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Deathmatch v104

The document provides an overview and rules for a tabletop miniatures game that emulates arena deathmatch video games. It includes details on player activation, movement, combat, weapons, respawning, and different game modes.

Uploaded by

Polski Zwierzu
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
35 views14 pages

Deathmatch v104

The document provides an overview and rules for a tabletop miniatures game that emulates arena deathmatch video games. It includes details on player activation, movement, combat, weapons, respawning, and different game modes.

Uploaded by

Polski Zwierzu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 14

Special thanks

Thank you so much, Daniel, for inspiring me to create my own game. I hope readers will also
check out Tactical Reload!

Thanks to the team at Western Tabletop, to Gorcin & Tyler.

Thanks to David & Mark for bringing me along the journey with VC on the Trail.

Thanks to Tabletopbattle & Baueda Wargames for introducing me to indie tabletop gaming.

Thanks to Nick, Lewis, David and Russ for helping develop the game.

Special thanks to J-Dawg.

Thanks to the retro fps video games of my childhood.

Finally, I want to thank you for taking the time to check out my very first game. Your
support and feedback mean the world to me, and I hope you’ll enjoy playing it as
much as I enjoyed creating it.

Jacob @WesternTabletop

Version 1.04 - 30/11/2023 - Page 2


At a glance
Tabletop skirmish miniatures game emulating the theme and frantic combat of Classic FPS
arena deathmatch video games.

Up to four players. One unique character miniature per player, a deck of playing cards, tokens, terrain,
character sheet and many D6 dice!

Board Setup

● Place 6 numbered spawn points, weapon pickups, and terrain.


● Assign each player a card suit ♥ ♦ ♠ ♣, remove jokers, and shuffle cards.
● Roll for location and spawn character at the numbered point. Re-roll if contested.

Character Activation

● Draw a card matching your suit ♥ ♦ ♠ ♣ to activate your character.


● Activation allows one Action & Move equal to the card's value in inches.
● Actions: Attack, Jump (cross gaps, impassable terrain, ascend structures within Move
value), or Bunnyhop (Additional Move at half card value).
● Drawing Jack/Queen/King/Ace triggers a Powerup. Powerup buffs the character only.
Character does not perform an Actions.
● Jack: +2 Armour, Queen: +3 Armour, King: +3 HP, Ace: 4x damage next activation.

Combat

● Attack Select a weapon, measure distance to target within line of sight and roll attack dice
on the Character Sheet.
○ Rolls: 1, 2, 3 = fail, 4, 5 = hit once, 6 = critical hit, 2 damage . Remove spent ammo.
● Defend Check distance from the shooter. If you're within 6 inches, roll 1 defence die; between
6 and 12 inches, roll 2 dice; and over 12 inches, roll 3 dice. Additionally, if your character is in
any form of cover, add one extra defence die.
○ Rolls: 1, 2, 3 = fail, 4, 5 = block one damage result, 6 = block crits first, or 1 damage.

Game Progression

● Draw the next card and activate the next character.


● Pick up items by moving into base-to-base contact with item tokens. Add 3 ammo per token to
the Character Sheet on pickup. Token stays on board and cannot be consumed by the same
character until that character respawns.
● Dead Characters playing cards are shuffled back into the deck. Drop ammo at the characters
corpse and roll for respawn immediately.
● When out of activation cards, shuffle them back into the deck.

Version 1.04 - 30/11/2023 - Page 3


What do you need

● A deck of playing cards (without jokers)


● 4 character miniatures or tokens.
● Lots of D6 dice per player (for health, armour, ammo tracking, spawns, attacking, and
defending).
● Terrain (2D, 3D, whiteboard, etc.)
● Tokens for ammo types and spawns (print out included at the back).
○ 6 spawn points, marked 1 to 6.
○ 4 Shotgun ammo tokens
○ 3 Machinegun ammo tokens
○ 2 Rocket ammo tokens
○ 1 Plasma ammo tokens

Game board

● Place 6 spawn points labelled 1 to 6 on the 2x2 game board, roughly 12" apart.
● Scatter weapon tokens across the board, emphasising visibility and lack of cover.

