1 weak, (4+) +1
damage per target, (6+) targets hit drops 1 colony token in their
space.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy on top of elevated terrain nearest to the 4 center spaces. If x2 Obols
none exist, deploy on the left (4+) right side of the board away from x1 Poisoned Arrowhead
player deployment zones.
B E H A V IO R (18) SH EP H ER D
MOVE Wandering Monster (2)
1. To the unit with the
most slow tokens. MV HP DF ARM
2. To the unit with the
least HP | DF. 3 6 4+ -
ACT
1. If unit adjacent has T raits
Vitality, Slow, and
Trust, use Slip the Knife. ● Cold-hearted
2. If any unit adjacent, use ● Snow Lantern: Units while adjacent to this
Solace. one gain Free Movement. Units that end
3. Cotton Snow. their turn next to this one gain 1 trust.
A CT A bilities
Cotton Snow: Range 3
Effect: Place frost under units in range. Units affected also gain 1 vitality.
Solace: Self
Effect: Splash(self) 1 slow and 1 (4+) 2 vitality.
Slip the Knife: Melee
Effect: 2 damage. This may treat vitality as vulnerable and ignores damage
reduction from vitality. Backstab: If the target is slowed, deal +1 damage.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy on top of elevated terrain nearest to the 4 center spaces. If x2 Obols
none exist, deploy on the left (4+) right side of the board away from x1 Stolen Rations
player deployment zones.
B E H A V IO R (19) CA LA M IT Y
MOVE Wandering Monster (2)
1. Away from the nearest
unit. MV HP DF ARM
2. To the unit with the most
negative tokens, ignoring 6 6 6+ -
the nearest unit.
ACT T raits
1. Roll the Dice on Odd
rounds. ● Misfortune: When this unit is targeted by
2. Roll the Dice if no an ACT and it resolves, the attacking unit
units are within LoS and takes 1 Unlucky Token. On-hit effects still
range 2. trigger when this unit is grazed.
3. Pandora’s Message unit
with most negative tokens |
most HP.
A CT A bilities
Pandora’s Message: Range 2
Effect: Unit in range doubles all negative tokens. Then the target gains 1
Unlucky token.
D EP LO Y M E N T LO O T T H E B O D Y
Deploy this unit on the left (4+) right side away from the player X2 Obol
deployment zones. x1 Roulette Wheel
T he M erchants
The Merchants have arrived. When the shop first opens, look at the Seasonal Availability to see if the item has been
added to the shop or not yet. You may only purchase items the seasons they are available, with some items being fully
available during and after a certain season, while others only being available for a shorter period of time.
(Optional Rule: Randomizer!! Go down each item and roll 1d6. Mark the result as (x+) for the availability of said item. This is for people
who genuinely don’t care about progression-based balance and want to mess around and see what happens.)
1+ x1 Rusty Nail Place this on any 3+ x4 Tarsal Outside of combat, steal half
unoccupied space within Ghoul of 1 necromancer’s Obols.
range 2. The first unit to Mask You may use the mask if you
pass over it willingly or not are targeted with one to
takes 1 damage ignoring negate its effect. Then
armor. discard this item.
2+ x2 Rotten When two opponents 5+ x6 Purging When you activate this item,
feather declare and decide on a Spell lose all of your items. Target
Arrow trade, roll your 1 necromancer, they lose all
NEGLIGENCE. On a (5+) of their items. You may only
you may take 1 item of activate this item during the
choice before the trade Interim Infernalis AFTER
resolves. Then discard this you purchase it.
item.
5+ x6 Forged Switch control of two
3-6 x4 Weeping Revive 1 unit. It returns at 1 Land territories at the start of a
Idol HP, SOULless, and may only Property Season. Roll
be activated next round. Papers INTELLIGENCE when you
Then discard this item. use this item. On a 2 or
lower, discard this item.
When the 7th season hits, The Merchants grow in power. Every Faction Specific Item that has NOT been found
normally through Exotic Wandering Monsters shows up in the shop, each costing a 6 obols to obtain. These items
have special effects which apply only to your Necromancer, and only 1 Faction Specific Item may be equipped during
any given battle. If you are playing the faction that you own an item for, you also unlock the Faction Specific
Bonus for that item. These bonuses are one time effects which can be used at any point during your Own Turn or
Ally turn, but still only originate from your Necromancer.
