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: #175793286429105 | 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:
[Individuals] Units in this game are single models which activate, move and perform actions individually.
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.
[Abstracted] If it is possible to draw a straight line within the viewing model’s arc of sight from any part of the viewing model’s base to any part of a target model’s base without that line crossing a visual blocker the target model is within line of sight. Visual blockers are enemy models of a height equal to or greater than the viewing or target model, and terrain designated as blocking.
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:
[Random (Static)] At the start of the game, 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:
[Push Your Luck] Starting with the First Player, each player selects a unit and declares a number of activations. They rolls a Morale Test, with a Difficulty equal to the declared number. If they succeed, they activate the unit the declared number of times. If they fail, the unit does not activate, but counts as having activated. Once all units have activated, the round ends.
Each unit may only be activated once.
[Two AP] When a unit activates, in may take any two of its listed actions, in any order, and may take the same 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:
[Shaken] 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 gain a Shaken Token. When a unit with one or more Shaken Tokens is selected to activate, they must make a Difficulty 5+ Morale Test. If they pass it, they discard all Shaken Tokens, if they fail it, their activation ends.
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 2-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 4 inches of their controller's table edge.
[Fixed Round Limit] The game ends at the end of round 5.
[Interactive objectives] Deploy three 30mm markers on the centreline of the board. A unit that succeeds with a Close Action against the marker captures it. At the end of each round, each player scores 1VP for each marker that they currently have captured.
When the game ends, the player who has the most victory points is the winner.