recursal/Fanatic-Fandom huggingface dataset:
Parker Barrows

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Tactics

###

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Zipp

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Tactics

###

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Don't hug me I'm scared

Don't hug me I'm scared is a currently ongoing series of Youtube videos about 3 puppets, a red guy, a yellow guy, and a green guy, each video a character comes and teaches them about "4 new important subjects" by singing, at first the videos may seem like a normal show for kids, but it suddenly becomes disturbing and much more scary, to the point of including blood and internal organs, currently there are 4 videos.

## Don't Hug Me I'm Scared #1 - Creativity

The video starts of with a view of a kitchen, 3 people, yellow guy, red guy, and green guy, are sitting at the table in the kitchen, when suddenly a notepad opens up, comes to life and tells them "Whats your favorite idea? Mine is being creative!" Yellow guy asks how he gets that idea, and the notepad responds with "I just try to think creatively!" The video then shows the notepad asking them what they see when they look at the orange in the fruit bowl, to which green guy responds "It's just a boring old orange!", the notepad then responds by telling him that he sees "a silly face, walking around, smiling at me!", later, the notepad tells them that he uses his hair to express himself, and red guy tells him that it "sounds pretty boring", notepad than repeats what he said earlier. The video then shows a view of the clouds outside the window, with the notepad and all 3 characters standing around, looking at the clouds, after a bit, the characters then exclaim that they are starting to see shapes inside of the clouds, including "A man with a baseball bat", "A frog", "A hat" and much more. Yellow guy starts painting a picture of a clown, though the notepad tells him to slow down, and proceeds to splash ink all over his painting, Notepad tells them another hint at being creative, and orders them to collect some leaves and stick, than spell out their favorite color using those leaves and sticks, Red guy spells out blue, Green guy spells out red, and yellow guy spells out green, though the notepad tells him that "Green is not a creative color" The notepad tells them that the last thing they need to know about being creative is listening to their heart, listening to the rain, and listening to the voices in their brain. All of the puppets begin to start to "Get creative", the kitchen around them suddenly starts to change, yellow guys' hair grows longer and green guy's head grows larger, red guy starts covering a heart in glitter, yellow guy is making a mess, as the table suddenly vanishes and they jump around, the weather changes from calm and sunny to stormy and chaotic, the puppets start screaming as they pull a slice of cake out of a cake which contains internal organs and other various body parts, green guy spells out "Death" using magnets from their fridge, a mouse that has been skinned alive crawls into its mouse hole, the screaming suddenly stops and everything turns back to normal, the notepad then tells them to agree to never be creative again, and turns back into a normal notepad.
Hamelin

## Strategies

* Turf War
* Reckoning
* Reconniter
* Squatter's Rights
* Stake a Claim

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Sloth

## Playstyle

Sloth is the anti-scheming tank of the Gremlins, the Crossroad's Seven, Jack Daw, and anyone willing to hire the mercenary. His role is to get into combat with his foes and suck up the damage that would be directed at his crew. As such he is a glutton for both punishment and in devouring schemes.

## Tactics

Gluttony's goal should be to get into the thick of combat as soon as possible where **Come On In My Kitchen** forces enemies to give up either:

* 1-AP to perform a (1) Interact Action
* 1-AP to attempt to disengage from Gluttony
* -1 card (discarded)
* -2 Wd's from being unable (or choosing to not) do any of the above

## Strategies

* Turf War
* Reckoning
* Reconniter
* Squatter's Rights
* Stake a Claim

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Rule 34

Rule 34 is the rule of the internet that if it exists, there is porn about it

A common example of rule 34 is the Five nights at freddy's series because for some reason people think that dead children dressed up in creepy animal costumes are sexy.

Many people find rule 34 disgusting, this is because some of the most random things in the world have ruel 34, even sesame street has rule 34 of it.

