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Wyrd Miniatures Presents

GAINING GROUND 2011

Official Tournament and


Organized Play Rules
Organized Play
Conversion Rules
Conversions 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
Gaining Ground 2011 contains tournament formats for Malifaux players in a competitive manufactured pieces, no more than 33% of the finished model may be built using other
play environment. game companies’ models, while the rest must be either wholly or a combination of original
sculpt or Wyrd-manufactured pieces.
Tournament Organizer
The Tournament Organizer, or TO, is the sole authority at Malifaux tournaments. TOs are Painting Rules
expected to be fair and equitable in their adjudication of debates and rules questions. In an Official Tournament, a player is required to have fully-painted and based models
Regardless of the outcome, a TO’s decision is final. Players are encouraged to work out without any visible bare metal or primer. The paint job should look like the painter made
simple rules disputes among themselves because the round clock does not stop while an effort to stay within the lines and enhance the appearance of the model with their
waiting for the TO to answer questions. painting. Bases should not be bare. For local tournaments, the TO determines whether or
not to enforce the fully-painted requirement.
Sportsmanship
Malifaux 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
Tournament Rules
timely manner, and players should allow opponents to cut their Decks.
Number of Rounds
Warning System The number of rounds in a tournament depends on the number of players in attendance.
Players are given a single warning when their behavior toward other players or the TO is The TO may choose to establish the number of rounds based on time constraints or other
considered unacceptable. If the behavior persists, and the TO determines the player to be reasons, but the suggested number of rounds are:
a disruption to the tournament, it is within the TO’s authority to disqualify the player from
4-15 Attendees: 3 Round Tournament
the tournament. Don’t be that player.
16-32 Attendees: 4 Round Tournament
33+ Attendees: 5 Round Tournament
Cheating
There 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
Round Time Limit
disqualified from the tournament. The 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
Player Responsibility complete the Encounter Setup.
Players are responsible for providing:
• Crew models Scraps (including Setup)
• Rulebooks and Stat Cards 20 – 29 Soulstones: 70 minute Rounds
• Fate Deck 30 – 39 Soulstones: 85 minute Rounds
• Measuring tape 40 – 55 Soulstones: 105 minute Rounds
• Counters/Markers/Tokens Brawls (including Setup)
30 – 39 Soulstones: 100 minute Rounds
Proxy Rules 40 – 54 Soulstones: 120 minute Rounds
In an Official Tournament, proxies (substitute models) are not allowed under any 55 – 80 Soulstones: 145 minute Rounds
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 At the end of the allotted time, the TO calls “Last Turn” to inform players to finish the
deemed appropriate representations of the Wyrd model. current turn then count their Victory Points (VPs).

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.

