<?xml version="1.0"?>
<rss version="2.0"><channel><title>Wyrd Games Community Feed</title><link>https://themostexcellentandawesomeforumever-wyrd.com/rss/1-wyrd-games-community-feed.xml/</link><description>Official news, announcements, product updates, and community highlights from Wyrd Games.</description><language>en</language><item><title>M4E vs M3E</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170392-m4e-vs-m3e/?do=findComment&comment=1337007]]></link><description>So I ditched Malifaux (M3E), when the beta hit, and I just couldn&#x2019;t be bothered about being a guinea pig. M4E hit, and I&#x2019;ve had plenty of fun with the new edition, picking up explorers so not to sour the experience with memories of how cards flipped in the good ol&#x2019; days, when proper bad things happened. In the mean time, every content creator seems to have jumped ship, so it&#x2019;s hard to gauge the hype - and those left, seem to have lost what enthusias they had. The local meta seems to have all but died out. Repackaging doesn&#x2019;t seem to have done any good for the already poor distribution, so no matter how many guys you introduce the game to, they&#x2019;ve got no buy-in options. The game itself seems&#x2026; much the same, just different. There&#x2019;s been good choices and bad choices. I tend to lean towards a positive view: Turn one gone  Card draw engines gone  Minions matter  Bespoke soulstone use  A purpose to your whole hand  &#x2014; Scheme cycling  Random damage  Balancing   Scheme cycling seemed cool at first, but as I&#x2019;ve gained some games under my belt, they tend to make games repetitive, while making it harder to disrupt opponents scoring. The repetitiveness is definitely the worst, you map out an &#x2018;optimum&#x2019; path through scheme selection and tech your crew towards it. So strategies becomes the one defining factor in distinguishing games. While there is less incentive to have variation in crews. The &#x2018;random&#x2019; /fixed damage is another aspect. I liked Malifaux as a game, where you could negate the luck factor and make damage as reliable as movement. Balance seems to have gone the way of the poodle. Not that there weren&#x2019;t janky sh** in M3E, but some models/crews just seem to have to jump through a lot fewer hoops than others, while presenting opposing crews with some hard questions. &#x2014; Biggest gripe is the launch. A year into M4E and you don&#x2019;t even need a fullfingered hand to count the number of full crews available to players. It looks as if the game is just slowly killing itself, having gone from a mega enthusiastic Gaining Grounds 4 to an M4E that no one really asked for, when a tweaked balancing of M3E was all most people wanted. &#x2014; How does thing look on your end?</description><pubDate>Fri, 01 May 2026 13:16:13 +0000</pubDate></item><item><title>What about Special Edition Models??</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170292-what-about-special-edition-models/?do=findComment&comment=1336980]]></link><description>Working on it. We just addressed this in the latest Waldo's Weekly.   Thanks!</description><pubDate>Thu, 30 Apr 2026 15:18:48 +0000</pubDate></item><item><title>M4E Obsidian statue as Versatile</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170100-m4e-obsidian-statue-as-versatile/?do=findComment&comment=1336978]]></link><description>Not saying it is good - and it definitely shines more in crews that can take advantage of the Burning aura. But you make some mistakes in your evaluation. The statue doesn&#x2019;t do 2 damage. Breath of Fire does 2x2 damage, then hands out 2 Burning-tokens. So that&#x2019;s 6 damage from one action, or setting models up for abusive Burning-synergy. Throw in a stone and you bring the damage potential up to 9. Having staggered damage like this is perfect for dealing with models with Hard to Kill, while being able to target a low-Df model and hit a model with defensive tech is golden. Mobilitywise, the statue is native to a crew that does quite decent with mobility, but if using it as a versatile you might want to support it with extra movement. Defensively, it&#x2019;s basically immortal from not being able to take more than 1/hit and the self-heal, and no traditional beater wants to face off vs the statue. Sure, cheap models might damage it - but if your opponent is using cheap models to deal with it, those models aren&#x2019;t doing what they were supposed to, namely win the game. And even if that was the cheap models purpose, then just Breath of Fire, heal and kill them off. Finally, if you judge defensive abilities simply by stats, you&#x2019;ve got a few steps yet to become an experienced faux-player. Difference in attack vs. DF/WP value primarily indicates, whether an opponent can cheat and push an effect through, not whether a model is easy to kill, the real kicker is the quality of your hand. Yet with Crumbling Apart, you shouldn&#x2019;t care whether the model is hit or not. You won&#x2019;t take more than 1 damage, and you won&#x2019;t get annoying tokens. Timing is far more important, say an opponent hit&#x2019;s the statue and knocks a few wounds off. What do you do? You hand out some Burning, heal and hand out some more. &#x2014; Look for setups where it can take up position and control an area. It works great at the centre in Informants. It&#x2019;s useless for kicking cans up the board or run around and dump bombs.</description><pubDate>Thu, 30 Apr 2026 13:43:32 +0000</pubDate></item><item><title>Face Lift</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170381-face-lift/?do=findComment&comment=1336974]]></link><description>There is going to be a bit of wonkieness till we get everything sorted.</description><pubDate>Wed, 29 Apr 2026 20:52:00 +0000</pubDate></item><item><title>Face Lift</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170381-face-lift/?do=findComment&comment=1336973]]></link><description>The words of a thread with new content should be a brighter green or bright white, and have a dot next to it. Let me know if you see something different.</description><enclosure url="https://media.invisioncic.com/r262965/monthly_2026_04/image.png.67e083427113f9f1f2ed7f89f3b200de.png" length="36683" type="image/png"/><pubDate>Wed, 29 Apr 2026 20:48:05 +0000</pubDate></item><item><title>Face Lift</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170381-face-lift/?do=findComment&comment=1336971]]></link><description>Not sure if it's something in your control but in the new format it's kind of hard to see what threads have new stuff, if there's any way to more clearly highlight those?</description><pubDate>Wed, 29 Apr 2026 20:06:24 +0000</pubDate></item><item><title>Face Lift</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170381-face-lift/?do=findComment&comment=1336968]]></link><description>It happened a bit faster than I'd expected, but welcome to the new and improved forum! Bear with us as we make some more modifications and updates. Some older functionality may have been lost, but we hope that with this upgrade, we will be able to expand your experience.  Jeff Baker Customer Engagement Rep Wyrd Games</description><pubDate>Wed, 29 Apr 2026 19:17:31 +0000</pubDate></item><item><title>Waldo's Weekly - Digital Explosion</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170379-waldos-weekly-digital-explosion/?do=findComment&comment=1336965]]></link><description>We have been doing a lot on the digital side for a while now.
 


