MiniSteel
MiniSteel Rulebook
Table of Contents
Table of Contents
Objective
Vanquish opponent(s) by depleting their HP. Each player starts with 10 HP and the player(s) who reach zero HP are removed from the game. To start, each player rolls the die. The highest roll wins and high ties re-roll. Each player then draws six cards and two Card Draw Tokens and follows the turn order, attacking or poisoning their opponents. Once the deck is depleted it is reshuffled. The last player alive is the victor.
Turn Order
- Take poison damage if applicable.
- Draw cards until you have six in total.
- Play Heal, Attack, Utility or Equippable cards.
Note: A single turn consists of two actions, combos counting as one action. Players may forfeit one or both actions, but must discard one card per forfeited action.
Game Pieces
Attack Cards
- Dagger - Attack for 1 HP.
- Hatchet - Attack for 2 HP.
- Sword - Attack for 3 HP.
- Flame Shot - Attack for 2 HP and destroy two of an opponent's cards at random.
- Scythe - Attack each opponent for 1 HP and take one card from each at random. Add one of the cards to your hand and discard the rest. Unblockable.
Potion Cards
- Potion - Heal 2 HP and draw one card.
- Remedy - Cure one Poison token per Remedy card played or block one Poison card.
- Poison - Place a Poison token on an opponent. While poisoned players must remove 1 HP per Poison token immediately at the start of every turn.
Players cannot be vanquished completely via poison damage (health cannot be depleted below 1 HP due to poison damage), however players who accumulate 5 poison tokens are automatically removed from the game.
Utility Cards
- Magnifying Glass - Roll the die to draw the number of cards from the top of the deck equal to your roll, then add one to your hand and discard the rest.
- Hook Rope - Steal a card at random from an opponent of your choice or remove and keep an opponent's Shield if they attempt to defend. Unblockable.
- Swap Rope - Swap hands with an opponent of your choice. Unblockable.
- Trip Rope - Skip an opponent's turn. Unblockable.
Defense Cards
- Wooden Shield - Block 1 damage from any physical attack (does not block solo Poison card and does not block poison from Poison combo if physical damage is taken).
- Steel Shield - Block 2 damage from any physical attack (does not block solo Poison card and does not block poison from Poison combo if physical damage is taken).
Multi Cards
- Bladed Shield - Choose to either attack on your turn or defend when attacked. Shake the die to determine the attack/defense value.
- Fate - Select who to use the Fate card on, then roll the die to determine if your opponent is attacked, poisoned or healed.
Equippable Cards
Note: Equippable cards do not count as an action when played and remain equipped on a player until stolen or destroyed. In the event that cards are destroyed, Equippable cards are always destroyed first. When stealing Equippable cards, you may equip them immediately.
- Spiked Glove - Gain +1 attack value per equipped Spiked Glove. Only two Spiked Gloves can be equipped at a time.
- Armor - Gain +1 defense value. Only 1 Armor can be equipped at a time.
- Satchel - Equip to allow drawing up to 7 cards at the start of your turn instead of 6. Only 1 Satchel can be equipped at a time.
Light Cards
- Confusion Dust - Deflect an attack back onto an opponent at the value equal to the attack's value, including combo attacks. Unblockable.
- Resurrection Scepter - Upon death, revive yourself by rolling the die and setting your HP to the value of the roll. Discard your hand, then draw six new cards and acquire one Card Draw token.
Dark Cards
- Plague Skull - Give all players one Poison token, including yourself. Unblockable.
- Doom Dragon - Destroy two cards at random from every opponent. The opponent to your left also destroys two of your cards at random. Unblockable.
Note: Players must take 1 HP of damage if they choose to discard a Dark card.
Tokens
- HP - HP tokens are used to keep track of players' health.
- Poison - Poison tokens are used to keep track of players' poison level, if applicable.
- Card Draw - Card Draw tokens can be played at any time to draw three free cards per token from the deck.
Note: Players cannot use Card Draw tokens as a reaction to an opponent's attack.
Card Reference
The reference sheet on page 2 of the rulebook lists each card by type with the effect printed on it. The number in parentheses after each card name is printed on the sheet without a legend; the rulebook text does not define it, so it is reproduced here as printed and is not explained.
Attack
- Dagger (6) - Attack for 1 HP.
- Hatchet (6) - Attack for 2 HP.
- Sword (4) - Attack for 3 HP.
- F. Shot (4) - Attack for 2 HP. Destroy two cards.
- Scythe (2) - Attack all for 1 HP. Steal one card.
Potion
- Potion (8) - Heal for 2 HP. Draw one card.
- Remedy (8) - Block or cure Poison.
- Poison (12) - Poison an opponent.
Utility
- M. Glass (6) - Shake the die and draw as many cards.
- Hook Rope (8) - Steal one card or disarm a Shield.
- Swap Rope (2) - Swap hands with an opponent.
- Trip Rope (2) - Skip an opponent's turn.
Defense
- W. Shield (8) - Decrease physical attack by 1 HP.
- S. Shield (8) - Decrease physical attack by 2 HP.
Multi
- B. Shield (2) - Attack or Defend using the die.
- Fate (4) - Attack, Poison, or Heal using the die.
Equippable
- Spiked Glove (2) - +1 Attack.
- Armor (2) - +1 Defense.
- Satchel (2) - +1 Card Draw.
Light
- C. Dust (1) - Cause an opponent to attack themselves.
- R. Scepter (1) - Revive with HP equal to die roll.
Dark
- P. Skull (1) - Poison *all players.
- D. Dragon (1) - Destroy two cards from *all players.