Jurassic World Miniature Game
Jurassic World Miniature Game Rulebook
Table of Contents
Table of Contents
First player rule
- First player at the beginning of the game is the player with the lowest army value.
- Then at the first player change window during Action phase, the player with the highest number of command points becomes the new first player. In case of tie, toss the first player token.
General Principles
1. Ties
- Initiative test: First Player decides which player plays first, each player takes turn clockwise.
- Skill test (not Initiative): the Initiator of an Action or Movement wins the tie unless specified otherwise. If 2 or more "win a tie" cards are played by opposing players they cancel out 1 for 1 and the regular rule above is applied. In multi-player skill test affecting players other than Initiator are handled by coin toss (use First Player token).
2. Choices and Forced
- All Actions and Movements are free (may be done or not) except if specified otherwise by a card. When the Action or Movement is written in Red they are Forced and must be performed at Initiative Order (e.g Fear condition card forcing to flee).
- When a Choice is granted, it always benefits the Initiator of the Action or Movement otherwise the First Player.
3. Priority Order of the Effects
- Scenario rules/conditions have the priority over cards rules' booklet. Ties are handled by coin toss.
Start phase
Setup
[Setup content is not present in this source. The printed "Setup" box on page 4 is an empty grey placeholder, and page 3 of the PDF is blank. The setup procedure is therefore not transcribed.]
Deployment phase
- Draw 6 action cards for each unit.
- Draw 5 hero cards that you may mulligan (discard any of 5 cards to replace by new ones. Hand size is max 5 cards unless specified).
- First player chooses a player to place the first unit on his/her deployment zone then alternatively each player do so until all units are placed.
[Figure on page 5: example Action card "Deadly clench" (printed lines: +1 Hex; +1 Attack or +1 Dodge; +3 Grab; move to any Hex adjacent to Grabbed target; +2 Attack +1 Piercing +1 Grab, or +4 Grab +3 Dodge) and example Hero card "Training". The Training card art on page 5 carries a French line ("Piocher 2 cartes actions supplémentaire"); the English text printed on the Training card on page 13 is "Pick 2 additional action cards".]
1st initiative phase
- First player chooses 1 player to place 1st action card on the active slot of any unit. Then clockwise each player alternatively do the same for 1 unit until all units have an active card.
- They repeat by placing 2nd card on idle card (2nd slot at the right of Active) card slot but this time the placing order depends on Initiative rating (2) of the Active card, unit with highest Initiative score must place it first. First player breaks ties and when all tied units have a card, they proceed with the next player with lower Initiative score.
- Place Idle card (3rd slot) freely (you can leave it empty).
[Figure on page 5: unit board of the Raptor with its Active card slot and idle card slot.]
Game Round
Action phase
- Activation: Players compare Initiative values of all Active Cards, the one with the highest value Activate first. Reveal the Active card and resolve it. Keep on Activating units following descending initiative order (no alternate turn. If there is a tie refer below).
- Cards with identical Initiative scores are revealed simultaneously. Interaction. If tie remains, First Player decides.
- Concerned units are considered as a Group and are alternatively Activated 1 unit at a time for each involved player. When all unit of the Group have been Activated, resume Initiative order.
- Resolves an Action Card: follow the instructions written on the card performing movement first then the Action(s) (unless specified otherwise on the card). Interaction. (do not forget Combo bonus)
- One Movement and one Action may be performed disregarding Active Card (unless Forced), use the Base Skill instead.
- Victory conditions check: Once all active action cards are resolved check Victory conditions.
- First Player window: unless specified otherwise, first player gives his/her "first player" token to the player with the highest quantity of Command points. Interaction. Ties are handled by a coin toss.
Move to Initiative Phase.
Interaction: Hero cards can be played to modify result(s).
Hint: cards with lower initiative value will be revealed last so player could miss their effect... but it can also be a bet to be the last unit to place its card at next action (provided that it survives long enough...).