## Are there any exceptions?

Yes. Real people are the exception to this rule. Also, things have been recently created or not well known are also a temporary exception to the rule. Rule 35 is "If there is no porn of it, there WILL be."
Leviticus

## Strategies

* Turf War
* Reckoning
* Reconniter
* Squatter's Rights
* Stake a Claim

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Heimat - Die Lage des Stammes

## Die Lage

Der Stamm der Eh stammt aus dem südlichen Thanalan und lebt in den Ruinen vom Tempel von Quarn. Von außen mögen die Ruinen unbewohnt und leer von Leben wirken, doch huschen die Stammesmitglieder geschickt wachend durch die Steinmauern und den unterirdischen Gängen, die den Tempel verbinden. Nur die angesehensten Mitglieder des Stammes betreten das tiefe Innere des Tempels.

Oberirdisch gibt es etwas abseits von den Ruinen ein kleines Dorf, in dem die Stammesmitglieder leben und Handel betreiben. Das Dorf ist über Gänge mit den Tempelruinen verbunden. Dennoch findet das wahre Leben meist innerhalb der äußeren Ruinengänge statt.

Umgeben von einem friedlichen Stamm der Amaljaa wehren sie sich gemeinsam gegen ihre Feinde... und auch die "zivilisierte Außenwelt"...
Wong

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Francois LaCroix

Playstyle

## Strategies

* Turf War
* Reckoning
* Reconniter
* Squatter's Rights
* Stake a Claim

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Guild Leaders

## Masters

### Charles Hoffman

**The Mechanic** - This Naturally gifted man gained magnetic powers when he crossed the Breach; and now uses them to lead and support his mechanised crew.

* **Totem**:
* **Henchmen**:
* **Enforcers**:
* **Minions**:

### Dr Douglass McMourning

**The Surgeon** -

* **Totem**:
* **Henchmen**:
* **Enforcers**:
* **Minions**:

### Lady Justice

**The Sword Master** - Head of the Deathmarshalls in their ongoing mission to end the Ressurectionist threat. Despite being blind, Lady Justice is one of the deadliest swordfighters in all of Malifaux.

* **Totem**:
* **Henchmen**: The Judge,
* **Enforcers**: Deathmarshal Recruiter,
* **Minions**: Deathmarshal,

### Lucius Gustavius FitzWilliam Mattheson

**The Bureaucrat** - The Liar speaks with the authority of the Governor; yet

* **Totem**:
* **Henchmen**:
* **Enforcers**:
* **Minions**:

### Lucas McCabe

**The Treasure Hunter** - The Raider seeks forbidden treasures under the employment of Lucius Matterson (though secretly delivers the greatest prizes to his true employers - the **Ten Thunders**). In combat he rides directly into conflict armed with his collected treasures, before leaping from the saddle and ending his foes on foot.

* **Totem**: Luna
* **Henchmen**: Captain Dashel, Master Queeg, Sidar Alchibald,
* **Enforcers**: Guard Sergeant,
* **Minions**: Guild Austringer, Guild Guard, Guild Hound, Guild Pathfinder, Guild Rifleman, Warden, Wastrels,

### Nellie Cochrane

**The Reporter** -

* **Totem**: Printing Press
* **Henchmen**: Allison Dade, Phiona Gage,
* **Enforcers**:
* **Minions**: Field Reporter,

### Perdita Ortega

**The Gunslinger** - A young girl barely out of her teens yet even before the event she was recognized as the leader of her family of Neverborn Bounty Hunters and infamous for her gift to see beyond the disguises of the skin-shifters and end them with a peacekeeper round from a quick-draw. Few can match the gun-slinging skill of Perdita Ortega.

* **Totem**: Enslaved Nephilim
* **Henchmen**:
* **Enforcers**:
* **Minions**:

### Sonnia Criid

**The Witch Hunter** - The Inferno leads the Guild's Witch Hunter division - seeking any unsanctioned magic user and either incinerating them or converting them into loyal followers. Her own use of magic to achieve this is simply a means to an end. Afterall, what better way to fight fire than with fire?

