Battles Before Time - Rules - Part One
Battles Before Time - Rules - Part One
Battles Before Time - Rules - Part One
Playtesting & Sage Advice: Ty Bevington, Cort Esch, Aaron Isaac, Harry Kruger, Carl Parlagreco, Chuck
Quilty, Jess Ray, Lucas Ray, Jon Shields, Kim Shields, Greg Whalen, Mark Zappa, & Elliot Lusk
Table of Contents
Introduction
Introduction ........................................1
Game Overview ..................2
Scale ....................2
Items Needed to Play ................2
Setting Up the Game .........................................3
Game Turns & Actions ........................................3
Actions When Activated ...........3
Darwinian Measurement ...................................4
Movement ............................................4
Going Prone .........................5
Language (or the Lack Thereof) ...5
Stones & Stone Draws .................5
Contests ...........................................6
Combat ....................................6
Doing Damage .............................................7
Area Effect Attacks ........................................7
Panic ................... 8
End of the Game/Victory! .......................8
Grunt Types ........................9
Warbands ...........................10
Units ..........................................................10
Packs & Grunts ...........................................10
Crew & Riders ............................................10
Heroes .......................................................10
Hero Types .................................................10
Beasts, Beast Masters, & Beast Lords ..................11
Taking Over Beasts ......................................11
Riding Beasts ...............................................11
Prehistoric Mammals ......................................12
Dinosaurs .........................................................13
Bird-Like Creatures ..........................................15
Aquatic Creatures .............................................15
Monsters ........................................16
Size ................................................17
Good Stuff: Abilities ...............................18
Weapons (Melee & Ranged) ..............................20
Armor .............................................................21
Other Stuff (Standards & Torches) ..................21
Watercraft & Swimming ............................21
Cavepunk Inventions .......................................22
Bad Stuff ..........................................................23
Magic, Shamans & Spells ..................................23
Costs ...............................................................25
Game Overview
Battles Before Time games are played on a
tabletop or similar surface around 3 feet (3)
by 3 feet (3). If possible, cover the playing
surface with suitable terrain; rocks & sticks
from your yard are a good start.
A variety of prehistoric-ish species can serve in
your warband, & some gain helpful bonuses.
Your troops can be outfitted with melee
weapons, missile weapons, or both, as well as
armor & shields in some cases.
Each side draws for initiative each turn, &
each side alternates activating units. Players
are encouraged to use Cave-Speak (essentially,
talk like toddlers) during their turn.
A unique game mechanic is used to resolve
all actions: the Stone Draw. Every time they
attempt an action or have a contest with
another player, a player draws from a pool of
tokens consisting of 3 kinds of stones. Bonuses
& penalties add to or subtract from the number
of stones drawn. Most actions have the same
target for success, so they are resolved quickly.
Players can use one of the pre-made warbands
provided in a second PDF (Part Two), or can
create their own balanced warbands using a
simple point build system. Part Two includes
templates, stat cards, & all the tokens youll
need.
Scale
Battles Before Time is played on a 1:1
actual troops: figures scale. If you are using
28-30 mm figures, 1 on the tabletop
equals around 6 feet in real life. Weapon
ranges are deliberately short to improve
playability. Turns are fast, & represent a
variable period of seconds, each averaging
around 10 seconds in game time.
Darwinian Measurement
Movement
Language
Stone Draws
Remember: 3 Hits, 5 Crits!
Contests
Combat
1. When activated, each unit may make a
melee attack against an enemy unit in baseto-base contact, or a ranged attack against
an enemy unit in range & line of sight. This is
a single Action Draw for the unit, with any
relevant combat-related modifiers added or
subtracted. Ranged weapons cannot be
used if you are in melee combat.
-2 to Draws:
For long range (> half total range)
To hit targets in Heavy Cover (> half of
target behind solid cover).
Combat, Continued
Make your Damage Draw!
Draw the number of stones listed for the
units weapon, subject to the following:
Note on Targets
A figure can attack a target that it could
reasonably see & hit. Add penalties to hit for
cover as appropriate. You can see 1 finger
into & out of jungles & other dense flora
(figures >1 Finger inside thick flora cant be
targeted or target figures >1 Finger away).
Figures mounted on beasts/monsters can
only be hit by melee weapons if the figures
weapon can reasonably touch the target.
