M4E Comprehensive Rules 4-16
M4E Comprehensive Rules 4-16
RULES GUIDE
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COMPREHENSIVE RULES GUIDE
Attack action: An action with a resist stat, resolved
HOW TO USE THIS GUIDE with an opposed duel. Attack actions cannot target
friendly models.
Base Contact: Two objects are in base contact with
Hello, and welcome to Malifaux! This is the each other if their bases are physically touching.
Comprehensive Rules Guide for Malifaux 4th Edition. Controller: The player currently making decisions for
Within this guide you will find step-by-step instruc- the model.
tions on how to play Malifaux, including timing charts,
Different model: A model other than the target.
diagrams, and practical examples. You can think of this
document as a way to solve common rules disputes. Effective Size: A model’s effective Sz is its Sz plus
If you haven’t read the Malifaux 4th Edition Rulebook the Ht of any terrain it is supported by. Effective Sz
yet, we recommend doing so before diving into this does not affect any actions, abilities, or triggers that
document for a narrative overview of the game of reference Sz.
Malifaux. You can download a copy of the Malifaux Enemy model: One model is enemy to another model
Rulebook using the URL below: if they are not in the same crew, i.e. they were hired by
@URL different players.
Friendly model: One model is friendly to another
model if they are both in the same crew, i.e. hired by
GLOSSARY the same player.
Initiator / Initiating model: The model in an opposed
duel that declared the action or otherwise caused the
Action Limit: The number of actions a model can
opposed duel to occur.
declare during its activation. By default, a model’s
action limit is two actions and one signature action. Resister / Resisting model: The target of an opposed
duel.
Active player / Active model: The player that is
currently activating a model / the model currently Keyword: A word indicating to which crew the model
activating. belongs.
Ally / Allied model: One model is an ally to another Maximum hand size: The maximum amount of fate
model if the two models are friendly and share at least cards a player may hold in their control hand at once.
one keyword. By default, this is seven.
Another model: A model other than the model that Model Limit: The maximum number of copies of a
generated the effect in question. model that a crew can contain.
Owner: The player who hired the crew the model is a
part of.
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Action Modifiers
Cover (pg. 57)
All actions deal 1 less damage.
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Keyword Reference
The keyword reference includes a definition of all the
tokens and markers models belonging to that key-
word reference on their stat cards. After masters are
revealed, a copy of both master’s keyword references
should be given to each player.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
FATE CARDS Fate decks are put face down so that none of their
cards can be seen. Players are not allowed to look
through either fate deck.
Malifaux uses cards, called fate cards, to generate If, at any time, a player’s fate deck runs out of cards,
random numbers. There are typically four places fate they shuffle their discard pile and put it face down to
cards might be located during gameplay: the fate form a fresh fate deck. Players must offer their deck to
deck, the control hand, the conflict, or the discard pile. their opponent to cut whenever it is shuffled.
Each player has their own fate deck. A fate deck is
made up of 54 fate cards and is similar to a standard REMOVED FROM THE GAME
poker deck with four suits of thirteen cards each and Some game effects may cause a player to remove a
two jokers. fate card from the game. When doing so, the fate card
is set aside face up. Cards removed from the game
READING THE CARDS are not put back into their owner’s fate deck when it
Each card has two pieces of information: is shuffled and are ignored by all game effects that do
not specifically mention them.
■ Value: The number on the card.
■ Suit: The suit on the card.
THE CONTROL HAND
Malifaux uses its own suits, but they translate to the Any time a player draws cards, they are put into that
standard playing card suits as below. player’s control hand (or just their “hand” for short).
Similarly, if a model ever draws cards, those cards are
■ Rams R [♥] – 13 cards, 1 through 13
drawn from its controller’s fate deck and put in its
■ Masks m [♦] – 13 cards, 1 through 13
controller’s hand. A player’s maximum hand size is
■ Tomes t [♣] – 13 cards, 1 through 13
seven. If, after resolving any action, trigger, or ability,
■ Crows c [♠] – 13 cards, 1 through 13
any player’s hand size exceeds their maximum hand
■ Jokers – 2 cards, Black Joker and Red Joker
size, they must discard to meet their maximum hand
The red joker has a value of 14 and has one suit (or size.
no suit) of its owner’s choosing. The black joker has a A player may look at their hand at any time, but the
value of 0 and has no suits. contents are kept secret from their opponent.
THE CONFLICT
Value Cards that are currently in use are considered to be
Suit in the conflict, a clear area somewhere on the table.
All information on cards in the conflict is public
knowledge. If a player would add multiple cards to the
conflict at the same time, they only put one card into
the conflict; the others are discarded.
Once the effect that caused a card to be flipped is
resolved, the card is discarded.
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before being put in the discard pile in any order the Fate Modifiers (+ or -)
discarding player chooses. Cards discarded after Fate modifiers are used to adjust a model’s luck,
flipping, cheating fate, or from the conflict are not whether beneficial or harmful based on the model’s
considered discarded by the player or any specific given circumstances.
model for the purposes of game effects. There are two types of fate modifiers: positive
Game effects that occur after a model discards a modifiers (+) and negative modifiers (-). Each of these
card only occur if a game effect specifies for a player or icons cancels one of the other icons, so a flip can only
model to discard a card. be affected by one or the other (or neither), never both.
For each fate modifier on a flip, one additional card
is revealed to a maximum of four (so a + flip would
USING THE CARDS reveal two cards, as would a - flip). If the flip had a +,
the player may choose to use any one of the revealed
cards. If the flip had a -, the player must use the
In the course of the game, players will use their fate lowest value revealed card. If multiple cards are tied
cards in a variety of ways. Below are the most common for lowest value, the flipping player chooses one of the
terms associated with these cards. tied cards.
The jokers are the only exception to which cards
REVEALING CARDS are used. If the red joker is revealed, it may be chosen
When a fate card is revealed, it is shown to both play- even if the flip had one or more -. If the black joker is
ers. If the reveal effect does not specify where the card revealed, it must be chosen, even if the flip had one
is put after it is revealed it is put back where it origi- or more +. If both jokers are revealed, the black joker
nated from before the reveal effect. If multiple cards takes precedence and must be chosen.
are revealed from a player’s fate deck simultaneously,
Examples:
they are put back on top of that fate deck in a manner
so that their order does not change.
■ A player must make a flip with a ++ modifier. She
If an effect allows a player to “look at” a card, it is flips one card by default, the 4r, and then two
treated as revealing the card. However, the card is only additional cards, the 7r, and the 12t. She will likely
privately shown to the player “looking at” it. When a decide to use the 12t for a larger duel total, but she
player looks at a card, it is not public knowledge and is could choose to use the 7r or 4r if she preferred the
not turned face up. r instead of the t.
Fate Deck
FLIPS
Flips are used to generate random results. When a
flip is required, a player reveals the top card of their
fate deck and adds it to the conflict to generate a
random number and/or suit. If a player would add
multiple cards to the conflict at the same time, only
one card is put into the conflict; the others are dis-
carded. No more than four cards may be revealed as
part of a single flip; any additional effects that would
flip more cards, such as additional fate modifiers,
are ignored. Default ++
Sometimes, an effect will instruct a player to “reflip”
one or more cards. When this occurs, the player
discards the originally flipped card(s) and flips a new
card from their fate deck.
4R 7R 12t
12t
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JOKERS
The two jokers work differently than many other
cards. Their rules are summarized below.
4R 7R 12t
12t
Black Joker: The black joker has a value of 0 and no
suit. Regardless of any fate modifiers, if the black
joker is revealed, the player must choose it, even if
there are one or more cards revealed because of +
fate modifiers.