	Quietly, steadily, and with far fewer explosions than usual.
 


	Waldo insists this is because he has been &#x201C;carefully curating access points.&#x201D; We are reasonably certain that just means he found a new folder and started clicking things again, but in the process, it did highlight something.
 


	We have made a lot of content over the years.
 


	So this week, we are pulling it all together in one place.
 


	
 


	The Malifaux Fourth Edition Faction Books are now available as PDFs through DriveThruRPG.
 


	If you have been waiting to jump in, fill gaps in your collection, or just want a searchable version on hand during games, this is the easiest way to do it.
 


	Each book includes:
 


	
		
			Full stat and crew card presentation
		 
	
	
		
			Complete keyword listings for every crew
		 
	
	
		
			Quick reference material for markers and tokens
		 
	
	
		
			Updated bios, faction lore, and ongoing narrative threads that shape the world
		 
	



	Everything you need for your faction, collected in one place and now available digitally.
 


	 
 


	PRINT ON DEMAND



	
 


	Don&#x2019;t need a full faction deck? Just looking for a specific Keyword, or a few odds and ends to round things out? We have you covered across multiple platforms.
 


	Through WargameVault, Malifaux Fourth Edition stat cards and The Other Side cards are individually available printed on demand, letting you build exactly the crew you want to build.
 


	Over on Forgefire Connect, Malifaux Fourth Edition faction decks are available by Keyword, alongside The Other Side cards by Allegiance. Malifaux Fourth Edition playmats are also available, built for the table and ready to go.
 


	THROUGH THE BREACH: ADVENTURES AND AUGMENTS



	
 


	If you are looking to jump straight into a game or expand what you already have, Through the Breach gives you both.
 


	On DriveThruRPG, we currently have over 50 Penny Dreadfuls, each one a fully realized adventure designed to get you to the table fast. From eerie investigations to full-on chaos in the streets of Malifaux, there is something ready to drop into your next session, no matter your group&#x2019;s story or style of play.
 


	On the Wyrd website Game Resources section, you will also find a growing library of Augments, modular rules expansions that introduce new mechanics, Pursuits, and ways to customize your games.
 


	We continue to add to both, so there is always something new to bring to your table.
 


	MALIFAUX LORE BUNDLES



	
 


	If you are looking to dig deeper into the world of Malifaux, or catch up on how the world has been unfolding, we are putting together two digital bundles to get you up to speed as quickly and easily as possible.
 


	The Third Edition Collection includes 12 books covering all faction books, the core rulebook, and expansions from Malifaux Third Edition. It brings together the stories, factions, and conflicts that led up to the current state of Malifaux.
 


	
		
			Third Edition Collection (12 books) for $12
		 
	



	
 


	For those who want to read from the very beginning, the Malifaux Legacy Collection includes 21 books spanning First, Second, and Third Editions. This collection documents the evolution of Malifaux and its masters across all three editions.
 


	
		
			Malifaux Legacy Collection (21 books) for $20
		 
	



	This is the most comprehensive look into the history, stories, and characters that have shaped Malifaux into what it is today.
 


	Whether you want a focused look at Third Edition or the full library of Malifaux&#x2019;s past, both options are available.
 


	THE OTHER SIDE, NOW DIGITAL



	
 


	The Other Side continues to expand through our partnership with MyMiniFactory.
 


	Through the Battle for the Breach Tribe and the MMF store, new Commanders, units, and battlefield threats are being released as STL files, ready to print and bring to your table. This new approach is built to support the scale of The Other Side while giving you flexibility in how you build your Company.
 


	If you have been looking for a way to get into The Other Side or expand what you already have, this is the place and now is the time.
 


	FREE APPS, READY TO PLAY



	
 


	We have also expanded our digital tools with free apps for both games.
 


	The Malifaux Fourth Edition Crew Builder helps you build crews, reference cards, and keep everything organized during play.
 


	The Other Side Company Builder brings the same kind of support to mass battles, keeping rules and units close at hand. We are currently working through an update on the backend to address some underlying code updates, and once that is complete, it will also include the latest model cards, including releases like Midnight Maw and the Sandmen Syndicate.
 


