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Through the Breach RPG - Penny Dreadful One Shot - Bad Moon Rising
by Chris C. [Verified Purchaser] Date Added: 04/12/2016 15:45:44

Very combat heavy but very enjoyable. Having a group of mercs throughout helps a lot if you are not combat heavy. And a few good surprises for the players. Nice easy way to get into the game.



Rating:
[4 of 5 Stars!]
Through the Breach RPG - Penny Dreadful One Shot - Bad Moon Rising
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Malifaux - Crossroads Expansion - 2E
by Joshua R. [Verified Purchaser] Date Added: 04/10/2016 23:48:27

I was a bit worried after reading the previous review but i took the risk anyway. As note the table of contents isn't linked but ive not had any problems running it on my ipad or computer. Does take a couple of seconds for a page to be "flattened" for printing whatever that means...



Rating:
[4 of 5 Stars!]
Malifaux - Crossroads Expansion - 2E
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Malifaux - Shifting Loyalties - 2E
by A customer [Verified Purchaser] Date Added: 03/04/2016 01:59:13

This one has all the same performance problems that the previous Malifaux digital rulebooks have (poorly optimized so it crushes your machine) but additionally, the text is messed up (light grey on tan background) in many places. There's a thread on the Wyrd games forums about this, but no indications in the last few months of them fixing the issue, so like the other Malifaux PDFs, it's really hard to recommend getting the digital edition as it's barely usable



Rating:
[1 of 5 Stars!]
Malifaux - Shifting Loyalties - 2E
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Malifaux - Crossroads Expansion - 2E
by A customer [Verified Purchaser] Date Added: 03/04/2016 01:49:14

It has the rules, but it doesn't have a linked table of contents which is unfortunate. Like the other Malifaux rulebooks, it utterly crushes just about any machine I try to open it with, and it's really set up for B&W printing. Overall it's hard to recommend getting this digital edition



Rating:
[2 of 5 Stars!]
Malifaux - Crossroads Expansion - 2E
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Malifaux - Core Rulebook - 2E
by A customer [Verified Purchaser] Date Added: 03/04/2016 01:44:51

Malifaux is a fantastic game, but however they've set this PDF up is terrible. The table of contents bookmarks are nice, but they're broken for the card reference sections (which is the section you'll likely want to reference the most over time). Additionally, and more importantly, however the art assets are set up it crushes just about any machine I try to read it on, which makes it really hard to use (you can probably forget about using it on a tablet).
I'd really recommend getting a paper copy instead until they find a way to fix the PDF



Rating:
[2 of 5 Stars!]
Malifaux - Core Rulebook - 2E
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Gaining Grounds 2016 Strategy and Scheme Deck
by Edward Q. [Verified Purchaser] Date Added: 02/01/2016 19:42:16

The card stock is a heavy stock. I ordered the deckbox also. The deckbox is for a full size deck, not a 24 card deck



Rating:
[3 of 5 Stars!]
Gaining Grounds 2016 Strategy and Scheme Deck
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Through the Breach RPG - Fatemasters Almanac (1st Edition)
by Adrian S. [Featured Reviewer] Date Added: 11/12/2015 17:55:06

After reading over the ‘Fated Almanac’ I was keen to see more of the world of Malifaux and the ‘Fatemasters Almanac’ does not disappoint. At a five-chapter, 226-page book, it makes not only effective use of space, but the overall layout and artwork choices make this a beautiful book to own. Having also now seen a physical copy at my FLGS, I’d say these are some of the smoother products on the market right now. I seriously thought about skimming the first chapter ‘Fatemastering’ so that I had an overall impression of the tone of gamesmastering that Wyrd prefers and instead found that it warrants close attention. I’d recommend this chapter as reading for any GM, as it goes much deeper than any other guide I’ve read to date, and incorporates a lot of current discussion into the chapter. Besides general advice on running and pacing the game, it delves into ‘Getting to Yes’ (the notion of ‘yes, but…’ to encourage player interaction and investment rather than a simple ‘no’ to player ideas), ‘Actions have Consequences’ (my favourite section in this chapter by far, and a subject that RPG books like this need to address), as well as running prologues and epilogues (these terms have specific meanings in ‘Into the Breach’, but should be adapted to other games). This sets high hopes for the rest of the book. ‘Secrets of Malifaux’ introduces the Fatemaster to the world in more depth and goes to great lengths to illustrate how daily life ‘works’ in the game. This can be used for set pieces, backdrops to scenes, or as plot hooks and encounters. As someone not terribly familiar with the miniatures game, I found this easy to understand (and in fact absolutely necessary) and could think of ideas immediately for fleshing out scenes and bringing the world to life. ‘The Lost City’ then deals with how to create stories in Malifaux. This deals with how to construct stories generally, but then adds in Malifaux-specific elements and how to make the games personally relevant to the characters. It offers many more opportunities than just ‘loot and pillage’ (although that is certainly possible) and plays back to the lessons from the first chapter to illustrate ideas. The leads of course into ‘Dramatic Encounters’ which gives a range of adversaries and allies, motivations, schemes, intrigue, and stat blocks. You’ll get a lot of ideas from this chapter and the anecdotal additions provide some in-game flavour for the factions. Lastly, the book gives you some ‘Advanced Pursuits’ and is mainly mechanical in nature, providing options for Death Marshalls, Freikorpsman, Steamfitter, Grave Servant, and Torakage. I haven’t played the game enough to meaningfully evaluate content from the perspective of rules, but these are options readily identifiable to those who have played the miniatures game.

