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Malifaux

Malifaux Rulebook

Table of Contents

Table of Contents

  • Introduction
    • Summary of Play
    • What You Need
    • Terms
    • Rounding
    • Measuring
    • Random Determination
    • Timing
      • Math Order
    • Breaking the Rules
    • Rule Disputes
  • The Basics
    • What Makes a Model
    • Model Sizes
    • Friendly and Enemy Models
    • Controlling Models
    • Models in Play vs. Out of Play
    • Soulstones
    • Declaring a Target
    • Line of Sight
    • Attacks
    • Counters
    • Markers
    • Tokens
    • Game Effects
    • Stacking Effects
    • Area Effects
  • The Fate Deck
    • Card Values & Suits
    • Jokers
    • The Control Hand
    • Using Cards
    • The Discard Pile
    • Twisting Fate
    • Duels
    • Performing a Simple Duel
    • Resolving an Opposed Duel
  • The Game
    • The Turn
    • Draw Phase
    • Activation Phase
    • Closing Phase
    • Actions
    • General Actions
    • Specific Actions
    • Action Modifiers
    • Movement
    • Placement Effects
  • Combat
    • General Combat Actions
    • Melee Basics
    • Elevated Terrain and Melee
    • Ranged Basics
    • Strike Sequence
    • Strike Attack Sequence – Details
    • Firing Into Melee
    • Damage
    • Blasts
    • Healing
    • Preventing Wounds
    • Disengaging
  • Magic
    • General Magic Actions
    • Spell Basics
    • Spell Details
    • Casting Spells
    • Summoned Models
    • Transform
  • Morale
    • Terrifying →#
    • Falling Back
  • Terrain and Traits
    • Traits
  • Encounters
    • 1. Choose Encounter Size
    • 2. Choose Factions
    • 3. Choose Encounter Location
    • Terrain Setup
    • 4. Choose Deployment Type
    • 5. Determine Strategies
    • 6. Hire Crews
    • 7. Choose Schemes
    • 8. Deploy Crews
    • Varying Encounter Length
    • Determining a Winner
    • Locations
    • Outdoor Locations
    • Location Features
    • Complete Strategies List
    • Schemes List
  • Quick Reference
    • Common Abilities
    • Common Actions
    • Common Triggers
    • General Actions (available to all models)
    • Encounters (Quick Reference)

Introduction

Summary of Play

Before a game of Malifaux (called an Encounter) begins, players generate objectives (called Strategies) and may choose secondary objectives (called Schemes) and hire Crews. Players then deploy their Crews and let the conflict begin.

An Encounter consists of several game turns. During a turn, players draw their hands of cards (called Control Hands), which are used to change the outcome of game events such as attacks, spell casting, and so forth. Next, players determine who has the initiative, then alternate activating their models, expending Action Points to move, attack, cast spells, and so on. A turn ends after all models in play have had an opportunity to activate. Game turns continue in this fashion until the turn limit is reached. Players then total the Victory Points they earned (by completing Strategy and Schemes) to determine a winner.

What You Need

  • Malifaux Rulebook
  • 3' x 3' Playing surface
  • Malifaux Models and Stat Cards
  • One Fate Deck per player
  • Tape measure, or other measuring tool (marked in inches)
  • Terrain
  • Tokens, such as glass beads, for tracking game effects
  • Counters (30mm round bases) & Marker templates (base size varies)
  • Blast markers (50mm round bases)

Terms

From this point on in the rules, the first time you encounter a game term and its application, it will be listed in bold italics along with a corresponding entry in the index. Additionally, model Statistics, Action names, Talent names, and Spell names will be listed in bold.

Rounding

When the rules require you to halve a number, round up to the nearest whole number, unless you are halving distances; distances are not rounded.

Example: Half of 3 would be 1.5, which should be rounded up to 2.

Measuring

All distance measuring in Malifaux is done from the acting model's base edge to the affected model's nearest base edge. When measuring, a base is within a distance if any portion of its base is within or exactly at the indicated distance. A base is completely within a distance if the entire base is within that distance.

When measuring a model's movement, measure consistently using the same reference point on the model's base. The distance any part of the base travels cannot be further than the distance permitted for that move.

There is no premeasuring in Malifaux. You must declare an Action and spend the required Action Points prior to measuring the distance required for the Action. Distances are not rounded when halving them.

Random Determination

Any time players are asked to use a randomly determined order, each player flips the top card of his or her Fate Deck. The player with the highest card chooses first, followed by the other players, in descending order. If any ties occur, the players with tied values perform a re-flip.

Timing

Game effects follow a specific timing sequence.

  • Each sentence in an effect's description must be completed before moving to the next sentence.
  • If an effect causes another effect to activate while it is being resolved, pause the first effect, completely execute the newly triggered effect, and then return to the first effect at the point it was paused.
  • Effects end when indicated in their descriptions. If an effect does not list an end point, it ends during the Resolve Effects Step of the Closing Phase (see p.30). Resolve ending effects in the following order:
    • At the start of a Step end first.
    • During a Step end next.
    • End of a Step end last.
    • Multiple effects that end within the same Step end simultaneously.
  • Players should resolve effects occurring simultaneously in the following order:
    • Effects that must occur will occur before effects that may occur.
    • Resolve immediate effects first, then effects of the acting player, then by activation order of that player's models (p.31).
    • Any effects that are not controlled by either player, such as any terrain or environmental effects, are resolved last and affect models simultaneously. Players with multiple models affected always resolve the effects in an order of their choosing.

The majority of effects will end in the Closing Phase. The ending of effects occurs in a specific order: effects that end at the start of the Closing Phase end first, followed by effects that end during the Closing Phase, and finally effects that occur at the end of the Closing Phase occur last. Within each of these steps, effects end simultaneously. If an effect does not have an end listed, it ends during the Resolve Effects step of the Closing Phase.

Math Order

Modifiers should be applied in the following order:

  • First, Multiply/Divide.
  • Next, Add/Subtract.

Breaking the Rules

These rules are intended to be understood when taken as a whole. They create the framework upon which an individual model's rules are built. Because of this, when a model's specific rule or ability contradicts these core rules, follow the specific rule rather than the core rules. Part of the thrill of playing Malifaux is discovering interesting and entertaining options and combinations for your Crews. When the rules on two models directly contradict each other, a rule that says can overrides may, and a rule that says cannot will override can.

Rule Disputes

Malifaux is designed to be fun for all players. Everyone will win and lose at times, but you should be able to enjoy the game regardless of who wins. Occasionally, you and your opponent may disagree on the clear meaning of a rule, or during the course of play you may realize an Action could not have occurred (such as bringing a third model with the Rare 2 Characteristic into play). Usually, a quick discussion of the rule or situation in question will settle the issue (such as simply removing that third model from the game). When asked, provide the information and statistics for your models honestly, accurately, and quickly.

If a solution cannot be agreed upon, each player should flip a card from his or her Fate Deck. The player with the highest card determines the outcome. Re-flip if a tie occurs. The decision made for an issue applies throughout the entire game. After the game is over, take the time to talk about and decide how you want to handle the issue in the future.

The Basics

What Makes a Model

A model is any number of miniatures on a single base represented by a single set of statistics. For example, the Hoarcat Pride model consists of three Hoarcat miniatures on a single 40mm base. All models in Malifaux are defined by the following information (numbers refer to the labeled parts of a model's stat card).

1 - Name: The model's name.

2 - Faction: Which Faction the model belongs to. A model's Faction does not change during an Encounter, even if control of the model shifts to another player. There are five Factions in Malifaux: The Guild, Resurrectionists, Arcanists, Neverborn, and Outcasts.

3 - Type: Models in Malifaux are grouped into the following types: Masters, Henchmen, and Minions, which define their power level and role within the game.

  • Masters: Masters lead powerful Crews in pursuit of their goals.
  • Henchmen: A Master's aspiring lieutenant, a Henchman can lead its own Crew or join a Crew led by a Master. When leading a crew, Henchmen count as Masters for the purpose of effects, Strategies, and Schemes.
  • Minions: Minions are the pawns in a Master's or Henchman's schemes. They are treated with little regard and casually sacrificed in the pursuit of their leader's plans.

4 - Soulstone Cost: Generally, this number represents the number of Soulstones it costs the Crew to hire the model. Some models do not have a Soulstone Cost.

  • #: Number of Soulstones to hire
  • S: This model is Summoned into play (p.55) and does not have a Soulstone Cost
  • P: This model is Placed into play (p.38) and does not have a Soulstone Cost
  • –: This model is included in another model's Soulstone Cost

Masters do not cost Soulstones. Instead, they have a Soulstone Cache, which is added to a Crew's Soulstone Pool at the start of an Encounter. Also, when selected to lead a Crew, Henchmen do not cost Soulstones (p.71).

The number of a specific model a Crew can hire may also be limited. Rare # models are limited to the number (#) of copies of that model hired and/or in play at any time (p.71). A Crew may only have one copy of a Unique model hired and/or in play at any time (p.71).

5 - Characteristics: Models in Malifaux can have one or more Characteristics. The Characteristics listed below have additional rules associated with them. Other Characteristics have no additional associated rules but may be referenced by other game effects and abilities.

  • Construct: Models with the Construct Characteristic are non-living and are immune to Morale Duels (p.56).
  • Graverobber: When a living or Undead model is killed while one or more models with the Graverobber Characteristic are in play, replace the living or Undead model with a number of Corpse Counters equal to its base size: one for 30mm, two for 40mm, three for 50mm. These Counters can be picked up and used by models with the Graverobber Characteristic.
  • Henchman #: This is the Henchman Reserve. Henchmen leading Crews add the number (#) listed to their available Soulstones when hiring Crews (see Hiring, p.70). The Henchman # is also the maximum starting size of the Soulstone Pool if this model leads the Crew.
  • Insignificant: See Magic, p.50, Strategies, p.90, and Schemes, p.100.
  • Living: All models are living models unless another Characteristic states otherwise.
  • Mercenary: Mercenary models can be hired by any Faction. See Hiring, p.71, for the full rules on hiring Mercenaries.
  • Nightmare: Models with the Nightmare Characteristic are non-living models.
  • Object #: Models with the Object # Characteristic are non-living models. Reduce the number of Wd suffered by a model with the Object characteristic by the number (#) indicated, to a minimum of 1.
  • Scavenger: When a model with the Construct Characteristic is killed while one or more models with the Scavenger Characteristic are in play, replace the Construct with a number of Scrap Counters equal to its base size: one for 30mm, two for 40mm, three for 50mm. These Counters can be picked up and used by models with the Scavenger Characteristic.
  • Soulless: Models with the Soulless Characteristic are non-living models.
  • Special Forces (Group Name): Up to two models with the Special Forces Characteristic may be hired per Master. A Crew cannot contain models from more than one Special Forces group. Some models lift the two model hiring limit when included in a Crew, but the limit of one Special Forces group remains (see Hire Crews, p.72).
  • Special Forces (Doll): In addition to the standard Special Forces rules, Zoraida may hire any number of models with this Characteristic.
  • Special Forces (MS&U Asset): In addition to the standard Special Forces rules, Ramos may hire any number of models with this Characteristic.
  • Spirit: Models with the Spirit Characteristic are non-living models that can move through other models and do not block LoS. Spirits can move over and stop on impassable terrain. Spirits are immune to Morale Duels and suffer half damage from non-magical sources. When they are killed, Spirits do not leave Counters of any type.

6 - Statistics: A model's statistics (stats for short) represent its physical and mental strengths using numerical values and sometimes one or more associated suits.

  • Walk/Charge (Wk/Cg): Wk represents the distance, in inches, a model may cover when moving. A model may move up to its Cg in inches when taking the Charge Action. Models with a Cg of "—" may not take the Charge Action. The Walk and Charge stats cannot be reduced lower than 1 each unless an effect specifically states it is reduced to "–".
  • Height (Ht): How tall a model is in the game. A model's Height may affect Line of Sight (p.15).
  • Willpower (Wp): Represents a model's strength of will, determination, and self-control.
  • Casting (Ca): The model's ability to control the ever-present magical forces in Malifaux. Models use their Ca when casting spells.
  • Defense (Df): A model's ability to avoid being hit with a physical attack.
  • Wounds (Wd): The number of Wounds a model can suffer before being removed from the game.

7 - Weapons: A model's Weapons have their own stats, representing each Weapon's capabilities in the hands of that model. A Weapon's stats cannot be reduced lower than 0.

  • Name: The Weapon's name.
  • Range (Rg): A Weapon's Rg is the furthest effective distance, in inches, the Weapon can reach. Weapons are either melee or ranged (see Combat, p.39).
  • Combat (Cb): Cb represents a model's skill with that Weapon. A model's Cb may include associated suits. A model uses a Weapon's Cb when attacking with that Weapon.
  • Damage (Dg): Dg indicates the Weapon's damage-inflicting potential. Depending on the quality of a hit, a Weapon can inflict Weak, Moderate, or Severe damage.

Bash: All models have access to the melee weapon Bash with Rg 1, Cb 3, and Dg 0/1/2, even though it is not listed on their stat cards.

Modifying Statistics: Stat modifiers are bonuses or penalties applied to a stat when resolving a situation. Stat modifiers are listed as +/- # Stat, indicating how much to add or subtract from the stat. Add bonuses (+) to stats before applying subtracting penalties (-). A stat cannot be reduced lower than 0, and any modifier that would reduce it lower reduces it to 0 instead.

8 - Talents: Models in Malifaux can possess one or more Talents. Talents are divided into four categories: Abilities, Actions, Triggers, and Weapons.

  • Abilities: A model's Abilities are always considered active during the game unless otherwise indicated and are applied whenever called for in the rules. This includes Abilities that grant the model additional general or specific action points (AP), such as (+1) Fast, or (+2) Melee Master. These Abilities are listed in the model's Actions entry for ease of reference. See Actions, p.32.
  • Actions: Any specific Actions a model can perform in addition to the general Actions outlined on p.33. This also includes any AP-granting Abilities, such as (+1) Melee Expert.
  • Triggers: Triggers can be activated when the model meets the conditions for their use (see Triggers p.26). To help players remember which stats have Triggers, those stats are highlighted in the model's Faction color on the stat card. Triggers with a suit requirement "ghosted" gray instead of black indicate that the suit requirement has been met by a suit in that stat. (Note: Stats which have Triggers associated with them will be colored in the model description and on the model's Stat Card.)
  • Weapons: Any Talents or special rules the Weapon possesses are listed here.

9 - Spells: Models in Malifaux may possess one or more Spells. The front of a model's stat card provides abbreviated details for each Spell, while the Spell's full details are listed on the back (see Spell Basics, p.50). Spells with a suit requirement "ghosted" gray instead of black indicate that the suit requirement has been met by the suit in that model's appropriate stat.

Model Sizes

The space a model occupies on the table is indicated by two sizes: its Ht and base size.

A model's Ht represents roughly how tall it is on the battlefield and allows players to compare it to the heights of other models and terrain for Line of Sight purposes. The average model Ht is 2, roughly representing the height of a human.

All models are mounted on one of three base sizes: small (30mm), medium (40mm), or large (50mm), as indicated in the model's description. This represents the general ground area the model occupies. A model's base size is important as Line of Sight is drawn over its base. All models have the blocking and impassable traits, but do not provide cover (p.58).

Friendly and Enemy Models

Because different game effects can depend on a model's current alliance with its Crew, a model will be friendly to its Crew and an enemy of opposing Crews during an Encounter.

A model is friendly when:

  • It is under that Crew's Control
  • It was hired by a Crew and is currently under that Crew's control.
  • It was brought into play by a friendly model and is currently under that Crew's control.

A model is an enemy when:

  • It is currently under another Crew's control.
  • It was hired by another Crew and is currently under that Crew's control.
  • It was brought into play by an enemy model and is currently under that Crew's control.

Controlling Models

The player currently in control of a model makes decisions for that model. All cards played for that model are played from its controller's Fate Deck and Control Hand. Any Soulstones used by the model come from its current controller's Pool. Players begin an Encounter in control of all friendly models hired by the Crew. Models able to Summon, Place, or otherwise generate additional models cannot do so while controlled by an opposing player. Those effects are ignored while the model is under an opposing player's control.

Models in Play vs. Out of Play

During an Encounter, models are either in play (on the table) or out of play (not on the table). Unless stated otherwise, only models in play can be affected by game effects and game events.

Models sometimes begin an Encounter out of play or are removed from play during the course of the Encounter either by being killed, sacrificed, or buried. Killed and sacrificed models are removed from the game completely; that is, they cannot return to play unless a specific effect allows them to do so. Buried models, on the other hand, remain in the game even though they are not in play and can return to play during the Encounter.

  • Killed: Killed models are removed from play and the game and generate any applicable Counters (e.g. living models leave Corpse Counters when killed). Models are most often killed after they have suffered enough Wounds to reduce their Wd stat to 0 (p.44), but some effects state they kill a model outright. Models killed by an effect generated by another model count as being killed by that model for Strategy and Scheme purposes.
  • Sacrificed: Sacrificed models are removed from play and the game when they receive a sacrificing effect. Sacrificed models do not generate Counters when removed from the table.
  • Buried: Some models may begin an Encounter buried, or become buried by a Talent or Spell during the Encounter. While buried, a model is out of play, but still in the game and effects on the model, including Wd it has suffered or ongoing Spells, remain on it. A buried model unburies and returns to play when an effect allows it to do so.

Killed and sacrificed models count as casualties for Victory Point purposes (see Determining a Winner, p.73); buried models do not.

Soulstones

Malifaux's Soulstones possess several amazing properties, but predictability is not one of them. Soulstones are a major commodity in Malifaux and are used in a number of ways in the Malifaux game.

Soulstone Cost: Most models cost a certain number of Soulstones to hire, as represented by their Soulstone Cost (see What Makes a Model, p.9). This cost is deducted from the number the Crew has available to hire models at the start of an Encounter (see Hire Crews, p.70). Henchmen possess a Henchman Reserve that they can add to the number of Soulstones a Crew has available for hiring models when leading the Crew. See Encounters, p.70, for full rules on hiring models.

