The Binding of Isaac: Four Souls Requiem
The Binding of Isaac: Four Souls Requiem Rulebook
Table of Contents
Table of Contents
Solitaire and Co-op Rules
Setup
Shuffle the Treasure, Loot, and Monster Decks. Also shuffle the Room Deck if you are playing with it. Set aside space for a discard zone next to each of these decks.
Decide on the number of ¢ in the game's ¢ pool. This must be at least 100¢.
Place the top two cards of the treasure deck face up next to it, forming two starting shop slots. These are the starting shop items.
Place the top two cards of the monster deck face up next to it, forming two monster slots. Place any event cards (monster cards without a stat block) put in these slots during setup on the bottom of the deck and replace them with the top card of the monster deck. Repeat this until both monster slots have monsters in them.
If you are playing with the room deck, place the top card of the room deck next to it, forming a room slot. That card will be the starting room.
Deal a random character card to each player, as well as that character's starting item. Characters start the game deactivated (turned sideways). Starting items start the game charged (turned upright).
Deal 3 loot cards and 3¢ to each character. Each player puts the loot cards into their hand.
Put out the d8 with the eight side face up. This is the timer.
Playing the Game
For solitaire, one person controls both characters. For co-op, each character is controlled by a different person. For the sake of abilities and targeting, each character is considered a separate player, even if they are both controlled by the same person!
Once you have decided on the starting character, play proceeds as normal, playing one character at a time. The turn order of the characters will stay the same for the whole game.
At the end of each round, when both character turns are over, the timer ticks down by one. The objective is to beat the challenge before the timer reaches zero! If the timer ever does reach zero, you lose.
Other Rules
Each character has a separate ¢ pool and hand, even if they are controlled by the same person. Neither the ¢ pool or hand of each character should be mixed, but you can play with the loot cards in each hand face up. This also means you may not trade ¢ between characters in solitaire or co-op mode.
When any souls are gained, each character is considered a separate player, even if controlled by the same person, as above. This means that each character will end up with their own souls, which shouldn't be mixed. There is no limit on the number of souls each can control.
You don't play with any bonus souls in solitaire or co-op mode.
After step 4 of the end phase (when the active player is able to choose to put a room into discard if a monster had died during the turn), if the top card of a room slot hasn't changed for a whole round, put that room into discard.
Cards with the 3+ player icon should be removed. If you come across a card with this icon whilst playing, simply put it to one side and replace it with another card of the same type.
All other rules remain unchanged from standard competitive gameplay.
Challenge Rules
Final Boss Slot
Final boss slots are a special new type of slot that exist separate to regular monster slots.
A monster in a final boss slot can't be covered and also can't leave the slot for any reason unless it is defeated in an attack (unless otherwise specified).
A monster in a final boss slot is still considered a monster, just as if it was in a monster slot, and can be targeted by any abilities or loot that target monsters. A monster in a final boss slot is also considered a final boss.
When declaring an attack, the active player may choose to declare an attack on a monster in a final boss slot.
A monster in a final boss slot has boss armor. This means that if a monster in a final boss slot would be killed outright by an ability (rather than by taking damage), or if it would take one instance of more than 3 non-combat damage, it instead takes 3 damage.
If a monster in a final boss slot is defeated, it dies as normal. The challenge in question will tell you what happens next - often it will mean you have beaten the challenge!
Minion Slots
Minion slots are a special new type of slot that exist separate to regular monster slots.
A monster in a minion slot can't leave that slot for any reason unless it is killed, unless otherwise specified.
Monsters in a minion slot are still considered monsters, just as if they were in a monster slot, and can be targeted by any abilities or loot that target monsters. A monster in a minion slot is also considered a minion.
When declaring an attack, the active player may choose to declare an attack on a monster in a minion slot.
If you are instructed to put a monster in a minion slot, you expand minion slots by 1 and put that monster in that new minion slot, unless otherwise specified. You may only put a card in a minion slot when specifically instructed to do so.
If a monster in a minion slot is defeated, it dies as normal. Minion slots are temporary, however, and so are not refilled when they are empty.
If an event is put in a minion slot, its abilities trigger and it is put into discard when they have resolved, just the same as if it was put in a monster slot.
The Timer
When playing a challenge, the timer only ticks down at the end of each round, or when you are otherwise instructed to. It does not tick down each time a character dies, like it does in regular solitaire/co-op play (unless the challenge in question tells you it does!).
Beating a Challenge
The goal of a challenge will be listed, and the challenge is only won when this goal is met.
If any other ability would choose a player as a winner or otherwise end the game you simply keep playing until either the goal is achieved or the challenge is lost.
Challenge Sheets
Each challenge below is transcribed from its own sheet, in the order the sheets appear in the source file. Where a sheet's printed card reproductions repeat the rules above, that is noted rather than transcribed again.
Lord of the Flies
An insistent buzzing, a deafening whine - that can only mean the Duke of Flies is near! Can you overcome the Duke and the vast swarms of flies that surround him, each willing to give its life to defend its master? Kill them, tempt them away, do what you must: there can only be one true Lord of the Flies, and the Duke doesn't take too kindly to competition...
Cards Needed: The Duke of Flies, Fly, Ring of Flies, Swarm of Flies
Goal: The challenge is won when Swarming The Duke of Flies dies.
Setup
- Choose a difficulty level for the challenge: Normal, Hard, or Ultra Hard.
- Set up as normal for solitaire/co-op mode.
- Place Swarming The Duke of Flies face up to one side of the monster slots in a final boss slot. (Feel free to use your regular The Duke of Flies card as a stand-in to represent this!)
- [Hard and Ultra Hard only] Set aside the monster cards Fly, Ring of Flies, and Swarm of Flies. These cards start outside the game.
Global Modifiers
A New Master (Normal): Discard a loot card: Roll- If the result plus the number of souls controlled by all players is more than 6, remove a fly counter from Swarming The Duke of Flies and put a fly counter on your character.
A New Master (Hard): Discard a loot card: Roll- If the result plus the number of souls controlled by all players is more than 7, remove a fly counter from Swarming The Duke of Flies and put a fly counter on your character.
A New Master (Ultra Hard): Discard a loot card: Roll- If the result plus the number of souls controlled by all players is more than 7, remove a fly counter from Swarming The Duke of Flies and put a fly counter on your character. Otherwise, remove a fly counter from your character and put a fly counter on Swarming The Duke of Flies.
The Swarm Protects: If a player would take damage, they may remove any number of fly counters from their character and prevent damage equal to the number of fly counters removed in this way.
Normal
Swarming The Duke of Flies starts with 18 fly counters.
While there are more fly counters on Swarming The Duke of Flies than the total number of fly counters on all players, attacks can't be declared on Swarming The Duke of Flies and it can't take damage.
Each time a monster would take damage, the active player rolls- 1: Prevent that damage and remove a fly counter from Swarming The Duke of Flies.
At the end of each turn, put 1 fly counter on Swarming The Duke of Flies.
Hard
Swarming The Duke of Flies starts with 14 fly counters.
While there are more fly counters on Swarming The Duke of Flies than the total number of fly counters on all players, attacks can't be declared on Swarming The Duke of Flies and it can't take damage.
Each time a monster would take damage, the active player rolls- 1: Prevent that damage and remove a fly counter from Swarming The Duke of Flies.
At the start of each turn, put a fly swarm in a minion slot.
At the end of each round, put fly counters on Swarming The Duke of Flies equal to the number of health of each minion, then remove each minion from the game.
Ultra Hard
Swarming The Duke of Flies starts with 18 fly counters.
While there are more fly counters on Swarming The Duke of Flies than the total number of fly counters on all players, attacks can't be declared on Swarming The Duke of Flies and it can't take damage.
Each time a monster would take damage, the active player rolls- 1: Cancel the attack and put a Fly Swarm in a minion slot, then make an additional attack on that minion. 2: Roll again.
Each time a minion dies, remove a fly counter from Swarming The Duke of Flies and you may make an additional attack this turn.
At the end of each turn, put fly counters on Swarming The Duke of Flies equal to the number of health of each minion, then remove each minion from the game.
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 Swarming The Duke of Flies face up to one side of the monster slots in a final boss slot (use the competitive variant version of Swarming The Duke of Flies).
Players start a game of the competitive variant of this challenge with 12 swarm counters on their character. While there are more swarm counters on the active player's character than fly counters, Swarming The Duke of Flies can't be attacked or take damage. At the start of each turn, the active player puts a swarm counter on their character. Each time a monster would take damage, the active player rolls. If they roll a 1, that damage is prevented, and they remove a swarm counter from their character.
The active player can, whenever they have priority, discard a loot card to roll a dice. If the result of the roll plus the number of souls they control is more than 4, they remove a swarm counter from their character and put a fly counter on it.
While players have fly counters, they can choose to use them to prevent damage, if they wish. If they would take damage, they can remove any number of fly counters from their character and prevent damage equal to the number of fly counters removed in this way.
New Keyword
For this challenge, there is one new keyword. When a card or ability uses this term, it is as if the below was written out in full:
Fly Swarm: Random card with "Fly" or "Flies" in its name outside the game.
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.
FAQ
Q: What happens if, after using fly counters to prevent damage during an attack against the Duke, there are less fly counters on all the characters than there are on the Duke?