* **Totem**:
* **Henchmen**: Dr. Stanley Grimwell,
* **Enforcers**: Nurse Heartsbane,
* **Minions**: Orderly, Witchling Stalker, Witchling Thrall,

## Henchmen

### Dr. Stanley Grimwell

* **Enforcers**:
* **Minions**:
* **Mercenaries**:

### Captain Dashel

* **Enforcers**:
* **Minions**:
* **Mercenaries**:

### Master Queeg

* **Enforcers**:
* **Minions**:
* **Mercenaries**:

### Sidar Alchibald

* **Enforcers**:
* **Minions**:
* **Mercenaries**:
Reva Cortinas

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Tactics

###

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Ophelia

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Nicodem

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Rasputina

## Strategies

* Turf War
* Reckoning
* Reconniter
* Squatter's Rights
* Stake a Claim

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Ten Thunders Minions

Ototo

Kang

Yamaziko

Sensai Yu

Kamaitachi

* Dawn Serpent
* Fuhatsu
* Fermented River Monk
* Katanaka Sniper
* Komainu
* Monk of High River - devoted martial masters whose palm strikes ignite their foes
* Monk of Low River -
* Orian -
* Ten Thunders Brother -
* Thunders Archer -
* The Lone Swordsman - an impressive Ronnin who strides into enemy gunfire, ignoring fear, and willing to bet his own life to end his chosen target
* Samurai - a trio of armor clad warriors, each armed with a Katana, Gattling Gun, and the blessing of the divine
* Shadow Effigy
* Tengu
Mah Tucket

Second Role
 Complexity
 Cost/ Cache
 Offense
 Support
 Survival

 Playstyle

## Crew Synergy

Totems

Henchmen

Enforcers

Minions

## Schemes

### Line in the Sand

* **Line in the Sand** - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Common Schemes

* **Assassinate** - gain 2 VP if the enemy leader is killed/ sacrificed
* **Breakthrough** - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone
* **Protect Territory** - gain 1 VP for each Scheme within 6" of its deployment zone
* **Bodyguard** - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end
* **Distract** - can use non-Peons to distract targets. Gain 1 VP every turn at least two enemies are Distracted

### Uncommon Schemes

* **Cursed Object** - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn
* **Outflank** - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the board edge.
* **Plant Evidence** - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain
* **Vendetta** - gain 1 VP if your chosen model makes it first attack against a targeted enemy model
* **Plant Explosives** - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers
* **Take Prisoner** - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game
* **Make Them Suffer** - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon
* **Frame for Murder** - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman
* **Power Ritual** - gain 1 VP for each table that has a friendly Scheme within 6" of it
* **Entourage** - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)
* **Deliver a Message** - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP
* **Murder Protege** - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends
* **Spring the Trap** - once per game earn 1 VP for every Scheme within 4" of the enemy leader
Wyrd Tactics Wiki

## Welcome to the Wyrd Tactics

Welcome to Wyrd Tactics, a wiki designed to offer concise information on Malifaux 3rd Edition - offering tips on how certain figures are used, advice on what upgrades to take for certain situations, crew building, and even means to effectively counter enemies.

The goal of each page is to offer brief information and not flood you with needless details - giving you ideas quick and easy since there is SOO much to explore in this game with 64 Masters alone creating different playstyles to the game (and that in turn doesn't include the mass multitude of minions they can choose to build their crews - nor the options of having your crews lead by Henchmen).
Outcastes Leaders

## Leaders

### Jack Daw

**The Ghost** leads a crew of tormented souls - living or deceased - to seeks and slay those who escaped persecution.

* **Totem**: Lady Ligeia,
* **Henchmen**: Montresor, Wrath,
* **Enforcers**: Envy, Gluttony, Greed, Jaakuna Ubume, Lust, Papa Loco, Pride, Sloth,
* **Minions**: Crooked Man, The Drowned, The Guilty, The Hanged, Nurse,
* **Mercenaries**:

### Hamelin

**The Piper** was once a rat-catcher before he and his dog fell victims to the tyrant Plague. Now his body serves as a host to summon endless hordes of rats to consume their foes in a hungry frenzy of fur, yellow teeth, and disease.

* **Totem**: The Stolen,
* **Henchmen**: Nix,
* **Enforcers**:
* **Minions**: Malifaux Rat, Obedient Wretch, Rat Catcher, Rat King,

### Leviticus

**The Cancer** uses his ancient magic to converts his foes into hybrids of metal and rotten flesh, and to consistently cheat his own death - making it incredibly difficult to end his presence.

