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Neverland April Malifaux Tournament - Information and Rules

Basics:

Tournament Location:
Neverland Games
4 E Main St.
Waynesboro, PA 17268
(717)655-5347

Registration: Payment will be accepted on the day of the tournament in store
Registration Fee:
$10
Tournament Date: April 3rd, 2011
Tournament Time:
1PM
Tournament Size: Rounds will be played with 35ss crews. Players will bring up to 4 lists
(same faction not required), each list must be used once before any list may be reused
Appearance Standard: All models are encouraged to be painted. At minimum, all
models should have 2 colors (ask about painting coupons when you buy a model at
Neverland Games)
Strategy Selection:
Round 1:
Random Core Strategy Tournament
The players flip for their Strategies from the Core Strategies Chart on p. 68 of the Rules Manual. If both
players flip the same Core Strategy, they used the Shared version of that Strategy.
Round 2:
Random Core Shared Strategy Tournament
One player per table flips for the Strategy from the Core Strategies Chart on p. 68 of the Rules Manual.
The players then use the Shared version of that Strategy.
Round 3:
Random Expanded Strategy Tournament
The players flip for their Strategies from the Expanded Strategies Chart on p. 69 of the Rules Manual. If
both players flip the same Expanded Strategy, they used the Shared version of that Strategy.
Round 4:
Random Expanded Shared Strategy Tournament
One player per table flips for the Strategy from the Expanded Strategies Chart on p. 69 of the Rules
Manual. The players then use the Shared version of that Strategy.

Proxy Rule: Proxies (substitute models) are allowed for currently available models only,
proxies must be on the correct base and it must be made clear to your opponent what
model the proxy represents, in addition to following the appearance standard.
Prize Ruling:
- Prizes will be awarded for
o 1st place – 3rd place
o Sportsmanship
o Players Choice

