Sweat shop

I'm not sure how those kids in the Nike factory do it. Over the weekend I learned how to use an embroidery machine. My mom is as obsessed with craft stuff as I am with games, so after my sister and I moved out our rooms were converted into something of a sweat shop. Being an old farmhouse there's no AC so the rooms upstairs tend to get a bit warm. (Ok maybe sweltering is more appropriate).

A friend of mine is getting married at the end of the month so I wanted to make a unique gift rather than just give a card with a check. We've been in the same fantasy football league since 2003, so I though I'd make a his and hers matching jersey with their wedding date as the numbers. Seems easy enough, right?

Well my mom decided that instead of her doing the embroidery it would be "beneficial" for me to learn to use the machine. Overall it's a fairly easy process, there's a computer program that you use to convert the art files to embroidery files and then the machine stitches them. Of course it's not really that simple as you need to hoop and measure and watch the machine so it doesn't snag something etc. That said I became intimately familiar with a seam ripper.

The applique process is also pretty time consuming. You first stitch a guide than put the material on and it stitches it down. Next you have to  take tiny scissors and trim the material down to the stitches. You then put it back on the machine and it does the satin stich to finish it off. Once that all done there are a ton of lose threads that need to be trimmed.

The jerseys turned out great and I'm hoping they'll really like them. I mean who wouldn't like matching team jerseys?

In addition to that project I also worked on a custom hockey jersey for Weird Sketch from Wyrd Miniatures. We met at Adepticon and he really liked my "Seamus" jersey and asked me to create a "Teddy" version for him. The jersey looks great as I found a company that sells blank NHL jerseys that are the same as what they wear on the ice. The jersey is almost complete I just need to finish the logo on the front.

On the painting table ...

Malifaux – Ah summer, the joys of yard work and weekend events. Which means less time for hobby stuff. So while I have several projects to share/complete it may be a bit longer than usual between posts but never fear, there's stuff worth looking at.

I just started painting a Sonnia crew to go along with the Ortegas that I posted last month for a client. He requested a red an purple scheme for the models so they stand out on the table. So far I've got them assembled, based and the colors roughly blocked in. They're still in need of some serious shading and highlighting, but the basic color is there.

Just plain silly...

Malifaux – This week I decided to break out my Kirai crew, rather than run my standard list I decided to try something silly. I took part in a three player game on my "Hell" table facing both a 35-stone Sonnia and a 35-stone Vonschill list. We deployed in 8"x6" rectangles equally spaced in a triangle.

Here's the list I ran:

Kirai (6 Stone Pool)
Killjoy
Spirit of Lost Love
5 Seishin
Necropunk
Nurse

My idea was to turn Killjoy into a spirit and heal him up with the nurse, than do the same to the nurse and have that nightmare running around the table. I drew the cards to pull it off in my opening hand, however I got overzealous with trying to scare Von Schill back down the water fall, with the necropunk that was in his face turn one. Rather than run away from the thing like I anticipated my opponent doing, he stood his ground and killed it. With Slow to Die I summoned Killjoy, and attempted to run through his crew. Some bad flips on my part limited the destruction and the Nurse and SoLL were to far away to save the big guy.

On the other side of the table I sent Kirai and the Seishin to deal with Sonnia. An amazing turn one saw a Shikome and Ikiryo summoned right in the middle of his crew. The Shikome forced Sonnia to burn through all her stones preventing damage and then the last to not run away when she activated the next turn.  The Shikome died in the following turn, and Sonnia put up Inferno. A healed up Kirai burned through her final Seishin to summon a Shikome which proceeded to kill Sonnia and her explosion wiped out her crew.

The list has some potential to be pretty ridiculous, but I think I burned through my spirits far to quickly and didn't get Kirai anywhere near the action to gain more Seishin. We called the game turn four as it was getting late and I only had the Lost Love, Nurse and Kirai with 1 wound left, on the opposite side of the table from Vonschill, 2 Librarians, and some wounded Friekorps. I think I could have potentially come back given the right draw, but I didn't see a single crow in that last turn and was unable to pull off any of the spells I needed.

Off the painting table ...

Malifaux – Just finished up another Ortega crew for a client. This was my first time painting the Grandma Ortega model and I'm pretty happy with the results. You can see the full crew in the gallery.

On the painting table ...

Malifaux – I started a new commission this week. This time around I'm working on a full Ortega family. This includes the box set and Abuela. 

