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M4E Comprehensive Rules 4-16

The Comprehensive Rules Guide for Malifaux 4th Edition provides detailed instructions on gameplay, including definitions of key terms, rules for actions, and model statistics. It emphasizes the importance of understanding special rules that may override core rules and outlines the structure of stat and crew cards. Additionally, the guide explains the mechanics of the fate deck used for generating random numbers during the game.

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0% found this document useful (0 votes)
29 views

M4E Comprehensive Rules 4-16

The Comprehensive Rules Guide for Malifaux 4th Edition provides detailed instructions on gameplay, including definitions of key terms, rules for actions, and model statistics. It emphasizes the importance of understanding special rules that may override core rules and outlines the structure of stat and crew cards. Additionally, the guide explains the mechanics of the fate deck used for generating random numbers during the game.

Uploaded by

dappergent
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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COMPREHENSIVE

RULES GUIDE

4.16.2025 DRAFT

This text is protected by the copyright laws of the United States of America. Contents copyright © 2005-2025, Wyrd Miniatures, LLC.
All rights reserved. This book is a work of fiction; any resemblance to organizations, places, events, or actual persons – living
or dead – is purely coincidental. Copies of materials herein are intended solely for your personal, non-commercial use, only if
you preserve any associated copyrights, trademarks, or other notices. Wyrd Miniatures, LLC holds exclusive rights to this work.
Unauthorized duplication is prohibited. You may not distribute copies to others for a charge or other consideration without prior
written consent of the owner of the materials except for review purpose only.
MALIFAUX is a trademark of Wyrd Miniatures, LLC 2005-2025. The Wyrd logo, the MALIFAUX logo, the Through the Breach logo, the
Penny Dreadful logo, The Other Side logo, and all related character names, places, and things are trademarks and copyright © 2005-
2025 Wyrd Miniatures, LLC. The Malifaux game system is patent pending, serial no. 12/821,427.
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.

4.16.2025 DRAFT 2
MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

Tactical action: An action without a resist stat,


resolved with a simple duel. Models may target Suits (pg. 7)
themselves and any other models with tactical actions Ram r ♥
(barring action-specific restrictions).
Mask m ♦
This model: The model (stat card or upgrade card)
Tome t ♣
that has the effect in question printed on it.
Crow c ♠
BREAKING THE RULES Red Joker Any one,
or none
Models in Malifaux have many unique rules that
override the core rules. When a special rule explicitly Black Joker None
contradicts the core rules, follow the special rule
rather than the core rule.
Defensive Ability Types (pg. 33)
For instance, an action that states it does not require
line of sight is allowed to disobey the normal line of Physical Defense u
sight rules, and it may therefore choose a target in Magical Defense x
range even if it cannot see the target. If two special
Unusual Defense v
rules directly contradict each other, rules that prevent
something from happening take precedence over
rules that allow something to happen. Action Types (pg. 34)
Melee y
MODELS
Missile z
In Malifaux, a model is a collection of things, including
the physical figure itself, the base it is mounted on, Magic q
and that model’s associated stat card. Each model is
defined by a collection of statistics (more often re-
ferred to as stats) that represent how well its character
Other Iconography
moves, attacks, and defends. Soulstone (pg. 44) s
Pulse (pg. 13) p
Signature Action (pg. 34) f

Action Modifiers
Cover (pg. 57)
All actions deal 1 less damage.

Concealment (pg. 57)


All actions declared further than 1" from the target
suffer a -.

Positive Fate Modifier (+) (pg. 8)


Flip one extra card per +, may choose any card.
Canceled by -.

Negative Fate Modifier (-) (pg. 8)


Flip one extra card per -, must choose the smallest
numbered card. Canceled by +.

4.16.2025 DRAFT 3
MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

STAT CARDS Stat Card Front


Every model has an associated stat card that lists the 1. Name & Title
information required to use that model in the game.
4. Faction 2. Cost
1. Name & Title: This is the name and title of the model.
Some mechanics may reference the model’s name.
The Gaki does not have a title, but Kirai does listed
under her name.
2. Cost: This shows the model’s cost, which is primarily 7. Stats 7. Stats
used when hiring a crew for an encounter.
3. Summon Target Number (STN): If a model may be
chosen to be summoned by certain actions it will have 3. STN
an STN, which determines how difficult it is to summon. 5. Characteristics 6. Keywords

4. Faction: This shows the faction to which the model


belongs.
5. Characteristics: Characteristics provide information
on the character’s physical nature, such as if it is 9. Abilities
living or undead, and their station within the crew.
Characteristics may be referenced by certain game
rules, most commonly targeting restrictions. 8. Health

6. Keywords: A model’s keyword determines which crews


can hire the model without restriction at the start of
the game. Keywords can also be referenced by rules
during the game, most commonly by effects listed on
the crew’s crew card. Master Stat Card Front
7. Stats: A model possesses the following stats, The stat cards of master
which represent its physical and mental strengths. models include the name of
A model’s stats may never be lowered below 0. their crew card and totem.
• Defense (Df): This represents the model’s capability
of protecting itself from physical harm.
• Willpower (Wp): This represents the model’s strength Title

of will and self-control.


• Speed (Sp): This represents the distance (in inches)
that a model may travel when taking either a Walk or
Charge action.
• Size (Sz): This represents how much space the model
takes up on the table and is most often used when
determining line of sight.
8. Health: This indicates a model’s maximum health, Crew Card Totem
which also tracks its current health before it is killed.
If a model’s health has a s symbol at the end, its owner
infuses a soulstone when it is killed.
9. Abilities: Models have abilities that change how they
interact with the rules, such as making the model
difficult to damage or allowing it to fly over terrain.
A model’s abilities are always considered to be active
during an encounter unless otherwise indicated in their
description.

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

10. Actions: Actions are special attacks or Stat Card Back


maneuvers that a model can take during its 1. Name & Title
activation. Most actions are defined on the
model’s stat card, but there are some general
actions available to all models. Actions are
11. Triggers
broken up into two categories attack actions and
tactical actions.
10. Actions
11. Triggers: Many actions have optional, additional
effects called triggers. These triggers resolve in
addition to the action, but only if the action has
the trigger’s listed suit in its final duel total.
12. Base Size: This is the model’s base size.

12. Base Size

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

CREW CARDS Crew Card Front


When a master is chosen as a crew’s leader during
hiring, automatically add the crew card listed beneath 1. Name 2. Associated
their characteristics to their crew. Crew cards remain Master

in effect for the entire encounter, even if their


associated master has been killed. Crew cards do not
count as upgrades. A crew can never contain more
than one crew card. You can find an example of a crew
card to the right:
1. Name: The name of the crew card.
2. Associated Master: The name of the master that
adds this crew card to the game.
3. Effects
3. Effects: Each crew card has a variety of effects
that adjust how the models within its crew work,
most commonly by granting models of a specific
keyword new abilities or actions. When a model
gains an ability, action, or trigger as a result of a
4. Power Bar
crew card, it is considered to be printed on that
model’s stat card.

4. Power Bar: Some crew cards have a bar that


tracks a specific resource used by the crew,
Crew Card Back
called a power bar. These bars will often have
thematic names, which are rarely referenced.
Power bars begin at 0 unless otherwise
indicated, and cannot be reduced below 0. If
an effect would increase a power bar beyond
the maximum amount listed, any excess is
ignored. A power bar is considered “full” while
it is at its maximum amount of its tracked
Reference
resource and “empty” when it is at 0.

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

THE FATE DECK

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.

THE DISCARD PILE


Each player has a discard pile located adjacent to their
fate deck. The discard pile is face up. It may not be
reordered at any time during the game. Players may
look through their own discard piles but may not slow
the game by doing so.
Whenever a card is discarded, it is put on top of the
owner’s discard pile. If multiple cards are put into a
discard pile at once, they are revealed to all players

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

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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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

■ A player must make a flip with a ---- modifier. CHEATING FATE


She flips one card by default, the 4r, and then After flipping a card, a player has the opportunity
an additional three cards, reaching the maximum to cheat fate by replacing the card they flipped
of four cards for a single flip. She flips the 7r, the into the conflict with a card from their hand. To do
12t and the 4c. She must choose the card with this, they choose the card in their hand that they
the lowest value, but there is a tie between the 4r wish to cheat fate with and put it into the conflict,
and the 4c. So, while she must choose one of the putting their previous card into their discard pile.
flipped 4s, she may choose whether to use the 4r A player may cheat any flip they wish, provided
or the 4c. there is nothing stating that the flip cannot be
cheated. Cheating fate does not count as flipping or
Fate Deck
discarding a card.
Once a player has cheated fate or the opportunity
to cheat fate has been declined, the player no
longer has the opportunity to cheat fate for that
flip. More information about cheating fate, such
as who cheats fate first, can be found in Step C of
Duels.
The jokers affect the ways in which a player can
cheat fate. If a player flips the black joker, that flip
cannot be cheated until the black joker is discarded.
Default --- If a player flips and chooses the red joker on an
opposed duel, their opponent cannot cheat their
own flip.

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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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

Players now calculate and must inform their oppo-

DUELS nent of their current duel total.

