von BK-Rafael | 25.06.2026 | eingestellt unter: Malifaux

The Other Side: Errata und FAQ

Wyrd Miniatures veröffentlichen eine Errata und FAQ für The Other Side.

Otherside Errata

The Other Side Errata and FAQ

The app update was supposed to be a simple, straightforward affair. Then Waldo discovered the update button and became convinced that if he pressed it enough times, he could make the app update even harder.

Several emergency phone calls, one very concerned IT report, and a surprisingly lengthy argument about whether „update velocity“ is a real thing later, we’ve managed to restore order. Mostly.

The latest update to the ToS app includes the two new units we’ve shown off, the Midnight Maw and Major Mary, but it also includes another surprise: the June 2026 errata cards!

The good news is that the update is live, the June 2026 Errata has arrived, and we’ve got a number of changes to talk about. Let’s dive in, starting with the change that affects every Allegiance in the game: Envoy Cards have been removed!

Don’t worry, players can still take a second Allegiance as an Envoy, and the rules are nearly identical to the way they were before. Now, instead of needing a second Envoy Card, all of the relevant information has been streamlined and merged onto a single Allegiance Card. When chosen as a Company’s Primary Allegiance, everything on the card affects the game. When taken as an Envoy, some of the effects on the Allegiance Card, the ones in the section labeled „Primary Only,“ don’t apply to the game.

Otherside Errata Cards

This change has two goals: put all the rules for how to use an Envoy into the rule book so that players can easily find them in one consolidated place, and remove the oftentimes confusing secondary card.

Another part of this update was merging the Strategic Alliance rules from the Fields of Glory document into the Core Rules. This rule allows players to select up to two Stratagems from their selected Envoy to add to their Stratagem deck. As a safeguard, this rule added the restriction that the words „friendly units“ on those two Stratagems meant „friendly units from the same Allegiance as that Stratagem.“ We found this distinction confusing, unintuitive, and just too restrictive, so we tossed it. Players are now free to take up to two of their Envoy’s Stratagems by default, and those Stratagems can be played on units from their Primary Allegiance. There were, of course, a few Stratagems that would be simply broken in this format (such as Anchor to Reality). They have been ever-so-slightly errata’d to call out their units by Allegiance name. We think this is a change that will bring new life into the meta and get players excitedly brainstorming new combinations of Stratagems and units.

One small thing has been changed about the Envoy system: it is now a requirement that your Company contain a Commander belonging to an Allegiance in order to take that Allegiance as an Envoy (unless that Envoy is a Syndicate). One reason for this change is to make the Envoy system more intuitive. Technically, players could take an Envoy without a corresponding Commander, which would cause the Allies‘ Ability to become non-functional, and thus the rest of the Envoy Card. More importantly, this change is a safeguard preventing the opposite: that rare situation where something on an Envoy Card did have an impact on the game, even with no units from that Allegiance. Continue reading, and you might notice a few new examples of this…

Last cycle’s errata has been received extremely well. Both players and opponents of Abyssinia seem to be pleased by the Allegiance’s adjustments. Now that the dust has settled from the changes to their Allegiance Card, we were better able to see which parts of the Allegiance still needed fine-tuning, and it turned out to be a remarkably small amount.

Abyssinia Allegiance Card

The Abyssinian Allegiance Card received two small changes: firstly, players now receive a number of Prototype Assets based on the number of friendly Abyssinian Commanders they hired, not Commanders from other Allegiances. Secondly, The Long Game is now available for use when Abyssinia is taken as an Envoy. We expect these changes to make Abyssinia a more interesting and supportive option as an Envoy, without running the risk of having those units outperform Primary Allegiance units.

Electrocutioners

Discarding cards just wasn’t enough of a cost for the impact removing Objective Markers has on the game. While we still believe that removing Markers is an interesting effect and that the effect has a place in ToS, if it costs the opponent Tactics Tokens to Create those Markers, it probably ought to require Tactics Tokens for the Electrocutioners to destroy them, particularly since We Changed History! is an added effect to an already-excellent Action. The Action itself also deserved a little adjustment, as the ability to spam pulse unresisted Hits and place far overshadowed the other, interesting options available to the unit.

Steel Legion and Cutter

While the most expensive unit in the game does deserve a special oomph, the Steel Legion and Cutter simply overperformed in every regard. It was a unit without a weakness, so we gave it a few, while also buffing it within its role.

All in all, we’re hoping that the results of these changes are twofold: to lower the Steel Legion’s maximum effectiveness and to slightly shift its role. The Cutter should be effective at literally slicing a hole through the Squads holding together an enemy’s front lines, and the Steel Legion should now provide the staying power to endure a frontal assault, but the two should now require follow-up from the rest of the Allegiance to subdue their opponent’s heaviest hitters. The two should still remain a worthwhile centerpiece unit worthy of spending a Company’s resources on, whether that’s funneling high-value cards into its up-to-six attacks per Activation, or using Recalibrate to transform the low-value cards drawn by the rest of the Allegiance into higher-value cards.