My client had a very lose idea of what he wanted:

"I want the Ortega clan to look like an actual Hispanic family. So darker skin tones, black or very dark brown hair. For the clothing, please use colors and styles that are realistic for the time and Wild West motif. No wild colors or unrealistic color choices like neon pink for the men's clothing. Purple is my favorite color, but that doesn't really seem to be a realistic color choice for the Ortegas, other than Perdita. I also really like red and blue. I do NOT like yellow. So please use yellow very very sparingly or not at all." 

Following these parameters I began blocking in the basic colors. For the guys I decided to go with blue jeans and brown coats. This is a pretty standard look for the Ortegas and fits with the time period. Painting "hispanic" flesh is a bit trickier and will require some mixing to get the right flesh tone. To tie the models together I decided to use a purple. Perdita is going to be painted up to match the drawing on the box, the guys will have purple patches on their coats and Abuela will have purple tied into the overall pattern on her wrap.

To start I primed the models black and used GW foundation paint to block in the colors. Using the foundation flesh color covers the black in one thin coat and gives a solid base to create the darker flesh color. I washed this with a sepia to begin to develop the overall tone I want. After blocking in the other colors a quickly applied a wash to match the base color.

This time around to do the jeans I'm experimenting with a technique that is similar to watercolor. I started based the model with my highlight color and am applying washes the slowly build up the color. So far it seems to be working really well and is giving a nice look to the model. 

On the painting table ...

Malifaux – I'm wrapping up a commission. The final part is a Student of Conflict. While I think this is a cool model, I didn't really enjoy painting it. Something about the sandals was giving me issues. Once I got into the scheme I picked out it seemed to flow more naturally. I think part of my problem is I hardly ever see them on the table so the only reference I had was from the packaging. The color scheme on the package is really dark and didn't feel right for the model in my opinion.

For my own collection I finally got around to painting up the Spirit of Lost Love. After having a terrible game with Kirai last week, I decided to assemble and paint the models I'd been proxying since the book was released. Hopefully this will help knock the rust off, as I plan on playing her again until I get better with the model. My preferred master is Seamus and I've been playing tons of games with him as of late, so my other masters are feeling a bit neglected.

To paint the Spirit of Lost Love, I started with a light blue undercoat. I followed that up with a wash of deep blue. After that dried I went back in with my base color and added highlights which were worked up to pure white. I then went back and lightly applied wash to the recesses and any areas that had to much contrast.

It's so clear now...

I've begun experimenting with Crystal Clear casting resin. I was inspired by my friend Dave's (nerdelemental) current ice pillar project and decided to work on something similar. Dave was experimenting with using Envirotex Light to make casts which turned out really cool.

Snatching up his idea I visited the local plastics/SFX supplier to see if there was a material that might work better. They suggested trying Smooth-ons crystal clear series. To be honest looking at the giant red sticker on the box warning about toxic fumes I was a little nervous. The salesperson assured me it wasn't as difficult to work with as it seems, so I picked up a trial size to test out.

According to the box it's best when the material is less than 3" thick. My mold for Ice Pillars is pushing the limit but I figured why not try it out. Worst case I ruin my mold and have to make another one. At the same time I go out the mold I created for my rock bases to see what type of effect I could get.

Mixing isn't quite one to one so it's recommended to use a scale. Also it's important to gently stir the product to prevent bubbles. According to the instructions it takes 16 hours to cure. I found I could pop them out after 10 hours but they are a bit tacky. Lesson learned: put the bases on wax paper or some other nonstick surface the yellow bits are from a cardboard box I set them on ... doh!

The end result is pretty cool and I think I might offer them up on the online store once I work out the kinks in casting. 

Now Available – Rock Bases

I'm proud to introduce the next set in my line of round lipped bases, creatively titled

Rock Bases. These are great to represent a mountainous region or to add some height to a model. There are several variations in each size with bases available in 30mm, 40mm and 50mm. 

The realistic texture was created using actual rocks. Cast from a urethane resin they're much easier to pin models to than real rocks and much lighter.  

TNT and dynamite ...

Malifaux – I've create a few tokens for Malifaux per a clients request. In order we have, (5) dynamite markers, (2) treasure markers, (1) bag of soulstones.

Fairly simple, but having a specific model or token for any of the tasks helps to make every game feel different. However these can also be used for some other things as well, evidence counters maybe?