STEP C: CHEAT FATE


Malifaux uses duels to resolve most conflicts. In a duel, a Players now have the opportunity to cheat fate. In an
model pits its relevant stat or skill (Skl) against another opposed duel, the player with the lowest duel total
number. All duels involve flipping cards and adding a stat has the first opportunity to cheat fate; in the event of
or Skl to calculate a duel total. If a duel doesn’t have a a tie, the resisting model cheats first. Once that player
listed resist (Rst), it is a simple duel. If a duel has a resist, cheats fate or decides not to, their opponent has
then it is an opposed duel. Opposed duels involve two the opportunity to cheat fate. Players only have one
different models each making a duel and then com- opportunity to cheat fate per duel.
paring their final duel totals to determine a victor.
Any time a model takes a duel using a specific stat STEP D: DETERMINE FINAL DUEL TOTAL
(such as Wp), it is said to be a duel of that type (i.e. a Players then add their appropriate stat, the value and
Wp duel). Similarly, if an action has a y, z, or q in its suit of the card in the conflict, and any additional suits
range (Rg), the duel is said to be a duel of that type as or modifiers together to determine their final duel
well (i.e., a y duel or z duel). total. Players must inform their opponent of their final
duel total.
To perform a duel, follow these steps:
A. Modify The Duel
STEP E: DECLARE TRIGGERS
B. Flip Fate Card
C. Cheat Fate The initiating model may declare one trigger for which
D. Determine Final Duel Total it meets the requirements. In order to declare a trigger,
E. Declare Triggers a model must have any listed suits and drain any
F. Determine Outcome listed s noted to the left of the name of the trigger. If
G. Determine Raises a trigger has a cost, it must be paid now, or the trigger
cannot be declared.
STEP A: MODIFY THE DUEL
If either player has any effects that resolve before STEP F: DETERMINE OUTCOME
performing a duel, they resolve now, beginning with Players must recalculate their final duel total based on
the player controlling the initiating model. any triggers or other effects that adjusted it. Any cards
Then, before any cards are flipped, each model has currently in the conflict are discarded. The model that
the opportunity to empower their duel by discarding a initiated the duel must equal or exceed the target’s
card of value 5 or lower from their hand (beginning with final duel total (in opposed duels) and the target
the initiator). If they do so, they receive both a + and number (TN) of the duel, if applicable, to succeed in
add the suit of the discarded card to their duel total. the duel. If a duel’s TN includes one or more suits, the
initiating model’s final duel total must include the
STEP B: FLIP FATE CARD suit(s) to be considered successful.
Any models involved in the duel perform a flip. If ei- In an opposed duel, the resisting model must exceed
ther player was affected by one or more + or -, those the initiating model’s final duel total to succeed.
additional cards are flipped now. Any player with a + If a model is not successful in the duel, it is considered
may choose which card they wish to use. Any player to have failed the duel. If the initiator exactly ties the
with a - must choose the lowest value card to use (the resister’s final duel total, the resister is dealt 1 less dam-
active player chooses first when choosing between age (to a minimum of 0) if the attack deals damage.
cards due to a fate modifier). Cards are flipped simul-
taneously. As such, players may look at any cards their STEP G: DETERMINE RAISES
opponent flipped before selecting a card to add to the Models who succeed in a duel may receive raises in
conflict. Players add their stat, the value and suit of that duel based on how well they succeeded, which
the flipped card, and additional suits and modifiers to can be used to increase the damage dealt by a non-q
determine their current duel total. action or activate an action’s special effects.

4.16.2025 DRAFT 10
MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

By default, a model receives one raise for every RELENTING


value of 5 it exceeds the opposing model’s final duel Relenting a duel is a way for a model to voluntarily fail
total, or the action’s TN, using whichever is higher in a duel that was generated by a friendly model without
the case of both. This is referred to as the raise value flipping any cards for the resisting model. Models may
of the duel. There is no limit to the amount of raises not relent to the duel used to determine whether a
a model can receive during a duel. If a model receives tactical action they declared succeeds.
less than one raise, it is not considered to have If two friendly models are in an opposed duel,
received any raises. If a model flips the red joker during the owner of the resisting model may choose for
a duel, it receives one raise in addition to any other it to relent before any cards are flipped. If it does,
raises it receives. the relenting model (but not the initiating model)
Some game effects may adjust the raise value of a skips Steps “A” through “E” on page 10. The relenting
duel or attack, changing the amount needed to exceed model’s final duel total is treated as being the same
the opponent’s final duel total or the required TN to as the initiating model’s final duel total, therefore any
receive one raise. resulting damage dealt is reduced by 1.
If a model is in a simple duel generated by any
Raise Examples
friendly model, its owner may choose for it to relent
1. A model attempts a simple duel with a TN of 10. and fail the duel before any cards are flipped. If it does,
It flips and calculates a duel total of 15r. Since the relenting model skips Steps “A” through “E” on page
it has exceeded the required TN by 5, it would 10. The relenting model’s final duel total is treated as 0
receive one raise. The model decides to cheat for this duel.
fate, increasing its final duel total to 21r. It has
exceeded the required TN by 11, and therefore Relenting Examples
receives two raises. The remaining excess of 1 is 1. Relenting to an Opposed Duel: Deacon Hillcrest
ignored. declares the Translocation Ritual action targeting
2. A model attempts an opposed duel with a TN a friendly Firebranded. The Firebranded wants to
of 10. It flips and calculates a duel total of 15r, allow this action to succeed, so it relents. Deacon
while its opponent calculates a duel total of flips the 9t, while the Firebranded flips no cards.
12c. Neither model chooses to cheat fate. Deacon’s final duel total is 11t, and since the
The initiating model succeeds the action, but Firebranded chose to relent its final duel total is
must use the resisting model’s final duel total also 11t. This means Deacon meets (or exceeds)
to calculate raises because the value of its final both the Firebranded’s final duel total and
duel total is greater than the action’s required Translocation Ritual’s TN, so the action succeeds,
TN of 10. The initiating model has exceeded the but with a difference of 0 receives no raises.
resisting model’s final duel total by only 3, and 2. Relenting to a Simple Duel: The Firestarter
therefore receives no raises. declares the Firebomb action on a nearby Scheme
marker. The Firestarter could flip normally and at-
3. A model attempts an opposed duel with a TN
tempt to pass this Sp duel, but since he is a friendly
of 10. It flips and calculates a duel total of 15r,
model to himself, he may choose to relent (perhaps
while its opponent calculates a duel total of 12c.
because he wants to receive a Burning token from
Neither model chooses to cheat fate, but the
the Blaze trigger, for example.) In this case, the
initiating model declares the Devastating Strike
Firestarter flips no cards and treats his final duel
trigger, changing the raise value of the attack to
total as 0, which is less than the TN of 12.
3. The initiating model succeeds in the action,
and must use the resisting model’s final duel
total to calculate raises. It has exceeded the
resisting model’s final duel total by 3, which is
now exactly what it needs to receive one raise.

4.16.2025 DRAFT 11
MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

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

Many times, a player will need to determine if an one another.

object is in range of another. This is referring to the Measuring


distance between the two objects. An object is within Example 2
range if any portion of that object’s base is at that
distance or closer. Any effect that references an object
being “within” a distance is talking about range. While
not used often, if an object must be completely within
a distance, all portions of that object’s base must be at
that distance or closer.
Pandora Rasputina
Two objects are said to be in base contact with each
other if their bases are physically touching (edge to
edge or overlapping). A model is never considered to 3. In this example, Pandora is on a rock that is Height 1.
be in base contact with itself. When measuring range to Rasputina, she measures
0" of horizontal distance, but because her base is
above Pandora’s base, the two are not touching.
Pandora and Rasputina are within 0" of each other,
even though they are not in base contact

Measuring
Example 3

Rasputina

Ht 1
Pandora

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

Pulses p Pulse Example


The pulse icon p means the action or ability affects Hayreddin declares the Blood Spray action.
an area around the object that has created the pulse.
A pulse always extends out in all directions from an
object a number of inches equal to the pulse’s effect,
as measured from the edge of the object’s base. Pulses
are immediate ’burst’ effects that have no game effect
after they are resolved. All models inside the pulse’s As a result, the two z to his right are dealt 1 damage.
area, excluding the object from which the pulse is The other two are not, as they are either out of range
being measured, are affected by the pulse as long or not in Hayreddin’s LoS. Although Hayreddin is with-
as they have LoS to the object from which the pulse in this own LoS and is his own ally, he is not affected by
emanates. his own pulse.

Pulse
Example

8"

Sz 2

Ht 2

Sz 2

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

The Area Between


Some effects in Malifaux affect all objects (models,
markers, etc.) in the area between two or more other
MOVING
objects. To determine the area between two objects,
draw a series of imaginary straight lines from the out- During a game, models will move around the table, but
side of each of the objects connecting them to form never off it. Any time something changes location or is
the largest possible polygonal shape, with each object affected by a movement effect, it is considered to have
as a corner of the polygonal shape. moved, even if it moved 0". When an effect states to
Any objects whose base is at least partially within move a model a set distance or its Sp, that number is
this shape (including the objects used to create the always measured in inches.
shape and any anything overlapping their bases) are To move, measure the distance from the point on
within the area between these objects. an object’s base closest to the direction it will move.
Move the object that distance in a straight line, ensur-
The Area Between Example
ing that no part moves farther than that distance.
In this example, both models, both Scheme markers,
All movement is in a straight line, but unless otherwise
and both crates are in the area between the Surveyor
specified, the total distance an object is moving may
and Scheme markers as they are all within the large
be broken up into multiple smaller segments.
(rounded) triangle shape created between them.
However, if looking at the area between just the Moving Example 1
Surveyor and the Scheme marker on the left, this area In this example, each Ice Gamin moves 3". The Ice
only contains the Surveyor, the Scheme marker, and Gamin on the left measures and moves straight 3". The
the Silent One. The other Scheme marker and the Ice Gamin on the right divides the 3" up into 3 different
crates are not within this area. 1" segments in order to move around the rock. Neither
Ice Gamin may move any part of their base more than
The Area Between the 3" they are moving.
Example

Moving
Example 1
1"

1"

3"
1"

It is possible for a model in base contact with anoth-


er model to move around that model without breaking
base contact. In addition to moving, Place effects are
considered a type of movement and are treated as
moving a model.
Models may not move through enemy models, but
may move through friendly models. A model may
not end any move with its base overlapping the base
of another model, even if the model is able to move
through the other model.

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

While on certain terrain features such as a bridge, or Moving Example 2


while jumping, models may sometimes ignore other In this example, Pandora is standing on top of a
objects which are below or above them. In these cases Ht 3 bridge. An Ice Gamin on the ground attempts
models ignore objects whose effective Sz is the same to walk beneath the bridge. Since Pandora is at
or lower than the model’s elevation. The model may elevation 3 and the Ice Gamin’s Sz + elevation of
end moves overlapping the lower object’s base, so long 0 is only 1, the Ice Gamin may move underneath
as their elevation remains above the Sz plus elevation Pandora. Even though from a top down view it
of the lower object. appears that the Ice Gamin is “moving through” or
“overlapping” Pandora’s base, neither is considered
to be occurring in this instance.