If the black joker is flipped, that player cannot cheat
fate.
4c
Red Joker: The red joker has a value of 14 and one
suit of its owner’s choice, or no suits if she wishes.
As long as the black joker is not also revealed, the
red joker may always be chosen during a flip, even
if there are one or more cards revealed because
of - fate modifiers. When a model flips the red
joker during a duel, it receives an additional raise.
If a model flipped the red joker and chose it for the
conflict of an opposed duel, the opposing model
may not cheat fate.
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Measuring Examples
THE TABLE 1. When measuring the distance between Pandora
(left) and Rasputina (right), measure the distance
Malifaux is played on a surface that measures 3 feet between the two bases horizontally (3"). The
wide by 3 feet across. This space is referred to as the vertical distance is ignored.
“table.” This area is where the battle will take place.
Measuring
During a game, players will need to measure, move,
Example 1
interact with terrain, and draw line of sight (LoS). The
rules governing these mechanics are explained on the
following pages.
3" Rasputina
MEASURING
All distances used in Malifaux are in inches or fractions
thereof. Players are allowed to measure distances Pandora
at any time, provided that doing so does not unduly
slow down gameplay. Measurement is always done
horizontally from the closest point on the base of the 2. In this example, Pandora and Rasputina are in base
object in question, ignoring any vertical distance. If a contact with one another because their bases are
player is measuring to an object, they measure to the physically touching. Because they are in base to
closest point on the base of the target. base contact with each other, they are within 0" of
Measuring
Example 3
Rasputina
Ht 1
Pandora
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Pulse
Example
8"
Sz 2
Ht 2
Sz 2
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Moving
Example 1
1"
1"
3"
1"
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Moving Example 2
Side View
Elev 5
Elev 4
Pandora
Elev 3
Elev 2
Elev 1
Sz 1
Ice Gamin
Moving Example 2
Top View
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Place Examples
1. A Tengu declares and succeeds the Leap action.
It may place itself anywhere within range of the
action (which is 6"). The Leap action does not
specify that the Tengu must place “completely”
within range, so only a single point of the
Tengu’s base must remain within 6" of where
the Tengu started the place. Since this is a place
effect, the Tengu ignores the Ht 2 wall and may
place itself into a location on the table it does
not have LoS to.
Place 6"
Example 1
Ht 2
6"
6"
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Place
Example 3
Ht 5
4"
Sz 2
Sz 3
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0 Euripides
Elevation Examples
1. Big Jake begins his activation supported by the
table directly, and therefore has an elevation of 3. In this example, Big Jake is standing on the roof
0. If Big Jake climbs onto a Ht 1 box, he rises to of a house. Inside the house, directly underneath
elevation 1. The Ht of the box is added to his Sz Big Jake, is a Ht 1 box. Since the box is neither
when he draws sight lines, increasing his effective supporting Big Jake, nor the house that he is
Sz from 2 to 3. standing on, it does not increase Big Jake’s
Likewise, if Big Jake were to climb on top of a elevation or effective Sz.
pile of Ht 1 boxes, he would add their respective
Elevation
heights together. In this case, he has climbed onto Example 3
a stack of three Ht 1 boxes. Big Jake is said to be
5
at elevation 3, and his effective Sz would increase
from 2 to 5.
4 Sz 5
Elevation
Example 1
3 Big Jake
5
2
4 Sz 5
1
3 Big Jake
Ht 1
0
2 Sz 3
Ht 3
1 Sz 2 Big Jake
Ht 1
0 Big Jake
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Ronin
FALLING
1 Sz 2
If an object ever has less than 50% of its base support-
Ronin
ed by terrain or the table that object immediately falls
0
until its base is supported. If it is dealt falling damage,
the model ends its movement. Otherwise, it continues
moving normally.
MOVING VERTICALLY
When an object falls, its base is moved straight down
Climbing Terrain (this does not expend any movement) until it is flat on
When resolving a Walk action, a model may move terrain or the table. When a model causes any model
vertically along climbable terrain. To do so, it uses any to fall 2" or more, including itself, it deals 1 irreducible
amount of its movement to move vertically instead damage to the fallen model at the conclusion of the
of horizontally. If a model moves in this way, it does fall. Models that fall 1" therefore are dealt no damage.
not fall during this movement so long as it remains in If a model would end this fall overlapping another
base contact with the terrain. If a model ends a climb model or impassable terrain, it must continue its
without its base at least 50% supported by terrain, it movement so that it does not end overlapping a model
falls. Models may choose to fall while climbing in order or impassable terrain; if a model does not have enough
to maximize the distance they move. movement to do so, it is moved to the legal position
closest to where its base would have ended the fall.
Ignoring Terrain While Moving
If there are multiple equidistant positions, the model
Any models which ignore terrain while moving also
controlling the fall may choose one.
ignore that terrain’s vertical distance. For example, a
A model may not choose to fall if it would be killed
model with the Flight ability may climb that terrain
from falling damage while controlled by a friendly
without having to use movement traversing that
effect.
terrain’s vertical distance.
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Vertical Movement
Example 1 1"
5"
4" 2"
Ht 2
2"
2.5"
Vertical Movement
1" Ht 1 Example 3 (Fall)
1.5"
Vertical Movement
Example 2
4"
3.5"
4" fall
Ht 4
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4. In this example, Niño chooses to fall off of a Ht 5 6. Niño declares the Walk action, and attempts to
wall. However, there is a Mature Nephilim in the scale a wall. This time, there is a second piece
space where Niño would normally fall. Since mod- of terrain on top of the wall he is attempting
els may never end a move overlapping each other, to scale. Since Niño can only scale terrain he is
Niño moves to the legal position closest to where in base contact with, he cannot scale the box.
his base would have ended the fall. This case, both Attempting to scale the wall would result in Niño
Position 1 and Position 2 equidistant to where Niño ending his movement inside of the box, which is
would have fallen, and since Niño is controlling not a legal position, so Niño cannot scale that part
the fall in this case, he can freely choose between of the wall. He can however, Walk to a different
them. He may never choose Position 3, as that is section of the wall, and attempt to scale from that
farther than both Position 1 and Position 2. position.
Position
3
4" Ht 4
5"
Position Position
1 2
Vertical Movement
Example 6 (Top View)
Ht 5
Vertical Movement
Example 5
30 mm
4" Ht 4
5"
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JUMPING
Jumping
Before a model falls, its controller may decide that Example 1b
the model is attempting to jump. To jump, a model
must pick a point on the table or a terrain piece either
at the same elevation as itself or up to one inch of
elevation below itself and within range of its remaining 1"
movement. Then, the model moves horizontally
toward that point until its base is above the selected
Ht 2 Sz 3 Ht 2
location and at least 50% over terrain that can support
it, before moving vertically down until its base is
supported.
If there is an intervening terrain piece or other
2. Niño activates on top of a Ht 3 wall, and wants to
impassable object whose Sz + elevation is greater than
jump to a nearby Ht 2 wall. To do so, he declares the
the jumping model’s elevation, the model is unable to
Walk action and moves until his base is flush with
jump.
the edge of the terrain, then he jumps 2.5" + 30mm
Models may not end a jump on higher elevation than
horizontally. At the end of the jump, Niño’s base is un-
where they began the jump.
supported so he moves 1" down until it is supported.
