TEXT: BATTLE RU LES
  MINIATURES GAME
  Welcome!
  To get playing quickly, begin with the  
  Quick Start battle at the front of this booklet.
  
  
  Starter Game ComponentS
  Game Design: Rob Heinsoo and  
  Stephen Schubert
  Game Development: Stephen Schubert
  Rulebook: Stephen Schubert and Rob Heinsoo
  Editing: Jennifer Clarke Wilkes
  Special Assistance: Guy Fullerton, Paul Grashoff, 
  Jason Lioi, Dwayne Stupack,  
  Louis Sacha, and Mike Derry
  Package Art: Wayne Reynolds and Steve Prescott
  Model Concepting: Thomas M. Baxa, Christopher 
  Burdett, Wayne England, Toma´s Giorello,  
  Lars Grant-West, David Griffith, Ralph Horsley, 
  Jim Nelson, William O’Connor, Zak Plucinski, 
  Steve Prescott, Wayne Reynolds, Ron Spencer, 
  Arnie Swekel, and James Zhang 
  Art Direction: Mari Kolkowsky
  Graphic Design: Keven Smith and Yasuyo Dunnett 
  Model Painting: Eve Forward-Rollins,  
  Kimberly Goddard, Stephen Radney-MacFarland, 
  and Dylan Sharp
  Cartography: Jason Engle
  System Design Manager: Andy Collins
  Story Development Manager: Christopher Perkins
  Director of RPG R&D: Bill Slavicsek
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  Monica Glasenapp-Horn and Brian Dumas
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  and Kenny Tsang
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  Based on the 4th Edition of the Dungeons & Dragons® roleplaying game, and inspired by earlier  
  editions of the D&D® RPG and the D&D™ Miniatures Game.
  This Wizards of the Coast® game product contains no Open Game Content. No portion of this work  
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  Rules booklet 
  5 prepainted plastic miniatures
  5 stat cards, one for each figure 
  2 double-sided battle maps
  Damage counters
  Area templates
  20-sided die (d20)
  
  
  30021551000001 EN 
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  First Printing: April 2008
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  are trademarks of Wizards of the Coast, Inc., in the U.S.A. and other countries. © 2008 Wizards of the Coast, Inc. 
  Visit our website at www.wizards.com/dnd 
  With the Dungeons & Dragons® Miniatures Game, you command a warband of 
  heroes and creatures. You choose your faction. You select your troops.  
  You issue the orders. And it’s up to you to prove yourself against the competition.
  Three Ways to Play
  Use these miniatures to:
   
  •  Play using the head-to-head battle rules detailed in this book. You can even  
   
   compete in sanctioned tournaments and win prizes.
   
  • Represent characters and monsters in the Dungeons & Dragons  
   
   Roleplaying Game. These official miniatures are designed for use with all  
   
   D&D® roleplaying products.
   
  • Collect the D&D fantasy, from mind flayers to elves to dragons to powerful  
   
   heroes and more. 
  D&D Miniatures Game Booster Packs, sold separately, provide more miniatures for  
  either head-to-head battle play or roleplaying games. 
  Table of Contents
  Quick Start Battle 
  4
  Full Battle Rules 
  11
   
  How to Win 
  11
   
  Creatures 
  11
   
   
  How to Read a Stat Card 
  12
   
  Building a Warband 
  14
   
   
  Setup  
  16
   
   
  Battle Map Selection 
  16
   
  Battle Basics  
  17
   
   
  Rounds 
  17
   
   
  Initiative Check 
  17
   
   
  Turns  
  18
   
   
  Activate Creatures 
  19
   
  Moving  
  19
   
   
  Special Movement Modes 
  20
   
   
  Big Creatures and Moving 
  21
   
  Attacking  
  22
   
   
  Hit Points and Damage 
  22
   
   
  Attack Basics 
  22
   
   
  Making an Attack 
  25
   
   
  Other Combat Rules 
  28
   
  Abilities and Special Powers 
  34
   
   
  Abilities 
  34
   
   
  Special Powers 
  34
   
   
  Champion Powers 
  34
   
  Terrain 
  35
   
  Scenarios and Variants 
  39
   
   
  Assault 
  39
   
   
  Bounty 
  39
   
   
  Uncontested Victory 
  40
   
   
  Sealed-Booster Games 
  40
   
   
  Multiplayer Battles 
  40
  Glossary  
  42
  
  START HERE!
  QuiCk Start Battle 
  The first 8 pages of this booklet get you playing the D&D Miniatures Game  
  quickly, teaching you the basics. When you’re ready, the rest of the rules await  
  in the pages beyond. You can also learn the basics using the online demo at  
  www.wizards.com/DDMdemo.
  Game Play
  During a battle, you and your 
  opponent take turns moving your 
  creatures across a battle map, 
  making attacks and using fantastic 
  powers. Defeat your opponent’s 
  creatures and you win the game.
  Setup
  For your first battle, you and your 
  opponent each control a single 
  creature: either the Human 
  Sellsword or the Yuan-Ti Swiftscale.
  Miniatures and Stat Cards
  Find the Human Sellsword and the 
  Yuan-Ti Swiftscale miniatures, and 
  their corresponding stat cards. Set 
  aside the other miniatures and stat 
  cards for now. (You’ll use them later, 
  but not in your first Quick Start 
  battle.) 
  You only need to use some parts of 
  these stat cards for your first battle,  
  as shown to the right. For more 
  information on how to read a stat 
  card when playing with the full rules, 
  see page 12.
  Human Sellsword
  4
  ATTACK ACTIONS: The options the creature 
  can choose from when it makes an attack. Each 
  attack lists an Attack bonus and tells you how 
  much Damage the attack deals if it hits.
  ABILITIES: These are always in effect. You 
  don’t have to decide whether you want to use a 
  creature’s ability. 
  
  Setup Battle Map
  Now find the battle map that is divided into 
  two separate half-size maps (Monster Lair 
  and Crossroads). Fold the map so that the 
  Crossroads side faces up and place it on a 
  flat surface between you and your opponent. 
  Set the rest of the  
  maps aside.
  Place your two miniatures on the map, one 
  in the square labeled “X” and the other in 
  the square labeled “O.” Ignore other Start 
  labels—they don’t matter for your first battle. 
  Place the d0 and the damage counters 
  where you both can reach them.
  Yuan-Ti Swiftscale
  d20
  5
  HP: The creature’s hit points. A creature  
  is destroyed when its HP total drops to 0.
  SPEED: How many squares the creature  
  can move.
  AC: The creature’s Armor Class. The  
  total of the enemy’s d20 roll and Attack  
  bonus must be at least as high as this  
  number to hit.
  
  Who Goes First?
  A battle is played in rounds. At the start of each round, both players roll the d20 
  to see who goes first. This is called making an initiative check. The player with the 
  highest result decides who goes first in the round. If the results are tied, roll again. 
  Example: The Human Sellsword’s player rolls a 17, while the Yuan-Ti Swiftscale’s player 
  rolls a 15. The Human Sellsword’s player decides to go first this round.
  Battle Summary
  Here’s a quick overview of the sequence of play. A game is played in rounds.  
  During each round, you take the following steps.
  1. Make an Initiative Check: Roll the d20. High roller chooses who goes first.
  2. First Player: Activate your creature (move it and attack).
  3. Second Player: Activate your creature.
  4. End of Round: After all creatures have activated once, start a new round at step 1.
  The Round
  A round begins with an initiative check (see above). Each round, you activate your 
  creatures. Each creature can be activated only once in a round. When both players 
  have activated their creatures, the round ends.
  Activate a Creature
  When you move a creature, it takes its turn. On its turn, a creature does one of  
  these three choices:
   
  • Move up to double its Speed. 
  OR 
   
  • Move up to its Speed and then attack once. 
  OR 
   
  • Attack once and then move up to its Speed.
  A creature doesn’t have to move its full Speed if you don’t want it to—it can even  
  stand still. 
  For this Quick Start battle, the creature that goes first in the first round will move up 
  to the enemy and then attack. Then the enemy will get to attack before you start the 
  next round with a new initiative roll. 
  Move
  A creature moves a number of squares up to its Speed. If the creature doesn’t attack, 
  it can move up to twice its Speed. Diagonal squares each count as 1 square.
  Enemies: A creature can’t move through squares occupied by an enemy (a creature 
  controlled by the opponent).
  6
  
   This Attack is d0 + 1...
  Step 1.
   A hit deals 15 Damage.
  Step 3.
  The Target AC is 0...
  Step 2.
  Attack
  A creature can attack an enemy next to it. (Attacking diagonally is OK.) Look at the 
  creature’s stat card and use the first attack listed in the Attack Actions section of the 
  card (with the  M  symbol). 
  For this Quick Start battle, you won’t be using the creature’s other attacks and 
  special powers.
  Step 1.Roll the d20 and add the creature’s Attack bonus (the number with a “+” sign).
  Step 2. If the total is at least as high as the target’s AC, the attack hits.
  Step 3. Each attack tells you how much Damage the attack does if it hits. Damage is 
  listed at the end of the attack line (look at the picture below). Subtract the attack’s 
  Damage from the target’s HP total. Put damage counters on the cards to keep track. 
  When playing with the full rules, it can be dangerous to move when beside an enemy  
  (see Opportunity Attacks, page 31). For this Quick Start battle, though, that doesn’t matter.
  7
  Example Game: First-Round Move 
  The Human Sellsword won the initiative and 
  goes first. The Human Sellsword has Speed 6,  
  so it can move 5 squares and stop next to the 
  Yuan-Ti Swiftscale. Now it can attack. 
  
  Damage
  Successful attacks deal Damage, as listed in the attack’s line. For example, the  
  Yuan-Ti Swiftscale’s Longsword attack deals 15 Damage.
  Rolling a 0: If your attack roll is a natural 20 (a “20” shows on the die), the attack 
  deals double damage! It’s called a critical hit. 
  0 Hit Points: When a creature’s HP total drops to 0 or below, it’s destroyed.  
  Remove it from the battle map. In this Quick Start battle, you win when you  
  destroy your enemy.
  8
  Example Game: First-Round Attacks 
  The Human Sellsword has moved up to the Yuan-Ti Swiftscale, so it’s time to attack. 
  It uses its Greatsword attack. Its player rolls 10 on the d20 and adds 11,  
  for a result of 21. Since the Yuan-Ti Swiftscale’s AC is 22, that’s a miss! 
  Now the Yuan-Ti Swiftscale takes its turn. It attacks, since it’s already beside its 
  enemy. It makes a Longsword attack against the Human Sellsword. Its player rolls 15 
  on the d20 and adds 12 for a result of 27. That’s more than the Human Sellsword’s 
  AC of 20. It’s a hit! The attack deals 15 Damage to the Human Sellsword. 
  Now it’s time to roll initiative for the second round to see which player gets to take 
  the first turn.
  