Action card features & combo
[Diagram labels, as printed:]
- Active action card (labelled "Active card slot with combo"). Actions: two hand symbols, labelled "Stability 2" (printed in French as "Stabilité 2"; rendered here in English); three ballistic symbols, labelled "Shoot 3". Result with combo: base 2 + combo 1 = 3; base 3 + combo 2 = 5.
- Previously played action cards not discarded (labelled above the stacked combo slots).
- Next action card (labelled beside the combo slots).
- Full combo*: +2 Ballistic (symbol on active card does not count).
- Single combo: +1 Stability for active card (no Adrenaline).
- No combo: Symbols are matching.
- No combo: Missing symbol on active card.
- No combo: discontinued.
- Combination slots (here max 3/3 stack), bottom card will be discarded when another is stacked.
*Footnote as printed: Hollowed & red symbol on Active card is a Combo ender: the combo bonus counts while on Active card but not when placed in the Stack.
Initiative phase
- New Active card:
- The played Active card remains in place to stack up combo or be discarded to make room.
- Slide Next action card facedown on Active card slot on top of the played one with slight interval to show the combo icons. The unit board indicates the limit of stack for combo, discard any exceeding or unwanted card(s) from bottom to top (except top card). Interaction.
- New Next Action card:
- Choose to discard or not the Idle Card, if not it counts as 1 card drawn in the subsequent Next Action card draw.
- Pick as many Action cards for each unit as indicated on corresponding Unit board and place 1 card on Next action card slot following Initiative order like first Initiative phase. Then 1 card may be spared as Idle card.
- When running out of Action cards, reshuffle the deck and complete the hand.
- Discard unwanted cards. Interaction.
- Pick 2 hero cards.
Interaction: Hero cards can be played to modify result(s).
Hint: placing intentionally low initiative action card allows to wait and see next Initiative Phase cards' initiative value placed by other players. Adversely placing high initiative will force the other players to change their scheme to adjust your pace.
Repeat Action phase/Initiative until victory condition is fullfilled or each player has his Hero card deck empty.
Movement & board
Initiative phase
Movement represents the displacement a unit can perform each turn in Hexagones and rotations. It is optional except when written in red.
Each unit has a base movement then active action cards may give a bonus to spend more. Unless specified otherwise the movement is performed before any action.
- Move forward: 1 Hex* (any of 3 hexagons where mini is facing).
- Move backward: 2 Hex* (any of 3 hexagons opposite).
- Rotation: 1 edge of hexagon (+/- 60°)**.
- Jump allows to skip occupied or impassable hexagons, if the target is occupied refer below page.
| Unit | Base mvt | Action card bonus |
|---|---|---|
| Velociraptor | 2 Hex | +1 to +2 Hex (hi qty) |
| Triceratops | 1 Hex | +1 Hex (limited qty) |
| T-Rex | 1 Hex | +1 Hex (hi qty) |
| Humans | 1 Hex | +1 Hex (limited qty) |
*: Hexagon. **: Unit without orientation => no cost for rotation unless specified on a card.
[Diagram labels on page 7, as printed: "1 HEX", "1 HEX (slide)", "1 rotation", "2 HEX", "Backward 2 HEX", "Front", "Unit", "Total move for A: 2 Hex & 0 rotation", "Total move for B: 2 Hex & 1 rotation".]
Movements & consequences
- Difficult terrain: Hexagons surrounded with thick dotted white lines are considered difficult terrain unless specified. Units entering difficult terrain must interrupt ongoing movement (means that at each action phase only 1 Hex can be crossed unless specified).
- Impassable terrain: Hexagons surrounded by thick red lines cannot be crossed unless having Jump or Fly keywords. Units with such keywords may cross by not staying on Impassable terrain.
- Blocked hexagon: hexagon occupied by an ally or enemy unit, a vehicle or movable object.
- Forced movement & blocked hexagons: When a unit wishes to move to a hexagon already occupied a Stability test is required depending on the type of action:
- Result of an Attack: regardless of attack result, if the Attack action includes Stability the attacker may perform the test against attacked unit to push it 1 hexagon backward if possible in an Unoccupied Hexagone. For multi-hexagon units the hexagon with the most edges in contact must be freed by Knocked unit. Then attacking unit may follow through maintaining current orientation. If this movement would force another unit to move, extending the Stable test to this unit failure means no movement at all.