Soulstone Cache: Instead of a Soulstone Cost, Masters possess a Soulstone Cache which is a number of Soulstones the Master holds in reserve and adds to the Crew's Soulstone Pool after the Crew has hired its models.

Soulstone Pool: During an Encounter, each Crew has a communal Soulstone Pool, which is determined after hiring models (see Encounters, p.72). The Crew always has a Soulstone Pool even if the number of Soulstones currently in it is 0. Players discard Soulstones from their Soulstone Pool for any models they control and apply the relevant effects. There is no need to assign Soulstones to specific models, they are in the Pool and available to the entire Crew.

Using Soulstones: When the rules allow a player or model he or she controls to use a Soulstone, that player discards one Soulstone from his or her Soulstone Pool and resolves the effect. Most of the time this will be a model with the Use Soulstones Ability, but on occasion a model without the ability or the player discards the Soulstone.

Models with the Use Soulstones Ability can discard a Soulstone to flip and add an additional card during Duels (see Duels, p.26), and use them to prevent and heal incoming damage (see Combat, p.48). In addition, Crews can discard a Soulstone to re-flip their Initiative Flips (see The Game, p.31).

Once a Soulstone is discarded, it is removed from the game. A Crew's Soulstone Pool should be represented by markers such as glass beads, dice, or some other method that makes it clear to all players the number of Soulstones a player's Crew has remaining. All Masters and Henchmen have the Use Soulstones Ability unless otherwise noted in their descriptions.

Declaring a Target

When an effect requires a target, the following should be determined in order:

  • First, check that the item in question is in the targeting model's LoS.
  • Then, check for any special situations that may allow or prevent the item to be targeted.
  • Finally, check for Talents/Spells that may allow/prevent targeting.

If all of these factors allow the item to be targeted, then the model can declare that item as the target. Measure range to the target. If the target is within the effect's range and meets the above requirements, it is considered a legal target of the effect.

Line of Sight

A model's Line of Sight (LoS) represents what it can see on the table. When determining if a model has LoS, always remember:

  • Models do not have a specific facing; they can see in any direction at any time.
  • All items in play have a base. Models are mounted on 30mm, 40mm, or 50mm round bases (p.12). Counters are 30mm round bases, while a Marker's base size may vary (p.18). The area of table space a piece of terrain takes up is its base (see Terrain, p.58).
  • LoS is not "one-way". If a model has LoS to its target without the aid of Talents or Spells, then the target has LoS to the model as well.
  • Models always have LoS to themselves.

Determining LoS: When drawing LoS to an item, the line is drawn from a "top down" view over the bases rather directly to the physical bases themselves. LoS is determined using both the location of an item's base on the table as well as the item's Ht rather than simply whether the model can "see" the target's physical base or not. When a model attempts to draw LoS to a target, one of three conditions must exist:

  • The model has full LoS to the target when no straight line drawn between the model and the target crosses an intervening item.
  • If one or more, but not all, straight lines drawn from the model to the target cross an intervening item, then the model's LoS will be obstructed. The model can see its target, but the target will receive cover (see p.41) against the model's ranged attacks if the target is within 1" of the intervening base. If the intervening object has the obscuring trait, the target receives soft cover; if it has the blocking trait, the target receives hard cover.
  • If all straight lines drawn from the model to the target cross an intervening item, the model's LoS will either be obstructed, as above, or blocked depending on the Ht of the model, the target, the intervening item, and whether the intervening item has the blocking or obscuring traits (see below). A model cannot see its target if its LoS to the target is blocked.

Blocking Trait:

  • If all the lines drawn by the model cross any portion of an intervening base with the blocking trait and that base's Ht is equal to or greater than both the model's and target's Ht, then the model's LoS to the target is blocked.
  • If the intervening base has the blocking trait and its Ht is less than the model's or target's Ht, or at least one line drawn by the model does not cross the intervening base, then the model has partial LoS to the target.
  • A model within 1" of an intervening base with the blocking trait may ignore any cover it would provide the target.
  • All non-Spirit models have the blocking trait, but do not provide cover.

Obscuring Trait:

  • Models can draw LoS up to 3" across an intervening base with the obscuring trait, but not entirely through the base.
  • Models on an obscuring base can draw LoS up to 3" to other models on that base.
  • If all the lines drawn by a model must be drawn across more than 3" of a base with the obscuring trait, or must be drawn entirely through the base and that base's Ht is equal to or greater than both the model's and target's Ht, then the model's LoS to the target is blocked.
  • If LoS is drawn 3" or less across a base with the obscuring trait, or if the base's Ht is less than both the model's and target's Ht, then the model has partial LoS to the target. If a model draws LoS to a target that is on a base with the obscuring trait, but the line drawn does not cross the obscuring base, the target still receives soft cover.

LoS and Elevations: When items are at different heights on terrain with the elevated trait, add the terrain's Ht to theirs when determining LoS. This type of elevated terrain (such as hills) is called sloped elevated terrain.

Players can choose to declare elevated terrain such as rooftops or plateaus flat elevated terrain rather than sloped.

Flat Elevations: Because it is difficult for a model atop a flat elevation to see targets below the following rules apply to flat elevations in addition to the standard elevated terrain rules above:

  • Flat elevations have the blocking trait.
  • Flat elevations have a shadow which extends out from their base a number of inches equal to their Ht.
  • A model on a flat elevation cannot draw LoS to a target below while that target is completely within the elevation's shadow, unless the Ht of the target is greater than that of the elevation.
  • A model below a flat elevation cannot draw LoS to a target on that flat elevation while the model is completely within the elevation's shadow, unless the Ht of the model is greater than that of the elevation.
  • If LoS between a model and target passes over 1" or less of a flat elevation the model or target is standing on, the model ignores the shadow.

Sloped Elevations: Sloped elevations do not interfere with LoS the same way that flat elevations do. Models can draw LoS to targets with lower Ht across any amount of sloped terrain; there is no maximum distance of sloped terrain LoS can be drawn across from a model or to a target on that terrain. Models still add the sloped terrain's Ht to theirs when determining what items they can see over and draw LoS to. Sloped elevations have the blocking trait.

LoS and Melee: A model with LoS, including partial LoS, to a target can declare melee attacks against that target. Models do not receive cover against melee attacks.

Attacks

Attacks can come from multiple sources:

  • Attacks with the melee icon are melee attacks, while attacks with the ranged icon are ranged attacks.
  • Spells with a melee/ranged icon in their Rg.
  • Spells that require a Resist Duel (see Magic, p.51).
  • Strikes with melee/ranged Weapons (see Combat, p.39).
  • Actions that inflict Dg or Wd on another model, or require an Opposed Duel.

Each of these is considered an attack, and their initiator the attacker. The defender of an attack is either the direct target when a target is required, or any models potentially affected by the attack. A model cannot attack itself unless the attack's description states that it affects friendly models.

Counters

All Counters in Malifaux measure 30mm, have an Ht of 0, and have the open trait. When the rules indicate a Counter is to be placed, it must be done in such a way that it does not overlap a model's base or overlap impassable terrain. However, a Counter can overlap other Counters.

A model touching or moving over a Counter can choose to immediately gain that Counter if it is eligible to do so. A model is eligible to gain a Counter if, at the time it gains the Counter, it has the appropriate Characteristic, or possesses a Talent or Spell that uses it.

Models may carry an unlimited number of Counters during the game. Likewise, an unlimited number of Counters may be stacked together on the table in the same place. Models may only use and/or discard Counters they currently carry or that are on the table if they have the appropriate Characteristic or a Talent or Spell that requires the Counter at the time its use is indicated. Models cannot discard Counters carried by other models unless otherwise indicated in the effect's description. A model cannot use any Counters it carries while under another player's control. When a Spell calls for discarding Counters, the model removes the appropriate number of Counters from the game.

Counters a model gains must be placed where it's clear they belong to that model. A model removed from the game while carrying Counters places its Counters in a single stack where it was removed from the game.

A model cannot voluntarily drop any carried Counters or pass them to another model unless a special rule allows it to do so. Models only drop Counters they carry when they are removed from the game. If a model loses the Characteristic, Talent, or Spell that allows it to use a type of Counter it carries, it retains all of that type of Counter; it does not drop them.

Markers

Sometimes players are required to use Markers to indicate events, locations, or other situations that may occur during the course of an Encounter. Unless otherwise indicated, Markers are placed just like Counters and are typically 30mm round bases (but can be larger). Markers possess one or more item traits, and can be moved through or occupied, but are not considered terrain.

A Marker remains in the game as long as it takes to resolve its effects; it may remain in play for the entire Encounter. A Marker can be picked up only when permitted by a specific rule.

Tokens

Tokens represent ongoing effects currently affecting a model, and should be placed near the model. Tokens are neither Counters nor Markers and do not count as being in play for game purposes. They only track effects, and can be represented by glass beads, very small rocks, or appropriately marked 30mm round bases.

The following Tokens have specific rules associated with them:

  • Blight Tokens: Whenever a model with one or more Blight Tokens suffers Wd, it suffers 1 additional Wd.
  • Burning Tokens: In the Resolve Effects Stage, a model with any number of Burning Tokens removes all Burning Tokens and either suffers 1 Wd or gains Slow (their controller's choice).
  • Poison Tokens: See the Poison # Ability, (p.116).

Game Effects

Effect is a game term referring to anything that changes a model's state. Some models are able to ignore or are immune to game effects (X). A model immune to or able to ignore X cannot be affected or modified by X when resolving the effect. Duels requiring X do not occur.

An effect can be directly referenced, such as: "Lifer: This model is immune to Morale Duels caused by Terrifying." Lifer indicates the model does not have to perform the Morale Duel required by Terrifying, regardless of its source.

A reference to an effect may have a broader application such as restricting an Ability, or only affecting or ignoring certain types of models, such as: "Perfect Machine: This model may choose to ignore any effect that targets Constructs." The effect here could be a Spell, a specific Weapon, an Ability, Trigger, etc. that specifically targets models with the Construct Characteristic.

Finally, multiple effects may be found in a single event. For example, a Spell may include several effects. The Lure Spell (spell effect) moves a model (movement effect) closer to the caster. If the model ends its move in the caster's melee range, the caster can make a melee attack against the model (melee effect).

Stacking Effects

Ongoing game effects:

  • Do not stack (apply their effects cumulatively) on a model if received from Talents or Spells with the same name unless indicated otherwise in their descriptions. Ignore additional applications of the same named effect to that model.
  • Do stack when listed as [name] +/-, such as Armor +1, even if they have the same name.
  • Do stack when received from Talents or Spells with different names.
  • Action modifiers with the same name do not stack (see p.34).

Immediate game effects:

  • Occur and are applied immediately.
  • Always stack with one another and ongoing effects.

Area Effects

The three effects below are collectively referred to as area effects. Area effects have a Ht as indicated in their descriptions below and can affect anything within their area that they have LoS to. When determining if an area effect can reach models on the other side of a piece of blocking terrain, if the area effect could 'see' over or around the blocking terrain it can affect those models within its area. See p.47 for diagrams of how terrain and area effects interact.

  • Aura (a#): The aura area effect represents an ongoing circular area around a target, extending from the affected base edge. All models within a number of inches equal to the aura's number (#), excluding the aura's originator, are affected for the duration indicated. Auras move with an affected model unless otherwise indicated in the description. When a model enters an aura's area or the area moves onto the model, that model immediately receives its effects. Likewise, when the model moves out of the area or the area moves off the model, it loses the effects. Auras are infinitely high unless otherwise noted in their descriptions.
  • Pulse (p#): The pulse area effect represents an immediate circular area around a model, extending from the affected base edge out a number of inches equal to the pulse's number (#). It simultaneously affects all models, excluding the pulse's originator, within a number of inches equal to the pulse's number (#). Pulses are infinitely high unless otherwise noted in their descriptions.
  • Blast (b): The blast area effect represents an immediate circular range of effect at a specific location. Place a round 50mm marker to represent the blast anywhere within the listed range, following any rules specific to the effect (ranged attacks must have LoS to the target, etc.). Additional blasts can be placed so that they extend further than the effect's listed range. If the blast effect targets a model, at least one of the blasts must cover a portion of the target model's base. If the effect indicates to place multiple blasts, each blast must be placed so that it is touching but not overlapping another blast. All models whose bases are touched by a blast are affected. All blasts have a Ht of 3. See p.46 for how blasts inflict damage on models and details on placing blasts.

The Fate Deck

Each player uses a deck of cards called the Fate Deck, or Deck, to determine the success of attacks and other Actions as well as any random events in Malifaux (that's right, no pesky dice ruining your Crew's lives). Everything from determining initiative to resolving attacks, damage, and spellcasting is determined by the cards in a player's Fate Deck. Each player needs their own Deck during the game. Players only use cards from their own Fate Deck, never from another player's. Cards in a player's Fate Deck, discard pile, and cards currently revealed and in play, are collectively called Fate Cards.

Wyrd Miniatures produces official Malifaux decks featuring the art of Malifaux, as well as decks for use with Wyrd's Puppet Wars game, which can be used interchangeably for Malifaux. Players without access to Malifaux or Puppet Wars decks can play Malifaux using a standard 54 card deck of playing cards as well. See below to convert standard card suits to Malifaux's suits.

Playing Malifaux with Standard Cards: Malifaux can be played with standard card decks composed of 54 cards in 4 suits and 2 Jokers if official Malifaux decks are unavailable. The table below shows the pairings of Malifaux card suits and standard deck suits. Aces have a value of 1, and the face cards – Jacks, Queens, and Kings – have a value of 11, 12, and 13, respectively. You will also need to mark one Joker Black and one Red if they are not already marked.

Malifaux SuitStandard Suit & Symbol
RamsHearts
CrowsSpades
TomesClubs
MasksDiamonds

Card Values & Suits

Each card has a value and suit printed on it. When the rules refer to a card's value, they are referring to the number printed on the card, while the Fate Cards without a number but showing a suit have a value of 1. Malifaux's magic is divided into four sources, or suits: Ram, Crow, Tome, and Mask, that are printed on each card.

Unless the rules indicate otherwise, always include both the value and suit of a card when it is being used.

Factions and Suits: The Factions in Malifaux identify with and draw their power from one of the four sources of magic. The following table lists the magic that each Faction is most commonly associated with and the suits that represent those magical influences.

FactionPreferred SuitSpheres of Influence
GuildRamsBuffs, Healing, Physical Damage, Willpower
ResurrectionistsCrowsArmor, Death/Decay, Debuffs, Undead, Wounds
ArcanistsTomesConstructs, Elements, Magic Damage, Magical Ability
NeverbornMasksControl, Deception, Defense, Speed

Jokers

The Red and Black Jokers represent magic at its highest point and lowest ebb.

Red Joker – The Red Joker has a value of 14 and the suit that its controlling player nominates when it is revealed. In addition, the Red Joker may be used in Duels even when the flip has one or more negative fate modifiers (see p.25). When making a Damage Flip with the Red Joker, it inflicts Severe damage plus an additional Damage Flip (see p.44). It also provides additional healing and damage prevention effects (see p.48).

Black Joker – The Black Joker has a value of 0 and no suit when it is revealed. The Black Joker must be used by a player when it is revealed, even if it is revealed with the Red Joker. Additionally, the revealing player may not Cheat Fate further. When making a Damage Flip with the Black Joker, it inflicts no damage (see p.44). Healing and Damage Prevention Flips with the Black Joker heal and prevent no damage (see p.48).

The Control Hand

The Control Hand, or Hand, represents how effective a Crew is at controlling the ebb and flow of magic in Malifaux. Cards in a player's Hand are called Control Cards and are drawn into the Hand from the Fate Deck. Control Cards can help Crews Cheat Fate to change the outcome of a Duel.

Maximum Control Hand Size: The maximum Control Hand size depends on the size of Encounter being played. For Scraps, the maximum number of Cards is 6; for Brawls, it is 7 (see Choose Encounter Size, p.62). During the turn, players can have more Cards in their Hands than the maximum, but they must discard down to the maximum Hand size during the Draw Phase (p.30).

Using Cards

Since the cards in Malifaux can affect the game in different ways, the rules make a distinction between drawing, flipping/re-flipping, Cheating Fate, and discarding them.

A card is considered to be in play from the time it is flipped from the Fate Deck or played from the Control Hand, until it is moved to the discard pile or back to the Hand or Deck.

Drawing: A player draws a Card by taking the top card from his or her Fate Deck and placing it in his or her Hand. Players can always look at these Cards as they are drawn. Cards in a Control Hand are called Control Cards.

Flipping/Re-flipping: A player flips a Fate Card by turning over the top card of his or her Fate Deck. A flipped Card's value and/or suit are applied immediately. Fate Cards are most often flipped to resolve game events, such as attacks or casting Spells, or to determine who has initiative each turn. Re-flip simply means to discard the current Fate Card in play and replace it with a new one. The number of cards a player flips may be increased due to fate modifiers (see below) applied to the flip. These modifier cards are flipped in addition to the initially flipped card.

Cheating Fate: Playing a Control Card from a Hand to replace the Fate Card in play is called Cheating Fate. All models can Cheat Fate but only when the rules allow them to do so. The played Control Card becomes the new Fate Card, and is placed on top of the previous Fate Card until the event is resolved. A model can Cheat Fate:

  • During a Duel (p.26)
  • During a Damage Flip (p.44)
  • When a specific rule allows

Discarding: Discarding a card moves it from a player's Fate Deck, Control Hand, or from play to his or her discard pile, face up, without applying its value or suit.

The Discard Pile

Players should keep their discard piles near their Fate Decks for easy access. All Cards in the discard pile should be face up, with the most recently discarded Card on the top. Players may not look through any discard piles, neither their own nor another player's, and cannot change the order of Cards in their discard pile.

