Jump to content

Search the Community

Showing results for tags 'Story Encounter'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Wyrd News
  • Games
    • Malifaux 2E
    • Through the Breach
    • Puppet Wars Unstitched
    • Evil Baby Orphanage
    • Jetpack Unicorn
    • Showdown
    • Kings of Artifice

Forums

  • Forum News & Rules
    • Wyrd Announcements
    • Wyrd Board Help and Code of Conduct
    • Community Events
    • Wyrd Events
  • Discussions and Interests
    • News, Reviews, & Discussion
    • The Hobby Room
  • Malifaux
    • Faction Discussion
    • Malifaux Discussion
    • Malifaux Rules Discussion
  • Through the Breach
    • TTB Discussion
    • Player Creations
  • The Other Side
    • TOS - Discussion
    • TOS - Allegiances
    • The Other Side Rules Discussion
  • Other Games
    • Board Games
    • Card Games
  • The131's Upcoming events

Blogs

There are no results to display.

There are no results to display.

Calendars

  • Malifaux Events Calendar

Found 18 results

  1. Let it Faux, Let it Faux, Let it Faux!

    It’s a Malifaux Christmas (or other seasonally-appropriate holiday of your choice)! As part of the 2018 Atlanta Tabletop Reindeer Games, we’re presenting a three-round Christmas (etc.)-themed holiday Story Encounter on Saturday, December 9. Bring a 40-Soulstone Crew and play as many rounds as you like – participating in all three rounds makes you eligible for some special swag from Wyrd Games, but everyone’s a winner! Entry to the Reindeer Games requires either a $5 donation or an unwrapped toy; there is an additional $15 donation for the Malifaux tournament. All donations will be going to Toys for Tots. In addition to the Malifaux, there will be events for Warmachine/Hordes, Magic the Gathering, Hearthstone, a painting competition, painting classes, prize raffles, plenty of tabletops for open gaming, and much more! Not to mention food (while it lasts!). Come have fun, play games, give to a great cause, and help make sure everyone gets to have a merry Christmas (etc.)! Location The Wasteland Gaming 3700 Satellite Blvd, Ste 7B Duluth, Georgia 30096 Schedule Round 1 – 11:00-1:00 Round 2 – 1:30-3:30 Round 3 – 4:00-6:00
  2. Greetings, To make it fit with Halloween, we'll be running a special "Story Encounter" at our store throughout this month. If you happen to be around, please join us for some games and get a chance to win prizes. Note: -- There will be an entry fee. -- Prizes will be awarded after the conclusion of the event. (i.e. not before the first of November)
  3. Join us in August for our Malifaux Story Encounter League here at Dreamers Vault Games in Burnsville Minnesota! This will be a casual achievement based league with an emphasis on playing story encounters and the cool things possible within these games. This league is very new player friendly as well as adding variety and spice to veterans and returning players. The league will take place every Wednesday night starting at 6 throughout all of August. There will be an entry fee of $15 or $30 in Wyrd product. Store Credit Prizes will be given out to top 3 as well as official Wyrd prize support with raffles and rewards for best hobby score. For any questions or concerns please feel free to contact me at julian@dreamersvault.com Looking forward to seeing you all there!
  4. Hi there! I have a question about the two scenarios of The University of Transmortis. The two player scenarios never mention where the iron zombies are starting. While the solo game says that they aren't deployed, so they will all be placed in base contact with one model of the player. So are they also off board at first and placed in the written order at the end or the beginning of the turn according to the respective strategies of the two player games? Thanks for the answers!
  5. CoMo Malifaux Story Time League