A: Unfortunately for you, your swarm is no longer impressive enough for the Duke - the attack won't end immediately, but you will no longer be able to deal damage to the Duke whilst it remains the case that he has more fly counters than you do. Since you can't escape the attack it is likely he will then kill you!
Q: Can you attack the Duke whilst there are the same number of counters on all players as there are on the Duke?
A: Yes, as it is only when the Duke has more counters than there are counters on all players that it can't be attacked or take damage. Watch out, though - if you lose any fly counters during the attack you might get trapped in a fight you can't win! (see above).
Printed page: a usage note and the Swarming The Duke of Flies boss card reproductions (Hard, Normal, Ultra Hard, and Competitive). The card text repeats the rules above and is not transcribed again.
Printed page: reproductions of the Lord of the Flies "Discard a loot card: Roll-" global modifier cards (Normal, Hard, Ultra Hard, and Competitive variant). Their text matches the global modifiers above and is not transcribed again.
Fatty's Feast
The ground rumbles underfoot. An earthquake? No - it is Mega Fatty on the search for more food! This spells bad news for anything Mega Fatty stumbles upon - he is not a very picky eater! Can you overcome the feasting Mega Fatty and his endless gluttony? If not you might just become the final item on the menu...
Cards Needed: Mega Fatty, Fatty, Pale Fatty, Conjoined Fatty, Cursed Fatty
Goal: The challenge is won when Engorged Mega Fatty dies.
Setup
- Choose a difficulty level for the challenge: Normal, Hard, or Ultra Hard.
- Set up as normal for solitaire/co-op mode.
- Place Engorged Mega Fatty face up to one side of the monster slots in a final boss slot. (Feel free to use your regular Mega Fatty card as a stand-in to represent this!)
- Set aside each non-boss monster card with "Fatty" in its name. Select 4 of these cards at random to start the game in minion slots. (If playing with the Requiem expansion, Gutted Fatty, Peeping Fatty, and Charmed Fatty can be selected in addition to those listed to the left.)
Global Modifiers
Spiritual Nourishment: You have +1 health for every 2 souls you control.
Meat Shields: The final boss can't be attacked while there is a minion in play.
Little Fatties: Minions have +2 health.
Table for Two (Hard and Ultra Hard): As each turn ends, if there is a minion in play, choose a random minion. Put feast counters on it equal to the number of health of a monster in a monster slot chosen at random, then put that monster into discard.
Normal
Engorged Mega Fatty doesn't heal at the end of each turn.
As each turn ends, put feast counters on Engorged Mega Fatty equal to the number of health of another monster chosen at random, then put that monster into discard.
Engorged Mega Fatty has +1 health for each feast counter on it.
Hard
Engorged Mega Fatty doesn't heal at the end of each turn.
As each turn ends, put feast counters on Engorged Mega Fatty equal to the number of health of another monster chosen at random, then put that monster into discard.
Engorged Mega Fatty has +1 health for each feast counter on it.
Minions have +1 health for every 2 feast counters on them.
Ultra Hard
Engorged Mega Fatty only heals 2 health at the end of each turn.
As each turn ends, put feast counters on Engorged Mega Fatty equal to the number of health of another monster chosen at random, then put that monster into discard.
Monsters have +1 health for each feast counter on them.
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 Engorged Mega Fatty face up to one side of the monster slots in a final boss slot (use the competitive variant version of Engorged Mega Fatty).
Fatty slots are a new type of slot specific to this challenge. Each player has their own personal fatty slot. At the start of the game, each player puts a random non-boss monster with "Fatty" in its name in their fatty slot. Monsters in fatty slots are considered minions. Like minion slots, fatty slots are temporary and are not refilled when empty. Monsters in fatty slots will have the same stats for each player due to the competitive variant version of the Little Fatties global modifier.
Engorged Mega Fatty can't be attacked or take damage while there is a monster in the active player's fatty slot - e.g. players must kill their own personal fatty before they can attack the final boss.
Minions don't heal in the competitive variant. They instead eat other monsters to gain feast counters and health, much the same as in the solo and co-op version of the challenge.
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.
FAQ
Q: What happens if the fatties have eaten all my monster cards!?
A: If the monster deck has run out of cards, you shuffle the monster discard and use that to form a new monster deck.
Q: Can Engorged Mega Fatty eat his little fatty underlings?
A: Yes! Monsters in minion slots do still count as 'monsters', rememeber, and so Engorged Mega Fatty may very well make a snack of his various fatty minions throughout the challenge. In Hard and Ultra Hard, those minions may even provide a very substantial meal for Mega Fatty, having already fattened themselves up by gaining their own feast counters (the health granted by which will then be converted into feast counters on Engorged Mega Fatty).
Competitive Variant Global Modifier
Fatty's Feast Competitive Card: You have +1 health for every 2 souls you control. Monsters in fatty slots have 7 health, 3+ dice, and 1 attack. As each turn ends, if there is a monster in the active player's fatty slot, put feast counters on it equal to the number of health of a monster in a monster slot chosen at random, then put that monster into discard.
Printed pages: reproductions of the Engorged Mega Fatty boss cards for each difficulty and the competitive variant, and of the Fatty's Feast global modifier cards. Their text repeats the sections above and is not transcribed again.
Delirious
For Isaac, the divide between sanity and madness grows tenuously thin; a ceaseless delirium ever closer. Can you guide your characters to overcome that most intangible of adversaries, even as the lines between past, present, and future blur? After all, the hardest enemy of all is your own mind...
Cards Needed: Delirium
Goal: The challenge is won when Unrelenting Delirium dies.
Setup
- Choose a difficulty level for the challenge: Normal, Hard, or Ultra Hard.
- Set up as normal for solitaire/co-op mode.
- Place Unrelenting Delirium face up to one side of the monster slots in a final boss slot. (Feel free to use your regular Delirium card as a stand-in to represent this!)
Global Modifiers
Echoes of the Past (Normal): Bosses you attack have the abilities of each soul controlled by each player while being attacked.
Echoes of the Past (Hard): Monsters you attack have the abilities of each soul controlled by each player while being attacked.
Echoes of the Past (Ultra Hard): Monsters you attack have the abilities of each soul controlled by each player and each monster in a monster slot while being attacked.
Tormenting Consequence: Each time a non-boss monster in a monster slot dies, put it in a minion slot.
In Your Head: Minions can't be attacked.
Normal
Unrelenting Delirium has the abilities of each soul controlled by each player and each monster in a minion slot while being attacked.
While all players control less than 6 souls, attacks can't be declared on Unrelenting Delirium.
Hard
Unrelenting Delirium has the abilities of each soul controlled by each player and each monster in a minion slot while being attacked.
While all players control less than 8 souls, attacks can't be declared on Unrelenting Delirium.
Ultra Hard
Unrelenting Delirium has the abilities of each soul controlled by each player and each monster in a minion slot while being attacked.
While all players control less than 10 souls, attacks can't be declared on Unrelenting Delirium.
Other Rules
Abilities on monster cards don't function while they are in minion slots in this challenge (but they still exist to be copied by Unrelenting Delirium and potentially other bosses or monsters during the challenge!).
Printed page: reproductions of the Unrelenting Delirium boss cards for each difficulty. Their text repeats the sections above and is not transcribed again.
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 Unrelenting Delirium face up to one side of the monster slots in a final boss slot (use the competitive variant version of Unrelenting Delirium).
Unrelenting Delirium has the abilities of each soul the active player controls and each monster in the active player's delirium slots (see below). Non-boss monsters that die get put in these delirium slots rather than in minion slots. Unrelenting Delirium also only looks at the number of souls the active player controls, rather than all players, when determining if an attack can be declared against it (the active player needs at least 3 souls).
Delirium Slots are a new type of slot specific to this challenge. Like minion slots, delirium slots are temporary and are not refilled when empty. Unlike minion slots, each player has their own personal delirium slots, and monsters in delirium slots can't be attacked. Abilities on monster cards don't function while they are in delirium slots (but they still exist to be copied by Unrelenting Delirium and potentially other bosses or monsters during the challenge!).
Printed page: reproductions of the Unrelenting Delirium boss cards for the competitive variant and its difficulty versions. Their text repeats the sections above and is not transcribed again.
Printed page: reproductions of the Delirious global modifier cards. Their text matches the global modifiers above, and the competitive variant card reads: "Bosses have the abilities of each soul you control and each monster in your delirium slots while being attacked. Each time a non-boss monster in a monster slot dies, put it in a delirium slot. Monsters in delirium slots can't be attacked."
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.
FAQ
Q: What happens if Unrelenting Delirium gains an ability that would cause it to leave the final boss slot?
A: Monsters in a final boss slot can't leave that slot unless they die. From the general challenge rules: "A monster in a final boss slot can't be covered and also can't leave the slot for any reason unless it is killed (unless otherwise specified)."
Q: Unrelenting Delirium/a monster now has multiple abilities that are triggered by the same thing, what happens?
A: If multiple triggered abilities controlled by the game, such as those on monsters, are triggered at the same time, the active player determines the order that they are put on the stack.
Greed's Gamble
Greed's... well, greed, knows no bounds: he is determined to rob Isaac of every cent he owns - and he's not far off succeeding! Can you guide your characters to kill monsters, gain cents, and tip the scales back in your favour? Or will you be left penniless by the merciless Greed like so many before you...
