Starting a campaign
At the start of the campaign each player must declare a faction that they will play for the entire campaign.
After declaring a faction you will need to hire your starting arsenal. This is slightly different to hiring a crew. Each player has 35 Soulstones with which to hire their starting Arsenal. This Arsenal must include one Henchman which is designated as the Leader and may not include any Masters (the Leader is paid for like any other model). Multiple Henchmen may be hired, but one must be noted as the Leader.
Any models may be hired into the Arsenal which the Leader may legally hire when declaring the chosen
Faction. (Note: These models cost the same as they would in a normal Crew. For example, out of Faction Mercenaries will generally cost one more, etc.) A Crew may only purchase a maximum of one Upgrade at this time and must be able to be attached to at least one model in the Crew. This Upgrade may open up new hiring options for the Crew which it can take advantage of at this time. Each Soulstone not spent becomes one Scrip, up to a maximum of three Scrip (more about Script later).
* Zero Cost Henchmen
Some Henchmen have a Soulstone Cost of 0. For the purposes of the Campaign, these models are considered to have a Cost of 13 minus their Cache while Leading. For example, a Henchmen with a cost of 0 and 3 Cache would be considered to have a cost of (13-3) 10 while Leading.
What is Scrip?
Scrip is currency which will be earned as your Crew plays in the Campaign. It can be spent on new models or Upgrades at the beginning of each round.
Playing in a campaign
The size of an Encounter is limited by the models in each player’s Arsenal. To determine the
maximum size of an Encounter, add up the Soulstone Costs of all the models in both player’s Arsenals (ignoring Upgrades); the maximum encounter size is equal to the size of the smaller Arsenal total +5. If either player has a Master model in their Arsenal, it counts as a model with a Soulstone cost of 15. If the players agree, they can play an Encounter of a smaller size than this maximum limit.
Your crew must be hired from the models and Upgrades in your current Arsenal. You do not need to use every model or Upgrade in your Arsenal, but you may not use any which are not in your current Arsenal.
Upgrades in your Arsenal may be given to any model legally able to equip them; they do not need to stay on the same model from game to game. For the purposes of hiring models during a Campaign game, Masters count as having a Soulstone Cost of 15 Soulstones. All the other usual rules which apply to Masters (a Crew may not have more than one Master, the Master must be the Leader, the Master is not considered to have a cost for Schemes which may reference a model’s cost, etc.) are unchanged. If a Henchman is hired as the Crew’s Leader, its Cost must be paid as if it were hired normally.
Players may use excess Soulstones from hiring to increase their in-game Soulstone Pool as normal. However, Henchmen do not add their Cache. Masters add their Cache if the opponent also has a Master to lead their Crew, but count their Cache as 0 when playing against a Henchman-led Crew. The Crew with the lower Campaign Rating (see Campaign rating below) gains a bonus number of Soulstones in their Pool equal to the difference in Campaign Ratings. This may exceed the usual maximum of 7 Soulstones. For example, if one Crew has a Campaign Rating of 3 and the other a Rating of -1, the lower rated Crew would receive a bonus of 4 Soulstones to its Pool.
Schemes and Strategies
Schemes and Strategies for the first game of each round will be determined by the TO. If you wish to play an additional game you may choose to either play the same Schemes and Strategies or randomly determine new Schemes and Strategies. This will need to be decided with your opponent prior to commencing the game.
A weekly event is a randomly determined event that effects all players in the round. The weekly event is determined by the TO prior to the round commencing, but after any new models have been hired.
Weekly Events vary greatly; some require players to use unique terrain in every game played that week, while others require a certain scenario to be played or cause a random occurrence to happen. Some Events will affect every game played that week, while others may have one-off effects or contests
which happen immediately.
Most Weekly Events allow players to acquire more Scrip. A Crew may not earn more than 6 Scrip from a
Weekly Event during a single game.
After hiring and revealing Crews, determine each Crew’s Campaign Rating for the game. The Campaign Rating is used to help offset any unfair advantages one Crew may have over the other due to advancements within the Campaign. A Crew’s Campaign Rating is equal to the total number of its non-Injury Campaign Upgrades minus the total number of its Injury Upgrades, +3 if the Crew has an Avatar Upgrade (Note: the Avatar Upgrade is still counted as a Campaign Upgrade when calculating the Campaign
Rating in addition to granting the +3).