After a game event in which a player used Cards is completed, immediately move those Cards to that player's discard pile, face up, in the order they were used with the last Card used on the top. If the event was a Duel, the Cards used during the Duel are placed into the discard pile in the same way as above when the Duel is completed. Until then, they should be stacked in such a way that the only Card(s) visible are the Cards that are currently active.

Running Out of Fate Cards: When a player needs to draw or flip a Fate Card and his or her Fate Deck is empty, the player picks up his or her discard pile, re-shuffles the Cards, and places them face down. This starts a new Fate Deck. Cards currently in play, or that currently reside in a Control Hand, may not be shuffled into the new Fate Deck. Players should always give their opponents an opportunity to cut the Deck after shuffling it for any reason.

Twisting Fate

Normally, players flip one card when a Card flip is required. Fate modifiers increase the number of cards flipped when resolving a game event and are indicated by a + for a positive fate modifier and a – for a negative fate modifier.

When a model is affected by one or more fate modifiers, total up the number of + (positive) modifiers, then subtract the total number of – (negative) modifiers to see how many additional cards to flip. The total number of additional cards flipped due to fate modifiers (whether positive or negative) can never be more than three, regardless of how many modifiers are applied. Remember: fate modifiers are cards flipped in addition to the initial card flipped.

After totaling up fate modifiers:

  • 0 (no + or – fate modifiers): Flip one Fate Card; this is the standard number of Cards flipped during an event.
  • +, ++, or +++ (one, two, or three positive fate modifiers): Flip one additional Fate Card per +. Choose one Card to use and place that Card on top of any other flipped Cards.
  • –, – –, or – – – (one, two, or three negative fate modifiers): Flip one additional Fate Card per –. Keep the lowest value Card to use and place that Card on top of any other flipped Cards. If the lowest value is tied between two Cards, the controlling player can choose which Card to keep. The player cannot Cheat Fate for this flip.

Jokers and Twisting Fate: Regardless of the number of Cards flipped, a player must choose to keep and use the Black Joker if it is flipped, even if the Red Joker is also flipped. If the Red Joker is part of a negative modifier flip, it may be still be used, even if it is not the lowest value card.

Duels

Duels are used to resolve most events during a game of Malifaux. There are two types of Duels: simple and opposed. A simple Duel is a Duel against a predefined target number (TN); an opposed Duel is a Duel against another model's total. During a Duel, each model involved has an opportunity to affect the Duel's outcome by Cheating Fate.

Triggers: Some models possess one or more Triggers which can be used during Duels. A Trigger consists of the stat it is connected to, as well as the suit(s) a model needs in its Duel total for its use. When the model is using the stat indicated in the Trigger in a Duel and has the suit(s) needed in its total, it can declare it is using the Trigger, applying the Trigger's effects as indicated in its description. A model can only declare it is using one Trigger during a Duel, regardless of the number of Triggers it possesses. If a Trigger allows the model to take additional Actions, those Actions do not cost AP (see Actions, p.32) to use. Paralyzed models may not declare Triggers. The effects of a Trigger are limited to the Action it is activated with. Additional models are not affected by the Trigger unless it is stated otherwise in its description.

Performing a Simple Duel

A simple Duel pits the model against a set target number (TN) and is listed as the stat vs. the TN (Stat → TN).

If a game effect requiring a simple Duel affects multiple models, the affected models perform the Duel in an order of their Controller's choosing. When more than one Controller has models affected, use the turn's activation order (p.31) to determine which Controller performs their models' Duels first.

1. Flip for Starting Duel Total. The model flips one Fate Card + one Fate Card per fate modifier (+ or –). If the flip had a positive modifier (one or more +), then the model chooses which of the flipped Cards to keep. If the flip had a negative modifier (one or more –), then the model must choose the lowest value Card. If one of the flipped Cards was the Red Joker, the player may choose to keep it regardless of fate modifier. If one of the flipped Cards was the Black Joker, the player must keep it regardless of any other Card flipped, including the Red Joker. Place the chosen Card on top of any other flipped Cards.

Starting Duel total = Fate Card's value and suit + stat value and any suits + applicable modifiers.

  • If the starting Duel total is equal to or greater than the TN and includes at least one of each suit in the TN, the model is winning the Duel. (Success)
  • If the starting total is less than the TN and/or is missing one or more of the suits in the TN, the model is losing the Duel. (Failure)

2. Change Starting Total or Pass. The model may use either or both options below, in the order listed, but can use each option only once. A model may choose not to use either option and move on to Step 3 instead.

  • Cheat Fate: The model performing the Duel may replace the flipped Fate Card with a Control Card from its Control Hand. Place the Control Card on top of any other Cards the model has in play. A model cannot Cheat Fate if it has a negative fate modifier or its current Fate Card is the Black Joker.
  • Use Soulstones: If the model has the Use Soulstones Ability, it may discard a Soulstone to flip a second Fate Card and add its value and suit to the Duel total. Place this card next to the Fate Card in play. If the Black Joker is flipped, it adds nothing to the total; it does not replace it. A model can Use Soulstones even if it has a negative fate modifier or its current Fate Card is the Black Joker.

3. Determine Final Duel Total. This is determined after the model has had an opportunity to change its starting Duel total.

Final Duel total = Fate Card value and suit (original or replacement from Cheating Fate) + stat value and any suits + applicable modifiers + value and suit of any Fate Card from Using Soulstones.

4. Declare Trigger. The model may now declare that it is using one Trigger that it has met the suit requirements for. The Trigger's description will indicate when its effects are applied.

5. Determine Success.

  • If the model's final Duel total is equal to or greater than the TN and includes at least one of each suit in the TN, the model has won the Duel. (Success)
  • Otherwise, the model has lost the Duel. (Failure)

6. Apply Duel Results. The results of winning or losing the Duel are applied as indicated by the Duel.

Resolving an Opposed Duel

An opposed Duel pits the acting model's stat against the opposing models' stats (Acting Model's Stat → Defending Model's Stat). It may not always be clear which model is the acting or defending model in an opposed Duel. When in doubt, remember that any time targeting is mentioned, the target is automatically the defender. If no target is required, or there is no acting model at the time, the acting model should be the model controlled by the current acting player, or the next player in the turn's activation order (p.31).

1. Flip for Starting Duel Totals. Each model flips one Fate Card + one Fate Card for each fate card modifier (+ or –) applied to its respective flips. If the flips had a positive modifier (one or more +), then the model chooses which of the flipped Cards to keep. If the flip had a negative modifier (one or more –), then the model must choose the lowest value Card. If one of the flipped Cards was the Red Joker, the player may choose to keep it regardless of fate modifier. If one of the flipped Cards was the Black Joker, the player must keep it regardless of any other Card flipped, including the Red Joker. Place the chosen Card on top of any other flipped Cards. In the case of both models having fate modifiers, the acting model must choose its card first.

Starting Duel total = Fate Card value and suit + stat value and suit + applicable modifiers.

Compare the models' starting totals. The model with the higher total is winning the Duel.

  • If the acting model has a higher total, or the totals are tied, it is winning the Duel. (Success)
  • The acting model is losing the Duel if its total is less than the defending model's total. (Failure)

2. Change Starting Totals or Pass. Starting with the losing model, each model may use either or both options below, in the order listed, but can use each option only once. A model may choose to pass and not use either option. If both models pass changing their totals, move on to Step 3 below.

  • Cheat Fate: The model may replace the flipped Fate Card with a Control Card from its Control Hand. Place the Control Card on top of any other Cards the model has in play. A model cannot Cheat Fate if it has a negative fate modifier or its current Fate Card is the Black Joker.
  • Use Soulstones: If the model has the Use Soulstones ability, it may discard a Soulstone to flip a second Fate Card and add its value and suit to the Duel total. Place this card next to the Fate Card in play. If the Black Joker is flipped, it adds nothing to the total; it does not replace it. A model can Use Soulstones even if it has a negative fate modifier or its current Fate Card is the Black Joker.

3. Determine Final Duel Totals. This is determined after both models have had an opportunity to change their starting Duel totals.

Final Duel totals = Fate Card value and suit (original or replacement from Cheating Fate) + stat value and any suits + applicable modifiers + value and suit of any Fate Card from Using Soulstones.

4. Declare Trigger. Starting with the model with the lower total, or the defending model if the totals are tied, each model may now declare one Trigger that it has met the suit requirements for. The Trigger's description will indicate when its effects are applied.

5. Determine Success.

  • If the acting model's final Duel total is equal to or greater than the defending model's final Duel total, it wins the Duel, and the defending model loses the Duel. (Success)
  • Otherwise, the acting model has lost the Duel and the defending model has won. (Failure)

6. Apply Duel Results. The results of winning or losing the Duel are applied to each model as indicated in the Duel's description.

Note: The model currently taking Action is referred to as the acting model, attacking model, or attacker. The model responding to the Action is referred to as the target model, defending model, or defender.

Example (Determining Duel Total): The following is how you would determine a Duel total when a player Cheats Fate and chooses to use a Soulstone during a simple Wp → 17 Duel. The model's statistic is 4Wp; it flips a 7 of Rams but decides to Cheat Fate, replacing it with a 12 of Masks from the Control Hand. The player decides to use a Soulstone to draw a Card; in this case a 4 of Masks and adds it to the total. The final Duel total is 20 of Masks and Masks (MMC), and the model succeeds in the simple Duel.

The Game

The Turn

A Malifaux Encounter consists of a number of turns in which players alternate activating models until both sides have activated their entire Crew.

Each turn is broken into 3 phases – Draw, Activation, and Closing – in which each phase is composed of an ordered sequence of required steps. Each phase and its steps occur in the specific order outlined below during every turn. Once a turn's Closing Phase is completed, the next turn begins. Effects ending during Steps do so as indicated in Timing, p.6.

Turn Sequence

  1. Draw Phase
    • A. Start Draw Phase Step
    • B. Discard Control Cards Step
    • C. Draw Control Cards Step
    • D. End Draw Phase Step
  2. Activation Phase
    • A. Start Activation Phase Step
    • B. Flip for Initiative Step
    • C. Alternating Activations Step
    • D. End Activation Phase Step
  3. Closing Phase
    • A. Start Closing Phase Step
    • B. Resolve Effects Step
    • C. Shuffle Fate Decks Step
    • D. End Closing Phase Step

Draw Phase

Each step in the Draw Phase is taken using the previous turn's activation order. On the first turn, skip steps A and B and start with step C of the Draw Phase.

A. Start Draw Phase: Any effects which indicate a start, occur, or end during the Start Draw Phase, respectively start, occur, or end.

B. Discard Control Cards: Players may discard any number of Control Cards from their Control Hands at this time.

C. Draw Control Cards: Players draw Control Cards until they reach the maximum Hand size for the Encounter size (6 for Scrap, 7 for Brawl) they are playing. If a player is already holding the maximum number of Cards, that player does not draw any cards. If a player has more Cards in his or her hand than the maximum, that player does not draw any cards and must discard Cards until he or she has no more than the maximum number of cards allowed in his or her Hand.

If this is the first turn, players simultaneously draw their Hands.

Game SizeMaximum Hand Size
Scrap6
Brawl7

D. End Draw Phase: Any effects which indicate a start, occur, or end during the End Draw Phase, respectively start, occur, or end.

Activation Phase

A. Start Activation Phase: Any effects which indicate a start, occur, or end in the Start Activation Phase, respectively start, occur, or end. If this is the first turn of the game, randomly determine which player resolves his or her effects first, then continue in the randomly determined order.

B. Flip for Initiative Step: Players now flip a Fate Card and compare the values; this is known as the Initiative Flip. If the Fate Card values are tied, no player has the option to use a Soulstone. All players re-flip.

If the Fate Card values are not tied, the player with the lowest Fate Card has the option to discard a Soulstone and re-flip the Fate Card. Once that player has made and acted on the choice to re-flip, the opponent with the next lowest total may then choose to discard a Soulstone and re-flip. The order to discard a Soulstone to re-flip the Fate Card is resolved in order from the player with the lowest Fate Card value to the player with the highest Fate Card value, until all players have had the option to re-flip. Each player has the option to reflip, even if they do not have any models with the Use Soulstones ability left in play.

After all players have had an opportunity to re-flip once, if any of the Fate Card values are tied, the players with tied values repeat the Flip for Initiative step from the beginning. If the Flip for Initiative step is repeated, all players again have the option to discard one Soulstone and re-flip once. The player with the highest value has Initiative for this turn and activates a model first.

C. Alternating Activations Step: Beginning with the first player, each player, from highest to lowest Initiative value, activates one model and uses all of its action points for the turn. This player order for activating models is called the turn's activation order. Players continue activating using the turn's activation order until all of their models in play have activated at least once during the turn.

If a player has models to activate, that player must activate one when it is his or her turn to do so. If a model is unable to take any Actions when it is activated, that model's controller simply passes activation to the next player in the activation order. If a player has no models left to activate but other players do, that player's activation turn is skipped. Each model may activate only once during a turn unless otherwise indicated by a model's ability. Turning your models' stat cards or marking them with glass beads or other Counters after they have activated is a good way to keep track of which models still need to activate.

D. End Activation Phase: Any effects which indicate a start, occur, or end in the End Activation Phase, respectively start, occur, or end.

Multiple Activations: When an effect allows a player to activate two or more models simultaneously, that player first states all of the models he or she is activating. Next, the player selects the first model in the group and activates it as normal, completing its entire activation before moving on to the next model, and so on, until all of the models acting simultaneously have completed their activations. Once the player has completed all of the activations, activation passes to the next player in activation order.

A model allowed to activate immediately by an effect does so before any other model activates, but after the current model's activation ends.

Closing Phase

The Closing Phase occurs after all models in play have been activated. Each step in the Closing Phase is taken in activation order.

A. Start Closing Phase Step: Any effects which indicate a start, occur, or end in the Start Closing Phase, respectively start, occur, or end.

B. Resolve Effects Step: All Action and Spell effects which do not indicate a duration end during this step.

C. Shuffle Fate Decks Step: Players collect their discard piles and shuffle them back into their Fate Decks. Cards in a player's hand are kept and not shuffled back into the Fate Deck.

D. End Closing Phase Step: Any effects which indicate a start, occur, or end in the End Closing Phase, respectively start, occur, or end. Any player with cards in his or her discard pile at the end of this Phase must reshuffle his or her Deck and discard as in C. above.

Actions

Action Basics: Each model receives two (2) general action points (AP) at the start of its activation. Some Triggers, Abilities, and game effects may increase or decrease the number of AP a model receives during its activation. In addition:

  • Action names appear in Bold, preceded in parentheses by the number of AP the model must spend to take the Action. If the model does not have the required number of AP available, it cannot take the Action. Unless stated otherwise, a model can take the same Action any number of times as long as it has the AP to spend.
  • Some Actions require zero AP, indicated by (0) preceding the Action. A model may only use one (0) Action during its activation. A model may only take (0) Actions during its own activation.
  • If a model performs an (all) Action, it is the only Action that model may take during its activation, including (0) Actions. A model cannot take an (all) and a (0) Action during a single activation. Additional Actions generated from Triggers may be used as normal when a model performs an (all) Action.
  • A model may not have any AP remaining at the end of its activation. If any AP are remaining, the model is considered to have taken the Pass Action with those AP.

General Actions

General Actions are common game Actions available to all models, unless otherwise indicated in the Action's description. Some general Actions are listed below while others are outlined in the appropriate chapters throughout this book (e.g. general combat Actions are listed in the Combat chapter). A model can spend general AP or the appropriate specific AP to take a general Action.

General Actions

  • (1) Heal: Models with Use Soulstone only. Discard 1 Soulstone. This model makes a Healing Flip (p.48).
  • (#) Interact: This model spends the indicated number of Actions to Interact with the game table.
  • (1) Pass: This model does nothing for this Action.
  • (all) Scavenge: Scavengers Only. This model gains 1 Scrap Counter.

Specific Actions

Many Actions are only available to certain models and are listed in the model's description. These specific Actions list their AP cost before the Action name just like general Actions. Regardless of their source, specific Actions do not stack.

Specific Action Points: Some Abilities grant a model additional AP for specific Actions. These specific AP Abilities list the additional AP granted as a (+ or sometimes -#) in front of the Ability's name: (+1) Melee Expert, for example. These specific AP can be spent only on the Actions indicated in the description, and may not be combined with other AP, either general or specific, unless the Ability permits. Specific AP are added to a model's available AP at the beginning of its activation, or when noted in the Ability's description and can be spent along with general AP in whatever order its controller chooses. A model does not have to use a Pass Action for any unused specific AP. Unused specific AP are lost at the end of the model's activation. Regardless of their source, specific AP with the same name do not stack.

Action Modifiers

The four game Abilities that increase or decrease the number of general AP a model receives during its activation are collectively called Action modifiers. Action modifiers with the same name do not stack.

  • (+1) Fast: This model receives 1 additional general AP during its current or next activation, whichever comes first.
  • (-1) Slow: This model forfeits 1 general AP during its current or next activation, whichever comes first.

If a model affected by Fast gains Slow, or vice versa, the two cancel each other out and both effects are removed. A model is not affected by both Fast and Slow at the same time.

  • Paralyzed: A model gaining Paralyzed during its activation loses any remaining AP and its activation immediately ends. If the model gains Paralyzed outside of its activation, it forfeits its next activation. While Paralyzed, a model has no melee range, cannot take any type of Action, cannot activate Triggers, and cannot react to disengaging models. A Paralyzed model does not make a fall back move when it loses a Morale Duel, but does rally as normal (Morale, p.56).
  • Reactivate: This model may activate a second time this turn during the normal activation sequence. A model may only activate a second time through Reactivate once per turn.

If a model affected by Reactivate gains Paralyzed, or vice versa, the two cancel each other out. A model is not affected by both Reactivate and Paralyzed at the same time.

Movement

During the course of an Encounter, models will change their positions on the table through one of the following types of effects: movement effects (see Movement Effects below), placement effects (see Placement Effects below), or summoning effects (see Summoning, p.55).

