Short Rules of the Game Smol Batl
- 1.0
Game Components:
Each player has a game board with three fields, each containing six slots:
- Sword Field
- Arrow Field
- Training Ground
Each player has 10 dice:
- 8 basic dice (4 red sword dice and 4 green arrow dice)
- 2 optional special dice
Game tokens “+1” (6 red and 6 green for each player)
Game Setup:
- Players prepare 8 basic dice and 2 special dice (each player selects one die if multiple special dice are available).
- Each player prepares 6 red and 6 green “+1” tokens.
- Each player sets their life counter to 20.
- Game boards are placed facing each other (sword fields opposite arrow fields).
- Determine the starting player (the player with initiative) by a random draw.
Game Flow:
Placing Dice:
- The player with initiative places any die on a free slot (a slot with a “+1” token is allowed) in one of the three fields.
- The player with initiative also determines where the opponent places their die (sword field, arrow field, or training ground). The opponent places a die in the specified field.
Re-Rolling Fields:
- The player with initiative re-rolls all dice in two of the three fields (e.g., sword field and training ground). Fields without dice can also be selected.
- If possible, the player with initiative may move dice (e.g., from the training ground to the front fields).
- The opponent then follows the same procedure.
Damage Calculation:
- Opposing front fields interact (swords against arrows and vice versa).
- If a die’s symbol matches the field’s symbol, it is considered an attacking die and deals damage. Otherwise, it is a defensive die and reduces potential damage.
- The values of the attacking dice in the field are summed and reduced by the values of the opponent’s defensive dice.
- If the attacking dice’s total exceeds the defensive dice’s total, the opponent takes the remaining damage. Otherwise, nothing happens.
Role Switching:
- Roles switch, and the opponent becomes the player with initiative. The game continues in the same manner.
Second Phase of the Game:
If at least one player exhausts their dice supply, the dice placement phase changes as follows:
- The player with initiative moves any die from any field to another field.
- The opponent is assigned a field and chooses which die to move from which field.
- If a player still has unused dice, they may decide whether to bring a new die into play or move an existing die already in play.
Important Rules:
Dice Movement:
- Each die placed or moved must be turned to the cross symbol.
Training Ground:
- When a red or green die is placed on the training ground and re-rolled, it can be moved to any front field immediately if it shows anything other than a cross.
- If a double symbol is rolled, the die can be removed from the game board, and a “+1” token of the same color can be placed on any field. The token provides a passive bonus (+1 to damage if on a matching field color, +1 to defense if on a different field color). Tokens are placed on free slots; if none are available, they may be placed under dice.
End of the Game:
The game ends when one player loses all their life points or concedes. The winner is the surviving player. If both players lose all their life points simultaneously, the player with fewer negative life points at the end of the round wins.