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MINIONS






INTRODUCTION
Fantasy miniatures tactical combat on a chessboard.

MINIATURES
Also referred to as: Figures, figs, units, men, targets, creatures, pieces, 
attackers, defenders. 
They can be metal or plastic. 
Painted figs are aesthetically preferred.

SETUP
Use a standard or enlarged 8 x 8 chessboard.
Individual Miniatures (Figures) must fit within a single square on the board.
Each player has an army of exactly 16 miniatures.
Each figure has a value as listed on the Miniature list.
The value of a players army may not exceed 100 points.
A painted fig army can be up to 105 points.
You must have at least one Leader fig.
A player sets up his figures in his back 2 rows.

SPELL DECK
Players share a common spell deck.
The deck contains two of each card.
Each fig has none or one or more spells.
Draw spell cards for each of your figs that have spells during setup.
Spells are kept in separate piles for each spell-casting fig.
Spells when used are discarded.
Spells are not replenished during play.
If a fig is killed, all of its spells are discarded.
A fig can cast only one spell per turn.

OBJECT
Destroy all of your opponents Leader figs.

TURN SEQUENCE
Players take turns.
The better painted army has the choice of going first or second.
Each turn has 2 Phases:
1. Move Phase
2. Attack Phase

MOVE PHASE
Roll 1D6. This is the Move Roll.
You may move that many of your figures this turn.
A figure may move some or all of its movement allowance in one direction only.
The direction can be orthogonal or diagonal. 
Only flying Figs can jump over other figs.

ATTACK PHASE
All of your figures may attack enemy figs in range.
Both attacker and defender roll a six sided die and add their Force rating.
The result is called the battle roll.
If the figs are adjacent the higher battle roll kills the lower roll.
Ties indicate a standoff: neither unit is killed.
If the figs are adjacent the combat is considered to be HTH (Hand-to-hand).
If the figures are not adjacent it is a ranged attack or a missile attack.
In a ranged attack, the attacker kills the defender if the
attacker's battle roll is higher, otherwise nothing happens.
All ranged attacks are capable of indirect fire.


