Monday, October 20, 2014

Battle of the Granicus 334 BC using Ancient Battlelines Clash

Introduction
This is game 19 in play testing my ancient rules by replaying historical battles.  The latest version of ‘Ancient Battlelines Clash’ is on its own blog page. I am play testing the rules by replaying all the Peter Sides scenarios from his Historical Battles books.  ABC is designed to finish in under an hour on a 2'x2' table.

Version 2 of the rules
This is the first historical game playtest of version 2 of the rules.  After lots of minor tweaks over the last two years, I re-wrote them.  While the rules themselves play 95% the same as the last iteration of version 1 (1.3s for those interested), they are a lot shorter and I think are better written. A lot as in less than half the pages of the previous rules.   Further details of version 2 compared to version 1 can be found in this blog post.
 
Battle of the Granicus
Alexander crosses the Hellespoint into Asia and it met by a large Persian Army facing him across the Granicus river.
 
Here are some links of interest that I used to create the scenario:
Wikipedia article
Ancient History Encyclopedia battle description
Junior General battle and rules
DBA Scenario
Clash of Empires scenario
DBM Scenario (also has a link to an alternative DBM scenario)

Scenario changes
Reduced by about third the troops due to my smaller sized table.  However, I roughly halved the spear or pike units as the scenario units are for DBx that assumes in this case that the units will be rear supported, not the case with my rules.

Troops

Alexander’s Macedonian
4 Phalangites, battle infantry, phalanx
1 Hypaspists, battle infantry, phalanx, some missile protection, high fortitude
1 Hoplites, battle infantry, phalanx, some missile protection, low fortitude
2 Thracians, auxiliary infantry, high fortitude
3 Psiloi, skirmish infantry, short missile
1 Skirmishers, skirmish infantry, long missile
1 Companions, auxiliary infantry, high fortitude, disciplined
1 Heavy Cavalry, auxiliary cavalry
1 Light Cavalry, skirmish cavalry, short missile
1 General (with Companions)
+1 army command ability

Breakpoint: 11

Late Achaemenid Persian
2 Hoplites, battle infantry, phalanx, some missile protection
2 Heavy Infantry, battle infantry, long missile
2 Psiloi, skirmish infantry, long missile
1 Heavy cavalry, auxiliary infantry, high fortitude, impetuous
5 Heavy Cavalry, auxiliary infantry
5 Light Cavalry,  skirmish cavalry, short missile

1 General with high fortitude cavalry

Breakpoint: 13

Deployment
Deployment:



Persians on the left, Macedonians on the right.


The river I have classed as a passable river.  In the rules, this means that the river is crossable but counts as difficult terrain for close combat.  Both units in combat are effected by the difficult terrain. There is a bank defensive bonus for the Persian cavalry.  What that means is the Persian heavy cavalry will be at their difficult combat value 0, +1 for defending the bank, A phalangite units difficult combat value is 1. Equal.  The phalangites will have to attack to keep the Persians occupied while Alexander attacks on the right flank.  

Note that is  different to Issus, where the river will be classed as a stream that infers a bank defense bonus but is not counted as difficult terrain.

Greek mercenaries (the one unit to the rear of the Macedonians) are uncontrolled and cannot move until a unit comes very close to them.
The Units on the Persian hill are also uncontrolled.

Neither uncontrolled units played any part in this game, although they do help increase the breakpoint value of the army.

The Game
Alexander move first. and all but the Companions advance to the river edge.

View from the Macedonians after advancing.
On the Macedonian left, Persian skirmishers disorder and pushback Parmenion (the heavy cavalry on the Macedonian left)

Parmenion is pushed back from the river bank.
On the Macedonian right two Skirmishers are pushed back for one Persian pushback.  Alexander is obviously hoping for two being pushed back to make it easier with a breakthrough on that side.

Skirmishers skirmish on the Macedonian right.  The Persians still control the river bank.
The phalangites move across the river to engage the heavy cavalry.  Heavy Cavalry combat value is 1, phalangites 0.  Two centre phalangites retreat.  The lone cavalry that could pursue does not (is is not impetuous, and would only pursue on a 5 or more as defending terrain).

Pikes advance, melee and the centre two retreat. The grey javelins mark a unit as disordered.
Not much happening on the Macedonian right, and a continuing inconclusive melee in the centre between cavalry and phalanxes.  The Cavalry is not going to advance across the river, and those in contact remained in melee.

