15
Wyrd Miniatures Presents Official Tournament and Organized Play Rules GAINING GROUND 2011

Malifaux Gaining Ground 2011

  • Upload
    s022850

  • View
    383

  • Download
    0

Embed Size (px)

DESCRIPTION

Tournament rules for Malifaux

Citation preview

Page 1: Malifaux Gaining Ground 2011

Wyrd Miniatures Presents

Official Tournament and

Organized Play Rules

GAINING GROUND 2011

Page 2: Malifaux 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.

Page 3: Malifaux Gaining Ground 2011

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.

Page 4: Malifaux Gaining Ground 2011

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.

Page 5: Malifaux Gaining Ground 2011

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.

Page 6: Malifaux Gaining Ground 2011

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.

Page 7: Malifaux Gaining Ground 2011

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.

Page 8: Malifaux Gaining Ground 2011

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.

Page 9: Malifaux Gaining Ground 2011

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.

Page 10: Malifaux Gaining Ground 2011

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.

Page 11: Malifaux Gaining Ground 2011

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.

Page 12: Malifaux Gaining Ground 2011

Tournament Score Sheets 23

Do

min

at

io

n F

or

ma

t S

co

re S

heet

Ro

un

d #

12

34

5T

OTA

L

Op

po

ne

nt

Na

me

Sch

em

e O

ne

Sch

em

e T

wo

W/D

/L (

3/1

/0)

You

r V

P

Op

p.

VP

Sco

re (

TP

/DIF

F/V

P)

22 Tournament Score Sheets

Do

min

at

io

n F

or

ma

t S

co

re S

heet

Ro

un

d #

12

34

5T

OTA

L

Op

po

ne

nt

Na

me

Sch

em

e O

ne

Sch

em

e T

wo

W/D

/L (

3/1

/0)

You

r V

P

Op

p.

VP

Sco

re (

TP

/DIF

F/V

P)

Page 13: Malifaux Gaining Ground 2011

Tournament Score Sheets 25

Disp

ar

it

y F

or

ma

t S

co

re S

heet

Ro

un

d #

12

34

5T

OTA

L

Op

po

ne

nt

Na

me

Sch

em

e O

ne

Sch

em

e T

wo

You

r V

P

Op

p.

VP

W/D

/L (

3/1

/0)

Sco

re (

DIF

F/V

P/T

P)

24 Tournament Score Sheets

Disp

ar

it

y F

or

ma

t S

co

re S

heet

Ro

un

d #

12

34

5T

OTA

L

Op

po

ne

nt

Na

me

Sch

em

e O

ne

Sch

em

e T

wo

You

r V

P

Op

p.

VP

W/D

/L (

3/1

/0)

Sco

re (

DIF

F/V

P/T

P)

Page 14: Malifaux Gaining Ground 2011

Tournament Score Sheets 27

Ac

cu

mu

la

tio

n F

or

ma

t S

co

re S

heet

Ro

un

d #

12

34

5T

OTA

L

Op

po

ne

nt

Na

me

Sch

em

e O

ne

Sch

em

e T

wo

You

r V

P

Op

p.

VP

W/D

/L (

3/1

/0)

Sco

re (

VP

/TP

/DIF

F)

26 Tournament Score Sheets

Ac

cu

mu

la

tio

n F

or

ma

t S

co

re S

heet

Ro

un

d #

12

34

5T

OTA

L

Op

po

ne

nt

Na

me

Sch

em

e O

ne

Sch

em

e T

wo

You

r V

P

Op

p.

VP

W/D

/L (

3/1

/0)

Sco

re (

VP

/TP

/DIF

F)

Page 15: Malifaux Gaining Ground 2011

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

malifaux.com

wyrd-games.net

Malifaux

1 Malifaux: A Character-Driven Skirmish Game Set in the World of Malifaux

2 Malifaux: Rising Powers

Malifaux: Rules Manual