On the painting table ...

Malifaux/Hell Dorado – To go along with the Executioner and Enslaved Nephilim I've been working on my client requested a Student of Conflict as well as some special tokens. He requested some dynamite counters, treasure counters and a bag of soul stones. He's also requested a double 50mm fire token. 

After re-reading what the tokens are I realized that I could use some of the blocks I've already cast to create a token set for him. I have some crates that fit nicely on a 30mm base as have just enough space to freehand TNT onto them. For the treasure tokens I have some small chests that also fit perfectly.

While working on that project I'm also getting some paint on a Saracen and Westerns box set for Hell Dorado. The Saracens are themed on the Genie from Aladdin. I've always liked that pale blue color and I think it works well with these models. The Westerners are borrowing a green, orange a white scheme that feels very Irish to me. As the board with be very earthy feeling I wanted to be sure the models were bright enough to stand out without looking clownish.

So far I think they're working and I only have a few details and highlights to go on them before I move into the next stage.

OOOOh Scarier

Malifaux – I've been experimenting with some different Seamus lists as of late trying to nail down what's most effective with my favorite serial killer.

I've been pairing him with some of the Spirits lately and have had mixed success. Terrifying checks aren't nearly as effective as Lure to force a model to move so he can charge them. However spamming the most terrifying models you can seems to be a good way to force your opponent to burn through cards. 

Here's the 35SS list I've been working with:

Seamus
Shikome
Onryo
Onryo
Hanged
Crooked Man
7 SS pool

Ranged lists tend to cause this a fair amount of problems, as the spirits don't block LOS so Seamus is missing his army of dead whores to hide behind. Hence he tends to take more damage than with other lists. He also doesn't benefit from Necrotic Ministrations when they die nor does he gain a corpse. 

What this list does good is scare the crap out of your opponent as the Shikome can be in their face Turn 2. The Onryos can give the other spirits a bit of protection with Immediate Revenge and the Hanged can potentially give negative twists to Wp duels (which means the spirits can attack and the opposing model can have a negative twist when defending).

Depending on activation order you might get lucky enough to empty your opponents hand and pull off Slit Juggular (a trigger that's rarely worth using otherwise).

Garage Sale Continues...

I'm going to continue my Garage Sale for the rest of March. Each week I'm adding new products to the store. Some of the items are commissions that weren't picked up or the customer changed their mind. Other items are conversions and works-in-progress that I haven't worked on for a long time and don't anticipate coming back to. And of course the bulk of the items are well painted armies that I no longer have an interest in.

New this week are some models from what I'd consider a "display quality" Legion of Everblight army. This army features a cool blue and brown scheme with lots of detail work. The highlights don't show up in photographs as well as they do in hand, but I'm really proud of this project and hate to see it go. But in an interest of keeping my display cases current I'm willing to part with them as I have little interest in getting back into the system. 

Also up are some models from my Chaos Marine army. I'm not a big fan of the new codex and am trying to limit myself to just one army for each large game system I play. I don't play 40K as much as I used to and can probably get by with just a loyalist chapter that I can work on completing.

Now Available – Twilight Emporium Bases

After shopping around for bases to use on my Hell Dorado miniatures, I gave up and decided to create my own. My problem was I wanted something with lots of skulls on the bases but I also wanted a rocky surface to mount the miniature to. It seems like most manufacturers make skull bases that consist of a bed of skulls.

After spending the weekend sculpting and crafting bases that would suit my purposes, I decided to make a mold and cast them myself. Now that I have a mold that will last for quite a while I'm going to start offering round lip base sets in my online store

On the Painting Table ....

Malifaux – Short update today, I just started painting a few new commissions for a regular client. I'm working on an Enslaved Nephilim and the Executioner. Given the amount of each model I've painted, they're pretty popular choices for Guild players to have in their list.

With the Exectutioner I'm trying something a little different by doing his hood as two colors. With the previous guild models I've done for this client he requested green and orange be used. Although I just have the base colors down a a quick wash to bring out the details I think it's going to be a very cool looking scheme.

The Enslaved nephilim is being painted to match the scheme I did for his Lilith crew. Dark ebony skin with purple loin clothes. 

In the desert you can remember your name.

I've begun creating some new terrain pieces for my large table (4'x6'). While I have several city blocks built for this table, after a while it starts to get a bit boring using ruins every game. The terrain I've built for Malifaux works fine on the smaller tables, however when spread out on a larger table it tends to look a bit sparse. 

