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Malifaux (Second Edition)

Malifaux (Second Edition) Rulebook

Table of Contents

Table of Contents

  • Malifaux Basics
    • Game Overview
    • What You Will Need
    • Basic Concepts
      • Models
      • Encounter
      • Crew
      • Soulstones
      • Markers
    • Stat Card
    • Upgrade Cards
    • The Fate Deck
    • The Control Hand
    • The Discard Pile
    • Measuring
    • Soulstones
  • Core Mechanics
    • Flips
    • Duels
    • Fate Modifiers (+ or -)
    • Using Soulstones to Cheat Fate
    • Breaking the Rules
    • Triggers
    • Characteristic Modifiers
    • Calculations
    • Simple Duels
    • Opposed Duels
  • Playing the Game
    • The Turn
      • Draw Phase
      • Initiative Phase
      • Activation Phase
      • End Phase
    • Activations
    • Actions
    • Tactical Actions and Offensive Actions
    • Range and Line of Sight
  • Movement
    • Movement and Terrain
    • Pushes
    • Special Movement Rules
    • Engagement
    • Shooting Into an Engagement
  • Damage and Wounds
    • Damage Flips
    • Damage Prevention
    • Healing
    • Buried
    • Horror
  • Markers
  • Special Rules
    • Blast (Area of Effect)
    • Auras
    • Pulses
    • Placement Effects
    • Sacrifice
    • Summoning
  • Conditions
  • Traits
    • Creature Traits
    • Recruitment Traits
    • Status
    • Avatar Upgrades
  • Standard Encounters
    • Define and Place Terrain Features
    • Terrain Characteristics
    • Placing Terrain Features
    • Determine the Size of the Encounter
    • Determine Deployment
    • Determine the Strategy and Available Schemes
    • Generate Scheme Options
  • Hiring Your Crew
  • Choosing Schemes and Deploying Crews
  • Winning the Encounter
  • Story Encounters
    • Define and Place Unconventional Terrain
    • Determine Deployment
    • Blind Deployment
    • Determine the Strategy
    • Escape
    • Reconnaissance
    • Evidence Destruction
    • Mystic Ritual
    • Heist
    • Claim Jump
    • Escort
    • Search
    • Squatters (Story Version)
    • Treasure Hunt
    • Supply Wagon
    • Sabotage
    • Fiesta
  • Choosing and Revealing Schemes
    • Faction Schemes
  • Linked Games
    • Building Your Own Story

Malifaux Basics

Game Overview

Welcome to the character-driven world of Malifaux, the skirmish game. After the reopening of the Great Breach, a "Soulstone Rush" has drawn the powerful, the desperate, the ambitious, and the cunning from Earthside to Malifaux. The once-abandoned city now teems with life, a boomtown with no need to throw up hasty shacks. To call Malifaux dangerous is an understatement — its nights are a constant theater of murder and gunfire.

The Guild, which controls the Breach and regulates the extraction of Soulstones, holds Malifaux in an iron grip. The Arcanists smuggle the precious gems Earthside right under the Guild's nose. The ancient Neverborn have no intention of giving up their ancestral lands to the invaders, and take great pleasure in hunting down any human foolish enough to have forgotten why humanity fears the dark. Meanwhile, the Resurrectionists practice the dark arts of necromancy that are only possible in Malifaux. The Outcasts, a collection of mercenaries and other ne'er-do-wells, sell their services to the highest bidder when they are not pursuing their own agendas. The Ten Thunders crime syndicate has infiltrated every level of society and pulls the strings from the shadows. And to round things off, the Gremlins of the Bayou are a constant nuisance to travelers and miners alike.

In this skirmish game, two players face off in one of the endless conflicts between these groups. Each player selects a Crew from among individuals belonging to one of the various Factions and pits it against an opponent's Crew in an Encounter. During each Turn, players take turns activating their models, spending Action Points to move, attack, cast spells, and generally wreak havoc on the opposing Crew. Malifaux does not use dice to resolve combat, but instead a deck of cards called the Fate Deck.

Will you succeed in directing your Crew to accomplish its Schemes? There's only one way to find out. Let's begin!

What You Will Need

Malifaux is a skirmish game for two players. You will need this rulebook to refer to during the game. A number of additional items are also required to play.

Playing Area: A standard game of Malifaux is played on a table or other playing surface able to accommodate a 36" x 36" (36 inches on a side) gaming area.

Terrain: Buildings, trees, and other scale terrain elements add to the enjoyment of the game. Malifaux's geography and history let you use almost any terrain piece in your collection — even a stack of books can serve as improvised cover.

Models: You will need a number of Malifaux models to represent a brawl between rival Crews. Each player needs their own Crew. The Stat Card that comes with each model lets you recall its specific rules during the game.

Tape Measure: A tape measure (ideally one per player), marked in inches, is needed to determine movement, attack ranges, and so on.

The Fate Deck: Malifaux players use a deck of cards (called the Fate Deck) to determine the outcomes of the game. Each participant must have their own Fate Deck. These are 54-card decks, like those used for poker.

Basic Concepts

Before diving into the mechanics that let Crews tear each other apart, let's define a few general concepts of the game.

Models

Malifaux is a skirmish game with miniatures, and those miniatures are one of its key elements. Most of the game's rules describe in detail how models interact with each other and with their environment. In Malifaux, a model is the sum of several things: the miniature itself, the base it stands on, and the Stat Card associated with it. All of these elements combine to describe the character as it appears in the game. Models represent the individuals engaged in combat. Each model is defined by a set of Characteristics (stats) — numerical values that determine its effectiveness at defending, attacking, casting spells, or moving. If it can run very fast, for example, its Walk (Wk) stat will be high. Each model also has Abilities, which grant it additional options for handling a variety of situations. These can include immunities, special ways of defending or moving, or anything else not covered by the Characteristics. Models also have a number of Actions. These are usually attacks, but can also take the form of a variety of special maneuvers a model can undertake. Actions cover anything special a model can do, such as shooting, clawing an enemy, or leaping into the air in a burst of arcane energy and landing in an explosion of thunder and debris.

Encounter

In Malifaux, an Encounter is the scenario that determines certain rules for the game. Players generate it (see p. 58) at the start of the game. When players generate an Encounter, they determine several variables, such as the victory conditions, how players will deploy their models at the start of the game, and even where terrain elements will be placed.

Crew

Each player controls their own Crew. At its most basic, a Crew is a group of models representing the characters a player will control during an Encounter. Crews in Malifaux are chosen for each Encounter, and are hired after players have determined certain specific rules for the game. Wyrd Miniatures sells Crew boxes, which are usually the way a new player enters this world. These boxes contain groups of models that work well together. When a player hires their Crew, one of the models is chosen as the Leader. This is usually a Master, a very powerful individual who must lead the Crew when hired. Some Crews have Lieutenants, who can be chosen as Leader in smaller games. The process of hiring a Crew is explained on page 72.

Soulstones

Soulstones are the basic currency players use to balance two Crews in a game of Malifaux. Crews are hired by each player from the same total amount, used to buy models and Upgrades. Soulstones can also be added to the Leader's Cache to form the Crew's Soulstone Pool. The rules for using this pool are described throughout the rules text; generally, it is used to improve or worsen the effectiveness of an action. A summary of what Soulstones allow can be found on page 25.

Markers

Malifaux uses various Markers to track different game effects. Some rules require the use of standard-size markers and templates, including 30mm- and 50mm-diameter circles. Wyrd Miniatures sells 30mm, 40mm, and 50mm model bases that work well for this purpose.

Stat Card

Every model has an associated Stat Card that lists the information needed to use it in the game. A Stat Card shows, at minimum: Name, Faction, Traits, Cost in Soulstones or Cache, Characteristics, Talents (Abilities, Actions, and Triggers), and Base Size.

  1. Name. Every model has a name. A few rare game mechanics may reference a specific model's name by name.

  2. Faction. This icon indicates the Faction (or Factions) the model belongs to. This affiliation matters at several levels, from Crew selection to available Upgrades. A model's Faction never changes. There are seven in Malifaux: Arcanists, Gremlins, Guild, Neverborn, Outcasts, Resurrectionists, and Ten Thunders.

  3. Traits. Traits define each model in greater depth. They describe universal elements of the model and are referenced by other game effects. They can include a variety of terms, such as Master or Beast. If a model is Undead, Living, a Lieutenant, or any other type predefined in Malifaux, it will be noted here. Many of these terms are simple keywords used by Abilities and rules to determine valid targets (such as a power that only affects the Undead). Some Traits, however, appear in italics. These have additional rules attached to them (often useful for hiring a Crew). The full list of these Traits begins on page 54.

  4. Cost in Soulstones or Cache. Stat Cards prominently display their cost in Soulstones or their Cache, since these are very important values.

    Cost in Soulstones: This value is the number of Soulstones the Crew must spend to hire this model during Encounter setup (p. 72).

    Cache: Masters are free to hire whomever they want and therefore have no Soulstone cost. Instead, they have a Cache, which they add to their Crew's Soulstone Pool at the start of each Encounter. A Lieutenant can also lead a Crew, in which case it uses its own Cache, as defined on its Stat Card.

  5. Characteristics. A model has the following Characteristics (stats), representing its physical and mental capabilities as numerical values (and sometimes a Suit). Characteristics always begin with a capital letter, and when abbreviated, appear in bold. The higher its value, the more powerful the model.

    • Walk (Wk): the distance, in inches, the model can move when it moves normally.
    • Charge (Ch): a model performing a Charge Action moves this distance toward its target. A Ch value of "—" means the model cannot Charge.
    • Size (Sz): represents the model's relative size in the game. Sz is used to determine lines of sight (see p. 40).
    • Willpower (Wp): represents the model's mental fortitude, determination, and self-control.
    • Defense (Df): represents the model's ability to protect itself from physical harm.
    • Wounds (Wd): the amount of damage a model can endure before being killed.

    Models have other Characteristics not described in this block: Melee (Ml), Ranged (Rg), and Casting (Cg). These values represent skills tied to a specific Action. Actions that lead to a duel will list the stat representing the skill needed for that duel.

  6. Talents. A model's Abilities, Actions, and Triggers are grouped together under the heading of its Talents.

    Abilities: Models have specific Abilities that change how they interact with the rules, such as a particular resistance to damage or an unusual way of moving. A model's Abilities are considered active during an Encounter unless stated otherwise in their description. All Abilities begin with a capital letter.

    Actions: Actions are special Attacks or maneuvers a model can perform when activated. Most are described on its Stat Card, but there are also common Actions available to every model, described on page 38. A model's Actions are split into two categories: Tactical and Offensive. Offensive Actions are those the target model must resist, while Tactical Actions are carried out without resistance from others. See page 37 for more on Actions. Action names always begin with a capital letter.

    Triggers: Triggers let a model alter the results of an action (when attacking, being attacked, or performing a Tactical Action). Triggers require the model to have one (or more) of a given Suit in the duel's final total. If a Trigger belongs to a specific Action, it is listed under that Action's description — these are called Action Triggers, and are an integral part of that Action. This is most often the case with Offensive Actions, where the Trigger will modify the Attack's Effects (such as dealing more damage or pushing back a target). A Trigger tied to the Df or Wp stat is a Characteristic Trigger. These can be used any time a model performs a duel using that stat. Most often these are Defensive Triggers, letting the model defend itself in an unusual way.

  7. Base Size. Every miniature is mounted on one of three sizes of round base, as listed in its description: small (30mm), medium (40mm), or large (50mm).

Upgrade Cards

Upgrade Cards represent special options that certain models can access — specialized spells prepared just for this battle, unique or rare equipment, or special tactics. Like models, each Upgrade has a Soulstone cost that must be paid to acquire it. When hiring a model, it may be possible to buy it an Upgrade. This process is explained on page 54.

  1. Name. The Upgrade's name.
  2. Faction. Describes the Faction the Upgrade belongs to. A Crew can only buy Upgrades for models of the Faction it has declared. If an Upgrade shows two or more Faction symbols, it is available to all of them.
  3. Cost in Soulstones.
  4. Effect. This section contains all the rules describing how the Upgrade works.
  5. Restrictions. Most Upgrades have one or more restrictions. These define who can take the Upgrade, as well as how many copies of it can be attached to a Crew. There are many restrictions on buying an Upgrade; see the details on page 54 under "Hiring Your Crew."

The Fate Deck

One of the central elements of a game of Malifaux is the deck of cards each player uses to determine effects in the game, called the Fate Deck (or the Deck). Each deck consists of 54 cards. Each player needs their own Fate Deck. Wyrd Miniatures offers a range of Fate Decks featuring Malifaux artwork, the setting's specific Suits, and other game aids (such as damage indicators).

Value. Card values range from 1 to 13. A card's value is often added to a model's Characteristic when determining the result of a duel (see page 30) to resolve an Action. When the rules refer specifically to a Fate Deck card's value, they mean the value printed on the card. If a player does not have a Malifaux Fate Deck, a standard deck of poker cards works just as well.

Suit. The four Suits are used to perform actions, activate Triggers (see p. 30), and for certain special Effects. When the rules refer specifically to a Fate Deck card's Suit, they mean the Suit printed on the card.

The Cards. A Fate Deck has 54 cards. These are not very different from a standard deck, and include the Aces, the face cards, and both Jokers. In Malifaux, the Ace is worth 1 and the face cards are worth 11 (Jack), 12 (Queen), and 13 (King). Every Fate Deck must contain the following 54 cards:

  • 2 Jokers (1 Red and 1 Black)
  • 13 Ram (Rm) cards numbered 1–13
  • 13 Tome (Tm) cards numbered 1–13
  • 13 Crow (Cr) cards numbered 1–13
  • 13 Mask (Mk) cards numbered 1–13

Using a Standard Deck of Cards. If a player uses a standard deck of cards instead of a Fate Deck, the following suits replace Malifaux's specific Suits: Hearts are Rams (Rm); Spades are Crows (Cr); Diamonds are Masks (Mk); Clubs are Tomes (Tm). As with the Fate Deck, a Jack is worth 11, a Queen 12, and a King 13.

Jokers. The Red and Black Jokers in the Fate Deck represent its fickle nature.

The Red Joker. It represents the whims of magic that rush to aid even those most forgotten by fortune... albeit somewhat randomly. The Red Joker has a value of 14 and a variable Suit. When the Red Joker is drawn or played, the player must immediately announce which Suit it will count as for the current action. The Red Joker can also be chosen when a player is required to choose their lowest card, even if it isn't actually the lowest (though the Black Joker will still beat it in that case). See page 27 (Fate Modifiers) for more information.

The Black Joker. Bad Things Happen at Malifaux! The Black Joker is the agent of these terrible strokes of fate, and when it appears, even the strongest may fall. The Black Joker has a value of 0 and no Suit. The Black Joker must always be used regardless of how many cards were drawn (see Fate Modifiers, page 27).

The Control Hand

During each Turn, players have the opportunity to affect the course of fate by using the cards in their Control Hand (or Hand) to Cheat Fate or activate other abilities or effects. A player's Control Hand is normally 6 cards, though this can be modified by certain Abilities or game effects. A player's Hand is replenished at the start of each Turn. Players must be careful how they spend their cards, or they risk being left with an empty Hand exactly when they most need to Cheat Fate. There are also some restrictions on when a player can (and cannot) Cheat Fate, explained later. Use your cards wisely!

The Discard Pile

Cards that have been played, used to Cheat Fate, or set aside are placed face up on top of each player's discard pile. Players may not examine discard piles unless expressly permitted to by a special rule. The top card of each player's discard pile must be visible to everyone at all times. When a player places several cards on the discard pile at the same time, they may do so in any order they choose, but must show all other players the cards being discarded. When a player wants to draw cards from their Fate Deck but it is empty, they must shuffle their discard pile and use it to replenish their Fate Deck.

Cutting the Deck. A player must allow their opponent to cut their deck whenever they shuffle it. The opponent may decline the offer to cut, but must always be given the opportunity to do so.

Measuring

All measurements are in inches or fractions of an inch. To determine the distance between two objects on the table, the measurement is taken between the closest points of the two objects' bases. All measurements must be taken using the shortest possible distance. In Malifaux, all measurements are taken from a top-down perspective — elevation is not taken into account, though the size of models and objects is used in other ways.

Measuring in Advance. Players are allowed to measure distances at any time during a game. Since models are constantly moving around the table, measuring in advance lets players understand exactly where models are and which areas of effect might or might not influence their actions. Players are encouraged to be respectful of one another when measuring, and not to slow down the game or distract their opponent with unnecessary measuring.

Soulstones

The main driving force of Malifaux's economy is the Soulstone industry. These wondrous gems are not found on Earth, and their magical properties are so powerful that murder is a small price to pay to acquire even the smallest of them. In the Malifaux skirmish game, Soulstones are not only used as currency to hire your Crew, but are also an important resource on the battlefield. There are several uses for Soulstones, presented throughout this rulebook.

Hiring a Crew. Each player has a predetermined number of Soulstones with which to hire their Crew. In addition, the Crew may choose to set aside some of these gems into the Soulstone Pool, which can be used during the game. For more information on hiring a Crew, see page 54.

Boosting a Duel. Some models can spend Soulstones from the Pool to increase their chance of success. For more information, see page 28.

Rerolling Initiative. A player can spend a Soulstone from the Crew's Pool to reroll Initiative if unhappy with the result. For more information on Initiative rolls, see page 35.

Drawing Additional Cards. When drawing cards at the start of each Turn, a player can spend a Soulstone from their Crew's Pool to draw additional cards. For more information, see page 34.

Reducing Damage. Some models can spend Soulstones from their Crew's Pool to avoid taking damage. For more information, see page 37.

Core Mechanics

Malifaux is a game of action and combat. Whether it's two gunslingers locked in a duel to see who draws fastest, an esoteric sorcerer hurling bolts of green fire, or one of the Guild's enforcers kicking down a locked door, players need a way to determine whether an Action succeeds or fails. A model's Characteristics are often involved in the process, but sometimes the game requires the use of a random value. In both situations, Malifaux uses Flips and Duels. Both procedures follow the same rules, but can be modified in a number of ways — among others, by Fate Modifiers, Cheating Fate, Characteristic modifiers, and the use of Soulstones. Duels can also be modified in their own particular way by Triggers.

Flips

When a Flip is called for, the player turns over one or more cards from the top of their Fate Deck to get a random number and/or Suit. Flips are used to resolve simple situations, such as taking damage or healing.

The Most Common Types of Flip. Some special rules refer to particular types of Flip. The list below gives an overview of these special Flips:

  • Attack Flip: the attacker's Flip during an Opposed Duel.
  • Defense Flip: the defender's Flip during an Opposed Duel.
  • Damage Flip: the Flip a model makes to deal damage to its target.
  • Healing Flip: this Flip lets a model heal some of the damage it has taken.
  • Initiative Flip: this Flip is made by players when determining Initiative.

Duels

Malifaux uses a Duel with Fate (or Duel) to resolve most game situations. There are two types: Simple Duels and Opposed Duels. Simple Duels pit a model's stat against a Target Number (TN) to determine success, while Opposed Duels pit the stats of two models against each other. All Duels involve turning over one or more cards from the top of the Fate Deck, whose values are added to the relevant stat to determine a total. Both types of Duel are explained in detail starting on page 30.

Fate Modifiers (+ or -)

Normally, a player draws a single card when making a Duel or a Flip. However, certain factors can raise or lower the odds of success. These Fate Modifiers add extra cards to the model's Flip, affecting its chances of success positively or negatively. There are two kinds of Fate Modifiers: a bonus is represented by a + symbol, while a penalty is represented by a - symbol.

Bonuses (+) require a model to draw extra cards and then let it choose which card it wants to use. Usually the highest card is chosen, but there are situations in which the model may want to use a lower card, such as when it needs a particular Suit. Penalties (-) require the model to draw extra cards and then use the card with the lowest value. If two or more cards are tied for lowest, the model may choose which one to use.

