Wyrd Miniatures Presents

GAINING GROUND 2011

Official Tournament and Organized Play Rules

Organized Play
Gaining Ground 2011 contains tournament formats for Malifaux players in a competitive play environment.

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 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.

Tournament Organizer
The 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.

Painting Rules
In 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.

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 timely manner, and players should allow opponents to cut their Decks.

Tournament Rules
Number of Rounds
The 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

Warning System
Players 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.

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 disqualified from the tournament.

Round Time Limit
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 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).

Player Responsibility
Players are responsible for providing: • Crew models • Rulebooks and Stat Cards • Fate Deck • Measuring tape • Counters/Markers/Tokens

Proxy Rules
In 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.

Deployment Type
Gaining Ground Tournaments use only Standard Deployment for tournament games.

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Organized Play

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Strategy Selection
The 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.

Scheme Usage
Each 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 Features
The 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 Setup
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 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.

Crew Construction
The 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.

Byes and Scoring Byes
If 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.

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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.

Tournament Formats
Official 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 Selection
Random 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.

Forfeits and Conceded Games
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 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.

Crew Construction
Varies.

Encounter Location Special Features
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.

Painting Requirements
Fully Painted All models to be hired by the player or summoned during the game must be fully assembled, completely painted, and appropriately based.

Scheme Usage
The 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 Format
Varies.

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Tournament Formats

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DOMINATION FORMAT
Strategy Selection
Determined by the TO.

DISPARITY FORMAT
Strategy Selection
Determined by the TO.

Crew Construction
Determined by the TO.

Crew Construction
Determined by the TO.

Encounter Location Special Features
Determined by the TO.

Encounter Location Special Features
Determined by the TO.

Painting Requirements
Determined by the TO.

Painting Requirements
Determined by the TO.

How to Track Scores
Tournament 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.

How to Track Scores
Tournament 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 Format
TP 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.

Pairings and Scoring Format
DIFF 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 Winner
TP/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.

Determining a Winner
DIFF/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.

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Tournament Formats

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ACCUMULATION FORMAT
Strategy Selection
Determined by the TO.

Strategies
OFFICIAL MALIFAUX GAINING GROUND CORE STRATEGIES
Core Encounter Chart
Red/Black Joker 1–2 3–5 6–8 9 – 11 12 – 13 Contain Power Treasure Hunt Destroy the Evidence Reconnoiter Claim Jump Slaughter

Crew Construction
Determined by the TO.

Encounter Location Special Features
Determined by the TO.

Painting Requirements
Determined by the TO.

How to Track Scores
Tournament 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.

If both players draw the same Strategy, use the Shared version of that Strategy.

Contain Power
You 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 Power
Both 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.

Pairings and Scoring Format
VP 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 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.

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Tournament Strategies

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Treasure Hunt
You have discovered the location of a valuable artifact and must take possession of it. Setup Place a 30mm Treasure Counter in the center of the table. Special Your models in base contact with the Treasure Counter may take a (1) Interact Action to pick it up. A model carrying the Counter can drop or pass it to another model in base contact as a (1) Interact Action. Models controlled by your opponent can take this Action once one of your models has picked up the Counter at least once during the Encounter. A model changing position on the table by an effect other than the Walk Action or leaving play drops the Treasure Counter in base contact with itself. While carrying the Counter, a model reduces its Wk to 4, and cannot have its Wk increased by any means. Spirits lose the ability to move through other models and the ability to ignore terrain penalties while carrying the Treasure Counter. Models lose Flight or Float while carrying the Treasure Counter. The Treasure Counter does not count as being carried if carried by an Insignificant model at the end of the Encounter. Victory At the end of the Encounter, if the Treasure Counter is carried by one of your models but not in your Deployment Zone or is completely within your Deployment Zone but not carried by a model, you score 2 VP. OR If the Treasure Counter is carried by one of your models and that model is completely within your Deployment Zone at the end of the Encounter, you score 4 VP.

Destroy the Evidence
The opposing Crew has stumbled upon potentially damning evidence your Crew would prefer didn’t exist. Destroy the evidence before it’s too late! Setup Place one 30mm Evidence Marker completely inside your opponent’s Deployment Zone and two 30mm Evidence Markers completely within 10” of your opponent’s Deployment Zone. These Markers must be placed at least 8” from one another. Special Your models in base contact with an Encounter Marker may take a (1) Interact Action to Destroy the Evidence and remove the Marker from the game. Insignificant models and models engaged with enemy models cannot take this Action. Victory If at least two of the Evidence Markers have been removed from the game by the end of the Encounter, you score 2 VP. OR If all three of the Evidence Markers have been removed from the game by the end of the Encounter, you score 4 VP.

Shared Destroy the Evidence
The 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.

Shared Treasure Hunt
Both 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.

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tournament strategies

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Reconnoiter
Investigate the surrounding area. Setup Divide the table into equal quarters. Special Insignificant models and models within 3” of the center of the table do not count toward the Victory condition. You control a table quarter when the majority of models completely within that 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.

