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Malifaux 2E Reference Sheet v1.

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Turn Sequence (pg. 34)
Draw Phase: Shuffle Discard Piles into Deck, Discard Cards, Draw Cards & Meet Hand Size
Initiative Phase: Flip for Initiative, Use Soulstones, Determine first Player
Activation Phase: Players Take Turns Activating Models
End Phase: Upkeep, Earn Victory Points, Check for Encounter End

Activations (pg. 36)


1. Resolve activation Effects
2. Generate AP (3 AP for Masters, 2 AP for Everything Else
3. Take Actions
4. End Activation

AP
(2)

General Tactical Actions (pg. 39)


Description
Charge: Move up to Cg in straight line. Model makes two /// Attack Actions
against the target model. Each must have an AP cost of (1). Cannot declare this
action while engaged (pg.44).

Use Soulstone (pg. 28)


Simple Duel: Spend one soulstone for [+] to flip.
Attack Action: Spend on soulstone for [+] to flip.
Defending: Spend one Soulstone for [+] to Defense flip
and [-] to damage flip,
Add Suit: Spend one soulstone
to add a suit to your final duel
total.
Duel Sequence
1. Declare Soulstone Use

2. Flip Fate Card and Add Stat


3. Choose to Cheat Fate
(#)
Defensive Stance: This model may discard a card and gain the following condition 4. Declare One Trigger
until the start of its next activation a number of times equal to the AP spent on this
5. Determine Success
action: Defensive +1: This model gains [+] to all Df duels.
The Damage Flip (pg. 46)
(1)
Focus: The model gains the following condition until the end of Turn: Focused
+1: This model may remove this condition to gain a number of [+] to the Actions
Card
Damage
duel and damage flip equal to the value of the Focused Condition removed.
Black Joker
No Damage
(1)
Walk: This model moves up to its Wk.
1 to 5
Weak
Movement Terrain Conditions (pg. 42)
6 to 10
Moderate
Severe
Moving though costs double the distance moved.
11 to 13
Severe
Impassible
Models cannot enter impassible areas of terrain.
Red Joker
Severe + Weak
Climable

Models may move up and down terrain with this trait. Vertical movement
costs double the movement cost.

Falling

No damage if the fall was 2 or less, exceeding inflicts 1 damage per inch.

Type

Cover (pg. 40)


Description

Soft

[-] to the Attack flip of any (Sh) Attack Actions.

Hard

[-] to the Attack and Damage flip of any (Sh) Attack Actions.

Zero AP Actions (pg. 37)


A model may take only one of these free Actions per Turn.
Shooting Into Engagements (pg. 45)
Randomize every model engaged within 2 of the target. Lowest draw is the target of the
projectile Attack Action.

Disengaging (pg. 44)


Model performing a Wk Action away from an engaging model offers the attacking model a
free melee strike. If the Attack is successful it deals no damage and the target model may not
move, and loses the AP spent on its Wk. Action.

Ending the Encounter (pg. 74)


At the end of turn 5 flip a card. If the flipped card is 10+ continue the encounter. Increase
the value needed by 1 for every turn after turn 5.

Accuracy Modifier (pg. 46)


If result of Opposed Duel

Difference
Modifier
0 (Tied)
[-] [-]
1 to 5
[-]
6 to 10
None
11 to 13
[+]
Damage Prevention (pg. 46)
Masters and Henchmen Only, Cost is
one Soulstone, Cannot be Cheated

Card
Black Joker
1 to 5
6 to 10
11 to 13
Red Joker

Prevention
None
1
2
3
All Damage

Chain Activations (pg. 36)


Random Determination (pg. 29)

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