Jumping Jumping
Example 1a Example 3
2"
Ht 3 Sz 3 Ht 3
Ht 4
Ht 2
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LINE OF SIGHT what they are standing on (the model is still Sz 0). If
a model needs to draw LoS to a point on the board or
terrain it does so as if that point on the board/terrain
Line of sight (LoS) is used regularly in the game and is were a Ht 0 model.
determined using sight lines. It is a representation of
something seeing something else on the table. Models Dense Terrain
always have LoS to themselves and always have LoS to Terrain with the dense trait can block LoS without pro-
any object or terrain they are in base contact with. viding cover. Sight lines that cross over dense terrain
Any effect that requires range to be measured also completely are blocked, but sight lines that only enter
requires LoS to be drawn, unless it says otherwise. or leave dense terrain are not blocked. Models can
A sight line is an imaginary straight line between two see into and out of dense terrain, but they cannot see
points on the edges of two objects’ bases. Sight lines through it.
are drawn from a top-down perspective. To determine
Dense Terrain Example
if one object has LoS to another, draw a series of sight
In this example, Jack Daw is in a stationary bank of
lines from the first object to the second. Sight lines be-
sinister fog that has been deemed to be concealing
tween objects are never drawn in such a way that they
and dense terrain. Montresor is hanging further back,
cross either object’s base. If the objects are on different
outside the fog. Ophelia is trying to draw LoS to Jack
levels of the same terrain piece, sight lines cannot be
Daw and Montresor. Her sight lines to Jack Daw enter
drawn through the terrain piece’s ceiling or floors.
the fog bank but do not leave it due to the dense
If at least one of the sight lines between two objects
trait, so they are not blocked. She has LoS to Jack Daw
is unblocked, the first object has LoS to the second.
(though he will have concealment against any attacks
If all the sight lines are blocked, the first object does
she makes targeting him due to the fog’s concealing
not have LoS to the second. Each object draws its own
terrain trait).
sight lines independent of the other. As such, LoS is
Ophelia’s sight lines to Montresor enter the fog bank
not necessarily reciprocal. This most often occurs
and then leave it, so these sight lines are blocked due
when one model may ignore the blocking terrain trait
to the fog’s dense trait. Since all of her sight lines are
of a marker, while another model cannot (see bullet 5
blocked, Ophelia does not have LoS to Montresor.
of Markers).
Dense Terrain
BLOCKED LINE OF SIGHT Example
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Ht 3
Sz 2 Sz 2
Ht 3
Sz 2 Sz 2
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Elev 3
Elev 2 Sz 4
Elev 1 Sz 2 Sz 2 Sz 2
Sz 1
3. The Firebranded once again attempts to draw LoS 5. In this example, the wall between the Firebranded
to Elijah Borgmann. Drawing from her base, the and Borgmann has a height that is smaller than the
Firebranded’s sight line crosses over the bases of size of both the Firebranded and Borgmann, so her
several models in between herself and her target. sight lines to Borgmann are not blocked.
The Firebranded has a Sz of 2, so she ignores the
Drawing Sight Lines
Sz 1, enemy Survivor in her way. She also ignores
Example 5
the Sz 4 Fire Golem, because it is friendly to her.
Elev 3
However, she cannot ignore the Sz 2 enemy
Rooster Rider. When her sight lines cross the
Rooster Rider’s base, they become blocked. As Elev 2
such, the Firebranded has LoS to the Rooster Rider,
but not to Elijah Borgmann.
Elev 1
4. In this example, the wall between the Firebranded
and Borgmann has a height equal to or greater Ht 1
Elev 3
Elev 2
Ht 3
Elev 1
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6. In this example, the wall between the Firebranded 8. Although it requires perfect positioning, it is pos-
and the Survivor has a height smaller than the sible for a 30mm object to be perfectly positioned
Firebranded’s size but equal to the Survivor’s size. between two other 30mm objects, blocking sight
Since part of the Survivor’s base is within 2" of the lines between them. This most commonly occurs
wall, the Firebranded’s sight lines that pass through through the use of the rule of intent.
that wall to the Survivor are blocked. In fact, the
Firebranded sight lines that pass through the wall Drawing Sight Lines
Example 8
are blocked to any part of the ground within 2" of
the wall.
Sz 2 Sz 2 Sz 2
Elev 2 30 mm 30 mm 30 mm
Elev 1
Ht 1
Sz 2 Sz 2 Sz 2
30 mm 30 mm 30 mm
2"
Firebranded Survivor
Ht 1
2"
Firebranded
Elev 2
Elev 1
Ht 1
3"
Firebranded Survivor
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Elev 5
Elev 4
Elev 3
Elev 2 Ht 4 Ht 4
Elev 1
1" 5"
Firebranded Firebranded
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Elev 5
.25" 5"
Elev 4
Elev 3
Elev 2 Ht 4 Ht 4
Elev 1
Firebranded Firebranded
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Elev 5
Elev 4
Elev 3
Elev 2 Ht 4 Ht 4
Elev 1 Ht 2 Ht 2
Firebranded
2" 2"
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ACTIVATION PHASE
GAMEPLAY In this phase, each player takes turns as the active play-
er, beginning with the player with initiative. Proceed to
the end phase once every model has activated this turn.
The goal in a game of Malifaux is to score more VP A. Pass: If the active player has the same or fewer
(victory points) than your opponent, which are gained model’s that have not activated this turn than their
based on the encounter’s schemes and strategies. opponent, they may choose to pass and skip to Step
A game of Malifaux takes place over four turns, which D, without activating a model. Players may not pass
are each broken down into multiple phases. if the previous activation was passed.
B. Select Model: The active player chooses one of
TURN SEQUENCE
their models that has not yet activated this turn to
■ Start Phase: Discard Cards, Draw Cards, activate. No model may activate more than once in
Resolve Effects. a turn. If the active player does not have any more
models to activate, skip to Step D.
■ Activation Phase: Pass, Select Model,
Activation, Transfer Active Player. C. Activation: The chosen model activates (it is now
the acting model) and follows the steps below.
■ End Phase: Resolve Effects, Score Strategy, 1. The model is considered to have activated this
Score Schemes, Abandon Schemes, Select New turn.
Schemes, Check for End of Game, Shuffle. 2. Start Activation: Resolve any effects that happen
when the model activates.
START PHASE 3. Taking Actions: Non-Peon models may declare
The start phase is made up of the four steps outlined up to two actions and one signature action
below. Once the start phase is finished, proceed to the during their activation. This is referred to as a
activation phase. model’s action limit. These actions are resolved
A. Determine Initiative: On turn 1, the attacker has one at a time, with each action fully resolving
initiative. On every turn after that, the player who (including any triggers) before the next action
did not activate the last model on the previous begins. If a model would gain or remove a Fast,
turn chooses who gains initiative. Slow, or Stunned token during an activation,
B. Discard Cards: Players may discard any number of the effects of the token come into effect
cards from their hand. immediately and are ignored as soon as the
token is removed.
C. Draw Cards: Players with fewer cards in hand
a. If an encounter’s size is 50 Soulstones or
than their maximum hand size (which is normally
higher, all Masters treat their action limit as
seven) draw cards until they reach their maximum
three instead of two.
hand size.
4. End Activation: Resolve any effects that happen
D. Resolve Effects: when the model ends its activation.
1. Used “once per turn” effects become 5. Any used “once per activation” effects become
available for use again. available for use again.
2. Assume Leadership: If a crew has no 6. Chain Activations: Some effects can cause
masters in play, once per game a single models to activate after another model. If a
henchman in that crew may drain a s to model would activate this way, immediately
increase its action limit to 3 until the end of go back to the start of Step C. Players may not
the encounter. activate more than two models in a row this way.