On the right skirmishers interchanged some fire, and a few skirmishers lost on both sides.  The Companions entered into the fray - Skirmishers retreat and Companions followed up...

Alexander finally crosses the river and charges the skirmishes, who rout.
...and the skirmishers rout.  No damage to the Companions as high fortitude with general (a 1 would have disordered them but no such luck for the Persians).  The Companions do not pursue (they are disciplined and with a general; a 5+ would have forced them to pursue).

The Hypaspists rout after combat with the Persian heavy cavalry with Darius.    More phalanxes are falling.  Parmenion manages to force a skirmish cavalry to retreat, but are pushed back themselves under missile fire.

Darius's heavy cavalry, and an adjacent heavy cavalry, cross the river and rout another disordered phalanx.
The heavy cavalry cross the river
Only one phalanx unit left.

Darius routs his opponent and continues across the river.
But Alexander is coming....

See Alexander at the top right coming in to the flank.
The Persian heavy cavalry over the river cannot about face as already disordered and so will have to wheel to turn - this will take 4 moves

Alexander hits other Heavy Cavalry in flank.

Alexander hits a heavy cavalry in the flank.
Alexander/Companions are CV2 +1 high fortitude -1 single unit -1 disordered +2 general +2 flank attack +2 shock = 7 Vs Persian CV 2 = +5.
First die roll 5. Total of 10 - destroyed.

Alexander charges into the next cavalry unit.
Pursues into the flank of the next Heavy Cavalry and rolls a 6.

Alexander charges into the third heavy cavalry (and stops).
Pursues into the third heavy cavalry and roll a 2; total of 7 is a disorder.  The rolling up stops.

Peltast advances as now the heavy cavalry is attacked in flank, it counts as flanked against all attacks.

Peltast charges into the flanked unit.  it will rout, and does.
The melee results in the heavy cavalry getting a depleted results that is a destroyed.

Parmenion advances and the skirmisher runs away (finally).

Last phalanx is destroyed (a Persian 6 on the die);  and Darius rallies.

Alexander charges a Heavy Cavalry (that turned last turn, expecting the charge).

The last Persian heavy cavalry unit has time to turn to take the charge from Alexander.  It did not help against the might of a die roll of a 6.
Alexander rolls a 6 for melee. Persian cavalry routs.  Alexander pursues into the rear of a skirmishers that also retreats...into the front of Parmenion that charges them and the skirmishers routs.

Parmenion charges into the skirmisher that Alexander has forced to retreat.
The Persian have reached their army breakpoint and game is over, victory to the Macedonians.

End game.
In hindsight, Alexander should have go in on the right flank immediately after the first turn skirmish clash did not work.

Verdict
It took awhile to make sure the rules worked for river crossing and I am happy with them (today - tomorrow it may change!).  Uncontrolled units work as planned. The new unbloated  version 2 of the rules are working well.  No errors caught so far but it needs more games to make sure - there are always some that creep in.

Sunday, October 19, 2014

Ancient Battlelines clash - October 2014 update

Introduction
After a few months of reflection, last month (ABC update September 2014) I created a Quick Reference Sheet from scratch and then did some minor rules culling and changes to reflect the new QRS.  95% of the rules remained unchanged.  Played a few battles and all was well.  But then I reflected a bit more.  The core rules were 14 pages.  DBA is 5 pages (excluding troop definitions), Basic Impetus is 8 for everything.  14 does not ring true for me as a fast play set.

So what did I do?
I sat down, opened up a blank document and wrote the rules out again from scratch, without reference to any other document, including the rules or the QRS.  6 1/2 pages (no examples) including unit definitions.
I then when back to the old version and added in some clarifications and any bits I had missed from the old version (surprisingly not many) and a bit of formatting. 8 pages.  I am happy.  I also added in examples, optional rules, example armies and a QRS: 12 pages in total compared to 22 pages for the equivalent in the previous version.  With no rule loss.  How? The previous rules started life many years ago and in earnest 3 years ago and have been worded, reworded and built upon over probably 100 minor versions.  I have cleaned up a large amount of bloated rule sections just writing in all from memory on what they should be.  It was almost a case of, why use one word when three can do the same job :-)  I am so much more content and the rules I think are better for it.  Anyway, I have nowhere else to go now with them, having done a write from memory only! (having written this, I did do one step further and have written a simpler 2 page version for about 6 units with no markers on a 1'x1' board, but that is untested!)
The QRS is now one page, in two columns as per the rest of the rules - no rules deleted, just better formatting and a little streamlining..  I am very happy that the QRS is one simple page - that fact I had to fudge the previous version by using 3 columns just bugged me,

