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Tournament rules for Malifaux
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Wyrd Miniatures Presents
Official Tournament and
Organized Play Rules
GAINING GROUND 2011
Organized Play 32 Organized Play
Organized PlayGaining Ground 2011 contains tournament formats for Malifaux players in a competitive
play environment.
Tournament OrganizerThe Tournament Organizer, or TO, is the sole authority at Malifaux tournaments. TOs are
expected to be fair and equitable in their adjudication of debates and rules questions.
Regardless of the outcome, a TO’s decision is final. Players are encouraged to work out
simple rules disputes among themselves because the round clock does not stop while
waiting for the TO to answer questions.
SportsmanshipMalifaux is designed to be fun for all players. Players are expected to behave civilly and
respectfully at all times. When asked, players should provide the information and statistics
for models as well as any additional public information. Activations should be played in a
timely manner, and players should allow opponents to cut their Decks.
Warning SystemPlayers are given a single warning when their behavior toward other players or the TO is
considered unacceptable. If the behavior persists, and the TO determines the player to be
a disruption to the tournament, it is within the TO’s authority to disqualify the player from
the tournament. Don’t be that player.
CheatingThere is zero tolerance for cheating (other than Cheating Fate, which is, of course,
encouraged). If the TO determines that a player is cheating, the player will be immediately
disqualified from the tournament.
Player ResponsibilityPlayers are responsible for providing:
• Crew models
• Rulebooks and Stat Cards
• Fate Deck
• Measuring tape
• Counters/Markers/Tokens
Proxy RulesIn an Official Tournament, proxies (substitute models) are not allowed under any
circumstances, nor can a player enter a tournament with a model that has not yet been
released to the general public. For local tournaments, the TO may allow proxies if they are
deemed appropriate representations of the Wyrd model.
Printed Stat Cards may not be used; players must physically possess the official up-to-date
versions for tournaments.
Conversion RulesConversions are an excellent way to show off your modeling skills. In an Official
Tournament, original sculpts are allowed if the TO deems them to be accurate
representations of the models portrayed. If using a model that was converted with
manufactured pieces, no more than 33% of the finished model may be built using other
game companies’ models, while the rest must be either wholly or a combination of original
sculpt or Wyrd-manufactured pieces.
Painting RulesIn an Official Tournament, a player is required to have fully-painted and based models
without any visible bare metal or primer. The paint job should look like the painter made
an effort to stay within the lines and enhance the appearance of the model with their
painting. Bases should not be bare. For local tournaments, the TO determines whether or
not to enforce the fully-painted requirement.
Tournament Rules
Number of RoundsThe number of rounds in a tournament depends on the number of players in attendance.
The TO may choose to establish the number of rounds based on time constraints or other
reasons, but the suggested number of rounds are:
4-15 Attendees: 3 Round Tournament
16-32 Attendees: 4 Round Tournament
33+ Attendees: 5 Round Tournament
Round Time LimitThe amount of time provided for each round is based on the Soulstone Size of the
Encounter. The round time begins when all players are at their assigned tables. A 10-minute
period (accounted for below) occurs at the beginning of each round, during which players
complete the Encounter Setup.
Scraps (including Setup)
20 – 29 Soulstones: 70 minute Rounds
30 – 39 Soulstones: 85 minute Rounds
40 – 55 Soulstones: 105 minute Rounds
Brawls (including Setup)
30 – 39 Soulstones: 100 minute Rounds
40 – 54 Soulstones: 120 minute Rounds
55 – 80 Soulstones: 145 minute Rounds
At the end of the allotted time, the TO calls “Last Turn” to inform players to finish the
current turn then count their Victory Points (VPs).
Deployment TypeGaining Ground Tournaments use only Standard Deployment for tournament games.
Organized Play 54 Organized Play
Strategy SelectionThe TO chooses the manner in which Strategies are selected for each round. The TO can
either establish which Strategies are used in each round (choosing from one of the
following options) or if the players flip for their Strategies each round. Strategy method is
announced to players before the tournament.
