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How to print and make your Angry Miniatures rulebook

Step 1 Set to print page 2 only. DO NOT PRINT THIS PAGE. You will waste valuable ink.

Step 3: Print and fold.

Step 2 Set Print Scaling to None. Otherwise your printer will create unnecessary margins and you will have to trim edges, or your folds will end up wonky.

Result: Beautiful...
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Angry Miniatures is a rules-lite fantasy beer-n-pretzels skirmish game. Designed to allow you to play with any of your fantasy themed miniatures. (sci-fi edition coming later) The idea is you and an opponent choose any 3 miniatures from any line, stat them up based on the visual appearance and perceived personality of the miniatures, then battle them out on a square grid map. You need: Several Poker Dice (10 preferably, they are usually sold in packs of 5) some 25-28mm scale fantasy miniatures from any game line a map with a 1" grid, or 1" grid dungeon tiles (this can easily be converted to use with Hex grids as well) some tokens to represent who acted in a round and some index cards to make character sheets.

Once that is chosen, write its attack type on the card, then calculate your Health (hit points) by referencing its Body score to the table on the right, and writing it on your card. Spirit Speed 1 4 2 4 3 5 4 5 5 6 6 6 7 7 Next calculate your characters Speed (movement in squares per turn), by referencing its Spirit score to the table on the left, and writing it on your card.

Body Health 1 3 2 3 3 4 4 4 5 5 6 5 7 6

descriptions. Some of them can adjust scores, like your defenses or speed. Others can be situational. They are to be based on common tropes as seen on minis. Crits, which are chosen from a list at the end of this book, are abilities that trigger when your dice come up with 2 Aces (see the Crits section). They don't happen often, but they do awesome things. When making Perks and Flaws, there are a few things to keep in mind: Do not make a Perk and Flaw for a character that cancels each other out. A +1 to your Speed Perk and a -1 to your Speed Flaw should not be on the same character. Do not make a Flaw for your character that wont apply at all. Like a -1 to Distance Flaw for a Melee character. Perks and Flaws should not have an effect greater than 1. Increasing or decreasing something on the character sheet by 1 is fine, but 2 or more starts getting out of hand. Do not alter your 3 core stats. Too many other things are calculated on your base stats. Increasing or decreasing your defense is fine. Like a -1 to defense vs Range attacks means you roll 1 less of your Mind stat for defending vs Range. Do not create a Perk that essentially does what one of the Crits listed in this book does. Perks occur frequently, whereas Crits happen rarely. Be creative! Find unique ways for your character to represent himself on the battlefield! Once the Perk and Flaw are created, and the Crit is chosen, write them down on the index card. And character creation is done! Some sample Perks and Flaws Busty: +1 to defense rolls vs Male figures. No effect vs female or androgynous figures. Spikey Bits: If defending in melee, this character deals 1 extra damage if it wins the melee roll. Winged/Hovering: This character can ignore hindering/difficult terrain for movement. Oversize Weapon: +1 to Melee or Range Attacks Amphibious: This character has no penalty for moving through water. Wicked Staff/Wand: +1 to Magic attacks Long Weapon/Whip: Melee attacks reach an additional 1 square. No Helmet: -1 to defense roll vs Range attacks Fat: -1 to Speed Chainmail Bikini: -1 to defense rolls vs Melee attacks Gangly/Scrawny: -1 to Health. One-Eye/Eye-patched: -1 to Distance

GAMEPLAY
So now you've created your team, and your opponent has created his/her team. Next you battle them out. The Map For simplicity the game is made to be played on a 1" square grid map. Ones like in the DnD modules or with the dry erase blank maps that DMs use for quick drawn dungeons. The game can also be utilized with cave and dungeon tiles as well, as long as they follow the 1" grid scale. Each player agreeing on a map and which edge they start their characters at is proper etiquette. Players will also need to agree with what's difficult terrain, blocking terrain, cover, etc. The Dice This game uses Poker Dice. Each dice side has a purpose and use. Rolls in this game are resolved by rolling pools of Poker Dice and examining what sides come up. Like playing cards, poker dice have Faces and Numbers. Face: King, Queen, and Jack. These are considered 'hits' for rolls. Each die that comes up with a face side is counted toward total hits. Number: 10 and 9. These are considered 'misses' for rolls. Each die that comes up with a number side is not counted up and usually discarded. Ace: This is treated as a wild in a way. Ace sides don't count toward hits, but having 2 or more of them means the character has made a Crit roll, and Ace beats all other sides in superiority. These sides have a superiority order. This of course goes Ace>King>Queen>Jack>10>9. Superiority matters for things like determining wins in ties, and initiative. Initiative and Actions When both players have their characters deployed, each player rolls 1 die. The die with the superior side may go first. Re-roll ties. First player activates 1 of his characters, and marks it with a token as having acted. The next player activates 1 of his characters, and marks it with a token as having acted. This goes back and forth until all characters