When a player is allowed to control an enemy model's movement due to a game effect such as a Spell, that player can move that model in any legal direction he or she chooses, including walking it off a cliff or into bubbling lava if such a move would be legal for the model to make.

Movement Effects: When measuring a model's movement, measure consistently using the same point on the model's base. A model's base is not allowed to pass over another model's base as it moves nor is a model allowed to end its move on top of another model's base. If a model's base does not fit through a gap between model bases and/or terrain, the model must find an alternate path or stop its movement at the point where it can no longer pass. The distance a model can move may be affected by terrain (p.58).

Any time the model takes the Walk, Charge, or Jump Actions, is moved using its Walk/Charge stat, is Pushed, or falls back (see Falling Back, p.57), it is being affected by a movement effect.

Models forced to move:

  • Toward / away from something (another model, a specific point, table edge, etc.) must move by the shortest route. A model moving in this manner cannot end the movement further (for toward) or closer (for away from) from the thing than it began. However, the model may move in such a way as to avoid any terrain or impassable items.
  • Directly toward / away from something move as far as the effect requires in a straight line. Models will stop this move if they come into contact with other intervening models or terrain they could not move through or over.

Climbing: A model can climb any vertical surface with the climbable trait at any time when moving (p.58). The model moves 1 Ht for every 2" of movement it spends. If the model ends its activation short of the top or bottom, mark the model's height with a marker indicating how high it is.

Movement Penalties: Movement penalties may apply when a model uses a movement effect. All penalties to movement are cumulative, but a model's Wk/Cg cannot be reduced lower than 1/1, unless an effect specifically reduces the stat to "-" (Terrain, p.58).

Terrain TypePenalty
SevereMovement through severe terrain costs double the distance moved.
ImpassableCannot enter
HazardousSuffer damage (p.59)
ClimbableMovement up or down climbable terrain costs 2" per 1 Ht.

General Movement Actions

(1) Walk: This model moves up to its Wk in inches. This may be in any direction and does not need to be in a straight line. A model may Walk into melee combat if it chooses.

(2) Charge: This model may take the Charge Action if it has a target model within its LoS, which is not already in its melee range. The charging model must move up to its Cg in a straight line toward the target, making every effort to end the move with the target in melee range. The model must obey the normal rules for movement including movement penalties and disengaging Strikes. At the end of the Charge move, if the target is in melee range, the model immediately makes a melee Strike with one of its melee Weapons and receives + on its Damage Flip for that attack. If the target of the Charge is out of melee range at the end of the model's move, the Charge Action ends immediately.

(2) Jump: The model can either move 1/2 of its Wk distance horizontally and can move over gaps, or the model can move up to 1/2 of its Wk distance from a higher elevation to a lower one, or vice versa, without suffering damage.

Pushes: When a game effect Pushes a model, it is moved the distance indicated by the effect causing the Push. Pushes are move effects and are affected by movement penalties, but do not generate disengaging Strikes.

When a game effect indicates that a model should be Pushed to within a specific distance of something, it is Pushed, ignoring Movement Penalties, to that specific distance of something. If a game effect indicates that a model should be Pushed to completely within a specific distance of something, the model is Pushed, ignoring Movement Penalties, until the entire base is within that distance. If the entire base does not fit within that distance, the Push cannot be made.

Flying Models: Models with the Flight Ability move over terrain without penalty and over other models but cannot end their movement in or on impassable terrain or another model's base.

Models with the Float Ability move over terrain without penalty and over other models, and can end their movement over impassable terrain but cannot end their movement over another model's base.

Models with the Flight or Float Ability ignore enemy models' disengaging Strikes when moving except for disengaging Strikes from models whose melee ranges they began the movement within. These models also ignore vertical distances when moving and can be placed atop climbable terrain without moving a vertical distance.

Falling: If a model without Flight or Float is moved off an elevation by a game effect or elects to fall down from an elevation, place the model at the base of the elevation. A model falling at least 3" suffers a Damage Flip of 2/4/6 for each full 3" fallen. Total the Damage Flips and inflict that amount of damage on the model (Damage, p.44). These Damage Flips may not be Cheated. Models with bases overlapped by the falling model after it lands are Pushed away from the model's base in a direction of their controller's choosing until their bases are no longer covered by the fallen model.

Disengaging: During its activation, a model may wish to disengage from one or more enemy models by moving out of opposing models' melee ranges. A model can do so, but this disengagement may be blocked by an enemy combatant (Disengaging, p.48).

Placement Effects

A placement effect changes an in-play model's location on the table without using a movement effect to travel through terrain or other models, or brings a model that is not currently in play onto the table. A model's base must be placed where it can fit, and may not be placed so that any portion of it is further than the placement effect permits.

Any time the model changes its location on the table or is brought into play by Place, Replace, or Switch, it is affected by a placement effect.

Place: Place is a placement effect which requires a model to be Placed in a specific location. If the model is being Placed in base contact with another model, there must be room for the model to fit.

When a model is Placed in a new location, effects limiting the distance it may move immediately end. Unless stated otherwise, a model's base must be placed completely within any stated range.

Replace: Some placement effects require a model (or models) to Replace one another. When a model(s) Replaces another, place that model in base contact with the model it is replacing, then remove the replaced model from play. There must be room for the model to fit. Any effects on the model(s) being replaced are applied to all Replacing models, including any Wounds suffered, which must be divided as evenly as possible between them.

The Replacing model(s) continues the activation using any general AP the replaced model(s) had remaining. If there are not enough general AP to evenly divide between the Replacing models, their controller divides them as evenly as possible and decides which model receives any remainder. The Replacing model(s) can use their specific AP during this activation if any of the replaced models had not already used the same talent or spell. When multiple models replace a single model, they complete their activations using the simultaneous activation rules.

Switch: The Switch placement effect requires multiple models to exchange locations. When Switching models, each model is relocated to the other model's position and must cover as much of the other model's base area as possible. When a model Switches locations, effects limiting the distance it may move immediately end.

Combat

Malifaux games will usually be decided by a Crew's skill with bullets, blades, or claws. Combat is resolved using opposed Duels.

General Combat Actions

(1) Strike: The model (attacker) targets another model or piece of breakable terrain (defender) within range and performs an opposed Duel using the Combat (Cb) value of one of its Weapons against the defender's Defense (Df) value, shown as Cb → Df. A model must have a melee Weapon to make a melee Strike or a ranged Weapon to make a ranged Strike.

(1) Defensive Stance: This must be the first Action the model takes during its activation. Until the End Closing Phase, this model's Defense Flips receive ++ when defending in a melee or ranged attack Duel. The model also receives -2/-2 Wk/Cg until the End Closing Phase.

(2) Focus: The model performs a melee or ranged Strike. The Strike's Attack Flip and Damage Flip receive +. Weapons that require more than 1 AP to make a Strike cannot be Focused.

Melee Basics

  • All models have access to the melee weapon Bash with Rg 1, Cb 3, and Dg 0/1/2, even though it is not listed on their stat cards.
  • A model's melee range is the Rg of any of its melee Weapons.
  • A weapon with a range that includes the melee icon is considered a melee Weapon.
  • Models in range of an enemy's melee Weapon, or with an enemy model within their melee Weapon range, are said to be engaged in melee, or engaged. Models may check their melee range to confirm whether they are engaged with or engaging enemy models at any time.
  • A model making a Strike with a melee Weapon is making a melee attack and any modifiers that affect models making melee attacks apply.

Elevated Terrain and Melee

Models wishing to attack targets on elevated terrain determine their distance to the target as follows:

Flat Elevations:

  • Models attacking down a flat elevation add the difference between the target's Ht and the elevation's Ht to their distance to the target.
  • Models attacking up a flat elevation add the difference between their Ht and the flat elevation's Ht to the distance to the target.

Sloped Elevations:

  • Models attacking up or down sloped elevations determine distance to their target as normal.

Melee Modifiers

ModifierEffect
FocusAttacker's Attack and Damage Flips receive +.
ChargeAttacker's Damage Flip receives +.
Defensive StanceDefender's Defense Flip receives ++.
Paired WeaponAttacker's Attack Flip receives +.

Ranged Basics

  • A weapon with a range that includes the ranged icon is considered a ranged Weapon.
  • Models engaged in melee cannot make ranged attacks.
  • A model making a Strike with a ranged Weapon is making a ranged attack and any modifiers that affect models making ranged attacks apply.
  • Models without a ranged Weapon cannot make ranged Strikes.

Ranged Modifiers

ModifierEffect
Target in Soft CoverAttacker's Attack Flip receives –.
Target in Hard CoverAttacker's Attack Flip receives –. Target receives Armor +1.
Firing into MeleeDefender receives +1 Df for each enemy model it is engaged with.
FocusAttacker's Attack and Damage Flips receive +.
Defensive StanceDefender's Defense Flip receives ++.
Paired WeaponAttacker's Attack Flip receives +.

Strike Sequence

Models making a ranged or melee Strike use the Strike attack sequence.

Strike Attack Sequence

  1. Declare Target, then Check Range
  2. Strike Duel
    • a. Flip Starting Attack and Defense Totals
    • b. Change Starting Totals or Pass
    • c. Determine Final Duel Totals
    • d. Declare Triggers
    • e. Determine Success
    • f. Apply Duel Results

Strike Attack Sequence – Details

1. Declare Target, then Check Range. A model must be within the attacker's LoS to be declared the target of a Strike. If there are no targets within the attacker's LoS, the Strike fails. A model cannot target itself with a Strike.

Once a target in LoS has been declared the target of the Strike, ensure that the target is in range by measuring the distance between the two models. All range measurements in Malifaux are made from the attacking model's base edge to the closest point on the target model's base edge. If the distance is shorter than or equal to the attack's Rg, the target is in range; proceed to 2. Strike Duel below. Otherwise, the target is out of range, is not a legal target, and the Strike fails.

2. Strike Duel. Perform the Strike (Cb → Df) Duel. Some Strikes may use other stats for the attacker and/or defender and are indicated in their descriptions.

A. Flip for Starting Attack and Defense Totals. The attacker and defender each flip one Fate Card (Attack Flip and Defense Flip respectively) + one Fate Card for each fate card modifier (+ or –) applied to their respective flips. If the flip had a positive modifier (one or more +), then the model chooses which of the flipped Cards to keep. If the flip had a negative modifier (one or more –), then the model must choose the lowest value Card. If one of the flipped Cards was the Red Joker, the model may choose to keep it regardless of fate modifier. If one of the flipped Cards was the Black Joker, the player must keep it regardless of any other Card flipped, including the Red Joker. Place the chosen Card on top of any other flipped Cards.

Starting Duel total = Fate Card value and suit + stat value and suit + applicable modifiers

Compare the models' starting totals.

  • The model with the higher total is winning the Duel. If the totals are tied, the attacker is winning the Duel.

B. Change Starting Totals or Pass. Starting with the losing model, each model may use either or both options below, in the order listed, but can use each option only once. A model may choose to pass and not use either option. If both models pass changing their totals, move on to Step C below.

  • Cheat Fate: The losing model may replace the flipped Fate Card with a Control Card from its Control Hand. Place the Control Card on top of any other Cards the model has in play. A model cannot Cheat Fate if it has a negative fate modifier or its current Fate Card is the Black Joker.
  • Use Soulstones: If the model has the Use Soulstones ability, it may discard a Soulstone to flip a second Fate Card and add its value and suit to the Duel total. Place this card next to the Fate Card in play. If the Black Joker is flipped, it adds nothing to the total; it does not replace the original card. A model can Use Soulstones even if it has a negative fate modifier or its current Fate Card is the Black Joker.

C. Determine Final Duel Totals. This is determined after both models have had an opportunity to change their starting Duel totals.

Final Duel totals = Fate Card value and suit (original or replacement from Cheating Fate) + stat value and any suits + applicable modifiers + value and suit of any Fate Card from Using Soulstones

D. Declare Triggers. Starting with the model with the lower total or the defender if the totals are tied, each model may now declare one Trigger that it has met the suit requirements for. The Trigger's description will indicate when its effects are applied.

E. Determine Success. The difference between the attacker's and defender's totals is called the combat total.

  • If the attacker's final Duel total is equal to or greater than the defending model's final Duel total, it wins the Duel and hits the defender. (Success)
  • Otherwise, the defender wins the Duel and is not hit by the attack. (Failure)

F. Apply Duel Results. Any additional effects as a result of the Duel, such as Triggers, are applied as indicated in their descriptions.

If the attacker hit the defender with the attack, the attacker inflicts damage (see Damage below) as modified on the combat total modifier chart.

Combat Total Modifier Chart

If the combat total was...01-56-1011+
The attacker's Damage Flip receives...– ––No modifier+

Firing Into Melee

Models may make ranged Strikes and cast ranged attack Spells into melee combat. Because the combatants in a melee are not standing still during the fight, the attacking model may wind up hitting another target than the one it intended to. It could even hit an ally with this ranged attack.

The attacker declares the target of the ranged attack, and then flips one Fate Card for the target and each model in the target's melee range as well as any enemy model engaged with the target, regardless of LoS to those models. Flip two Fate Cards for models with a Ht of 3 or more. The model with the lowest value card becomes the new target of the attack. In the case of models tied for the lowest card, the attacking model may choose its target from those tied models.

Resolve the ranged attack as normal. The target receives +1 Df (or +1 to its Resist stat if resisting a ranged attack Spell) for each enemy model it is engaged with. If the attacker wins the Duel, the target is hit as normal. If the attacking model loses the Duel, the attack is a miss.

Damage

Models may suffer Damage (Dg) or Wounds (Wd) during an Encounter.

Incoming Damage, including any increases or reductions from Triggers or effects, is totaled, and then inflicted as Wounds on the recipient. A model can use a Talent or cast a Spell that inflicts Dg on itself as long as it is not targeting itself with an attack Spell.

Models may also suffer Wounds directly. Incoming Wd, including any increases or reductions from Triggers or effects, are totaled, and then inflicted on the recipient. Effects which increase or reduce Dg do not affect Wd inflicted directly, and vice versa. A model cannot use a Talent or cast a Spell that requires it to inflict Wd on itself if it would reduce its own Wounds to 0.

When a model suffers Wd, reduce its remaining Wd stat by one point for each point of Wd suffered. Models can only suffer as many Wounds as they have remaining, and can never be reduced to negative Wounds. A model reduced to 0 Wd will be removed from the game as killed unless an effect that could prevent the Wd or heal the model to 1 or more Wd is applied.

The Damage Flip: For most attacks, Damage is listed as three numbers separated by slashes. These numbers represent the severity of the damage (from left to right) as Weak, Moderate, or Severe. When making a Damage Flip, flip a Fate Card and compare its value (not the suit) to the Damage Chart below to determine the amount of damage the hit inflicted.

A model may Cheat Fate on a Damage Flip unless one or more – apply to the flip. Triggers declared during a Duel, or damage modifiers from game effects, are applied after a model has decided whether or not to Cheat Fate.

Jokers: When a Black Joker is flipped for damage, or played while Cheating Fate, the attacker must use it. If the Black Joker was flipped for damage, the model flipping it cannot Cheat Fate and the Damage Flip inflicts no damage.

When a Red Joker is flipped for damage, or played while Cheating Fate, it inflicts Severe damage plus a second Damage Flip's worth of damage. The combined total plus any additional damage modifiers is then inflicted. If the Red Joker is flipped as part of a Damage Flip with one or more –, the Red Joker can be selected instead of the lowest value Card. If the Card flipped after the Red Joker is the Black Joker, it adds no additional damage, but does not negate the Severe damage amount.

Damage Chart

If the value of the flip is...Black Joker1-56-1011+Red Joker
The damage is...No DamageWeakModerateSevereSevere + another Damage Flip

Blasts

When a Damage stat includes one or more blasts, whether any blasts are generated depends on the Damage Flip. Flip for damage as normal. If the flipped severity indicates one or more blasts, place the first blast covering a portion of the target model's base. Each additional blast must be placed so that it is touching but not overlapping another blast.

Any model, other than the initial target, touched by one or more blasts suffers damage one severity lower than what was inflicted on the target. Any additional effects suffered by the target, such as the effects of Triggers, are not suffered by the other models touched by the blast unless specifically stated otherwise.

If a Red Joker is flipped for damage, the defender suffers the total damage, but additional blasts are only generated off the Severe damage amount. Do not add blasts based on the additional damage Card flipped. Models touched by any blast generated by a Red Joker suffer Moderate damage.

Healing

Game effects that heal Wounds cannot raise a model's Wound total higher than its printed Wounds stat. Any Wounds healed over the printed stat value are lost. When an Ability or event calls for a Healing Flip, flip one Fate Card. This flip cannot be Cheated or added to by Soulstones. Compare the flipped card's value to the Healing Chart below to determine the number of Wounds the model is able to heal. When a model flips the Red Joker during a Healing Flip, it heals all Wounds previously suffered.

Healing Chart

If the value of the flip is...Black Joker1-56-1011+Red Joker
The # of Wd healed is...Nothing123Heal all Wd

Preventing Wounds

A model with the Use Soulstones ability can discard one Soulstone to prevent Wd it is about to suffer. Before the model suffers Wd, it discards a Soulstone and then flips one Fate Card (Prevention Flip), referring to the Wound Prevention Chart for the results. Reduce the number of Wd the model suffers by the amount listed in the chart. If the model flips the Red Joker, all Wounds it would have suffered are prevented. If the flip prevents more Wd than were incoming, the additional prevented Wd are lost; the model does not heal Wd previously suffered.

Wound Prevention Chart

If the value of the flip is...Black Joker1-56-1011+Red Joker
The # of Wd prevented is...Nothing123All Incoming Wd

Disengaging

Models cannot simply move past enemy models without risking an attack. To represent this, the moment a moving enemy model would leave a model's longest melee range, that model may interrupt the enemy's move and attempt to block it by making one melee Strike, called a disengaging Strike, targeting that enemy model. No Triggers can be declared by the blocking or moving model during this Strike. The Strike does not inflict Dg or Wd on the moving model if it hits. Instead, if the Strike is a hit, the Action of the disengaging model ends immediately. Models being Pushed, Placed, or Switched cannot be blocked when they leave an enemy model's melee range.