So, the final rules are:
Pages 1-12: The rules including examples, optional rules and a reference sheet on page 12. Pages 1-12 are all that is needed to print to play.
Pages 13-16: Detailed example and designer notes.
Pages 17-24: Fully programmable opponent for the rules; none, some or all may be used.
Note: pages 13-24 are not essential to play, but if you want to use them, it is best to print off separately.

The new version of the rules are at the Ancient Battlelines Clash rules page.  The army lists have not been updated to align to the new unit types, but the conversion is very easy and I provide how to convert.

I need to playtest more and finihed off my next historical game - Granicus - with Version 2 (coming soon)

Changes
For those interested, here are all the rule changes.  While I don't expect anyone to read them, it does indicate how little I did to the actual rules.
  • Troops are now classified by role (battle, auxiliary and skirmisher) and type (infantry, cavalry and chariot).  Exceptions are elephants, scythed chariots, camels and camps.  These do map directly onto the more traditional HI, MI, LI, HC etc.  I have liked this method ever since reading and playing the Irregular Miniature Ancient rules years ago.  I have finally bit the bullet and put these into my rules.  It really helps streamline combat values and what type of units are impacted by things.
  • Movement rates are now simplified - all infantry move 8cm, all mounted move 12cm.  For this game, the different movement rates was really irrelevant.  I was very clever with the old movement rates and retreat distances but I realised it works out the same with two standard movement rates.  But Skirmisher cavalry (LC) do need to move 16cm to make horse archer armies work properly, so included that.  All skirmishers add 2cm to retreat distances to ensure they do not get caught.  I had this in an older version but was not required but with similar movement rates it is back in again.
  • The bow missile range needs to be in between these two movement rates for the missile rules to work correctly, so bow range is now 10cm (was 12cm). Skirmish infantry bows are only 4cm range - they were too powerful against infantry.
  • Most of the sections have been reworded and are more succicient.

Saturday, September 13, 2014

Battle of Chaeronea 338BC using Ancient Battlelines Clash

Introduction
This is game 18 in play testing my ancient rules by replaying historical battles.  The latest version of ‘Ancient Battlelines Clash’ is on its own blog page. I am play testing the rules by replaying all the Peter Sides scenarios from his Historical Battles books.  ABC is designed to finish in under an hour on a 2'x2' table.
 
Battle of Chaeronea
Philip II invades Greece that is defended by a Theban/Athenian allied army.  Philip II wins and finally gains control of Greece.
 
Here are some links of interest that I used to create the scenario:

Wikipedia article
Diodorus account at Ancient History Sourcebook
Junior General battle and rules
DBA scenario
Animated battlemap

I also used a number of books such as "Lost Battles" (Sabin) and "Warfare in the Classical World" (Warry).

Scenario changes
Halved troops due to my smaller sized table.  However, I did not halve the spear or pike units as the scenario units are for DBx that assumes in this case that the units will be rear supported, not the case with my rules.  I used a deployment close to Warry (two lines) rather than Side's staggered setup.  I did not include the hills and river, assuming they are on the edge of the table.  The smaller streams did not seem to affect the battle so did not include them.  I did keep the marsh.

Troops
Theban/Athenian

The Greek allies (SB= Sacred Band, Gen = General)
6 Athenian hoplites, HI, phalanx, some protection, impetuous
3 Theban hoplites, HI, phalanx, some protection
1 Theban Sacred Band, HI, phalanx, some protection, high fortitude
3 Psiloi, LI, short missile
1 General (with Athenian hoplite)

Breakpoint: 10

Macedonian

Macedoniams
6 Phalangites, HI, phalanx
1 Hypaspists/Agema, HI, phalanx, some protection, high fortitude
1 Peltasts, MI
2 Psiloi, LI, short missile
1 Heavy Cavalry, high fortitude, disciplined
1 Light Cavalry, LC, short missile
1 General, +1 command ability with Hypaspists

Breakpoint: 10

Note, in line with the rule changes (see below) Missile Protection +1 is now some protection, +2 is now high protection.  Similarly -1 fortitude is now low fortitude, +1 is now high fortitude. The names are easier for army lists rather than using numbers.  LI (Light Infantry) is relabeled MI (Medium Infantry) and SI (Skirmisher Infantry) relabeled to LI (Light infantry).  Only the labels have changed to be more consistent with cavalry and chariot labels, the rules for them are unchanged.   