- Result of a Movement: while moving units may choose to enter a hexagone already occupied.
- An Allied unit with multi-mini may let the Active unit through and this latter must finish its movement in an empty hexagon or Succeed at a Stability test on arrival. Otherwise the movement is cancelled.
- If it is an Enemy unit or an Allied one with a single miniature, a Stability test is required against any affected unit. If Successful, move the targeted units opposite way and they are Knocked (refer Stability & Grab). If a moving unit force another one in an Impassable Terrain, this unit is not moved and it suffers as much Damage as the gap between their Stability. Additionally the Grab is cancelled with concerned unit.
Attack Action
1. Attack
Unless specified otherwise the Active unit attack on Front:
Choose the weapon or weapon card and check the range, in case the unit is not the Attack it is a Failure unless the weapon has an area of effect in which a target is located:
- Melee Attack: is performed on adjacent hexagone (range 1) unless specified.
- Ranged Attack: the range consists of each Hexagone crossed by the Shoot until the center of target's Hexagon.
- In case the Attack crosses or touches an Impassable Terrain the Shot cannot be performed.
[Diagram labels on page 8, as printed: "Range 1 hex, Affected Zone Side"; "Range 2 hex, Affected Zone: to be chooses by Attacker"; "Range 3 hex, Affected Zone: Side"; "Impassable Terrain"; "Orientation"; "Hexagon center".]
2. Hit
- Hit score: Attacking unit add-up: its Melee Attack or Ballistic (base + Active card bonus +Combo + hero card ( played).
- Dodge score: Attacked unit add-up: Base Dodge + Active card + combo (only if Active card is Revealed) + hero card/upgrade.
- In case the Hit score is superior or equal to Dodge score, the Attack is Sucessful refer Damage. On the contrary the Attack is a Failure and no damage or effect is applied to Attacked unit.
3. Damages (Successful Attack)
- Affected Zone: targets of a Successful Attack check the Edge of the Hexagone on which the targeted unit stands crossed by the Attack (for multi-hexagone units multiples or choice between 2 Affected Zones => Attackers' choice).
- Armor Score: the target add-up: the base Armor value of Affected Zone + Active card bonuses (only if revealed) + hero card and substract the Piercing value of the Attack (0 is the minimum).
- In case of split sub-units attacking the same target with different Armor value, the Attacking player decides which Zone is Affected. Group bonus only applies for damage if Affected Zone has identical base Armor value.
- Melee Damage: substract Armor Score of the target from Hit Score of the Attacking unit. The difference corresponds to the quantity of Health Point(s) to be removed to the target. Damages are inflicted so that as many model(s) as possible are Eliminated.
- Ranged damage: the Attacking unit add-up: the Damage of his/her base weapon (refer Unit Board) or of the Equipped Weapon + Ammunition bonus + Hero card bonus.
- Substract the Armor Score from Ranged Attack Damage and remove as many Health Points as the difference (positive). For multi-model units, Damages are inflicted so that as many model(s) as possible are Eliminated.
- Scoring Zero Damage does not mean the Attack is Failed in game term. Yet some effects require to score at least 1 Damage.
- Sub-unit/Models belonging to a targeted unit but out of range or of line of sight from Attacking unit cannot be affected by Damage.
- Elimination: when a model looses its last Health Point, it is Eliminated and its miniature is removed from the game board unless specified otherwise (scenario, Unit Board, Hero card).
Stability & Grab
Attacks or Action may involve Stability test but Grab is necessarily an Action. Each requires to be performed at Range 1 (contact) unless specified otherwise:
The unit who performs the Action is always considered the Initiator of the test:
- Stability: compare each unit's Stability adding Base + Action + Combo (if revealed) + Hero card. Initiator of test wins ties. Apply the effect (Knocked or Pushback).
- Knocked unit cannot use Action card & combo bonuses until standing up. Refer to unit card for standing up cost (in general 1 Hex). Multi model units on same Hexagon are all Knocked together.