2 Organized Play Organized Play 3


Strategy Selection Scheme Usage
The TO chooses the manner in which Strategies are selected for each round. The TO can Each round, the player has the option to use Schemes to help achieve Victory. Each player
either establish which Strategies are used in each round (choosing from one of the can choose from the General Schemes, Faction Specific Schemes, and Master Specific
following options) or if the players flip for their Strategies each round. Strategy method is Schemes as long as the choice is valid based on the Strategy and the Crew being used. A
announced to players before the tournament. brief list of Schemes is available on p.17. (Refer to p.100 of the Rules Manual for all the
Schemes.)
Random Core Encounter Tournament
All players flip for their Strategies from the Core Encounter Chart on p.11. If both
Schemes are considered unique in a Gaining Ground Tournament, meaning that each
players flip the same Core Strategy, they use the Shared version of that Strategy.
player can select each Scheme only once during the tournament. This requirement
Random Core Shared Encounter Tournament
overrides any rule the Scheme includes about being selected more than once (such as
One player per table flips for the Strategy from the Core Encounter Chart on p.11.
Assassinate or Bodyguard). Players are responsible for accurately listing Schemes on their
The players then use the Shared version of that Strategy.
score sheets at the end of each Encounter.
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 Encounter Location Special Features
Shared version of that Strategy. The TO has the option to establish Special Events and Special Terrain for the tournament.
Random Expanded Shared Encounter Tournament Players will find charts for Special Events and Special Terrain on p.20. Use the appropriate
One player per table flips for the Strategy from the Shared Encounter Chart on p.70 terrain chart (Indoor or Outdoor). One player per table flips and refers to the appropriate
of the Rules Manual. The players then use the Shared version of that Strategy. chart to determine which Special Event or Special Terrain the Encounter will include.
Fixed Shared Strategy Tournament
Each round, the TO announces the Shared Strategy to be used by the players. Terrain Setup
The TO selects a different Shared Strategy (Core or Expanded) each round. The 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
Crew Construction access to the necessary amount of terrain). Each half of the playing surface closest to each
The TO establishes the Crew Construction methods used for the tournament from the player should have at least 4 pieces completely within it. The Terrain should be placed
following options: 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.
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. Byes and Scoring Byes
Single Faction If there are an odd number of players in an event, and no ringers are availble to fill in, the
At the start of the Tournament, each player commits to a specific Faction (noted TO will establish Byes for the event. No player should receive more than one Bye round in
by the TO), then follows the normal timing and restrictions for Hiring each round. an event.
Limited Faction Pool (Requires Single Faction) First Round Bye – All Formats
At the start of the Tournament, each player commits to a specific Faction (noted by The last player to arrive at the tournament receives the bye.
the TO) and provides a list of models that are worth 20 SS more than the Soulstone Second Round and later Byes – Domination Format
Size of the Encounter. Masters are not required in the Crew, but Totems and Each round, the player with the lowest total Tournament Points (TPs), who has
Henchmen are required if they are to be hired over the course of the tournament. At not yet received a Bye, receives the Bye.
the start of each round, a player uses his or her specified model list to hire the Crew Second Round and later Byes – Disparity Format
for the Encounter. Mercenaries always cost one additional Soulstone, even if some Each round, the player with the lowest Differential Total, who has not yet
masters can hire them at a cheaper rate. received a Bye, receives the Bye.
Fixed Crews (Open OR Single Faction) Second Round and later Byes – Accumulation Format
At the start of the Tournament, each player commits to a number of pre-made Each round, the player with the lowest total VPs, who has not yet received a Bye,
Crews (noted by the TO) as established by the TO. Each Crew must have a receives the Bye.
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. 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
Remember, the TO’s goal is to ensure that all the players are having fun. The TO should players with a Bye are not calculated until the tournament ends.
take all the players into consideration when establishing the Strategy Selection and Crew
Construction types for the tournament.

4 Organized Play Organized Play 5


Tournament Formats
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].
Official Tournament Format
4. This is the final score for that player.
Official Tournaments may vary in Strategy Selection, Crew Construction, and Scoring and
Example: Tournament Format. The Official Tournament Format can be used with Domination,
Josh receives a Bye in round one of a three round tournament. Josh’s tally for the other two Disparity, and Accumulation Tournament Formats.
games in the tournament are 10VP/4TP/+2 Differential.
Strategy Selection
Following the steps, Josh’s final score is: Random Expanded Shared Strategy Tournament
VP: 10 x 3 [total number of rounds] = 30 / 2 [number of games played by Josh] = 15 VP [Final] One player per matchup flips for the Strategy from the Expanded Strategies Chart
TP: 4 x 3 [total number of rounds] = 12 / 2 [number of games played by Josh] = 6 TP [Final] on p.69 of the Rules Manual. The players then use the Shared version of that
Diff: 2 x 3 [total number of rounds] = 6 / 2 [number of games played by Josh] = +3 Diff [Final] Strategy.

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.

Pairings and Scoring Format


Varies.

6 Organized Play Tournament Formats 7


DOMINATION FORMAT DISPARITY FORMAT
Strategy Selection Strategy Selection
Determined by the TO. Determined by the TO.

Crew Construction Crew Construction


Determined by the TO. Determined by the TO.

Encounter Location Special Features Encounter Location Special Features


Determined by the TO. Determined by the TO.