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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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

Toward and Away Toward and Away Example


If an object is moving “away from” or “toward” Pandora is attempting to move toward Rasputina, but
another object, the player controlling the move must there is a Ht 1 rock in between them. So long as at no
choose a single point on each object as reference point during her move, Pandora moves away from
points. Then move the object in the most direct path Rasputina, she moves around the rock.
so that the two reference points are furthest from or
Toward and Away
closest to each other as possible (as appropriate). Example 2
In both cases, unless the moving object is being
moved "directly", it will move around things that
would impede its movement (such as terrain with the
impassable or severe traits), provided that doing so
will get the reference points as close or as far from
each other as possible as appropriate.
When resolving a “toward” move, the moving
object’s reference point cannot be moved further
from the other reference point during the move, even
if doing so would ultimately bring it closer at the end
of the movement.
Similarly, when resolving an “away” move, the
moving object’s reference point cannot be moved
closer to the other reference point during the move,
even if doing so would ultimately bring it further away
at the end of the movement.
If an object is moved "directly" it must move in a
straight line and will stop if it runs into an impassable
object.
Toward and Away
Example 3
Toward and Away
Example 1

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

PLACE 2. In this example, the Tengu is attempting to place


When a model is placed, it is picked up and put down itself to avoid a piece of hazardous terrain. If the
in a specific location as determined by the text of the tengu begins or ends its place inside of that terrain,
effect creating the place. The model must be placed it is considered to have moved through that terrain.
in a way so that its base is at least 50% supported by
either the table or terrain. If the place effect has a
Place
range, measure from the closest point of the base in Example 2
the desired direction and place the model anywhere
within that range. If it cannot fit in that location, it
cannot be placed and does not move or count as
moving. Unless otherwise specified, place effects
ignore LoS.
If a model begins or ends a place effect in terrain, it
6"
counts as having moved through that terrain.

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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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

3. In this example, Winston Finnigan is attempting


to place Sovereign over a Ht 5 wall with the
Dirigible Ride action. Neither model has LoS
over the wall, but since this is a place effect, LoS
is ignored and Winston may place Sovereign
into the indicated location, though the two
models will no longer have LoS to each other as
soon as Sovereign is placed.

Place
Example 3

Ht 5

4"

Sz 2
Sz 3

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

ELEVATION 2. In this example, Big Jake is standing on top of a Ht


An object is considered to be at the elevation of the 2 box, making his effective Sz 4, while Euripides is
sum of the height of all climbable terrain its base is sup- standing on the table, leaving him at his base Sz of
ported by. Objects at a greater elevation are considered 4. Despite having an effective Sz that is the same as
to be higher than objects at a lower elevation, regard- Euripides’ Sz, since Big Jake is at elevation 2 while
less of the size of the two objects. The table is always Euripides is at elevation 0, Big Jake is considered
considered height 0 if not covered by terrain. When higher than Euripides by 2 and would therefore
determining an object’s elevation, ignore all terrain receive cover from Euripides’ attacks.
beneath the object that doesn't support that object’s
Elevation
base. Terrain that is a fraction of an inch typically has Example 2
its Ht rounded, as described in the Math section.
When a model at a lower elevation targets a model 4

at a higher elevation, the model at the higher elevation


receives cover so long as the difference in elevation 3 Sz 4
between them is 2" or greater. Models may not target a
model with a y action if their effective Sz is lower than 2 Big Jake Sz 4
the target’s elevation. A model’s effective Sz is the
value of its Sz stat, plus the Ht of any terrain support- 1 Ht 2
ing its base.

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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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

4. A Ronin activates and wants to attack a nearby Scaling Terrain


Steam Arachnid. The Rg of her Daito action is When a model ends a Walk action in base contact with
y1". Although the Ronin is within 1" of the Steam the edge of climbable terrain it is not standing on, it
Arachnid, it is at elevation 3 while the Ronin is at el- may choose to scale up that terrain.
evation 0. Since the Ronin’s effective Sz of 2 is lower When a model scales up the side of terrain, it moves
than the Steam Arachnid’s elevation, she cannot straight up vertically until its base reaches the top
attack the Steam Arachnid with her y actions. of the terrain. Then, the model moves horizontally
So, the Ronin uses her first action to Walk, climb- at a right angle to where it made base contact with
ing onto a nearby box. This raises her effective Sz the terrain, stopping the moment 100% of its base is
from 2 to 3. Since her effective Sz is now the same supported by the terrain. If the model cannot end this
as the Steam Arachnid’s elevation, she may target move with its base at least 50% supported, it may not
it with her Daito. In this case, the Steam Arachnid scale the terrain, but must attempt to support 100% of
will receive cover because its elevation of 3 is at its base if able.
least 2" higher than the Ronin’s elevation of 1. Similarly, when a model ends a Walk action in base
contact with the edge of climbable terrain which it is
Elevation already on top of, it may choose to scale down the side
Example 4
of that terrain, first moving horizontally at a right angle
4 to the terrain it is on until 0% of its base is supported,
then moving vertically down until its base is at least
3 Steam Steam 50% supported by terrain.
Arachnid Arachnid
Models that choose to scale up or down terrain are
2 Sz 3 not falling.

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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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

Vertical Movement Examples


1. Niño is on the table at elevation 0 and attempting 3. In this example, Niño is activating on top of a Ht
to climb onto the top of a Ht 1 wall. To do so, he 2 box. He declares the Walk action, and wants
declares the Walk action. Niño has a Sp of 5, so to move off the box. Niño can choose to move
he can only move a total of 5" while resolving the carefully, and expend movement to climb down
action. He first moves 1.5" until his base makes the box. Or, Niño can choose to fall off the box,
contact with the wall. Then, he moves straight up dealing falling damage to himself. Doing so ends
1" until this base reaches elevation 1. Then, he uses Niño’s movement.
his remaining 2.5" to move horizontally, ending 4"
Vertical Movement
away horizontally from where Niño declared the Example 3
Walk action. Effectively, Niño has subtracted 1"
from his horizontal movement.

Vertical Movement
Example 1 1"
5"
4" 2"
Ht 2
2"

3" of horizontal movement

2.5"
Vertical Movement
1" Ht 1 Example 3 (Fall)
1.5"

2. Niño is standing on top of a Ht 4 wall, 3.5" away from


the edge when he is attacked by a Mature Nephilim.
The Mature Nephilim hits and declares the Shove
Aside trigger, moving Niño 4" toward the edge of 2" Fall
Ht 2
the terrain. Once Niño stops moving, his base is
now less than 50% supported by the wall, so he
must now fall. Niño first moves horizontally so About 30mm of horizontal movement

that his base is completely off the wall. Then, Niño


moves vertically until his base is supported, in this
case by the table. Since he fell more than 2", Niño
is dealt 1 point of irreducible falling damage by the
Mature Nephilim.

Vertical Movement
Example 2

4"

3.5"

4" fall
Ht 4

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

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.

Vertical Movement Vertical Movement


Example 4 Example 6 (Side View)

Position
3

4" Ht 4

5"

Position Position
1 2

Vertical Movement
Example 6 (Top View)
Ht 5

5. Niño declares the Walk action, moves his full Sp of


5 and ends the Walk in base contact with the wall.
He decides he wants to scale the wall, so he moves
vertically and horizontally the minimum distance
required to ensure his base is 100% supported by
the terrain. It does not matter that scaling the wall
moves Niño more than his Sp.

Vertical Movement
Example 5

30 mm

4" Ht 4

5"

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

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 Examples Jumping


1. Niño activates on top of a Ht 3 wall, and needs Example 2

to get to the top of a nearby wall with one Walk


action to make a Scheme marker. He declares
the Walk action and moves 1", so that his base
1" 2.5" + at least 15mm jump
is flush with the edge of the terrain. He then
jumps 2.5" to the nearby Ht 2 wall, moving at 1"

least an additional 15mm so that his base is at


least 50% supported. Throughout the entire Ht 3
Walk action, Niño never moves more than his Ht 2

Sp of 5. While jumping, Niño ignores the Mature


Nephilim in between the walls, because its Sz is
the same (or lower) as Niño’s current elevation.
If Niño were jumping across Ht 2 buildings, the 3. If Niño were on top of a Ht 4 wall, there would be no
Mature Nephilim would block Niño’s movement, legal point for him to jump to at his elevation or at
preventing him from jumping. elevation 3. He would therefore be unable to jump.

Jumping Jumping
Example 1a Example 3

1" 2.5" + 15mm jump 1" 2.5" + at least 15 mm jump

2"

Ht 3 Sz 3 Ht 3
Ht 4

Ht 2

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

are treated as higher than any terrain with Ht equal to

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

In order for a sight line between two objects to be


blocked, it must pass through blocking or dense ter-
rain of a large enough height or an enemy model with
a big enough size. When drawing sight lines between
two objects, the following rules apply:

■ Any intervening models or terrain with size or height


smaller than both of the objects do not block sight
lines.

■ Any intervening models or terrain with size or height


equal to or larger than both objects block sight lines.

■ Any intervening models or terrain with size or height


smaller than exactly one of the objects block sight
lines if any part of the smaller object’s base is within
2" of the intervening object.

When drawing sight lines, models with a Sz of 0


(ignoring the Ht of any terrain they are standing on)

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

Drawing Sight Lines Examples


1. A Firebranded declares the Backdraft action, and
wants to target Elijah Borgmann. Since the action
requires LoS, she draws a series of sight lines from
the edge of her base to the edge of Borgmann’s
base. She may start at any point on her base and end
at any point on Elijah’s base, so long as the sight line
remains straight. When drawing LoS to Elijah, none
of the sight lines can cross over his base.

Drawing Sight Lines


Example 1

2. If all sight lines between the Firebranded and


Borgmann are blocked, the Firebranded does not
have LoS to Borgmann. But, as long as there is at
least one unblocked sight line, the Firebranded
does have LoS to Borgmann.

Drawing Sight Lines


Example 2

Ht 3

Sz 2 Sz 2

Ht 3
Sz 2 Sz 2

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

Drawing Sight Lines


Example 3
Elev 4

Elev 3

Elev 2 Sz 4

Elev 1 Sz 2 Sz 2 Sz 2
Sz 1

Firebranded Survivor Fire Golem Rooster Rider Elijah Borgmann

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

than both models’ size, so her LoS to Borgmann is


Firebranded Elijah Borgmann
blocked regardless of how close to the wall they
are.

Drawing Sight Lines


Example 4

Elev 3

Elev 2

Ht 3

Elev 1

Firebranded Elijah Borgmann

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

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.