When determining how many cards to draw, + and - symbols cancel each other out on a one-for-one basis. As a result, the Fate Modifiers applied to a Flip are always entirely +, entirely -, or neither, after cancellations are applied.

Example: A Guild Guard attempts to shoot a Bayou Gremlin, a fairly common occurrence in Malifaux. Due to a chain of circumstances, the Guild Guard has added ++ to their Attack Duel. The Gremlin, who firmly objects to being targeted, has taken measures to add a - to the Guild Guard's attack. The - cancels one of the +, leaving one + remaining. The model draws one card plus one extra card for each remaining Fate Modifier symbol (whether + or -). The maximum number of cards a model can ever draw is 4, regardless of how many Fate Modifiers apply.

Example: The Guild Guard draws two cards: one base card, plus one extra for the final + (after cancellations). Once all cards are drawn, the model chooses one to use as its active card. A model with one or more + chooses one of the drawn cards to use as its active card and places the rest in the discard pile. A model with one or more - must choose the drawn card with the lowest value as its active card and places the rest in the discard pile. If several cards are tied for lowest, the model may choose which to use. A model cannot Cheat Fate if the Flip had a - applied.

Example: Since it has a +, the Guild Guard may choose which of the drawn cards to use.

The Jokers and Fate Modifiers. When one of the Jokers appears in a Flip, it is treated a little differently. Each Joker has special rules governing how it interacts with Fate Modifiers.

  • The Black Joker: Regardless of modifiers, if the Black Joker is drawn, the player must use it, even if one or more extra cards were drawn because of a +.
  • The Red Joker: Unless the Black Joker is also drawn, the Red Joker can always be chosen in a Flip, even if one or more extra cards were drawn because of a -.

Using Soulstones to Cheat Fate

Models with the Master or Lieutenant Trait can spend Soulstones to strengthen a Duel by adding a Fate Modifier or a Suit (or both). This must be done before any card is drawn, as described for the various types of Duel (pages 30–33). Once the model has chosen the active card of its Flip (and any Fate Modifiers have been applied), it may then Cheat Fate. To do so, it replaces its active card with a card from its Control Hand and discards the previous card.

Adding a Fate Modifier. A Master or Lieutenant may spend a Soulstone to strengthen a Duel (depending on the type of Duel):

  • If the model is making a Simple Duel, it may spend a Soulstone to add a + to its Flip.
  • If the model is performing an Offensive Action, it may spend a Soulstone to add a + to its Attack Flip.
  • If a model is defending against an Offensive Action, it may spend a Soulstone to add a + to its Defense Flip, and impose a - on any Damage Flip it might suffer from the Attack.

Adding a Suit. A model may also spend a Soulstone to add a Suit of its choice to its final Duel total.

Example: The Judge is about to make a crucial Attack against Lilith and knows success is vital. The Judge declares their Offensive Action. Lilith, as the defender, must announce first whether or not she wants to spend a Soulstone. She declares that she will spend a Soulstone to gain a + to the Duel and a - to any Damage Flips she would suffer should she lose the Duel. The Judge decides to spend two Soulstones — one to gain a + on their Attack Flip, and the second to add a Mask to the final total of the Duel.

However, if the Duel received one or more - Fate Modifiers (after cancellations), the player cannot Cheat Fate. Although players can Cheat Fate on Duels, Damage Flips, and Healing Flips, it is important to note that a player cannot Cheat Fate unless expressly permitted to do so. Players cannot, for example, Cheat Fate on an Initiative Flip.

Example: Even having drawn two cards, the Guild Guard from the earlier example doesn't have a card high enough to hit that filthy Bayou Gremlin. Because they didn't have an uncancelled - Fate Modifier, they may Cheat Fate. They choose to do so, using a high-value card drawn from their Control Hand.

The Jokers and Cheating Fate. The appearance of a Joker in a Flip cancels certain players' ability to Cheat Fate. If a player draws the Black Joker from their Fate Deck, they may not Cheat Fate. If a player's opponent draws the Red Joker from their Fate Deck, that player may not Cheat Fate.

Breaking the Rules

Malifaux models have many specific rules that override the core mechanics. This applies to the entire ruleset, even the rules governing terrain or an Encounter. When a special rule explicitly contradicts the core mechanics, follow the special rule. For example, an Offensive Action that states it does not require a line of sight (p. 40) disobeys the normal Line of Sight rules and can therefore target anything in range, even if the model cannot see it. In the rare case where two special rules would contradict each other, the more specific one takes precedence.

Triggers

A Trigger changes the outcome of a Duel, usually by granting one or more of the involved models a result beyond simple success or failure. Most models have one or more Triggers, only one of which can be declared when the Duel's final total contains the appropriate Suit(s) (as indicated in the Trigger's description). There are two kinds of Triggers: Action Triggers and Characteristic Triggers.

An Action Trigger is listed in the description of an Action on a model's Stat Card. Whenever the model performs that Action, it may use one of the Triggers available for that Action, provided the required Suit(s) appear in the Duel's Final Total.

Random Determination. When a model's Action calls for a model to be determined randomly, the player controlling the active model draws a card for each potential target. Whichever target is assigned the lowest value is the one chosen by the spell. In case of a tie, the active player freely chooses which of the tied targets to pick. When it is necessary to randomly determine a player, both opponents draw the top card of their Deck. Whoever draws the highest value is chosen. In case of a tie, a new Flip is made until a decisive result is reached.

Here is an example of an Action Trigger:

Rm Critical Strike: When calculating damage dealt to the target, this Attack deals +1 damage for each Ram in the Duel's final total.

A model's Characteristic Trigger is always described among its Abilities, if it has any. Whenever the model makes a Duel using the mentioned Characteristic, it may choose to use one of its Characteristic Triggers. These are most often tied to defensive Characteristics.

Here is an example of a Characteristic Trigger:

Tm (Df) Chilling: When this model takes damage from a Melee attack, immediately end the Attacker's Activation.

Extra Actions granted by Triggers do not cost the performing model any Action Points.

Characteristic Modifiers

This is the simplest way to modify a Duel or a Flip. These modifiers are shown as a bonus or penalty to a Characteristic under certain conditions. For example, a model might gain +2 to its Ranged stat for any attack against a target within 6". In this case, the model's Ranged stat is increased by the value of the bonus, but only for resolving that Duel.

Calculations

Although uncommon, the game sometimes requires some multiplication or division. The following rules are meant to guide you through this process when the need arises.

Rounding. When the rules ask a player to divide a value, the result is rounded to the nearest whole number (half of 7 would give 4, for example).

Order of Operations. Modifiers must be applied in the following order: multiplication, division, addition, and finally subtraction.

Minimum Value. All Characteristics, other than Wounds, have a minimum value of 1, regardless of any modifiers applied. Models with a "—" value in one of their Characteristics do not have that Characteristic, and it therefore cannot be modified. In other cases, a model may receive a bonus to the total rather than to the Characteristic itself. In those cases, simply add the bonus to the total when it is calculated.

Simple Duels

Not everything is a contest of wills. Sometimes it's important to determine whether a model can accomplish a task or not — casting a non-offensive spell, arming explosives, or tearing down a barricade, for example. When a model makes a Duel in which it is not opposed by another model, it is a Simple Duel. When a model is called on to make a Simple Duel, the rules will present it as an opposition between the model's Characteristic and a Target Number (TN). The model draws a card and adds the appropriate Characteristic. If the total equals or exceeds the TN, the model succeeds.

To make a Simple Duel, follow these steps:

Simple Duel Sequence

  1. Declare the use of Soulstones
  2. Draw a Fate Card and add the Characteristic
  3. Choose whether to Cheat Fate
  4. Declare a Trigger
  5. Determine success

1. Declare the Use of Soulstones. If the model has the ability to use Soulstones to strengthen its Duels, it must now declare how many it is spending (if any) and how it will use them, before drawing even a single card (see page 28).

Multiple Models. Sometimes several models are affected by a pulse or other game effect that requires several Simple Duels to be made at the same time. In this case, the player controlling them resolves the Duels one after another, in whatever order they prefer. If models belonging to different players are affected, the first player of the Turn (see page 35) must resolve their Duels first.

Who Makes the Flip? It is the player who controls the Action who makes the Flip for the model. This is generally the player who controls the model's Crew, but some Actions (such as Obey!) can temporarily change who controls the Action.

2. Draw a Fate Card and Add the Characteristic. The model draws a card (plus any extra cards from Fate Modifiers), then chooses one drawn card as the active card and discards the rest. See page 27 for more on choosing cards under Fate Modifiers. Add this card (value and Suit) to the relevant stat. This gives you the current Duel total.

3. Choose Whether to Cheat Fate. If the model does not want to Cheat Fate, skip directly to step 4. When it Cheats Fate, the model generates a new Duel total and replaces the previous Duel total with the value obtained from its new card (see page 28).

4. Declare a Trigger. If the model's Duel total contains the Suit(s) needed for a Trigger (see Triggers, p. 28), it may declare that it is using that Trigger. The consequences of a Trigger are resolved immediately unless its description says otherwise, in which case it may be resolved later. The most common timing terms used for Triggers are:

  • After Succeeding: These effects are resolved after step 5, and only if the model wins the Duel.
  • After Failing: These effects are resolved after step 5, and only if the model loses the Duel.
  • After Resolving: These effects happen after step 5, regardless of the Duel's outcome.

5. Determine Success. If the model's Duel total is equal to or greater than the TN (including any required Suit(s)), the model has won the Duel and applies the results of a success. If the model's Duel total is less than the TN, the model has lost the Duel and applies the effects of a failure. Once success or failure is determined, the cards used are discarded, and the consequences of the success or failure are applied.

Example of a Simple Duel. A Guild Guard must pass a Wp 13 Duel to resist the Horror caused by an enemy's Terrifying 13 Ability. This is a Simple Duel using the Guard's Wp, which is 5. This Duel is not affected by any Fate Modifiers.

  1. Declare the Use of Soulstones: The Guard does not have the ability to use Soulstones (it is neither a Master nor a Lieutenant), so it declares nothing here.

  2. Draw a Fate Card and Add the Characteristic: The Guild Guard draws a card, the 4 of Crows. It adds it to its Wp of 5, for a current Duel total of 9 of Crows. A quick glance at the Duel's TN reveals the Guard is currently losing.

    Friend and Enemy. Some rules refer to friendly or enemy models. At its most basic, friendly models are those belonging to the same Crew as the model affected by the rule. Enemy models are those that do not belong to that Crew. If a rule does not specifically state that it only affects friendly or enemy models (for example, which models are legal targets of an attack), then it can and must affect all models. When a model's Actions are controlled by the opponent (for example, through the Obey! Action), this does not change the definition of that model's friends. A model's friends are always its friends.

  3. Choose Whether to Cheat Fate: Since the Guard would rather not be Paralyzed by fear and start screaming, it Cheats Fate, discarding the 4 of Crows and replacing it with the 9 of Masks from its hand. Its Duel total is now 5+9 of Masks = 14 of Masks.

  4. Declare a Trigger: Checking its Triggers, the Guild Guard finds it has none that affect its Wp. Had that not been the case, and had the requirement been a Mask, it could have declared its activation.

  5. Determine Success: The Guard's Duel total of 14 of Masks is equal to or greater than Terrifying's TN of 13, letting it succeed. It manages to steel itself against the monster's presence instead of fleeing screaming into the night (see Horror, p. 48).

Named Characteristic Duels. Sometimes the rules refer to a Duel by the name of the relevant stat, such as a "Wp Duel." This indicates the Characteristic used to resolve the Duel, specific to the model in question. For example, when an attack pits the attacker's Rg against the defender's Df, the attacker makes a Rg Duel and the defender makes a Df Duel.

Opposed Duels

Whether it's a powerful Arcanist hurling fire or a rifle shot meant to drop a charging war pig in one blow, it is an Opposed Duel that resolves many Actions. Opposed Duels take place between two models, most often to resolve the success or failure of an Attack. In an Opposed Duel, there is an Attacking model (the one acting) and a Defending model (the target of the Offensive Action). When two models must make an Opposed Duel, the rules present it as the attacker's Characteristic against the defender's Characteristic. To resolve an Opposed Duel, follow these steps:

Opposed Duel Sequence

  1. Declare the use of Soulstones
  2. Draw a Fate Card and add the stat
  3. Choose whether to Cheat Fate
  4. Declare a Trigger
  5. Determine success

1. Declare the Use of Soulstones. If either model can use Soulstones to improve its Duels, it must now declare whether it is spending any, how many, and how it will use them, before any cards are drawn (see p. 28). If both models can use Soulstones, the Defender must declare first.

2. Draw a Fate Card and Add the Characteristic. Both models draw a card simultaneously (plus any cards owed to Fate Modifiers), then each chooses one of their drawn cards as their active card and discards the rest. See p. 27 for more on choosing cards under Fate Modifiers. Both models add their active card to the Characteristic they are using. This sum is their current Duel total. Whenever either model has one or more + or -, the Defender must choose first which card they will use.

3. Choose Whether to Cheat Fate. The model with the lower Duel total must choose first whether to Cheat Fate or not. If the models' Duel totals are tied, the Defender chooses whether to Cheat Fate first.

4. Declare a Trigger. Compare the models' Duel totals. First, the model with the lower total — or the Defender, in case of a tie — may declare that it is using a Trigger if its Duel total allows (see Triggers, page 28). Then, the other model may announce that it is using a Trigger if it is able to. The consequences of a Trigger are applied immediately unless its description states otherwise, in which case it may be resolved later. The most common timing terms used for Triggers are:

  • After Succeeding: Effects are resolved after step 5, and only if the model that has this Trigger wins the Duel.
  • After Failing: Effects are resolved after step 5, and only if the model that has this Trigger loses the Duel.
  • After Resolving: Effects are resolved after step 5, no matter who wins the Duel.
  • After Damage: Effects are resolved after step 5, and only if the target suffers 1 or more damage from the Action. These consequences are resolved before the model is removed from the game if it is killed by the damage taken.

If two Triggers must be resolved at the same time, the Defender's is resolved first.

5. Determine Success. If the attacker's Duel total is equal to or greater than the defending model's Duel total and the required TN (which may include the presence of one or more Suits), then the Attacker has won the Duel and the Action succeeds. Apply effects as appropriate, which most often means Damage dealt to the Defender, or some other harmful effect.

If the Defender's Duel total is greater than the Attacker's, or the Attacker's final Duel total is lower than the Action's TN, the Defender has won the Duel and the Action fails. Apply effects as appropriate — most often, the Defender has simply avoided any negative consequence.

If the Opposed Duel is an Attack that deals damage, then the difference between the Attacker's and Defender's Duel totals will also affect the amount of damage dealt. This is covered in more detail on page 46, under the heading Damage Flips.

Once success or failure is determined, the cards used are discarded, and the results of the Action are resolved.

Attacking Friendly Models. Models can target their friends with their Actions. The effects of such Actions can sometimes make the value of this tactic questionable, but it can nonetheless be attempted. When two friendly models are engaged in an Opposed Duel, the Defending model may voluntarily choose to lose the Duel. Before any card is drawn, the defender may decide not to resist. In this case, the Attacker draws its cards normally and the Defender draws none, and the Defender is considered to have matched the Attacker's final Duel total, with no Suit. The Defender may not declare a Trigger when not resisting an Action this way, though the Attacker may still do so.

Example of an Opposed Duel. Seamus has decided, as usual, that he'd quite fancy a little murder. His target of choice is a "jammy git" from the Freikorps. Seamus declares the Offensive Action Bag o' Tools (p. 37) against the Freikorps model, hoping to relieve the gentleman of a few of his vital organs.

  1. Declare the Use of Soulstones: When both models can use Soulstones, the Defender must declare first. The Freikorps model has no such ability. Seamus, on the other hand, is a Master and declares that he is spending two Soulstones on the Attack. He announces that one will add a + to the Offensive Action and the other will add a Mask to the Duel total.
  2. Draw a Fate Card and Add the Characteristic: Seamus and the Freikorps model both draw their cards and add the appropriate stat. Seamus draws two cards (one as usual, plus one extra from the Soulstone's +). His cards are the 6 of Crows and the 11 of Rams. Seamus decides to use the 11 of Rams, discards the rest, and adds his Ml of 7 for a starting Duel total of 18 of Rams and Masks (which includes the Mask from the Soulstone). The unfortunate Freikorps model draws a single card, a 3 of Tomes; its Df of 5 gives it a total of 8 of Tomes.
  3. Choose Whether to Cheat Fate: Now that the initial Duel totals have been generated, the Freikorps model must decide first whether it wants to Cheat Fate, since it is currently losing the Duel. It decides to do so. The best card it has in hand is a 10 of Masks, and it chooses to use it, replacing the 3 of Tomes. Its new Duel total is 15 of Masks. Seamus is happy to win the Duel by only a little and decides not to Cheat Fate.
  4. Declare a Trigger: The Freikorps model has no Trigger to declare. Seamus announces that he is activating his "Make it Look Good!" Trigger.
  5. Determine Success: Seamus has a Duel total of 18 of Rams and Masks, which is higher than the Freikorps model's 15 of Masks. Seamus wins, and will now determine the results of his Offensive Action, which in this case is a Damage Flip against his opponent (see p. 46).

Playing the Game

A game of Malifaux, which we call an "Encounter," represents the clash between two Crews. Players will try to strategically maneuver their models and use their most skillful attacks, feints, tricks, and sometimes sheer blind luck.

The structure and flow of the Turns used to run Encounters are described in this Chapter. Chapter 4: Standard Encounters contains the information and rules needed to determine the many specifics of each Encounter, such as the deployment zone or victory conditions.

The Turn

A game of Malifaux consists of many Turns, during which each player Activates their models and carries out a wide range of Actions with them in an effort to snatch victory from their enemy. Each Turn is divided into four phases: the Draw Phase, where card Hands are replenished; the Initiative Phase, where the rank of First Player is determined; the Activation Phase, where things actually happen; and the End Phase, where end-of-turn effects are determined. The phases follow one another in order, as do the steps within each phase.

The Turn

  1. Draw Phase: Shuffle discard piles, discard cards, draw cards, and replenish hands.
  2. Initiative Phase: Flip for Initiative, spend Soulstones, determine the First Player.
  3. Activation Phase: Players activate their models.
  4. End Phase: Closing, determine Victory Points, check Encounter end conditions.

Draw Phase

During this phase, players may discard any cards they do not want to keep in their Control Hand, then refill it for the current Turn. Players shuffle the cards from their discard pile into their Fate Deck. They must set their Control Hand aside first so as not to accidentally shuffle it back into the deck. Players may now discard as many cards as they like from their Hand to make room for new (and hopefully better) cards. During the first Turn, neither player should yet have a Hand at this step, so it can safely be skipped.

Drawing Cards and Refilling the Hand. Players who have fewer cards in hand than the maximum allowed draw cards until they reach that value. Each player has a default maximum Hand size of six cards, though certain Abilities and game effects can alter this value. Players may also spend a single Soulstone to draw two additional cards after refilling their Hand. The First Player from the previous Turn must declare first whether they are using a Soulstone. If it is the first Turn, the player who deployed first must announce their use of a Soulstone first. Once players have drawn the cards needed to refill their Hand to the maximum size, as well as any additional cards, they must discard cards to bring their Hand back down to the maximum allowed size. A player cannot end this phase with more cards in Hand than the maximum, though some effects that take place during the Activation Phase may allow that limit to be exceeded.

Initiative Phase

During this phase, players decide who will act first during the Activation Phase. Each player draws a card, then is given the opportunity to spend a Soulstone to modify their Flip.

  1. Initiative Flip. Players each draw a card simultaneously. This Flip is called the Initiative Flip. Compare the card values. In case of a tie, both players make a new Flip before choosing whether to spend a Soulstone. In the unlikely case where the order in which multiple effects end could affect the outcome, it is up to the player who controls the affected model(s) to decide the order in which the effects are resolved. If models belonging to different players are affected, the First Player's models have their effects resolved first.