Magic

General Magic Actions

(#) Cast: This model spends the AP listed before the Spell's name and casts the Spell. Casting a (0) Spell counts as a model's (0) Action for its activation.

(2) Channel: This model Casts a (1) Spell. The casting receives + to both its Casting and any Damage Flips.

(1) Drain Souls: Leaders Only. Sacrifice up to three friendly models within 6", ignoring LoS. The Crew's Soulstone Pool gains one Soulstone for each model sacrificed. Each time a leader takes the Drain Souls Action, every non-leader model in the Crew receives a cumulative -1 Wp for the remainder of the Encounter. Models with the Insignificant Characteristic cannot be sacrificed by Drain Souls.

Spell Basics

  • Spells require LoS to their targets unless otherwise indicated in their description. Spells affecting more than one target do not affect targets outside the caster's LoS. Spells that generate an aura (a) or pulse (p) area effect, or affect all models within a certain range, do not require a target to cast.
  • A model casting a Spell with a melee or ranged icon in its Rg, or one that requires a Resist Duel, is casting an attack Spell.
  • Spells with a melee or ranged icon in their Rg are melee and ranged attack Spells respectively and follow the targeting rules for those types of attacks. Modifiers that affect melee or ranged attacks affect these Spells as well.

Spell Details

Spells are listed in the rules as follows:

(#) Spell Name (CC: # / Rst: # / Rg: #) Spell Description.

Spell Name: The name of the spell, duh.

(CC) Casting Cost: A spell's Casting Cost is the TN the caster needs to equal or exceed to successfully cast the Spell with a simple Ca → CC Duel.

(Rst) Resist Duel Required: If a Rst stat is listed for a Spell, when it is successfully cast any model that could be affected by it must win a Resist Duel (Stat → Final Casting Total) by exceeding the casting total or suffer the spell's effects. The Resist Duel occurs after the caster has completed its Casting Duel and successfully cast the Spell. Friendly models that could be affected by Spells requiring Resist Duels must resist as normal, but when determining final totals, can choose to tie the casting total and suffer the Spell's effects.

(Rg) Spell Range: A Spell's Rg is the furthest effective distance, in inches, the Spell can reach. Spells that target the caster have a range of C. Spells with a or p in their ranges follow the rules for Aura and Pulse effects respectively (p.20). Spells with a melee or ranged icon in their Rg are melee and ranged attack Spells respectively and follow the targeting rules for those types of attacks. Modifiers that affect melee or ranged attacks affect these Spells as well.

Spell Description: Describes the Spell's effects. This may include any additional casting restrictions such as special targeting rules, or additional requirements for casting the Spell. When a Spell lists additional casting requirements in the first line of its description, these requirements must be met during the Casting Duel or the Spell will fail. These requirements include: the caster suffering Wd, sacrificing/discarding Counters or Soulstones, sacrificing/killing friendly models (or the casting model), or others indicated as "AR: requirement."

Casting Spells

A model must win a simple Ca → Casting Cost Casting Duel to cast a spell. If the spell does not require a Resist Duel, apply the Spell's effects when a model wins the Casting Duel. If the spell requires a Resist Duel, after the acting model wins the Casting Duel, any models who would be affected must perform a Resist Duel against the casting total to resist its effects. The Spell's effects are only applied if the Resist duel is unsuccessful.

Casting Sequence

  1. Declare Spell and Target
  2. Casting Duel
    • a. Caster Flips Starting Casting Total
    • b. Caster Changes Starting Total or Passes
    • c. Caster Determines Final Duel Total
    • d. Caster Declares a Trigger
    • e. Caster Determines Success
  3. Resist Duels (if necessary)
    • a. Resisting Model Flips Starting Resist Total
    • b. Resisting Model Changes Starting Total or Passes
    • c. Resisting Model Determines Final Duel Total
    • d. Caster Meets Additional Requirements
    • e. Resisting Model Declares a Trigger
    • f. Resisting Model Determines Success
  4. Apply Spell Effects

1. Declare Spell and Target. The model declares the Spell it is casting, spends the required AP and meets any other requirements (such as discarding cards or suffering Dg or Wd), and nominates a target within LoS if one is required. Measure range to the target from the caster's base edge to the closest base edge of the target. If the target is not in the Spell's range, and/or if the caster cannot meet the Spell's additional requirements (if any), the Action fails.

2. Casting Duel. Once the target has been determined to be within range and LoS, perform a simple Ca → CC Casting Duel.

A. Caster Flips for Starting Duel Total. The caster flips one Fate Card (Casting Flip) + one Fate Card per fate modifier (+ or –). If the flip had a positive modifier (one or more +), then the caster chooses which of the flipped Cards to keep. If the flip had a negative modifier (one or more –), then the caster must choose the lowest value Card. If one of the flipped Cards was the Red Joker, the player may choose to keep it regardless of fate modifier. If one of the flipped Cards was the Black Joker, the player must keep it regardless of any other Card flipped, including the Red Joker. Place the chosen Card on top of any other flipped Cards.

Caster's Starting Casting Duel total = Fate Card's value and suit + Ca value and any suits + applicable modifiers

  • If the starting Duel total is equal to or greater than the Spell's Casting Cost and includes at least one of each suit in the CC, the caster is winning the Duel. (Success)
  • If the starting total is less than the Spell's Casting Cost and/or is missing one or more of the required suits, the caster is losing the Duel. (Failure)

Casting Modifiers

ModifierEffect
ChannelCaster's Casting and Damage Flips receive +.

B. Caster Changes Starting Total or Passes. The caster may use either or both options below, in the order listed, but can use each option only once. A model may choose not to use either option and instead move on to Step C.

  • Cheat Fate: The caster may replace the flipped Fate Card with a Control Card from its Control Hand. Place the Control Card on top of any other Cards the model has in play. A model cannot Cheat Fate if it has a negative fate modifier or its current Fate Card is the Black Joker.
  • Use Soulstones: If the caster has the Use Soulstones Ability, it may discard a Soulstone to flip a second Fate Card and add its value and suit to the Duel total. Place this card next to the Fate Card in play. If the Black Joker is flipped, it adds nothing to the total; it does not replace it. A model can Use Soulstones even if it has a negative fate modifier or its current Fate Card is the Black Joker.

C. Caster Determines Final Duel Total. This is determined after the caster has had an opportunity to change its starting Duel total.

Final Duel total = Fate Card value and suit (original or replacement from Cheating Fate) + stat value and any suits + applicable modifiers + value and suit of any Fate Card from Using Soulstones

D. Caster Meets Additional Requirements. If there are any additional requirements that must be met in order for the Spell to be cast, they must be met now or the spell immediately fails. These requirements are found in the first sentence of the Spell's description and include: the caster suffering Wd, sacrificing/discarding Counters or Soulstones, sacrificing/killing friendly models (or the casting model), or other requirements indicated as "AR: [requirement]."

E. Caster Declares a Trigger. The caster may now declare that it is using one Trigger that it has met the suit requirements for. The Trigger's description will indicate when its effects are applied.

F. Caster Determines Success.

  • If the caster's final Duel total (the casting total) is equal to or greater than the CC, includes at least one of each suit in the TN, and the caster has met any additional requirements for the Spell, the caster has won the Duel and has successfully cast the Spell. (Success)
  • Otherwise, the caster has lost the Duel and the Spell is not cast. If the Spell can be cast a limited number of times, this attempt does not count toward that limit. (Failure)

3. Resist Duels. A model must perform a simple Resist Duel (stat → caster's casting total) if it is affected by a successfully cast Spell with a Rst stat indicated. Resist Duels use only the casting total's value as a TN; suits in the casting total are ignored.

When a spell could affect multiple models, all potentially affected models perform Resist Duels in an order of their controller's choosing. When more than one controller has models affected, use the turn's activation order (p.31) to determine which controller performs his or her models' Duels first.

A. Resisting Model Flips for Starting Duel Total. The resisting model flips one Fate Card (Resist Flip) + one Fate Card per fate modifier (+ or –). If the flip had a positive modifier (one or more +), then the resisting model chooses which of the flipped Cards to keep. If the flip had a negative modifier (one or more –), then the resisting model must choose the lowest value Card. If one of the flipped Cards was the Red Joker, the player may choose to keep it regardless of fate modifier. If one of the flipped Cards was the Black Joker, the player must keep it regardless of any other Card flipped, including the Red Joker. Place the chosen Card on top of any other flipped Cards.

Resisting model's Starting Casting Duel total = Fate Card's value and suit + Ca value and any suits + applicable modifiers

  • If the starting Duel total is greater than the Spell's casting total, the resisting model is winning the Duel. (Success)
  • If the starting total is equal to or less than the Spell's casting total, the model is losing the Duel. (Failure)

B. Resisting Model Changes Starting Total or Passes. The resisting model may use either or both options below, in the order listed, but can use each option only once. A model may choose to not use either option and instead move on to Step C.

  • Cheat Fate: The resisting model may replace the flipped Fate Card with a Control Card from its Control Hand. Place the Control Card on top of any other Cards the model has in play. A model cannot Cheat Fate if it has a negative fate modifier or its current Fate Card is the Black Joker.
  • Use Soulstones: If the resisting model has the Use Soulstones Ability, it may discard a Soulstone to flip a second Fate Card and add its value and suit to the Duel total. Place this card next to the Fate Card in play. If the Black Joker is flipped, it adds nothing to the total; it does not replace it. A model can Use Soulstones even if it has a negative fate modifier or its current Fate Card is the Black Joker.

C. Resisting Model Determines Final Duel Total. This is determined after the resisting model has had an opportunity to change its starting Duel total.

Final Duel total = Fate Card value and suit (original or replacement from Cheating Fate) + stat value and any suits + applicable modifiers + value and suit of any Fate Card from Using Soulstones

D. Resisting Model Declares a Trigger. The resisting model may now declare that it is using one Trigger that it has met the suit requirements for. The Trigger's description will indicate when its effects are applied.

E. Resisting Model Determines Success.

  • If the resisting model's final Duel total is greater than the casting total, the resisting model has won the Duel and successfully resisted the Spell, avoiding its effects. This is slightly different than other simple Duels. Because the caster has already successfully cast the Spell, the resisting model's total must be higher than the casting total to successfully resist. (Success)
  • If the resisting model's final Duel total is less than or equal to the casting total, the resisting model has lost the Duel and suffers the effects of the Spell. The difference between the casting total and the resist total counts as the combat total for any effects (such as Damage Flips) which require a combat total. (Failure)

4. Apply Spell Effects. If the spell was cast successfully, apply the Spell's effects as indicated in its description.

Regardless of whether the spell was cast successfully and/or resisted, any additional effects, such as Triggers, are applied as indicated in their descriptions.

Summoned Models

Some game effects allow a model to be Summoned into the game. A Summoned model's base must be placed completely within 6" of the summoning model when it enters play. A model Summoned into base contact with another model must be placed in base contact with that model. A model cannot be Summoned if its base does not fit where it must be placed.

A Summoned model may activate during the turn it was summoned, but receives Slow (see p.34).

Models cannot Summon models, whether through Talents or Spells, while controlled by an enemy Crew.

Transform

Game effects may allow a model to transform into another model. When a model transforms, Replace the original model on the table with the new model. If there is not enough room for the new model, slide other models back until there is room. If the model still will not fit, the transformation fails. For voluntary transformations, the controller must have the correct model available to represent what is being transformed into. When forcing another player's model to transform, you must have the appropriate model available to represent its new form (unless that player has an appropriate model he or she would prefer to use).

The transformed model now uses the new model's statistic card but cannot use the new model's spells. Instead, the transformed model retains the spells of the original model. It is best to keep both models' cards next to each other to remind you what the model was before its transformation. The effect's description will indicate how the model's transformation ends, usually by taking a (0) Action if the transformation was voluntary. When the transformation ends, replace the new model with the original. Wounds suffered by and effects on the new form carry over to the original model.

Morale

A Crew member's strength of will often plays as important a role in a fight as their skill with a sword or pistol. In Malifaux, that strength of will can be challenged in a number of ways, some mundane, others supernatural in origin. These challenges are represented by the following morale rules.

Some game effects may influence whether a model falls back from the fight or battles on. These effects require the model to win a Morale Duel or fall back. Morale Duels are:

  • A simple Wp → TN Duel which states in its description that it is a Morale Duel, or
  • A Spell with a Wp Resist which states in its description that it is or counts as a Morale Duel.

In both of these instances, the model's starting flip is called the Morale Flip (in addition to it being a Resist Flip in the case of Spells).

A model which loses a Morale Duel is falling back (see below) in addition to any other effects it may suffer from losing the Morale Duel.

Remember: Even though a Morale Duel usually uses the Wp stat, Wp Duels are not always Morale Duels. For example, many Spells and Weapons target Wp without being Morale Duels.

Terrifying →#

Terrifying forces living models without the Terrifying Ability to make a Morale Duel when they:

  • Begin their activation in a Terrifying effect's range.
  • End an Action in a Terrifying effect's range.
  • Enter a Terrifying effect's range and do not have either the Flight or Float Ability.
  • Declare a Charge targeting a model with the Terrifying Ability.

The range of a model's Terrifying Ability is that Terrifying model's longest melee range.

If the model wins the Morale Duel, it ignores that Terrifying effect for as long as it remains in that effect's Terrifying range and the effect exists. If a Terrifying effect ends and later resumes, models within the range of the resumed effect will have to perform Morale Duels again.

Falling Back

A model that loses a Morale Duel or is affected by an effect that forces a model to fall back is falling back. It must immediately make a fall back move. Until the falling back model rallies (see below), its starting flips for all Duels other than Morale Duels receive –.

Fall Back Move: A model making a fall back move immediately moves double its Wk toward the closest table edge using the most direct route possible. This move is not considered to be an Action. During this fall back move, the model may choose to not intentionally move into an enemy model's melee range or into hazardous terrain if an alternate passable route exists. If the falling back model is engaged with the model that caused the lost Morale Duel, it falls back directly away from that model. Any disengaging movement by a falling back model can be blocked by enemy models. If the fall back move occurred during the model's activation, the activation immediately ends. Paralyzed models do not make fall back moves.

A model that cannot make a fall back move due to its position on the table does not move at all. If the model touches the table edge during the fall back move, it immediately stops. If the model was already touching the table edge when it was forced to make a fall back move, it is sacrificed instead. Any Counters carried by the model are removed from the game.

Rallying: A falling back model spends its next activation to rally. Until the end of that activation, the falling back model cannot perform any general or specific movement Actions and receives – to any Duels it must perform except for Morale Duels. After the end of the model's activation, it is no longer falling back, becomes rallied, and may continue to act as normal. Models passing their activation due to Paralyzed are rallied at the end of that activation.

Terrain and Traits

Adding terrain to the playing area is one way to enhance game play. In addition to making the game more visually appealing, terrain provides several tactical options for Crews to exploit. Try covering at least half of the playing area with terrain, but any amount of terrain is acceptable as long as all players agree on the setup. Story and tournament Encounters may require the placement of specific types of terrain; simply follow the Encounter's instructions in these cases (Encounters, p.62).

When laying out the terrain, all players should agree on what effects each piece of terrain will have during the game. This will help to avoid situations later in the game where you and your opponent may disagree as to whether that patch of brush provided cover or not.

Terrain, just like models, has both a Ht and a base. There is no standard base size for terrain because of the wide variety of terrain options available. Whatever area of the table the terrain piece's footprint covers is considered its base. A terrain piece's Ht should be agreed upon before the game begins, or use the actual piece's height in inches as a quick Ht stat if needed.

Unless it has the impassable trait, terrain can be occupied by other items; these will typically be models. Terrain may only be targeted by game effects that specify that they may target terrain.

Traits

Items in Malifaux possess one or more of the following traits.

Blocking: Terrain that blocks LoS. High walls and dense forests are examples of blocking terrain. Effect: See p.15 for the blocking trait's effect on LoS and cover.

Breakable: Components that can be knocked down or destroyed during an Encounter. Breakable terrain has a Hardness value from 1 to 10. Doorways, windows, walls, and terrain that the players agree upon as being able to be destroyed during an Encounter are breakable. Effect: Breakable terrain is divided into sections, each with a Hardness value. Small breakable sections, such as a door, have a single Hardness. Longer sections, such as the walls of a shack, have a specified Hardness for each 3" of length. Models may target breakable terrain with attacks. The attack on breakable terrain hits automatically; no attack Duel is required. When damaging Breakable/Targetable terrain, make a Damage Flip only (it may still be Cheated). Do not add blasts or perform any triggers. If the flip exceeds the section's Hardness, the section is destroyed and counts as severe terrain with a Ht of 0. Suggested Hardness: glass = 1, wood = 3, brick = 6, stone = 8, metal = 10.

Climbable: Vertical surfaces that allow models to locate themselves at various height levels on the surface. Ladders, vines, and ruined buildings are examples of climbable terrain. Effect: Models may move up and down climbable terrain. This movement costs double the distance moved.

Elevated: Terrain components that have a greater height than the general play area and permit models to stand atop them. Players should declare elevated terrain as either sloped (such as hills, and other slightly rising elevations) or flat (such as plateaus, bridge tops, and rooftops). Effect: See p.16 for how elevated terrain affects LoS.

Hazardous: Terrain components that cause damage to models moving through them. Acid pools or buildings set afire are examples of hazardous terrain. Effect: Models entering hazardous terrain flip for damage using the terrain type's damage stat. Use Dg 2/4/7 for all burning terrain, such as buildings and forest fires. Use Dg 3/6/killed for lava flows, acid pools, and other intensely deadly components. Models falling into deep chasms do not flip; they are automatically sacrificed. A model cannot Cheat the Damage Flip for hazardous terrain. Flying or Floating models ignore hazards unless players agree otherwise before the game begins. Models killed by hazards do not leave Corpse or Scrap Counters.

