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Dark Rituals: Malleus Maleficarum – The Cursed Fjord

Expansion for Dark Rituals: Malleus Maleficarum

Dark Rituals: Malleus Maleficarum – The Cursed Fjord Rulebook

Table of Contents

Table of Contents

  • Playing the Expansion
  • Contents
  • The Cursed Fjord Setup
  • Using The Cursed Fjord Components in other Encounters
  • New Rules
    • Water and Witches
    • Wolves
    • Troll Guardian
    • Lindorm and the Wormlings
    • Bufo Maledictus and Toad Spawn
    • Command
  • Encounter 11: Free Skriga
  • Encounter 12: Feed the Leeches
  • Encounter 13: The Passage
  • Encounter 14: Heart of Darkness
  • Encounter 15: Burn It All!

Playing the Expansion

The Cursed Fjord is an expansion for Dark Rituals: Malleus Maleficarum. Dark Rituals is required to play The Cursed Fjord.

The Cursed Fjord has 5 new Encounters that are designed to be played as a short Campaign. They can be played as Standalone games too. They are written for the new Characters in the expansion, although you will need Witches and other members of the Dark Legion from Dark Rituals. However, you can freely substitute Characters from Dark Rituals into these Encounters and also use the Characters here in the Dark Rituals Encounters. Simply create your own back story for how and why the Characters travel the world. You can even use the Loot Cards in other Encounters if there are items you particularly enjoy.

Contents

  • 4 Heroes
  • Skriga
  • 4 Creatures (Accalia, Jotun, Lindorm, Bufo Maledictus)
  • 10 Minions (Draugr x6, Wormlings x2, Toad Spawn x2)
  • 1 Serf (Wolf)
  • 4 Double-sided Map Tiles
  • 4 Hero Dashboards
  • 4 Hero Alchemy Books
  • 4 Hero Weapon Cards
  • 1 Witch ID Sheet
  • 1 Grimoire
  • 4 Creature ID Cards
  • 3 Minion ID Cards
  • 7 Witchcraft Cards
  • 8 Loot Cards

The Cursed Fjord Setup

Follow the normal rules for Setup, with the following changes.

  • Shuffle the new Loot Cards with the Core Loot Cards of the same Level.
  • Shuffle the new Witchcraft Cards into the Witchcraft Deck.

Using The Cursed Fjord Components in other Encounters

You can use the Characters from this expansion in other Encounters, for example, use the Heroes and/or Skriga to replay core game Encounters. So long as you substitute one Character for another Character of the same type, there will be little difference in game play. Feel free to use any of the game cards too, shuffling them into the appropriate decks.

Note that Heroes have a Class Icon that gives some indication of the general nature of the Hero. When substituting Heroes, we recommend that you use one Hero of each type, rather than duplicating Class Icons. However, there will be little impact on the game if you do not follow this guideline.

New Rules

Water and Witches

Witches do not dislike running water as much as folklore suggests, but they are not completely happy with it. When Witches cross water as part of a normal Move, they can stay alert and Move normally. However, when they are distracted by other Characters and must Evade, then their fears will get the best of them. When they Evade across Water, use Agility - 1 rather than their current Agility to determine whether they can Move.

Note that Skriga is completely at home in the Water and does not pay this penalty.

Figure 1: Moving across water. (Diagram omitted.) Figure 1 shows some examples. If Pekka Moves inland 1, she will need to make an Evade check because Curthouse is in her Area, but it is performed normally because she is not crossing water. If Hagatha Moves into the Area with Pekka and Curthouse 2, that will be a normal Move because there is no-one in her starting Area, and Moves are not affected by water. Finally, example 3 shows the new rule in play, as Pekka would Evade across the Water and makes the check using her Agility -1.

Wolves

Alfrik Wolf-Friend: Alfrik earned his name searching long and hard for a lost boy who strayed deep into the forest. The search was nearly over when a pack of wolves joined Alfrik on the hunt, actually leading him to the child.

The intelligent Wolf that obeys Alfrik's commands is Accalia in her Wolf form, of course.

There is an interesting interaction between Accalia, Skriga and Alfrik Wolf-Friend.

Accalia is a Nattmara or female werewolf bound to Skriga. She can exist as one of two forms in the game, either her Accalia were-form or Accalia wolf-form. For simplicity, we'll say "Wolf" and "Werewolf" to indicate which miniature we mean.

Accalia can enter the game in two ways:

  • Skriga can play the Accalia Witchcraft Card to Summon the Werewolf to a Summoning Circle, following the normal rules for Summoning a Creature. Note that this Summoning Card is not discarded when it is played and returns to the Witch Master's hand.
  • Alfrik Wolf-Friend has an Alchemy spell named "Call Wolf". This spell will place the Wolf miniature in his Area, which can then be controlled as if it were a Serf.