* **Totem**: Hollow Waif,
* **Henchmen**: Rusty Alyce,
* **Enforcers**: Ashes and Dust, Desolation Engine,
* **Minions**: Abomination,

### Misaki

**The Warrior** was the first to begin the Malifaux infiltration and has since been assigned to organize the **Ten Thunders** on this side of the breach. She maintains her guise well and many consider her a mere **Outcaste** who wields her Bisento while leading her crew of ninja.

* **Totem**: Shang,
* **Henchmen**:
* **Enforcers**:
* **Minions**:
* **Mercenaries**:
* **Infiltrate**: Orian, Ototo, Torakage, Yamaziko,

### Tara

**The Banisher** is a clearly undead woman (as seen by the fist sized hole in her chest) who dismisses her enemies to space between worlds where entropy destroys them.

* **Totem**: Karina,
* **Henchmen**:
* **Enforcers**: The Nothing Beast,
* **Minions**: Void Wretch,

### Viktoria of Ashes

**The Twins** (a mortal woman and her perfect Neverborn copy) wander Malifaux together, collecting bounties and ending lives at the end of their blades.

* **Totem**: Student of Conflict,
* **Henchmen**: Viktoria of Blood,
* **Enforcers**: Vanessa,
* **Minions**: Ronin,

### Von Schill

**The Vetern** - Avatar of Conflict, the Wounded Soldier

* **Totem**: Steam Trunk,
* **Henchmen**: Hannah,
* **Enforcers**: Freikorps Librarian, Freikorps Specialist, Freikorps Trapper, Lazarus, Strong Arm Suit,
* **Minions**: Freikorpsmann,
* **Mercenaries**: Anna Lovelace,

## Henchmen

Aionus

* **Enforcers**:
* **Minions**:
* **Mercenaries**:

Hannah

* **Enforcers**:
* **Minions**:
* **Mercenaries**:

Montresor

* **Enforcers**:
* **Minions**:
* **Mercenaries**:

Rusty Alyce

* **Enforcers**:
* **Minions**:
* **Mercenaries**:

Viktoria of Blood

* **Enforcers**:
* **Minions**:
* **Mercenaries**:
Choosing your Crew

One of the hardest things to do when starting Malifaux is to figure out who you want to begin with. With 38 unique Masters, and unique 49 Henchmen (minor Leaders) there is a lot to choose from, but things can get easy if you keep things simple.

## Choose your Faction

First you need to choose your faction and stick with it. This is important since you declare your faction at the start of any game, but not your leader or crew. Thus while your opponent will know which force you'll be using, they won't know what Master, Henchmen or minions you'll bring until you simultaneously reveal your forces.

Each faction leans towards a certain playstyle with supportive themes.

### The Arcanists

The forces are almost an even share of living and constructs; indeed they have the most constructs of any faction. Additionally they have the least number of non-creatures (second to the Gremlins who have none) meaning that the death of any of their members will result in the field being littered with corpses of scrap.

### The Gremlins

The Glass-Cannon Swarm. A reckless group who use their own health as a resource to deal incredible amounts of damage. Their forces are inevitably made up of living creatures, and are the only faction that (currently) has no non-creatures.

### The Guild

The Military Arm. A fairly straight forward faction who uses predominantely conventional tactics, while still having an arsenal of surprises. Their forces are predominantely Living, though these brave soldiers are often supported by Constructs (indeed, they are second only to the Aracanists in their construct choices).

### The Neverborn

The Glass-Blades utilize unconventional tactics to deal with their enemies - relying on guerrilla warfare, unique powers and tricks, and intelligent use of terrain to compensate for their lack of durability and means to re-enforce their losses from summoning.

Their forces are often living creatures (second only to the Gremlin's in Living troops), though they also have the highest number of non-creatures which supports their 'anti-summoner' theme (supported further by having no undead forces).

### The Outcastes

The 'Factionless'. While there is some degree of synergy in crew sharing, each Outcastes Master leads what could almost be considered a 'micro-faction'.