Random Core Encounter Tournament
All players flip for their Strategies from the Core Encounter Chart on p.11. If both
players flip the same Core Strategy, they use the Shared version of that Strategy.
Random Core Shared Encounter Tournament
One player per table flips for the Strategy from the Core Encounter Chart on p.11.
The players then use the Shared version of that Strategy.
Random Expanded Encounter Tournament
All players flip for their Strategies from the Individual Strategies Chart on p.69 of
the Rules Manual. If both players flip the same Expanded Strategy, they use the
Shared version of that Strategy.
Random Expanded Shared Encounter Tournament
One player per table flips for the Strategy from the Shared Encounter Chart on p.70
of the Rules Manual. The players then use the Shared version of that Strategy.
Fixed Shared Strategy Tournament
Each round, the TO announces the Shared Strategy to be used by the players.
The TO selects a different Shared Strategy (Core or Expanded) each round.
Crew ConstructionThe TO establishes the Crew Construction methods used for the tournament from the
following options:
Open Faction
Each player selects the Faction he or she wishes to use at the begining of each
round, then follows the normal timing and restrictions for Hiring each round.
Single Faction
At the start of the Tournament, each player commits to a specific Faction (noted
by the TO), then follows the normal timing and restrictions for Hiring each round.
Limited Faction Pool (Requires Single Faction)
At the start of the Tournament, each player commits to a specific Faction (noted by
the TO) and provides a list of models that are worth 20 SS more than the Soulstone
Size of the Encounter. Masters are not required in the Crew, but Totems and
Henchmen are required if they are to be hired over the course of the tournament. At
the start of each round, a player uses his or her specified model list to hire the Crew
for the Encounter. Mercenaries always cost one additional Soulstone, even if some
masters can hire them at a cheaper rate.
Fixed Crews (Open OR Single Faction)
At the start of the Tournament, each player commits to a number of pre-made
Crews (noted by the TO) as established by the TO. Each Crew must have a
different leader. A Crew cannot be used a second time by a player until all
selected pre-made Crews have been used at least once.
Remember, the TO’s goal is to ensure that all the players are having fun. The TO should
take all the players into consideration when establishing the Strategy Selection and Crew
Construction types for the tournament.
Scheme UsageEach round, the player has the option to use Schemes to help achieve Victory. Each player
can choose from the General Schemes, Faction Specific Schemes, and Master Specific
Schemes as long as the choice is valid based on the Strategy and the Crew being used. A
brief list of Schemes is available on p.17. (Refer to p.100 of the Rules Manual for all the
Schemes.)
Schemes are considered unique in a Gaining Ground Tournament, meaning that each
player can select each Scheme only once during the tournament. This requirement
overrides any rule the Scheme includes about being selected more than once (such as
Assassinate or Bodyguard). Players are responsible for accurately listing Schemes on their
score sheets at the end of each Encounter.
Encounter Location Special FeaturesThe TO has the option to establish Special Events and Special Terrain for the tournament.
Players will find charts for Special Events and Special Terrain on p.20. Use the appropriate
terrain chart (Indoor or Outdoor). One player per table flips and refers to the appropriate
chart to determine which Special Event or Special Terrain the Encounter will include.
Terrain SetupThe recommended amount of terrain for each playing surface is 18-21 pieces, which may
be of any size. The minimum requirement for terrain is 12 pieces (if a TO does not have
access to the necessary amount of terrain). Each half of the playing surface closest to each
player should have at least 4 pieces completely within it. The Terrain should be placed
fairly because it may not be moved once the game begins. If the players have a Strategy
which requires terrain adjustment, the TO must be present for the adjustment.
Byes and Scoring ByesIf there are an odd number of players in an event, and no ringers are availble to fill in, the
TO will establish Byes for the event. No player should receive more than one Bye round in
an event.
