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hoosiersoulstone

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Posts posted by hoosiersoulstone

  1. Looking for a fun-filled winter weekend of Malifaux events located at the Crossroads of America? Then look no further than Indy Storm! We will be running a whole weekend of Malifaux events at Indianapolis' first dedicated miniature gaming convention. There will be prizes, there will be glory, there will be bad things!  Register today at https://www.indystorm.net/

    50ss Masters Event:

    Price:$10
    Maximum Players: 16
    Start Time: 9am Saturday Feb. 1, 2019
    Where:  Wyndham Indianapolis (2544 Executive Dr. Indianapolis, IN 46241)

    Format: 50 Soul Stones
    TO: Robert Singer

    Additional Information:
    This will be a three round, 50ss, Malifaux 3E tournament utilizing Gaining Grounds. If there is a Season 1 of Gaining Grounds available in enough time for the event (end January), the tournament will use those rules, including strategies and schemes. If there is not one available in advance of the tournament, we will be utilizing the Gaining Grounds Season 0 rules from Wyrd. More info TBA, including encounter pools and game variants (if any). 

  2. Looking for a fun-filled winter weekend of Malifaux events located at the Crossroads of America? Then look no further than Indy Storm! We will be running a whole weekend of Malifaux events at Indianapolis' first dedicated miniature gaming convention. There will be prizes, there will be glory, there will be bad things!  Register today at https://www.indystorm.net/

    Henchman Hardcore:

    Price:$5
    Maximum Players: 16
    Start Time: 9am Sunday, February 2nd, 2019
    Where:  Wyndham Indianapolis (2544 Executive Dr. Indianapolis, IN 46241)

    Format: Henchman Hardcore; 30 Soul Stones
    TO: Robert Singer
    Rounds: 5

    Additional Information:

    Henchman Hardcore
    Henchman Hardcore is different from standard Malifaux in the following ways:
    • Encounter Size is 30 Soulstones.
    • Round Time Limit is 30 minutes.
    • Only Henchmen can be chosen as a Crew’s Leader.
    • A Leader's Cost is not treated as 0 when hiring.
    • A Crew’s Soulstone Pool can never exceed 3 (any excess Soulstones are discarded).
    • Player's have a maximum hand size of 4.
    • Player Crews must contain exactly 4 models and are fixed for the event, and thus cannot change between games.
    • Leaders have an Action limit of 2 instead of 3.
    • Models cannot be Summoned. If a model would be Summoned, the Summon effect is ignored.
    • The Helping Hand ability listed on Effigy models is ignored.
    • VP from Strategies may be scored during Turn 1.

    • Encounters are predetermined as follows:
    Deployment: Wedge
    Strategy: Plant Explosives
    Schemes: Vendetta & Assassinate

    Strategy & Scheme descriptions below for reference:

    Strategy: Plant Explosives
    After Deployment, starting with the player with Initiative,
    each player alternates placing Explosives Tokens on
    their deployed models until each player has placed a
    total of five Explosives Tokens on their models.
    Minions can have a maximum of one Explosive Token
    placed on them, while non-Minions can have a maximum
    of two Explosive Tokens placed on them.
    A model with one or more Explosives Tokens can take
    the Interact Action to discard an Explosives Token and
    Drop a Strategy Marker into base contact with itself
    on the enemy Table Half. Strategy Markers cannot
    be Dropped within 6" of another friendly Strategy
    Marker. This Action cannot be taken if a Marker cannot
    be Dropped this way.
    A model in base contact with a Strategy Marker can
    take the Interact Action to discard the Strategy Marker
    and gain an Explosives Token.
    If a model with one or more Explosives Tokens is killed,
    an enemy model within 3" of the killed model may
    gain the killed model’s Explosives Tokens. Otherwise,
    they are discarded.
    At the end of each Turn, a Crew gains 1 VP if there are
    more Strategy Markers on the opponent’s table half than
    this Crew has earned VP from this Strategy. Strategy
    Markers on the centerline count as being on both table
    halves.

