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.
Sheet 2 of 2
TINY WARS
Master Protocol Version 4.16
5. Unit Roster
MOV = Movement · HP = Health · RNG = Shot Range · DMG = Damage
Infantry2 Cr
MOV: 2HP: 2RNG: 2DMG: 1
Scout2 Cr
MOV: 5HP: 2RNG: 3DMG: 1
Slippery: Ignores Zone of Control. Can pass through enemies.
APC3 Cr
MOV: 6HP: 4RNG: —DMG: —
Transport: Carries 2 Infantry. Cannot control VPs.
Tank4 Cr
MOV: 3HP: 5RNG: 4DMG: 2
Artillery5 Cr
MOV: 1HP: 2RNG: 4–10DMG: 3
Battery: Requires Focus: Shoot. Range 1–2 blind spot.
Titan8 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.