Accalia can only be in one place at a time, so only one of these miniatures can be present in the game. These two Actions behave a little differently if Accalia is already in play:

  • Skriga can play the Accalia Witchcraft Card to convert the Wolf to the Werewolf, replacing the Wolf miniature with the Werewolf miniature. Remember, the card returns to the Witch Master's hand after being used.
  • If the Werewolf is in Alfrik Wolf-Friend's Area, he can use the same "Call Wolf" Alchemical Spell to calm it, converting it back to the Wolf, swapping the Werewolf mini for the Wolf mini.

So both sides can bring Accalia into the game and both sides can convert Accalia from one form to another, with some conditions.

Although Accalia can be controlled like a Serf when she is in Wolf-form, she is not actually a Serf. For example, if the Dark Legion Defeats the Wolf, they do not get the rewards for Defeating a Serf.

Note that the Wolf-form of Accalia can only be used in games with Alfrik Wolf-Friend.

Figure 2: Summon Accalia and Call Wolf. (Diagram omitted.)

Troll Guardian

Alfrik has an Alchemy Spell, Troll Guardian, which has a persistent effect that lasts until the end of the Round in which the Spell is cast. When you cast this spell, place the Troll Guardian Token beside Alfrik's Miniature (or his Dashboard), to serve as a reminder that the spell is in effect.

Remove the token in the End of Round Phase.

Note that the Troll Guardian Token is on the reverse of a Wound Token in the core game.

Figure 3: The Troll Guardian Token. (Diagram omitted.)

Lindorm and the Wormlings

Lindorm is a new creature, a necro-worm created from dead bodies, reformed into a giant worm by Skriga's perverse magic. Lindorm is, of course, the source of the Lindworm legends. Its flesh is already dead, so it is remarkably hard to kill. Each time it takes a Wound, the Witches can animate the decaying flesh that is hacked off as a Wormling Minion. See the Reaction on the Lindorm ID Card.

This is the only way to Summon the Wormling Minions. They cannot be created with the Summon Minion Action like the Condemned, for example.

Figure 4: Lindorm's Reform Flesh Reaction. (Diagram omitted.)

Bufo Maledictus and Toad Spawn

The Bufo Maledictus and Toad Spawn are also linked like Lindorm and the Wormlings. The Bufo Maledictus has a Free Action to Summon the Toad Spawn. A Free Action means:

  • It can be used when another Character is Active.
  • It does not count towards the 1 or 2 Action Limit per Turn.
  • It can only be used once per Turn.

Like the Wormling, the Toad Spawn cannot be summoned in the normal way.

Figure 5: The new Free Action for Bufo Maledictus. (Diagram omitted.)

Command

Some new cards use the Command keyword. It is defined as follows:

Command: Perform an Action with the Target. Use the Target's list of Actions, Exhaust the Target's Stamina, use the Target's stats, etc. If the Target is a Serf, any one of the Heroes must agree to Exhaust the Stamina for the Action that is performed. It is just as if the Target is doing it. If the Target cannot do the Action, for example they do not have Stamina, they have no LOS for an Attack, etc, you cannot Command them to perform the Action.

Command Target to XXX: Same as Command, but the Action, XXX, is fixed.

Encounter 11: Free Skriga

Witch Master's Misery Board: Place two Plague Reward Tokens at 3 and 6 Souls.

Special Rules

Free Skriga: The Heroes are not the only ones that have learned a spell or two. The villagers have called two Warrior's Spirits from Valhalla to trap Skriga. The Spirits fly around, blocking her way if she tries to escape. Unfortunately, they get in the way of the Heroes fighting her. Skriga cannot Move but she can perform all other Actions. She cannot be Attacked. The Dark Legion can Free Skriga by Learning the Secret to the spell and dismissing both Spirits.

Token Setup: Take three double-sided Wound Tokens and three Wound Tokens with Rune Stones on their backs. Place them Wound side up and mix them thoroughly. Then place them on the map in the six locations shown, without letting anyone see which tokens are the three Rune Stones Tokens.

Timed Encounter: In the End of Round Phase, place a Wound Token on the Sacrifice Track. The Timed Encounter ends when the Sacrifice Track is full.

Secret Rune Stones: Three of the Serfs are carrying the Rune Stones that hold the secret to the Spirits' power. When the Serfs Move, move the token with them, being careful not to reveal the hidden side.

Learning the Secret: When a Serf is Defeated, flip the token to reveal whether the Serf was carrying a Rune Stone. Discard the token if the reverse is another Wound. This was just a simple Serf working in the village. If the token reveals a Rune Stone, the Dark Legion immediately learn part of the spell and can dismiss a Spirit. Remove one Soul Token that is guarding Skriga.

Objectives

Heroes: The Serfs survive the Dark Legion. The Heroes win the Timed Encounter immediately if:

  • They can protect the Serfs and keep Skriga trapped for 4 Rounds.

Witch Master: Skriga wants to cause havoc! The Witch Master wins immediately if:

  • Skriga has been Freed.

Encounter 12: Feed the Leeches

Witch Master's Misery Board: Place two Plague Reward Tokens at 3 and 6 Souls.