	MORE STORIES FROM THE BREACH



	
 


	Breachside Broadcast brings Malifaux and The Other Side to life through narrated fiction, a growing library of audio stories set across the game&#x2019;s world.
 


	With 291 episodes and counting, the Broadcast covers Tales of Malifaux, Chronicles, and Earthside Echoes, bringing both sides of the Breach to life through narrated stories.
 


	Whether you are looking for short stories, ongoing narratives, or just more time in the world beyond the tabletop, there is a deep library of content ready to dive into.
 


	FIND YOUR COMMUNITY



	Looking to get games in, share what you are working on, or just see what everyone else is up to?
 


	Join the conversation across our community spaces, forums, Facebook groups, Discord, and social channels. There are plenty of places to find other players, ask questions, show off your crews, and stay up to date on what is happening.
 


	Wherever you prefer to hang out, there is a spot for you.
 


	COMING SOON



	We have also had many questions about cards for limited-edition models that have not yet been updated to Fourth Edition.
 


	Those are currently in the works. There are quite a few of them, and we are working through the list to get them updated and available. We will have more to share on that in the near future.
 


	MORE TO EXPLORE



	
 


	The Other Side Painting Challenge is underway, with more entries coming in. If you have been thinking about getting something painted, now is a good time to jump in.
 


	We have run a wide range of painting contests over the years, and if you are looking for inspiration, you can check out past entries in the galleries on our forums. There is a lot of incredible work there, and it is worth a look whether you are entering or just seeing what others have done.
 


	We are continuing to evolve how we run our painting contests, with more to come in the future as we refine formats, themes, and ways to get involved.
 


	Waldo is currently attempting to organize everything into what he calls &#x201C;a more intuitive system.&#x201D;
 


	This mostly involves renaming folders and insisting that he knows where things are now.
 


	We are going to leave him to it, but in the meantime, everything you need is already out there and ready to go.
 


	Welcome back to Malifaux.</description><pubDate>Wed, 29 Apr 2026 17:58:43 +0000</pubDate></item><item><title>Lynch&#x2019;s Yume-Zheng Shuffle</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170374-lynch%E2%80%99s-yume-zheng-shuffle/?do=findComment&comment=1336949]]></link><description>A little note on Lynch.
 


	I&#x2019;ve recently experimented bringing in Lady Yume and Zheng to deal with crews deficiencies in movement speed and coined the tactic the Yume-Zheng shuffle. It goes something like this:
 


	0 - Optional give Lady Yume Brilliance to allow Mr. Tannen to push her 2&#x201D; vis Brilliant Guide.
 


	1 - Lady Yume walks 6&#x201D; and Coil Around Prey on Zheng to bring the jade kitten up the board. Yume positions herself - or brings up Huggy.
 


	2 - Zheng attaches Petrified Sentinel to Sentinel&#x2019;s Embrace Lynch, Tannen and Gwyneth up the board.
 


	You&#x2019;ve now got your main pieces up to 11&#x201D; (back of base) up the board and ready to act. (9&#x201D; if you didn&#x2019;t bother to give Yume Brilliance). While Zheng will do nicely as an added mobile piece, both compliments the position control via Coil Around Prey, Hole in the World and Intimidating Roar, while while Lady Yume&#x2019;s Terrifying goes nicely with the hand attack aspects of the crew.
 


	
 


	An example on how an informants unpack could look - opening on K.O.T.O. handing out Insight and Brilliance before hitting the backfield marker.</description><enclosure url="https://media.invisioncic.com/r262965/monthly_2026_04/image.png.beffec24f76d4a8c67acecaa072fd43d.png" length="549400" type="image/png"/><pubDate>Tue, 28 Apr 2026 06:18:10 +0000</pubDate></item><item><title>Specialized training perdita</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170370-specialized-training-perdita/?do=findComment&comment=1336941]]></link><description>So in the rules it stats a duel of a type is that (df) it is also a ran or attack duel, the question is with Specialized Training where perdita gets a positive flip in df duels, our group has different interpretations is it only when she is defending or both attacking and defending with the hermanos de armas upgrade?</description><pubDate>Sun, 26 Apr 2026 17:46:38 +0000</pubDate></item><item><title>FAQ / Errata Ideas Summer 2026</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170366-faq-errata-ideas-summer-2026/?do=findComment&comment=1336929]]></link><description>It is unfortunate that when selecting Wrath as a master and taking the Crossroads crew that you do not get a totem. I would propose that since Wrath can be chosen as a leader for any faction, that you could take the matching effigy for that faction as your totem. It could even be that the effigy would get a summon token so it cannot replace with an Emissary. Perhaps something like an errata for Wrath's front of card: 
	 
	Jam Session: This model may be chosen as a leader in any faction. If it is, it gains the master characteristic and this crew must be comprised of exactly all seven Crossroads models and a soulstone pool of 6. During the Start Phase of the first turn, summon an effigy model in base contact with this model. The summoned model gains the Totem characteristic.
 