  Evil Wilderness Warband 
  vs.  
  Good Civilization Warband 
  Your Next Games
  Once you’ve got the hang of how to roll the d20 and use the stat cards, you’re ready 
  to add the other three miniatures.
  If you’re playing the Human Sellsword, you add the Dwarf Battlemaster and the Elf 
  Warlock to your side. The Yuan-Ti Swiftscale player adds the Young Green Dragon. 
  Set your miniatures up on opposite narrow sides of the battle map and fight.
  A group of miniatures fighting together is called a warband.
  9
   
  • See the back of each creature’s stat card for hints on how to use these new  
   
   creatures. To keep things simple, just use their basic attacks (the first line 
   
   under Attack Actions on their stat cards). You can use their other attacks  
   
   and special powers once you’re familiar with the full rules.
   
  • No creature gets to take two turns in the same round. Remember to roll   
   
   initiative at the start of each new round to see who gets to activate a  
   
   creature first.
   
  • You win by destroying all the opponent’s creatures. If you want to add a few  
   
   more rules, check out New Rules to Try on the next page.
  Once you’ve played this Quick Start battle, you can go on to the full rules described 
  in the rest of the booklet. These explain how to build warbands with many strange 
  and powerful creatures, which you can find in D&D Miniatures Game Booster 
  Packs. Each creature you add to your warband provides additional strengths that can 
  help give you an edge in battle. 
  For the online demo and more information, visit www.wizards.com/DDMdemo.
  
  New Rules to Try
  Bloodied: When a creature’s HP total drops to half its starting number or lower, it is 
  Bloodied. Being Bloodied might interact with other attacks. For example, the Human 
  Sellsword has a powerful attack, Killing Blow, that works only against a Bloodied 
  enemy. (The Yuan-Ti Swiftscale also has a special attack that it can use against 
  Bloodied enemies.)
  Special Powers: These are effects that a creature can use deliberately or that are 
  triggered by some event in the battle. Champion powers are particular kinds of 
  special powers that let a creature help its allies or hurt its enemies. See page 34 for 
  more information.
  Flight: The Young Green dragon can fly. Its Speed number starts with an “F” and it 
  has the Flight ability. Flight lets a creature ignore enemies and terrain when moving 
  (except for walls). For more information, see page 20.
  Difficult Terrain: It costs 2 squares to move into a square containing difficult terrain 
  (one with the s
   s symbol).
  Walls: Walls block movement, so a creature can’t go through a wall. A creature also 
  can’t “cut corners” by moving diagonally past the corner of a wall. It has to step around 
  the corner.
  Opportunity Attacks: If an enemy moves while next to your creature, you make a 
  free attack against the moving creature (an opportunity attack). This always uses the 
  first listed attack (the one with the  M  symbol).
  Shift: A creature shifts by moving only 1 square. A shifting creature doesn’t provoke 
  an opportunity attack.
  10
  
  11
  Full Battle ruleS
  Use these full rules to play head-to-head battles with the D&D Miniatures Game.
  Play the Quick Start Battle first to get a feel for the basics of the game. 
  At the back of this book, you’ll find a glossary of important terms and special abilities 
  that appear on the stat cards. In this rulebook, text in bold refers to a defined term 
  the first time it appears. Refer to the glossary often as you get used to your warband 
  and the warbands of your opponents.
  How to Win
  In a battle, two competing warbands fight. The winner is the player who first scores 
  a target number of victory points. You score victory points by eliminating enemy 
  creatures and by sending your creatures to occupy your warband’s victory areas  
  (see page 39).
  Creatures
  Each miniature (referred to as a “creature”) represents a character or creature from 
  the worlds of the D&D game. Each creature has a corresponding stat card that 
  lists game statistics for the head-to-head rules. (The other side of the stat card has 
  abbreviated D&D roleplaying game statistics.) Some information about a creature  
  is also found on the underside of the miniature’s base.
  
  1
  How to Read a Stat Card
  Look at the stat card displayed below. For the battle rules, we’re only going to talk 
  about the side used for head-to-head play. 
  Name
  Faction
  Alignment
  Cost
  Statistics
  Attack Actions
  Abilities
  Special Powers
  Miniature Base
  Flavor Text  
  (if any)
  Copyright Notice
  Set Icon/Rarity Symbol/Collector Number
  Champion Rating
  Champion Powers
  Alignment
  Set Icon
  Name
  Cost
  Collector Number
  Copyright Notice
  Faction
  Name: Match the name on each stat card to the name on the base of the miniature, 
  using the picture on the stat card to help you. 
  Alignment: Behind the cost and statistics numbers on a creature’s stat card is a 
  background showing its alignment: Good, Evil, or unaligned. Good creatures have 
  white backgrounds, Evil creatures have black backgrounds, and creatures that are 
  neither Good nor Evil have gray backgrounds. 
  Faction: Each creature belongs to one or more factions, identified by color bars 
  along the left side of the card. Each color is associated with one of the four factions: 
  red for Borderlands, blue for Civilization, purple for Underdark, and green for the Wild. 
  Cost: The cost is the number of points you pay to add a creature to your warband. 
  This is also the number of victory points your opponent earns when the creature  
  is eliminated. 
  Rarity
  
  1
  Statistics: This section provides information you need to play a battle.
   
  Level: This number represents how powerful the creature is.
   
  AC (Armor Class): Many attacks target a creature’s AC. If the result of the attack  
   
  roll equals or exceeds this number, the attack hits.
   
  DEF (Defense): Some attacks target a creature’s Defense. If the result of the  
   
  attack roll equals or exceeds this number, the attack hits. 
   
  Speed: The number of squares a creature can move with a move action.
   
  HP (Hit Points): When a creature’s HP total is reduced to 0, the creature is   
   
  destroyed and removed from the battle map.
  Attack Actions: When a creature attacks, it uses one of the options listed in this 
  section. Each requires an attack action to use. The first listed attack is the creature’s 
  basic attack   M  . Some creatures have only a basic attack; many have additional 
  special attacks. Attacks use a shorthand format (see page 23).
  There are four types of attacks: melee M, ranged R, close C, and area A.
  Abilities: Abilities are continuous features, including bonuses to Defense, any 
  resistances, immunities, or vulnerabilities that the creature might have, and abilities 
  that modify its movement. 
  Keywords appear as the first line of the Abilities section. Keywords define the 
  creature for the purpose of game effects. Some abilities or special powers affect 
  only creatures with specific keywords, such as Goblin, Fire, or Undead. A creature’s 
  alignment, if any, also appears as a keyword.
  Special Powers: This section covers a wide range of effects. Special powers  
  typically do not require an attack action. A special power might modify an attack, 
  trigger other effects, or activate in response to a condition or another creature’s 
  action. Its effects are described fully on the stat card.
  Champion Rating: A creature with a Champion Rating (written “Champion X”) is a 
  champion, with the ability to influence other creatures and help your warband seize 
  the initiative. The higher the Champion rating, the better. 
  Champion Powers: Every champion has one or more Champion powers that it can 
  use during the battle. See page 34 for more details on Champion powers. 
  Flavor Text: Some stat cards include a brief description of the creature’s history, 
  personality, or place in the D&D world. This information follows the creature’s rules 
  text. It has no game effect.
  Set Icon/Rarity Symbol/Collector Number: The set icon tells you what set a 
  miniature belongs to, such as the Dungeons of Dread™ set (whose icon is a torch      ). 
  The collector number lists the miniature’s order in the set and the total number  
  of miniatures in the set. The rarity symbol tells you whether the miniature is  
  common l, uncommon u, or rare H.
  
  14
  Building a Warband
  When building a warband, first choose one of the four base factions, then select 
  miniatures that match that faction.
  Alignment
  You cannot include a Good creature in your warband if it contains an Evil creature, 
  and vice versa. Unaligned creatures can be in any warband whose faction they share.
  Faction
  Each creature in your warband must belong to the faction you’ve chosen for your 
  warband. Most creatures belong to more than one faction; they can be in a warband 
  based on any of their factions. 
  Borderlands (Red) Creatures associated with the Borderlands survive 
  in the perilous areas between the safety of civilization and the savage wilderness. 
  Borderlands societies are exposed to extreme environments (mountains, wastelands) 
  or violent events (war zones). 
  Civilization (Blue) Creatures of Civilization inhabit “points of light” in the 
  darkness of a dangerous world. Whether proud dragonborn, audacious humans, or 
  brutal goblinoids, they build cities and push back the wilderness.
  Underdark (Purple) This faction encompasses beings of the  
  lightless world beneath the surface, including twisted cave denizens and mighty 
  subterranean cities.
  The Wild (Green) The Wild is the home of savage creatures, ferocious 
  beasts, barbarous or primal humanoids, and capricious fey or elves. 
  Construction Limits
  A warband can contain only a certain number of creatures and has a maximum point 
  cost, as described in this section. The following table summarizes warband limits for 
  the most common kinds of battles.
  Point Limit 
  Creature Limit 
  Max Cost 
    200* 
  10 
  150 
   
  100 
  8 
  75 
   
  50 
  6 
  35 
  *Standard battle
  
  15
  Point Limit: A standard battle has a point limit of 200. You can spend a number 
  of points up to the point limit to build your warband. Each creature’s point cost is 
  shown on its base and the top left corner of its stat card. 
  The point limit also restricts the number of creatures your warband can contain and 
  the maximum cost of any one creature, as shown in the table.
  Warbands containing 100 or fewer points of creatures should use the half-sized 
  battle maps provided in this Starter Set (Crossroads and Monster Lair). 
  Creature Limit: A warband cannot contain more creatures than the creature limit, as 
  shown on the table. 
  Maximum Cost: A creature cannot cost more points than the maximum cost for the 
  warband’s point limit, as shown on the table.
  Champion: You are not required to have a champion in your warband, though your 
  creatures typically fight better if you include one or more champions. 
  Warband Building Basics (00-Point Battles)
   
  • 200 points total
   
  • All creatures belong to the same faction
   
  • Up to 10 creatures
   
  • No creature over 150 points
   
  • 1 battle map
  Battle Map
  Both players bring a battle map they wish to play on. This Starter Set contains two 
  double-sided battle maps; choose a single side for your warband’s battle map before 
  you see your opponent’s warband. Other battle maps are published from time to 
  time. Though the details of battle maps may differ, all share certain features.
  Start Areas: Set up your warband in the area labeled Start Area A or Start Area B; 
  your opponent’s warband sets up in the other area. If there are two or more start 
  areas with the same label, you can set up in any of these or spread your warband 
  throughout all of them.
  Victory Areas: These are the pivotal locations of the battlefield, which you assault 
  and defend over the course of a battle. In the standard (Assault) scenario, your 
  warband scores points by occupying victory areas. Victory areas are labeled  
  A or B, like the start areas of the map; you score points for matching victory  
  areas. A few victory areas also have keywords in brackets, used to interact with  
  specific creatures. 
  