If you intend to run ‘Into the Breach’ this purchase is non-negotiable in my mind. It makes an excellent addition to the ‘Fated Almanac’ and manages to deliver an incredibly practical tome that will serve any Fatemaster well. The ideas alone are well-worth the purchase, and I especially appreciated that the authors do not assume the reader is familiar with (or has played) the miniatures game. This was a particularly valuable design decision as it means the world can be enjoyed by those who have no interest in miniatures, whilst also offering an enhanced appreciation of the world for those who do.

I will continue to have a high interest in pursuing this game and further offerings from Wyrd. The high expectations and hopes after reading the first chapter were certainly met.



Rating:
[4 of 5 Stars!]
Through the Breach RPG - Fatemasters Almanac (1st Edition)
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Malifaux - RULES ONLY Handbook - 2E
by Duncan H. [Verified Purchaser] Date Added: 10/26/2015 19:55:35

This is an excellent rule-book. It could use a built in table of contents (maybe it has one my device isn't picking up), but overall it's easy to navigate, well organized, and well scaled for small screens. I'm using it on an iPod Touch and everything is easy to read. Additionally, the game is quite fun. I've only played a little so far, but it has very tight, competitive rules with scenario driven game-play.



Rating:
[5 of 5 Stars!]
Malifaux - RULES ONLY Handbook - 2E
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Malifaux - RULES ONLY Handbook - 2E
by Gerard g. [Verified Purchaser] Date Added: 09/05/2015 05:52:10

Excellent :d

Really enojy this game, and the free pdf makes it even easier to follow!



Rating:
[5 of 5 Stars!]
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Wyrd Chronicles - Ezine - Issue 19
by Kevin B. [Verified Purchaser] Date Added: 09/04/2015 19:04:35

The battle report seemed rather lacking, however the stories were great.



Rating:
[4 of 5 Stars!]
Wyrd Chronicles - Ezine - Issue 19
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Malifaux - RULES ONLY Handbook - 2E
by Adam H. [Verified Purchaser] Date Added: 09/04/2015 12:09:34

Second Edition Malifaux (M2E) is a fantastic set of rules. If you like skirmish games and want clean, solid, and easy to understand rules this is the ruleset for you. The book is laid out quite nicely with core rules up front and then how to play and setup a game.

It also has two sections, one for regular games and one for story encounter games. Both very informative. The PDF/Book has a nice Appendix and everything is really easy to find. Would highly recommend.



Rating:
[5 of 5 Stars!]
Malifaux - RULES ONLY Handbook - 2E
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Wyrd Chronicles - Ezine - Issue 19
by Alexander L. [Featured Reviewer] Date Added: 08/24/2015 06:34:46

Originally posted at: http://diehardgamefan.com/2015/08/24/tabletop-review-wyrd-chronicles-issue-19-malifaux-through-the-breach/

I’m extremely new to Malifaux. I’ve read through the Through the Breach RPG manuals and have even felt confident enough in the rules to review a Penny Dreadful adventure, but I’ve yet to play Malifaux. I have a few pieces, like the original Pigapult, three War Wabbits and Nicoderm, Avatar of Decay, but those were for painting, not for playing. However, with the upcoming release of the two player starter kit and a used copy of the 1.5 rulebook I found for five bucks at a used book store, I’ve decided to take the plunge. The same day that this issue of Wyrd Chronicles came out, a package from Wyrd arrived containing the Lucky Effigy and two Gremlins boxed sets – Explosive Solutions and The Bushwackers. I figured I might as well build a Gremlins team, since I already have four pieces for that crew. By the time this review goes live, I should also have a Colette boxed set (for the wife) and the Crossroads Seven (just to paint) arriving, so Wyrd has me set up for painting (if not playing) for a while. Hopefully I’ll get these done by the time my Starter Set finally arrives.

