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Wiki Style Guide
Tacticas by Faction
General Malifaux Tactics
Scheme and Strategy Tactica
Using Focus & Defensive Stance
Mercenary Hiring List
Choosing A Crew
Terrain and You
Dealing With Ranged Crews
Where to Buy and Play Malifaux
Malifaux Terms Glossary
Understanding Gamer Slang
FAQ and Errata
M2E Edition Changes
Changes Between 1e and 2e
Table of Contents
Other Core Rules
Although the core of Malifaux has remained the same - you'll still be flipping cards to prevent a large evil teddy bear from eating your zombie bride - a number of changes were made between the editions. This is a quick rundown for returning players to get a handle on what's different
50SS is the new average (as opposed to the previous 35ss).
Players now share a Strategy that both are working towards (randomly flipped, based on suit). Worth up to 4VP.
A "scheme pool" of 5 possible schemes is generated from random flips (19 possible schemes). Players must select 2 schemes from this pool to be theirs for the game. Each scheme is worth up to 3VP.
This makes every game have a maximum possible 10 VP.
Start flipping for End of Game one turn earlier.
Masters have 3AP (If you are leading a crew with a Henchman in low point games they do NOT get extra AP).
New Station Tiers for models -> Master, Henchman, Enforcer, Minion, Peon.
Models may purchase and equip Upgrades, cards that add extra rules to the model. Masters can have 3, Henchmen 2 and Enforcers 1.
If you are wondering where certain iconic Master abilities have gone, they are often on on Upgrades now.
Allows for customizing how your Master works (Seamus can opt to go Ranged with his Flintlock or up-close and personal with his Bag of Tools).
Upgrades tend to have restrictions to control game balance (An upgrade adding defense may not be usable by Masters for example, to prevent high Df Masters from becoming unkillable).
A new (1) General Action allows you to place "scheme markers," which are required for many schemes and can represent many things from Propaganda Posters to Incriminating Evidence to a flaming bag of canine "remains."
No longer add a flip or used to heal.
May be used before a card is flipped to add a suit or gain a positive flip.
May be used to prevent damage 1/2/3 (RJ for total prevention; BJ for 0 damage prevention).
May be used to re-flip initiative.
May be used to Draw 2 Cards and Discard 2 Cards during the Draw phase.
Other Core Rules
Pre-measuring is now allowed.
Red Joker damage is Severe+Weak, rather than an extra flip.
Most changes that happen to models during the game are under a blanket term called a "Condition."
The Burning Condition now deals damage equal to Burning Condition value at the end of the turn and is then removed.
The Poison Condition always deals 1 damage at the end of turn and then ticks down by one
Charge now has a model move its Cg in a straight line towards a model and make two (1) Close Attack Actions against it.
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