    Deployment: Wedge

    Schemes:
    Assassinate
    Reveal: At the end of the Turn, if the enemy Leader is in
    play and has half its maximum Health or less, you may
    reveal this Scheme to gain 1 VP.
    End: At the end of the game, if the enemy Leader is not in
    play, gain 1 VP.
    Vendetta

    At the beginning of the game, secretly choose a
    friendly non-Totem model and an enemy non-Leader
    model with equal or higher Cost.
    Reveal: At the end of the friendly model’s Activation,
    if it successfully dealt damage to the secretly chosen
    enemy model and the enemy model has half its
    maximum Health or less (but is still in play), you
    may reveal this Scheme to gain 1 VP.
    End: At the end of the game, if the friendly model is
    in play and the enemy model is not, gain 1 VP.

  3. Looking for a fun-filled winter weekend of Malifaux events located at the Crossroads of America? Then look no further than Indy Storm! We will be running a whole weekend of Malifaux events at Indianapolis' first dedicated miniature gaming convention. There will be prizes, there will be glory, there will be bad things!  Register today at https://www.indystorm.net/

    All Out Brawl:

    Price $5
    Max Players: 16
    Start Time: 7PM Friday January 31

    Where:  Wyndham Indianapolis (2544 Executive Dr. Indianapolis, IN 46241)


    Format: 1 Enforcer, 1 Upgrade
    TO: Robert Singer
    Rounds: 3

    The All Out Brawl is an arena deathmatch where players take their favorite Enforcers and wreak as much mayhem
    as possible! This is a great format to use if you have spent all day playing competitively and your group is looking
    for something more laid back for the evening. It is also a great way to spend an afternoon if you want something
    different. This format is best played with between 4 and 8 participants; if your group has more people than this, you
    may want to consider breaking up into multiple All Out Brawls which are played simultaneously.

    Rules
    All Out Brawl is a game mode for 4-8 players and differs from standard Malifaux in the following ways:
    • Players may choose any one non-Master, non-Henchman with Cost 10 or less as their Leader. No other models are hired.
    • Players may deploy their model anywhere not within 6" of another model (in a random order).
    • Leaders have an Action limit of 2 instead of 3.
    • Players have a maximum hand size of 3.
    • Models cannot be Buried. If a model would be Buried, it instead suffers 2 irreducible damage.
    • Each player flips for Initiative. When determining Initiative, the player with the highest Initiative is first, then the second highest, and so on. When Activating, play proceeds in this same order.
    • When a player would Activate a model, if they have no models in play, they may summon their Leader within 6" of a random table edge. Their Leader then gains Slow.
    • Models cannot be Summoned from any effect other than the above effect, if a model would be Summoned, the Summon effect is ignored.
    • Instead of using Schemes and Strategies, players may gain/lose VP in any of the following ways:
    - After a model is killed, the Crew controlling the model that killed it gains 2 VP.
    - At the end of a model's Activation, its controller gains 1 VP for each model damaged during that Activation.
    - During the End Phase, a Crew gains 1 VP if it has any models within 6" of the Centerpoint.

  4. Season's greetings Wyrdos! With December (month not Tyrant) on the horizon, it felt like a good time to get together for a Malifaux event with some holiday twists! There will be holiday snacks (cookies, cake, drinks) available all day, and you are encouraged to wear your ugliest holiday garb. In addition, the entry fee for the event will be unique! In lieu of a traditional cash entry, each player will be responsible for providing a gift wrapped package of Malifaux models or a Malifaux kit to be added to Krampus's sack for a good old fashioned White Elephant gift exchange! Models/kits do not have to be NIB, but must be unpainted. If you would like to enter an assembled model or group of models, that is fine, but the models must be unpainted and assembled to a decent standard. If you are unsure about the quality, don't use it and go with something else. Models unassembled on sprues are also allowed. All models should be provided with appropriate bases and must be gift wrapped. There is no limit to the MSRP ceiling for your entry fee, but the floor is a model worth $10.00 or more. 

    Where: Sinclair Games
    When: Saturday December 14, 2019
    Registration: 11:00 – 11:30
    Registration starts @ 11am 
    Cards Flip @ 11:30am 

    Round 1: 11:30am – 1:30pm
    Round 2: 1:45pm – 3:45pm
    Meal Break: 3:45pm - 4:45pm
    Round 3: 4:45pm-6:45pm

    Game Format: 50 Soulstones, Fixed Faction, Too Many Secrets

    Player packets will be available during registration. Player packets will include a scoring sheets outlining the Strategy & Schemes for each round. Players will mark their chosen Schemes and relevant choices for said Schemes on the sheet. Games will go until end of turn 5.