  2. Using Soulstones. Starting with the player who drew the lower card value, each player must declare whether they want to modify their Flip by spending a Soulstone from their Pool, even if one or more players drew a Joker. Each player may only buy a new Flip this way once per Initiative Phase. If two players are still tied after spending (or not spending) Soulstones, they must both make a new Flip.

  3. Determine the First Player. The player who drew the higher card value may choose to be the First or Second Player for the rest of this Turn.

Activation Phase

Starting with the First Player, each player in turn designates and activates (see p. 36) one model from their Crew. Crews earn VP for Strategies and Schemes (see p. 66) that take effect at the end of each Turn.

When a player is to make an Activation, they must choose a model from their Crew that has not yet been activated this Turn. A model can only be activated once per Turn unless it has the Reactivate Condition (see p. 53) or some other special rule. Once a model's Activation is complete, play passes to the Second Player, who activates one of their models, then back to the First Player, and so on, until all models have been Activated. If a player has no models left to Activate, they skip their turn during this phase. The Activation Phase ends once both players have Activated all their models.

End Phase

  1. Closing. The Closing step is where the events of the Turn are wrapped up. Effects that do not specify a particular duration, or that end at the end of the Turn, end during this step.

  2. Determine Victory Points. Once an Encounter ends, players earn Victory Points (VP) based on the various objectives they managed to accomplish during the game, whenever the rules specify that Crews earn VP "at the end of the game." The player with the higher total is declared the winner. This is detailed starting on page 74.

  3. Check Encounter End Conditions, Starting on Turn 5. From Turn 5 onward, the First Player draws a card during this step. If the card's value is 10 or higher, the Encounter continues for one more Turn. The value needed to continue the Encounter increases by +1 each Turn from the fifth onward (to continue past Turn 6, an 11+ is needed, and so on). If the Flip is lower than the needed value, the Encounter ends and players tally their Victory Points.

Activations

In Malifaux, models are Activated individually, and each must spend Action Points (AP) to perform Actions, which can range from simply walking across a yard to spitting a powerful gout of flame at their enemies. Once an Activated model has spent its AP, it becomes the other player's turn to Activate one of their Crew's models and spend theirs.

A model's Activation follows these steps, in this order:

  1. Resolve Activation effects
  2. Generate Action Points (AP)
  3. Take Actions
  4. End of Activation

1. Resolve Activation Effects. Some game effects specify that they must be resolved "at the start of the model's Activation." These effects take place during this step. The player controlling the model chooses the order in which to resolve them when there are several.

2. Generate AP. Models use AP to perform their Actions. Each generates 2 AP (3 for Masters), which can be used for most types of Actions a model can undertake. A model may have other Abilities or Conditions that increase or decrease its general AP total, or that generate AP that can only be used in specific circumstances. A model cannot gain extra AP from a given source more than once. For example, a model that gains the Fast Condition multiple times can only benefit from Fast once. However, different sources do stack, so a model with both Fast and Melee Expert would gain one general AP (Fast) and one additional AP for combat Actions (Melee Expert).

Example: Candy generates her AP. She starts with 2 general AP, but has the Casting Expert Ability, which gives her +1 AP that can only be used to cast spells. Candy begins her Activation with two general AP and 1 Cg AP.

3. Take Actions. The model now spends its AP to act. Each Action costs a given amount of AP (usually 1 or 2). If the model does not have enough AP to pay for an Action, it cannot take it. When a model has taken all the Actions it wants to, it moves to the End of Activation step. A model is not required to spend all of its AP, but its Activation ends anyway once it can no longer act.

4. End of Activation. Any game effects that take place at the end of a model's Activation are resolved during this step. As with those resolved at the start of the Activation, the player controlling the model determines the order of resolution. Once these effects are resolved, any unused AP is lost and the model's Activation ends.

Chained Activation. Some models have Abilities that let them Activate under certain conditions. The most common of these is Companion, which lets a model Activate when a friendly model Activates within 6". These Abilities modify the normal Activation sequence (alternating between players) and can let a player Activate two models in a row. However, a player may not declare more than one Ability of this kind between two of their opponent's Activations. This way, a player can never activate more than two models in a row without their opponent getting the chance to Activate one of theirs. A model cannot use these Abilities to Activate if it was not eligible to Activate this Turn. For example, if it has already been Activated (and does not have the Reactivate Condition), it cannot use Companion to reactivate this Turn.

Actions

Whether it's charging across the crevasses of the Wastes, unloading a pair of Peacebringer revolvers on an enemy, or raising the dead, Malifaux models have access to a whole range of Actions they can take during their Activation. Some, such as Walk, are standard for everyone, while others, like Sebastian's Bloody Harvest, are unique to particular models. Actions are described on each model's Stat Card. The AP cost of each is written in parentheses, followed by its name and its effects. An Action's AP cost and name are shown in bold to make it easy to identify.

Whether standard or unique, all Actions fall into one of two broad categories: Offensive Actions or Tactical Actions.

Resolving Actions. Determining the result of an Action is fairly simple. The model must complete three steps, regardless of the Action's category. During its Activation phase, the model follows this process:

  1. Declare the Action and spend AP
  2. Resolve Duels
  3. Determine results

Zero-AP Actions. Some models have Actions with an AP cost of 0. A model may only use one of these "free" Actions per Activation.

1. Declare the Action and Spend AP. A player begins an Action step by announcing to their opponent which Action they will use. This is done for the sake of transparency, and because some models can react to certain Actions. The most common reaction is a Disengaging Strike, which prevents a model from leaving melee range. The model also spends the AP required to perform the desired Action. If it does not have enough AP to do so, none is spent and the Action ends with no further effect. The player must also declare all the Action's variables. This is handled on a case-by-case basis, since some Actions have different variables or affect multiple targets. It is during this step that the model determines its target. Unless the Action states otherwise, the target must be in range and the model must have a clear line of sight. Range and Line of Sight (LoS) are discussed in detail on page 40. Sometimes a target has special Abilities (such as Terrifying) that require a Duel to be resolved when it is targeted. These Duels are resolved first, once the Action is declared and AP is spent.

2. Resolve Duels. If the Action requires a Duel, it is made during this step (see p. 30–33). If the model does not win any of the required Duels, then the Action fails to achieve its purpose. However, some models may have Characteristic Triggers that must be resolved even when an Action fails, so there may still be results to determine even in that case. If no Duel is required, then the model simply performs the declared action (such as walking or taking a swig of hooch).

3. Resolve Results. After all Duels have been made, players determine the results of the Actions. The most common are dealing damage (see p. 44) and movement, but other things can happen too. Effects can vary enormously and are therefore described in detail elsewhere. Resolving movement is described on page 42, damage on page 46, and healing on page 47.

Tactical Actions and Offensive Actions

Actions that do not require an Opposed Duel are called Tactical Actions. They may require resolving a Simple Duel, but are not resisted by the opponent. Any Action taken by a model that requires an Opposed Duel is considered an Offensive Action. Not all Actions of this type necessarily deal damage (though this is often the case) — they may simply move the target or cause it some other kind of inconvenience.

Some Tactical Actions have Simple Duel variables noted in parentheses after their name (such as Cg or TN) when a Simple Duel is required to perform them. First comes the relevant Characteristic and its value, then the Duel's TN, and finally the maximum range at which the Action can take effect. If the Duel succeeds, the effects described on the model's card are resolved.

Here are a few examples of Tactical Actions:

(1) Take a Swig: A target within 2" heals 1/2/3 damage.

(2) You'll Feel This (Cg 4 / TN: 12 / Rg: p2): All models in range suffer 3 damage. Sacrifice this model.

The Take a Swig Action shown above requires no Duel. The player simply declares the Action and a target within 2" that they have LoS to makes a Healing Flip. The Gremlin Action You'll Feel This, on the other hand, requires a Simple Duel against a TN of 12 to generate the action as described on the card. If the Simple Duel fails, the 3 damage points are not dealt to models in range and the model is not sacrificed.

Actions That Trigger Other Actions. Some Actions can force or allow a model to begin a new one. When this happens (such as with Charge or Try Again), the additional Action(s) do not cost extra AP. The original Action is not considered resolved until the new one(s) are completed. Some Abilities can force a model to do something when it declares an Action (such as making a Duel, in the case of Manipulative). In such cases, each new Action generated triggers the Ability's effect again, separately.

All Offensive Actions have several variables shown in parentheses after their name. First comes the Attacker's Characteristic and its value. Then the Characteristic (Resist: Rst) the Defender must use to make the Opposed Duel is noted, so the target can resist the Attack. Some Attacks also list a TN that must be met or exceeded for the Attack to succeed. Finally, the maximum Range (Rg) at which the Action has effect is noted. The Range may also carry a melee symbol (indicating a Melee Attack) or a ranged symbol (indicating a Ranged Attack). If an attack has Triggers, they are listed beneath its description. Offensive Actions require a target and LoS (see p. 40). In addition, a model can never target itself with an Offensive Action unless the rules specifically allow it. If the attacker wins the Duel (meeting or exceeding any required TN), the Action's effects are immediately resolved, generally dealing damage points to the defender.

Here is an example of an Offensive Action:

(1) Peacebringer Blade (Ml 5 / Rst: Df / Rg: melee 1): The target takes 2/3/4 damage. Rm Critical Strike: If the Attack dealt Damage, this attack deals +1 damage for each Ram in the Duel's final total.

Modifiers for Ranged Attacks. Ranged Attacks (marked with the ranged symbol) send a projectile (a bullet or arrow, for example) toward a target. These Attacks suffer from a number of penalties and restrictions, noted below for convenience:

  • A model cannot make a Ranged Attack while engaged with an enemy model (see p. 42).
  • A Ranged Attack's Flip suffers a - when targeting a model in cover (see p. 40).
  • A model must randomly determine its target when targeting a model engaged in melee (see p. 45).

General Tactical Actions. There are things almost everyone knows how to do. By default, every model can perform the following Actions, even if they are not printed on its card:

(2) Charge: Target a model within LoS. Move the active model toward the target in a straight line, up to its maximum Ch distance. The attacker must end its movement with the targeted model in its engagement range, or this action cannot be taken. It may then make two melee Offensive Actions against the targeted opponent. Each of these Actions must have an AP cost of 1. A model cannot declare a Charge if it is engaged (see Engagement, p. 44) or if it has a Ch value of "—."

(#) Defensive Stance: The model may discard a card. If it does, it gains the following Condition, a number of times equal to the AP spent, until the start of its next Activation: Defense +1: this model gains a + to all its defensive Duels. For example, a model that spends two AP on a Defensive Stance Action can discard a card to gain the Defense +1 Condition twice (giving it Defense +2).

(1) Concentrate: The model gains the following Condition until the end of the Turn: Focused +1; this model may forgo this Condition when it declares an Action to gain a number of + — applicable to both the Opposed Duel and the Damage Flip — equal to the value of the Focused Condition it has.

(1) Walk: This model may move a distance up to its Wk Characteristic.

(#) Interact: This Action is taken as part of another rule (usually a Strategy or Scheme). The effects of this Action are described in the description of the relevant rule. A model cannot declare this Action if it is already engaged, unless the target of the Interact Action is an enemy model.

Placing Scheme Markers. A model may take an (1) Interact Action to place a Scheme Marker in contact with its base and more than 4" from another friendly Scheme Marker. Scheme Markers are used to accomplish certain Schemes (see p. 68). A Scheme Marker is always considered friendly to the Crew of the model that placed it, regardless of which player controls the Interact Action. A model may take this action even if its Crew has not chosen a Scheme requiring a Marker. A model may take an (1) Interact Action to remove all enemy Scheme Markers in base contact with it. For more information on Scheme Markers, see page 49.

Actions Valid Once per Turn. Some Actions state that they can only be taken "once per Turn." This applies only to that particular model. Although a given model can only perform that action once per Turn, other models may take it during the same Turn.

Immunity. A model that is immune to a game rule cannot be affected by that rule. A model never has to make a Duel it is immune to. A model immune to Horror Duels, for example, simply does not need to make the Flip. A model immune to a Condition can never receive it. If an Attack (or other source) deals it damage and would apply such a Condition, it still takes the damage, but not the Condition, if it is immune to it. If a model gains immunity to a Condition it already has, that Condition is immediately removed.

Range and Line of Sight

What Is a Line of Sight? Actions generally have an associated Range. Those that don't usually only affect the active model. To determine whether a model (or any other object) is in range of the active model, measure base to base. If the distance between the closest points of the two bases is equal to or less than the Action's Range, then the target is in range and the Action can be taken.

To determine a model's LoS to its target, players draw imaginary lines from the active model to its target. These lines are drawn from any point on the active model's base to any point on its target's base. Models represent individuals in motion who are constantly moving around the battlefield, and using their base as the reference point reflects that.

Determining a Line of Sight. Any Action that requires a target also requires the active model to be able to see that target. A model's Line of Sight (LoS) represents what it can see on the tabletop. A model either has LoS to an object or it does not — there is no in-between. To determine whether a model has LoS, note that:

  • Models have no senses in the normal sense — they can see in every direction at all times.
  • Every object in the game has a base. Most models are mounted on round 30mm, 40mm, or 50mm bases. The tabletop area a terrain feature occupies is considered to be its base.
  • A model always has LoS to itself.
  • Players may check LoS at any time, to avoid declaring Actions against illegal targets and to make informed tactical decisions.

When drawing a LoS to an object, the line is drawn from a top-down perspective, ignoring any influence from relative height. However, models' Size (Sz) Characteristic does come into play when determining the quality of LoS.

Line of Sight. A model has Line of Sight to its target if at least one straight line can be drawn between the active model and its target without crossing an Opaque terrain feature or another model.

No Line of Sight. A model has no Line of Sight to its target if no line can be drawn between the active model and its target without crossing an Opaque terrain area or another model's base (friendly or enemy). If an attacker has no LoS to a model, that model is not a legal target, unless stated otherwise.

Example: Rasputina, Sz 2, checks whether she has LoS to two young Nephilim hiding behind crates. The crates are Sz 2 and have the Opaque and Heavy Cover Characteristics.

Terrain Characteristics. Terrain features are defined by their Characteristics. As far as Line of Sight is concerned, the relevant Characteristics are: Opaque, Dense, Heavy Cover, and Light Cover. All other terrain Characteristics affect movement more than they affect LoS. Terrain Characteristics and how they are assigned are discussed in detail starting on page 60.

"Within Range." When an Action specifies that an object must be "within" a given distance, if any part of the object's base is at that distance or closer, the entire object is considered to be within range.

Example: Rasputina has LoS to this young Nephilim (Sz 2) because at least one line can be drawn to it. It will benefit from the crate's heavy cover, since at least one Line of Sight crosses the terrain feature's footprint and the Nephilim is within 1" of the obstacle. Rasputina cannot draw any line to this other young Nephilim (Sz 2) that does not cross the Sz 2 Opaque terrain, which is the same size as its target. She therefore has no LoS to that Nephilim.

Elevation. The Sz of the active model, the target, and any intervening objects can come into play when determining whether the active model has Line of Sight. If an intervening object (model or terrain) between the attacker and its target has a Sz lower than that of the attacker or the target, it is ignored for determining Line of Sight (though it is not ignored for cover purposes).

High Ground. A terrain feature of Sz 2 or greater that models can stand on top of (such as a building's roof) is considered high ground. When the active model is on it (or targets a model that is), LoS must be drawn diagonally rather than from a top-down perspective. If the model on the high ground is within a distance less than its Sz from the edge of the terrain feature, ignore the ledge when determining LoS.

Determining a diagonal LoS is similar to the normal case, except for a few exceptions:

  • Models between the active model and its target that are smaller than the high ground are ignored when determining LoS (but retain their ability to grant cover).
  • Any LoS that passes over the footprint of an Opaque terrain feature (that is not ignored) at a point equal to or lower than its Sz is considered blocked.
  • Cover is always determined normally.

If the active model and its target are both on high ground of the same size, LoS is determined normally. Range is not affected by high ground and is checked using the normal top-down perspective.

Cover. A model benefits from cover against a Ranged Attack when one of the possible LoS lines between it and its Attacker crosses a terrain feature with the Heavy Cover or Light Cover Characteristic, located within 1" of the target. Light Cover imposes a - on the Attack Flip of any Ranged Attack Action. Heavy Cover imposes a - on both the Attack Flip and the Damage Flip of any Ranged Attack. Terrain features with a Sz equal to or lower than that of the shorter model do not count for cover purposes.

Example: Rasputina is standing on high ground, which helps her see other models and the terrain better. Rasputina ignores Lilith when determining LoS to this young Nephilim of Sz 2, but because the diagonal line of her LoS passes through the Sz 3 stack of crates, she has no LoS and cannot target it. Because she is within 2" of the edge of the rock (her own Sz), Rasputina can ignore the ledge when determining her LoS. This lets her draw imaginary LoS lines to potential targets below without needing to put her base right at the edge of the obstacle. Rasputina can easily see over the nearest crate, and therefore has LoS to Lilith (and vice versa). Lilith will benefit from the crate's cover, since one of the LoS lines passes through the obstacle and it is within 1" of Lilith.

Movement

Models' movement is an important part of Encounters. Models strive to gain position from which to attack others, or race to grab the vital objective they need to secure victory. Models have several ways to change position on the table. The most common is spending AP to take a Walk or Charge Action. Whenever a model moves, we refer to it making a Move. To move a model, measure from the point on its base closest to the direction it wants to move. Determine how far the model wants to move and place it at the chosen point, taking care that no part of the model ends up beyond the determined distance. Models are free to move around other objects while moving, as long as the movement does not exceed the maximum distance allowed. When moving, a model is not required to move the maximum distance it could cover. For example, a model with a Wk of 5 that decides to take a Walk Action may perfectly well move only 2".

Movement and Terrain

Every piece of terrain in Malifaux has a base. Terrain features can affect movement that crosses their base. This is defined for each piece of terrain when players discuss terrain Characteristics while setting up an Encounter.

Some terrain has the Difficult Characteristic. This covers any terrain that permanently makes movement harder, such as muddy ground, pools of water, or snow. Crossing Difficult terrain doubles the movement distance spent — for example, 1" of actual movement counts as 2" of movement.

Some terrain has the Impassable Characteristic. Models cannot move through Impassable terrain features, such as a building's wall or any other solid object.

Models can move vertically to climb up or down terrain features with the Climbable Characteristic. Vertical movement costs double the distance actually covered. These terrain features do not refer to stairs or slopes, but rather to obstacles whose climbing requires some effort (such as a ladder or a cliff face).

Models that jump or fall from high ground take no damage if the fall is 2" or less. If the fall is greater than 2", it deals 1 damage per inch or fraction of an inch of height (see page 59).

Example: The Ice Gamin has a Wk of 4 and can therefore move up to that distance with a Walk Action. Note that no point of its base moved more than 4" from where it started. This other Ice Gamin cannot climb the rock, which has the Impassable Characteristic. It therefore takes a Walk Action and can change direction during its movement to go around it. This last Ice Gamin has also declared a Walk Action. It advances 2" until it reaches a Difficult terrain area. Because movement in such an area costs double, it can only advance 1" further into the area with the 2" of movement it had remaining.

Example: A model that falls off a Sz 4 cliff takes 4 damage. Another that falls off a Sz 6 cliff onto a Sz 3 terrain feature takes 3 damage.

Pushes

A Push is an effect that moves a model in a straight line, such as the blast of an explosion, or a model being shoved by a larger friend. Abilities that cause a Push instead of a Move will state so clearly. A Push is not a normal Move and does not count as one for rules purposes. Pushes are not affected by Difficult terrain. Normally, when a model is Pushed, it must be moved as close to the maximum Push distance as possible, in a straight line. However, some Push effects will specify that a model is pushed "up to" a certain distance. In that case, the player controlling the Push effect may choose how far the affected model is pushed, up to the maximum distance. Some game effects require a model to be Pushed relative to another object (for example, toward or away from another model). When this happens, the affected model must, so long as it obeys this restriction, move in a straight line directly toward the specified object (or away from it).

Special Movement Rules

Some objects interact with movement in special ways.