  16
  Setup
  You and your opponent each bring a legal warband (one built using the  
  warband construction rules) and a battle map to the table. Follow these steps  
  to set up a battle.
  Setting Up a Battle
  1.  Reveal warbands and potential battle maps.
  .  Roll d20 (highest Champion rating rolls twice). The player with the highest result  
   
  chooses which battle map to play on. 
  .  The other player chooses which start area or areas to use.
  4.  The high roller places his warband in his start area or areas. 
  5.  The other player places her warband in the other start area or areas. 
  Battle Map Selection 
  Players reveal their warbands. Each player then rolls the d20. The player whose 
  champion has the highest Champion rating makes two d20 rolls, using the higher 
  result. On a tied result, the winner is the player whose champion has the highest 
  Champion rating; reroll if the two warbands have equally powerful champions or 
  neither contains a champion. 
  The high roller chooses which of the two battle maps to use for the battle. The other 
  player then chooses a start area or areas (all with the same label: A or B). The first 
  player (the one who won the die roll) then places his creatures in the start areas that 
  were not chosen by the opponent. The other player then places her creatures in her 
  start areas.
  Place each creature so that it occupies squares free of walls, pits, and statues. 
  (Terrain is explained in more detail on page 35.) Place creatures that take up more 
  than 1 square entirely inside the start area. If there is not enough room in the 
  start area for all your creatures, then fill it as much as you can and place any extra 
  creatures as close as possible to the start area.
  
  17
  Battle Basics
  Once you have chosen your warband and set up the battle map, you and your 
  opponents take turns activating the creatures in your warbands until one warband 
  has won (usually by scoring 200 victory points). See the Assault scenario on page 39 
  for full details. 
  Core Rules and Exceptions
  The D&D Miniatures Game is an exceptions-based game. This booklet explains 
  the basic rules, but the attacks, abilities, and special powers on a creature’s stat card 
  often break those rules. When a conflict occurs, the text on the creature’s stat card 
  always “trumps” the basic rules. 
  Special powers and abilities that cancel other powers and abilities always take 
  priority. In other words, when text on a stat card says “cannot,” “does not,” or similar 
  language, that effect trumps other abilities and powers. 
  For example, the Halfling Paladin has the Charge Protection ability, which prevents 
  enemies within 5 squares from charging its allies. An enemy within range cannot 
  charge the Halfling Paladin’s allies, even if it meets all the conditions necessary for a 
  charge attack (see page 28).
  Rounds
  A battle is played in rounds. Begin the round by making an initiative check to see 
  who goes first. 
  Each round, players complete turns one after the other. Each turn, you activate two 
  creatures in your warband: One creature takes all its actions, then the next. 
  A round begins when players make an initiative check, and it ends when each 
  creature has activated once. Then a new round begins.
  Initiative Check
  To make an initiative check, roll the d20. The player whose champion has the highest 
  Champion rating makes two rolls, using the higher result. In the case of a tie, the 
  winner is the player whose champion has the highest Champion rating; reroll in the 
  case of equal Champion ratings (or if neither warband contains a champion). Inactive 
  or eliminated champions don’t count.
  The player with the highest initiative check result then chooses which player takes 
  the first turn of the round.
  
  18
  Turns
  Within a round, players alternate taking turns. During a turn, you activate two 
  creatures in your warband. After activating two creatures, you complete your turn.
  On the first turn of the round, the first player activates only one creature. (Change 
  the direction a creature is facing or turn its stat card to indicate that it has been 
  activated.) The next player then activates two creatures. The first player then takes 
  a new turn, activating two more creatures. Players continue taking turns in this way 
  until all creatures have been activated. 
  A player who has only one creature left to activate completes his or her last turn of 
  the round after activating it. On the other hand, a player with more creatures than 
  the opponent activates the remaining creatures at the end of the round. 
  Playing a Round
  1.  Roll d0 (best Champion rating rolls twice). The player with the highest result  
   
  chooses who goes first.
  .  First Player Turn: Activate 1 creature.
  .  Next Player Turn: Activate 2 creatures, one at a time. 
  4.  First Player Turn: Activate 2 more creatures (not those that have already   
   
  activated this round).
  5.  Next Player Turn: Activate 2 more creatures (not those that have already   
   
  activated this round). Continue steps 4 and 5 until all creatures have  
   
  activated once.
  6.  When all creatures have activated once, the round ends. Start again at step 1. 
  
  19
  Activate Creatures
  During each turn in the round, you activate two creatures, one at a time.  
  (Remember, on the first turn of each round, the first player activates only one 
  creature.) A creature’s activation is also referred to as a creature’s turn. 
  When activated, a creature can take one move action and one attack action in any 
  order. A creature might also have other special powers or abilities that do not require 
  an action but can be used only during its turn. 
  You can’t skip activating a creature, but you can choose to have it take no actions  
  on its turn.
  Move Action
  Generally, a creature can take a move action to:
   
  • Move a number of squares up to its Speed.
   
  • Shift 1 square.
   
  • Use a special power that requires a move action.
  Attack Action
  A creature can take an attack action to:
   
  • Make an attack.
   
  • Use a special power that requires an attack action.
   
  • Charge (see page 28).
   
  • Take a move action.
  Moving
  By taking a move action, a creature can move up to a number of squares equal to 
  its Speed. The creature can move in any direction, including diagonally. (Diagonal 
  movement doesn’t cost extra.) The creature does not have to move all of its Speed, 
  and it can move no distance at all if you choose. 
  If a creature makes an attack after moving, it can’t move again that turn.
  Legal Position: A creature must end its movement in a legal position. A legal position 
  is a square that contains no other creatures, walls, or other map features that prevent 
  a creature from occupying a square. A creature that takes up more than 1 square 
  must end its movement so that each square it occupies is a legal position. 
  If a creature somehow ends its movement in a position that is not legal, its player 
  places it in the last legal position it occupied. 
  Some attacks, special powers, and other game effects can move a creature even 
  when it is another creature’s turn. If such a situation moves a creature into a position 
  that is not legal, its player places it in the nearest legal position. 
  
  0
  The “1 Square” Rule: A creature can always use its move action to move 1 square 
  in any direction, regardless of terrain or other effects that limit its movement. This 
  rule doesn’t allow a creature to move through walls or other impassable terrain, or to 
  move when no movement is allowed (such as while Immobilized).
  Other Creatures: A creature can move through a square occupied by an ally (another 
  creature in its warband), but it can’t end its move in an occupied square. A creature 
  cannot move through a space occupied by an enemy (a creature in the other player’s 
  warband). 
  Moving while next to an enemy usually provokes a free attack from that enemy.  
  See Opportunity Attacks on page 31.
  Walls and Other Terrain: Walls block movement, and a creature cannot move 
  diagonally past the corner of a wall.
  Some types of terrain affect how fast a creature can move (usually slowing it down) 
  and where it can end its movement. See Terrain on page 35 for more details.
  Special Movement Modes
  Some creatures have special modes of movement that affect how they interact with 
  terrain and with other creatures.
  Burrow: A creature with the Burrow ability can move under the surface at its Speed. 
  Decide whether the creature is burrowing before beginning its move. 
  A burrowing creature can move through enemy creatures, and it ignores all terrain 
  (even walls) while burrowing. A burrowing creature’s movement does not provoke 
  opportunity attacks.
  Flight: A flying creature’s Speed rating contains the letter F, and it has the Flight 
  ability. (For example, a creature with Speed F8 can move 8 squares while flying.) A 
  flying creature can move through nonflying enemies, and it is not slowed by terrain.  
  It still can’t move through walls and similar obstructions. 
  When a flying creature moves, it does not provoke opportunity attacks from 
  adjacent nonflying creatures. 
  Exception: The first square of a flying creature’s movement still provokes opportunity 
  attacks as normal. (It spends that first square “taking off.”)
  Phasing: A creature with Phasing can move through enemy creatures, and it ignores 
  all terrain (even walls) while moving. However, it must end its move in a legal 
  position. Its movement still provokes opportunity attacks. 
  Shift
  A creature can also use a move action to shift. A creature that shifts moves into a 
  clear adjacent square (one with no terrain that slows movement). Shifting does not 
  provoke opportunity attacks. 
  
  Big Creatures and Moving
  The Feral Troll needs an extra square of movement when it moves into the difficult 
  terrain in the cave mouth, but not once it is already on the difficult terrain. 
   A big creature must move around corners.
  7
  6
  
  5
  4 
  1
  1
  Big Creatures and Moving
  Most creatures fit into 1 square on the battle grid. A big creature, such as a 
  Balhannoth or a Young Red Dragon, occupies more than 1 square. When such  
  a creature moves, none of the squares it occupies can enter a square containing  
  an enemy.
  When a big creature moves out of terrain that slows movement, it can ignore that 
  terrain in the squares it occupied before moving. Thus, a creature that starts in such 
  terrain can move into an adjacent clear square at its normal Speed, even though it is 
  still partly in the slowing terrain (see the diagram for an example).
  A big creature is still slowed by terrain if any of its squares enters a square containing 
  such terrain.
  
  
  Attacking
  A creature takes an attack action to make an attack. Attacks are listed on the Attack 
  Actions section of its stat card. 
  All attacks work the same way. The creature makes an attack roll, and if the attack 
  hits, it deals damage. Attacks might also have other effects.
  Hit Points and Damage
  A creature’s HP number shows how much damage it can withstand. Each time a 
  creature takes damage, subtract the amount of damage from its current HP total. 
  If a creature’s HP total is reduced to 0 or below, that creature is destroyed and 
  removed from the game.
  Bloodied
  When a creature is reduced to half its starting HP total or below, it is Bloodied. 
  Being Bloodied has no effect in itself, but some creatures get a bonus or penalty 
  against Bloodied enemies, and others can use certain attacks or special powers only 
  when they are Bloodied.
  Round Down: Whenever a game effect requires you to divide a creature’s Hit Points, 
  always round down to the nearest multiple of 5. For example, half of 85 HP is 40.
  Attack Basics
  A creature can use its attack action for any one of the options listed in the Attack 
  Actions section of its stat card. The first option listed is the creature’s basic attack 
  (indicated by a circle around its attack symbol). 
  Many attacks affect a target creature, or target creatures. Choose the target or 
  targets of the attack before making the attack roll. 
  An attacking creature is sometimes called the attacker.
  Can’t Attack Allies: A creature can’t normally make a M or R attack against an ally. 
  Many C and A attacks might also affect allies caught in their area.
  