    This event has 10 slots available on a first-come, first-served basis. 

    All information pertaining to scoring and other rules for Gaining Grounds events may be found in the Gaining Grounds 2019 Season Zero document on Wyrd’s website: https://www.wyrd-games.net/resources

    These rules will be followed!

    There will be prizes for the following:
    1st, 2nd, & 3rd Place
    As well as the White Elephant gift exchange!

    Round Encounters:

    Round One:
    Deployment: Flank
    Strategy:    Turf War
    Schemes: Breakthrough, Power Ritual, Outflank, Claim Jump, Assassinate

    Round Two:
    Deployment: Standard
    Strategy:    Plant Explosives
    Schemes: Detonate Charges, Search the Ruins, Hold Up Their Forces, Deliver a Message,Vendetta

    Round Three: 
    Deployment: Wedge
    Strategy:    Corrupted Idols
    Schemes: Harness the Leyline, Dig Their Graves, Take Prisoner, Outflank, Claim Jump


     

  5. Hello Wyrdos! Indy Wyrdos & Sinclair Games is proud to present Slam at the Ram 2019! This will be an all-day, 3 round, Malifaux 3rd Edition (M3E) 50ss tournament at Indy’s very own The RAM Restaurant & Brewery located at 140 Illinois St, Indianapolis, IN 46225. Come out and enjoy a fun, competitive day of great Malifaux, great beer, and great food! This event will have a $20.00 registration fee payable to the T.O. on day of the event to help contribute towards prize support and room rental. This event has 16 slots available on a first-come, first-served basis. If you are planning to attend this event, in addition to selecting “Going” or "Interested" on the Facebook event, please also indicate your attendance with a comment on the discussion section of the Facebook Event Page (https://www.facebook.com/events/2434117700200790/).

    The RAM Restaurant & Brewery is being kind enough to give us the space for the whole day under the stipulation that all participants eat their meals during the breaks at the restaurant. If you are signing up to participate in this event, then this stipulation is non-negotiable. The RAM offers a wide variety of excellent food and beer, so you won’t regret it! Snacks and drinks are also available for purchase at the RAM throughout the event.

    Due to the nature of the venue, this is a 21+ ONLY event.

    The Details:

    Registration: 10:30am
    Round 1: 11:00am – 1:00pm
    Round 2: 1:30pm – 3:30pm
    Meal Break: 3:30pm - 5:00pm
    Round 3: 5:00pm- 7:00pm
    Awards/Breakdown: 7:30 pm-8:30 pm

    Crew Pool: 50 Soulstones, single declared faction, no Dead Man's Hand
    All information pertaining to M3E Encounters, Strategies, and Schemes can be found beginning on page 40 of the M3E Rules Manual. Aside from changes to M3E encounters and basic rules, the tournament will operate like a Gaining Grounds event, the rules of which may be found in the Gaining Grounds 2018 document on Wyrd’s website:
    https://www.wyrd-games.net/resources

    Tables will be preset with terrain along with a layout guide indicating where each piece should be and the traits of each terrain piece. This is intended to provide fairness and clarity regarding each board for all players and to increase time for actual play during the 2-hour rounds.

    These rules will be followed!

    There will be prizes for the following:

    1st Place
    2nd Place
    3rd Place
    Last Place
    Best Appearance

    Finally, we will have a Joker Flip Raffle. Registration gets you one ticket, each subsequent Red or Black Joker flip in your games will earn you an additional ticket (reported with scores at the end of each round). The raffle drawings will occur after all other prizes/awards have been given out. If you win one of the aforementioned awards, you will no longer be eligible for the Joker Flip Raffle.

    Round Encounters:

    Round One:
    Deployment: Wedge
    Strategy: Reckoning
    Schemes: Harness the Leyline, Dig Their Graves, Take Prisoner, Assassinate, Vendetta

    Round Two:
    Deployment: Corner
    Strategy: Turf War
    Schemes: Search the Ruins, Hold Up Their Forces, Power Ritual, Deliver A Message, Claim Jump

    Round Three:
    Deployment: Flank
    Strategy: Plant Explosives
    Schemes: Breakthrough, Search the Ruins, Detonate Charges, Outflank, Vendetta

    • Like 1
  6. In my experience, Hucksters without Trained Ninja are just fine to give you a higher cache. If you play it right, the hucksters should always be hiding and out of LOS near blocking terrain anyway. 