First Round Bye – All Formats
The last player to arrive at the tournament receives the bye.
Second Round and later Byes – Domination Format
Each round, the player with the lowest total Tournament Points (TPs), who has
not yet received a Bye, receives the Bye.
Second Round and later Byes – Disparity Format
Each round, the player with the lowest Differential Total, who has not yet
received a Bye, receives the Bye.
Second Round and later Byes – Accumulation Format
Each round, the player with the lowest total VPs, who has not yet received a Bye,
receives the Bye.
When a player receives a Bye, the player’s score sheet for that round is empty except for
the word BYE where they would have listed the opponent’s name. The final scores for
players with a Bye are not calculated until the tournament ends.
Tournament Formats 76 Organized Play
At the end of the tournament, follow these steps for all players who received a Bye:
1. Score each player’s VP, TP, and Differential.
2. Multiply each of those scores by the total number of rounds in the
tournament.
3. Divide each of those scores by the number of rounds that the player played
[should be 1 less than the total number of rounds].
4. This is the final score for that player.
Example:
Josh receives a Bye in round one of a three round tournament. Josh’s tally for the other two
games in the tournament are 10VP/4TP/+2 Differential.
Following the steps, Josh’s final score is:
VP: 10 x 3 [total number of rounds] = 30 / 2 [number of games played by Josh] = 15 VP [Final]
TP: 4 x 3 [total number of rounds] = 12 / 2 [number of games played by Josh] = 6 TP [Final]
Diff: 2 x 3 [total number of rounds] = 6 / 2 [number of games played by Josh] = +3 Diff [Final]
Josh’s score before calculation was 10VP/4TP/+2Diff while his final score is 15VP/6TP/+3 Diff.
The final score reflects Josh’s performance based on his other games and does not penalize him
for receiving a Bye.
Forfeits and Conceded GamesIf a player forfeits or concedes a game for any reason, the opposing player picks up a full
score of 8VP/3TP/+8 Diff for the round, with the forfeiting player receiving 0VP/0TP/-8 Diff
for the round. A forfeit should not be questioned, as the player may have an emergency or
a personal situation arise that he or she may not want to discuss. However, be careful with
forfeits as they can be abused by people trying to boost their friends’ scores in a
tournament.
In Official Tournaments, a player forfeiting a game must forfeit the entire tournament and
loses the opportunity to win any awards for the event. If the forfeit was not emergency
related, that player may be excluded from future Official Tournaments based on the TO’s
ruling.
For local tournaments, TOs may discourage forfeits by removing the player from the
remainder of the event. If forfeits become a recurring issue for a player, the TO should
discuss the situation with the player, resulting in possible banishment of the player from a
future event, to help avoid the issue from occurring again.
Tournament FormatsOfficial Tournament Format
Official Tournaments may vary in Strategy Selection, Crew Construction, and Scoring and
Tournament Format. The Official Tournament Format can be used with Domination,
Disparity, and Accumulation Tournament Formats.
Strategy SelectionRandom Expanded Shared Strategy Tournament
One player per matchup flips for the Strategy from the Expanded Strategies Chart
on p.69 of the Rules Manual. The players then use the Shared version of that
Strategy.
Shared Story Encounter Tournament
The event uses one of the Story Encounter Strategies for each game.
Crew ConstructionVaries.
Encounter Location Special FeaturesUse the appropriate terrain chart (Indoor or Outdoor). One player per table flips
and refers to the appropriate chart to determine which Special Event or Special
Terrain the Encounter will include.
Painting RequirementsFully Painted
All models to be hired by the player or summoned during the game must be fully
assembled, completely painted, and appropriately based.
Scheme UsageThe complete list of Schemes are used, and the Schemes must be unique.
Each player can choose from the General Schemes, Faction Specific Schemes, and
Master Specific Schemes in the Rules Manual.