Cards Needed: Greed, Golden Razor Blade, Keeper Head, Holy Keeper Head, Cursed Keeper Head
Goal: The challenge is won when Avaricious Greed dies.
Setup
- Choose a difficulty level for the challenge: Normal, Hard, or Ultra Hard.
- Set up as normal for solitaire/co-op mode, with the exception that players start with one combined ¢ pool rather than each having separate ¢ pools like normal. For 2 characters, this combined ¢ pool will start with 6¢.
- Place Avaricious Greed face up to one side of the monster slots in a final boss slot. (Feel free to use your regular Greed card as a stand-in to represent this!)
- Set aside the monster cards Keeper Head, Holy Keeper Head, and Cursed Keeper Head. These cards start outside the game in this challenge.
- The character that will take the first turn starts with Golden Razor Blade. Golden Razor Blade gains Eternal for this challenge.
Global Modifiers
In The Red: Each time a player loses a number of ¢ that is more than the number of ¢ they have, the timer ticks down by 1.
Like Moth to Flame: Each time a player loses or pays any number of ¢, put that many counters on the Greed's Gamble challenge card. Then, if there are 10+ counters, remove 10 counters from it and put a random Keeper Head from outside the game in a minion slot not being attacked, if able.
Comound Interest (Normal): If a player would lose any number of ¢, they instead lose that much +x¢, where x is equal to the number of minions in play.
Comound Interest (Hard and Ultra Hard): If a player would lose or pay any number of ¢, they instead lose or pay that much +x¢, where x is equal to the number of minions in play.
Other Rules: For this challenge, players share a ¢ pool.
Normal
Avaricious Greed starts with 24 counters.
While Avaricious Greed has counters on it, attacks can't be declared on it.
If Avaricious Greed would take damage or die while it has counters on it, prevent it and remove 4 counters from it.
Each time a player takes damage, they lose 4¢ and put counters on Avaricious Greed equal to the number of ¢ lost.
Each time a player gains a soul, remove 10 counters from Avaricious Greed.
Hard
Avaricious Greed starts with 28 counters.
While Avaricious Greed has counters on it, attacks can't be declared on it.
If Avaricious Greed would take damage or die while it has counters on it, prevent it and remove 4 counters from it.
Each time a player takes damage, they lose 4¢.
Each time a player loses any number of ¢, put that many counters on Avaricious Greed.
Each time a player gains a soul, remove 10 counters from Avaricious Greed.
Ultra Hard
Avaricious Greed starts with 32 counters.
While Avaricious Greed has counters on it, attacks can't be declared on it.
If Avaricious Greed would take damage or die while it has counters on it, prevent it and remove 4 counters from it.
Each time a player takes damage, they lose 4¢.
Each time a player loses or pays any number of ¢, put that many counters on Avaricious Greed.
Each time a player gains a soul, remove 10 counters from Avaricious Greed.
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 Avaricious Greed face up to one side of the monster slots in a final boss slot (use the competitive variant version of Avaricious Greed). Set aside the monster cards Keeper Head, Holy Keeper Head, and Cursed Keeper Head. These cards start outside the game in this challenge.
Avaricious Greed does not start with any counters on it in the competitive variant. Instead, each player puts 24 counters on their character at the start of the game. While the active player has any number of counters on them, Avaricious Greed can't be attacked or die. Each time a player gains a soul, they remove 10 counters from their character. Each time a player takes damage, they lose 4¢. Keeper Heads are summoned every 20 counters in the competitive variant, rather than every 10.
Rather than the timer ticking down each time a player would lose more ¢ than they have, that player instead puts 4 counters on their character.
Golden Razor Blade is placed in the middle of the table. It gains Eternal, and is considered to be controlled by the active player, and only the active player, each turn.
The challenge is won by the active player when Avaricious Greed dies.
New Keyword
For this challenge, there is one new keyword. When a card or ability uses this term, it is as if the below was written out in full:
Keeper Head: Card with "Keeper Head" in its name.
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.
FAQ
Q: What's the difference between losing and paying ¢?
A: To lose ¢, you move the specified number of ¢ from your ¢ pool into the game's ¢ pool. If you don't have the specified number of ¢, you just lose as many ¢ as possible (and in this challenge the timer will tick down!). To pay ¢, you move the specified number of ¢ from your ¢ pool to the specified ¢ pool. If no ¢ pool is specified, as is normally the case, the ¢ are moved to the game's ¢ pool. The key distinction between the two is that if you don't have enough ¢ to pay, you can't pay!
Q: Is purchasing from the shop affected by any of the global modifiers or final boss abilities?
A: Yes! When you make a purchase from the shop, you pay the cost of what you are purchasing (by default 10¢). This means purchasing will interact with any ability that refers to ¢ being paid (but not with any that only refer to losing ¢). This means:
- Making a purchase will lead to counters being put on the challenge card through the global modifier Like Moth to Flame.
- The cost of making a purchase will increase through the global modifier Compound Interest on Hard or Ultra Hard difficulty.
- If playing on Ultra Hard difficulty, any ¢ paid to purchase an item will result in counters being put on Avaricious Greed.
Q: How do abilities that interact with a player gaining ¢ work with the shared ¢ pool?
A: Each player/character still gains ¢ individually, they just go to a shared ¢ pool afterwards. This means that any abilities that interact with a playing gaining ¢ work no differently to normal. For example, take the first ability of the item Bum-bo! - 'If you would gain any number of ¢, this levels up by that much instead.' Any ¢ that would be gained by the character that controls Bum-bo! would instead level up the item, whereas any ¢ gained by any other characters would be unaffected and go to the ¢ pool.
Q: Avaricious Greed has gained counters during my attack against it - what do I do now?
A: The crucial thing here is that attacks can't be declared on Avaricious Greed whilst it has counters on it. Any ongoing attacks against Avaricious Greed would not be cancelled if it gains counters during an attack (for example if a player misses against it, takes damage, and loses ¢). If this happens, the attacking player would need to deal damage to Avaricious Greed enough times to get it back to 0 counters before they could actually damage it again. If Avaricious Greed would take damage while it has counters on it during an attack, the damage is prevented, and 4 counters are removed from it - just the same as if Avaricious Greed takes damage outside of an attack.
Q: Can I have a summary of what actually happens when I take damage/lose ¢/pay ¢?
Normal:
- Whenever you take damage, you will lose 4¢, plus 1¢ for each Keeper Head in a minion slot. Avaricious Greed will gain counters equal to however many ¢ you lose.
- Whenever you lose ¢, you lose that much plus 1¢ for each Keeper Head in a minion slot. You put counters on the Greed's Gamble challenge card equal to the number you lose. If there are now 10 or more counters on the challenge card, you put a Keeper Head from outside the game in a minion slot, if you can.
- Whenever you pay ¢, you put counters on the Greed's Gamble challenge card equal to the amount paid, which may result in a Keeper Head being put in a minion slot.
Hard (Differences from Normal):
- Whenever you lose ¢, for any reason (not only taking damage, which does still cause you to lose ¢), you put that many counters on Avaricious Greed.
- Whenever you pay ¢, you now also have to pay that much plus 1¢ for each Keeper Head in a minion slot. If you don't have that many ¢, you can't pay!
Ultra Hard (Differences from Hard):
- Whenever you pay ¢, you now also put that many counters on Avaricious Greed.
Printed page: reproductions of the Avaricious Greed boss cards for each difficulty and the competitive variant. Their text repeats the sections above and is not transcribed again.
Printed page: reproductions of the Greed's Gamble global modifier cards. Their text matches the global modifiers above, with two number differences recorded here as printed. The competitive variant card reads "20+ counters" with "remove 20 counters" for the Keeper Head summon, matching the sheet's competitive variant text. A second printed card reads "12+ counters" and "remove 12 counters" for the same effect, where the sheet's Like Moth to Flame reads 10+ and 10; that card's difficulty is not labelled on the printed page. The sheet's printed values are transcribed above and the card value is not substituted for them.
Masquerade
Isaac finds himself caught amongst a swirling, twirling mass, surrounded on all sides by unknown assailants. Orchestrating this, hidden deep within the pulsating crowd, is the Mask of Infamy. Your only chance of escape is to find the Mask and bring the revelry to an end - easier said than done when you can barely even tell friend from foe...
Cards Needed: Mask of Infamy
Goal: The challenge is won when Anoymous Mask of Infamy dies.
Setup
- Choose a difficulty level for the challenge: Normal, Hard, or Ultra Hard.
- Set up as normal for solitaire/co-op mode.
- Place Anoymous Mask of Infamy face up to one side of the monster slots in a final boss slot. (Feel free to use your regular Mask of Infamy card as a stand-in to represent this!)
Global Modifiers
Crowded Out: While monsters are at 1 health, they have +2 dice.
Mistaken Identity (Normal): Each time a player declares an attack, before they choose what to attack, they roll-
- 1-2: They must attack the monster deck.
- 3-4: They must attack a random monster in a monster slot or minion slot.
- 5-6: They may choose what they attack.
Mistaken Identity (Hard): Each time a player declares an attack, before they choose what to attack, they roll-
- 1-2: They must attack the monster deck.
- 3-4: They must attack a random monster in a monster slot or minion slot.
- 5-6: They must attack the final boss.
Mistaken Identity (Ultra Hard): Each time a player declares an attack, before they choose what to attack, they roll-
- 1: They must attack another player. That player has 4+ dice.
