As always I’m on the hunt for quick and easy fun, probably why the majority of the rules you’ll ever find on here are on the lighter side. The goal is to have a game that feels like an actual game, that for me requires minimal set up, and minimal effort for expansion. Spurred on by the previous fun I had with Gaol28, I though more about developing the grid based idea, this time a 6”x6” board with 1” squares.
The figures I’ve gone for are a mix of Mars and Dark Alliance in 1/72 based on 16mm tiddly winks.

The board is a wall tile with cut up cork squares glued on to make the grid.

SETUP
You need a D6 and a warband of 5 minis per player. Each mini has two stats – Attack and Speed. Attack can be from 1-5, and speed from 2-6.
The game is played on a 6×6 grid.
To begin, players alternately place one of their minis in a square (least fortunate player first).
Once all minis are placed the game can begin.

TURN STRUCTURE
Dice for special actions – roll off lower roller has impetus for turn, players can perform a no. of special actions in the turn equal to the value they rolled.
The turn is split up into Speed steps, minis with speed 6 activate first, then speed 5, then 4 etc down to 2. When both players have minis with the same speed the player with impetus activates first, then players alternate.
When activated a mini can be moved, or stand back up if knocked down, and then make an attack. When moved a mini moves to an adjacent square (diagonals allowed). If a mini does not attack they can move twice, or stand up and move once if knocked down.

ATTACKING
A mini’s attack determines their range and hit roll, a mini can attack an enemy within their attack value in spaces, but must roll higher than their attack value on a D6 in order to score a hit.
When a hit is achieved the target makes a saving throw. In order to save the target must roll higher than their speed on a D6 (assuming slower minis are better armoured). If a mini is knocked down when attacked they must make two consecutive saves. If a save is failed the target is slain.
SPECIAL ACTIONS
Knockdown/Trip – Instead of attacking, roll a die and on a 4+ knock over an enemy in an adjacent space.
Focus – Instead of moving add 1 to your hit roll (a natural 1 still misses).
Dash – Move 1 space.
Very rough, but a good start I think.
Whilst I’m not a big fan of the tiny scale I love how you painted these. You held them together with the color scheme, which is simple but effective. I love the color of the bases!
This has the simplicity of Munchkins … Kill the monster, grab the loot and run! 🙂
Regards, Chris.