I began by cutting green foam with a hot wire cutter. This is the easiest way to create rock formations that resemble something you'd see in the American west. Simply move the cutter in and out to create the striations in the rock face. Once these are cut and shaped, I mount them to MDF with wood glue.

To match the texture of the table I use a textured wallpaper as a base. This gives an interesting look without creating so much texture that models won't stand properly. Around the edges of the rock formations I used wood filler to createdebris piles where material would naturally collect. One the shape has been built up a give it a good coat of wood glue and cover it with a mixture of kitty litter and sand.

After that has dried overnight shake off the sand and use a dust whisk of soft bristly brush to knock off any loose material that didn't come off when you shook it.

I like to use Behr paint and primer for terrain projects. They can color match any of you model colors and have a good selection of the board. For desert terrain I like to use a terracotta color as a base. This can then be dry brushed with a light brown and cream to mimic the formations you find in the American west.

To finish off the project I like to apply some lichen and dead looking tall grass to areas that scrub may take hold. I use Tacky Glue or Super Glue for this. Either product with hold the material in place, but I've found that Super Glue dries faster and leads to better results for the tall grass. After everything is dry I spray it with Krylon Low Odor matte finish. This gives a durable coating that doesn't look glossy.

I recently had the opportunity to interview Eric Johns of Wyrd Miniatures. If you don't know who he is, he's one of the owners of Wyrd Miniatures and is responsible for most of the ruleset. Read on to learn more about Wyrd and their plans for 2011.

TE – How do you feel about the success of Malifaux so far. It’s relatively rare for a new company to rise in popularity so quickly.What do you attribute the success to?

EJ – I am of course thrilled by the success and continued growth of the game. After putting so much time into it, I had hoped it would do well, but I was also realistic, so kept my expectations low. I think it’s safe to say that all those expectations were easily exceeded, and they continue to be. 

I’d like to attribute all the success of Malifaux to my game design!  I do think that the Game itself plays a big role, and includes some exciting and innovative elements which continue to attract players. But, even I have to admit it’s not quite so straightforward. We see new players drawn to the game all the time due to the miniatures, or the artwork, or the fluff, each of which seems to continue to get very positive responses. So ultimately it’s all of these things in combination. On top of this, I do believe we entered the market at a good time, despite the downturn in the economy. Our game suddenly became “economy-appropriate,” or in other words, a relatively inexpensive game to play at a time when people had less and less money to spend on games! Also at a time when there were relatively few other new games hitting the market. 

 

In short, it seems like between hard work and luck, all the elements seemed to come together!

 

TE – As with most miniature games Malifaux has quite a bit of errata. The new rules manual and pdf seems to be a strong idea in addressing the issues that came up from the initial run of the book. How do you feel about the reaction from your player base? Is it true that the pdf will basically be a quick-start guide? When is this scheduled for release? 

EJ – Unfortunately the initial release of Malifaux did have a ton of errata, which no one liked! However, we have always been dedicated to fixing the problems in the absolute best way we can think of, and this led to the idea of the Rules Manual. 

 

As we were preparing for the 2nd round of errata to go “live” I realized it was simply too much to expect players to have to deal with, and in our efforts to close every loophole, and fix all the wording issues in the game, we’d created something which was simply not usable any longer! As a result we knew we had to find a different solution. 

 

The Rules Manual allowed us to create a new book, which incorporated all the changes with the goal of presenting to the player a quick, easy, completely revised and updated rule-set, and do it at far less than it would cost for a completely new, full sized book. Also, with it’s small size, it would become the perfect game accessory, and easy to carry around any time! 

 

The PDF of the Rules Manual will be available at the end of March. It will include all the same basic information as the Rules Manual itself, but with a bit of twist to it. It will be missing a bunch of the extras however (artwork, examples, diagrams, additional strategies/schemes). The result is everything you would need to get pick up the game, but leave out just enough to get you wanting more Malifaux! 

TE. The encounter system for Malifaux is one of the more unique aspects of the game (other than the card mechanic), how did you come up with it? Were there any other games that lead to the idea? 

As you know, a lot of other games feature different scenarios, which was the basis for our system. However, to my frustration, it seemed like in the vast majority of cases, the scenarios were just a way to pretty up the game, when in reality you always only had 1 goal, which was to kill your enemy. So we wanted to go beyond where we felt other games had fallen short, and really make the Strategies/Schemes system in Malifaux integral too the game, and get beyond the idea that war-games had nothing more to offer than the goal of slaughtering your opponent. 