- 2: They must attack the monster deck.
- 3-4: They must attack a random monster in a monster slot or minion slot.
- 5-6: They must attack the final boss.
Normal
If you would declare an attack on Anonymous Mask of Infamy, instead roll-
If the result plus the number of souls controlled by all players is less than or equal to 8, put the top card of the monster deck in a minion slot and make an attack against it. Otherwise, make an attack against Anonymous Mask of Infamy.
Anonymous Mask of Infamy has +1 health for each minion in play.
Hard
If you would declare an attack on Anonymous Mask of Infamy, instead roll-
If the result plus the number of souls controlled by all players is less than or equal to 10, put the top card of the monster deck in a minion slot and make an attack against it. Otherwise, make an attack against Anonymous Mask of Infamy.
Anonymous Mask of Infamy has +1 health for each minion in play.
Ultra Hard
If you would declare an attack on Anonymous Mask of Infamy, instead roll-
If the result plus the number of souls controlled by all players is less than or equal to 12, put the top card of the monster deck in a minion slot and make an attack against it. Otherwise, make an attack against Anonymous Mask of Infamy.
Anonymous Mask of Infamy has +1 health for each minion in play.
Printed page: reproductions of the Anonymous Mask of Infamy boss cards for each difficulty. Their text repeats the sections above and is not transcribed again.
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 Anonymous Mask of Infamy face up to one side of the monster slots in a final boss slot (use the competitive variant version of Anonymous Mask of Infamy).
Anonymous Mask of Infamy only looks at the number of souls controlled by the attacking player, rather than all players, in the competitive variant. The other change is that rather than going into minion slots, monsters go into crowd slots.
Crowd Slots are a new type of slot specific to this challenge. They broadly work the same way as minion slots (e.g. they are also temporary). The difference is that each player has their own personal crowd slots, and players may only attack monsters in their own crowd slots. They can be thought of as minion slots that are only active on the turn of that specific player.
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.
FAQ
Q: I've been told I must attack the final boss, do I then need to roll for its ability?
A: Yep! If you are instructed to attack the final boss by the global modifier Mistaken Identity, then you will first have to roll - if you roll below the number needed for the difficulty you have chosen, you lose the Anonymous Mask of Infamy in the crowd and will have to attack a new minion instead of being able to attack the final boss.
Q: I've been told to attack another player but I'm playing solo, what do I do?
A: Remember the general challenge rules here - for the sake of targeting and abilities (like that of the global modifier Mistaken Identity in this case) each character is considered a separate player when playing solo.
Printed page: reproductions of the Anonymous Mask of Infamy boss cards for each difficulty and the competitive variant. Their text repeats the sections above and is not transcribed again.
Printed page: reproductions of the Masquerade global modifier cards. Their text matches the global modifiers above. The competitive variant card reads: "While monsters are at 1 health, they have +2 dice. Each time a player declares an attack, before they choose what to attack, they roll- 1: They must attack another player. That player has 4+ dice. 2: They must attack the monster deck. 3-4: They must attack a random monster in a monster slot or crowd slot. 5-6: They must attack the final boss."
Motherly Love
Isaaaaac! Life in their small house on a hill was simple, and Isaac was happy. That was until now, when Mom, fueled with the desire to serve her God and prove she loves Him above all else, has Isaac cornered! It looks like the end of the line for Isaac, but perhaps if your characters can work together, fighting Mom and gaining souls, an angel might be sent down from above to stop her hand just in time...
Cards Needed: Mom!, Mom's Hand, Cursed Mom's Hand, Mom's Dead Hand, Mom's Eye, Holy Mom's Eye, The Bible
Goal: The challenge is won when the [ability icon] ability of The Bible resolves targeting Devout Mom!
If you don't own the Gold Box expansion, feel free to use any other treasure card of your choice as a stand-in for The Bible. You can also use your existing copy of Mom! to represent Devout Mom! and play the challenge, replacing the regular abilities and stats with those detailed for each difficulty level on the third page.
Setup
- Choose a difficulty level for the challenge: Normal, Hard, or Ultra Hard.
- Set up as normal for solitaire/co-op mode.
- Place Devout Mom! face up to one side of the monster slots in a final boss slot. (Feel free to use your regular Mom! card as a stand-in to represent this!)
- Set aside each treasure card with "Mom" in its name. (If you just want to get playing quickly, you can skip this step and simply use random treasure cards.)
- Take those cards, along with however many more random treasure cards you need to reach the number listed below for the chosen difficulty. Shuffle 3 of the cards with The Bible. Put the remaining cards on top of those 4 cards and then place them all to one side. This is the Mom deck.
- Normal: 8 treasure cards
- Hard: 9 treasure cards
- Ultra Hard: 10 treasure cards
- Set aside the monster cards Mom's Eye, Holy Mom's Eye, Mom's Hand, Cursed Mom's Hand, and Mom's Dead Hand. These cards start outside the game in this challenge.
Global Modifiers
Fading Hope: Each time a player dies, put the top card of the treasure deck on top of the Mom deck.
Take a Peek: Each time a Mom's Eye dies, the active player may look at the top card of the Mom deck.
Hand of Fate: Each time a Mom's Hand dies, the active player gains any items under it and may put the top card of the Mom deck on the bottom.
An Angel From Above: Each time a player gains a soul, they gain the top card of the Mom deck.
For this challenge, if a player gains a soul with a soul value of two, they gain the top two cards of the Mom deck.
Other Rules
The Mom deck cannot be targeted by any abilities that target a deck non-specifically (e.g. it can't be targeted by Sleight of Hand, which just targets "a deck").
When a Mom's Eye or Mom's Hand dies, it is not put into discard as normal, but instead placed back outside the game. The next time you are instructed to put a Mom's Eye or Mom's Hand in a minion slot, that card can once again be targeted to enter play.
Devout Mom! can be targeted by The Bible as if it was named Mom!
New Keywords
For this challenge, there are a few new keywords. When a card or ability uses any of these terms, it is as if the below was written out in full:
- Mom's Eye: Card with "Mom's" and "Eye" in its name.
- Mom's Hand: Card with "Mom's" and "Hand" in its name.
- Mom Peeks: Put a random Mom's Eye from outside the game in a minion slot, if able.
- Mom Grabs: Put a random Mom's Hand from outside the game in a minion slot, if able.
- Mom Stomps: This (Devout Mom!) can be attacked till end of turn.
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.
To setup, first perform steps 3, 4, and 6 in the box titled "Setup" on the previous page. Use the normal difficulty version of Devout Mom! with one slight tweak - on rolls of 3 or 5, only the active player must discard a loot card or take damage (rather than each player). The Bible also starts outside the game.
Next, each player sets up a Mom deck next to their character. It consists of 3 random treasure cards and then a random treasure card with "Mom" in its name, which is put on the bottom. Each player can only interact with their own Mom deck (and does so if instructed to interact with the Mom deck). The global modifiers Take a Peek, Hand of Fate, and An Angel From Above all still apply, but Fading Hope shouldn't be used in the competitive version.
The first player to gain the item with "Mom" in its name from their own personal Mom deck gains The Bible. The Bible gains Eternal and enters play deactivated in the competitive variant. The game is won by the player who controls The Bible when the [ability icon] ability of The Bible resolves targeting Devout Mom!
Once The Bible is in play, instead of using the normal ability of Hand of Fate, the active player may steal The Bible from another player each time a Mom's Hand dies.
Normal
Devout Mom! can't be attacked.
If Devout Mom! would die, instead the active player gains the top 2 cards of the Mom deck, cancels their attack, and this heals to full health.
As each turn starts, the active player rolls- 1: Mom peeks, then monsters gain +1 attack till end of turn. 2: Mom peeks, then monsters gain +1 dice till end of turn. 3: Mom grabs, then each player discards a loot card. 4: Mom grabs, then the active player puts a random non-eternal item they control under a random Mom's Hand in play. 5: Mom stomps, then each player takes 1 damage. 6: Mom stomps, then the active player destroys a random non-eternal item they control.
Hard
Use the same abilities as for normal difficulty, with a couple of additions:
Minions have +1 health.
Devout Mom! has +1 health.
Ultra Hard
Use the same abilites as for hard difficulty apart from replacing the start of turn replacement effect with the following:
As each turn starts, the active player rolls- 1: Mom peeks, then monsters gain +1 attack till end of turn for each Mom's Eye in play. 2: Mom peeks, then monsters gain +1 dice till end of turn for each Mom's Eye in play. 3: Mom grabs, then each player discards a loot card for each Mom's Hand in play. 4: Mom grabs, then the active player puts a random non-eternal item they control under a random Mom's Hand in play for each Mom's Hand in play. 5: Mom stomps, then each player takes 1 damage. 6: Mom stomps, then the active player destroys a random non-eternal item they control.
Printed page: reproductions of the Devout Mom! boss cards for each difficulty. Their text repeats the sections above and is not transcribed again.
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.
FAQ
Q: How exactly does Devout Mom!'s replacement effect work? When do I roll the dice?
A: Devout Mom!'s ability that causes you to roll a dice as the turn starts is a replacement effect ("As your turn starts") rather than a triggered ability (e.g. "At the start of your turn"), and this means it behaves a little differently. Crucially, replacement effects don't use the stack. This means that you will roll the dice (which, itself, will still go on the stack) after the Recharge Step, but before any abilites that trigger at the start of the turn trigger. The order of steps during the start phase would be as follows:
- The Recharge Step. Objects controlled by the active player recharge (are turned upright).