### The Ressurectionists

The Undead tanks. Their crews possess the least amount of Living, and approximately 70% of their forces are Undead. Almost each of their Masters is a summoner with a high survival rate (due to the fact that, should they fall, their crew often crumbles soon afterwards).
Colladi

## Strategies

* Turf War
* Reckoning
* Reconniter
* Squatter's Rights
* Stake a Claim

## Schemes

### Line in the Sand

Line in the Sand - earn 2VP if crew has 4+ Scheme markers on the Centerline at the game's end (3 if revealed)

### Preferred Schemes

Common Schemes

Distract - can use non-Peons to distract targets. Gain 1 VP every turn at least 2 enemies are Distracted

Breakthrough - gain 1 VP for each Scheme within 6" of the enemy Deployment Zone

Assassinate - gain 2 VP if the enemy leader is killed/ sacrificed

Protect Territory - gain 1 VP for each Scheme within 6" of its deployment zone

###

Bodyguard - gain 1 VP if your Henchman/ Enforcer is alive on Turn 4+ and 1 VP if they have 50+% Wds at game's end

Cursed Object - gain 1 VP if you removed Cursed Object condition from an enemy model at the end of a turn

Outflank - gain 1 VP at the end of the game if you have a non-peon on the centerline within 3" of the boad edge.

Plant Evidence - gain 1 VP for each scheme marker that is within the Enemy half of the table and adjacent to a piece of terrain

Entourage - gain 1 VP if your chosen Master/ Henchman is in the Enemy half of the table (2 VP if they are in the enemy deployment zone)

Vendetta - gain 1 VP if your chosen model makes it first attack against a targeted enemy model

Plant Explosives - once per game earn 1 VP for each enemy within 3" of at least one of your Scheme markers

Make Them Suffer - at the end of each turn after turn one, gain 1 VP if your Henchman or Master killed a least one enemy Minion/ Peon

Deliver a Message - your non-leader/peons can make a (2) interact when engaged with the enemy Leader to earn 2 VP

Take Prisoner - gain 2 VP if you have a non-peon model engaged with a model in the opponent's crew at the end of the game

Spring the Trap - once per game earn 1 VP for every Scheme within 4" of the enemy leader

Murder Protege - earn 2 VP if the highest cost enemy model is killed/ sacrificed before the game ends

Frame for Murder - gain 1 VP if your chosen non-peon model is killed by the enemy, or 2 VP if killed by the enemy Master/ Henchman

Power Ritual - gain 1 VP for each Scheme within 6" of a table corner
Neverborn

*The Natives of Malifaux do not meet the human incursion lightly. While they were able to close the Breach once before, it was when the invaders came expecting no resistance. Now confronted with a swarming wave of military force, these Shapeshifters are forced to play a war or attrition - using their ability to change shape to walk among these greedy creatures and strike where able before dissolving back into the shadows.*

## Themes

The Neverborn are essentially monsters. Their culture is a savage one of sacrifice and blood rituals, forgoing technology in place of advanced use of magic. Their forces are creatures of nightmares - from acid-blooded Nephilim, to shape-shifting Mimics and Woes.

They are not evil per-say. Their ways are different to current human society but would have likely been respected by societies such as the Aztecs. They are defending their lands, their people, and their culture and are naturally aggressive to this disrespectful invaders who are destroying their homes in their greedy conquest to harvest soulstones and raid tomes for treasures and relics.

They once gave mankind a message when they first came - a corpse with the word "ours" carved into it, thrown Earthside just prior the close of the breach - and had hoped it would be enough. It was not, and so their hand has been forced.

Blood will be spilled.

## Playstyle

The Neverborn are inevitable the 'glass dagger' faction. While swift, evasive, and capable of dealing impressive damage, they are limited by their fragile bodies, low numbers, and a notable lack of summoning to re-enforce their losses.

To compensate, they fight with cunning and guile, using illusions and ambushes to even the field - unable to afford to merely charge their foes with a direct confrontation. If they can cause enough injury while minimizing their losses, they can control the field - making this appealing to players who idolize tactical plays and unconventional tactics.

## Forces

The Neverborn are predominantly a living force who are on par with the Outcastes when it comes to non-creatures. This allows them to often ignore Horror duels and leave little for summoners to use