Terrain

Malediction terrain rules explained

Terrain decides where the fight happens, and it is the single most misplayed part of Malediction. Two ideas cause almost every argument: terrain is never one-sided, and terrain abilities are separate from obstacles.

Updated August 2026

Terrain sets and terrain cards

Each player brings one terrain set plus its matching Terrain card. A set contains several pieces in three sizes — large, medium and small — and every piece in that set carries all of the abilities printed on the one card. The game mode fixes how many pieces of each size each player or team brings, and pieces are placed alternately during setup, fully within the battlefield.

When is a unit 'on' terrain?

A unit is on a terrain piece if any part of its base is inside the flat areas of that piece. Both allies and enemies on the piece are subject to the abilities — terrain never favours its owner. Effects apply per piece, so entering two different pieces from the same set during one activation applies the effect twice.

Obstacles are not terrain abilities

Any section of terrain higher than a unit's base is an obstacle, as are all units and husks, and units cannot move through obstacles. Sections below one inch tall are short obstacles and do not block Line of Sight or Line of Effect. Sections one inch or taller are tall obstacles and block both.

With 3D terrain, overhanging sections such as archways are ignored for Line of Sight, Line of Effect and movement — the ground beneath is what matters. With 2D terrain, the guide side marks short obstacles in translucent yellow and tall obstacles in red bars.

The printed terrain abilities

Boosting increases speed, but only for a unit that starts its move on the terrain, and on a charge the bonus is added before the speed is doubled. Obscuring blocks Line of Sight through the terrain. Concealing enables hidden positioning and lets Ambush units deploy onto it, but only if they fit fully inside. Hazardous deals its printed damage after a move, push or pull is fully resolved. Arcane reduces spell costs during the activation of an ally standing on it.

Rulings worth memorising

  • A unit entering Boosting terrain mid-move gains no speed bonus — the move must start there.
  • A charge into a unit on Obscuring terrain is legal only if Line of Sight can be traced.
  • Hazardous damage that defeats an enemy is not caused by the attacker, so on-kill triggers do not fire.
  • Pushes and pulls can force an enemy into Hazardous terrain.
  • Terrain affects a Shifting unit only if the traced line interacts with that terrain.
  • A card effect overrides the rulebook, and a disabling effect overrides an enabling effect.

Frequently asked questions

Does terrain in Malediction only affect enemy units?
No. Terrain is never one-sided. Both allies and enemies standing on a piece are subject to every ability printed on that terrain set's card.
Does terrain block line of sight in Malediction?
Terrain sections under one inch tall are short obstacles and do not block Line of Sight or Line of Effect. Sections one inch or taller are tall obstacles and block both. Obscuring terrain blocks Line of Sight traced through it regardless of height.
When does hazardous terrain deal damage?
After the move, push or pull is fully resolved — not the instant the base touches the terrain. A unit leaving hazardous terrain with a granted move still suffers the damage.
Can Ambush units deploy onto concealing terrain?
Yes, including engaged with an enemy standing inside it, but the Ambush unit must be placed fully inside the terrain — partial placement is not legal.

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