Impassable: Terrain that models cannot move through. Cliffsides, deep water, and high walls are examples of impassable terrain. Effect: Models cannot move into or through impassable terrain. Impassable terrain also has the blocking trait.

Obscuring: Terrain that reduces the effectiveness of a ranged attack. Building corners and low walls are examples of obscuring terrain. Effect: See p.15 for the obscuring trait's effect on LoS and cover.

Open: Open terrain gives no penalties to movement or ranged attacks. All terrain is considered open terrain unless otherwise agreed upon before the game begins. Effect: None. This is the default trait for areas of the table with no terrain.

Severe: An area that is generally difficult to move through and slows movement. Rubble, brambles, and mud are examples of severe terrain. Effect: Movement through severe terrain costs double the distance moved.

Structure: Structures are enclosed pieces of terrain, typically buildings of some sort. Effect: Structures have the elevated (and a Ht), impassable, and blocking traits. Structures also have one or more entrances and windows. Entrances do not have the impassable trait and are the only way a model can enter a structure through a movement effect. Models inside a structure move as if it was open terrain. Windows are impassable and blocking but have a Ht of 1. Structures may possess multiple levels and, if so, models inside the structure may move between levels as if the structure had the climbable trait. Entrances can require a (1) Interact to open or close doors if players wish.

Water: Water components that may affect a model moving through it, as indicated in the model's statistics. Rivers and ponds are examples of Water terrain. Effect: Severe (see above). Some models receive bonuses or penalties for being in water.

Encounters

To set up a Malifaux Encounter between two Crews, follow the Encounter Setup sequence below. Tournament or Story Encounters may change or ignore some of these steps. The goal of an Encounter of Malifaux is to have fun; players should feel free to ignore any of these steps when necessary. For example, if you do not have any terrain in your collection that would serve as a Gremlin Village, you may want to skip the random location generation step and simply play with the terrain you have.

Encounter Setup Sequence

  1. Choose Encounter Size
  2. Choose Factions
  3. Choose Encounter Location
  4. Choose Deployment Type
  5. Determine Strategies
  6. Hire Crews
  7. Choose Schemes
  8. Deploy Crews

1. Choose Encounter Size

Players begin by agreeing on the size of their Encounter. The Encounter size sets several factors in the Encounter: maximum Control Hand size, number of leaders per Crew, maximum starting Soulstone Pool size, and so forth. Once players have agreed on the Encounter size, they choose how many Soulstones they each have for hiring their Crews.

After deciding on an Encounter size and the number of Soulstones available to Crews, shuffle one Fate Deck and place it within easy reach of all players.

Encounter Size

ScrapBrawl
Soulstone Range1-5530-80
Maximum Control Hand Size per Crew67
Number of Leaders per Crew11-2
Maximum Starting Soulstone Pool Size per Crew810

2. Choose Factions

Once the Encounter size is determined, each player must choose a Faction. Players do not need to select which leader(s) within that Faction they intend to play or hire any Minions at this time. When a player is allowed to hire multiple leaders, each leader must belong to either the Faction chosen by that player or be able to work with the selected Faction or other leader(s) already hired by meeting each model's hiring restrictions.

3. Choose Encounter Location

From abandoned Ghost Towns and the inhospitable Badlands to the very streets of the City, Encounters in Malifaux can take place in any number of unique locations. Players may either agree to choose a location (based on the terrain they have available), or use the following method to randomly determine a location for the Encounter.

One randomly-determined player flips two Fate Cards. The value of the first flip determines whether this is an indoor or outdoor Encounter. The value of the second flip then tells the players what location the Encounter takes place in. Additional information about these locations can be found beginning on p.74, including suggested terrain and random events or locations that may appear in the location.

Encounter Location

FlipResult
Black JokerFlipping Player Chooses Location
1-8Outdoor Location
9-13Indoor Location
Red JokerNon-Flipping Player Chooses Location

Outdoor Encounter Location

FlipLocation
Black JokerFlipping Player Chooses Location
1Hag's Territory
2Gremlin Village
3Bayou's Edge
4Bogs
5Downtown
6Industrial Zone
7Slums
8Quarantine Zone
9Ruins
10Mine
11Pioneer/Ghost Town
12Badlands
13Mountains
Red JokerNon-Flipping Player Chooses Location

Indoor Encounter Location

FlipLocation
Black JokerFlipping Player Chooses Location
1Theater
2Sewers
3Arcanist's Lab
4Resurrectionist's Lab
5Guild Library
6Necropolis
7Guild Holding Facility
8Warehouse
9Research Facility
10Cave/Mine System
11Ancient Ruins
12Large Tavern
13Collapsed City Block
Red JokerNon-Flipping Player Chooses Location

Terrain Setup

Malifaux is a skirmish game where every model counts! You can't make it too easy for the enemy to draw a bead on you from halfway across the table, so be sure to stack the odds against him with smart placement of terrain.

Once the Encounter location is determined, lay out terrain. A minimum playing size of 3' by 3' (36" x 36") is required for an Encounter of Malifaux. Anything from the dining room table to a gaming board or mat will work well for players, as long as the playing surface falls into this size range.

It is recommended that each square foot of the battlefield have approximately two to four pieces of terrain measuring at least 3" X 3" each to create an engaging and entertaining Encounter. All players should agree on the placement and type of terrain used. Story and Tournament Encounters will specify terrain (and of what type) in their descriptions.

Special location terrain should be set up during terrain setup unless otherwise stated in the special terrain's description. Some Strategies and Schemes require additional items to be placed on the table as directed by their descriptions (under Setup). These items should be placed during the Deploy Crews step unless otherwise stated in their description. These items do not displace terrain already set up on the table unless placing them on the terrain would mean all models could not reach the items. If so, move the terrain to a location on the table agreeable to all players.

4. Choose Deployment Type

Once the terrain has been set up, players can either choose which deployment type they would like to use or randomly determine one player who then flips a Fate Card and refers to the chart below.

The dimensions included in the diagrams below are intended for the suggested 3' X 3' table size.

Deployment Chart

FlipDeployment
Black JokerFlipping Player Chooses from the Deployment Areas in the Deployment Chart
1-4Diagonal. Draw a line between two opposite table corners. Each Crew's Deployment Zone begins 12.5" from that line.
5-9Standard. Each Deployment Zone comprises a 6" deep section, running the entire length of the table, on opposite table edges.
10-13Corners. Deployment Areas are 12" x 12" squares in two opposite corners of the table.
Red JokerNon-Flipping Player Chooses from the Deployment Areas in the Deployment Chart

5. Determine Strategies

Now that the Encounter size, where it is located, and where the Crews will arrive have been determined, players now determine what their Crews are fighting over. Players agree on whether they are playing a Core or Expanded Encounter and then refer to the appropriate section below. Strategy descriptions and rules can be found in the Complete Strategies List starting on p.90.

All Strategies are public knowledge and should not be hidden from other players.

A Strategy's description includes its name, brief fiction, and some or all of the following:

  • Any required objects such as terrain features, Counters, or Markers under Setup.
  • Any required items such as terrain or Counters/Markers under Setup. These items are placed on the table before deploying Crews (p.73) or when indicated in their descriptions.
  • What victory points (VP) are available for the player or players completing the Strategy under Victory. When a player scores a Strategy, they score all victory conditions that apply.
  • All Markers are round 30mm bases, except when noted.

Core Encounter

The Core Encounter Chart is designed for players who wish to play a more competitive Encounter. These Strategies represent the core causes of conflict in Malifaux, and players will find that each Faction has the tools available to accomplish them, as well as to stop their opponents from accomplishing their own Strategies. If a Core Encounter is chosen, players shuffle their Fate Decks and each flip a Fate Card to determine their Strategy for the Encounter. Details for these Strategies can be found starting on p.90. If both players flip the same Strategy, use the Shared version of that Strategy. Details for Shared Strategies can be found starting on p.95.

Core Encounter Chart

FlipStrategy
JokersPlayer Chooses Strategy
1-2Treasure Hunt
3-5Destroy the Evidence
6-8Reconnoiter
9-11Claim Jump
12-13Slaughter

Expanded Encounter

Players wishing for a less predictable, more story-driven Encounter can use the Expanded Encounter Chart instead of the Core Encounter Chart. One randomly-determined player flips a Fate Card and refers to the chart below to determine whether Strategies are generated Individually, Shared, or as part of a Story Encounter.

Expanded Encounter Chart

FlipResult
JokersFlipping Player Chooses Type of Strategy (Individual, Shared, or Story)
1Story Encounter OR Each Player Flips on the Individual Strategies Chart
2-8Each Player Flips on the Individual Strategies Chart
9-12One Player Flips on the Shared Strategy Chart
13Story Encounter OR One Player Flips on the Shared Strategy Chart

Strategies Chart

FlipIndividualShared
Black JokerOpponent's ChoiceOpponent's Choice
1A Line in the SandShared A Line in the Sand
2Claim JumpShared Claim Jump
3Contain PowerShared Contain Power
4Deliver a MessageShared Deliver a Message
5Destroy the EvidenceShared Destroy the Evidence
6DistractShared Distract
7Escape and SurviveShared Escape and Survive
8Plant EvidenceShared Plant Evidence
9ReconnoiterShared Reconnoiter
10SlaughterShared Slaughter
11Supply WagonShared Supply Wagon
12Treasure HuntShared Treasure Hunt
13Turf WarShared Turf War
Red JokerPlayer's ChoicePlayer's Choice

6. Hire Crews

Once players have their Strategies set, they each decide on the best Crew to achieve their goals. Deduct a model's Soulstone Cost from the number of Soulstones available when it is hired. Players continue to hire models until the Soulstones run out or they choose to stop.

Remember, players who re-flipped for their Individual Strategies have one less Soulstone with which to hire models.

The following restrictions apply when hiring Crews:

General

  • A Crew may only include models belonging to the player's chosen Faction, models with the Mercenary characteristic, and models permitted to join the Crew through any other special hiring rules. Models hired by a Crew must meet all special hiring rule restrictions or they cannot be hired.
  • Models hired from outside the player's chosen Faction cost an additional Soulstone over their printed Soulstone Cost to hire.
  • A maximum of the indicated number of a Rare model may be hired by a Crew in a Scrap. Twice that number may be hired by a Crew in a Brawl.
  • A Crew cannot contain more than one copy of any Unique model it hires.
  • Only one version of each named Unique model may be in a Crew.

Leaders

  • In a Scrap, the player must choose one Master or a Henchman belonging to the chosen Faction as the Crew's leader.
  • In a Brawl, the player must choose either one or two eligible Masters as the Crew's leaders. At least one of these Masters must belong to the player's chosen Faction, but both must be able to work with the Faction and/or other Master. If the player chooses only one Master to lead the Crew in a Brawl, he or she may increase their Soulstones available for hiring models by 10.

Masters

  • Masters do not cost any Soulstones to hire.
  • Masters add their Soulstone Cache to the Crew's starting Soulstone Pool (see below).

Henchmen

  • When a Henchman leads a Crew in a Scrap, it costs 0 Soulstones to hire, just like a Master. Add the model's Henchman Resources bonus to the available Soulstones for hiring Minions. Henchmen cannot lead Brawl Crews.
  • A Crew led by a Henchman has specific hiring restrictions as indicated under the Henchman's Special Forces Leader Ability.
  • While leading a crew, a Henchman can be affected by anything that specifically affects Masters. Likewise, anything that cannot specifically affect a Master cannot affect a Henchman leading a Crew. A Henchman leading a Crew is considered a Master for Strategy and Scheme purposes.
  • When a Crew is led by one or more Masters, it can hire one Henchman per Master, deducting the Henchman's Soulstone Cost from the Crew's available Soulstones. These Henchmen must belong to the same Special Forces group. When included in Master-led Crews, a Henchman's Henchman Resources bonus is ignored.
  • A Henchman-led Crew's maximum starting Soulstone Pool is equal to its Henchman Resources bonus (see below).

Minions

  • A Crew may only include Minions belonging to the player's chosen Faction unless a special rule allows them to be hired from other Factions.
  • A player may hire as many Minions as the available Soulstones allow. Deduct the Soulstone Cost of each Minion hired from the Crew's available Soulstones.
  • Minions with the Totem characteristic must be connected to a Master or Henchman in the Crew when hired. A Master/Henchman can be connected to one Totem at a time unless their description states otherwise. When a Master/Henchman is removed from the game, any Totems connected to it are immediately sacrificed.

Mercenaries

  • A Crew may include up to two models with the Mercenary characteristic from any other Factions. Mercenaries from the player's chosen Faction do not count toward this total.

Special Forces

  • A Crew may include up to two Faction or Mercenary models with the Special Forces [Group Name] characteristic per leader in their Crew. A Crew may only contain Special Forces models from one [Group Name]. If a Crew contains a Henchman who belongs to a Special Forces [Group Name], the two Special Forces model maximum is ignored for that group, but the limit of one Special Forces group in your Crew remains.

Starting Soulstone Pool

After players finish hiring Crews, any remaining unspent Soulstones form the player's starting Soulstone Pool. Crews led by one or more Masters add their Soulstone Caches to the Soulstone Pool. The maximum starting Soulstone Pool is 8 for Scraps and 10 for Brawls. Crews led by a Henchman do not add any additional Soulstones to the Pool. The maximum starting Soulstone Pool size in a Henchman-led Crew is equal to that Henchman's Henchman Resources bonus. In either case, Soulstones over the Crew's maximum Pool are lost. After the Encounter begins, there is no Soulstone Pool maximum.

All players must reveal the models hired for their Crew, as well as the starting size of their Soulstone Pool at this time.

Encounter SizeMaximum Starting Soulstone Pool Size
Scrap8 (Master-led), Henchman Resource # (Henchman-led)
Brawl10

7. Choose Schemes

Schemes are lesser objectives your Crew can attempt to achieve during the Encounter and should be kept secret from opponents. Players can select a number of Schemes based on the Encounter size. Players are not required to select Schemes if they do not want them. Scheme descriptions and rules can be found in the Master Schemes List starting on p.100.

A Scheme's description includes its name, brief fiction, and some or all of the following:

  • Any limitations on who can choose the Scheme such as (Arcanists Only) or (Sonnia Criid Only).
  • Any required items such as terrain features, Counters, or Markers under Setup.
  • Any special rules that apply to the Scheme under Special. These items are placed on the table when indicated in the Scheme's description.
  • What victory points (VP) are available for the player completing the Scheme and whether or not it can be announced before the Encounter begins under Victory. When scoring a Scheme, score all victory conditions that apply. A Scheme's Announced VP are only scored if the player completes the Scheme and it was announced after Crews are deployed (see 8. Deploy Crews).
  • Players must state all details regarding the Scheme including any models or terrain nominated when it is announced (see below).
Encounter SizeTotal # of Schemes
Scrap0-2
Brawl0-3

Players may choose to select fewer than the maximum number of Schemes for their Encounter size. Each Scheme not selected adds 2 Soulstones to the player's starting Soulstone Pool.

When the Encounter begins, daring players can choose to announce any of their eligible Schemes to their opponents. These Schemes are worth the additional VP listed if completed.

Some Schemes require a player to nominate a terrain feature or model. Terrain features and models can only be nominated by one Strategy and one Scheme per player at any time. That is, if a player chooses multiple Schemes which nominate enemy models, each Scheme must nominate a different enemy model.

There are three types of Schemes available to players: General Schemes, Faction Specific Schemes, and Master Specific Schemes. When choosing Schemes, any number of them may come from General Schemes. Players may choose one of their chosen Faction's Faction Specific Schemes per leader in their Crew. A player may choose one Master Specific Scheme per Master in their Crew.

8. Deploy Crews

Before deploying Crews, players should place any additional items on the table required by Strategies/Schemes/special location terrain rules. After players have hired their Crews and any additional terrain or Counters/Markers have been placed, players shuffle their Fate Decks and each flip a Card. If the flip is a tie, re-flip. The player with the highest Card nominates a player who chooses one of the shaded deployment areas. That player then deploys his or her entire Crew within the area. The other player deploys his or her Crew in the remaining deployment area.

Announced Schemes can be revealed once the Crews are deployed. Starting with the player who deployed his or her Crew first, each player may select and announce their Schemes. All details of an announced Scheme, including any requirements (nominated models, terrain, etc), must be announced at this time. These Schemes and the player's Strategy remain public knowledge throughout the Encounter.

After all Crews are deployed, all players re-shuffle their Fate Decks and start the Encounter!

Varying Encounter Length

A standard Malifaux Encounter lasts 6 turns but may carry on even longer. At the end of turn 6, the player who activated the last model in the turn flips a Fate Card. If the Card value is a 10 or higher, play another turn, but increase the value needed to continue the Encounter on next turn's flip by one. The Encounter ends when the flip is less than the value needed.

Determining a Winner

At the end of an Encounter, players reveal all secret Schemes and add up the VP they earned for completing their Strategies and Schemes. When scoring a Strategy or Scheme, score all victory conditions that apply to you. A player can score a maximum of 8 VP in Scraps and 10 VP in Brawls. Any VP earned beyond the maximum are ignored. The player with the most VP is the winner. If players are tied for VP, the Encounter is a draw.

Locations

Each location entry, whether outdoor or indoor, begins with a brief description of the location, followed by a list of Suggested Terrain with which to populate an Encounter in that location. Consider terrain traits to apply to common terrain features and areas and agree upon these features before play begins (p.58). For example, in a Tavern, the indoor battlefield may have multiple tables and a bar. The table might occupy a 2.5" diameter area and players agree that each table is Ht 1, breakable (3), covering terrain. The tavern's bar would follow all the rules of an outdoor fence: Ht 1, blocking, severe terrain.

During terrain setup, after a player has flipped for the Encounter location, have another player flip a Fate Card and compare its value to the chosen location's corresponding Location Feature Chart. Depending on the flip, this can result in a special terrain feature with its own special rules being placed on the table and/or a special event occurring during the Encounter that may hamper or help the Crews in their struggle. When the Black Joker is flipped, flip two more cards and apply the values. If either of those flips are duplicated, re-flip one card.

