Tiny Wars – Fantasy Skirmish The Rules


Each force begins with a Leader; this figure is always a hero and costs 0 points. Then the player has 5 points to recruit the rest of their force. Heroes cost 3 points, sergeants 2 and troops 1. Each recruited figure and the leader is also assigned a battlefield role. They can be a Fighter, Thrower or Shooter. Fighters can only attack enemies in the same grid square that they are in and get a +1 modifier to all their combat rolls, Throwers can attack enemies that are up to D3 grid squares away, and Shooters can attack enemies up to D6 grid squares away but get a -1 modifier to all of their combat rolls.

You can also select a single buff from the list below that applies to your entire force and then also select two buffs for each individual figure; no figure can have the same buff twice.

STRONG – Add 1 to all offensive combat rolls.

TOUGH – Add 1 to all defensive combat rolls.

SWIFT – Figures can move two squares instead of 1.

BRUTAL – When this figure wins combat the damaged figure figure suffers 2 points.

LEADERSHIP – Heroes and Sergeants can issue orders to other figures up to 2 squares away.

MAGIC MISSILES – This figures ranged attacks automatically hit.

HEALING MAGIC – This figure can spend an activation to restore 1 point of health to itself or another friendly figure in the same square.

POISON – Regardless of combat results, if this figure rolls a 1 when attacking or defending the enemy figure takes 1 point of damage. Any normal effect from the combat still applies.



Force wide buff – Tough

Hero (Leader) – King Ajax – Fighter – Strong, Leadership (0)

Sergeant – Vangor – Fighter – Strong, Brutal (2)

Troop – Ogan – Fighter – Strong, Brutal (1)

Troop – Arden – Shooter – Magic Missiles, Strong (1)

Troop – Cassius – Shooter – Magic Missiles, Strong (1)


Force wide buff – Swift

Hero (Leader) – Warden Tanhar – Fighter – Strong, Leadership (0)

Sergeant – Avelin – Fighter – Strong, Tough (2)

Troop – Caen – Fighter – Strong, Brutal (1)

Troop – Zen – Shooter – Magic Missiles, Poison (1)

Troop – Aro – Shooter – Magic Missiles, Poison (1)



In order to play the game you will require the following – a gaming area that consists of a 5×5 grid with each grid square large enough to contain 4 figures, a few six-sided dice and gaming terrain such as obstacles are a good idea to make the playing area more interesting. Each player will also require a force constructed as above.

At the start of the game forces are deployed on opposite sides of the grid. Once forces are deployed, if the scenario designates one player as the attacker and one as the defender then the attacker takes the first turn. If the scenario does not, then players roll off to determine who goes first.


When it is a player’s turn they roll a die to determine which figures they are able to activate:

1 Trooper N/A
2 Sergeant


1 Trooper
4 Hero


1 Trooper, 1 Sergeant, or for the full activation 3 Troopers

The table above sums up activation, on a roll of 1 you can activate 1 trooper, when a figure is activated they get 1 movement action and 1 combat action. On a 2 or 3 you can activate a sergeant, if the sergeant forgoes one of their actions they can instead activate a trooper within 1 square, they can forgo both of their actions to activate 2 troopers within 1 square. A hero is a little more complicated, they activate on a 4,5 or 6, and by forgoing one of their actions can activate a trooper or sergeant within 1 square, equally by forgoing both they can activate two sergeants within 1 square or three troopers.


When a figure performs a move action they can move 1 square. If the figure does not perform a combat action or activate other figures, they can move an additional square. A figure cannot move out of a square containing an enemy figure.


A figure can only attack an enemy that is in range. A fighter can only attack enemies in the same square; a thrower can attack enemies within D3 squares and a shooter within D6. Roll to see if a thrower or shooter can hit enemies before making any combat rolls. If the thrower or shooter hits their target, or a fighter is attacking an enemy in the same square –  then roll a die for the attacker and a different die for the defender adding any of the following modifiers:


Hero +2

Sergeant +1

Fighter +1

Shooter -1

Charged +1

A figure gains the charge bonus only if they attack an enemy in the same square and were not in that square at the start of their activation.


Hero +2

Sergeant +1

Fighter +1

Shooter -1

Cover +1

A figure gains the cover bonus if they are being attacked from a different square and are partially obscured from the view of the attacker. If they are not visible at all then they cannot be attacked.

Once the dice have been rolled and any applicable modifiers added, if the attacker scores double or more than double the defender’s score then the defender is killed. If the attacker scores more than the defender but less than double, then the defender takes 1 point of damage. A trooper can take two points of damage before being killed, a sergeant 3 points and a hero 4. If the result is a draw or the defender wins the roll, then neither side suffers any ill effects, however if the defender scores double, or more than double than the attacker, and the defender could attack the attacker (anywhere for shooters, within 3 squares for throwers or the same square for fighters) then the attacker takes 1 point of damage.


The game ends when one side has lost all of its heroes, the other side being the victor. Or when one side has lost half of its figures the other side being the victor.

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