Rules changes
It has been nearly a year since a historical game with these rules and I have been mulling over how to streamline them as I seem to have been adding a little bit here and there after my last major streamlining nearly 2 years ago.  The rules were getting more bloated and I do not like it.  I go into to much detail at this blog post. In summary:
  • I reduced the number of modifiers for all the tests to 3 or less modifiers, except combat still has 4.
  • I managed to combine the normal reaction to shooting, fired on, charged and proximity tests into one reaction table.  This made it a lot clearer.
  • I reduced some of the exceptions in the rules.
  • I changed the general to always be part of a unit during the game, rather than being able to detach and detach from units.  I also changed the army command ability to be not as powerful.

This is what playtesting is all about!

Deployment
Deployment:


Deployment.  Note the only terrain feature on the table is the marsh on the Greek right flank.
The Game
Greeks move first.  Both sides advance their entire infantry line.

Fantastically painted (not by me - I bought these from Andy Bryant who is responsible for them) Macedonian phalangites
The Macedonian infantry move up and the opposing Athenian infantry charge (I gave the Athenian hoplites the impetuous ability - they must charge if an enemy unit is in range).  Everyone in melee is disordered but no other more serious damage.

Cavalry and skirmishers on the Macedonian right awaiting an opportunity. More amazing paint job from Andy Bryant.
The end Athenian hoplite unit does routs a skirmisher on the left flank and pursues.

Greek hoplite pursues a routed skirmisher.  The sticks on the bases on the units indicate disorder.
The Athenians manage to rout a Macedonian phalangite. The Macedonians return the favour; and then the Athenians get in another one. Two phalangites lost to one Athenian hoplite.

A gap!  But the Greek hoplite cannot pursue.
On the Greek right flank the Greeks charge the Macedonian Peltast that retreats and then routs. Alexander is worried that he will get boxed in and charges the Greek skirmishers that rout. Hopefully the Companions will be able to attack the hoplites in the flank before they turn about.  We shall see.

Activity on the Greek right.  The Companions attack through a gap.
The Theban hoplite battleline now charges and the Sacred Band forces a phalangite unit to retreat.  An already disordered Athenian hoplite is destroyed further down the line.  The Greek Alliance is still ahead as in less of its units are destroyed.

The Greek left is becoming depopulated duie to losses on both sides.
A Greek disaster!  The Athenian general rolls a 1 and is destroyed and routs.  In the rules, units in melee with equal combat values will only have bad things happen on a 1 (attacker depletes) or a 6 (defender depletes).  The two generals are in combat but the Hypaspists have a 1 greater combat value.  It was always going to be a waiting game until the Greek general routed (on a 5 or 6) or the Greeks could bring other units into the flank of the Hypaspists.  The  routing happened first.

The victorious Hypaspists (again painted by Andy Bryant).
The Greek army undergoes a morale check due to the general being lost.  This is a new bit to the rules - previously a lost general did not cause a morale check.  Every unit rolls a morale check test.  Most of the Greek units are already disordered (bad) and, due to poor die rolls, most of the units that were disordered rout (all 8 rolls were 3 or lower!).  Over half the Greek army gone so game over.

End game.  All Greek units are circled (i.e. not many).
Two generals going head to head is never going to end well.

Verdict
More phalanx on phalanx battles but this time with the Companions.  I did like playing this game.  It showed that making the Athenians impetuous was a good idea.  It also highlighted the difference the Companions make -  without them, it would have just been a heavy infantry clash.  Even so, the Companions never did make the final difference in this replay as they did not have time to shine.  The Greek general routing was bad, but then I think he should have been with the Thebans (which I would do in a refight).  The rules have changed, but they were only minor to the overall way the game worked. The only difference for this game was the the general being destroyed causing the entire army to undertake a morale check.  Four more Alexander battles in the pipeline.