3. Resolve any effects that happen during the
D. Transfer Active Player: If there are still models
Start Phase, starting with the player with
left to activate this turn, the opponent becomes
initiative.
the active player and starts at Step A. Otherwise,
proceed to the End Phase.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
TRACKING ACTIVATIONS
Some players may find it easier to count remain-
ABILITIES
ing activations by using tokens representing
how many times they may pass in a turn. Simply Most abilities are passive, meaning that they are always
count the difference in number of models at the
in effect. Some abilities, however, are active and create
start of the turn and adjust the "pass token"
certain effects in reaction to other events on the table.
pool as models are killed or summoned. These
tokens are not an actual game effect, but if When an active ability goes into effect, resolve the
tracking in this way is easier for you, go for it! effect step by step in the order it is listed on the ability.
Abilities are not cumulative. If a model would be
affected by multiple abilities of the same name (i.e.,
END PHASE
if the ability would change the model’s game state
A. Resolve Effects: All effects that resolve during in some way), then the model is only affected by
the end phase resolve now. If there are multiple one such ability chosen by the player controlling the
effects, follow the detailed timing rules. abilities.
B. Score Strategy: Starting with the player with initia- A model cannot gain a second instance of an ability
tive, crews gain victory points (VP) from strategy it already possesses.
effects that score at the end of the turn. A crew
cannot gain more than 5 total VP from a strategy. Cumulative Abilities Example
C. Reveal Schemes: Starting with the player with In this example, three Steam Arachnids are in base
initiative, crews may reveal schemes that score contact with Big Jake. Each one of them has the Latch
at the end of the turn and gain the VP indicated On ability, which reduces Big Jake’s Df by 1. Since all
by the scheme. In order to reveal a scheme in this three of these abilities are affecting Big Jake, and all
way, all requirements listed in the Reveal section three of them have the same name, their controller
of the scheme must be met. Any VP gained from chooses just one of them to affect Big Jake. As such,
the Additional VP section are gained at the same Big Jake’s Df is only lowered from 5 to 4.
time as any VP gained from the Scoring section.
D. Abandon Schemes: Starting with the player with
initiative, crews may show their scheme to their
opponent without scoring any VP, and then discard
it. This does not count as revealing the scheme.
E. Select new Schemes: Starting with the player with
initiative, any crew that revealed or abandoned a
scheme this turn selects a new scheme from the
list of Next Available Schemes on their current
scheme. If a scheme has no listed Next Available
Schemes, that crew selects no scheme. Then, the
crew discards its current scheme and draws the
card for its newly selected scheme (if any).
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
DEFENSIVE ABILITIES
Abilities that help a model stay alive are broken up into
three categories. The category these abilities belong to
ACTIONS
is indicated by a symbol to the left of their name:
Models in Malifaux have a variety of actions they can
Physical u Armor: Once per activation. Reduce perform. An example action is listed below:
u
Defense damage dealt to this model by 1.
2 3 4 5 6
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
GENERAL ACTIONS
The actions listed below are tactical actions all models
in the game may declare. They are not considered
RESOLVING ACTIONS
printed on any model’s stat card.
When resolving an action, a model proceeds through
Action Rg Skl Rst TN Dmg the five steps below in order:
Walk - - - - -
STEP A: DECLARE THE ACTION
This model moves up to its speed (Sp). This may incur
penalties if it is engaged. 1. Announce what action the model is taking.
Some actions have special restrictions. If these
Action Rg Skl Rst TN Dmg restrictions aren’t met, the action cannot be
declared.
Charge - - - - -
Once per activation. Cannot be declared while engaged. 2. If the action has any costs in italics, they must
Move this model up to its Sp in a straight line. It may be paid now. If the costs are not paid, the action
then declare a y action that does not count against its
cannot be declared.
action limit.
3. If the action has any s symbols to the left of its
name, an equivalent amount of soulstones must
Action Rg Skl Rst TN Dmg
be drained or the action cannot be declared.
Slam 1" - - - -
4. The action is now considered to be declared.
Target a non-Scheme marker or any one destructible
terrain piece within range. Remove the target from play. Resolve any effects that occur when an action is
declared.
Action Rg Skl Rst TN Dmg Actions that cannot be declared do not count as failed
actions and do not count against a model’s action
Prepare - - - - -
Give this model an Adaptable, Focused, or Shielded limit.
token.
STEP B: TARGETING
Choose a model to be the target of the action. Unless
specified by the action, every action with a target must
target a single model. Actions cannot target other ob-
jects, such as markers, unless specified by the action.
1. Select an object to be the target of the action.
Objects that do not meet all targeting restrictions
of the action cannot be selected. If the action does
not require a target, skip to step B-4.
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ADDITIONAL ACTIONS
Many game effects can generate new actions, such as
the Onslaught trigger:
RESTRICTIONS AND COSTS
Some actions or triggers have text written in italics
at the start of their effects. This italics text contains
various special information about the action, such as
These new actions are called “additional actions” and special restrictions, targeting restrictions, or costs.
do not count against a model’s action limit. Additional
actions may declare triggers, but cannot themselves SPECIAL RESTRICTIONS
generate new additional actions. If they would, any Special restrictions are restrictions that limit an effect
subsequently generated additional action is ignored; to only being declared in specific circumstances such
resolve as much of the rest of the effect as possible. as “once per” effects or more complicated restrictions
The one exception to this rule is the Charge action. like “This action cannot be taken while within 1" of
Actions generated by the Charge action may generate blocking terrain”.
new additional actions.
If an action or trigger generates a new action, that “Once Per" Effects
action is independent from the action that generated Many powerful effects in Malifaux have a limited num-
it. The trigger takes effect per its timing structure, but ber of uses within a set time frame. Several common
the model that will resolve the new action cannot do “once per” restrictions are listed here:
so (i.e., declare the action) until all other effects have
■ Once per activation: Actions or abilities
been resolved.
restricted to once per activation can only be
used once each activation. Once per activation
Additional Action Example
effects cannot be used outside of Step C of the
Marcus declares the Charge action, then declares
Activation Phase. Used once per activation
his Tear Apart action as a generated action targeting
effects become available for use again during
an enemy model. This Tear Apart succeeds, with the
Step C-4 of the Activation Phase.
Pouncing Strike trigger, allowing Marcus to declare a
second Tear Apart. This attack also succeeds, once ■ Once per turn: Actions or abilities restricted to
again with a m in its final duel total. Since this second once per turn can only be used once each turn.
Tear Apart is an additional action that was not Used once per turn effects become available for
generated by the Charge action, it cannot generate use again during Step D-1 of the Start Phase.
another additional action. Marcus can however still
■ Once per game: Actions or abilities restricted
declare the Pouncing Strike trigger. He performs as
to once per game can only be used once each
much of the trigger as he can without generating the
encounter.
additional action. In this case, that means he places
in base contact with an enemy model within 5”. “Once per” restrictions are limited on both a per
model and per effect case. This means a given model
could, for example, declare multiple once per activa-
tion actions so long as they were on different actions.
This also means multiple models that have the same
effect with a once per activation restriction, such as
the Charge action, can each use that effect once per
activation.
Some “once per” effects have additional modifiers,
such as being restricted to targeting a specific model
once per activation. These work the same way, adding
on the specific restrictions mentioned.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
■ X only: This action, ability, etc. must target a model Another Model
that meets X criteria, typically a listed characteristic, If an effect references “another X,” the effect must
keyword, or name. apply to an object other than the object which gener-
ated the effect.