Crews may have a negative Rating. For example, Jack’s Crew has 5 non- Injury Campaign Upgrades and 2 Injuries, giving him a Campaign Rating of (5-2) 3. Jill’s Crew has 2 non-Injury Campaign Upgrades and 2 Injuries, giving her a Campaign Rating of (2-2) 0. If either had an Avatar, their Rating would be 3 higher.
Now that you have set up your game there is a few extra rules that apply to all Campaign games.
Whenever a model which was hired from a player’s Arsenal (Note: this means models summoned during the course of the game are generally ignored) is killed or sacrificed, the model’s controller flips a card to determine if the model was “Finished Off.” If the card flipped is 3 or higher, the model was Finished Off and will need to flip on the Injury chart during the Aftermath step at the end of the game. If a 2 or lower is flipped, the model was simply knocked unconscious or otherwise incapacitated and is not considered to be Finished Off.
The flip to determine whether a model is Finished Off may be cheated by the model’s controller. A model only ever flips to be Finished Off the first time it is killed or sacrificed, even if it has some unusual way of coming back. Models which are buried when the game ends count as killed and therefore flip to be Finished Off as normal (cheating is allowed from any cards the player had in their hand at the end of the game).
If a model is “automatically Finished Off” by some game effect, then no flip is made and the model must flip for an Injury during the Aftermath Step.
Immediately after flipping for initiative on any Turn, a Crew may make a Strategic Withdrawal. The Crew which won the initiative flip has the first chance to Withdraw.
When a Crew makes a Strategic Withdrawal, that Crew removes all of its models from play. If the Crew Withdrew on or before the second Turn, then that Crew receives no VP, Barter flips, or Aftermath Hand and loses any Scrip earned during the game. The Crew skips its entire Aftermath Step except to flip for Injuries. The Crew which did not Withdraw may use any remaining Turns to score VP and then completes its Aftermath Step normally.
If the Crew Withdrew on or after the third Turn, then the Crew which did not Withdraw may use any remaining Turns to try to score VP. After that is done, compare the VP scored by each Crew as usual (keeping in mind that the Crew which Withdrew has no models in play when the game ends). If the Crew which Withdrew has fewer VP than their opponent, then VP is scored as normal. However, if the Crew which Withdrew has as many or more VP than the opposing Crew, then the Crew which Withdrew scores VP as normal and the opposing Crew counts as scoring 1 more VP than the Crew which Withdrew. In this case, both Crews proceed with their Aftermath Steps as usual.
Sometimes a model or Upgrade is Annihilated. When this happens, it is removed from its Crew’s Arsenal entirely and may not be used in subsequent Campaign games (unless re-purchased as a new model hire). Anytime a model or Upgrade is Annihilated, the rules will specifically say so; models which are killed or Upgrades which are discarded or removed are not normally considered to be Annihilated. When a model is Annihilated, any Injuries and Skills associated with it are Annihilated as well.
Hiring new models
The start of each week (excluding the first) is the only time players may hire new models for their Arsenal, and every player must hire at least one model. Any model which the Crew may legally hire considering its Leader and chosen Faction may be added to the Crew’s Arsenal (this includes models
the Crew may hire due to Upgrades or rules such as Infiltration or the Mercenary Characteristic). The Crew must immediately spend an amount of Scrip equal to the model’s cost. (Note: These models cost the same as they would in a normal Crew. For example, out of Faction Mercenaries will generally cost one more, etc.)
The first model a Crew hires each week costs 5 fewer Scrip than it normally would (this discount only applies to the Scrip paid to hire the model into the Arsenal and does not affect its actual Soulstone cost in any way). Although every player must hire a minimum of one new model at this time, there is no maximum; players may hire as many models as they like, so long as they have the Scrip. Non-Campaign Upgrades are also purchased at this time. This includes any Upgrade which does not have the Campaign trait.
Non-Campaign Upgrades may be purchased for an amount of Scrip equal to double their Soulstone Cost. If the Upgrade has a cost of 0, it costs 2 Scrip. Players may purchase as many or as few non-
Campaign Upgrades as they like at this time. Upgrades purchased in this way are added to the Crew’s Arsenal and will be available to attach to the Crew’s models during Campaign games. The start of each week is the only time non-Campaign Upgrades may be purchased in this way.
Adding a master
During the New Hires phase of the round which marks the halfway point (and subsequent rounds in the Campaign (for example, the New Hires phase at the start of round 4 in a 6 round Campaign or the start of round 5 in an 8 round Campaign, etc) every Crew which has completed at least one Bounty may pay 10 Scrip to add a Master to its Arsenal. The Scrip cost of Masters may not be reduced.