Drawing Sight Lines


Example 6a

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

Drawing Sight Lines 9. If a model is standing perfectly atop a marker with


Example 6b
the same base size (such as a model on a 30mm
base standing perfectly atop a 30mm Marker), it
Elev 2
does not block sight lines drawn to that Marker.

Drawing Sight Lines


Elev 1
Example 9

Ht 1

2"
Firebranded

7. In this example, the wall between the Firebranded 30 mm Marker


Firebranded Survivor
and the Survivor has a height smaller than the
Firebranded’s size but equal to the Survivor’s
size. This time, the Survivor is more than 2" from
the wall, so the Firebranded does have LoS to the
Survivor.

Drawing Sight Lines


Example 7

Elev 2

Elev 1

Ht 1

3"
Firebranded Survivor

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

OBJECTS ON TERRAIN Objects on Terrain Examples


If a model is standing on terrain with the height trait, it 1. In this example, Elijah Borgmann is standing on
adds the height of that terrain to its size when drawing top of a Ht 4 wall, making his effective Sz 6 while
sight lines. Similarly, if a terrain piece with height is a Sz 2 Firebranded attempts to draw sight lines
atop another terrain piece with height (most often to him. The Firebranded’s sight lines must pass
because a terrain marker like an Ice Pillar was made through the Ht 4 wall in order to reach Borgmann’s
atop a building’s roof), their heights are added togeth- base. Normally, the third bullet point of Blocked
er as described above for the purposes of drawing sight Line of Sight (see Drawing Sight Lines Example 6
lines. and Drawing Sight Lines Example 7) would apply,
When drawing a sight line from one object to another, since exactly one of the models is smaller than the
the terrain either model is standing on cannot block terrain between them. However, since Borgmann
sight lines. This rule does not apply if the objects are is standing on the intervening terrain, that terrain
on different levels of the same terrain piece; sight lines cannot block the Firebranded sight lines. This
cannot be drawn through the terrain piece’s ceiling or means that Borgmann and the Firebranded will
floors. have LoS to each other regardless of how close or
far the Firebranded is to the wall.

Objects on Terrain Elijah Borgmann Elijah Borgmann


Example 1
Elev 6

Elev 5

Elev 4

Elev 3

Elev 2 Ht 4 Ht 4

Elev 1

1" 5"
Firebranded Firebranded

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

2. It does not matter how much of the wall the


Firebranded’s sight lines pass through, i.e. how far
Borgmann is from the edge of the wall. The wall
cannot block sight lines to Borgmann, so long as he
is standing on it.
For particularly large terrain pieces such as the
one to the right, it may make sense to determine
that different sections of them count as separate
terrain pieces before the game in order to prevent
counter-intuitive situations. If the players had
agreed that the two halves of this wall counted as
separate terrain pieces, the sight lines would be
blocked.

Objects on Terrain Elijah Borgmann Elijah Borgmann


Example 2
Elev 6

Elev 5

.25" 5"
Elev 4

Elev 3

Elev 2 Ht 4 Ht 4

Elev 1

Firebranded Firebranded

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3. The Firebranded attempts to draw sight lines to


Elijah Borgmann, who is standing on top of a Ht 4
wall. This time, there is a second piece of blocking
terrain in between them. The Firebranded is Sz 2,
while Borgmann adds the Ht of the wall to his Sz,
becoming effectively Sz 6. The wall Borgmann is
standing on cannot block sight lines to him, but the
Ht 2 wall in between them can. Since exactly one of
the models (the Firebranded) is of equal or lower
Sz than the left wall’s Ht, any sight lines that pass
through it will be blocked regardless of Borgmann’s
size while the Firebranded is within 2" of it.

Objects on Terrain Elijah Borgmann Elijah Borgmann


Example 3
Elev 6

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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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

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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PASSING F. Check for end of game: If it is turn 4, the game


During the activation phase, if the active player has ends at this time.
fewer models that have not yet activated this turn G. Shuffle Discard Piles: Players shuffle their discard
than all of their opponents (or is tied for the fewest), piles back into their fate decks. Players should set
and the previous activation was not passed, they may aside their control hands so they do not accidental-
elect to pass. When a player passes, they immediately ly shuffle their hand back into the deck as well.
proceed to Step D: Transfer Active Player without
H. The turn ends, and play proceeds to the Start
activating any models. A passed activation does not
Phase of the next turn.
count as an activation for any game effect.

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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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

Magical x Aegis: Once per activation. Reduce


x
Defense damage dealt to this model by 1. 1
7 8
v Threatening Demeanor: Once per
Unusual
v activation. Reduce damage dealt to
Defense
this model by 1.
1. Name: The name of the action. For f and s actions,
All three of these example abilities function the same see the corresponding section below.
way, but an action that ignores u abilities will ignore 2. Range (Rg): This is a range in inches, and it is the
Armor without ignoring Aegis. maximum distance the action can affect. Attack
actions have an icon denoting their type.
Ability Timing 3. Skill (Skl): Any action that requires a duel will have
Most abilities are passive and always in effect, but a skill. This is what the model adds to the card it flips
some occur as a result of another game effect. In in the duel (in this case, 0). It may also have a fate
these cases, the ability will use the word “After.” These modifier, which impacts the flip for that action, and/
abilities happen after the effect in question is resolved. or a suit, which is added to the model’s duel total.
4. Resist (Rst): If the action causes an opposed duel, this
will list which stat the opponent uses to resist the duel.
5. Target Number (TN): If the action requires a target
number to be met in order to succeed, it will be listed
here. For the action to be successful, the model’s
duel total must reach this value or higher and must
include any suits listed here. TNs on actions may vary
between models, just like Skls.
If an action has both a Rst and a TN, the model must suc-
ceed on both aspects (equal or exceed the target’s duel
total and the TN value) to be successful. If the action has
neither a Rst nor a TN, it succeeds without a duel.
6. Damage (Dmg): If the action deals damage to its tar-
get when it succeeds, the amount of damage is listed
here. Actions with a Dmg of - cannot deal damage,
even if another effect would increase their damage
such as receiving a raise or the Critical Strike trigger,
though any effects that do instance damage, such as
the Cut the Cables trigger, would still deal damage.
7. Costs and Restrictions: Some actions may have
special requirements, costs, targeting restrictions,
and/or additional effects, which are listed in italics
before the action’s effects.
8. Effects: Any extra effects of the action are listed
here. Unless otherwise specified, these effects only
occur if the action is successful.

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

ATTACK ACTIONS Signature Action Example


AND TACTICAL ACTIONS
An action with a resist stat is an attack action. Attack
actions may not target friendly models, unless they
state otherwise or are enemy controlled. A model may
never target itself with an attack action.
An action without a resist stat is a tactical action.

Attack Action Types


There are three types of attack actions. Every attack
action will have one of these three types and be
denoted by that type’s symbol:

■ y Melee: This is the symbol for a melee action.


y actions may be generated by the Charge
action. A y action may not target a model on a
different elevation than the initiating model if
the difference in elevation is greater than the
Dabbler-A
size of the model at the lower elevation. (see
A Dabbler activates with an action limit of two. She first
Elevation Example 4).
declares the Walk action to get within 8" of an enemy
■ z Missile: This is the symbol for a missile action. model, before declaring the Elemental Bolt action
z actions may not be taken while engaged. as her signature action. The enemy model survives
the attack, so she uses her second action to declare
■ q Magic: This is the symbol for a magic action.
Elemental Bolt a second time.
Both y and z actions deal +1 damage for every raise
Dabbler-B
they receive in a duel.
A Dabbler activates with an action limit of two. She first
declares the Walk action to get within 8" of an enemy
Signature Actions (F)
model, before declaring the Elemental Bolt action. The
Many models have an f symbol to the left of one or
Dabbler has reached her action limit of two, but has not
more of their actions, identifying that action as their
yet used a signature action. She declares the Elemental
signature action. The f symbol is independent from
Bolt action a second time as her signature action to fin-
the action itself. Meaning, two models may both have
ish off the enemy model. Afterwards, the Dabbler wants
an action of the same name, but it may be a signature
to use Atheric Passage to hide behind a nearby wall, but
action for one and not the other. Before declaring an
has already declared two actions and a signature action,
action, a model may decide that it is going to use its
so she must end her activation in the open.
signature action and choose from any actions it may
declare marked with a f symbol.
Soulstone Actions (s)
A model may declare one signature action per
Some actions have one or more s symbols to the left of
activation. This may occur at any point during the
their name, identifying them as soulstone actions:
model's activation, including after it has reached its
normal action limit. Models may still use that same
action multiple times during an activation (barring
“once per” restrictions), but it will count as a signature
action only once. If a model has the option to declare
multiple actions as their signature action, only one
Soulstone actions require the number of s indicated to
of them may be declared as its signature action that
be drained from the controlling crew’s soulstone pool
activation.
as a cost when the action is declared. The s symbol is
tied to the action itself. All instances of the Resupply
action will require one s to be drained as a cost.

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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:

Interact 1" - - - - A. Declare the Action


Cannot be declared while engaged or if this model used B. Targeting
the Walk action to leave engagement this activation. C. Perform Duels
This action cannot target markers in base contact with an
D. Apply Results
enemy model.
E. After Resolving
Do one of the following:
1. Make a Scheme marker anywhere within range. A model is considered to be resolving an action during
2. Remove one Scheme marker within range. every part of the “Resolving Actions” process. For in-
3. Resolve a specific rule that refers to an Interact stance, if a model was in hazardous terrain during any
action. part of the “Resolving Actions” process, the effects of
the hazardous terrain are applied to the model after
Action Rg Skl Rst TN Dmg the action resolves.