  Attack Type
  Attack Name
  Attack Bonus
  Damage/Effect
  AC/DEF
  Uses
  
  Attack Format
  Attack entries on a creature’s stat card follow the same general format,  
  as shown here.
  Attack Type: This symbol indicates whether the attack is a melee M, ranged R, close 
  C, or area A attack. A basic attack has a circle around its symbol. 
  Attack Name: Every attack (even a basic attack) has a name for easy reference.
  Range/Target: This entry is in parentheses following the attack’s name. It lists the 
  range (if any), targets of the attack (if it targets more than one creature), or any 
  restrictions on targeting the attack. 
  Attack Bonus: Add this number to a d20 roll when you make the attack. Compare 
  the total to the AC or Defense of the enemy to see if the attack hits.
  AC/DEF: A creature’s attacks target either an enemy’s Armor Class (AC) or its 
  Defense (DEF). Some attacks specify a particular Defense: Fortitude (Fort), Reflex 
  (Ref), or Will. Certain creatures have bonuses to specific kinds of Defense, as listed in 
  their Abilities entry.
  Damage/Effect: Most attacks deal damage when they hit. The Damage amount 
  follows the Attack bonus. Damage can have a specific type, such as fire or necrotic. 
  An attack might also impose other conditions or ongoing effects if it hits. 
  Resolve damage immediately after the attack hits. 
  Additional Effects: Some attacks include special rules that can modify the attack in 
  certain circumstances. 
  Sometimes an attack includes a Followup, which is an event or action (often another 
  attack) that is triggered when the attack hits. Resolve Followups after the initial 
  attack is resolved.
  Conditions and Ongoing Effects: Some attacks impose a condition or ongoing 
  effect on creatures (see Effects and Conditions, page 32). Unless otherwise  
  specified, a condition or effect automatically ends at the end of the affected 
  creature’s next turn.
  Many ongoing effects can be removed with a saving throw (see page 33). 
  
  4
  Uses: Attacks and special powers with check boxes ( nq ) are usable only a limited 
  number of times during the battle. The creature can use the attack or power a 
  number of times equal to the number of boxes. 
  Recharge: Some attacks and special powers can be recharged during play. Only 
  effects that have a single use (that is, one check box) can be recharged, and they can 
  be recharged only after being used. 
  Each such attack or special power specifies the condition under which it recharges. 
  Recharging an attack or power gives a creature only a single use of it at a time; it 
  can’t recharge again until it has again been used. 
  Bonuses and Penalties 
  Bonuses that are simple additions to a creature’s statistics use a “+” sign. Penalties 
  use a “–“ sign. For example, the Dwarf Battlemaster has a Champion power that 
  reads as follows:
   •Use when an ally hits with a M attack: +10 Damage.
  Thus, with one use of this Champion power, the Dwarf Battemaster grants a +10 
  bonus to Damage when an ally hits with a M attack.
  Stacking: Different effects that grant ongoing bonuses or penalties to the same 
  statistic usually stack (are cumulative). 
  For example, the Dwarf Battlemaster can grant a +10 bonus to Damage when an 
  ally hits with a M attack. The Defiant Rake has Sneak Attack 10, which grants a +10 
  bonus to Damage whenever it has combat advantage. If the Defiant Rake is in a 
  warband containing the Dwarf Battlemaster, the Champion power could combine 
  with Sneak Attack for a total Damage bonus of +20.
  Duplicate Effects: No creature can benefit from two uses of the same ability or 
  special power if it grants a bonus or an ongoing effect. Likewise, duplicate harmful 
  effects don’t stack.
  For example, the Dwarf Battlemaster can grant a +10 bonus to Damage when an ally 
  hits with a M attack. Using this Champion power twice on the same creature does not 
  provide a +20 bonus. 
  
  Line of Sight
  Blocking terrain blocks line of sight. The Dwarf can see Goblins 1 and 2, but it cannot see Goblin 3.
  5
  Making an Attack
  When attacking, make an attack roll for the acting creature.
  Attack Roll
  Roll the d20, add the creature’s Attack bonus, and add any modifiers that apply  
  (see page 32 for a summary of attack modifiers). 
  If the result of the attack roll equals or exceeds the target number (the enemy’s AC 
  or Defense), the attack hits. The attack takes effect against the target, usually dealing 
  damage. Some attacks might impose a condition or have other effects. 
  Multiple Targets: Some attacks target more than one creature. Make a separate 
  attack roll against each target; the attacking player decides the order. Resolve the 
  effect of each hit before making the next attack roll. 
  Attacks that target multiple creatures can be used against fewer targets, at the 
  attacker’s option. For example, an attack that targets three creatures could target 
  only one instead—the other two attacks are lost. 
  Natural 20 Always Hits: If you roll a natural 20 when making an attack roll (a 20 on 
  the die, regardless of modifiers), the attack automatically hits, no matter how high the 
  defender’s AC or Defense. In addition, it is a critical hit and deals double damage. 
  If a creature somehow can score a critical hit on a roll of less than 20, that still counts 
  as an automatic hit.
  Bonus Damage: Some attacks deal bonus damage, shown by a “+” sign. For example, 
  the Young Silver Dragon’s Bite attack deals “15 + 10 cold Damage.” Bonus damage is 
  also doubled on a critical hit. However, additional effects (such as ongoing damage) 
  are not increased on a critical.
  Natural 1 Always Misses: If you roll a natural 1 when making an attack roll (a 1 on 
  the die, regardless of modifiers), the attack automatically misses, no matter how low 
  the target’s AC or Defense.
  
  6
  Attack Types
  There are four types of attacks: melee, ranged, close, and area.  
  They are summarized below.
  M Melee: This attack targets one or more creatures next to (adjacent to) the attacking 
  creature, including diagonally adjacent. A basic attack is always a melee attack.
  A M attack does not provoke opportunity attacks (see page 31) from adjacent 
  enemies. 
  R Ranged: This attack’s entry always includes a range in parentheses, such as  
  (range 10) or (nearest). It targets one or more creatures up to the listed range, 
  including adjacent. 
  Typical ranges include the following. 
   
  • nearest: The nearest target in line of sight.
   
  • range X: Any target up to X squares away and in line of sight.
   
  • sight: Any target in line of sight.
  A R attack provokes opportunity attacks from adjacent enemies.
  C Close: This attack targets a nearby group of creatures, in an area that comes from 
  the attacking creature’s square. The attack’s entry includes the area and range of the 
  effect in parentheses, such as (line 3). 
  Typical areas and ranges include the following. Make an attack roll against every 
  target within the specified area. 
   
  • burst X:  All creatures within X squares of the attacker and in line of effect.
   
  • cone:  
  All creatures within a cone-shaped area extending from the attacker  
   
   
  and in line of effect. Cones come in two sizes (large and small)  
   
   
  and have a 90-degree arc. See the templates included in  
   
   
  this  rulebook.
   
  • line X:  Choose an origin point, as shown in the diagram. The end point is the  
   
   
  corner of the target square that is farthest from the origin. Draw a  
   
   
  line between the two points. Make an attack roll against every  
   
   
  creature in a square the line enters. If the line touches a square’s  
   
   
  corner or runs along its edge, that square is not affected.  
   
   
  The line is blocked by walls or other terrain that blocks line of effect.
  A C attack does not provoke opportunity attacks from adjacent enemies.  
  
  Line X
  The end of a line is the target square’s corner that is farthest from the origin point.  
  The line affects any creature whose space it passes through. The Wizard in this 
  diagram has many options for lines, a few of which are illustrated. Lines A and C will  
  hit the Goblin, and line B will hit the Yuan-Ti.
  Area Attacks
  Using the designated origin, the wizard’s radius 2 spell would affect only Goblin 
  1. With a radius 3 spell, Goblin 2 would also be affected. But even a radius 4 spell 
  wouldn’t affect Goblin 3, since there is no line of effect from the origin to Goblin 3.
  
  
  1
  7
  A Area: This attack targets all creatures in an area at a distance. Its entry includes 
  a range in squares as well as the area affected, usually a radius such as (range 10, 
  radius 2). 
  Typical areas and ranges include the following. Make an attack roll against every 
  target within the specified area. 
   
  • radius X:  Choose a square within line of effect as the origin; the effect attacks  
   
   
  all creatures within X squares of the origin that are in line of effect to it.
   
  • nearest:  The nearest target must be in the area of effect.
   
  • range X:  The origin square can be up to X squares away and within  
   
   
  line of sight.
   
  • sight:  
  The origin square can be any square within line of sight. 
  An A attack provokes opportunity attacks from adjacent enemies.
  
  Charging
  The Yuan-Ti can charge either the Dwarf (Charge C) or the Sellsword (Charge B),  
  but can’t charge the Warlock since there is no line of sight. It must end in the  
  nearest square, though diagonal movement provides multiple options.
  8
  Other Combat Rules
  Charge Attacks
  A charge is a way for a creature to move and attack using the same action. 
  A creature charges as an attack action. It moves up to its Speed and then makes  
  a basic attack with a +1 bonus. To charge, the creature must have line of sight  
  to its target.
  The creature must move at least 2 squares from its starting position and must  
  finish its movement in the nearest square from which it can attack the enemy.  
  It doesn’t have to move in a straight line, but it has to end the charge in the nearest 
  square adjacent to the enemy.
  Creatures can charge through allies and through squares containing difficult terrain. 
  A creature can’t move again on its turn after charging.
  Combat Advantage
  When making an attack, a creature gets a +2 bonus on the attack roll if it has combat 
  advantage against the target. 
  An attacking creature can have combat advantage in a number of situations.
   
  • It is invisible to the target.
   
  • It is flanking the target.
   
  • The target is affected by a condition that grants combat advantage to attackers   
   
     (see Effects and Conditions, page 32).
  Even if more than one situation grants a creature combat advantage, it gets  
  only a +2 bonus.
  
  Flanking
  To flank, an ally must be on the opposite side or the opposite corner.
  9
  Flanking: A creature is flanking a target when an active ally is in a square on the 
  opposite side of the target’s space. See the diagram for examples.
  When in doubt about whether two creatures flank an enemy between them, trace 
  an imaginary line between their centers. If this line passes through opposite sides of 
  the enemy’s space (including corners), then those creatures are flanking it.
  Big Creatures: If a creature takes up more than 1 square, any square it occupies 
  counts for flanking another creature.
  Cover 
  Cover makes it harder to hit an enemy creature with attacks that target AC or  
  Reflex Defense. Such attacks against a target that has cover from the attacker  
  get a –2 Attack penalty. 
  Several kinds of terrain provide cover against various types of attacks (see Terrain, 
  page 35). Enemy creatures between the attacker and the target provide cover  
  against R attacks. 
  Allies do not provide cover against any attacks. Enemies do not provide cover against 
  C attacks and A attacks. 
  If a creature gets cover from more than one source (such as being around a corner 
  and having an enemy in the way), it does not get multiple bonuses. It either has cover 
  or it does not.
  Cover and Clear Lines: To determine whether a target creature has cover, draw 
  imaginary lines between squares in the attacker’s and the target’s spaces. Specific 
  situations are described below. 
  When making an attack, a creature tries to avoid situations that grant cover to the 
  target. It tries to show that all lines to the target’s square are clear. 
  A line is clear if it does not cross a square that contains a wall or other feature that 
  provides cover (such as forest terrain). If the line only touches such a square, or runs 
  along its edge (for example, along a wall), it is still clear. If you’re uncertain, check  
  with a taut string.
  