■ Another/Other: This action, ability, etc. must target
a model other than the one declaring this action. Another Model Example
Marcus succeeds in the Chimeramancy action
■ Different: This action, ability, etc. must target a
targeting the Jackalope and declares the My Loyal
model other than the current target of the action.
Servant trigger:
■ X Marker: This action, ability, etc. must target an X
marker.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
Damage is most often done to models from an attack Tear Apart would deal its normal damage of 2. After
action. Attack actions which deal damage list the Tear Apart completes all of the damage timing steps
amount of damage they deal in their Damage (Dmg) (see below), Love Hurts would deal damage to Artemis’
value. target a second time, beginning back at Step 1.
When a model suffers damage, it loses health equal
to the amount of damage it suffered. A model may not
DAMAGE TIMING
have its health reduced below 0. If it would suffer dam- When a model is dealt damage, follow the steps below:
age that would bring its health below 0, any additional 1. Deal +1 damage to the target for every raise the
damage is ignored. When a model reaches 0 health, it initiating model received in the duel, unless the
is killed. action is a q action.
Models that suffer 0 damage are not considered 2. Modify the damage dealt based on any other
to have suffered any damage. Effects that reduce dam- additive damage sources.
age, such as cover or the Armor ability, reduce damage
3. Apply damage reduction to the damage dealt.
to a minimum of 1 unless otherwise stated.
Any “when resolving” effects that reduce damage
and reduction from a tied final duel total resolve
INCREASING DAMAGE
at this point.
There are two ways an action might increase the
amount of damage it deals: additive and instance. 4. The model suffers any remaining damage and
lowers its health by an amount equal to the final
Additive Damage damage amount.
If the effect increasing damage uses a + sign, the 5. Any effects that happen after a model is damaged
amount the damage increased is combined with the or after a model is reduced to a specific health,
action’s Dmg value into a single amount of damage resolve at this point.
dealt, but does not adjust the Dmg value of the 6. If a model is at 0 health, it is killed. Follow the
action itself. Additive damage cannot be used to timing chart for killed models.
increase the damage of an action if it has no Dmg
If any model is dealt damage as a result of an effect
value (ie a - symbol).
generated during this timing structure, the damage
timing for that model is resolved after completely
resolving all (6) steps of the initial damage timing,
in the order in which the damage was generated. If
multiple models suffer damage at the same time,
resolve the damage timing of each model completely
one at a time.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
Damage Example takes effect. This ability deals 3 damage to Arik, but
In this example, Willie is within 2” of an enemy the Drachen Trooper must finish resolving her own
Drachen Trooper and Arik Schöettemer. All of them damage first. The Drachen Trooper’s owner infuses
have 1 health remaining. a s, makes a Remains marker, and then removes the
Drachen Trooper from the game.
Damage
Example 1a
Damage
Example 1c
2"
2"
3"
2"
2"
Since the Drachen Trooper and Arik were both This would have put him out of range of the Drachen
dealt damage by Demise (Explosive) simultaneously, Trooper’s Demise (Explosive) ability, but unfortunate-
their owner chooses which one resolves their damage ly for Arik the damage has already been dealt. He must
first. In this case, they choose to resolve the Drachen now resolve that damage, which is reduced to 2 from
Trooper first. Armor but is still enough to lower Arik’s health to 0,
The Drachen Trooper is dealt 3 damage, reduced to killing him as well. However, in this case the friendly
2 from her armor, which lowers her health from 1 to Drachen Trooper receives kill credit and not the enemy
0. Since she is killed, her Demise (Explosive) ability Willie.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
Dealt vs Suffers placing Killjoy in base contact with Titania and heals
The term “dealt” refers to the amount of incoming him to 3 health. This saves Killjoy from the damage
damage a model receives before any reductions are of Execution Claws, but not its special effect. Killjoy’s
made to it (i.e. before step 3). The term “suffers” refers owner has no cards or soulstones remaining, so Killjoy
to the amount the model’s health was actually lowered is killed. His owner infuses a s, makes a Remains mark-
by the incoming damage (i.e. step 4). er near Titania, and removes Killjoy from the game.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
1. Determine the amount to be healed. Concealing. Since these tokens are enemy to Lucius,
Dishonorable, Lucius will suffer the effects of conceal-
2. Resolve “When Heal” effects – Resolve any
ing terrain whether he targets Seamus or Agent 46,
effects that would happen when a model heals.
even though Agent 46 is friendly to Lucius.
If this would cause the model to no longer be
healed or the amount healed is reduced to 0, skip Friendly and Enemy
any remaining steps of this timing structure. Example 1a
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
Chains of Control
CONTROL It is possible that one model controlling another model
may itself be controlled by another model. When de-
termining whether or not an action is friendly or enemy
Certain actions and abilities allow one model to controlled in such a case, follow the chain of control
control actions declared by another model (even one back to its source and compare that model’s alignment
in an enemy crew). These actions and abilities come with the model currently declaring an action.
with certain restrictions:
Chains of Control Example
■ Leaders and master models may not be controlled In this example, Zoraida has used the Obey action to
by another model. control Amina Naidu. In this case, Zoraida chooses
■ Actions which list a model by name or kill a model for Amina to target a Gunsmith with Amina’s own
as a cost may only be chosen if the model is friendly Obey action. Amina succeeds in her Obey action, so
controlled. Amina also gets to choose which action the Gunsmith
■ The action may not cause any of the following to declares. However, since Zoraida is controlling Amina’s
happen. If one of these effects would be caused, Obey action, Zoraida gets to choose which action the
ignore it and resolve as much of the rest of the Gunsmith declares.
action as possible: Zoraida chooses for Amina to decide that the
• Summon a model. Gunsmith declares the Specialty Pistols action,
• Replace a model. targeting Amina Naidu. Normally, Amina would be an
• Attach an upgrade. illegal target for this action because she is friendly to
• Make special terrain. the Gunsmith. But, following the chain of control back
to its source means the Gunsmith must compare its
When controlling an enemy model, the controlling
alignment to Zoraida, not to Amina. Since Zoraida is
player makes all decisions for the model, including
an enemy model, the Gunsmith is considered ene-
flipping cards, cheating fate, declaring actions, whether
my-controlled and may shoot at Amina, on Amina’s
to spend the controlled model’s tokens, and so on.
own orders!
If the controlled model cheats fate, the controlling
player must do so from their own control hand. If the
controlled model drains a s, discards a card, or uses
another resource, the controlling player must discard
the appropriate card, token, etc. If the controlled model
would gain a resource (cards, soulstone, etc.), the
controlling player gains that resource. If a controlled
action generates additional actions, the controlling Obey
player controls the generated action, as well.
However, if a model is ever resisting an opposed
duel, the model is always controlled by its owner.
Regardless of control, the model does not change Enemy-
which models it considers friendly and which it considers controlled
an enemy. Control changes who makes the decisions; it
does not change the crew to which the model belongs.
Specialty
Obey
Pistols
FRIENDLY / ENEMY-CONTROLLED
A model is friendly-controlled if it is currently con-
trolled by its own crew, owner, or a model in its crew.
A model is enemy-controlled if it is currently con-
trolled by an enemy crew, player, or model. Enemy-
controlled models may target models they consider
friendly with attack actions.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
ENGAGEMENT SOULSTONES
Models within 1" of an enemy model are considered to Some models have the ability to use powerful resourc-
be engaged unless the difference in their elevation is es called soulstones [s], which are stored in the crew’s
greater than the Sz of the lower model (see Elevation shared soulstone pool, an area beside the game table.
