Little Soldiers
Little Soldiers Rulebook
Table of Contents
Table of Contents
Bootcamp Book
Set Up
Listen up recruits, this Mission is going to teach you everything you need to know to get brawling!
All you need to start playing are the components listed on the back of this book (see Components).
1. Play Zone
Little Soldiers can be played almost anywhere, from a table to the floor. However, the surface you're playing on must allow the figurines to stand up easily, and be accessible from all angles. Part of this surface is then defined as the Play Zone, whose edges must be clearly marked out (using a line of books, a table edge, or a section of carpet for example). This is where the battle will take place! Make sure you leave enough space around the edges for the remaining game components, as shown in the set-up diagram.
Once your Play Zone is defined, it's time to give it some life! Add some different elements of scenery to the battlefield, making sure they are evenly distributed between the two players, as shown by the hatched zones in the set-up diagram.
A. Scenery
Add one or several pieces of scenery inside each of the hatched zones. These elements could be a mug, a fruit basket, a cereal box, your cat, etc. Each of these scenery elements needs to be taller than the game's figurines.
If you don't have much to work with, start by using the two halves of the game box.
Outside of the hatched zones, you can place some additional elements that are smaller than the figurines (car keys, a roll of tape, a cat toy…).
Warning: All of these scenery elements count as obstacles: figurines cannot move through them (you must move around them instead) and they can block your line of sight (see Valid Target, page 7).
B. Deployment Tokens
Place the 4 Deployment tokens numbered side up (1, 2, 3 and 4).
2. Game Elements
C. Battle Track and Flag Counter
Place the two Battle Track cards on their green and yellow sides alongside the Play Zone to form the Battle Track. Place the Flag counter in the middle of the Battle Track.
This is where you'll be keeping count of the soldiers you defeat. For each of your opponent's Little Soldiers you break, you'll move the Flag one space closer to your Victory zone.
D. Components
Place all of the components which are shared by players around the edge of the Play Zone to form the Reserve:
- The 5 Attack dice,
- The yellow Grenade die,
- The red Sniper die,
- The yellow and red Move cords,
- The 2 green Move tokens,
- The Shield tokens,
- The Heart tokens,
- The 8 Block tokens, numbered 1 to 4,
- The Catapult spoon and the Mortar token.
3. HQ Zone
Choose your squad color (Green or Yellow) and a large General card of that color.
A. Place your General in front of you, front side up.
B. Place 1 Chest card of your color to the left of your General. Place 3 Order tokens of your color on the lid of your Chest card.
C. Place 1 large Infantry card of your color to the right of your General, along with 1 large card of a second Little Soldier of your choice. Both cards should be side up with a single chevron (^) showing; you won't be needing the side with a double chevron for this mission.
The different abilities of all Little Soldiers are explained on page 10 of this book.
D. Take the two figurines of your color that match your Little Soldier cards, and place them on their corresponding card.
Example of the Yellow player's HQ: Chest, General, Infantry and Sniper.
Put any unused components back into the game box. You won't be needing them this time.
Card Anatomy
General card (front): Type (General), Name, and the General's Action. The General's action is Giving an Order: Play 1 Order token on one of your Little Soldiers currently in play.
Little Soldier card (front): Toughness (shown next to the heart), Defense (shown inside the shield), Type (Little Soldier), Rank (the chevron), Figurine, Name, Special Action, and Actions (Attack and Move). The Defense and Toughness values of each individual Little Soldier are printed on its card and are not reproduced in this transcription.
4. First Player
Flip the sheriff's star token to determine who will be the first player. The first player takes the first player token (the star token) and places it on their General.
How to Play
The battle can now begin! You'll be brawling and giving it all you've got, but remember that you're all made from the same plastic, and when it's all over, you'll be back in the same toy box. So there's no need to argue over a tiny bit of a figurine's base going over the end of a cord, or if someone moves a piece of scenery by accident.
Aim of the Game
A player wins if one of the following conditions is met:
- The Flag counter reaches their Victory zone on the Battle Track before the end of the 3rd round.
OR
- They have the advantage on the Battle Track at the end of the 3rd round.
The Round
Each round is played in two phases:
- Round Preparation
- Player Turns
Round Preparation
1. Deploy Your Little Soldiers
The step is only carried out if a player has at least one Little Soldier figurine in their HQ. This will always be the case at the start of the first round.
Shuffle the 8 Block tokens numbered from 1 to 4, keeping their numbers hidden, and make a pile in the Reserve.
Starting with the First player, flip over one of the Block tokens to reveal its number. Then, place a figurine from your HQ into the Play Zone, at green distance from the Deployment token of that same number. The green distance is equivalent to 1 Move token. You can place the figurine anywhere you like, as long as it remains in contact with the token.
The second player does the same, then back to the first player, until all of your Little Soldiers from your HQ have been placed into the Play Zone.
Example: Green draws Deployment tokens 2 and 4, and Yellow draws 3 and 4.
As a result, you may end up face to face with an enemy right from the start, so make sure you're ready!
Once all of your Little Soldiers have been deployed, shuffle the Block tokens into a pile, numbers hidden, and put them back into the Reserve for the next round, in case a Little Soldier needs to be redeployed into play.
2. Take Your Order Tokens
Each player takes the following elements and places them onto their General:
A. 1 Order token from their Chest lid.
Note: For the first round, this is the only token you will get. The Order tokens detailed in B and C will only potentially become available from round 2.
B. 1 Order token from each of their Little Soldiers in play. If a Little Soldier has more than 1 Order token on them, you only take 1, leaving the others in play.
C. All of the Order tokens from the Bottom of their Chest.
Be careful not to confuse the Lid and Bottom of your Chest! The Lid will have tokens on it as soon as play starts, but the Bottom of your Chest will only contain tokens if one of your Little Soldiers gets broken.
By now, you'll have realized that you only get one Order token for the first round, so it will be a quick one!
When you take the third and final Order token from your Chest lid, it means that the third and final round of the game is about to begin. You'd better get moving!
3. Return the Star
The first player returns the first player token to the Reserve, and begins the first turn of the round.
