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Malediction
by Leo Cunha, Nicole Lobo, Daniel Pettersen de Lucena · Loot Studios
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About the game
What is Malediction?
Clash forces with your opponents in this blend of miniature gaming and deck construction, where resource management is key as you draw cards and gain more echo every round to pay for the units, items, and spells you play, building up you warband as you go and making sure each match is a constant surprise. You play as a Seeker, a champion of your faction, leading a warband into the accursed grounds of the Malediction and battling enemies to claim relics from the husks of their former wielders. The game can be played head-to-head or in teams. Players bring their choice of terrain set to create a battlefield and face one another using their custom decks, with each Seeker offering distinct play styles and creative ways to combine cards from their associated factions. The object of the game is to reach a scenario’s mastery threshold. Players gain mastery by defeating enemies and holding onto relics that can be claimed if their units are nearby an uncontested husk at the end of a round. Malediction is played over a series of rounds. Each round consists of 4 phases: 1. Refresh Phase: Players gain echo equal to 2 times the number of the round, refresh their units, draw 2 cards, and resolve an initiative bid. 2. Deploy Phase: Players deploy units and items onto the battlefield. 3. Action Phase: Players alternate taking turns activating their units. 4. End Phase: Players try to claim relics from nearby husks and check for victory. After finishing the end phase, if no player has won the game, a new game round begins, starting with the refresh phase.
How it plays
Mechanics
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Questions players ask
Questions to bring to BoardGameBrain
- How do setup and the first turn work in Malediction?
- When does scoring happen and what ends the game?
- How should the table resolve an unusual timing or rules interaction?