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.
MINOR MINION LIST
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
GREATER MINION LIST
Figure Type Move Force Range Special Abilities
Sword Master 2 5 1 Proximity
Harpy 4 2 1 Call, Flying
Stone Giant 3 4 1 Boulder
Frost Giant 3 4 1 Freeze
Fire Giant 3 4 1 Heat
Storm Giant 3 4 1 Lightning
Cyclops 3 4 1 Berserk
Iron Golem 1 5 1 Shield, Invulnerable
Wizard 1 1 1 6 Spells
Sphinx 3 3 1 Flying, Riddle
Hero 2 4 1 Skill, Berserk
Troll 3 4 1 Regenerate
Ogre 3 3 1 Boulder, Berserk
Minotaur 3 4 1 Knight
Green Dragon 3 3 1 Flying, Poison
Barbarian 2 4 1 Charge, Berserk
Unicorn 4 2 1 2 Spells, Heal
Chieftan 2 4 1 Leadership
Chavalier 3 3 1 Shield, Knight, Charge
Ranger 3 2 3 Skirmish
Elf Archer 2 2 3 2 Spells
Cleric 1 2 1 3 Spells, Holy Word, Heal
Flying Ship 3 2 2 Flying, Transport
Catapult 1 3 5
Fairy 3 1 1 2 Spells, Flying, Hide
Cavalry 3 3 1 Flank, Charge
Warrior Monk 2 3 1 1 Spell, Dodge, Proximity
Centaur 3 3 3
Mummy 1 4 1 Fear, Curse, Regenerate
Druid 2 3 1 3 Spells
Barrow Wight 2 3 1 Drain, Spirit, Fear
Banshee 2 3 1 Proximity, Spirit, Fear
War Elephant 3 2 2 Charge, March
Peryton 4 3 1 Flying
Chariot 3 3 1 Transport, Charge
Bard 2 1 1 2 Spells, Song, Dance, Taunt
Thief 2 2 2 Hide, Skirmish, Skill
Warg Rider 3 3 1 Skirmish, Charge
Earth Elemental 1 5 1 Regenerate, Boulder
Fire Elemental 2 4 1 Heat, Regenerate
Water Elemental 3 4 1 Regenerate
Air Elemental 4 2 1 Regenerate, Flying
Hydra 1 5 1 Regenerate, Proximity
Mind Flayer 1 3 1 3 Spells, Drain
Cockatrice 5 1 1 Petrification, Flying
Naga 2 3 1 2 Spells, Poison
Wyvern 4 2 1 Poison, Flying
Fire Drake 4 2 1 Firebreath, Flying
Paladin 1 4 1 1 Spell, Holy Word, Martyr
Demon 3 4 1 Flying
Assassin 2 3 1 Flank, Poison, Hide
Chimera 3 3 1 Flying, Firebreath
Gorgon 2 3 1 Petrify, Charge, Invulnerable
Hellhound 3 3 1 Firebreath, Knight
Ent 1 5 1 2 Spells
Enchantress 2 1 1 4 Spells, Charm
Succubi 4 2 1 Charm, Flying
LEADER MINION LIST
Figure Type Move Force Range Special Abilities
Red Dragon 4 5 1 Flying, Firebreath
Blue Dragon 5 4 1 Flying, Lightning
Black Dragon 5 4 1 Flying, Acid
White Dragon 6 3 1 Flying, Freeze
Titan 3 5 1 2 Spells, Lightning
Deva 4 4 1 2 Spells, Flying
Vampire 4 3 1 Flying, Fear, Drain, Regenerate
Djinn 4 3 1 3 Spells, Flying
Efreeti 3 4 1 2 Spells, Flying, Heat
Lich 2 3 1 4 Spells, Fear, Drain
Pit Fiend 4 5 1 Flying, Heat
Manticore 4 3 2 Flying, Proximity, Firebreath
Griffin 6 4 1 Flying
Gargoyle 4 5 1 Flying, Invulnerable
Warlord 2 4 1 Leadership, Tactics, Skill
Chieftan 3 5 1 Leadership
Shaman 2 2 2 Leadership, 5 Spells
Juggernaught 4 5 1 Invulnerable, Charge
Archmage 2 2 1 7 Spells
High Priest 1 2 1 4 Spells, Leadership, Holy Word, Heal
Avatar 2 5 1 Knight, Charge, Berserk, Skill
SPECIAL ABILITIES OF UNITS
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 is in range.
