Battle Rules 2011 - DDM Guild

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Battle Rules2011revised Jan. 7 2009

DDM Guild Edition CreditsBattle Rules Design and DevelopmentD. Garry Stupack, Kevin TatroeAdditional Design and DevelopmentPeter LeeBuilt on the Original Game Design byRob Heinsoo, Stephen Schubert, Peter LeeAnd on the D&D 4th Edition Game Design byRob Heinsoo, Andy Collins, James WyattGraphic DesignersKevin Tatroe, Joel BroveleitThanks to the many people who have contributed to the D&D Miniatures Game in tens of thousands of games worldwide.Based on the 4th Edition of the Dungeons & Dragons roleplaying game and inspired by earlier editions of the D&D RPGand the D&D Miniatures Game .Dungeons & Dragons, D&D, D&D Miniatures, Wizards of the Coast are trademarks of Wizards of the Coast, Inc. and used withpermission. All Wizards character names, and the distinct likenesses thereof are property of Wizards of the Coast, Inc. This materialis protected under the copyright laws of the United States of America. 2009 DDM Guild and Wizards of the Coast.This DDM Guild product contains no Open Game Content. No portion of this work may be reproduced in any form withoutwritten permission.These rules are current as of May 19, 2011.

Table of ContentsIntroductionHow to Read a Creature Stat CardDe nition BlockStatistics BlockWarband ConstructionActionsOther InformationHow to Read an Item Stat CardDe nition BlockWarband ConstructionActionsOther InformationBuilding a WarbandFactionWarband Restrictions222223333333344Core Rules and Exceptions4Playing the Game5Rounds and TurnsThe Battle SequenceChampion TestSet-Up5555Taking a TurnStart of TurnTake ActionsEnd of TurnActions66667Powers and Effects7Triggered PowersActivated PowersContinuous PowersChampion PowersBonuses and PenaltiesResolving E ects778888Making an Attack9Attack ActionsMaking an AttackMelee AttacksRanged AttacksClose AttacksArea AttacksHow to Choose TargetsAttack RollApplying DamageResistance and VulnerabilityConditions5/31/2011Ongoing DamageSaving ThrowsHit Points141414Attack Modifiers15Combat AdvantageFlankingCoverOpportunity Attacks15151516MovingMove ActionsForced-Movement E ectsLegal PositionDi cult TerrainWallsMovement ModesMountsSqueezingBattle Maps and TerrainCommon TerrainOther TerrainScenarios and VariantsAssaultArenaBountyQuick RaidUncontested VictorySealed-Booster x A. Reading Old-Style Cards23Appendix B. Version History24991010101011111212131

