• Maladum

Master of Maladum

13th April 2026

Master of Maladum

Last year we posted an article on how to increase the difficulty of Maladum by adding additional veteran cards with some new abilities like Sundering. You can read this article here.

Today I want to revisit the idea of increasing difficulty but this time through how the game is played rather than by adding new rules.

Maladum is an incredibly open and sandboxy game.

What do we mean by sandbox?

A sandbox game is one that offers players a huge amount of freedom to explore and interact with it on their own terms, often in a non-linear fashion.

While Maladum’s quests (especially the campaign) are fairly linear. The mechanics of the game offer players the chance to try new things and experiment with the rules. There are frequent examples in the book where how something works is open to player interpretation. In fact, the Advanced Rules section of the deluxe rulebook offers numerous additional interactions for players to use.

This level of openness with regard to how the rules interact with terrain or characters provides enormous potential to a player group willing to push the boundaries of the game.

Adding a Game Master

One of the ways in which Maladum can be played differently than presented “as is,” is by introducing a Game Master (GM for short).

Playing Maladum with a GM transforms the experience from a traditional tactical board game into something closer to a hybrid between a dungeon-crawler and a tabletop role-playing game.

While Maladum is normally designed to run using automated non-player character rules and scenario instructions, introducing a human GM changes how information is revealed, how enemies behave, and how the story unfolds. The result is a more dynamic, narrative-driven experience that emphasizes creativity, tension, and player immersion.

The Standard Maladum Experience

In a normal game of Maladum, the system itself controls the dungeon. Scenarios provide map layouts, enemy placement rules, and behaviour charts that determine how non-player characters act.

This design ensures that the game is fully cooperative and playable without a referee. Players can focus on controlling their characters, managing resources, and coordinating tactics against the automated threats of the dungeon.

Enemy actions are somewhat predictable within a defined system, and surprises mainly come from dice rolls and card draws.

While this system works well, it also means that once players learn the AI patterns, they may begin to anticipate how enemies will behave. The dungeon becomes a puzzle to solve efficiently rather than a living environment reacting to the party.

Adding a GM fundamentally changes this dynamic.

The Role of the Games Master

A GM in Maladum acts as the director of the dungeon.

Instead of relying entirely on automated enemy behaviour tables, the GM interprets and manages the actions of Adversaries and environmental events. The GM may also control the pacing of the scenario, describe what players see, and introduce narrative elements.

In the Advanced Rules section of the Maladum Rulebook, we mention the “Fog of War.” Adding a GM allows for a new way to set up the map. Instead of setting up the entire map, a GM can set it up room by room as doors are opened and corridors explored.

This allows a GM to add even more narrative to the game by describing corridors, sounds, lighting, and atmosphere. When players open a door, the GM can narrate the situation: perhaps there are guards arguing, sleeping, or patrolling.

This adds uncertainty. Players cannot rely on knowing exactly what will happen when they enter a room.

A key thing to note. The GM does not compete with the players in the traditional sense. Instead, their goal is to create a challenging and engaging adventure (although some groups may want to try a cut-throat 1 vs many arrangement).

Intelligent Enemy Behaviour

By adding a GM to your games, you fundamentally change how Adversaries and Enemies act.

In a normal game, the AI behaviour charts dictate targeting, and the players can choose who gets attacked in the case of a tie. This can lead to canny placement of characters to ensure the players control the direction of each combat.

Having a GM control non-player character behaviour means your enemies are more strategic. It also adds the possibility of much more complex and thematically fun behaviours.

Enemies might retreat to call reinforcements, focus on wounded characters rather than the biggest and hardest, set ambushes; the list goes on.

This makes each encounter more varied and encourages players to think on their feet and adapt.

Thinking Outside The Box

Without a GM, players are generally restricted to the rules, actions, and interactions provided within the core rules. If someone wants to try something unusual, like using a rope as a tripwire to booby-trap a corridor, the rules may not clearly support what is needed and a discussion ensues between the players on how best to accomplish the feat.

Adding a GM provides an adjudicator. They can decide how difficult something is and whether or not a dice roll, or spending Skill and/or Magic pegs may be required. They can also create consequences when such complicated actions fail.

Pacing and Tension

Automated systems move at a consistent pace. The Event Deck doesn’t know that the Crag Troll that it just gave you has arrived hot on the heels of several Hellfonts and Myria.

A GM can control the pacing and flow of a quest. If they can see that the party is up against the wall, they can delay that Crag Troll for a turn or two. If the board is particularly quiet, they can add additional Myria and Lamentors to keep the party on their toes.

Preparation

Adding a GM does require more preparation when setting up for a game. The GM needs to read the quest in advance (or write their own quest) and figure out how Adversaries will behave in certain situations.

They may want to add new hidden encounters like traps or interesting events for you to discover.

Conclusion

Playing Maladum with a GM transforms the game into something almost completely different. It becomes a living, breathing, immersive experience. It increases the difficulty by providing intelligent Enemies. It adds unpredictability to a system of strict order.

For groups that want to try more role-playing elements, adding a GM can elevate Maladum to a deeper and more memorable tabletop experience.

My cart
🎁 Only £49.00 away from free shipping to GB 🇬🇧
Your cart is empty.

Looks like you haven't made a choice yet.