There’s a strange desire that a as I have to play a zero player game. Not a solo game but a game that plays itself against itself. I also have a strange desire to play a duel game. A game that only has a single figure on a side. So I thought why not combine the two?

Each character in the game has 3 stats: Speed, Attack and Defence. The total of a figures stats should equal 7. For example a character could have Speed 3, Attack 3 and Defence 1. No stat can be less than 1 or higher than 5.
The game is players on a 1×10 square grid and only ever between 2 figures. 1 figure begins on the second square and the other begins on the 9th. So that there is 6 squares between the figures and 1 square between each figure and the edge of the grid.
The figure with the highest speed value goes first. If both figures have the same speed value randomly determine who goes first. During a figures turn it moves forward its full Speed in squares towards the enemy. It cannot move through the enemy figure and so will stop when it reaches them. Once the figures move is complete it will attack the enemy if they are in an adjacent square. If the enemy is not adjacent the figures turn ends.
If the enemy is adjacent then an attack is performed. Roll a number of dice equal to the attackers attack value. Each die that beats the enemy figure’s defence value causes the enemy figure to lose 1 life point and pushes them back 1 square. A figure cannot be pushed off of the board edge and so stops when they reach the last square.
Once the attack is resolved it is the other figures turn.
Figures begin with 10 life points, and once their life points are reduced to 0 they are KO’d and lose the fight.

The figures I’m currently using are a random mix of historicals from Irregular. There’s Wilhelm (S1,A3,D3) at the front, then Cyrus (S2,A3,D2), the row of three from left to right are Shadow (S3,A3,D1), Han (S1,A4,D2) and Vladimir (S2,A2,D3), and at the back is Xerxes (S1,A2,D4). In the tournament I played this evening Han came out on top, although he did have a few close calls. I’m wondering how to mathematically figure out if there is a best character build or if it’s a Rock Paper Scissors thing where one build is better against one thing but terrible against another?
I’m looking at adding more things to the system as it is pretty bare bones currently, but it worked well enough this evening that I thought it was worth posting.
I’m guessing that S1, A5, D1 would be the best combo for this, assuming equal luck with the dice rolls…
I thought that too, but in a game afterwards Han S1,A4,D2 got murdered by Shadow S3,A3,D1. I think the issue with the low speed vs high speed is they get knocked back and can’t get back into the fight allowing the high speed characters to basically get multiple rounds of attacking without being hit back.
I have played this way with the existing rules, so I can relate to that feeling.
http://gearman32.egloos.com/3101035
I like those rules! After putting them into google translate I think I got the idea. Thanks for sharing!
In addition, it would be nice to refer to these rules as well.
https://freewargamesrules.fandom.com/wiki/Kings_of_the_Ring
http://theminiaturespage.com/boards/msg.mv?id=262440
I’m thinking about using the Captain Kobold system you based yours on but maybe adding in a few more options and then you can build a move list using points.
All very interesting, as I have been thinking about how to make a game like GW’s “Kill Team” play the way I envision smaller squad tactics should play-out, now I have several examples of simplified rule sets that actually look like a way to set-up an uncomplicated game that would take only a hour or two instead of days!
Sounds good! Did you see my post on my own Simple Toy Soldier Game? It’s exactly what I use for quick but tactical kill team games: https://thedeathzap.wordpress.com/2020/10/14/the-simple-toy-soldier-game-v2-and-irregular-miniatures-28mm-sci-fi-range/