Wednesday, 20 April 2016

Chibi World Rules part 1

Chibi World is a simple role-playing game and table-top skirmish game played with Chibi miniatures. It is one of the cornerstones of our blog but it is a game that is known to only a very few gamers. As the author of the game, Steve was keen to see it reach a wider audience, but especially our blog followers so we are presenting the rules for you to peruse and print out if you want. Give it a go and please do let us know what you think of it. Enjoy!  
Please be advised, this is only the first part, about one third, of the rules. The rest will follow in two stages, part 2) which will be the rest of the rules; and part 3) the Bestiary (which will be split into two parts).
Bryan. 

Chibi World

1st Edition
28mm Fantasy Anime Dungeon Crawl Adventures

The Main Rules
by Stephen Gilbert ©2015
Introduction
The early days of fantasy role playing (often nowadays referred to as retro gaming or "old school" RPG) was a wonderfully innovative time for the gamer to carve a niche for his or her own creative imagination to run wild. This  pioneering era within the hobby was a time, and a place, filled with Heroes & Heroines, Dungeons, Fiendish Monsters, Devilish Traps,  Imaginary Spells , Hand Drawn Paper & Pencil Maps, Strange Looking Dice, Creative Storytelling, Intriguing Sub Plots , Oodles of Creativity, and larger than life Adventures. What more could the intrepid gamer want out of the hobby? These were the glory days, when everything felt new and amazing. The early days, before it all got so complicated, and needed a trillions rules to make anything happen. Chibi World returns to those days in a simple, yet robust set of guidelines; which allow you to use your Impact Miniatures any way YOU choose.
Description
Chibi World is a basic game system which was designed for quick and easy miniature wargaming in a quasi dungeons and dragons like setting… but with a twist. Do you remember those cool Japanese Nintendo consul games that hit the shelves back in the late 80`s and 90`s? They were kinda neat weren`t they, especially the Japanese “Chibi” anime role playing ones with those wonderfully complex storylines? Chibi World allows players to fight small RPG thematic skirmish games with small groups of Heroes in low intensity battles, primarily against other players who control their own separate Hero party: or you can all play against the "Chibi Master" who will run the dungeon and control all the Chibi Monsters. Either way, everyone gets to play `make believe` the good old fashioned way. Chibi World even allows you to play the game solo (by yourself), or you can have a group of you playing co-operatively against the dungeon… i.e. pitting your wits against the rules, using a built in artificial A.I. This game is designed to play on a model battlefield environment using the vast range of Impact Miniatures, or any other suitable miniatures (those from Super Dungeon Explore, for example) you have in your collection.
 Movement and firing distances are measured using either 1 inch increments, or (by default) 1 inch squares… grid system dungeon tiles if you like; exactly the same as you would find a Dungeon Master using to design his graph paper creations in any other role paying game: only the squares in Chibi World are bigger to allow you to place the miniatures. Battle Mats are also easy to find in stores, or sometimes even for free on line. Or you can borrow boards from other games you may already have in your collection. You can even make nice ones for yourself with only a little bit of effort and skill. A battlefield usually consists of 3D terrain pieces. These represent obstacles such as walls, caverns, stalagmites, rickety stone bridges running over deep lava filled abysses, giant poison mushroom formations, etc, etc. Similar to making a Battle Mat, the terrain pieces that go on the mat can all be made from scratch with relative ease by even the most frugal modeller or are commercially available from a whole host of stores and on line resources.
Game Set Up
Prior to play, the player(s) will need to select a few heroes and heroines to represent themselves during their adventures. One player should be selected to play the good guys (the heroes and heroines of the story); but of course, a group of players might choose to run just one or two characters each; while another player should field all the monsters. You can even pit monsters against monsters, or monsters versus the heroes if you like (monster skirmish raids on the good guys can be fun too). Not having anyone to play with can be a drag at times, so Chibi World has been specially designed to allow a single player to enjoy an entirely satisfying game on his or her own, without the need of an opponent or a Chibi Master at all. How you decide to play your game of Chibi World is left entirely up to you.

Game Play
You will need to do a bare minimum of note keeping when playing Chibi World. This is because you need to create simple Hero and Monster stats before play begins (or work straight off the lists already provided in these rules). This is no different than making up a unique character in a standard pencil and paper role playing game... no! Actually, making up stats for Chibi World is a lot easier than that, especially if you decide just to run with a few default character kits.
Mark the statistics for each miniature; Movement, Weapon Attacks, (plus range if armed with ranged weapons), Iron, Hits and any Traits the miniature may possess.
All this will be explained in the rules as you read on, and will also become self explanatory through play. Comprehensive lists containing complete statistics for a myriad of Impact Miniature Chibis are included further on in the rules.
The term Hero, Monster, Boss and Big Boss are used throughout the rules. Hero refers to personality types, and any other special troops you designate to be non monsters throughout play. Monster refers to the rank and file dungeon dwellers, ordinary miniatures and all non-Boss types controlled by the Chibi Master (the monster player). Bosses are the main lieutenants; and Big Bosses are the main tough guy monsters of the dungeon.


The Models and their Statistics
Movement: usually 4 squares per turn, but some Heroes and Monsters such as Chibi Dwarves and Chibi Zombies have a movement of 3. Others such as Chibi Hell Hounds may be as high as 5. Exceptionally big or swift monsters and creatures may move even faster.
Monster`s Weapon Attacks: the majority of Monsters will have a weapon attack value of 2. This means the model will get to throw 2 six sided dice when in melee (2D6). Some unfortunates, such as Goblins, may have a weapon attack value as low as 1. Big, nasty, and horrifying monster types tend usually to be far more dangerous, and their abilities range from 1 all the way up to 10 or even more.
Hero Weapon Attacks: Heroes use a slightly different system called the `Degree System`. This works by allowing Heroes to increase their hitting power by `powering up` during play: e.g. a Hero might start game life with a D6; and slowly through play, be able to `power up` so he or she ends up progressing to a D8, then a D10... D12... D14... D16: and eventually the mighty D18 or even the legendary D20. We will talk about this in more depth a little later on.
Shooting: similar to weapon attacks, but applied only when projectile armed Monsters and Heroes are shooting. It will be shown in the stat lists as a set of numbers separated by a dash (-). The first figure is the number of dice thrown when shooting (like 2D6 or 1D10 etc), and number after the dash is the range in squares the weapon can reach. Monsters always use D6: but Heroes use the Degree System... just as you do with weapon attacks. The standard “to hit” number required for any attack (ranged or combat) is ordinarily always a 5. But becomes a 6 if a target is in cover. Note: The term Shooting actually applies to all ranged combat: projectile weapons, magic attacks... it’s all synonymous.
Iron (Armour): the attacker needs to equal or exceed the target`s Iron value using a D6 to inflict a wound on the target. Heroes (only) may use other bigger numerical value dice as well, while attempting to achieve the same result.
Hits: each successful attack die inflicts a Hit on a target model. That model’s Hit Total drop to reflect this. If the model has more than one Hit, make a note of any changes on your character`s stat sheet... or place a Hit token under the model’s base for each Hit received. A lot of monsters only take 1 or 2 Hits, and are removed from play the first or second time they take damage. When a model’s Hits drop to 0, that piece is removed from the game.
During shooting and melee it is always the attacker who decides which of the opponent’s models are damaged or removed. Heroes and Monsters that are not reduced to 0 Hits have their status marked appropriately, so everyone can see at the drop of a hat exactly which model is at full strength and which is not.