Since we still feel the Kimon and Three Kingdoms are too new to warrant an errata, and Abyssinia and King’s Empire received significant changes in the last update, most of our attention was focused on the Cult of the Burning Man this cycle. What we found was an Allegiance whose overall balance within the game was acceptable, but whose internal balance was heavily skewed. Cult had some tools that overperformed and were taken all the time, and some that clearly underperformed and never saw the table. The following changes are aimed at adjusting the Allegiance’s internal balance to encourage more lines of play and more potential, viable list-building options, while maintaining the Allegiance’s overall standing within the game as a whole.

Cult of the Burning Man Allegiance Card

This card is receiving two minor tweaks. Tears in Reality is being adjusted to make it easier for players new to the Allegiance to use. In addition, which Ability remains active when Cult is taken as an Envoy has changed to make Cult a more attractive and interesting Envoy option.

Fenton Brahms and Flaming Effigy

As a Commander, Fenton had two key issues: his Actions were simply less efficient than most Commanders in the game, and he provided nothing unique or crucial to his Allegiance. To add insult to injury, his signature Ability, Whispering Madness, could be replicated by a 1-scrip Asset, with an arguably more powerful effect. Furthermore, Fenton has some steep competition in Cult. Adeodatos provides Actions and Abilities critical to Cult’s core play style, while Horomatangi filled a clear and always useful role, in addition to being Cult’s Envoy option. In order to make Fenton a worthwhile choice, we not only increased the effectiveness of his Actions, but more importantly, gave Fenton a unique role in the Allegiance. Fenton now serves as the Allegiance’s manipulative tactician, gaining more Tactics Tokens, punishing enemies for using Shaken Tokens, and turning those Shaken Tokens into Inspired Tokens once his units have no more need of them.

The Broken

The Broken were rather expensive for a unit that sits in a player’s deployment zone, maybe draws a card, and maybe kills themselves. Rather than simply making them cheaper, we wanted to try something a little different. These changes are part of a game-wide effort to make more units more valuable while in Glory. The decision of which unit to Glory and when is one of the most defining and fun aspects of ToS, and we want to make that decision as difficult as possible for you all. Now, the Broken are a disposable frontline unit that will definitely die, but might make someone else burn with them.

Twisted Horrors

These are not just excellent units, they are the primary payoff for all the mill effects throughout the Cult Allegiance. Their Unpredictable Ability is exciting and powerful, but feels oppressive when the unit is spammed. In addition, the unit was independent, often being its own primary means of milling the deck and requiring almost no other support from options like Fenton or The Broken. Rather than nerf such an interesting Ability, we’re raising the cost of the unit, and rebalancing their stats appropriately, to make it more difficult to fit two units of Twisted Horrors into a list. This will create room for other lists to be viable, force players to make use of other milling options (like Fenton and The Broken) to reliably get the most of the Horrors, and turn the unit into a true centerpiece for Companies that want to build around them.

ECB Black Ops

The ECB are primarily receiving an adjustment to swap costs with the Twisted Horrors and ensure that the hiring options available to the Allegiance remain diverse. Knocking Down the Pillars of Reality was an Action with an awesome vision, but was convoluted, difficult to use, and even when used properly was unfun because of how long it took to resolve the Action. In short, it wasn’t worth the large amount of card space spent on it. The Action is being adjusted to make it simpler while preserving its fantasy. This change also makes the ECB a secondary payoff for Cult’s discard shenanigans, and gives the unit a new role within the Allegiance: protect Portal Markers and the Artifacts of Extraordinary Significance found near them.

The Stratagems

Cult Stratagems had a similar issue to their units. Some were clearly strong and were taken every game, and some never saw play. They are also receiving touches in an effort to increase the spread of options available to players. The Approaching Convergence, for example, is a Stratagem experienced players tend to avoid because they have the experience to choose impactful positions for their starting Portals. New players, however, tend to rely on this Stratagem much more. As a result, its cost is being lowered to help make it easier for newer players to break into the Allegiance. On the opposite end, while just about every Allegiance has a „nuke“ Stratagem, From the Aether clearly outperformed comparable options available to other Allegiances. Removing the option to immediately blow up a Summoned Breachling will force the Cult players to jump through a few more hoops, such as using a Coordinated Strike, if they want their Breachlings to burst.

These changes are aimed at bringing up a few underperforming units, as well as smoothing over the Endless Numbers Ability.

