Campaign Rules

Campaign Rules Summary

Start of a New “Week”

New Hires

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.

Leaders
•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.

Weekly Event
•Flip to determine the Weekly Event. If the same result as the previous week is flipped, reflip until a new result is obtained.
•A Crew may not earn more than 6 Scrip from a Weekly Event during a single game.

Neutral Models

Many Weekly Events use Neutral models which belong to neither player.
•They are considered to be enemies to all models
•They may not take Interact Actions
•They may not drop or place Markers of any kind
•They may not be buried or sacrificed and may only be killed by being reduced to 0 Wounds.
•They always make Disengaging Strikes against player-controlled models when they can.
•Neutral models which come into play at the end of a Turn and Activate at the end of the Turn will Activate the Turn they come in.
•When a Weekly Event calls for a Neutral model to Activate, follow these steps:

1. If the Neutral model does not have Range or LoS to any model controlled by either player with any of its Attack Actions, it takes a Walk Action which must end with the Neutral model as close as possible to the closest model controlled by either player.

2. If the model has Range and LoS with any Attack Action to a model controlled by either player, it immediately takes an Attack Action against the closest player controlled model. If multiple models are tied for closest, the First player chooses the target. If the Neutral model has multiple Attacks in range, the player who does not control the target model chooses the Attack Action.

3. If the Neutral model did not move in step 1, it will make a second Attack as in step 2. However, if the model moved in step 1, but did not make an Attack in step 2, it makes a second Walk Action as in step 1.
•When making a flip, it uses the deck belonging to the opposing Crew of the model it is Attacking or Defending against.
•They may not Cheat Fate or declare Triggers, but it receives + to all duels (not damage flips) and always chooses the highest card.
•If the Neutral model is Attacking and the highest card it flips is a Ram, then any resulting damage flip will gain +.
•If the Neutral model is Defending and the highest card it flips is a Crow, then any resulting damage flip against it suffers -.
•Player-controlled models which are killed or sacrificed by a Neutral model are automatically Finished Off (see pg. 13).
•Any player-controlled model in base contact with a Neutral model may make a (1) Interact Action targeting it to push it up to 6" in any direction.

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.

Declare Faction
•Each player must declare the faction they declared for the campaign.

Hiring Crews
•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.

Campaign Rating

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.

Soulstone Pool
•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.

Playing

A campaign game is played like a normal game with a few tweaks.

Finished Off
•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.

Strategic Withdrawal

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.

Annihilated
•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

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 16 script per week.

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.
◦Skills
•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.
◦Equipment
•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.

Campaign Rules

PFC Malifaux SL Campaign Q1 2016 rwzimmerman