Game Rules!
This game rules page will always be updated. We will list any recent changes to the top of this page along with any new mechanics that we add to the game.
In Tiny Big Wars, players can bring their own custom armies. Below is for a standard 2-player game. Tiny Big Wars is played the same with more players and bigger armies, but the set-up will be slightly different. Please check out our BUILD YOUR ARMY page for additional set-ups.
Tiny Big Wars
Rival martial arts clans battle for control of a mystical city.
Players command powerful Heroes leading squads of Minions, fighting over territory in fast, simultaneous battles inspired by martial arts anime.
Objective
At the end of any round, win the game by controlling locations with a combined Influence Value of 10 or more.
Force Building
Before the game begins, each player builds a custom force using a shared point limit.
Recommended Point Limits
Starting games are 20 points, Standard games are 30 and large games are 40+
Unit and Building Costs
Each Unit and Building has a point value located on the units card. The card will also show how many miniatures that card will bring to the game. Players may mix Heroes and Minion cards freely as long as they stay within the agreed point limit.
Example: Player A: 3 Heroes + 1 Minion card and Player B: 2 Heroes + 2 Minion cards
Components
Hero Cards with its miniatures
Minions Cards with its miniatures
Building Card with its miniatures
Location Cards
Six-Sided Dice (D6)
Map Setup
The city uses a fixed node-graph layout.
Shuffle all Location Cards.
Place them into the map layout.
Connect locations according to the map structure.
Each location has a coin and influence value along with a special ability.
Setup
Each player begins with:
All Heroes in their force
4 Minions placed in starting location
Each Hero begins with:
Full Health
0 Energy
Put a tracker cube on the first slot of the Health an Energy tracker on the Heroes card..
Playing the game!
Rounds
Each round consists of:
Clan Phase
Hero Activation Phase
Victory Check
CLAN PHASE
Gain Energy
Each Hero gains:
+1 Energy
Update Hero cards.
Gain Coins
Each player gains Coins equal to the total Coin Value of all Controlled locations.
Recruit Minions
Spend Coins.
For each Coin spent:
Place 1 Minion in a controlled location containing one of your Heroes.
Build Infrastructure
Spend 2 Coins to build at a controlled location containing one of your Heroes.
Each location may have a maximum of 1 Infrastructure.
Choose one:
Dojo
+1 Influence Value
Market
+1 Coin Value
Watchtower
+1 Combat Die when defending this location
Infrastructure remains even if control changes.
Use It Or Lose It Coins
At the end of the Clan Phase:
All unspent Coins are discarded.
HERO ACTIVATION PHASE
Players alternate activating Heroes.
Each player may activate up to 2 Heroes per round.
Each activated Hero receives:
2 Actions
A Hero may only be activated once per round.
ACTIONS
Move
Train
A Hero may perform the same action multiple times.
IMPORTANT RULE – MINIONS
Minions do NOT activate.
Minions:
Do not take turns
Do not have actions
Do not activate independently
Only move when accompanied by a Hero
Only participate in combat when present at a location
MOVE ACTION
Move a Hero to an adjacent location.
The Hero may move any number of friendly Minions from its current location with it.
Combat Trigger
If enemy units are present after movement:
Combat begins immediately
Combat must be fully resolved before continuing actions
TRAIN ACTION
Choose one:
Recover 1 Health
Gain 1 Energy
A Hero may not exceed maximum Health or Energy.
UNITS
Units include:
Heroes
Minions
Minions are individual models placed on the map.
HEROES
Heroes are powerful martial artists leading their clan forces.
Each Hero card shows:
Power
Health
Energy
Special Ability
Point Cost
MINIONS
Each Minion provides:
+1 Combat Die
Minions are individual units placed on the map and may be distributed freely across locations.
COMBAT RULE
Combat begins immediately when opposing units occupy the same location due to movement.
Combat is resolved fully before any further actions occur.
COMBAT SYSTEM
Combat is resolved as a single simultaneous battle.
All units in the location participate.
STEP 1: BUILD DICE POOLS
Each player rolls:
Total Hero Power from participating Heroes
+1 die per Minion
Any location bonuses
STEP 2: ROLL DICE
5 = 1 Hit
6 = 2 Hits
1–4 = Miss
STEP 3: SPEND ENERGY
Players secretly choose Energy to spend.
For each Energy:
Add 1 Hit OR
Cancel 1 Incoming Hit
STEP 4: ASSIGN DAMAGE
Damage is assigned simultaneously.
DAMAGE PRIORITY
Minions (removed 1-for-1)
Heroes (reduce Health)
HERO DEFEAT
When a Hero reaches 0 Health:
Remove Hero miniature and card from game
Minions remain in the location.
LOCATION STATES
CONTROLLED
One player has units present.
Generates Coins
Provides Influence
Allows Infrastructure benefits
CONTESTED
Multiple players present.
No Coins generated
No Influence generated
No location abilities
Combat triggers if Heroes are present.
NEUTRAL
No units present.
No controller
No income or Influence
VICTORY CHECK
At the end of each round:
Add together the Influence Value of all Controlled locations (including Dojos).
If total is 10 or more, that player immediately wins.
TIEBREAKER
If multiple players reach 10+ Influence:
Highest total Influence wins
Most controlled locations
Draw if still tied
CORE GAME LOOP
Clan Phase → Hero Activation Phase → Combat → Victory Check → Repeat