MINIATURE LIST
Figure Type	Value	Move	Force	Range	Spells	Special Abilities
Red Dragon	12L	5	4	1		Flying, Firebreath
Blue Dragon	11L	4	4	1		Flying, Lightning
Black Dragon	11L	4	4	1		Flying, Acid
Green Dragon	9	3	3	1		Flying, Poison
White Dragon	10	5	2	1		Flying, Freeze
Skirmisher	5	2	1	1		Skirmish
Wizard		8L	1	1	1	5
Warrior		5	2	2	1					
Myrmidon        7       2       3       1               Martyr
Avatar          8L      2       5       1
Hero		8L	2	4	1		Luck
Archer		5	2	1	2		
Crossbowman	5	1	2	2
Longbowman	6	1	2	3
Stone Giant	9	3	4	1		Boulder		
Frost Giant     9       3       4       1               Freeze
Fire Giant      9       3       4       1               Heat
Storm Giant     9L      3       4       1               Lightning
Cyclops         8L      3       4       1
Troll		7	2	3	1		Regenerate
Ogre            7       2       3       1               Berserk
Minotaur	8	3	3	1		Tracker
Titan		12L	3	5	1	2	Lightning
Barbarian	7	1	3	1		Berserk
Unicorn		9L	4	2	1	2	Heal	
Chieftan        7L      2       3       1               Leadership
Mounted Knight	8L	3	3	1		Charge	
Knight          5       1       3       1
Ranger          9L      3       2       3               Tracker
Dwarf		6	1	2	1		Martyr, Berserk
Elf Archer	8	2	2	3	1				
Halfling	3	1	1	1
Cleric		9L	1	2	1	3	Holy Word, Heal
Fighter		4	1	2	1
Deva            12L     4       4       1       2       Flying 
Footman         5       2       1       1               March
Flying Ship     9       3       2       2               Flying, Transport
Guard           5       1       2       1               Guard
Catapult	7	1	1	5		
Fairy		9	3	1	1	2	Flying, Hide
Imp		6	2	1	1	1	Flying
Manticore       10      4       3       2               Flying
Horse Archer    6       3       1       2
Cavalry         7       3       2       1               Flank
Warrior Monk    8       2       2       1       1       Dodge, Proximity
Centaur         7       3       2       2
Druid           8L      2       2       1       3
Shieldman	5	1	2	1		Shield
Gnome           4       1       1       2
Orc		6	2	2	1		March               
Zombie		6	1	2	1		Fear, Regenerate
Skeleton	5	2	1	1		Fear
Mummy		6	1	3	1		Curse
Vampire		11L	4	3	1		Flying, Fear, Drain
Ghoul           6       2       2       1               Paralyze
Lich            11L     2       3       1       4       Fear
Barrow Wight    9       2       3       1               Drain, Spirit, Fear
Banshee         7       2       2       1               Proximity, Spirit
Griffin		10	6	2	1		Flying
War Elephant    7       2       2       1               Charge, March
Peryton         8       4       2       1               Flying
Chariot         7       3       2       1               Charge
Nymph		6	2	1	1	1	Charm
Bard		7L	2	1	1	2	Song
Thief		7	2	2	2		Hide
Kobold		5	1	1	1		Skirmish, Hide
Warlord		6L	1	2	1		Leadership, Tactics
Djinn		11	3	3	1	3	Flying
Swarm           6       1       2       1               Regenerate, Disease
Wolf		6	3	2	1
Warg Rider      7       3       2       1               Skirmish
Air Elemental	10	5	2	1		Regenerate, Flying
Earth Elemental	7	1	4	1		Regenerate
Fire Elemental	7	2	3	1		Regenerate
Water Elemental	7	3	2	1		Regenerate
Hydra		7	1	3	1		Regenerate, Proximity
Mind Flayer     9L      1       3       1       3       Drain
Spearman        5       1       2       1               Reach
Iron Golem	7	1	4	1		Invulnerable
Stone Golem     6       1       3       1               Invulnerable
Clay Golem      5       1       2       1               Regenerate
Medusa		7	2	2	1		Poison, Petrify	
Cockatrice      7       3       1       1               Petrification, Flying
Basilisk        5       1       2       1               Petrify
Naga		9	2	3	1	2	Poison
Wyvern          9       4       2       1               Poison, Flying
Fire Drake      8       4       1       1               Firebreath, Flying
Paladin         7L      1       3       1       1       Holy Word
Pit Fiend       12L     4       5       1               Flying, Heat
Demon           8       3       3       1               Flying
Night Hag       4       1       1       1               Curse
Sword Master    7       2       3       1               Proximity
Powder Keg      5       2       1       1               Bomb
Assassin        7       2       2       1               Poison, Hide
Troglodyte      5       1       2       1               Hide
Spider		5	1	1	1		Web, Poison
Harpy           8       4       1       1               Call, Flying
Siren           4       1       1       1               Call
Gargoyle        10      4       3       1               Flying, Invulnerable
Chimera         9       3       3       1               Flying, Firebreath   
Gorgon          8       2       3       1               Petrify, Charge
Hellhound       8       3       2       1               Firebreath, Tracker
Satyr           5       2       1       1               Dance
Ent             7       1       3       1       2
Jester          7       2       2       2               Taunt
Enchantress     9L      2       1       1       4       Charm
Succubi         9       4       2       1               Charm, Flying
Sphinx          6       2       2       1               Riddle
Juggernaught	11	4	4	1		Invulnerable, Charge
Frog		3	1	0	1		Hide
L = Leader fig.

