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Made in us
Fresh-Faced New User




Hello! I have been trying really hard to find a miniatures game for my wife and I to play. We are traditionally big board gamers. I play 40k occasionally (new to the game) and my wife is really interested in it, but between a newborn and working on her degree, its too much of a game for now. So I started on a quest to try and find something that would be a little simpler in play time as well as in time investment needed for learning the rules. She ruled out Planetfall and x-wing because she prefers "characters/people." Which left us with the possibility of Deadzone, Malifaux , WWX, Warmahordes, MERCS, and Infinity. WWX is off the list because we ended up missing the KS and that game is pretty expensive to get started with at retail prices. So although that was her favorite.... She will need to wait a few years till her masters program is over. That said, it has pretty much been narrowed down to DeadZone (late KS back so we get lots of goodies), Malifaux (which is the most interesting and terrain could be used for WWX years down the road), MERCs, or Infinity. I was hoping those who have experience with these games could lend some advice based on their experiences. Thank you!

So questions:

1. Which would you say is the easiest to learn and just have fun?. We understand there is going to be a certain amount of rules learning/learning curve for any game, but We cannot dedicate a ton of time to deciphering rule-books and would rather not spend the entire game flipping pages and reading).

2. Will 2 crews (picked purely on individual aesthetic preference) and a rule-book be enough to get into Malifaux (other than cards and a tape measure)?

3. Malifaux seems to have a lot of books...which ones do I need and why?

4. Any other advice, suggestions, or knowledge you would like to bestow?
   
Made in us
Using Object Source Lighting





Portland

1- Malifaux has a strong rulebook but is very unlike most other games- I'd recommend it but it does take a commitment.

2- mostly yes. There are a few counters (though not hard counters), but the biggest problem is a few summon-heavy crews won't play out of the gate that well, with undead having the most summoning

3- the core is the only essential one. there's one expansion for 2nd edition that has more stats and some scenarios, but I don't have it and have played a ton w/o a problem (though it of course helps to look at model options since it has their stat cards). The rest are all only good for fluff, which is above average though hardly essential.

4- playing and screwing up, or getting a demo, is the way to go. The rulebook isn't bad by any means, but it's pretty hard to get your head around how things actually work vs. how they look on paper


My painted armies (40k, WM/H, Malifaux, Infinity...) 
   
Made in us
Regular Dakkanaut




Orlando Florida

First off, welcome to the game!

As far as crews and factions go, each have their own merit and you can learn with all of them. For this I ask you, who is your favorite villain and why? There really are no good guys in Malifaux.

When you mention two crew boxes, are you referring to two crews per player, or total? Both are playable, but a single crew box will only give you about 30ss worth of models and the game is balanced for 50.

As far as books, pick up the second edition rulebook or rules manual depending on your budget. The full book will have some background and unit stats, but all the models come with stat cards.

www.angrymojogames.com

Budget terrain, accessories, and awesome 
   
Made in us
Fresh-Faced New User




Thanks for the awesome replies!


If you all have played Mercs, 40k, or Deadzone....by comparison how steep is the learning curve for this game? I think at this point I am just trying to find out what would be easier to learn, buy into, and just have a good time without being buried in rules between: Mercs, Malifaux , and Deadzone.

I know all games have a learning curve, but I would prefer a game that's easy to learn (few games and everything clicks so your not spending the entire game flipping in a book/cards trying to figure out rules or investing hours multiple times a week to get familiar with the rules between games), but hard to master. Would also love something that is complimentary (as much as its possible) to a busy couple with a newborn.

@AngryMojo I was thinking 1 crew for each of us (wife and I) and then perhaps multiple crews later depending on how much we like the game. There are actually a few crews I am interested in, not all in the same faction, but not sure if that matters or not.
   
Made in us
Potent Possessed Daemonvessel





1. Which would you say is the easiest to learn and just have fun?. We understand there is going to be a certain amount of rules learning/learning curve for any game, but We cannot dedicate a ton of time to deciphering rule-books and would rather not spend the entire game flipping pages and reading).
I have not played the other games mentioned. As for Malifaux the rulebook is good, though I at times find the index lacking, in addition each model has a card with its own rules. Which is good and bad. Good in that it is easy to find the rules for your model quickly. Bad in that models often have a number of rules to remember, which can be overwhelming for some at first

2. Will 2 crews (picked purely on individual aesthetic preference) and a rule-book be enough to get into Malifaux (other than cards and a tape measure)?

