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 Starting Malifaux

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Rigusstorm
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PostSubject: Starting Malifaux   Fri Feb 25, 2011 9:05 pm

Hey Im looking to start Malifaux and I was wondering if anyone had any opinions on where to start (Cough Allan Cough)
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PostSubject: Re: Starting Malifaux   Sat Feb 26, 2011 1:29 am

Well, the rulebook. I have done some prelim research on it and would be happy to share what I know.
First, I would recommend finding the crews you like. Then throw out the book two ones. I know it sounds harsh, but book two(Rising Powers) has some additions to the rules, and the crews are more complicated. Personally, my second crew will likely be a book two crew. After you find a crew you like to look at, check out their fluff. Then finally their game play. The Wyrd forums are great resource for this, they have guides on most crews, and some models. The Outcast stuff is exceptional.
Here is a quick run down of what I know:
There are roughly 5 factions that fight for control of the Soul Stones
The Guild: Basically the government sanctioned stone traders. The represent the law and the strong hand.
The Arcanists: These are the Wizards and such that basically work for the Guild as agents in collecting the stones.
The Ressurectionists: These are the necromancers, they summon undead to do their bidding. They are outlawed, though a couple work for the Guild, posing as Arcanists
The Neverborn: These are the demons and natives to Malifaux. Their goal is to be able to enter our world.
The Outcasts: These are the mercenaries and everyone else.

Malifaux works on a card system, instead of dice. Each player has a 54 card deck, 52 standard plus the jokers. Red Joker is good, black Joker is bad. Each player has a hand, which varies depending on crew, these are used to change your card. The players than have their deck, which the use for all actions. Basically you flip the top card to do anything. Sometimes its a flip off, where you add a stat vs your opponent's flip plus a stat, other times its a flip plus a stat to reach a target number. You can use the cards in your hand to better your result. This is also were your Soul Stones come into play. In most other games you have X points and you spend as many as you can without going over. In Malifaux you get to use you extra Soul Stones(points) in game. So its actually beneficial to save some Stones.

Well, that's basically a quick run down of what I know. There's more, but it is late, and it might be better to answer questions instead of continuing this wall of text.
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PostSubject: Re: Starting Malifaux   Fri Mar 04, 2011 6:29 pm

Another thing I have found that may be helpful, is Malifaux's mini rulebook. Much like the Warhammer ones, its smaller, but has all the rules. It does NOT have all the info on the characters and crews, its just the rules. I will pry be getting my full rulebook either Monday or Tuesday, and I will be bringing it to let anyone have a look if they want to use it to find crews, and then get the cheaper minibook.
The crews also come with cards, similar to Warmahordes, so beyond an opening choice, you don't NEED the big book.
I'm reading mine though Wink

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PostSubject: Re: Starting Malifaux   Mon Mar 28, 2011 10:57 am

Hey Alan it was an great time this weekend tying Malifaux even though you kicked my arse! Time to see if I can get my crew so i can play with the actual models instead of proxied Tau heh
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PostSubject: Re: Starting Malifaux   Mon Mar 28, 2011 11:13 am

Rigusstorm wrote:
Time to see if I can get my crew
That's what I like to hear! I should have my Seamus crew in a week or 2, just waiting on shipping.

As an aside, Wyrd released the core of their Rules Manual. It is not complete, missing diagrams likely, haven't had a chance to look @ it. It is available here http://www.wyrd-games.net/forum/showthread.php?p=221826#post221826 along with a tourney document.

Enjoy!

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