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Found 7 results

  1. Hey all! Last week I wrote up and distributed a scenario for use in the local scene. There aren't many playable multiplayer scenarios out there, so I thought I'd fill a void. It was pretty fun so I thought I'd share it. Obviously not a ton of playtesting went into this, so if you run into issues, let me know and I'll get it hammered out. FOUR CORNERS All Malifaux Rules are in effect, unless otherwise noted. Encounter Setup: a. Encounter Size is 15 or 20SS for 4 or 3 players. b. Place and Define Terrain c. Divide the table into Quarters. Take a Scheme Marker from each player. There is only one Strategy for this scenario. d. Do not generate Schemes. This scenario has a set of specific Schemes. e. Choose Faction + Leader. f. Hire Crew. g. Reveal Crews. h. Randomly draw a Scheme Marker from those taken from the players in Step C. The owning player places the Scheme Marker in the center of a Table Quarter. Then, that player openly chooses a Scheme that no other player has chosen. Repeat this step until all Scheme Markers have been placed. i. Deployment. The player with the lowest-valued Scheme chosen deploys their whole crew within 4” of their Scheme Marker, then removes that Scheme Marker. Repeat for each next-highest Scheme, until all players have deployed. j. Game Starts Strategy: Four Corners At the End of the Turn, each player scores 1 VP if the number of table quarters with a friendly scheme marker totally inside it is greater than the number of VP that player has scored from the Strategy. Scheme Selection & Modification 1. Deliver a Message During its Activation, a friendly non-Leader model within 1” of an enemy Leader that is not in this crew’s starting Table Quarter can take the Interact action to score 1 VP. 2. Dig Their Graves After killing an enemy model within 1” of a friendly scheme marker, remove that marker and score 1 VP. 3. Breakthrough At the end of the turn, if you have a model within 1” of the center of a Table Quarter that was not this crew’s starting Table Quarter, score 1 VP. 4. Assassinate At the end of a friendly model’s Activation, if they caused damage to an enemy Leader and that Leader has half its maximum health or less, score 1 VP. If that model caused damage to an enemy Leader and that Leader was Killed, score 2 VP, instead. 5. Take Prisoner At the end of the Turn, if you have a friendly model engaging an enemy model and there are no enemy models within 2” of either model, score 1 VP. 6. Claim Jump At the end of the Turn, if you have a friendly non-Leader model within 2” of the centerpoint and there are no enemy models engaging it, score 1 VP. Special Rules - All Upgrades attached to models after summoning lose Plentiful. All summoning Actions, Abilities, and Triggers that do not attach an upgrade are considered blank. Exception: The Guilty’s upgrade is a valid method of summoning. - Initiative Order is not flipped, instead, it is according to the value of the scheme held by the player, from lowest-to-highest, at the point when Initiative is usually determined. It does not change if the player’s Scheme is switched. - There is a pool of the 6 schemes that are considered Available. If a player has chosen a Scheme, it is unavailable and cannot be chosen by another player. - Whenever a player earns VP from a Scheme, they immediately choose an Available Scheme. The Scheme they just scored becomes Available. - Scoring may occur on Turn 1. The Game ends after 4 Turns.
  2. Hey everyone so I noticed there's a severe lack of action shots of malifaux and we could definitely use more of them I had to take some with a friend for our next malifaux story encounter tournament. This is what we came. Up with I hope this inspired people to make their own and take shots like this. Panel 3 is still in work in progress I'll post once it's up
  3. Hello everyone we will be having our first story encounter tournament at the silver dragon tavern & games on August 6. The story encounter will be 3 rounds of a good team vs a evil team. Each round will pit good players vs evil players in a story driven mission. At the end of the day we'll have winning players and a winning team. The winning players will get prize support from the entry fees, while the winning team will get a small prize for having won the story encounter together. If you're not already part of our local group and wish to join just please let me know you will be joining us down bellow because I will be making special terrain pieces for each round and need to know if I must make more. Details: Location: Silver dragon tavern & games. 13754 N Kendall Dr, Miami, FL 33186 Date and time: Aug/06/2017 Sign up:11:00am Starting time:12:00am
  4. Hey everyone so we'll be hosting a story encounter tournament at my lgs. I need help coming up with something fun, that's the entire idea of this tournament. I need help with ideas and maybe experiences that you've guys had. We're not doing the rule book story encounters or anything that comes in boxes since it's they're pretty lack luster. My ideaIs to have an ongoing story throughout the rounds to have people interested in the story. Round 1: Jailbreak, two crews have infiltrated the malifaux city prison and received plans for the next big heist your goal is to extract your informant who was captured after passing on the plans Round 2: The heist, two crews have found and planned a big heist on a giant soul stones stash, your crew needs to steal the most stones before the guards are alerted. Round 3: get getaway, the Malifaux train is taking off and the guards are hot on your trail and the train is leaving get on the train and escape. This is the idea I have I'm open to other ideas as long as they're fun and thematic. The plan is to release comic book style advertisement for the event and heist blueprints.