Yes and no. It kind of depends on the crew boxes selected as they are not balanced points cost wise against one another ranging from 10ish to almost 50ss. So if you pick 2 that are close (or can leave out a few things and still play ok) you can play a decent game, if not it will border on unplayable. If you are interested I would pick a points level you want to play (say 35 or 50) and then purchase models to fit that (could be 2 boxes, or 2 boxes and a few other models). I would avoid any summoning crews to start.

3. Malifaux seems to have a lot of books...which ones do I need and why?
Only the base rulebook, the others are supplemental and just have model rules (available as cards), and some additional scenarios.

4. Any other advice, suggestions, or knowledge you would like to bestow?

If possible I would see if you could find a local player to run you through a game, to get a feel for it.
   
Made in us
Using Object Source Lighting





Portland

Compared to 40k, much more complex and better/more clearly written, same goes for MYTH so I'm assuming mercs. IDK, been ages since learning 40k, but I'd say a lot more complex.

Re: multiple factions, there's a ton of faction overlap (pieces are called "dual faction", indicated as a gradient instead of color bar on their box art if browsing)- ten thunders has the most masters (and by extension themes), neverborn, guild, resurrectionists all have 3 and arcanists have the least. These are a good way to play 2 opposing factions that can overlap depending on who you take.


My painted armies (40k, WM/H, Malifaux, Infinity...) 
   
Made in us
Potent Possessed Daemonvessel





So compared to 40k it is both more and less complex. Each model does more, and abilites are more varied. That said there are far fewer keywords to memorize( most abilities on cards state exactly what they do) no unit types, damage works the same way for all units, no charts to memorize. Pretty much every effect is resolved in the same way: Flip card add relavant stat, compare to desired value (target number and/or oppoents card plus stat)
   
Made in us
Dakka Veteran





Bay Area, CA

I'd second that and maybe clarify that Malifaux is more complex than 40K, but easier to figure out. In addition to what everybody has said already, Malifaux's rules have the advantage of doing what is written. A simple reading will almost always lead you tot he right answer when you have a rules question (which, obviously, is not so true of certain other game systems).
   
Made in us
Fresh-Faced New User




So would you say the rules are pretty straight forward and relatively easy to pick up in comparison to 40k/infinity and the others mention above, but the complexity comes in because each model has many varied abilities.

In other words....Not complex in actually learning, but in order to be a good player and use your crew affectingly, it takes time, sort of like chess? Basically meaning the complexity is not because the rules are hard to learn, but because you have so many options and combinations at your disposal?

That said... How long is the average game and if you had to estimate how much longer learning games (with both players being new) would be?

   
Made in us
Regular Dakkanaut




Orlando Florida

The biggest hurdle in learning Malifaux is, imo, realizing how the game elements work together. Most games have one or two elements that the tactics are based off. Malifaux has six.

First you have the interactions of your special abilities. WarMachine players are very familiar with this, it's the main part of their game.
Second you have the scheme/strategy system. The scenario in Malifaux is king, and is unlike anything I've seen in another minis game. Yes, you can give your opponent VP by killing his dudes in some circumstances and win by being tabled.
Third you have that deck. The control hand and deck form some really interesting interactions when it comes to the game. Over the course of the game, you'll always flip average. You have agency over the randomization, luck has very little to do with this game, and the more experienced you get, the less chance comes into play. There's no such thing as a bad hand. Remember that.
Fourth you get the resource management aspect, with more resources than most games give you. You have soul stones, the cards in your hand, and AP (the most precious of all).
Fifth you have activation control. This doesn't mean having more models than your opponent, it's more being able to time your activations to control the tenor of the game.
Finally, all these elements come together to form a huge meta-game that just isn't present in other minis combat systems; psychology. I can't tell you how often I'll do a move just to put the fear of the undead into my opponent's mind. Psychology is a very powerful force in Malifaux, this is a game where knowing how to bluff and having a good poker face will do wonders for you.

www.angrymojogames.com

Budget terrain, accessories, and awesome 
   
Made in us
Screaming Shining Spear





Central Coast, California USA

Mojo your wall of text makes the game seem very intimidating, which it isn't.