	Or perhaps add it to the crew card.</description><pubDate>Fri, 24 Apr 2026 18:58:02 +0000</pubDate></item><item><title>Waldo's Weekly - Enter the Sandmen</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170354-waldos-weekly-enter-the-sandmen/?do=findComment&comment=1336879]]></link><description>This week, Waldo has come to the office in his pajamas every single day. The normally hyperactive little imp has been dozing off during the day. We thought we&#x2019;d all get some peace and quiet of our own, but even deeply sleeping Waldo has continued his antics, swiping all the pens, removing every &#x201C;w&#x201D; from the office keyboards, and drawing an image of the same figure on every available surface:
 


	
 


	Originally concepted as part of the Homefront campaign, the Sandmen are a Syndicate that represent Nytemare&#x2019;s influence on Earth. Blurring the lines between falsehood and reality, the Sandmen invade the dreams of the unwary and pack a myriad of Abilities that allow them to reshape the battlefield through confusion and control. Offering their services to both Malifaux and Earth Allegiances, this first and only universal Syndicate plays both sides of Earth&#x2019;s conflict, to an end known only by their master.
 


	The Sandmen Allegiance



	Unlike other Allegiances which grow stronger over the course of the battle, Sandmen units are roughly equally powerful whether they are in Glory or not. Instead, their units shift between roles depending on whether they are awake (and sleep deprived) or asleep and under Nytemare&#x2019;s full control. In game, this is represented with Shaken and Inspired Tokens. While Shaken, Sandmen flip out of Glory. While Inspired, they flip into Glory. Carefully managing these Tokens to ensure your units have the right Abilities on the right Turn is key to mastering the Allegiance.
 


	The Sandmen were designed as a Syndicate rather than a full Allegiance. As such, their Allegiance Abilities trend toward supportive effects useful to any Allegiance. The most prominent of these Abilities is Sleepwalking Smugglers, which allows any Sandmen unit to gain a Tactics Token whenever a nearby enemy gains a Tactics Token. To make the most of this Ability, the Sandmen aim to bog down the opponent&#x2019;s Commanders with cheap, durable Sleepwalkers to smuggle away the Tactics Tokens they generate when a Commander activates. They can then leverage their Tactics Token advantage into a Victory Point lead, or purchase more Stratagems than their opponent can.
 


	The final Ability on their Allegiance Card, Peer Into Dreams, is only available when the Syndicate is taken as the Primary Allegiance, not as an Envoy. It allows the Sandmen to use Stratagems from any Allegiance. Since the pool of units available to the Sandmen is so limited, players who choose them as their Primary Allegiance must rely on this Ability to combine Stratagems in creative and unexpected ways to gain an edge over their opponent.
 


	You can take a look at the full Allegiance Card below:
 


	
 


	Interestingly, this design features a new Allegiance Card layout. Waldo said it &#x201C;came to him in a dream.&#x201D; We&#x2019;re rolling with it for now and if our recurring nightmares are to be believed, expect more information soon.
 


	The Units



	
 


	
 


	The Hat Man is a Commander effective at controlling and manipulating friendly and enemy units, though not both at the same time. While not in Glory, the Hat Man can remove good cards from the opponent&#x2019;s deck. While in Glory, he can remove bad cards from your own deck. Players will need to choose which strategy they wish to attempt: cripple the enemy&#x2019;s forces and leave them vulnerable to follow up attacks, or bolster your own and set up an immense high Penetration Flip. Either way, the Hat Man excels at orchestrating impactful Coordinated Strikes.
 


	That however, is probably not the first thing that caught your eye. Players experienced with The Other Side will have immediately noticed two peculiarities about this Commander. Firstly, The Hat Man has a Tactics Value of 0. Players will need to make use of the Allegiance Ability Sleepwalking Smugglers and The Hat Man&#x2019;s Soul Siphon trigger to make up this deficit. Though lacking in resources on Earth, one thing the Sandmen have in abundance is the ability to persuade others to join their cause. The Hat Man exemplifies this by having the highest Scrip Value in the game at a whopping +30, allowing this Commander to field more units than any other Commander. Commanders who unknowingly align with The Hat Man&#x2019;s goals tend to discover unexpected reinforcements, or find that requisitions are filled with unexpected ease. When chosen as an Envoy, this extra Scrip is often used to purchase more units from a player&#x2019;s Primary Allegiance, and is therefore perfect for players with large collections who wish to field more of their units at once.
 


	
 


	The Sleepwalkers make up the bulk of the Sandmen&#x2019;s forces&#x2026; and most of them don&#x2019;t even know it. The perfect sleeper agents, by day, the Sleepwalkers are ordinary, law-abiding citizens. Discovering whether someone has just had a bad night&#x2019;s sleep, or is now a compromised agent of the Sandmen, is no easy task. Orders implanted into their thoughts while asleep surge forth at opportune moments, causing urges to steal a sensitive document or delay important shipments. Many will often wake up in the most unusual places, with no recollection of how they got there and a soulstone tucked into the pocket of their nightgown.
 


	On the table, the Sleepwalkers serve as a cheap but effective early game road block. Camouflage allows the Sleepwalkers to begin the game nearly anywhere. This Ability allows the Sleepwalkers to dictate the pace of the battle from the very first Turn, whether by deploying near an enemy Commander to take advantage of Sleepwalking Smugglers, deploying near an Objective Marker to quickly reposition it with It Was All a Dream, or just to get in the way and physically block the opponent from advancing. Their low stats mean that if their opponent wants to Kill them, they certainly can, but the Sleeper Agents Ability ensures that doing so will drain an opponent&#x2019;s resources and leave them little ability to kill anything but the Sleepwalkers.
 


