MINIATURES

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general miniature game play rules

A system of rules which you may use for tactical game play with 25 to 28 mm miniatures where each figure represents one person or creature.

    GRIT is a system of rules designed for tactical game play with 25 — 28 mm miniatures where each figure represents one person or creature. The rules can be used for scenarios where each player employs a single miniature, a tactical squad, or battle groups with reinforcements. Distances are presented in the form of inches with the scale 1" 2.5 cm on a table-top or playing surface (if using Adventure Areas or other interior game play surface this is divided into 1" squares or hexes), equaling 5' 1.5 m — all measurements listed in feet are relative to scale of the miniatures. GRIT may be used for solitary play or for two or more players — a Game master (referee) is optional (employed for ‘double-blind’ games where players only place miniatures on the play area when they are in the Line of Sight of opposing figures).

    GRIT was developed in response to a demand for miniatures rules that balance fast setup and game play with unlimited Action alternatives and role-play style Characters that can develop their capabilities. GRIT Scenarios can encompass any genre or time period and make use of any style of miniature figure or terrain element. Victory Conditions, Scenario Complications, and level of realism and detail can be as simple or complex as desired.

    Players have the option of basing Characters on a template, an existing role-play Character, or generating an original Character with unique Stats. Characters can attempt any desired Action, and have the capacity to revive from unconsciousness, heal, and use any weapon or object.

   The game is turn-based. It may be divided into two phases: battle preparations and battle itself. During battle preparation phase, you compose your army, make map selection, place your camp and deploy your army. The second phase is the battle itself. Winning condition is to kill 4 out of 12 enemy elements. There are a couple exclusions from the rule, but they occur quite rarely.

   So how does the game play out? After setting up your armies and placing your camp, you are given a score. The high scorer goes first. During your bound (or your turn), you can move your units. You have only so many movement points to spend. You can advance, group, spin elements or align them any way you wish. If you have bowmen, and they are in range, you can attack.  You can have several games going at once, which can be a bit confusing, but it does keep the game tempo going while waiting for a reply from another gamer.

   Game play focuses on control and command, and while magic is used in the game it is limited. The game is designed to focus on the general's ability to command rather than just the armies ability to fight. Players say the game avoids a common criticism of the War games that battles are often decided based on army selection rather than the players' skill in battle.

   This is chess. Sure, the elements may be different, the rules may be not be as familiar, but the cerebral processes are every bit as intense. Instead of a manual with the game itself, players can access the manual online. You will find a variety of movement hints and tips, but the real challenge comes in playing the game.. Obviously, if you lack the patience to play a battle over a period of time, this is not the game for you. If you relish competing in tournaments and championship battles that play out over weeks, while meeting a variety of gamers from around the world, then this may be exactly the type of game that you will enjoy.

Though not rated, these games can be played by anyone.

Battlegrounds Tournament Room

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