Myself and a friend tried out the current Malifaux 4e Beta of the rules, May 29th version. He took Guild and Family, Perdita, and I took Outcast and Mercenary, Viktorias. We almost got to the end of turn two, after four hours, but this was no different than 3e when we transitioned to that ruleset. So far, we like the new rules and changes that make models and crews more unique. There are a lot less dual faction models, but are no longer any dual faction crews.
Setup
-Terrain: Range of 45-65% of play area covered with terrain as long range actions intended to be limited, a minimum and maximum required as climbable platforms for models, requirement for all the different types of terrain.
-Scenarios and Schemes: Base scenarios use strategy markers which cannot be affected (moving, removing, or targeting) unless the model card or scenario specifically says so, pick one from three random schemes, and only have one scheme each turn.
-Faction, Leader, and Hire Crew: Pretty much the same, not spending all your points important for having soulstones as many models use them for various effects.
Turn
-Start Phase: Initiative for turn 1 is always the attacker and in subsequent turns the player who did not activate the last models chooses who gains initiative, hand size is seven instead of six, If you have no Master your henchmen can become the leader until the end of the game (gaining an action each turn too) for a soulstone.
-Activation Phase: If you have the same or less models then opponent you can pass your activation, cannot pass twice in a row, Masters get three actions if game is 50 or more soulstones, Peons get only one action and cannot interact, the lightning bolt free action is now called signature actions, you get one free signature actions per model during its activation but can do it again for another action.
End Phase
-Score Strategy: Can score up to 5 VP with them during the game.
-Reveal Scheme: Can reveal a scheme to gain up to 2 VP during the game.
-Abandon Scheme: Can reveal and discard a scheme without gaining VP.
-Select New Scheme: If you revealed or discarded a scheme you can select one of the three printed at the bottom of the scheme.
-Check for End Game: Four turns instead of five
Other
Character Driven: The rules and abilities for each model, we found, are more unique and better fit what they do. They’re more fun to see what new stuff they can do.
Crew Cards: Each Master can choose which of two they are and they come with different crew cards. For friendly games we are just going to put them on a different base size if they have that change. These crew cards provide extra abilities and actions for each member of the crew that has the same keyword as the Master. A handy list of tokens the crew will be using, and their effects, are on the back of the card. One, or more, of these tokens are special to the crew card and Master chosen.
Tokens: OK, there are now 21 types of tokens across each faction. Add to that the crew card specific tokens. That means you need to make more tokens to show what’s what on the playmat.
Firing into Melee: Cannot find it. Looks like friendly models do not grant cover but enemy models do.
Well, that is a quick overview and once the rules and models cards are locked I will make some helper sheets as I have done for 2e and 3e. Looking forward to playing more games of the new edition. Link to Wyrd's 4e page. To access the 4e beta files you need a forum account.