I  appreciate that not all the visitors to this blog play Malifaux. This  post is aimed at those visitors who are intrigued by Malifaux but  haven't taken that final step or don't know where to start – hence I'm  keeping it purposefully simplistic. The Malifaux regulars can have a  read too and see if you agree or not with my appraisal and jump in with  the comments.
Maybe you've heard the name or  seen some of the models. Maybe you've read a blog or two, maybe even  seen a demo game. Bottom line is that your interest was peaked and you  want to know more. What's all the fuss about? Let's start with the very  basics.
Malifaux is a 32mm tabletop miniature skirmish game from 
Wyrd Miniatures. It's described as a 
Steamvictoriohorrorwestpunk genre, so make of that what you will.
The Background Story…
Not  wanting to rob you of any reading pleasure I will keep this as brief as  possible. Think alternate earth late 19th century; a group of power  hungry magic practitioners manage to rip a hole in reality, creating a  breach to another world. This reality is deserted, no signs of life but  plenty of signs of former human inhabitants, not least in and around the  city of Malifaux. Long story short, the influx into this new world  begins as people go in search of their fortune. The natural, demonic,  inhabitants of Malifaux are not happy at this increase in the living and  the fighting begins. However, thanks to the increased natural magic in  the air and naturally occurring 'soulstones', mere mortals can become  powerful sorcerers once through the breach. This thirst for power,  magic, soulstones and wealth is what underpins society in Malifaux as  well as being the catalyst for all the conflict.
The Players…
The game comprises of 
five different factions to represent the various interested parties.
The Guild
They are the law, preferring quality to quantity in their crews and (for the most part) direct damage over spellcasting.
The Ressurectionists
The Ressers are all about the undead, summoning additional models to bolster their crew numbers.
The Arcanists
A faction full of fragile spellcasters, backed up by constructs and beasts.
The Neverborn
The monsters of Malifaux, they focus on speed, deception and willpower-based abilities.
The Outcasts
Mercenaries, groups and individuals who don't fit in with another faction.
The Models…
The  miniatures are the thing that drew me into the game – Perdita Ortega  and Lady Justice if I recall correctly. They are pretty unique and let  me tell you, after years of churning out space marines, they are an  absolute joy to paint. You will only need around 5 or 6 models to start a  crew so you can spend the time and attention that their beauty demands.
Most  of the crews within a given faction cross over well, so it won't be  long before you expand. One attraction of this game is that a crew box  set costs around £20-£25 so it's not a massive investment to expand your  gaming experience. It is possible to collect an entire faction for as  little as £250, which is amazing compared to other game systems, and  will give you great flexibility and a massive pool of models to choose  your crew from.
The Card Mechanic…
The  Fate Deck. This is one aspect that makes Malifaux almost unique. After  years of rolling handfuls of dice and cursing the gods of chance it was  strange to be flipping a deck of cards to determine shooting and combat  results.
The other unique aspect is the 
Control Hand  which you deal yourself at the beginning of each turn. You can use  these cards to alter the results of a flip from the fate deck that you  don't like, be it combat, spells or willpower tests. This allows you the  opportunity to, in effect, cheat and stack the result of a given  situation. Then add to the mix the Red and Black Jokers – Red is very  good, Black is very bad – so even the most carefully laid plans can go  awry or knockout blows delivered from the most unexpected source. Be  under no illusion, even with the ability to cheat fate, the gods of  chance are equally fickle with cards! 
How Does It Play?…
I'm  sure there are more experienced and literate individuals who could  explain it better than I can and coming from a GW-centric gaming  background I have a limited pool of games to compare. This is the best  way I can describe it. 
Imagine playing a cross between  Necromunda and Mordheim, with crews comprising of only special  characters – some very powerful. You're playing on a 3x3ft table, using  cards instead of dice and gems or counters to represent your soulstone  pool. That doesn't come close to describing Malifaux in full but it puts  you in the right ballpark. The big difference is it's not about killing  your opponent's crew, it's about achieving Strategies and Schemes –  nothing else matters. You can finish the game with no models left on the  table and still win big. As a former GW (and occasional Warmachine)  gamer this seemed a very alien concept to me, and the most difficult  lesson to learn.