Gibbering Horde Allegiance Card

The Endless Numbers Ability was lengthy and complicated. We actually had to use a different scale of text in order to fit all of the words on the card because of it! The Ability is being adjusted both so that it properly fits within the space provided and so that it is easier to understand. Oh, and it no longer costs Tactics Tokens! The fantasy of the Gibbering Horde is that of an unending torrent of enemies with low stats. We feel this is cool and exciting, but fell flat when players had to choose between fulfilling that fantasy, or scoring points. While making tough choices is the core of ToS, players should not have to choose between fulfilling their Allegiance’s fantasy and trying to win the game. Instead, the number of units that can be resummoned is now determined by the number of Gibbering Horde Commanders still in play. We feel this is a thematic replacement; the Hordes require strong leadership to keep them focused, and it remains an effective cost considering a change to the core rules mentioned below… Since Endless Numbers no longer makes use of Tactics Tokens, Tide Pools is receiving an update to give Hordes a new way to spend them: making new Tide Pool Markers! Finally, the Aquatic Ability is now active when the Allegiance is taken as an Envoy. The fish can no longer forget how to swim!

Alpha Crawler

He was hungry. Now he gets fed.

Barbed Crawler

Though this is one of the simplest updates this cycle, it’s one we’re extremely excited for! The Barbed Crawlers are a bad unit, but they are meant to be a bad unit. They are the bottom of the food chain, and we love that for them. They were also definitely not worth 4 scrip. While we could have simply lowered their cost, we instead decided to take an approach that would have been impossible without MyMiniFactory. The Barbed Crawler is now the first and only Squad (4) unit in the game! This allows it to be more easily used as fodder, whether for Survival of the Fittest, Altar of the Deep, or just to swarm a point with bodies. To help entice putting this unit into Glory, it has additionally received the new and powerful Invasive Ability, which synergizes nicely with its new maximum model cap.

First things first: Every errata to the core rules, from this and previous errata, has now been merged into the PDFs of the rule book. We aren’t committing to a new print run of physical books at this time, but the updated Core Rules are available below.

All of the changes to the core rules this cycle are aimed at reducing unintuitive interactions and gameplay mechanics. Arguably, the most impactful change is how we’ve adjusted Reinforcement Tokens. In short, Reinforcement Tokens can no longer be used to repair Assets during a unit’s Activation, nor can any number of those Tokens be used. Repairing Assets now works on an identical timing structure to replacing lost models: whenever an effect prompts the unit to „reinforce,“ such as at the start of the Turn. We’re expecting this change to make Commander units more vulnerable, less likely to survive aggression, and more susceptible to being ground down over several Turns of attacks. ToS is a game about logistics and drawing battle lines, and Commanders are no exception to this. Keep them near Squads, and keep enemies off them! We’ll be keeping a close eye on units that rely on Assets to function properly, i.e. Titans, and will adjust them accordingly in the future if need be.

We’ve added a few new entries to the FAQ document and removed one pertaining to Fenton. You can download the updated FAQ below.

Not every player needs to read every card. If you’re looking for a quick overview of what’s changed, download the June 2026 Changelog below.

Before we wrap things up, we wanted to take a moment to talk a little more about the ToS App itself. The June 2026 Errata cards have been updated in the app and are available now for players to review and use.

We know some users on newer Samsung and Android devices have been experiencing issues with the application. We’re aware of those problems and are actively working on updates to address them. We’re also continuing work to get the Sandmen Syndicate fully integrated and functioning properly within the app.

A huge thank you goes out to DZ and Raf for the tremendous amount of work they’ve put into maintaining and updating the application. Their efforts continue to help keep The Other Side accessible and up to date for players around the world.

For those currently affected by the Android compatibility issues, we appreciate your patience and apologize for the inconvenience while we work through the fixes.

All of the cards that received an errata are now available through the ToS App, the Wyrd Dropbox, Wargame Vault, and MyMiniFactory. Physical copies are available through Wargame Vault’s print-on-demand service, with a bundled ForgeFire option coming soon. Let us know which of these changes you’re most excited to see, and which units you can’t wait to put on the table!

Waldo has now been informed that „update velocity“ is not a real metric, pressing the button harder does not make the app load faster, and climbing onto the roof for better reception is not part of our standard release process.

He has taken this feedback about as well as expected, which is to say he is currently trying to improve the Dropbox by putting snacks in it. We’re going to go explain the difference before the ants find it. See you next week.

Quelle: Wyrd Miniatures

BK-Rafael

Seit 2002 im Hobby mit Mage Knight, gefolgt von Confrontation, um dann bei Warmachine/Hordes hängen zu bleiben. Aktuelle Projekte: OPR, Halo Flashpoint, SW Shatterpoint, SW Imperial Assault, Infinity und Kill Team.

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