Markers: These do not affect movement unless their description states otherwise. Some Markers may gain terrain Characteristics or other special rules that alter movement.

Models: Whether friendly or enemy, models affect movement in two ways:

  • A model cannot move through or over another model's base.
  • A model within range of one or more Melee Offensive Actions is engaged with that enemy model (see p. 44).

Area-of-Effect Abilities: Some Auras or other Abilities can alter movement possibilities in various ways, as specifically described on the relevant card.

Terrain Features: Some terrain objects can also affect movement. Rules regarding terrain features can be found on page 60.

A Pushed model cannot move through Impassable terrain (such as another model or a wall), nor can it climb. If a Pushed model comes into contact with an Impassable object, it must stop in base contact with it.

Example: This adult Nephilim has the Wing Buffet Tactical Action, which pushes any model in a pulse 4" of it back 3". It uses this Action while two Ice Gamin are nearby. The Ice Gamin is pushed 3" in the direction opposite the adult Nephilim. However, it comes into contact with an Impassable rock and its movement stops there. Nothing prevents the other Ice Gamin from being pushed, and it is pushed 3" in the direction opposite the adult Nephilim.

Engagement

Every model has an engagement range equal to the longest range among its Melee Attacks. Models are engaged if either model is within the other's engagement range and at least one of the two has LoS to the other.

If a model wants to leave another model's engagement range using a Walk Action, it must declare this before making the move. This can provoke a Disengaging Strike from the enemy model the active model is engaged with. Only Walk Actions provoke a Disengaging Strike — no other form of movement or Push has this effect.

Engagement works both ways: if an enemy is within a model's engagement range, then both models are engaged. Models are never engaged with friends.

Engagement has four basic effects on a model:

  • Using a Walk Action to leave an enemy's engagement range is called Disengaging, and can provoke a Disengaging Strike.
  • Shooting at engaged models forces the shooter to randomly determine their target.
  • Models cannot Charge while engaged.
  • Engaged models cannot declare Ranged Attack Actions.

To resolve a Disengaging Strike, models engaged with the one making the move may choose to take a free Offensive Action with any Melee Attack that has the disengaging model in range. If the attack succeeds, the disengaging model cannot take its Walk Action, but must still spend the required AP. A Disengaging Strike deals no damage, has no other consequences, and cannot trigger a Trigger.

Height and Engagement. If two models are at different heights, this difference is added to the distance between them when determining engagement range and Melee Attack range, unless the lower model has a Sz greater than the height difference.

Disengaging and Special Movement Abilities. Some models have special movement Abilities (such as Flight or Incorporeal) that let them ignore other models while moving. These Abilities do not prevent Disengaging Strikes, since the strike happens in reaction to the Action being declared, before the model has actually moved.

Example: Lilith's Longsword has a range of 2", giving her an engagement range of 2" (shown by the blue circle). If either of these Ice Gamin wants to attempt a Walk Action to leave her engagement range, Lilith may choose to declare a Disengaging Strike first. Additionally, the Ice Gamin cannot take Ranged Attack Actions, nor can they Charge.

Shooting Into an Engagement

When friends and allies are locked in melee with enemies, wisdom suggests not shooting into the fray. A model can still attempt to shoot at an enemy, but risks hitting a friend engaged in melee. When a model wants to take a Ranged Attack Action targeting a model that is engaged with one or more other models within 2" of the target, the player must randomly determine who they hit. This must happen before any other Duel involving the targeted model (such as Terrifying). The Attacker chooses a temporary target to determine Range and LoS, but does not make the Duel required to hit that target. The Attacker draws a card for each model within 2" of the target, including the target itself. The model whose card has the lowest value becomes the target of the Attack. In case of a tie for lowest value, the active model chooses between the tied models. If the randomly determined target has an Ability that requires a Duel (such as Terrifying), the Attacker must now resolve it.

When shooting into an engagement, it's possible to hit a target that isn't technically in range or LoS, or even to hit a model that isn't engaged (but is within 2" of the original target). Cover is determined normally. If the target is engaged, but none of the models it is engaged with are within 2" of it, the Attack does not need to be randomly assigned. In the rare case where an Attacker is within 2" of the target without being engaged, it does not draw a card for itself when determining the target.

Example: A Guild Guard shoots into a melee involving a Death Marshal, a Silurid, and a Terror Tot. All three models are within 2" of each other, so the Guard chooses the Silurid as their target (they have range and LoS to do so). They then make the Flip: an 8 for the Silurid, a 5 for the Terror Tot, and a 6 for the Death Marshal. Since the lowest value was drawn for the Terror Tot, the attack targets it instead of the Silurid.

Damage and Wounds

Damage Flips

During an Encounter, models will likely suffer injury, whether from being shot, stabbed, bitten by a teddy bear, engulfed in a whirlwind of fire, or even having their soul torn from their body. A Damage Flip is required whenever a damage value appears as three numbers separated by slashes. These numbers represent the severity of damage taken, from left to right: Weak/Moderate/Severe.

In Malifaux, the injuries a model deals to another as a result of an Attack or other Action or Ability are represented by the damage (Dg) value. When a model takes a certain number of damage points, its Wounds (Wd) value is reduced by that amount. If a model's Wd is reduced to 0 or below, it is immediately considered dead and removed from the game.

Damage can be dealt as either a fixed value, such as Dg 4, or a variable value determined by a Damage Flip. This is shown as three numbers separated by slashes (such as Dg 1/3/5), and the amount of damage dealt depends on the value of the card drawn. If damage taken is modified by a Characteristic value (such as the Armor Ability, or a Trigger), the modifications are applied after the Damage Flip.

General Order of Operations. Most Abilities have a passive effect, some of which only apply when a model takes damage or is killed. Whenever an Ability triggers at the same time as a Trigger, the Trigger is resolved first. If two Abilities trigger at the same time, resolve them in the following order:

  1. The active model resolves its Abilities.
  2. The Defending model (if any) resolves its Abilities.
  3. All other models controlled by the First Player resolve the consequences of their Abilities, in an order chosen by the First Player.
  4. All other models controlled by the Second Player resolve the consequences of their Abilities, in an order chosen by the Second Player.

Example: A Peacebringer's damage is listed as 2/3/5. The slashes indicate that a Damage Flip must be made, and that for this weapon, the Weak damage value is 2, the Moderate value is 3, and the Severe value is 5. To make the Damage Flip, the model dealing damage draws the top card of its deck and compares the card's value against the table below. A model may Cheat Fate on a Damage Flip under the same restrictions as any other Flip.

CardDamage
Black JokerNo damage
1–5Weak
6–10Moderate
11–13Severe
Red JokerSevere + Weak

Damage Flips are often the results of a Duel. They do not benefit from any of the modifiers (Fate or otherwise) that were applied directly to the Duel that caused the Damage Flip. Effects that modify Damage Flips will state so explicitly in their description.

Accuracy Modifier. The most commonly applied modifier to a Damage Flip is the Accuracy Modifier. When a Damage Flip results from an Opposed Duel, the Flip receives a Fate Modifier determined by the difference between the Duel's final totals. If the Attacker's final Duel total is tied with the Defender's, the Damage Flip suffers a --. If it is 1 to 5 points higher than the Defender's Duel total, the Flip suffers a -. If the Attacker's final Duel total is more than 10 points higher than the Defender's, the Damage Flip gains a +.

DifferenceModifier
0 (Tie)--
1 to 5-
6 to 10None
11 or more+

Jokers and Damage Flips. When the Black Joker is drawn, it must always be chosen (even in the presence of a Red Joker), regardless of how many + apply to the Flip. In addition, it is impossible to Cheat Fate when the Black Joker is drawn. The Black Joker never deals damage, so Triggers declared after dealing damage (such as Critical Strike) are not applied. When the Red Joker is drawn, it must always be chosen (unless a Black Joker is also present, of course), regardless of how many - apply to the Damage Flip. The Red Joker always deals a number of damage equal to the Severe value plus the Weak value. Damage that is reduced (such as that suffered by secondary models struck by an area-of-effect's damage) becomes Moderate.

Damage Prevention

Masters and Lieutenants have an additional defense against injury. After determining how much damage a Master or Lieutenant would take, but before applying it, the model may spend a Soulstone to make a Damage Prevention Flip. The player draws a single card, which cannot be modified by Cheating Fate, and reduces the damage taken according to the following table:

CardPrevention
Black JokerNone
1–51
6–102
11–133
Red JokerAll damage

Healing

Models can be healed by certain effects instead of taking damage. Some effects heal a specific amount of damage, while others require a Healing Flip. When an effect heals a model, it increases its current Wounds value by the indicated amount. Healing can never raise a model's Wounds value above its starting Characteristic. Any excess healing is lost. A Healing Flip is identical to a Damage Flip, except that it adds Wounds points instead of removing them. A Healing Flip is shown as Weak/Moderate/Severe, is affected by Jokers the same way Damage Flips are, and can be modified by Cheating Fate. In addition, the model being healed is considered the one making the Flip, and may therefore choose to Cheat Fate.

Buried

Some Actions result in a model being Buried. When a model is Buried, it is removed from the game (it is generally placed on its Stat Card as a reminder). A Buried model does not count as killed or sacrificed. Buried models cannot be Activated. In addition, they are never considered to be in LoS or in range of any effect. They are not considered "in play" for any rule that refers to models "in play." Buried models must still determine the consequences of Conditions and other effects that apply at the end of the Turn (such as Burning or Poison). If a model becomes Buried during its Activation, that Activation ends immediately (it loses all of its AP and moves directly to the End of Activation step).

Unburying. Some effects can Unbury a model. This is generally described in the Action that originally Buried it. When this happens, place the miniature back on the table as described in the Unburying effect. When a model is Unburied, if the miniature does not physically fit at the specified location, it is placed in its controlling player's deployment zone instead. If models belonging to different players are Unburied at the same time, the First Player (see p. 35) places their models first.

Death While Buried. It is possible, if rare, for a model to be killed while Buried. If a Buried model is killed, it does not benefit from any Abilities that take effect on the model's death (such as Finish the Job). In addition, models Buried at the end of the game count as killed for purposes of determining the winner of the Encounter.

Horror

The world of Malifaux is a frightening place. Running into a terrifying monster or a creature from another dimension is a common occurrence, and powerful sorcerers cast spells capable of dissolving a man's will. Sometimes a situation is simply too terrible for the mind to withstand. These challenges to a model's psyche are called Horror Duels. Some Abilities or Actions call for a model to win a Horror Duel to determine whether it can withstand the turmoil of a situation likely to have terrible consequences for the seat of its trousers.

Resolving a Horror Duel. When a model must make a Horror Duel, it does so using its Wp stat. In addition, all effects that trigger a Horror Duel will also specify a TN for the Duel. The results of the model's Horror Duel determine whether it manages to keep fighting or curls up in terror. A model that fails a Horror Duel immediately suffers the effects of the Paralyzed Condition (see p. 52). Note that a model that becomes Paralyzed during its Activation immediately ends that Activation (see p. 52). If a model is immune to the Paralyzed Condition (usually through one of its Abilities), it must still make the Horror Duel — it is simply immune to the effects of the Paralyzed Condition it might otherwise suffer. This distinction is often important, since some effects may still depend on the results of that Duel.

A model that passes a Horror Duel may continue to act normally. In addition, it is generally considered immune to Horror Duels caused by the same model until the End Phase of the Turn. A model will therefore not have to pass multiple Horror Duels caused by the same model's Terrifying Ability, but it may still have to resist that same Ability on a different model during the same Turn.

One of the Abilities that triggers Horror Duels is Terrifying, which works as follows:

Terrifying (Living) 10: Enemy Living models must pass a Horror Duel of TN 10 if they end a Walk Action within this model's engagement range, or if they target it with one of their Actions.

This Ability represents the fact that any Living model that wants to approach or attack a Terrifying model must first gather all its courage.

Markers

Markers are placed on the table during an Encounter to represent objectives or other game events, according to the Marker's description — for example, a pile of scrap metal or a bloodied, corrupted corpse. By default, Markers simply mark a location on the table and are ignored in most cases. Salvage Markers are another common type that models can interact with. They have special rules regarding how they are placed. The standard size for a Marker is a 30mm base, unless otherwise specified in its description.

All Markers follow these basic rules:

  • Markers do not count as terrain features and have no Sz unless specified.
  • If a terrain feature is created or moved onto a Marker, the Marker is placed on top of the terrain feature without changing its horizontal position on the table (the Marker simply moves in height).
  • Models can move over a Marker, or stop on it. A Marker is ignored for all movement purposes (but not any terrain that might be beneath it).
  • Markers cannot be moved from their position on the table or destroyed unless an effect states otherwise.

Salvage Markers are normally dropped by every Construct model when it dies. However, it is not necessary to place these Markers if neither player has models capable of interacting with them. Players may simply agree not to place Salvage Markers if neither Crew will use them. Markers are usually dropped by models that die or as part of resolving a Scheme. Sometimes a model will drop several. It is perfectly fine for Markers to end up stacked on top of each other; each has its own effects, and which one is on top does not matter.

Corpse Markers are one of the common types of Markers models — Resurrectionists especially — will interact with the most. Like many Markers, they have special rules. When a model with the Living or Undead Characteristic is killed, the player controlling it places a Corpse Marker in contact with its base before removing the miniature from the table. Corpse Markers are normally dropped by every Living or Undead model that dies. However, it is not necessary to place these Markers if neither player has a model capable of interacting with them. Players may simply agree not to place Corpse Markers if neither Crew will use them.

When a model with the Construct Characteristic is killed, the player controlling it places a Salvage Marker in base contact with the miniature before removing it.

Scheme Markers. A model may place a Scheme Marker in base contact with itself, and more than 4" from another friendly Scheme Marker, by declaring the (1) Interact Action (see p. 39). These Markers are used for Schemes (see p. 68). They play a role in awarding each Crew's Victory Points during an Encounter. However, a model may take this action even if its Crew has not chosen a Scheme requiring the use of a Marker. Scheme Markers belong to a specific Crew, and players will need to keep careful track of which Marker belongs to which. Some players may take the opportunity to create unique Markers for their Crew, or simply paint them a particular color or symbol. A model may take an (1) Interact Action to remove an enemy Scheme Marker in base contact with it from the table.

Living and Undead Constructs. Some models are both Living/Undead and Constructs. These cannot leave behind both a Corpse Marker and a Salvage Marker when they die. It is up to the controlling player to decide which type of Marker is left behind.

Special Rules

Blast (Area of Effect)

Many Talents have special rules that go beyond the base rules for Actions and Abilities. When a player runs into one of these special rules, apply its effects as described below.

Some effects (usually damage) contain a Blast symbol. This represents an Attack that affects every model within an area, rather than a single model. This could be a stick of dynamite, a fireball, or a violent emotional whirlwind of the sort that turns an asylum warden's hair white. Players will find it helpful to track the effects of these special rules with tokens (such as glass beads), particularly for any effect followed by a # after its name (such as Poison #).

Auras

The Aura icon appears next to the Range value on some Actions or Abilities. When an Aura is present, the Action or Ability affects an area of the table. An Aura is centered on a model, radiates outward in every direction from the edge of its base, and moves with it. By default, every object within the Aura's area, including the model emitting it, is affected by its effects for as long as it remains within the area and the effect persists. However, some effects may specify restrictions on which models are affected. An Aura has the same Sz as the model emitting it unless otherwise specified.

Here is an example of this kind of Ability:

"Lead by Example: All other friendly models within Aura 6 gain +1 Wp."

Friendly models within 6" of the model with this Ability, and that have LoS to it, add +1 to their Wp.

LoS and Auras, Blast, and Pulses. A model cannot be affected by an Aura or a Pulse originating from a location it does not have LoS to. In addition, a model cannot be affected by a Blast Marker if it does not have LoS to the original target of the Blast.

A Blast is represented by a 50mm base. It is placed by the attacker so that it touches the target's base, without overlapping it. If multiple Blast markers are generated (bb, for example), each Blast Marker must be placed so that it touches, without overlapping, another Blast Marker. Blast markers can be placed in locations the Attacking model did not have LoS to. Any model whose base is touched or covered by one or more Blast Markers is affected, unless it is more than 3" above or below the Blast's target. Any model touched or covered by the Blast is affected. In cases where the order in which damage is dealt to different models matters, it is up to the attacker to decide the order in which the Blast's effects are resolved. If the Blast is part of a Damage Flip (which is usually the case), place a Blast Marker for each Blast symbol in the Damage Flip's severity. Blasts have diminishing effects on models that were not their primary target. The damage caused by a Blast has diminishing effects on models that were not its primary target. Damage caused by a Blast in a Damage Flip is one severity level below the value rolled for the initial damage. An attack with damage 2/3b/4b that deals Moderate damage, for example, places a Blast Marker (due to the b symbol next to the Moderate damage value) and deals 3 damage to the original target, but only 2 to every model within the Blast's area. It's important to note that the original target does not take damage twice because of the explosion. The Blast Marker is placed, and then every model resolves the damage taken as described above. Remember, damage caused by drawing the Red Joker is always reduced to Moderate, never Severe.

Example: Lilith is hit by an Attack with damage listed as 2/3b/4b. The Flip results in Severe damage, so the attacker places a 50mm template. This covers the base of a young Nephilim. Lilith takes Severe (4) damage, and the young Nephilim takes Moderate (3) damage.

Pulses

A Pulse is an instant effect centered on a model that radiates outward in every direction from the edge of its base. Every object within the Pulse's area, excluding the model it is centered on, is affected. A Pulse has the same Sz as the model emitting it unless otherwise specified. When a Pulse is part of an Attack's description and the Attack misses its target, the Pulse is not generated, unless its description states otherwise.

Placement Effects

Some effects require a model to be placed at a given location. This is fairly common when an effect Summons or Buries a model, but other rules may also require players to "place" a model. Placement is not a Move — the model is simply set down where the rule specifies.

Sacrifice

An effect that Sacrifices a model results in it being removed from the game, but it does not count as killed. Sacrificed models do not leave Markers behind.

Summoning

Summoning creates a new model. The model is placed within range of the effect (which most often corresponds to an Action's Range). If it is not possible to place the model due to other models already present on the table or terrain features, the effect that caused the Summoning fails. A Crew can never exceed a model type's Rarity limitations through Summoning. For example, if an Action would summon a Rarity 1 model into a Crew that already has one of that type, the Summoning fails. If the Summoning results from an Action, the summoned model's miniature must be placed within the active model's LoS. In addition, it belongs to the active model's Crew and is controlled by the player who controls that Crew (regardless of which player was controlling the active model during that particular Action). Summoned models suffer the Slow Condition and cannot take Interact Actions during the Turn in which they were summoned. Summoned models count normally toward earning Victory Points.

Summoning and Upgrades. A summoned model is summoned without any Upgrades, unless a rule states otherwise.

Conditions

Conditions represent effects that models can benefit from or suffer during an Encounter. They include bonuses or penalties to Characteristics, as well as certain specific effects. Conditions with the same name stack if they carry a value — for example, Poison +1. When this happens, the values are added together and the two Conditions become one. Conditions can also stack with Abilities of the same name that carry a value. Conditions without a value after their name do not stack, and a model that would suffer such a Condition a second time simply ignores it.

When two or more Conditions stack, the increase in their value also increases certain variables. The variables that increase are those preceded by a + or a - in their description. All Fate Modifiers stack as well.

Example: Armor +1: reduces all damage this model takes by 1, to a minimum of 1. This model reduces all damage taken by 1 point, to a minimum of 1. If it gains the Armor +1 Condition a second time, the two stack to give Armor +2, which now reduces all damage taken by 2, to a minimum of 1. Note that the minimum did not change, since it was not preceded by a + or a -.

Unless stated otherwise, all Conditions are removed from a model at the end of the Turn.

Burning. Sometimes models can catch fire, and that's generally not something most people aspire to. Burning is noted with an associated value (usually +1) when it applies to a model. During the Closing step, every model afflicted with the Burning Condition suffers damage equal to the associated value. The effect is then removed. Every model within 2" (including the Burning model itself) may attempt an (1) Interact Action with the afflicted model to remove 1 point of Burning from it. The Burning Condition reads as follows: Burning +1: at the end of the Turn, this model takes +1 damage, then remove this Condition.