The Turn
Each player plays their turn, starting with the first player. On your turn, follow the steps below:
- MOVE
- ORDER
- END OF TURN
1. Move
Choose one of your Little Soldiers in play and make a yellow Move.
To move a Little Soldier, follow these steps:
- Use the yellow cord and place one end of it in contact with the figurine's base.
- Move the other end of the cord in the desired direction (you can bend it any way you like, as long as one end stays in contact with the base of the figurine). Neither the cord nor the figurine are allowed to leave the Play Zone at any time during a Move action.
- You can then place your figurine anywhere along the cord.
Note: You don't have to move the entire length of the cord if you don't want to. You can even decide to not move at all!
Note: You must move around any scenery elements.
Example: The Green player moves their Infantry behind a piece of scenery. To do so, they don't need to use the entire length of the cord, stopping halfway.
Movement is vital on the battlefield, allowing you to hide or attack an opponent by surprise.
2. Order
Choose one of your Little Soldiers in play and place 1 Order token from your General next to their figurine. Then, choose 1 of the Actions on their card:
- ATTACK
- MOVE
- SPECIAL ACTION
Even if you have several Order tokens on your General, you can only play one token during this phase.
Warning: This phase of the turn is mandatory. You may only skip this phase if you have no more Order tokens on your General.
Attack Action
To attack an opponent's Little Soldier, follow these steps:
- Declare a valid target and point it out to your opponent.
Valid Targets: A figurine is considered to be a valid target if their entire head is visible from the position of the attacking figurine. In other words, if you can draw an imaginary line between your figurine's head and the head of the figurine you want to attack without any scenery getting in the way, then the target is valid.
There is no maximum distance for the Attack action in Little Soldiers. You can Attack an opponent from anywhere in the Play Zone.
- Roll the 5 Attack dice: Roll the 5 Attack dice a first time.
- You are allowed to reroll all or some of the dice once to optimize your result.
- If your figurine is within red Range of your target, you are allowed to reroll the dice of your choice one additional time (this includes dice you chose to keep on your first reroll).
Range: The notion of Range allows you to determine how far you can reach with an attack or another game effect. Any time the game asks you to check Range, take the corresponding cord (the yellow cord or the red cord). Stretch the cord from the figurine's base to check which game elements or figurines are within range in a straight line, ignoring any scenery (as the crow flies). A Little Soldier is considered within range if any part of its figurine is inside the cord's radius.
Example: The Yellow Sniper is within red range of the Green Grenadier. As a result, the Grenadier has an additional reroll, giving them a total of 3 rolls for their Attack against the Sniper. The Yellow Infantry is too far away. The Grenadier would only have 2 rolls against them.
- Resolve the Attack: once you have completed any desired rerolls, apply the results obtained on the dice. Follow the symbols below:
Damaging your opponent
- If the number of hits is lower than or equal to the target's defense value: nothing happens. The attack misses.
- If the number of hits is higher than the target's defense value, you reduce their Toughness: place one Heart token onto the target's card for each hit above their defense value.
Defense: Each figurine has a base defense, shown in the top left-hand corner of their card (inside the shield symbol). A figurine's defense is equal to their base defense, minus 1 for each Shield token on their card. There is no limit to the number of Shield tokens that a figurine can have, but its defense can never be below 0.
Example: The Green player obtained 4 hits on their roll. The Yellow Sniper's defense is 3, so the Green Grenadier inflicts 1 damage on the Yellow Sniper. The Yellow player adds 1 Heart token from the Reserve to their Sniper's card.
Broken Little Soldiers
If the number of Heart tokens on a Little Soldier's card is equal or higher than their Toughness, then they are broken. If one of your Little Soldiers gets broken, apply the following effects:
- Remove their figurine from the Play Zone, placing it back onto its card in your HQ.
- Place all of the Order tokens which were on the figurine into the Bottom of your Chest.
- Any other tokens that were placed onto that figurine's card (Shield tokens and Heart tokens, for example) are put back into the Reserve.
- Move the Flag counter one space toward your opponent's Victory zone.
Wipeout: If the Little Soldier that was broken was the last one of your color left in the Play Zone, move the Flag counter one additional space and end the round immediately.
Note: A broken Little Soldier is out of play and cannot be targeted.
Be careful, breaking your own Little Soldiers (oops, grenade), also gets your opponent closer to victory!
Special Ability
For each lightning, [redacted in the printed book].
Stop that! This section of the rules is Top Secret. You are not authorized to use special attacks yet. For now, treat any lightning you roll as if they were blank results.
Note: In the printed book, the rest of the Special Ability passage is covered by black redaction bars over filler text, so it is not transcribed here.
The Special Ability rules are set out in the "Super Soldier" Module in the Module Book below, which states that lightning results can now be applied.
Move Action
Move your Little Soldier as described on page 6.
Note: This Order can allow you to move the same Little Soldier you chose during the Move phase a second time. Or a different one if you wish. It's up to you.
Special Action
Perform your Little Soldier's special action as shown on their card. This action must be performed in its entirety, if possible. See the Little Soldier's card for more details.
Each Little Soldier has their own specialty on the battlefield.
Infantry: Scout
Scout: Take 2 Shield tokens from the Reserve and place them onto the card of one or more of your opponent's Little Soldiers. They do not need to be valid targets. These tokens reduce your opponent's defense!
Sniper: Risky Shot
Risky shot: Make an Attack on a valid target and add the Sniper die to the 5 Attack dice. This die adds results to your roll, but not all of them are good! The Sniper die can be rerolled in the same way as the other Attack dice, but can never be modified by other game effects.
During the Resolve the Attack phase, apply the effects of the dice faces as follows:
- Shield face: The Sniper adds 2 Shield tokens to their card.
- Heart face: The Sniper adds 1 Heart token to their card.
Operator: Mortar Shot
Mortar shot: Take the catapult from the Reserve and place it on the edge of the Play Zone closest to the Operator. You can position it in any direction you wish. Place the Mortar token on it, then activate the catapult to launch it onto the battlefield. All figurines within range – both allies and enemies – must take Heart tokens. The number of Heart tokens is shown on the Mortar token, depending on the side it landed on.