    Who doesn't like a good story? Come join CoMo Malifux for our next league starting February 23 and lasting for six weeks. This league we be set up so that players can play up to three story encounters each week. These encounters will be announced At the start of each League Day (Thursdays) via the facebook group. Each player can only play another player once per two player match (but can have repeats for 3+) Games are to be reported to the Henchman as would be at a tournament (Points for strategy and each scheme). The winner will be determined using the GG2017 rules for a Tournament (noting players can play different total number of games). The first place player will get a story encounter box of their choosing, with a second prize going to the best painted 50 mm model. The league will cost $5 to help cover prize support, and as always league nights are Thursdays at Valhalla's Gate ( 2525 Bernadette Dr Columbia, Missouri 65203 )
  6. This tournament will be a little different than most. Instead of normal strategies each round, each table will be a different story encounter! 50ss crew size, fixed Master. $5 entry fee, prizes for the top three. 3 rounds, 145 minute rounds. Candy for everyone! Everything you need for the encounter will be provided, along with a copy of the rules. As per normal story encounter rules, schemes will not need to be flipped. You may choose any schemes you wish, using the Gaining Grounds 2016 scheme set. 5447 S Rainbow Blvd Suite E5 Las Vegas, Nevada (702) 220-5014
  7. The Chain of Command Gaming Group based @ The All Saints Church Hall, Douglas, Isle of Man - will be hosting the first ever Manx Malifaux Campaign from September 4th over 4 successive Mondays. Attendance at all nights isn't required (but most is certainly preferable). As myself and another campaign organiser will arrange interim games during the week should you be unable to make it. In the interests of boosting take up of the game we're running this Campaign for free - and with slightly stripped back Shifting Loyalties rules to make them as accessible to everyone as possible. The campaign is a narrative driven story over 4 weeks taking place over 6 games and 1 special event. We've structured these games so as to hopefully guarantee large swings in crew scores - so hopefully even on the last day anyone can win - mainly to encourage the new players So far we have 16 entrants, the majority of which have never played before so you're more than welcome to join in. Should you browse this forum and reside in my part of the world and not be aware of the hall. Please drop me a message as you're more than welcome to join! I'm hosting training events every Monday at the club with the aim to get everyone ready. Nice and simple rules pack: https://drive.google.com/open?id=0BxCfJFTehEqtSTZSQWQxRi1kdGc 19th August edit: Doc Rules revised/Added finished off. Will be minor tweaks as me and fellow organiser continue to play test Our gaming group page: https://www.facebook.com/groups/21238835102/ Despite entry being Free myself and my fellow campaign organiser are funding a prize for the overall winner and a prize for best painted. We'd like to offer more but we're on a mad dash just trying to get sufficient terrain for 8+ tables (on top of a house renovation)...! Next year though! For those interested I'll post a Campaign report each week in the necessary part of the forum
  8. Important - this event now has a new venue - WarZone Workshop in Northampton. New rulespack and payment details below. 3 fun but challenging interlinked story encounters will be played with an early finish as its a Sunday. Book 4 models will be allowed. £5 entry Rulespack here; https://dl.dropboxusercontent.com/u/12083335/Rules Pack - Dark Powers- Aug16_v1.pdf Confirmed Connor Andy G - Nicodem Matt L - Reva Graeme Claire Ben - Nellie Cochrane Craig Joel Mike Lee Reserve Me - Sandeep
  9. Has anyone played the story encounters in the Brotherhood of the Rat box? I'm a little confused as to how the encounters themselves are supposed to work. I've tried the single player one, but found it was far too easy. This usually indicates that I'm doing something wrong, haha. Eight rats against my 25SS Snow Storm crew is just one-sided. I killed everything inside of two turns. :/ The second encounter, 'Swarmed', really confused me. It's two players, but the rules for the rats are bit vague. Is it a normal game with the exception of non-peons carrying the Voracious Rats rule?
  10. There's going to be three Malifaux events at the Las Vegas Open. We'll have a Henchman Hardcore on Friday, a 50ss Gaining Grounds on Saturday, and a Story Encounter by Nicodemic on Sunday. Chrissy (asyouwish78) will be running the Sunday event. Convention badges for LVO can be found here: https://www.frontlinegaming.org/las-vegas-open-2016/lvo-2016-registration-information/ Details and registration for the Malifaux events can be found here: https://www.frontlinegaming.org/las-vegas-open-2016/lvo-2016-malifaux-tournament/ Location: Ballys Casino, Las Vegas, NV, USA Dates: 2/5/2016 - 2/7/2016 Special thank yous to Chrissy, Dan Miner, Mario Sudarhi, and MudgeBlack for helping with terrain.
  11. M2E story encounters

