Crestfall Skirmish Rules
Crestfall Skirmish Rules
Crestfall Skirmish Rules
Crestfall is a skirmish game designed for quick play and no book keeping. To play, choose up to 10 miniatures or models per side, set up
your table with as much terrain as you see fit (the more the better). Grab small tokens/coins to track moves and at least three
tokens/coins to track special abilities. Movement is governed by a popsicle stick, or 5 inches. Unlike other skirmish games you DO NOT
have to activate each model per turn. You can spend all your moves on one or two model if you wish. This allows for more versatility
and heroic actions by models.
Set Up Activation
Add terrain, such that no line of sight can reach the other side During a turn, a player can make up to as many “moves” as
of the table. Set up models along back edge of each opposing there are starting models on each side. For instance, if each side
side. Table should be roughly 2-3 feet by 2-3 feet. Highest 2d6 roll has 7 models, you can make 7 moves per turn. Attacking is final
goes first. Add 1d6 Objectives. move for a model during a turn.
Objectives Movement
Add 1d6 objectives represented by treasure chests or other token. A “move” includes movement up to stick length (5 inches) in one
Place in hard to reach areas or atop terrain. Capturing an direction, peeking, attacking, climbing one level of terrain or
objective requires two moves. Successfully delivering an objective stairs, turning 180 degrees or disengaging combat.
back to your starting side adds 1 additional Special Ability for
use. Combat
Players must announce who they’re attacking. Models must be
Distances adjacent for melee combat. Attacker rolls Combat Dice. Defender
Movement occurs in popsicle stick lengths, or five 1-inch grid rolls Defense. Highest wins.
squares. Models can attack without an additional move cost if
movement ends adjacent to opponent. Attacker wins; Opponent is wounded; if double target is killed.
Tie: nothing happens, still engaged in combat.
Line of Sight
Facing direction, 180 degrees; assume sight if movement crosses Defender wins, push away attacker one inch/square (melee
model's line of sight. only), if double, turn immediately switches to defender.
Models/Miniatures Combat Modifiers
Choose any models or miniatures, Up to 10 per side,. Decide their
role using the table below. Models are CAYA (come as you are) Melee: Back attack +2, Diagonal attacks allowed.
meaning they fight with the weapons they have. Maximum 1
Leader per side. Ranged: 3 or more sticks away (15 Clear LoS +2
inches), -3
Intervening terrain - 2 Height Adv. +1
Leader Soldier Ranged Defender Height Disadv. -1 Back Attack +2
Combat Dice 2d6+2 2d6 2d6 2d6
Defense 2d6+1 2d6 2d6-2 2d6+2 Attack Roll Defense Roll
Damage
Taking damage wounds a model. Lay wounded models down or 8 Total: 4
Add Modifiers:
mark them with a small token. Wounded models can still fight + 1, - 4
5>4
but with -3 to all rolls, and move at half length. Wounded models Height Adv. +1 Intervening Terrain x 2 It’s a hit.
Total: 5
-4
taking another hit are killed. Wounded models winning a fight
are healed. Wounded models may heal by using 2 moves. Special Abilities
Each player begins with 3 special abilities. They may be spent at
Other Movements any time during play and do not cost a move. More can be
Disengaging Combat obtained by retrieving objectives.
If models are not in contact, they are not in combat. Fleeing Up to three models attack a single model (1 move
allows for parting blow from all combatant. Coordinate per combatant attacking)
Peeking around corners Motivate nearby models (within 1 stick or five
Roll 1d6. On a 1-2 any model that could see the model does. On a Rally squares), + 2 to each model's next roll
3-6 you can surprise a model within a sticks length.
Resurrect Negate one model's death
Shooting into a group
You may shoot into a group, but upon a miss, you will strike a Replace combat dice with 2d8 for one attack or
Bolster
ally. For more than 1 ally, divide amongst a d6 to determine defense
friendly fire victim. Bound Allow for 3 movements using one movement token
© JoyPeddler Games 2021