FACTION Item Effect Deadsouls Frozen Soul Increase your SOUL cap by 1.
Shard Faction Specific Bonus - Once
C.A.R.C.A.S.S Jawbone Increase the max range of one per battle you may freely place
Magazine ranged attack ACT on this unit by 1 a wall in range 3.
at the start of the battle.
Faction Specific Bonus - Grant Abhorrers Cursed Gain Stance(R1-5): Unit has
1 free reload per battle. Reliquary Miracle.
Faction Specific Bonus - Treat
Goregrinders Ripchain When not at full HP and targeting a the use of any 1 ACT as if it
Gear Drive unit not at full HP with a melee were R5+ once per battle
attack, (4+) deal 1 damage again.
Faction Specific Bonus - Once Igorri New Choose 1: Gain +1 MV, gain +1 HP,
per battle immediately gain 1 Mutagen gain PHYS or MAG and -2 hp.
berserk and 1 speed. Faction Specific Bonus -
Mutate and mutate 2 adjacent
Gargamox Infected Pelt Spaces that are both adjacent and units once per battle.
orthogonal to this unit are
considered hazards to foes. Steeple Flesh of the When you go below half HP, (4+)
Faction Specific Bonus - Once Wracks Old Flock gain 1 strength at start of activation.
per battle immediately gain 3 Faction Specific Bonus:
plague. Summon 2 Flock to an adjacent
allied unit once per battle.
Apöstexx Eye of Newt While you have 3 or more Ganbatten Signed At the start of activation (5+) pull
different types of tokens, your Photograph 1 any unit in range 2.
effect die gains +1d. Faction Specific Bonus: Once
Faction Specific Bonus - per battle, a unit next to an
Invert an adjacent unit’s obsessed unit gains 1 obsess
tokens once per battle. token, up to 3 times.
R.O.T. Corps Rotting When hitting a unit not at full HP Sepultura Bleeding When you drop below half HP,
Magazine with a ranged ACT (6+) it gains 1 Tombstone gain 2 vitality.
vulnerable. Faction Specific Bonus: Once
Faction Specific Bonus - per battle, place a burial next
Once per battle immediately to an allied unit not at full
gain 1 frag and grant 1 frag to health, up to 2 times.
a unit in range 3.
Avidava Prayer Beads When this unit is the last unit you
Pruzcz Found When attacking a unit with any activate, you may step 2 (6+) and
Footage negative tokens while you have gain 1 strength.
more negative tokens, (4+) deal Faction Specific Bonus: Once
+1 damage on your initial attack. per battle, trigger Restraint
Faction Specific Bonus - One during any unit’s turn
enemy of choice gains 3 fear regardless of turn order.
or tension once per battle.
Karvagnu Poisoned Select 1 ACT that deals damage.
Black Carpet Flesh Eating When you land an attack that Arrowhead For the rest of the game, that
Spores deals 2 or more damage, you may ACT’s damage type becomes
reduce it by 2 damage to reduce toxic damage.
the target’s DF+ by 1 for the rest Faction Specific Bonus: Gain
of the game. 2 Colony tokens once per
Faction Specific Bonus - battle.
Generate 3 decay on self or
any adjacent unit once per Pseuste Stolen When you grant a unit a positive
battle. Rations token (6+) grant them 1 more of
the same type. This can only
Lilystone Muddied Place an adverse terrain under trigger once a round.
Helm attacking units after you resolve a Faction Specific Bonus: Once
Bodyblock. per battle when you Backstab
Faction Specific Bonus - a unit, their trust tokens do
Once per battle you may not invert.
transfer the phylactery for
free Miserè Roulette Once per battle your opponent
Wheel must reroll an attack or effect roll.
Permia Pupa Shelling Your MV is reduced by 2 and your You choose which result is the
HP increases by +1. final result.
Faction Specific Bonus: Once Faction Specific Bonus: Once
per battle, an ally may per battle, reroll one of your
activate ordinance and move attack rolls or effect rolls.
in the same turn. You choose the final result.