Last update 18.Sep 2026 (Version 4.11)

What is it:

A tactical/war board game with depth, simple rules and a quick setup. It is designed to be easy to learn and fast to play. The rules are heavily inspired by Bob Cordery‘s The Portable Wargame. I am using 6mm models from Full Spectrum Dominance, but any scale, models, and theming can work. Just grab your favorite minis and give it a go. You cabn use any hex or square board. I am using simple paper sheets with squares or a more advanced version with foam cut hexes.

What makes it special:

  • Hit or retreat mechanic: Whenever a unit is hit, it can take a hit, decide if it takes a hit or retreats, which leads to very dynamic battles, especially if you need to occupy certain tiles or areas.
  • Close combat mechanic: An attacking unit can move the tile of a defeated or retreating unit, which can lead to a chain reaction, which is great fun.
  • You only need a D6: Simple rules expand the group of people you can play with, especially when playing with younger ones or players who are not that deep into wargaming.

Checkout the rules:

Tiny Wars – Master Protocol v4.8
Sheet 1 of 2

TINY WARS

Master Protocol Version 4.16
A short tactical wargame for grid/hex maps using custom miniatures or tokens.
1. Victory Conditions

Win immediately by reaching 8 VP or destroying 4 enemy units.

Score 8 Victory Points Control objectives scored at the end of each round.
Enemy Rout (4 Kills) Destroy 4 enemy units total.

End-of-Round Scoring:

  • Objectives (2 Areas): 1 VP each. Control each objective at the end of the round with any combat unit (APCs excluded).
2. Army Setup & Draft
Standard Starter Squad (13 Cr) For quick play, deploy: 2x Infantry, 1x Scout, 1x Tank, 1x APC. (Custom draft: Agree on a Credit limit and pick from Page 2 roster).
3. Core Rules
  • Zone of Control: Enemy-adjacent tiles stop normal movement. Scouts ignore ZOC; Focus: Move bypasses it.
  • Flanking: +1 Resolution roll when attacking an enemy adjacent to a second friendly unit.
  • Counter-Attack: If this unit survives an adjacent attack, it immediately attacks back.
  • Line of Sight (LOS): Direct path between units. LOS blocked by Forest, Hills, or Buildings.
4. Turn Action Protocols

ACTIVATION CAP: Activate a max of 4 units per turn (Choose 1 action per unit per turn).

Move & Shoot

Move normally, then shoot.

Focus: Move

Full Move + +2 Evasion. Ignore ZOC. No shooting.

Focus: Shoot

+1 Resolution. Ignore Long Range penalty. No movement.

Movement Note Focus: Move bypasses Zone of control. Scouts bypass Zone Of Control automatically.
TINY WARS V4.16 mabafu.com // Inspired by Bob Cordery Page 1 — Overview
Sheet 2 of 2

TINY WARS

Master Protocol Version 4.16
5. Unit Roster
MOV = Movement  ·  HP = Health  ·  RNG = Shot Range  ·  DMG = Damage
Infantry 2 Cr
MOV: 2HP: 2RNG: 2DMG: 1
Scout 2 Cr
MOV: 5HP: 2RNG: 3DMG: 1
Slippery: Ignores Zone of Control. Can pass through enemies.
APC 3 Cr
MOV: 6HP: 4RNG: —DMG: —
Transport: Carries 2 Infantry. Cannot control VPs.
Tank 4 Cr
MOV: 3HP: 5RNG: 4DMG: 2
Artillery 5 Cr
MOV: 1HP: 2RNG: 4–10DMG: 3
Battery: Requires Focus: Shoot. Range 1–2 blind spot.
Titan 8 Cr
MOV: 2HP: 8RNG: 8DMG: 2
Splash: Adjacent units take 1 DMG.
Combat Resolution
Roll (1D6) Result
1 MISS
2–5 NORMAL HIT → Defender chooses: take the attacker’s DMG or Retreat 1 tile, if possible.
6 CRITICAL HIT → 1 DMG
Hit Choice On a normal hit, the defender chooses: take the attacker’s DMG or Retreat 1 tile, if possible. A natural 6 deals 1 DMG and cannot Retreat.
Environment Data
Terrain Effects
  • Forest / City: Enemy attacks −1.
  • Hills: +1 Shot Range. See over Forest.
  • Water / Swamp: Stops movement. Cannot shoot this turn.
TINY WARS V4.16 mabafu.com // Inspired by Bob Cordery Page 2 — Reference

Download the rules:

Two pager PDF Download

HTML file Download

Try a digital prototype:

How i built the game:

I used made a hex template (6cm) am used this to mark all hexes on my foam sheets (2cm thick cutting them in half or keeping the height for hills), cutting it with a PROXXON Thermocut. Every second side has a metal screw or a magnet to allow random placement od the tiles and connectivity. I used resin to fill the blue colored ponds.

5 Comments

Daniel Weitzreply
February 17, 2026 5:10 pm

looks great!

adminreply
February 17, 2026 9:20 pm

Thanks a lot!

Patrick Walshreply
February 18, 2026 10:33 pm

What happens during Step 3, Pivot Action?

adminreply
February 19, 2026 9:34 am

I will make this more clear. Its for the follwoing step is you shot more moved. For example. Step 2 shoot. Step3 move.

adminreply
February 19, 2026 11:12 am

I updated the rules and download to be more clear. I also added a tiny but important rule that you cant retreat if you already used a unit in this turn.

Leave a Reply