Below are the rules for The Great Slime Wars Collectible Tabletop Battle Game.

The Great Slime Wars Rules:
Each Character has a number on their base
representing their Health and point Value.
Players choose an agreed-upon point Value for their teams and the size of the battlefield.
Each character gets their Value in red Health Tokens.
Place one blue Terrain Marker in the center of your play area. Each player gets 2 blue Terrain Markers and 1 red Potion Token which they place at a point of their choosing on their side of the battlefield. Each Terrain Marker represents one movement on the battlefield so a standard map will require 3 moves to the middle, and 6 to cross the board. Larger games can be played with more Terrain Markers & Potion Tokens.

Players roll 1 six-sided die each to see who goes first. Highest wins. On a tie reroll.
Characters can make one action per turn.
An Action is Movement or Attack.
When Attacking or Defending a character rolls 3 dice. Characters with a value of 5+ roll 4 dice.
If the total of all dice rolled is higher than the
opponent’s roll the attack/defense is successful.
Each successful hit removes one red Health Token from that character’s possession.
When out of Health Tokens a character is removed from the battlefield.
Play until only one player remains.

Movement: Select a spot between the starting point up to and including the closest Terrain Marker.
Attacks: Attacks can be Melee or Ranged. Ranged must be within 1 movement away.
Terrain: If a character is on top of the Terrain Marker they get 1 extra die for Attack rolls. If they are behind or touching the Terrain Marker they get 1 extra die on Defense rolls. Only one character from each team may be using the same Terrain Marker.
Potions: On moving to a Potion Token a player rolls 1 die. If roll is 4-6 that character may add the token to their Health Tokens. If the roll fails that character may try again on the next turn. Attempting a potion ends your turn. Until used other characters may attempt to use the potion.
Faction Bonus: Any character that is touching another character of the same faction on their team can use 1 extra die for attack/defense rolls. Characters of any Faction may be on the same team but do not grant a Faction Bonus to any characters not in their Faction. A Team may consist of multiple copies of characters with a value of 4 or less. Characters 5+ may only be used once per team. Faction die cannot be used with the extra die provided by a Terrain Marker.

Forts and Fortifications Rules :
Forts:
The Fort replaces the center Terrain Marker.
Capturing an unowned Fort requires rolling 2 dice both rolls must be 4+ to unlock the Fort. Anything less than 4+ on both dice ends that Character’s turn. Any other Character may try on their turn to capture the Fort until it is captured.
Once captured any Characters on the capturing player’s team may enter the Fort on their turn.
Entering the Fort will end a Character’s turn.
Characters inside the Fort can choose to use their turn to attack any enemy in range using 3 dice (even if the Character normally uses more dice) OR to heal 1 Health Token (not exceeding their starting health)
Forts roll 4 dice for defense rolls. Forts deal 1 Damage. Any Damage incurred comes off the Fort’s pool of 6Condition Tokens. Once out of Condition Tokens the Fort is Destroyed.
Any characters inside the Fort when Destroyed take 1 Damage.
Forts may be Invaded by rolling 3 dice all 3 must be 4+. Taking over a fort uses the turn of any characters entering. Failing an Invasion ends the Character’s turn.
Once taken over all opposing characters must use their turn to move one movement away from the Fort reverting the turn back to the Invading Player.

Fortifications:
Each player may place one Fortification anywhere on their side of the map.
Moving to a Fortification ends the Character’s turn. On the Character’s next turn, the Fortification will move with the Character until destroyed or left behind.
Fortifications move like any other Character. Terrain bonus Dice MAY NOT BE USED with Fortifications.
Fortifications deal 2 Damage.
Fortifications Attack and Defend with 3 dice (even if the Character normally uses more dice) and have a pool of 3 Condition Tokens. Once out of Condition Tokens the Fortification is destroyed ,and the Character controlling it takes 1 Damage.
Fortifications CAN be brought inside a Fort.
Fortifications DO NOT heal Condition Tokens while inside a Fort, and CANNOT Attack from inside a Fort.
Any Fortifications inside a Fort when Invaded are taken by the invading team. Any Fortifications inside a Fort when Destroyed are also Destroyed, but the Character controlling it does not take an additional Damage point from the destruction of the Fortification.

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