The Game
A turn is divided into 4 phases. Games are played out in a series of phases. Once the sides have completed all four phases - this completes a turn. We then proceed to the second turn and so on, repeating the steps as we go.
The phases and their order of play in the game are:
Initiative Phase
Attacker`s Action Phase
Defender`s Shooting Phase
Melee Phase
Initiative and Melee are italicised to show these are joint phases in which both sides participate.
Initiative Phase: Every new turn of the game, players each throw a twenty sided die (1D20): and the highest scorer chooses whether to take the Attacker`s Action Phase, or the Defender`s Shooting Phase for that turn. If a tie, the Chibi Master will always win initiative for the turn. The Trait Initiative Boost is used to alter the score of one’s own dice.
Attacker`s Action Phase: During the Attacker`s Action Phase, each of that side`s Heroes or Monsters in play may perform 1 action (unless a Trait says differently). Possible actions include: Move (see the movement section below) or Shooting (see the shooting section below).
Traits: using a Trait does not count as performing an action: rather, a Trait compliments the actions. More than one Trait may be used by a figure during a turn, but an individual Trait can only be used once per turn by each figure. Note: a Hero or a Monster does not have to take an Action or use a Trait during a turn if you don’t want it to.
Movement: Miniatures used in the game are listed extensively, and their movement allowances can be found in the stat sheets further on. The number of movement points, indicated on a figure’s stats, determines how far (in squares) it can move in a phase. Movement can be in any direction, regardless which way a figure is turned on the board, and may also end the movement phase facing in any direction. The movement cost to enter a square depends on the type of terrain the figure base has to cross to get there.
Clear Dungeon Tile = 1
Rough Terrain = 2 {e.g. rock slide, over obstacles, etc
Water: = 3 {except flyers who count the square as = 1
Impassable: Not Allowed = 0 {possibly flyers as =1 if the Chibi Master allows
Cover: shooting at a target behind cover...behind objects, behind a rock slide square, etc... requires a 6 or more to score a Hit (not the normal 5 or more) This rule applies to all forms of cover.
You cannot cross impassable terrain. You are allowed to move through your own figures, but you cannot move through an enemy figure’s base. You may never end your movement phase in a square that contains a figure (enemy or friend), similarly, a square designated as impassable except for flyers.
If you move into an enemy kill zone (all the squares adjacent to an enemy model’s base), you must stop moving with the figure that entered the kill zone, and no further movement with that figure may be made for the rest of this game turn: using a Trait like Charge or being targeted by an enemy using Control are exceptions to this rule.
You may choose to disengage a model that starts the phase in an enemy kill zone by moving away from that enemy, into a non adjoining square. But if you do so, the enemy whose figure base you disengaged from makes a free attack of opportunity on the model moving away. This free attack is made immediately even though it is out of phase. Assuming your model survives, it may then carry on moving normally. A model that disengages from one enemy, but immediately enters the kill zone of another must stop moving for the remainder of that action phase unless using Dexterity. A model that disengages from multiple enemies is subject to a free attack from each. Add up their attacks and make a single melee and kill roll. Again please note: the actual facing of a miniature is not relevant to the game.
Shooting: Instead of moving, a model with ranged attack ability may shoot. Check the miniatures stats from the list to see if the model has ranged attack and what its ability is.
Example = 2D6-10 (two six sided dice - and a range of ten squares)
The first number tells you how many and what quality of dice (2D6, 1D8 etc) you roll to hit with your shoot attack. The second number tells you how far (in squares) the model can shoot. Your model may only shoot at a single target (unless using certain Traits). Before you can shoot at an enemy, you must check two things: range and line of sight. You may check both of these before deciding to shoot at an enemy.
Range: to check range, count the number of squares between the shooting model and the target, including the square the target occupies. If this number is greater than the one listed on the ranged attack of your shooting model, you cannot shoot at that target.
Line Of Sight: if the target is in range, you must now check if the target is in the shooting model’s line of sight. Remember again, the direction the shooting model faces is not important; it can be assumed the figure can turn any direction at will and this is not classed at movement. Line of sight is determined by drawing an imaginary straight line from any part of the shooting square to any part of the target square. An enemy model is either (a) not able to be seen: in other words, not visible as an eligible target; or (b) is visible but in cover i.e. needs a 6 or more to hit.
The Shooting Roll: roll a number of dice equal to the number shown on the shooting figure’s stat for ranged attacks. Each roll of 5 or higher scores a hit.
The Kill Roll: for each hit you score, roll another die. This is called a kill die. For each kill die that is equal to (or greater) than the target’s Iron, that target model loses 1 Hit.
Note ~ you may not shoot at anyone engaged in melee (adjacent to an enemy). Similarly, the shooter cannot use a ranged attack while adjacent to an enemy oneself.
Defender`s Shooting Phase: The Defender may now use any of his or her miniatures which possess ranged attacks to shoot at enemy models. Normal shooting conditions apply, and no shots may take place between models if either the shooter or target is in an enemy kill zone. Traits which influence ranged attacks can be used in this phase (e.g. Full Spread, Inferno, and Dextrous Shot). The Defender may conduct ranged attacks during this phase, but cannot make any other actions, not even movement.
Melee Phase: During the melee phase, all melees in the game are resolved. The attacking player for the turn decides which order the combats are resolved in. A melee is defined as a single group of engaged figures that are all part of the same weapon attack. A combined weapon attack is created by drawing an imaginary line between each model’s kill zone, going back and forward between friend and foe until the line cannot be continued further. This must form a single contiguous link of kill zones, and all the dice for that melee are thrown as one roll. Models that are not eligible as part of that combined melee must resolve their combat(s) in separate attacks.
The To Hit Roll: each player totals up the number of attacks on their engaged models, then rolls that many dice. A roll of 5 or more on any die scores a hit.
The Melee Kill Roll: for each hit you score, roll a kill die. Exactly the same as with shooting... a score of 5 or more inflicts a Hit. Remember: you always use the numerical value of die or dice the Attacker has in his or her arsenal (both with To Hit & Kill Rolls). For Monsters that’s a D6. Heroes may use bigger dice.
Assigning Hits: after throwing for all hits, the Attacker assigns all his kill dice to enemy models (within the same melee). The Defender follows suit, makes any To Hit and Kill Rolls, and then assigns his or her own kill dice, but after any losses sustained from the Attacker.
You may only assign Hits on enemy models that are adjacent to any friendly models within the melee (though damage can be assigned to any enemy model anywhere actually within the current melee and which is adjacent to at least one of the your own miniatures). Hits may only be assigned to enemy models whose Iron is lower or equal to the assigned kill dice (i.e. any die equal to or higher than the target’s Iron). An enemy model loses 1 Hit per successful kill die. Models reduced to 0 wounds are removed from the game. Any kill die that cannot be assigned to an enemy model is ignored. The Heroes assign their kill dice to the Chibi Master`s Monsters and the Chibi Master assigns kill dice to the Heroes models.
Free Attacks: some Traits and game situations (such as disengaging) grant immediate free attacks. The model making the free attack gets to make any To Hit roll and kill rolls as it would in normal combat. The model can only assign kill dice to the enemy they are making the free attack against.
Multiple free attacks must form a single melee. This form of attack is called an attack of opportunity. There is no retaliatory attack made by a disengaging model.