  5. I can get the whole new box for $25 so Im looking to pay around $5 for the booklet only. Thanks
  6. I was digging through some old files I had downloaded years ago, after short look at them I noticed some could be quite well adapted to 2nd Edition. I don't intend to take credit for what Eric Johns had created, I just upgraded his pieces of work. 2009 Christmas Encounters: Story Encounter 1: Holiday Shopping Christmas Tree: Place 1 Christmas Tree Marker in the middle of the table. It is 50mm, Ht 4, Impassable, breakable terrain*. It also counts as having bulletproof 3. When Christmas tree marker is destroyed, place 3 Christmas Present Markers(Ht:0) in base contact with it before removing. *Breakable terrain - This terrain can be targeted with attack actions and takes damage from Blasts. It Has following Stats when targeted: Df:3 Wp:- Wd:5 Wk:- Cg:- Ht:4 Christmas tree is immune to conditions, attacks targeting Wp and any types of movement or pushes caused by other models. Any duels that require Christmas tree to flip are flipped by opposing player, Christmas tree cannot cheat fate and is not friendly to any player. Christmas Present Markers: Each player starts with 5 30mm Christmas Present Markers, which must be given to members of their crew to carry (placed on character's stat card). You may not give a model 2 Christmas Present Markers unless every other model has at least one. Christmas Present Markers work like Treasure marker, and may be picked with (2) Interact Action up while in base contact with it, it is then placed on character's stat card. When model is sacrificed or killed, Christmas Present markers are placed into base contact with model before removing it. While carrying Christmas Present Marker, character can use (1) Interact action to open the present. Each Christmas Present Marker may only be opened once. When you open the Present, flip a card (Which cannot be cheated) off the top of your Deck. Black Joker: Old Socks: Discard Christmas Present Marker with no effect. 1-6: Tastey Snack: Add Soulstone to your pool. Discard Christmas Present Marker. 7-13: Thoughtful Gift: Add Soulstone to your pool. Do not discard Christmas Present Marker. Red Joker: Top of You Wish List!: Add Soulstone to your pool. Do not discard Christmas Present Marker. Gain 1 unused Christmas Present Marker. Each crew is trying to collect as many Christmas Present Markers as possible during the course of the game. 4 VP for The player with the most Christmas Present Markers. 2 VP if a player has at least 5 Christmas Present Markers at the end of the game Special Occurrence: Have You Been Naughty or Nice?: This occurrence begins after the first Christmas Present Marker is used in the game and lasts for the rest of the game. Every time a Model flips a Black Joker, that model is forced to discard any Christmas Present Markers they are carrying...they were Naughty. Every time a Model flips a Red Joker, that model Gains 1 additional Christmas Present Markers...they were Nice! _____________________________________________________________________________________________ The Krampus is Watching: Story Encounter 2: The Krampus is Watching! The Krampus is particularly busy in Malifaux over Christmas, as the Naughty list is VERY long, and few want to get caught outside this night! Given the long years of terror caused, the Governer General of the Guild has put a price on the head of the Krampus. Your Goal is to kill the Krampus, or do your best! 4VP if a member of your crew Kills the Krampus 2VP if you caused at least 6 wounds to the Krampus Special Occurrence: The Krampus Arrives: Starting in the upkeep of Turn 1, the Krampus is placed on the board in the center of the board. Following the arrival of the Krampus, it moves as determined by Diagram 1, and will attack any model if able. This lasts until the end of the game. Diagram 1: Krampus Placement. Each turn in the Upkeep Phase, one player flips a card. Depending on the suit of the card, place the Krampus in one of the four spots marked in the Diagram. Each spot is 18” from the corner of the table, and 8” in from the edge. If a Joker is flipped, place the Krampus in the center of the table. The Krampus may only move to each spot once, if the flip would move it to a place it already moved, reflip. Once all 4 suits have been flipped, it may only move to the center of the board. Players must set up with Corners Deployment. Make sure when setting up the Terrain that there is open ground in these areas. Duels which require Krampus to flip are flipped by random opposing player, player who flips for Krampus may cheat fate and use soul stones as an normal henchman would. Diagram 1: Krampus Stats: The Krampus Henchman, Rare 