Friday, September 12, 2014

Ancient Battlelines Clash rules - September 2014 update

Introduction
I have realised it was one year ago (September 2013) when I last played one of Peter Sides historical scenarios with Ancients Battlelines Clash.  And since then, all I have done is played 5 games in April to test out some non-player solo rules.  However, between September 2013 and April, I was mulling around in my head some minor additional changes to the rules and did play with some of these in April.  Since April I have, in the back of my mind, be thinking about the rules and how to simplify them.  I was adding too much!  They were supposed to be simple.  So in August, I wrote a one page quick reference sheet just about from memory form what the game should be.  All the rules should fit onto the page (the existing QRS was 2 pages).  I then went through the rules and aligned it with the QRS, and I think there was only a couple of cases I kept stuff that was in the rules that was not on the new QRS.  Most of the stuff in the rules did not see major change.  I did fudge the QRS around a little as I was going, and I did not really change significant rules - I simply removed some paragraphs/tables or simplified the existing ones. The designer notes are unchanged as the philosophy is the same.  All of this has consumed all of my (little) free time for the last 4 weeks but I feel better for it.  I believe the rules are better for it.

I ran some playtests that picked up some mistakes in the rules, and helped clarify some of the changes. Long live playtesting!

The new version of the rules are at the Ancient Battlelines Clash rules page.  The army lists have been updated to align to the new unit and ability labels.

I have done a historical replay with the rules - Battle of Charonea.

Changes
The bigger changes:
  • Most tables have a few modifiers removed
  • Generals are now permanently attached to a unit and trigger an army morale test if the unit is destroyed.
  • Light Infantry is now labelled Medium Infantry and Skirmisher Infantry is now Light Infantry.  No change to how they work, it is just to make the labeling consistent with chariots and cavalry classifications.
  • Archer ability gone, missile protection now an ability.

For those interested, here are all the rule changes.  While I don't expect anyone to read them, it does indicate how much I did.  Most of the dot points have the words "reduction", "Streamline", "removed", all good words.
  • Phalanx is an ability (not a unit type) and streamlined how it works.
  • Warband is an ability and streamlined how it works.
  • Removed heavy archers – they are just HI with bows and are now the same cost as HI.
  • Renamed SI as LI so all skirmishers start with “Light”; LI is not MI.
  • Removed the number of exceptions for armies with poor command ability
  • Generals are now permanently attached to a unit, lost general rules simplified and cause an army morale test for all units.and optional rules for detached generals provided (this alone freed up 1/2 a page of rules).
  • Army morale test was actually skewed to produce bad results.  This has been fixed and also aligns with the other tables as well, a bonus! 
  • Fortitude now expressed as high and low rather than +1/-1
  • Missile protection used to be a default unit characteristic either 0, +1, +2.  Now there is no default missile protection.  It has been replaced with two abilities – some protection and high protection.
  • Removed the Archer, bow and javelin ability – units either have short missile ability or long missile ability
  • Light cavalry and Light Infantry are affected similarly now for interpenetration and reactions, removing exceptions and simplified resolving interpenetration.
  • There were two reaction tables – proximity/charged and fired on, The reaction table is the same for both, rather than being separate. The reaction for units is consistent and easier to follow.  A pass result (the common result) on the reaction tables is the same for proximity/charged and fired on and is now separately referred to.  This also simplified other rules that would reference results inside reaction tables.
  • The fired-on test would only ever result in disorder for non-skirmishers.  Now on a really bad result, they are depleted (so if already disordered,they are destroyed).
  • Shooting now has 5 modifiers (down from 7).
  • Proximity/charged on has 3 modifiers (down from 4).
  • Pursuit roll now has 2 modifiers (down from 5).
  • Evade is now the same a retreat.
  • Pursuit and Charging are now similarly treated.
  • Found a gap in the rules that was not defined: pursuing units that re-enter proximity zones.
  • Combat has 5 modifiers with 1 exception (down from 9 with 3 modifiers with exceptions)
  • The command/move roll now has 3 modifiers for move/complex move/rally test only (was 5 for a test of move/rally/complex move/charge)
  • Army Command ability of +1/+2 gave subcommanders that were on the table and gave benefits to attached units. This required additional markers so did away with that concept, and it was very powerful.  Improved army command ability now increases an army's break point and reduces the negative distance modifier for commands.
  • Missile contest, when two units were engaging in firing, has been simplified by removing a -1 modifier for the first firer and replacing it with a tie result going to the first firer's advantage. That halved the missile contest rule length (that -1 created a lot of explanation of when it did and did not apply!)
  • Rearranged the sections a little so they are better grouped.
  • Extended two of the examples.
  • Added in more cross referencing.
All up I reduced the rules themselves by a page (out of about 15 pages of rules proper, 1 page is a lot!).  I also managed to get the rules onto a single reference sheet (was 2 columns over 2 pages, now 3 columns on one page).  It is more consistent and internally easier to follow.