Grenadier: Throw a Grenade
Throw a Grenade: Place a green Move token in contact with the Grenadier figurine. Place the Grenade die on it. Then, with a flicking motion, roll the die towards your targets. The die must roll! All figurines, allied or enemy, within yellow range of the die suffer an attack of the value you rolled (3, 5 or 7). If the die result is the explosion face, only the Grenadier is hit by an attack of value 7, no matter where they are on the battlefield in relation to the die.
IMPORTANT: When attacking with Grenades or Mortars, you do not need to choose a valid target. This makes them particularly powerful weapons!
Don't tell the other generals, but I allow each player to make 1 practice shot for Grenades and Mortars per game. To make a practice shot, simply declare that it's just for practice, then ignore the results.
End of the Turn
Check the following conditions in the order shown, and resolve them if necessary.
- Did the Flag counter reach a Victory zone on the Battle Track? One of you has won! Go to the End of the Game phase.
- Are there no Order tokens left on the Generals or the players' Chest lids? That means you've finished the 3rd round. Go to End of the Game.
- Are there no Order tokens left on the Generals, but the players still have one or more of them on their Chest lids? Then the round is over, but not the game! Go to Round Preparation (page 5).
- Do you or your opponent still have Order tokens on your General? Then the round isn't over: it's your opponent's turn. If your opponent still has Order tokens and you do not, you continue to play your turns, but you only play the 1 Move and 3 End of Turn phases, skipping the 2 Order phase.
Token: If you are the first player to have spent all of your Order tokens this round, take the first player token from the Reserve. You will be first player for the next round.
Even if you have run out of Order tokens, be sure to use your Moves to hide from your opponent. Reinforcements will arrive when the next round begins!
End of the Game
Check the following victory conditions, in the order shown, until one of them is met by a player. That player is the winner!
- The Flag counter is on your Victory zone on the Battle Track.
- You have the advantage on the Battle Track at the end of the 3rd round (meaning the Flag counter is on your side of the Battle Track).
- If the Flag counter is on the middle starting space, then the player with the fewest Little Soldiers still in play wins the game! (Yes, the fewest.) In the case of a draw, the player with the least Heart tokens on their Little Soldiers' cards wins. If the draw persists, the players share the win.
The winner is promoted to General of the Toy Box!
Now that you have mastered the basic rules of Little Soldiers, you can continue your training by reading the Module Book. You can also continue to practice these basic rules by playing more games and switching up your Little Soldiers and scenery, or discover a whole new way to play with the Mission book!
Components
To start playing, take all of the game components shown below from the box:
- This Bootcamp Book (x1)
- Flag counter (x1)
- Little Soldier figurines (x10: 5 Green, 5 Yellow)
- The large cards: Generals (x4), Little Soldiers (x10), Gaming aids (x4)
- The small cards: Chests (x4), Battle Track (x2)
- The dice: Attack dice (x5), Sniper die (x1), Grenade die (x1)
- The green punchboard sheets: Mortar token (x1), Deployment tokens (x4), Numbered Block tokens (x8), Move tokens (x2), Order tokens (x6: 3 Green, 3 Yellow), First player token (x1), Heart tokens (x20), Shield tokens (x11)
- Cords (x3: yellow and red)
- Catapult spoon (x1)
All other components should be left in the box until you are ready to learn the advanced rules from the Module Book.
Module Book
It's time for the big leagues! This book allows you to add extra rules to the game and make changes to the battlefield. You'll find 6 rules modules to spice up your battles.
Warning! Do not read this book until you have read the Bootcamp Book, which will teach you the basic rules of Little Soldiers.
Each module in this book adds even more fun and strategy to the game by changing the basic rules from the Bootcamp Book. You can choose to play with one or several modules at once! This book only covers rules which have been added or modified. The third book contains Missions for the game, some of which require certain Modules from this book to be played.
Modules Overview
- "Super Soldier" Module (page 3): Turbo charge your Little Soldiers with new abilities.
- "2 Against 2" Module (page 4): Sometimes, it takes two. Team up with another General and face off against an opposing team of two players.
- "Levels" Module (page 6): Climb up onto the Play Zone scenery to get the strategic advantage of high ground over your opponent's Little Soldiers!
- "Objects" Module (page 8): Turn something as simple as a glass into a deadly trap. Add different effects to scenery elements and activate them to surprise your foes!
- "Reinforcements" Module (page 11): Add more Little Soldiers to your squads for even more epic battles.
- "Advanced Tactics" Module (page 12): Add Tactics cards to your games to make them even more spectacular.
"Super Soldier" Module
Your Little Soldiers are moving up through the ranks! You can now use them to their full potential.
Setup
After preparing your HQ area, flip over all your large Little Soldier cards to their Rank side (the double chevron side).
Special Rules
Add the following rules to your game.
Attack
You can now apply the lightning results obtained on the dice during phase 3 Resolve the Attack.
Special Ability: Activate your attacking Little Soldier's Special Ability as many times as the total number of lightning you rolled allows. You can activate the Special Ability several times if you rolled enough lightning symbols.
If you did not obtain enough lightning symbols to activate a Special Ability, then nothing happens.
Move
For each Move a Little Soldier makes, you can remove 1 Shield token from their card, placing it back into the Reserve.
Little Soldier Abilities
Infantry
Infantry can make a Move after their Attack for each lightning rolled.
Sniper
For each lightning, you can place 1 Shield token from the Reserve onto your target's card after your Attack.
Operator
For each lightning, you can move 1 Shield token from one of your Little Soldiers' cards onto the card of any other Little Soldier (including your opponent's).
Grenadier
For each lightning, you can choose an additional valid target and apply the hit results of your Attack to that target as well. This allows you to Attack several opponents at once!
"2 Against 2" Module
This time, you're going to need some help! Yes, you heard that right: for this battle, each team will have 2 Generals. So you're going to have to learn how to share authority! Use everything you've learned so far to fight 2 against 2.
What if there are 3 players? One of you will have to play 2 Generals!
Extra Components
- Order tokens (x6: 3 green, 3 yellow)
Add these components to play with this module.
Setup
Prepare the HQ area as described on page 4 of the Bootcamp Book while applying the following changes:
A. Separate the players into 2 teams (green or yellow) by picking randomly.
B. Each player takes 1 large General card of their team's color, as well as their Chest. Place each General's HQ around the Play Zone, alternating between team colors.