1, Spirit Df:6 Wp:8 Wd:12 Wk:- Cg:- Ht:4 Abilities: Armor +2: Reduce all damage suffered by this model by +2, to a minimum of 1. Incorporeal: He Knows When You’re Awake: This model is uncontrolled and does not activate as normal during the turn. Each turn, during the Upkeep, player who won iniative flips a card, which may not be cheated. Depending on the suit of the card, place the Krampus on one of the spots marked in Diagram 1. If a joker if flipped, place the Krampus in the middle of the board. Hard to Kill: While this model has 2 or more Wd remaining when it suffers damage, it may not be reduced to below 1 Wd. Impossible to wound: Damage flips against this model suffer [-]. Damage flips against this model may not be cheated. Intractable: This model cannot be sacrificed or buried and is immune to being Pushed. Punish the Naughty: At the end of turn, the Krampus makes 1 Whip Strike against each model within 5”. If a model is within 2” it makes an Iron Chains Strike instead. These flips are made by the random opponent of defending player. It activates a triger if able. Rejuvenation +2: At the end of turn this model heals +2 damage. Unyielding: This model may only be killed by losing it’s last wound and is immune to effect which cause a model to be killed. Certain death: Models may not declare Df triggers in duels with this model. Attack Actions: Iron Chains(Ml:7/Rst:Df/Rg:|||2) Target suffers 2/4/5 damage Triggers: ( R)Critical Strike: When damaging the target, this attack deals +1 damage for each ( R) in the final duel total. ( M)Remorse: After damaging, target is pushed 8" directly away from this model. ( C)Holiday Spirit: After this model damages a model, Target gains following Condition until end of it’s next activation: Holiday Spirit: This model cannot target Krampus with attack actions. ( T)Christmas Magic: After this model damages a model, Target gains following Condition until end of it’s next activation: Christmas Magic: This model may not perform Ca actions during it’s activation. Whip(Ca:7/Rst:Df/Rg:5) Target suffers 2/3/4 damage Triggers: ( R)Critical Strike: When damaging the target, this attack deals +1 damage for each ( R) in the final duel total. ( M)Remorse: After damaging, target is pushed 8" directly away from this model. ( C)Holiday Spirit: After this model damages a model, Target gains following Condition until end of it’s next activation: Holiday Spirit: This model cannot target Krampus with attack actions. ( T)Christmas Magic: After this model damages a model, Target gains following Condition until end of it’s next activation: Christmas Magic: This model may not perform Ca actions during it’s activation. 50mm Base Edit: Re-made Regenerate to Rejuvenation. _____________________________________________________________________________________________ Christmas Carols Story Encounter 3: Christmas Carols Players alternate placing 6 buildings on the board. Models may perform an Interact (1) Sing Carol Action when in base contact with a the building. (1) Sing Carol: Flip a card (which cannot be cheated) off the top of your Deck. Black Joker: Horrible! - Model suffers 3 Damage. This crew may not gain cookies from this house for the rest of the game. 1-6: Out of Tune - This crew may not gain cookies from this house for the rest of the game. 7-13: Pleasant Song - Gain 1 Sugar Cookie Token and place it on the character's stat card. Red Joker: Captured the Christmas Spirit - Gain 2 Sugar Cookie Tokens and place them on character's stat card. If character is removed from the game(Sacrificed or Killed) remove all Sugar Cookie Tokens it had from the game. You may not (1) Sing Carol with the same building more than once per turn. You may not (1) Sing Carol again with a building house again until you have interacted with each of the other building on the table, even if you may no longer gain Sugar Cookie Tokens from that house. 4VP to the player with the most Sugar Cookie Tokens 2VP to any player with the least 3 Sugar Cookie Tokens Special Occurrence: Tastey Tastey Cookies!: At the end of each turn, pick the model in your crew with the most Sugar Cookie Tokens. If there is a tie for the most, select the model with the lowest Wp. This model must win a Wp 13 Duel, or eat one of their sugar cookies (Discard 1 Sugar Cookie Token). All players must do this every turn. _____________________________________________________________________________________________ I'll be adding last of 09 Christmas encounters if people are interested and/or as I get it done.
  7. Fatedeck.com A web site a wrote to randomly generate a standard encounter. Its quick no frills should work on any screen size. Enjoy
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