Below are some custom made maps I have created for Horrorclix, WizKids’ awesome miniatures game of horror-movie monster combat.


Each is available either as a PDF of multiple 7.5” x 10.5” chunks you can print on any standard printer and then cut out and assemble, or as a single full-size JPG file.

Click the thumbnail for a larger preview of each map.

Custom Horrorclix Maps

Bio-Weapons Research Lab

In a top secret government facility deep below the Nevada desert, alarms are blaring.  Containment has been breached.  The test subjects have escaped, and seek revenge upon each other and their captors!


Features 4 starting areas, two of which are designed to hold the Alien Queen Egg Base.


Download: 12-page PDF (3.1 MB) • Single JPG file (4.2 MB)

Proving Grounds

What eccentric all-powerful being could have devised such a place? Little more than a maze of stone and earth, groups of horrific monsters are summoned here almost at random. With no exit, the monsters usually end up doing what they do best - tearing each other to pieces. But what of the pentagram at the center? Perhaps it offers an escape from the confines of this deadly place?


Four starting areas, with lots of narrow spaces for a suspenseful game.  Note that there are 13 victims on this map; determine who provides the extra victim randomly.


Download: 15-Page PDF (7.3 MB) • Single JPG file (2.6 MB)

The Menagerie

Eager to show off his newest prizes, eccentric billionaire Wilfred Stormweather had invited some of his closest friends for a little unveiling. The beasts in his collection had been captured after they had fallen into a clever trap - the summer camp retreat near the river proved too tempting for the things.


Now, safely locked away in electromagnetically-sealed cages, the monsters could only glare menacingly as Stormweather beamed with pride. He would be the talk of the elite for some time after this.


Just then, miles away, whether through divine retribution for his affront to nature, or perhaps as a matter of cosmic karma, a squirrel decided to launch itself into a main power transformer. With a quick zap, the squirrel was no more, and the city began to grow dark.


Screams echoed in Stormweather's ears as the lights went out. Emergency power brought up the lights, but the cages . . . the cages were open! Turning slowly, Stormweather found himself face-to face with one of his former captives, an evil grin on its twisted face . . .


Eight starting areas, but there’s a twist: Players take turns placing monsters into the 8 cages.  Monsters have to go in empty cages at first, but once all the cages have a monster in them, the players have to start doubling up - but there are no restrictions on whose monster you can set up next to!  A map to mix things up a bit!


Note: The walls of the cages are bars that block LOS for ranged combat and melee combat as well.  The statue and the center of the fountain are considered impassible terrain


Download: 9-page PDF file (10 MB) • Single JPG file (3.2 MB)

Campground

An idyllic campground serves as the location of a deadly convergence of supernatural forces.  As the terrified campers look on, beasts and creatures too horrific to describe come pouring out of the neighboring woods and lake.


Eight starting areas, including one in the lake itself!  This map is screaming for an 8-way monster mash free-for-all.

Portals are suggested at the back doors of all cabins.


Download: 12-page PDF (15.1 MB) • Single JPG file (3.9 MB)

Ziggurat

An ancient temple serves as the site of a horrific meeting of ghastly beasts intent upon destruction!


A completely symmetrical map with four starting areas.  Good for a free-for-all, or perhaps for some King-of-the-Hill-style action.


Note: Each level of the pyramid is considered to be higher than the one below it.  For that reason, LOS is considered blocked if it crosses any two green lines that intersect (form a corner) at any point. This means it is possible to trace LOS up and down the pyramid, but not around the corners of the levels. 


Download: 12-page PDF (3.9 MB) • Single JPG file (2.3 MB)

Subway Station

Rush hour turns bloody as warring factions of nightmre monsters clash in the subway system!


Look for lots of close-quarters combat on the center platform.  The two track areas are very dangerous - each turn, there is a chance a train will come hurtling through, destroying anything on the tracks! (See below.)  I also wanted to experiment with having the map not “square” to the edges.  I think the skewed look gives this map a dynamic feel and focuses the action in the center.


Special Rules:

Train!: At the beginning of each player’s turn, the active player rolls 1d6.  (If there is already a train coming, no roll is made). On a 6, a train is approaching the station. Randomly determine which track the train is coming on. At the beginning of the active player’s NEXT turn, all monsters, victims and objects that are on the chosen track are hit by the train and removed from the game; no VPs are scored for monsters and victims removed in this way.


Note that the track areas are considered Hindering Terrain; the green outline did not reproduce as well as I’d liked.


Download: 12-page PDF (2.7 MB) • Single JPG file (3.1 MB)


Bonus: Download the Train Car (PDFJPG) and have the train stop at the station, bringing new victims and new options to the table!


With Props to Pumpkinhead on the itswickedfun.net forums:


Roll 1d6 at the beginning of each player’s turn as normal.  On a roll of a 5-6, one of two things can happen, depending on if there is already a train on the map:


If there are no trains on the map, at the beginning of the player’s next turn, place the Train Car on the map on a randomly selected rail so that it lines up with the grid; the player whose turn it is decides the precise placement of the train (both doors on the side of the train that face the center platform MUST be on the main map), Any monsters or victims in the way are removed from the game; they do not count for VPs. Place 4 victims on the train car from outside the game - these are new victims who are in a very wrong place at a very wrong time.


If there is a train car on the map already, the train will depart at the beginning of the player’s next turn.  When it does, remove the train car from the map, and any victims or monsters on the train are removed from the game.  They do not count for VPs.  (Optional: If two or more opposing monsters are on a train when it departs, place the train car off to the side of the map with all monsters and victims in place and continue to use them as normal until only one player’s monsters remain on the train car.  Monsters killed this way are counted for VPs.)