Traits
Acid Spit: This ranged weapon attack is resolved like a normal ranged attack, however acid spit reduces the target`s Iron value by 1 on the “to hit” and the “kill roll”.
Augment Power: This Trait allows the user to perform one of multiple options. Augment Power can heal self and all friendly Heroes within 4 squares by 1 Hit each. Or, the Trait can be used to allow the caster to remove 1 Fire or/and 1 Poison Counter from self and any friendly Hero within 3 squares. Or the Trait can be used to replenish 1D4 Hits on self only. This Trait replaces all other actions for the turn.
Apportation: This Trait causes the caster to disappear from a location and appear again in another. The caster may use Apportation on self to move from the current location on the board, and appear in another legal square that is (a) not adjacent to an enemy, and (b) is within line of sight of the caster.
Apothecary: If neither the Apothecary nor the Heroes being healed are in an enemy kill zone at the time of healing, the Apothecary may use the Trait to heal up to 2 adjacent Heroes 1D3 Hits each; or one Hero 1D4.
Avert: Activate this Trait just before the start of the Attacker`s Action Phase. This Trait makes the user (or one friend, who must be adjacent when the spell is cast) immune to all adverse condition effects during the entire current game session. That means Fire... Frost... Poison... anything!
Avoid Trap: Allows a Hero to avoid taking damage from a trap, and reduces the chance of activating a treasure chest trap by 1. If this reduces the danger of opening a treasure chest to 0, the chest is safe to open.
Basic Inferno: This Chibi can make ranged attacks using their natural ability to make fire. Similar to Full Spread, except all the dice must be placed on a single enemy model and anyone adjacent to the initial target.
Blessed: Heroes gain a Power Boost upgrade to their current Attack Dice (both combat and ranged) for the duration of the current game (e.g. a D6 upgrades to a D8). As long as the one blessing the Heroes remains alive and in play, the Trait continues to stay working.
Caring is Sharing: Even being in the close proximity to some Monsters is unhealthy to the Heroes health. A Hero unfortunate enough to be within 3 squares of a Monster with this Trait, must throw a D6 at the beginning of each turn they remain in range: if the roll yields a `6` the Hero suffers 1 automatic Hit.
Charge: If this miniature is not in an enemy‘s kill zone at the start of its Attacker`s Action Phase, this model may interrupt its movement at any time to make a free melee attack against an enemy (or enemies) in the kill zones it enters. It can continue moving provided all in its kill zone are removed as a result of the free attack. This action does not count as the Melee Phase.
Charm: A target within 4 squares of the caster must throw a D6: if the target fails to roll an even number, that target is `charmed` and may do nothing except stand about... dazed and possibly lovesick. The target may attempt to break free of being charmed at the very end of each turn by rolling a `6` on a D6. The caster may attempt to charm one additional person (or re-charm one who has broken free of the spell) at the beginning of each new turn... during the Attacker`s Action Phase.
Control: You may move any single enemy that this model has line of sight to (provided neither the target nor the Trait user starts in the kill zone of an enemy) using the target model’s full movement ability (but not by using the Trait Zoom). Activate in either the Attacker Action Phase or the Defender`s Shooting Phase - if the user can roll 5 or higher, using any die at its disposal.
Crystal Starburst: Causes a multi-coloured cloud of deadly, sharp icicle crystals to shatter and explode in all directions around the caster. All miniatures (friend or foe) within 5 squares of the caster must throw 3D6. Any even numbers thrown (i.e. 2, 4 or 6) are converted into automatic Hits regardless of the Iron value of the target. The spell caster`s square is never harmed by the spell.
















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Caster is `X`, all spaces marked `o` are within 5 squares of the caster and are thus affected by the Crystal Starburst spell.

Cunning Fox: The owner of this ability is very observant, has good hearing and a great sense of smell. Allow a +2 Initiative Boost to the owning player`s side each turn this miniatures is in play.
Dexterity: This model may move through enemy models and is not subject to free attacks for leaving enemy kill zones. It may not end its movement in a square that is occupied by another model.
Dextrous Shot: A line of friendly models (one deep) in front of the shooter does not block line of sight for this model. In addition, targets may be chosen from anywhere within range amongst the enemy ranks, not just at the front.
Diseased: check for spread of disease each turn (just like Poison Attacks). Even 1 heal point of Apothecary or Soothing Hands will remove all current disease counters.
Dragon Ice: Is similar to Full Spread in that the caster may assign “to hit” and “kill dice” to any number of enemy models within range and line of sight. However, any target successfully hit by Dragon Ice does not take any Hits as damage; instead, the target becomes frozen and is unable to take any actions and is unable even to fight back in melee while afflicted in this way. Mark any inflicted target by placing a frozen counter under the base of the miniature. At the beginning of each new turn (regardless who is Attacker or Defender) everyone gets to throws a D6 for each and every miniature with a frozen counter under its base. A roll of 5 or 6 means that miniature has broken free of Dragon Ice and may continue as normal... remove the frozen counter from under the base.
Embers: The caster blows onto his/her smouldering staff... causing cinders of magical ash to grow white hot. The caster then sends this Ember cloud of searing heat in a wave towards the enemy, in a six square arc (or five square arc if counting along a diagonal path). Any miniature caught within the area of affect must roll 2D6: for each un-even number thrown (i.e. 1, 3, 5) the target takes an automatic Hit regardless of the targets Iron value.


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Exchange: The Trait wielder may give up to 3 of his personal Hits to another Hero within 3 squares. i.e. give the Hero 1 to 3 of his own Hits, whilst lowering his or her own Hits by the same amount given. Replaces all other Actions for the Turn. Active in the Attacker`s Action Phase.
Fear: Anyone within 5 squares of an enemy owning the Fear Trait must throw a D6 before trying to use any Trait of their own. If the roll yields a `1` the enemy`s Fear ability makes the attempt to use a Trait fail this turn.
Fireball XO5: “Fireball X Ordinary 5” is a nasty little spell. The wielder may make a ranged attack on a target within 6 squares. The attack is a 5 dice attack... but any `even numbers` thrown on any of the dice, means you can keep re-rolling those and add any successes to the Hit total. The target must be in line of sight. This attack replaces all other actions this turn. Active in the Attacker`s Action Phase.
Flaming Pot: A Flaming Pot thrower has a range of 5 squares, and checks for 2 Hot, Hot, Hot!!! Hits on the same target (4, 5, or 6 each time).