- The active player makes a dice roll as instructed by Devout Mom!'s replacement effect. Priority passes as normal after the dice is rolled.
- Abilities that trigger at the start of the turn trigger, then priority passes.
- The Loot Step. The active player loots 1, then priority passes.
Q: What happens if Mom Peeks or Mom Grabs when all the Mom's Eyes or Mom's Hands are already in play?
A: If there aren't any Mom's Eyes or Mom's Hands remaining outside the game, you can't put one in a minion slot. This won't prevent anything else from happening, however. For example, if you had rolled a 3 when all the Mom's Hands were already in play, you wouldn't be able to put another Mom's Hand in play, but each player would still discard a loot card.
Q: Can I use the Alt Art version of Mom's Hand as part of the challenge?
A: You can if you want to! Since the maximum number of Mom's Hands being used can affect gameplay, you should replace the regular version of Mom's Hand if you do use the Alt Art version. You can also select one of the two randomly, if you prefer.
Printed page: reproductions of the Devout Mom! boss cards and the Motherly Love global modifier card. Their text repeats the sections above and is not transcribed again.
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...
Cards Needed: The Haunt
Goal: The challenge is won when Mischievous The Haunt dies.
Setup
- Choose a difficulty level for the challenge: Normal, Hard, or Ultra Hard.
- Set up as normal for solitaire/co-op mode.
- 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!)
- 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.
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 dice.
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 dice.
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 each player.
For every 2 fear counters on the active player, monsters have +1 dice.
Each time a monster dies, the active player rolls- 4-6: Remove a fear counter from a player.
Printed page: reproductions of the Mischievous The Haunt boss cards for each difficulty. Their text repeats the sections above and is not transcribed again.
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.
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.
FAQ
Q: Can I remove fear counters from myself?
A: Yes. Remember that 'a player' includes you! It is only when an ability states 'another player' that it does not.
Q: 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?
A: 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 changing before the combat damage is actually dealt won't effect that.
Challenge Card
The challenge card has a Trick side and a Treat side. Start the game with the Trick side face up. The text printed on each side is as follows.
Trick side (solo and co-op):
As each turn starts, you may flip this.
Each time you kill a monster, remove a trick counter from the final boss.
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.
Treat side (solo and co-op):
As each turn starts, you may flip this.
Each time you gain rewards, remove a fear counter from a player.
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.
Trick side (competitive variant):
At the start of each turn, each player votes trick or treat. If treat wins, flip this. Each non-active player that votes treat loots x, where x is equal to the number of souls the active player controls.
At the start of each attack against a monster, the active player rolls- 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.
Treat side (competitive variant):
At the start of each turn, each player votes trick or treat. If trick wins, flip this. Each non-active player that votes treat loots x, where x is equal to the number of souls the active player controls.
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.
Printed page: reproductions of the Mischievous The Haunt boss cards for each difficulty and the competitive variant. Their text repeats the sections above and is not transcribed again.
Resurrection Day
Rag Man's power grows - no longer content to simply bring himself back from the dead, he is now resurrecting an army of monsters to fight alongside him! To have any chance of defeating Rag Man once and for all, your characters will need to work together to weaken him by killing monsters and gaining souls, but it's difficult when nothing stays dead!
Cards Needed: Rag Man
Goal: The challenge is won when Resurrected Rag Man is defeated and doesn't resurrect.
Setup
- Choose a difficulty level for the challenge: Normal, Hard, or Ultra Hard.
- Set up as normal for solitaire/co-op mode.
- Place Resurrected Rag Man face up to one side of the monster slots in a final boss slot. (Feel free to use your regular Rag Man card as a stand in to represent this!)
- Reveal cards from the top of the monster deck until you reveal 2 non-boss monster cards. Put those 2 cards into discard and the rest on the bottom of the deck.
Global Modifiers
Resurrection (Normal and Hard): When a monster dies, after gaining rewards, the active player rolls-
- 1 or 6: Put that monster card in a minion slot.
Resurrection (Ultra Hard): When a monster dies, after gaining rewards, the active player rolls-
- 1 or 6: Put that monster card in a minion slot.
- 2 or 5: Roll again.
From Death Comes Life: When a player dies, put a random non-event monster card in discard in a minion slot.
Final Boss
You can use your existing copy of Rag Man to represent Resurrected Rag Man and play the challenge, replacing the regular abilities and stats with those detailed on the next page for each difficulty level. There are also example cards if you would rather use those for reference!
The sheet notes that correctly sized printable versions of the example cards are on the final page, and that printing them is not required.
Difficulty Levels
Normal
If Resurrected Rag Man would die, instead roll- If the result plus the number of souls controlled by all players is less than or equal to 8, it resurrects (it heals to full health, the active player gains its rewards and cancels their attack), then put a random non-event monster card in discard in a minion slot.
Resurrected Rag Man has +1 dice for each minion in play.
Resurrected Rag Man starts with 4 health.
Hard
If Resurrected Rag Man would die, instead roll- If the result plus the number of souls controlled by all players is less than or equal to 10, it resurrects (it heals to full health, the active player gains its rewards and cancels their attack), then put a random non-event monster card in discard in a minion slot.
Resurrected Rag Man has +1 dice for each minion in play, and +1 health for every 2 minions in play.
Resurrected Rag Man starts with 4 health.
Ultra Hard
If Resurrected Rag Man would die, instead roll- If the result plus the number of souls controlled by all players is less than or equal to 10, it resurrects (it heals to full health, the active player gains its rewards and cancels their attack), then put a random non-event monster card in discard in a minion slot.
Resurrected Rag Man has +1 dice and +1 health for each minion in play.
Each time Resurrected Rag Man kills a player, choose a random non-event monster card soul they control, if able. It becomes a monster and they put it in a minion slot. (Printed wording as shown.)
Resurrected Rag Man starts with 4 health.
Note: At all difficulty levels, if Resurrected Rag Man dies and doesn't resurrect, you win! You do not need to roll for the global modifier Resurrection.
Competitive Variant
The 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 is as normal, except that Resurrected Rag Man starts the game in a final boss slot. The game is won not when a player reaches four souls, but when a player kills Resurrected Rag Man. The normal difficulty version of the boss should be used with one change - when rolling to see if the boss resurrects you add the number of souls controlled by the active player only to the result. If Resurrected Rag Man doesn't resurrect, the active player wins!
FAQ
Q: When I kill a minion do I have to roll to see if it is resurrected again?
A: Yes, monsters in minion slots are still considered 'monsters', and so are effected by any ability that targets monsters - and that includes the Resurrection global modifier of the challenge!
Q: I killed a boss, but it got resurrected - do I still get the soul?
A: You do not - that boss is resurrected and put in a minion slot, and so is not gained as a soul. You'll have to defeat it again for another chance at that soul!
Q: There are 5 minions in play - can I even still hit Resurrected Rag Man?
A: Yes. Remember that a monster's evasion (the dice icon) can never go above 6 or below 1!
Q: I killed a monster that has a triggered ability that triggers when it dies - what happens?
A: When a monster dies, the order of steps to take is as follows:
- It is moved to discard.
- Abilities that trigger when a monster dies, but not after gaining rewards, trigger.
- Refill monster slots, if applicable.
- The active player gains any rewards from the monster.
- Abilities that trigger when a monster dies, but after gaining rewards, trigger.
- If the monster was a boss, it becomes a soul and the active player gains it.
If the the monster in question has a triggered ability with the same trigger of 'when this dies, after gaining rewards' as the global modifier Resurrection, then the active player will get to decide the order in which they are put on the stack, just as in any other scenario where two triggered abilities trigger at the exact same time.
If the card in question changes zones as a result of either the global modifier Resurrection (by being put in a minion slot from discard) or through another triggered ability (ie. being put into the monster deck, gained as an item etc.), it becomes a new object and any further abilities that would have targeted it will fizzle as they can no longer find it.
Printed page: reproductions of the Resurrected Rag Man boss cards for each difficulty, and the Resurrection Day challenge cards (Resurrection for Normal and Hard, Resurrection for Ultra Hard, and From Death Comes Life). Their text repeats the sections above and is not transcribed again.
Live, Laugh, Lust
Love is in the air. Lust would call it love, anyway. Isaac might have a different opinion. You must guide your characters to victory while fighting off the love-stricken monsters pursing you, before taking down Lust herself. Be careful, though; love is a powerful drug, and those monsters aren't going to be happy if you turn down their advances...
Cards Needed: Lust
Goal: The challenge is won when Lascivious Lust dies.
Setup
- Choose a difficulty level for the challenge: Normal, Hard, or Ultra Hard.
- Set up as normal for solitaire/co-op mode.
- Place Lascivious Lust face up to one side of the monster slots in a final boss slot. (Feel free to use your regular Lust card as a stand-in to represent this!)
Global Modifiers
Love Wins: [cost icon]: Remove a love counter from yourself: Prevent the next 1 damage you would take this turn.
The Thought That Counts (Normal): Each time you declare an attack, you may lose 3¢ or discard a loot card to put 3 love counters on yourself.
The Thought That Counts (Hard and Ultra Hard): Each time you declare an attack, you may lose 3¢ or discard a loot card to put 2 love counters on yourself.