    I just got the Brotherhood of the rat box set from the black Friday sale, and OMG it is awesome!!! I love that WYRD is integrating M2E and TTB in these story encounters. The mini storybook is great, dripping with theme, the M2E encounters look like a blast, and it's a decent mini TTB adventure to introduce my fated into another subculture of the Malifaux universe. I bought the box set for the hamlin models not realizing just how much extra play-ability is packed in. Wyrd, you should be doing these more often! This set ROCKS!! Now I'm itching to have a looksy at the Crossroads and University Transmortis sets. Any opinions on these sets?
  12. Mali-food Story Encounter Food Drive -- Saturday, Dec. 5thHero Complex Games and Entertainment2120 N Woodlawn Blvd # 314, Wichita, KS 67208Schedule10:30 AM - Registration11:00 AM - Open Play begins6:30 PM - Open Play ends6:45 PM - Prizes awardedThis is an open play achievement league event with three scenarios available for play. Play each scenario once, or the same scenario over and over again trying to get the best score. Story Encounter 1: Holiday Shopping Story Encounter 2: The Krampus is Watching! Story Encounter 3: Christmas Caroling Entry donation is at least $5 or 10 non-perishable food items of at least 8 oz. that will be donated to The Kansas Food Bank. Your donation will earn you chips that can be used in-game as defined below, up to a maximum of 100 chips. For each food item, you will earn 1 chip; for each dollar, you will earn 2 chips. Extra chips will be awarded throughout the day for achievements and game play. Prizes Best Shopper, Best Krampus Hunter, Best Caroler, Most Achievements, Best Paintedholiday-themed model, Best Behaved, plus door prizes Mali-food special rules Rules Game size - 35-50 soulstones, agreed to by the players before the game Deployment - agreed to by the players before the game, or flip Strategies - as per the three Story Encounters; do not have to be played in order Schemes - chosen; individual schemes cannot be repeated Scoring - VP's, Story Encounter goals, Achievements Pre-Game • 1 Chip - Reflip your deployment or deployment zone flip • 2 Chips per SS - Buy one extra model to add to your crew, 5 SS max, at 2 chips per SS During the Game • 1 Chip - Reflip all of your starting cards in any duel • 2 Chips - Force your opponent to reflip their starting cards in any duel • 1 Chip - Reflip your half of initiative flip • 3 Chips - Automatically win or lose initiative, spent before the flip. If your opponent chooses they can spend three chips to negate your win and turn it back into a contested flip.
  13. It’s an all-out hunt for the treasures of Malifaux this month as The Portal Comics and Gaming hosts our first Story Encounter tournament. The below story encounters will be used for the 3 rounds and all details are found in the Malifaux 2nd Edition Rulebook. When: Saturday May 23, 2015 Registration Begins at 11:30AM with play beginning at 12:00PM Where: The Portal Comics and Gaming 321 Woodlawn Ave. Bethlehem, PA 18018 http://www.theportalcomicsandgaming.com 610-419-8004 Details: We will be using the 2015 Gaining Grounds Tournament Rule Set, as promoted by Wyrd , and this event will feature 3 rounds of 50ss games of Malifaux. $10 entry fee with prizes for top players will be awarded as store credit. Timing for rounds of play will be 105 Minutes. Round 1 – Search - Defender will be Playing with the “We need them all” Victory Condition - Standard Deployment Round 2 – Treasure Hunt - Defender will be Playing with the “Take a peek” Victory Condition - Corner Deployment Round 3 – Shindig with Stake a Claim - Close Deployment Schemes will be determined and announced at the start of each round. You will be given 10 minutes to select schemes and build your crews before the round timer begins. Special Notes: Please be aware we will NOT be enforcing the Painting Requirements as we have a lot of newer player still working on their models. However, the proxy rules will be enforced to the extent that they will only be allowed if the model was never released and it is a conversion of at least 66% Wyrd plastics! If you will be using a converted model it must be very clear what character it represents and must be cleared with the tournament organizer during check-in. Questions should be directed to User MonroeZombie on the official Wyrd Forums!
  14. Story encounter. 35 SS, no painting requirement. Please let me know what proxies you will be using before November 15, 2014. Address and Phone Number 446 Market St, Saddle Brook, NJ 07663 (201) 796-7377 Start Time: 11am Entry Fee: TBD (maybe $10) will be posting up the Story encounter in the beginning of the month. Thanks again
  15. Malifaux Easter Scenarios