It did take a lot of work and testing, and is in fact something we constantly are working on and adjusting (as you’ll see there are quite a few little changes in the Rules Manual even!). But keeping in mind our stated goals, we’re finding it more and more easy to think up fun and challenging ways to force a player to get more, different results out of their miniatures on the board.

 

I think it was perhaps my favorite Malifaux moment ever, during the first Tournament at Gencon when the game was released. Two players finished up a game, and called me over to report their results, with one player stating that her routed the other off the board, expecting full points and a win in the tournament. I sat down with them to figure out the Victory Points for the game, and it turns out that none of his Strategies or Schemes had anything to do with killing other models, and he resulted with 0 VP for the game, while his opponent had achieved 2 or 3 (I forget). The result was of course a solid win for the player who was routed. The initial confusion on their faces eventually turned into something more, and at that moment I realized that perhaps we achieved at least part of what we set out to do.

TE –  Are there plans to release models for the story-based encounters? It seems like this would be a excellent opportunity to do limited release models. It seems like any time a limited release is issued there are plenty on nay-sayers as well fans.

EJ – Yes, there is! In fact we are hoping to have our first “Scenario Pack” available at Gencon, which would include a whole story-line of encounters for players, as well as a miniature or two you won’t be able to get any other way. I’m not making any promises right now though, but it’s an idea we’re excited about!

TE – What are Wyrd’s plans for 2011? Almost all the models from Rising Powers are released or scheduled to be soon, what’s next?

 

EJ – We have a TON of plans for 2011! As you’ve already seen we’re released the Rules Manual, which we’re very excited about. In addition we expect to have another Malifaux book ready for release at Gencon, along with a whole host of new miniatures and ways to play Malifaux. Also, we expect to finally see the release of our exciting modular terrain TerraClips, which is getting VERY close to completion now. It’s something that has taking a lot of work to perfect, which caused far more unfortunate delays that we had hoped, but we’re very excited about it! And finally, we of course have Puppet-Wars, a new game which has been taking up a ton of my time lately, and should be available later in 2011 as well.

TE – If you could change one thing about Malifaux what would it be? 

EJ – Well, ideally I’d love to be able to go back and hand myself the rules manual before the initial book release of Malifaux, so I could have gotten everything right the first time! But of course that’s not possible.  In terms of the core mechanics, I’m actually very happy with the result, and there is very little that stands out to me, leaving me wishing I had done it differently. Of course there are lots of little things, models, abilities, etc...which I sometimes wish I had done a bit differently, but definitely nothing that keeps me up at night! 

TE – Can you tell us anything about Puppet Wars? It’s hinted at on the puppet deck and photos of puppet models are floating around the internet and there’s been a call for playtesters. Is this a new game, any super secret things you can reveal?

EJ – Ah, Puppet Wars. This is a game which has been getting a huge chunk of my time and attention, and something which I’m VERY excited about. At first it was designed to be “Malifaux-light,” and something which would be a good, quick introduction to Malifaux, but very quickly I realized that I had a chance to make the game so much more. It is still very much simplified from Malifaux, while keeping some of the core mechanics you’re used to, but at the same time, by simplifying the core of the game, it’s let me build in a lot more depth! It is a bit hard to explain, but with a simple core, it allowed us to build in more elements of both board games and collectable card games. All together, the game becomes quick and easy to play, but with the synergies and potential combinations that you might find in a CCG. That’s the goal at least! 

 

With the artwork, game, and miniatures, we’re hoping all the factors come together as well as they did with Malifaux, but to create a distinctly different gaming experience.

TE – What’s it like working with Nathan? How about the other developers?

Ah, trying to dig up the dirt around Wyrd HQ? As with any project, people have different ideas about what needs to happen. However, with Nathan and I, we’ve been friends for long enough, that we’ve never reached a breaking point, or even come close to it. In fact, more likely, the disagreements turn into conversations, which turn into hybrid ideas, which turn into something better than either of us could have thought up alone. Bottom line is that without the hard work of everyone around here, we wouldn’t be close to where we’re at as a company, and I think that we all recognize the contributions of the others.