Outdoor Locations

Encounters between Crews can occur just about anywhere. From the upscale streets of Downtown to the inhospitable Badlands, Malifaux provides a wide variety of settings in which Crews can settle their differences.

Hag's Territory

Because the Hag wanders the Bayou, just about any type of terrain is possible for Encounters taking place in her territory.

Suggested Terrain: sandbars (open, severe), forests, water terrain, elevated area.

FlipFeature
Black JokerFlip two more Cards
1-2Dark Omens
3-4Bog
5-7Ancient Structure
8-9Magic Nexus
10-11Mysterious Effigies
12-13Foggy
Red JokerPlayer's Choice from Hag's Territory list

Gremlin Village

These crude settlements can be found scattered throughout the Bayou, home to both Gremlins and their livestock.

Suggested Terrain: animal pens (soft cover), rubble (severe), huts or other structures (blocking and breakable), soggy patches of ground (severe), forests, water effects.

FlipFeature
Black JokerFlip two more Cards
1-2Disturbing Whispers
3-4Bog
5-7Creepy Structure
8-9Torrential Rains
10-11Dead Zone
12-13Scrap Pile
Red JokerPlayer's Choice from Gremlin Village list

Bayou's Edge

The area marking the border of the Bayou separates the swamp from nearby towns and hills. Often foggy and rainy, this creepy area has its abandoned buildings as well as forested wilds to hide in.

Suggested Terrain: open and severe ground, single trees and forests, tall reeds (soft cover), water effects, elevations.

FlipFeature
Black JokerFlip two more Cards
1-2Forested
3-4Creepy Structure
5-7Torrential Rains
8-9Graveyard
10-11Hanging Tree
12-13Campsite
Red JokerPlayer's Choice from Bayou's Edge list

Bogs

Many of the brave souls who have dared the Bayou's dangerous bogs have never been seen again.

Suggested Terrain: large areas of severe terrain, ruins (severe and/or hard cover), hazardous terrain, single element trees and forests, tall plant and reed stands (forests), the occasional dry patch of ground (open and/or elevated).

FlipFeature
Black JokerFlip two more Cards
1-2Hanging Tree
3-4Soulstone Vein
5-7Bog
8-9Mysterious Effigies
10-11Hazardous Terrain
12-13Foggy
Red JokerPlayer's Choice from Bogs list

Downtown

The downtown area, full of residences and businesses, is the Guild's shining example of what the City could be, given enough time and resources.

Suggested Terrain: walls and fences (blocking and/or covering), buildings, fountains (blocking and/or severe), bridges over dry or water terrain.

Terrain can be climbable or breakable as players see fit.

FlipFeature
Black JokerFlip two more Cards
1-2Graveyard
3-4Dead Zone
5-7Heat Wave
8-9Creepy Structure
10-11Torrential Rains
12-13Foggy
Red JokerPlayer's Choice from Downtown list

Industrial Zone

The Industrial Zone is home to the majority of Malifaux's factories and industry.

Suggested Terrain: walls (soft and/or hard cover), rubble (severe and/or hard cover), hazardous terrain (blocking), climbable terrain, breakable terrain, water effects.

FlipFeature
Black JokerFlip two more Cards
1-2Hazardous Terrain
3-4Heat Wave
5-7Scrap Pile
8-9Rubble
10-11Foggy
12-13Creepy Structure
Red JokerPlayer's Choice from Industrial Zone list

Slums

Those not affluent or powerful enough to live Downtown are forced to survive in the dangerous Slums, gathering in the bars, opium dens, brothels, and gambling houses and making their way through ruined buildings, cracked stone plazas, and crooked, winding streets.

Suggested Terrain: walls and fences (blocking and/or covering), ruins (severe and/or covering), fountains (blocking and/or severe), bridges over dry or water terrain.

Terrain should be climbable and/or breakable as players see fit.

FlipFeature
Black JokerFlip two more Cards
1-2Scrap Pile
3-4Alone in the Dark
5-7Rubble
8-9Creepy Structure
10-11Hanging Tree
12-13Graveyard
Red JokerPlayer's Choice from Slums list

Quarantine Zone

This part of the City has been given over to the rapacious forces threatening the Guild.

Suggested Terrain: rubble (severe), ruins (severe and/or hard cover), hazardous terrain, free-standing walls (blocking terrain), climbable terrain, breakable terrain.

FlipFeature
Black JokerFlip two more Cards
1-2Rubble
3-4Ancient Monument
5-7Alone in the Dark
8-9Magic Nexus
10-11Foggy
12-13Disturbing Whispers
Red JokerPlayer's Choice from Quarantine Zone list

Ruins

Evidence of a civilization that predates even the City's founders is scattered across Malifaux.

Suggested Terrain: rubble (severe), ruins (severe and/or hard cover), hazardous terrain, free-standing walls (blocking terrain), climbable terrain, breakable terrain, water effects.

FlipFeature
Black JokerFlip two more Cards
1-2Soulstone Vein
3-4Disturbing Whispers
5-7Rubble
8-9Cruel Winds
10-11Rockfall
12-13Campsite
Red JokerPlayer's Choice from Ruins list

Mine

Mining concerns can be found nearly anywhere in Malifaux, but are most concentrated in the Badlands.

Suggested Terrain: mining equipment (severe, blocking, and or soft/hard cover), hazardous terrain, elevations, ruins (severe and/or hard cover), climbable terrain.

FlipFeature
Black JokerFlip two more Cards
1-2Alone in the Dark
3-4Magic Nexus
5-7Soulstone Vein
8-9Rockfall
10-11Dead Zone
12-13Hazardous Terrain
Red JokerPlayer's Choice from Mine list

Pioneer Town/Ghost Town

Many successful (and not so successful) expansion towns dot the Badlands.

Suggested Terrain: structures (climbable and/or breakable), walls and fences (soft and/or hard cover), ruins (severe and/or hard cover), rubble (severe), blocking terrain, water effects.

FlipFeature
Black JokerFlip two more Cards
1-2Hanging Tree
3-4Heat Wave
5-7Mysterious Effigies
8-9Dark Omens
10-11Graveyard
12-13Heavy Snows
Red JokerPlayer's Choice from Pioneer/Ghost Town list

Badlands

The inhospitable Badlands stretches out from the City for hundreds of miles. Life in the Badlands is usually brutal and mercifully short.

Suggested Terrain: large areas of open terrain, cacti (single element and area terrain), hazardous terrain, boulders (hard cover), ruins (severe and/or hard cover), rubble (severe), elevations.

FlipFeature
Black JokerFlip two more Cards
1-2Stampede!
3-4Soulstone Vein
5-7Heat Wave
8-9Forested
10-11Hazardous Terrain
12-13Heavy Snows
Red JokerPlayer's Choice from Badlands list

Mountains

Crews finding themselves in Malifaux's distant and mysterious mountain ranges quickly learn how unforgiving Nature can be.

Suggested Terrain: elevations, severe terrain, forests, climbable terrain, hazardous terrain, water effects.

FlipFeature
Black JokerFlip two more Cards
1-2Hazardous Terrain
3-4Ancient Monument
5-7Rockfall
8-9Heavy Snows
10-11Magic Nexus
12-13Earthquake
Red JokerPlayer's Choice from Mountains list

Location Features

Special Terrain

Unless otherwise indicated in the descriptions below, when setting up terrain, a special terrain piece must be placed somewhere outside of the Deployment Zones (p.66), at least 6" from either Deployment Zone. Players should agree on who will place the terrain (or flip for it). The terrain piece can be oriented in any direction when placed on the table.

Reminder: (#) Interact: The model spends the indicated number of Actions to Interact with the Encounter table or object in base contact. For example: Picking up a bag of Soulstones in a Story scenario is a (1) Interact Action.

Arcane Apparatus: Each player places a 50mm Marker. A model may (1) Interact with the Marker once per turn to Flip a Fate Card. The model adds the suit shown on the Fate Card to its Duel totals. Flipping the Black Joker removes all suits associated with the model's statistics. Flipping the Red Joker allows the model to add any one suit to its Duel totals. The effects of the flip last until the end of the model's next activation.

Ancient Monument: 50mm, Ht 5, blocking terrain. Models within 1" of the Ancient Monument receive +1 Ca.

Ancient Text: At the beginning of the Encounter, each player places one Book Counter in base contact with a terrain feature and at least 8" from each Deployment Zone. A model in base contact with the Counter may (1) Interact to pick it up. A model carrying a Book Counter gains "Arcane Reservoir: Increase this model's Crew's Maximum Hand Size by 1 while it is in play." Before a model carrying a Book Counter leaves play, place the Book Counter in base contact with the model. Models cannot carry more than one Book Counter at any time.

Bag of Soulstones: At the beginning of the Encounter, each player places a Marker on the table, at least 10" away from their Deployment Zone. A model with the Use Soulstone Ability may (1) Interact with a Marker to discard it and gain two Soulstones.

Bog: For the duration of the Encounter, any portion of the table without a terrain piece receives the severe and water traits.

Cache of Tomes: Players alternate placing a total of six Book Counters on the table, following the Special Terrain setup rules. Book Counters must be placed at least 6" from one another. A model in base contact with a Book Counter may (1) Interact to flip a Fate Card. Apply the results of the flip to the model as follows:

  • Black Joker: Paralyzed.
  • Rams: The model's melee and ranged Strikes and spells receive +1 Dg.
  • Crows: The model gains Slow to Die and Hard to Wound 1.
  • Masks: The model gains Black Blood and (+1) Nimble.
  • Tomes: The model gains +1 Ca and Magic Resistant +1.
  • Red Joker: Flip twice and apply the effects of both Cards. If the second Card is the same suit as the first, it has no effect.

The effects of this flip last until the end of the model's next activation.

Campsite: Place a 2" X 2" or larger severe terrain feature. A model may (1) Interact with the Campsite to discard one Control Card and then draw one Control Card.

Creepy Structure: Place a 3" X 3" or larger terrain feature. A model in base contact with the Creepy Structure may (1) Interact once per turn to flip a Fate Card. Apply the results of the flip to the model as follows:

  • Joker: The model is killed.
  • 1-3: The model suffers 2 Wd.
  • 4-6: The model may inflict 2 Wd on another model in base contact with the structure.
  • 7-9: The model heals 2 Wd.
  • 10-11: This model's Controller's Soulstone pool gains two Soulstones.
  • 12-13: This model's Controller's Soulstone pool gains two Soulstones and the model heals all Wd.

Dead Zone: Place a 3"X3" or larger open terrain feature. A model cannot cast spells while in base contact with the Dead Zone.

Drink Up!: At the beginning of the Encounter, select one 1"x5" or larger terrain feature. A model beginning or ending its activation within 1" of the feature may (1) Interact with it to make a Healing Flip. The model receives Slow and may not take (0) Actions during its next activation.

Forested: For the duration of the Encounter, any portion of the table without a terrain piece receives the obscuring trait, and LoS range is reduced to 3".

Graveyard: Place a 3" x 3" or larger terrain feature. A model gains one Corpse Counter when it (1) Interacts while its base is completely within the Graveyard. Any tombstones in the terrain feature are considered Ht 1, and covering.

Hanging Tree: Place a 50mm, Ht 6, blocking terrain feature. The tree is Terrifying →12 and has a range of 2".

Hazardous Terrain: Place a 3" X 3" or larger terrain feature. The player placing the hazardous terrain declares what type of hazard the terrain piece is and how much damage the terrain causes. Players should use one of the damage ratings from Terrain (p.59) or agree on a damage rating for the hazard.

Magic Nexus: Place a 3" X 3" terrain feature. The Casting and Resist Flips of models whose bases are completely within the area receive +.

Mysterious Effigies: Each player places two 30mm Markers at least 10" outside of any Deployment Zone and away from any other Mysterious Effigy Marker. At the end of the Encounter, the player with the closest model within 2" of an Effigy Marker scores 1 VP.

Pool of Aether: Place a 3"X3" or larger terrain feature. A model with the Use Soulstone Ability whose base is completely within the area may spend one Soulstone per turn without deducting it from its Soulstone Pool.

Rubble: For the duration of the Encounter, any portion of the table without a terrain feature receives the severe trait.

Recalibration Device: Place a 50mm, Ht 4 terrain feature. A model may (1) Interact while in base contact with the feature to choose one of the following effects below and force a target non-Master Construct model in LoS of the Recalibration Device to win a Wp→15 Duel or gain the chosen effect.

  • (+1) Nimble
  • (2) Flurry
  • Slow
  • Dg 1/2/4

Wetbar: Place a 3" x 3" or larger terrain feature. A model in base contact with the feature may (2) Interact to make two Healing Flips. The model also receives Slow and Easy to Wound 1 until the end of its next activation.

Scrap Pile: Place a 3" x 3" or larger severe terrain feature. A model gains one Scrap Counter when it (1) Interacts while its base is completely within the Scrap Pile.

Soulstone Vein: Place a terrain feature no larger than 2" x 2". A Master gains # Soulstone when it (#) Interacts while its base is completely within the Soulstone Vein.

Torture Chamber: Place a 3"X3" or larger terrain feature. When a model whose base is completely within the feature kills another model, its controller's Soulstone Pool gains one Soulstone. A model within the feature also gains the Terrifying→12 Ability if it is not already Terrifying.

Special Events

Special events occur during one or more turns of the Encounter. Each event indicates when it takes place during the turn. Events that last until the end of the Encounter begin at the start of the Draw Phase in turn 1.

To determine whether a Random event happens in the following turn, the last player who activated a model flips a Fate Card at the end of the current turn's Closing Phase. If the card is a Joker, 10, 11, 12, or 13, the event occurs; otherwise, no event occurs. Random Events do not occur until the end of the first turn of the Encounter.

Alone in the Dark: Until the end of the Encounter, a model forced to fall back after it loses a Morale Duel is killed instead.

Cruel Winds (Random): At the start of the Encounter, randomly determine a table edge. During the next turn, each model is Pushed 1" toward that table edge at the end of its activation.

Caustic Gas: Until the end of the Encounter, all models receive -1/-1 Wk/Cg. All ranged Attack Flips and Casting Flips receive –.

Dark Omens (Random): From the beginning of next turn's Draw Phase to the end of its Activation Phase, Fate Cards with a value of 1 count as value 13 and vice versa.

Dim Lighting: Until the end of the Encounter, LoS cannot be drawn further than 8".

Disturbing Whispers: Until the end of the Encounter, all models receive -1 Wp when defending in a Duel.

Earthquake (Random): At the start of the next turn's Activation Phase, each player, in activation order, may Push all of his or her opponents' models 1" in any direction unless those models have Flight or Float.

Flash Flood (Random): At the start of the Encounter, randomly determine a table edge. During the next turn, models cannot take the Charge Action and Push each model 2" toward that table edge at the beginning of its activation.

Foggy (Random): During the next turn, all Attack Flips and Casting Flips receive –.

Growing Fire (Random): At the start of next turn's Draw Phase, the player who activated this event places a 50mm Fire Marker (Ht 5, obscuring, hazardous (2/4/7)) in base contact with a terrain feature no closer than 3" from any model. If the Marker cannot be placed, the event does not occur this turn. Another player then places an additional 50mm Fire Marker touching the first Fire Marker. This Fire Marker can be placed touching or overlapping model bases.

For the remainder of the Encounter, each time this event occurs, the player who activated it places an additional 50mm Fire Marker touching any Fire Marker already in play. After this marker is placed, the next player in activation order also places a Fire Marker. Any of these Fire Markers can be placed touching or overlapping model bases.

Heat Wave (Random): During the next turn, models receive -1/-1 Wk/Cg.

Heavy Snows (Random): During the next turn, models cannot Charge and receive -2 Cb to ranged Strikes and -2 Cb to Spells with the ranged icon. Models with Frozen Heart or Smoldering Heart are immune to Heavy Snows.

Howling Voices (Random): During the next turn, models cannot activate simultaneously and all models receive -2 Ca when targeting another model with a Spell.

Rockfall (Random): At the start of the next turn's Activation Phase, any model within 1" of a terrain feature immediately suffers 1 Wd.

Stampede! (Random): At the start of the next turn's Activation Phase, all models within 8" of the centerline immediately suffer a number of Wd equal to their Ht.

Torrential Rains (Random): During the next turn, models cannot Charge.

Complete Strategies List

Simple Strategies

A Line in the Sand

You're tired of your opponent invading your turf, so you're going to draw a line in the sand... with dynamite.

Setup: Place five 30mm Dynamite Markers along the centerline of the table.

Special: The Dynamite Markers begin the Encounter Disarmed. Your models may take a (1) Interact Action while in base contact with a Dynamite Marker to Arm it. Your opponent's models may take a (2) Interact Action while in base contact with an Armed Dynamite Marker to Disarm it. Insignificant models and models engaged with enemy models cannot take either of these Actions.

Victory: If at least three Dynamite Markers are Armed at the end of the Encounter, you score 2 VP. OR If all five Dynamite Markers are Armed at the end of the Encounter, you score 4 VP.

Claim Jump

Time to stake your claim in someone else's territory!

Setup: Place a 30mm Claim Marker at least 8" away from the center of the table and at least 12" from your Deployment Zone.

Special: Insignificant models do not count toward the Victory condition.

Victory: If you have more models completely within 3" of the Claim Marker than your opponent does at the end of the Encounter, you score 2 VP. OR If you have twice as many or more models completely within 3" of the Claim Marker than your opponent does at the end of the Encounter, you score 4 VP.

Destroy the Evidence

The opposing Crew has stumbled upon potentially damning evidence your Crew would prefer didn't exist. Destroy the evidence before it's too late!

Setup: Place one 30mm Evidence Marker completely inside your opponent's Deployment Zone and two 30mm Evidence Markers completely within 10" of your opponent's Deployment Zone. These Markers must be placed at least 8" from one another.