    Otherwise,  everything else seems solid. Have you given thought to a Tanuki instead of Ruffian? I find that they provide greater utility for me when I run McCabe.

    • Like 2
    • Agree 1
  7. Indy Wyrdos Presents: End of Beta M3E Tournament! 

    Let's kickoff spring by celebrating the end the M3E Beta!

    Where: Sinclair Games (176 W Carmel Dr, Carmel, IN 46032)

    When: Saturday April 6, 2018
    Registration: 11:00 – 11:30
    Registration starts @ 11am 
    Cards Flip @ 11:30am 

    Round 1: 11:30am – 1:45pm
    Round 2: 2:00pm – 4:15pm
    Meal Break: 4:15pm - 5:15pm
    Round 3: 5:15pm- 7:30pm

    Crew Pool: 50 Soulstones, single declared faction, DMH masters allowed.

    Player packets will be available during registration. Player packets will include a scoring sheets outlining the Strategy & Schemes for each round. Players will mark their chosen Schemes and relevant choices for said Schemes on the sheet. Games will go until end of turn 5.

    This event has 10 slots available on a first-come, first-served basis. 

    All information pertaining to scoring and other rules for Gaining Grounds events may be found in the Gaining Grounds 2018 document on Wyrd’s website: https://www.wyrd-games.net/resources

    However, encounters will utilize the Deployments, Strategies, and Schemes for the M3E Beta Rulebook. 

    These rules will be followed!

    There will be prizes for the following:
    1st, 2nd, & 3rd Place
    Best Appearance
    As well as random prize drawings!

    Round Scenarios:

    Round One:
    Deployment: Standard
    Strategy:    Plant Explosives
    Schemes: Harness the Ley Line, Hold Up Their Forces, Take Prisoner, Claim Jump, Vendetta

    Round Two:
    Deployment: Wedge
    Strategy:    Reckoning
    Schemes: Breakthrough, Search the Ruins, Dig Their Graves, Assassinate, Claim Jump 

    Round Three: 
    Deployment: Flank
    Strategy:    Turf War
    Schemes: Detonate Charges, Search the Ruins, Power Ritual, Outflank, Deliver a Message

  8. Overall I think TT are very strong, in no small part due to how many good versatile models we have: Tanuki, Emissary, Dawn Serpent, etc.

    For Crews:

    McCabe: I think while his hiring pool in theme is small, he is still very potent and has a tremendous amount of flexibility as a whole. The bladed artifact is easily the best one for the cost, however the others will have their uses here and there. The hucksters are terrific scheme runners as is Desper. McCabe himself is a gloriously sneaky beater and a great secondaryscheme runner when necessary. I think McCabe will compete and see lots of play with a lot of variety out of theme hires.

    Misaki: A fun beater with a method or a quality scheme runner in a pinch. This crew as a whole has a lot to love from Minako and her summons to Ototo being a beast that the opponent needs to worry about. Torakage are strong (FINALLY) and her other in-keyword hires are situational but have a place. Another master who benefits from having models such as Shadow Emissary or Tanuki in the crew. 

    Yan-Lo: I think he is in a solid place. I have had a blast with every game I have had with him so far and really enjoy the avalanche mechanics of his upgrade build-up. I agree with @Razhem that Bone is way less useful in TT and split the soul will be missed but he can still play. There will be multiple ways to approach building this crew between ancestor heavy, minion-centric with Toshiro & komainu, or meeting somewhere in-between. Overall I love where this crew ended up. 

    Mei-Feng: I think Mei is strong, especially in capable hands, but that she will have a steep learning curve. Once the turn 1 positioning game is mastered by her player, this crew is going to do some really fun and special things. While she is good in TT, the argument can be made that she is better in Arcanists due to the bells and whistles they get involving constructs.

     

    I don't play the other masters but did play against Lynch and Asami in OB and think they are looking good. SHenlong I have not paid any real attention to and Youko does not look strong on paper, mainly due to her seeming underwhelming but her crew has many things that appeal to me, especially Kabuki Warriors. 

    • Like 1
    • Agree 1
  9. 15 hours ago, trikk said:

    But no sightlines are blocked between the pillar and the model thats being targeted so why would the shadows matter?