    I'm going to be running an Easter-themed Malifaux tournament. I just saw the cute Easter gremlins come up on the site, but no scenarios. In fact, I've hunted across the internet and found no Easter-themed scenarios at all. So I decided to write my own. I will share these scenarios with you for two reasons. 1. Give me feedback! Test them out, see if they work, tell me how fun they are. 2. So poor lost souls like myself can find some last minute Easter scenarios. Disclaimer: These scenarios have not been play-tested, so they could be horribly unbalanced. Easter Egg Hunt: Easter Eggs are deadly. Destroy them before the children come out to play. Easter Bunny Hunt: Kill that vile creature leaving all the Easter Eggs behind. Pace Egging: Put on a three-act play to commemorate crossing the Breach. Malifaux - Easter Egg Hunt.pdf Malifaux - Easter Bunny Hunt.pdf Malifaux - Pace Egging.pdf
  16. A Story Encounter for Malifaux (PDF) by TedPro (co-written by megnc86, with huge thanks to lifeblood, kasul, and The Bad Man for feedback and playtesting) "This old heap of gears and springs ain't much now, but if we can get it fixed up in time, it will be unstoppable!" SETUP: The setting should be a city or town layout, with buildings, laboratories, and possibly crumbling ruins and strange obelisks, but also enough open outdoor space that the Clockwork Juggernauts can reach each other. No Special Effects or Features are needed. Place four 30mm Parts Counters on the board. Each must be at least 6" away from any other Parts Counters, scheme objectives, models, or deployment zones. These should be marked as Ram (:rams), Crow (:crows), Tomes (:tomes), and Mask (:masks). Each side begins with one additional model, The Clockwork Juggernaut (See below). Deploy this model with the rest of your crew. This model is activated normally during each turn, but has special abilities, restrictions, and objectives. (Recommended models to repesent the Clockwork Juggernaut: Peacekeeper, Pigapult, Teddy, Ice Golem, Steamborg Executioner, Mature Nephilim, Bad Juju, Any Rider, Killjoy, Desolation Engine. You can also use an appropriate model from another game as long as it has a 50mm base and looks about Ht 3.) VICTORY CONDITIONS: 2VP if your Clockwork Juggernaut inflicts at least 6 Wd on any enemy Clockwork Juggernauts. 4VP if your Clockwork Juggernaut kills an enemy Clockwork Juggernaut. PARTS COUNTERS: Any non-Insignificant model can pick up a Parts Counter as a (1) Interact action, or drop the Parts Counter into base contact at any point during its activation at no cost or Action. A model can only carry one Parts Counter at a time. If a model carrying a Parts Counter leaves play, place the Parts Counter in base contact with the model before removing the model. UPGRADES: Any non-Insignificant friendly minion carrying a Parts Token can take a (1) Interact action to upgrade the Clockwork Juggernaut while in base contact with it. To upgrade, flip a card. Combine the suit of the card flip with the suit of the Parts Token and consult the Upgrade Chart below. Order doesn't matter. If a Joker comes up on the flip, use that instead of any suits. This flip cannot be cheated. After an upgrade, the Clockwork Juggernaut gains the effects or bonuses listed until the end of the enounter (or a Black Joker Accident! result.) If the Clockwork Juggernaut already has the effect, the Clockwork Juggernaut gains a healing flip instead. Black Joker: Accident! Lose all existing upgrades. Flip twice to gain one random upgrade. Ram + Ram :rams :rams: Huge Blade! Clockwork Spike gains Cb +2 :rams and Critical Strike trigger. Ram + Crow :rams :crows: Stabilizers! Regeneration 2. Ram + Tome :rams :tomes: Repair Assembly! Ca +1 :rams and Scavenger. Gain a spell: (1) Combat Mechanic (CC: 10 :tomes:rams/Rst: - /Rg: 6) Discard 1 Scrap Counter, or kill 1 friendly Construct within range. This model or target friendly Construct within range makes a Healing Flip. Ram + Mask :rams :masks: Long Limbs! Wk/Cg +1/+2, Cb +1, and Clockwork Spike gains Rg 2" . Crow + Crow :crows :crows: Redundant