Special: Your models in base contact with an Encounter Marker may take a (1) Interact Action to Destroy the Evidence and remove the Marker from the game. Insignificant models and models engaged with enemy models cannot take this Action.

Victory: If at least two of the Evidence Markers have been removed from the game by the end of the Encounter, you score 2 VP. OR If all three of the Evidence Markers have been removed from the game by the end of the Encounter, you score 4 VP.

Reconnoiter

Investigate the surrounding area.

Setup: Divide the table into equal quarters.

Special: Insignificant models and models within 3" of the center of the table do not count toward the Victory condition. You control a table quarter when the majority of models completely within that quarter are yours.

Victory: If you have control of at least three table quarters at the end of the Encounter, you score 2 VP. OR If you have control of all four table quarters at the end of the Encounter, you score 4 VP.

Slaughter

They've gone too far. Time to wipe them out.

Special: Each time a player kills or sacrifices an enemy model during the Encounter, that player notes its Soulstone Cost. Masters are worth 10 Soulstones for the purpose of this Strategy (multiple model Masters such as The Dreamer and Viktoria are worth 6 Soulstones per model). Models that are Summoned into play and killed will add their Soulstone costs. Models with no Soulstone cost who enter play by replacing another model(s) are worth the Soulstone cost of the model(s) they replaced. Models that can return to play, when killed for the first time by the opposing player, count their Soulstones only the first time they are killed.

Victory: If the total Soulstone Cost of enemy models you have killed or sacrificed is greater than the total Soulstone Cost of your models your opponent has killed or sacrificed, you score 2 VP. OR If the total Soulstone Cost of enemy models you have killed or sacrificed is 1.5 times the total Soulstone Cost of your models your opponent has killed or sacrificed, you score 4 VP.

Supply Wagon

You're transporting some vital supplies, and they must arrive intact!

Setup: Place a 50mm Wagon Marker (Ht 4, impassable, Hardness 3, and can suffer 3 Dg before being removed from the game) completely within your Deployment Zone and touching a table edge in your Deployment Zone after all models are deployed.

Special: Each turn, move the Wagon Marker 6" toward the center of the table at the start of the Resolve Effects Step. The Marker may move over models and stops if it comes into contact with terrain. Models may attack the Wagon Marker with melee attacks; the Marker cannot be attacked unless it is within melee range of one or more of your models.

Victory: If the Wagon Marker is completely within 3" of the center of the table at the end of the Encounter but has suffered 1 or more Dg, you score 2 VP. OR If the Wagon Marker is completely within 3" of the center of the table at the end of the Encounter and has suffered 0 Dg, you score 4 VP.

Treasure Hunt

You have discovered the location of a valuable artifact and must take possession of it.

Setup: Place a 30mm Treasure Counter in the center of the table.

Special: Your models in base contact with the Treasure Counter may take a (1) Interact Action to pick it up. A model carrying the Counter can drop or pass it to another model in base contact as a (1) Interact Action. Models controlled by your opponent can take this Action once one of your models has picked up the Counter at least once during the Encounter.

A model changing position on the table by an effect other than the Walk Action or leaving play drops the Treasure Counter in base contact with itself. While carrying the Counter, a model reduces its Wk to 4, and cannot have its Wk increased by any means. Spirits lose the ability to move through other models and the ability to ignore terrain penalties while carrying the Treasure Counter. Models lose Flight or Float while carrying the Treasure Counter.

The Treasure Counter does not count as being carried if carried by an Insignificant model at the end of the Encounter.

Victory: At the end of the Encounter, if the Treasure Counter is carried by one of your models but not in your Deployment Zone or is completely within your Deployment Zone but not carried by a model, you score 2 VP. OR If the Treasure Counter is carried by one of your models and that model is completely within your Deployment Zone at the end of the Encounter, you score 4 VP.

Schemes List

General Schemes

Assassinate

Your opponent's leadership must die at all costs!

Setup: Secretly make note of one of your opponent's Masters or Henchmen. This Scheme may be taken more than once, but you must choose a different model each time.

Victory: If the noted model is not in the game at the end of the Encounter, you score 1 VP. Announced: +1 VP.

Bodyguard

Your Crew's leadership must be protected at all costs!

Special: Secretly make note of one of your Crew's Masters or Henchmen. This Scheme may be taken more than once, but you must choose a different model each time. Multiple model Leaders are considered to be one selection in regards to this Scheme.

Victory: If the noted model was not removed from the game and is in play at the end of the Encounter, you score 1 VP. Announced: +1 VP.

Breakthrough

Your Crew must push its way through the opposition.

Special: Insignificant models do not count toward the Victory condition.

Victory: If you have more models in your opponent's Deployment Zone than he or she does at the end of the Encounter, you score 1 VP. Announced: +1 VP.

Eye for an Eye

It's time to show the opposing Crew you can trade blow for blow when they come a'calling!

Special: Insignificant models do not count toward the Victory condition.

Victory: If the number of models you and your opponent have in play at the end of the Encounter is equal or differs by one model, you score 1 VP. Announced: +1 VP.

Hold Out

Stand firm against the enemy.

Special: Insignificant models do not count toward the Victory condition.

Victory: If there are no enemy models completely within your Deployment Zone at the end of the Encounter, you score 1 VP. Announced: +1 VP.

Stake a Claim

This is your territory, and you'll be damned if some other Crew is going to come in and grab it without a fight!

Special: Make note of a piece of terrain completely on the opponent's half of the table. Insignificant models do not count toward the Victory condition.

Victory: If at least one of your models is in base contact with the piece of terrain at the end of the Encounter, you score 1 VP. Announced: +1 VP.

Faction Specific Schemes

Raid! (Guild Only)

Sometimes the Malifaux rabble needs a firm reminder who the law is this side of the Breach. Teach them a lesson.

Victory: If you have more non-Totem Minions in play than your opponent does at the end of the Encounter, you score 1 VP. Announced: +1 VP.

Army of the Dead (Resurrectionists Only)

"Raising" an army takes on an entirely different meaning for you.

Special: This Scheme must be announced.

Victory: If the number of Corpse Counters on the table or carried by your models is greater than the number of models your opponent has in play at the end of the Encounter, you score 1 VP. You score +1 VP if the number of Corpse Counters carried by your models is greater than the number of models your opponent has in play at the end of the Encounter.

Death After Death (Resurrectionists Only)

Your Crew only gets larger as the battle rages on.

Special: Note the number of models in your Crew. This Scheme must be announced.

Victory: If you have more models in play at the end of the Encounter than you did at the start of the Encounter, you score 2 VP.

Sabotage (Arcanists Only)

A little sabotage causes no end of trouble for the opposition, and your Crew excels at it.

Setup: Secretly note a terrain feature completely on the opponent's half of the table.

Special: Models in your Crew may take a (1) Interact Action to Sabotage the terrain. Insignificant models cannot take this Action.

Victory: If the Sabotaging model is still in play at the end of the turn it Sabotaged the terrain piece, reveal this Scheme and score 1 VP. Announced: +1 VP.

Kidnap (Neverborn Only)

The residents of Malifaux tell stories about your Crew sweeping in and spiriting away its victims during the night. How right they are!

Special: Secretly note three of your opponent's Minions.

Victory: If at least two of the noted models are not in the game at the end of the Encounter, you score 1 VP. OR If all three of the noted models are not in the game at the end of the Encounter, you score 2 VP.

Thwart (Outcasts Only)

Sometimes, preventing the opposition from winning is reward enough...

Special: You may not announce this Scheme.

Victory: Score 1 VP if your opponent does not announce any Schemes. Or Score 2 VP if your opponent does not earn VP for any of his or her Schemes.

Quick Reference

Common Abilities

Arachnid: This model ignores severe and climbable terrain penalties and treats all vertical surfaces as having the climbable trait.

Armor +#: Reduce the Dg this model suffers by the indicated number (#) down to a minimum of 1 Dg. This is cumulative with any other type of Armor.

Black Blood: Pulse 1. All non-Neverborn models suffer 1 Wd when this model suffers Wd from a Melee Strike or Melee Spell.

Bulletproof #: This model gains Armor +# vs. ranged attacks.

(+1) Casting Expert: This model receives one additional specific AP (p.33) during its activation that can only be used for Cast Actions. This Ability does not stack with Casting Master. This Ability is listed under a model's Actions in its description and on its stat card.

(+2) Casting Master: This model receives two additional specific APs (p.33) during its activation that can only be used for Cast Actions. This Ability does not stack with Casting Expert. This Ability is listed under a model's Actions in its description and on its stat card.

Comes Cheap: This model's Soulstone Cost is not increased when it is hired by another Faction.

Companion (Model or Characteristic): Before activating a model with Companion, nominate any number of the referenced model(s) or model(s) with the corresponding Characteristic within 6" of one another. These models activate simultaneously. Choose one of the nominated models to activate first, and complete its entire activation. Then the Controller chooses and activates another nominated model. Continue activating the nominated models until all nominated models have completed their activations.

Easy to Wound #: Damage Flips against this model receive one + per indicated number (#).

Evasive #: This model gains Armor +# vs. ranged attacks.

Float: This model may move over terrain and other models without penalty, and can end its movement on impassable terrain but cannot end its movement overlapping another model's base. When this model moves, it is immune to disengaging Strikes from all models except those that it was engaged in melee with when it began its movement.

Flight: This model may move over terrain and other models without penalty but it cannot end its movement on impassable terrain and cannot end its movement overlapping another model's base. When this model moves, it is immune to disengaging Strikes from all models except those that it was engaged in melee with when it began its movement.

Gunfighter [Weapon]: This model can make melee Strikes against enemy models up to 2" away with the indicated ranged Weapon. The indicated Weapon gains the melee icon and loses the ranged icon when making these Strikes. Models with this Ability can block disengaging models with the indicated Weapon. Talents that reference the indicated Weapon may be used in melee.

Hard to Kill: While this model has 2 or more Wd remaining when it suffers Dg, it may only be reduced to 1 Wd by a single damage source.

Hard to Wound #: Damage Flips against this model receive one – per indicated number (#).

Harmless: Enemy models must win a Wp→12 Duel when targeting this model with an attack or the Action immediately fails. Harmless ends when this model performs an Action other than the (1) Walk or (1) Pass Action. Models with the Terrifying and Ruthless Abilities ignore the Harmless Ability.

Hunter: This model ignores cover penalties when targeting models and increases its LoS into and within obscuring terrain to 6".

Immune to Influence: This model is immune to Wp Duels when it is the defender.

(+1) Instinctual: This model may perform two different (0) Actions during its activation.

Magic Resistant #: This model gains Armor +# vs. Spells and Spell effects.

(+1) Melee Expert: This model receives one additional specific AP (p.33) during its activation that can only be used for melee Strike Actions. This Ability does not stack with Melee Master. This Ability is listed under a model's Actions in its description and on its stat card.

(+2) Melee Master: This model receives two additional specific APs (p.33) during its activation that can only be used for Melee Strike Actions. This Ability does not stack with Melee Expert. This Ability is listed under a model's Actions in its description and on its stat card.

(+1) Nimble: This model receives one additional specific AP (p.33) during its activation that can only be used for Walk Actions. This Ability is listed under a model's Actions in its description and on its stat card.

Pass Through: This model may move through intervening models but cannot end its movement overlapping another model's base. This model does not ignore disengaging Strikes when moving out of an intervening model's melee range.

Poison #: The affected model gains the indicated number (#) of Poison tokens if it has no Poison tokens. If the affected model already has Poison tokens, it replaces them with the indicated number (#) if that number is greater than the number of Poison tokens it currently has. The model suffers 1 Wd per Poison token on it at the start of its activation, and then discards one Poison token.

(+1) Ranged Expert: This model receives one additional specific AP (p.33) during its activation that can only be used for Ranged Strike Actions. This Ability does not stack with Ranged Master. This Ability is listed under a model's Actions in its description and on its stat card.

(+2) Ranged Master: This model receives two additional specific APs (p.33) during its activation that can only be used for Ranged Strike Actions. This Ability does not stack with Ranged Expert. This Ability is listed under a model's Actions in its description and on its stat card.

Regeneration #: Heal this model the indicated number (#) of Wd at the start of its activation.

Ruthless: This model ignores the Harmless and Pitiful Abilities when targeting enemy models.

Scout: This model ignores severe movement penalties.

Slow to Die: After this model is killed, it may immediately take and resolve a 1 AP Action. This Action's results are applied before the model is removed from play. If the model is healed 1 or more Wd while resolving the Action, it is not killed and remains in play.

Terrifying #: Living models without Terrifying activating, moving through, or ending an Action in this model's melee range, or declaring a Charge against this model, must win a Morale Duel or fall back. See p.56 for further details.

Use Soulstones: This model may use game effects that require Soulstones. All Masters and Henchmen automatically have this Ability unless stated otherwise.

Common Actions

(2) Flurry: Discard a Control Card. This model immediately makes up to three melee Strike Actions against a single target.

(2) Furious Casting: Discard a Control Card. This model receives 3 AP that must immediately be used for Cast Actions.

(0) Link: This model and target model in base contact with it are Linked. After the model this model is Linked to completes a Walk Action or ends its activation, Push this model into base contact with the Linked model. Link ends if the two models are not in base contact at the Start Closing Phase.

(2) Rapid Fire [Weapon]: Discard a Control Card. This model immediately makes up to three ranged Strike Actions with this Weapon against a single target.

Common Triggers

Ca(Tomes Tomes) Surge: After successfully casting a Spell, discard one Control Card then draw one Control Card.

Cb(Tomes) Brutal [Weapon]: This Weapon inflicts +1 Dg for each Tome in this model's Duel total.

Cb(Rams) Critical Strike [Weapon]: This Weapon inflicts +1 Dg for each Ram in this model's Duel total. If a weapon is not indicated, the model may use this trigger with any of its melee weapons.

Cb(Masks Masks) Flay: When damaging defender with a melee Strike, defender suffers +2 Dg.

Cb(Crows Crows) Rot: When damaging defender with a melee Strike, the Damage Flip receives +.

General Actions (available to all models)

(1) Heal: Models with Use Soulstone only. Discard 1 Soulstone. This model makes a Healing Flip.

(#) Interact: This model spends the indicated number of Actions to Interact with the game table or terrain piece.

(1) Pass: This model does nothing for this Action.

(all) Scavenge: Scavengers Only. This model gains 1 Scrap Counter.

General Movement Actions

(1) Walk: This model moves up to its Wk in inches. This may be in any direction and does not need to be in a straight line. A model may Walk into melee combat if it chooses (Severe terrain costs double to move through. Impassable terrain can't be entered. Climbable terrain costs 2" per 1 Ht up or down. Hazardous terrain does damage.).

(2) Charge: This model may take the Charge Action if it has a target model within its LoS, which is not already in its melee range. The charging model must move up to its Cg in a straight line toward the target, making every effort to end the move with the target in melee range. The model must obey the normal rules for movement including movement penalties and disengaging Strikes. At the end of the Charge move, if the target is in melee range, the model immediately makes a melee Strike with one of its melee Weapons and receives + on its Damage Flip for that attack. If the target of the Charge is out of melee range at the end of the model's move, the Charge Action ends immediately.

(2) Jump: The model can either move 1/2 of its Wk distance horizontally and can move over gaps, or the model can move up to 1/2 of its Wk distance from a higher elevation to a lower one, or vice versa, without suffering damage.

General Combat Actions

(1) Strike: The model (attacker) targets another model or piece of breakable terrain (defender) within range and performs an opposed Duel using the Combat (Cb) value of one of its Weapons against the defender's Defense (Df) value, shown as Cb → Df. A model must have a melee Weapon to make a melee Strike or a ranged Weapon to make a ranged Strike.

(1) Defensive Stance: This must be the first Action the model takes during its activation. Until the End Closing Phase, this model's Defense Flips receives ++ when defending in a melee or ranged attack Duel. The model also receives -2/-2 Wk/Cg until the End Closing Phase.

(2) Focus: The model performs a melee or ranged Strike. The Strike's Attack Flip and Damage Flip receive +. Weapons that require more than 1 AP to make a Strike cannot be Focused.

General Magic Actions

(#) Cast: This model spends the AP listed before the Spell's name and casts the Spell. Casting a (0) Spell counts as a model's (0) Action for its activation.

(2) Channel: This model Casts a (1) Spell. The casting receives + to both its Casting and any Damage Flips.

(1) Drain Souls: Leaders Only. Sacrifice up to three friendly models within 6", ignoring LoS. The Crew's Soulstone Pool gains one Soulstone for each model sacrificed. Each time a leader takes the Drain Souls Action, every non-leader model in the Crew receives a cumulative -1 Wp for the remainder of the Encounter. Models with the Insignificant Characteristic cannot be sacrificed by Drain Souls.

Encounters (Quick Reference)

At the end of an Encounter, players reveal all secret Schemes and add up the VP they earned for completing their Strategies and Schemes. When scoring a Strategy or Scheme, score all victory conditions that apply to you. A player can score a maximum of 8 VP in Scraps and 10 VP in Brawls. Any VP earned beyond the maximum are ignored. The player with the most VP is the winner. If players are tied for VP, the Encounter is a draw.

Encounter Setup Sequence

  1. Choose Encounter Size
  2. Choose Factions
  3. Choose Encounter Location
  4. Choose Deployment Type
  5. Determine Strategies
  6. Hire Crews
  7. Choose Schemes
  8. Deploy Crews
  • Totem: Models with the Totem Characteristic must be connected to a Master or Henchman when hired by a Crew or Summoned into a Crew. Each Master or Henchman can be connected to one Totem at a time unless stated otherwise. A Totem is sacrificed immediately if the Master or Henchman it is connected to is removed from the game. Totems with a Master's or Henchman's name in parenthesis can only be connected to models with that name (see Hire Crews, p.71, for the full rules on hiring and connecting Totems).
  • Undead: Models with the Undead Characteristic are non-living and are immune to Morale Duels (p.56).