Wednesday 2 September 2015

Malifaux: Shifting Loyalties short review (some spoilers)


While I'm still learning a lot about reviewing and that I tend to do very short reviews of the novels I've read, this was something I just really wanted to talk about. Before I do that however, I guess I need to talk briefly about the previous two books and what they contained.

Malifaux 2.0

The main rule book that teaches you the rules of the game. The rules are set up in a way that are a little confusing and as such, I did have some trouble understanding them (videos on Youtube helped fix that), though there is a starters pack that does explain it a lot better apparently. Surprisingly, it also has rules for running a story mode style game featuring a series of battles, my favourite being one where your trying to achieve goals without attacking the enemy crew and the first side who takes damage from an enemies attack gets bonus points before all hell breaks loose (all I can think of is one of those old saloon bar fights you see in the movies). It also lays the foundation rules for Avatars which we wouldn't see until Shifting Loyalties.

Each faction comes with rules for at least three Masters per faction, along with models from those crew boxes plus a bunch of minions. Along with this there is a story for each faction, usually containing two or all three of those Masters involved. Those models shown in this book was Wave 1 of Wyrd's Malifaux plastics release.

Malifaux: Crossroads

Still not sure about the title, given that the only Crossroads I've seen mentioned in Malifaux was the Crossroads 7, and they didn't show up till Shifting Loyalties.

Anyway, this one features another three Masters for each faction, but also a story for each Master and a Strategy/story game for each story. A lot more fluff and more models for what is Wave 2. A couple of these story base games even have rules for a model to go with it, from a Golden Pig to the pumpkin head scarecrow called The Carver (is a Halloween horror anymore scary compared to what normally roams the streets of Malifaux at night?). If you want to read more stories or try out new game missions then you might want to consider this book.

Malifaux: Shifting Loyalties

So now we get on with this book and to simplify it I'll brake it down into three parts.

Rules:

The focus of this book was to set up rules for Campaign gaming. What is it? Well, it's design for a small group up to a club or higher and is driven by weekly games (around 2 or so). Each week a card is drawn and that effect is applied to all games that week. The campaign starts with games around the 35 Soulstone mark, can't include a Master and the leaders cost IS added to the crews total cost. As the campaign goes on there are rules to help balance games out, along with injury charts, items and skills that can be purchase with a currency called Scrip, which you earn at the end of each battle. Optional rules range from removing the injury system or giving the option to spend scrip to head to the doctor to more competitive rules for tournaments and hide outs. Avatars are now introduced, though they seem to be limited to the Campaign.

I'm really excited to try these rules out, though sadly there are no game clubs around here that do it, so I may just have to do a story mode style with my brother.

Models

So there are more Enforcers in this book, probably due to there being so few in the last one, along with a bunch of nice minions to boot. The main focus is set on two main groups: The Crossroads 7 and the Emissaries. The Crossroads 7 are a band featuring one member from each faction, each representing one of the seven deadly sins. Their leader, Wrath, wants revenge against the two who cursed them and despite being a Henchmen, can lead a force in a 50+ Soulstone game, so long as the crew consists of all seven members of the Crossroads 7.

The Emissaries were originally the Effigies that each faction had (introduced in the Crossroads book) and have now been infused with power during the event that takes place in the book. They have two main features. The first is that they can have a single upgrade, one that is set or they can pick one based on which Master is leading the crew, so it gains an aura and a power based on the Master in the crew. Their second feature is Power Sink. When the crew earns 1 or more VP (Victory Points) from a Strategy it gains Destined+1 condition for the rest of the game and gives the Emissary an effect. Each Emissary has an ability that once it has Destined+2 it can remove it's Destined condition to give a rather nifty effect (some better then others).

Story (spoilers)

Once again, each faction has it's own story with the final one explaining the great Event. Each faction story seems to have a particular purpose, though some contribute to the overall happenings in Malifaux better then others. The Outcast has Taelor telling a story about her past with some truth involved which some might consider a tall tale, the Ten Thunders has a great story that questions 'is what they are doing right?' and the Neverborn story;s twist is about Zoraida's past and the time paradox of her coming to Malifaux. Some weren't happy with the ending of the Gremlins one, but I've always considered Som'er Teeth Jones to be characterised as having a big ego, but is slightly incompetent, so I enjoyed the story (though I do agree that the Brewmaster part at the end wrapped it up too quickly).

So what of this great Event? It involves the Governor-General trying to summon a Tyrant's power into himself and failing spectacularly. While it's great to finally get some good information on the Governor-General, he seemed to be a very short lived character. It has Perdita arguing with the Governor-General, the rise of the Emissaries, the tragic battle of Lady Justice, Zoraida's trap failing and Gremlins not giving a crap. A very touching tale indeed.


Final Thoughts

An interesting book. For me the campaign rules are great, though some involve neutral models showing up, meaning I'd need models to represent them (like Guild Guard or Swampfiends etc) so that could be problematic for smaller groups. The idea of building a hide out is always a winner in my book.

The stories were alright, though I really enjoyed the Ten Thunders one which makes me ask the question to those who support them: 'Are they any better then the Guild?' and while Wyrd haven't finish releasing Wave 2, I am looking forward to this Waves releases, particularly those of the Outcast, Arcanists and of course, Gremlins. The Gremlin Emissary on that wheel feels me with joy. Perhaps he should race Snikkotto and his Doomwheel.

Now that would be a sight to see.
~Grey Seer Skratchnsniff

Anyway...

If you are looking to play just the basic game, then you don't need this book. If you want more from the game however, then give this one a shot.

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