IntroductionWith the Dungeons & Dragons Miniatures Game, youcommand a warband of heroes, villains, and monsters.You choose your faction. You select your troops. You issuethe orders. And it’s up to you to carry the day.A more detailed version of these rules, as well as Q&Aabout rules and speci c gures and tournament rules areavailable online at the DDM Guild website atwww.ddmguild.com.Each miniature (referred to as a “creature”) represents acharacter or monster from the worlds of the D&D game.Each creature has a corresponding stat card that lists gamestatistics for the head-to-head skirmish rules. Someinformation about a creature is also found on theunderside of the miniature’s base.How to Read a Creature Stat CardNameLevelKeywordsRangerDrizzt, Drow(Unique)Level 13ACFORT24REF24WILL24SpeedHit PointsBloodiedChampion Rating2Attack Actions26DefensesDrow MartialCRSPEED4HP95BLOOD45M Icingdeath: 17 vs. AC; 10 5 cold damage.M Twinkle: 17 vs. AC; 15 damage.m Dual Strike: Make an Icingdeath and a Twinkle attack.when destroying an enemy.Attack ActionsPowersan opportunityDefensive Mobility: Whenever targeted byattack while moving: 5 AC against that attack.eachMulti-Activation 2: Can activate up to 2 timesPowersround.victoryScout: During your set-up: Put in any unoccupiedarea.Champion Powers 4 AttackUse at start of round: Each Unique ally hasand 10 Damage until end of round.That ally hasUse when a Unique ally becomes bloodied: 5 m Damage until end of battle.are legalWarband Building: All non-Evil Unique creaturesin your warband.Set Icon87Champion PowersCost 2008 Wizards, 9/60Collector NumberRarityAlignmentFactionsLook at the stat card displayed above. A creature stat card isroughly divided into four sections, each detailing aseparate kind of information about the creature.Definition BlockLocated at the top of the card, the de nition block gives anoverview of the creature. It includes the following:Name: The name of the creature. The gure used for thecreature generally has the same name marked on its base.Level: This number represents how powerful the creatureis; higher level creatures tend to do more damage and havepowers that impact the battle around them more, but alsocost more points to add to your warband.Keywords: A creature’s keywords de ne it for the purposeof game e ects, and appear under the name and after thelevel. Some abilities or special powers a ect only creatureswith speci c keywords, such as Goblin, Fire, or Undead. If acreature is Unique (see “Unique”, p. 4), that is also listedhere, though it is itself not a keyword. If a creature can be a2Mount for another creature (see “Mounts”, p. 18), that is alsolisted here, though it itself is not a keyword.Living Creatures: Any creature with the Construct, Object, orUndead keywords is not living. All other creatures areliving.Champion Rating: A creature with a Champion rating(written “CR X” in a pennant to the right of its name, level,and keywords) is a champion, with the ability to in uenceother creatures and help your warband seize the initiative.Statistics BlockThe statistics block contains scores referenced regularlythroughout a battle, separated into three groups: defenses,movement, and hit points.Defenses: Attacks target one of a creature’s defense scores—Armor Class (AC), Fortitude (Fort), Re ex (Ref ), and Will—listed in the rst block on the left side of the card.Speed: The number of squares a creature can move with amove action. Certain movement modes are also indicatedhere, rather than in a creature’s powers. If a creature hasFlight, its Speed is pre xed with “F”. Similarly, if a creaturehas Burrow, its Speed is pre xed with “B”. (See page 18).Hit Points: A creature’s hit points (HP) represent its abilityto shrug o attacks, luck in avoiding attacks, and resiliencebefore falling in battle. When a creature’s HP total isreduced to 0, the creature is destroyed.Bloodied: When a creature’s current hit points are equal toor below this value, it is bloodied. Certain game e ectsd. This is usually,but not always, equal to half a creature’s starting HP.Warband ConstructionThe warband construction block, located at the bottom ofthe card, gives details relevant when constructing awarband, including its alignment, factions, and cost:Alignment: A color dot at the bottom of the card shows acreature’s alignment: Good, Evil, or unaligned. Goodcreatures have a white dot, Evil creatures have black dot,and creatures that are neither Good nor Evil have no dot.Faction: Each creature belongs to one or more factions,iden ed by colored dots along the bottom of the card.Each color is associated with one of the four factions: redfor Borderlands, blue for Civilization, purple for Underdark,and green for Wild.Cost: The cost is the number of points you pay to add acreature to your warband. This is also the number of victorypoints your opponent earns when the creature isdestroyed.5/31/2011

ActionsDefinition BlockThe bulk of the card shows a creature’s available actions.Most creatures have attack actions and powers, andchampions also have champion powers.Located at the top of the card, the de nition block gives anoverview of the item. It includes the following:Attacks: When a creature attacks, it generally uses one ofthe powers listed in this section (see “Making an Attack”, p.8 for more information about attack actions).Level: This number represents how powerful a creature theitem can be assigned to. The creature must be in the rangeof levels listed on the stat card.Powers: This section covers a wide range of other powers.Powers sometimes require an action to use, but may also betriggered automatically, or continuously active (see“Powers and E ects”, p. 7 for more information on usingpowers).Keywords: An item can only be assigned to a creature thathas the appropriate keywords and that matches the factions andalignments listed in this block.Champion Powers: A champion has one or morechampion powers listed that it can use during the battle(see “Champion Powers”, p. 8 for more information aboutusing champion powers).The warband construction block, located at the bottom ofthe card, gives details relevant when constructing awarband, including its cost:Other InformationA stat card may also have other information, not relevant tousing the creature in a battle:Flavor Text: Some stat cards include a brief description ofthe creature’s history, personality, or place in the D&Dworld. This information follows the creature’s rules text andhas no game e ect.Set Icon: The set icon tells you what set a miniaturebelongs to, such as the Dungeons of Dread set (whoseicon is a torch).Rarity: A creature’s rarity within the set is shown as an icon—A circle ‘ ’ for a common creature, a diamond ‘ ’ for anuncommon creature, a star ‘ ’ for a rare creature, and apattern of diamonds ‘ed, visible creature.Collector Number: The collector number lists theminiature’s place within the set’s numbering and the totalnumber of miniatures in the set.How to Read an Item Stat CardNameLevelKeywordsCloak of ResistanceLevel 1-8CivilizationPowersResistance: Use after taking damage from 1 to all defenses until end of battle.an attack: 5PowersCostName: The name of the item.Warband ConstructionCost: The cost is the number of points you pay to add anitem to your warband. This is also the number of additionalvictory points your opponent earns when the creature theitem is assigned to is destroyed.ActionsThe bulk of the card shows the additional powers providedby the item to the creature it’s assigned to.Powers: This section covers a wide range of e ects. Powerssometimes require an action to use, but may also betriggered automatically, or may becontinuously active (see“Powers and E ects”, p. 7 for more information on usingpowers). A creature that has an item assigned to it istreated as though having all powers listed here on its statcard, if it can use that item.Other InformationA stat card may also have other information, not relevant tousing the creature in a battle:Flavor Text: Some stat cards include a brief description ofthe item’s history, personality, or place in the D&D world.This information follows the item’s rules text and has noSet Icon: The set icon tells you what set an item belongs to,such as the Treasure Trove I set.Collector Number: The collector number lists the item’splace within the set’s numbering and the total number ofitems in the set. 2009 DDM Guild, Treasure Trove 4/16Set IconCollector NumberLook at the stat card displayed above. An item stat card isroughly divided into four sections, each detailing aseparate kind of information about the item.5/31/2011Building a WarbandWhen building a warband, rst choose one of the four basefactions, then select creatures that belong to that faction,following warband construction restrictions. Finally, selectany items to include in your warband.3