- Grab: Initiator must target 1 model only each of his own unless specified and add Grab bonus of Action card to Stability bonuses VS targets Stability. If other Allied units are Grabbing same target, the Initiator may add to his /her final score +1 for each Allied unit. If Initiator obtains a Success, the unit is Grabbing (but not Knocked). The models must remain in contact respecting current relative position.
- If the Initiator wins the test without the need of any Grab bonus (only with Stability) then in addition to Grabbing the Target is also Blocked.
- If it is the contrary the target remains Grabbed but not Blocked, thus can perform Movement with -1 Hexagon per Grabbing unit (1 minimum) or Actions. The Grabbing unit must maintain its relative position with target when this latter moves.
- Grabbing unit may disengange at any time (i.e. to avoid damage when target is moving).
- Blocked unit cannot move and can only perform Stability test against the highest Stability +1 per Grabbing unit. Success at such test removes the condition for all Grabbing units.
Sub-unit separated from its unit which sustains such Action and out of range is not affected by described effects and may act freely.
Action phase special cases
Skip turn
Player who wishes not to play a unit at his/her turn may skip the action phase and keep action card unrevealed. At the end of action phase either discard the card to resume normal initiative phase or keep it and skip initiative phase for that unit. Skip turn cannot be used twice in a row.
Reaction
Defense oriented cards usually display this keyword which alter the Action phase. After revealing that card based on initiative order the unit may interrupt its activation. The card remains revealed and another unit is activated.
At any time of Action phase the owner of a unit with revealed Reaction action card may interrupt the ongoing Activation. S/He must clearly state it then indicate whether it is during Movement or Action step of the activation.
- Movement: the Active unit declares a movement and performs it. The Reacting unit may then move. If and only if the Reacting unit has moved or rotated then Active unit may spend any remaining movement, otherwise it is lost.
- Action: activated unit may perform chosen action first, then immediately after finishing the resolution the Reacting unit may perform its own. Interaction.
In case several units have a Reaction and wish to activate at the same time, the first player chooses then play goes clockwise.
Special ammunitions
Sedative (indicated on equipment card)
Whenever a successful attack that would inflict damage is scored with this ammunition, do not apply wounds as normal. The Attacker gives the ammunition card to player of targeted unit who place the card below its Next Action card.
At initiative phase when sliding Next card to Active slot flips the card to reveal the effect (maluses on stats/movement, loss of half of the Adrenaline, cancel Furious status etc.). Then place the card at the bottom of active card deck replacing the lowest card in combo configuration actually locking that slot until further instruction.
Whenever all active card combo slots are locked with Sedative card the unit is Sedated. Tilt the unit on the side, it may not receive any action card until further instruction. Apply victory condition if applicable.
Restraining net (indicated on equipment card)
Whenever a successful attack that would inflict damage is scored with this ammunition, do not apply wounds as normal.
The attacker flips the ammunition card and places the card next to unit board of targeted unit which is Blocked (refer Stability). For Stability test to remove condition apply the highest Stability value amonst applied Ammunition cards and add +1 for each extra card received with maximum 2. No Hero card can be played to oppose the unit's Stability test.
Fear & Furious
Fear
Whenever a Fear test is required compare Fear VS Courage adding as usual Base values bonuses and combo. A Hero card can be played if necessary. Fearsome units must perform Fear/Courage checks between themselves alternatively.
If Fear score is strictly superior unless specified the defender takes 1 Fear card condition on the deck and places it on top of the Action card deck of the unit having failed.
At initiative phase the Fear card counts in the card to be drawn. If not selected put it back on top of the deck instead of discarding. The player may voluntarily play a Fear card or because s/he has no other option and place the Fear card on the Action track as a normal Action card.
It will be revealed at Action phase with initiative of previous active card. If no card is left, use the initiative indicated on action board instead. Unlike Action card all instructions listed on Fear condition card are mandatory, only an impossibility or failure to test must prevent action.
Furious
Dinosaurs may become Furious under circumstances generally involving to stack up Adrenaline to the maximum indicated on their Unit Board.