Version 1.04 - 30/11/2023 - Page 4


Character sheet

Players spawn and respawn with Health D6 at 3 pips. Armour D6 at 1 pip. Shotgun D6 at
3 pips. Rest of the items are set to zero.

● Players can only hold a maximum of 6 pips of ammo per weapon.


● Reduce pips on Health, Armour, Ammo as you take damage and spend ammo.
● All items and ammo are lost on death. Place ammo counters on corpse. Respawn
and reset character sheet to starting pips. Shuffle playing cards back into playing
deck.

Note: I’ve used dice here to represent health and ammo. Feel free to replace this with
tokens or even a pen and paper for quick tracking!

Version 1.04 - 30/11/2023 - Page 5


Activation
● Draw a playing card from the deck and activate the character according to the
player’s suit ♥ ♦ ♠ ♣.
● If the card result is between 1-10, the player can move their character up to the card
value (in inches) and take an action in any order they wish.
● Powerups: Character does not Activate (No Move, no Action)
○ Jack Add two armor pips to suit’s ♥ ♦ ♠ ♣’s character sheet.
○ Queen Add three armor pips to suit’s ♥ ♦ ♠ ♣’s character sheet.
○ King Add three health pips to suit’s ♥ ♦♠ ♣’s character sheet.
○ Ace 4x Damage: For your next activation only, times your amount of your
attack dice by four for an attack.
● If you have played all possible activation cards in your suit, reshuffle your played
cards back into the playing deck.

Move

● Measure and move character miniature up to card value in inches.


● You can choose to take an action and then move, or move and then take an action.
● You can move some of the total move value, take an action, and then move up to
the remaining value.
● Characters can move across small pieces of chest-height cover, small 1" gaps, up
and down ladders, stairs, and similar terrain features.
● Impassable terrain features cannot be moved through directly, including tall building
walls, lakes of lava and slime, large voids, and high pieces of cover.

Items

● Characters can pick up items while moving by moving through item tokens. Each
pickup adds 3 ammo pips to the character sheet.
● Specific item tokens can only be picked up once per character per spawn.
○ For example, if a character has already consumed Machine Gun item token 1
this spawn, they can proceed to move through Machinegun token 2, 3, or 4
and add ammo pips to their character sheet.
● When a character is killed, they drop all ammo they were holding. Any player who
comes into base-to-base contact with the player’s corpse can collect the ammo,
which is instantly added to their character’s dashboard and removed from the table.
● The maximum ammo is 6 pips on a D6.

Actions

● Bunnyhop character can move again at half the played cards value.
● Attack opponent with an equipped weapon within line of sight.
● Jump within move value, no longer than 5". Includes scaling up or down terrain,
across larger gaps and voids.

Version 1.04 - 30/11/2023 - Page 6


Attack
Targeting

● To Attack an opponent, your character must be able to draw a straight line to the
opponent.
○ If the target character is unobscured, the target is considered out of cover.
○ If the target character is particularly obscured, the target is in cover.
○ If the target character is out of line of sight, the target cannot be targeted.
● If your character is in base-to-base contact with an opponent, you can opt to attack
with melee using 3 attack dice and not consume ammo.

Attack

● Select a weapon you have ammo for and remove ammo pips for attack.
● Roll that weapon’s corresponding attack dice.
● Rolls of 1, 2, and 3 fail and do not hit the target.
● Rolls of 4 and 5 are a success (one damage). A roll of 6 is critical (counts as two
damage).

Defend

Range Defence dice

Short up to 6” 1 defence dice

Medium 6-12” 2 defence dice

Long 12”+ 3 defence dice

If defender is obstructed by Add 1 defence dice.


terrain and in line of sight

● Calculate defence dice. Defender rolls defence dice.


