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Malifaux 2E Game Setup

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Game Setup (70/58)


Define and Place Terrain
Determine Encounter Size
Announce Factions
Determine Deployment
Determine Strategy and
available Schemes
Hire and Reveal Crews
Choose and Reveal Schemes
Deploy Crews

1. Define and Place Terrain (72/60)

-Game is played on a 3 by 3 area


-Players discuss and define terrain to be used
in the Encounter.
-Terrain should be plentiful but not dense. 25%
to 50% is recommended. A third is a good ratio.
-Players agree on Ht and Base of terrain, Traits
of Terrain, and any special Interactions with
Terrain.
-Players flip and take turns placing

1.1Terrain Traits (73/60)

Blocking Blocks LOS if Ht of terrain is equal or


greater than model Ht.
Climbable Costs double the distance moved
vertically.
Dense LOS lines that pass more than 3 of
terrain are considered blocked.
Enclosed Models without incorporeal cannot
move through this terrain but act normally on
top of it.
Hard Cover Grants - attack and damage flip
on l actions
Hazardous Models that activate within or
enter terrain deals 1/2/4 damage (may be
greater if players wish). Damage flip cannot be
cheated and can only suffer it once per turn.
Impassable Models cannot enter.
Severe Movement through costs double.
Soft Cover Grants - attack flip on l actions.

Available at tabletoptrooper.blogspot.ca

Vantage Point If it is HT 2 or more and a


model can stand on top of it, the terrain gains
this trait (see pg 41).

2. Determine Encounter Size (76/62)


-Players agree on the number of soulstones
their crews will use to hire models.
Soul
Stones
10-25

Size

Leader
Henchmen

26-40

ShootOut
Dustup

41+

Scrap

Henchmen
Or Master
Master

Game
Length
30-45 Min
45-60 Min
60-90 Min

3. Announce Faction (77/62)

-Players announce which faction they will be


playing. They are announced simultaneously.

4. Determine Deployment (78/64)


-Players determine deployment zones.

Card
1 to 7
8 to 10
11 to 13
Joker

Deployment
Standard (6)
Corner (12)
Flank (18 corner 9 out)
Close (12)

5. Determine Strategy and Available


Schemes (81/66)

-Players determine Shared Strategy and what


crew Schemes are available.
-May reveal them in step 7.
-Determine shared Strategy first.

Suit

R
C
M
T

Joker

Strategy
Turf War
Reckoning
Reconnoiter
Squatters Rights
Stake a Claim

Number in brackets designates page number for small rulebook/large rulebook

Suit/Value
Always
Doubles

r
c
t
m
1
2
3
4
5
6
7
8
9
10
11
12
13

Scheme

A Line in the Sand


Distract
Bodyguard
Assassinate
Protect Territory
Breakthrough
Cursed Object
Outflank
Plant Evidence
Entourage
Vendetta
Plant Explosives
Make Them Suffer
Deliver a Message
Take Prisoner
Spring the Trap
Murder Protg
Frame for Murder
Power Ritual

6. Hire and Reveal Crews (90/72)

-Players create crews. Spend Soulstones


chosen in step 2. Choose a leader, hire models
and purchase upgrades.
-May hire up to two Mercenary models from
another faction for one extra soulstone each.
-Reveal crew lists simultaneously.
Station

Upgrades

Master
Henchmen
Enforcer
Minion
Peon

3
2
1
0
0

Use
Soulstone

Yes
Yes
No
No
No

Max
Soulstone

7 total
7 total
-

7. Choose and Reveal Schemes (92/73)


-Choose personal schemes and keep them
secret or reveal for possible bonus points.

8. Deploy Crews (92/73)

-Players flip for deployment. Higher value


decides to choose both deployment zone and
deploy crew first or second.

Malifaux copyright of Wyrd Publishing LLC

V 1.0

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