Quick Start Guide
“A young knight is awoken by strange dreams. Transfixed, he dons his armor and follows a strange
path beyond the fortress walls. He is jolted by a prodigious rush of adrenaline. A small cottage is
under attack by two horrible creatures. Before he has a moment to think he launches forward with
sword in hand...”
Setup
On a 2’x2’ play area, place the Knight and two Pigs within 3” of opposite corners. You will also need
six-sided dice, a tape measure, and the attached character cards. See Character Card Anatomy for details...
Initiative Phase
Both payers roll a six-sided die. The player with the higher roll chooses a character to activate �irst.
Activation Phase
Players take turns activating models until all characters have
activated.
During their activation characters gain a speci�ic number of Action
Dice (AD) 2 to perform actions. Actions and abilities 5 are
performed by rolling the required number of AD to meet or exceed
the actions dif�iculty c . With the exception of movement,
actions can only be performed once per activation.
Movement: Characters move their speed 3 in inches for each AD
spent.
Charge: When a movement ends within .5” of an enemy it is a
charge. Characters may immediately make an attack with one
bonus AD.
Basic Actions: All characters have access to basic actions not
shown on their card.
Focus: Characters may apply one extra AD to an action
before any dice are rolled. This greatly increases the
likelihood of success. Abilities
Dodge: Characters spend 1 AD to gain a dodge token. Dodge
tokens may be spent after damage has been rolled against
you to gain a bonus defense challenge die. Dodge tokens last difficulty
and dice
until the characters next activation. damage
bonus or
Improvised Attack: Extra attack ability. effect
Combat Actions: Characters can make melee attacks against enemies within .5”
1. Choose which action to perform, and check that target is in range. (Note: Halberd has 1” range)
2. Roll required dice. If the dif�iculty c is met or exceeded the attack hits.
3. Roll a damage challenge die and add the attack bonus d . This is the damage total.
4. Defender rolls a defense challenge die and adds his armor bonus 4 . This is the defense total.
5. Subtract the defense total from the damage total. The defender takes any remaining damage.
6. Mark damage on health boxes 6 . When the �inal health box is marked the character is disabled.
Disabled characters do not activate. If a disabled character takes damage they are
removed from the game. If they are healed they may activate as normal.
Recovery Phase
Roll a six-sided die for each disabled character. On a Six the character heals one
health box. Once the recovery phase is resolved a new initiative phase begins.
The last character standing Wins the Game
Relicblade Quick Start Rules Version 0.3