If achieved at the end of an Action phase at the condition that no Sedative card is on the Action deck and before Initiative phase, discard all Action cards from the board (including Fear and Wound cards), place Furious card next to the board. Shuffle the Action deck without any Condition card apart from Critical Wounds.
At initiative phase act as if it was the First initiative phase for Action cards only.
Adrenaline/Command/Requisition
Adrenaline
Adrenaline is the resource used by units to trigger reinforced effect on Action cards.
Adrenaline is earned when consuming a Hero card with Adrenaline.
Score as much adrenaline as wound or fear card received.
Command
Command is the resource used by humans to trigger powerful effect of Hero card.
Command is earned by Hero units each round: 1 per turn + 1 per alive human hero unit (Heroes with Commander Archetype may have additional bonus) and after accomplishing objectives.
Requisition
Requisition is the resource used by humans to acquire gear, weapons or ammunitions.
Requisition points are earned by accomplishing objectives and reaching equipment caches or crates.
Hero cards
Hero cards are meant to perform meaningful and turn the tide of battle. They are selected before playing a scenario depending on your Army roster (Factions and units selected).
[Figure on page 13: example Hero card "Training", with the printed effect "Pick 2 additional action cards".]
When to play
Active use: Hero card can be played for its Main use whenever the Activation condition indicated is satisfied. The game turn is then interrupted. If no game condition is required the owner must wait for the Activation of concerned unit to play the card (unless specified otherwise).
- Pay the required resources even in case of Failure unless specified otherwise and effect is applied immediately.
- Unless specified otherwise discard the card into Hero card Discard pile.
- In case 2 or more cards have the same Activation condition, all Card owners must clearly announce their intention to play their Hero Card:
- For a test the Initiator of the Action has priority on the resolution otherwise the Active Unit followed by First Player and clockwise.
- For Initiative or Condition related cards the First player breaks ties.
Passive use: At an Interaction step (generally a test) discard the card to choose and add 1 set of Icons to ongoing test. The Initiator of the Skill Test has priority then players clockwise may play 1 card at a time until 1 Player skips his/her turn twice. When the Interaction step finishes, check final score and apply the effects.
Glossary
- Action: Effect on the game allowed by an Action Card or choosing a Base Skill, it generally implies a Test.
- Activation: during Action Phase, at its turn following Initiative order a unit starts its Activation or Activates and becomes the Active Unit. It may then perform its Movement then its Action unless the Active card specifies otherwise (Reaction case).
- Adjacent (Hexagon): Each Hexagons with at least 1 edge in common with the Hexagon considered.
- Affected zone: zone of the targeted unit affected by an Attack. Refer Armor.
- Allied (Unit): Unit belonging to same player or one of his/her Allied players. Opposite to Enemy (unit).
- Ammunition (Ammo): projectiles to be equipped on a compatible weapon, their effect is revealed when a Ranged Attack is Successful or would inflict at least 1 Damage depending of Ammo.
- Armor: Physical protection of a unit which is generally subtracted from Attack score to determine Damage inflicted. Some units have different Armor value on Front, Sides and Rear which will alter result of sustained Attacks (refer Attack and Affected Zone).
- Attack (Melee, Ranged): Action of 1 Unit toward others Enemy or Ally aiming at inflicting Damages or Conditions.
- Back: 3 Hexagones opposite of the Front of the Model.
- Blocked: the target of Grab Action having inferior Stability in the test VS Grabbing unit. Blocked unit or sub-unit cannot perform any Movement and only Stability Action is peremitted against Grabbing unit or Special Ammunition card.
| Skill test Initiator | Skill of targeted unit |
|---|---|
| Attack (hit) | Dodge |
| Damage | Armor |
| Stability/Grab/Knock | Stability |
| Fear | Courage |
- Unit: model or group of models.
- Unit - Active Unit: Activated Unit at Action phase with ongoing Action card resolution. Active unit has priority over Reacting unit on both Movement and Action.
- Unit Board: board summarizing base skill values of the unit as well as the slots for Active and Next Action card plus Special abilities.