Rhinosuar09 - Malifaux is in its version 2.0. To play you only need one book and comes in a mini (rules only format) for $15 USD. The bigger rulebook has character rules for about 50% of the range of models. This is not a big deal as all Malifaux 2.0 models come with rules cards. The 3rd Malifaux 2.0 book is called Crossroads and is more character rules and some additional game scenarios. Both of the Bigger books have extensive story fluff to help you get a feel for the world and it's major players.

I've played 40K for years and now Malifaux. Malifaux is easy to learn, difficult to master. There are a ton more mission scenarios compared to 40K and you don't have to declare to your opponent what scenarios you're running. This makes the replay value immense, even if you're playing with the same two armies 5 games in a row. Malifaux's victory system is weighted more towards completing these scenarios vs wiping your opponent out...but tabling your opponent is still loads of fun.

The minis are superb too. You may start with a skeleton crew, but you'll probably convince yourself that you need more and more and more.

Take a chance and spend $15 on the mini rulebook. I think you'll enjoy this game.

BTW there's a great Facebook page called A Wyrd Place dedicated to Malifaux. It's got 3200 users and is about 100 times more active than Dakka or even the company's (Wyrd Games) forum. All of your questions can be asked and answered. Check it out.


Automatically Appended Next Post:
Oh I didn't notice the wife part of your OP. Malifaux has a comparatively huge female player base because about half of the characters are female portrayed in a positive manner. Some of them even where clothes (kidding). Malifaux totes itself as "character driven" (good stories material for the major players) and that goes over really well with both genders of the player base.

This message was edited 1 time. Last update was at 2015/04/11 14:22:18


THE FUN HAS BEEN DOUBLED!!! 
   
Made in us
Using Object Source Lighting





Portland

Gotta say, while I think malifaux is a fantastic game (certainly my favorite tabletop), I do find it has a very steep initial learning curve, which I do think can be intimidating, esp. if all someone's played is simpler games (I also agree that WM/H is a good game to learn about special rules and interactions).

I can't recommend a better game if someone wants a deep skirmish game with a ton of replay value, but it certainly is a game that takes more brain power and focus than most games, and the OP asked about "the easiest to learn and just have fun," so, in response to that, I'd say malifaux doesn't even vaguely resemble a light weight game.


My painted armies (40k, WM/H, Malifaux, Infinity...) 
   
Made in us
Gore-Soaked Lunatic Witchhunter







I haven't played Malifaux or MERCS (though I have read through the rules and have a rough idea of how they work), I have some experience with Infinity and I can tell you that it's probably the most straightforward game on your list. It's more centralized than the other two (Malifaux will have weapon stats written onto the unit's card, Infinity will say "this guy has a combi-rifle"; pros and cons to both systems, Malifaux makes it easier to know what stuff is right at the table because you have the stats right there, but the pool of weapons in Infinity is so small it's easier to know what they all are), you're not using so many peripherals (d20s instead of Malifaux' decks of cards), and there isn't so much bookkeeping (almost everyone has one hit point and there are almost no status buffs/penalties).

The rules for Infinity are on the official website (it's usually at infinitythegame.com/infinity/en/downloads/ but it's down as of this post) along with model stats; beyond that you need Operation Icestorm or two faction starters if you don't like PanO/Nomads.


Automatically Appended Next Post:
(Infinity also has miniature panda robots, troops on motorcycles, and a gun that shoots glue, which I personally think are strong selling points)

This message was edited 1 time. Last update was at 2015/04/11 23:10:05


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Fresh-Faced New User




Decisions, decisions. First, thank you to everyone. Second, this game even impresses me through everyone's individual comments about it. What I mean by that is that you can tell that Malifaux is good by everyone's opinions on game play, even though they are varied, everyone seems to agree its worth the slog for the fun it provides. I have read every post here, spent some time on the wiki, and on a couple of other forums. I have also spent about 4 hours on Youtube watching videos on: the basics, how to play, getting started, and battle reports.