C. Each player takes 1 Infantry and 1 other different Little Soldier (you cannot have 2 Infantry in your squad).
Special Rules
Add the following rules to your game.
Turn Order
Starting with the first player, then moving clockwise around the table, each player plays their turn.
If you say something out loud, make sure all the players can hear you. Whispering among teammates is not allowed.
If you are playing this module with 3 players, the player who is playing alone must move to sit in front of the HQ of the General they are currently playing, leaving the elements of their other General's HQ in place.
"Levels" Module
Attention! Scenery inspection! It had all better be good and steady, so that you can stand on it without falling off. In this module, you'll learn that height is your best advantage!
Extra Components
- Level 1 tokens (x2)
Setup
Set up your scenery as described on pages 2 and 3 of the Bootcamp Book, while adding the following steps:
A. The scenery elements in the hatched zones should have flat tops, and be large enough for several figurines to stand on them without falling off.
B. Place 1 Level 1 token on a scenery element in each of the hatched zones as shown.
Your Little Soldiers can now climb up onto any scenery elements with a Level token during the game, gaining a strategic advantage from their elevated position.
Special Rules
Add the following rules to your game.
Climbing Up a Level
- During a Move, if the cord touches a piece of scenery with a Level token on it, then your Little Soldier can climb up onto it. Place your figurine onto the piece of scenery, as close as possible to the spot where the cord touched it. Their Move then immediately ends.
- There is no limit to the number of Little Soldiers who can occupy a piece of scenery, as long as they can fit onto it.
Example: The yellow player moves their Operator with the cord. As the cord is touching a piece of scenery, they can climb onto it. They end their Move immediately, placing their figurine onto the area closest to the cord's point of contact.
Climbing Down a Level
- During a Move on a piece of scenery with a Level token, if the cord touches the edge of that scenery element then your Little Soldier can climb down from it. Place your figurine at the base of the piece of scenery, as close as possible to the spot where the cord touched the edge. Their Move then immediately ends.
Example: The yellow player moves their Operator with the cord. As the cord is touching the edge of the piece of scenery, they can climb down from it. They end their Move immediately, placing their figurine as close as possible to the scenery element.
Height Advantage
- If your Little Soldier is attacking from a Level higher than that of their target, then you gain an additional reroll.
- The Play Zone is considered to be Level 0.
All of the other rules remain the same.
Free Mode
Use as many Level tokens as you like. Place Level 2 tokens on scenery elements which are higher than those of Level 1. You can also choose to use scenery elements with two Levels (by placing Level 2 on top of Level 1).
"Objects" Module
There is such a thing as being too tidy. After all, a mug, a pen or a pack of cookies already make great scenery, and if you can also teleport between them, so much the better!
Extra Components
- Teleporter Object tokens (x3)
Setup
Set up your scenery as described on pages 2 and 3 of the Bootcamp Book, while adding the following step:
A. Place the Object tokens of your choice into the Play Zone. The example here shows the addition of 3 Teleporters. If you are playing with the Objects Module for the first time, we recommend using only these 3 tokens.
- These tokens can be placed directly onto the Play Zone, or onto scenery elements (a soda can, an eraser, a cell phone, etc.).
- If a token is placed onto a piece of scenery, then that entire object (the soda can, the eraser, the cell phone, etc.) is considered to have the properties of that token.
Special Rules
Add the following rules to your game.
Activating an Object
If your Little Soldier is in contact with an Object at the end of a Move – which in the case of example below is a Teleporter – then you can choose to activate that object's special power.
If an opponent's Little Soldier is also in contact with that Object, then you cannot use it.
Teleporter
When you activate a Teleporter, you can place your Little Soldier in contact with any other Teleporter in play (even if one of your opponent's Little Soldiers is in contact with your destination Teleporter). This immediately ends your Move.
Example: A. During their Move, the green player's Infantry makes contact with a Teleporter token on the table and activates it. B. Bam! They get teleported to a cell phone with a Teleporter token on it.
Grenades and Mortars: If a Grenade die or a Mortar token comes into contact with a Teleporter, then the player can choose to teleport them just before they explode, in exactly the same way as a Little Soldier.
Apply the rules as normal. All other game rules remain the same.
Radar
When you activate a Radar, you can place up to two Shield tokens onto your opponent's Little Soldiers, no matter where they are in the Play Zone (just like the Infantry's Special Ability).
Transmogrifier
When you activate a Transmogrifier, you can switch the positions of any 2 Little Soldiers (along with their Order tokens) in play, no matter which player they belong to.
Example: A. During their Move, the green player's Infantry touches a Transmogrifier token and activates it. B. Zap! Their Grenadier swaps places with the yellow Sniper. Surprise! The Sniper is now vulnerable to attack.
Before swapping the figurines, you can use the Move tokens to mark their exact placement.
Marshmallow
When you activate a Marshmallow, make a Move in a straight line as far as possible. You must move as far as the fully-stretched cord will allow. You can move over any other objects or scenery, and you can also end your Move on a higher Level than the one you started from (see the "Levels" Module on page 6).
Example: A. During their Move, the green player's Infantry touches a Marshmallow token and activates it. B. Boing! They make a Move in a straight line, which allows them to jump over a piece of scenery!
Switch
During setup, place the tokens onto their switch side.
When you activate a Switch, flip its token over to the other side.
Who turned out the light? For each switch visible in the Play Zone, all players have 1 less reroll when Attacking.
"Reinforcements" Module
It's time to get all the Little Soldiers out of the box, we're going to need reinforcements. No need to worry about which toys to pick – this is a battle everyone can join!
You cannot use the "Reinforcements" Module at the same time as the "2 Against 2" Module.
Extra Components
- Order tokens (x6: 3 green, 3 yellow)
- -2 Heart tokens (x6)
- Heart tokens (x4)
Setup
Prepare the HQ area as described on page 4 of the Bootcamp Book.
Each team can also add an equal number of additional Little Soldiers to their starting 2. For each additional Little Soldier:
A. Place that Little Soldier's card and figurine in your HQ.
B. Add 1 Order token of your color directly onto your General (you still start the game with 3 Order tokens on your Chest lid).