● Rolls of 1, 2, and 3 fail. Defender takes damage. Remove armour pips first, then
health points.
● Rolls of 4 & 5 are a success and discard one damage. Roll of 6 discards Critical
damage result first, then regular damage.
● A character is killed by an attack that exceeds their health point value.
● When a character is killed, shuffle their activated cards back into the playing deck.
The character immediately rolls for a spawn point, rerolling contested spawns before
the next card is drawn.
● When a character is killed, they drop all ammo they were holding. Any character who
comes into base-to-base contact with this corpse can collect the ammo, which is
instantly added to their character’s dashboard and removed from the table.

Version 1.04 - 30/11/2023 - Page 7


Gametypes

FFA Deathmatch

● First character to 5 kills.

Team Deathmatch

● Colours together: ♥ Heart ♦ Diamonds Team Red ♠ Clubs ♣ Spades Team Black.
● First team to 10 kills.

One flag CTF

● Colours together: ♥ Heart ♦ Diamonds Team Red ♠ Clubs ♣ Spades Team Black.
● Split board in half. All players roll, combine each team’s results into a total. Highest
selects table half and sets up spawn points 1, 2, and 3 in their table half. Opponent’s
team sets up spawn points 4, 5, and 6 in their table half. Add flag capture point in
direct table center edge for both team’s table half.
● Team can only spawn in their spawn locations. Select which spawn, no roll required.
● Place flag marker in direct center of board.
● Characters can pick up the flag if their move comes into base contact with the flag.
Reduce move for flag carrier by 1".
● Drop flag on death. Anyone can pick it up.
● Capture the flag by moving to your team’s capture point to score. Best of three.

Version 1.04 - 30/11/2023 - Page 8


Rocket Arena

● Remove Jack, Queen, King, and Ace from the playing card deck.
● Remove item pickup.
● Colours together: ♥ Heart ♦ Diamonds Team Red ♠ Clubs ♣ Spades Team Black.
● Split board into quarters. All players roll, combine each team’s results into a total.
Highest selects table quarter and sets up spawn points 1, 2, and 3 in their table
quarter. Opponent sets up spawn points 4, 5, and 6 in their table quarter, directly
opposite the winning side team.
● Team can only spawn in spawn locations in their table quarter. Select spawn, no roll
required.
● Losing roll side team deploys first miniature on chosen spawn point in their quarter,
then winning team, back and forth until complete.
● Player spawns with all weapons with 6 pips of ammo, 4 pips of armor, and 6 pips of
health.
● Game is set up into rounds. One life per player per round. Best of 3 rounds.
● Winner of each round is the team with a character alive with 1 pip of health left.

Version 1.04 - 30/11/2023 - Page 9


Gameplay mods
Secondary objectives

● Double kill, scoring two consecutive kills without dying +1VP


● Multi kill, scoring three consecutive kills without dying +1VP
● Humiliation, killing an opponent with melee +1VP

Instagib

● Remove item pickup.


● Remove powerup cards.
● Remove melee.
● Replace shotgun with Instagib rail gun, with infinite ammo.
● Change all characters to 1HP pip

Instagib rail gun profile

Weapon Range Attack Dice Defence Dice

Short up to 6” 1 3

Medium 6-12” 1 2

Long 12”+ 1 1

Deathmatch of Glory

● Split playing deck into each suit and hand suit deck to each player.
● Each player draws one card from their own deck - simultaneously.
○ Keep draw secret.
○ Decide your intended movement position
○ Simultaneously declare and reveal your card with your movement position.
■ W (Mostly Forward).
■ S (Mostly Backward).
■ A (Mostly Left).
■ D (Mostly Right).
○ All characters must Move at the same time, to their entire movement value.
○ All characters must take their Action at the same time, resolve one by one,
and only apply unsaved damage after all Actions are complete.

Version 1.04 - 30/11/2023 - Page 10


Changelog
Update 1.04 (30/11/23)

● Itch.io release
● Cleanup on Character Sheet Diagram with examples.

Update 1.03 (29/11/23)

● Updated at a glance section to include defence dice ranges, powerups.