Poison In combat, enemy fig killed on a seperate roll of 1-2 on 1D6.
Disease Adj enemy units are -1 Force permanently on 1-2 on 1D6 in attack phase.
Skirmish If this unit loses combat as an attacker the unit is not killed.
Fear Enemy Minor minions cannot attack or move adjacent to this fig.
March Spend 1 move point to allow this unit to move a 2nd time this turn.
Song All adjacent units are immune to fear, taunt, and call.
Leadership All adjacent units have Force +1.
Block Enemy units cannot move into or through the space in front of this unit.
Tactics You may reroll your Movement die roll once each turn.
Boulder Force 3 Range 3 attack. Find boulder on 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 Adjacent enemy units are Force -1.
Freeze Adjacent enemy units may not attack on a roll of 1-3 on 1D6.
Shield Unit and adjacent units: +1 Force to defend vs. ranged attacks.
Skill 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 +2 Force if attacking the side or back of enemy.
Berserk This unit may Attack (HTH) a second time per turn against any adj fig.
Holy Word Force 5 Range 3 attack against undead & demons.
Proximity All adjacent enemy figs are attacked (HTH) one by one by this unit.
Invulnerable Battle roll must be defeated by 3, not 1, for unit to be killed.
Spirit Opponents Battle roll must be a 5 or 6 for unit to be killed.
Heal Adjacent friendly figs are regenerated on a roll of 1-3 on 1D6.
Charm Instead of attacking take control of adj unit on 1-2 on 1D6.
Charge +2 when attacking if unit moved 1+ squares towards target this turn.
Knight Unit can move like a knight in chess.
Bomb Unit may explode doing a Force = 4 attack to all adj units.
Curse Range = 2 attack. On 1-3 on 1D6 target gets -1 Force permanently.
Paralyze Range = 2 attack. On 1-3 on 1D6 target is -3 Force + Move = 0 for 2 turns.
Web Range = 1 attack. On 1-3 on 1D6 target is -1 Force + Move = 0 for 3 turns.
Net Range = 1 attack. On 1-3 on 1D6 target is -1 Force + Move = 0 for 3 turns.
Drain Unit gets +1 Force for 1D6 turns whenever it kills an adj fig.
Dance Adj units cannot move or attack this turn on 1-3 on 1D6.
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 space towards
caller. Target is Force -2.
Taunt Range = 3. 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 = 5 attack
Lightning Bolt 6A Force = 4 attack
Fireball 3A Force = 3 attack; All adj figs to target get Force = 1 attacks.
Magic Missiles 2A Three Force = 2 attacks; Same or different targets.
Charm 2M Take control of target fig this turn.
Petrify 3A Target fig cannot move & cannot attack or be attckd 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 target. 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 adj Targets: Force = 1 attack & may not move for 2 turns.
Wall of Fire 3M Mark 4 empty adj squares. These may not be entered for 4 turns.
Cure Wounds 1A Regenerate target end of attk phase. Cures Paralyzation & Disease.
Shield 1M Target & adj 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 adj 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.
Chits can also substitute for miniatures if you're short.
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.
OPTIONAL RULE: OVERWHELM
A unit gets +1 force if attacking a unit that has already been attacked
this turn.
SAMPLE ARMIES
KOBOLD ARMY
2 Ambushers
2 Rat Swarms
2 Skirmishers
2 Netters
2 Archers
1 Hellhound
1 Troll
1 Ogre
1 Assassin
1 Shaman
1 Chieftan
ARMY OF THE ARTIFICER
4 (Tin Soldier) Guards
1 Juggernaught
4 Warriors
4 Spearmen
2 Cavalry
1 Paladin
1 Ranger
1 Wizard
1 Catapult
1 Deva
LINKS
Hordes of the Things
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