Example 4). Crews may start the game with a soulstone pool using
soulstones they did not spend during hiring. At the
Being engaged has the following effects:
start of the game, a crew’s maximum soulstone pool is
■ Engaged models cannot declare Missile (z) actions.
5, although a crew may go above this during the game.
■ Engaged models cannot declare the Interact action.
■ When an engaged model declares the Walk action
INFUSING SOULSTONES
while engaged:
Some game effects will cause your crew to gain soul-
• It reduces its Sp to half, rounded down, while
stones. This is called infusing a soulstone. When your
resolving that action.
crew infuses a soulstone, simply add one to its pool.
• and leaves engagement with one or more models:
After a model is killed if it has a soulstone image at the
● It may not take the Interact action until the end of
end of its health bar, its crew infuses one soulstone.
its activation.
■ Engaged models cannot take the Charge action.
DRAINING SOULSTONES
As long as there are soulstones in a crew’s soulstone
pool, models in that crew may spend them for various
bonuses. This is called draining a soulstone. When a
soulstone is drained, it is removed from that player’s
soulstone pool and cannot be used again. A model can
only drain one soulstone at a time for any game effect,
unless noted otherwise.
Soulstones are generally used to pay the cost of
an action, trigger, or ability. If an action requires a
soulstone to be drained in order to take it, it will have
one or more s symbols at the start of its name. In order
to declare the action, the model must first drain a
number of soulstones equal to the number of s sym-
bols shown during Step A-2 of the Resolving Actions
sequence.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
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MAKING MARKERS
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
During Encounter Setup, if a Strategy marker would Some game effects cause models to be dealt dam-
be initially made by a strategy and cannot be made in age from a token. Damage dealt this way is affected by
the indicated location, the player making the marker any effects referring to the token.
(or attacker if it is neither player) must instead make In their effects, tokens state when they are re-
the Strategy marker as close as possible to the indi- moved. If a token does not state when it is removed, it
cated position and in a way so that both players agree will stay on the model for the remainder of the game
that it has no additional beneficial effects for either unless it is removed by another effect.
player. If the marker cannot be made in such a way, On its reference side, the crew card will list the effects
terrain will need to be moved before the game starts. of every token the models in that keyword can apply.
If Strategy markers are made by players during There is also a glossary of all tokens at the time Malifaux
Encounter Setup, they may not be made in a way that 4th Edition was printed on page @. However, there are
would prevent the remaining markers from being some basic tokens that are applied by things such as
made. versatile models which are listed below:
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
■
Hastened.
Stunned: This model cannot declare triggers and it
REPLACE
counts all f symbols on its card as blank. When this
model ends its activation, remove this token. Some game effects replace one or more models with
other models. When this occurs, follow the steps below.
■ Summon: This model may not declare the Interact
action. This model does not infuse a s for its crew 1. Place each new model into base contact with
when it is killed. This token cannot be removed. any of the original models. Any new models
that cannot be placed or cannot be added due
to model limits are killed. If no new models can
be placed, the original model is killed. Skip the
remaining steps of this timing chart.
2. Each new model’s health is set to the total health
of all original model’s combined or to the new
model’s maximum health, whichever is lower. If
the replace effect heals any new models, those
new models heal at this point.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
■ Restricted (X): The model must possess the PARTS OF AN UPGRADE CARD
quality listed as X or the upgrade may not be 1. Name: This is the name of the upgrade.
attached to it. X is most commonly a name,
2. Effects: This section explains how the upgrade
characteristic, or keyword.
modifies the model to which it is attached.
■ Double-Sided: Models only benefit from the face 3. Limitations: This section lists all of the limitations
up side of the upgrade; the effects section on the the upgrade must follow.
face down side of the card is ignored.
4. Type: An upgrade’s type is an identifier that can
The Plentiful Limitation be referenced by models during the game. Most
and Double-Sided Upgrades commonly, it allows models to choose one upgrade
When determining if a crew has reached the maximum from a pool of available options.
attached amount of a specific Double-Sided upgrade,
treat both sides of the upgrade as a single upgrade. For 1. Name
4. Type
example, rather than treating one side of this upgrade
as one copy of the “Above the Law” upgrade and the
2. Effects
other side as one copy of the “Planted Evidence”
upgrade, treat the entire upgrade as one copy of the
3. Limitations
“Above the Law / Planted Evidence” upgrade.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
“THIS OR THAT" CHOICES it is readily apparent of the intended position. All game
effects, such as measuring distances, should be done
from the intended position of the model.
Some effects within the game provide a model with
a choice, such as “discard a card or gain a Stunned
token.” In cases such as this, the model making the
choice may choose either option, provided they have
TIMING
the capability to resolve that option. In the case above,
if the model had no cards in its control hand, it could Sometimes, many effects are happening at, or near,
not choose to discard a card; if the model already the same times. If there is any confusion on timing,
had a Stunned token (or could not gain one for some the following two pages provide a detailed breakdown.
reason), it could not choose to gain a Stunned token.
If a model cannot resolve either option, the effect is SEQUENTIAL EFFECTS
ignored. Many effects within Malifaux have a model Sometimes, an effect will create additional effects as it
perform a duel to avoid a negative effect (such as resolves. In these cases, fully resolve the initial effect
damage or gaining a token). In these cases, the affect- before moving onto any additional effect. Additional
ed model must attempt the duel, and should they fail, effects are then resolved in the order they were
they suffer the effects of that duel. generated, after any effects which had been previously
generated have resolved.
Choosing to Deal Damage
to Yourself or be Killed SIMULTANEOUS EFFECTS
Some models in Malifaux may generate effects that Occasionally, an effect will generate multiple effects
require them to deal damage to themselves, such that occur at the same time. If this happens, they are
as the cost of an action or an ability. A model can resolved in the following order:
never choose to deal damage to themselves if that 1. The active player (or the player with initiative,
damage would reduce their health to 0 or below (after if there is no active player) chooses one of their
reduction). Similarly, a model cannot choose to fall if models with one or more unresolved effects and
it would be killed from falling damage while friendly resolves those effects in whatever order they
controlled. wish. Then, that player chooses another of their
Additionally, while a model is controlled by an models with unresolved effects and resolves
opposing player, it can never choose to kill itself with those effects in the same way, continuing in
an ability or as part of the text of resolving an action this manner until the player no longer has
such as Revert Form. models with unresolved effects. When an effect
resolves, the entire effect resolves (even if it
THE RULE OF INTENT also affects a model controlled by the non-
Occasionally in Malifaux, models may be moved in a active player).
way that they are obstructed by real-life obstacles, such
2. The non-active player resolves any unresolved
that while the move is perfectly legal, it is physically im-
effects affecting their models, as described
possible to perform. For example: moving two very large
above.
models into base contact when base contact between
them may be obstructed by the sculpts. This rule may 3. Any remaining unresolved effects are resolved
also be used to declare intent when moving exact dis- in an order determined by the active player (or
tances, such as moving a model so it is exactly 4" away the player with initiative, if there is no active
from another model, where measuring such a distance player).
is either difficult or too time consuming. Though it
should only be used in scenarios with no other options,
players may still move models this way by declaring
their intent to their opponent first. The moving model
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
1 2 3
Obey Charge Savage Bite
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1 2 3
y Action
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
DETAILED TIMING
Start Phase
A. Determine Initiative: On every turn after the first, the player who did not activate the last model on the
previous turn chooses who gains initiative.