Pairings and Scoring FormatVaries.
Tournament Formats 98 Tournament Formats
DOMINATION FORMAT
Strategy SelectionDetermined by the TO.
Crew ConstructionDetermined by the TO.
Encounter Location Special FeaturesDetermined by the TO.
Painting RequirementsDetermined by the TO.
How to Track ScoresTournament Points, Total Victory Points, Victory Point Differential
At the end of each Encounter, players count the VPs they earned that round. The player
that earned more VPs than his or her opponent wins the game, and the opponent
loses the game. When each player earns the same VPs, the game is a Draw.
Victory Points [VP]: The amount of points each player earned. Example: Josh and
Emma played a game, and Josh scored 6 VP while Emma scored 4 VP.
Tournament Points [TP]: A Win awards 3 TP to the winner, a Draw awards 1 TP to each
player, and a Loss awards 0 TP to the defeated player. Example: Using the example
above, Josh receives 3 TP, while Emma receives 0 TP.
Victory Point Differential [DIFF]: Note the difference between the players VP at the
end of the Encounter. The player with the higher VP score receives DIFF equal to the
positive amount of that difference, while the player with the lower VP score receives
DIFF equal to the negative amount of that difference. Example: Using the example
above, Josh receives +2 DIFF, while Emma receives -2 DIFF.
Combining the above statistics, at the end of round one, Josh has a score of
6VP/3TP/+2DIFF while Emma has a score of 4VP/0TP/-2DIFF.
Pairings and Scoring FormatTP Primary Format
First round pairings are random. After the first round, the TO pairs players based on
their TP scores. Players will always play other players with similar TP scores. After round
one, and continuing for all rounds, players with higher TPs should be paired off against
one another, while players with lower TPs should be paired off against one another.
Determining a WinnerTP/DIFF/VP
At the end of the tournament, rank all players in descending order from highest TP to
lowest TP. The player with the highest TP is the winner! In case of any TP ties, the DIFF
becomes the first tie-breaker - the player with the higher DIFF wins. If this is also tied,
VP is the final tie-breaker, wherein the player with the higher VP wins the tie.
DISPARITY FORMAT
Strategy SelectionDetermined by the TO.
Crew ConstructionDetermined by the TO.
Encounter Location Special FeaturesDetermined by the TO.
Painting RequirementsDetermined by the TO.
How to Track ScoresTournament Points, Total Victory Points, Victory Point Differential
At the end of each Encounter, players count the VPs they earned that round. The player
that earned more VPs than his or her opponent wins the game, and the opponent
loses the game. When each player earns the same VPs, the game is a Draw.
Victory Points [VP]: The amount of points each player earned. Example: Josh and
Emma played a game, and Josh scored 6 VP while Emma scored 4 VP.
Tournament Points [TP]: A Win awards 3 TP to the winner, a Draw awards 1 TP to each
player, and a Loss awards 0 TP to the defeated player. Example: Using the example
above, Josh receives 3 TP, while Emma receives 0 TP.
Victory Point Differential [DIFF]: Note the difference between the players VP at the
end of the Encounter. The player with the higher VP score receives DIFF equal to the
positive amount of that difference, while the player with the lower VP score receives
DIFF equal to the negative amount of that difference. Example: Using the example
above, Josh receives +2 DIFF, while Emma receives -2 DIFF.
Combining the above statistics, at the end of round one, Josh has a score of
6VP/3TP/+2DIFF while Emma has a score of 4VP/0TP/-2DIFF.
Pairings and Scoring FormatDIFF Primary Format
First round pairings are random. After the first round, the TO pairs players based on
their DIFF scores. Players will always play other players with similar DIFF scores. After
round one, and continuing for all rounds, players with positive DIFF should be paired
off against one another, while players with neutral or negative DIFF should be paired
off against one another.
