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Found 58 results

  1. Mage pursuit (from Into the Steam) has the New Manifestation or Triggered Immuto on the first level. With the New Manifestation I can alternatively add one free (no additional TN cost) Immuto to one Manifestation I already possess. With Triggered Immuto I can add one free (no additional TN cost) Immuto to one Manifestation I already possess that activates on a trigger with a specific suit. Either I misunderstood something or there is no reason to take Triggered Immuto EVER. To make things more complicated, in TTB 2ED the Manifested Power looses the information about alternative free Immuto. So according to the rules, which one should it be?
  2. So, while I'm writing and working up the courage to run a TTB campaign, which will be my first time as FM/GM/DM/etc. and my players are brainstorming character concepts, they discovered something strange: The 2nd edition rulebook states that a character can jump after moving for free, with the base distance of half their Ht in yards and double that if they charged. If they want to get further, they can take a TN 5 Athletics duel to increase the distance jumped by half their Ht on a success (or double that on charge), plus one additional time that for every margin of success. So if a PC takes Wall of Muscle and trains in Athletics, they can easily increase their walks and charges by 4,5 and 9 yards respectively. Not only this, if the same character has Athletics at skill rank 3, they can take the Showboating trigger, meaning that if they get a on the Athletics duel to increase their jump distance, they can take a free attack (which might get a bonus, I can't recall). All this, at no visible drawbacks. So tell me, is this a viable strategy and a free way for every character to gain 1-9 yards increase to all their movement, as well as potential free attacks everywhere if they put a little effort into it, or have we misread or misunderstood something, and it doesn't work at all like that? (I'm using a friends book, that I seldom have at hand, so I can't quote page numbers and might remember stuff wrong)
  3. As the title says, does Wall of Muscle affect melee unarmed attacks?
  4. Gremlin Crier - Rules Q

    Hi all! Question about the Gremlin Crier (which I think is an AMAZING model, both in hobby and play terms. Especially the one with the bell, my favourite). I've just grabbed a box of three, plan to run at least one in my new Zipp crew, with Iron Skeeters dropping them on objectives. So; The Over Excited Ability - can you draw multiple cards with multiple Gremlin Criers, for every single card discarded? From the front of the card: Over Exited "When a friendly model within 3" (Aura) of one or more models with this Ability discards one or more cards as the result of a friendly Ability or Action, this model may suffer 1 damage to draw a card. If this model's controller has six or more cards in hand after resolving this Ability, this model suffers 1 additional damage." The thing is, a Gremlin Crier Over Exited Ability is potentially triggered if a friendly discard is made within the 3" Aura of ANY Gremlin Crier on the field. "One or more models with this Ability", not "This model". That could be a massive amount of card draw over the game, especially if you heal these guys as you go, inbuilt zero action or otherwise. Makes sense in a way, Gremlin Criers calling out the news to each other... Thoughts? I've only been playing Malifaux a little while, so maybe I've missed something. EDIT: I mean, have someone discard to go defensive, and draw two or three cards in return! Nice. I like having all the 13's and Jokers in my hand. EDIT EDIT: If this topic has already been covered, my apologies
  5. Magical buffs issue

    Hi everyone, I'm playing a Mage in TTB 2e and I have an issue with buff Magia in general. The problem is it's too powerful, so the fatemaster doesn't want me to take most of the buff spells, and I have to agree with him, these spells are broken. The TN doesn't mean a thing for buffs, as you can prepare yourself in advance and cast it for a day or more. Mental and physical enhancements both can raise all your stats to 5, so a simple spell is better than many destiny steps. Invisibility and Swirling illusions makes you impossible to hit. Improved fate gives you a to everything. Armor and Occultation makes you tanky as hell. That's the spells I can't take as the fatemaster fells if I do, our opponents will have no chances. Could we get a fix to these spells ?
  6. Unstitched Rules

    So the Unstitched rules have been unavailable for some time... does anyone have a downloaded copy of it? the weblink has been down or over a year I think.
  7. Extraction (GG 2017)

    Hi all, i have a question about extraction (GG 2017 Strategy). Which is the size of the informant marker? Sunday we had a tournament and they pointed out that in the tournament rules the marker size was not written So it could also be a point or impassable, ht 5, etc ... How should we consider it? We used to play it as a 30mm marker ht 0. But this is not written anyware so... What's the right way to play it?
  8. Rules clarification for Pandora