Defense. Defense is a Condition gained by a model that takes the Defensive Stance Action (see p. 39). It reads as follows: Defense +1: The model gains a + to all its defensive Duels.

Fast. A model with the Fast Condition generates 1 additional general AP when it activates. The Fast Condition is removed at the end of the model's Activation (not during the End Phase). This means a model that gains the Fast Condition during its own Activation gains no benefit from it. Fast and Slow cancel each other out — remove both from a model that is afflicted with both at the same time.

Focused. Focused is a Condition gained by a model that takes the Concentrate Action (see p. 39). It reads as follows: Focused +1: this model may forgo this Condition when it declares an Action to gain a number of + to the Duel and to the Damage Flip equal to the value of the Focused Condition it loses.

Paralyzed. A model afflicted with the Paralyzed Condition generates no AP and cannot declare any Action during its Activation (not even 0-cost Actions). The range of all of the model's Melee Actions is considered to be 0 while it is affected by the Paralyzed Condition, so it cannot engage any enemy. The Paralyzed Condition is removed at the end of the model's Activation (not during the End Phase). If a model gains the Paralyzed Condition during its Activation, it loses all its AP, cannot take any further Action, and ends its current Action with no further effect. It moves directly to the End of Activation step without doing anything more.

Poison. Sometimes a model can be Poisoned by contemptible cowards who have no idea what fair combat is. Poison is generally noted with an associated value (usually +1) when it applies to a model. During the Closing step, every model afflicted with the Poison Condition takes 1 damage, which can neither be reduced nor cancelled. Once the damage is dealt, lower the Poison value by 1 and remove the Condition when its value reaches 0. Note that the amount of damage is not increased by the value associated with the Poison Condition. Poison +1: at the end of the Turn, this model takes 1 damage, then lower this model's Poison value by 1.

Reactivate. A model with the Reactivate Condition can be Activated one more time during the current Turn, as if it had not yet made its Activation. A model cannot benefit from the Reactivate Condition more than once per Turn, even if it lost the Condition and then regained it.

Slow. A model afflicted with the Slow Condition generates 1 fewer general AP during its Activation. The Slow Condition is removed at the end of the model's Activation (not during the End Phase). This means a model that gains this Condition during its own Activation suffers no consequence from it. Slow and Fast cancel each other out — remove both Conditions from a model that would gain them during the same Turn.

Stacking. Most game effects are cumulative. When two effects stack, it means both apply. However, some situations have special rules regarding this:

  1. Sometimes a model can gain a Condition with the same name as one of its Abilities. Abilities and Conditions stack if they both carry a value and share the same name. For example, if a model with the Armor +1 Ability gains an Armor +2 Condition, the two effects stack. However, they do not merge (as two Conditions would), and a model that later loses the Condition does not lose its Ability.
  2. If a model has an Ability with the same name as a Condition it would gain, but neither carries a value, the effects do not stack, and the model does not gain that Condition.
  3. If a model gains an Upgrade that grants an Ability it already has, it only adds to its profile if both carry a value. If not, it does not gain that Ability.
  4. As soon as two Conditions have two different names, they both affect the model. A model can be affected by multiple Conditions with different names. Sometimes they may have similar effects (such as both lowering Wp), but as long as their names are different, both take effect. However, all Characteristics (other than Wounds) have a minimum value of 1 (see the Calculations table on page 29).

All other game effects that are not Conditions are cumulative, unless stated otherwise. For example, enemy models within Aura 1 of Hounded Remains suffer -1 Df. If an enemy model is within range of two Hounded Remains, it suffers -2 Df. Another example: the Magical Training Ability lets a Crew draw an extra card during the Draw Phase, then discard one of their choice. If a Crew includes two models with this Ability, it can draw two extra cards during the Draw Phase and then discard two cards of its choice.

Traits

Traits are the elements of a model that describe its role in the world of Malifaux. They can influence how a model is chosen during Crew selection, or simply give a player an indication of that model's general capabilities. A model's hiring restrictions, aside from its Faction symbols, are noted in its Traits. This is also where it will be noted if the model can be Summoned by a Crew. All Traits function as keywords for effects, such as Attacks that can only target certain types of models. An attack might be limited to Undead models, for example. Some Traits interact with the rules. These are shown in italics on the model's card, with detailed explanations following.

Creature Traits

Most models have a Creature Trait. These generally define the type of entity they belong to. A Creature Trait defines the type of Marker left behind by a model after its death. Some models have multiple Creature Traits. Several Creature Traits have no particular rules associated with them (such as Beast or Blight) — instead, they simply describe the type of creature the model is and serve as keywords for other Abilities.

Construct. A mechanism of iron, stone, or any other material, these creatures possess a semblance of life. Constructs leave behind a Salvage Marker when killed (see p. 49). It's amazing what a good mechanic can do with the frost fragments recovered from an Ice Golem...

Living. Living models are the most common type, including both beasts and humans. If you stop living, chances are you won't be considered human anymore. Living models leave behind a Corpse Marker when killed (see p. 49).

Undead. Whether zombies or abominations stitched together from spare parts, corpses reanimated from the remains of the once-living are considered Undead. They leave behind Corpse Markers when killed (see p. 49).

In addition, some rules refer to Recruitment Traits. This is generally the case for effects that influence hiring choices.

Recruitment Traits

Mercenary. Mercenaries fight for whoever pays best. Even Crews that don't belong to a Mercenary Faction can, by slipping over a little something extra, convince a model to fight for them. A Crew may hire up to two Mercenary models from a Faction other than its own, but must pay one additional Soulstone per model. If the model can be hired by the Crew despite its Mercenary Trait, the extra Soulstone does not need to be paid, and the model does not count toward the limit of two Mercenaries per Crew.

Rare. Some models are uncommon (or even unique), and as a result cannot be present in Crews in large numbers. They have the Rare Trait, which always carries an associated value. A Crew cannot hire (or Summon) more models of that type than the value associated with Rare.

Totem. Totems are the emblems of a Master's power on the battlefield. A Totem only takes up the hatchet when called upon by its Master. A Crew may only hire one model with the Totem Trait. In addition, some Totems are tied to the name of a specific Master, such as Totem (Rasputina). Only Crews led by the named Master may hire that Totem model.

Status

In Malifaux, not everyone is equal. Some models have gained great power or influence, and this is described by their Status. A model can never have more than one Status, since it defines several capabilities specific to it:

  • How many different Upgrades it can take.
  • Whether or not it can use Soulstones.
  • How many standard AP it generates when activated.
  • The size of Crew it can lead.

In addition, some rules refer to Status. This is particularly true of the victory rules presented in Chapter 4: Standard Encounters (see p. 58).

Master. Masters are pivotal models within a Faction, working tirelessly toward their goals. Masters cannot be hired into a Crew. However, they may be chosen as Crew Leader for any Encounter of more than 25 Soulstones. See page 72 for more on hiring a Crew. Masters are resolute individuals who keep a firm grip on their forces and are, on their own, a serious threat. When a Master is Activated, it generates 3 standard AP instead of 2. Masters can take up to 3 Upgrades and can use Soulstones (see p. 20).

Henchman. Though not a Master, a Henchman is a capable leader. In smaller games (up to 40 Soulstones), a Henchman may be chosen as Crew Leader instead of a Master. In fact, only Henchmen are eligible to lead a Crew of 25 Soulstones or less. A Henchman can take up to two Upgrades and can use Soulstones (see p. 25).

Enforcer. Enforcers are powerful models capable of standing up to Malifaux's greatest dangers. An Enforcer can take up to one Upgrade.

Minion. Minions make up the bulk of a Crew's troops. They follow orders and, with a little luck, help the Crew accomplish its objectives. Minions cannot take Upgrades at the start of the game (though a few rare cases may let them gain one during play).

Peon. Peons are, frankly, expendable. Such models cost very little, and many victory rules exclude them entirely from contributing to the Crew's success. Peons cannot take Upgrades at the start of the game (though a few rare cases may let them gain one during play).

StatusUpgradesSoulstonesStandard APCrew
Master3Yes3—
Henchman2Yes2may lead a Crew ≤ 25 SS
Enforcer1No2—
Minion0No2—
Peon0No2—

Avatar Upgrades

Among the most powerful Upgrade cards Masters can take in Malifaux are Avatar Upgrades. These represent powerful alternate forms Masters can assume by mastering unique energies and the magic of the ether, their Cache, or even a Tyrant.

Manifestation Cards. When a player takes an Avatar Upgrade for their Crew's Master, they must also choose one of the Manifestation cards, at no additional cost. Once chosen, it is placed face-down next to the model's Stat Card. The Manifestation card is not an Upgrade — it lists the Manifestation requirements to serve as a game aid. It also describes a Manifestation Event, which happens only once, when the Avatar first appears. A player must show their opponent the Avatar Upgrade chosen for their Crew's Master (like any other Upgrade), but the Manifestation card is kept secret. The opponent therefore knows an Avatar could manifest, but not the specific game events that will trigger its appearance. There are five Manifestation cards: Delayed, Bloody, Desperate, Planned, and Sacrificial.

Avatar Upgrade Card. If an Upgrade is an Avatar Upgrade, this will be noted in its restrictions. A model may only take one Avatar Upgrade. These are similar to any other Upgrade, except that the card has rules on both sides. The front covers the rules before Manifestation, and the back covers those of the Manifestation itself. At the start of the game, the front must be showing, and all Actions and Abilities it displays are available to the Master, as with any other Upgrade. For now, the Manifestation side is completely ignored, and the Master gains nothing described on the back. During the game, the Master may manage to fulfill the Manifestation conditions (as described on the chosen Manifestation card) and will then manifest in the form of its Avatar. If this happens, the Avatar Upgrade card is flipped to show the back. The Master then loses all Actions and Abilities described on the front and gains all those on the Manifestation side. This way, a Master can only benefit from one side of an Avatar Upgrade at any given moment. The Avatar Upgrade cannot be removed from the Master, whether by an Action or an Ability.

Avatar Miniature. Every Master has a different Avatar miniature from the one that normally represents them. This Avatar miniature replaces the Master's when it manifests, and is generally mounted on a larger base (whose size, if relevant, will be given on the Manifestation side of the Avatar Upgrade card). The Avatar model has no Stat Card of its own and uses the Master's. For all game purposes, it is still the Master. The Avatar keeps the same damage, Conditions, AP, and Upgrades the Master had before manifesting. If the Master was part of a Scheme, the Avatar counts toward that same Scheme. If the Master had already been Activated, the Avatar is considered to have been Activated as well. The only difference is that the Master may now be on a larger base and gains all the benefits described on the Manifestation side of the Avatar Upgrade card.

Manifestation Events. The process that leads to transformation into an Avatar can prove explosive and dangerous. To represent this, a Master may choose a Manifestation Event when it successfully manifests. This event happens only once, at the moment the Avatar manifests. Each Manifestation card describes a Manifestation Event the Master may choose upon transforming. In addition, the pre-Manifestation side of the Avatar Upgrade card may also describe a Manifestation Event specific to that Avatar, which may be chosen instead of the one listed on the Manifestation card. When a Master transforms, it may only choose one of the Manifestation Events available to it.

Manifestation Requirements.

Manifestation. When a Master transforms, follow these steps:

  1. Reveal the Manifestation side of the Upgrade card to the other players.
  2. All models within 2" of the Master are pushed back 2".
  3. Place the Avatar miniature in base contact with the Master's miniature, then remove the Master's miniature. The Avatar miniature now replaces the Master's.
  4. If the Avatar miniature cannot be placed, then the Master cannot transform, and cannot do so for the rest of the Turn. It may attempt again in a following Turn.
  5. If the Avatar miniature was successfully placed, the Master may choose among the available Manifestation Events and apply its effects. (The Master may also choose not to trigger this event.)
  6. The Avatar Upgrade card must now be placed Manifestation-side up. The Master now applies the effects of the Manifestation side, rather than those that were on the front.

When a Master takes an Avatar Upgrade, it also chooses a Manifestation card. Every Master may choose any of the five Manifestation cards. These cost no Soulstones. Only one Manifestation card may be chosen. The Manifestation card describes the requirements the Master must fulfill in order to manifest in the form of its Avatar. As soon as the Master has an opportunity to transform (according to what is noted on its Manifestation card), it may reveal it and follow the steps above. If it chooses not to manifest, the card remains hidden and the Master cannot transform until it fulfills the requirements again.

Standard Encounters

In Malifaux, a game between players takes the form of an Encounter between rival Crews. Setting up an Encounter takes only a few minutes and gives players all the tools they need to turn every game of Malifaux into a unique clash between their model collections.

Standard Encounters in Malifaux have several symmetrical elements, meaning both players have equal access to them. This ensures the Encounter is balanced between the two Crews as they test their mettle. These symmetrical elements include the deployment zones, and the available Strategy and Schemes. However, each player is always free to choose their own two Schemes, each of which is worth 3 Victory Points (VP). Since the shared Strategy is only worth 4 VP, it is vital for players to succeed at their personal Schemes... and to guess which ones their opponent chose, in order to stop them from succeeding.

Players who would like to set up a completely unbalanced Encounter, to tell a particular story or recreate a historical battle from the world of Malifaux, will find what they're looking for in Chapter 5: Story Encounters (see p. 76).

Setting up an Encounter is broken down into several steps, as shown in the summary below and the reference table. Each of these steps is then explained in detail, with rules covering terrain setup, determining the Strategy players will use, and every other point needed to set up a game. After a few games, these steps will become second nature and go very quickly.

  1. Define and place terrain features.
  2. Determine the size of the Encounter.
  3. Announce Factions.
  4. Determine deployment.
  5. Determine the Strategy and the available Schemes.
  6. Hire and reveal Crews.
  7. Choose and reveal Schemes.
  8. Deploy Crews.

Each of these steps can include several phases. A summary is given here, but the rest of this chapter is devoted to discussing each of these steps in detail.

Crew Boxes. Malifaux Crew boxes are designed to be played in games of 26 to 30 Soulstones and let beginning players field a legal Crew using just the contents of a box.

1. Define and Place Terrain Features. Players discuss and agree on the terrain features they will use for this game, then set them up on the table (see p. 60).

2. Determine the Size of the Encounter. Players agree on how many Soulstones their Crews will use to hire models. This also defines the size of the Encounter, which affects certain rules, such as who can lead the Crew.

3. Announce Factions. Each player announces the Faction they will use for the Encounter.

4. Determine Deployment. Players determine what the deployment zones will be for this Encounter, including the position of the center line.

5. Determine the Strategy and Available Schemes. Players determine what they will be fighting for — the shared Strategy for this Encounter, and which Schemes they will be able to choose from in a later step.

6. Hire and Reveal Crews. Each player hires their Crew by spending their Soulstones. This includes choosing a Leader, hiring models, and buying Upgrades. Once each player has finished selecting their Crew, they present their list to their opponent.

7. Choose and Reveal Schemes. Each player chooses their personal Schemes and may then either keep them secret or reveal them to their opponent in hopes of earning a points bonus.

Narrative or Organized Play. Throughout this chapter, you will find references to narrative or organized play. For the most part, Malifaux can be considered narrative. Players face off in a strategic game heavily influenced by the models involved. The game is meant to tell a story while still letting players gauge their tactical skill. The term "organized play," in the context of Malifaux, describes an environment in which certain logistical concessions must be made. In an organized environment (such as a tournament or a campaign), organizers will likely need to take steps to ensure games are easy to set up and that every player knows what to expect from the event (as much as possible). This includes, among other things, predetermining the Strategies and Schemes for a given tournament round, or setting up terrain features on the tables in advance. In Malifaux, an organized game is not meant to tell a less developed story, or to be more competitive, than a narrative game. When this rulebook mentions organized play, it is simply acknowledging that certain gaming environments may justify organizers adapting the Encounter-creation rules to ensure a smooth, efficient, and enjoyable event. The goal of this chapter is to provide the tools needed both to set up an enjoyable afternoon of gaming between two players and to organize games in a more structured environment.

8. Deploy Crews. Players deploy their miniatures in the determined deployment zone, and the Encounter can begin.

Winning an Encounter. Although this step is not strictly part of setting up an Encounter, the rules for determining the winner of an Encounter are detailed on page 74 of this chapter.

Define and Place Terrain Features

The environments in which Malifaux battles can take place are extremely varied, to say the least. Every gaming group will have a different collection of terrain features, and it is important to discuss them beforehand and set them up on the table fairly. This creates a unique map for every Encounter, with its own tactical choices. It is essential that both players agree on the exact Characteristics of every terrain feature before going any further. Terrain should be plentiful, but not too dense, and should offer models several challenges and paths to victory. Some of the questions players should ask themselves are: What is the Sz and footprint (base) of the terrain? What special Characteristics does this piece of terrain have? Are there any special interactions with this terrain feature?

Defining Terrain Size and Footprint. Every terrain feature has a Sz Characteristic. This is easy to determine: measure the terrain feature's actual height. For every inch of height, its Sz stat increases by 1. For example, a rock 0.5" tall has a Sz of 0, and players may decide to ignore it entirely if it doesn't otherwise get in the way of movement. Several trees on the same base, 4.25" tall, count as a copse with a Sz of 4. In general, an entire terrain area is assumed to have the same size.

Every terrain feature has a footprint. Their bases often have a complicated shape, when they even physically have one. If a terrain feature does not physically have a base, players must agree on the limits of its footprint. This is usually the outer edge of the terrain feature, such as the walls of a building. If individual terrain elements (such as trees) are mounted on the same base, it is generally simpler to agree to count the outline of that base as the footprint of the terrain area. Some particularly large, complex, or oddly-shaped terrain features may need to be defined as several separate terrain areas.

Terrain Characteristics

Opaque. You cannot see through objects with the Opaque Characteristic, which therefore block Line of Sight (see p. 40) if the terrain's Sz is equal to or greater than the Sz of the models trying to see through it.

Climbable. Models can move vertically up and down Climbable terrain areas (see p. 42). Vertical movement costs twice the distance covered. For example, 1" of vertical movement is treated as 2" of movement.

Dense. Models can see into the area, but not through it. Models outside the area can have LoS to those inside it. Models can ignore the Dense Characteristic of a terrain area they are standing in when determining LoS. Otherwise, the terrain is considered Opaque.

Enclosed. Models without the Incorporeal Ability that begin their movement outside terrain of this type cannot use Abilities or Actions to ignore the terrain if they end their movement inside it. Models without the Incorporeal Ability lose any Abilities and Actions that let them ignore terrain effects during movement while they are inside Enclosed terrain. However, models can act normally if they are above the terrain or end their movement on top of it. (Example: A Nephilim can fly over an Enclosed building or take off from its roof, but cannot teleport through its walls.)

Heavy Cover. This type of terrain deflects Ranged Attacks and makes it harder to hit a target within it. See p. 41.

Hazardous. Hazardous terrain deals damage to models that Activate within its footprint or enter it (whether pushed, moved, or placed there). All Hazardous terrain deals 1/2/4 damage by default, though some may deal more if players wish. The opposing player makes the Hazardous terrain's Damage Flip, and the Flip cannot be modified. A model can only take damage from a Hazardous terrain area once per Turn; it becomes immune to that terrain's effects for the rest of the Turn in which it took damage.

Impassable. Models cannot move through an Impassable terrain area, which includes, for example, being unable to pass through a building's walls or any other solid object.

Difficult. Difficult terrain areas slow down models' movement. Moving through Difficult terrain costs double the distance covered. Moving 1", for example, is treated as 2" of movement.

Light Cover. This type of terrain obscures vision and makes Ranged Attacks more difficult. See the Light Cover rules on page 41.

High Ground. Some terrain features grant a visual advantage to models standing on top of them. If a terrain feature is at least Sz 2 and a model can stand on top of it (such as a building's roof), it can be defined as High Ground. See the detailed rules on page 41.