I also toyed around with changing the disordered modifier from -2 to -1 for all tests (combat it is -1 and -2 everywhere else).  But I did some tests and it slows down the game immensely.  I also did a couple of tests with the general at +1 for all tests rather than +2 +2 is quite powerful) but it did not really make much of a difference.  The way the rules work, the general will only dominate 1 to 2 combats in the game, which is fair enough.

Sunday, August 17, 2014

Warhammer Quest (simplified) with my children

Introduction
I mentioned on some forum that I occasionally played Warhammer Quest with my children.  The response was that I should post a report of one of the game, just to show how it goes.

The box

Background

The game
My best friend gave me the option of getting a lot of his games when he moved interstate about 4 years ago.  One of those games was Warhammer Quest. I put it away but about two years ago, I thought it would be fun to get out and just push around some figures on the tiles with my children (at that time 3 and 5 years old).  We pushed them around and had fun.  Late last year, I dragged it out again and actually skimmed the rules this time (I had played it once in the 90's I think, possibly I have never played it) and put something together.  Lots of fun.

Heroscape
Early this year I found Heroscape in a charity store going cheap and just had to buy it, although I had never heard of it.  Glanced at the rules and played my own version of it (very simple!) with the children a few times.  The reason I mention Heroscape is the combat system: Heroscape combat uses d6s with two blank face, two faces with red skulls and two faces with blue shields. the attacker rolls a certain number of dice and it looking for skulls, the defender also rolls some dice and it looking for shields.  compare skulls to shields for a result.  While this could be implemented just as easily with normal d6's and just look for 5s and 6s, my children caught onto this straight away,unlike using dice.  although, naturally they are good at reading dice - but comparing dice...easy.

Putting it together
So we have played about 3 games of Warhammer Quest in the last 6 months. My children are 7.5 and nearly 6.  Applying the Heorscape combat system has made it great.  I can vary the length of the game by the number of passageway cards and the numbe rof monsters that appear.  The game I am posting is one that they asked about playing after about a month had gone past since the one previous.

The simple rules
If you know the rules to Warhammer Quest you will recognise some of the rules below. I write them down only to serve an example of what I have done! Note I have still only skimmed the rules.  Once. About 2 years ago.  I do make stuff up on the spot but that is rare. The rules I write below I keep in my head - I need no charts, QRSs etc.  I have never had to refer to the rules, only as that will slow the game down!  I don't use the character sheets. Why?  Because I want a game that will take less than a hour.  That is about the amount of time I have at night to play a game with them. Some of the stuff in on the cards, which makes it easy. I do look up the adventure book.  I do expect as they get older I will actually read the rules and play them!

Shaun's simple WQ rules (skip if don't care)
Note these rules are for 3 players.  Normally I am the barbarian, my son is the Wizard or the dwarf and my daughter is the elf or the Wizard. I end up the Barbarian every time. They take turns each game being the Wizard as the Wizard gets to roll a die at the start of each turn.

One of them picks the end board.  I then randomly pick 3-6 dungeon cards (3 for a short game, 6 for one hour).  I do not use the T sections (no splits).  I make sure there are 2-3 rooms and 2-3 passageways.  The end board dungeon card goes on the bottom.
The actual game has a really nifty system for T intersections and ensuring you never know when the end board appears. The children do not count cards and so do not care.

Starting the game - draw the first dungeon card and place the characters on it.