Note: Any unused Order tokens are put back into the box.
Example: If you are playing with 3 Little Soldiers, you'll start with 1 Order token directly on your General. If you are playing with 5 Little Soldiers, you'll have a total of 6 Order tokens, 3 of which will already be on your General. On your first turn, after taking 1 Order token from your Chest, you'll have 4 Order tokens for this Round.
Just imagine what you could do with 2 boxes of Little Soldiers...
"Advanced Tactics" Module
Playtime's over. This is where you'll learn to play with the Tactics cards. They'll allow you to cheat disrupt the rules and catch your opponents by surprise!
The "Advanced Tactics" Module must be played with the "Super Soldier" Module (see page 3).
Extra Components
- Tactics cards (x50)
- Crate tokens (x4)
- Bonus Order tokens (x3)
Setup
Set up your scenery and other elements as described on page 3 of the Bootcamp Book, while adding the following steps:
A. Place the 4 Deployment tokens into the Play Zone, with their team color side up (2 green and 2 yellow).
B. Place the 4 Crate tokens into the Play Zone as shown in the example (these tokens have different colors on the front and back).
Keep an eye on where the Crates of your color are! They will allow you to draw valuable Tactics cards.
C. Place the extra components that will be used by both players into the Reserve:
- The 3 Bonus Order tokens;
- The pack of Tactics cards.
D. Each player takes the 3 Tactics cards shown on the back of their General's card. These Tactics cards can be easily identified by the icons in their bottom right-hand corner, which match that of your General. These are your starting Tactics cards. Shuffle the remaining cards into a pile and place them face down in the Reserve.
Example: General Dinosaur always starts the game with the cards Trigger Happy, Strategic Retreat and Camouflage, which can be identified by their General icon.
Modified Rules
Deploy Your Little Soldiers
It's time to get strategic!
Starting with the first player, then in order of turn, each player places one of their Little Soldier figurines from their HQ into the Play Zone at green Move distance from either:
- a Deployment token of your color
or
- from one of your other Little Soldiers in play.
You can create a chain of Little Soldiers to gain ground on the battlefield! However, if you are also playing with the "Levels" Module, you cannot place any Little Soldiers above Level 0 during Deployment.
Continue in this manner until all of the Little Soldiers from your HQs have been deployed into the Play Zone.
Example: The green player has deployed their Little Soldiers into different zones, whereas the yellow player has made a chain to gain more ground!
Special Rules
Add the following rules to your game.
Playing Tactics Cards
Tactics cards can have devastating effects on the battlefield, especially if played at just the right moment.
At any time during your turn, you can play a General Tactics card or a Soldier Tactics card. You can also play Reaction cards during an opponent's turn. But watch out: you can only play 3 cards per turn.
Follow the steps below when playing a Tactics card from your hand:
1. Choose a Character (either your General or a Little Soldier, depending on the card)
- To play a General Tactics card, there must be at least as many Order tokens on your General's card as the number shown in the top left-hand corner of the Tactics card.
- To play a Soldier Tactics card, choose one of your Little Soldiers in play. There must be at least as many Order tokens on them as the number shown in the top left-hand corner of the Tactics card.
These Order tokens are not spent when you use the card. They do not represent a cost, just a condition to be met before it can be used.
Example: The green player has the Tactics cards Marathon Man (2 Order tokens), Trigger Happy (2 Order tokens) and Warmonger (3 Order tokens). As their Infantry has 2 tokens on them, they can play their Marathon Man card on them. However, they do not have enough tokens to play their Warmonger card. They could also choose to play Marathon Man and Trigger Happy (2 Order tokens) one after the other, as both cards only require 2 Order tokens.
The Bonus Order tokens which you can gain by playing the General's Orders card – work in the same way as regular Order tokens. However, they are removed from all Little Soldiers at the end of the Round and placed back into the Reserve.
The Fighting Fit card, which does not have any Order token icons on it, can be played onto any Little Soldier, even if they don't have any Order tokens on them.
2. Apply the Card's Effects
Read the text out loud and apply the effects as fully as possible. If a card's effect goes against a rule, the card has priority over the game rules.
3. Place the Card into Your HQ
Place the card you just played face up in your HQ. You cannot have more than 3 played Tactics cards in your HQ at any time.
There is no limit to the number of Tactics cards you can have in your hand.
Tactic Cards – Reactions: These cards are played differently from Soldier Tactics cards and General Tactics cards. They can only be played during an opponent's turn, at the precise time indicated by the text, as a reaction to their actions and choices. However, Reaction cards still count towards your 3 card limit for your next turn. They are placed into your HQ and won't be discarded until the end of your next turn.
Be sure to replenish your cards by looking for Crates of your color on the battlefield.
Note: Certain cards specify that their effect can be used on Ally Little Soldiers.
Reaction Tactics cards can be played as normal during either of your opponents' turns, even if their action is targeting your teammate's Little Soldiers and not your own.
4. End of the Turn
At the end of your turn, and only at that time, discard all of your played cards from your HQ. As soon as your opponent starts their turn, you can once again play up to 3 cards.
Tactics cards with 4 players
When using the "2 Against 2" Module, you can only play Tactics cards onto your own General or Little Soldiers, not those of your Ally. Each General has their own hand of cards, and exchanging or giving cards is not allowed.
Move
During a Move action, you can now activate a Crate:
Activating a Crate: If your either figurine's base or the cord touches or moves through one Crate during a Move action, complete the following steps in order:
- Complete your Move action.
- Flip over the Crate token (so that it is now your opponent's color).
- Draw 2 Tactics cards and add them to your hand. If there are no cards left, shuffle the discard pile to form a new deck.
If an opponent's figurine is in contact with a Crate token of your color, then you cannot activate that Crate.
You can choose to stay in contact with enemy Crates to prevent your opponent from drawing cards. Bwahahaha!
"The Ultimate Battlefield"
Now that you know all of the extra rules, why not have some fun and make your own Ultimate Battlefield using all of the Modules at once? Here is an example of what you can do by combining the "Levels", "Objects", "Super Soldiers", "Reinforcements" and "Advanced Tactics" Modules.