    Hi there, I have a question regarding Pandora's Misery ability, Fading Memory ability and her Expose Fears ability. Say someone takes an attack targeting Pandora's DF, expose fear states that she can use her Wp instead of DF and that she considers the duel as a Wp duel. If she wins the duel, does the Misery and Fading Memory ability trigger? If not, why? My friend told me that they don't trigger but didn't point me to the rules that clarifies this. Thank you in advance.
  9. Hi, Please could you tell me if this map is ok? I played Guild vs Neverborn melee and seems this map set up i can't win. I cannot use my pushes on this map properly and seems like i cannot use Perdita's range too. My opponent is playing Lilith and casting Illusionary forests on the top of that. Best regards,
  10. First of all, thank you for reading! I've been playing Malifaux for almost a year, but my actual amount of games is fairly low. Casual only, it's me, my girlfriend sometimes, and two other friends. We worked up to 50ss games while we were still learning the rules and it's been maybe a month or two since we've all really gotten comfortable with them. The first half of that year was me collecting and largely theory as it took me a while to rope in players. Now, I'm a rather socially anxious person, particularly when it comes to strangers and games. This, and my overwhelming pile of greys, has kept me from joining a club with players more experienced than I. The point of this post is simple. My games last upwards of two hours sometimes even with one side often "calling" once the gap in VP gets too large. As casual as I am, I also refuse to deny my opponent their victory so I will usually stick with it if I can. I know in the rulebook it states games should last to about 90 minutes or so, and that's what I've been aiming for to keep my players invested and entertained, but it somehow always breaks 90 by the third or fourth turn (usually when schemes start becoming the focus) and I can see their attention and enthusiasm diminish. For reference, I play predominantly Gremlins, my GF plays an assorted mix of McMourning, Lucius, or Tara. Of the other two, one plays Tara exclusively (when my GF isn't), and the other proxies practically everything but has recently stuck to Arcanists Ramos or Ironsides. Rules wise, I feel we have the game down, but perhaps it's our lack of familiarity with our cards and (in the case of the proxies) our opponents models. Truthfully it's led me to start hiring my lists before I even start so I can eliminate that step (and predominantly elite high cost crews as well) just to keep the time investment down. Perhaps I will build another table so we can get two games at once, with everyone playing. I will edit this post with a battle report (never done one so I apologize in advance) and a timer for each step. Thanks again!
  11. Hello, everyone. I've recently started playing Malifaux and had a question come up regarding the timing of After Resolving vs. After Damaging. Essentially, the defender had a trigger to push after resolving, and the attacker had a trigger to push after damaging. The player controlling the attacking model wanted to know if he could push to follow after the defender pushed away. Looking through the rulebook I see the following on Page 32: •After resolving: These effects happen after Step 5 regardless of who wins the duel. •After damaging: These effects happen after Step 5 and only if the target suffers 1 or more damage from the Action. These effects are resolved before the damaged model is removed if it was killed by the damage. Step 5 in this instance refers to the step in the duel itself. We also see a note indicating that the Defender's trigger is resolved first. So far this seems pretty clear cut, but the thing that's confusing me is when is damage applied? From looking on page 37-38 it seems that damage is applied during Step 3 of the Attack, "Resolve Results." My questions are below: 1. So would the `After Damaging` trigger occur during Step 3 of the attack (still after Step 5 of the duel), and then the `After Resolving` trigger would occur after Step 3 of the attack? 2. Is `After damaging` essentially the same as `After resolving`, but with the condition that the target must have suffered 1 or more damage? Meaning they take place at the same time, and if two triggers occur simultaneously the defender's is resolved first? Apologies for overcomplicating this, and thank you in advance!
  12. Jack Daw remembering injustice