SPECIAL ABILITIES
Ability		Effect
Flying		This unit can move over other figs.
Regenerate	If killed, this unit comes back to life on a roll of 1-3 on 1D6.
Hide		This unit cannot be attacked if another unit on the same side is
                in range.
Poison		In combat, enemy fig automatically killed on a seperate roll of 
                1-2 on 1D6.
Disease         Adjacent enemy units are -1 Force permanently on a roll of 1-2 
                on 1D6 in attack phase.
Skirmish	If this unit loses combat as an attacker the unit is not killed.
Fear		Enemy units of Force <3 cannot move adjacent to this fig on a 
                roll of 1-3 on 1D6.
March		Spend another move point to allow this unit to move a second 
                time this turn.
Song		All adjacent units have Force +1 and are immune to fear.
Leadership	All adjacent units have Force +1.
Tactics		You may reroll your Movement die roll once each turn.
Boulder		Force 3 Range 3 attack. Find boulder on a roll of 1-2 on 1D6 or 
                no attack at all.
Lightning	Force 2 Range 3 attack. Use every other turn.
Firebreath	Force 3 Range 2 attack. Use every other turn.
Heat            One adjacent enemy unit per turn is Force -1.
Freeze          One adjacent enemy unit may not attack on a roll of 1-4 on 1D6.
Shield		Unit has +2 Force to defend against ranged attacks.
Luck            This unit may reroll its battle die once per turn.
Dodge           Unit has +2 Force to defend against ranged attacks.
Martyr		If adjacent friendly fig killed, you may destroy this one 
                instead.
Flank           Unit gets +1 Force if attacking the side or back of enemy.
Berserk		This unit may Attack (HTH) a second time per turn against any 
                adjacent fig. 
Holy Word	Force 3 Range 3 attack against undead & demons.
Proximity	All adjacent enemy figs are attacked (HTH) one by one by this 
                unit.
Invulnerable	The battle roll of this unit must be defeated by two points, not 
                one, for it to be killed.
Spirit          The battle roll of this unit must be defeated by two points, not 
                one, for it to be killed.
Heal		Adjacent friendly figs are regenerated on a roll of 1-3 on 1D6.
Charm		Instead of attacking take control of adjacent unit on a roll of 
                1-2 on 1D6.
Charge		Force +2 when attacking if unit moved at least 1 square towards 
                target this turn.
Tracker         Unit can move like a knight in chess. (Including jumping)
Reach           Force +2 when in combat with an adjacent unit with a shorter 
                weapon.
Bomb            Unit explodes doing a Force = 2 attack to all adjacent units.
Curse           Range = 2 attack. On a roll of 1-3 on 1D6 target gets -1 Force 
                permanently.
Paralyze        Range = 1 attack. On a roll of 1-3 on 1D6 target is -3 Force & 
                cannot Move/attack for 2 turns.
Web             Range = 1 attack. On a roll of 1-3 on 1D6 target is -3 Force & 
                cannot Move/attack for 2 turns.
Drain           Unit gets +1 Force for 1D6 turns whenever it kills an adjacent 
                fig in combat. 
Dance           Declare at start of opponents turn: Adjacent units cannot move
                or attack this turn.  
Riddle          On a roll of 1-4 on 1D6 the target this fig is attacking is -2 
                Force.
Call            Range = 4. In attack phase move target fig 1-2 spaces towards 
                caller. Target is Force -1.
Taunt           Range = 4. In attack phase move target fig 1-2 spaces towards 
                caller. Target is Force -1.
Transport       Another fig you control, adjacent to this unit when it moves, may
                be moved to a space adj. to this unit at the end of its move.