What will you do on your turn? Climb up onto a carton of milk to get some height, or throw a grenade into a teleporter phone? Or perhaps you plan on Attacking to get as many lightning as possible, then play all your Tactics cards? The possibilities are endless...
Mission Book
Looking for more? Discover a whole new side of the game with 3 exciting missions! These scenarios follow the basic rules explained in the Bootcamp Book. This book only covers rules which have been added or modified.
Warning! Do not read this book until you have read the Bootcamp Book, which will teach you the basic rules of Little Soldiers.
Missions Overview
- "King of the Hill" Mission (page 2): Hold your ground on the hill for the longest to get the most candy and take control of the table! 2-4 players, 30 minutes.
- "Battle Royale" Mission (page 5): Be the last Little Soldier standing to win this epic battle! 2-6 players, 15 minutes.
- "A New Threat" and "Another New Threat" Missions (pages 8 and 14): Join forces to defeat strange, scary threats together. 1-4 players, 30 minutes.
"King of the Hill" Mission
It's every man for himself! Climb the hill and hold your position for as long as you can to get the most candy.
Extra Components
- Candy tokens (x11)
- Level tokens (x6)
Required and Optional Modules
- Required Module: "Levels" (page 6)
- Optional Modules: "Super Soldiers" (page 3), "Objects" (page 8) and "Advanced Tactics" (page 12)
Aim of the Game
In "King of the Hill", the player with the most Candy at the end of the game wins.
Setup
Setup example for 2 players.
Set up the game as described on pages 2–4 of the Bootcamp Book, with the following changes:
A. The 2 scenery elements in the hatched zones must be flat and wide enough for several Little Soldiers to stand on. They should also be of different sizes: place the smallest on top of the largest.
B. Place 1 Level 1 token on the lower scenery element and 1 Level 2 token on the higher scenery element. Place the Flag counter in the center of the Level 2 scenery element.
C. Add the Candy tokens to the Reserve, depending on the number of players: 7 with 2 players, 11 with 3 and 4 players.
D. Leave the Battle Track cards in the box.
E. Each player sets up their HQ with 1 Infantry only and 1 other Little Soldier of their choice. Place a Level 1 token on your Infantry's card.
F. Place all of your 3 Order tokens directly onto your General's card.
Example of the yellow player's HQ.
Mission Rules
Only Little Soldiers with a Level token on their card can climb up to Levels 1 and 2.
When one of your Little Soldiers with a Level token gets broken, you can transfer their Level token to one of your other Little Soldiers still in play. This is the only time a Level token can be moved to a different Little Soldier.
Example: The green Infantry is broken. Their Level token is transferred to the Grenadier.
Example: The yellow Operator has the Level token, so they can climb up onto the scenery. They'll win a Candy token at the end of the round... if they last that long!
Modified Rules
End of Turn
- Do you or one of your opponents still have Order tokens on your General? Then the round isn't over, but the current turn is. It's now the next player's turn.
- Have players run out of Order tokens on their General cards? Then the round ends. Move on to the Candy Distribution phase.
Candy Distribution
- Each Little Soldier currently occupying Level 2 gains 2 Candy tokens for their General.
- Each Little Soldier currently occupying Level 1 gains 1 Candy token for their General.
These tokens are placed onto your General's card.
If there aren't enough Candy tokens left in the Reserve for everyone, Little Soldiers on Level 2 get priority. If there aren't enough for all of the Little Soldiers occupying the same Level, then the toughest Little Soldiers (the ones with the most Heart tokens left) get priority. In the case of a draw, if all of the Little Soldiers of equal Toughness could not get the Candy tokens they should have, then no Candy tokens are distributed at all, even on lower Levels.
If no Candy tokens are distributed, remove 1 Candy token from the Reserve, and discard it into the game box.
Once Candy Distribution is complete, check the conditions below:
- Are there no Candy tokens left in the Reserve? Move on to the End of the Game phase below.
- Are there still Candy tokens left in the Reserve? Start a new Preparing the Round phase.
During the 2 Take Your Order Tokens phase (page 6 of the Bootcamp Book), do not take any Order tokens from your Chest lid (as there won't be any).
End of the Game
When there are no Candy tokens left in the Reserve, the game immediately ends. The player (or players) with the most Candy tokens is the winner!
They are promoted to the rank of King of the Hill!
"Battle Royale" Mission
There can only be one! Take on all of your opponents at once and dodge catapult shots to be the last Little Soldier standing!
Extra Components
- Supplies tokens (x3)
- Order tokens (depending on player color)
- Numbered Block tokens (x number of players)
Required and Optional Modules
- Required Module: "Super Soldiers" (page 3)
- Optional Modules: "Levels" (page 6) and "Objects" (page 8)
Aim of the Game
In "Battle Royale", you win if your Little Soldier is the only one still in play at the end of a round, or by breaking the last Little Soldier in play.
Setup
Setup example for 5 players.
A. Set up the scenery as shown in the example, then place the 3 Supplies tokens.
B. Add as many Numbered Block tokens to the Reserve as there are players. For example, if there are 5 players, take 5 Numbered Block tokens (numbers 1 to 5). Any unused tokens are left in the box.
C. Each player sets up their HQ in the following way: Take 1 large Little Soldier card (green or yellow), and place it in front of you on its Rank side. Place the corresponding figurine and 1 Order token of its color just above it.
Mission Rules
There are no sides here! Every other Little Soldier on the battlefield is your opponent. Play with all of the rules from the Bootcamp Book and any chosen Modules, while adding the following rules:
Deploy Your Little Soldiers
Shuffle the Numbered Block tokens into a face-down pile. All players then draw 1 token from the pile. Starting with the player who drew the 1 token, then taking turns in ascending order, reveal your token and place your Little Soldier figurine from your HQ into the Play Zone using a Parachute Deployment.
Parachute Deployment
Take the catapult and place it on any edge of the Play Zone. You can turn it in any direction. Place the green Move token onto it, then activate the catapult to fire it onto the battlefield. Place the figurine in contact with the green Move token. Take back the Move token and continue until all players' Little Soldiers have been placed into the Play Zone.