  Melee Cover
  To determine melee cover, see if there is any line 
  between the two creatures that is blocked by 
  a wall (or other blocking terrain). Any such line 
  provides cover. For Large or larger creatures, the 
  attacker only chooses one square in its space to 
  determine cover.
  Ranged Cover
  To determine ranged cover, the attacker chooses 
  a corner of its square. If any line from this point 
  to any part of the defender’s space is blocked by 
  a wall (or other blocking terrain), the defender 
  has cover. When attacking Large or larger 
  creatures, those lines must be drawn to all 
  squares that target occupies.
  0
  Cover and M Attacks: When making a M attack, choose a square of the attacker’s 
  space. If all lines are clear between the four corners of that square and the corners of 
  a specific square in the target’s space, the target does not have cover. 
  This rule applies to M attacks within a longer Reach as well as to those against 
  adjacent enemies. Most often, cover matters for M attacks around a corner. Creatures 
  do not provide cover against M attacks.
  Cover and R Attacks: When making a R attack, choose a single corner of a square 
  of the attacker’s space. If all lines are clear from that corner to all the corners of all 
  squares of the target’s space, the target does not have cover. 
  In other words, the target has cover against a R attack if even one line to its space is not clear. 
  Cover and C Attacks or A Attacks: Both C and A attacks have an origin point or 
  square. Different sorts of areas use slightly different rules. 
  No creatures (enemies or allies) provide cover against C and A attacks. 
   
  • Burst attacks use a square as the effect’s origin. These follow the same rules  
   
   as for M attacks. If any line of effect between the origin square and the target  
   
   is blocked, the target has cover.
   
  • Radius X attacks work like burst attacks.
   
  • Cone and line attacks use a point as the effect’s origin. These follow the same  
   
   rules as for R attacks. If any line of effect between the origin point and the  
   
   target is blocked, the target has cover.
  
  Counting Distance
  All adjacent squares are 1 square each away. After that, count around 
  walls. Even diagonals only count as 1.
  1
  Counting Range and Distance
  When counting the distance from one square to another, an adjacent square is 
  always 1 square away. Start counting from any adjacent square (even one that is 
  diagonally adjacent but around the corner of a wall) and then around walls. 
  Most M attacks target adjacent creatures. A creature that is diagonally adjacent to 
  the attacker but around the corner of a wall can be targeted by a M attack (but does 
  benefit from cover).
  Opportunity Attacks
  An opportunity attack is a free basic attack against an adjacent enemy. A creature 
  might provoke opportunity attacks for performing specific actions. Other attacks 
  or special powers might provoke opportunity attacks; if so, the circumstance is 
  described in their text.
  Moving out of a square adjacent to an enemy: Normal movement out of a square 
  adjacent to an active enemy provokes an opportunity attack. 
  Some special types of movement don’t provoke opportunity attacks, such as push/
  pull and slide, and effects that use the word “place.” 
  Making a R or A attack: Making such attacks while adjacent to an active enemy 
  provokes an opportunity attack.
  One Per Turn: There is no limit to the number of opportunity attacks a creature can 
  make in a round, but it can make only one in a given creature’s turn. 
  Timing: If a creature makes an opportunity attack in response to an enemy’s 
  movement, the attack takes place when the enemy is about to leave the adjacent 
  square but before it actually does. Pause the movement and make the attack; if the 
  enemy survives, it continues moving. 
  
  
  If using an attack or special power provokes an opportunity attack, resolve the 
  opportunity attack first. The creature continues with its action if it survives the 
  opportunity attack.
  Cover in Melee: Melee cover does not prevent opportunity attacks.
  Line of Sight: A creature can’t make an opportunity attack if it doesn’t have line of 
  sight to the enemy (see Line of Sight on page 25).
  Legal Position: If a creature ends its turn in an illegal position as a consequence of 
  an enemy’s opportunity attack (or any other circumstance), move it to the last legal 
  position it occupied.
  Attack Modifiers
  Special situations can modify a creature’s attack rolls or affect a creature’s AC. These 
  are summarized in the following table.
  Bonuses or penalties to the Attack bonus are written as “+X Attack” or “–X Attack.”
  ATTACK MODIFIERS  
  Attacker charges 
  +1 Attack 
  Attacker has combat advantage 
  +2 Attack 
  Defender Helpless 
  M Automatic critical hit  
   
   
  R +4 Attack, normal damage 
  Defender has cover 
  –2 Attack  
  Attacker unable to see defender 
  Defender invisible for that attack
  Effects and Conditions 
  Many attacks and special powers impose an ongoing effect or a condition on the 
  target. A number of standard conditions exist (see next page); unusual conditions or 
  effects are explained in the card text.
  Duration: Unless otherwise specified in the rules text of the attack or special power, 
  conditions and ongoing effects last until the end of the affected creature’s next turn. 
  For example, the Drow Wand Mage’s Icy Ray attack causes targets to become 
  Slowed in addition to dealing cold damage: 
   
   
  nq R Icy Ray: (range 10, 3 targets) +11 vs DEF (Fort); 25 cold damage  
   
   
  AND Slowed (Speed 2)
  No duration is listed for the Slowed effect, so it affects each target it hits until the 
  end of that target’s next turn. 
  Other durations are described in the text of individual attacks and special powers. 
  Some common durations include the following.
  
  
   
  •  Until end of player’s next turn: The effect expires after the controlling player  
   
   
  has completed his or her next turn (generally activating two creatures).
   
  •  Until end of round: The effect expires at the end of the round, before  
   
   
  checking initiative for the next round.
   
  •  Until end of battle: The effect continues to the end of the battle.
   
  •  (Save ends): The effect continues until the target makes a successful  
   
   
  saving throw (see below).
  A condition can continue even after the originating creature has been destroyed.
  Standard Conditions: Many effects produce a number of standard conditions that 
  are not described in detail on the stat cards. Their effects are summarized below.
   
  • Dazed: A Dazed creature grants combat advantage to all attackers, cannot  
   
   
  flank enemies, and can act only on its own turn. It cannot make  
   
   
   
  opportunity attacks or use immediate actions.
   
  • Staggered: As Dazed, AND the Staggered creature cannot use Champion  
   
   
  powers or take attack actions other than making a basic attack. 
   
  • Stunned: As Dazed, AND the Stunned creature can take no actions.  
   
   
  A Stunned creature is inactive.
   
  • Helpless: As Stunned, AND M attacks against the creature are automatic  
   
   
  critical hits; all other attacks get a +4 bonus. A Helpless creature is inactive.
   
  • Immobilized: An Immobilized creature cannot move on its own but can   
   
   
  otherwise act normally. (It is still subject to effects that push, pull, or  
   
   
  otherwise transport it). An Immobilized creature’s Speed is 0.
   
  • Confused: A Confused creature acts randomly. Roll 1 d20 and consult the  
   
   
  table below.
   
   
  d20 Roll 
  Result 
   
   
  1–5 
  Controlled by its player. 
   
   
  6–15  
  Takes no actions.  
   
   
  16–20  
  Controlled by opponent.
   
   
  A Confused creature can make only basic attacks and cannot use special   
   
   
  powers (including Champion powers). A Confused champion does not add its  
   
   
  Champion rating to initiative rolls.
   
  • Enervated: An Enervated creature’s attacks deal half damage. 
   
  • Slowed: A Slowed creature’s Speed is reduced to 2. 
  Saving Throw: Conditions and ongoing effects sometimes allow a saving throw to 
  remove them. Such effects state “save ends” in the card text.
  The saving throw is made at the end of the affected creature’s turn. A creature 
  affected by more than one effect that allows a save may attempt a saving throw 
  against each such effect. 
  A saving throw is a d20 roll with no modifiers. Consult the table below. 
   
  d20 Roll 
  Result 
   
  1–9 
  Effect continues. 
   
  10–19  
  Effect ends.  
   
  20  
  Effect ends, along with any other effects that allow a save.
  
  4
  Abilities and Special Powers
  Many creatures have abilities or special powers of some sort. The most common are 
  defined in the glossary. Most are spelled out on the stat card. 
  Stacking: Different abilities and special powers that grant bonuses or penalties to 
  the same statistic usually stack. However, duplicate effects don’t stack.
  Abilities
  The first line of the Abilities section always lists keywords that are important in 
  game play, such as Good, Dwarf, Fire, or Divine. Abilities also include bonuses to 
  certain kinds of Defenses, special movement modes such as Flight, and immunities, 
  resistances, or weaknesses.
  Many creature abilities are standard features that are described elsewhere in this 
  rulebook or in the glossary. 
  Passive: Abilities require no action to take effect. They continue to function, even if a 
  creature is inactive, until the creature is eliminated.
  Special Powers
  Many special powers take effect automatically under certain conditions, such as 
  Powerful Charge (grants a bonus to Damage when charging). Most work as soon as 
  you need them to. Others require a move or attack action to activate; the power’s 
  rules text describes the needed action. 
  Special powers that require actions can be used only on the acting creature’s turn, 
  not during other creatures’ turns. Only an active creature can use a special power. 
  Champion Powers
  Every champion has one or more Champion powers that it can use during the battle. 
  A champion can use these powers a total number of times equal to its Champion 
  rating. The number of dots (•) next to a Champion power indicates the number of 
  uses the power consumes.
  Champion powers usually don’t require an action, but each specifies when the power 
  can be used. You can’t use a given Champion power more than once on a given 
  creature’s turn. For example, the Cleric of Pelor can use a Champion power to heal  
  a living ally that ends its turn in a victory area. It couldn’t use it twice to heal the 
  same ally at the end of the ally’s turn. But it could heal two different allies that  
  end their turns in victory areas, one after the other, or heal the same ally again  
  in a subsequent round. 
  Like other special powers, Champion powers don’t stack with themselves.
   When opposing champions attempt to use their Champion powers at the same 
  time, the champion with the highest Champion rating acts first. The other champion 
  then decides wheather it still wants to use its Champion powers. If the Champion 
  ratings are tied, each player rolls 1 d20; the highest roller gets to act first.
  