Please use common sense to make decisions
(e.g., if all you can see is the top of your
targets weapon, you cant shoot him).
Panic
Triggers for Panic Checks:
Coming < 1 Hand of creatures that Cause Fear
The Fearsome Rant spell
When a unit loses half of its original Ouchies
When a unit that has already lost half of its
original Ouchies loses 1+ more Ouchies (draw
once at the end of any action when you take
more Ouchies).
Battle Results
Draw
Bragging Rights
Sweet Victory!
Epic Victory!
1-10
11-30
31-70
71-100
Grunt Types
Emohs
(Early Modern
Humans)
Neanderthals
(Homo
Neanderthalensis)
Neanderthals are
a subspecies of
Homo sapiens.
They tend to
be stocky, hairy,
strong, & have a
stooped posture.
Neanderthal
units add +1 to
Melee Damage
Draws.
Dino sapiens
Troglodytes
Trogs are a lot like
primitive orcs - &
orcs are pretty
primitive to begin
with! Trogs are
usually green or
blue in color.
(Dinosaur Man)
Troglodytes are
Big & add +1 to
Melee Damage
Draws.
Warbands
Units
Units can come from a variety of species. Some
cost more than others, but include helpful bonuses.
Your warband is made up of units, each with an
associated cost & benefits. Units can be either
single figures called Solos, or they can be Packs
(groups) of Grunts, Beasts, & Monsters. Solos
can be individual heroes, crew/riders, beasts, or
monsters; packs usually have 5 members (thats as
high as most cavemen can count).
Also, the terms character, creature & figure
are used interchangeably to describe a single figure
in your warband. The game is focused on the use
of units of multiple cavemen (called grunts for
obvious reasons), but includes plenty of Solos too.
Unit cards detail the information you need to use
your figures in battle. Each unit you purchase has a
unit card. Keep your unit cards handy (e.g., place
them along your edge of the game table) so you
can easily refer to them. Heres a sample unit card
to give you an idea of what they look like:
Packs
Packs make a single Attack Draw to hit in combat,
with all relevant bonuses added to this Draw (the
number of figures currently in the pack).
Packs start with 5 members; this means 5 of the
same type of creature equipped the same way.
Grunts
Grunts operate in packs of 5 (except for crew/
riders). Grunts can take 1 Ouchie each before they
go Bye-Bye unless they are Big or Small.
Crew/Riders
Crew/riders are grunts who have the Solo Good
Thing, & can operate independently of a pack.
They are used to operate cavepunk devices & ride
beasts & monsters.
Heroes
Heroes are cavemen, dinosaur men & trogs who
are more powerful than typical pack members.
Heroes are always Solos (fight independently from
other units). They can usually take 5 Ouchies, &
have a base Action Draw of 3 or 4 (noted on their
unit card).
Hero Types
Heroes are more powerful than typical pack
members. Here are the types included:
Emoh
Heroes have no
inherent Good Stuff, but can
purchase a wide variety of
abilities, weapons, & armor.
Emohs are more versatile than
other species, & can specialize in
many different areas.
Florz
Beasts
Beasts are prehistoric creatures that really existed,
though they can be from any era. Beasts include
selected dinosaurs, prehistoric mammals, birdlike creatures, & aquatic creatures. You must have
a Beast Master or Lord of the Beasts to purchase
beasts. Since creature size varied tremendously
across the ages, there are 10 possible Sizes of beasts
(but dont worry - Sized-based bonuses/penalties
are easy to track!).
Beast Master:
Allows you to buy beasts up to Huge Size. Beasts
assigned to a Beast Master must stay within 3 Hands
of their Beast Master at all times (if they exceed this
distance their top priority is to use movement to
get within it unless they are Panicked).
Riding Beasts:
Prehistoric Mammals
A variety of prehistoric mammals are represented
in Battles Before Time; see the unit cards for size
comparisons to a typical caveman. Mammals are
grouped into sizes in the following chart:
Small
Notes: Packs, 5/pack, Need
Mammal Beast Master to buy/control
Cave Dog
Big
Mammals
Dire Wolf
Really Big
Mammals
Aurochs
Cave Bear
Solos; Need
Beast Master to buy/
control; can have multiple
Big or man-sized riders
Resembles a giant rhino
with 2 big horns, around 10
long, 5,000+ pounds.
Brontotherium
Doedicurus
Elasmotherium
Megatherium
A nearly elephant-sized
ground sloth weighing up to
8,000 pounds.