Placing Terrain Features

The standard table size is a 36"-square area, whether that's a space of that size on the floor or a section of the dining room table. Many players use a game mat from their local hobby shop, while others build elaborate gaming tables with permanent terrain features.

Typical Terrain Features. Here are some of the most common terrain features players will encounter at their local club:

  • Formations: These are terrain areas made of rocks or other hard obstacles, such as gravestones, rubble, boulders, or fallen walls. Formations have the Opaque, Heavy Cover, and Difficult Characteristics.
  • Walls: These are hard structures usually built in straight lines (though stranger things than a crooked wall can be found in Malifaux). Walls have the Opaque, Heavy Cover, Climbable, and Impassable Characteristics.
  • Difficult Terrain: These are areas that hinder movement, such as muddy roads, streams, marshes, or even a plowed field. These areas have the Difficult Characteristic.
  • Groves: These are areas containing a few trees (usually mounted together on one base). A grove has the Dense, Difficult, and Light Cover Characteristics, while individual trees have Opaque and Heavy Cover.

Terrain should be plentiful without being too dense. It's recommended to place enough terrain features to cover twenty-five to fifty percent of the table's surface. This depends largely on the size of each feature, but a good rule of thumb is to cover about a third of the table with terrain.

  • Hills: These are usually elevations with fairly gentle slopes. Hills have the Opaque Characteristic when models on either side of the crest try to draw LoS to each other, but they do not block LoS between models that can reasonably see each other.

Many game stores and clubs have collections of terrain features already mounted on bases and ready to be set up on the table. In that case, players must agree on which pieces they want to use (covering roughly the surface area noted above), then randomly determine (by drawing cards) who places the first piece of terrain, alternating until all pieces are placed.

  • Cliffs: These are vertical terrain areas, usually on one or more sides of a hill. Cliffs are Climbable. The crest of a cliff has the High Ground Characteristic.

If the terrain has already been placed by an event organizer, or is a permanent part of the gaming table, players only need to discuss each feature to agree on its specifics.

  • Structures: These can come in an infinite variety of shapes and sizes in Malifaux. All buildings have the Enclosed, Impassable, Opaque, and Heavy Cover Characteristics by default. Some buildings may have Climbable areas (if, for example, the walls have handholds) and may also offer High Ground.

Determine the Size of the Encounter

The scale of an Encounter is determined by how many Soulstones each player has available to hire their Crew. Players begin every Encounter by agreeing on how many Soulstones each will have available. In an organized environment, this may be predetermined by the event's rules. The listed game lengths are estimates and may vary depending on player experience.

Shootout: In this type of game, a Henchman has run into a rival Faction and a bloody melee has ensued. These are small-scale games, perfect for filling a lunch break or fitting into a well-paced organized event. In a Shootout, Crews must be led by a Henchman.

Skirmish: These Encounters represent two forces caught up in a small-scale engagement sparked by opportunity. These games are meant to deliver a narrative experience, and several Encounters of this type should be able to be run in one evening.

Brawl: These are the most commonly played games. A game of this size should take between an hour and an hour and a half, and works well for running a tournament. In a Brawl, Crews must be led by a Master.

Each player announces the Faction they will lead during the Encounter. This determines which models they will be able to hire, as well as which Upgrades they are eligible for. Players announce their Faction simultaneously. Once this choice is made, it cannot be changed. If needed, players can write their choice on slips of paper that are then exchanged when announcing. In an organized play environment, players must generally declare a single Faction for the entire duration of the event. This is also true when players take part in a series of linked Encounters (see p. 91).

Designer's Note: Game Size. Malifaux can be played at several different Soulstone levels, each with its own qualities. However, we feel the game reaches its best balance around fifty Soulstones, and that is what we recommend for organized games.

Designer's Note: Henchmen. Although Henchmen can lead Crews, on average those Crews are not as powerful as ones led by a Master. However, the rules for using Henchmen as Crew Leader were included to give players more options and let them test themselves. In addition, these rules open up the possibility of Henchman-versus-Henchman games, and they're a useful tool for demonstration games.

SoulstonesEncounter TypeLeaderGame Length
10–25ShootoutHenchman30–45 minutes
26–40SkirmishHenchman or Master45–60 minutes
41+BrawlMaster60–90 minutes

Determine Deployment

During this step, players determine how their Crews will deploy, as well as what they will be fighting for. Players first generate the Deployment Zones, then the Strategy that will be used for the Encounter.

Deployment Zone. These are the areas of the table where each Crew places its models at the start of the game. Even though players know the various options available for each type of deployment zone, they will not choose it outright from the start. To determine the deployment zone, players draw a card and consult the following table:

CardDeployment
1–7Standard Deployment
8–10Corner Deployment
11–13Flank Deployment
Black or Red JokerClose Deployment

Defining Table Areas. Some rules refer to terms that require an official explanation. This is the case for Strategies and Schemes, but some other rules may reference these terms as well.

  • Center Line: An imaginary line dividing the table into two equal halves.
  • Table Quarter: Four areas corresponding to dividing the table into 4 sections of equal area.
  • Enemy Half of the Table: The section of the table on the opposite side of the center line from a player's deployment zone.
  • Table Corner: The physical corners of the table.

Designer's Note: Many Strategies and Schemes refer to the table's center line. We recommend placing a Marker on the table edges where the center line meets them, as well as a third one at the center of the table. These Markers have no effect on the game, but can be useful for reminding players exactly where the center line is.

1–7: Standard Deployment

8–10: Corner Deployment

A player will deploy in a 6"-wide zone near a table edge, and the other deploys in the matching zone on the other side of the center line.

A player deploys in a quarter-circle with a 12" radius from one of the table's corners, and the other deploys in the matching quarter-circle on the other side of the center line.

11–13: Flank Deployment

The table is divided into four 18"-square quarters. One player deploys within 9" of one of the table edges, in one of the table quarters, and the other player deploys in the matching zone on the other side of the center line.

Jokers: Close Deployment

A player deploys in a zone 12" from one of the table edges, and the other does the same in the matching zone on the other side of the center line.

Determine the Strategy and Available Schemes

A fight is only really interesting if there's something at stake. Strategies and Schemes shape the victory conditions used to determine the winner. A Strategy is an objective shared by both Crews — it's the reason they're fighting in the first place. A Scheme is a personal objective each Crew tries to accomplish. At the end of the game, players tally up how many VP they earned, and whoever has the most is declared the winner. Players can earn VP from the shared Strategy or from their personal Schemes. Players first determine the shared Strategy, then generate a set of 5 Schemes to choose from. Once they have hired their Crews (see p. 72), they will be able to secretly choose two Schemes, and will also have the opportunity to reveal them for a possible VP bonus.

To determine the game's shared Strategy, a player draws a card and consults the following table according to its Suit:

SuitStrategy
Rm (Ram)Turf War
Cr (Crow)Reckoning
Mk (Mask)Reconnaissance
Tm (Tome)Squatter's Rights
Black or Red JokerStake a Claim

Turf War (Rm). Setup: Place a single Territory Marker at the center of the table. Victory Points: At the end of each Turn after the first, a Crew earns 1 VP if it has two or more models ranked higher than Peon within 6" of the Territory Marker.

Reckoning (Cr). Victory Points: At the end of each Turn after the first, a Crew earns 1 VP if it killed or sacrificed two or more enemy models during that Turn.

Reconnaissance (Mk). Setup: Divide the table into four 18" x 18" quarters. Victory Points: At the end of each Turn after the first, a Crew earns 1 VP if it controls 2 or more table quarters. To control a table quarter, a Crew must have the greater number of models, excluding Peons, in that table quarter. These models cannot be within 6" of the center of the table, nor partially in another table quarter.

Squatter's Rights (Tm). Setup: Place 5 30mm Squatter Markers along the center line. The first is placed at the center of the table. Two more are then placed on the line 6" from the first (one on each side). Two more are then placed on the center line 6" from the table edge (one on each side). Special Rules: Squatter Markers belong to neither Crew at the start of the game. A model may take a (1) Interact Action to claim any Squatter Marker in base contact with it. A Squatter Marker belongs to whichever Crew claimed it most recently — any earlier claim is removed with each new Interact. Victory Points: At the end of each Turn after the first, a Crew earns 1 VP if it has claimed at least two Squatter Markers.

Stake a Claim (Jokers). Special Rules: A model may take a (2) Interact Action to remove all Stake a Claim Markers within 6" of its base, then place a Stake a Claim Marker in contact with its base. Victory Points: At the end of each Turn after the first, a Crew earns 1 VP if there are more Stake a Claim Markers on the enemy half of the table than on its own half.

Narrative Strategies. The Strategies presented here are designed for setting up organized games. They are simple and represent conflicts common to Malifaux. Players who want to try more narrative-driven Encounters should consult Chapter 5: Story Encounters, starting on page 76.

Earning VP from a Strategy. VP earned from the Strategy are tallied at the end of each Turn, during the Closing step (see p. 35). In addition, no player can earn more than 4 VP from the shared Strategy.

General Note. At the end of each Turn after the first, if a player has no models left in play (Buried models are not considered to still be "in play"), their opponent earns 1 VP. A player cannot earn more than 1 VP per Turn from this rule.

Generate Scheme Options

Players generate the list of Schemes from which they will be able to choose once their Crew is hired. To do this, one of them shuffles their Fate Deck, then draws two cards (returning any Jokers to the deck) which determine the Schemes available to both players for the game. The values and Suits of the two cards are then compared to determine the available Schemes — each card creates two choices this way. However, if the two cards happen to share a Suit or a value, this offers fewer choices. In that case, the Distraction Scheme becomes available instead. Additionally, players always have the option to choose the A Line in the Sand Scheme. This way, every game offers 5 different Schemes for players to choose from.

Earning VP from Schemes. A player can never earn more than 3 VP from a single Scheme. Many of them require the use of Markers (see p. 49).

Suit / ValueScheme
Always availableA Line in the Sand
Available on a doubleDistraction
Rm 1 / Cr 1Breakthrough / Assassinate
Rm 2 / Cr 2Protect Territory / Bodyguard
Rm 3 / Cr 3Cursed Object / Plant Evidence
Rm 4 / Cr 4Entourage / Vendetta
Rm 5 / Cr 5Hidden Explosives / Make Them Suffer
8Take a Prisoner
9Spring the Trap
10 / 11Kill the Protégé / Sacrifice a Lure
13The Ritual

A Line in the Sand (Always Available). At the end of the game, the Crew earns 2 VP if it has at least 4 Scheme Markers on the center line.

Distraction (Available on a Double). It was all just a ruse. Every model in the Crew other than Peons may target an enemy model (other than a Peon) within 1" with a (1) Interact Action to give their target the following Condition for the rest of the game: Distracted: this model may take a (2) Interact Action to remove this Condition from itself. No other Action can remove it. This Scheme is not revealed at the start of the game. The first time an enemy model gains the Distracted Condition, make the Scheme public. At the end of each Turn, the Crew earns 1 VP if at least two enemy models have the Distracted Condition.

Breakthrough (Rm). The Crew must push deep into enemy territory! At the end of the game, the Crew earns 1 VP for each Scheme Marker within 6" of the enemy deployment zone. If this Scheme is revealed and the Crew earns at least 2 VP from it, it receives a bonus of 1 VP.

Assassinate (Cr). The enemy Leader must fall! This Scheme is not revealed at the start of the game. If the enemy Leader is killed or sacrificed, make it public. If the enemy Leader is killed or sacrificed, you earn 2 VP. If this happens before or during Turn 4, you earn 3 VP instead.

Protect Territory (Tm). This territory is yours. Hold it! At the end of the game, this Crew earns 1 VP for each Scheme Marker placed at least 6" from its deployment zone that has at least one friendly model that isn't a Peon within 2" of it. Scheme Markers with more enemy models than friendly models within 2" of them do not count for this Scheme.

Bodyguard (Rm). The Crew must protect one of its important members at all costs! The player who chose this Scheme notes the name of a Henchman (not the Leader) or Enforcer model in their Crew who must be protected at all costs. If the Crew has no Henchman or Enforcer, choose the model with the highest Soulstone cost instead. This Scheme may be revealed at any time. At the end of each Turn from Turn 4 onward, if this Scheme is revealed, the Crew earns 1 VP if the chosen model is still in play and at least 8" from its deployment zone. At the end of the game, this Crew earns 1 additional VP if the chosen model is still in play with more than half of its Wounds remaining.

Cursed Object (1). Here, you hold it! Every model in this Crew other than Peons may target an enemy model (other than a Peon) within 1" with a (1) Interact Action to give it the following Condition for the rest of the game: "Cursed Object: This model may take a (1) Interact Action to make a Wk Duel of TN 12. If it succeeds, remove this Condition from it. No other action can remove it." This Scheme is not revealed at the start of the game. The first time an enemy model receives the Cursed Object Condition, make it public. At the end of each Turn after the first, this Crew may end the Cursed Object Condition on an enemy model and earn 1 VP. If this Scheme is revealed and the Crew earned at least 2 VP from it, it receives 1 additional VP.

Entourage (4). It's vital that the Master reaches enemy territory! The player who chose this Scheme notes the name of a Master or Henchman in their Crew. At the end of the game, if the chosen model is on the enemy half of the table, the Crew earns 1 VP. If the chosen model is in the enemy deployment zone at the end of the game, the Crew earns 2 VP instead. If this Scheme is revealed, the Crew earns 1 additional VP if it manages to earn at least 1 VP from this Scheme.

Vendetta (5). This is personal! The player who chose this Scheme notes the name of one of their models — not the Leader or a Peon — with a Soulstone cost greater than 0, and the name of an enemy model with a cost equal to or greater than the chosen model's. If the chosen friendly model's first Offensive Action of the game is made against the chosen enemy model, mark 1 VP and reveal the Scheme. If the enemy model is no longer in play at the end of the game and this Scheme has been revealed, mark 1 additional VP. If the chosen enemy model is killed by the model chosen for the Vendetta, mark 3 VP (whether or not the Scheme has been revealed). This Scheme cannot be revealed at the start of the game.

Hidden Explosives (6). We need to send a message people will hear for miles, and a pillar of flame and corpses is just the thing! Once during the game, at the end of a Turn of your choice, this Crew may reveal this Scheme and mark 1 VP for each enemy model within 3" of a Scheme Marker belonging to this Crew. Then remove all of this Crew's Scheme Markers within 3" of an enemy model. This Scheme gains no bonus for being made public.

Make Them Suffer (7). Let them curse their mothers for ever giving them life — and that's just the start! At the end of each Turn after the first during which at least one Minion or Peon was killed by a Master or Henchman of this Crew, mark 1 VP. At the end of each Turn after the first, if the enemy Crew has neither a Minion nor a Peon, mark 1 VP. This Scheme cannot score more than 1 VP per Turn. This Scheme must be revealed as soon as the first VP is earned from it. A model in this Crew that is neither the Leader nor a Peon may also take a (2) Interact Action targeting the enemy Leader it is engaged with, to reveal this Scheme and mark 2 VP (3 VP instead if the Scheme was already revealed at the start of the game).

Take a Prisoner (9). Sometimes you need to take one alive. Nobody likes it... but sometimes it's necessary. The player who chose this Scheme notes the name of a model in the enemy Crew. At the end of the game, if at least one model other than a Peon in this Crew is engaged with the selected enemy model, the Crew scores 2 VP. If there is no enemy model within 3" of the selected model and this Crew has at least one model other than a Peon engaged with it, the Crew earns 3 VP instead of 2. This Scheme gains no bonus for being revealed.

Spring the Trap (10). The trap is set — now we just wait for the enemy to walk into it! Once during the game, at the end of any Turn, the player who chose this Scheme may reveal it. Their Crew scores 1 VP for each Scheme Marker within 4" of the enemy Leader. If the enemy Crew has as many (or more) models in play as this Crew when the Scheme is revealed, and at least 1 VP was earned from it, mark 1 additional VP. This Scheme cannot be revealed at the start of the game.

Kill the Protégé (11). Nothing gets things moving like killing a bigwig! Note the name of the enemy model with the highest Soulstone cost. If several models are tied, choose one of them. This Crew scores 2 VP if the selected model is killed or sacrificed before the end of the game. If this Scheme is revealed, the Crew earns 3 VP instead of 2 for succeeding. If this Scheme is revealed and the Crew scores at least 2 VP, add 1 bonus VP.

Sacrifice a Lure (12). Make sure the enemy kills one of our poor sods. The player who chose this Scheme notes the name of a model in their Crew, other than a Peon, to serve as a Lure. If the Lure is killed or sacrificed by an enemy model, mark 1 VP. If the killer was a Master or Henchman, mark 2 VP instead. As soon as this Scheme is accomplished, reveal it. If this happened before Turn 4, mark 1 additional VP. This Scheme cannot be revealed at the start of the game.

The Ritual (13). An important ceremony must be carried out... or stopped cold! At the end of the game, this Crew scores 1 VP for each of its Scheme Markers placed within 6" of each table corner. Only one of the table corners located in this Crew's deployment zone can count toward this Scheme.

Soulstone Cost. When a rule refers to a Soulstone cost, it means the value printed on a model's Stat Card. Anything that raises or lowers that base cost, such as Upgrades or the Mercenary Trait, is ignored.

Hiring Your Crew

Now that players know the conditions they need to meet to win the Encounter, it's time to hire the Crews that will face off. Every Crew has a Soulstone Pool it can draw on during the game. The Crew Leader has a Cache value, which is the number of Soulstones available in the Pool at the start of the game. Only the Leader's Cache value affects this Pool — every other model's is ignored.

Both players hire their Crew at the same time and in secret. Once hiring is complete, they must show their selection to their opponent. The first step in hiring a Crew is normally choosing a Leader, since some Masters or Henchmen can affect the availability or cost of other models. Any Master or Henchman of the Faction declared earlier while setting up the Encounter may be chosen as Leader. In addition, in a Shootout, a player must choose a Henchman as Leader instead of a Master. Hiring a Leader costs no Soulstones, even if it is a Henchman. Any other models hired into a Crew must belong to the announced Faction, be specifically allowed by an Ability, or be Mercenaries (who sell their services to every Faction).

Upgrades. A player may also acquire and assign Upgrades to their Enforcers, Henchmen, and Masters by paying the corresponding Soulstone cost and following every restriction noted on the Upgrade card. The number of Upgrades available to a model is determined by its Status. A Master may have three, a Henchman two, an Enforcer one; Minions and Peons cannot take any. This is discussed in more detail on page 55. Upgrade cards follow these restrictions:

  • A model may only be given Upgrades belonging to the Crew's Faction, regardless of its own.
  • A model cannot take more than one Upgrade with the same name.
  • A model may only be given a single Upgrade with the Limited restriction.
  • A Crew cannot own more copies of an Upgrade than the limit specified by its Rarity restriction.
  • Models must respect every other restriction (such as a Name or a specific Crew Leader) tied to an Upgrade.

The Crew may increase its Soulstone Pool, at a cost of 1-for-1, up to a maximum Pool value of 7.

Example: Lady Justice has a Cache value of 3. The Crew pays 4 additional Soulstones to increase this value, raising the Pool to its maximum of 7.

Dual-Faction Models. Some models have two Faction symbols on their Stat Card. These models can be hired by either Faction. However, they will only have access to the Upgrades of the Faction declared by the Crew.

Rare Models. If a model has the Rare Trait, a Crew cannot hire more models of that name than the specified Rarity value. For example, a Crew can only hire one copy of a model with the Rare 1 Trait.

Mercenaries. Models with the Mercenary Trait can be hired by any Crew, regardless of its Faction. However, if they do not belong to the same Faction declared for the Crew, they cost 1 additional Soulstone. Mercenaries can only be given Upgrades available to the Faction employing them (not their Faction of origin). A Crew can hire at most two models with the Mercenary Trait whose Faction differs from the one it declared. If the Crew can hire a Mercenary model without regard to its Mercenary Trait, then it may do so without paying the extra Soulstone, and the model does not count toward the Crew's limit of two Mercenaries.