Special Rules

Feed The Leeches: When a Possessed Farmer enters the same Area as a Leech, the Leech devours it rapidly. Immediately remove the Possessed Farmer and one Leech Token. The Leeches do not take any Actions and are immune to Attacks and Spells.

Objectives

Heroes: Jarl and his band are hard on the trail of the Witches. His goal is to eliminate them all and defeating some here is a good start. The Heroes win immediately if:

  • There are two Burning Witches in play at the same time.

Witch Master: The Witch Master wins immediately if:

  • Both Leeches are Fed.

Encounter 13: The Passage

Witch Master's Misery Board: Place two Plague Reward Tokens at 4 and 6 Souls.

Special Rules

Skriga's Ritual: Skriga has sealed herself in the mine. First she Summoned two spirits to seal the mine entrance and then she started a ritual to summon the dead. She is using the souls of the villagers to attract drowned sailors. When the Dark Legion Defeats a Serf, immediately place a Wound Token on the Sacrifice Track, in addition to gaining the other Spoils of War.

Resurrection: When the first Wound Token has been placed on the Sacrifice Track, Skriga's necromantic Ritual has started. For the rest of the game, if the Witch Master Summons a Minion and there are Draugr Miniatures in the reserve, you must summon a Draugr. If all the Draugr are in play, you may Summon Minions normally.

Spirit Barrier: The Spirits are basically harmless, but they will push Heroes away from the mine entrance. Heroes cannot enter the mine until the Spirits are Banished.

Banish the Spirits: The Heroes can Pick Up/Drop and Trade the Rune Stones that protect the village, although their magic is too strong for a Hero to carry them both. The Dark Legion cannot interact with the Rune Stones. When a Hero brandishes a Rune Stone in the Area with a Spirit, the Spirit will be dismissed. Remove both Rune Stone and Soul Token.

Unfriendly: The other Witches will not offer Skriga direct support until she has proven herself. Other Witches will not enter map tile A1.

Objectives

Heroes: The Heroes must clear a path for the villagers to escape. The Heroes win immediately if:

  • Skriga takes 1+ Wounds.

Witch Master: The Witch Master wins immediately if:

  • The Sacrifice Track is filled with 4 Wound Tokens.

Encounter 14: Heart of Darkness

Witch Master's Misery Board: Place two Plague Reward Tokens at 3 and 6 Souls.

Special Rules

Timed Encounter: In the End of Round Phase, place a Wound Token on the Sacrifice Track. The Timed Encounter ends when the Sacrifice Track is full.

Pekka Flees: The Witch Master cannot Summon Pekka in this Encounter.

Tremendous Evil: Driven to new depths by waves of evil emanating from Haborym, the Dark Legion is in a frenzy. Not only are they killing villagers, but they are tearing them to pieces, ripping out their hearts. When a Serf is Defeated, place the Miniature on its side and place a Wound Token, representing its heart, beside it. Only Haborym can interact with the Serf's heart.

Flaunted Horror: Haborym gains the following Action:

  • Pick Up/Drop Heart: Haborym can take a Wound Token, representing a Serf's heart, from his Area and place it in the Witch Master's play area (and vice versa).

Transcription note: the printed label reads "Pick Up/Drop Heart:" followed by a stray "1" that is not part of the rule text and is not transcribed.

Objectives

Heroes: The Heroes win immediately if either Objective is completed:

  • Defeat the Demon.
  • Or prevent the Witch Master from complete their Objective before the Encounter ends.

Witch Master: The Witch Master wins immediately if both Objectives are completed:

  • The Demon Defeats a Hero.
  • And the Demon drops a Villager's Heart in the same Area as a Defeated Hero.

Encounter 15: Burn It All!

Witch Master's Misery Board: Place two Plague Reward Tokens at 4 and 6 Souls.

Special Rules

Skriga's Spell: Skriga has cast a protection spell on Haborym. It is extremely effective: the Demon cannot be Wounded by any means. The only way to break the spell is to Defeat Skriga, then Haborym can be Attacked normally.

Burn: Any member of the Dark Legion can Burn a Hovel by entering it and making a successful Attack. The Hovels are well made and may withstand the Attack, make a Defense roll to simulate this: The Stamina must be Exhausted by the Heroes, just like Serf Defense; seeing the village attacked wears them down. The Hovel gains +1 to the Roll if there are any Heroes in the Hovel, helping to fight the fire.

If a Hovel takes 1+ Wound it is on fire. Place a Wound Token on the board as a reminder.

Danger: It is dangerous to remain inside a burning building! In the Start of Round Phase, check to see if there are Characters inside any of the Burning Hovels:

  • Haborym: While protected by Skriga's Spell, he is unaffected. Once the Spell is broken, he will take 2 Wounds.
  • All other characters: Defeated – Heroes become Stunned, Witches are replaced by Burning Witch Tokens and all other Characters are removed.

Objectives

Heroes: The Heroes see that the Demon is a bigger problem than the Witches. The Heroes win immediately if:

  • The Demon is Defeated.

Witch Master: The Witch Master wins immediately if:

  • All five Hovels are Burning.