Write a new tabletop miniatures game in seconds!
This toolkit is as a rapid prototyping tool, allowing you to generate the skeleton of a tabletop miniatures game in moments. It also exists to make the point that if a design simply reorganises common mechanical tropes into a new order, it is unlikely to be an effective design. Effective game design tightly integrates its core ideas with mechanics to shape the players' experiences.
This toolkit builds on the ideas found in our upcoming book: The Fundamentals of Tabletop Miniatures Game Design.
This toolkit doesn’t create interesting games, it creates functional ones. It can be used as a starting point or as an inspiration. It isn't quite finished yet and will be developed over the next few months.
This toolkit Tabletop Miniatures Game Prototyping Toolkit by Glenn Ford and Mike Hutchinson is offered in the public domain via CC0 1.0 Universal. We waive all of our rights to the work worldwide under copyright law, including all related and neighboring rights, to the extent allowed by law.
You can copy, modify, distribute and perform either the output or the code of this toolkit, even for commercial purposes, with no permission or attribution required. Download the code on Github.
Seed: #234284970520511 | Bookmark this game | Roll up a new game
[Bias to realism] In this game, if a rule is unclear, choose whichever reasonable interpretation appears most realistic.
Units in this game are:
[Squads] Units in this game are models grouped into loose formations. All models in a unit are activated with a single activation but perform actions individually. When moving, every model of the unit (after the first) must end within 1” of another member of the unit.
Units in this game are defined by the following stats:
[Dice Combination] When called upon to make a Difficulty X [Stat] Test, the unit's controller rolls a 2D6, adds the value of the named stat and subtracts the Difficulty. If the total is more than 10, the Stat Test is a Success, else it is a Failure.
At the start of each turn, each player receives 5 Re-roll Tokens.
After rolling a Stat Test, if the Stat Test was failed, the rolling player may discard a Re-roll Token to re-roll the Stat Test.
[Models Eye View] If it is possible to draw a straight line from the eyes (or other visual apparatus) of a viewing model to a point a target model without opaque impediment, that target model is in the viewing model’s line of sight. The player aligns one eye with the back of the head (or rear of any other visual apparatus) of the viewing model while closing their other eye. The viewing model is temporarily removed, anything the player can see is in the viewing model’s line of sight.
The arc of sight is a sector of a circle with its arc centred on the designated front of the model and radiating from its head (or other visual apparatus) of: 90 degrees.
A Game consists of Rounds. A Round consists of Turns. A Turn consists of Phases in the following order:
[Bought] At the start of the game, the player who spent the fewest points at force selection becomes the First Player for the whole game. If points are equal, players roll-off and the winner of the roll-off becomes the First Player for the whole game.
In the Action Phase, units are activated using the following rules:
[Unreliable Activation Order] Starting with the First Player, each player selects a unit and rolls a Difficulty 3+ Morale Test. If they succeed, they activate the unit, and then select another unit, testing again to activate. If they fail, play passes to the player to their left. Once all units are activated, the round ends.
Each unit may only be activated once.
[Move+Action] When a unit activates, in may take a move action and one of its other listed actions, in any order, but no action twice.
Units have the following actions available to them:
When a unit takes a Move Action, follow these rules:
[Restricted Movement] Pivoting up to 90 degrees counts as reducing the unit’s Movement by ¼. Moving backwards or sideways counts as taking double the distance moved. The line of movement need not be straight, but when curved distance moved is measured by the point that travels the furthest. Move the unit until total distance moved equals the unit’s Speed stat or the player wishes to stop.
Each Ranged Action has a Range, which is the maximum range of the action.
Target a unit in line of sight and range. Make a Ranged Skill Test with a Difficulty equal to the target's Defense stat. If the test is successful, resolve the effects of the Ranged Action.
If the target is obscured, discard the one successful dice roll before resolving the test.
The following are generic examples of possible Ranged Actions within this system:
Each Close Action has a Range, which is the maximum range of the action. A Range of zero or "-" means the maximum range of the action is base-to-base contact.
The following are generic examples of possible Ranged Actions within this system:
[Certain Death] If a model has wounds equal to or above its Wounds stat, remove it from play.
Each Special Action has a Range, which is the maximum range of the action. A Range of zero or "-" means the maximum range of the action is base-to-base contact.
The following are generic examples of possible Ranged Actions within this system:
[Fleeing] When a friendly unit is removed from play within 6" and line of sight of a unit, the surviving unit must make a Difficulty 5+ Morale Test. If they fail it, they must make a standard move, ending as far from all enemy units as possible.
Terrain can be Difficult or Impassable, and also might be Obscuring or Blocking. If it has none of these traits, it is Open.
Models count friendly models as Open and enemy models as Blocking and Impassable.
TODO
Play on a 3-foot square table. The winner of a roll-off chooses one table edge as theirs, the opposite table edge becomes their opponent's. Alternate the deployment of units, starting with the winner of the previous roll-off. All units must be deployed within 6 inches of their controller's table edge.
[Fixed Round Limit] The game ends at the end of round 4.
[Points removal] At the end of the game, count up the point values of the units each player removed, and the most removed wins.
When the game ends, the player who has the most victory points is the winner.