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Irrational Number Line Games, LLC
e e
Sami Kilpinen (order #3915050)

Overview: QILS is a generic tactical skirmish game optimized for quick play with small force
sizes (1-20 figures), that still presents a decent amount of strategic depth in decision making and
team design. Abstract and simple, it works with many genres, but doesnt focus on high levels of
detail for any genre. You will need some miniatures, six-sided dice, markers, and a flexible ruler.

The Dice: Play in QILS is driven by the dice. You use regular six-sided dice, but you will color
in the pips, so it is good to get dark dice with white pips. Pips get colored either red (close
combat attack points), yellow (ranged combat attack points), or blue (defense points).

The Combatants: Dice will be assigned to combatants, represented by miniature figures. Dice
may be unique to a combatant or sets of combatants may all share the same design of die.

The Unit (Measuring Distance): Each combatants standard unit distance is the size of its base.
This will be used for movement and range calculation. If it makes for a better or more convenient
game, you can change the size of the standard unit for individual combatants or all (such as just
using a 1 standard unit for all for 28mm figures) figures in the scenario definition.

Terrain: Terrain on the playing makes the game more interesting. It may be as elaborate or as
basic as you like. Just two things: (1) it must have a definitive border; (2) you must assign each
piece a hindrance and obstruction value. These values affect movement and combat.

Taking a Turn: Players alternate turns. On his turn, a player gets to use each combatant once.
The combatant can either move and attack or attack and move. You cant move or attack with
one combatant, use other combatants, then come back and finish the first combatants use.

Movement: Each combatant can move up to four units per turn, measured from the edge of the
base at the start and end positions. Movement doesnt have to be in a straight line. If any part of
a movement is within the border of a piece of terrain, the combatant must subtract the terrains
hindrance from his total movement for the turn. This is cumulative across multiple pieces of
terrain. A combatant cant move between other combatants if its base doesnt fit between the
other combatants bases. A combatant may use a die to move an extra two units. Dice used
for movement may not be used for attack in the same turn (so save them up if you attack first!).

Attacks: Before rolling, an attacking player chooses close combat or ranged combat. Close
combat can only happen when some part of the targets base is one unit (using the attacking
figures base) from the center of the attacking figures base. If the base isnt round, use the
smallest diameter. For ranged combat, measure range in units as a straight line between any part
of your attacking combatants base to any part of the targets base. You cant shoot through your
combatants. You cant shoot through other combatants. Attackers roll their unused dice for the
turn. Defending figures roll all their dice.

Close Combat: The attackers attack strength is the largest number of red pips rolled on any one
of its dice. The defenders defense strength is the largest number of blue pips rolled on any one
of its dice.

Sami Kilpinen (order #3915050)
Grappling: Before rolling, a player may designate a close combat attack as a push. If the attack
strength is bigger than the defense strength, the difference is the base push. Modify the push by
the ratio of the base sizes (if the attacker is twice as big, the push is double; if it is half as big,
push half, etc.), rounding down. Move the defender that many units directly away from the
attacker. The attacker cant push the defender in another direction. If one combatants rolled
strength is lower than the other, that combatant cant use one of its dice on its players next turn.

Ranged Combat: The attackers attack strength is the largest number of yellow pips rolled on
any one of his dice. The defenders defense strength is the largest number of blue pips rolled on
any one of his dice. If any part of the line of fire crosses terrain add its obstruction value to the
range. Subtract one from the attack strength for each six units range between the combatants,
rounded up.

Splitting Your Attack: If you are rolling more than two dice in an attack, you may split the
dice by assigning subsets of the dice to different targets. You cant assign two attacks to the same
target. You cant split your combat type (mix close and ranged), just the dice.

Pain and Death: If the attack strength is greater than the defense strength, the defending
combatant looses one die of its players choice. A combatant that has no dice left is dead and
removed from the board.

The Finger of Fate: If an attack or defense strength is six or more greater than an opponents
strength during an attack, that opponent is automatically killed. Bye, bye.

Hostile Terrain: If a combatant is on a piece of terrain that was designated hostile in the
scenario (underwater, lava, radioactive, etc.) at the end of his players turn, he is attacked by it.
Have the player and an opponent roll one die each, counting all pips. If the opponent rolls higher,
that combatant looses one die. A piece of terrain may also be designated exceptionally hostile, in
which case the opponent will roll a larger, specified number of dice.

A Splash of Color: Here are some additional color pips beyond red, yellow and blue:

The scenario you are playing may allow secondary colors on your dice. When rolled,
orange, green, and purple pips counts as either of their primary color components,
whichever is better for the combatant at the time.
A scenario may also require a certain number of white pips. White pips dont count for
anything in combat. Scenarios should give you extra combatants if they require white
pips on your dice.
With a metallic paint marker, you can add gold pips. When gold pips are rolled in a
ranged combat attack, attack all figures within that many units of the target figure, using
the rolled ranged combat attack strength (not counting the gold pips).