	While in Glory, the Sleepwalkers shed their defensive cover and gain a myriad of useful effects to allow them to swing the battle in Nytemare&#x2019;s favor, whether that means using Don&#x2019;t Mind Me to dislodge an opponent&#x2019;s control over a particularly well-defended Objective Marker, or sacrificing themselves to Kill a high-priority target. Though rare, Sleepwalkers also have the Ability to convert others to their cause, further increasing their Company&#x2019;s Scrip advantage. But be careful! While in Glory, the Sleepwalkers are much less resilient. Deciding when exactly is the proper time to act is key to utilizing this unit to its full potential.
 


	The Stratagem



	The Sandmen Allegiance has only a single Stratagem, but the threat of it is enough to dramatically adjust the way their opponents play the game:
 


	
 


	Invade Dreams allows the Sandmen to apply a debuff to a chosen enemy unit, ever-so-slightly influencing the battle in their favor, for example, Vivid Hallucinations punishes enemy Fireteams for grouping up in a tight, defensive formation:
 


	
 


	The right debuff at the wrong time cripples an enemy unit by preventing them from scoring the Operation. Simply purchasing the Stratagem and holding it in your hand causes your opponent to constantly fear when, where, and which of the three negative Assets you&#x2019;ll choose to apply to them, allowing you to get into their head and force them to play around all of your potential angles of attack. The Sandman Syndicate (Hat Man and the Sleepwalkers) will first appear in the upcoming May Tribe release on MyMiniFactory. Tribe members will receive them as part of that release, with a standalone purchase available through the MyMiniFactory store in June.
 


	Waldo&#x2019;s finally tired himself out. While we put him to bed and try to ignore his rambling sleep talk, we&#x2019;re going to take the opportunity to clean the office, find where he hid all the missing &#x201C;w&#x201D; keys, and keep an eye out for anyone who looks a little too well-rested. Let us know what color you&#x2019;ll be painting their nightgowns, and whether or not the call of the Sandmen will encourage you to paint them during the ToS Painting Challenge!</description><pubDate>Wed, 22 Apr 2026 17:10:57 +0000</pubDate></item><item><title>Online event: Rising Tides</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170348-online-event-rising-tides/?do=findComment&comment=1336834]]></link><description>Welcome to our next online event, Rising Tides.
 


	Starting 4 May. Running for 4 weeks. Just a very basic achievement leage.
 


	Details here.</description><pubDate>Sat, 18 Apr 2026 09:49:15 +0000</pubDate></item><item><title>Can you declare a Defensive Ability in response to damage that the ability wouldn't reduce, if there are other effects that would trigger?</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170329-can-you-declare-a-defensive-ability-in-response-to-damage-that-the-ability-wouldnt-reduce-if-there-are-other-effects-that-would-trigger/?do=findComment&comment=1336798]]></link><description>I play McMourning and have a question about declaring the "Bloated Stench" Ability, a Malpractitioner crew card warding ability. The ability's text is "Once per activation. When this model is dealt damage it may reduce the damage by 1 and enemy models within [a 1" pulse] gain a Poison token."
 


	If an Experimental model with this ability is dealt 1 damage, is it allowed to declare Bloated Stench, even though doing so won't reduce the damage to 0 (with the purpose being to drop Poison tokens)?
 


	The rule book didn't seem to have any blanket rules resolving that question, and a more experienced player than me guessed that it wasn't allowed. Would appreciate any thoughts, one way or the other!</description><pubDate>Fri, 17 Apr 2026 16:57:38 +0000</pubDate></item><item><title>Go hog wild trigger - Old Major</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170306-go-hog-wild-trigger-old-major/?do=findComment&comment=1336772]]></link><description>Hello there! Maybe is a tricky question, but let's see what do you think... 
	 
	In the "Incite a Stampede" tactical action from Old Major, which is restricted to non-leader ally only, I assume I can target myself (so Old Major targeting himself, since it's an ally and also a non-leader. So, if this can be done (as far as I know, it's possible), how exactly works the trigger "Go Hog Wild" which says "This model and the target gain a Glutted token and heal 2.": 
	a) Old Major heals only 2. 
	b) Old Major heals 4 (2 for this model and 2 for target model) 
	c) Old major can target himself with this action 
	 
	Thanks in advance! 
	 
	Also, very small "detail".  In Thick Fat ability, its says "... it may remove a Glutted token to reduce the damage dealt by 2.", I assume the wording is wrong and must be replaced by something like "it may remove a Glutted token from itself to reduce the damage dealt by 2." Since it not explains from who, you can remove it from any miniature in play? Seems weird as in other miniatures this is much more explicit.</description><pubDate>Fri, 17 Apr 2026 14:10:53 +0000</pubDate></item><item><title>Waldo's Weekly - Index of the Untold</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170300-waldos-weekly-index-of-the-untold/?do=findComment&comment=1336721]]></link><description>Things have been a bit&#x2026; active around the office lately, and as usual, Waldo has been right in the middle of it. Notes have been appearing out of nowhere, models have been mixing with Keywords they definitely shouldn&#x2019;t be, and at least one presentation made perfect sense only if you started from the end.
 


	If you were at AdeptiCon, or happened to catch the right corners of the internet, you may have already heard a few rumors about what&#x2019;s coming next for Malifaux. At this point, it feels like we should probably stop calling them rumors.
 


