Shieldwall by Michael Chumak
Shieldwall is a tabletop game designed to be with a dice pool of 6 may use up to six dice attacking an opponent to finish her off quickly.
played by two or more players. It puts the during her turn. The two dice automatically count for winners,
player in charge of a company of soldiers. but will be removed from the soldier’s dice pool
A die is used either by spending it to perform a
for the rest of the game.
basic action, like moving, or rolling it to
TERMINOLOGY
attempt a more challenging one. Once spent or Committing dice cannot take the number of dice
Shieldwall italicises terms that have a specific
rolled, a die is removed from a soldier's dice pool used to perform an action over the limit set by
meaning in the game, and uses bold numbers
until the next turn. For example, a soldier with a the relevant skill.
when referring to skill or dice pool values.
dice pool of 6 may spend up to six dice to move
If a player rolls all duds, she has fumbled the roll.
A value scored by rolling a die is written in around, without having to roll at all.
Fumbling may have some negative consequences
square brackets. For example, after rolling three Alternatively, she may spend four dice to move
for that player, depending on the
dice, a player has scored [3], [3] and [5]. into contact with an enemy, and roll the
circumstances.
remaining two to attack.
A die that shows an odd value is called a dud. A
die that shows an even value is called a winner. SKILLS
ROLLING DICE
Each soldier has a number of skills. These skills
Some actions require rolling a certain number
TAKING TURNS represent actions that a soldier is capable of.
of winners to succeed. For example, a soldier may
Each player takes a turn by moving all of the Each skill has a value, which limits the number
need to roll at least four winners to successfully
soldiers in her company. The player who takes of dice that the soldier can use while
pick a difficult lock. If she rolls three or fewer
the first turn will be determined by rolling a performing an action. For example, a soldier
winners, she will fail to open the lock.
die, with the player scoring the highest value with a martial skill of 4 can use up to four dice
acting first. Rolling [6] allows the soldier to immediately roll per turn attacking someone, provided she has
one additional die. For example, a soldier with a enough dice left in her dice pool to do that.
A soldier must complete her turn before the next
combat skill of 4 rolls four dice and scores [2], [4],
soldier will take hers.
[4] and [6] when attacking an opponent. She Archery
then immediately rolls one additional die, Archery skill allows a soldier to use her dice to
DICE POOL
scoring [2]. In total, she has scored five winners. attack someone at a distance. A soldier needs to
Each soldier has a dice pool. This value
roll one winner for every ten centimetres of
represents the soldier's energy and life force. It A soldier may give up one or more dice from her
distance to a target to hit that target. For
determines the total number of dice a soldier dice pool to score an automatic winner. This is
example, an archer fires an arrow at a target
can use during her turn. For example, a soldier called committing a die or dice. For example, a
soldier chooses to commit two dice when
Shieldwall by Michael Chumak
twenty-five centimetres away. She will need to For example, a soldier with fitness of 4 has spent An attacking soldier is called the attacker. A
roll three winners to successfully hit her target. three dice to move next to a swamp. Her next soldier being attacked is called the defender.
move will take her across some difficult terrain. When attacked, the defender will roll as many
Hitting a soldier using the archery skill will
She cannot perform this move until the next dice as her martial skill value, or dice pool value –
reduce that soldier's dice pool by 1.
turn, as doing so would require spending two whichever is lowest.
A soldier cannot use her archery skill while in dice, and thus would take her total dice used on
If the attacker scores more winners than the
combat. a fitness action over her fitness skill value.
defender, the defender's dice pool will be reduced
To successfully hit a target that is engaged in by 1.
Magic
combat, an archer must roll one additional
Magic skill lets a soldier attempt to cast spells. If the attacker fumbles, the attacker's dice pool will
winner. If a soldier shooting into combat fumbles,
The number of winners required to cast a spell be reduced by 1.
her opponent chooses one of the soldiers in
depends on the specific spell. The spells
combat allied with the archer to receive the If the attacker scores twice as many or more
available in Shieldwall are described in a later
wound instead. winners as the defender, the defender's dice pool
section.
will be reduced by 2.
Fitness Most spells can only be cast if the soldier has a
relevant trait. For example, a soldier can only COMBAT AND DEATH
Fitness skill determines a soldier’s movement on cast a countermeasure spell if she has a non-zero When two or more soldiers hostile to each other
the battlefield. magic skill and the wizard trait. are in base-to-base contact with each other,
A soldier can spend one die to move up to five they are said be in combat.
