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...
Official rules text on this page is quoted verbatim from the printed challenge rules.
Setup
Cards Needed
Goal
The challenge is won when Mischievous The Haunt dies.
Setup
- Choose a difficulty level for the challenge: Normal, Hard, 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.
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.
Game Modes
Normal
Mischievous The Haunt starts with 12 trick counters.
While there are more trick counters on Mischievous The Haunt than the number of souls controlled by all players, attacks can't be declared on Mischievous The Haunt and it can't take damage.
Each time a player takes damage, put a fear counter on them.
For every 2 fear counters on the active player, monsters have +1🎲.
Each time a monster dies, the active player rolls-
4-6: Remove a fear counter from a player.
Hard
Mischievous The Haunt starts with 14 trick counters.
While there are more trick counters on Mischievous The Haunt than the number of souls controlled by all players, attacks can't be declared on Mischievous The Haunt and it can't take damage.
Each time a player takes damage, put a fear counter on them.
For every 2 fear counters on the active player, monsters have +1🎲.
Each time a monster dies, the active player rolls-
4-6: Remove a fear counter from a player.
Ultra Hard
Mischievous The Haunt starts with 14 trick counters.
While there are more trick counters on Mischievous The Haunt than the number of souls controlled by all players, attacks can't be declared on Mischievous The Haunt and it can't take damage.
Each time a player takes damage, put a fear counter each player.
For every 2 fear counters on the active player, monsters have +1🎲.
Each time a monster dies, the active player rolls-
4-6: Remove a fear counter from a player.
Competitive Variant
This challenge is primarily designed for solo and co-op mode, but you can also play a game of regular competitive Four Souls with an added twist.
Setup as normal for a competitive game. Place Mischievous The Haunt face up to one side of the monster slots in a final boss slot (use the competitive variant version of Mischievous The Haunt).
At the start of each turn, all players vote either trick or treat. The challenge card either remains on the side it is on or flips depending on the outcome of the vote. Any non-active player who is feeling generous and votes for treat loots x, where x is equal to the number of souls the active player controls.
Mischievous The Haunt can't have attacks declared against it or take damage while the active player controls less than 3 souls.
Both treat and trick turns work much the same as in the solo/co-op version of the challenge, as does the fear counter mechanic - although players only gain fear counters when they die in the competitive variant, rather than every time they take damage.
FAQ
- Can I remove fear counters from myself?
- Yes. Remember that 'a player' includes you! It is only when an ability states 'another player' that it does not.
- What happens if I take damage after an attack roll has resolved but before combat damage has been dealt if, due to fear counters, that causes the evasion of a monster to change?
- When an attack roll resolves, combat damage is put on the stack targeting either the attacker or the target. At this point, the roll has already resolved as a hit or a miss, and the target's evasion changing before the combat damage is actually dealt won't effect that.
Challenge Card


Credits
| Creator of Four Souls | Edmund McMillen |
|---|---|
| Challenge Design | Charlie Gill |
| Challenge Art | @orisghost |
| Producer | Dustin Wessel |
| Editors | egghorse, Cody Underwood |
| Rules Advisor | Sevenut |
| Official TTS table | Jeremy Silliman, maths |
| Playtesting TTS table | Troy Thompson |
| Special thanks to all of our playtesters | |
All Cards in this Challenge
4 cards Open in card search →
Play it in the app
Challenge scenarios run on the authoritative engine — create a lobby, pick this challenge, and choose a difficulty.