	Some of you may have already heard rumors about the announcements made at Adepticon. If you want, you can watch the entire talk here. Or just peruse the slideshow here.
 


	However, this week we want to confirm that the rumors are true. Campaign rules and cooperative mode are coming to Malifaux Fourth Edition, and soon! These new play modes will be introduced in the next Malifaux book, Index of the Untold. This book will be released sometime this summer (assuming that our sacrifices have suitably appeased Meridion and the Fates of International Shipping).
 


	
 


	Campaign mode is a way for you to advance your crew from game to game. You start off by choosing two keywords to combine, regardless of faction. This allows for a high degree of creativity. You can do anything from combining Urami and Fae for a haunted forest theme, to combining Red Library and Chimera just so you can take all the monkey models in the game. Next, you create your own master. You do this by picking one of five archetypes and then filling in actions and abilities on your Master from your chosen keywords. You even build your own crew card, choosing from a plethora of starting keyword abilities in the first week and then slowly building on them as your crew grows.
 


	After each game you will go through the Aftermath Phase. In this phase you will find and buy new equipment that can be used by any model, advance your leader with experience, and determine which of the killed models receive injuries. There are loads of interesting pieces of equipment from the standard weapons to the Strange Portal that, when used incorrectly, can transport your model into your next game. Injuries range from the devastating to the merely embarrassing, like the Blackmail result that can be removed from your model by your opponent to force it to take an action. Add in an Aftermath Hand to cheat the results (because what is Malifaux without cheating), a Back-Alley Doctor, ancient named weapons and much more, and you and your group will still be coming up with new ways to play campaign games years from now.
 


	And the campaign is just half the content in Index of the Untold! This book also introduces cooperative mode to the world of Malifaux. In this game mode, you and your friends work together against the game itself and its Non-Player (NP) models. This mode focuses on narrative, puzzle-solving, and working together to bring the fun to the table. The game size is smaller than a normal game of Malifaux, forcing players to utilize limited resources and think outside the box to beat the game. Additionally, it has a much shorter playtime (on average) than a normal game of Malifaux, allowing you to knock out a game in an hour once you have learned the system.
 


	Each NP model has its own stat card which dictates its target priority and what it can do on its turn. Players flip cards to determine which set of actions the NP models take and then follow the instructions on their card. You can use any models in your collection to represent these enemies, allowing you to tailor your experience. Want to do a raid on the Witch Hunters? Use Witchlings as Scrappers and Thalarian Quellers as Magewrights. Want to run a game against the Cult of December? Use Ice Gamin as Scrappers and Silent Ones as Magewrights. This allows you to both make use of models in your own collection and tell your own story.
 


	Of course, there is a lot more to cooperative mode than just enemies. There are thirteen brand new, detailed cooperative encounters for you to play through. Each encounter is broken into two parts, allowing for an element of surprise if you don&#x2019;t read ahead. Don&#x2019;t worry, there is plenty of replayability, especially with Challenge Mode, which allows you to increase a scenario&#x2019;s difficulty. You can even combine campaign and cooperative mode by playing the encounters in order and following the instructions in the campaign section at the end of each one! Oh, and if you want to play solo, go for it. Cooperative mode works perfectly well as a solo game.
 


	Whether you want to pull off a train heist or escape a collapsing mine, Malifaux cooperative mode has what you&#x2019;re looking for, and the campaign rules allow you to build your own models and advance your crew as you do. Along with the book, we will also release a deck of cards that includes equipment, injuries, and the cards needed for cooperative mode.
 


	Ultimately, this book is both a permission slip and a toolbox. We want to see what amazing things the community will come up with based on it, whether they&#x2019;re new encounters, game modes, or things we can&#x2019;t even yet imagine. The sandbox is open. Build something.
 


	We&#x2019;ve been playing around with this internally for a while now, and seeing it finally come together has been a blast. Between campaign progression, cooperative play, and everything packed into Index of the Untold, there&#x2019;s a lot here to look forward to.
 


	We&#x2019;re not too far off from getting this into your hands, and we&#x2019;re excited to see what comes out of it once you do. Strange combinations, brutal scenarios, ridiculous stories, all of it.
 


	Until next time, we&#x2019;ve got a few more &#x201C;totally under control&#x201D; projects to keep an eye on.</description><pubDate>Wed, 15 Apr 2026 18:34:24 +0000</pubDate></item><item><title>What about Special Edition Models??</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170292-what-about-special-edition-models/?do=findComment&comment=1336670]]></link><description>Hi!
 


	I was wondering what&#x2019;s going on with the special editions and their cards? It would be great if the profile cards were updated so we could bring our beloved special editions back into play...
 


	I&#x2019;d love for ALL of them to be included, even the very old ones that were already missed in the Third Edition... like Dead Justice... or The Wild Ones...
 


	Call me a romantic or sentimental, but I&#x2019;d love to have fresh Fourth Edition cards for all those awesome miniatures!</description><pubDate>Tue, 14 Apr 2026 14:03:01 +0000</pubDate></item><item><title>Waldo's Weekly - A Most Dangerous Game</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170287-waldos-weekly-a-most-dangerous-game/?do=findComment&comment=1336641]]></link><description>Waldo was told not to sign anything without reading it first.
 


	Naturally, he signed immediately.
 


	Now he&#x2019;s somewhere outside Malifaux City, being hunted for sport.
 


	You can probably make better decisions than Waldo. Probably.
 