The Round
Each round contains two phases:
- Preparing the Round
- Player Turns
Preparing the Round
Note: The 3 Return the Star phase does not exist for this mission.
1. Deploy Your Little Soldiers: This step is only required for the first round, as explained above.
2. Take Your Order Tokens: From the second round onwards, each player whose Little Soldier has not yet been broken takes the Order token from their figurine. Place this token back onto your Little Soldier's card.
For this mission, you only have one Order token per turn, so make it count!
3. Deal the Numbered Block Tokens: Shuffle the Numbered Block tokens into a face-down pile. Each player, including those whose Little Soldier is broken, takes 1 token from the pile, without revealing it to the other players.
Player Turns
Each player plays their turn, starting with the player who drew the 1 token, then in ascending order. On your turn, reveal your Numbered Block token and complete the following steps as normal:
- Move
- Order
- End of Turn
Activating Supplies: If during a Move, either the cord or your figurine's base touches one or more Supplies tokens, you must do the following in order:
- Finish moving your figurine.
- If you have not yet done so, flip your Little Soldier's card over to its Rank side to unlock their abilities (see the "Super Soldiers" Module on page 3 of the Module book). Any Shield or Heart tokens that were on the card before it was flipped are discarded back into the Reserve.
If an opponent's figurine is in contact with the Supplies token, you cannot activate it.
Activating a Supplies token is a great way to patch up a damaged Little Soldier by removing all of their Shield and Heart tokens at a critical moment. However, you can only do it once per game!
Broken Little Soldiers: If your Little Soldier gets broken, they leave the game permanently! Apply the following effects immediately:
- Remove your figurine from the Play Zone, along with its Order token. Place them on your card in your HQ.
- Place any other tokens from the Little Soldier's card (such as Shield and Heart tokens) back into the Reserve.
So what? Don't worry, you're not out of the game... In fact, you might even still win!
From now on, if your Little Soldier is no longer in play on your turn, do not carry out the 3 usual steps. Instead, perform the following action:
Mortar Shot: Fire a Mortar Shot from your HQ following the rules explained on page 10 of the Bootcamp Book (in the Operator's insert).
Once you have done so, your turn ends.
End of the Turn and End of the Game
Check the following victory conditions in order, until you reach one of them:
- Is there only one Little Soldier left standing? That player is the winner.
- Are there no Little Soldiers left in play? The player who just played their turn is the winner!
That player is promoted to General of the Toy Box!
If neither of the victory conditions were reached, then it's the next player's turn. If all remaining players have already played their turns, start a new round.
"A New Threat" Mission
3 strange new toys have just showed up in the playroom! We can't just let them take over. It's time to join forces to defeat this unknown threat.
Extra Components
- Bottom of the box (x1)
- Ouch tokens (x3)
Required and Optional Modules
- Required Module: At 1 player, "Reinforcements" (page 11)
- Optional Module: "Super Soldiers" (page 3)
Aim of the Game
Work together to eliminate each Threat before the end of the 3rd round.
Setup
A. Set up the scenery elements and 2 Deployment tokens as shown in the example.
B. Place the box bottom so that the side with the 3 toys (called Threats) is facing the Play Zone (the side with the details of each Threat's abilities should be facing the Threat Track).
C. Place the 2 Battle Track cards on their Threat Track side. Place the Flag counter on the starting space depending on the number of players (1-2, 3 or 4).
D. Place 3 Numbered Block tokens (from 1-3) face up in the Play Zone, each adjacent to a scenery element. For this scenario, they are called Force Field Switches. Note: these scenery elements must be large enough for a Little Soldier to take cover behind them.
E. Shuffle 4 Numbered Block tokens (from 1-4) and place them outside of the Play Zone, face down next to each other. For this scenario, they will be called Threat Actions.
F. Set up the players' HQs as explained in the Bootcamp Book. At 3 and 4 players, each player takes 1 Infantry and one other different Little Soldier type.
Example of the yellow player's HQ (at 3 players): Chest, General, Infantry and Grenadier.
Solo Mode: If you are playing by yourself, take any 4 Little Soldiers of your choice and apply the rules of the "Reinforcements" Module.
Threats
Image facing the Play Zone (labelled in the book: Threat 1, Threat 2, Threat 3, Targets, Force Field Switches).
Threat Profile
The Threat Profile is labelled in the book: Force Field Switches, Name, Special Ability, Defense, Toughness and Super Special Ability.
| Threat | Defense | Toughness |
|---|---|---|
| Pinky (Threat 1) | 2 | 4 |
| Howdy (Threat 2) | 2 | 5 |
| Bob (Threat 3) | 2 | 4 |
The Threat Profile card shown in the book reads: Special Ability, with 1 lightning: "Place 1 Shield token on all valid targets." Super Special Ability, with 3 lightning: "Place 2 Shield tokens on all Little Soldiers (whether they are valid targets or not)." The book does not show which Threat each card belongs to.
Modified Rules
Return the Star
The Star token is not used for this mission. Instead, before starting the 1 Deploy Your Little Soldiers phase, decide who will be the first player by talking amongst yourselves. Order of turn will then be played clockwise, starting with the first player.
Deploy Your Little Soldiers
Replace the Deploy Your Little Soldiers phase from the Bootcamp Book with this new version:
Deploy all of your Little Soldiers from your HQ at green Move distance from the Deployment token of your choice. You can deploy your Little Soldiers next to different tokens.
New Rules
Add the following rules to the ones described in the Bootcamp Book.
Preparing the Round
At the start of each round, you can decide together who will be the new first player.
Player Turn
Force Field
Each Threat is protected by a Force Field. You must switch it off before you can inflict any Heart tokens.
Switching Off a Force Field
Each Threat's Force Field has a number. These numbers correspond to the Switch numbers.
If during a Yellow Move, either the cord or your figurine's base touches or moves through a face-up Force Field Switch token, you must do the following in order:
- Finish moving your figurine.
- Flip the Force Field Switch token onto its brown side.
That Force Field is now deactivated.
Attacking a Threat
When Attacking, only Threats whose Force Field has been deactivated (the Switch token is face down) and whose Target is fully visible from your figurine's position can be declared valid targets.
Each Threat's Defense and Toughness values are indicated in their Profile (displayed on the sides of the box).