B. Discard Cards: Both players may discard any unwanted cards.
C. Draw Cards: Each player draws up to their maximum hand size.
D. Resolve Effects:
1. Used once per turn effects become available.
2. Assume Leadership: Once per game one henchman may drain a s to increase its action limit to 3 if
there are no masters in its crew.
3. Resolve any effects that happen during the start phase.
Activation Phase
A. Decide to Pass: If the active player has the fewest (or is tied for the fewest) models left to activate than all
opponents, she may choose to pass in order to skip to Step D, without activating a model. A player may not
pass if the previous activation was passed.
B. Select Model: The active player activates a friendly model that has not yet activated this turn.
C. Activation
1. The model counts as having activated this turn.
2. Start Activation: Resolve effects that happen when a model activates.
3. Take Actions: Most models can declare two actions and one signature action. Masters can declare
three actions and one signature action.
a. Declare Action.
i. Announce the action’s name.
ii. Pay any costs listed in italics.
iii. Drain any required s.
b. Targeting.
i. Select an object to be the target of the action.
ii. Check to make sure the target is within range.
iii. Check to make sure the target is within LoS.
iv. Check to see if the target has cover or concealment.
v. Any effects that occur “when this model targets / is targeted” occur now.
vi. Choose any additional objects noted by the action.
c. Perform Duels.
i. Modify The Duel with abilities or other game effects (initiating model first).
1. Choose to empower the duel or not (initiating model first).
ii. Flip Fate Cards (both players flip cards then choose a card).
iii. Cheat Fate (player with lowest duel total first).
iv. Determine Duel Total.
v. Declare Trigger
1. Immediately Triggers occur.
vi. Determine Outcome
1. Calculate final duel total.
2. Check to see if final duel total meets or exceeds TN.
3. Check to see if final duel total meets or exceeds target’s final duel total.
4. Determine success or failure.
5. Discard cards in the conflict.
6. Failed actions skip to Step E, After Resolving.
vii. Determine Raise.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
d. Apply Results:
i. Resolve effects in the order presented on the card, including any When Resolving Triggers.
Damage timing can be found on page 39.
ii. If the target is killed, resolve any effects such as “After this model is killed” and any After Killing Triggers.
e. After Resolving: Anything that happens after an action is resolved, including any After Resolving and
After Succeeding Triggers. Remember: triggers that do not specify a timing are assumed to be After
Succeeding triggers.
4. End Activation:
a. Resolve effects that happen when a model ends its activation.
5. Used once per activation effects may be used again.
6. Chain Activations: Resolve any chain activations generated from an effect during this activation.
E. Transfer Active Player: If there are still models that have not yet activated this turn, the opponent becomes
the active player.
End Phase
A. Resolve Effects:
1. All “Until the End Phase” effects end.
2. All “During the End Phase” effects resolve.
B. Reveal Schemes:
1. The player with initiative may reveal any schemes that score at the end of the turn.
2. The player without initiative may reveal any schemes that score at the end of the turn.
C. Score Strategy:
1. Players gain any VP earned from the strategy this turn.
2. Resolve any end of turn effects generated by the strategy.
D. Abandon Schemes: Players may show their scheme to their opponent and discard it without scoring any VP.
E. Select New Schemes: Any crew that revealed or abandoned a scheme this turn picks a new scheme and
discards their old scheme.
F. Check for End of Game: If it is turn 4, the game ends.
G. Shuffle Discard Piles: Players shuffle their discard piles back into their fate decks. Players should set aside their
control hands so they do not accidentally shuffle their hand back into the deck as well.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
TERRAIN
The different scenery used on the table is called ter- defined during the “Place and Define Terrain” step of
rain, but the table itself is not considered terrain. Every Encounter Setup.
terrain piece has one or more traits that determine For terrain of particularly large or complex pieces of
how it interacts with models. Any time a model’s base terrain, it is recommended to break that terrain into
is touching terrain (either overlapping or in base con- smaller designated segments and assign traits to indi-
tact), that model is both in that terrain and considered vidual elements or areas of that terrain. For example, a
within 0" of that terrain. terrain piece consisting of two buildings connected by
a series of narrow planks might be more easily defined
Aura Token Terrain as two Buildings connected by multiple Bridges.
Some models in Malifaux can create terrain within an
area around themselves or another object by apply- Complicated Terrain Example
ing tokens. These areas are treated as terrain for all In this example, Elijah Borgmann is standing on the
purposes and any model within that area is treated as oddly-shaped ruins of a building, attempting to draw
in base contact with that terrain. LoS to a Firebranded. One side of the building still has
an intact wall that extends far above Borgmann. Since
Complicated Terrain Borgman is “standing on” the building, the building
Occasionally, players might find themselves playing cannot block his LoS. In cases such as this, it may make
on a table that has one or more pieces of strangely more sense for player to agree to treat this odd-
shaped or abnormally large terrain pieces. In these ly-shaped building as two separate pieces of terrain,
circumstances, the players should ensure that the one climbable, blocking Building and one impassable,
parameters of each piece of terrain are properly blocking Building during Step B of Encounter Setup.
Complicated Terrain
Example
Elev 7
Ht 7
Elijah Borgmann Impassable Elijah Borgmann
Blocking
Building
Elev 6
Elev 5
Elev 4
Elev 3
One, Ht 4
Elev 2 ruined Climable
building Blocking
Building
Elev 1
Sz 2 Sz 2
Firebranded Firebranded
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
Cover Example
through concealing terrain, that model has con-
cealment. When drawing sight lines, a model in
concealing terrain may choose to be unaffected
by that terrain’s concealing trait if any single sight
line drawn between the two objects passes through
1" or less of that terrain. Most fog banks count as
concealing terrain.
2"
■ Dense: LoS can be drawn into or out of dense terrain
but not through it. Most woods count as dense terrain.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
■ Height X (or Ht X): A number representing how tall ■ Impassable: The model may move through, but not
a piece of terrain is in inches, rounded up. Terrain end a move overlapping this terrain.
with the height trait has a vertical component that
■ Severe: The model does not suffer the movement
is relevant to the game. Height primarily comes into
penalty of severe terrain.
play when determining LoS.
If a model is unaffected by a marker, it is considered
■ Impassable: Models and markers cannot move
unaffected by all of that marker’s terrain traits as
through impassable terrain, which often includes
well as any additional effects that may be listed in its
solid objects such as Ice Pillars. Objects cannot be
description.
made or placed overlapping impassable terrain.
Models unaffected by terrain traits or markers do
■ Severe: Every inch (or portion thereof) of a non- not ignore that trait or marker in any way other than
place movement effect while any part of a model’s those outlined above. For example, a model standing
base is in severe terrain requires twice as much in severe terrain is still considered to be in severe
movement to move through. terrain, even if it is unaffected by that terrain.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
PARTS OF A SPECIAL
SPECIAL TERRAIN TERRAIN RULES CARD
1. Name: This is the name of the special terrain.
Special terrain represents various and unique obsta- 2. Effects: Each type of special terrain has extra rules
cles that have appeared on the battlefield. Special and/or interactions, which are listed here.
terrain includes both a rules card and the unique 3. Terrain Traits: All special terrain have at least one
scenery that is added to the tabletop. terrain trait.
Special terrain follows all the normal rules for terrain 4. Type: Some terrain is grouped by type, which can
with the following additions: be referenced by certain models and abilities.
■ Special terrain is, by default, unique. Unless its
rules card has the “multiple (X)” trait, only one
copy of the terrain can be on the table at a time.
