A Game in a Matchbox Part 2: Rules

While continuing to ponder my Matchbox game with my spare grey matter while at work today, I imagined a game with a single stat. Since there won’t be much room for stats! And along the lines of SKIRMASH I want that stat to be balanced whether it’s low or high. Keeping things simple and using the dice I have that will fit in the box, means that stat will be a 1-5 so it can be beaten on a D6. The single stat from 1-5 also means it can be comfortably written on the bottom of a base.

So what does this stat mean?

Well, it’s the value you need to roll equal to or above to score a hit on an enemy. It’s also a figure’s range. So my Elf archer will only score a hit on a 6, but can attack up to 5” (I think, once I make my fold up measuring stick).

It’s also the value you need to roll above to have your figure block a hit.

So… for example my Punk (4) is shooting at my Elf (5). The Punk can shoot 4”, and the Elf is within range. I roll a die and score a 6, so the Punk hits. The Elf can attempt to block the hit, but needs a 6, he rolls a 2, fails, and dies.

So, if my figure succeeds in hitting, and yours fails their block they are killed. But what if they both succeed? I think in that case whoever rolls higher wins and the other counts as failing. Ties favour the defender. I think that balances things with figures with a stat of 1, because they’re very likely to succeed, but you’re still likely to beat them if you roll a 5 or a 6.

I’m also currently working on making my box look like some usable terrain, which I began by painting, but strangely my matchbox was engineered well enough that the additional thickness from the paint actually made it difficult to close the box, so after a little sanding I’ve resorted to marker pens. I’ve also strengthened the box by soaking the card in super glue, so it feels a little more like thin plastic now. I’d recommend this step if you’re planning on having your box last for a while.

4 thoughts on “A Game in a Matchbox Part 2: Rules

  1. I’m too in the process of making super tiny rules. I went for a no stat system. Only modifiers on dice throw. And no range and measuring (inspired from Chris McDowall’s “The Doomed”) : you move in straight line only and stop against obstacles. Alternative activation, but at the beginning of each round, you put 2 actions cards near each of your units. The top one will be played first. I might try to develop a solo mode.

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