Fumbling a magic roll reduces a soldier’s dice pool
centimetres. For example, a soldier with a fitness by the number of duds she has rolled. For If a soldier’s dice pool is reduced to 0, the soldier
skill of 4 can spend up to four dice per turn to example, a soldier rolls four dice in an attempt will immediately die.
move up to twenty centimetres in total. to cast a spell. She fumbles the roll as all four
If a soldier can leave combat by committing one
A soldier must move in lots of up to five dice result in duds. Her dice pool is reduced by 4
die. This allows her to move away from her
centimetres at a time. for the rest of the game.
opponent by up to five centimetres.
Some areas of the battlefield are considered
Martial EXPERIENCE
difficult terrain. If a soldier intends to make a
move that will take him across difficult terrain, Martial skill allows a soldier to use her dice to After a game, every surviving soldier’s dice pool is
the soldier will need to spend two dice to do so. attack someone while in combat. restored and increased by 1. This reflects a
soldier’s growing experience.
Shieldwall by Michael Chumak
Once a soldier has survived two games, she will Cost: +4 points banner die will be removed from play for the
become a veteran. On becoming a veteran, a rest of the game.
soldier can increase one of her skills by 1. Mount
Cost: +7 points
Once a turn, a soldier with a mount can roll dice
Once a soldier has survived four games, she will
to move instead of spending them. Any winners
become a hero. On becoming a hero, a soldier can Bullet
will not be used by the move.
increase one of her skills by 1. After becoming a When using archery, a soldier with bullet will
hero, a soldier's dice pool will no longer grow. Cost: +5 points ignore the target's armoured trait.
Cost: +3 points
CREATING A COMPANY TRAITS
Each soldier on the battlefield has a cost. This
Armour Clumsy
cost is based on the soldier's dice pool, skills,
A soldier may be outfitted with armour. If an A soldier with the clumsy trait cannot use
equipment and traits.
armoured soldier is attacked in combat, and the equipment.
To calculate the cost of a soldier's dice pool and attacker scores only one winner more than her,
Cost: +0 points
skills, the dice pool value is multiplied and her dice pool will not be affected. Likewise, if an
added to the sum of that soldier's skill values. armoured soldier is targeted by a ranged attack,
Escape
For example, a soldier with a dice pool of 6, the attacker will need to roll one additional
A soldier with escape may leave combat without
fitness of 4 and martial of 2 will cost 18 points winner to successfully hit her.
committing a die to do so.
altogether (6*2+4+2).
Cost: +4 points
Cost: +2 points
EQUIPMENT
Banner
Fragile
Elixir If a soldier with banner is in play, her player
Whenever this soldier’s dice pool is reduced for
A soldier may carry an elixir. Drinking an elixir will place a die showing [6] on the table visible
the rest of the game, this reduction will be
will increase a soldier's dice pool by 1 until the to all player. This die is referred to as a banner
doubled. For example, a skeleton with the
end of the game. die. As long as the soldier with banner is in play,
fragile trait is successfully hit in combat. Its dice
any soldier from her player's company may
To drink an elixir, a soldier must spend one die. pool will be reduced by 2 instead of 1.
reroll one die per action. Each time a soldier
A soldier can spend one die to give the elixir to rerolls the die, the banner die is rotated to show Cost: -2 points
another soldier adjacent to her. a value one lower than before. If a soldier
rerolls a die when the banner dice shows [1], the
Shieldwall by Michael Chumak
Immortal Stab SPELLS
If a soldier with immortal is killed during the A soldier with stab may move through hostile
Ball lightning
game, she will come back next game. Her dice soldiers as long as she will end her move in
The soldier summons a sphere of deadly energy
pool will be reduced permanently by 1 instead of combat with an opponent.
that will strike at anyone moving within its
being increased as per the experience rule.
Cost: +2 points proximity.
Cost: +6 points
To cast this spell successfully, a soldier must
Terror
score at least four winners.
Jammer To move into combat with this soldier, an
Magic skill cannot be used to target a spot or a opponent must roll a winner using the die, Ball lightning targets a point within 20 cm and
soldier within 10 cm of a soldier with jammer. instead of spending it. line-of-sight on the soldier. If the soldier
successfully casts ball lightning, her player will
A soldier within 10 cm of the soldier with Cost: +4 points
place a die at the target point. This die acts as a
jammer cannot use her magic skill.
spell counter.