Anyway, let’s talk this issue of Wyrd Chronicles. Since GenCon and the decision to give Malfiaux a try, I’ve downloaded and read all previous eighteen issues of Wyrd Chronicles. It’s a fantastic free bi-monthly magazine where my only real complaint is that it is anything BUT newcomer friendly. There’s an assumption in each article that you know the rules inside and out and are a fanatic to the game, rather than interested in multiple miniatures games. I mean, I already play Batman, Robotech and Warhammer, so I always appreciate when something like White Dwarf goes out of its way to explain to readers rules, mechanics and the like. While Wyrd Chronicles left me more than a little cold in this respect, the size of each issue, plus the quality of the articles, more than makes up for my beginner based confusion. This latest issue, while not perfect, contains eight different articles guaranteed to entertain Wyrd Miniatures’ fanbase. The fact the magazine is free just makes things all the better.

The first article in this issue is “Why Won’t You Die?” It looks at strategies for dealing with extremely hard to kill pieces in Malifaux, but also points out that since miniatures games tend to focus on Victory Points instead of killing the other side, many times you don’t actually need to dispense your opponent’s night unkillable piece – you just need to avoid it or tie it up. It’s an excellent article that is a helpful read whether you’re a newcomer or veteran to Malifaux. In truth, the advice dispensed here can be applied to many miniatures games. Just switch out, say, Killjoy for Titan Bane or Ashes and Dust for The Green Knight. This article alone is worth picking the magazine up for, and since it is FREE, you have no excuse not to!

Next up is the first of two pieces of fiction. “High Stakes” is a story about a Gambler and a Doctor (actual a Resurrectionist who is essentially a Necromancer for those of you unaware of Wyrd’s vernacular). The two have had a mutual agreement going on, but on the night before the deal expires, one of the two has a change of heart and decides to up the ante in more ways than one. “High Stakes” may be short, but the story is a lot of fun and can easily be understood, even if you’ve never touched a Wyrd product before. The characters are well written and the situation is one that could happen in any Victorian fantasy setting. This was another highlight of the magazine, and it’s impressive to see such a strong start to a periodical.

The third article is “Off the Rails,” which is a Story Encounter for Malifaux. Each player picks their parts and away you go. The attacker has the job of trying to lay down rails while the defender has to disrupt the railroad in one of four randomized ways. In many ways, it is like any skirmish game objective, but the randomization for the defender/saboteur gives this a little more unpredictability and life than others. After all, even if you pick a great team for one of the possibilities, you may get one of the other three.

“Playing with Fire” is article four, and in many ways it is similar to the “Paint Splatter” articles you see in White Dwarf, but with more depth. The writing is weak, with grammatical errors littering this piece (for the love of God man, use a comma once in a while!). Since the article is a whopping ten pages, I found myself wishing that the text better matched the pictures that were here and that the author was better at conveying their amazing technical prowess to people less experienced with painting/moding miniatures. It would have been nice to get pictures of each layer/step instead of just a picture of the finale of each section. Showing the slow progression on each part would have been far more helpful. That said, I loved the finished project and was impressed by the author’s work. I especially liked how he named each paint and its brand so that people could purchase those colors as well if they want to emulate similar effects. So what’s here is a great idea for an article, but the manner in which it is presented really needs to be retooled.

“The Whispering Affair” is a short adventure for Through the Breach, the tabletop RPG parallel to Malifaux. In this adventure, the PCs (Fated, as they are known in the game) are hired by a doctor to retrieve his missing daughter and her nurse, both of whom have been kidnapped. By who/what he has no idea, and so it is up to the Fated to discover who is behind the abduction. It’s a cute, quick little adventure that Through the Breach players will enjoy. I always prefer a good detective piece to a hack and slash dungeon crawl.

“Misaki Vs. Molly” is a battle report. For those unaware of the terminology, it’s a narrative recounting a miniature game’s battle. In this case, since this is Wyrd’s house engine, it’s two Malifaux teams. It’s a well written piece until the end, where the Victory Points shown at the beginning of the turn stop adding up correctly, and somehow one of the players goes from losing 6-3 to winning 9-8 without any explanation of how in the text. It looks like this could have used better editing to ensure the narrative matched the actual VOP tallies, but it was a fun read and a great look at how the game played out.

The last article in the piece is “Ram in the Thicket,” which is the second fiction piece in the collection. Unfortunately, it’s not very good, and thus the magazine ends on a very weak note (compare that to how strong the magazine started off). It’s a very dull piece about one character taking revenge on another, when really, the character that you think is the protagonist is a manipulated patsy for someone else… who is being manipulated by still another character. It’s an easily skippable tale, and you won’t miss out by ending the magazine early.