Determining a WinnerDIFF/VP/TP
At the end of the tournament, rank all players in descending order from highest DIFF
to lowest DIFF. The player with the highest DIFF is the winner! In case of any DIFF ties,
the VP becomes the first tie-breaker - the player with the higher VP wins. If this is also
tied, TP is the final tie-breaker, wherein the player with the higher TP wins the tie.
Tournament Strategies 1110 Tournament Formats
ACCUMULATION FORMAT
Strategy SelectionDetermined by the TO.
Crew ConstructionDetermined by the TO.
Encounter Location Special FeaturesDetermined by the TO.
Painting RequirementsDetermined by the TO.
How to Track ScoresTournament Points, Total Victory Points, Victory Point Differential
At the end of each Encounter, players count the VPs they earned that round. The player
that earned more VPs than his or her opponent wins the game, and the opponent
loses the game. When each player earns the same VPs, the game is a Draw.
Victory Points [VP]: The amount of points each player earned. Example: Josh and
Emma played a game, and Josh scored 6 VP while Emma scored 4 VP.
Tournament Points [TP]: A Win awards 3 TP to the winner, a Draw awards 1 TP to each
player, and a Loss awards 0 TP to the defeated player. Example: Using the example
above, Josh receives 3 TP, while Emma receives 0 TP.
Victory Point Differential [DIFF]: Note the difference between the players VP at the
end of the Encounter. The player with the higher VP score receives DIFF equal to the
positive amount of that difference, while the player with the lower VP score receives
DIFF equal to the negative amount of that difference. Example: Using the example
above, Josh receives +2 DIFF, while Emma receives -2 DIFF.
Combining the above statistics, at the end of round one, Josh has a score of
6VP/3TP/+2DIFF while Emma has a score of 4VP/0TP/-2DIFF.
Pairings and Scoring FormatVP Primary Format
First round pairings are random. After the first round, the TO pairs players based on
their VP scores. Players will always play other players with similar VP scores. After
round one, and continuing for all rounds, players with higher VPs should be paired off
against one another, while players with lower VPs should be paired off against one
another.
Determining a WinnerVP/TP/DIFF
At the end of the tournament, rank all players in descending order from highest VP to
lowest VP. The player with the highest VP is the winner! In case of any VP ties, the TP
becomes the first tie-breaker - the player with the higher TP wins. If this is also tied,
DIFF is the final tie-breaker, wherein the player with the higher DIFF wins the tie.
StrategiesOFFICIAL MALIFAUX GAINING
GROUND CORE STRATEGIES
Core Encounter ChartRed/Black Joker Contain Power
1 – 2 Treasure Hunt
3 – 5 Destroy the Evidence
6 – 8 Reconnoiter
9 – 11 Claim Jump
12 – 13 Slaughter
If both players draw the same Strategy, use the Shared version of that Strategy.
Contain PowerYou have been assigned to contain the expansion of your opponent’s power.
Victory
If all of your opponent’s leaders are no longer in the game at the end of the Encounter,
you score 2 VP.
OR
If all of your opponent’s leaders are no longer in the game at the end of the Encounter and
were either killed or sacrificed by your leaders, you score 4 VP.
Shared Contain PowerBoth Masters have watched their opponents gain too much influence and too strong a
foothold in Malifaux.
Victory
A player scores 2 VP if all of his or her opponent’s leaders are no longer in the game at the
end of the Encounter.
That player scores +2 VP if his or her leaders killed or sacrificed all of the opponent’s
leaders.
tournament strategies 1312 Tournament Strategies
Treasure HuntYou 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.
Shared Treasure HuntBoth you and your opponent have uncovered the location of an important Malifaux artifact,
and must race to be the first to claim it.
Setup
Place one 30mm Treasure Counter in the center of the table after Crews have deployed,
but before the Encounter begins.
