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: #347918817798579 | Bookmark this game | Roll up a new game
[Bias to action] In this game, if a rule is unclear, choose whichever reasonable interpretation benefits the active player.
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.
[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: 360 degrees.
A Game consists of Rounds. A Round consists of Turns. A Turn consists of Phases in the following order:
[Earnt (Resource Bid)] At the start of the game, players roll-off and the winner of the roll-off becomes the First Player. At the start of each Initiative Phase, players secretly bid any number of their Game Tokens. Reveal the bids simultaneously and the player that bid the most discards their bid Game Tokens and becomes the First Player.
In the Action Phase, units are activated using the following rules:
[IGOUGO] Starting with the First Player, each player activates all their units, and then passes play to the player to their left. Once all units have activated, the phase ends.
Each unit may only be activated once.
[Two Unique Actions] When a unit activates, in may take any two of its 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:
[Momentum Movement] The unit may pivot up to 45 degrees per 2" moved, and must move at least 1/2 of its Speed stat in inches.
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:
[Doomed] After an action causes a model to gains one or more wounds: give that model a Doomed Token. In the End Phase it must pass a Difficulty 4+ Morale Test or be removed 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 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.
[Uncertain Round Limit (3-10)] As the final act in each End Phase, the First Player rolls a D6 and adds the current Round Number. If the total is 9 or more, the game ends.
[Positional objectives] Deploy three 30mm markers on the centreline of the board. At the end of each round, the player with the greatest points value of units within 4" of each objective scores 1VP for that objective. If tied, no one scores that objective.
When the game ends, the player who has the most victory points is the winner.