Gears! Hard to Wound 2, Hard to Kill and Slow to Die. Crow + Tome :crows :tomes: Creepy Gyroscope! Ca +1(:crows). Gain a spell: (1) Decay (CC: 14 :crows/Rst: Wp /Rg: 10 ) Dg 2/3 :blast/5 . Friendly Undead hit by this spell or by any b heal 2 Wd instead of suffering damage. Crow + Mask :crows :masks: Self-Preservation Apparatus! Df +1 and Wp +1. Tome + Tome :tomes :tomes: Spark Array! Ca +2 :tomes. Gain a spell: (1) Electrical Fire (CC: 14 :tomes /Rst: Df / Rg 12) Dg 2/3/4, ignoring Armor. Tome + Mask :tomes :masks: Hypnotic Metronome! Gain a spell: (1) Obey (CC: 14 :masks /Rst: Wp /Rg: 12) Target non-Master model immediately makes a (1) Action or a Charge controlled by you. The Action selected may not cause the model to be killed or sacrificed as part of the action. This spell may be cast once per activation. Mask + Mask :masks :masks: Ornithopter! Df +2. Flight. This model can Charge as a (1) Action. Red Joker: Awakened! Gain your choice of either Fast (+1) or Use Soulstone. Also gain a spell: (0) Inferno (CC: 14 / Rst: - / Rg: C) Models within 3 of this model suffer 3 Dg at the start of the Closing Phase. If this model is killed before the Closing Phase, immediately apply the effect and increase to 6 Dg. REPAIRS: Any non-Insignificant friendly minion carrying a Parts Token can take a (1) Interact action to Repair the Clockwork Juggernaut while in base contact with it. The Clockwork Juggernaut then makes a healing flip. CONTINUED PARTS: After any repair or upgrade, an enemy player then places the Parts Counter used back on the board, at least 6 inches from all models and at least 12 inches from all Clockwork Juggernauts. (You can place a Parts Counter adjacent to other Part Counters during this placement.) If there is no valid place to put the Parts Counter, remove it from the game. (Recommend that you print out the sheet below, with one copy per player so you can mark up as it gains new abilities.) THE CLOCKWORK JUGGERNAUT: Construct, Insignificant 50 mm base Soulstone Cost (Scenario) Wk/Cg: 2/3 Ht: 3 Df: 3 Wp: 5 Ca: 4 Wd: 12 Weapons Clockwork Spike Range: 1" Cb: 3 Dg: 2/4/6 Talents: Epic: Clockwork Juggernaut is immune to all damage and all effects that come from a source other than a Clockwork Juggernaut, except for Interact actions to Upgrade or Repair using Parts Counters. Clockwork Juggernaut is immune to disengaging strikes. Brutal Protocol: If this model does not begin its turn within melee range of an enemy Clockwork Juggernaut, this model's first action must be to Charge an enemy Clockwork Juggernaut. This Charge must travel up to its maximum Cg or into melee range of an enemy Clockwork Juggernaut. During the Charge, this model must move directly toward an enemy Clockwork Juggernaut, except to move out of the way of terrain. If any other models are in the way of this Charge, push them up to 3” out of the way. This model can make this Charge even without LoS. If no enemy Clockwork Juggernaut is in play when this model begins its turn, end this model’s activation. Simple Algorithm: This model cannot target any model except Clockworth Juggernaut, unless this model has at least one spell. Coiled Springs: This model gains Wk/Cg +1/+1 for each Upgrade it possesses. Shambling: This model ignores severe terrain penalties. Melee Expert (+1) Casting Expert (+1)
  17. THE GREAT TRAIN ROBBERY (PDF) A Story Encounter for Malifaux by TedPro (with thanks to megnc86, lifeblood, and kasul for feedback and playtesting) SETUP Choose one player to be the Train Operators, and the other to be the Bandit. This can be either by agreement or using the following rule: "The most likely factions to be Train Operators are, in descending order, Arcanist, Guild, Outcast, Resurrectionist, and Neverborn." Place train cars across a diagonal of the board, similar to a Diagonal Deployment. Each train car should be about 2 inches wide by 6 inches long, and about 3 inches high. (If you don't have terrain, you can pretty easily fold 8.5" x 11" paper into 2.125" x 5.5" paper, which is close enough. You can also probably just use any index cards that