Painting Requirements Painting Requirements


Determined by the TO. Determined by the TO.

How to Track Scores How to Track Scores


Tournament Points, Total Victory Points, Victory Point Differential Tournament Points, Total Victory Points, Victory Point Differential
At the end of each Encounter, players count the VPs they earned that round. The player 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 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. 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 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. 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 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 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. above, Josh receives 3 TP, while Emma receives 0 TP.
Victory Point Differential [DIFF]: Note the difference between the players VP at the 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 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 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 DIFF equal to the negative amount of that difference. Example: Using the example
above, Josh receives +2 DIFF, while Emma receives -2 DIFF. 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 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. 6VP/3TP/+2DIFF while Emma has a score of 4VP/0TP/-2DIFF.

Pairings and Scoring Format Pairings and Scoring Format


TP Primary Format DIFF Primary Format
First round pairings are random. After the first round, the TO pairs players based on 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 their DIFF scores. Players will always play other players with similar DIFF scores. After
one, and continuing for all rounds, players with higher TPs should be paired off against round one, and continuing for all rounds, players with positive DIFF should be paired
one another, while players with lower TPs should be paired off against one another. off against one another, while players with neutral or negative DIFF should be paired
off against one another.
Determining a Winner
TP/DIFF/VP Determining a Winner
At the end of the tournament, rank all players in descending order from highest TP to DIFF/VP/TP
lowest TP. The player with the highest TP is the winner! In case of any TP ties, the DIFF At the end of the tournament, rank all players in descending order from highest DIFF
becomes the first tie-breaker - the player with the higher DIFF wins. If this is also tied, to lowest DIFF. The player with the highest DIFF is the winner! In case of any DIFF ties,
VP is the final tie-breaker, wherein the player with the higher VP wins the tie. 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.

8 Tournament Formats Tournament Formats 9


ACCUMULATION FORMAT
Strategy Selection
Strategies
Determined by the TO.
OFFICIAL MALIFAUX GAINING
Crew Construction
Determined by the TO. GROUND CORE STRATEGIES
Encounter Location Special Features
Determined by the TO.
Core Encounter Chart
Red/Black Joker Contain Power
Painting Requirements 1–2 Treasure Hunt
Determined by the TO. 3–5 Destroy the Evidence
6–8 Reconnoiter
How to Track Scores 9 – 11 Claim Jump
Tournament Points, Total Victory Points, Victory Point Differential 12 – 13 Slaughter
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. If both players draw the same Strategy, use the Shared version of that Strategy.

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.

10 Tournament Formats Tournament Strategies 11


Treasure Hunt Destroy the Evidence
You have discovered the location of a valuable artifact and must take possession of it. The opposing Crew has stumbled upon potentially damning evidence your Crew would
prefer didn’t exist. Destroy the evidence before it’s too late!
Setup
Setup
Place a 30mm Treasure Counter in the center of the table.
Place one 30mm Evidence Marker completely inside your opponent’s Deployment Zone
Special
and two 30mm Evidence Markers completely within 10” of your opponent’s Deployment
Your models in base contact with the Treasure Counter may take a (1) Interact Action to
Zone. These Markers must be placed at least 8” from one another.
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 Special
once one of your models has picked up the Counter at least once during the Encounter. Your models in base contact with an Encounter Marker may take a (1) Interact Action to
A model changing position on the table by an effect other than the Walk Action or leaving Destroy the Evidence and remove the Marker from the game. Insignificant models and
play drops the Treasure Counter in base contact with itself. While carrying the Counter, a models engaged with enemy models cannot take this Action.
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 Victory
carrying the Treasure Counter. Models lose Flight or Float while carrying the Treasure If at least two of the Evidence Markers have been removed from the game by the end of
Counter. The Treasure Counter does not count as being carried if carried by an Insignificant the Encounter, you score 2 VP.
model at the end of the Encounter. OR
If all three of the Evidence Markers have been removed from the game by the end of the
Victory Encounter, you score 4 VP.
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 Shared Destroy the Evidence
by a model, you score 2 VP.
The opposing Crew has come into possession of some potentially damning information
OR
your Crew would prefer didn’t exist. Destroy the evidence before it’s too late!
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. Setup
Each player places one 30mm Evidence Marker completely inside his or her opponent’s
Shared Treasure Hunt Deployment Zone and two Evidence Markers completely within 10” of his or her
Both you and your opponent have uncovered the location of an important Malifaux artifact, opponent’s Deployment Zone. These Markers must be placed at least 8” from one another.
and must race to be the first to claim it. Place an additional neutral Evidence Marker at the center of the table.

