Malifaux has been whispering to me for months.
Unfortunately, life (mundane, daylight, alarm-clock life) kept interfering. The friend who first pulled me through the Breach lives many hours away, which means our battles are rare and carefully planned like secret rituals. My local friend has also been busy, which left my crews gathering dust and giving me accusatory stares from the shelf.
So when James from the local club casually mentioned he might be getting a Malifaux crew, I felt two things at once: excitement… and responsibility. Because when someone steps through the Breach for the first time, you want their first experience to be magical, mysterious and just dangerous enough to make them want more. We need fresh souls in this hobby after all.
We scheduled a game to coincide with the long-awaited faction card release. And then, in true Malifaux fashion, the release was delayed. Again. I had preordered the Guild and Neverborn faction packs back in November, when January seemed certain. Since then, that date has moved more times than a Gremlin with sticky fingers.
With no physical cards in hand, I relied on the official app to track my crew. In hindsight, I should have printed the cards. Using the app felt a bit like trying to conduct a duel while reading the rulebook on your phone mid-swing. Functional, but not elegant. Lessons were learned.
On the day of the game, I arrived early at the club to prepare the battlefield. I laid out my western-themed terrain (the only set I currently own) wooden buildings, dusty streets and the gallows casting long shadows. In my mind, it was no longer MDF and paint, it was a frontier town on the edge of something unnatural.
Choosing a crew was its own dilemma.
My first instinct was to bring Dashel and the Guards. They've been my reliable enforcers for years. In third edition they were my pride and joy, and in fourth they've lost none of their bite. But that was precisely the problem. Bringing a crew I know inside and out against someone playing their first game felt… unfair.
Instead, I chose Lucius and the Elite.
Lucius, the silver-tongued schemer, master manipulator, surrounded by lawyers, investigators and professional liars. I adore the theme of this keyword. They don't just fight, they rearrange reality with paperwork and polite authority. I haven't played them much, so this was the perfect opportunity for them to leave the shelves.
James brought Transmortis, led by Von Schtook: the professor of unpleasant subjects, accompanied by his academic horrors. I had no idea how the crew worked. I didn't even read up on them. In Malifaux, ignorance is often the first step toward enlightenment or dismemberment.
Since this was James' first game, we opted for 30 soulstones instead of the usual 50. Fewer models. Fewer abilities. Slightly less cognitive chaos.
We flipped for strategy and deployment: Informants with Corner Deployment. James was the defender. I was the attacker.
Our schemes were Detonate Charges, Frame Job and Grave Robbing. I secretly chose Detonate Charges. Because if you're going to introduce someone to Malifaux, you might as well start with explosives.
The first turn was already thick with tension.
Lucius advanced toward the center like a man who owns the place, quietly directing Agent 44 and an Investigator to flank the enemy from opposite sides. Von Schtook and Anna Lovelace pushed up the middle, while Students drifted toward my flank like eager interns looking for credit.
Lucius used his authority to reposition enemies away from key areas, because why fight when you can simply tell people to stand somewhere less useful? A False Witness secured one Strategy Marker. A Guild Lawyer climbed onto the gallows to claim another. (There's something poetic about a lawyer on the gallows in Malifaux.)
The professor secured the marker closest to his deployment zone but couldn't quite lock down a second. End of turn: I scored the first point. I also managed to complete Detonate Charges, while James positioned carefully for turn two.
So far, so good. The town still stood.
Turn two escalated quickly.
An Undergraduate "finished his studies" and was upgraded into a Student of Viscera, killing a False Witness in the process. Apparently, graduation in Transmortis involves murder. Efficient curriculum. Agent 44 leapt into the fray, whispering blades doing what whispering blades do best, removing inconvenient people. My Guild Lawyer was challenged on the gallows and nearly paid the ultimate fee for his services.
I lost control of one Strategy Marker, but held onto two, securing another victory point. The board was shifting. The dust was settling in strange patterns.
Turn three became a whirlwind of ability exploration. We were checking triggers, reading cards, discovering interactions. It dawned on me that perhaps running a full strategy-and-schemes game for someone's very first Malifaux match might be ambitious, but James handled it remarkably well. The cognitive load was heavy, yet he stayed composed, asked smart questions, and adapted quickly. Transmortis proved dangerous, once Agent 44 was identified as a threat, he was removed with academic precision. The Undergraduates, with their upgrade flexibility, gave Von Schtook a toolkit for almost any situation.
Unfortunately, time ran out before we could begin turn four. The battle ended unfinished, but satisfying nonetheless.
My first impression of Transmortis? They hit hard, and they scale intelligently. Von Schtook doesn't just teach anatomy, he demonstrates it. More importantly, James played extremely well for a first game. Whether that's credit to him, to the elegance of fourth edition design or both, I'm not sure, but it was impressive.
Malifaux is strange, layered, and occasionally overwhelming. But when it works, it feels like stepping into a gothic western novel where every decision matters and every model has a secret.
The game never ends, only pauses. I'll see you at the next move.
Custodian Hargrave