● Character sheet now matches print outs.
● Completely overhauled At a Glance to include concise quick reference material.
● 2D printable tokens for ammo & spawn.
● 2D printable tokens for miniatures.
● Language pass across all rules.

Update 1.02 (27/11/23)

● Added To Do & Changelog.


● Nerfed Melee now 3 attack dice, better than shotgun, worse than machine gun.
● Nerfed Rocket splash from 5” to 3”
● Changed FFA to best of 5, from 6.
● Colourized weapon ammo on Character Sheet
● Pip diagram on Character Sheet
● Add Melee on Character Sheet
● Suit, Objective & Character Name on Character Sheet
● Cover added red colouring to ♥ ♦

To do
Itch.io

● Better screenshots.
● Better front page description.

Addons

● Resize printable addons to 28mm.


● 2D printable tiles
● 3D STL on 4 character miniatures.
● Bots/AI rules

Future

● Campaign supplement. Solo play a singeplayer level with demons/enemies.


○ Perhaps split deck into player (red) AI opponents (black) for activation
○ Design enemies & AI
○ Design objectives for singleplayer level, keys, switches, exit etc.

Version 1.04 - 30/11/2023 - Page 11


Suit ♥ Objective _____ Character __________

Health Armour Shotgun Melee Machinegun Rocket Plasma

Spawn with 3 Spawn with 1 Spawn with 3 No ammo Do not spawn Do not spawn Do not spawn
pip pip pip needed with ammo with ammo with ammo

AMMO COST PER SHOT 1 Ammo No ammo 2 Ammo pips 1 Ammo pip 3 Ammo pips
needed

ATTACK DICE PER SHOT Roll 2 Dice Roll 3 Dice Roll 4 Dice Roll 4 Dice Roll 6 Dice
Must be base Roll 1 Dice for
to base contact each character
3” of target

Suit ♦ Objective _____ Character __________

Health Armour Shotgun Melee Machinegun Rocket Plasma

Spawn with 3 Spawn with 1 Spawn with 3 No ammo Do not spawn Do not spawn Do not spawn
pip pip pip needed with ammo with ammo with ammo

AMMO COST PER SHOT 1 Ammo No ammo 2 Ammo pips 1 Ammo pip 3 Ammo pips
needed

ATTACK DICE PER SHOT Roll 2 Dice Roll 3 Dice Roll 4 Dice Roll 4 Dice Roll 6 Dice
Must be base Roll 1 Dice for
to base contact each character
3” of target

Version 1.04 - 30/11/2023 - Page 12


Suit ♠ Objective _____
Character __________

Health Armour Shotgun Melee Machinegun Rocket Plasma

Spawn with 3 Spawn with 1 Spawn with 3 No ammo Do not spawn Do not spawn Do not spawn
pip pip pip needed with ammo with ammo with ammo

AMMO COST PER SHOT 1 Ammo No ammo 2 Ammo pips 1 Ammo pip 3 Ammo pips
needed

ATTACK DICE PER SHOT Roll 2 Dice Roll 3 Dice Roll 4 Dice Roll 4 Dice Roll 6 Dice
Must be base Roll 1 Dice for
to base contact each character
3” of target

Suit ♣ Objective _____ Character __________

Health Armour Shotgun Melee Machinegun Rocket Plasma

Spawn with 3 Spawn with 1 Spawn with 3 No ammo Do not spawn Do not spawn Do not spawn
pip pip pip needed with ammo with ammo with ammo

AMMO COST PER SHOT 1 Ammo No ammo 2 Ammo pips 1 Ammo pip 3 Ammo pips
needed

ATTACK DICE PER SHOT Roll 2 Dice Roll 3 Dice Roll 4 Dice Roll 4 Dice Roll 6 Dice
Must be base Roll 1 Dice for
to base contact each character
3” of target

Version 1.04 - 30/11/2023 - Page 13


Version 1.04 - 30/11/2023 - Page 14

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