Deathmatch v104
Deathmatch v104
Thank you so much, Daniel, for inspiring me to create my own game. I hope readers will also
check out Tactical Reload!
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.
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
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
Character 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
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.
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.
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!
Move
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.
● 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
FFA Deathmatch
Team Deathmatch
● Colours together: ♥ Heart ♦ Diamonds Team Red ♠ Clubs ♣ Spades Team Black.
● First team to 10 kills.
● 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.
● 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.
Instagib
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.
● Itch.io release
● Cleanup on Character Sheet Diagram with examples.
To do
Itch.io
● Better screenshots.
● Better front page description.
Addons
Future
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
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
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
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