Micro_Mini_ADVANCED_Rules.pdf

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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
 
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Micro-Mini Rules Basics
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 
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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 
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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 
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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 
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