    Apologies because I know this has been discussed before, but I don't know whether a final consensus was ever reached - I've seen contradictory posts about how this works recently on A Wyrd Place. The question is, whether the trigger Remember Injustice on Jack's Noose attack can benefit from extra damage due to Firing Squad Injustice and The Bigger They Are. Lets take Firing Squad Injustice first. It says "When this model suffers damage from an attack action, it suffers +1 damage". Because Remember Injustice is part of the initial Noose attack action, it seems that this damage source should also benefit from +1 damage due to Firing Squad. But then I've also seen it argued that the overall Noose attack action can only receive +1 damage in total. So if you have applied this +1 to the original hit, you can't apply it again to the trigger damage. However, that interpretation seems counter intuitive to me. The Bigger They Are is worded slightly differently: "This models close attack actions that deal damage +1 damage to non-Masters with an upgrade attached". Again, Remember Injustice is considered part of a close attack action, so on face value you would expect the +1 to apply again. But I've seen the same counter argument outlined above applied here as well. So can we resolve this once and for all? Exactly how much damage should Remember Injustice do to a model with Firing Squad Injustice, if Jack has Bigger They Are?? NOTE: posted this here rather than in rules forum, to gain more exposure to those in the know (Outcast players).
  13. While no Fatemaster would allow this, rules as written it seems as though you can change the TN of a spell to an arbitrary number by applying the Terror Immuto and the Reduce Resistance Immuto. For example, let's take a Magia with TN 5 and add the terror immuto (TN +1). It is now TN 6, then we add the reduce resistance immuto, lowering the TN of the horror duel provided by terror by 1 with the benefit of reducing the spells TN by 2. This leaves us with TN 4. Both of these immuto can be applied infinitely and the terror immuto increases the TN by 1 each time while the reduce resistance reduces it by 2 while the effect of the spell remains the same. By doing this you can increase the TN of the spell by 50 with 50x Terror and then reduce it by 100 with 50x Reduce Resistance. This means you can either increase the horror duel provided by the terror immuto to an arbitrarily high TN or you can add another immuto (such as increased duration, range or severe damage) as much as you possibly can (infinite for severe damage) without increasing your TN. Obviously this isn't intended and no sane person would allow it but I'm wondering if I missed something in the rules or FAQ that invalidates it... I assumed that the reduce resistance Immuto could only apply to target numbers of the Magia but the FAQ states that it can be applied to any duel that is the result of a spell, which should include immuto right?
  14. I was playing in a tournament yesterday and one of the Schemes was Search The Ruins. Pretty much in the centre of the board was a cliff which was Height 5 Impassable. It was sufficiently large and so placed as to block 6" of the board centre from 6 to 11 around a clock face. My question is: If I have a model next to the cliff, using the Practices Production upgrade on Colette, could I place a Shame Marker on top of the cliff, in a position to score for Search The Ruins?
  15. Wording of Armor?

    Hi, As I was looking at my cards i stumbled across the wording of Armor. Say you have Armor +1 and you get hit by an attack that does One damage. Do you then take One or no damage? The wording says it reduced damage by One, to a min of One. doesnt that mean that it always reduce it by One?
  16. Shooting at Pere in melee question

    Hey all, Had my first game of malifaux 2e yesterday. At one point Pere was in combat with Tara And big jake with only a wound left. I wanted to shoot him with Rami so he'd explode. The issue was that Rami has 'Shoot high' so he doesn't flip for height one models when determining a random model in combat. Does this mean that Rami could never shoot Pere in melee even if he wanted to? I didn't know if the rules for friendly opposed duels would interfere here. We ruled that the shot can't happen. What do you guys think?
  17. What counts as being "flipped" in terms of the red joker? A flipped red joker stops your opponent from cheating on their flip. However if you were losing a duel, it's your turn to cheat, you cheat a red joker. Does this count as a red joker being flipped and prevents your opponent then cheating their flip, or once the flips have been made, both parties get a chance to cheat, red joker or not? So does a "flip" count only as the card(s) turned from the fate deck? Cards you cheat then do not count as being flipped?
  18. Can Scheme Markers stack?

