Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
More strategic control
How it plays
How does it play?
Lead a Seeker and customizable warband through alternating activations, spellcraft, positioning, and tense relic contests.
Core mechanisms
Key systems that shape the decisions players make.
Action Points
Spend a limited allowance of points across several possible actions each turn.
Deck Construction
Build a deck before play by selecting cards under defined construction rules.
Betting and Bluffing
Risk resources on uncertain outcomes while disguising intentions or information.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Critical Hits and Failures
Exceptional die results create unusually strong successes or severe failures.
Read the full game description
Malediction blends miniatures skirmishing with competitive card play. Each Seeker commands a warband whose units move and attack across a custom battlefield while a tailored deck supplies spells, reactions, and tactical surprises. Players bid for initiative, manage echo and action points, and contest relic-bearing husks for mastery. The English two-player starter includes complete decks, full-color standees, tokens, dice, a ruler, and a playmat, so the physical game can be played without printing miniatures.