Uncontrollable Desire: At the start of each turn, the active player rolls for each monster except the final boss- If the result is less than or equal to the number of lust counters on that monster, put a lust counter on the final boss, then put that monster in a minion slot if it isn't already. You must attack it once this turn if able.
Normal
While the number of souls controlled by all players is less than 6, Lascivious Lust can't be attacked or take damage.
Each time a monster takes combat damage, it deals 1 damage to the attacking player.
At the end of each turn, put a lust counter on each other monster.
For every 3 lust counters on Lascivious Lust, it has +1 health.
Hard
While the number of souls controlled by all players is less than 7, Lascivious Lust can't be attacked or take damage.
Each time a monster takes combat damage, it deals 1 damage to the attacking player.
At the end of each turn, the active player rolls- 1-3: Put a lust counter on each other monster. 4-6: Put 2 lust counters on each other monster.
For every 3 lust counters on Lascivious Lust, it has +1 health.
Ultra Hard
While the number of souls controlled by all players is less than 8, Lascivious Lust can't be attacked or take damage.
Each time a monster takes combat damage, it deals 1 damage to the attacking player.
At the end of each turn, put 2 lust counters on each other monster.
For every 2 lust counters on Lascivious Lust, it has +1 health.
Printed page: reproductions of the Lascivious Lust boss cards for each difficulty. Their text repeats the sections above and is not transcribed again.
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.
Set up as normal for a competitive game. Place Lascivious Lust face up to one side of the monster slots in a final boss slot (use the competitive variant version of Lascivious Lust).
The competitive variant of the challenge works broadly very similarly to the solo and co-op version. The key difference is that the global modifier Uncontrollable Desire puts monsters in lust slots rather than in minion slots.
Lust slots are a new type of slot specific to this challenge. Like minion slots, lust slots are temporary and are not refilled when empty. Unlike minion slots, each player has their own personal lust slots. On each turn, only monsters in the active player's lust slots are considered in play and can be targeted by attacks or abilities.
Lascivious Lust can't have attacks declared against it or take damage while the active player controls less than 3 souls. The active player wins when Lascivious Lust dies.
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.
FAQ
Q: If multiple monsters must be attacked on a turn due to the Uncontrollable Desire global modifier, can I choose which I attack?
A: Yes. You can choose which of the monsters you attack. If you use up all of your attacks for the turn, or die, then you will not then be able to attack any of the other monsters. If you do have any additional attacks and are still alive after the previous attack ends, however, you would be forced to use those additional attacks to attack any remaining monsters that Uncontrollable Desire was forcing you to.
Printed page: reproductions of the Lascivious Lust boss cards for the competitive variant and each difficulty. Their text repeats the sections above and is not transcribed again.
Printed page: reproductions of the Live, Laugh, Lust challenge cards (Love Wins, The Thought That Counts, and Uncontrollable Desire). Their text repeats the sections above and is not transcribed again.
Day of the Doodler
Isaac often dreams he could escape reality and live in the world of his own crudely-drawn creation. Thanks to The Doodler, that dream is becoming a nightmarish reality. For many of the basement's denizens, it is already too late. For Isaac, there just might be a chance. With unhinged abominations being doodled out of thin air, it won't be easy, but defeating this two-dimensional menace might just be the only way to save yourself from being stuck as a sketch forever...
Cards Needed: The Doodler, Blank Canvas x2, Day of The Doodler
Goal: The challenge is won when The Doodler dies. The challenge is lost if the timer reaches 16.
Note: The timer ticks up at the end of each turn in this challenge, rather than down.
Setup
- Choose a difficulty level for the challenge: Normal, Hard, or Ultra Hard.
- Set up as normal for solitaire/co-op mode.
- Place The Doodler face up to one side of the monster slots in a final boss slot.
- Place the two Blank Canvas cards to one side. These start outside the game.
Note: For this challenge, if a Blank Canvas would be put into discard, you put it back outside the game instead.
Global Modifiers
Dimensional Downgrade (Normal): As each turn starts, the active player rolls-
- 1-3: If the active player doesn't have a doodle counter on them, put a doodle counter on them. Otherwise, remove a doodle counter from them.
Dimensional Downgrade (Hard and Ultra Hard): As each turn starts, if the active player doesn't have a doodle counter on them, they roll-
- 1-3: Put a doodle counter on the active player.
Forever Flat: If a player with a doodle counter on them would roll a dice, they flip a coin instead. If the coin lands on tails, the result of the roll is 1, then add 1 to the timer. If the coin lands on heads, the result of the roll is 6. Then, if the result has been 6 twice (sword/crossed swords icons) or three times (skull icon) in a row for that player, remove a doodle counter from them.
I Was Using That!: [cost icon]: Add 1 to the timer: Remove an eraser counter from up to 2 (sword icon) or 1 (crossed swords/skull icon) item(s).
Normal
While the number of souls controlled by all players is less than 6, The Doodler can't be attacked or take damage.
At the start of each turn, if there are less than 2 minions in play, put a Blank Canvas in a minion slot.
Each time a minion dies, subtract 1 from the timer.
At the end of each turn, the active player rolls- 4-6: Put an eraser counter on a random item without an eraser counter controlled by a player. It loses all abilities except eternal for as long as it has an eraser counter on it.
Hard
While the number of souls controlled by all players is less than 7, The Doodler can't be attacked or take damage.
At the start of each turn, if there are less than 2 minions in play, put a Blank Canvas in a minion slot.
Each time a minion dies, subtract 1 from the timer.
At the end of each turn, the active player rolls- 4-6: Put an eraser counter on a random item without an eraser counter controlled by a player. It loses all abilities except eternal for as long as it has an eraser counter on it.
Ultra Hard
While the number of souls controlled by all players is less than 8, The Doodler can't be attacked or take damage.
At the start of each turn, if there are less than 2 minions in play, put a Blank Canvas in a minion slot.
Each time a minion dies, subtract 1 from the timer.
At the end of each turn, the active player rolls- 4-6: Put an eraser counter on a random item without an eraser counter controlled by a player. It loses all abilities except eternal for as long as it has an eraser counter on it.
Printed page: reproductions of The Doodler boss cards for each difficulty. Their text repeats the sections above and is not transcribed again.
Getting Started
The first thing to do is to familiarise yourself with the rules for solo and co-op play, and the general challenge rules that apply to this challenge and to each other challenge that can be downloaded from MaestroMedia.com. After that, the below should serve as a guide to how the various Global Modifiers and The Doodler's abilities influence the flow of each turn you'll take. Good luck!
On each turn, the first thing you do is figure out if The Doodler is going to turn you "two-dimensional" for the turn. You do this by rolling a dice. If you are turned flat (indicated by a doodle counter), any dice rolls you make become coin flips instead, with tails equaling 1, and heads equaling 6. Each time you flip tails, you add 1 to the timer. You can remove the doodle counter and regain your third dimension by flipping consecutive heads. On Normal difficulty, you can also unflatten at the start of the turn.
Next, you put a Blank Canvas into play (if both are not already in play). The Blank Canvas will gain the stats, abilities, and rewards of 3 different cards, as demonstrated in the diagram on the sheet (the diagram shows three cards, Squirt, The Bloat, and Holy Keeper Head, combining into a Blank Canvas). Each Blank Canvas you kill will reduce the timer by 1.
The action phase of the turn takes place as normal. Players will play loot, purchase items, and make attacks. For each difficulty, there is a certain number of souls players will need to reach before they can attack The Doodler.
Then, at the end of each turn, you roll to see if The Doodler erases the abilities from one of your items. This is indicated by eraser counters. You can get those abilities back, but you'll have to add to the timer to do so!
New keyword: For this challenge, there is one new keyword. When a card or ability uses this term, it is as if the following was written out in full: Blank Canvas: Random card named "Blank Canvas" from outside the game.
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.
Set up as normal for a competitive game, placing the competitive version of The Doodler in a final boss slot and the two Blank Canvas cards to one side, outside the game.
There is no timer in the competitive variant. Instead, the penalty for flipping tails comes in the form of sketch counters. These are also the cost players must take on to remove eraser counters from their items. If a player ends up with 3 or more sketch counters on them, they will lose control of their attacks, instead being forced to attack a random Blank Canvas each turn. Players can prevent this from happening by successfully killing Blank Canvases. Each time a minion dies, the active player removes half of their sketch counters, rounded up.
When a player has 3 or more souls, they may attack The Doodler. Whoever is the active player when The Doodler is defeated wins the game.
FAQ
Q: Can I gain a soul from killing a Blank Canvas?
A: You can't. Souls are not considered rewards, and therefore are not copied by the ability of Blank Canvas.
Q: Can I add or subtract 1 to a coin flip?
A: Yes. The coin flip sets the result of a roll to either 1 or 6, but it can still be modified before it resolves. For example, you could add 1 after flipping a tails to have the roll resolve as a 2. Either way, you would still add 1 to the timer if you had flipped a tails, or remove a doodle counter for consecutive flips of heads.
Stomping Ground
The ground splits and shakes as feet crash down all around: Daddy Long Legs is on a rampage! Isaac will need to dodge the many falling limbs, while praying that the other basement dwellers can serve as a distraction. If Isaac can stay on his toes, he just might get a shot at taking down Daddy Long Legs himself...
