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Malifaux 2E - Turn Sequence

Turn Sequence (30/34)


1. Draw Phase
2. Initiative Phase
3. Activation Phase
4. End Phase
1. Draw Phase (30/34)

-Shuffle the discard pile into the draw pile to


form a new draw pile
-Discard any number of cards
-Draw cards to meet a hand size of six.
-This may be larger with abilities
-May spend a soulstone to draw another
two cards. This is done in order of the
player who deployed first during the first
turn or the first player of the last turn in
subsequent turns.
-Discard down to meet maximum hand size.

2. Initiative Phase (31/35)

-Flip for initiative; done by each player flipping


the top card of their draw pile.
-If both players are tied, reflip until there are
two separate values
-Use soulstones, beginning with the player with
the lowest value, to choose to reflip.
-Once both players decide then the players
who spent the soulstones may reflip. If both
players tie, continue reflipping until there
are two separate values
-Determine first player by the player who has
the highest card.

3. Activation Phase (32/35)

-Beginning with the first player, players


alternate activating their models.
-Players must choose a model that has not
yet activated
-If a player has activated all their models
their place in the activation order is
skipped
-Once all players have activated all their
models, proceed to the end phase.

Available at tabletoptrooper.blogspot.ca

A Models Turn (33/36)

1. Resolve Activation Effects


-Any effects that resolve at the start of a
models activation take place now.
Remove Defensive Condition.
2. Generate AP
-Masters generate 3 AP and all others 2 AP
-Some get additional APs for certain actions
3. Take Actions and Spend APs
4. End Activation
-Effects that happen at the end of a models
activation happen now (Paralyse, Fast and
Slow Conditions are removed)
Activation Phase Action Flow (35/37)
a. Declare an Action and Spend AP
-Announce an action the model is taking
and any targets.
-Must have LOS and within range (40)
b. Decide to use Soulstones
-Masters and Henchmen only
c. Perform Duels (16/30)
d. Resolve Results
-Resolve Movement (44/42)
-Resolve Damage (51/46)
-Resolve Healing (53/47)
General Actions (39/39)
(2) Charge: Model must not be engaged to do
this action. Target a model in LOS. Move this
model up to its Cg in a straight line. This model
must end its move with the target model within
its engagement range or this action may not be
taken. Model then makes two Range x Attack
Actions against target model, each with a cost
of 1 AP.
(#) Interact: Model must not be engaged to do
this action. Performed as part of another rule,
usually a Strategy or Scheme. Effects are listed
under the rule.

(#) Defensive Stance: Model discards a card


from their hand. Model gains the following
Condition until the start of the next Activation.
They gain this condition a number of times
equal to the number of AP spent. Defensive
+1: This model gains + to all Df duels.
(1) Focus: Model gains the following condition
till the end of the turn: Focused +1: Model
may remove this condition when declaring an
Action to gain a number of + to the Actions
duel and damage flip equal to the value of the
Focused Condition removed.
(1) Place Scheme Marker: Model may place a
crew specific scheme marker in base contact
with themselves and not within 4 of another
marker. These markers can be used to score
victory points, depending on the scheme.

Use of Soulstones (29/28)

-Add a + to the flip


-Defending against an Attack Action to add +
to Defence flip and impose a - to any damage
flip as a result of the Attack.
-May also add a suit to the final total by
spending another soulstone.
-Damage Prevention
-Healing

Duel Basics (16/26)

+: Flip additional cards and keep the highest


-: Flip additional cards and keep the lowest but
cannot cheat fate.
+ and - cancel each other out
Black Joker: Must be chosen and represents a
zero and no suit. Cannot cheat fate.
Red Joker: As long as the black joker is not
flipped, the red joker (representing 14 and any
one suit), may always be chosen even with
negative flips. Other player cannot cheat fate.

(1) Walk: Model moves up to its Wk.

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Malifaux copyright of Wyrd Publishing LLC

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Malifaux 2E - Turn Sequence


Cheat Fate (19/28)

Black
Joker

1-5

6-10

11+

Red
Joker

None

Weak

Moderate

Severe

Severe +
Weak

Simple Duel (22/30)

-Declare Soulstone Use: Declare how many


soulstones will be used and how they you will
be using them
-Flip Card and Add Stat
-Choose to Cheat Fate
-Declare One Trigger: This happens after step 5
-Determine Success: Must be equal to or
exceed the TN to succeed

Opposed Duel (25/32)

-Declare Soulstone Use: Declare how many


soulstones will be used and how they you will
be using them. Defender chooses first
-Flip Card and Add Stat: Defender chooses
which card is used first
-Choose to Cheat Fate: Lowest total chooses
first
-Declare One Trigger: This happens after step
5. The Defender's is resolved first
-Determine Success: Attacker must be equal to
or exceed the Defender and any TN to succeed.

Accuracy Flip Result

1-5

--

0
6
12
18
24

1
7
13
19
25

2
8
14
20
26

6-10

11+

No
modifier

3
9
15
21
27

4
10
16
22
28

Available at tabletoptrooper.blogspot.ca

Burning: During the Upkeep Step, any model

Damage Flip Result

Once a model has chosen their active card, as


long as it does not have a - they may cheat by
replacing it with a card from their hand.

5
11
17
23
29

Damage Prevention and Healing Flip

Black
Joker

1-5

None

6-10

11+

Red
Joker
All

4. End Phase (32/35)

-Upkeep
-Effects that do not list duration or end at
the end of turn end now
-The effected models owner determines
the order of expiring effects (Burning,
Poisoned, Focused, Reactivate).
-Earn Victory Points
-Strategies earn a maximum of 4 VP.
-Schemes earn a maximum of 3 VP ea.
-Check for Encounter End beginning on Turn 5
-The first player flips a card. If it is a 10+
play continues. Add +1 for each turn after
the 5th.
-Once the game ends players earn VP for
end game goals

with the Burning condition suffers an amount of


damage equal to the Burning value. The effect
is then removed.
-Any model within 2, including the burning
model, may take a (1) Interact Action with the
burning model to remove 1 from its Burning
value. If the value reaches 0, the condition is
removed.

Poisoned: During the Upkeep Ste,p any model

with the Poisoned condition suffers 1 damage


that may not be reduced or negated. After
damage is dealt, lower the value of the Poison
by 1, removing the condition if the value hits 0.

Victory Points
Strategy

Strategy

Scheme 1

Scheme 1

Scheme 2

Scheme 2

Game End

Turn

Target

Turn

Target

1
2
3
4
5

10+

6
7
8
9
10

11+
12+
13+
Red Joker
Auto

Number in brackets designates page number for small rulebook/large rulebook

Malifaux copyright of Wyrd Publishing LLC

V 1.0

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