Choosing Schemes and Deploying Crews

Now that players know which Crew they'll be using and who they're up against, it's time for them to choose the Schemes they'll pursue from the options determined earlier. Both players now draw for deployment. Whoever draws the higher value may choose their Deployment Zone and place all their models in it. They may also choose to deploy second, in which case their opponent chooses a Deployment Zone and places their entire Crew in it.

Selecting Schemes. Each player secretly writes down the names of two of the Schemes available to their Crew and will try to accomplish them. Some Schemes refer to the "Scheme Runner." The Scheme Runner is the player who chose the Scheme and controls the Crew pursuing it. If two players end up choosing the same Scheme, each is responsible for their own version of it. Any decisions the Scheme Runner needs to make are made at the same time the Schemes are chosen (such as selecting a model that must be captured). Each player must choose two Schemes and cannot choose the same one twice.

Once the first player's Crew is deployed, the other player deploys their entire Crew in the opposing Deployment Zone. Once every model is in place, players collect all Fate Cards used while setting up the Encounter, shuffle them back into their Decks, and can begin Turn 1 — the Encounter has begun!

Upgrade Rarity. The Rare restriction on an Upgrade limits how many times it can be taken. This does not mean the Upgrade is only available to a model with the Rare Trait.

Revealing Schemes. Once both players have chosen their Schemes, they must simultaneously reveal any they wish to make public before the game begins. A player may choose to reveal none, one, or both of them. Some Schemes offer bonus points for being revealed. When a Scheme is revealed, every related choice (affected models, etc.) is revealed as well. Nothing tied to a public Scheme can be kept secret.

Winning the Encounter

At the end of Turn 5 (see p. 35), the First Player draws a card after the Closing step. If the card's value is 10+, the Encounter continues for one more Turn. The value needed to continue the Encounter increases by 1 point every Turn after the fifth (an 11+ will be needed at the end of Turn 6, a 12+ at the end of Turn 7, and so on). If the Flip is lower than the needed value, the Encounter ends and players add up the Victory Points earned during the game by following these steps:

  1. Models with effects that apply at the end of the game resolve them now.
  2. Players calculate the VP earned from the Encounter's Strategy.
  3. Each player shows their opponent any Schemes not yet revealed (these do not count as revealed for bonus points if only revealed at this step).
  4. Players calculate the VP earned for one of their Schemes (their choice) and add it to their Crew's grand total.
  5. Players remove every Scheme Marker that let them score VP in step 4.
  6. Players then calculate the VP earned from their other Scheme and add it to their Crew's grand total.

Once all VP have been totaled, the player with the higher score is declared the winner! If both totals are equal, the game is a draw.

Victory Point Limit. It's important to note that a player can never earn more than 4 VP from the Strategy, or more than 3 VP for each Scheme. Once a player reaches the maximum VP for a Strategy or a Scheme, they stop earning VP from it, but may still be able to prevent their opponent from earning VP (usually with regard to the Strategy). The maximum number of VP a player can score is 10.

Choosing Which Scheme Markers to Use. A given Scheme Marker can only count toward one Scheme during an Encounter. When a player calculates the VP for a Scheme at the end of the game, they may choose which of their Scheme Markers to use for it. A player is never forced to use every available Scheme Marker for a given Scheme. If they wish to assign some to the other Scheme instead, they are free to do so.

Story Encounters

Story Encounters are meant to give players more varied, thematic experiences when they sit down for a game (or several) of Malifaux. In many ways they play just like Standard Encounters, but with a few subtle variations. Unlike Standard Encounters, each player will have their own objective for their Crew to accomplish. While one Crew tries to get its supply wagon across town, the other might try to capture it, distract the guards, or plant explosives along its route.

Story Encounter Procedure. A Story Encounter follows the normal setup rules (see p. 58), but differs in how Deployment, the Strategy, and Schemes are determined. It may also include specific terrain features. These differences are described in this chapter. The steps are as follows:

  1. Define and place terrain features
  2. Determine the size of the Encounter
  3. Announce Factions
  4. Determine deployment
  5. Determine the Strategy
  6. Hire and present Crews
  7. Choose and reveal Schemes
  8. Deploy Crews

Each of these steps can itself include several phases. A summary is given here, but the rest of this chapter is dedicated to examining in detail how these steps differ from a Standard Encounter. Where no difference is noted, follow the standard procedure as defined in Chapter 4.

A Thematic Experience. The goal of the Story Encounters section is to offer players fun, thematic games they'll be talking about for years. However, to achieve this, some aspects of the game become asymmetrical. For a more balanced experience, we recommend using the Standard Encounters section instead. This does not mean Standard Encounters aren't thematic, or that Story Encounters are unbalanced. Since players choosing the Story Encounters section are looking for more thematic games, it's perfectly fine for them to simply choose a Strategy or a given terrain feature rather than drawing for it, if that better suits the mood of their game. Players may even modify the rules presented below if that better suits their campaign, league, or if they simply want to try something new.

1. Define and Place Terrain Features. Just as in a Standard Encounter, players discuss and define the terrain they will use for the Encounter (see p. 60). In addition, players here draw a card to determine special terrain features specific to the game (see p. 78). This is where Story Encounters differ most from Standard Encounters.

2. Determine the Size of the Encounter. Players agree on how many Soulstones their Crew will use to hire models. The rules are the same as for a Standard Encounter (see p. 62).

3. Announce Factions. Each player announces the Faction they will lead into battle.

4. Determine Deployment. A different table is used here than for a Standard Encounter, though most Deployment types are the same (see p. 64).

5. Determine the Strategy. A different table is used to determine the Strategy (see p. 80), and each player will have their own objective. No list of available Schemes is generated, since players will have access to all of them.

6. Hire and Present Crews. Players hire their Crew by spending Soulstones, the same way as in a Standard Encounter (see p. 72).

7. Choose and Reveal Schemes. Players choose whichever Schemes they want, and then have the option to keep them secret or reveal them in hopes of earning bonus points. Any of the nineteen Schemes described on page 68 may be chosen. In addition, players will have access to a Scheme specific to their Faction (see p. 90). All other Scheme-selection rules still apply (for example, a player cannot select the same Scheme twice).

8. Deploy Crews. Players deploy their models in their Deployment Zone and begin the Encounter.

Define and Place Unconventional Terrain

During this phase, if both players agree, draw a card and consult the unconventional terrain list to determine a specific terrain feature that will be used during the Encounter. Once this is done, follow the same procedure as setting up a Standard Encounter (p. 60) to place and define the rest of the terrain normally. Unconventional terrain features have special rules that are detailed in this section. They can represent things like strange monuments or carnivorous plants that add an extra challenge to Crews fighting there. Sometimes the unconventional terrain can even represent the very setting of the fight, such as a dusty saloon or a murky swamp.

If additional terrain features or Markers need to be set up, they are placed after the Determine Deployment step, but before determining the Strategy. If there is more than one terrain feature or Marker to place, randomly choose which player places first, then each places one in turn.

ValueUnconventional Terrain Feature
1Ancient Monument
2Forbidden Text
3Alchemist's Lab
4The Doldrums
5Graveyard
6Mysterious Effigies
7Carnivorous Plants
8Scrapyard
9Bog
10The Wastes
11Mine
12Saloon
13The Hanging Tree
Red JokerForbidden Text & Ancient Monument
Black JokerBog & Carnivorous Plants

1. Ancient Monument. Lost civilizations always leave traces... Randomly determine which player places the Ancient Monument. This terrain piece is mounted on a 50mm base and has Sz 5, Opaque, and Non-Climbable. It can be placed anywhere on the table at least 6" from both Deployment Zones. While within 2" of the Monument, models gain +2 to all their Casting Actions.

2. Forbidden Text. Whispers from the past, mystical secrets long buried. Each player places a 30mm Grimoire Marker within 3" of the center line. Any model may take a (1) Interact Action while in base contact with one of these Markers to remove it from the game and draw two cards.

3. Alchemist's Lab. Put out your cigars, boys. This Encounter takes place inside a laboratory. Because of the ceiling, every model loses the Flight Ability for the duration of the game. Each player places two Vial Markers within 3" of the center line. When a model within 4" of one of these Markers succeeds at an Action that generates a Blast Marker or gives the Burning Condition, draw a card after resolving the Action. If it is odd, every model within a 4" pulse of the Vial takes 3 damage, then the Marker is removed from the game.

4. The Doldrums. Magic can be a fickle thing, even in Malifaux. The Doldrums is a 3"-square terrain feature, Sz 0, with the Difficult terrain Characteristic. Each player places one Doldrums Zone anywhere on the table at least 6" from the Deployment Zones. While a model is in base contact with a Doldrums Zone, it cannot take Casting Actions and is immune to enemy Casting Actions.

5. Graveyard. The dead rarely rest quietly for long in Malifaux... Each player places two 30mm Corpse Pile Markers within 3" of the center line. These count as Corpse Markers. It got my leg! Every model that ends its Activation within 1" of one of these Markers must pass a Wk Duel of TN 14 or be afflicted with the Slow Condition.

6. Mysterious Effigies. People will pay good money for this kind of thing — that's all that matters. Each player places a 30mm Effigy Marker within 6" of the center line. At the end of the Encounter, a player scores 1 VP for each Effigy Marker they control. An Effigy Marker is controlled by the player with the most models other than Peons within 2" of it.

7. Carnivorous Plants. Research into Malifaux's flora was badly delayed until the botanists decided to arm themselves. Each player places a 50mm Plant Marker within 6" of the center line. Plant Markers have Sz 0, are Difficult terrain, are Hazardous, and deal 1/4/7 damage. Every model that ends a move or a Push within 3" of a Plant Marker must pass a Wk Duel of TN 14 or be pushed into base contact with the plant. If a Plant Marker is covered by a Blast Marker, remove it from the game.

8. Scrapyard. As they say: one person's trash is another's treasure — oh, a compression spring! Each player places two Scrap Markers within 3" of the center line. These count as Salvage Markers. Models in base contact with a Scrap Marker can remove it from the game to take the following Action:

(1) Still Works! (Rg 5 / Rst: Df / Rg: ranged 10): The target model takes 3/5/7 damage. This Action must trigger a Trigger if possible. Cr Catastrophic Failure: After resolving the action, the active model takes 4 damage. Tm Crack the Whip: The Damage Flip gains a +. Mk Whoa...: After resolving the action, the opposing player places this model within 6". Rm Invigorating: After determining damage, this model heals the same number of Wounds it just dealt.

9. Bog. Muddy water, treacherous vines, and fog... nothing but fun. At the start of each Turn, a randomly chosen player draws a card that cannot be Cheated. On a 1 or 2, apply the following effect until the end of the Turn: "Pea Soup: all Cg and Rg Actions suffer a -." On a 12 or 13, apply the following effect until the end of the Turn: "Rising Waters: models cannot Charge."

10. The Wastes. Few people can survive this far from the City. And even fewer want to try! At the start of each Turn, a randomly chosen player draws a card that cannot be Cheated. On a 1 or 2, apply the following effect until the end of the Turn: "Rockslide: every terrain feature becomes Hazardous." On a 12 or 13, apply the following effect until the end of the Turn: "Dust Storm: every area of the table without a terrain feature counts as Difficult terrain."

11. Mine. The endless battle for Soulstones sometimes extends deep underground... Because of the confined space, every model loses the Flight Ability for the duration of the game. At the start of the Encounter, each player places two 30mm Soulstone Vein Markers within 6" of the center line. A model in base contact with a Soulstone Vein may take a (1) Interact Action to remove it from the game and add two Soulstones to its Crew's Pool.

12. Saloon. Booze. Girls. Furniture to break. Nothing beats a saloon for a good brawl. Because of the ceiling, every model loses the Flight Ability for the duration of the game. Place a 3"-square "Open Bar" terrain feature in the middle of the room. The Open Bar has Sz 1, is Difficult terrain, and has Light Cover. Every model within 1" of the Bar may take a (2) Interact Action to attempt a Healing Flip of 3/5/7 Wounds. In addition, each player places two 30mm Chair Markers within 6" of the center line. A model within 1" of a Chair Marker may remove it from the game to take the following Action:

(1) Throw a Chair (Rg 5 / Rst: Df / Rg: ranged 10): The target takes 2/3/7 damage. If the target only takes Weak damage or the Attack fails, place a Chair Marker in base contact with the target.

13. The Hanging Tree. Both a symbol of the Guild's oppression and a searing reminder of the fate of the first to cross the Breach, everyone knows its reputation. Randomly determine which player places the Hanging Tree. It sits on a 50mm base and has Sz 6, Opaque, Non-Climbable. It can be placed anywhere on the table at least 6" from the Deployment Zones. A model that ends an Action within 3" of the Hanging Tree must immediately make a Horror Duel of TN 13.

Determine Deployment

This step determines the type of Deployment Zone available, though the choice is not yet final. The same procedure as in Standard Encounters is used (see p. 64), except that the reference table is a little different and a new Deployment type appears: Blind Deployment. To determine the Deployment Zones, make a Flip using the following table:

CardDeployment
1–7Standard (p. 65)
8–10Corner (p. 65)
11–12Flank (p. 65)
13Close (p. 65)
JokerBlind Deployment

Blind Deployment

Blind Deployment represents an Encounter between two forces that had no idea the other was present, and now everything's gone sideways! During the Crew Deployment Phase, the player who deploys first is the Red player, and their opponent is the Black player. Each player draws a number of cards from a Fate Deck equal to the number of models in their Crew, of their color. For example, if the Red player's Crew has 7 models, they draw 7 Ram or Mask cards from their deck. Shuffle the red and black cards together to form a temporary deck. Starting with the Black player, each player draws a card from the top of the deck and places it face-down anywhere on the table, without looking at it, so that no cards touch. Once every card has been placed, flip them all face-up. Starting with the Red player, each player may deploy one model on any card of their color before removing that card from the table. Once every model has been placed, the rest of deployment is handled as a Standard Deployment (see p. 65) for the remainder of the game — in particular, players must still choose their Deployment Zone, even if none of their models are actually in it (since some game mechanics refer to a player's Deployment Zone).

Determine the Strategy

During this step, randomly determine which player will be the Attacker and which will be the Defender. Each player's role affects their objectives under the chosen Strategy. Then make a Flip using the table below to choose the Strategy:

ValueStrategy
1Escape
2Reconnaissance
3Evidence Destruction
4Mystic Ritual
5Turf War
6Heist
7Claim Jump
8Escort
9Search
10Squatters
11Treasure Hunt
12Supply Wagon
13Sabotage
JokerFiesta + redraw

The numeric value of the Flip determines the Attacker's Strategy. These are described in this chapter. Each description explains how the Attacker's VP are calculated, along with any special rules that apply. The Suit of the Flip determines the Defender's Strategy. Every Strategy has four paragraphs in its description, one per Suit, explaining how the Defender scores points under that Strategy. A player can score a maximum of 4 VP from their Strategy. Often, a Strategy offers multiple ways to score VP; in that case, the VP stack together as long as every requirement has been met. For example, Treasure Hunt awards the Attacker 3 VP if one of their models controls the Treasure Marker, and 1 VP if the Marker is in their Deployment Zone. If one of the Attacker's models controls the Treasure Marker while it's in their Deployment Zone, they score 4 VP.

Escape

One of the Attacker's Crew members has been taken prisoner — time to get them out of there! Setup: Before hiring their Crew, the Attacker places a 3"-square Cell anywhere within 3" of the center line. The Cell has Sz 4, is Impassable, and is Opaque. After hiring Crews, the Attacker notes the name of one of their models, a Master or Henchman, as the prisoner. The prisoner is not deployed at the start of the game. Special Rules: Any model in base contact with the Cell may take a (2) Interact Action to destroy it. When the Cell is destroyed, the Attacker places the prisoner's miniature within 1" of where the Cell stood. The prisoner may Activate normally during that Turn. Attacker Victory: The Attacker scores 4 VP if the prisoner is in their Deployment Zone at the end of the game. Defender Victory: The Defender's Strategy is determined by one of the following four victory conditions, based on the Suit of the card drawn:

  • Crows: The prisoner must be silenced. The Defender scores 4 VP if the prisoner model was killed or sacrificed by the end of the game.
  • Rams: Guard them at all costs. The Defender scores 1 VP at the end of every Turn after the first if the Cell is still in play.
  • Tomes: Make it look like an accident! The Defender scores 1 VP for each of their Scheme Markers within 3" of the Cell when it is destroyed. When the Cell is destroyed, remove all of the Defender's Scheme Markers within 3" of it. The prisoner then takes 1 damage for each Marker removed this way.
  • Masks: Get information out of them! Once during the game, one of the Defender's models, other than a Peon, within 1" of the prisoner, may take a (2) Interact Action with it to score 4 VP.

Reconnaissance

Setup: Divide the table into four equal quarters. Attacker Victory: At the end of each Turn after the first, the Attacker's Crew scores 1 VP if it controls 2 or more table quarters. To control a table quarter, a Crew must have the greatest number of models, excluding Peons, in that quarter. These models cannot be within 6" of the center of the table, nor partially on another table quarter. Defender Victory: The Defender's Strategy is determined by one of the following four victory conditions, based on the Suit of the card drawn:

  • Crows: Massacre. The Defender scores 1 VP at the end of every Turn after the first during which they killed or sacrificed two or more enemy models. At the end of each Turn after the first, the Defender scores 1 VP if the Attacker has no models left in play. This Strategy cannot score more than 1 VP per Turn.
  • Rams: Hold the ground! At the end of each Turn after the first, the Defender scores 1 VP if there are no enemy models within 4" of their Deployment Zone.
  • Tomes: Leave our mark. The Defender's models may take a (1) Interact Action with terrain features they are in base contact with. At the end of the game, the Defender scores 1 VP for each table quarter containing a terrain feature marked this way.
  • Masks: Let's hit their turf. At the start of the game, the Defender chooses a table quarter on the Attacker's side of the table. If the Defender controls the chosen quarter at the end of the game, they score 4 VP.

Evidence Destruction

There are things better off disappearing before people start asking questions. Setup: After choosing Deployment Zones, the Attacker places 3 30mm Evidence Markers on the table. One of these Markers must be placed in the Defender's Deployment Zone. All Evidence Markers must be placed in the Defender's half of the table, at least 4" from the center line and at least 8" from other Markers. Special Rules: Any model in base contact with an Evidence Marker may take a (1) Interact Action to destroy it and remove it from the game. Attacker Victory: The Attacker scores 2 VP if at least two Evidence Markers have been destroyed by the end of the game, and 4 VP if all three have. Defender Victory: The Defender's Strategy is determined by one of the following four victory conditions, based on the Suit of the card drawn:

  • Crows: Plant false evidence (who said it had to be real?). One of the Defender's models may take a (1) Interact Action while on the Attacker's half of the table to place a Falsified Evidence Marker in base contact with itself. At the end of the game, the Defender scores 1 VP for each Falsified Evidence Marker still in play.
  • Rams: Caught red-handed! Whenever an Evidence Marker is destroyed within the Defender's Leader's LoS, they score 1 VP. The Defender scores 1 VP if their Leader is still in play at the end of the game.
  • Tomes: Contain their power. If the Attacker has no Master or Henchman left in play at the end of the game, the Defender scores 3 VP. If the Defender's Leader killed or sacrificed at least one enemy Master or Henchman, score 1 VP.
  • Masks: Blackmail. At the end of the game, score 1 VP for each model, excluding Peons, within 1" of an Evidence Marker.