  5
  Terrain
  Different types of terrain have various effects on play. If a square appears to have 
  multiple terrain types,  treat that square as the type of terrain that covers its center.
  Big Creatures and Terrain
  Creatures larger than Medium occupy multiple squares. A big creature counts as 
  being in a type of terrain if any square it occupies is in that terrain. It pays any extra 
  movement costs, gains magical benefits, and so on, according to the type of terrain. 
  A big creature can be affected by multiple terrain types simultaneously.
  Blood Rock
  A creature that makes a M attack while on blood 
  rock scores a critical hit when its attack roll is a 
  natural 19 or 20. The attack automatically hits no 
  matter how high the defender’s AC, even if the 
  defender is immune to critical hits. 
  Difficult Terrain
  Rubble, treasure heaps, and other kinds of difficult terrain slow movement. Each 
  square of difficult terrain costs 2 squares to move into. You can identify difficult 
  terrain by its symbol (s
   s    ). Only squares containing the symbol count as difficult  
  terrain. Small details, such as scattered coins or 
  bones, don’t count.
  Some creatures, such as those with the Flight or 
  Phasing abilities, and burrowing creatures, are not 
  slowed by difficult terrain. 
  Difficult terrain does not provide cover.
  Certain types of terrain, such as forest (described 
  below), count as difficult terrain as well as having 
  their own unique effects. 
  Forest
  Forest squares are considered difficult terrain  
  (see below). Also, forest squares provide cover 
  against R attacks. 
  Line of sight (but not line of effect) is blocked if  
  the line passes through two edges of the same  
  forest square.
  
  6
  Pits 
  Any square whose name contains the word “pit” 
  (such as Lava Pit) follows the rules for pits. 
  Pits do not block line of sight or line of effect, but 
  only creatures with Flight can enter a pit square. 
  Any creature that ends its turn in a pit square is 
  eliminated. 
  When an effect (such as push, pull, or slide) moves 
  a creature onto a pit square, that creature might 
  fall into the pit. The acting creature makes another attack (using the Attack bonus 
  and AC or Defense of the attack or power used to move the target); if that attack 
  also hits, the target is eliminated. If the secondary attack fails, the target’s controller 
  places the target in the nearest legal position.
  If an effect would move a creature onto a pit but does not involve an attack roll, the 
  creature’s controller moves it to the nearest legal position.
  A Large or larger creature gains a cumulative +1 bonus to AC and Defense against 
  the secondary attack for each square it occupies that is not pit terrain. 
  Smoke
  Squares containing smoke block line of sight but 
  do not impede movement or block line of effect.  
  A creature in a smoke square is invisible to all 
  nonadjacent creatures. Likewise, a creature in 
  smoke can see adjacent creatures normally,  
  but all nonadjacent creatures are invisible to it.
  Sacred Circle
  A creature on a square containing part of a sacred 
  circle gains a +2 Attack bonus. Sacred circles have 
  no effect on movement.
  
  7
  Statues
  Statues slow movement. It costs 2 squares to 
  move into a square containing a statue. A creature 
  can’t end its movement in a square containing  
  a statue. 
  Statues also provide cover against R attacks.  
  They don’t block line of sight. 
  Teleporters
  Teleporters are single squares that count as clear 
  terrain except for the following special rules. 
  During its turn, any active creature that moves 
  into or begins its turn on a teleporter square can 
  immediately move to any other teleporter square 
  and continue its turn. Teleportation can occur 
  in the middle of movement and does not count 
  against a creature’s normal actions, nor does it 
  replace its attacks. 
  A creature can teleport only once per round. Even if a creature somehow has the 
  ability to take another turn, it can’t teleport twice in the same round. 
  A creature can teleport only to an unoccupied teleporter square, regardless of special 
  abilities such as Flight. 
  Walls and Blocking Terrain
  Walls block movement and line of sight. Other 
  massive objects, such as enormous boulders, 
  affect creatures in the same way as walls. Areas  
  of a battle map that do not have gridlines are 
  areas of blocking terrain. Sometimes, blocking 
  terrain is also bordered by a thick line.
  A creature can’t move or make an attack through 
  a wall or similar blocking terrain. A creature also 
  can’t move diagonally past a corner or end of a 
  wall. Count around walls when determining the 
  range of an effect. (See the diagram on page 31.)
  Creatures can move diagonally past the open 
  corner of a diagonal wall. 
  
  Diagonal Walls and Cover
  Creatures can move diagonally past the open corner of a diagonal wall. 
  When determining cover for a creature along a diagonal wall, only consider 
  the nonwall portions of that creature’s space. The Yuan-Ti and Dwarf don’t 
  have cover from each other, but the Yuan-Ti and Sellsword do have cover.
  8
  Other Terrain
  Some battle maps include terrain types not described here. The rules for these 
  terrain types are printed on the battle maps or described in the accompanying rules.
  Battle Maps in this Starter Set
  This set contains four battle maps. Each map has special terrain as described  
  in its entry.
   
  Dwarven Outpost: An abandoned watchpost stands across a pool from an   
   
  ancient underground fortress. (River*, difficult terrain, diagonal walls.)
   
  Flooded Ruins: The remains of an ancient dwarven city now lie partially  
   
   
  submerged in an enormous cavern. A pair of teleporters allows unexpected   
   
  maneuvers.  (River*, difficult terrain, teleporters.)
   
  Jungle Temple: The forest is reclaiming an ancient, blood-soaked altar of  
   
  the yuan-ti. (Forest, difficult terrain, statues, blood rock, healing font*.)
   
  Crossroads and Monster Lair: Amid the Caves of Chaos stands a  
   
  ruined tower by a worn track. Near it are caverns inhabited by a tribe of  
   
  kobolds. These two maps are each half the size of a normal battle map and  
   
  are best suited to battles with small warbands (100 points or less).  
   
  (Forest, difficult terrain.)
  *See map for description.
  
  9
  Scenarios and Variants
  The Assault scenario (detailed below) sets out the basic rules for fighting a battle. 
  This section also defines several variant scenarios and rules for playing with sealed 
  Booster Packs. Future products might introduce more scenarios.
  Assault 
  This scenario rewards combat effectiveness and clever maneuvering. 
  Number of Players: Two.
  Warbands: The default warband size is 200 points, although other warband 
  sizes can also make for fun battles. You can even use warbands with sizes slightly 
  different from one another if the players agree on that beforehand. Use the warband 
  construction rules on page 14. 
  No Huge Creatures: Huge or larger creatures aren’t legal. 
  Setup: Choose a battle map for your warband before seeing your opponent’s 
  warband. Set up as described on page 16. 
  Victory: Victory goes to the first player to score victory points equal to the warband 
  limit: 200 points in a 200-point battle. There are two ways to score victory points. 
   
  Eliminating enemy creatures. You score victory points equal to the cost of each  
   
  eliminated enemy creature. Eliminating a creature means destroying it or   
   
  otherwise removing it from the battle map. 
   
  Occupying victory areas. Your victory areas are usually (but not always) located  
   
  on the opponent’s side of the battle map. At the end of each round, if you have  
   
  one or more creatures on one or more of your victory areas, you receive victory  
   
  points. The award is 10 victory points in a 200-point battle. Each player can  
   
  earn victory points in this way, but never more than the listed award in each  
   
  round. A creature that occupies multiple squares is considered to be on a victory  
   
  area if any part of its space is in a square within that area. 
  Tie-Breaker: If no creature has damaged an enemy creature, made an attack roll, 
  or forced an enemy creature to make a save for 10 consecutive rounds, the winner 
  is the player with the most victory points. If players are still tied, the winner is the 
  player who has a creature closest to the center of the battle map. If players are still 
  tied, the player with the highest-cost creature nearest the center is the winner.
  Bounty
  This scenario uses the same rules as Assault, but you score bonus points for  
  each creature you eliminate. 
  In a 200-point battle, each enemy you eliminate is worth +5 victory points  
  (above its normal point cost).
  
  40
  Uncontested Victory
  This scenario uses the same rules as Assault, but you score victory points for 
  occupying a victory area only if no enemy creature is in that victory area. 
  In a 200-point battle, you score 5 points for each uncontested victory area you 
  occupy. You can score points for multiple victory areas.
  Variant: You can create a variant scenario by combining the victory conditions  
  for Uncontested Victory and Bounty. This variant uses a warband limit of 250 
  instead of 200. 
  Sealed-Booster Games
  A quick way to play a battle is to open sealed D&D Miniatures Game Booster Packs 
  and build a warband with whatever you get. When playing right out of the box, 
  ignore warband faction restrictions.
  Number of Players: Any.
  Warbands: Each player opens two sealed Booster Packs and constructs a 200-point 
  warband from the miniatures inside. Use the standard (lower-cost) versions of any 
  creatures that also have epic versions. 
  There are no warband factions or alignments in a sealed-booster game. Use the 
  faction and alignment of the individual creature when determining the effect of 
  abilities or special powers such as Evil Soul. 
  Unique Creatures: If you get multiple copies of a Unique creature (see page 47),  
  ignore the restriction against having more than one in your warband. 
  Victory: Use the Assault victory condition. 
  Multiplayer Battles
  The battle maps included in this Starter Set are designed for two-player games, but 
  it’s possible to fight a battle between more than two warbands. 
  The simplest multiplayer variant is to play in teams, with two or more players setting 
  up in the same starting area and cooperating against the other team. Track victory 
  points for the entire team and play to an agreed-upon victory point total; 200 points 
  for a quick game, 300 for a longer game, or 400 for a long game. 
  You could also set up a free-for-all battle, with victory going to the first player to 
  score 200 points (or the last one to have a surviving creature). For these battles, 
  choose two maps that fit reasonably well together (such as the Dwarven Outpost 
  and Flooded Ruins maps in the Starter Set). Lay the maps side by side, with each 
  player’s warband starting in a different corner. Make initiative checks to choose 
  where to start. Place your creatures within 4 squares of your chosen corner.
  In a multiplayer nonteam game, if you eliminate one of your own creatures with an 
  attack or special power, all your opponents split the victory points for that creature, 
  rounding down.
  
