PFC SL Campaign
Welcome to the Campaign!
Simplified Malifaux Campaign
A Malifaux campaign is a series of games run over a pre-defined duration (4 weeks, 6 weeks, etc.) with the same crew. I mean the same crew as in the same individuals, not just the same models. Models in your crew have the potential to be permanently injured, gain skills, purchase gear, etc. that will carry over from week to week. You will also be able to hire new models into your crew each week.
The rules for Malifaux campaigns are in the Shifting Loyalties book which PFC should be getting in this week, it is also available in PDF. Everyone will need access to a copy of Shifting Loyalties for the post game process (income, injuries, etc.) You can use mine if we are at the store at the same time. I plan on being there Wednesday evenings and we can arrange other times by text or e-mail. I’ve outlined some of the rules so everyone can work out their starting crew and get an idea of how the campaign will work.
We have several new players to accommodate those players and to get a little experience with the campaign system I’d like to keep the first campaign short, low points and simple.
Campaign Duration: 4 weeks
Weekly Events: Every Wednesday
Starting SS: 25
Restriction: No Masters
Restriction: You may not earn more than 10 script per week (Wednesday to Wednesday)
To start off the campaign each player will need to create an Arsenal. For campaign games you will only be able to hire models from your Arsenal. As the campaign progresses you will be able to add models to the arsenal and some could be killed permanently. To create an Arsenal.
•Declare the faction you will play for the duration of the campaign.
•Hire one henchman (no masters) as your leader. Multiple henchman can be hired, but one must be designated as the leader for the duration of the campaign.
•Hire the rest of your crew just like a standard game of Malifaux.
•Only one Upgrade may be purchased at this time. If this upgrade opens up new hiring options they may be used at this time.
When playing a campaign game play just like you would in any other game with some exceptions. I’ll call out the major ones here:
•When hiring a crew you can only hire models and upgrades from your Arsenal.
•After the game you will go through the Aftermath step where you will earn income, buy equipment and upgrades, resolve and purchase bounties, and determine injuries.
•A crew may not earn more than 10 script per week. Any script over 10 is lost. You can save up more than 10 script (e.g. earn 10 script week 1, spend 5, earn 10 more script week 2 for a total of 15 script).
Each week (on Wednesday) certain things will take place. We don’t need to meet up for this, we just need a time when everyone will hire new models and for the weekly event to change if we were doing that.
•New Hires – This is the only time new models can be added to an arsenal. You’ll be able to spend script (1 script = 1 SS) earned during play to hire new models and upgrades. Each crew MUST hire at least one model and the first model you hire will be discounted by 5 SS. Upgrades cost double their normal SS cost.
•Weekly Event – I’m going to skip this step for this campaign. There will be no weekly event.
Campaign Rules Summary
Start of Week
Players spend the script they have earned to hire new models and buy upgrades. One script is equal to one SS.
•This is the only time new models (or upgrades) can be hired for an Arsenal
•The first model hired by has its cost reduced by 5 script.
•Every play must hire one or more models.
•Any model based on the crews leader and faction may be hired for their SS cost in script.
•Campaign Upgrades can NOT be purchased now.
•Non-Campaign upgrades cost double their normal cost. 0 cost upgrades cost 2 script.
•Upgrades can only be purchased if at least one model in the Arsenal can legally equip it.
•Each Campaign Crew will have one model designated as its leader.
•This leader must be hired as the crews leader during campaign games.
•The crews leader may be changed in two ways.
◦If the crew hires a master the master becomes the leader.
◦If the current leader is Annihilated another henchman becomes the new leader, if there is no henchman the highest SS cost model becomes the new leader. The play choses in cases of ties.
•If the leader changes the crews hiring option may change as well. The crew must follow the leaders rules when hiring new models into the Arsenal. All models already in the Arsenal are available for gams the crew plays.
Adding A Master
•Masters cannot be hired into the Arsenal of a crew until the New Hires phase of the at the half way point in the campaign (e.g. week 4 in a 6 week campaign).
•If a crew has completed at least one bounty they may pay 10 script to hire a master into the arsenal. The script cost of masters may not be reduced.
Skip for now
Setting Up a Game
Setting up an encounter in a campaign is slightly different. If a step is not mentioned here it is not changed.
Determine Encounter Size
•Add up the SS cost of all models in each players Arsenal. This is the printed cost ignoring upgrades.
•Masters count as having a SS cost of 15.
•0 cost henchmen cost 13 SS minus their cache size.
•The maximum encounter size if the lower of the two totals +5.
