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Simple Miniatures Game

What You Need to Play

  1. One or more miniatures for each player
  2. Cheap six-sided dice
  3. A set of stickers that will cover each face of the six-sided dice
  4. Poker chips
  5. A set of stickers to put on the poker chips
  6. A ruler
  7. A board or sheet of paper, ruled or otherwise divided and numbered from 1 to 32 (more or less). I use the board from the game Europa. This is the Turn Chart
  8. Counters marked "Kneel", "Prone" (standing is the default position) and "Aim". If you don't have blank counters, cut up some paper or just make sure everyone knows what stands for what.

Game Setup

  1. Create a set of chips for each miniature or group of miniatures (using different colors helps, but they can also be labeled on the back). On the face of each chip, write one of the following:
    1. Aim
    2. Run
    3. Prone
    4. Kneel
    5. Stand
  2. Choose the dice that you want to use for the game, depending on how complex you want to make it. Write the word shown below on a sticker and paste it to the corresponding number on the die. Each type of die is optional, none are required; the types are ordered according to how useful they are (and aren't likely to be used past Hit Location).

    Shooter Skill

    1. HIT
    2. Green
    3. Regular
    4. Elite
    5. MISS
    6. MISS

    Shooter Stance

    1. HIT
    2. Stand
    3. Kneel
    4. Kneel
    5. MISS
    6. MISS

    Hit Location

    1. Head
    2. Arm
    3. Body
    4. Body
    5. Leg
    6. Leg

    Target Stance

    1. HIT
    2. Prone
    3. Kneel
    4. Run
    5. MISS
    6. MISS

    Rate of Fire

    1. HIT
    2. HIT
    3. 2-Rnd
    4. 3-Rnd
    5. MISS
    6. MISS

    Target Skill

    1. HIT
    2. HIT
    3. HIT
    4. Elite
    5. MISS
    6. MISS

    Visibility

    1. HIT
    2. Smoke
    3. Night
    4. Night
    5. MISS
    6. MISS

How To Play

Start by placing the figures out on the table.

Each turn, the players may play poker chips face down on the turn chart.

  • Each player may have up to 4 chips on the chart at a time (total, not 4 for each figure).
  • Each chip must be placed at least 8 turns forward (from the current turn, not from each other).
  • As time goes past the end of the chart, wrap around to the beginning.
  • Chips may be placed for one piece or a group of them, but this must be clearly marked or otherwise noted when the chip is placed.
  • Chips may be picked up anytime before they are flipped over, but cannot be placed back down less than 8 turns ahead.

After placing chips, turn over any chips on the current turn.

  • If the chip shows "Stand", "Kneel", or "Prone", change the piece's position.
    • Note that a piece cannot go from Prone to Standing; it must go to Kneel first.
  • If the chip shows "Move", the player points to where the figure is moving. The figure must be Standing or the action is invalid. The figure is then moved 1 inch per turn until it reaches the desired point.
  • If the chip shows "Aim", the player points to where the figure is aiming. Then the player takes an Aim counter and moves it 1 inch toward the target location (pistols and SMGs move 2 inches).
    • Each turn, the Aim counter moves 4 inches (1 inch for pistols and SMGs) toward the target location. Note that this is a location, not a particular figure.
    • After the Aim counter reaches the target location, the player may attack a figure at that location or move the Aim counter 2 inches (1/2 inch for pistols and SMGs).

To attack a figure, the player rolls the appropriate dice. If any die comes up "MISS" or fails to meet the die's condition, the attack misses. Otherwise, it hits.

The attack conditions are listed below. Some dice will not be needed for a particular attack, others will be discarded before play by mutual agreement. The conditions range from conditions where "HIT" is the only result that does not fail up to a guaranteed "HIT" where the die need not be rolled.

Shooter Skill

The skill level for each figure is decided before play begins.
  1. Unskilled (requires "HIT")
  2. Green
  3. Regular
  4. Elite
  5. Master (no die needed)

Shooter Stance

  1. Running(requires "HIT")
  2. Stand
  3. Kneel
  4. Prone(no die needed)

Hit Location

Hit location is handled differently from other conditions. The body part hit may be behind cover; only the head and arm are needed to attack from behind cover. The location may also be armored, in which case the figure suffers no effect. Otherwise, a hit to the head or body removes the figure from play. A hit to the leg means the figure cannot move and a hit to the arm means it cannot attack.

Target Stance

  1. Peeking around cover(requires "HIT"). Decide before play if such a move is allowed, and make a chip for it.
  2. Prone
  3. Kneel
  4. Run
  5. Stand(no die needed)

Rate of Fire

  1. Single Shot(requires "HIT")
  2. 2-Rnd: This represents semiautomatic fire. Decide before play which weapons are capable of this.
  3. 3-Rnd: This represents a three-round burst. Decide before play which weapons are capable of this.
  4. Fully automatic fire(no die needed)

Target Skill

  1. Master(requires "HIT")
  2. Elite
  3. Regular or less(no die needed)

Visibility

  1. Shooter not looking(requires "HIT"). Decide before play if such a move is allowed, and make a chip for it.
  2. Smoke
  3. Night
  4. Day(no die needed)

As figures are removed from play, new figures may be brought onto the board as previously agreed by the players.

Players decide beforehand how the game ends. It may be when one player loses a given number of figures, or when one figure reaches a certain point on the other player's side of the map, or when one player holds a certain point for a given number of turns.

Last Modified on 01/07/04
Copyright Grant Davis, All rights reserved. Accuracy not guaranteed.
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