FactionEach creature in your warband must belong to the factionyou chose. Many creatures belong to more than onefaction; they can be included in a warband based on anyof their factions.Borderlands (Red)Creatures associated with the Borderlands survive in theperilous areas between the safety of civilization and thesavage wilderness. Borderlands societies are exposed toextreme environments (mountains, wastelands) or toconstant violent events (war zones).Civilization (Blue)Creatures of Civilization impose order in the darkness ofa dangerous world. Whether proud dragonborn,audacious humans, or brutal goblinoids, they build citiesand push back the wilderness.Underdark (Purple)This faction includes both living and undying beings ofthe lightless world beneath the surface, includingdenizens of twisted caves and mighty subterraneancities alike.Wild (Green)Wild is the home of primal beings; elementals, savagecreatures, ferocious beasts, barbarous humanoids, andcapricious fey and elves.Warband RestrictionsThere are a number of additional restrictions placed onconstructing your warband:Point Limit: You can build warbands with 100- (quick), 200(standard), or 500-point (epic) cost limits. You can spend anumber of points on creatures and items up to the pointlimit to build your warband. The point cost for eachcreature and item is shown on its stat card.Number of Creatures: Your warband can contain amaximum number of creatures based on the point costlimit used for warband construction—8 creatures for 100point games and 10 creatures for 200- and 500-pointgames. This maximum is extended by some creaturepowers.Maximum Single-Creature Cost: You cannot include acreature that costs more than the maximum singlecreature cost, based on the point cost limit used for warband construction. For 100-point games, the limit is 75; for200-point games, it is 150; for 200-point games it is 150.There is no cost limit for creatures in 400 point games.4Battle Map: As part of warband construction, choose abattle map. That battle map is part of the warband. Chooseeither a full- or half-size battle map, depending on thescenario and point cost limit (see “Scenarios”, page 23).Champions Aren’t Mandatory: You are not required tohave a champion in your warband, though your creaturesght better if you include one or more champions.tAlignment: Good and Evil creatures may not be includedin the same warband. Unaligned creatures can be in anywarband whose faction they share.Items: You can’t include more than one item per creature, ortwo items per Unique creature, in your warband.Unique: You cannot include more than one Unique creaturecreature with the same name.Core Rules and ExceptionsD&D Miniatures is an exceptions-based game. Thisrulebook explains the basic rules, but the powers listedon a creature’s stat card often break those rules. Usethese guidelines, listed in order of increasing priority,to determine how rules interact.1. Permissive rules on cards. Some rules extend what acreature is allowed to do or the base rules themselves.For example, such card text might allow a creature totake an extra attack action, move additional squares,and so on. For example, a power that states “Can shiftup to 2 squares when shifting” allows a creature toshift more squares than taking a shift action normallyallows.2. Restrictive rules in the Battle Rules. Rules text in theBattle Rules that restricts what a creature can do usinglanguage such as “cannot” and “can only” trumpspermissive rules on cards. For example, a creature thatis Immobilized still cannot move on its own, even if ithas a power that allows it to move in certaincircumstances.3. Permissive rules on cards that explicitly breakrestrictive rules. Some card texcally states arestrictive rule that it allows the creature to break. Forexample, a power that states “Can move 2 squareswhile Immobilized.” would allow that creature tomove 2 squares, even though the Immobilized rule inthe rulebook disallows it.4. Restrictive rules in card text. Finally, some card textrestricts what a creature can do using language suchas “cannot” and “can only”. Such rules trump all otherrules. For example, a power that states “Adjacentenemies cannot shift.” would disallow a creature fromshifting, even if it had a power that would normallyallow it to shift.5/31/2011