  Large Cone
  Small Cone
  Cone Templates
  41
  
  4
  adjacent: Occupying a square next to 
  this space (including diagonally). Squares 
  separated by a wall are not adjacent unless 
  only a corner is between them.
  ally/allied creature: Allies are other 
  creatures in the same warband or in 
  teammates’ warbands. A creature is not its 
  own ally. 
  area: A A type of attack. Area attacks 
  typically affect multiple distant creatures 
  in a group of squares. Using an A attack 
  provokes opportunity attacks.
  Attack: A number representing a creature’s 
  ability to hit with an attack in combat.  
  See page 13.
  attack/attack roll: An attempt to use an 
  option specified in the Attack Actions 
  section of the creature’s stat card. Doing 
  so usually requires an attack action, but an 
  attack can be triggered by other effects, 
  such as another creature’s move. See page 
  22.
  basic attack: The first option listed in the 
  Attack Actions section of a creature’s stat 
  card. A creature uses its basic attack when 
  charging or making opportunity attacks.  
  A creature with no Attack Actions entry on 
  its card has no basic attack.
  +X DEF (NAME): If an attack specifies a 
  Defense (Fort, Ref, or Will), a creature with 
  this ability gets a +X bonus to the named 
  Defense. For example, a creature with  
  +4 DEF (Fort) gets a +4 bonus to Defense 
  against attacks and special powers that  
  target DEF (Fort).
  AC: (Creature Statistic) Armor Class. A 
  number representing a creature’s ability to 
  avoid being hit by an attack. See page 13. 
  acid: A kind of damage.
  acting: The acting creature is the creature 
  that is currently moving, attacking, or 
  producing an effect. The acting player is  
  the player whose warband that creature 
  belongs to.  
  Usually the acting creature is the creature 
  that is taking its turn, but in some cases 
  (such as opportunity attacks), creatures act 
  out of turn. 
  activate: When you activate one of your 
  creatures, that creature takes its turn for 
  the round. See Activate Creatures, page 19.
  active: An active creature is not inactive  
  (see that entry). 
  GloSSary
  This glossary explains game terms (usually in bold text the first time they appear in 
  the rules). It contains detailed information on certain abilities and special powers 
  that are too complex to describe on the stat cards, as well as explanatory notes. 
  Guidelines to Reading Entries
  This glossary uses a few shorthand terms.
  X: This represents a variable numerical value. For example, “Conceal X” describes 
  the Conceal ability but assigns no particular number to it. A given creature has a 
  specific Conceal rating, such as Conceal 11. 
  CAPITALS: A capitalized word, such as “CREATURE” or “DAMAGE,” stands for a 
  variable entry. Thus, “Immune DAMAGE” means that the creature is unharmed 
  by a given type of damage but does not specify the damage type. An Immolith, for 
  example, has Immune Poison. 
  In an entry, “this creature” refers to the creature making the attack or using the 
  special power.
  Definitions
  
  4
  battle map: An illustrated battle area, 
  gridded with 1-inch squares, with specified 
  start areas and victory areas for two 
  opposing warbands. 
  Bloodied: A creature at or below half its 
  starting HP total is Bloodied.
  Burrow: This creature can move 
  underground instead of on the surface. If 
  it chooses to burrow, it uses that mode for 
  all its movement that turn, using its Speed 
  rating. See Burrow, page 20.
  charge: A creature can take an attack 
  action to charge an enemy, getting a +1 
  bonus to its attack roll, under certain 
  conditions. See Charge Attacks, page 28.
  close: C A type of attack. Close attacks 
  typically affect nearby opponents within an 
  area originating from the acting creature, 
  such as a burst or cone. Using a C attack 
  does not provoke opportunity attacks.
  cold: A kind of damage.
  combat advantage: An attacker with 
  combat advantage against a target gets +2 
  Attack against it. Various tactical situations 
  can give a creature combat advantage. See 
  Combat Advantage, page 28.
  Conceal X: When an enemy makes a M 
  or a R  attack against this creature and 
  gets a result that would be a hit (but not 
  a critical), the attacker must roll 1d20. 
  If the result of the second roll equals or 
  exceeds X, the attack hits; otherwise, it 
  automatically misses. If several effects 
  grant Conceal to a creature, only the 
  highest rating applies.  
  A creature with Conceal is still hit 
  automatically by critical hits. 
  cone: A roughly triangle-shaped area for 
  some C attacks (see Attack Types on 
  page 26). There are two cone templates 
  provided in this rulebook, representing 
  two cone sizes (small and large). You can 
  photocopy these and cut them out. 
  Each cone template has three possible 
  origin points (shown by arrows pointing 
  out). When using a cone, place the 
  template so that one of the origin points 
  is at a corner of a square in the acting 
  creature’s space. The squares in the cone 
  template must align with the squares on 
  the battle map. Creatures in the cone’s  
  area are affected by the attack, so long as 
  there is line of effect to them from  
  the origin point.
  Confused: (Condition) See page 33.
  cover: Attacks against AC or DEF (Ref) take 
  a –2 penalty against targets with cover. 
  Enemy creatures and various types of 
  terrain provide cover. See cover, page 29.
  critical hit: A natural 20 on an attack 
  roll is an automatic hit that deals double 
  damage. Some creatures are immune to 
  critical hits, but a natural 20 still hits them 
  automatically. See page 25.
  Damage: A number representing the 
  amount of damage dealt by an attack.
  damage: Most attacks deal damage. 
  Damage sometimes has a type associated 
  with it, such as fire, which follows the 
  Damage number. 
  If an effect such as a special power or 
  ability grants increased damage without a 
  specified type, the extra damage is of the 
  same type as the original damage. If the 
  creature already deals more than one type 
  of damage, the creature’s controller can 
  choose which type of damage is increased. 
  double damage: When an attack or 
  special power deals double damage, 
  double all Damage numbers in its text. 
  Ongoing damage is not doubled. Apply 
  any resistance after the damage has been 
  totaled.
  half damage: When dividing damage in half, 
  round down to the next-lowest multiple of 
  5. For example, half of 15 points of damage 
  is 5; half of 5 points of damage is 0. 
  damaged: A creature whose HP total is 
  below its starting total is damaged.
  Dazed: (Condition) See page 33. 
  DEF/Defense: (Creature Statistic) Some 
  attacks target a creature’s Defense instead 
  of AC. A few attacks specify a kind of 
  Defense (Fort, Ref, or Will); some creatures 
  have bonuses to specific Defenses. See 
  page 13.
  destroy/destroyed: A creature is destroyed 
  when its HP total drops to 0 or lower.  
  Certain effects can also destroy a creature 
  outright. Remove destroyed creatures from 
  the battle map. 
  effect: This general term refers to the 
  results of attacks, special powers, abilities, 
  Champion powers, and any other game 
  effect generated by a creature or terrain. 
  
  44
  eliminated: Creatures that have been 
  destroyed or otherwise removed from 
  the battle map are eliminated. They 
  score victory points for the player whose 
  creatures eliminated them. If a player 
  eliminates his or her own creatures, 
  opponents split the victory points for them. 
  If an effect (but not a scenario condition) 
  somehow returns a specific eliminated 
  creature to play, players who scored victory 
  points for its elimination lose those points.
  Enervated: (Condition) See page 33.
  enemy/enemy creature: A creature in an 
  opponent’s warband.
  epic: Some very powerful creatures have 
  two different stat cards, one playable in 
  standard 200-point battles, and one that 
  reflects its true might. This more powerful 
  version of a creature is called epic and can 
  be played only in battles that allow such 
  creatures.
  Evil: (Alignment) The stat card of a creature 
  with the Evil alignment has a black border, 
  and Evil appears as a keyword under 
  Abilities.
  fire: A kind of damage.
  flanking/flanked: Two active allies that 
  are on opposite sides of an enemy are 
  flanking that enemy. They get a +2 bonus to 
  M attacks against the flanked creature. See 
  Flanking, page 29.
  Flight: This creature can fly over the battle 
  map instead of moving on the surface. 
  The Speed entry on its stat card has an “F” 
  prefix. See Flight, page 20. 
  gains: The effect gives a creature a new 
  ability or special power, or imposes a 
  condition on it.
  Good: (Alignment) The stat card of a 
  creature with the Good alignment has 
  a white border, and Good appears as a 
  keyword under Abilities.
  heal X HP: This effect removes X damage 
  from a damaged creature. It can’t raise 
  a creature’s HP total above its starting 
  amount. Some heal effects remove damage 
  only from living creatures.
  Helpless: (Condition) A number of 
  situations and effects can render a creature 
  Helpless. See page 33. 
  Other creatures can move through a 
  Helpless creature’s space but cannot end 
  their movement there.
  Hide: If this creature has cover against a 
  nonadjacent enemy, it is invisible to that 
  enemy.
  HP/hit points: (Creature Statistic) A 
  creature’s stat card has an HP rating, 
  representing its hit points (written “HP” in 
  effect descriptions). A creature whose HP 
  total drops to 0 is destroyed. A creature 
  whose HP total is below its normal starting 
  number is damaged; when the total drops 
  to half the starting number, it is Bloodied.
  temporary hit points: Some effects grant 
  temporary hit points, which are tracked 
  separately from regular hit points. Subtract 
  damage from a creature’s temporary hit 
  points before its normal HP total. Gaining 
  temporary hit points is not the same 
  as healing (so, for example, a Bloodied 
  creature with temporary hit points that 
  raise its total HP above half its starting 
  number is still Bloodied). An undamaged 
  creature can have temporary hit points in 
  addition to its starting HP total.  
  Temporary hit points from the same source 
  (such as a given special power) do not 
  stack. Lost temporary hit points cannot be 
  regained through a heal effect.
  Huge: A Huge creature occupies a space 3 
  squares long and 3 squares wide.
  immediate: Certain special powers or 
  other effects interrupt the current action. 
  Resolve an immediate effect before 
  resolving the triggering condition or 
  current action.
  Immobilized: (Condition) See page 33. 
  Immune EFFECT: The creature is not 
  affected by the stated attack or damage 
  type, special power, or condition. Creatures 
  with multiple immunities list them all 
  in one entry, separated by commas; for 
  example, a creature immune to cold- and 
  fire-based effects would have the ability 
  Immune Cold, Fire. 
  