    If no sight lines are blocked then there should be no cover. I was speaking based on of sight lines are blocked. 

    15 hours ago, trikk said:

    Personally I'd just drop the Tomes from the TN and Stat because why bother? And I don't know what dropping the Tomes from the Stat  has to do with anything I said. I never mentioned it. I mentioned it needing a 6 instead of a 5

    I was referring to early closed beta when it was very difficult for Silent Ones to get Ice Pillars out without spending a stone or card. Top-decking with them was a serious gamble. Dropping the tomes from the action is an interesting idea.

     

    15 hours ago, trikk said:

    And TBH the "She went throught the closed beta unchanged" is not really an argument, because so did Sandeep during Ripples of Fate

    I am referring to where she was at the end of closed beta. She started out way too powerful, then way too weak, and then ended in a very good spot. 

  10.  

    18 hours ago, trikk said:

    How do you count cover when using Ice Pillars, if I'm standing 1.5" from it? Do I get it as I'm in the shadow or not? How do IcePillars or Hidden Sniper work with Stealth. I assume they don't affect as targeting is done by the model making that action so the range is from Rasputina/Lucius

    1. Models that are 1.5" away from the pillar would be in the shadow and gain cover as the pillar marker is ht 4, blocking. The way I read both abilities, Raspy would draw LoS to a model with Stealth if she had an Ice Pillar within 8" of her and said Ice Pillar were within 6" of the model with Stealth. However, this could.use clarification in the wording of Stealth. 

    18 hours ago, trikk said:

    So this game I didn't get blown up fast and it went a lot better. My opponent had a very ranged oriented crew. I think that Rasputina's Ice Pillar mechanic but I think with 2 Silent Ones its not hard to get around 6-7 markers out and block the opponent off. (By the end of the game we had around 15 pillars set up) I don't know if pillars should be that easy to make (I'm talking about +1/+2 TN, because a 5 is pretty easy to flip or maybe just make it higher on non-Raspi). Her shockwave seems very potent, having a high TN (with Mv5 its 9 to pass and with Staggered its 11!) that gives both Slow and Staggered and most of the time 2 dmg and forces a card if you activate or you get slow. I don't know if one of those shouldn't be on a trigger. (The effective range on the Shockwave is more than 16"). 

    2. Raspy's crew is card hungry enough as it is that raising TNs for the action on her and Silent Ones would be signigicantly harmful to the crew as a whole since ice pillars are her fundamental source of control. Same with the trigger to make another pillar. It's a trigger that requires stoning, cheating, or hitting the right card on a flip, so you have to either get lucky or spend a valuable resource for the trigger, so there are already consequences to trying to get it off more than once. In closed beta, the Silent Ones had no tome built-in and a higher TN for Ice Pillars and it was basically a crap shoot if they were going to have a successful activation or waste two actions when you have no tomes in hand, especially in turns 1 and 2. Furthermore, the pillars can be removed as they are destructible. The point with Rasputina and her pillars is to block the opponent, funnel them into undesirable positions, and force them into tough choices. As for her shockwave,  most shockwaves in the game, especially from masters, have a high Mv TN, see: Wong.

    With a score of 5-0, I am curious as to how these things were such a problem and too much, given that you were able to effectively wipe out the entire Rasputina crew and blank your opponent on score? 

    Personally, I think Raspy is very good at control but not unbeatable. She has long range, which has always been the case with her, and is nowhere close to being broken as your victory shows. I have won and lost close games with her in both Open and Closed Beta. She is virtually unchanged from the closed beta where it was mostly agreed that she was in a tremendous place, ready to be printed. 

    • Agree 1
  11. 1 hour ago, Paddywhack said:

    I don't love his current iteration, but doubt they are going to go back at this point. I'm hopeful some things can get fixed to make him more enjoyable though and more competitive, otherwise I doubt we'll see him except in very casual games, similar to early 2nd edition where if you took him, you knew you were doing so at a disadvantage. 