■ Special terrain cannot be added to the board by Special Terrain Rules Card
a model if that model is controlled by another Example
model.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
■ Enemy: When enemy is applied to a physical part To generate the scheme pool available for this game,
of the table, it means the part with your opposing the attacker shuffles the scheme cards in the current
player’s deployment zone. For example, an enemy Gaining Grounds together, then flips three face up.
table half is the half that includes their deployment Those three schemes are available for both the attack-
zone. er and defender to choose from. Once the scheme
pool is generated and noted down, the attacker takes
D. Generate Schemes
their scheme cards back.
This step determines which schemes are available to
choose this game, although neither player chooses a E. Choose Deployment
scheme now. The attacker chooses a deployment zone for their
model deployment in Step J.
8" 18"
9"
CE
N
CENTERLINE 9"
TE
RL
9"
IN
E
9"
8" 18"
R Standard Deployment: A player will deploy within 8" t Flank Deployment: The table is divided into four
of a chosen table edge, with the opponent deploying quarters. A player will deploy within 9" of the table
within 8" of the opposite table edge. edges within one quarter, with the opponent deploy-
ing in the opposite quarter.
12" 12"
CE
N
CENTERLINE
TE
RL
IN
E
12" 12"
C Corner Deployment: A player will deploy within 12" m Wedge Deployment: A player will deploy in a wedge
of a chosen table corner, with the opponent deploying starting 12" from the center of the table edge and
within 12" of the opposite table corner. sweeping back to the corners, with the opponent
deploying opposite.
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F. Choose Faction and Leader model into your crew. Some models, however, have
1. Each player simultaneously chooses a faction for numbers listed after their station characteristic. If a
their crew and announces it to their opponent. model lists a number in this way, you may instead hire
a number of copies of that model up to the listed value
2. Once factions are determined, each player chooses
(i.e. model limit).
a single model from their chosen faction to be
After hiring your crew, up to 5 unspent points
their crew’s leader. Normally, the leader must be a
become soulstones in your crew’s soulstone pool. A
master.
crew’s soulstone pool cannot exceed 5 soulstones
3. Once both players have selected their leader, they
during hiring. Any additional points are lost.
reveal the name of their leader, though not its title,
simultaneously.
Totems
Totems are special models that are intrinsically linked
Titles
to a master. The master’s stat card will list which totem
Titles represent different versions of the same charac-
belongs to it.
ter within the Malifaux universe. As such, two versions
A totem must be hired if the linked master is also
of a single character cannot exist in the same crew. If
in the crew, and cannot be hired if the linked master
a crew contains a model with a title, it cannot hire any
is not in the crew. If a totem has a model limit greater
models of the same name that have a different title.
than 1, the maximum number of copies of that model
Models with no title are treated as having a different
are hired.
title than models that have a title. During gameplay,
Totems treat their cost as 0 during hiring. During
though they have the same name, models that have
gameplay, a totem can only be summoned if the linked
different titles are treated as separate models and can
master is still in play and in the crew.
have different model limits, abilities, and other effects.
I. Reveal Crews
H. Hire Crew
Once both players have finished hiring their crews, the
Hiring a crew consists of selecting models.
crews are revealed to each other. This reveal shows
Each player must hire their chosen leader, as well as
all aspects of the crew, including the models chosen,
that leader’s totem model(s). Both the leader and any
their titles (if any), and any crew cards. Players should
of their linked totems treat their cost as 0 during this
hand a copy of their crew card to their opponent at
step.
this time.
Then, players add the crew card associated with the
specific title of their hired master to their crew. J. Deployment
Finally, players may then hire any models that share 1. The defender divides their crew into two groups,
one or more keywords with their leader. The total cost with any number of models in each group (includ-
of all models hired by a player’s crew cannot exceed ing 0).
the game’s encounter size. Some game effects can
2. The attacker chooses one of those two groups, and
affect how a crew hires models. These game effects are
the defender deploys that group completely within
listed as “when hiring” on a model’s card. Additionally,
their deployment zone chosen in Step E.
a player may hire any models that belong to their
declared faction, though models that do not share 3. The attacker then deploys their crew completely
a keyword with their crew’s leader have their cost within the opposite deployment zone.
increased by 1 during hiring. The exceptions to this rule 4. Finally, the defender deploys their remaining group
are models with the versatile and loyal characteristics. completely within their deployment zone.
Versatile models do not have their cost increased
K. Choose Schemes
when hired. Loyal models may only be hired into a
Each player secretly chooses one of the three available
crew if they are allied with that crew’s leader.
schemes, determined earlier. Players may keep their
When hiring, you may not include more than three
chosen scheme face down in front of them, or hold
models that do not share a keyword with your leader,
it in their control hand with their fate cards. In such
regardless of faction and whether they are versatile.
a case, their chosen scheme does not count as a fate
By default, you may only hire one copy of a given
card.
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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE
L. Start of Game
Once the models are deployed, both players shuffle
their fate decks, including any cards used to deter-
STRATEGIES
mine the strategy and deployment type. This should
leave each player with a full, fresh deck of 54 cards. Both crews are attempting to score VP from the same
Each player should give the other player an opportuni- strategy. The strategy lists how VP is scored as well
ty to cut their deck. as any special rules for the encounter. The rules for
Now it’s the start of the game! Any effects that happen strategies are found on strategy cards which are part
at the start of the game happen now. If multiple of Gaining Grounds. Strategy cards are divided into
effects happen, the attacker may choose the order in three sections.
which they resolve.
Setup
This section includes any special rules for setting
GAMEPLAY
up the game, and usually involves rules for making
Once all start of game effects are complete, players
Strategy markers that are used during the strategy.
jump into the first turn (without shuffling), following
the structure here. Rules
Any new rules the strategy introduces, such as how
END OF ENCOUNTER models interact with Strategy markers, how to hold
At the end of the encounter, each player totals up all parts of the board for scoring, etc. are listed here.
the VP they’ve earned. The player with the most VP is
Scoring
the winner.
How crews score VP from the strategy is listed here.
Sometimes the player with fewer VP will also have a
choice to make at the end of the round. If they do, that
will be listed here as well.
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SCHEMES time, the player with initiative reveals and resolves any
effects from revealing that scheme first. Each scheme
will indicate when and how it can be revealed. A few
Schemes are secret objectives that your crew is trying common reveal timings are listed below:
to accomplish. At the start of the game, a scheme pool
■ At the end of an activation: Reveal this scheme
made of three available schemes is created during
after a model has completely finished activating,
the Generate Schemes step. Each player selects one
during Step C-4 of the Activation Phase.
scheme during step K of Encounter Setup. A crew may
never have more than one scheme selected at any one ■ At the end of the turn: Reveal this scheme at the
time. end of the entire turn, during Step C of the End
A crew’s scheme is considered hidden information, Phase.
though a crew may look at their own chosen scheme Though a crew may reveal any number of schemes
at any time. Some schemes require another secret they wish over the course of an encounter, a crew
choice, such as the Assassinate scheme: may only score a maximum of 5 combined VP from
schemes. Any points they would gain in excess are
ignored. For example, if a crew that has already
revealed two schemes for a combined 4 VP revealed a
third scheme and would gain 2 more VP, it only gains
1 VP. The additional VP is not gained and is ignored for
all game effects.
ABANDONING A SCHEME
If a crew cannot or does not want to reveal the scheme
they have selected, they can choose to discard it face
up during the End Phase without gaining any VP, and
select a new scheme from the list of Next Available
Schemes.
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3. Scoring
4. Additional VP
5. Next Available
Schemes
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