CHARACTER CREATION
The overall process is fast, simple, includes very little calculating, and is one of the funnest parts of the game. Try this by reaching into your bucket of minis (if you have one) and pulling out 3 random minis, get an index card for each, make up a name for each at the top of the card, then stat them up! Step 1: Three Primary Stats You have 9 points to distribute how you want among 3 stats. Mind, Body, and Spirit. These 3 stats directly act as your defenses. There can be no less than 1 point in any stat, and no more than 7. So you could have a guy be jack of all with 3/3/3, or a guy super in one and weak in the others with 7/1/1. Beware the later, because you may hit hard and be tough in one defense, but if anyone hits your other defenses you're screwed. Write the 3 numbers and stats your card. Step 2: Table Look-ups This is the only time in playing this game that you will use tables. First, choose what type of attack this character will have. A character may only have 1 attack type. This is to keep things simple and interesting. There are 3 attack types: Melee obviously can only effect enemies in adjacent squares, but hits hardest of the 3 attacks. Range uses the Distance value to determine its reach. You cannot make a Range attack on an adjacent enemy. Magic also uses the Distance value for reach. It's generally weaker than Range attacks, but has an area effect. Which means the target square you hit, hits all figures adjacent to it.

Then, choosing the one from the 3 tables below, calculate it's attack value by adding the 2 specified main stats together, then writing the table result on your card next to its attack type. Body+ Range Mind Attack 2 3 3 4 4 4 5 5 6 5 7 6 8 6 Mind+ Magic Spirit Attack 2 2 3 3 4 3 5 4 6 4 7 5 8 5 Mind Distance 1 5 2 5 3 6 4 6 5 7 6 7 7 8

Body+ Melee Spirit Attack 2 4 3 5 4 5 5 6 6 6 7 7 8 7

Finally, the last table is for Distance (reach in squares of magic and range attacks). This is only for Range and Magic characters. Melee may skip this. Reference your Mind score to the table on the right, and write it on your card.

Step 3: Perks, Flaws, and Crits This is where the personality of the figure comes into play. The idea is you look at your characters miniature, and create 1 Perk that looks like it fits the description of your mini. Then create 1 Flaw. Then choose 1 Crit. There may be multiple features of your mini that could deserve several Perks or Flaws, but you have to make only 1 Perk and 1 Flaw for each character. Perks give you bonuses, and Flaws hinder your character. Perks and Flaws are to act as feats or abilities, coming into play during their

Melee attacks are handled slightly different. When the attacker is using Damage Damage is the difference in hits between the defender and attacker. This damage is then taken from the defenders Health value. Track it next to your characters Health score on its index card with a tally. When the tallies equal the characters health, it is dead and removed from the game. Magic Area Attacks Magic attacks not only hit the target defender, but all creatures (friend or foe) adjacent to your target. This is resolved by the attacker rolling once. That one roll hits all targets in that area. Each target makes a separate defense roll, and hits and damage are resolved separately for each defender. The attacker does NOT reroll his attack for each defender in the area. Line of Sight If your target of is considered behind blocking terrain, the attack cannot be resolved. If part of the target's miniature is covered, then the defender is in cover. This grants the defender a bonus defense die. (see the Modifiers section) Once both sides roll the dice, the Hits (or Faces) on the dice are counted up and compared. If the attacker has less hits than the defender, then the attack failed. If the attacker has more hits than the defender, then the attack succeeded, and damage is dealt. Attacking Attacking other characters are all handled the same way. One is the attacker, and one is the defender. On each attack, both players roll dice. The attacker rolls the amount of dice in the attack value he is using, and the defender rolls the amount of dice equal to the appropriate main stat. Roll Body against Melee attacks Roll Mind against Range attacks Roll Spirit against Magic attacks During an activation a character may move and attack, or attack and move. He may choose to skip any of those actions as well. With moving, a character references his Speed value and can move any amount of squares up to that value. Moving through difficult terrain, changing elevation, and water takes up 2 Speed per 1 square. Flammable: -1 to defense rolls vs Magic attacks Unwieldy Armor: This character cannot move through difficult/ hindering terrain. have acted. Then both players re-roll initiative and do the process again.