 

As for my development team. I don’t have enough good things to say about them. A bunch of WAY too smart people who work long hard hours for far less appreciation than they deserve. And they have to put up with me regularly pulling the rug out from under them and taking projects in new directions with little or no warning...so I guess they also must be a patient bunch...or at least don’t let me know it to my face! Either way, it’s another part of Wyrd that I feel is a big reason for our successes. 

TE – Do you currently or in the past play other games? What are your favorites?

EJ – It’s the funniest thing; when you spend so much time making games, you find yourself playing less and less, until you aren’t playing any at all. 

 

In terms of Miniature Games, I did spend quite a bit of time playing the “big” ones out there (you know the ones), but also dabbled in quite a few others, and ultimately have read just about every game system I can get my hands on. It’s not the same as playing, but it’s enjoyable for me, as I think my mind thinks in rules more than experiences sometimes. 

 

I’ve also tried my hand at quite a few board games, but typically stayed away from chance based games, those simple ones we all grew up with, and always gravitated towards games of strategy and skill. I would probably say however, my favorite board game is Diplomacy. A game which features NO random chance. Unfortunately it takes 7 dedicated players and quite a bit of time to play, and I rarely get to play anymore.

I’ve also played quite a few CCG’s, had a year of two of extensive Poker playing, along with all types of other dice and card games. In the end, those have all faded, as I’ve gotten more and more focused on creating my own games! 

TE – Early in the game there was an option to buy T-shirts as well as an online magazine. Any plans on bringing these back? Are there plans for other Wyrd branded product?

EJ – Yes, we have tons of ideas and plans, just waiting for the time and energy to make them happen. However, I know for sure you will be seeing at least a few of these plans come to light before or at Gencon this year

TE – Competitive play is always a big draw for miniature games. Does Wyrd have any plans to support competitive play, possibly prize kits? Do you think the story-based nature of the game lends itself well to organized play? 

EJ – You’ve hit another of our upcoming plans, and this one happening sooner rather than later. You will soon be seeing an official Organized Play document for Malifaux, which will correspond to new prize kits. Additionally, I think you will find that the new Story Encounter Packs will also lead to some very interesting events in this new system as well. 

TE – Some other companies have recently released campaign kits, does Wyrd have any plans to do something similar?

EJ – With everything else we’re working on, it’s not something currently in the works. However, I do think in a lot of ways our Story Encounter packs will take the place of this in our game system and world. I do have something bigger along these lines on the back-burner in my mind, but it’s something that you will just have to wait for!

TE – Who’s your favorite master?

Marcus. I think that my involvement with him left him a bit on the weak side (as determined by the consensus of gamers out there). It was a lesson I learned early, to not get too involved with any single master or model, because it removes my ability to be unbiased when working on them. 

TE – Is there anything else you like to share?

EJ – How about I just show off some of the new exciting Puppet Artwork we have coming up. I’ll leave it up to you do figure out which puppet is which ;)

"I Left My Heart In Malifaux" Wrap-up

Malifaux – The February tournament went off without a hitch. We had a respectable 15 players show up. Several players made the drive up from Toledo and other parts of the Metro Detroit area (as well as RIW regulars). 

Every faction was represented with at least two players per faction. 

Rounds lasted 90 min with about half of the players able to complete a full 6 turns. I'm still wrestling with a way to allow players enough time to complete their games and still have a decent sized list. 35 soul stones seems to be the right size for tournament games, but I'm wondering if 90 mins is enough time. I'm going to continue to track the last turn played per round for the next few events I run to see if it improves.

I'm a big fan of the lotto system for large prizes. It gives all players a chance to win something cool regardless of skill level. For this event the players daily average determined the number of tickets they were awarded, and players were able to purchase additional tickets for $1 each. Store credit and pins were awarded to the 5 best in faction winners, and the other categories were awarded pins.

The final results were as follows:

Best in Faction, Outcast; Overall Winner – Vincent Curkov

Best in Faction, Neverborn – Dave "nerdelemental" Bowen

Best in Faction, Arcanist – Sheri Chap

Best in Faction, Guild – Dave Kruger

Best in Faction, Resurectionist – Jonathan "shortman" Mann

Best Painted – Scott "Griff" (Gremlins)

Best Sportsman – Ryan Romans (Seamus) [Ten way tie randomly determined]

Biggest Loser – Jaimie Mitchell (Kirai)

City Table Lotto – Amber, Arcanist

I liked the addtion of "soft scores." Thirteen of the fifteen crews were painted to some extent. I noticed that the players marked down for bad sportsmanship had multiple judge calls. What was interesting to me was this changed the dynamic and actually worked against players that tried to be "cut-throat" or "rules-lawyers."