Mystic Ritual

Summoning ancient demons. Raising the dead. Ritual sacrifice. Quite the day. Setup: Place an Ancient Monument terrain feature (see p. 78) at the center of the table. Attacker Victory: At the end of each Turn after the first, the Attacker scores 1 VP if they have at least one Scheme Marker in base contact with the Ancient Monument, then remove all Scheme Markers in contact with the Monument. Defender Victory: The Defender's Strategy is determined by one of the following four victory conditions, based on the Suit of the card drawn:

  • Crows: Steal components. Once per Turn, if within 1" of an enemy Master or Henchman, a model that is neither a Peon nor a Minion in the Defender's Crew may take a (1) Interact Action targeting an enemy Master or Henchman to score 1 VP. If an enemy Master or Henchman is killed or sacrificed as a result of an Action or Ability of the Defender's Crew, they score 2 VP instead.
  • Rams: Guardians. At the end of each Turn after the first, the Defender scores 1 VP if they have at least two models, excluding Peons, in base contact with the Ancient Monument.
  • Tomes: Contain their power. If the Attacker has no Master or Henchman left in play at the end of the game, the Defender scores 3 VP. If the Defender's Leader killed or sacrificed at least one enemy Master or Henchman, score 1 VP.
  • Masks: Search their hideout. At the end of each Turn after the first, the Defender scores 1 VP if they have at least one model, excluding Peons, within 6" of the Attacker's Deployment Zone.

Heist

Simple. Effective. Lucrative. Unless it's clearly marked, it's not yours. Setup: After choosing Deployment Zones, the Attacker places 4 30mm Jewel Markers on the table. All these Markers must be placed in the Defender's half of the table, at least 4" from the center line and at least 6" from each other. Special Rules: Any Attacker model in base contact with a Jewel Marker may take an Interact Action to place the Jewel Marker on its Stat Card. If the model is removed from the game, place the Marker in base contact with it before removing the miniature. The model may attempt a (1) Interact Action to place the Marker in base contact with itself instead. Attacker Victory: The Attacker scores 2 VP if at least 2 Jewel Markers are on the Stat Cards of their Crew's models, or in their Deployment Zone, at the end of the game. They score 3 VP instead if at least 3 Markers meet these conditions. Defender Victory: The Defender's Strategy is determined by one of the following four victory conditions, based on the Suit of the card drawn:

  • Crows: Counterfeit. The Defender's models may take a (1) Interact Action while on the Attacker's half of the table to place a Forgery Marker in base contact with themselves. This Action cannot be taken within 4" of another Forgery Marker. At the end of the game, the Defender scores 1 VP for each Forgery Marker still in play.
  • Rams: Keep the loot. Score if the noted Marker is on the table with at least two Defender models within 2" of it.
  • Tomes: Contain their power. If the Attacker has no Master or Henchman left in play at the end of the game, the Defender scores 3 VP. If the Defender's Leader killed or sacrificed at least one enemy Master or Henchman, score 1 VP.
  • Masks: Search their hideout. At the end of each Turn after the first, the Defender scores 1 VP if they have at least one model, excluding Peons, within 6" of the Attacker's Deployment Zone.

Claim Jump

Special Rules: A model may take a (2) Interact Action to destroy all Claim Markers within 6" of itself, then place a new Claim Marker in base contact with itself. Attacker Victory: At the end of each Turn after the first, the Attacker scores 1 VP if there are more Claim Markers on the Defender's half of the table than on their own. Defender Victory: The Defender's Strategy is determined by one of the following four victory conditions, based on the Suit of the card drawn:

  • Crows: Massacre. The Defender scores 1 VP at the end of every Turn after the first during which they killed or sacrificed two or more enemy models. At the end of each Turn after the first, the Defender scores 1 VP if the Attacker has no models left in play. This Strategy cannot score more than 1 VP per Turn.
  • Rams: Watch what's ours. At the end of each Turn after the first, the Defender scores 1 VP if there is at least 1 Claim Marker on the Attacker's half of the table with at least two friendly models other than Peons within 2" of it.
  • Tomes: Stake out the Soulstone vein. At the end of each Turn after the first, the Defender scores 1 VP if there are at least two Claim Markers on the table's center line.
  • Masks: Search their hideout. At the end of each Turn after the first, the Defender scores 1 VP if they have at least one model, excluding Peons, within 6" of the Attacker's Deployment Zone.

Escort

Your Crew must escort an important model through this territory. Setup: After every model has been deployed, the Attacker places the Escorted model (on a 30mm base) in their Deployment Zone. Special Rules: The Escorted model is considered a friend of the Attacker's Crew and cannot Activate. It has the following stats: Df 6, Wp 6, Wd 10, Sz 2. The Escorted model ignores every game effect unless it is specifically targeted by an Offensive Action or an Interact Action. If targeted by an Offensive Action, the Escorted model takes damage normally, but ignores every other related effect (Push, Sacrifice, Conditions...). A model in base contact with the Escorted model may take a (1) Interact Action to move it up to 5" in any direction. Attacker Victory: The Attacker scores 4 VP if the Escorted model is on the Defender's half of the table at the end of the game. Defender Victory: The Defender's Strategy is determined by one of the following four victory conditions, based on the Suit of the card drawn:

  • Crows: The Escorted model must be silenced. The Defender scores 4 VP if it was killed by the end of the game.
  • Rams: Delay it at all costs. The Defender scores 4 VP at the end of the game if the Escorted model is still on the Attacker's half of the table.
  • Tomes: Contain their power. If the Attacker has no Master or Henchman left in play at the end of the game, the Defender scores 3 VP. If the Defender's Leader killed or sacrificed at least one enemy Master or Henchman, score 1 VP.
  • Masks: Get the information. Twice during the game, a Defender model other than a Peon may take a (2) Interact Action targeting the Escorted model to score 2 VP.

Search

Stealing a treasure is great. You still have to find it first. Setup: Before deploying Crews, the Attacker places two 30mm Search Markers anywhere in the Defender's half of the table. The Defender then places two Search Markers anywhere on the table. Each Search Marker must be marked to represent one of the four Suits: Rams, Crows, Tomes, or Masks. The Defender secretly draws a card and notes its Suit (redraw any Jokers). Attacker Victory: A model may take a (1) Interact Action while in base contact with a Search Marker to place it on its Stat Card. If the model is removed from the game, place the Marker in base contact with it before removing the miniature. At the end of the game, if the Search Marker whose Suit was noted is on the Stat Card of one of the Attacker's models, or in their Deployment Zone, they score 4 VP. Defender Victory: The Defender's Strategy is determined by one of the following four victory conditions, based on the Suit of the card drawn:

  • Crows: Massacre. The Defender scores 1 VP at the end of every Turn after the first during which they killed or sacrificed two or more enemy models. At the end of each Turn after the first, the Defender scores 1 VP if the Attacker has no models left in play. This Strategy cannot score more than 1 VP per Turn.
  • Rams: Protect the relic. At the end of the game, score 4 VP if the noted Search Marker has at least two Defender models within 2" of it.
  • Tomes: We need them all! At the end of the game, score 1 VP for each Marker that is not on the Stat Card of an Attacker model.
  • Masks: Get away with it. The Defender may reveal the noted Suit at any time. At the end of each Turn after the first, score 1 VP if the noted Marker is on the Stat Card of a Defender model, provided the Suit has been revealed.

Squatters (Story Version)

Being first can matter more than anything, sometimes. Setup: Place five Squatter Markers along the center line. One is placed at the center of the table. Then two more are placed 6" from the first, one on each side, and finally the last two are placed 6" from the table edges. Special Rules: Squatter Markers start the game unclaimed by either Crew. A model may take a (1) Interact Action to claim a Squatter Marker it is in base contact with. A Squatter Marker belongs to whichever Crew claimed it most recently; any earlier claim is cancelled by the new one. Attacker Victory: At the end of each Turn after the first, the Attacker scores 1 VP if they have claimed at least two Squatter Markers. Defender Victory: The Defender's Strategy is determined by one of the following four victory conditions, based on the Suit of the card drawn:

  • Crows: Massacre. The Defender scores 1 VP at the end of every Turn after the first during which they killed or sacrificed two or more enemy models. At the end of each Turn after the first, the Defender scores 1 VP if the Attacker has no models left in play. This Strategy cannot score more than 1 VP per Turn.
  • Rams: Hold the ground! At the end of each Turn after the first, the Defender scores 1 VP if there are no enemy models within 4" of their Deployment Zone.
  • Tomes: Let them guess. At the start of the game, the Defender notes a number between 0 and 5. If they have claimed that exact number of Squatter Markers at the end of the game, they score 4 VP. If they claimed one more or fewer, they score 3 VP, and 2 VP if they claimed two more or fewer.
  • Masks: It's ours. At the end of each Turn after the first, the Defender scores 1 VP if they have more models, excluding Peons, than the Attacker within 6" of the central Squatter Marker.

Treasure Hunt

Being first can matter more than anything, sometimes. Setup: Place a 30mm Treasure Marker at the center of the table. Special Rules: Any model in base contact with the Treasure Marker may take a (2) Interact Action to place it on its Stat Card. If the model is removed from the game, place the Marker in base contact with it before removing the miniature. If the model is moved by any means other than a Walk Action, place the Marker in base contact with the miniature before it moves. Attacker Victory: The Attacker scores 3 VP if the Treasure Marker is on the Stat Card of one of their models at the end of the game. The Attacker scores 1 VP if the Treasure Marker (or the model carrying it) is in their Deployment Zone at the end of the game. Defender Victory: The Defender's Strategy is determined by one of the following four victory conditions, based on the Suit of the card drawn:

  • Crows: Massacre. The Defender scores 1 VP at the end of every Turn after the first during which they killed or sacrificed two or more enemy models. At the end of each Turn after the first, the Defender scores 1 VP if the Attacker has no models left in play. This Strategy cannot score more than 1 VP per Turn.
  • Rams: Guards. The Defender scores 1 VP at the end of each Turn after the first if the Treasure Marker is on the table with at least two Defender models within 2" of it.
  • Tomes: Take a look. The Defender's models may take a (1) Interact Action while in base contact with the Treasure Marker. Score 1 VP at the end of each Turn during which a friendly model succeeded at this Action.
  • Masks: Set up camp. At the end of each Turn after the first, if the Defender has more models on the Attacker's half of the table than the Attacker has on their own, the Defender scores 1 VP.

Supply Wagon

Guns. Ammo. Credits. Corpses. Everything it carries has value. Setup: Place a 50mm Wagon Marker at the center of the table. This Marker has Sz 3, is Opaque, and is Impassable. Special Rules: At the end of each Turn, the Crew with the most models within 3" of the Wagon may move it 5", ignoring Difficult terrain. Attacker Victory: At the end of the game, the Attacker scores 1 VP if they have more models within 3" of the Wagon than the Defender. If the Wagon is entirely on the Attacker's half of the table, they score 2 VP. If the Wagon is in their Deployment Zone, the Attacker scores 1 VP. Defender Victory: The Defender's Strategy is determined by one of the following four victory conditions, based on the Suit of the card drawn:

  • Crows: Massacre. The Defender scores 1 VP at the end of every Turn after the first during which they killed or sacrificed two or more enemy models. At the end of each Turn after the first, the Defender scores 1 VP if the Attacker has no models left in play. This Strategy cannot score more than 1 VP per Turn.
  • Rams: Seize the wagon! At the end of each Turn after the first, before moving the Wagon, if the Defender has at least two models, excluding Peons, in base contact with it, they score 1 VP.
  • Tomes: Mined ground! Whenever the Wagon ends a move on top of one of the Defender's Scheme Markers, the Marker is removed and the Defender scores 1 VP.
  • Masks: Set up camp. At the end of each Turn after the first, if the Defender has more models on the Attacker's half of the table than the Attacker has on their own, the Defender scores 1 VP.

Sabotage

The easiest way to win a fight? Start fighting before the other side even knows there's going to be one. Special Rules: The Attacker secretly notes the name of one of the terrain features on the Defender's half of the table. A model in base contact with a terrain feature may take a (2) Interact Action to place a 30mm Sabotage Marker on it (whether or not it's the noted feature). A Defender model in base contact with a Sabotage Marker may take a (2) Interact Action to remove it from the game. Attacker Victory: At the end of the game, the Attacker scores 3 VP if there is a Sabotage Marker on the noted terrain feature. If the Attacker also has a Sabotage Marker on at least one other terrain feature, they score 1 additional VP. Defender Victory: The Defender's Strategy is determined by one of the following four victory conditions, based on the Suit of the card drawn:

  • Crows: Secret hideout. At the start of the game, place a 30mm Hideout Marker at the center of the table. At the end of each Turn after the first, if the Defender has more models, excluding Peons, within 6" of the Hideout than the Attacker does, the Defender scores 1 VP.
  • Rams: Hold the ground! At the end of each Turn after the first, the Defender scores 1 VP if there are no enemy models within 4" of their Deployment Zone.
  • Tomes: Contain their power. If the Attacker has no Master or Henchman left in play at the end of the game, the Defender scores 3 VP. If the Defender's Leader killed or sacrificed at least one enemy Master or Henchman, score 1 VP.
  • Masks: Set up camp. At the end of each Turn after the first, if the Defender has more models on the Attacker's half of the table than the Attacker has on their own, the Defender scores 1 VP.

Fiesta

When a Joker is drawn to choose the Strategy, players must take part in a Fiesta. A Fiesta is a situation where cold-blooded murder would be frowned upon — or worse. Maybe one Crew is trying to rob a saloon's safe without being noticed, or they're in the middle of a masquerade ball, or a Guild patrol is simply loitering nearby and drawing its attention could prove fatal. Whatever the situation, Crews will need to watch their behavior.

A Fiesta is played on top of another Strategy. After determining that a game will be a Fiesta, draw again on the Strategy table (ignoring any further Jokers drawn).

Special Rules. During a Fiesta, every model except Peons has access to the following Actions until one of them deals damage to an enemy model with an Offensive Action, which ends the Fiesta:

(1) Poisoned Wine: The target in base contact gains the Poison +1 Condition.

(1) Mingle: Target an enemy model within your LoS. Push your model a distance equal to its Ch directly toward the enemy. This Action cannot be taken if the model is engaged.

(2) What a Good Joke! (Red Joker): This Action can only be taken if the Fiesta was determined by drawing the Red Joker. Every model within a 4" pulse must make a Horror Duel of TN 12.

(2) Matching Outfits (Black Joker): This Action can only be taken if the Fiesta was determined by drawing the Black Joker. The target in base contact with a model sharing its name is killed.

Victory. The first Crew to take damage from an enemy Offensive Action scores 2 VP. The Strategy drawn alongside the Fiesta also provides its own victory conditions. During a Fiesta, players can score a maximum of 12 VP.

Choosing and Revealing Schemes

Instead of randomly determining a set of available Schemes, players may freely choose two Schemes from those described on page 68, while still carefully following every rule attached to them. In addition to the nineteen generic Schemes, players also have the option of choosing a Scheme specific to their Faction. A player may only take a Faction Scheme if it matches the Faction declared for the Encounter. For example, if a player declared the Guild as their Faction, the only Faction-specific Scheme available to them is the Guild's (in addition to the nineteen generic Schemes). Remember that a player must choose two different Schemes. Also remember that the maximum number of VP a player can score from a single Scheme is 3.

Victory. Determining the winner of a Story Encounter is done the same way as for a Standard Encounter (see p. 74).

Faction Schemes

The Schemes specific to each Faction are described below:

Guild (Muster). At the end of the game, the Crew scores 2 VP if it has more Minions and Enforcers (combined) than the opposing Crew. If this Scheme is revealed, the Crew scores 1 VP if it managed to score at least 1 VP from it.

Arcanists (Stockpile Power). At the end of the game, after calculating the VP earned from the Strategy and other Schemes, the Crew scores 2 VP if it has the most Scheme Markers still in play.

Resurrectionists (Spread Corruption). At the end of the game, this Crew scores 2 VP if there are at least two friendly Undead models and/or Corpse Markers entirely within each table quarter. Models and Markers straddling two table quarters do not count toward either. If this Scheme is revealed, the Crew scores 1 VP if it managed to score at least 1 VP from it.

Neverborn (Extermination). At the end of the game, the Crew scores 2 VP if it has more Masters and Henchmen (combined) than the opposing Crew. If this Scheme is revealed, the Crew scores 1 VP if it managed to score at least 1 VP from it.

Outcasts (For the Money). This Scheme must be revealed at the start of the game. No VP are scored from this Scheme. When this Scheme is revealed, add 4 Soulstones to this Crew's Pool. This can raise the Pool's total above the Crew's usual starting limit.

Gremlins (Resilience). At the end of the game, if the Crew has four or more models that have taken no damage, it scores 2 VP. If this Scheme is revealed, the Crew scores 1 VP if it managed to score at least 1 VP from it.

Ten Thunders (Vigilance). At the end of the game, if the Crew has at least two Scheme Markers within 6" of each Deployment Zone, the Crew scores 2 VP. If this Scheme is revealed, the Crew scores 1 VP if it managed to score at least 1 VP from it.

Linked Games

Sometimes two players may want to play a linked series of games, where the results of one affect the next. We call this a series of Linked Games, and this section gives a general overview of how to organize them.

Duration and Scope. These rules are designed for two players and five games.

Building Crews. During the first game, players hire their Crews normally. However, every following game must use the same Encounter size, and each player must use the same Leader. However, the Crew itself, its Upgrades, and its Pool may be changed normally between each game.

"Bookkeeping." It's important to keep track of the Victory Points each player earns after every game. At the end of the five Encounters, the player with the highest total VP wins. Also keep track of the Schemes each player selected. A player cannot select the same Scheme twice during a series of Linked Games.

Woe to the Losers! When a player wins a game, they must reap a benefit from it. Before the terrain-determination and placement phase, the winner of the previous game selects one of the following options.

Option 1: The winner of the previous game chooses to be Attacker or Defender after seeing the result of the Strategy Flip.

Option 2: The winner of the previous game chooses the type of unconventional terrain feature that will be used for the Encounter.

Option 3: The winner of the previous game selects the Attacker's Strategy (however, a Flip is still required to determine the Defender's Strategy, and the Attacker's choice is still random otherwise).

Option 4: The winner of the previous game selects the Defender's Strategy (however, a Flip is still required to determine the Attacker's Strategy, and the Defender's choice is still random otherwise).

Determining the Winner. At the end of the five games, the player with the highest total Victory Points is declared the winner.

Building Your Own Story

The rules presented in this chapter are meant to guide players and give them the tools they need to create their own stories. The Linked Games rules are just a framework — feel free to expand on them to create your own campaigns. Sometimes, when randomly drawing for a terrain feature or a Strategy, it can be hard to see how the pieces fit together. Still, you should have every tool you need to tell the story that matters to you. For example, do you want to write a scenario where both sides try to steal the cash from a rich man's saloon safe during a rowdy night? Play Treasure Hunt (p. 87), in a Saloon (p. 79), with the Fiesta rules (p. 89). More interested in an Encounter where Crews clash in a desperate struggle deep in the Bayou, racing to recover some ancient artifact? Play the Search Strategy (p. 86), in a Bog (p. 89), and maybe throw in a pinch of Carnivorous Plants (p. 79) for fun. In the end, the game belongs to the players, and this chapter was designed to give them everything they need to bring their games to life however they want. Don't hesitate to use what's here to build whatever you like.

Sometimes you have to fight to keep what's yours. Setup: Place a single Territory Marker at the center of the table. Attacker Victory: At the end of each Turn after the first, the Attacker scores 1 VP if they have at least two models, excluding Peons, within 6" of the Territory Marker. Defender Victory: The Defender's Strategy is determined by one of the following four victory conditions, based on the Suit of the card drawn:

  • Crows: Massacre. The Defender scores 1 VP at the end of every Turn after the first during which they killed or sacrificed two or more enemy models. At the end of each Turn after the first, the Defender scores 1 VP if the Attacker has no models left in play. This Strategy cannot score more than 1 VP per Turn.
  • Rams: On the front line. At the end of each Turn after the first, the Defender scores 1 VP if their Leader is within 6" of the Territory Marker.
  • Tomes: Let's claim their turf. The Defender's models may take a (1) Interact Action while within 1" of the Territory Marker, during any Turn after the first, to score 1 VP. This Action can only be taken once per Activation.
  • Masks: Search their hideout. At the end of each Turn after the first, the Defender scores 1 VP if they have at least one model, excluding Peons, within 6" of the Attacker's Deployment Zone.