Sadly, sometimes you may roll 2 Ace dice, and the Crit doesn't apply to your current action. It happens. Crits are meant to rarely happen, but be very powerful. A character may only Crit once per turn.

Crits When making any attack or defense roll, watch out for the Aces. If any roll comes up with 2 or more Aces, then that roll has Crit. A Crit can activate whether or not the roll is considered to have hit or failed. Your characters' chosen Crit will specify what it does and when it activates. Some Crits only apply in certain conditions, so be sure you don't miss it.

Modifiers Modifiers represent positive and negative conditions that sometimes apply to combat. They are treated simply by adding or subtracting dice from attack or defense rolls. Be reasonable when coming up with modifiers, and make sure both parties are in agreement when you give a reason a modifier comes into play. Most common modifier examples are: +1 to defense roll for each square of hindering terrain a range or magic attack is aiming through. +1 to defense roll for each occupied square a range or magic attack is aiming through. Friend or foe. -1 to defense if prone. +1 to attack if character moved more than 2 squares into melee range with defender and melee attacks. Charge! +1 to attack if character is considered on a higher elevation than the defender for a Range or Magic attack.

Tie Rolls In several cases a tie may occur. A tie is when both sides have an equal amount of hits in a roll. This is resolved with the superiority in the rolls. Check to see who has the most Aces in their roll, if the same, check who has the most Kings, then Queens, etc. If by a very rare chance there still appears to be a tie, all dice are discarded, and either side rolls 1 die. Superiority wins the attack. With a tie, the winner may only deal max 1 damage if able.

melee on the defender, then they are both considered locked in a melee. In this case if the defender has more hits than the attacker, then the defender actually can deal damage to the attacker. Still, the damage dealt to the attacker is the difference in hits. This applies even if the defender is not a Melee character.

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Choose 1 Crit from the following list for each character. Skilled Attacker: When you Crit while attacking, re-roll all Ace dice. This can change a failed attack to a success. Skilled Defender: When you Crit while defending, re-roll all Ace dice. This can change a failed defense to a success. Freezing Attack: When you Crit, targets of your attack may not move during their next turn. Poisonous Attack: When you Crit, targets of your attack take 1 automatic damage for each Ace in the roll at the beginning of its next turn. Volatile Magic: When you Crit, increase your Magic attacks area effect by 1 for each Ace in your roll. Double Attack: When you Crit while attacking, this character may make a second free separate attack on the same or another figure, but with a -1 to the attack roll. That second attack may not Crit. Forceful Attack: When you Crit, targets of your attack are forcefully moved 1 square in any direction for each Ace in your attack roll. Magic Buff: When you Crit while attacking with Magic, any 1 friendly figure within your Distance gains +1 for each Ace in your roll to its Speed and attack during its next activation. Commanding: After your Crit attack is resolved, one adjacent friendly figure may make a free attack, whether or not it has activated yet, but with a -1 to the attack roll. That second attack may not Crit. This does not count toward its activation. Magic Heal: After your Crit Magic attack is resolved, heal 1 friendly figure within your Distance 1 Health for each Ace in your roll. Regenerate: After your Crit attack is resolved, heal 1 Health for each Ace in your roll. Tactician: After your Crit attack is resolved, the next attack on your target by any character gains a +1 bonus for each Ace in your roll. Debilitation Attack: When you Crit, targets of your attack may not attack during their next turn. Backlash: When you Crit while defending, this character deals 1 automatic damage to the attacker for each Ace in this roll. March: After your Crit attack is resolved, an adjacent friendly character may immediately move up to half of its Speed (rounded up) for free, whether or not it has activated yet. This does not count as its activation. Enrage: When you Crit while defending, after damage is resolved, this character gains a +1 to all its defense rolls for each Ace in the roll until the start of its next activation. Surge: After the Crit attack or Crit defense is resolved, this character may move up to half of its speed (rounded up) for free, whether or not it has activated yet. This does not count as its activation.

M. Jared Swenson, 2012

ANGRY

MINIATURES

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