Whenever you need to place Shield or Heart tokens on a Threat, place them in front of that Threat's Profile, making sure that the Threat they belong to is clear.
Ouch Tokens
Example: The green Infantry uses their Special Action to place 1 Shield token on Threat 1 (Pinky), and 1 Shield token on Threat 3 (Bob).
A Threat is considered broken once they have as many Heart tokens as their Toughness value. Once a Threat is broken, they remain that way until the end of the game.
Place 1 Ouch token next to their Profile to indicate their current state. The Threat is now out of play.
You can no longer target them, or be targeted by them.
Grenades and Mortar Shots
Grenades and Mortar Shots affect Threats in the same way as they do Little Soldiers. Distance is measured from the Target of the illustration on the box. Active Force Fields also protect their corresponding Threats from Grenades and Mortar Shots.
Got it? When a Force Field gets deactivated, that's your cue to attack with everything you've got!
Unfortunately for you, the turn doesn't end here... At the end of each player's turn, the Threats will fight back! They will make scenery disappear and attack everyone in sight. Find out more on the next page. Good luck!
Threats' Turn
The Threats aren't just going to wait around. After each player's turn, they get their own turn. Before moving on to the End of the Turn phase, complete the steps below:
- Scenery Removal
- Threat Attack
1. Scenery Removal
Choose one Threat Action token at random and flip it face up (the Numbered Block tokens outside the Play Zone).
- If the number revealed is 1, 2 or 3, temporarily remove the scenery elements adjacent to that token (you can place Green Move tokens to remind you of their exact position when the time comes to put them back). These scenery elements no longer protect any Little Soldiers hiding behind them, who can become valid targets.
- If the number revealed is 4:
- Flip all of the Force Field Switches face up.
- Shuffle all of the Threat Action tokens face down, and leave them face down next to the Play Zone.
- Skip the Threat Attack phase.
"Super Soldiers" Module: If you are playing with the "Super Soldiers" Module, when you reveal the 4 token, remove all Shield tokens from each Threat. These tokens are placed back into the Reserve.
Example: During the Threats' turn, the yellow player flips over a Threat Action token, revealing the number 3. Oh no! Their Infantry who was safely hidden behind the 3 scenery loses their cover, and is now a valid target for the Threat!
2. Threat Attack
All unbroken Threats make a collective Attack Action with the following steps:
- All Little Soldiers who are valid targets for at least one of the unbroken Threats' Target symbol are affected by the Attack. Roll the 5 Attack dice.
- Reroll all of the dice without a Hit symbol once (and only once, no matter where the targets are).
- After rerolling the dice, apply all of the Hit results to each of the valid targets.
"Super Soldiers" Module: If you are playing with the "Super Soldiers" Module, do not reroll any Lightning results obtained when rolling the Attack dice for the Threat Attack.
- After applying the Hit results, apply the Lightning: for each Lightning rolled, each valid target takes a Shield token from the Reserve and places it onto their card.
- If you roll 3 or more Lightning, activate the Threat's Super Special Ability instead, as shown on their Profile.
End of the Turn
If an element of scenery was removed during the Threats' turn, place it back into its original position.
Then check the conditions below in the order shown, and resolve them if the condition is met:
- Did the Flag counter reach the Threat Victory space on the Threat Track? The Threats have beaten you! Go to End of the Game.
- Have both players run out of Order tokens on their General cards and Chest lids? Then you have just finished the 3rd round. Go to End of the Game.
- Have both players run out of Order tokens on their General cards, but you still have some left on your Chest lids? Then the round ends, but the game continues! Start a new Preparing the Round phase.
- Do you or your allies still have tokens on your General? Then the round isn't over: it's the next player's turn.
Broken Little Soldiers: Each time a Little Soldier gets broken, move the Flag counter one space toward the Threat Victory space on the Threat Track.
End of the Game
Check the following victory conditions in order, until you reach one of them:
- Did the Flag counter reach the Threat Victory space on the Threat Track? The Threats have beaten you! You lost the game.
- Is there still at least one unbroken Threat in play? The Threats have the advantage! You lost the game.
- Did you defeat all of the Threats? Great teamwork! You won!
Try to beat them again with the "Super Soldiers", or move on to the next Threat!
"Another New Threat" Mission
OCTOCUTIE is tired of staying in the toy box, and wants to come out and play!
Setup
A. Place 4 Numbered Block tokens (from 1–4) face up in the Play Zone, each adjacent to a scenery element. These scenery elements must be large enough for a Little Soldier to take cover behind them. For this scenario, they are called Force Field Switches.
Modified Rules
The rules are the same as for "A New Threat", with the following exceptions:
- The 3 parts of the Octopus (the Head and two Tentacles) each represent a separate Threat.
- The Force Field protecting the Octopus' Head is deactivated if both switches 2 and 4 are in the "switched off" position at the same time. Switches 1 and 3 each correspond to a Tentacle.
- During the Scenery Removal phase, Octocutie still Attacks even if the 4 is revealed.
Mission Report
Using the tables below, put a X next to the Threats you managed to beat!
Pinky, Howdy, Bob
| Mode | 1 player | 2 players | 3 players | 4 players |
|---|---|---|---|---|
| Easy Mode | ||||
| "Super Soldiers" Mode |
Octocutie
| Mode | 1 player | 2 players | 3 players | 4 players |
|---|---|---|---|---|
| Easy Mode | ||||
| "Super Soldiers" Mode |
If you manage to fill out both of these, you are automatically named High General of the Toys!
Symbol Key
The book's symbols are listed below by name (the icons themselves are not reproduced).
- Flag counter, Attack die, Sniper die, Grenade die, Mortar token, Numbered Block token, Deployment token, Move token, Order token, Star token, Heart token, Shield token, Green Move, Yellow Move, Red Move
- General card, Little Soldier card, New Recruit rank, "Super Soldiers" rank, Defense, Toughness, Hit, Lightning, Boom!, Level 1 token, Level 2 token
- Teleporter Object token, Radar Object token, Transmogrifier Object token, Marshmallow Object token, Switch Object token, Candy token, Bonus Order token, Crate token, Supplies token, Tactics card, Reaction, Ouch token, Target