TEXT: 1.  The Game Master describes what is going 
  on.  
  2.  The Game Master, in the order of his or 
  her choice, asks each player what they want 
  to do next.  
  3.  The Game Master then describes to the 
  players what their character did and what 
  happened after they did it. 
  4.  The turn is over and the Game Master 
  goes back to number 1 and starts a new turn.
  Trait Rolls:
  When a character wants to do 
  something special, like open a stuck door or 
  pick a lock, that it usually involves one of 
  their Traits and they will have to roll dice to 
  see they succeed or fail in doing it.  These 
  dice rolls are called Trait Rolls or rolling for a
  Trait.
  When a player wants to try to do 
  something special the Game Master gives the
  task a level of difficulty.  Something easy 
  might be a level 1 task.  Something really 
  hard might be a level 4 or 5.  
  Next a Trait that has something to do 
  with the task is picked.  
  The player rolls the number of dice 
  equal to the number or score of that Trait 
  and the Game Master rolls a number of dice 
  equal to the level of the task.  If the Player 
  rolls higher they succeed.  If the Game 
  Master rolls higher they fail.
  Luck:
  Once a game a player may roll against 
  their luck to re-roll a missed Trait Roll.  
  Fighting:
  As great as Wundor is there is some 
  evil lurking around.  Characters will most 
  likely run into monsters and other bad guys 
  roaming in dungeons and caves, guarding 
  treasures and secrets, or looking for trouble. 
  When a fight happens the Game Master gives
  the bad guy a danger level and Heart Points.  
  The Player makes a Fighting Trait Roll.  If the
  Player rolls higher then the difference 
  between the rolls is how much damage the 
  bad guy takes.  If the Game Master rolls 
  higher then the difference between the rolls 
  is the damage that the Player takes.  Damage 
  is subtracted from the Player’s or the 
  Monster’s Heart Points. 
  When a Player’s Heart Points are 
  down to 0 and all gone?  When a character's 
  HP is 0 or less they get knocked out and are 
  unconscious.  When someone is knocked out 
  that means they can’t do anything or fight 
  until they heal or a friend heals them with a 
  spell or potion.  Characters get back 1 HP for 
  every turn they rest.  If a character rests for 
  2 turns then they get 2 HP back. 
  When a Monster’s Heart Points go to 
  zero they run away never to be seen again.
  Getting Bigger and Better:
  Players get 10 points times the level 
  of Trait Roll in Experience Points.  They can 
  trade them in to raise a Trait score.  The cost 
  is 100 times their current score.  So going 
  from 1 to a 2 costs 100 points.
  Magic:
  There’s magic in everything we do, so 
  just roll with it.
  Wundor
  A Role Playing Game
  for The Young
  Beginner’s Pamphlet
  by Charlie Fleming
  Rarr! I'm A Monster
  Publishing
  Copyright 2019
  Some artwork copyright Daniel F. Walthall,
  used with permission.
  
  The Making of a Hero
  In a role playing game everyone 
  needs a role to play right?  Your character is 
  going to be your role.  It's the person or 
  creature you will pretend to be while playing
  the game.  Here’s how to make your very 
  own character!
  First:  Roll for your character's traits
  Traits are certain things that make 
  your character unique and special.  The 
  Traits of every character are:
  Fighting – How well you can fight.
  Luck – How lucky you are.  Luck can change 
  things for the better or worse sometimes.
  Skill – How good you are at doing things like 
  opening stuck doors or making big jumps
  Smarts – How smart you are and how well 
  you can figure things out.
  Divide 5 points between the 4 traits.  No trait
  can be 0.
  Second: Heart Points
  Heart Points or HP are another Trait 
  of your character but you figure it out 
  differently.  To give your character's Heart 
  Points a number you need to roll 1 six sided 
  die or as other role playing games might call 
  it, a 1d6.  Take the number you rolled and 
  add 6 to it and that's your Heart Points.  
  So what are Heart Points?  Heart Points are 
  how much damage or hurt your character 
  can take.  More will be explained in the 
  section on Fighting.
  Third:  Pick a character type
  So what do you want your character 
  to be?  What your character is is called it's 
  character type. 
  The character type you pick may also 
  have some special things about it that can 
  add or subtract from the total of dice you roll
  when using a Trait(more on that later).  They
  may also have a special power or two that no
  other character type has.
  Cat Person:  Cat people are cats that can walk
  like people.  They are typically fancy 
  dressers.  Cat People get add 2 , or +2, on 
  their dice total when rolling for Luck.
  Elf:  Elves are tall, thin beings that live in the 
  forest.  They usually have long hair and 
  pointed ears.  Elves get +1 to the dice total of 
  when rolling for Skill or Smarts.  They can 
  see up to 10 miles away and can walk very 
  silently so their footsteps cannot be heard.  
  Elves also get a +1 to dice totals when 
  Fighting with a bow and arrow.
  Knight:  Knights are warriors of good and 
  will always fight for what is right and just.  
  Knights can add + 2 to dice totals for 
  Fighting when fighting evil(not all monsters 
  are evil).  They also get +2 to any dice totals 
  for Trait rolls for doing good deeds.
  Gnomes:  Gnomes are small human like 
  beings.  They prefer to live in  forests but will
  go adventuring anywhere.  They really like 
  hats and shoes and are very proper dressers.
  They get to add 1, or +1, the dice total when 
  rolling for any Trait but only when they are 
  in the middle of a forest.  They are also 
  excellent cooks and can make a meal out of 
  almost anything, as long as it is edible.
  Trolls:  Trolls in Wundor are good guys.  Yes 
  they are big and ugly but they can be fun too.
  Trolls are about 8-10 feet tall and have long 
  noses with pointed ears.  They can have any 
  color fur or hair or none at all.  Trolls get +1 
  to the dice total for Fighting and Luck.  They 
  also can subtract 2 from any damage that 
  they might get.
  Fourth: Weapons and Equipment
  Your character is going to need some 
  stuff before they can go out adventuring.  
  Gold Pieces, GP, are what is used for money 
  in Wundor.  To find out how many GP you 
  have to spend roll 3 six sided dice, or 3d6, 
  and multiply the total of all three dice by 10.  
  Anything bought for your character is just 
  the right size and fit for your particular 
  character type.  Gnome armor fits your 
  gnome.  The club is the perfect size for your 
  Troll.  See the equipment sheet for stats on 
  weapons, armor, and equipment.
  How to play!
  Most of how everything is done in 
  Wundor is through talking.  The Game 
  Master tells the players what is going on, 
  what things look like, where they are, and 
  answers the players questions.  The players 
  tell the Game Master what their characters 
  are going to do.  That's what playing a role 
  playing game is, a conversation between the 
  Game master and the Players.  There are 
  other times when dice will have to be rolled 
  to see if the character could do what they 
  wanted to do.
  Turns:
  A turn in Wundor is like a turn in a 
  board game.  Everyone gets a chance to play. 
  The Game Master is in charge of running the 
  turn and what they say is how it goes.  Turns 
  work like this:
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 6-8 (Attention Span of 1-2 hours, Can count over 20, Understands basic addition & subtraction, Beginning readers)/Wundor/Wundor - Rules Pamphlet.pdf