I also tried to be sure that match-ups would actually determine best-in-faction to prevent any ties which can be common with true round-robin events. Also to keep things interesting the first two rounds no one was matched up against their friends/regular opponents. 

Burning down the house

Malifaux – The Rising Powers book introduced a new type of token used to represent a growing fire in some of the interior locations. The nice thing about the size of the token is it matches up with the size Crid's flame wall spell. Over the course of the game you could potentially need 10-12 of these counters, rather than use generic blank bases I've been working on creating some 3D tokens that will better represent the event.

For the event I'm running Feb 5th, one of the tables will be the Star Theater and will use the growing fire special event. With the event drawing close I needed to come up with a way to quickly create multiple flame counters.

To begin I first sculpted the flames on a 50mm base. I used green foam to bulk out the shape. From there I than sculpted the flames using a 2 part epoxy (I've found the construction grade stuff you can buy at a hardware store works great for terrain). To sculpt the flames I rolled the epoxy into small sausage shapes. By layering the sausage shapes you can create a texture that looks flame-like. Once that base dries use green stuff to add additional detail.

The next step is to create a mold of the sculpt. To do this I use a 2-part silicon and create a simple mold. I mount the base into a plastic cup and pour the silicon into the mold. Once it's cured pop of the master and cast using dental plaster.

Painting is pretty quick. I like to spray the yellow base and than do the blends of orange and red. To tie them together I do a final wash of yellow ink.

Following these steps you can make multiple flame tokens or if you want to save even more time check out the online store.

It does ... WHAT!

During the course of playing any miniature war-game (or most any type of game) you'll come across a model, card etc. that "breaks" the game. This doesn't necessarily mean the piece in question is overpowered or unbeatable; rather it changes the nature of the game.

What this leads me to is my least favorite faction to play against in Malifaux. The Neverborn are the bane of my existence. The general consensus amongst players I've spoken with is that Neverborn are "unbeatable" or otherwise "unfun" to play against. While opinion cannot be legitimately classified as right or wrong, I do tend to severely dislike playing against them. I could be playing against my favorite opponent, but as soon as those purple cards hit the table I lose a bit of my enthusiasm. 

The question then comes up as to why this is. The models are relatively "balanced" and once you figure out how to deal with them their weaknesses become obvious (still working on this one...). I think what it boils down to is every one of the Neverborn masters somehow ignores or changes a core mechanic of the game. Which in turn means that when playing against them you have to change your thinking and read and re-read their abilities. That I think is where the "unfun" issue comes up. When I have to try to remember every weird interaction possible, and my opponent has to do the same thing, games tend to drag on and get bogged down with looking up rules and interactions.

In my opinion the Dreamer and Pandora are the worst offenders. Both significantly change the way the game is played and involve more "single-player" aspects than other masters. Pandora is annoying because her ability revolves around Wp tests, in order for her to work she removes the immunity that some models have to Wp duels (and pay for). The Dreamer just makes my head hurt, mostly because his crew involves much more thought in dealing with and playing then any other crew in the game.

Regardless of what Neverborn Master you face you will have to deal with the fact that some aspect of the game becomes irrelevant.

Lilith – Ignores Terrain, Creates New Terrain, and can swap any models on the board

Pandora – Removes immunity to Wp, causes wounds for tests that you may or may not usually have to take, jumps around the board.

Zoraida – Takes control of you models, can hurt you indirectly, can ignore terrain

The Dreamer – ignores initial deployment (for the most part), can pop models up where ever, can't be targeted (under specific circumstances) and a few other weird thing I'm forgetting at the moment

So are these models "broken," probably not. There's ways to deal with them and ultimately playing to your strategy or schemes and avoiding them can win you games. Are they "unfun," that depends on your perspective. For me I have a hard time getting my head around them and remembering all the odd interactions so they border somewhere between annoying and passing on a game (depending on my mood). That's not to say I haven't had really fun games playing against Neverborn players, but on the same level I've also had plenty of unenjoyable games against really great opponents that are only unenjoyable because of the crew I'm facing.

I hope this doesn't come off as whining or complaining. There's nothing wrong with any of the models described above. The issue for me is really just finding the way to deal with them while still having fun.