Two-handed weapon
Cost: +3 points
If an attacker with a two-handed weapon rolls The spell counter must show the number of
more winners than the defender, the defender's winners rolled when the spell was cast. If the
Reload
dice pool will be reduced by 2. number of winners exceeded six, the spell counter
After a soldier with reload has used her archery
will show [6] instead.
skill, a token is placed next to her. She cannot If a soldier with a two-handed weapon is attacked
use archery while the token is in play. She must in combat, her martial skill will be reduced by 2 At the beginning of every round, the die must
spend one die to remove the token from play. when rolling to defend herself. be rotated to show a score one lower than the
round before. Once the spell counter reaches [1],
Cost: -1 point Cost: +2 points
it will be removed at the beginning of the next
round. The spell will be in play as long as the
Scout Wizard
spell counter is active.
A soldier with scout ignores the penalty Wizard allows a soldier with non-zero magic skill
associated with difficult terrain. to cast the following spells: ball lightning, If a soldier moves within 10 cm of the spell
countermeasure, dispel, entangle and portal. counter, he will be struck by lightning. She will
Cost: +2 points
roll as many dice as her dice pool value and
Cost: +6 points
deduct the number of duds from her dice pool for
the rest of the game.
Shieldwall by Michael Chumak
Once the spell has struck a soldier, the spell Each time the countermeasure intercepts an number of winners exceeded six, the spell counter
counter is removed from the game. arrow, the spell counter will be rotated to show a will show [6] instead.
score one point lower. If it reaches zero, the
At the beginning of every round, the die must
Countermeasure spell counter will be removed from the game.
be rotated to show a score one lower than the
The soldier creates a glyph that will stop any
round before. Once the spell counter reaches [1],
arrows that fly within its proximity. Dispel
it will be removed at the beginning of the next
The soldier attempts to undo a rival wizard's
To cast this spell successfully, a soldier must round. The spell will be in play as long as the
spell.
score at least four winners. spell counter is active.
To cast this spell successfully, a soldier must
Countermeasure targets a point within 20 cm and The area within 10 cm of the spell counter is
score at least one winner.
line-of-sight on the soldier. If the soldier considered difficult terrain. Unlike natural
successfully casts countermeasure, her player will Dispel targets a spell counter within 20 cm and difficult terrain, this area will affect soldiers with
place a die at the target point. This die acts as a line-of-sight of the soldier. the scout trait.
spell counter.
If the soldier rolls more winners than the spell
Portal
The spell counter must show the number of counter value, the spell counter will be removed
The soldier opens a gate connecting two remote
winners rolled when the spell was cast. If the from the game.
points on the battlefield.
number of winners exceeded six, the spell counter
will show [6] instead. Entangle To cast this spell successfully, a soldier must
The soldier summons vines up from the ground score at least four winners.
At the beginning of every round, the die must
to slow down her enemies.
be rotated to show a score one lower than the Portal targets a point within 10 cm and line-of-
round before. Once the spell counter reaches [1], To cast this spell successfully, a soldier must sight on the soldier. If the soldier successfully
it will be removed at the beginning of the next score at least four winners. casts portal, her player will place a die at the
round. The spell will be in play as long as the target point. This die acts as a spell counter. The
Entangle targets a point within 20 cm and line-
spell counter is active. player will then place a second spell counter
of-sight on the soldier. If the soldier successfully
anywhere within the soldier's line-of-sight.
If an archer fires at a target, and a line drawn casts entangle, her player will place a die at the
from the archer to her target passes within 10 target point. This die acts as a spell counter. The spell counter must show the number of
cm of the spell counter, the attack will fail. winners rolled when the spell was cast. If the
The spell counter must show the number of
number of winners exceeded six, the spell counter
winners rolled when the spell was cast. If the
will show [6] instead.
Shieldwall by Michael Chumak
At the beginning of every round, the die must
be rotated to show a score one lower than the
round before. Once the spell counter reaches [1],
it will be removed at the beginning of the next
round. The spell will be in play as long as the
spell counter is active.
A soldier adjacent to one of the spell counters
created by portal can spend one die to
immediately move to be adjacent with the other
spell counter.
Any event that affects the value of one of the
two spell counters will automatically adjust the
value of the other spell counter to the same
extent.