    Right now I'm more peeved that they took Hard To Kill from Ashigaru and it feels like the only reason they did so was they added the summon to Yan Lo. Yan Lo and Toshiro summoning Ashigaru, especially with Yan Lo's easy access to Corpses, broke the Ashigaru who were in a great place. Instead of fixing Yan Lo, they nerfed the Ashigaru. As is the Ashigaru are a firm Never Hire. Why would I as they will die fairly quickly without HTK and honestly have crap stats. It's better to wait and have Yan Lo and Toshiro summon a couple. I really don't like models that are only good for summoning and I thought we were striving to avoid that this time around? I also don't like the idea thematically of Yan Lo summoning lesser models. He's always been about summoning his ancestors back, not no-name nobodies. Leave that to Toshiro. 

    I agree with you here. The Ashigaru nerf seemed silly to me as HtK made them worthwhile with their limited stats. My opponent didn't find them to be broken the many times we played with Yan Lo summoning them. I did not use Toshiro as he doesn't appeal as much to me, but I still think spending an action and likely a high card with suit or stone is a worthy sacrifice on Toshiro or Yan Lo is a fair trade off not to mention that they come in slow and wounded. I do like Razhem's idea of another turn 1-2 trigger on Treacherous Paths.

  12. I played Yan Lo in closed beta and I echo those who are saying it looks great on paper but it is not easy set up and not always in your best interest. That being said, when it does go off with outflank or corrupted idols in the pool, it can be real fun, but not game-breaking. I agree with @Skitt_Happens regarding reliquaries as they force the opponent to have to deal with non-ancestors rather than the Izamu threat. @Paddywhack & @Razhem I note your concerns regarding Yan Lo from Closed Beta as we all had some healthy debate regarding this. I do agree that Turns 1-2 can be dicey especially as game length is a problem currently. I do think that Lightning Dance could use a bit of help, especially if one compares to Colette's tech, but as a Colette player, I think Colette needs some toning down. I have enjoyed the early game positioning game with Yan Lo and found it fun, however the option to target friendlies or enemies in earlier iterations did create a more fun and versatile play experience early game. 

  13. Hello Wyrdos! Indy Malifaux & Sinclair Games is proud to present Slam at the Ram 2018! This will be an all-day, 4 round, 50ss Gaining Grounds tournament at Indy’s very own The RAM Restaurant & Brewery located at 140 Illinois St, Indianapolis, IN 46225. Come out and enjoy a fun, competitive day of great Malifaux, great beer, and great food! This event will have a $10.00 registration fee payable to the T.O. on day of the event to help contribute towards prize support. This event has 16 slots available on a first-come, first-served basis. If you are planning to attend this event, in addition to selecting “Going” on the Facebook event, please also indicate your attendance with a comment on the discussion section of the Facebook Event Page (https://www.facebook.com/events/544941929294990/). 

    The RAM Restaurant & Brewery is being kind enough to give us the space for the whole day under the stipulation that all participants eat their meal during the meal break at the restaurant. If you are signing up to participate in this event, then this stipulation is non-negotiable. The RAM offers a wide variety of excellent food and beer, so you won’t regret it! Snacks and drinks are also available for purchase at the RAM throughout the event. 

    Due to the nature of the venue, this is a 21+ ONLY event. 

    The Details:

    Registration: 10:00am
    Round 1: 10:30am – 12:30pm
    Round 2: 1:00pm – 3:00pm
    Meal Break: 3:00pm - 4:30pm
    Round 3: 4:30pm- 6:30pm
    Round 4: 7:00 pm-9:00 pm

    Crew Pool: 50 Soulstones, single declared faction
    All information pertaining to the Strategies & Schemes as well as scoring and other rules for Gaining Grounds events may be found in the Gaining Grounds 2018 document on Wyrd’s website: https://www.wyrd-games.net/resources

    Tables will be preset with terrain along with a layout guide indicating where each piece should be for each individual table AND all the properties, details, and minutiae regarding said terrain (i.e. Height, Cover Benefits, Visibility, Severity, etc.). This is intended to provide fairness and clarity regarding each board for all players and to increase time for actual play during the 2-hour rounds. 

    These rules will be followed!

    There will be prizes for the following:

    1st Place
    2nd Place
    3rd Place
    Last Place 
    Best Appearance

    We will also be having a charity raffle benefiting The Patachou Foundation which serves after school meals to food-insecure kids throughout Indianapolis.100% of the proceeds from raffle ticket sales will go directly to the Patachou Foundation. To participate you may purchase any number of raffle tickets on the day of the event for $5.00 each. The winner of the raffle will receive a usable, playable Malifaux Miniature painted by two-time GenCon Formula P3 Grandmaster Champion Rich Curtiss! All participants who buy raffle tickets for this raffle will be eligible to win, regardless of winning one of the aforementioned awards. 

