
Malifaux VersusCon 2026
Malifaux VersusCon 2026
Malifaux VersusCon 2026![]() |
Versus Gamecenter Portugal |
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2026-11-01 |
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VersusGC #16842 Gustavo Pereira #12136 |
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0 players |

open
| Registration opens | 10:00 AM |
|---|---|
| Round 1 begins | 10:15 AM |
? All rounds are GG1, 50ss.
? Any models released in the app when registration opens will be allowed during the event. Official errata will be adopted as soon as it is in the app.
? The time limit for this event is 75 minutes per player (2:30 hours total). Time starts when the Attacker activates their first model or TO says to start, whatever happens first.
Event Policies
? In case of uneven players, Bye will be counted as a 7-3 win. First round Bye is randomized. Next round Byes are for the last player in the standing after each round
? Conceded games will be scored based on the current game state, or a 7-3 tie if no apparent score can be determined. See the FAQ for more info.
? Tiebreakers for players with equal TP will be: 1) Strength of Schedule, 2) Differential, and 3) Total VP.
? The player on top of the Longshanks pairing (from the tournament games list) is the defender.
? Games must be played within the time limit established in the player pack. It is assumed that the players will play using clocks, splitting time equally.
Event Pools
ROUND 1
Stuff the ballots / Standard
01 - Make sure they’re not found
08 - Lay the Bait
18 - Stake a claim
ROUND 2
Turf war / Flank
10 - Take the high ground
19 - Frame job
20 - Plant evidence
ROUND 3
Aetheric conduit / Flank
03 - Pure spite
07 - Caught red-handed
21 - Breakthrough
Clock Rules
Core Principles
? The clock runs for the player who is acting or thinking.
? You may pass the clock to your opponent at any time.
Rules for Clock Use
You are responsible for your own time.
? When you are done acting, it is your responsibility to pass the clock to your opponent.
Alternate end phases, scoring, and shared time
? Make note of who has the clock on the first instance of shared time. Alternate who has the clock during each subsequent instance.
? Pass the clock to your opponent if you are finished with shared time and they have not.
? When time runs out, you may no longer act.
If you clock out, you must finish your current action, then pass the clock to your opponent.
? Your opponent may continue to play until the game ends (until the last turn is scored, or their own time runs out).
Avoid pausing the clock.
? During a tournament, the clock may only be paused by the TO.
Sportsmanship Tips
? Verbally indicate whenever you pass the clock.
? Give your opponent a few seconds to cheat/stone. Then, pass the clock if they are thinking.
? If your opponent does not pass the clock to you, use verbal queues to remind them.
? Verbally indicate if you need thinking time during your opponent’s activation.
? You are responsible for your time, including noticing when the clock should be yours. Intentionally playing on your opponent’s time is cheating.
Clock Setup
When does the clock start?
? Start the clock when the player activating first begins their first activation of Turn 1.
When does the game end?
? Ideally, the game ends naturally, at the end of Turn 4.
? A new turn may not be started if both players have less than 5:00 minutes remaining. If that occurs, the current turn will be scored as the final turn of the game.
How much time is on the clock?
? Round time is split evenly between the players.
? Each player has 90 minutes.
? During a tournament, only a TO or judge may adjust the allotted playtime.
If You Clock Out
You may not...
? Activate models
? Declare actions
? Declare trigger
? Move models
? Choose to use “may” abilities on your models
? Cheat fate
? Use soulstones
? Draw cards
You may still...
? Score points
? Win the game
? Flip duels generated by your opponent
? Discard soulstones, cards, or markers from your opponent’s effects
? Resolve “must” abilities on your models that do not require moving models or flipping cards
Clocks FAQ
I forgot to pass the clock for one of my activations. What should I do?
? Some opponents will let you take an activation on their time, but they are not obligated to do so.
? Ultimately, it is your responsibility to manage your own time.
I regularly forget to pass the clock to my opponent and I’m not getting my full time. What should I do?
? Talk to your opponent and ask them to help you remember to pass the clock.
? If both players are struggling with the clocks, ask for a TO to help out. If no TO is available, they may designate a spectator to help.
? Passing the clock becomes muscle memory with practice. Pass time back and forth in your casual games without enforcing a “clock-out” time.
I think my opponent is intentionally playing on my time, or they are passing the clock without alerting me. What should I do?
? Call for a TO.
My opponent is passing the clock immediately after each flip. What should I do?
? Call for a TO.
Examples of Clock Use
Standard Play Example
Player A activates Titania, and begins attacking Mah Tucket. On the first attack, Player A is hitting on positives, so Player B cheats defensively. Since it only took Player B a couple seconds to determine his cheat, the clock stayed on Player A for the entire action.
On the second attack, Player A missed and cheated to hit. This generated Scamper effects from multiple models in Player B’s crew, so Player A passed the clock to Player B to resolve the Scampers.
On the third attack, Player A hit again, and now Mah could die if Titania hits severe damage. Player B says he needs a second to think, and Player A passes the clock to him. After a minute, Player B decides not to cheat, but spends a stone to put the attack on negs, passing the clock back to Player A. Player A flips severe anyways, and Player B spends another stone to reduce the damage. Since Player B didn’t need to take any time to think about it, the clock stayed on Player A for the reduction.
End Phase Example
Player A and Player B reach the end of Turn 1. Player A had the last activation, so the clock stays on him and the players make note of this.
Player A had little to do during the end phase, and he finishes his cleanup quickly. Player B is playing McMourning and is resolving poison on his crew, so Player A passes the clock to Player B. They flip initiative on Player B’s clock, but then Player A needs to think about cheating initiative, so Player B passes the clock back.
Next end phase, the clock starts on Player B (because it started on Player A last turn). Player A quickly resolves his cleanup, including stoning away some poison damage, before Player B finishes resolving his friendly poison. The clock stays on Player B the entire end phase.






























