Special
A model in base contact with the Treasure Counter may take a (2) Interact Action to pick
up the Treasure Counter. A model carrying the Counter can drop or pass it to another model
in base contact as a (1) Interact Action. 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
A player scores 2 VP if, at the end of the Encounter, the Treasure Counter is carried by one
of his or her models but is not in his or her Deployment Zone or is completely within his or
her Deployment Zone but not carried by a model.
A player scores 4 VP if the Treasure Counter is carried by one of his or her models and that
model is completely within his or her Deployment Zone at the end of the Encounter.
Destroy the EvidenceThe 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.
Shared Destroy the EvidenceThe opposing Crew has come into possession of some potentially damning information
your Crew would prefer didn’t exist. Destroy the evidence before it’s too late!
Setup
Each player places one 30mm Evidence Marker completely inside his or her opponent’s
Deployment Zone and two Evidence Markers completely within 10” of his or her
opponent’s Deployment Zone. These Markers must be placed at least 8” from one another.
Place an additional neutral Evidence Marker at the center of the table.
Special
A friendly model in base contact with an Evidence Marker that you placed may take a (2)
Interact Action to Destroy the Evidence and remove the Marker from the game. Any model
in base contact with the neutral Evidence Marker may take a (2) 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
A player scores 1 VP if his or her Crew Destroys both the Evidence Markers that he or she
placed outside an opponent’s Deployment Zone.
A player scores +2 VP if his or her Crew Destroys the Evidence Marker he or she placed in
an opponent’s Deployment Zone.
A player scores +1 VP if his or her Crew Destroys the neutral Evidence Marker.
tournament strategies 15
ReconnoiterInvestigate 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 quarters 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.
Shared ReconnoiterEach of you has decided to investigate the surrounding area in an effort to learn more about
it than your opponent.
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
A player scores 1 VP for each table quarter he or she controls at the end of the Encounter.
14 Tournament Strategies
Claim JumpTime 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.
Shared Claim JumpTime to stake your claim in someone else’s territory!
Setup
Place a 30mm Claim Marker in the center of the table.
Special
Insignificant models do not count toward the Victory condition.
Victory
If a player has more models completely within 3" of the Claim Marker than his or her
opponent does at the end of the Encounter, that player scores 2 VP.
If that player's opponent does not have any models completely within 3" of the Claim
Marker at the end of the Encounter, he or she scores +2 VP.
tournament schemes 17
SlaughterThey’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 that 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.
Shared SlaughterOnly one of us walks away from this...
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 that 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
A player scores 1 VP if the total Soulstone Cost of enemy models he or she killed or
sacrificed is greater than the total Soulstone Cost of his or her models an opponent has
killed or sacrificed. That player scores +1 VP if the total was 1.5 times that of his or her
opponent.
A player scores +1 VP if his or her opponent has no leaders in the game at the end of the
Encounter.
If the total Soulstone Cost of a player's opponent's models still in play at the end of the
Encounter is less than half the total Soulstone Cost of his or her Crew at the start of the
Encounter that player scores +1 VP.
16 Tournament Strategies
SCHEMESOFFICIAL MALIFAUX GAINING
GROUND GENERAL SCHEMES
Scheme Rules
These are the General Schemes that players must choose from. In addition, if the TO
permits it, players may choose their Faction or Master specific Schemes found starting on
p.102 of Malifaux: Rules Manual.
AssassinateYour 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.
Special
You cannot select this Scheme if your Strategy is Contain Power or Shared Contain Power.
Victory
If the noted model is not in the game at the end of the Encounter, you score 1 VP.
Announced: +1 VP.
BodyguardYour 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.
BreakthroughYour 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.
tournament schemes 1918 Tournament Schemes
ExterminationYour Crew’s sights are fixed on one exterminating one threat.
Special
Select one of the following characteristics at least three of your opponent’s models share:
Beast, Construct, Doll, Family, Gremlin, Guardsman, Living, Nightmare, Pig, Spirit, Undead,
and Woe; then note all the models in his or her Crew with that characteristic. This Scheme
must be announced.