    Finally, we will have a Joker Flip Raffle. Registration gets you one ticket, each subsequent Red or Black Joker flip in your games will earn you an additional ticket (reported with scores at the end of each round). The raffle drawings will occur after all other prizes/awards have been given out. If you win one of the aforementioned awards, you will no longer be eligible for the Joker Flip Raffle. 

    Round Encounters:

    Round One:
    Strategy: Interference
    Deployment: Standard
    Schemes: Punish the Weak, Covert Breakthrough, Hold Up Their Forces, Inescapable Trap, Public Demonstration 

    Round Two:
    Strategy: Extraction
    Deployment: Close
    Schemes: Surround Them, Show of Force, Set Up, Inescapable Trap, Recover Evidence 

    Round Three:
    Strategy: Public Executions 
    Deployment: Standard
    Schemes: Eliminate the Leadership, Search the Ruins, Undercover Entourage, Take One For the Team, Public Demonstration

    Round Four:
    Strategy: Symbols of Authority
    Deployment: Corner
    Schemes: Punish the Weak, Dig Their Graves, Show of Force, Undercover Entourage, Vendetta

    • Like 1
  14. Hello Hoosier Wyrdos! Come out and play some friendly games of Malifaux every Thursday evening beginning on July 5 from 6:00 PM to 9:00 PM.

    New to the game? Play a demo with yours truly, your friendly neighborhood henchman. If you don't have models yet, don't worry, I have several painted crews available for use!

    Want to try out that new upgrade or Master? Get in a 50 ss game with a friend or someone new!

    Looking for something different? Try a story encounter! 

    This is a casual recurring event to grow our Malifaux community in Central Indiana. Come join the fun and remember... Bad things happen!

    *** Please Note: I am available for further demos outside of every Thursday. If you are interested in scheduling something, please feel free to message me! ***

  15. Hey there Wyrdos! Come out to this tournament I am running at the end of the month!

    Malifaux Gaining Grounds 2018 Tournament- GenCon Primer!

    When: Saturday July 28, 2018

    Where: Sinclair Games 112 W Carmel Dr, Carmel, IN 46032
    Registration: 11:00 – 11:30 (registration starts @ 11am, cards flip @ 11:30am)

    Round 1: 11:30am – 1:30pm
    Round 2: 1:45pm – 3:45pm
    Meal Break: 3:45pm - 4:30pm
    Round 3: 4:30pm- 6:30pm

    Crew Pool: 50 Soulstones, single declared faction

    Player packets will be available during registration. Player packets will include a scoring sheets outlining the Strategy & Schemes for each round. Players will mark their chosen Schemes and relevant choices for said Schemes on the sheet. Games will go until end of turn 5.

    This event has 12 slots available on a first-come, first-served basis. 

    All information pertaining to the Strategies & Schemes as well as scoring and other rules for Gaining Grounds events may be found in the Gaining Grounds 2018 document on Wyrd’s website: https://www.wyrd-games.net/resources

    These rules will be followed!

    There will be prizes for the following:
    1st Place
    2nd Place
    Best Sportsmanship
    Best Appearance

    Round Scenarios:

    Round One:
    Strategy: Ours
    Deployment: Standard
    Schemes: Guarded Treasure,Take Prisoner, Show of Force, Dig Their Graves, Vendetta

    Round Two:
    Strategy: Interference
    Deployment: Close
    Schemes: Punish the Weak, Set Up, Hold Up Their Forces, Inescapable Trap, Search the Ruins

    Round Three:
    Strategy: Public Executions 
    Deployment: Flank 
    Schemes: Eliminate the Leadership, Show of Force, Undercover Entourage, Take One For the Team, Public Demonstration

  16. Hello Wyrdos! We have a small but growing community of players in Indianapolis and Central Indiana and we are trying to get it to grow even more! If you are in the Indianapolis or Central Indiana area (or just visiting) consider giving us a visit for a Rapid Growth League that is going to begin this week! The league will begin meeting for a league night every Thursday. The first meeting will be Thursday May 31 starting at 6:00 PM at Sinclair Games (112 W Carmel Dr, Carmel, IN 46032). More info below:

     

    This will kick off the first week of our second Rapid Growth Malifaux League. Games will start with 35 soul stone crews so that Masters may be taken. Factions must be declared by the start of the first night of the league. I think it will be good to post before the league night which faction you will be utilizing here on the event page or on the Indy Malifaux page. Rapid Growth is an achievement league so there will be plenty of fun to be had for not just painting or winning games but also for doing odd things in the game like playing a game without cheating or going a turn with your hand revealed to your opponent. 