    Question about Scheme marker placement, Can they stack? https://youtu.be/evdgzOGEeTU?t=20m14s In this video “allowed to stack scheme markers on top of eachother”. Both the Large book pg.49 and the small book pg.56 are written the same and ready the same way. And yes, both are ambiguous. While playing I have heard both arguments but there hasn’t been any resolution. Below I break down different pros and cons for each that I have run across. The arguments FOR stacking references Section 1 Paragraph 4 “Sometimes a model will drop multiple markers. It is perfectly acceptable for two Markers to be on top of each other; both have their effects, it doesn’t matter which one is placed on top. This doesn’t specify if the “multiple Markers” can be friendly or if it's only legal to stack opposed markers. And Section 4 Paragraph 4 “Models may take a (1) interact Action to remove EVERY enemy Scheme Marker that is in base contact with the model.” The last point isn’t written in either rule book but a logic question. There are a great many Schemes and Strategies that are impossible combos; if every Marker needs a minimum of 4” between each other then certain combinations of S&S are illegal or impossible combinations. This could be a broken flaw to the game or an intentional layer of play strategy to understand the broken and illegal combos. Additional things to note, There are many synergy and metta shenanigans of certain models that almost sound like they would support stackable markers. The argument AGAINST stacking references Section 4 Paragraph 4 “Models may place a scheme Marker in base contact with themselves and NOT within 4” of another friendly Scheme Marker by taking a (1) Interact Action.” Secondly, almost every Scheme and Strategy breaks or becomes moot if you can stack markers. E.G. Line in the Sand becomes an Auto-Take every time. The rule book breaks down markers into the following sections, Markers: Three paragraphs Paragraph 1 - Description/Overview Paragraph 2 - Rules Paragraph 3 - Summary Corps Markers: Three paragraphs Paragraph 1 - Overview Paragraph 2 - Operation Paragraph 3 - Clarification Scrap markers: Three paragraphs Paragraph 1 - Overview Paragraph 2 - Operation Paragraph 3 - Clarification Scheme Markers: Four Paragraphs Paragraph 1 - Rules Paragraph 2 - Overview Paragraph 3 - Clarification Paragraph 4 - Rules
  19. Frightening Dream and Chain Activations

    Hi everybody! Can anyone provide some real clarification on these two abilities? My new player chose The Dreamer against my Ulix (ugh) and had some big issues this week, and honestly, those abilities confuse me as well. How exactly does Frightening Dream work? Also: Chain activations can only affect one other model. However, if the other model that was activated BY that chain activation ends his activation within range of another model, does the new model then chain activate? And so on? It felt like there was a lot (a LOT) of long turns being taken on the NB side, and it didn't seem right. I have never played NB, which is probably where I'm running into issues explaining. Kind of n00b questions, I know, but clarification would really help me out. Thank you!
  20. Explaining Rules to Newbies

    What's happenin', all? Seeking the expertise of veteran players. I'm introducing my weekly game night group players to Malifaux, and am seeking some advice on great, simple ways to explain "fiddly" rules. An example: 1. Ca 4(tomes); TN 14(tomes); Res. Df They're getting caught up every time on the suit name in an attack action, and its mechanics. "Do we have to FLIP the tomes to succeed, or is it GIVEN to us?! Bargle, bargle, bargle..." I'm not sure I'm doing a fantastic job at explaining. I play Gremlins almost exclusively, and am guilty of knowing how MY faction works, but not studying up on anyone else's. :\ Anyone have some spare time to put this in the simplest terms that I might use to suck more people into the Breach?
  21. freikorps librarian

    the freikorps librarian has this rule: Nether Fluctuation: Enemy models within a4 of this model ignore any suits associated with their Ca, Sh, and Ml stats. How it works? if we suppose that i'm hitting with a model that need a tome for a trigger and he has this tome on his MI, CA or SH stats the tome is annulled. but if i cheat or i use soulstone to buy the tome i can trigger?
  22. Hello all, Could not find this (but I am sure it is out there somewhere so sorry in advance). If I have a Ht 2 model standing on a Ht 1 box, can I see over the Ht 2 wall? I will not spoil the opinions with what was decided in our tournament. Thanks, Steven
  23. Attack action dual totals

    I just got inot the game and read and bought the rule books and read and read , i belive im almost there, one question in the attack actions it states this as an example R Critical Strike: When damaging the target, this Attack deals +1 damage for each R in the final duel total. So is this the number on the card of skulls played ? say 7 or 13 or just one count? per card flipped or used? thank you for your time and Iam looking forward tomy games so much
  24. I was wondering about the mechanics of the interaction of the Doppelganger and useless duplications. She can't be shot while engaged, useless duplications treats her as engaged if she was to be shot at, randomising for models within 2, even if they are all friendly. So does that mean, if I have a doppelganger next to a friendly model, miles away from any enemy models, and the Doppelganger gets shot at, the other model will always be the target? Edit: I'm sorry if this is posted in the wrong place