Claim Jump
Time to stake your claim in someone else’s territory! Setup Place a 30mm Claim Marker at least 8” away from the center of the table and at least 12” from your Deployment Zone. Special Insignificant models do not count toward the Victory condition. Victory If you have more models completely within 3" of the Claim Marker than your opponent does at the end of the Encounter, you score 2 VP. OR If you have twice as many or more models completely within 3" of the Claim Marker than your opponent does at the end of the Encounter, you score 4 VP.

Shared Reconnoiter
Each 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.

Shared Claim Jump
Time 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.

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Slaughter
They’ve gone too far. Time to wipe them out. Special Each time a player kills or sacrifices an enemy model during the Encounter, that player notes its Soulstone Cost. Masters are worth 10 Soulstones for the purpose of this Strategy (multiple model Masters such as The Dreamer and Viktoria are worth 6 Soulstones per model). Models that are Summoned into play and killed will add their Soulstone costs. Models with no Soulstone cost 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.

SCHEMES
OFFICIAL 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.

Assassinate
Your opponent’s leadership must die at all costs! Setup Secretly make note of one of your opponent’s Masters or Henchmen. This Scheme may be taken more than once, but you must choose a different model each time. 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.

Shared Slaughter
Only 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.

Bodyguard
Your Crew’s leadership must be protected at all costs! Special Secretly make note of one of your Crew’s Masters or Henchmen. This Scheme may be taken more than once, but you must choose a different model each time. Multiple model Leaders are considered to be one selection in regards to this Scheme. Victory If the noted model was not removed from the game and is in play at the end of the Encounter, you score 1 VP. Announced: +1 VP.

Breakthrough
Your Crew must push its way through the opposition. Special Insignificant models do not count toward the Victory condition. Victory If you have more models in your opponent's Deployment Zone than he or she does at the end of the Encounter, you score 1 VP. Announced: +1 VP.

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tournament schemes

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Extermination
Your 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.

Hold Out
Stand firm against the enemy. Special Insignificant models do not count toward the Victory condition. Victory If there are no enemy models completely within your Deployment Zone at the end of the Encounter, you score 1 VP. Announced: +1 VP.

Kill Protégée
You’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.

Eye for an Eye
It's time to show the opposing Crew you can trade blow for blow when they come a’calling! Special Insignificant models do not count toward the Victory condition. Victory If the number of models you and your opponent have in play at the end of the Encounter is equal or differs by one model, you score 1 VP. Announced: +1 VP.

Frame for Murder
Never 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.

Stake a Claim
This is your territory, and you’ll be damned if some other Crew is going to come in and grab it without a fight! Special Make note of a piece of terrain completely on the opponent’s half of the table. Insignificant models do not count toward the Victory condition. Victory If at least one of your models is in base contact with the piece of terrain at the end of the Encounter, you score 1 VP. Announced: +1 VP.

Grudge
One 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.

Steal Relic
Your 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.

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tournament schemes

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EVENTS/TERRAIN
OFFICIAL MALIFAUX GAINING GROUND SPECIAL EVENTS/TERRAIN
Outdoor Special Features Chart
Red/Black Joker 1–2 3–5 6–8 9 – 11 12 – 13 Ancient Monument Campsite Foggy Heat Wave Rockfall Stampede

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.

Indoor Special Features Chart
Red/Black Joker 1–2 3–5 6–8 9 – 11 12 – 13 Bag of Soulstones Hazardous Terrain Dim Lighting Arcane Apparatus Ancient Texts 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.

20 Tournament Events/Terrain

Touranment Events/Terrain

21

Domination Format Score Sheet
Round # Opponent Name Scheme One Scheme Two W/D/L (3/1/0) Your VP Opp. VP Score (TP/DIFF/VP) 1 2 3 4 5 TOTAL

22 Tournament Score Sheets

Domination Format Score Sheet
Round # Opponent Name Scheme One Scheme Two W/D/L (3/1/0) Your VP Opp. VP
Tournament Score Sheets

1

2

3

4

5

TOTAL

Score (TP/DIFF/VP)

23

Disparity Format Score Sheet
Round # Opponent Name Scheme One Scheme Two Your VP Opp. VP W/D/L (3/1/0) Score (DIFF/VP/TP) 1 2 3 4 5 TOTAL

24 Tournament Score Sheets

Disparity Format Score Sheet
Round # Opponent Name Scheme One Scheme Two Your VP Opp. VP W/D/L (3/1/0)
Tournament Score Sheets

1

2

3

4

5

TOTAL

Score (DIFF/VP/TP)

25

Accumulation Format Score Sheet
Round # Opponent Name Scheme One Scheme Two Your VP Opp. VP W/D/L (3/1/0) Score (VP/TP/DIFF) 1 2 3 4 5 TOTAL

26 Tournament Score Sheets

Accumulation Format Score Sheet
Round # Opponent Name Scheme One Scheme Two Your VP Opp. VP W/D/L (3/1/0)
Tournament Score Sheets

1

2

3

4

5

TOTAL

Score (VP/TP/DIFF)

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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