    We will follow the rules and achievements for the official Wyrd Malifaux Rapid Growth Rules with the following exceptions:
    Weeks 1 & 2 will be 35 ss 
    Weeks 3 & 4 will be 40 ss 
    Week 5-6 and on will be 50 ss

    Also, I will post a weekly Strategy & Schemes scenario for each week's use to mix things up. These will not be limited to GG 2018 but a combination of current & past GG and basic rule book schemes & strategies. 

    We will meet every week for the league except on June 14, as I will be out of town and cannot organize that week. 

    You may find the Rapid Growth rules on the Wyrd website. Please read through them in anticipation of league night. I will post updated league standings following each league night. Good luck to everyone and remember: Bad Things Happen!

  17. Hey there Hoosier Wyrdos! Come out to this tournament I am running in April!

    Malifaux Gaining Grounds 2018 Tournament

    When: Saturday April 28, 2018

    Where: Sinclair Games 112 W Carmel Dr, Carmel, IN 46032
    Registration: 11:00 – 11:30 (registration starts @ 11am, cards flip @ 11:30am) 

    Schedule
    Round 1: 11:30am – 1:30pm
    Round 2: 1:45pm – 3:45pm
    Break: 3:45pm - 4:30pm
    Round 3: 4:30pm- 6:30pm

    Crew Pool: 50 Soulstones, single declared faction

    Crew list forms will be available during registration. Players may bring their own list, in a legible format, instead of using those provided.

    Player will be provided with a one page sheet outlining the Strategy & Schemes for the round. Players will mark their chosen Schemes and relevant choices for said Schemes on the sheet.

    All information pertaining to the Strategies & Schemes as well as scoring and other rules for Gaining Grounds events may be found in the Gaining Grounds 2018 document on Wyrd’s website: https://www.wyrd-games.net/resources

    These rules will be followed!

    Round Scenarios:

    Round One:
    Strategy: Ply for Information
    Deployment: Close
    Schemes: Surround Them, Hold Up Their Forces, Show of Force, Take One for the Team, Public Demonstration

    Round Two:
    Strategy: Symbols of Authority
    Deployment: Flank
    Schemes: Punish the Weak, Covert Breakthrough, Dig their Graves, Undercover Entourage, Vendetta

    Round Three:
    Strategy: Ours 
    Deployment: Standard
    Schemes: Guarded Treasure, Set Up, Inescapable Trap, Search the Ruins, Recover Evidence

  18. Hello Hoosier Wyrdos! Come out and play some friendly games of Malifaux every Thursday evening beginning on March 8 from 6:00 PM to 9:00 PM.

    New to the game? Play a demo with yours truly, your friendly neighborhood henchman. If you don't have models yet, don't worry, I have several painted crews available for use!

    Want to try out that new upgrade or Master? Get in a 50 ss game with a friend or someone new!

    Looking for something different? Try a story encounter! 

    This is a casual recurring event to grow our Malifaux community in Central Indiana. Come join the fun and remember... Bad things happen!

    *** Please Note: I am available for further demos outside of every other Thursday. If you are interested in scheduling something, please feel free to message me! ***

  19. Hello Hoosier Wyrdos! Come out and play some friendly games of Malifaux every Thursday evening beginning on January 11 from 6:00 PM to 9:00 PM.

    New to the game? Play a demo with yours truly, your friendly neighborhood henchman. If you don't have models yet, don't worry, I have several painted crews available for use!

    Want to try out that new upgrade or Master? Get in a 50 ss game with a friend or someone new!

    Looking for something different? Try a story encounter! 

    This is a casual recurring event to grow our Malifaux community in Central Indiana. Come join the fun and remember... Bad things happen!

    *** Please Note: I am available for further demos outside of every other Thursday. If you are interested in scheduling something, please feel free to message me! ***

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