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Malifaux M2E Tournament at PFC Games in Edmonds WA


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Malifaux M2E Tournament




Saturday, February 27th 2016 @ PFC Games


7528 Olympic View Dive Suite #106, Edmonds, WA 98026


(425) 670-0550




I plan on hosting a Malifaux tournament the fourth Saturday of Every month (except August and December) at PFC games. I’ll be running a mix of 50 SS, 35 SS and “something different” formats, depending on feedback.




This event will follow the guidelines in Gaining Grounds 2016, with the following exceptions;


Proxy, Conversion, and Painting Rules


·         Proxies are allowed as long as they are appropriate representations of the model they stand for. Wyrd models may only be used to represent what they are, unless they are converted. Please check in advance with the organizer for suitability.


·         Conversions are an excellent way to show off your modeling skills. If using a model that was converted with pre-made bits, only 30% of the model may be built from other game companies’ models, while the rest has to be self-sculpted or Wyrd bits.


·         Models must be assembled (glued) and fixed to the appropriate size base. The minimum painting requirement is undercoat. However, there will be a prize for the best painted model (see below).


Entry Fee


$3 entry fee (waived for PFC members).




Noon                                       Registration


12:30                                       Round 1 Begins


The tournament will consist of three 105 minute rounds with ~15 minutes between rounds.


Crew Construction


50 SS Single Faction




Prizes will be determined by number of participants and awarded for:


·         Best General (Winner of the tournament)


·         Best Sportsmanship (voted by opponents)


·         Best Painted Army (voted by participants)




Strategies and deployments have been predetermined (see below). For Corner and Flank deployments players will deploy in the left hand corner when facing the table.


·         Round 1 – Interference, Flank Deployment


·         Round 2 – Collect the Bounty, Standard Deployment


·         Round 3 – Guard the Stash, Close Deployment




We will be using the Gaining Grounds 2016 scheme table. At the start of each round a common scheme pool will be announced that will be used by every table that round.



Terrain will be placed in advance by the TO and may not be moved by the players.  Please be sure to clarify any terrain questions with the TO before the match begins.

For encounter purposes (e.g. Plant Evidence) all terrain on a base is considered a single piece of terrain even if it is broken into multiple parts for LoS and/or cover purposes.


·         Buildings, Flat Roof: Ht is roof in inches (round down), Enclosed, Climbable, Blocking, Hard Cover.


·         Buildings, Sloped Roof: Ht is highest point in inches (round down), Impassable, Blocking, Hard Cover.


·         Forested Area Terrain: Ht 2, Sever, Dense, Soft Cover.


·         Lava: Ht 0, Sever, Hazardous and gives Burning +2.


·         Linear Obstacles, Hard (low stone walls 1” or less high/across): Ht 1, Blocking, Hard Cover. For ease of play, it costs 1” of extra movement to cross these obstacles.


·         Linear Obstacles, Soft (fences and hedges 1” or less high/across): Ht 1, Blocking, Soft Cover. For ease of play, it costs 1” of extra movement to cross these obstacles.


·         Ruined Walls: Ht is highest point in inches (round down), Climbable, Blocking, Hard Cover. Use the complex terrain guidelines so each section of wall is considered a separate piece of terrain for cover purposes only.  Define the wall by where the base of the wall touches the ground, not the base the wall is mounted on.


·         Trees: Ht 5, Impassable, Blocking, Hard Cover.


·         Water Features (Rivers, Lakes): Ht 0, Severe.




Interference (Mask GG)


"What do you think they're doing?" the Handler asked, looking over the stationary Gamin spread out across the field.


"No idea, but let's stop them just in case."


Set Up Divide the table into four 18" by 18" table Quarters.


Victory Points At the end of each Turn after the first, a Crew earns 1 VP if it controls two or more table Quarters.


To control a table Quarter, the Crew must have the most unengaged non-Peon models within the table Quarter. These models cannot be within 6” of the Center of the table, or partially within another table Quarter.


Guard the Stash (Crow GG)


"I told you we shouldn't pick such a central location to hide the Soulstones!"


"Well, it must have been a good choice if they're hiding theirs there, too!"


Set Up Place two 50mm Stash Markers (Ht5, blocking, impassable, hard cover) on the Centerline each 5" on either side of the Center of the board (10" apart from each other).


Victory Points At the end of each turn after the first, a Crew earns 1 VP if it has at least one non-Peon model within 2" of each Stash Marker.


Collect the Bounty (Jokers GG)


"You're telling me that thing is only worth 10 Scrip?" he whined.


"That's what I'm telling you."


"It's one of those Hanged! No WAY that's only worth 10 Scrip!"


"I don't make the rules, bud. Take it or leave it."


Special: Whenever a model is reduced to 0 Wounds by a non- Peon model, the Crew which reduced it to 0 Wounds gains a number of Bounty Points depending on the type of model which was reduced to 0 Wounds, so long as the Crew considered the model an enemy. Models are worth the following number of Bounty Points:


Peons: 0


Minions: 1


Enforcers: 2


Henchmen: 3


Masters: 4


At the end of each Turn, after calculating VP, reset each player to 0 Bounty Points.


Victory Points At the end of every Turn after the first, the player with the most Bounty Points scores 1 VP. Either player may also score 1 VP if the opposing player has no models left in play. No more than 1 VP may be scored from this strategy per Turn. If both players still have models in play and they are tied for Bounty Points, neither will score any VP.





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