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.

12 Tournament Strategies tournament strategies 13


Reconnoiter Claim Jump
Investigate the surrounding area. Time to stake your claim in someone else’s territory!
Setup Setup
Divide the table into equal quarters. 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 and models within 3” of the center of the table Special
do not count toward the Victory condition. You control a table quarter when the majority Insignificant models do not count toward the Victory condition.
of models completely within that quarters are yours.
Victory
Victory If you have more models completely within 3" of the Claim Marker than your opponent
If you have control of at least three table quarters at the end of the Encounter, you score does at the end of the Encounter, you score 2 VP.
2 VP. OR
OR If you have twice as many or more models completely within 3" of the Claim Marker than
If you have control of all four table quarters at the end of the Encounter, you score 4 VP. your opponent does at the end of the Encounter, you score 4 VP.

Shared Reconnoiter Shared Claim Jump


Each of you has decided to investigate the surrounding area in an effort to learn more about Time to stake your claim in someone else’s territory!
it than your opponent.
Setup
Setup Place a 30mm Claim Marker in the center of the table.
Divide the table into equal quarters.
Special
Special Insignificant models do not count toward the Victory condition.
Insignificant models and models within 3” of the center of the table do not count toward
Victory
the Victory condition. You control a table quarter when the majority of models completely
If a player has more models completely within 3" of the Claim Marker than his or her
within that quarter are yours.
opponent does at the end of the Encounter, that player scores 2 VP.
Victory If that player's opponent does not have any models completely within 3" of the Claim
A player scores 1 VP for each table quarter he or she controls at the end of the Encounter. Marker at the end of the Encounter, he or she scores +2 VP.

14 Tournament Strategies tournament strategies 15


SCHEMES
Slaughter
They’ve gone too far. Time to wipe them out.
Special
Each time a player kills or sacrifices an enemy model during the Encounter, that player
notes its Soulstone Cost. Masters are worth 10 Soulstones for the purpose of this Strategy OFFICIAL MALIFAUX GAINING
(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. GROUND GENERAL SCHEMES
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 Scheme Rules
killed for the first time by the opposing player, count their Soulstones only the first time These are the General Schemes that players must choose from. In addition, if the TO
they are killed. permits it, players may choose their Faction or Master specific Schemes found starting on
Victory p.102 of Malifaux: Rules Manual.
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 Assassinate
2 VP. Your opponent’s leadership must die at all costs!
OR
If the total Soulstone Cost of enemy models you have killed or sacrificed is 1.5 times the Setup
total Soulstone Cost of your models your opponent has killed or sacrificed, you score 4 VP. 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.
Shared Slaughter Special
Only one of us walks away from this... You cannot select this Scheme if your Strategy is Contain Power or Shared Contain Power.
Special Victory
Each time a player kills or sacrifices an enemy model during the Encounter, that player If the noted model is not in the game at the end of the Encounter, you score 1 VP.
notes its Soulstone Cost. Masters are worth 10 Soulstones for the purpose of this Strategy Announced: +1 VP.
(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. Bodyguard
Models with no Soulstone cost that enter play by replacing another model(s) are worth Your Crew’s leadership must be protected at all costs!
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 Special
they are killed. 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
Victory are considered to be one selection in regards to this Scheme.
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 Victory
killed or sacrificed. That player scores +1 VP if the total was 1.5 times that of his or her If the noted model was not removed from the game and is in play at the end of the
opponent. Encounter, you score 1 VP.
A player scores +1 VP if his or her opponent has no leaders in the game at the end of the Announced: +1 VP.
Encounter.
If the total Soulstone Cost of a player's opponent's models still in play at the end of the Breakthrough
Encounter is less than half the total Soulstone Cost of his or her Crew at the start of the Your Crew must push its way through the opposition.
Encounter that player scores +1 VP.
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.