Learning  the basics (the card mechanic, movement, combat, etc.) is quite easy  and you can quickly play the game at a superficial level. However, more  so than any other game I've experienced, Malifaux has a great depth that  will take years to discover fully and master. The character and/or  spell combinations alone open this game up to many levels of play. You  only (usually) activate one model at a time before your opponent gets to  go, so you have to carefully consider activation priority and your  opponent's likely counter.
Another plus point is if you  play 28-32mm wargames already you won't need to buy any specific  terrain, the bits you already own will work a treat. Yes, you may want  to build a unique wild west or swamp board at some point, but to get  started you already have the bits needed – terrain, tape measure and  counters (we even use dice for wound counters).
Who Plays This Game?…
I've noticed three distinct type of gamer drawn into the world of Malifaux.
First  of all you have the general gamer who will have a go at pretty much  everything and anything; the type of person who has an army/crew for all  the games out there and is not hung up with any particular system,  genre or company. They like variety and to try new things and the  Malifaux system is pretty fresh thinking.
Then you have  the gamers who have their main game, be it 40k, Fantasy or WarmaHordes.  They play Malifaux as a secondary, as a way of taking a break from the  big battles. They may get quite into the fluff and the nasty combos but  nothing will pull them completely away from their first love. The  complete change of scene and cheap entry cost seem to be the big draw  here.
I've  noticed a lot of gamers – myself included – who have discovered  Malifaux at a crucial time in their gaming life, when they have become  disillusioned by the rules/cost/development of the big, popular games  and games companies. Malifaux takes them back to a place where the game  and the gamers were important – the game itself is still in its infancy,  relatively speaking, and has not been tarnished by the demands of big  business. The community surrounding Malifaux is a big draw too and these  individuals will often end up becoming champions for the cause,  promoting Malifaux at every opportunity.
There is also a  fourth group of individuals who have been attracted by Wyrd's flagship  game and that is gamers' wives and girlfriends. Alas, my own wife balks  at such thoughts, but stranger things have happened!
Generally  speaking it appears to be the cheap entry level and beautiful  miniatures that will initially appeal. The easy to learn rules system  combined with the depth of play takes over once you start gaming. It  won't be long before you want to buy another crew, then another. The  relatively cheap cost of the crews means that you can do this, even  alongside a massive 40k or Warmachine army.
The only  negative that I've seen people mention, though it's not an issue to me,  is the fact that you can't develop your own characters (yet) as they're  all pre-defined.
Where To Start?…
I  think it depends on what drew you in. I bought some models as that is  what attracted me first. I also bought the original Malifaux Book 1  (pictured at the top of the blog) which was fantastic for background  information and stats of all the initial characters. Alas, the rules  section of this book has been superseded by 
The Rules Manual so if you're not into the fluff go straight for that instead.
If you're not ready to spend any cash just yet you can still glean information and background from the internet.
Your first stop should be the 
new Malifaux website.On there you will be able to see photos of all the models  currently available – and order some if the fancy takes you. The  community area – 
Wyrd Forums  – is a fantastic resource, especially for newbie gamers, where you will  find the answer to almost all your rules queries. I cannot praise Wyrd  (and the gaming community) enough for this; people are friendly, helpful  and supportive no matter what your playing/painting level.
Within the resources section of the Malifaux website you will find lots of interesting stuff, not least a cut-down PDF version of the 
Rules Manual and up to date versions of the Book 1 character cards. There is also a crew creator application on there to help you build your crews.
In addition to this fantastic resource you have the fan-made Malifaux Wiki – 
PullMyFinger  – which has been an essential resources for playing (and writing this  article!). You will find a lot of background and gaming information and  advice there.
I'm going  to leave it there for this entry. Please feel free to comment if you  have any questions or indeed disagree with my thoughts, or have betters  ways of describing the game.