  45
  If a creature with an immunity is subject to 
  multiple effects, it is immune only to the 
  stated type of damage or effect; additional 
  effects still apply to it normally. For 
  example, if a creature with Immune Cold is 
  hit by an attack that deals 25 cold Damage 
  and also imposes the Stunned condition, 
  the creature is still Stunned even though it  
  takes no damage.
  in a square: A creature is in a square if any 
  part of its space occupies that square. 
  in terrain: A creature is in a kind of terrain 
  if any part of its space occupies a square 
  that contains that terrain.
  inactive: An inactive creature is unable to 
  take actions or use powers, whether on its 
  own turn or on other creature’s turns. It 
  makes saving throws normally.
  Insubstantial: Insubstantial creatures take 
  half damage from all attacks except critical 
  hits.
  Invisible: Other creatures do not have line 
  of sight to this creature. Enemies cannot 
  choose it as the target of a R attack. This 
  creature gains Conceal 11 against attackers 
  that can’t see it and +2 Attack against 
  defenders that can’t see it.  
  An enemy can’t make opportunity attacks 
  against an invisible creature. 
  keyword: The first line of the Abilities 
  section on a creature’s stat card lists one 
  or more keywords, such as its alignment or 
  combat role. These identify the creature 
  for the purpose of determining whether 
  it is affected by certain abilities or special 
  powers. All keywords are separated by 
  dots (•).
  Large: A Large creature occupies a space 2 
  squares long and 2 squares wide.
  Level: (Creature Statistic) A creature’s level 
  is sometimes important for determining 
  whether it is affected by certain abilities or 
  special powers. See page 13.
  lightning: A kind of damage.
  line X: An area for some kinds of C 
  attacks (see Attack Types on page 26). The 
  attack affects creatures in a line up to the 
  indicated number of squares away. 
  line of effect: Line of effect is nearly always 
  the same as line of sight (see below). A few 
  special powers or terrain types might block 
  line of effect: They prevent attacking a 
  space, but they do not block line of sight to 
  that space.
  line of sight: Two creatures have line of 
  sight to each other unless walls (or similar 
  blocking terrain) are in the way. If you 
  can trace even a single line between two 
  creatures that doesn’t touch a wall, they 
  have line of sight to each other. See the 
  diagram on page 25.  
  Certain situations, such as being invisible 
  or in smoke, also prevent line of sight.
  living: All creatures are living, except for 
  those with the Construct and Undead 
  keywords.
  Medium: A Medium creature occupies 1 
  square.
  melee: M A type of attack. Melee attacks 
  typically target adjacent opponents. Using 
  a M attack does not provoke opportunity 
  attacks. 
  move: During its turn, a creature can take 
  a move action to move up to its Speed. It 
  can replace its attack action with a move 
  action, allowing it to move up to twice its 
  Speed. Sometimes special powers require a 
  move action to use. See Moving, page 19.
  nearest: Some attacks and special powers 
  can target only the nearest enemy or ally 
  to the acting creature. (Decide whether 
  the power will affect an enemy or an ally 
  before determining which is nearest).  
  A C or A attack or special power that 
  targets the nearest creature must include 
  the nearest target in its area. A power or 
  attack that targets more than one creature 
  must include the nearest creature as one of 
  its targets.
  necrotic: A kind of damage.
  ongoing X DAMAGE: (Condition) This 
  condition deals damage to a creature each 
  time it activates. For example, ongoing X 
  fire Damage deals X fire damage on each of 
  the affected creature’s turns. A creature can 
  be affected by different types of ongoing 
  damage, but ongoing damage of the same 
  type doesn’t stack with itself—only the 
  highest value applies.
  opponent: A player you are playing a battle 
  against. 
  opportunity attack: A single, immediate 
  basic attack a creature makes against an 
  adjacent enemy that moves. Making a M 
  or A attack also provokes opportunity 
  attacks from enemies. See Opportunity 
  Attacks, page 31.
  An opportunity attack is optional.
  
  46
  Phasing: This creature ignores difficult 
  terrain and can move through walls, other 
  blocking terrain, and enemies. It must end 
  its movement in a legal position, regardless 
  of its Phasing ability.
  place: Some effects teleport a creature to 
  another square on the battle map. Such 
  effects use the word “place.” Placing a 
  creature in a square is not movement and 
  does not provoke opportunity attacks.
  psychic: A kind of damage.
  push/pull: Certain attacks or special 
  powers push other creatures away from or 
  pull them toward the acting creature. The 
  pushed or pulled creature cannot move 
  into or through a space occupied by any 
  other creature or statue, or through walls. 
  Pushed or pulled creatures do not provoke 
  opportunity attacks. They ignore any 
  movement costs of terrain. 
  push: A creature pushed away from the 
  acting creature must move into a square 
  that is farther from the acting creature. 
  pull: A creature pulled toward the acting 
  creature must move into a square that is 
  closer to the acting creature.
  radius X: An area for some kinds of A 
  attacks (see Attack Types, page 26). This 
  attack affects all creatures within X squares 
  and in line of effect to the origin square. 
  The origin square must be within line of 
  sight of the acting creature and within 
  range (if limited). 
  range X: This effect targets an enemy or 
  ally within X squares and within line of 
  sight of the acting creature.
  ranged: R A type of attack. Ranged attacks 
  typically target one or more opponents at a 
  distance. Using a  R attack provokes  
  opportunity attacks. 
  Reach X: This creature can make melee 
  attacks against enemies that are up to X 
  squares away. Adjacent squares are always 
  1 square away; determine cover for a 
  nonadjacent creature normally. 
  This ability does not allow a creature 
  to flank or to make opportunity attacks 
  against enemies that are not adjacent. 
  Nor does it allow a charging creature to 
  stop before it is adjacent to the enemy it is 
  charging. A creature using Reach to attack 
  at a distance does not create a flanking 
  situation.
  replaces: Some special powers use 
  expressions such as “replaces attack 
  action” or “replaces move action.” Using 
  such a power takes the place of the stated 
  action on that creature’s turn. For example, 
  a creature using a special power that 
  replaces attack action can’t take another 
  attack action on its turn.
  reroll: Sometimes an ability or special 
  power allows you to make a die roll again. 
  You cannot, however, reroll dice associated 
  with a scenario setup or with a creature 
  or object controlled by neither player. 
  Whenever you reroll, you must abide by 
  the result of the second roll.
  Resist X DAMAGE: If this creature takes 
  damage of the stated type, reduce the 
  damage taken by X. 
  round: A battle is played in rounds. During 
  a round, each player takes turns activating 
  creatures. See page 17.
  rounding: Round fractions down, unless 
  otherwise indicated.
  Scout: Instead of placing this creature in 
  your start area at the start of the battle, you 
  can place it in any victory area that does 
  not already contain a creature. Two Scout 
  creatures can’t set up in the same victory 
  area. If this creature enters the battle map 
  after the first turn, it enters like any other 
  creature.
  save: Many conditions and ongoing effects 
  allow a creature to make a saving throw to 
  end the effect. This is written (save ends) 
  on a stat card. See Saving Throw, page 33.
  self: An ability or special power that 
  specifies “self” affects only the acting 
  creature.
  shift: A creature shifts by moving 1 
  square into clear terrain on its turn. A 
  creature does not provoke opportunity 
  attacks when it shifts. Terrain that slows 
  movement prevents shifting. See Shift, 
  page 20.
  sight: This effect targets any creature to 
  which the acting creature has line of sight.
  simultaneous effects: If several effects 
  happen at the same time, resolve them one 
  after the other. Usually it doesn’t matter 
  what order these effects happen in. If it 
  does matter, use these rules.
  
  47
  player’s choice: If several effects apply to one 
  player’s creature or creatures, that player 
  determines the order and resolves effects 
  one creature at a time.
  player whose creature is taking a turn: If the 
  effects apply to creatures controlled by 
  more than one player, the player whose 
  creature is taking a turn goes first. He or 
  she handles all the effects on his or her 
  creatures, one creature at a time. Next, the 
  player to the left handles effects on his or 
  her creatures, and so on.
  size: Size categories for creatures are: Tiny, 
  Small, Medium, Large, and Huge.
  slide: This effect works like push/pull 
  (see that entry, above), except that the 
  movement of the affected creature can be 
  in any direction.
  Slowed: (Condition) A Slowed creature’s 
  Speed is reduced to 2 (if greater than 2).  
  A creature whose original Speed is less 
  than 2 continues to move at that Speed. 
  See page 33.
  Small: A Small creature has a base less 
  than 1 inch across but occupies 1 square.
  space: The square or squares a creature 
  occupies.
  Speed: (Creature Statistic) The number of 
  squares a creature can move. See Moving, 
  page 19.
  stacking: In general, effects are cumulative 
  (stack) with each other. However, some 
  exceptions exist. 
  No ongoing effect stacks with itself, nor 
  does a bonus or penalty provided by the 
  same effect. It’s okay for multiple effects 
  to each grant +2 Attack to a creature, but 
  it can’t get +4 Attack from two uses of the 
  same effect. A creature that gains an ability 
  it already has gains only the more powerful 
  version (for example, if it already has Resist 
  5 Fire and gains Resist 10 Fire, it has Resist 
  10 Fire, not Resist 15 Fire). 
  Staggered: (Condition) See page 33. 
  Stunned: (Condition) See page 33.
  thunder: A kind of damage.
  Tiny: A Tiny creature has a base less than 1 
  inch across but occupies 1 square.
  turn: This word refers to both a player’s 
  turn and a creature’s turn. On each player’s 
  turn, a player activates creatures. A 
  creature that is being activated is taking 
  its turn, comprising an attack action and a 
  move action. 
  Unique: You can have only one Unique 
  creature of a given name in your warband. 
  Different versions of the same Unique 
  creature (one with the same name but 
  different titles, such as Pat, Human Fighter 
  and Pat, Human Champion) all count as 
  that creature.
  Each of your opponents and teammates can 
  have their own copy of a Unique creature. 
  victory area: Each battle map contains 
  victory areas, each labeled for the player 
  who scores victory points for occupying it. 
  Creatures with certain abilities, such as 
  Wandering Monster, can set up in victory 
  areas instead of in starting areas. 
  victory points/VP: You score victory points 
  for eliminating enemies and for occupying 
  victory areas (see Scenarios and variants, 
  page 39). Special scenarios might award 
  victory points for other situations. Victory 
  points appear as “VP” on stat cards.
  Vulnerable X DAMAGE: If this creature 
  takes damage of the stated type, increase 
  the damage taken by X.
  Wandering Monster: Instead of placing 
  this creature in your start area at the start 
  of the battle, place it in a random victory 
  area. If this creature enters the battle map 
  after the first turn, it enters like any other 
  creature.
  Warband Building: (Champion power) 
  Adding this creature to your warband 
  allows you to break one or more of the 
  usual warband construction rules. Usually, 
  this ability allows you to ignore faction 
  restrictions. 
  wound: A kind of damage.
  
  Basics of Play
  This is a quick summary of battle basics. Refer to the rest of these rules for full details.
  Warband Building Basics  
  See page 14
   
  • 200 points total 
   
  • All creatures share one faction 
   
  • Up to 10 creatures 
   
  • No creature over 150 points 
   
  • 1 battle map
  Setting Up a Battle 
   
  See page 16
   1.  Reveal warbands and potential battle maps. 
   .  Roll d20; higher Champion rating rolls twice. The player with the highest result 
    chooses which battle map to play on.  
   .  The next player chooses a start area.  
   4.  That player places his or her warband in the labeled start area of his or her choice.  
   5.  The opponent places his or her warband in the other starting area. 
  Playing a Round
   1.  Initiative Check: 1d20; higher Champion rating rolls two dice. The player with  
    the highest result chooses who goes first. 
   .  First Player Turn: Activate 1 creature. 
   .  Next Player Turn: Activate 2 creatures, one at a time.  
   4.  First Player Turn: Activate 2 more creatures (not those that have already  
    activated this round). 
   5.  Next Player Turn: Activate 2 more creatures (not those that have already activated 
    this round). Continue steps 4 and 5 until all creatures have activated once. 
   6.  When all creatures have activated once, the round ends. Start again at step 1. 
  Turn Sequence  
   
   
  See page 18
  On its activation, a creature takes one each of the following actions, in any order: 
   
  • Move action 
   
  • Attack action
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/D&D 4th Edition/Essentials/Miniatures Battle Rules.pdf