Flight: Airborne capable models may move over impassable terrain (including enemy and friendly models), but must alight at the end of each turn in any legal square within the model`s flight range.
Friendly Hugs: If in melee with an enemy possessing Friendly Hugs, throw a D6: if the roll yields a 5 or 6, the hugger inflicts 1D3 automatic Hits on a single target (only one, regardless how many potential targets are adjacent) during that melee turn.
Full Spread: The model may assign “to hit” and “kill dice” (up to its total attack dice) on any number of enemy models within range and line of sight this turn.
Ground Burst: If a Monster has the Ground Burst Trait, this means that if/when such a monster is spawned from The Random Spawn Table, the creature may be placed adjacent to an enemy figure if it so chooses. This means the Monster has burst up through the ground like a giant earth worm. Once placed, the Ground Burst can no longer be used again by this Monster for the duration of this game… unless, of course, the monster is spawned as a different monster later on during the same game.
Ground Strike: The wielder strikes the ground at his/her feet, causing a shock wave to reverberate outwards to all enemy targets within 3 squares. All enemies within 3 squares are attacked for 2 weapon attack dice worth of damage (whatever weapon strength of die the user owns... even if the wielder normally only owns one die in melee: count as if owning two weapon dice for the duration of this spell).
Hex: A single target of Hex within 4 squares and line of sight, takes an automatic Hit. Hex replaces movement during the turn, but doesn`t affect any other action.
Holy Chant: All other Heroes in same melee as the holy chanter gain an additional attack die of same numerical value (only one Holy Chant may be active in any given melee on any given turn).
Holy Power: The wielder may inflict a ranged attack on an Undead target within 4 squares. The attack causes an automatic 1D4 Hits. The target must be in line of sight. This attack replaces all other actions this turn. Active in the Attacker`s Action Phase.
Hot, Hot, Hot!!!: Any turn a Hero is adjacent to a Hot Monster, the Hero must throw a D6: if the roll is a 4, 5, or 6, the Hero takes 1 automatic Hit from burn damage. A Hero moving away (non adjacent) from a Hot Monster must throw to see if he or she takes damage even on the turn they move away... ouch!
Initiative Boost: This ability greatly increases your chances of controlling the pace of each turn, especially as you can stack the ability with other models to get an even bigger advantage. Your side get +1 to the initiative roll each turn. This Trait is stackable with other friendly models possessing the same ability.
Iron Wall: This places an invisible (three squares wide) impenetrable wall, two squares in front of the caster. The three square wall effectively covers three spaces in front of the caster`s base... and starts two squares out from the caster`s base. This wall will stop all ranged attacks passing through it in either direction. The Trait stops taking effect at the beginning of any successive turn if (on a D6) a 1 or 2 is rolled.
Inter Dimensional: Inter Dimensional Monsters are sometimes referred to as Xenomorphic Monstrosities. They sometimes burst (or are invited) through the fabric of time and reality to plague this unhappy world. An Inter Dimensional Monster is automatically classed as needing a 6 “to hit” or “to kill” (like it’s permanently classed as in cover), and has a saving roll against all Hits. Any Hit is ignored if it can roll a `6` on a D6... always check each hit separately.
Join Me: This Trait can only be attempted once per game. The wielder rolls a D6 against any non Big Boss miniature in play. If that throw yields a natural `6` the target of the Trait is charmed, changes team, and joins the `other side` for the duration of the game... as long as the Trait wielder remains alive. Pick wisely when to attempt this spell; it can be a game winner!
Knockback: If the user causes even a single Hit on its target in melee, the target is pushed back 1 square (target`s choice which square). If there is no legal square for the target to move back into, the target stays where it is but takes an additional Hit.
Lightning Strike: The wielder may make a ranged attack on an enemy target within 5 squares. The attack causes an automatic 1D4 worth of Hits. The target must be in line of sight. This attack replaces all other actions this turn. Active in the Attacker`s Action Phase.
Luck: This Trait allows the owning Chibi (only) to re-roll any one die roll this turn. {That`s one die... not an entire handful of dice}.
Lycanthrope: Hits from a Werewolf can be very nasty indeed. If a Were beast wounds a target, throw a D10: if that roll yields a natural `10` then the Were owning player has infected the target and possibly holds a sway over that miniature. Every turn (as long as the Were remain alive and in the game) the Were owner can roll a `0` on a D10, the inflicted target is then totally controlled that turn by the enemy player. Until the Were is killed, this condition remains in effect for ever more (even in successive games) until that Were is destroyed. Being controlled means, the enemy player can move, shoot, use a Trait, or melee with that miniature as if it were his or her own piece... for the duration of the current turn. This will continue to happen every turn a `0` is rolled.
Magic Dust: If hit by an enemy using a ranged attack, you may throw Magic Dust over yourself to try to avoid taking damage. Throw a D6: if the roll is a 4, 5, or 6, you may ignore all the Hits from that enemy`s attack. This Trait may only be used to defend against one enemy, once per turn. Active in the Attacker`s Action or the Defender`s Shooting Phase.
Mobile Shot: This model may shoot before or after it moves (not in the middle). This in effect means the model gets both to move and shoot - in the same turn.
Not Dead Yet: When a model possessing Not Dead Yet is killed, throw a D6. If the result is a 6, the monster spawns and returns to life with all its Hits restored… Monsters returned in this way obey the usual rules for Monster spawning.
Open: The Trait wielder may unlock any previously locked door in the game with a successful roll of 4, 5, or 6 (on a D6). Open replaces all other actions this turn.
Pack: A Monster possessing the Trait Pack, gains an extra weapon attack die in melee (1D6) for each and every other adjacent Pack Monster (of the same chibi species) within the same melee.
Pin Drop: A Hero possessing this special ability gains a temporary +1 Initiative Bonus on the following turn in which he/she stands still and listens (fine tunes) to what`s happening around. The Hero cannot use any action points or other Traits on the turn the Pin Drop ability is activated, but gains a +1 Initiative Boost on the following Initiative turn. The Hero using Pin Drop must be within 10 squares of at least one other hero in the party (who himself/herself must be within 10 squares of another party member... and so on throughout the party) to be able to use this ability.
Poison: Some Monsters (and traps) poison their victims when they damage them in close combat. A Monster capable of making a Poison attack will leave one poison counter on the enemy (homemade counter marked `Poison`) for each normal damage die assigned to a target but only if 6 or more is thrown on any die, otherwise the Hit(s) are just ordinary wounds. Place any poison counters under the target`s base. At the beginning of every turn, before the Initiative Phase, the poisoned victim must throw a D6 for each poison counter currently being carried. A throw of 1 and a poison counter is removed, throw 2, 3, 4, or 5 and there is no change this move; throw a 6 and the victim receives an immediate Hit as poison courses through his/her/its Chibi body.
Pull: A target within 4 squares with less Hits than the wielder can be pulled (magically sucked) into a legal square adjacent to the caster.
Pure: The Trait owner can reroll an attack, this turn, from an Undead Monster. (that`s all and any combined dice for that one attack).
Queeny: Anyone within 8 squares of the Queeny Trait wielder, effectively gets to use Not Dead Yet on themselves for the duration of the game, as long as Queeny is alive and in play.
Qilin Aura of Well Being: If a Qilin is seen in a dungeon, the Heroes will know they are close to Royal Treasure, or close to their goal (especially if it involves a Royal personage.... an imprisoned Princess, kidnapped Royal Twins, etc). If a Qilin decides to joins with a Hero party, that party is Blessed while the animal is alive and in play.
Restore: When using this Trait on any given turn, the user can regain 1 Hit (provided the figure does nothing else this turn – except to melee). Activate instead of taking an action in the Attacker`s Action Phase.
Shifter: The Chibi is a shape shifter. At the start of any Attacker`s Action Phase, the Shifter may attempt to change into a Chibi Were Monster. To Shift, the wielder needs to roll the attack dice (this is not melee, it is just to determine success). A double on any two attack dice means the Chibi has shifted into a Were form. To change back again, simply roll as before to reverse the process. Were form is a standard character kit and is described in the stat lists later on. Shifting (even if the roll is unsuccessful) replaces all other actions for the turn.
Smoke Bomb: The wielder can use this Trait to throw a smoke bomb over self then automatically move 3 squares away into any legal space (or stay where it is). Place a smoke bomb counter in the space it was cast. Any miniature within the smoke square is classed as in cover (6 to hit). In addition, any ranged attack made through a square with a smoke bomb in it is automatically classed as shooting at a target in cover (6 to hit). Roll a D6 at the very end of every turn. If the roll is a `1` the smoke counter is removed from play.
Soothing Hands: Providing this hero is not in the kill zone of an enemy at the time of casting, Soothing Hands may be used to heal an adjacent friendly Hero 1D6 Hits... up to maximum starting Hit total. This model may not heal itself. Activate in the Attacker`s Action Phase. 
Sonic Scream: Range 4 Squares. Throw a D6: on the roll of `6` the Sonic Scream user can cast her spell this turn. Anyone within range receives 2 automatic Hits per target.
Spear: May add its attack to a melee while standing non adjacent behind another friendly miniature who is also engaged in the same melee.
Spy & Pry: Allows the user to announce to the Chibi Master the Hero is checking for secret doors in that tile section or room of the dungeon”. On a D6 roll of 3, 4, 5, or 6 the Chibi Master must then reveal any hidden portals (or other previously unseen ways in or out) within the tile being checked. This special Trait replaces other actions in the Attacker`s Action Phase.
Stare: A single target model within range of Stare becomes in effect frozen to the spot, and is unable to shoot, or use a ranged Trait attack during the proceeding Defender`s Shooting Phase, nor can it add any dice to melee for this turn (place a coin or similar token next to the piece to show the model is under the influence of the Stare). If (a) the Stare loses line of sight with the target, (b) the affected model takes damage in any way, or (c) another Trait is used on the affected model, then the Stare is broken and the model will be able to act normally during the next Defender`s Shooting Phase.  Stare is activated only during the Attacker`s Action Phase.
Steal: The user gets to `steal` the Trait of any enemy miniature (Hero or Monster) in play, provided (using a D6 to make the attempt) a 5 or 6 can be rolled. The Trait may not be used to steal ranged attack abilities if the model using Steal does not naturally possess statistics for ranged attacks. Neither can the Trait be used while the user (but not the target) is within an enemy`s kill zone. Activate in the Attacker`s Action Phase whenever you would use the copied ability.
Stench: Each Hero fights with one less attack die in Melee due to the small (minimum you can melee with is one die).
Swarm: A Monster possessing the Trait Swarm, gains two extra weapon attacks dice in melee (2D6) for each and every other adjacent Swarm Monster (of the same species) within the same melee. Swarm type Monsters may not be very tough; but they are hard to hit (like trying to swat flies) and sure pack a hell of a kick in combat, when fighting en masse.
The Inferno Similar to Full Spread, except all the dice must be placed on a single enemy model or/and those adjacent to the initial target. In addition, similar to the effects of Poison, a target taking any Hit from The Inferno has a homemade fire counter placed on the model… one fire counter for each Hit assigned to the piece. Throw a D6 before every initiative phase (once for every token) to see if the fire goes out, continues to burn another turn, or burns and causes an additional Hit. 1, 2, or 3 and the fire goes out, 4, or 5 and the fire burns on but without causing any additional damage this turn, 6 and the fire causes an immediate Hit. The range of The Inferno attack will be shown on the Monster stat list. Activate in the Attacker`s Action Phase or the Defender`s Shooting Phase.
Turn the Tide: Zombies and Skeletons may not advance closer than 4 squares of this Trait wielder.
Turn to Stone: Some Monsters have the ability to turn Heroes to stone just by looking at them. Other Monsters can do this by touching them. A Hero within 3 squares of a Monster capable of turning a Hero to stone by look must throw a D20 at the start of every turn they remain in range (and line of sight): a `19 or 20` means they accidentally look at the Monster`s face and become petrified. The Hero is no longer in play (but remains on the board. Chibi Master`s can themselves extrapolate what to do with a petrified Hero... another adventure quest perhaps?). If a Hero is adjacent to a Monster who can turn a Hero to stone by touch, use the same formula as before. At the beginning of each turn throw a D20: a `19 or 20` will result in the Hero being turned to stone.
Undead: Can never move further away than 15 squares of an Unholy Spawn Point; otherwise it will crumble into dust, burn up, explode, or implode on the spot (remove such miniatures from play).
Virtue: When reduced to the last Hit point and thus ordinarily removed from play, instead throw 1D4 for this Chibi. The Gods are kind: the Hero regains this number of Hits. This Trait may only be used once in a game - and only at the moment of death.
Wild Frenzy Attack: The Wild Frenzy Attack model gets an additional hit die for each enemy (after the first) adjacent to it within the melee. This berserk like Trait makes the wielder a very dangerous `tank` in combat. The more enemies the chibi faces, the more dangerous he or she becomes.
Yggdrasil: This Trait allows the caster automatically to win the next turn`s Initiative Phase on the D6 roll of 5, or 6. Replaces all actions for this turn.
Zoom: This model gets double its normal movement (as long as it doesn’t use another Trait, shoot, start in, or move into an enemy kill zone any time during this turn).