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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2. Check to make sure that the target is within


range of the action. If the target is not within
range, the action fails and skips to Step E.
TRIGGERS
3. Check to make sure the model declaring the
action has LoS to the target. A trigger is an additional outcome of an action and is
usually optional. In order to declare a trigger, a model
4. Determine if the target has cover or
must have one or more specific suits in its final duel
concealment.
total (as noted before the trigger’s name) unless it is
5. Any effects that occur “when this model a soulstone trigger. Only one trigger may be declared
targets / is targeted” occur now. per duel per model.
6. If the action asks the model to choose one or Triggers are tied to specific actions and can only be
more objects in its italics section, this occurs used with that action. They are found below an action’s
now. Choosing an object does not count as effect and are subject to all game effects that affect
targeting an object, and ignores all effects from the action (such as the Armor ability). An example of
targeting. a trigger is listed below:
t Surge: Draw a card.
STEP C: PERFORM DUELS
If the action requires a duel, the model now per- TRIGGER TIMING
forms the duel. If the initiating model does not All triggers have a timing structure written in the
succeed on the duel, the action fails and Step D of trigger itself, detailed below:
resolving an action is not performed. Some actions
■ Immediately: These triggers resolve in the Declare
have additional effects that affect an action’s duel
Triggers step. They often modify the duel itself in
(such granting a + if the target is in severe terrain).
some way.
These effects are listed next to the action in italics.
If no duel was required, then the action is automati- ■ When resolving: These triggers resolve with the
cally successful. action’s effects. These triggers, depending on effect,
may modify the effects of the action as listed or add
STEP D: APPLY RESULTS a new effect, so they only occur if the action was
The model first performs any remaining portion of the successful. Any new effects are resolved last, unless
action’s text not listed in italics. Any effects from other the trigger specifies otherwise.
sources (such as abilities or When Resolving triggers)
■ After killing: These triggers happen after killing the
occur now. Perform as much of the effects of the
target of the action, as part of resolving damage
ability, in the order they are written, as possible. Ignore
timing.
any effects that are not possible.
Once these effects have been resolved, the model ■ After resolving: These triggers happen after the
deals the amount of damage listed in the action’s Dmg action is complete, regardless of success or failure,
section to the target. See Damage for how to calculate but only if the model that declared the trigger is still
the amount of damage dealt to a model. in play.

■ After failing: These triggers happen after the action


STEP E: AFTER RESOLVING
is complete, but only if the model declaring the trig-
1. Any “After failing” effects occur. ger was not successful in the duel and is still in play.
2. Any “After succeeding” effects occur.
■ After succeeding: These triggers happen after the
3. Any other effects that happen after an action is action is complete, but only if the model declaring
resolved, including any after resolving triggers, the trigger was successful in the duel and is still in
happen now except for hazardous effects. play.
4. Hazardous effects occur.
If a trigger does not list a timing, it is treated as an after
succeeding trigger. If a trigger has a target and that
target is no longer in play, the trigger has no effect.

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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

TARGETING RESTRICTIONS This Model Example


Targeting restrictions are those that limit what objects Lucius Mattheson succeeds in the Execute Order
an action, trigger, or other game effect can affect. If action targeting Agent 46 and declares the Special
a trigger has a targeting restriction, then it cannot be Dispensation trigger:
declared if the target of the action does not meet the
trigger’s targeting restriction.
Listed below are some common targeting restrictions:

■ Enemy: This action, ability, etc. must target an


enemy model.

■ Ally/Allied/Allies: This action, ability, etc. must


target an allied model.
Since this trigger uses the phrase “this model,” it is
■ Friendly: This action, ability, etc. must target a Lucius who attaches the Legalese upgrade, not the
friendly model. target of the action Agent 46.

■ 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.

■ Non-Leader: This action, ability, etc. cannot target


leaders of either crew, nor can it target any model
Since this trigger uses the word “another,” Marcus
with the master characteristic.
could choose any other model within 3" of the
■ Unique: This action, ability, etc. must target a Jackalope could heal 1, including the Jackalope itself,
unique model. but excluding Marcus.

■ Non-Unique: This action, ability, etc. must target a A Different Model


non-unique model. If an effect references “a different X,” the effect must
apply to an object other than the object which was
This Model, Another Model, most recently affected by it.
and a Different Model
A Different Model Example
While many words used in Malifaux simply make use
Marcus succeeds in the Chimeramancy action
of their general English definition, these three words
targeting the Jackalope and declares the Quick Reflexes
differ significantly from their common usage.
trigger:
This Model
If an effect references “this model,” it refers to “the
model which generated the effect in which the text
was written.” In the case of tokens, “this model”
refers to the model on which the token has been Since this trigger uses the word “different,” Marcus
applied. could target any model, including himself, but excluding
the Jackalope.

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

COSTS The Critical Strike trigger says, “When resolving, this


Some game effects have a cost that is listed in italics action deals +1 damage.” Since the effect uses a +
after their name. These costs must be paid or the sign, when Artemis declares the Critical Strike trigger,
effect cannot be declared and no portion of the effect her Tear Apart action will do its 2 damage by default
may be resolved. Soulstone actions must drain a num- plus 1 more damage. As a result, her target is dealt 3
ber of s from the controlling crew’s soulstone pool as a damage.
cost, or the action cannot be declared.
If a cost requires a model to deal damage to itself, Instance Damage
that cost cannot be paid if doing so would reduce its If the effect does not use a + sign, the effect is a
health to 0 or below. separate instance of damage that occurs independent
of the action’s Dmg.
If instead of Critical Strike, Artemis had the Love

DAMAGE Hurts trigger:


t: Love Hurts: Deal 2 damage to the target.

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"

Arik still has two damage effects to resolve, so he


starts back at step 1 of damage timing. These effects
Willie suffers 2 damage and is killed. As a result, his were not simultaneous, so he must resolve the damage
Demise (Explosive) ability takes effect. This ability from Willie’s Demise (Explosive) ability first. Arik’s
deals 3 damage to the Drachen Trooper and Arik, Kinetic Amplifier ability takes effect at step 3, which
but Willie must finish resolving his own damage first. he uses by draining the s he infused when the Drachen
Willie’s owner infuses a s, makes a Remains marker, Trooper was killed. This reduces the damage from
and then removes Willie from the game. Willie’s Demise (Explosive) to 0, and allows Arik to
move 3" away from the Drachen Trooper.
Damage
Example 1b
Damage
Example 1d

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.

Irreducible Damage WHO KILLED WHOM


Irreducible damage ignores damage reduction from all Sometimes it matters which model killed another
game effects. model. Kill credit is assigned in the following order. If
more than one criteria applies to a killed model, such
as an action resolving the effect of a token, higher

KILLED criteria apply before lower criteria:


1. If the model was killed by the text of an action,
the action’s Dmg value, or the action’s trigger, the
Models are most often killed as a result of being model that declared the action receives kill credit.
reduced to 0 health, but some game effects can a. In the case of an enemy controlled model, the
instantly kill models regardless of their health. When a crew controlling the model receives kill credit,
model is killed, follow the steps below: but not the enemy model controlling the action.
1. Resolve any effects that would heal or replace the 2. If the model was killed by the effects of an ability,
killed model. If this effect would bring the model the model with the ability receives kill credit.
above 0 health, it is no longer killed.
3. If the model was killed as the result of a token’s
2. Resolve any after killing triggers. effect (such as an Aura (Hazardous) token) then
3. Any effects that resolve after the model is killed the crew friendly to the token is considered to have
resolve at this point. killed the model, but no individual model receives
4. The owner of the killed model infuses a soulstone. kill credit.
5. Make a Remains marker within 1" of the killed 4. If none of the above apply, the acting model is
model. considered to have gotten the kill (such as when
6. The killed model (its model, stat card, and any one model forces another model to fall).
attached upgrades) is removed from the game. 5. If there is no acting model and no other criteria is
There are some game effects that can heal a model met, no model or crew is considered to have gotten
after it has been killed. If a model is healed after it was the kill.
killed as a result of being reduced to 0 health, it no
longer counts as killed (and is not removed from the
MARKERS AND KILLED MODELS
game). Any other effects that would happen as a result After a model is killed but before it is removed, it
of the model being killed do not occur. makes a friendly 30mm Remains marker anywhere
If a model was healed after being killed by a game within 1". If the marker cannot be legally made, the
effect (as opposed to being reduced to 0 health), then marker is not made. Peons do not make Remains
being healed does not prevent it from being killed. markers when they are killed.

Example of Execute Trigger


and Demise (Eternal)
Howard Langston attacks Killjoy who has 1 health
remaining and succeeds in his Executioner Claws
action with a raise, activating its special effect.
Killjoy suffers 3 damage, lowers his health to 0, and
is killed. This activates his Demise (Rebirth) ability,

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

Tokens are friendly to the crew that applied them.

HEALING When a token references effects it has on friendly


models, it is referring to models in the crew that ap-
plied it, and when it references effects it has on enemy
When a model heals, it gains an amount of health equal models, it is referring to models in any other crew(s),
to the healing effect. Some abilities or game effects may regardless of what model the token is applied to.
occur as a result of a model healing. For the timing of
those game effects, see the timing chart below. If any Friendly and Enemy Example
effects are generated during this timing structure, that In this example, Seamus has applied an Aura
effect is resolved after completely resolving all steps of (Concealment) token to himself and to Agent 46.
the heal timing, in the order in which the effect was gen- Aura (Concealment) tokens make enemy models
erated. If multiple models heal at the same time, resolve treat the area within 2" of the model that has the
the heal timing of each model completely one at a time. token as concealing terrain. Which model has the
Models that heal 0 health are not considered to have token applied to it is irrelevant: models enemy to
been healed. the crew that applied the token will treat that area as

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

3. Check Maximum Health – If the model is at its


maximum health, it cannot be healed and the heal
effect fails skipping steps 4-5 of this timing structure.

4. Increase the model’s health – The model increases its


health by an amount equal to the final heal amount.
If this would increase a model’s health above its
maximum health, any additional healing is ignored.
If however, Lucius uses the Slip into Obscurity upgrade
5. After Heal – Resolve any effects that would happen
to apply a friendly Aura (Concealment) token to
after a model heals.
Seamus, Seamus would replace his enemy token with a
6. Excess Healing Effect – If an effect would occur as friendly one. This friendly token would no longer affect
a result of a model healing in excess of its maximum the friendly Lucius.
health, that effect resolves now.
Friendly and Enemy
Example 1b

FRIENDLY AND ENEMY


Friendly models, markers, tokens, and terrain are
those that have been hired into your crew, and those
summoned, made, or generated by your crew. Enemy
models, markers, tokens and terrain are those that have
been hired into the opponent’s crew, and those sum-
moned, made, or generated by the opponent’s crew. Allied Models
Every ability, action, and trigger on a model’s stat One model is considered an ally to another model if
card and attached upgrades treats the use of “friend- both models are friendly to each other and share at least
ly” and “enemy” from its point of view. one keyword. A model is considered allied with itself.