Although the articles are done by this point, the magazine is not. There is a two page preview of Nythera, the new world wide event for both Malifaux and Through The Breach, and then three pages of con photos. Yay. Overall, Wyrd Chronicles, Issue #19 was pretty good. The first two articles were fantastic, the two adventures were well done and there was only one article (the second fiction piece) that I outright didn’t care for. Sure, the painting guide and the battle report were flawed, but they were still fun. So overall, the magazine was well worth picking up and reading, especially for the low, low price of zilch. Perhaps the most negative thing that I can say about the issue is that it will be a long two months until Issue #20.



Rating:
[4 of 5 Stars!]
Wyrd Chronicles - Ezine - Issue 19
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Malifaux - RULES ONLY Handbook - 2E
by Nathan H. [Verified Purchaser] Date Added: 08/14/2015 14:14:43

Excellent quick reference and a cost-effective way to learn the game



Rating:
[5 of 5 Stars!]
Malifaux - RULES ONLY Handbook - 2E
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Malifaux - Core Rulebook - 2E
by Drew B. [Verified Purchaser] Date Added: 07/24/2015 12:29:24

Great Book good quality Search feature works pretty well. Fairly easy to view on a Ipad when moving it into ibooks



Rating:
[5 of 5 Stars!]
Malifaux - Core Rulebook - 2E
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Through the Breach RPG - Fated Almanac (1st Edition)
by Adrian S. [Featured Reviewer] Date Added: 07/20/2015 04:56:58

‘Malifaux’ is a game setting that has intrigued me for a while and so I leapt at the chance to review the RPG. The miniatures line has been running for a few years and has a very distinct look in both the sculpts and the artwork (much of which has been transferred across to the RPG book). The ‘Fated Almanac’ is the players’ book for ‘Into the Breach’ and contains everything you need to build a character (referred to as a ‘Fated’). The setting is simply fantastic and it is clear that a lot of development has occurred to ensure a consistently themed and intriguing world. In short-form, the city of Malifaux was discovered on the other side of a breach (the same mentioned in the title of the book) as well as the mysterious substance known as ‘Soulstone’. Earth’s economies adjusted quickly to the new trade item and the city soon fell under the sway of rival factions, and fed by a broad array of folks wanting to find their fortune on this new frontier (or folks wanting to flee from whatever wrongdoing they had committed on the Earth-side of the Breach). The city of Malifaux has a strange feel – a slightly Western, steampunk, Victorian feel that mashes the genres in a pleasing fashion. Whilst some elements are reminiscent of Deadlands and even Mordheim (both feature similar motifs and supernatural stones – both Ghost Rock and Wyrdstone), Malifaux manages to evoke a separate tone.

The game system is card-based and whilst there are ‘official’ decks for the game, you do not need one to play. There are a couple of quick modifications that allow you to use a standard deck of cards. This in particular lowers the barrier to play given that everyone at the table will need a deck. Skills and Talents are used in conjunction with revealed cards (called a ‘Flip’) to beat a Target Number. Some abilities will allow you to Flip additional cards, and each player also has a hand (called a ‘Twist Deck’) that allows for card substitution if the card you Flip is too low. However, there is an element of resource management as the Twist Deck is finite. Overall, anyone familiar with Target Number-based systems, and the notion of mechanics to influence the outcome of a score will find the system easy to pick up.

You’ll also find an array of spells, equipment, and special items to either round out or enhance your character. As with the other aspects of the game, character creation is handled by the cards. You lay a ‘Tarot spread’ of cards and then consult the character tables for the results. This will give you your stats (which can be assigned) and other aspects of your character. A nice touch is the prophecy lines that accompany each result. You can take all of these and construct them into a stanza which actually has an impact on the game. The GM (referred to as the ‘Fate Master’) uses these prophecies to provide plot hooks and there are in-game benefits when they come up in an adventure. After trying the character creation rules a few times, I easily understood the system, and there is certainly enough flexibility built into the process so that no two characters will emerge the same.

Overall, this is a great book. It’s worth mentioning that you don’t need anything from the miniatures line to play the game, but you might like to purchase some of the minis for the table nonetheless. The game line has a distinct look and simply having the models on the table might be evocative. The book mentions quite a few of the named models and how they fit into the world, but there is no sense that these NPCs would overshadow the PCs – they are simply mentioned as a matter of course and then left alone.

For anyone who likes the genres I listed above, I’d say this is a must-have. You could learn the game very quickly, but it does strike me as one that would support a number of very different play experiences for a long-term campaign. I will also check out the ‘Fate Masters’ Almanac’ and review it soon, but obviously if you are to run this game you’ll need both books.



Rating:
[4 of 5 Stars!]
Through the Breach RPG - Fated Almanac (1st Edition)
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