•If both players agree they can play a lower SS cost game.
•Each player must declare the faction they declared for the campaign.
•You may only hired models and upgrades for your current Arsenal.
•Upgrades may be given to any model that can legally use them. They do not need to stay on the same model from game to game.
•The crews leaders SS cost must be paid.
◦Masters cost 15 SS.
◦0 cost henchmen cost 13 SS minus their cache size.
After hiring and revealing crews determine each crews campaign rating.
•A crews campaign rating is:
(number of non-injury campaign upgrades) – (number of injury upgrades) + (3 if the crew has an Avatar upgrade*)
*An Avatar upgrade DOES count as a non-injury campaign upgrade.
•Crews may have a negative rating.
•Crews may use excess SS from hiring to add to their pool as normal.
•Henchman do NOT add their cache to the pool.
•Masters only add their cache to the pool if both players have a master.
•The crew with the lower Campaign Rating adds the difference to their pool. This may exceed the usual limit of 7 SS.
A campaign game is played like a normal game with a few tweaks.
•When a model from the Arsenal (e.g. summoned models are generally ignored) killed or sacrificed, the models controller flips a card, which is cheatable.
◦3+ the model is Finished Off. It will need to flip for Injury during the Aftermath step.
◦2 or less the model is not Finished off. There is no further effect.
•A model only flips the first time it is killed or sacrificed even if it has a way of coming back.
•Models buried at the end of the game count as killed an must make a Finished Off flip. It can be cheated with cards the player had in hand at the end of the game.
When a Crew makes a Strategic Withdrawal, that Crew removes all of its models from play.
•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.
•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.
•When a model or Upgrade is Annihilated it is removed from its Crew’s Arsenal entirely and may not be used in subsequent Campaign games.
•An Annihilated model or Upgrade may be purchased again if the opportunity arises.
•When a model is Annihilated, any Injuries and Skills associated with it are Annihilated as well.
Aftermath is a special step added to every Campaign game that takes place after a winner has been determined. If you do not have a book available after the game record the following information contact me and we can do it later.
What was the Campaign Rating of each crew?
Did you make a Strategic Withdraw?
How many VP did each player earn?
Did you complete a Bounty?
Which models need to make an injury flip?
Which models participated in the game?
Phase 1: Draw Aftermath Hand
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. Use your Aftermath Hand wisely!
•Each player draws from a fresh deck:
◦Draw 1 card for completing a game without using a Strategic Withdraw.
◦Draw 1 card for winning the game.
◦Draw 1 card for completing the final portion of a bounty.
Phase 2: Payday
Script is used to purchase new models and Upgrades. It may be used immediately or saved for later.
•Each crew earns script
◦1 script for every 2 VP earned (round up).
◦1 script for winning the game.
◦The crew with the lower Campaign Rating earns the difference in the rating.
•You cannot earn more than 10 script per week. Default it 16, but this is a low powered Campaign.
Phase 3: Barter
•Each Crew makes one Barter flip. If the Crew scored 3 or more VP from the Strategy, then it makes an additional Barter flip. These flips may be Cheated using your Aftermath Hand.
•The Crew 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).
•Campaign Upgrades represent your Crew growing and changing over time.
◦Campaign Upgrades have a Soulstone cost which must be paid when they are purchased at the start of a game.
•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 .
• Only models which participated in the game when the Skill was purchased are eligible to equip it.
•Skills do not count against the maximum number of other Upgrades a model may attach
•Only Actions and Abilities which specifically reference Skills may remove or discard them.
•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.
•When a Crew purchases an Equipment Upgrade, it is added to the Crew’s Arsenal.
•Equipment may be attached to any model which may legally equip it at the start of a game.
Phase 4: Make Reward Flip
•Any Crew which completed a Bounty during the game chooses either its Faction’s Reward Chart or the Generic Reward Chart. These flips may be Cheated using your Aftermath Hand.
•The Crew makes a flip (reflip Jokers) on the chosen Reward Chart.
Phase 5: Purchase Bounties
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.
•Each player may purchase one Bounty for 4 Script.
•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 (pg. 20).
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.
•If you Cheat to an Injury result which must be reflipped, then reflip as usual.
•When a model suffers an Injury, attach the appropriate Injury Upgrade permanently.
•If a model flips an Injury result which it already has, do not apply the result again.
•Injuries do not count against the maximum number of Upgrades
•Injuries may not be removed by Actions or Abilities unless they specifically reference Injuries.
•If a models injuries exceed the maximum allowed injuries for its station is it Annihilated.