you're not using for the game) These should be evenly spaced, about two inches apart. Train cars are easily climbable, blocking, obscuring, Ht 3 flat elevation. There should be no other terrain within 3" of the train cars. The first car should be in base contact with the Train Operator's corner, and there should be seven cars total. The cars should take up the whole map: this is a very long train. The rest of the board should be an outdoor setting, with cliff faces, cactus, bushes, and rock formations. For game purposes, it's not possible to go inside the train cars. Place a 30mm Loot counter on top of each of the back three cars. (The three cars furthest from the Bandit side's deployment.) DEPLOYMENT: The Train Operators deploy first, and must place all models on top of the train, or climbing the train, on the Operator's half of the board. Then, the Bandits deploy using a standard diagonal deployment. SPECIAL ESCAPE: Any model at the edge of the board that is not within the melee range of an enemy model can take a (2) Interact action to Get Away. Models that Get Away are buried and cannot be unburied, but are considered still alive for the purpose of schemes and strategies. Any tokens or counters they are carrying are buried along with them. TRAIN MOVEMENT: During the Resolve Effects stage of each round, push all train cars 8 inches toward the Bandits' side edge in a straight line. If you're using a different size or spacing, the movement should always be enough to put each car in the exact position of the next car ahead. Add new cars to the back of the train as needed, 2 inches behind the next train car. The train is infinitely long for game purposes. If it's easier, you can represent this by moving all models, tokens, counters, and so on to the same position the next car up. Any models or markers that are on the train, or climbing the train, are pushed as well at the same rate, so they're in contact with the same spot with respect to the train. Any models or markers that are moved out of the game space are considered to Get Away (even if they are within the melee range of an enemy model). (If a model climbing the side of the train is pushed, move it to the appropriate place on the next train, or as close as possible short of that distance if that spot is occupied. This doesn't cause any damage.) TRAIN COLLISION: Any model that is within the Train's path to any degree must make a Df->14 duel during the Start Closing Phase. If the model succeeds, push the model to the closest point out of the train's way. If the model fails, the model takes a 2/4/6 damage flip that cannot be cheated. A Ht 1 takes no damage on a Severe damage flip -- the train passes over them harmlessly! FALLING OFF A MOVING TRAIN: Falling off a train car causes a 2/4/6 damage flip as if Falling from a greater height. A model on top of a train can Jump (2) to land safely either side of the train, half an inch away from the train. TRAIN SUPPLIES: Any Scavenger in base contact with any train car can take a (1) Interact action to gain a Scrap Counter. Any Gravedigger in base contact with any train can can take a (1) Interact action to gain a Corpse Counter. BREAKING THE TRAIN: Models controlled by the Bandit can try to break the train by damaging any car. The train cars have Hardness 3, but do not leave play if broken. Instead, the whole train gets the Busted Train condition if any train cars are successful broken. Any new terrain placed on a moving train car (or in the space in front of a moving train car) is destroyed during the Start Closing Phase. This also makes the train a Busted Train. TINKER: Any non-Insignificant model with Scavenger (on any side) in base contact with any train car can take a (1) Interact action and spend any number of Scrap counters to Tinker with the broken train. This gives one positive or negative twist (your choice) to the Self-Repair check that will occur at the end of the round. BUSTED TRAIN: During the Start Closing Phase, if the train has the Busted Train condition, the Train Operator makes a Self-Repair check. This cannot be Cheated, but see Tinker above. Self-Repair flip: Black Joker: Still broken! Train does not move this round, and anyone in base contact takes 1 Dg. Check next round. 