50 comments:

  1. This is so good, finally, more people will get to see, own and play with a really great set of rules, and what`s more, for FREE. Best of all, the rules really are a lot more than the just the sum of their parts, they are actually a complete rules engine, an entire system in its own and entire right (in the way that Dungeons and Dragons is an entire system, or Bushido is for Japanese Samurai and folk lore, and Masquerade the Vampire does for Gothic fans), AND although written as a full system for the generic anime/chibi gamer in mind, the rules would work just fine for any table top skirmish/rpg game as well – with a bare minimum of tweaking, if any is even needed at all. I`ve even seen the guys use the Chibi World (CW) rules to fight out Pegasus Bridge in 28mm World War II gaming (using Warlord Games miniatures).

    I think some people may have problems taking on board a new game offered in this `free` format (does anyone ever take something seriously when offered for nothing?). It is a game of which people have not heard about in the magazines, or had drummed in their ears to buy, buy, BUY at their favourite games shops. But I have been lucky enough to have played this game to bits, thoroughly, and I know just how cool it is.

    Do yourselves a favour and stick with it. Give it a go, is the best advice I could give. You might thank me for that one day.

    *ok Mr Steve, do I get royalties for that little speech*

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    1. Well said, Tarot! I'm pimping the rules on a few forums so hopefully the word will spread.

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  2. Tar` there is a lot more yet to come for this game. This post is only part 1... about one third of the rules set. There is even a supplement for adding the entire range of Super Dungeon Explore miniatures and their statistics to the rules.

    and you are quite right, the rules will work just fine too, for standard fantasy games, zombie games, even for WWII if you like. With a bit of tweaking, they could be made to work for pretty much any genre; in fact I strongly encourage readers many times within the rules, to diversify and MAKE THE GAME THEIR OWN.

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  3. A set of rules for free? No huge box/multiple miniatures/cardboard tokens/supposedly good value (but actually not) Kickstarter? No Stretch Goals (which sounds like something they threaten you with at the gym)? The End Times are here!!! Good thing I started that Kittens for Cthulhu collection...

    A very well written and clear set of rules, the traits of which capture the feel of the genre. I'm assuming that each trait has a points cost or similar, to stop players loading up with 'Crystal Starbursts'? I have to admit to reading through the rules, then having another look at Impact Miniatures figures and spotting Venger and the rest of the D&D cartoon characters in there, which I'd missed the first time. I knew I shouldn't have started following this blog...

    And is Tarot a spokes-model you've hired, as she appears to be far too enthusiastic and good looking to be involved in this hobby? Unless, she IS both genuine and real, which means...My god...The End Times ARE here!! Quick, more kittens...!

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    1. Many thanks, Jez. Yes, FREE rules (and we are not talking a few pages either). I'll let Steve answer your concerns about designing over-powered characters but just to say, however tough your PC might be, there'll be a Big Boss who is tougher!

      Impact certainly do make a range of not-Dungeons and Dragons cartoon figures. Well spotted. Not many would have made that connection.

      Tarot is most certainly our spokes-person and will probably be a contributor to the blog in the near future. She is real, she is genuine and that IS her on her profile pic. She is genuinely enthusiastic about our hobby and in the short time I have come to know her, a very valued friend. In addition, she is extremely knowledgeable about the hobby and an experienced gamer. Brains, beauty, charisma, wisdom and youth - what a combination!

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  4. I do love me a free ruleset, keep it coming boys and gals

    *Jez - you may need a lie down buddy ;-)

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    1. Cheers, Andy. We have quite a few freebies planned so keep on following.

      Don't be too hard on Jez. He's just had a Close Encounter of the Tarot kind! :-0

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  5. Hi Jez,

    Kitten collections for Cthulhu, now that simply IS too good an idea to miss up on.... a bit like Spike gambling with sweet innocent `meow meows` in under-croft cellars, alongside vamps and demons. Hmmm, there`s another neat idea too, right there in itself. Gosh golly maybe it really is `the end of times`... either that or I forgot to take the darn pills again.

    {{A very well written and clear set of rules, the traits of which capture the feel of the genre}}

    Thank you thank you, Jez. But don`t forget you have only seen about a quarter of the full rules set so far (I said a third earlier but I think it`s actually less than that). Herr Bryan posted the first `bit` today, but there`s a lot more of the rules still to come, so check back each week to get the full 100 or so page rules book.

    Note: I think Tarot is interested in adding to the Bestiary sometime in the near future, and doing a regular article called something like “The Ecology of......” and spot-lighting and writing in depth each week about one Monster at a time. Her love of Japanese and Chinese folk lore, plus her intimate knowledge of the Chibi World rules should really make this rather interesting. So look out for “The Ecology of the Oriental Orc” and “The Ecology of the Qilin” and such like.

    {{I'm assuming that each trait has a points cost or similar, to stop players loading up with 'Crystal Starbursts'?}}

    Nope, it`s actually simpler than that. By default there are a bunch of starter character kits,... kinda... sorta... balanced to make each one have something which makes it attractive, but built in with a few intrinsic flaws as well. Like a plus negative sort of thing. Pick the Rogue for example, and he/she may be great at checking for traps, moving fast, moving through - and in and out of enemy miniatures zones of control, that sort of thing; but the downside of that may be low Iron (armour) and low Hits (Constitution). But the defaults are really there to help you (at first) to pick your initial Heroes and Heroine for those first few games where you are still gettng to grips with learning the rules. Of course you can just stick to the defaults entirely, ever more.

    But this is just the start, after you get familiar and comfortable with how things work, you are encouraged then to tailor make your OWN guys to run through the adventures with; or custom make your very own Xena the Warrior Princess, or Judge Dredd etc etc. As for balance, I have pretty much left that in the hands of the Game Host (and Players), assuming a maturity that harkens back to the old school days when a Dungeon Master had to make the balance up for him/herself, as opposed to spoon feeding everyone and wiping their mouths with a bib. A bit like that cool rpg of yester-year: Tunnels and Trolls. Ken St Andre looked at the only real rival at the time Dungeons and Dragons and said “great idea, bad execution”: then came up with a much simpler but neat alternative game of his own. I took the same approach in Chibi World. Looked at other more complex rules which always seemed to funnel me into shapes I didn’t want to take with my games, and decided simply to design something simple but flexible, with lots of scope to customise the rules into whatever you want them to be... whatever the individual needs of the Game Host and Players.