	We&#x2019;ve just released a brand new Through the Breach Penny Dreadful One Shot: Initiation Game, now available on DriveThruRPG.
 


	This adventure throws your Fated straight into the deep end with Lord Cooper and the Explorer&#x2019;s Society, where contracts are binding, the stakes are high, and survival is very much optional.
 


	Whether you&#x2019;re looking for a brutal, lethal hunt or something a bit more forgiving, the scenario supports both styles, letting Fatemasters tune the experience to their table.
 


	Expect a full one-shot experience with structured scenes, escalating tension, and a Hunt Meter system that keeps pressure on your players as Cooper closes in. If they make it through, they just might earn their place with the Explorer&#x2019;s Society. If they don&#x2019;t&#x2026; well, that&#x2019;s part of the fun.
 


	If you&#x2019;ve been looking for a way to introduce new players or drop your group into a fast, dangerous story, this one&#x2019;s ready to go.
 


	Waldo is still running.
 


	We think.</description><pubDate>Wed, 08 Apr 2026 17:10:52 +0000</pubDate></item><item><title>The Other Side Expands on MyMiniFactory</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170286-the-other-side-expands-on-myminifactory/?do=findComment&comment=1336637]]></link><description>It&#x2019;s been a busy stretch on MyMiniFactory, and we&#x2019;ve got a fresh batch of releases now available for The Other Side.
 


	This month&#x2019;s Tribe release continues building out the range with new units and terrain across multiple Allegiances. Members can now get their hands on:
 


	Tribe Releases



	Dragon Monks (Three Kingdoms)
 


	
 


	Marauder (Abyssinia)
 


	
 


	Field Intelligence Corpsman (King&#x2019;s Empire)
 


	
 


	Takiyasha (Kimon)
 


	
 


	Koi Pond and Bridge Terrain Set
 


	
 


	If you&#x2019;re part of the Tribe, these are available now as part of your subscription, along with the ongoing monthly 50% off coupon for additional STL purchases in The Other Side store.
 


	Not in the Tribe? This is a great point to jump in as we continue to expand the full range in digital format with new releases each month.
 


	Available Individually



	We&#x2019;ve also started rolling previous Tribe releases into the MyMiniFactory store for individual purchase.
 


	March&#x2019;s releases are now available &#xE0; la carte, so if you missed them or just want to pick and choose specific models, you&#x2019;re covered.
 


	In addition, we&#x2019;ve added several larger and fan-favorite options to the store:
 


	Court of Two vs. The Guild Two Player Starter Box
 


	
 


	The King&#x2019;s Hand Titan
 


	
 


	Alpha Crawler Titan
 


	
 


	Whether you&#x2019;re expanding an existing force or just getting started, there are more ways than ever to build out your armies.
 


	More is on the way as we continue to grow The Other Side on MyMiniFactory.</description><pubDate>Mon, 06 Apr 2026 20:21:11 +0000</pubDate></item><item><title>Matheson Crew in 4th edition</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170285-matheson-crew-in-4th-edition/?do=findComment&comment=1336633]]></link><description>When you build your crew you have choose a Faction and then Master. Your Master can hire anyone from the declared Faction and/or anyone that shares a Keyword with the Master. So for Lucius you would choose Guild then pick which version Lucius you want. You can hire ANY model that has the Keyword Elite no matter what Faction the model is in AND you can choose any Guild model (paying +1SS for OOK). 
 


	So Lucius has access to any and all Elite models, including the three in Neverborn (Changeling, Crookskin, Doppelganger), any Guild Verstailes, and any Guild models OOK for +1 stone.</description><pubDate>Mon, 06 Apr 2026 16:03:41 +0000</pubDate></item><item><title>Matheson Crew in 4th edition</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170285-matheson-crew-in-4th-edition/?do=findComment&comment=1336632]]></link><description>Hi all, newly coming back to the game, and have a quick question:
 


	I (unfortunately) had primarily two split-faction masters, Hoffman and Matheson. As my Hoffman list was really primarily an Arcanist list, looking on the website, that list looks pretty decimated, as about half the models I used previously (Joss, Medbots, Watchmen) are no longer usable by Hoffman. With Matheson, however, I had a primarily Guild list in the first place, so I'm probably okay there. 
 


	The question I had, though, is this - under a strict reading of the new rules, you must choose a "faction and leader". Presumably for me, this would be "Guild" and "Matheson", respectively. However, on his webpage, it still looks as though he has all his Neverborn models available to them, despite the faction on all of them being Neverborn. Is that just for casual play, so that those models still have support? If you were trying to run a "rules-compliant" list, would Matheson be limited to just the Guild-aligned models (as is my assumption)? Or is there some other rule I'm missing?
 


	Thanks for any help in advance!
 


	BLM</description><pubDate>Mon, 06 Apr 2026 14:15:22 +0000</pubDate></item><item><title>M4E Vassal Question</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170284-m4e-vassal-question/?do=findComment&comment=1336630]]></link><description>Tried out the 4th edition rules for the first time this weekend with a friend playing for the first time. By and large, we loved the new edition and the Vassal implementation, but we hit one snag. Each player has a separate window that, if they click on a model/scheme/strategy, will show them the card for that object. When we tried to use these, both the Player 1 window and the Player 2 window only showed the resources that Player 1 clicked on. Has anyone else had this issue? Were we doing something wrong? The Player 1/Player 2 Fate Decks and control hands worked great, so I know we had player selection correct, it was just that one window.
 