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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.

Health bar with soulstone

Health bar without soulstone

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.

In order to declare the Wildland’s Queen action,


Titania must drain two soulstones.

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

SOULSTONE TRIGGERS PEON (X)


If a trigger requires a soulstone to use, it will have one ■ Peons list a number after their station. This is their
or more s symbols instead of a suit. In order to declare model limit, the maximum number of copies of that
this trigger, the model must drain one soulstone per s minion one crew may contain at any one time.
symbol. Soulstone triggers may be declared regardless ■ Peons may not drain s.
of what suits are in the model’s final duel total. These ■ Peons have an action limit of one.
triggers otherwise follow all other timing and rules for ■ Enemy models may move through peons.
normal triggers. ■ Peons are never considered engaged and can not
engage enemy models.
■ Peons cannot declare the Interact action and are
ignored for strategies and schemes.
■ When a peon is summoned, it does not automatical-
ly gain a Summoned or Slow token.
■ Peons do not make Remains markers or infuse
In order to declare her Ash on the Wind trigger, Viktoria soulstones when they are killed.
must drain one s, and may choose to do so during the
Declare Triggers step of her duel, though if she fails the The Henchman Characteristic
duel this particular After Succeeding trigger will have Henchman are models with a leadership role within a
no effect. crew. If a crew has no models with the master station
in play, during the Start Phase one henchman may
assume leadership by draining a s to increase its action

STATION limit to 3 until the end of the encounter. Only one


henchman per crew may assume leadership per game.

A model’s station is a special characteristic that comes The Unique Characteristic


with some special rules. Most models have one of Models with the unique characteristic are models
three stations, listed below: which you can only have a single copy of in play at
one time. Non-unique models are models which have
MASTER a model limit greater than 1, meaning you can have
■ If a crew contains a master, it must be the crew’s multiple copies of these models.
leader.
■ Master models automatically add their listed crew Model Limits
card to their crew. A model limit is the maximum number of copies of a
■ Master models automatically add their listed totem single model that a crew can contain at any one time.
to their crew. Crews may not hire more copies of a model than its
■ Master models may not be controlled by another model limit. If a summon effect would add a model
model. that would take that crew over that model’s model
■ In an encounter of 50 soulstones or more, master limit, the model is simply not added to the game. If a
models have an action limit of three. replace effect would add a model that would take a
player over this limit, the model is killed in Step 1 of the
MINION (X) replace timing chart. Models with no listed model limit
■ Minions list a number after their station: this is their have a model limit of 1.
model limit, the maximum number of copies of that
minion one crew may contain at any one time.

Minion model limit

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

MAKING MARKERS

MARKERS When a marker is made, it is put on the table in the


indicated location. This is not considered moving the
marker. A marker is friendly to the crew controlling the
Markers are put onto the table during an encounter effect that made it and enemy to all other crews.
to represent objectives or other game events based Made markers must follow the rules below:
on the marker’s description. A marker’s default base
■ Made markers may not overlap impassable terrain.
size is 30mm and its default Ht is 0", unless otherwise
■ Made markers may not overlap other models.
noted in the marker’s description. All markers have
■ Markers must be made with at least 50% of their
the following common rules:
base supported.
■ Unless otherwise noted, markers do not count as
If an effect makes a marker and there is no legal
terrain and have no vertical distance (i.e., height or
position to make it, the marker is not made.
size). Markers that count as terrain will have one
A crew may not have more than five of a friendly
or more terrain traits (such as a concealing, severe
marker of any single type in play. If a crew already has
Dust Cloud marker).
five markers of one type in play and it would make
■ If terrain would be made or moved on top of a another, the player controlling the effect must first
marker, the marker is put on top of the terrain with- choose one marker of that type to remove from play.
out changing the marker’s position on the table’s
horizontal surface (the marker moves vertically SCHEME MARKERS
upward). Markers may fall just like a model. Scheme markers are primarily made or removed with
the Interact action.
■ Models can usually move through and overlap
Scheme markers do not do anything on their own
markers. A marker is ignored for movement pur-
but are often used in conjunction with the abilities and
poses unless it possesses one or more terrain traits
actions of various models. They are also used to score
that would affect movement (such as impassable,
certain Schemes.
severe, etc.).

■ Markers cannot be moved from their position on the REMAINS MARKERS


table or removed unless an effect states otherwise. Remains markers are Ht 0 markers that are made by a
model when it is killed.
■ Models may choose to be unaffected by non-Strate-
gy markers friendly to them, except for the Ht trait.
STRATEGY MARKERS
■ Markers do not block LoS unless they have the Strategy markers are often put on the table by the
blocking terrain trait. strategy or the players throughout the game. Unless
otherwise noted by the strategy, strategy markers
■ When drawing LoS to a marker, the marker is treated
are neutral (neither friendly nor enemy) to all crews.
as a model with size equal to its height.
Strategy markers cannot be affected by the effects
■ Markers cannot be targeted by the Interact action of models (such as moving, removing, or targeting)
while they are in base contact with an enemy model. except by those effects which specifically call out
Strategy markers. Models may move through, but not
end a move overlapping, Strategy markers (unless
otherwise noted in the strategy). Strategy markers,
along with all other marker types, cannot be targeted
by the Interact action if there is an enemy model in
base contact with the Strategy marker.
When a Strategy marker is moved, it may overlap
non-impassable terrain and markers, but not models. If a
Strategy marker’s base is less than 50% supported, it falls
Back of a crew card just like a model would (but is not dealt falling damage).

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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:

BASIC MALIFAUX TOKENS

TOKENS ■ Adaptable: Before performing a duel, this model


may remove this token to add a suit of its choice
to its duel total.
Tokens are ongoing effects that models may gain ■ Adversary: Friendly models receive a + to attack
during the game. A model can only have one instance actions targeting this model. During the end
of each type of token at a time. If a model already has phase, remove this token.
a token and would gain a token of the same name and
■ Aura (Concealment): The area within 2" of this
from the same crew, it does not gain the token. If it
model is concealing terrain. Friendly models may
gains the same token but applied by a different crew,
choose to be unaffected by this terrain. During
it first removes its current version of the token.
the end phase, remove this token.
Some tokens have a name and then an effect in
■ Aura (Hazardous): The area within 2" of this
parentheses such as Aura (Concealment) and Aura
model is hazardous terrain. Friendly models may
(Hazardous). These tokens are considered to have
choose to be unaffected by this terrain. During
the same name. This means that if a model has an
the end phase, remove this token.
Aura (Concealment) token and it would gain an Aura
(Hazardous) token, it must first remove its Aura ■ Bolstered: This model receives +1 to its Df and
(Concealment) token. Wp. During the end phase, remove this token.
Note that tokens are always friendly to the crew that Canceled by Injured.
controlled their application and enemy to all other ■ Burning: At the end of the turn, deal 1 damage
crews. If a token references friendly or enemy models to this model and enemy models in base contact
in its effects, it is referring to models friendly or enemy with it. Then remove this token.
to the token itself, not the model it is applied to. When ■ Craven: This model cannot declare the Interact
a token’s effects reference “this model” they are
action and is ignored for its crew’s strategies and
referring to the model the token is currently applied
schemes. At the end of this model’s activation,
to. If a token would be applied by a truly neutral effect,
remove this token.
for example a Hazardous (Burning) lava pool terrain
■ Distracted: When this model targets an enemy
piece deployed during Encounter Setup, give the
model, it must remove this token and suffer a -
affected model an enemy token.
to that action’s duel. Canceled by Focused.
Some tokens note that they are “canceled” by
another token. When this happens, the new token ■ Entranced: This model’s actions that target an
is gained and then both tokens are immediately enemy model cannot be cheated. After this
removed. For example, if a model has a Fast token and model resolves an action targeting an enemy
it gains a Slow token, it first gains a Fast token, then model, remove this token.
removes both tokens.

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

■ Fast: Increase this model’s action limit by 1 (to a


maximum of 3). When this model ends its activa-
tion, remove this token. Canceled by Slow.
MATH
■ Focused: Before performing a duel, this model
may remove this token to receive a + to the duel. Sometimes the game will require you to do some math.
Canceled by Distracted. If you need to, the math should be applied in the follow-
ing order: Multiply, Divide, Add, and then Subtract.
■ Hastened: This model gains +2 Sp and cannot be
In most cases where you are dividing any number,
moved by enemy models. When this model ends
you will need to round any fractions. In these cases,
its activation, remove this token. Canceled by
always round the sum up to the nearest whole number
Staggered.
(unless otherwise stated).
■ Impact: When this model succeeds in an attack
Other exceptions to this are:
action that deals damage, it must remove this token
to deal +1 damage. ■ Dividing movement distance, which is not rounded.
■ Determining if a model is at half (or more/less) of
■ Injured: This model suffers -1 to its Df and Wp.
a value (such as maximum health), which is not
During the end phase, remove this token. Canceled
rounded.
by Bolstered.
■ Determining a terrain’s height, which is rounded up
■ Insight: Before performing a duel, this model may
to the next inch.
remove this token to look at the top card of its fate
deck and may discard it.
THE “X" VARIABLE
■ Poison: At the end of the turn, deal 1 irreducible
Some effects within Malifaux refer to X, a variable
damage to this model.
within the game that changes depending on the
■ Shielded: When this model is dealt damage, it must
situation in which it is used. If an effect ever refers to
remove this token to reduce that damage by 1. This
X, it will be determined by the effect itself within its
token may reduce damage to 0.
text such as defining the TN of a duel. X is always con-
■ Slow: Reduce this model’s action limit by 1 (to a sistent throughout any single effect and once defined
minimum of 1). When this model ends its activation, cannot change. After resolving an effect with X, the X
remove this token. Canceled by Fast. variable reverts back to undefined until another effect
■ Staggered: This model suffers -2 Sp and cannot be defines it again.
moved by other enemy models. When this model
ends its activation, remove this token. Canceled by


