Trick or Treat

A chill in the air… A shiver down your spine… A gnawing sense of dread… The Haunt is in a playful mood! His favourite game to inflict upon unsuspecting victims? Trick or treat! You’ll have to guide your characters through The Haunt’s mischievous tricks and steady your nerves to avoid being overcome by fear. Take solace in the fact that there’s no trick without treat, but don’t be fooled – there’s only so long before he gets tired of just toying with you…


Jump To:
Setup
Game Modes
FAQ
Challenge Cards
Credits


Setup

Card(s) Needed

Goal

The challenge is won when Mischievous The Haunt dies.


Setup

  1. Choose a difficulty level for the challenge:
    Normal
    Hard
    Ultra Hard
  2. Set up as normal for solitaire/co-op mode.
  3. Place Mischievous The Haunt face up to one side of the monster slots in a final boss slot.
    (feel free to use your regular The Haunt card as a stand-in to represent this!)
  4. Start the game with the Trick side of the Challenge card face up.

Global Modifiers

Trick or Treating
As each turn starts, you may flip this.

You Don’t Scare Me
Each time you gain rewards, remove a fear counter from a player.

Hallows’ Eve Bounty
At the start of each attack against a monster, the active player rolls-
1-2: Add 3¢ to the rewards of that monster till end of turn.
3-4: Add loot 1 to the rewards of that monster till end of turn.
5-6: Add +1 treasure to the rewards of that monster till end of turn.

Nobody’s Fool
Each time you kill a monster, remove a trick counter from the final boss.

Ghostly Trickery
At the start of each attack against a monster, the active player rolls. If you are playing on Hard, roll 2x instead. If you are playing on Ultra Hard, roll 3x instead-
1-2: Damage you would take is increased by 1 till end of turn.
3-4: Reveal cards from the top of the monster deck until you reveal a non-event monster card. The monster being attacked gains its abilities till end of turn. Put any revealed cards on the bottom of the deck
5-6: The rewards of that monster become 1¢ till end of turn.


Reminder

Remember that the specific rules and global modifiers for this challenge are used in addition to the general challenge rules that apply to all challenges. The general challenge rules can be downloaded separately from maestromedia.com.

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Game Modes

Normal

Mischievous The Haunt starts with 12 trick counters.

While there are more trick counters on Mischievous The Haunt than the number of souls controlled by all players, attacks can’t be declared on Mischievous The Haunt and it can’t take damage.

Each time a player takes damage, put a fear counter on them.

For every 2 fear counters on the active player, monsters have +1.

Each time a monster dies, the active player rolls-
4-6: Remove a fear counter from a player


Hard

Mischievous The Haunt starts with 14 trick counters.

While there are more trick counters on Mischievous The Haunt than the number of souls controlled by all players, attacks can’t be declared on Mischievous The Haunt and it can’t take damage.

Each time a player takes damage, put a fear counter on them.

For every 2 fear counters on the active player, monsters have +1.

Each time a monster dies, the active player rolls-
4-6: Remove a fear counter from a player.


Ultra Hard

Mischievous The Haunt starts with 14 trick counters. While there are more trick counters on Mischievous The Haunt than the number of souls controlled by all players, attacks can’t be declared on Mischievous The Haunt and it can’t take damage.

Each time a player takes damage, put a fear counter on each player.

For every 2 fear counters on the active player, monsters have +1.

Each time a monster dies, the active player rolls-
4-6: Remove a fear counter from a player.


Competitive Variant

This challenge is primarily designed for solo and co-op mode, but you can also play a game of regular competitive Four Souls with an added twist.

Setup as normal for a competitive game. Place Mischievous The Haunt face up to one side of the monster slots in a final boss slot (use the competitive variant version of Mischievous The Haunt ).

At the start of each turn, all players vote either trick or treat. The challenge card either remains on the side it is on or flips depending on the outcome of the vote. Any non-active player who is feeling generous and votes for treat loots x, where x is equal to the number of souls the active player controls.

Mischievous The Haunt can’t have attacks declared against it or take damage while the active player controls less than 3 souls.

Both treat and trick turns work much the same as in the solo/co-op version of the challenge, as does the fear counter mechanic – although players only gain fear counters when they die in the competitive variant, rather than every time they take damage.

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FAQ

Can I remove fear counters from myself?
Yes. Remember that ‘a player’ includes you! It is only when an ability states ‘another player’ that it does not.

What happens if I take damage after an attack roll has resolved but before combat damage has been dealt if, due to fear counters, that causes the evasion of a monster to change?
When an attack roll resolves, combat damage is put on the stack targeting either the attacker or the target. At this point, the roll has already resolved as a hit or a miss, and the target’s evasion hanging before the combat damage is actually dealt won’t affect that.

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Challenge Cards

Normal/Hard/Ultra Hard
Normal/Hard/Ultra Hard
Competitive
Competitive

Credits

Creator of Four Souls  Edmund McMillen 
Challenge Design  Charlie Gill
Challenge Art  orisghost
Producer  Dustin Wessel
Editors  egghorse, Cody Underwood
Rules Advisor  Sevenut
Official TTS Table  Jeremy Silliman, maths
Playtesting TTS Table  Troy Thompson
Special thanks to all of our playtesters

Information on this page is transcribed from the official PDF file with minor edits to grammar for clarity.

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