Perhaps these videos are not depicting everything or enough of what someone needs to know or perhaps they have oversimplified things in a way that is not representative of the game, not sure. That said, we were easily able to wrap our heads around all the basic mechanics shown and were able to see the small twinkles of how multiple layers of this game intermix to form its unique experience and how this very nature of the game is what adds to its complexity. In the end, our take on the whole thing was that it definitely falls into the easy to understand the basics and the concept of the interactions, but hard (takes practice) to take that understanding and turn it into being a good player. So easy to learn, hard to master.

I think our background in board gaming (no not monopoly or the game of life lol) may be the reason we feel this way after reading different forums/watching videos. Perhaps our background may end up being more of a benefit when approaching Malifaux in comparison to a traditional tabletop player (although we have some war-game experience as well). So it looks fun, I think the rules will be easy to learn but hard to master, turns are faster, more story makes it seem more appealing, the games are not 4 to 5 hours long with 30 minute turns, and if we ever get into WWX, we will have some terrain and both games will have a distinct feel because of the differences of core mechanics. I guess only time will tell if we are kidding ourselves or not.

I think MERCs is probably the easiest of every game here to learn, but being able to use the terrain from Malifaux in WWX and its unique style/swagger has sold us. Thanks again all and if anyone has continued input, feel free to share!
   
Made in au
Norn Queen






 AnomanderRake wrote:
I haven't played Malifaux or MERCS (though I have read through the rules and have a rough idea of how they work), I have some experience with Infinity and I can tell you that it's probably the most straightforward game on your list


It's not. Malifaux 2E is much more streamlined than even N3, despite the amount of effort that went into doing just that for N3.

With Malifaux, mostly whatl you have to consider are a Target Number that you need to succeed, and suites for action bonuses. For defence, you just need to know your target stat, and any suites for defence bonuses. Same with damage - flip for the result. With Infinity, move is pretty simple obviously, but shooting? Wow. A Rifle LI vs a Rifle LI is okay, but the Face to Face system doesn't exactly make it straight forward. Once you've got mods stacking on (cover, camo, range bands, surprise shots, etc) it can really start to get confusing. A game I had today, a shootout between a Grenzer in the open and a Hawwa in cover - Grenzer was on BS 12, -3 for firing into cover, -3 for camo, -3 for surprise shot, +3 for range band. Compared to 'I need to beat a target of 12', flip a card and add a number? Yeah, Malifaux wins.

Sure, there's some added complexity in Soul Stones and cheating fate, but those are pretty simple modifiers, like adding an additional flip and forcing the lowest card. Infinitys added complexity is having Hackers with a dozen completely different actions they can make, or Command Tokens that can do a dozen different things, Linked Teams that add bonuses based on members in the Link plus restrictions on what and how actions can be taken. And I play using Mayanet, so there's much less flipping through books!

Don't get me wrong, I appreciate both systems for what they are. But after a game of Infinity I feel like I've sat through a maths exam, while I can have a beer and laugh about random stuff with my opponent over Malifaux and still feel like I have control of the game.

 AnomanderRake wrote:
(Infinity also has miniature panda robots, troops on motorcycles, and a gun that shoots glue, which I personally think are strong selling points)


Mailfaux has Zombie hookers, Spiders wearing dresses that feed on childrens dreams, living pumpkin headed Scarecrows, Teddy bears that eat you whole, a crew that beats their opponent with alcohol poisonong and other hilarious things. Again, both games have their charms Being skirmish games, it's also perfectly affordable to play both!

This message was edited 5 times. Last update was at 2015/04/12 08:35:14


 
   
Made in us
Regular Dakkanaut




Orlando Florida

Rhinosaur, this is exactly why I love the game. Malifaux is deep. Very deep. Deep enough that there are numerous skill sets applicable and differing ideas on the game that are all perfectly valid. I blog about it frequently, but I've met players just as experienced with the game as I am who have completely different views on it. Despite playing more than all the other games I own combined, I'm still learning and discovering.

www.angrymojogames.com

Budget terrain, accessories, and awesome 
   
 
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