MALIFAUX 2011 GAINING GROUND
ORGANIZED PLAY DOCUMENT
The Gaining Ground tournament document contains the tournament formats for Malifaux players seeking a
competitive play environment, where they can unleash all manner of evil on their competition without having to
hold back! There are 3 different tournament formats presented in this document for use in tournaments.
The Tournament Organizer
The Tournament Organizer, or TO, is the sole authority at Malifaux tournaments. TOs are expected to be fair and
equitable in their adjudication of any debates or rules questions. Regardless of the outcome, a TO’s ruling/decision
is final. Players are encouraged to work out simple rules debates or discussions themselves as the round clock does
not stop while the TO answers any questions.
Sportsmanship
The objective of any tournament is for everyone to have a good time. As such, players are expected to behave in a
civil and respectful manner to one another at all times. Players should provide any legitimate information their
opponents ask for during an Encounter, play their activations in a timely manner, allow opponents to cut their
Decks, and generally treat each opponent as they themselves would like to be treated during the tournament.
The Warning System
Players are given a single warning when their behavior toward other players or the TO is considered unacceptable.
If the behavior persists, and the TO determines the player to be a disruption to the tournament, it is within the
TO’s authority to disqualify the player from the tournament. Don’t be that player.
Cheating
There is a zero tolerance for cheating (other than Cheating Fate, which is, of course, completely acceptable).
Players caught cheating by the TO will be immediately disqualified from the tournament.
Player Responsibility
Players are responsible for bringing their own:
• Crew models
• Rulebooks and stat cards
• Fate Deck
• Measuring tape
• Counters/markers/tokens
Tournament Rules
Number of Rounds
The number of rounds in each tournament is dependent on the number of players who attend it. The TO can
establish a set number of rounds if he or she chooses to do so due to time constraints or other reasons, but these
are the suggested number of rounds:
4-15 Attendees: 3 Round Tournament
16-32 Attendees: 4 Round Tournament
33+ Attendees: 5 Round Tournament
Round Time Limit
The amount of time provided for each round is based on the Soulstone Size of the Encounter being played (see
below). There is a 10 minute setup period during which players go through the Encounter Setup with their
opponents, such as determining Strategies, Schemes, and Hiring their Crews. This is already present in the amount
of time provided for each round. Start the round timer once all players are at their assigned tables.
Scraps (including Setup)
20 – 29 Soulstones: 70 minute Rounds
30 – 39 Soulstones: 85 minute Rounds
40 – 55 Soulstones: 105 minute Rounds
Brawls (including Setup)
30 – 39 Soulstones: 100 minute Rounds
40 – 54 Soulstones: 120 minute Rounds
55 – 80 Soulstones: 145 minute Rounds
At the end of the allotted time, the TO calls “Last Turn”. This means that the players finish the current turn they
are on, and then count their VPs.
Deployment Type
Gaining Ground Tournaments only use Standard Deployment for tournament games.
Strategy Selection
The manner in which Strategies are selected each round may vary depending on the TO’s preferences. The TO can
either establish which Strategies are to be used each round, or if the players flip for their Strategies each round.
The TO should use one of the following options when running a tournament and the choice should be announced
to the players before the tournament:
Random Core Strategy Tournament
The players flip for their Strategies from the Core Strategies Chart on p. 10 of this packet. If both players
flip the same Core Strategy, they used the Shared version of that Strategy.
Random Core Shared Strategy Tournament
One player per table flips for the Strategy from the Core Strategies Chart on p. 10 of this packet. The
players then use the Shared version of that Strategy.
Random Expanded Strategy Tournament
The players flip for their Strategies from the Expanded Strategies Chart on p. 69 of the Rules Manual. If
both players flip the same Expanded Strategy, they used the Shared version of that Strategy.
Random Expanded Shared Strategy Tournament
One player per table flips for the Strategy from the Expanded Strategies Chart on p. 69 of the Rules
Manual. The players then use the Shared version of that Strategy.
Fixed Shared Strategy Tournament
Each round, the TO announces the Shared Strategy to be used by the players. The TO picks a different
Shared Strategy each round. These can be Core or Expanded, and the TO uses the Rules Manual to
announce them.
Crew Construction
Since Malifaux is a game in which players have lots of options, we want to encourage players to use these options
that they have available to them. The TO can establish which of the following Crew Construction methods he or
she wants to use for each tournament:
Open Faction
A player picks a faction he or she wishes to use each round, and then follows the Hiring restrictions as
normal. This is done following the normal Encounter Setup Sequence.
Single Faction
At the start of the Tournament, the player will sign up with a specific faction and follows the Hiring
restrictions for that faction as normal in each round.
Limited Faction Pool [Requires Single Faction]
At the start of the Tournament, the player will sign up with a specific faction and provides a list of models
that are worth 20 SS more than the Soulstone Size of the Encounter. Masters do not have to be present in
the Crew, but Totems and Henchmen do if they are to be hired over the course of the tournament. At the
start of each round, the players will use that model list to hire their Crew for the Encounter. Models that
are out of faction that can be hired by masters in your faction cost as much as they would for that master
to hire them. For example, an Arcanist player can put a Shikome in his list for 8 Soulstones if he wishes to
hire one with Marcus. Mercenaries will always cost extra Soulstones, even if some masters can hire them
at a cheaper rate. For example, Jack Daw will cost 10 Soulstones for a Resurrectionist player, even though
Nicodem and Kirai can hire him at 9 Soulstones.
Fixed Crews [Open OR Single Faction]
At the start of the Tournament, the player will sign up with a number of pre-made Crews as established by
the TO. Each Crew has to be led by a different leader. A Crew cannot be used a second time until all other
Crews have been used at least once.
Remember, the TOs goal is to ensure that all the players are having fun. Make sure to take all the players into
consideration when establishing the type of tournament being played.
Scheme Usage
Each round, the player has the option to use Schemes to help achieve Victory. Each player can choose from the
General Schemes, Faction Specific Schemes, and Master Specific Schemes as long as the choice is valid based on
the Strategy and the Crew being used. Refer to p. 14 of this packet for a list of the Schemes, and refer to p. 100 of
the Rules Manual for all the Schemes.
Schemes are considered unique in a Gaining Ground Tournament. This means that each player can select each
Scheme only once during the tournament. This overrides any rule the Scheme has about being selected more than
once [such as Assassinate or Bodyguard]. Players are responsible for accurately listing their Schemes on their score
sheets at the end of each Encounter.
Encounter Location Special Features
The TO has the option to establish Special Events and Special Terrain for the tournament. There are charts that the
players can use for Special Events or Terrain on p. 16. Use the Outdoor Chart if the terrain represents the outdoors,
and use the Indoor Chart if the game is indoors. One player per table flips on the appropriate chart to determine
which Special Event or Terrain that Encounter will involve.
Terrain Setup
The preferred amount of terrain on each table per Encounter would be 18-21 pieces. These do not have to be large
pieces of terrain. Some TOs might not have access to as much terrain as needed; however, each table is required
to have a minimum of 12 pieces of terrain. Each half of the table should have at least 4 pieces completely within it
– 4 on Player A’s half, and 4 on Player B’s half. Be fair with the Terrain placement, as players may not move the
terrain once it has been set by the TO. If the players have a Strategy which requires terrain adjustment, the TO has
to be present for that adjustment.

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