Victory
If your opponent has no models with the selected characteristic in the game at the end of
the Encounter, you score 2 VP.
Eye for an EyeIt'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.
Frame for MurderNever hurts to get a little blood on the hands of your rivals…well, it hurts the person
providing the blood.
Special
Secretly note one non-Master model in your Crew.
Victory
If the noted model was killed or sacrificed by an opposing Master during the Encounter,
you score 1 VP.
Announced: +1 VP.
GrudgeOne of your opponent’s Minions rubs you the wrong way.
Special
Secretly note one of your opponent’s Minions.
Victory
If the noted Minion was killed by one of your non-Master models' melee Strikes or melee
Spells, you score 1 VP.
Announced: +1 VP.
Hold OutStand 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.
Kill ProtégéeYou’ve heard that one your opponent’s Minions is being groomed as the Master’s new
Henchman.
Special
Secretly note your opponent's Minion model with the highest Soulstone Cost. If there is a
tie for highest Soulstone Cost, secretly select and note one of the tied models.
Victory
If one of your models killed the noted Minion, you score 1 VP.
Announced: +1 VP.
Stake a ClaimThis 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.
Steal RelicYour opponent’s Master is carrying something you desperately need for your plans!
Special
Your models may take a (1) Interact Action while engaged with your opponent’s Master
and conduct a Wp→Wp Duel with the Master to Steal the Relic. Once one of your models
Steals the Relic, the Interact Action can no longer be taken. Insignificant models cannot
take this Action. This Scheme must be announced.
Victory
If one of your models Stole the Relic by the end of the Encounter, you score 1 VP.
If that model is also in play at the end of the Encounter, you score +1 VP.
Touranment Events/Terrain 21
EVENTS/TERRAIN
20 Tournament Events/Terrain
OFFICIAL MALIFAUX GAINING
GROUND SPECIAL EVENTS/TERRAIN
Outdoor Special Features ChartRed/Black Joker Ancient Monument
1 – 2 Campsite
3 – 5 Foggy
6 – 8 Heat Wave
9 – 11 Rockfall
12 – 13 Stampede
Indoor Special Features ChartRed/Black Joker Bag of Soulstones
1 – 2 Hazardous Terrain
3 – 5 Dim Lighting
6 – 8 Arcane Apparatus
9 – 11 Ancient Texts
12 – 13 Pool of Aether
(Random): 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.
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.
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.
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.
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.
Dim Lighting: Until the end of the Encounter, LoS cannot be drawn further than 8”.
Foggy (Random): During the next turn, all Attack Flips and Casting Flips receive -.
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.
Heat Wave (Random): During the next turn, models receive -1/-1 Wk/Cg.
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.
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.
Tournament Score Sheets 23
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xx Chapter Title
Introduction
This book is printed under the copyright laws of the United States of America. Contents copyright © 2005-2011,
Wyrd Miniatures, LLC. All rights reserved. This book is a work of fiction; any resemblance to organizations, places,
events, or actual persons - living or dead – is purely coincidental. Copies of materials herein are intended solely
for your personal, non-commerical use, only if you preserve any associated copyrights, trademarks, or other
notices. Wyrd Miniatures, LLC holds exclusive rights to this work. Unauthorized duplication is prohibited. You
may not distribute copies to others for a charge or other consideration without prior written consent of the
owner of the materials except for review purpose only.
MALIFAUX is a trademark of Wyrd Miniatures, LLC 2005-2011. The Wyrd logo, the MALIFAUX logo and all related
character names, places, and things are trademarks and copyright © 2005-2011 Wyrd Miniatures, LLC. The
Malifaux game system is patent pending, serial no. 12/821,427
Wyrd Miniatures, LLC
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Malifaux
1 Malifaux: A Character-Driven Skirmish Game Set in the World of Malifaux
2 Malifaux: Rising Powers
Malifaux: Rules Manual