ACTION FIGURE PLAY
Play with your Action Figures!

Quick Start Guide

How to play:



FAQ: What is ActionFigurePlay?

What's this site?  It's a way to share our Action Figure Play ruleset with you! 

Do you like tabletop games, action figures, or strategy board games?  Great, us too!  

You can use our ruleset to launch many family adventures in any universe you choose!

Inspired by tabletop games & sci-fi universes, we built our own game to play action figures.

We use vintage, classic, modern, homemade, 3D-printed, imaginary, and hand-drawn action figures and accessories to make the game an action-packed and customizable adventure starter!

ENERGY

Each figure can use up to six (6) ENERGY units per turn.  The ENERGY units let the figure do one action.

Movement

A figure can move up to one unit of distance (a "click") per ENERGY used. 

The 'click' unit of distance is equal to the approximate height of the figure. 

We use a 10cm ruler as the size of a 'click' for 3.75in. scale action figures. 

We like to measure movements from the outside edge of the figure's action figure stand.

Figures can lay down, crouch, take cover, climb, jump, slide, etc. within the click movement.

Figures must stay in the playfield.  A figure that leaves the play area is knocked out of the game.

Attack

A figure can use one energy for an attack.

Attack damage to the health of a targeted figure is calculated at random, rolled via a 6-sided die.

One of our favorite dice grid combos is:

You can use any damage system you like, and we have found that the damage system of 10 health for a regular figure works well. 

When a figure loses all 10 health, that figure is knocked out of the game.

Unique Actions

All players must agree to allow any unique actions for the figures.

 The agreed-upon unique actions can cost ENERGY and cause results like basic moves and attacks.  The more powerful the unique action, the greater the ENERGY cost. These unique actions usually are available once per turn.

Here are some examples:
Melee attack - Attacking figure must be within one click of the target figure and this unique action costs 5 Energy. Any melee attack deals 5 Health Damage to the target.

A space wizard might be able to perform a 'double jump' once per turn, covering 2 clicks in one ENERGY.

A scoundrel might have a 'lucky shot' that always scores a special but costs 6 ENERGY

A chrome armor space knight may have a jetpack that can fly for 3 clicks per ENERGY with no height restrictions. 

Defense / Cover

When playing with a 'range' or 'cover' option in the game, the figures who are not in the imagined line of sight from their opponent are protected from direct attacks. 

Any figure who is partially obscured from the attacking figure's imagined line of sight has 'partial cover' and gets to have half of the attack's health damage.

(NOTE: round down to the nearest integer for the half damage. Example: a 'special' 3 heath damage attack on a figure in partial cover rounds down to one full health damage unit from the resulting 1.5 damage reduction)

SPECIALS!

If you roll an attack SPECIAL! ⚅ (6) and knock out an opponent, a random SPECIAL ACTION event can occur!  The attacking player can imagine the event and roll a die to determine what additional actions occur.

We've seen lasers bounce into munitions, explosions, rock slides, attack cats appearing from the other room, you can imagine anything!

Weapons

When weapons are added to the gameplay, special rulesets must be agreed upon by all players before the game begins.

Examples of weapon systems include: ranged weapons, vehicles, turrets, magical weapons,  


Action Figure Idea Sheet

WHAT YOU NEED TO PLAY THE GAME 

ACTION FIGURES

Movement 'click' ruler (size equals a figure's height i.e. 10cm for Kenner 3.75in. scale)

objective/ plan to get objective

powerups (optional)

spawn points

field of play