Woolly Rhino
Notes:
Arsinoitherium
Deer,
Prehistoric
Huge
Mammals
Gigantic
Mammals
Notes:
Mammoth
Woolly Mammoth, up to
13,000 pounds.
Mastodon
Solos; Need
Beast Lord to buy/control;
can have multiple riders
Master
to
buy/control;
Aurochs can have 1 Big or 1
man-sized rider
Ginormous
Mammals
Paraceratherium
Stegodon
An elephant-like creature
with massive tusks, weighing
up to around 28,000
pounds.
Notes:
Solos; Need
Beast Lord to buy/control;
can have multiple riders
Types of Dinosaurs
So many dinosaurs, so little room! Battles Before
Time features a selection of dinosaurs that mostly
come from the following groups:
Theropods (Beast
Foot): Carnivorous
dinosaurs that stand/
move on their hind
legs. Range from
Small to Ginormous
in size.
Raptors & T. Rex are good examples. Many
Theropods have feathers, nasty claws &/or teeth,
& can run relatively fast.
Dinosaurs, Continued
CavemanNotes: Packs: 5/pack; Need
sized
Beast Master to buy/control
Dinosaurs
Around 4 tall, up to 200
Deinonychus pounds, 11 long Theropod,
Birdlike, nasty claws.
Trodon
Small
Notes: Packs: 5/pack; Need
Dinosaurs Beast Master to buy/control
Oviraptor
Very Big
Dinosaur
Notes:
Dilophosaurus
Large Theropod, up to 30
long, 3,000 pounds.
Ceratosaurus
Large Theropod, up to 20
long, 2,000 pounds.
Megalosaurus
Large Theropod, up to 30
long, 2,000 pounds.
Megaraptor
Utahraptor
Large Theropod, up to 24
long, 3,000 pounds.
Dinosaurs, Continued
Notes:
Dinosaurs
Allosaurus
Huge
Triceratops
Prototypical Ceratopsian, 30
long, 20,000+ pounds.
Ginormous
Dinosaur
Spinosaurus
Enormous Theropod up to 50
long & 30,000 pounds, the
Spinosaurus has a huge plate
going down its spine.
Gar-GanChoo-An
Dinosaur
Diplodocus
Gargantuan Sauropod up to 90
long, but only around 40,000
pounds.
Earth
Shaker!
Dinosaurs
Apatosaurus
Massive Sauropod up to 80
long & 70,000 pounds.
Brachiosaurus
Baryonyx
Iguanodon
Large Ornithopod, up to 30
long, 10,000 pounds.
Stegosaurus
Styracosaurus
Saltasaurus
Thyreophora/Stegosauridae
family; up to 30 long, 7,000
pounds.
Similar to Triceratops, up to 18
long, 6,000 pounds.
Big
Birdlike
Creatures
Pteranodon
Terror
Bird
Very Big
Birdlike
Creature
Quetzalcoatlus
Notes
Notes
Aquatic
Creatures
Notes
Dakosaurus
Kronosaurus
Gar-Gan-Choo-An; A nasty
Pliosaur, around 30 long &
displacing more than 20 tons.
Megalodon
Mosasaurus
Thalassomedon
Prehistoric Monsters
Monsters are fantastic prehistoric creatures that
never were. You must have a Monster Master
(Monster Lord for > Huge monsters) to purchase
monsters. Monsters other than Lesser Trogs &
Trogs can be taken over just like beasts (see p. 11).
Big
Monsters
Notes
Dragonasaurus,
Baby
Troglodyte
Notes
Really Big
Monsters
Trogre
feral,
huge
hairy
Huge
Monster
Small
Monsters
Lesser Trog
Skeleton
Cavemansized
Monsters
Notes
Packs: 5/pack; Need Monster
Master to buy/control
35 tall, 40-80 pounds. Primitive
version of standard fantasy
goblins.
Long dead bones of cavemen;
must have both Shaman &
Monster Master to buy Skeletons.
Notes
Packs: 5/pack; Need Monster
Master to buy/control
Bah Ju
Zombie
Zombie
Beast
Gigantic
Monster
Notes
Notes
Gar-GanChoo-An
Monster
Dragonasaurus,
Adult
Notes
Size
Small
Caveman
Size
Big
Very
Big
Really
Big
Huge
Bonus/
Penalty
-1
Gigantic
Roughly caveman-sized
creatures, from around 81 - 200
pounds. Includes Emohs, Bah
Ju, Deinonychus, Dino sapiens,
Neanderthals, Trodons,
Zombies.