Cards Needed: Daddy Long Legs
Goal: The challenge is won when Marauding Daddy Long Legs dies.
Setup
- Choose a difficulty level for the challenge: Normal, Hard, or Ultra Hard.
- Set up as normal for solitaire/co-op mode.
- Place Marauding Daddy Long Legs face up to one side of the monster slots in a final boss slot. (Feel free to use your regular Daddy Long Legs card as a stand-in to represent this!)
Global Modifiers
Rather You Than Me: Each time a player with a stomp counter deals damage to a monster, they roll- If the result is greater than 1 plus the number of souls controlled by the active player, remove a stomp counter from that player and put a stomp counter on that monster.
Unwelcome Attention (Normal): Each time a player rolls an attack roll of 1, put a stomp counter on them.
Unwelcome Attention (Hard): Each time a player rolls an attack roll of 1, remove a stomp counter from a monster and put a stomp counter on them.
Unwelcome Attention (Ultra Hard): Each time a player rolls an attack roll of 1 or 2, remove a stomp counter from a monster and put a stomp counter on them.
Hey, Over Here!: [cost icon]: Remove a stomp counter from another player: Put a stomp counter on yourself.
Normal
While the number of souls controlled by all players is less than 7, Marauding Daddy Long Legs can't be attacked or take damage.
As each turn starts, put a stomp counter on the active player and on 2 other players or monsters chosen at random.
As each turn ends, remove each stomp counter from each player and each monster. Deal 2 damage to each player or monster for each stomp counter removed from them.
Each time the attacking player rolls a 6, deal 1 damage to each player and each other monster with a stomp counter.
Hard
While the number of souls controlled by all players is less than 8, Marauding Daddy Long Legs can't be attacked or take damage.
As each turn starts, put a stomp counter on the active player and on 3 other players or monsters chosen at random.
As each turn ends, remove each stomp counter from each player and each monster. Deal 2 damage to each player or monster for each stomp counter removed from them.
Each time the attacking player rolls a 6, deal 1 damage to each player and each other monster with a stomp counter.
Ultra Hard
While the number of souls controlled by all players is less than 8, Marauding Daddy Long Legs can't be attacked or take damage.
As each turn starts, put a stomp counter on the active player and on 3 other players or monsters chosen at random.
As each turn ends, remove each stomp counter from each player and each monster. For each stomp counter removed from a player or monster, deal 2 damage to that player or 1 damage to that monster.
Each time the attacking player rolls a 6, deal 1 damage to each player and each other monster with a stomp counter.
Printed page: reproductions of the Marauding Daddy Long Legs boss cards for each difficulty. Their text repeats the sections above and is not transcribed again.
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.
Set up as normal for a competitive game. Place Marauding Daddy Long Legs face up to one side of the monster slots in a final boss slot (use the competitive variant version of Marauding Daddy Long Legs).
The competitive variant of the challenge works broadly very similarly to the solo and co-op version. As each turn starts, stomp counters will be placed to indicate where Marauding Daddy Long Legs' limbs will come crashing down. Players must still do what they can to avoid being stomped on, while also trying to utilize the stomping to help them take down the other monsters in their way. However, rather than being able to freely pass stomp counters to the active player with the global modifier Hey, Over Here!, non-active players in the competitive variant must use ¢ or loot to create a distraction and re-direct Marauding Daddy Long Legs' attention.
Marauding Daddy Long Legs can't have attacks declared against it or take damage while the active player controls less than 3 souls. The active player wins when Marauding Daddy Long Legs dies.
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.
FAQ
Q: If I roll a 6 when attacking another monster, does Marauding Daddy Long Legs deal damage to players and monsters with stomp counters on them?
A: No. Abilities that specify "the attacking player" are referring only to a player actively making an attack against that specific monster - and therefore that ability only triggers when a player rolls an attack roll of 6 as part of an attack against Marauding Daddy Long Legs himself.
Who Am I?
Reality begins to unravel. Memories become the present. The future becomes the past, and the past becomes the future, all at once. Isaac must grapple with the ultimate question - just who is Isaac? The most difficult adversary of all stands in his way in this purgatory: Himself.
Goal: The challenge is won when Fragmenting Isaac dies. The challenge is lost if 6 destinies are failed.
Setup
- Choose a difficulty level for the challenge: Normal, Hard, or Ultra Hard.
- Set up as normal for solitaire/co-op mode.
- Place Fragmenting Isaac face up to one side of the monster slots in a final boss slot. (Feel free to use your regular Isaac! card as a stand-in to represent this!)
- Shuffle the destiny cards and form the destiny deck by placing them to one side. Each character will start the game with a destiny. Each destiny provides your character with a goal that you must complete before running out of time. This forms a core part of this challenge.
Global Modifiers
Fated: Each time a character enters a player's control, they receive a random destiny card from the destiny deck.
Identity Crisis: At the end of each turn, put a counter on each destiny controlled by the active player. Then, if a destiny has 3+ counters, that destiny is failed. Flip it and put it skull side up, then that player switches identity.
I Am Isaac: The first 5 times a player completes a destiny, flip it and put it character-icon side up, then that player switches identity.
We Are Isaac: The 6th time a player completes a destiny, flip it, then the Last Stand begins. Each player heals to full health, recharges their character and each item they control, and must attack an additional time this turn.
Final Boss
Fragmenting Isaac can only be attacked or take damage during the Last Stand.
Fragmenting Isaac has +50 health.
Fragmenting Isaac doesn't heal at the end of each turn.
As the Last Stand starts, Fragmenting Isaac takes 3 damage for each soul controlled by a player.
As the Last Stand starts, put each character card outside the game with a failed (skull icon) destiny card in a minion slot. Then, if there are fewer than 6 cards in minion slots, put a random character from outside the game with no destiny card in a minion slot until you have 6 cards in minion slots. They become monsters with 4+ dice.
After each attack roll the active player makes against Fragmenting Isaac, each other player in turn order makes an attack roll against it.
Fragmenting Isaac has +60 health (Hard): Minions have +1 health.
Fragmenting Isaac has +70 health (Ultra Hard): While there is a minion in play, players may only declare an attack on a minion.
(In Ultra Hard, any characters that fail a destiny will become minions immediately, and not just during the Last Stand. You'll be forced to deal with them before you can attack anything else so be careful - it can quite easily disrupt your plans!)
Printed page: reproductions of the Fragmenting Isaac boss cards for each difficulty. Their text repeats the sections above and is not transcribed again.
Switching Identity
Switch Identity is a new keyword used in this challenge. When you see an ability say a player Switches Identity, that means that that player removes their character, destiny, and starting item from the game, setting them to one side somewhere where they are still accessible (make sure to also keep each set aside character and its attached destiny separate from any other set aside characters and destinies!). The player then replaces their character with a random character card from outside the game without a destiny (i.e. a brand new character that hasn't been used yet) and gains the chosen character card's starting item. Remember that whenever a player has a new character enter their control, they also gain a new destiny for that character thanks to the Global Modifier Fated.
Destiny Cards
Destiny cards are a new type of double-sided card used in this challenge. On the front side, each destiny card has a goal. These provide objectives that players must work towards to progress in the challenge. A destiny is considered completed when this listed objective is completed! There are 36 different destiny cards, and a huge variety of different goals. Be prepared to mix up your playstyle as you seek to complete your destinies - there are often creative ways to use your resources to help!
You'll also be working against the clock, however! At the end of each of a player's turns, a counter is placed on their destiny. Should any destiny have a third counter placed on it before its objective has been met, that destiny is failed. Should six destinies be failed, the challenge is lost! There is no timer used in this challenge, but the D8 can be used to keep track of how many destinies you have failed.
When a destiny is either completed or failed, it is flipped. The second side of a destiny has a character (icon) ability, and a monster (skull icon) ability. The destiny is placed character-icon side up should it be completed, and skull side up should it be failed.
During the Last Stand (see below), players will stand to benefit from their past successes... but also be haunted by their past failures! When players regain control of a past character with a completed destiny, they gain the character (icon) ability of the card to help them as they undertake this final fight. Any past characters with failed destinies will become minions at the start of the Last Stand, and will gain the monster (skull icon) ability of the card, standing in the way of players before they can take on Fragmenting Isaac himself.
At the start of the game, and each time a player switches identity and gets a new character, they draw a new destiny card from the destiny deck. That destiny card then becomes attached to that character card, and will stay with it for the rest of the game, even if/when that character card leaves play.
The Last Stand
When players have completed six total destinies, the game progresses to the Last Stand. During the Last Stand, players will first confront their past failures, and then look to take on Fragmenting Isaac himself and win the challenge!
When the final destiny is completed, the Last Stand begins immediately. All players heal to full health and recharge their character and items. The active player must then make an attack, even if they had already made one on their turn before they completed the final destiny.
As the Last Stand begins, and as Isaac struggles to work out just who he is, some familiar faces from your past will return to haunt you. Each character card with a failed destiny is put in a minion slot and becomes a minion with 4+ dice. As above, these minions have special abilities dictated by the monster (skull icon) ability of the destiny card. Random extra character cards without destiny cards will then be placed in minion slots until there are six minions in total. These minions will not have any extra abilities, but will still stand in the way of your goal!!
During the Last Stand, players will continue to take turns as normal, but must make at least one attack each turn. While there are any minions in play, any attack declared must be against a minion. After the final minion has been defeated, players must attack Fragmenting Isaac.
