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MICRO-MINI
ADVANCED
RULES
A Rules Light
Miniatures WarGame
By Noah C. Patterson
RULES VERSION: 1.0
Copyright © 2019 Noah C. Patterson
Manrann xs (Order #27215059)
Micro-Mini Rules Basics
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MICRO-MINI
ADVANCED RULES
A Micro Miniatures
Skirmish Game
By N.C. Patterson
RULES VERSION: 1.0
CONTENTS:
1.0: Introduction (Pg.2)
2.0: Building Armies (Pg.5)
3.0: Setting Up (Pg. 11)
4.0: Playing the Game (Pg. 11)
5.0: Confidence Checks (Pg. 12)
6.0: Moving (Pg. 13)
7.0: Attacking (Pg. 14)
8.0: Victory (Pg. 15)
9.0: Alternate Rule (Pg. 15)
10.0: Quick Reference (Pg. 16)
1.0: INTRODUCTION
Welcome to Micro Miniatures
Advanced Rules, an easy to learn
and rules-light tabletop
miniatures skirmish game.
These advanced rules are a step up
from the basic level rules, but
still act as a great starting place
for the system. There is no limit
to what miniatures you can use or
to your creativity.
This specific rulebook offers base
concepts and ideas for the game
system with a few more options
than the Basic rulebook you may
have already used. There is no
specific theme or miniature type
that you have to use for these
rules. Simply gather up whatever
minis you have on hand, some dice,
and a friend and you’ll be ready to
play.
Later rulebooks will offer
expanded rules and options based
on specific themes, genres, and
unit types.
1.1: What is Micro-Minis?
Micro-Minis is a rules-light
miniatures gaming system
intended to help new gamers more
easily jump into the world of
tabletop skirmish warfare.
It is also perfect for experienced
gamers looking for an easy, fast,
and fun beer and pretzels style
game they can pull out on the fly
without very much time to invest
in setup and lengthy game times.
Additionally, the game is
intended to be an inexpensive
entry into gaming. Players can use
any gaming figurines or
Manrann xs (Order #27215059)
Micro-Mini Rules Basics
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miniatures they have on hand. The
game only uses six-sided dice
(referred to as D6 in these rules).
Finally, gaming terrain and
buildings aren’t necessary (but
can add some neat flavor if you
have them).
Most of all, this specific
rulebook is intended as a
completely open ended game. Play
with any miniature you want in
any universe or genre you want.
Mix up genres if you feel like. The
point is to simply have fun.
Before building Armies or trying
to teach other players, it is
recommended you read through (or
at least skim) the rulebook
completely to get a feel of the
game.
1.2 What Do I Need to Play?
Before beginning to play, you will
need to acquire a few gaming
materials.
●
The Rules: As expected, you
will need this rule book in
order to play the game. I
prefer to play using a
physical copy myself, so if
you purchased the PDF
format of this book, I
recommend printing these
pages for ease of use.
●
Dice: You will need a
handful of six-sided dice
(referred to as D6 in these
rules). Preferably, each
player should have between
five and ten dice for ease of
play.
●
Miniatures: It should be no
surprise that a miniatures
game requires you to have
miniatures on hand. I
personally prefer 25-28mm
miniatures and those are the
ones I used to test these
rules. I like the “Bones”
miniatures put out by
Reaper Miniatures for this
game. They are inexpensive,
detailed, and fun to paint.
However, you can use
whatever minis you already
have for ease of play. The
most important thing is to
make sure everyone has the
same size miniatures. In the
end, however, if you are
brand new to wargaming and
don’t have any miniatures
you can use colored chips,
coins, paper cut-outs, etc.
to represent your Army.
●
Markers: Each player will
need a handful of markers
such as plastic chips, coins,
beads, etc. These will be
used to mark when a unit (a
group of miniatures) has
been activated during a
round or if they are losing
their confidence. Try to
Manrann xs (Order #27215059)
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have different colored
markers for each.
Gaming Space: You will need
either a table or floor space
of anywhere between 2x2 and
6x6 feet in size to play on.
Terrain: You will likely
want to have some sort of
terrain out to play with.
Many game shops and
companies sell miniature
sized buildings and even
playing mats with details on
them which can add flavor to
your game. However, if you
don’t have these items you
can use books, boxes, or
anything else to make up
your own buildings and
obstacles.
Measuring Tool: You will
need a ruler or tape measure
to help you determine how
far miniatures can move and
shoot.
Pencils, Erasers, and Paper:
Finally, you will need
writing utensils and paper
to record all of your gang's
statistics on.
Music:(Optional) To get into
the spirit of the game, I
recommend listening to epic
music that fits whatever
theme or concept you’ve
decided to play.
1.3 Things to Know Before Playing:
Before jumping into these rules,
here are a few game terms and
concepts to help you out.
●
Dice: You will only ever use
six-sided dice in this game.
They will be referred to as
D6s in these rules.
●
Dice Pools: A dice pool
consists of a handful of D6s.
For instance, a dice pool of
3 would mean you roll 3
six-sided dice. In
abbreviated terms, this is
written as 3D6. When you are
asked to add or subtract
from the dice pool you will
either add or remove that
number of dice from your
hand. -1 from your dice pool
would mean your pool would
go from 3D6 to 2D6.
●
Individual Scoring: When
rolling dice, you NEVER add
the results together. Each
die is scored individually.
So, if you rolled 3D6 your
results might be 6, 3, and 2
respectively. These numbers
are not added to one
another.
●
Higher is Always Better:
100% of the time you will
want to roll high numbers in
this game.
●
Armies vs Units: In the game,
the term Army refers to one
player's entire team of
miniatures. The term Unit
represents the individual
Manrann xs (Order #27215059)
Micro-Mini Rules Basics
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groups of miniatures in
your army. Each Unit is a
group of miniatures.
Units: Units are made up of 1
to 9 miniatures. This group
of minis always move and
attack together. They never
separate or act
individually.
Moving to the End of the
Tape: When moving, the
miniatures always move to
the END of the measuring
tape or ruler. All units move
3 to 9 inches on a turn. So,
when measuring to move 6
inches, you would measure
out 6 inches exactly and
move ALL of the unit’s
miniatures to the end of the
measuring tape, not
alongside it within the six
inches measured.
Strength: The most
important element in the
game is the Strength value.
This one number represents
your Attack, Defense, and
Movement.
Manpower: The second most
important element. This
number determines how many
dice are in your dice pool.
2.0 BUILDING ARMIES:
Before playing, the first and most
important thing is to have each
player create their Army.
Armies are made using purchasing
points. Each player has the same
number of purchasing points at
the start of the game.
Purchasing is done in the
following steps:
1. Pick a Point Level
2. Purchase Units
3. Purchase Items/Weapons
4. Pick Commander Power
2.1 Point Level:
The group as a whole should settle
on a point level with Level 1
being for building a tiny Army for
a small skirmish and Level 5 being
the largest for an all out war.
If you only have a few miniatures,
to begin with, try starting at
Level 1 with only 15 points to
spend.
1. 15 Points
2. 30 Points
3. 40 Points
4. 50 Points
5. 60 Points
2.2 Unit Options:
Each Army is made up of a single
Commander and groups of
miniatures called Units. Each
Army MUST have at least one
Commander Unit. Purchase your
Commander first (4 points) and
Manrann xs (Order #27215059)
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Micro_Mini_ADVANCED_Rules.pdf
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Micro_Mini_BASIC_Rules.pdf
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