Tricked Out: A scenario may assign tricked out points to the players armies. For each tricked
out point assign a combatant one sentence from the rules with the word cant; that combatant
now treats that rule as if it had the word can instead of cant.
Sami Kilpinen (order #3915050)
QILS Page Two some optional rules to add some different flavor to QILS.

Elevation: Elevation, like distance is measured in units. Terrain may have an elevation assigned
to it (otherwise it is elevation 0), even a dynamic one, in the scenario. When two units are on
different elevations, line of fire and close combat distance are measured from the base of the
higher figure to the head (designated before the game starts) of the lower. Obstruction only
counts if the line of fire crosses the volume of the terrain. You will need to apply a little common
sense about how multiple elevation changes affect line of fire (e.g., you can shoot across a crater,
but not through a peak).

If terrain has infinite obstruction, it can be stood on by a figure. If you are using 3d terrain, a
figure must also be able to balance on it to stand on it. To change elevation in a move, measure
the distance along starting terrain, then vertically up the terrain, then (possibly) continue along
the ground of the second terrain. Square the number of vertical units (rounding up) before
adding the three measurements together to get the total distance. It helps to work this out
beforehand. A combatant cant end a movement on a vertical part of a move. Combatants can be
given one of two types of special vertical movement: flying and hovering.

A flying combatant can change elevation without standing on terrain. Its movement is measured
from point to point, but the horizontal component must be greater than the vertical. A flying
combatant not standing on terrain must move at least four inches per turn.

A hovering combatant can change elevation without standing on terrain, but must measure each
vertical and horizontal component separately. Vertical components of movement are not squared
for hovering combatants.

Conditions may be designated before the game starts for a combatant loosing their ability to fly
or hover. If this happens while a combatant is in the air, or if a combatant is pushed off elevated
terrain, it falls. A character that is pushed into blocking terrain stops its movement and conducts
a fall equal to the additional distance it would have moved. When a combatant falls, it changes
its elevation to the terrain it lands on. Roll one die for every two units fallen, rounding up. The
falling figure defends against each die as a separate attack. A combatant that falls looses its next
move/attack action.

Opportunity Attacks: Each figure must have a spot defined as the front of their base. If a
combatant moves within one unit of the front of another figure that didnt attack on its last turn,
the other figure can choose to immediately do a close combat attack on the moving combatant
where both players only roll one die. If a combatant crosses directly front of another figure and
that didnt attack on its last turn, the other figure can choose to immediately do a ranged attack
on the moving combatant where both players only roll one die.

Command and Control Net: The scenario will specify a type (link, hub) and range for
command and control nets. For link nets, a combatant is in net when it is within range of another
combatant on that net. For hub nets, a combatant is in net when it is within range of the
combatant designated as the hub for that net. Each team may have multiple nets and combatants
may be in different nets. Scenarios should scale up the cost of doing this accordingly.

Sami Kilpinen (order #3915050)
When attacking, a combatant that is in net may force a defender to reroll one die for each other
combatant in net (same net) who has unobstructed line of sight to the target, or for each pair of
other combatants in net (same net) who have obstructed line of sight to the target.

Combatants may allocate grey pips to their dice. If an attacker rolls any grey pips while attacking
a network capable target in a linked network, that target cannot be in net for a number of turns
equal to the number of grey pips rolled. If an attacker rolls any grey pips while attacking the hub
of a hub network, no combatants are in net for that network for the next turn.

Magiq: Black pips may be put on dice to represent magiq from one of six sources: earth, air, fire,
water, supernatural, and thaumaturgy. A supernatural source must also designate an entity. A
combatant cant have more than one source of magiq. When rolled, a black pip can count as any
other color showing on that face.

Earth and air are in opposition; fire and water are in opposition. Earth and air are in antagonism
with fire and water. Supernatural magiq can be declared to be in opposition or antagonism to
earth, air, fire, water, or other supernatural magiq from a different entity in the scenario. When
both combatants roll black pips from sources in antagonism, the (attack or defense) strength of
the combatant with the most dice showing black pips is one more than its opponents strength.
When both combatants roll dice with black pips from sources in opposition, the (attack or
defense) strength of the combatant with the most black pips total across all dice is one more than
its opponents strength. If neither condition applies no advantage is awarded; just count pips.

Teams: A group of combatants within a force may be designated as a team before the game
starts. Each team must have one leader designated. Combatants cant be part of more than one
team. If all remaining members of a team are within one unit of another team member and the
team leader is alive, the team may be given an order to move, attack, and defend as described
below. Combatants in a team may still only be used once per turn.

When a team moves, move the leader as normal then place all team members within one base of
another team member abreast of or behind the leader, based on a straight line between the
leaders start and end positions.

To attack with a team, select either close or ranged combat. The attacker rolls one die for each
team member who could have attacked the target. In ranged combat, the attacker measures range
from the leader to the target. When a team is targeted, roll one die for each member of the team
and count range to the farthest team member.

