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:

  1. Clan Phase

  2. Hero Activation Phase

  3. 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

  1. Minions (removed 1-for-1)

  2. 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:

  1. Highest total Influence wins

  2. Most controlled locations

  3. Draw if still tied

CORE GAME LOOP

Clan Phase → Hero Activation Phase → Combat → Victory Check → Repeat