1-10: Still broken! Train does not move this round. Check next round. 11-13: Fixed. Train is no longer a Busted Train. All train cars lose the broken condition, and the train moves this round. Red Joker: Improved! Train is no longer a Busted Train. All train cars lose the broken condition, and the train moves this round. Raise the train's hardness by 1 until the end of the encounter -- this stacks if it happens multiple times. LOOT: Any non-Insignificant Bandit model in base contact with a train car can make an Interact action pick up an uncarried Loot counter on that train car. One non-Insignificant Train Operator model in base contact with the train can make a Wp->Wp duel to cancel this action. This duel ignores any immunity to Wp duels. Models carrying the Loot counter can climb and jump while carrying the Treasure. A model carrying a Loot counter does not drop from the normal movement of train cars, but can drop it due to a push from Train Collision. Loot is otherwise treated the same as the Treasure Counter of the Treasure Hunt strategy -- it reduces Wk to 4", removes Flight and Float, can be picked up by either side after first dropped, and so on. VICTORY CONDITIONS: Bandit: 2VP if at least one friendly non-Insignificant model is carrying a Loot counter at the end of the encounter, while at least 6 inches away from the train. 4VP if at least one friendly non-Insignificant model Gets Away while carrying a Loot counters at the end of the encounter, while at least 6 inches away from the train. Train Operator: 2VP if at least two Loot counters are on the train at the end of the encounter. 4VP if all three Loot counters are on the train at the end of the encounter. For the purpose of this strategy, a Loot counter is considered to be on the train if it's on top of the train, or carried by any model (of any side) that is on the train or in base contact with the train. A Loot counter is also considered to be on the train if a model Gets Away while on or in base contact with the train. EXTRA PLAYERS: If playing with more than two players, pick two players to be Train Operator and Bandit. Other players are deployed in a diagonal deployment and flip for strategies as usual.
  18. WYRDNESS RISING You’re sitting in a less than reputable establishment, drinking your poison of choice, when a grizzled man, a miner on first glance, bursts in. “They’re goin’ after the Seals!” he shouts, hysteria making his voice crack. Several people laugh, but you look more intently at the man. He may be covered in dust, but you realize that his hands are manicured and covered in ink, and there are pens sticking out of several pockets. You can even see a book poking out of his bag. You are not the only one who notices. “Who’s going after what?” demands an off duty Guild officer, obviously several drinks in. The man turns on the officer. “Some told me it was Von Schill’s crew… but there are reports of human remains riddled with metal, and girls with guns and swords… One man even told us there were rats.” A shiver passes through everyone in the room. A beautiful woman steps up to the ranting man and throws an arm over his shoulder, pressing her body against his; the man in clearly uncomfortable, and squeaks in protest. “Where are they going, good sir?” her lips brush his as she asks her questions. “The Seals, out in the Badlands. They’re trying to break the Seals….” Your Mission: To find and defeat the Wyrdness Rising in Malifaux Where: Game Citadel 720 Broadway #1 Bangor Maine 04401 ((207)907-7887) Reward: The satisfaction of knowing you've kept the citizens of Malifaux safe from harm (and an afternoon of fun and adventure) If you think you're brave enough to take on the Wyrdness in the wilds of Malifaux, email Fell(TheOneWhoFell@yahoo.com) by Saturday 9/17 with your name, faction, 35ss Crew list, and a 15ss Sideboard list. The adventure embarks at High Noon on Sunday September 18th.
×