Ginormous
+1
+3
+5
+7
Size
Bonus/
Penalty
+10
+12
Gar-GanChoo-An
+15
Earth/
Sea
Shaker!
+20
(Users) Ability
Description
Action
Draw 3
Action
Draw 4
Balance
Beast
Master
Lord of
Beasts
Bluster
Full of
It
Breathe
Fire
Carpe
Drawum
Cause
Panic
Damage
Draw 2
(Appropriate creatures)
Base Damage Draw of 2.
Damage
Draw 3
(Appropriate creatures)
Base Damage Draw of 3.
Damage
Draw 4
(Appropriate creatures)
Base Damage Draw of 4.
Fast
(Appropriate
Dino
sapiens,
beasts, & monsters) Move 1
Hand + 1 Finger; Run 3 Hands.
Fearless
Flight
(Appropriate
winged,
etc.
creatures) Can Fly. Must stay
within normal vertical distance
of Beast Master; max height 4
Hands. Can climb 2 Hands, dive
up to 3, move 4 horizontal.
Good
Aim
Great
Aim
(Users) Ability
Description
Monster
Master
(Trogs/Lesser
Trogs
only)
Allows you to buy monsters
up to Huge size. Your monsters
must stay within 3 Hands
of their designated Monster
Master (if they exceed this
distance their top priority is to
use movement to get within it
unless they are Panicked).
Spells
Stomp
(Appropriate Ginormous+
creatures) If you dont
move, as your action you
can stomp on an adjacent
round template-sized area;
make an Attack Draw vs.
all figures touched by the
template (Damage Draw
3 if hit).
Tail Sweep
Monster
Lord
Moxie
Tough Skin
Lotsa
Moxie
Really
Tough Skin
N.E.R.D.
Trample
One With
Nature
(Appropriate units) No
movement penalty in flora
(woods, jungle, etc.).
Shaman
Warrior
Great
Warrior
Size
Solo
(Heroes,
crew,
riders,
monsters, beasts) Allows
you to operate as an
independent figure.
Notes/Range
Range
(Short/
Long)
Hand Axe
Melee only
Big Axe
Melee only
Bare Hands
Melee only
Big Rock
1 Finger/
No long
range
Bow
2 Hands/
4 Hands
Club
Melee only
Big Club
Melee only
Dagger/Knife
1 Finger/
1 Hand
Improvised
Weapon
1 Finger/
No long
range
Pole Arm
Melee only
Sling
Unlimited rocks.
1 Hand/
3 Hands
Small Rock
1 Finger/
1 Hand
Spear
1 Hand+1
Finger/
3 Hands*
Weapon
Type
Armor
Here are the types of armor that are available for
purchase if they are allowed for your unit type.
You need a N.E.R.D. in your warband to purchase
Helmets or dinosaur plate armor.
Armor
Type
Damage
Draw
Subtraction
Notes
-1
Cant
combine
with
dinosaur
plate
Hide Armor
Helmet
Take normal
Damage
Draw, but
negates
Glory Rocks
damage if it is
drawn
Must have
N.E.R.D. to
purchase
--
-1 To Attack
Draws
vs. you
-2
Must have
N.E.R.D. to
purchase
Shield
Dinosaur
Plate
Other Gear
Standards
Standards give +1 to all
Panic checks for the unit.
Torches
(Solo crew & heroes; 1 torch costs 1
Point) A figure can light a torch as a
free action. You can brandish a torch
at a beast or monster unit as your
action. Make an opposed Action
Draw - you get +1, but the target
unit adds its Size bonus to its Draw.
If you win, the unit wont come
within 1 Finger of you this turn.
Cavepunk Inventions
If you have a N.E.R.D., you can purchase these cavepunk items for your warband (but dont include
items that dont fit your view of prehistoric fantasy). The N.E.R.D. himself doesnt have to use the item
- other heroes or crew can use them as well.