What happens if my Leader is annihilated
The leader may change in two ways. First, if a Master is hired into the Crew’s Arsenal, the Master automatically becomes the new Leader. If a Crew already contains one Master, it may not hire another.
Second, the current Leader may be Annihilated during the course of the Campaign. If this happens, a new
Leader must be chosen. If the Crew has a Henchman, a Henchman must be chosen. If not, the model with
the highest Soulstone cost becomes the new Leader (if multiple models are tied, choose one).
If a Crew’s Leader changes and some of the models in its Arsenal are no longer legal to hire due to the change, those models are now considered legal for the Crew to hire, although future models purchased into the Arsenal must follow all regular hiring restrictions.
Phase 1: Draw Aftermath Hand
Both players shuffle their decks and then draw their Aftermath Hands. Each player draws one card for each of the following:
Draw 1 card for completing the game without using Strategic Withdrawal.
Draw 1 card for winning the game.
Draw 1 card for completing the final portion of a Bounty during the game.
This means that a player’s maximum Aftermath Hand size is three cards. These cards may be used to Cheat Barter flips, Reward flips (for completing Bounties), and Injury flips. As such, these flips must always be made in the proper order and one at a time. You may not flip multiple Barter cards or Injuries before deciding which one to Cheat; you must decide whether or not to Cheat a flip before moving on to another flip.
Phase 2: Payday
Each Crew gains 1 Scrip for every 2 VP it earned during the game (rounded up), and the winning Crew gains 1 additional Scrip. If a Crew has a lower Campaign Rating than the Crew it opposed,
then it earns an additional amount of Scrip equal to the difference in Campaign Ratings. Additional Scrip may also have been earned during the game, depending upon the Weekly Event.
NB. Maximum Weekly Scrip: A Crew may not earn more than 16 Scrip per week.
Phase 3: Barter
Malifaux is a big place and, even if you have the cash, you may not find what you are looking for. During this phase, you make a Barter flip to determine which Campaign Upgrades you may purchase. Each Crew makes one Barter flip. This flip may not be modified except by things which specifically state they modify it. If the Crew scored 3 or more VP from the Strategy, then it makes an additional Barter flip. The Weekly Event or other game effects may allow a Crew to make even more Barter flips.
After a Crew makes a Barter flip, it compares its result to the chart on the following pages. It may immediately purchase any Campaign Upgrade with a Barter Rating (BR) equal to the Barter flip’s value by discarding an amount of Scrip equal to the Upgrade’s listed Campaign Cost (CC). If you do not like the result of the Barter flip, it may be Cheated. Remember to make Barter flips one at a time. In this way, a Crew may earn Campaign Upgrades after every game. Remember, non-Campaign Upgrades are purchased at the start of each week.
Campaign Upgrades represent your Crew growing and changing over time. Campaign Upgrades may only be used during Campaign games of Malifaux and they are split into two categories: Skills and Equipment.
Skills: Skills are a special type of Campaign Upgrade which represent things the Characters have learned. When a Skill is purchased, it must be attached to a specific model. It may
never be attached to a different model, and must always be attached to its designated model if that model is hired into a Crew. Only models which participated in the game when the Skill was purchased are eligible to equip it; models don’t learn anything sitting on the sidelines! Skills do not count against the maximum number of other Upgrades a model may attach (although a model may only attach a certain number of Skills).
Unlike most Upgrades, Skills may be attached to Minions. Only Actions and Abilities which specifically reference Skills may remove or discard them.
A model may only have a certain number of Skills attached, depending on its Station (remember, Skills do not count against the number of non-Skill Upgrades a model may attach).
When a model that is already at its maximum number of allowed Skills has the opportunity to gain a new Skill, it may Annihilate one of its current Skills in order to gain the new one.
EQUIPMENT: Equipment Upgrades function just like the normal Upgrades. When a Crew purchases an Equipment Upgrade, it is added to the Crew’s Arsenal and may be attached to any model which may legally equip it at the start of a game.
Campaign Upgrades have a Soulstone cost which must be paid when they are purchased at the start of
a game, just like regular Upgrades (although the cost of Skills is often 0).
Some Upgrades note that they are Annihilated to have an effect. In this instance, the Upgrade is removed from the Crew’s Arsenal entirely; it may not be used again. However, if an Upgrade is discarded
or otherwise removed during a game without being Annihilated then it still remains in its Crew’s Arsenal.
