On Sunday I played a quick(ish) game of Malifaux with two of my regular role-playing crew. This was my first ever game of Malifaux, and I was quite impressed – it’s a smooth and enjoyable small squad battle game, with a cute mechanic and powers that are easy to learn, as well as very pretty design and a rich atmosphere. This is a brief report of the battle, which ended in a brutal all-party conflagration in the middle of the field.
I played the Neverborn, and my foes were the Resurrectionists and the Guild (I think). We played on an 8×8 battlemat, with two strategies each. My team were:
- Zoraida, a leader with a heavy magical bent
- Teddy, a big furry bastard with teeth
- Baby Kade, a small and unpleasant child with nasty knives
- Candy, a blank-eyed Goth Lolita with a bag of poisoned sweets
- Terror Tot, your classic vengeful infant
- Sorrow, some kind of spirit creature with a mean turn in misery and pain
- Voodoo Doll, Zoraida’s totem and a big mistake
The Guild player, Big R, went for a small squad of Death Marshalls, the Scales of Justice and some random guy with a big hammer (?) who died. The Resurrectionist player, Aloha-san, went for an absolutely brutally murderous leader called Seamus, some gravedigger dude, a Flesh Construct that is famous for taking huge damage, and a woman who could bury herself. Which didn’t work. There was also a zombie punk samurai thing. My foes went for strategies based on putting markers down on territory, one of which was Squatter’s Rights, which led to a protracted battle between undead and guild members in the middle of the board.
Because Candy and Baby Kade both have “Manipulation,” which makes it a challenge for opponents to attack them, I went for two secretive strategies:
- Deliver a message: Candy has to rock up right next to an enemy leader and use all her actions for the round delivering it a message. Standing in front of an enemy leader doing nothing is … a challenging proposition. But if you have a challenging proposition, why not put it to a blank-eyed Lolita with a bag of poisoned sweets?
- Bodyguard: Baby Kade had to stay alive as long as possible; at turn 4 (with two turns to go) I had to reveal that he was the bodyguard; I got bonus victory points if he was still alive with more than half hits at the end of the game. Baby Kade is fiendish difficult to hit, but he is just a baby …
When the battle started I split my forces, sending Zoraida, Candy and the Sorrow one way towards the Guild’s forces, and Teddy, Baby Kade and Terror Tot the other to take on the Resurrectionists. What’s not to like about a giant, blood-stained teddy bear with massive teeth and two psychotic babies crawling into battle? I soon discovered the power of this gang together – Terror Tot and Baby Kade both have pounce, which means that they get an automatic attack on anyone who moves into their engagement range, and once Teddy gets his hands on you you aren’t leaving the engagement. This little squad of creepy doom caught the Flesh Construct just after he had placed a marker down on a victory point. The Flesh Construct lasted into the 2nd Turn, and my little team came out of that encounter unscathed. Oh Teddy …
Meanwhile I discovered the power of the Voodoo Doll in a tight group. Selecting it to start with was a mistake, because it moved so slowly that Zoraida’s first action was to summon a new one with a spell, causing the old one to die. I could have used those 4 soulstone points on magic of some kind! The newly-summoned Voodoo Doll also got to put a “Sewn Fate” on a Death Marshall, which makes it vulnerable to all other attacks and means it takes damage if it injures the Doll. Zoraida started throwing magic at it to make it shoot its own men (she has a pretty turn in domination magic!) and the presence of the Sorrow meant that the Death Marshall kept taking damage from failed willpower duels. In desperation Big R had this unfortunate Marshall shoot the Voodoo Doll down, killing itself at the same time, and Zoraida just immediately summoned another one, which put a sewn fate on the next closest Marshall. This Marshall did so badly from the presence of the Sorrow that it was reduced to 1 wound simply through badly-timed activations and failed willpower duels, before it had even been attacked. But before it died it did manage to kill a member of its own team (Scales of Justice) at Zoraida’s bidding.
This was all a sideshow to the main action, though, which was the battle on the raised central area. Aloha-san and Big R had both selected a strategy which required taking and maintaining control of squares in the centre of the board, and they were beating the living (and un-living) crap out of each other for possession of those marks. The Resurrectionists were summoning zombies from the dead, and Seamus was blasting hell out of anyone who he could see, but Lady Justice (the Guild leader) was doing an awesome job of mincing his crew. This gave me plenty of time to pull my crew into the battle unharmed, and I entered the centre of the table with no injuries and a full crew. At this point I had to reveal Kade’s bodyguard status, and Seamus immediately went to town on him with his pistols – but Baby Kade was on his own now because in order to win I had to get Candy right up to the base of the nearest leader (Lady Justice) within 2 Turns (the game ended at Turn 6). She could get within 4″ in Turn 5, but in order to deliver her message in Turn 6 she couldn’t move (it uses a full action). Fortunately, I could get Teddy to within striking range of Lady Justice. Once he hit her, he could push her 4″ and get into base-to-base contact with her, activating his “gobble you whole” power.
Turn 6 started with Candy in base-to-base contact with Lady Justice, Terror Tot in pounce range, and Teddy ready to munch, but with one other Guild crewmember within missile-fire range. Seamus, the only remaining Resurrectionist, was letting rip with everything he had on Baby Kade – an unfortunately terminal situation for Baby Kade. Initiative was drawn – and Big R won! Lady Justice could act first, and dismember Candy before she could deliver her message! Except … that in the previous round one of my crew (Zoraida?) had cast a spell that induced “Mood Swing” on the other Guild crewmember, allowing me to choose to activate that crewmember in place of any other Guild crew at a time of my choosing. I chose now, so Lady Justice didn’t get to tear Candy apart, the activated crew member failed to kill her, and she delivered her message:
You are going to die
After which all my crew whaled on her, finishing, appropriately, with Teddy delivering the killing blow and swallowing her whole. The other Guild crewmember died during this Turn too, as did Baby Kade, which left me with all but one of my original crew, the Resurrectionists with just their leader, and the Guild completely killed, their leader eaten in one bite by Teddy.
But when we added up the points from our strategies we were all on equal victory points.
I think that’s the definition of a Pyrrhic draw, at least for the Guild. But at least Teddy didn’t go home hungry…
This game was excellent, and the battles and magic so much fun that it was hard to remain focused on strategies – we all just wanted to have at each other and see what happened. The basic mechanic involves drawing a card that resembles a standard playing card (but with very pretty gothy designs), using the number plus an attribute to determine success. The symbols on the cards can act as triggers for additional effects. Every round you also have a hand of 6 cards you can use to “cheat fate,” basically swapping your drawn card for one from your hand to get a better result. Sometimes you get “+” or “-” which are like advantages/disadvantages in D&D 5th Edition (you pull two cards instead of one and choose the best or worst respectively). The abilities and talents of the creatures are all on easily accessible cards, and there is a minimum of tokens and other fiddliness. All you need to do is flip over your card to see what it can do, then do the card draws as required. Soulstones (if you have any) can be used to further cheat these draws.
This mechanism is really fun and, in conjunction with the wide range of sneaky and devious manoeuvres on the cards, generates a really rich and challenging combat environment. Once you’re used to the rules – which are very easy and quick to pick up, and all there on the card – it’s really easy to make decisions and work out what to do, and with just 5-7 crew members it’s not hard to get abreast of your options. Overall it seems like a really well-designed and fun system. There is a role-playing game of Malifaux coming out soon, and I think it could make a really cool system and game world. This game is well worth trying if you get a chance!