    Impact do indeed do a great and HUGE selection of cool looking anime/chibi minis, and yes many of them are *cough* very (not) D&D like. Me, I love that, and savour the connection to the past this summons up in my mind hehe. Goodness that old cartoon was baaaad, but you know what, looking at episodes of it now on You Tune, I find I really like it, in a weird almost scarily nerdy sort of way.

    Tarot is part of our gaming group, and yes, she really IS a little firecracker, and a bundle of fun.

    *picks up a kitten and looks at it*

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  6. Cheers Andy mate, welcome to "the real"

    omg where ARE those pills.

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  7. Did I just hear my name?



    Oo Mr Steve, don`t go all Matrix on me, or I`ll have to come over there and Kung Fu Woopie your a** for you.

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  8. OO ooo Ooo yes, don`t forget: the full Chibi World rules set has an expansion (which I`m sure darling Mr Bryan is going to add to the blog too) which allows you to add all your Super Dungeon Explore figures to the game as well.

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  9. "Her love of Japanese and Chinese folk lore..." Yay! Hopping vampires! Kappa! Kitsune! Jorogumo! Oni! Egg Fried Rice! Well, maybe not that last one...
    I shall be definitely staying along for the ride.
    Now, I must gett back to putting together my "Kittens for Cthulhu" Kickstarter - "The End Times are nigh, as the Great Old Ones stir in their rancid beds. Can YOU stave of the apocalypse? Gather your balls of yarn and boxes of kitty nibbles, for the only hope for our World is to collect...Kittens for Cthulhu! "

    ...needs work. ;-)

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  10. Hopping vampires! Or Jiangshi, perhaps more or zombie like than vampire. This dreadful monstrosity is a type of reanimated corpse professed to plague the Watermargins of Chinese folklore. The "Jiangshi" (pronounced goeng-si) is depicted as a stiffened corpse dressed in Qing Dynasty garments. It moves by hopping but with arms outstretched. It kills living creatures to absorb their life force (qi), usually at night. In the day it rests in a coffin or occasionally, if caught away from home, it hides in dark caves.

    kappa (river child), are a form of Ogre. Kappa sometimes warn children of the dangers of going near `hungry` rivers and lakes; but the kappa are also said to lure `bad` people into water and pull them under.

    Kitsune {Oo my favourite, Fox People}. Intelligent creatures, with magical abilities making them appear very wise. Eastern Monks believe that All foxes have the ability to shape shift into men or women. Some folktales say the kitsune are tricksters. In truth, they make faithful guardians, friends, lovers, and wives.


    Jorogumo! The binding bride, or literally "whore spider" is a terrible fiend to meet, especially when in their lair.


    Oni! These creatures vry in appearance, but are widely held to resemble hideous, ogre like creatures with sharp claws, wild hair, and two long horns growing from their heads. They are often depicted wearing tiger skin loincloths and carrying iron clubs called kanabō.


    Egg Fried Rice! These minions come in thousands at a time, and always get everywhere (down your bra, in your pants, down the back of your neck). Rice appears most commonly in white hue, but is reported to exit in awful brown (wholemeal) form as well. This `lesser spotted` variety seems to attract the attention of vegetarians and vegans. Rice tends only to be tiny, but when coming in contact with water, increases considerably in size, even having been known to block sink plug holes by its sheer volume and multitude. Its natural affinity is to water and anyone encountering Rice should beware of allowing it to come into contact with this element, lest the observer suddenly become inclined to pick up two sticks (known as chip-sticks) start drinking cheap beer, and make very bad Chinese jokes. Once captured and dried out, Magicians (skilled in control of the element of water) can use it to concoct edifying and deliciously nourishing potions to sustain the bold adventurer better than any trail or iron rations. Using a mixture of water and eggs, the mixture is fried on a high heat until crisp and golden, with a touch of salt and soy sauce. These specialist Wizards are called `Tak uw`uy Chefs`.

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    1. Sensei Tarot, I bow down before your superior knowledge, as whilst I was aware of the majority of this information, the particularly insidious properties of rice were unknown to me. Having not experienced the particular...issues you describe, possibly lacking the need or atttributes for certain items of attire you mention, I can only (respectfully) suggest that a less exuberant style of cooking and\or dining may alleviate some of your subsequent discomfort?
      And will we be seeing a template\stats for 'Iron Chef' Tarot appearing in the rules, with a special Trait of 'Rice Explosion?' ;-)

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  11. Iron Chef! Professed to possess a recipe so perfect, so delicious, it`s very rumour of existence is dangerous beyond all measure. Kingdoms have emptied out their entire Royal House Guards and Heroes have been on quests for decades, in attempted searches for this elusive elixir of (alleged exotic herbs and spices. However, the League of Iron Chefs have managed always to evade capture, and their secret ingredients remain safe to this day.

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    1. That is brilliant! What are your thoughts on Nezumi?

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  12. that`s a manga character from a novel lol.

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    1. But it's also the Japanese for 'rat' and was used in the Legend of the Five Rings RPG as the name for a race of rat-men, inspired by the monster in the Japanese folktale 'The Boy Who Drew Cats', the goblin-rat, which also inspired the AD&D Oriental Adventures creature of the same name. Boom!

      Now who's the Master?

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  13. Forgive me Carrion Crow, I was originally trying to keep it only to folk lore and legend. Indeed if we move on to manga (graphic novels) and AD&D then absolutely, this could be a very valid character. My personal interest lies more within the folk lore side of things I think (and I love transposing these folk lore characters into game playable statistics), but certainly as we ultimately want to do role playing games with all the characters we find or make up, the inclusion of Nezumi would be very cool to handle.

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  14. No need to apologise, Tarot. I would love to see some of the more obscure and less well-known beasties used, as this would introduce people to a fascinating topic. My favourite is the kama-itaichi or 'sickle weasel'. That would make a great character/monster and I'd be interested to see how a sculptor would Chibi-fy it.

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  15. Do you know, I think I`ve seen an anime/chibi version of a Kamaitachi. I`m sure I have. Though I think the thing I saw was more the Chinese take on it, the kyūki. I wonder if I seen a model of one. I DO have a dust devil in my collection though, I`m sure of it. Hmmmmm, I wonder (my chibi collection is pretty vast and easily in excess of a thousand minis, I sometimes forget what I`ve got).

    *goes and checks a moment*

    drat, I am wrong. I was thinking of the painting I have on the wall. I have a silk painting of one that's all.

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  16. ..... but bottom line, I think Chibi World will cover the more conventional stuff for a while first. Gosh it would be so easy to take the game (as indeed it is well capable of doing) into the more extreme passions of things such as: Cthulhu Pulp fiction (Indiana Jones and The Mummy, eat yer heat out), or vampire Gothic style Ravenloft and Count Dracula: I think Bryan even has a home tailored anime/chibi version of Vampirella.... imagine going all cyber Goth with Warren Publishing comic book heroes and heroines. Or DC comic book Batman, with ever raining water logged streets, flickering neon and shadowed twilight, all set within the veiled alleys of Gotham`s very own Dark Knight. The Water Margin, with Chinese Heroes versus the corrupt and cruel dictatorship of the Song dynasty. The limits are really only the imagination. However, it is perhaps always wise before we diversify too far at the beginning, to cover the basics thoroughly first. So the lowly Orc, Hobgoblin, Troll, Wraith, Zombie and Red Dragon etc etc etc really needs to be set up on the table and enjoyed at the very basic conception of the game.
    I actually plan to do many, many, many games which will eventually cover all the topics I mention, and more (how about a mini Doctor Who chibi adventure?). But I do plan to do the more generic stuff first; otherwise if we specialize too closely on aspects which will not be of prime interest to many people, and we would be most remiss in our care of looking after the majority.

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  17. heart.... uuugh to be able to type.

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  18. Hi Steve. Funnily enough I was looking at the Doctor Who Time Squad figures and thinking they were Chibi-esque. And don't they do both Marvel superheroes and Scooby-Doo figures in a similar style? Or should that be Chibi-Doo? Looks like your rules and this blog have opened my eyes to a new style of gaming! Not sure my wallet will thank you though...;-)

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  19. Hi Jez, yeah I keep my eyes ever peeled for this style of mini, and absolutely you are right. Wow the call of "chibi chibi dooooo" sure would be a cool sound to add to the gaming table. As for the Doctor, oh GOD yesssss bring it on.