The Last Stand Continued
If a player dies during the Last Stand, and there is still at least one character card set aside with a completed destiny, that player will pay the death penalty as normal, but then replace their character card and destiny with a set aside character card and associated completed destiny card, chosen at random from those that remain. They also replace their starting item with the new character's starting item. As mentioned earlier, these characters will gain the character (icon) ability of the completed destiny, adding an extra tool to that player's arsenal as they push to defeat Fragmenting Isaac and win the challenge. If a player dies and there are no longer any character cards with completed destinies set aside that have not yet been involved in the Last Stand, the challenge is lost.
The Last Stand will not end until either Fragmenting Isaac is defeated and the challenge is won, or until the challenge is lost due to players running out of character cards with completed destinies in this way.
Do I still perform my loot step during the Last Stand? Can I still purchase an item?
A: Yes to both. Players continue taking turns as normal during the Last Stand. The only stipulation is that they must make an attack against a minion (if there still is one) or the final boss (if all minions have been defeated already).
What happens to the character card when I defeat a minion? Is it put into discard?
A: If you are instructed to put a card or object into discard, and that card or object doesn't have a matching discard, it is instead placed outside the game. There is no character discard, so if you are instructed to discard a character card at any point (for example, when you defeat a minion) it will be placed back outside the game. Any destiny card will remain attached to it.
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.
Set up as normal for a competitive game. Place Fragmenting Isaac face up to one side of the monster slots in a final boss slot (use the competitive variant version of Fragmenting Isaac).
When playing the competitive variant, include the six competitive only destiny cards (marked with an icon on the sheet) when first creating and shuffling the destiny deck. These six destiny cards are not used when playing solo/co-op and feature some goals tailored to competitive play.
Each new character receives a destiny card, just the same as in solo/co-op mode. A key difference, however, is that players keep their destinies secret from each other in the competitive variant. Destinies are completed or failed in exactly the same fashion - either by having their objective met, or by the player running out of time when the third counter is placed on a particular destiny at the end of their turn.
When a player completes or fails a destiny in the competitive variant, they flip it, place it character-icon side up for a completed destiny and skull side up for a failed destiny, and then set the old character card, destiny, and starting item aside beside their new character after they have switched identity. Character cards and destinies set aside in this way are considered outside the game, but this allows players to keep track of their own personal set of failed and completed destinies.
Players must have 3 completed destinies set aside to be able to declare an attack on Fragmenting Isaac and start the Last Stand. As the Last Stand begins, any failed destinies will come back to haunt players, just the same as in the solo/co-op mode. Any character cards set aside with failed destinies are put in minion slots and become minions with 4+ dice. These minions gain the monster (skull icon) ability of the destiny card, also the same as in solo/co-op. Each minion must be defeated before a player can make an attack against Fragmenting Isaac himself. Any defeated minions and their destiny cards are set aside next to the active player's current character card once more.
Should a player die during the Last Stand while they have one or more character cards with completed destinies set aside, they prevent death and instead replace their character card and destiny with a random character card with a completed destiny card that they had set aside. They also replace their starting item with the new character's starting item. The new character will also gain the character (icon) ability of the completed destiny, the same as in solo/co-op. The old character card and destiny card are placed outside of the game.
If a player dies during the Last Stand and has no remaining set aside character cards with completed destiny cards, the Last Stand ends. They die and pay penalties as usual, and any remaining minions with failed destinies are set aside by the active player once more. Any character cards with completed destinies they had placed outside the game are also set aside by their current character once again, but one of these destiny cards, chosen at random, is instead now placed skull side up. That player will have to complete another destiny before they can declare an attack on Fragmenting Isaac again, and will have at least one more minion to defeat if they do!
If, instead, a player manages to kill each minion, and then take on and defeat Fragmenting Isaac, the active player wins!
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.
Printed page: a reproduction of The Haggler competitive-only destiny card. Its front reads: "Each time you give ¢ to or receive ¢ from another player, deal 1 damage to a monster. Each time this would take damage, the active player may pay 2¢ otherwise, prevent that damage." Its reverse reads: "Successfully barter with another player 5 times."
How the Krampus Stole Christmas
Snow on the ground, lights twinkling from within a cozy tree - Christmas approaches! Last year, Isaac may have only gotten a lump of coal, but he is hopeful this year will be better - surely some of the presents under the tree must be for him? Unfortunately for Isaac, Krampus has other ideas. Can you protect the gifts and save Christmas? Or will the antics of the thieving Christmas demon leave you empty handed...
Cards Needed: Krampus
Goal: The challenge is won when Pilfering Krampus dies. The challenge is lost if all 4 presents are destroyed or if the timer reaches 0.
Setup
- Choose a difficulty level for the challenge: Normal, Hard, or Ultra Hard.
- Set up as normal for solitaire/co-op mode.
- Place Pilfering Krampus face up to one side of the monster slots in a final boss slot. (Feel free to use your regular Krampus card as a stand-in to represent this!)
- Place 4 treasure cards face down to one side of the play area. These become the ¢ present, the loot present, the treasure present, and the soul present. These presents start with different numbers of counters on them depending on the chosen difficulty level.
| Difficulty | ¢ | Loot | Treasure | Soul |
|---|---|---|---|---|
| Normal | 8 | 2 | 3 | 3 |
| Hard | 12 | 4 | 3 | 3 |
| Ultra Hard | 16 | 4 | 3 | 3 |
Global Modifiers
All I Want for Christmas: If you would gain rewards from a monster or gain a soul, you may instead forego the reward or soul and put counters on the present of the respective type (¢, loot, treasure, or soul) equal to the amount of that resource foregone.
What's in the Box?: If a present is reduced to 0 counters, destroy it. Put the top 3 (Normal) or 4 (Hard and Ultra Hard) cards of the monster deck in minion slots.
Happy Holidays!: The first time there are 5 (Normal), 6 (Hard), or 7 (Ultra Hard) souls controlled by all players, each present is flipped, becomes an item, and is gained by a player of the active player's choice.
Normal
While the number of souls controlled by all players is less than 5 or there is a minion in play, Pilfering Krampus can't be attacked or take damage.
As each turn starts, the active player rolls-
- 1-2: Remove 4 counters from the ¢ present.
- 3-4: Remove 1 counter from the loot present.
- 5: Remove 1 counter from the treasure present.
- 6: Remove 1 counter from the soul present.
While there is a minion in play, players must attack a random minion once each turn if able.
Players gain no rewards or souls when a minion dies.
Hard
While the number of souls controlled by all players is less than 6 or there is a minion in play, Pilfering Krampus can't be attacked or take damage.
As each turn starts, the active player rolls, then rolls again for every 2 minions in play-
- 1-2: Remove 5 counters from the ¢ present.
- 3-4: Remove 2 counters from the loot present.
- 5: Remove 1 counter from the treasure present.
- 6: Remove 1 counter from the soul present.
Players gain no rewards or souls when a minion dies.
Ultra Hard
While the number of souls controlled by all players is less than 7 or there is a minion in play, Pilfering Krampus can't be attacked or take damage.
As each turn starts, the active player rolls, then rolls again for each minion in play-
- 1: Remove 8 counters from the ¢ present.
- 2-3: Remove 2 counters from the loot present.
- 4-5: Remove 1 counter from the treasure present.
- 6: Remove 1 counter from the soul present.
Players gain no rewards or souls when a minion dies.
Printed page: reproductions of the Pilfering Krampus boss cards for each difficulty. Their text repeats the sections above and is not transcribed again.
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 Pilfering Krampus face up to one side of the monster slots in a final boss slot (use the competitive variant version of Pilfering Krampus).
Present slots are a new type of slot specific to this challenge. Each player has their own personal present slots. Monsters in present slots are considered minions. Like minion slots, present slots are temporary and are not refilled when empty. Players may only attack minions in their own present slots, not those controlled by other players.
Pilfering Krampus can't be attacked or take damage while the active player controls less than 3 souls, or while there is a monster in a present slot controlled by the active player.
Pilfering Krampus will steal from each player's personal stash of presents at the start of their turn. For the competitive variant, the presents start with the following numbers of counters:
- ¢ present - 6 counters
- Loot present - 2 counters
- Treasure present - 2 counters
- Soul present - 2 counters
Much like the solo and co-op version of the challenge, if a present reaches 0 counters, put 3 monster cards in present slots. Any presents still standing by the time a player controls 3 souls will be flipped and gained as items. The first player to kill Pilfering Krampus wins the game.
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.
FAQ
Q: What happens if one of the cards I put in a minion slot when a present is opened is an event card?
A: When an event card is put in a minion slot, it resolves just the same as if it was put in a monster slot. You will not refill the slot after the event has resolved and is put into discard, however, as minion slots are temporary.
Q: Once a present is flipped, can Pilfering Krampus still try to steal it?
A: No. Pilfering Krampus' ability specifically targets presents. Once the global modifier Happy Holidays! has triggered, the presents become items and, as such, can no longer by targeted by the ability.
Printed pages: reproductions of the Pilfering Krampus boss cards for each difficulty and the competitive variant, followed by the How the Krampus Stole Christmas global modifier cards (All I Want for Christmas, What's in the Box?, and Happy Holidays!, including the competitive version of What's in the Box?). Their text repeats the sections above and is not transcribed again.