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

3. If any original model(s) had any tokens, one Summon TNs


new model gains those tokens. These tokens, if Some actions require the summoning model to meet a
gained during the end phase, do not resolve their summon target number (STN). These types of actions
effects. All upgrades attached to the original will list a * in their TN. When an action has an STN, do
model are discarded. the following:
4. If the new and original models belong to the 1. The active model performs a simple duel.
same crew, one new model becomes the target
2. Select a model which the action is able to summon
of any effects that targeted or chose any original
and that has an STN equal to or lower than the final
models, such as Schemes, leader designation, or
duel total. If no such model is available to summon,
lasting game effects. That new model is always
the action fails.
considered a legal target for those effects.
3. Summon the selected model in the designated
5. Remove all original models from the game. If the
position.
new and original models do not belong to the
same crew, all original models are considered Adding New Models During
to be killed, ignoring Demise abilities. No game the Encounter and Model Limits
effects (such as making markers or scoring points) Players cannot use summon or replace effects to add
occur from the original model being removed. a model that is already in their crew to their crew. The
6. If any new model is at 0 health, it is killed. If any only exception to this are models that have a number
original model(s) had activated, all new models are noted after their station characteristic (i.e. Minion
treated as having activated; otherwise, new models (3)). If a summon effect would add a model that would
are considered not to have activated. If this replace take a player over this limit, the model is simply not
occurred during the original model’s activation, added to the game. If a replace effect would add a
one new model continues that activation using any model that would take a player over this limit, the
remaining actions. If a model is affected by multi- model is killed in Step 1 of the replace timing chart.
ple replace effects at the same time, its controller
chooses one replace effect to resolve and ignores
the rest. UPGRADE CARDS
Upgrade cards represent lasting effects that can be
SUMMONING applied to a model during the game, such as special
tactics, lingering curses, or new equipment. When a
Some actions and abilities can summon a model. model gains an upgrade, that upgrade is attached to
Summoning places a brand new model (specified by the model’s stat card. This happens during the game
the summoning effect) into play, adding the model to via special actions or abilities.
a player’s existing crew. Summoned models are not Upgrades are, by default, unique. Unless an upgrade
hired at the start of an encounter. has the “Plentiful” limitation, a crew can only possess
Summoned models are placed into base contact a single copy of that upgrade. A model cannot attach
and within LoS of the model whose action or ability more than one copy of an upgrade with the same
summoned them unless the effect states otherwise. name; if it attempts to do so, any additional copies are
If it is not possible to place a summoned model discarded without effect.
legally, the summoned model is not added to the
UPGRADE LIMITATIONS
game. The summoned model is considered a part
of the crew of the model that summoned it and is In order for an upgrade to be attached to a model, all
treated as a normal model in the crew for the rest of of that upgrade’s limitations must be followed:
the game. ■ Plentiful (X): Your crew can possess up to X
After the summoned model is placed it gains a copies of upgrades with the same name as this
Summon token and a Slow token. one.

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■ 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.

"Above the Law / Planted Evidence” upgrade

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must be moved to the closest possible position so that

“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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ACTIONS GENERATED BY EFFECTS


Many effects in Malifaux (such as actions, abilities, 5. Zoraida moves to Step D of Resolving Actions and
and triggers) can cause a model to take an action. Applies the Results of the Obey action. This causes
When this happens, the new “additional action” is the Cerberus to declare an action. Zoraida chooses
always resolved after the previous action is completely for the Cerberus to declare the Charge action. The
resolved, including any “After Resolving” effects Cerberus’s Charge action is entered into the action
and triggers, but before any other new action can be queue now.
taken. Actions generated in this way follow the normal
1 2 3
sequence for actions and do not count against a
model’s action limit. See page 35 for more information
on additional actions.
If multiple actions are generated, they are queued
and resolved one at a time in the order they were Obey Charge
generated (whichever happened first or was listed
first on the card). If an action in a queue generates an 6. Zoraida must finish resolving her action before any
action, that action happens before moving to the next other actions can begin resolving, so she moves
action in the queue. onto Step E, After Resolving. At this time, the effect
of the Ensorcel trigger resolves. This causes the
Actions Generated by Effects Example Cerberus to declare an action. Zoraida chooses for
In this example, Zoraida activates and wants to Obey the Cerberus to declare the Savage Bite action. The
an enemy Sabertooth Cerberus. The sequence of Cerberus’s Savage Bite action is entered into the
actions resolve in the follow order: action queue now.

1. Declare the Action and Targeting of Resolving 1 2 3


Actions occur. Zoraida declares and begins
resolving the Obey action.

1 2 3
Obey Charge Savage Bite

7. Zoraida has finished resolving her Obey, and any


Obey additional actions resolve now. First in the queue is
the Cerberus’ Charge action.
2. Step C of Resolving Actions, Perform Duels, occurs. 8. The Cerberus declares its Charge action, moving
The two models perform an opposed duel. Zoraida up to its Sp. The Charge action then generates an
flips the 13m, while the Cerberus flips the 2r. Both additional y action. This y action is added into the
decline to cheat fate. action queue now.
3. During Step E of Duels, Zoraida declares the 1 2 3
Ensorcel trigger. Although the trigger is declared,
because it is an “after succeeding trigger,” the
effect of the trigger does not resolve now.
4. Zoraida proceeds to Step F of Duels, Determine
Charge Savage Bite y Action
Outcome. She succeeds, and concludes the Duel,
finishing Step C of Resolving Actions
9. The Cerberus has finished resolving its Charge ac-
tion, and any additional actions resolve now. First
in the queue is the Savage Bite action generated by
the Ensorcel trigger.

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

10. This Cerberus declares its Savage Bite action, flip-


ping a 12m and attempts to declare the Onslaught
trigger. However, this Savage Bite was an additional
action not generated by the Charge action, so it
cannot itself generate additional actions.
11. The Cerberus has finished resolving its Savage Bite
action, and any additional actions resolve now.
Left in the queue is the y action generated by the
Cerberus’ Charge action.

1 2 3

y Action

12. The Cerberus declares this y action, which it


chooses to be the Savage Bite action. If by some
miracle the Cerberus flips the 11m, the Cerberus
could declare the Onslaught trigger and declare one
last additional action.
13. The action queue is now empty, so Zoraida may
now declare the second action of her activation.

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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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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 AND CONCEALMENT Concealment


Certain terrain traits and game effects grant cover Concealment is granted by terrain with the concealing
and/or concealment. trait. When a model is targeted by an attack it has
concealment if at least one of the initiator’s sightlines
Cover passes through concealing terrain, regardless of how
Cover is granted in two ways: By terrain with the blocking close the targeted model is to that concealing terrain.
trait and by being at an elevation at least 2" higher than The initiating model may choose to be unaffected by
the initiator. the concealing trait of a terrain piece if it is both in
When a model is targeted by an attack, it has cover that terrain and can draw at least one sight line to the
if it is within 2" of blocking terrain that at least one of target that passes through less than 1" of that terrain.
the initiator’s sight lines passes through. Terrain which When a model with concealment is targeted by an
either model is standing on is ignored when drawing attack action, the action’s duel suffers a -.
sight lines to determine cover. Terrain the initiating
model may draw sight lines through due to any special TERRAIN TRAITS
actions or abilities does not grant cover. ■ Blocking: Terrain with the blocking trait cannot be
When a model with cover is the targeted by an seen through, and therefore can block sight lines.
attack action, it reduces any damage it is dealt from Models within 2" of blocking terrain gain cover if
that attack’s Dmg and triggers by 1. at least one sight line of an initiating model passes
through that terrain.
Cover Example
In this example, if the Witchling Stalker targets the ■ Climbable: Models may not move through climbable
Firebranded with an attack, the Firebranded will ben- terrain, but they may move across its top (often a
efit from cover because at least one sight line crosses roof) and may move vertically up and down along its
over blocking terrain which the Firebranded is within sides. Other than its top, all other portions of climb-
2" of. However, if the Firebranded targets the Witchling able terrain are treated as impassable. If a model
Stalker with an attack action, the Witchling Stalker will ignores this terrain trait, it may still move vertically
not benefit from cover because it is more than 2" from up and down along the sides of this terrain.
the blocking terrain the sight line crosses over.
■ Concealing: If a sight line drawn to a model passes

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.

■ Destructible: Models can target this terrain with the


Slam action to remove it from play.

■ Hazardous Terrain: After a model resolves any of


the following, it suffers the effects of hazardous
terrain after the current action or ability is resolved
(to a maximum of once per activation):
2" • Moving through hazardous terrain.
• Moving into base contact with hazardous terrain.
• Resolving any part of an action while in
hazardous terrain (even if that action removes
the 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.

HAZARDOUS TERRAIN TERRAIN EXAMPLES


Some game effects are capable of creating markers Here are some common types of terrain that can be
with the hazardous terrain trait. All markers with the found in Malifaux.
same name (i.e., Pyre markers, Pit Trap markers, etc.)
count as the same piece of terrain for the purposes of Barbed Wire
the hazardous terrain trait. Thus, if a model was moved Some parts of Malifaux have been cordoned off with
through three Pyre markers and a single Pit Trap barbed wire. It serves as more of a deterrent to move-
marker, it would suffer the effects of moving through a ment than an actual impediment. Barbed Wire counts
single Pyre marker and a single Pit Trap marker. as hazardous terrain.
Sometimes, hazardous terrain will move around the
board, such as when models with an Aura (Hazardous) Bridge
token move. This movement never causes models to A Bridge is an elevated terrain piece that connects two
suffer the effects of hazardous terrain. locations while allowing models to pass beneath it,
Most of the time, hazardous terrain will resolve such as the eponymous bridge or a few planks con-
a specific effect for the model, such as Hazardous necting one building’s roof to another. Bridges can be
(Burning), giving a Burning token to the model. If the divided into two sections: Walkways and Archways.
Hazardous terrain does not belong to any player or
■ Archways: Archways are the open section beneath
model, give an enemy token to the affected model. If
a Bridge that allows a model to move underneath
the hazardous terrain does not mention an effect in its
the Bridge.
description, the model is simply dealt 1 damage.
Archways are height X Terrain, where X is equal
to the Archway’s height in inches (rounded down).
Unaffected by Terrain
While many Archways are significantly curved,
If a model is unaffected by a terrain trait, it interacts
the height of an Archway should stay consistent
with that trait in the following, new way:
across the entire length of an Archway. This area is
■ Blocking: The terrain piece cannot block the mod- not blocking or impassable, so models with a Sz +
el’s sight lines. elevetion that is lower than the Archway’s Ht can
move freely underneath a Bridge in its Archway.
■ Concealing: The model ignores the concealing trait
when drawing sight lines. ■ Walkways: Walkways are the solid portion of a
bridge that allow models to pass over the bridge.
■ Dense: The terrain piece cannot block the model’s
Walkways are height X, where X is equal to the
sight lines.
Walkway’s height in inches (rounded down). If
■ Hazardous: The model does not suffer the effects of a Walkway has an Archway beneath it, the area
the hazardous terrain. between the Walkway and Archway is treated as
blocking and climbable terrain.