    Sorry to hear about your wallet mate, but here`s the thing. Get yourself Forgotten King (super dungeon explore) or the original (the RE-MAKE 2nd edition) SDE boxed game, and you immediately have a starting collection of 40 or so minis.... enough to enjoy painting, and playing with for a nice long time to come. Not only will you get a great game as is, just by playing the official game straight out of the box using their rules and lovely looking stat cards, but should you wish to go that step further and use the miniatures from that game set (like I, and all my gaming group does) to use in the Chibi World rules (Chibi World doesn't use stat cards at all... only written down stats like in D&D), then man oh man, you have enough to put you firmly on the path of a whole new adventure into anime/chibi gaming. From there, you just cherry pick the special minis and pieces you want to add to an already great collection.

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  20. Do you know, I think I would be inclined to add a footnote to that (sorry Stevie). If anyone were to take this route into the anime/chibi genre, absolutely you could do far worse than buying into this game by purchasing your very own cool copy of Super Dungeon Explore. Not only do you get a fine game when you play the official rules and components which all come in the box, but should you wish to enter a wider avenue of possibilities, via Chibi World (which is a pretty vast set of table top and rpg rules devoted solely to generic anime/chibi style of play), then you would of course have at your disposal a lot of miniatures which; if you think about it, is well worth the `entrance fee` of purchasing 40 or so 28mm miniatures, and makes the price tag alone very good. In addition you`d get a ton of useful counters (there`s always room on any game table for effects tokens and wound tokens and stuff, isn`t there?) and a rather neat collection of full colour 2D dungeon boards to play on - really useful for any dungeon type game.

    But Stevie mentions Forgotten King. Actually if collecting the boxed set simply to start collecting for Chibi World, I would say the Original Super Dungeon Explore 2nd edition would be a better avenue to take, because of the variation of archetypal monsters contained within that box. That core set provides you with an entire dungeon full of variety to throw at the intrepid heroes. If you never plan to play the official SDE game, then I`d actually go for the original (1st edition) box set, if you can find a copy; as that is now out of date and far cheaper to buy. The downside of that is that you have to assemble the miniatures yourself with that dreaded first edition.

    However, if you plan to buy the game and play Forgotten King as is, out of the box, and only want the option for trying some of the minis contained, for use later in Chibi World, then most definitely I would say Forgotten King is the better game to buy. It might not be so generic for customizing into Chibi World, but the game itself (right out of the box) is truly amazing, assuming you like co-operative or solo dungeon crawl type games that is*

    *Chibi World plays co-operatively, solo, or host versus one or more players.

    Hope that helps.

    Hil

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  21. Sorry to digress, just wanted to share hehe, I`m having the time of my life right now. Its the last hour or so of the Rail Raiders Infinite kickstarter and to unlock the very last stretch goal, I`m in face book naming a rail raider gang (hey, maybe see my gang go to print in a future expansion). This is fun, I feel like a big kid doing this, hehe. Such fun.

    Can`t believe just how many wonderful new chibis this kickstarter will give me.... Wow, this is intense :))

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    1. I'm with you on the whole Rail Raiders Infinite Kickstarter. It's been a great campaign and I can't wait to receive everything that's available. Let me into a little secret, Steve, as well as offering a word of warning. When Kickstarters grab you like these they can become habit forming. The last day of any Kickstarter is always intense. I'm just saying, mate!

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    2. I enjoyed every moment of the last few hours of Rail Raiders Infinite Bry`. I don`t know why this time it wow`ed me in this way so much ... it may be because I wanted western style anime/chibis to add to my games SO much, and for so long now; ever since falling in love with Shadows of Brimstone. Now I really can play (alternative) Brimstone type games using chibi saloon girls, cowboys, 7th cavalry, indian scouts and a whole hot of other cool minis.

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  22. A damnably tempting post to finally get some Chibi minis up on my painting queue. I'd absolutely love to give these rules a test BatRep. Would the rules work for something as simple as 2-3 per side skirmish-style? I always like to have a game at the end of a little painting project, and painting a handful of Chibis is doable - despite my other projects ;-)

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  23. I hear you bro. For me its a battle of discipline over desire really. Hils is really great for that. While she never ever stops me buying anything if I really want to, her words of quiet wisdom often... usually.... pulls me up short, before I go and spend money on something which (sure enough) she is usually right about, and a month after I receive it in my hot eager palms, yep, it sits still unused and no longer loved on the shelf. She`s made me think more and more recently over the years, and so now if I DO buy something, I tend just about always to be spot with my instincts on about whether I really want it or not, before I actually purchase. I do make mistakes (like backing out of the SDE Legends kickstarter), but even in that instance I just shrug and look at what I already have and go "yep, I`m a lucky chappie".

    Little secret Bro (shhhh) I bought Rail Raiders Infinite for the minis and to own a cool new train board to use in my other chibi games, not so much to play the game as is out of the box. Blasphemy I know, but I really really REALLY wanted some cowboy and cow girl chibis. 60 or 70 new western chibis of all descriptions... for 50 dollars, hell I`d have bee a fool to let that one slip past me lol. And those train carriages look soooooo cool. I can`t wait to use those in my Ostalya campaign (I have a great new idea going into my world for devious rail barons buying up, or stealing, vast amounts of land and laying tracks for the ever growing railroad snake).

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  24. {{Would the rules work for something as simple as 2-3 per side skirmish-style?}}

    Blaxkleric mate, I`ll let you into a small spoiler. The first story and battle report coming for this blog has a single heroine and her pet dog, battling their way through a small handful of enemies.

    Yes the rules would work just fine with a single Hero, maybe a few traps (don't even need miniatures for those) randomly generated, perhaps 3 or 4 Monsters, and a cool back story to add flavour. If you don`t have a dungeon already formed in your head or written down on paper, the rules will generate a dungeon for you on the fly - and as you go. When it comes to play itself, you can choose to go into a dungeon co-operatively, against a Chibi Master (DM) or played solo against a simple but robust built in game AI.

    You are just like me mate. When I`ve painted a new mini or two, I like to run it or them through a quick game or two. Nice thing is that Chibi World allows you to use premade stats for most things.. included in the simple Bestiary included at the back of the rules, or encourages you to make up your own stats (its simple and takes moments) for all your own creations.

    There is also a rules expansion which includes all the miniatures included in the Super Dungeon Explore game. Yes, its free too and will be added on the site :))

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    1. Just to add to Steve's message - we will be releasing a lot of material for Chibi World that you will only find on our blog... and yes, it will all be free. Also, please note that if you want a printer-friendly copy of the rules (i.e. no pictures or photos but text only) they will be available as downloadable Word documents if you e-mail Steve or me. More details will be available once we post the rules but I can say, they will also be free.

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    2. This sounds very good indeed then Steve/Bryan, and I'll certainly be after a printer friendly copy of the rules. Great call on Rail Raiders too (curse you Vampifan!!) as that looks awesome... and I too was thinking of taking the minis outside of the game and onto the tabletop :-)

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    3. Its a pleasure. I`ll let Bryan send you a printer friendly copy, but if you would like a full colour copy too, just email me and I`ll send you that as well. My addy is:

      gypsy__dance@hotmail.com <--- double underscore between gypsy and dance.

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    4. Simon, I'll get that off to you this afternoon.

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    5. Many thanks Gents much appreciated :-)

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    6. Colour copy and add on files sent to you the other day... just checking you got it all? (I`m a natural born worrier of internet mail getting lost in transit).

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  25. .... game also works well in reverse too. So you can have a group of Monsters (a big or small group, its all good) or even a single Monster go up against a few good guys (like a village raiding party or something... doesn't always have to be a dungeon).

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  26. ... doesn't all have to be about fighting either. Its a simple role playing game too. Simple rules and simple to learn and play, but running at 100 pages or so for the main rules, and half that again for the expansions, as you can see its not kids play stuff either.