16 Tournament Strategies tournament schemes 17


Extermination Hold Out
Your Crew’s sights are fixed on one exterminating one threat. Stand firm against the enemy.
Special Special
Select one of the following characteristics at least three of your opponent’s models share: Insignificant models do not count toward the Victory condition.
Beast, Construct, Doll, Family, Gremlin, Guardsman, Living, Nightmare, Pig, Spirit, Undead,
Victory
and Woe; then note all the models in his or her Crew with that characteristic. This Scheme
If there are no enemy models completely within your Deployment Zone at the end of the
must be announced.
Encounter, you score 1 VP.
Victory Announced: +1 VP.
If your opponent has no models with the selected characteristic in the game at the end of
the Encounter, you score 2 VP. Kill Protégée
You’ve heard that one your opponent’s Minions is being groomed as the Master’s new
Eye for an Eye Henchman.
It's time to show the opposing Crew you can trade blow for blow when they come a’calling!
Special
Special Secretly note your opponent's Minion model with the highest Soulstone Cost. If there is a
Insignificant models do not count toward the Victory condition. tie for highest Soulstone Cost, secretly select and note one of the tied models.
Victory Victory
If the number of models you and your opponent have in play at the end of the Encounter If one of your models killed the noted Minion, you score 1 VP.
is equal or differs by one model, you score 1 VP. Announced: +1 VP.
Announced: +1 VP.
Stake a Claim
Frame for Murder This is your territory, and you’ll be damned if some other Crew is going to come in and grab
Never hurts to get a little blood on the hands of your rivals…well, it hurts the person it without a fight!
providing the blood.
Special
Special Make note of a piece of terrain completely on the opponent’s half of the table. Insignificant
Secretly note one non-Master model in your Crew. models do not count toward the Victory condition.
Victory Victory
If the noted model was killed or sacrificed by an opposing Master during the Encounter, If at least one of your models is in base contact with the piece of terrain at the end of the
you score 1 VP. Encounter, you score 1 VP.
Announced: +1 VP. Announced: +1 VP.

Grudge Steal Relic


One of your opponent’s Minions rubs you the wrong way. Your opponent’s Master is carrying something you desperately need for your plans!
Special Special
Secretly note one of your opponent’s Minions. 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
Victory
Steals the Relic, the Interact Action can no longer be taken. Insignificant models cannot
If the noted Minion was killed by one of your non-Master models' melee Strikes or melee
take this Action. This Scheme must be announced.
Spells, you score 1 VP.
Announced: +1 VP. 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.

18 Tournament Schemes tournament schemes 19


EVENTS/TERRAIN
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
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 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.

20 Tournament Events/Terrain Touranment Events/Terrain 21


Domination Format Score Sheet
Round # 1 2 3 4 5 TOTAL

Opponent Name

Scheme One

22 Tournament Score Sheets


Scheme Two

W/D/L (3/1/0)

Your VP

Opp. VP

Score (TP/DIFF/VP)

Domination Format Score Sheet


Round # 1 2 3 4 5 TOTAL

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

24 Tournament Score Sheets


Scheme Two

Your VP

Opp. VP

W/D/L (3/1/0)

Score (DIFF/VP/TP)

Disparity Format Score Sheet


Round # 1 2 3 4 5 TOTAL

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

26 Tournament Score Sheets


Scheme Two

Your VP

Opp. VP

W/D/L (3/1/0)

Score (VP/TP/DIFF)

Accumulation Format Score Sheet


Round # 1 2 3 4 5 TOTAL

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

Wyrd Miniatures, LLC

malifaux.com
wyrd-games.net

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

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