Cave Clan

The Sage of TerritoriesIn a mysterious land of elemental imbalance, the warriors of the Cave Clan awaken ancient powers from dark caverns to battle fiercely and restore harmony. Masters of cave warfare, they command five elemental attackers:

Ember (Male, Fire): A fiery warrior with blazing strikes.
Clea (Female, Water): A serene healer with flowing defenses.
Aero (Male, Wind): A swift scout with gusting agility.
Rune (Male, Earth): A sturdy guardian with stone traps.
Shock (Male, Thunder): A shocking striker with electric speed.
Rivaling ORC and Dragon clans, Cave Clan fights for territorial dominance. Unlock them as a $25 USD reward tier in our Kickstarter!

Ember (Male, Fire): A fiery warrior with blazing strikes.
Clea (Female, Water): A serene healer with flowing defenses.
Aero (Male, Wind): A swift scout with gusting agility.
Rune (Male, Earth): A sturdy guardian with stone traps.
Shock (Male, Thunder): A shocking striker with electric speed.
Rivaling ORC and Dragon clans, Cave Clan fights for territorial dominance. Unlock them as a $25 USD reward tier in our Kickstarter!

2. Setup Items

Arcane Attackers: 5 small models or tokens per player (use animal character icons for teams).Card Deck: A shared deck of 30 cards (Attack/Block/Anti-Block 6 each/20%, Revive/Double Attack/Double Move/Pause/Swap 3 each/10%; no event cards). Shuffle at start, draw from top, discard to bottom (shuffle when under 5 cards).Action Ruler: A 10cm small ruler, attack/move range limited to 1 grid (10cm per grid).Battlefield: Table (size by players). Each player adds a "Clan Camp" paper marker.Other: Rock Paper Scissors for order.Example: 2 players setup: Your left camp, place 5 attackers nearby; opponent right. Deck in center. 4 players: Camps in four corners, ruler measures central battles.

3. Placing Attackers

Each player places 5 attackers near their Clan Camp (at least 1 grid apart from other players' attackers to avoid immediate chaos). Starting positions free, but must be within 1 grid of camp (measure with action ruler).Example: 2 players, your camp top-left, place 3 front (near enemy), 2 rear. Opponent bottom-right, same. 4 players: Four corners, leave center empty battlefield.Tip: Beginners use triangular formation (3 front 2 rear) for easy defense. Try it!

4. How to Play Each Round

Determine Order: At round start, all players simultaneously play Rock Paper Scissors, winner acts first, others clockwise (fully random, no carryover to next round).Action Limits: Each round, do only one thing (move attacker, attack attacker, or discard and draw new). Limit 1 attacker move per round (other actions like attack/discard unlimited, but triggered by cards). All actions within 1-grid range.Underdog Boost: Every 5 rounds, last in turn order (underdog player) free revive 1 knocked attacker (to camp 1 grid). 2 players only P2; 4 players last 1 gets it.

5. Attacker Actions

Move: Choose one attacker, move 1 grid (straight or curved, total 10cm max, avoid obstacles like other attackers). Cannot attack after move. (Limit 1 move per round, all actions within 1-grid range applies to Attack only.)Example: Your attacker at grid 1, to grid 2 with enemy in middle—curve left avoid, to grid 2.Attack: Must hold Attack card, use only 1 per round (declare before round). Choose 1 enemy attacker within 1 grid to attack! One hit knocks out (remove from battlefield, wait for revive).Example: Hold Attack card, enemy in 1 grid, hit removes it (knocked out).Tip: Avoid obstacles only other attackers, curved total not over 1 grid. Use ruler to estimate, good for 4-player battles.

6. Card Actions

Each player starts with 3 drawn cards, maintain 3-card hand.Per round, use any cards in hand, max 1 (insufficient? Skip or discard all as action, draw new 3 from top).Draw/Discard Mechanic: Draw from top, discard to bottom (all players share deck).

7. Attacker Skills

Simple version has no elemental skills, all attackers equal strength. Use animal character icons for teams only, no boosts.

8. What Are the Cards?

All cards used before round (declare then execute). Max 1/round, no card = normal move/attack (no boost). Below each detailed (total 30 cards):Attack Card (6 cards/20%): Hit 1 grid in one enemy, knock out. Only 1/round.
Steps:
1. Pre-round declare "Use Attack card on P2".
2. Execute hit removes knocked out.
Block Card (6 cards/20%): Stop 1 enemy move/attack this round. Can't block double hit or revive, needs Anti-Block to undo.
Steps:
1. Pre-round declare "Use Block card on P1".
2. Enemy action fails.
Anti-Block Card (6 cards/20%): Undo 1 block, allow action. Enemy can re-block.
Steps:
1. Pre-round declare "Use Anti-Block on P3".
2. Action succeeds.
Revive Card (3 cards/10%): Bring back 1 knocked attacker to camp 1 grid. Max 1/round.
Steps:
1. Pre-round declare "Use Revive card on P3".
2. Place in camp.
Double Attack Card (3 cards/10%): Hit 2 enemies in 1 grid. Use 2 cards.
Steps:
1. Pre-round declare "Use 2 Double Attack cards on P2 + P4".
2. Execute two hits.
Double Move Card (3 cards/10%): Move 1 attacker 2 grids. Use 1 card.
Steps:
1. Pre-round declare "Use Double Move card on team".
2. Move 2 grids.
Pause Card (2 cards/6.7%): Pause 1 enemy next round. Use 1 card.
Steps:
1. Pre-round declare "Use Pause card on P3".
2. P3 skips next turn.
Swap Card (1 card/3.3%): Swap 1 enemy card or swap 2 live attackers' spots. Use 1 card.
Steps:
1. Pre-round declare "Use Swap card on P1 hand 1 card".
2. Swap happens.

9. How to Win?

Full Elimination Victory: Knock out all enemy attackers, win immediately!
Deck Empty Victory: When no new cards can be drawn, player with most attackers left wins (RPS for ties).

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