The defending player pairs each die rolled for his combatant or team with one of the dice rolled
by the attacker. Each pair is evaluated as a separate attack. Attack dice with an attack strength of
at least one that are not paired with a defense die count as hits. The defending player decides
which dice are lost based on the number of hits. The defending player doesnt have to loose dice
that were actually rolled in combat.

When a team member is targeted as a combatant (it is targeted, not its team), it may reroll one
die if within one unit of another team member; two if within one unit of the team leader.
Sami Kilpinen (order #3915050)
Some QILS Scenarios

Mosh it Up!: Each player gets 8 dice of combatants, but can only use red and blue pips on their
dice. Play is in a 3x3 area with 1:72 or 28mm figures. Each player gets to bring two terrain
pieces of up to 1
each. No optional rules in effect. Players start in opposite corners of the board
and play until only one team is left.

The Gauntlet: The Escort player gets 9 dice of combatants and one combatant with one die with
all blue pips, the mark. The Intercept player gets 20 dice of combatants with only blue or yellow
pips. Play is on a 1mx2m area with 1:72 or 28mm figures. The Intercept player gets to place 12
buildings (/ terrain) of up to 50cmx50cm as long as there is a path connecting the two short
sides of the board. The Intercept player gets to hide his combatants inside the buildings. The
Escort player then selects one of the short edges of the play area to start all his combatants. If an
Escort or Intercept player combatant moves within six units of a building, the Intercept player
can move all his units inside the building on to the playing area adjacent to that building,
where they are now available for use. The Escort player wins if the mark gets off the opposite
edge of the board; the Intercept player wins, if it doesnt.

A Shot in the Dark: Each player gets 8 dice of combatants. Each die must have more yellow
pips than red pips on it. Play is on a 3x3 area with 1:72 or 28mm figures. Each player gets to
bring up to a total of 3
of any size mix of sedge grass (hinder 1/obstruct 2) or ruins (/)
terrain. Optional cross rules are in effect. Players start in opposite corners of the board and play
until only one team is left.

Romancing the Ark: Up to six players play on a 2m diameter area with 6 dice of combatants
using 1:72 or 28mm figures. Players (roughly) evenly contribute a total of 1m
of terrain of any
type. Teams are evenly distributed around the edges at the start. An objective is placed in the
center of the play area. If a combatants movement path goes adjacent to the objective (even if it
is adjacent to another combatant), that combatant places it adjacent to itself at the end of its
move. The player who places the objective on the outside edge of the board at the end of a move

Turf War: Each player brings a 30cmx30cm square for playing area with a building (/
terrain) of up to 15cmx15cm on it and 8 dice worth of combatants. If a player is the only player
with combatants on a square at the end of his turn, he may move all combatants in that square to
or from the top of the center of the building. A combatant on a building with its base touching its
edge can shoot out of or be shot from outside the building and gets a one added to his defensive
strength against ranged attacks from the street. All figures on buildings can shoot each other at
range. After two hours of play, the player with only his figures on the largest number of squares

Circus Circus: Up to 8 players with one combatant with 5 dice, of which only two may have
yellow pips, play on a 3 diameter area using 1:72 or 28mm figures. Combatants are evenly
distributed around the edges at the start. The last combatant standing wins!
Sami Kilpinen (order #3915050)
Some QILS Dice and Teams

Swordsman One of your basic close combatants

Spearman Basic close combatant with a little range

Berserk Does this need explanation?

Archer Mostly ranged capability

Blaster Just shoot me

Power Armour Two dice per figure

Goblin Not much hurt, giving or taking.

Army Points: This is a rough guide for building equal forces. Each combatant is worth a
number of army points equal to its number of dice squared. Add one army point for each orange,
green, or purple pip. Add one army point for each tricked out point. Subtract one from army cost
for each pair of combatants with at least six white pips.

20 point Viking Squad Five figures, 2 with 2 swordsman dice, 2 with a swordsman and a
spearman die, and one two berserk.

10 point Barbarians Ten single die figures: 4 swordsman, 4 spearman, 2 berserk

30 point Goblin Warteam Two teams of four goblins (1 goblin die) and one leader goblin (2
goblin dice). One war beast with two all red and two all blue dice on a two unit diameter base.
To simplify, you could just use red and blue dice without coloring the pips for all red and all
blue dice.

10 point Roman Guard Eight figures: two with one archer die, 2 with one swordsman and, 2
one spearman, and one (captain) with one spearman and one swordsman.

40 point Power Armour Squad Ten troopers with two power armour dice each. With two
identical dice, you can just put a marker chip on combatants to mark the ones with one hit (the
ones that are only rolling one die now), so you only need 2 dice to play.

10 point Orc Death Patrol Ten figures each with one berserk die.

10 point Shichi no Samurai Six figures, each assigned to one of the non-goblin dice above;
one assigned two goblin dice.
Sami Kilpinen (order #3915050)

Copyright Irrational Numberline Games, LLC 2011
Sami Kilpinen (order #3915050)