D&D MINIATURES QUICK RULES






INTRODUCTION
This is highly simplified set of rules for use with the
D&D Miniatures Line: Click Here
I have used these rules with my 6 year old son.

RULES
Players take turns.
All your units can move & attack once on your turn.
Small, medium, and large units can move 2 spaces.
Big units (2x2) and fast units can move 4 spaces.
Giant units (3x3) and cavalry can move 6 spaces.
Flying units can move 8 spaces and move over other units.
All units are of 2 types:
Fighters or Shooters.
Fighters can only attack into adjacent spaces. 
They hit on a roll of 4+ on 1D6
Shooters can attack up to a range of 8 spaces. 
They hit on a roll of 5+ on 1D6
A Hit does 1 point of damage. 
Small units have 1 Hit (Goblins, gnomes, halflings, kobolds)
Medium units have 2 Hits (Humans, elves, dwarves)
Large units have 3 Hits (Bugbears)
Big units have 4 Hits (Yaun-Ti Abomination)
Huge units have 5 Hits (Fire Giant)
Giant units have 6 Hits (Fomorian Giant)
Big units do 1D2 damage when they hit
Huge units do 1D3 damage when they hit
Giants do 1D6 damage when they hit
Scenarios: Make the sides equal. 
If given a choice, a unit should attack the largest enemy unit in range. 

NOTES
These rules are sufficient for a 6 year old. 
He has fun just fiddling with the figures (so do I).
It should be obvious to determine unit size and type. 
Medium & Large units have the same size base but I consider 
anything larger than human as Large.
Big & Huge units have the same size base but some 
units are noticeably larger.
For now we treat Clerics as Fighters & Mages as Shooters. 

LINKS
Merrics Page





Return to Warpspawn Mainpage