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Buildings (Flat and Steep) Fog Bank


Buildings are a common feature in Malifaux. Buildings Banks of fog are not uncommon in Malifaux, partic-
should not be wider than 6" on any given side (exclud- ularly in the early morning or late evening. Fog Banks
ing any stairways on their sides). Flat Buildings have are concealing and dense.
roofs that allow models to stand atop them. These
Buildings count as height X, blocking, climbable ter- Hill
rain, where X is equal to the Building’s height in inches Hills are fairly common beyond the walls of Malifaux
(rounded to the nearest whole number). Flat Buildings City, particularly in the appropriately-named Northern
should not be taller than height 4. Hills.
Steep Buildings have roofs that do not allow models Models that move horizontally on a Hill do not
to stand atop them. Steep Buildings count as height X, have to spend any additional movement for changing
blocking, impassable terrain, where X is equal to the elevation.
Building’s height in inches (rounded to the nearest Hills count as height X , blocking, climbable terrain.
whole number). The height trait of a Hill varies depending upon where
a model is standing on it; X is equal to the distance
ADVANCED BUILDING RULES between the lowest part of the model’s base and the
When the players are defining terrain, they can declare table in inches (rounded to the nearest whole number).
that one or more of the table’s Buildings can be en-
tered. To enter a Building, a model must be physically Obstacles
able to do so (i.e., it must move through an opening Obstacles can be anything from crates to large rocks
in the wall, such as a doorway or hole, that is large to stacks of coffins.
enough for its base to fit). Place effects cannot move a Crates count as height X, blocking, climbable, de-
model into or out of a Building. structible terrain, where X is equal to the total height
If any portion of a model’s base is within the interior of the crates in inches (rounded to the nearest whole
boundaries of a Building, that model is considered number). If the crates are spread out in a loose line,
to be inside the Building. When a model draws LoS to calculate each area of different height as a separate
another model on the same floor as a Building they terrain piece. If they are bunched together, use the
are both in, they ignore that Building (though not any tallest crate to calculate the stack’s height.
interior walls).
Buildings sometimes have open windows or doors. Staircase
The portions of a Building’s wall immediately above Staircases allow a model to quickly move up or down
and below an open window or door are not considered the side of a building. Models that move horizontally
to be blocking terrain for the purposes of drawing sight along a staircase do not have to spend any additional
lines into and out of (but not through) a Building. movement for changing elevation.
Staircases count as height X, blocking, climbable,
Fences and Walls terrain. The height trait of a Staircase varies depending
Fences and Walls are both obstructions that prevent upon where a model is standing on it; X is equal to the
movement. Fences do not obstruct LoS and can be distance between the lowest part of the model’s base
easily destroyed, while Walls block LoS and are too and the table in inches (rounded to the nearest whole
sturdy to destroy. number).
Fences are height X, climbable, destructible ter-
rain, where X is equal to the Fence’s height in inches Water
(rounded to the nearest whole number). Walls are Water includes both rivers and ponds. Water counts as
height X, blocking, climbable terrain, where X is equal severe terrain.
to the Wall’s height in inches (rounded to the nearest
whole number). Woods
Patches of woods often include underbrush and one or
more trees. Woods count as concealing, dense, severe
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 can be added during Encounter


Setup, during Step B: Place and Define Terrain.
It can additionally be made by a model, if that
model is listed in its creator (X) trait.

■ Special terrain can have abilities that work in


the same way as model abilities.

■ Special terrain cannot be added to the board by Special Terrain Rules Card
a model if that model is controlled by another Example

model.

SPECIAL TERRAIN TRAITS


Below is a list of additional terrain traits that can be
added to special terrain:

■ Multiple (X): This terrain can only be added


at the start of the game and must be added in
increments of X. All copies of this terrain use the
same rule card.

■ Creator (X): This terrain cannot be added at the


start of the game. During the game this terrain
can only be initially made by X model.

■ Marker (X): This terrain is treated as a terrain


marker and must be on a base of X size.

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

block with lots of buildings. Get creative, your climb-

ENCOUNTERS able terrain can be anything: buildings, piers, rock


formations, crates, or altars.
Using the correct amount of terrain and having a
The rules for Encounters will outline the steps that are variety of represented terrain traits is important to
needed to set up the game, hire crews, and determine ensuring that games of Malifaux are fun for both play-
the winner. In organized play events, such as tourna- ers. Long-range actions are intended to be somewhat
ments, there may be some variations on these steps, limited by terrain that offers concealment and/or
which would be provided in that event’s documentation. cover. Severe terrain is intended to shape the game by
making some areas of the table more difficult to reach.
Encounters use the following order:
While well-painted, appropriate terrain looks great,
1. Encounter Setup players should feel free to use whatever they have on
A. Determine Encounter Size hand to populate the table, such as books, cups, etc.
B. Place and Define Terrain
C. Determine Scenario C. Determine Scenario
D. Generate Schemes Both players shuffle their fate decks and flip the top
E. Choose Deployment card off of it, re-flipping any jokers. The player that
F. Choose Faction and Leader
flips higher will be the attacker and the other player
G. Hire Crew
H. Reveal Crews will be the defender; these designations are utilized
I. Deployment when determining the setup of an encounter. If there
J. Choose Schemes is a tie, both players reflip.
K. Start of Game The suit of the attacker’s card will determine the
2. Gameplay: Follow the Turn Sequence. strategy that is being used. Each player may score
up to a total of 5 victory points (VP) from the strat-
3. End of Encounter: When the game has ended,
egy. The list of strategies can be found in the most
determine the winner.
current Gaining Grounds. Additional strategy and
scheme pools can be found for free on the Malifaux
ENCOUNTER SETUP
Crew Builder App. The suit of the defender’s card will
To set up a game, proceed through the eleven steps (A
determine the deployment type. The four deployment
through K) as outlined on the next few pages.
types are listed below.
A. Determine Encounter Size In addition to the distinctions shown on the graph-
Players should agree on the size of the game, which ics on this page, there are a few key terms that are
determines the number of points that can be used necessary to know.
when hiring. A standard game is usually 50 soulstones, ■ Centerpoint: The exact center of the table.
but players may choose any value that suits them. ■ Centerline: Shown on each deployment type.
B. Place and Define Terrain ■ Table Edge: Any length of the four 36" long sides of
Players should place terrain on the table and then define the table, beyond which models cannot move.
each terrain piece, with an eye toward having a diverse ■ Table Half: The centerline always bisects the table
selection of terrain traits. Players may break large and into two equal halves.
complicated terrain into smaller terrain pieces. ■ Table Corner: Any place where two table edges
A standard game of Malifaux is played on a 3 foot by meet. There are four table corners.
3 foot table. Roughly 45-65% of its surface should be ■ Table Quarter: An 18" by 18" square section of the
covered in terrain. It is important to have a few terrain table. Each table has four table quarters, each of
pieces that are at least Ht 2, climbable, and which which extends halfway along the table edge from
models may stand on. Generally, a board should have the table corners.
between three and eight of these pieces. Three is on ■ Friendly: When friendly is applied to a physical part
the low end and may be representative of a desert of the table, it means the part with your deployment
table with a few rock piles, while eight is going to be a zone. For example, a friendly table edge is any table
packed table and may represent something like a city edge touched by your deployment zone.

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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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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

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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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

If two players would ever reveal a scheme at the same

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.

ADDITIONAL VICTORY POINTS


Some schemes give a crew the option to score addi-
tional victory points as a reward for meeting additional
criteria. A crew cannot gain additional victory points if
they did not gain the scheme’s normal victory points.

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.

SCHEMES AND MODELS


WITHOUT A COST
Some schemes reference a model’s cost, but some
models have a cost of -. This is most common with
masters and totems. For the purposes of schemes,
master models have a cost of 10 and totems have a
Write any such choices down on a sheet or scrap paper. cost of 5. Any other model with a cost of - has a cost
Players may pretend to write something down to fool of 0.
their opponent.
Schemes begin the game unrevealed. A crew may
never reveal the same scheme more than once in a
game, though both crews may each reveal the same
scheme. After a scheme is revealed, it becomes open
information for the rest of the encounter.

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MALIFAUX FOURTH EDITION • COMPREHENSIVE RULES GUIDE

PARTS OF A SCHEME CARD


1. Name: This is the name of the scheme. No crew GAINING GROUNDS
may reveal a scheme if they have already revealed
a scheme of the same name this encounter.
Gaining Grounds is a document with official rules for
2. Reveal: This explains how a crew may reveal this
organized play such as tournaments or leagues. It can
scheme. All criteria in this section must be met
be found for free on our website at (@LINK). However,
before the scheme can be revealed.
Gaining Grounds also includes a set of strategies and
3. Scoring: This details what a crew must do to earn schemes that rotate periodically. This includes four
the first VP from this scheme. strategies (one for each suit) and a set of schemes.
4. Additional VP: This section adds an additional cost The strategies and schemes are sold in individual card
or restriction to the scheme’s Scoring section. If packs, and are also free on our site. You will need them
this condition is met, the crew gains 2 VP instead to play, whether the physical cards or their free digital
of 1. equivalents.
The strategies and schemes cycle out with each
5. Next Available Schemes: After a crew reveals
new Gaining Grounds. The first Gaining Grounds of
a scheme it secretly selects one of the “Next
4th edition was released at the same time as this
Available Schemes” listed here during Step E of the
book, and it will be rotating out to be replaced by a
End Phase.
new Gaining Grounds in September of 2026. After
that, a new Gaining Grounds will be released roughly
1. Name once per year. See our website to find the most
current version.
2. Reveal

3. Scoring

4. Additional VP

5. Next Available
Schemes

4.16.2025 DRAFT 66

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