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Gaining Ground 2011: Wyrd Miniatures Presents
Gaining Ground 2011: Wyrd Miniatures Presents
Printed Stat Cards may not be used; players must physically possess the official up-to-date Deployment Type
versions for tournaments. Gaining Ground Tournaments use only Standard Deployment for tournament games.
Josh’s score before calculation was 10VP/4TP/+2Diff while his final score is 15VP/6TP/+3 Diff. Shared Story Encounter Tournament
The final score reflects Josh’s performance based on his other games and does not penalize him The event uses one of the Story Encounter Strategies for each game.
for receiving a Bye.
Crew Construction
Forfeits and Conceded Games Varies.
If 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 Encounter Location Special Features
for the round. A forfeit should not be questioned, as the player may have an emergency or
Use the appropriate terrain chart (Indoor or Outdoor). One player per table flips
a personal situation arise that he or she may not want to discuss. However, be careful with
and refers to the appropriate chart to determine which Special Event or Special
forfeits as they can be abused by people trying to boost their friends’ scores in a
Terrain the Encounter will include.
tournament.
In Official Tournaments, a player forfeiting a game must forfeit the entire tournament and Painting Requirements
loses the opportunity to win any awards for the event. If the forfeit was not emergency Fully Painted
related, that player may be excluded from future Official Tournaments based on the TO’s All models to be hired by the player or summoned during the game must be fully
ruling. assembled, completely painted, and appropriately based.
For local tournaments, TOs may discourage forfeits by removing the player from the Scheme Usage
remainder of the event. If forfeits become a recurring issue for a player, the TO should The complete list of Schemes are used, and the Schemes must be unique.
discuss the situation with the player, resulting in possible banishment of the player from a Each player can choose from the General Schemes, Faction Specific Schemes, and
future event, to help avoid the issue from occurring again. Master Specific Schemes in the Rules Manual.
Victory Points [VP]: The amount of points each player earned. Example: Josh and Contain Power
Emma played a game, and Josh scored 6 VP while Emma scored 4 VP.
You have been assigned to contain the expansion of your opponent’s power.
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 Victory
above, Josh receives 3 TP, while Emma receives 0 TP. If all of your opponent’s leaders are no longer in the game at the end of the Encounter,
Victory Point Differential [DIFF]: Note the difference between the players VP at the you score 2 VP.
end of the Encounter. The player with the higher VP score receives DIFF equal to the OR
positive amount of that difference, while the player with the lower VP score receives If all of your opponent’s leaders are no longer in the game at the end of the Encounter and
DIFF equal to the negative amount of that difference. Example: Using the example were either killed or sacrificed by your leaders, you score 4 VP.
above, Josh receives +2 DIFF, while Emma receives -2 DIFF.
Shared Contain Power
Combining the above statistics, at the end of round one, Josh has a score of
Both Masters have watched their opponents gain too much influence and too strong a
6VP/3TP/+2DIFF while Emma has a score of 4VP/0TP/-2DIFF.
foothold in Malifaux.
Pairings and Scoring Format
Victory
VP Primary Format
A player scores 2 VP if all of his or her opponent’s leaders are no longer in the game at the
First round pairings are random. After the first round, the TO pairs players based on
end of the Encounter.
their VP scores. Players will always play other players with similar VP scores. After
That player scores +2 VP if his or her leaders killed or sacrificed all of the opponent’s
round one, and continuing for all rounds, players with higher VPs should be paired off
leaders.
against one another, while players with lower VPs should be paired off against one
another.
Determining a Winner
VP/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.
Setup Special
Place one 30mm Treasure Counter in the center of the table after Crews have deployed, A friendly model in base contact with an Evidence Marker that you placed may take a (2)
but before the Encounter begins. 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
Special the Evidence and remove the Marker from the game. Insignificant models and models
A model in base contact with the Treasure Counter may take a (2) Interact Action to pick engaged with enemy models cannot take this Action.
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 Victory
other than the Walk Action or leaving play drops the Treasure Counter in base contact with A player scores 1 VP if his or her Crew Destroys both the Evidence Markers that he or she
itself. While carrying the Counter, a model reduces its Wk to 4 and cannot have its Wk placed outside an opponent’s Deployment Zone.
increased by any means. Spirits lose the ability to move through other models and the A player scores +2 VP if his or her Crew Destroys the Evidence Marker he or she placed in
ability to ignore terrain penalties while carrying the Treasure Counter. Models lose Flight an opponent’s Deployment Zone.
or Float while carrying the Treasure Counter. The Treasure Counter does not count as being A player scores +1 VP if his or her Crew Destroys the neutral Evidence Marker.
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.
Campsite: Place a 2” X 2” or larger severe terrain feature. A model may (1) Interact with
OFFICIAL MALIFAUX GAINING the Campsite to discard one Control Card and then draw one Control Card.
GROUND SPECIAL EVENTS/TERRAIN 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 -.
Outdoor Special Features Chart
Red/Black Joker Ancient Monument
Hazardous Terrain: Place a 3” X 3” or larger terrain feature. The player placing the
1–2 Campsite
hazardous terrain declares what type of hazard the terrain piece is and how much
3–5 Foggy
damage the terrain causes. Players should use one of the damage ratings from Terrain
6–8 Heat Wave
(p.59) or agree on a damage rating for the hazard.
9 – 11 Rockfall
12 – 13 Stampede
Heat Wave (Random): During the next turn, models receive -1/-1 Wk/Cg.
Indoor Special Features Chart Pool of Aether: Place a 3”X3” or larger terrain feature. A model with the Use Soulstone
Red/Black Joker Bag of Soulstones Ability whose base is completely within the area may spend one Soulstone per turn
1–2 Hazardous Terrain without deducting it from its Soulstone Pool.
3–5 Dim Lighting
6–8 Arcane Apparatus Rockfall (Random): At the start of the next turn’s Activation Phase, any model within 1”
9 – 11 Ancient Texts of a terrain feature immediately suffers 1 Wd.
12 – 13 Pool of Aether
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.
(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 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.
Opponent Name
Scheme One
W/D/L (3/1/0)
Your VP
Opp. VP
Score (TP/DIFF/VP)
Opponent Name
Scheme One
Scheme Two
W/D/L (3/1/0)
Your VP
Opp. VP
Score (TP/DIFF/VP)
Tournament Score Sheets
23
Disparity Format Score Sheet
Round # 1 2 3 4 5 TOTAL
Opponent Name
Scheme One
Your VP
Opp. VP
W/D/L (3/1/0)
Score (DIFF/VP/TP)
Opponent Name
Scheme One
Scheme Two
Your VP
Opp. VP
W/D/L (3/1/0)
Score (DIFF/VP/TP)
Tournament Score Sheets
25
Accumulation Format Score Sheet
Round # 1 2 3 4 5 TOTAL
Opponent Name
Scheme One
Your VP
Opp. VP
W/D/L (3/1/0)
Score (VP/TP/DIFF)
Opponent Name
Scheme One
Scheme Two
Your VP
Opp. VP
W/D/L (3/1/0)
Score (VP/TP/DIFF)
Tournament Score Sheets
27
Introduction
Malifaux
1 Malifaux: A Character-Driven Skirmish Game Set in the World of Malifaux
2 Malifaux: Rising Powers
Malifaux: Rules Manual
malifaux.com
wyrd-games.net
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Malifaux game system is patent pending, serial no. 12/821,427