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Tactical Actions often require a player to flip a card, and must hit a specific value in order to activate. Seems straightforward enough, but the use of cards instead of dice allows for two twists that make action resolution in Malifaux far more strategic than it seems at first glance. At the start of each turn, players draw a control hand of six cards. This way, you can guarantee hits when you need them, or keep a model safe at all costs.

Some effects also allow a model to flip multiple cards and pick the best one—or alternatively, flip multiple cards and keep the worst one as a penalty. The other benefit to using cards instead of dice is the suits. Some of these triggers have minor effects, increasing the damage done or allowing the attack to reposition. Others have major, transformative effects that utterly change the nature of the ability. Each player has a cache of Soulstones which they can use during key flips to add the suit of their choice, ensuring that these essential triggers pop up when you need them.

It adds an entirely new angle of attack: many abilities draw cards, force your opponent to discard cards, or allow you to manipulate your deck. Other abilities require you to discard a card to activate them, creating tension: do you hold your cards to win key duels, or do you pitch them to use your strongest abilities?

And of course there are the jokers. The Red Joker represents salvation—when flipped, it has a value of 14 and the suit of your choice, and it prevents your opponent from cheating fate. The Black Joker, on the other hand, represents doom—it has a value of 0 and no suit, and once flipped it cannot be cheated away. These jokers create moments of sudden excitement during games, as any attack, no matter how overwhelming, has a chance of failure if a Joker appears. A game of Malifaux takes place over five turns, with alternating activations.

At the start of the each turn, the players flip a card to pick Initiative; the winner chooses who goes first, but after that the players trade off one model at a time.

Instead, each game has a Strategy—a shared mission both players are trying to accomplish—and a pool of Schemes. Schemes are secondary objectives of the sort used in many other games, but your schemes are secret. You and your opponent pick two each from a shared pool of 5 without revealing them. Players cannot score on the first turn, and each player can only score one point per turn from the Strategy and one point per game from each Schem. Even with a second Scheme point possible at the end of the game, there are only eight possible points per player per game.

Scores in Malifaux tend to be close, and ties are not uncommon. Malifaux is one of the easiest games to pick up and play—both because of the small crew sizes, and because the models are actually affordable. For example: Nekima, queen of the Nephilim, leads a crew of fanged and winged Neverborn horrors, while Lady Justice of the Death Marshals fights the wickedness of Resurrectionists by turning necromantic magic against its practitioners.

Malifaux models are made out of the same hard, detail-holding plastic that Warhammer models are made from, and so can be easily assembled using plastic glue—no more gluing your fingers to the table or each other. I hope you appreciated this introduction to the world of Malifaux. Customize your palace at will and give election speeches from your balcony, to win the favor of your subjects.

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