Playing the Game6.rst player to take a turn afterTake turns. Tinitiative takes a turn with only one creature, then theplayers alternate taking turns with two creatures each.A player who has only one creature left to take a turnwiththeir last turn of the round after ittakes its turn; on the other hand, a player who hasmore creatures than his or her opponent takes turnswith all of their remaining creatures after theirking turns on that round.opponen7.End of round. When every creature in play has had aturn, the round ends. Starting with the player wholost the last Champion test, each player declares andresolves powa round. The end of round is treated as a singlecreature’s turn when determining limits on the useof powers. Finally, as applicable, each player scoresvictory points simultaneously for occupying victoryareas (see “Scenarios and Variants”, page 20).8.Begin the next round. Repeat steps 4 through 8 untilone player has met the victory conditions for the battle.9.End the battle. Check after each turn and round to seeif a player meets the victory conditions. If both playershappen to meet the victory conditions, the player withthe greater number of victory points wins. If still a tie,the next player to score any victory points wins.ObjectIn a battle, two competing warthe playcores a target number of victorypoints. The target is the point limit used when constructingwarbands (though variant formats exist). Players scorevictory points by destroying enemy creatures and by sendingtheir creatures to occupy key strategic locations on the battlemap (see “Victory Areas”, p. 18). A battle is played in rounds,during which players take turns with their creatures.Rounds and TurnsRound: During a round, each creature in play takes a turn.Player’s Turn: On each player’s turn in a round, that playertakes a turn with one or more of that player’s creatures.Turn : A creature’s turn is sometimes called an activation.On each creature’s turn, it takes actions: an attack action,a move action, a minor action, and any number of freeactions, in any order you wish. See “Actions”, p. 6, for whatyThe Battle (Game Overview)A battle follows these sequential steps:1. Reveal warbands. You and your opponent show eachother your warbands, including the chosen battlemaps, creatures, and items used in the warbands.2.3.4.5.Choose the battle map. Roll a champion test todetermine who selects a battle map. The winner canpick his or her warband’s map, pick his or heropponent’s warband’s map, or can choose to defermap selection to his or her opponent.Set-up. The player who did not choose the mapchooses which playrst. That player selects aside (either A or B), then puts all of his or her creaturesin Start Areas corresponding to that side. Once thatplayer has put all of his or her creatures on the battlemap, the other player sets up in the other side.Start of a round. Starting with the player who wonthe last Champion test, each player declares andresolves powstart of a round. The Start of Round sequence isresponse to another player’s declaration. The Starttreated as equivalent to a single creature’s turnwhen determining limits on the use of powers.For example, a creature can take only oneimmediate action (see p.7) during the Start of Round.Determine initiative. Roll a champion test. Thewinner can choose trst or to defrst tohis or her opponent.5/31/2011Champion TestBefore selecting a battle map and before each round ofthe battle, you roll a champion test.1. Each player rolls 1d20. If one player has an activechampion with a higher Champion rating than theother player, that player rolls 1d20 twice and selectsthe higher number.2. The player with the highest result wins the Championtest. If the results are tied and one player has an activechampion with a higher Champion rating than theother player, that player wins the Champion test.Otherwise, re-roll.Set-UpDuring your set-up, put each creature on the battle map inyour chosen Start Area. Each creature must occupy a legalposition (see “Legal Position” on p. 16) entirely within theStart Area. If there is not enough room in the Start Area forall your creatures ll it as much as possible (rearrangingcreatures if necessary tt them in) and placing anycreatures that don’ t in the Start Area as close as possible(big creatures should occupy as much of the start area astheir space allows).5

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All Wizards character names, and the distinct likenesses thereof are property of Wizards of the Coast, Inc. This material . Table of Contents Introduction 2 How to Read a Creature Stat Card 2 De nition Block 2 Statistics Block 2 Warband Construction 2 Actions 3 Other Information 3

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