Phase 4: Make A Reward Flip
Any Crew which completed a Bounty (See below) during the game chooses either its Faction’s Reward Chart or the Generic Reward Chart. The Crew makes a flip on the chosen Reward Chart and adds the Upgrade corresponding to the suit of the flipped card to its Arsenal, without spending any Scrip (reflip Jokers). This flip may be Cheated using the Aftermath Hand. If your Crew has a Master, that Master’s Avatar may be selected regardless of the flip. If you flip a result you already have, reflip until a new result is reached.
Phase 5: Purchase Bounties
Each player may purchase one Bounty for 4 Scrip. A Bounty represents a lead, job, or other ongoing plot which the Crew is trying to accomplish. A Bounty is an objective which is maintained from game to game over the course of a Campaign that, when it is accomplished, grants the Crew new items or skills. A player may only have one Bounty at a time. If you purchase a new Bounty while you still have one, the old Bounty is discarded. A single player may only accomplish a given Bounty once per Campaign.
Any time a portion of a Bounty is accomplished during an Encounter, mark it off on the Crew’s Arsenal sheet. Once all portions of a Bounty are accomplished, the Bounty is complete and the Crew may perform a Reward flip as described in Phase 4.
Phase 6: Determine Injuries
Any model which was Finished Off during the course of the game must flip to determine what Injuries it suffers. Each player flips one card for each of their models that was Finished Off during the game. These flips may be Cheated using your Aftermath Hand. You must flip for one model at a time, deciding whether to Cheat before moving onto the next one. You may flip for your models in any order you choose.
If you Cheat to an Injury result which must be reflipped, then reflip as usual.
When a model suffers an Injury, it must attach the appropriate Injury Upgrade; this Upgrade is permanent and must always be attached to the model when it is hired. If a model flips an Injury result which it already has, do not apply the result again. Some Injuries may reduce a model’s stats; no model may have any stat reduced below 1 in this way. Injuries do not count against the maximum number of Upgrades a model may attach and may not be removed by Actions or Abilities unless they specifically reference Injuries.
If a model becomes too Injured, it will be Annihilated:
If a model is at its maximum number of Injuries and it would receive another Injury, the model is instead Annihilated. If the Red Joker si flipped, it will be able to flip on its Faction specific Lucky Miss chart (this refers to the Crew’s Faction, not the model’s Faction). All of the results on these charts are count as Skills with a Soulstone Cost of 0 rather than Injuries, when applicable.
Some last words
Some models are able to summon or otherwise create new models during the course of an Encounter. A Crew
may summon models which are not a part of its Arsenal if the Actions or Abilities of individual models allow it. Summoned models are never entered into the Crew’s Arsenal and never carry over from one game to another.
Sometimes summoning represents one model changing into something else. If a model has access to a Tactical Action or Ability which requires that the model sacrifice itself in order to summon something, then the model does not need to flip on the Injury chart after the game. However, if the model which was summoned in this way is killed or sacrificed it flips to be Finished Off as normal and if it gets a 3 or higher, then the model which summoned it will have to flip on the Injury chart (this applies to any other friendly models sacrificed in order to summon it as well). When a model sacrifices itself, all Skills and Injuries on it are discarded, although the model will still retain them after the game.
Some Actions or Abilities allow a model to attach Upgrades during a game. These Upgrades are not required to be in the Crew’s Arsenal for these Actions and Abilities to work, and they are not added to the Arsenal when the game is over. Likewise, a model which discards or removes an Upgrade during a game does not remove the Upgrade from its Arsenal; this only happens if the Upgrade is Annihilated.
A new player may wish to join a Campaign partway through. Or a player may wish to scrap their current
Campaign Crew and start a new one. This may be due to an accumulation of Injuries. In this instance, the player discards their old Arsenal and assembles a new one using the usual rules for starting a Campaign Crew, with the exception that they will gain 5 additional Scrip with which to hire models and purchase Upgrades for each week the Campaign has progressed beyond the first.
The Crew may also perform one Barter flip and be able to purchase one Campaign Upgrade for each week the Campaign has progressed (including the first week). The Crew does not have an Aftermath Hand with which to cheat these flips, and may attach Skills to models even though they haven’t participated in any games. No more than one Skill may be attached to any single model in this way. Non-Campaign Upgrades may simply be purchased at their usual price as if it were the start of a new week.