Item
Notes
Banana
Bomber
Big Bow
Big
Slingshot
Chariot
Dinosaur
Plate
Armor
Flamethrowa
Gourd
Bombs
Magic
Item
Howdah
Pole Arms
Notes
Also need a Beast Master/Lord
to buy an appropriate Huge
or bigger beast; the beast must
walk on all four legs. Howdahs
give Heavy Cover (-2 to
Attack Draws to hit anyone in
the howdah). Howdahs can
generally fit 4 caveman-sized
creatures, but are sometimes
larger or smaller.
While they are described under
Weapons, you must have a
N.E.R.D. in your warband to
purchase pole arms.
Bad Stuff
Bad Stuff
Bound
Chicken
HalfHearted
Ally
Stupid
Size (-1)
Slow
Shamans
Characters with the ability to use magic must have
the Shaman ability, & can purchase & use spells.
Using spells: Using a spell counts as a regular
action (e.g., you can walk up to 1 Hand & use a
spell in the same action).
To invoke a spell, make an Action Draw; your
Shaman must draw the spells target number or
higher to successfully use it. Some spells give extra
benefits for critical successes (drawing 2 or more
over the target number).
If the draw is failed the spell fails & the unit has
still used its action.
Spell Descriptions
Target Number (TN): The number the unit
needs to draw for the spell to succeed.
Critical Success (CS): The number the unit
needs to get a critical success (the effect is noted
in the spell descriptions if the spell has a critical
success option).
Range: The maximum distance the target of
the spell can be from the caster. For round
area effect spells, measure from the edge of the
caster to the center of the template. If a spell
lists 2 ranges, such as 1 Hand/2 Hands, these
are short & long range; subtract 2 from the
Action Draw for long range.
Unless a spell says otherwise, it always requires
line of sight to target a unit.
Ending a spell: A Shaman can end a spell they
previously invoked at any time.
Spells
BLESSING
TN: 2 (CS: 4); Range: 1 Hand/2 Hands;
Duration: Draw 3 = # turns
This spell allows you to increase 1 units Action
Draw by 1 (2 with a critical success). Track the
duration. Cant stack on a single unit.
CURE
TN: 2 (CS: 4); Range: Touch
Cure gives back 1 Ouchie to an adjacent figure
with an Action Draw of 2, & 2 Ouchies with
a Draw of 4. You can heal figures who have
taken 1 or more Ouchies & would otherwise
be eliminated if you Cure them during the
same turn.
FEARSOME RANT
TN: 2 (CS: 4); Range: Cone Template
Your Shaman rants like a madman; if your
Action Draw succeeds, every unit with a figure
touching the template must make a Panic Draw
(at -1 with a critical success). Failure means the
unit Panics immediately.
FIRE BAD!
TN: 3 (CS: 5); Range: Cone template
Place the cone template point next to the
shaman & point the big end in any direction.
Any figures touched by the template take a
Damage Draw of 2. A critical success means
the Damage Draw = 3.
FOG
TN: 2 (CS: 4); Range: 3 Hands; Duration:
Draw 3 = # turns; Permanent with CS
Creates an area of fog the size of 2 adjacent
round templates. Characters cant see through
the fog. You can walk into fog, but cant run.
Figures more than 1 Knuckle within the fog or
behind it cant be targeted or fire through the
fog (they can melee normally). Figures within
1 Knuckle of the edge of the fog can see & fire
out of it; they can also be fired upon (-1 to
Attack Draws against you).
MANTLE
TN: 2 (CS: 4); Range: Touch; Duration:
Draw 3 = # turns
Mantle creates a glowing, spiritual mantle
of protection around 1 Big or smaller figure.
Subtract 1 stone each time the wearer takes
a Damage Draw; a critical success subtracts 2
stones each time damage is taken.
REAPER
TN: See below; Range: 2 Hands (must be
corpses in range); Duration: rest of game
Reaper causes the dead to reanimate under
your control. Assuming figures have Gone
Bye-Bye within 2 Hands, make an Action
Draw. If you succeed, you raise the number
of zombies drawn (subject to the number of
corpses available). For example, if you draw
4, you raise 4 zombies.
Critical success: If a dead Huge+ beast/
monster is within range & you get a Draw of
4+, you can choose to raise 1 Zombie Beast
instead of 4+ zombies.
WRATH
TN: 2 (CS: 4); Range: 2 Hands/4 Hands
The invoker calls down a lightning strike the
size of a round template.
Success causes a Damage Draw of 2 to any
figure touching the template; a critical success
causes a Damage Draw of 3.
Costs
Costs, Continued