SPELL CARD LIST
Spell Name		Range	Effect	
Disintegration		4A	Force = 4 attack
Lightning Bolt		6A	Force = 3 attack
Fireball		3A	Force = 2 attack; All adjacent figs to target 
                                receive Force = 1 attacks.
Magic Missiles          2A      Three Force = 1 attacks; Same or different 
                                targets.
Charm			2M 	Take control of target fig this turn.
Petrify			3A 	Target fig cannot move & cannot attack or be 
                                attacked for 1D6 turns.
Polymorph		2A	Replace target fig with a frog or any fig 
                                killed this game.
Dimmension Door		2M	Move target fig to any square on the board.
Dispell			2*	Negates effects of all spells on targets. 
                                Removes Curses & Petrification.
Haste			2M	Target gets Move +2 and one extra attack per 
                                turn for 2 turns.
Flying			2M	Target gets Move +3 and Flying ability for 3 
                                turns.
Bless			1M	Targets get Move +1 and Force +1 for 3 turns
Paralyze		3M	Target cannot move or attack for 2 turns and 
                                gets Force -3.
Illusion		3M	Enemy figs adjacent to target square cannot 
                                attack this turn.
Invisibility		2M	Target gets force +2 and cannot be attacked.
Feeble Mind		3A	Target spellcaster cannot cast spells for 1D6 
                                turns.
Ice Wind		3A	Two adjacent Targets: Force = 1 attack & may 
                                not move for 2 turns.
Wall of Fire		3M	Mark 4 empty adjacent squares. These may not be 
                                entered for 4 turns.
Cure Wounds		1A	Regenerate target at end of attack phase. 
                                Cures Paralyzation & Disease.
Shield			1M	Target & adjacent units immune to spells & 
                                ranged attacks for 3 turns.
Time Control		XA	Opponent must skip his next turn. Play at end 
                                of your turn.
Shape Earth             3M      Change the terrain of 3 adjacent empty squares 
                                in range permanently.
A = Attack Phase
M = Move Phase
* = Either Phase: When appropriate

OPTIONAL RULE: CHITS
You may want to do the spells as chits instead of cards.
Chits can be stacked in the square next to the minion.
You may also want to use chits to keep tract of spell effects.

OPTIONAL RULE: TERRAIN
Rough squares cause ground units to immediately stop when they enter.
Impassable squares cannot be entered but may be flown over.
High Ground & Fortifications gives units +1 Force vs units not on high ground. 

OPTIONAL RULE: RECOIL
When defeated in combat roll 1D6: 
1-3: Unit Killed
4-6: Unit Recoils
A unit that recoils must move 1 space directly away from opponent. 
If the space is blocked the fig is destroyed.

OPTIONAL RULE: FREE ADVANCE
An attacker may move into the adjacent space of a defender just killed or
recoiled in Hand to Hand combat.

OPTIONAL RULE: LARGER BOARD
8 x 8 might not be enough for you, try 10 x 10 or larger.
On a regular board the armies don't have to maneuver into position, the
fighting starts immediately.

OPTIONAL RULE: LIMIT FIRST BLOOD
The first "Move roll" of the game may not be greater than 3.

SAMPLE ARMIES: CASE STUDY
This part will be in first person.
I've never collected miniatures, my interests have gone over the past
20 years from RPGs, to CCGs, to boardgames, to wargames.
However I do seem to have enough figs lying around to make 2 unpainted armies.
The backbone of these are a set of 50 plastic dwarves and 50 orcs by 
grenaider models, I don't even remember buying. Each side has 3 types of figs.
I've got 2 metal skeletons & 2 swordsmen from the Lost Worlds box set.
A small plastic catapult from a boardgame called Conquest.
A small plastic dragon from Mighty Empires.
A metal knight & 2 spellcasters from who knows where.
And a fearsome looking plastic Orc, looks like from Games Workshop.
I went to my local game store, the Dragons Lair, looking for painted figs.
The guy working there said he would ask around.
Pretty pathetic, but lets do the math:

The Dwarven Alliance Army List
#  Cost   Total    Type             Actual Miniature Appearance
1  12L    12       Dragon           Smaller than the Dwarves
1  8L     8        Knight           Unmounted. His right hand weapon is missing
2  8L     16       Heroes           Human Swordsmen
1  7      7        Catapult         Very abstract. Just feel lucky to have it
4  5      20       Spearmen         Dwarves with Spears
4  5      20       Crossbowmen      Dwarves with Crossbows
3  5      15       Guards           Dwarves with axes
Total Cost = 98

Those Irrascible Orcs Army List
#  Cost   Total    Type             Actual Miniature Appearance
1  8L     8        Druid            Staff, cape, pouch, and horns
1  6L     6        Warlord          Wearing a Hawk mask 
1  7      7        Ogre             Big Plastic Orc with sword & axe
2  9      18       Barrow Wights    Skeletons with swords
3  5      15       Spearmen         Orcs with Spears
4  6      24       Longbowmen       Orcs with Bows
4  5      20       Warriors         Orcs with Scimitars
Total Cost = 98


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