	Thanks in advance for any help!
 


	BLM</description><pubDate>Mon, 06 Apr 2026 13:03:55 +0000</pubDate></item><item><title>Sandeep in the fourth edition</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170283-sandeep-in-the-fourth-edition/?do=findComment&comment=1336628]]></link><description>Hello. I didn't play Malifaux since 2e. I would really appreciate help with building Sandeep Desai's crew. Are there any proven builds for the 4e? For the standard and summoning type?
 


	For the standard, I set this one: 
 


	Sandeep the Quiet flame with Banasuva as totem
 


	Kandara
 


	Fire golem
 


	3x Oxfordian mage
 


	2x Wind gamin
 


	1 Ice gamin
 


	Cost: 45 Pool: 5
 


	Is that playable or should I change something? And how about the summoner?</description><pubDate>Sun, 05 Apr 2026 19:27:46 +0000</pubDate></item><item><title>Waldaux</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170282-waldaux/?do=findComment&comment=1336626]]></link><description>A mysterious green imp wearing a mask appeared to me in a dream, and told me about a wonderous new game called Waldaux.  
 


	================================================
 


	Waldaux
 


	Waldo chose the name Waldaux for these mechanics because he understands the need to respect the game's heritage while embracing positive change.
 


	Dice
 


	Waldaux requires each player to have three sets of dice:  five green Waldo dice, and five white Vagrant Song dice, and five blue Vagrant Song dice.  The use of these specific sets is critically important to the balance of the game, rather than simply using whatever haphazard sets of colored dice the players may have available.
 


	The Waldo dice are used to determine the "value", scoring the roll in a system similar to yahtzee.  The blue dice are used to determine the "suit".  The third set of dice are used to substitute for the hand roll (Waldo's note:  In Waldo's mercy, the player is allowed to use a second set of green Waldo dice instead one of the Vagrant Song dice sets.  The important thing is that Wyrd dice are used, and that different Wyrd dice are used for the value and suit dice.)
 


	Control Hand
 


	Rather than a hand full of cards, players get two Waldo tokens per card.  These tokens replenish when a player would have gotten new cards for their control hand.  
 


	Die Rolls
 


	Die rolls are used to generate random results.  A basic roll is five Waldo dice (value dice) and one blue dice (suit dice).  The value dice are scored similar to a commonly played game involving a scoring chart and yelling, but it is done legally differently, with a chart to produce results from 1 to 13.  That chart is left as an exercise for the reader.  However, it is critically important that the chart have the following characteristics:
 


	
		There's no such thing as a "five of a kind"
	
	
		There's no such thing as a "Y-------" 
	



	The suit is determined by a simple chart:
 


	
		No suit
	
	
		
	
	
		
	
	
		
	
	
		
	
	
		Box cars.  Player's choice.
	



	The end result of a dice roll is going to be value dice and one suit dice.  For Fate Modifiers, additional dice are rolled to add to those dice temporarily, but the excess dice are discarded.  For a net positive fate modifier, additional dice can be added to either or both the value (use the white dice) or suit dice (use the blue dice), and the rolling player chooses at will the dice to discard.  For a net negative fate modifier, the additional dice are added to the value dice and the opposing player chooses which dice to discard.  (Waldo's Note:  "The player must discard dice such that the worst possible score results" is a foolish idea that someone who has never seen a Yahtzee brawl would suggest.)
 


	Cheating Fate:  If the roll has no fate modifiers, or has positive fate modifiers, discard a Waldo token for a dice, following the rules for a positive modifier.  Note that the player only has the fifteen physical dice to use for the roll and isn't allowed to discard any more tokens once all of the dice are in use.
 


	Soul Stones:
 


	Add a new option to spend a soul stone to declare "Waldo's Wild" in duel Step C, so that in Step D each Waldo dice showing a Waldo symbol is treated as whichever number the player wants, seperately and individually.  That is, if a player had five Waldos showing, the player could choose to have a five dice straight.
 


	Draw a card and discard a card:  Get a Waldo token.
 


	Discard a card:  Discard a Waldo token.
 


	Doing various things to the fate deck:  Get a Waldo token.
 


	=========================</description><pubDate>Sun, 05 Apr 2026 16:33:47 +0000</pubDate></item><item><title>Cow Wars Episode IX - 6th June - Newport Pagnell</title><link><![CDATA[https://themostexcellentandawesomeforumever-wyrd.com/topic/170281-cow-wars-episode-ix-6th-june-newport-pagnell/?do=findComment&comment=1336624]]></link><description><![CDATA[The infamous cow-themed Malifaux charity tournament is back after a year's rest, at our new excellent venue at Player's Paradice in Newport Pagnell. 3 rounds of fourth edition competition plus a charity raffle. Cost is £20 including a £5 donation to our usual charity Willen Hospice. 32 places available. More details here: https://www.dropbox.com/scl/fi/qnmoxz21ck5h9fupg6idq/Rules-Pack_Cow-Wars-9_Jun26.pdf?rlkey=7q4e5zncyos5ftmi87dlgese2&amp;dl=0   Players James Moinet Stephen Renouf George Renouf Matt Dunk Thomas Harris Steve Finch]]></description><pubDate>Sun, 05 Apr 2026 09:49:22 +0000</pubDate></item></channel></rss>
