CARD LIST
Card Name: # Type Force Notes:
General 1 L - Leader
Nationalist 1 L - Leader
Psychopath 1 L - Leader
Crime Lord 1 L - Leader
Reformer 1 L - Leader
Warlord 1 L - Leader
Cleric 1 L - Leader
Rebel 1 L - Leader
War Monger 1 L - Leader
Racist 1 L - Leader
Paramilitary Group 2 U 2 Unit
Local Militia 4 U 1 Unit
Death Squad 2 U 1 Unit. Force +1 if Unblocked
Heavy Machine Gun 2 U 1 Unit. Force +2 if Blocking
Child Soldiers 2 U 1 Unit
Patrol 2 U 1 Unit. Force +1 if Attacking
Mercenaries 2 U 2 Unit
Militia on Trucks 2 U 2 Unit
APC 2 U 3 Unit
Round up Intellectuals 1 E - Unit gets Force +1 if Unblocked
Target Civilians 1 E - Unit gets Force +2 if Unblocked
Genocide 1 E - Unit gets Force +3 if Unblocked
Ethnic Cleansing 1 E - Unit gets Force +3 if Unblocked
Atrocities 1 E - Unit gets Force +1 if Unblocked
Mass Graves 1 E - Unit gets Force +2 if Unblocked
Indiscriminate Killing 1 E - Unit gets Force +1 if Unblocked
Firing Squads 1 E - Unit gets Force +2 if Unblocked
Killing Fields 1 E - Unit gets Force +3 if Unblocked
Surprise Attack 1 E - Blocked Attacking Unit gets Force +3
Ambush 1 E - Blocker gets Force +3
Rocket Propelled Grenades 1 E - Block(ing/ed)Unit gets Force +3
Guerilla Warfare 1 E - Block(ing/ed)Unit gets Force +3
Molotov Cocktail 1 E - Block(ing/ed)Unit gets Force +1
Major Offensive 1 E - All Attacking Units get Force +1
Concentrate Force 1 E - All your Block(ing/ed)units Force +1
Countryside 1 E - Target unit cannot be blocked
Starvation 1 E - Do 2 Damage to Target Population
Disease 1 E - Do 2 Damage to Target Population
Siege 1 E - Do 2 Damage to Target Population
NATO Peacekeepers 1 E - Opponent cannot Attack this turn
Cease Fire 1 E - Opponent cannot Attack this turn
Peace Talks 1 E - Opponent cannot Attack this turn
Red Cross 1 E - Gain 1 Population Token
Refugees 1 E - Gain 2 Population Tokens
Landmines 1 E - Kill attacking Unit
NATO Bombing 1 E - Destroy target Unit
Commando Raid 1 E - Destroy target Unit
Weapons Shipment 1 E - Draw 2 cards in Support Phase
Intercept UN Food Shipment 1 E - Draw 2 cards in Support Phase
International Aid 1 E - Draw 2 cards in Support Phase
Foreign Military Aid 1 E - Draw 2 cards in Support Phase
Weapon Dealers 1 E - Draw 2 cards in Support Phase
Popular Support 1 E - Draw 2 cards in Support Phase
Propaganda 1 E - Draw 2 cards in Support Phase
Strategic Control 1 E - Draw 2 cards in Support Phase
Sniper Fire 1 E - Do 1 Damage to target
Mortar Fire 1 E - Do 1 Damage to target
Artillery Fire 1 E - Do 1 Damage to target
Assassination 1 E - Kill target Leader
Execution 1 E - Kill target Leader
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.
A player sets up his figures in his back 2 rows.
The front row contains 10 figs from the Minor Minion List.
The back row contains 4 figs from the Greater Minion List and
2 figs from the Leader Minion List.
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 are discarded when used.
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 figs with flying or knight abilities 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.
Figure Type Move Force Range Special Abilities
Skirmisher 2 1 2 Skirmish
Berserker 1 3 1 Berserk
Archer 2 2 2
Crossbowman 1 3 2
Longbowman 1 2 3
Halfling 1 1 2 Hide, Taunt
Warrior 1 2 1 Martyr, Berserk
Fighter 1 3 1 Skill
Light Horse 3 1 1 Flank
Footman 2 2 1 March
Guard 1 2 1 Martyr, Shield
Imp 2 1 1 Spell, Flying
Horse Archer 3 1 2
Shieldman 1 2 1 Shield
Prankster 1 2 2 Taunt
Zombie 1 2 1 Fear, Regenerate
Skeleton 2 1 1 Shield, Fear
Ghoul 2 2 1 Paralyze
Nymph 2 1 1 1 Spell, Charm
Adept 1 1 1 3 Spells
Ambusher 1 1 2 Skirmish, Hide
Netter 1 1 2 Net, Hide
Rat Swarm 1 2 1 Regenerate, Disease
Wolf 3 2 1
Spearmen 1 3 1 Block
Stone Golem 1 3 1 Invulnerable
Clay Golem 1 3 1 Regenerate
Troglodyte 1 3 1 Hide
Spider 2 1 1 Web, Poison
Siren 2 2 1 Call
Night Hag 2 2 1 Curse
Powder Keg 3 1 1 Bomb
Basilisk 1 3 1 Petrify
Satyr 3 1 1 Dance
Frog 1 0 1 Hide
Myrmidon 2 2 1 Martyr
Medusa 1 2 1 Poison, Petrify
Jester 1 1 2 Taunt, Dodge
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