I was playing a game of Malifaux yesterday with a new
player who has been coming by the past couple weeks to learn the ins and outs
of M2E. He took Jacob and I took
Pandora. We took one upgrade each,
played at 40 stones, and went the full length with the strategy and scheme
pool.
As a friend of mine said as he watched the end of the
game, “Mike, it’s a good thing you’re not a henchman.” What he meant by that was that I didn’t hold
back a tremendous amount. I didn’t go
for the gut-wrenching, soul-crushing kill moves I do against veterans and
people I know better, but I also didn’t put the kid gloves on. I tried to win the game, and I did.
At the end of the game, as the dust settled, the score
was 6-3 in my favor. Had my opponent
decided to play to max out his VPs with his last activation rather than take
one last chance to axe one more of my models as the last round of the game
slipped away, I would have won 6-5 instead.
So the outcome of the game didn’t hang in the balance – and on the
whole, he chose the more fun, trash-talking-inducing move.
I bring all this up because it got me thinking. At Dan’s suggestion, I started listening to
the latest Gamers Lounge episode where Bill and Andrew chat about the virtues
and flaws of the new edition of Malifaux.
I confess I am not far into the conversation yet, but one of the first
topics slides straight into the recent experience I had in my game last night.
I played a player whose first game of M2E was a week prior and who had never seen Jacob’s cards before. I, on the other hand, have been playing M2E longer than most, have played Pandora quite a bit, and had an exhaustive background in Malifaux. And I only won the game 6-3.
To give some perspective, similar to Bill, I am used to
situations from v1 Malifaux where I would come into a game against a less
skilled opponent and quite easily walk away with an 8-0 or 8-2 victory.
So I have two questions:
First, why is it different in new Malifaux?
Second, is it a bad thing that a skill disparity does not
lead to a huge score disparity?
The first question is easier to answer, and stems a lot
from the way M2E was designed.
Strategies offer points at the end of most turns now instead of only at
the end, so no longer can I wipe out your crew to prevent you from getting
VPs. Schemes offer a wider variety of
points – they no longer come in an all-or-nothing set. And because the game is only five turns, the
rush for victory points starts almost immediately.
As for the answer to the second, it should come as no
surprise that I do not think the closer scores is a bad thing.
I feel like in old Malifaux, the progression of score
based on skill looked something like this:
I think in new Malifaux, it looks something like this:
In other words, there was a huge gap between the new
players and the somewhat-skilled players, and a huge gap between the
somewhat-skilled and the highly-skilled.
It made almost “tiers” of players.
At least it did in our playgroup.
If you went to an event and someone in a higher “tier” was playing, you
had NO chance of walking away with the win unless they handicapped themselves
in some way to try to even things out.
In the new Malifaux, I believe that the newer players hit
the table with a higher level of understanding and skill in the game. They’ll be playing at a disadvantage to other
players, certainly, but the gap in what they can achieve is smaller. Meaning the more skilled players have to continue
to hone their craft to keep that edge.
In other words, in v1 Malifaux, if I had more skill than
my opponent, I won flat out. In v2, I
still have to work for that win. If I
want to win games, I have to work to make sure I’m at the top of that curve,
and even then I need to make sure that I’m doing things right throughout the
whole game.
Some people don’t like that, and I understand. I know there were opponents I could play
blindfolded and still expect I had a good shot of winning. Now I feel like every activation in the game
could matter heavily. It makes games
more taxing to puzzle through at a high level, certainly, but that’s part of
what I like about the game. The feeling
that everything I do matters.
Another advantage to the score system set up this way is
that even if I reach a level of high skill, playing against players of lower
skill still offers a challenge. And the
inverse, if I face a player who outstrips my skill level, I know I still have a
chance against him.
Andrew mentioned in the Gamers Lounge that a single mistake against a less-skilled opponent cost him the game. From the perspective of both the more skilled and the less skilled player, that seems a big boon to the game system. Just because I have more games under my belt, or I know the rules better, does not mean I WILL win the game. There is an advantage to that, but the advantage is lessened.
I guess the main point is that I think in-game skill
becomes far more important than out-of-game skill. I could be the most learned person about
Malifaux, but if I cannot execute skillfully every activation, I’m going to
suffer in my score. Being learned gives
me an edge, and having more experience gives me an advantage, but I still have
to execute at the different phases of scoring:
1.
I have to gain points for my strategy every turn
I can.
2.
I have to prevent my opponent from gaining
points from his or her strategy every turn I can.
3.
I have to gain points for both of my schemes.
4.
I have to prevent my opponent from gaining
points from both his or her schemes.
This can be harder since hidden schemes are more prevalent.
In order to win the game, I need to execute on three of
these four phases. It generally doesn’t
matter which one I fall behind on, but I have to execute on three of them.
And it is HARD to execute on three of them. If I execute on two of them and fail on the other two, we tie. Executing on three of them gets me a closer victory. And that’s what we’re seeing a lot of in M2E.
I’m sure that the scores will widen six months or a year
down the road. The pack of players will
diversify enough that the hyper-skilled players will reveal themselves at the
top of the curve, but I think that will be a smaller subset of players. Or maybe we'll all realize that the player skill progression is exactly the same, but we were all sitting at the very smallest part of the very beginning of that progression right now, so we all had virtually the same level of skill right now.
All of this babble could be me talking crazy-talk. Or it could turn out to be prophetic. Time will tell, I guess. In the meantime, I’ll keep enjoying
Malifaux. Hope you do too.
