    Sometimes when I play a session with the lads, if we don't feel like using minis, we just play using the character and monster stats and play the rest on paper and pencil maps, and do the rest in our heads (like Dungeons and dragons).

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  27. I am too young to remember the earlier days of the hobby, but having been set well and truly on the road to understanding how our games USED to be played (thanks to some very kind and patient older gamers), I set about trying to understand WHY so many of the older gamers shake their heads wistfully and talk about the `heyday` with such happy tears of nostalgic delight. So, as I attend a lot of conventions (I will happily traipse across the country with backpack , get on a plane, and attend various game shows across the globe. The good thing about shows is, they are well advertised in advance, meaning I can book really cheap flights months in advance, so it never costs me that much to get to go to these much treasured events), and I make it a point of talking to many of the more mature gamers and asking them exactly what it is about the history of the hobby was so much different from the way things are now? I`m not going to go into the answers I received. The whys and wherefores have already been discussed here, and in many other cool and interesting articles and hobby blogs and websites on the internet. Suffice to say, I came away from my many discussions fully armed and able to distinguish what I needed to do to emulate the elegant glory of these `antique` adventures , and with the appropriate feather touch tones and subtle nuances to make them feel right to me.


    So, personally. If I find myself with a bit of time, and I want to run a game of Chibi World, I will seek often to play solitaire, just me, alone, and myself. I like to play it this way sometimes. I will make a character.. called a Hero or Heroine in the rules.. and perhaps I will give her a side-kick companion. Perhaps I will simply run her through a small game on her lonesome; especially if I am playing an existing character in a long term campaign, just trying to earn a bit of treasure to spend on training to improve my character`s Talents. I`m lucky, I have a games Host (Dungeon Master) who trusts me and knows I won’t cheat. And so I can use Chibi World a bit like one of those old Solo “Fighting Fantasy” books by Ken Livingstone and Steve Jackson, and literally creep tentatively into dangerous complexes – not too far, I don`t want to get squished – but just far enough to dungeon crawl through a few passages, maybe find a couple of rooms I can explore (if I`m brave enough to get that far), and hopefully be able to find some loot and get out again, safe and unmolested.. and a little richer hehehe. This is how D&D used to be played, a group of level 1 adventurers would enter a dungeon, explore for as long as they dare (just staying alive in a game was harder back then, using basic and 1st edition rules), then the whole group would chalk mark the walls so they could check their progress next time. Then retire from the complex and go spend their gold in the nearby town, to upgrade their armour and weapons, buy fresh potions, and the heal up with local priests, any wounds or diseases inflicted on them. Then next time the players would resume play, they would enter the dungeon again and try and delve DEEPER into the complex this time. And so on and so on. Thus by a series of leap frog endeavours, they would slowly but surely explore the dungeon, getting slightly more and more powerful and able to survive as they got more experienced as time went by.


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  28. Well, I discovered that Chibi World is perfect for emulating this style of play. And so I like to `go exploring` on my own sometimes (especially if I want to test out a new Monster I`ve just painted), and I let the random dungeon exploration tables deal with how the dungeon, encounters and Monsters unfolds before my eyes. I also always draw my dungeons out on graph paper as I go, this way I get a clear picture of my progress from game to game, and I also get to create and map out a cool new dungeon I can use again in my own adventures, when I am the game host for an evening’s session with the guys.


    You could even play an entire solo campaign this way. Just create three of four Heroes and Heroine characters, and lead them into the hallowed halls of your chosen complex. You will end up with a fully mapped out dungeon. Some characters will come and go, as they get squished and end up being replaced with new heroes. But in the end you will end up with an entire subterranean campaign you can enjoy playing and dabbling in for many satisfying hours, and weeks and months of solitaire fun. Doesn’t have to be a dungeon either. You could be exploring a huge derelict space ship (if you want to play sci-fi), or a vast ancient forest. An Egyptian tomb or an old Dwarf mine.


    You can even play Chibi World without needing to turn the thing into a blood fest of fighting. Role play your encounters, use emulator systems like “Mythic” or “INRADIC” to enhance your Chibi World experience, and to determine random events you find hard to arbitrate when playing solo. As I`ve heard said so many times: the more you are prepared to put into a game, the more immersive delight you will ultimately get out of it.


    Tarot

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    1. That's a great idea, Tarot. I fondly remember the Fighting Fantasy books you mentioned and I gamed through quite a few of them myself. Now that I'm a solo gamer the kind of adventure(s) you suggest is exactly what I want to do. Yes, I know you are concentrating on Chibi World (as one of this blog's author I MUST try it out) but fortunately, so many game companies have latched on to the fact that there IS a market for solo games. I am so grateful to them. Fortunately, I'm also mature enough to play games designed for two or more players solo-style with me playing both sides without showing bias or preference to either of them. That is not something everyone can do.

      Gaming in the old days was a lot different to gaming these days. There is good and bad to be said about both camps and I'm not getting into an argument of which was better because the number one rule of gaming, no matter what or when you play is HAVE FUN! Always has been, always will be!

      One of my New Year's resolutions was to game more. This past month I have been gaming solo a lot. I'm back on track to game at least twice per week. Tarot, it is comments like yours that inspire me to keep on gaming and to try out different games. For too long I got stuck in a rut of playing nothing but Zombie Apocalypse games (all great fun, mind you) but now I can diversify and this is what I shall continue to do. I want to learn all about Chibi World so I can more thoroughly enjoy the fun experiences you, Steve and Hilary are having. Thanks for inspiring me!

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  29. Dearest Bryan, thank you for your kind words. In truth I could have written about a number of other games that all allow the same style of play I mention above, but as this article is all about Chibi World I have confined my words to being only about that system. I could have spoken with equal passion and eagerness about OSRIC (a 1st edition Dungeons and Dragons retro clone), or Delving Deeper (an ODD retro clone based on the original White Box D&D), or about Black Plague, and most definitely about Shadows of Brimstone. Admittedly, Chibi World probably offers the most possibilities for customizing the rules to make just the type of game you wish to play; but you can play the way I describe with a good many currently available products. Actually, Hilary is right, the problem is that nowadays most the things we buy are complete games`, and this is why it is harder to customise these in directions the creators of these games never designed them to go: and Hilary is right again, nowadays people play games and only games using the components within the boxes and the inevitable expansions. Whereas once upon a time you bought a set of rules and then designed your own games using those rules and anything you could lay your hands on to enhance the experience. This is perhaps why Chibi World works so well for me. It’s a generic set of rules for creating your own game(s) if you like.

    But it still stands, you can have a lot of fun with most games. Just that some are easier to put your own stamp on.

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    1. Once again, Tarot,everything you say is perfectly true. I'll agree that Chibi World is ideal for using in different genres other than traditional fantasy games. What was a real eye-opener for me, however, was seeing how my favourite game of all time, Zombicide, can be used to recreate so many different game worlds. Simon aka BlaxKleric uses Zombicide for all kinds of odd-ball games - Doctor Who, Marvel Superheroes, and most recently Blake's seven versus Aliens. I urge you to check out some of his old blog posts to see what he has done. It got me thinking of ideas of my own that I could use with the Zombicide rules. Already I'm thinking of replacing the Survivors with Mega City One Judges and the Zombies with assorted Perps. The new games of today CAN be used to expand your horizons and open up new avenues of gaming that the designers never imagined. And really, all you need is imagination. With imagination you can make just about any game work the way you want it to.

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  30. oh WOW Bryan, what an eye opener. You are so right, BlaxKleric (Simon) is a genius. I`m in absolute awe. I know what MY evening is going to be tonight. I shall go check out all his blog goodies, he writes so MUCH. What a sheer treat. Thank you Bryan for telling me about this. And Simon, I hope you don`t mind, you just got a new fan too.

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    1. Tarot, many thanks indeed for the praise. I did spot a new follower on my comic review blog called The Brown Bag; hopefully you're planning on joining Fantorical (my wargaming blog) too ;-)

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    2. Just to confirm that, Tarot, Simon writes two blogs - the Brown Bag which is devoted to comics and Fantorical which is devoted to gaming and miniatures. Fantorical is where you'll find his excellent Zombicide batreps. Join them both and make Simon doubly happy!

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