Game turn
Wizard rolls the die.  A 1 indicates a random event so draw a card and perform the event.  Remember the other number - that is the Wizards spell points.
If no event, everyone can move about 6 spaces. Whatever is required to get to the next door.
Draw an event card when you enter a new room (not a passageway).
That's it.

Events 
Events are normally monsters (but not always).
I fudge the amount of monsters as there are only 3 characters, but it is about 2/3rds of what is on the card. Normally the characters get to attack first. Monsters will fire bows if they have them, or move to fight a character if no bows.  Each monster will pick on only one character and just keep attacking them.  Monsters will also distribute themselves fairly evenly against the characters.  If there are both strong and weak monsters, the weaker pick on the Wizard, while stronger monsters pick on the Dwarf/Elf/Barbarian.  They don't gang up on one character.  And characters generally cannot move if attacked - they have to keep attacking the monster attacking them.

The events that are not monsters, such as poison gas, I convert that into something that works with the combat rules.

Draw a treasure card after every event.

Combat
Combat happens first for all the characters who have an attack, then all the monsters have an attack.

Each figure has attack dice and defense dice and hit points.
Dice are Heroscape dice with 2 skulls, 2 shields and 2 blanks.

The attacker rolls their number of attack dice and counts skulls.
The defender roll their number of defense dice and counts shields.
If more skulls than shields, the defender takes that many hits.

If a monster reaches their hit points, they are dead.  If a character reaches their hit points they are unconscious, but if they exceed their hit points they are dead.


Character Stats
Elf and Barbarian have 4 attack dice and 4 defense dice and 4 hit points.  The elf also has a bow that fires with 2 attack dice.
Dwarf has 4 attack dice and 5 defense dice and 5 hit points.
Wizard has 2 attack dice and 3 defense dice and 4 hit points.  The wizard also has, once a turn, a fireball spell of 4 attack dice.  And it also gets a number of attack dice to use based on the roll of the dice at the beginning of the turn, unless a 1 was rolled.  These attack dice can be used once or added to any attack or attacks, including the fireball spell.
Note the barbarian comes out fairly poor in comparison to the rest.  I think I will be going with 5 attack dice next game, just to make hum a little different.

Monster Stats
Minotaurs (my son's favourite's) are 4 attack, 4 defense and 4 hit points.  They are tough!
Orcs are 3 attack, 3 defense and 3 hit points
Skaven are 3 attack, 2 defense and 2 hit points
Goblins are 2 attack, 2 defense and 1 hit points
Snotlings are 1 attack, 1 defense and 1 hit point
Bats get to attack first and are like Snotlings

Healing
The Elf has the healing potion.  Each turn (unless an event is rolled) each injured character can roll 3 dice and the number of shields is the number of hit points received. If they are unconscious, restoring hit points will allow them to wake up.

The Game

Note: we play on the carpet on the floor.  For some reason, we play all our games sitting on the floor.

And before you ask, Sacha is a boy (he is the one nearly 6).

The early game
The Wizard, the elf and the Barbarian ready to enter the dungeon. 
First tile is an empty passageway.
The next room see some bats appear.  But they are easily dispatched (note this is not always the case but this time, it was all over in two combat rounds). 
The treasure found in the bat room was the Chalice of Fate.  Wizard Nadia saved this to near the end. See later for details.  
A '1' is rolled meaning an event.  3 orcs!
Sacha the Flf roll brilliantly - this is just one example.  4 dice and 4 hits.  I think 2 orcs were dispatched by Sacha the Elf alone!  
The party continue on down some stairs.

The dwarf, the dead body and the Minotaur

The next room has a dying dwarf in it.  We go over for a chat and he gives us the key to the portcullis. This is only useful if you get the portcullis event, which we did not. 
..but we did find a treasure.  And a good one too.  To convert into my rules, Sacha the Elf can roll 1 extra die (3 dice rather than 2) when firing his bow.  This was used to great effect for the rest of the game. 
Another passageway.  Boring. 
And another passageway. Boring.  unless you roll a 1 for an event and get...
..a dead body  that I take the bag from and roll a 1 - Poison Gas!
We take a few hits each...
Just in time for a minotaur to show up (another 1 roll at the start of the turn).  Wizard Nadia was tempted to re-roll this event, but held off.
Sacha the Elf fires his bow (at top) for a great result.  The Minotaur defends (at the bottom) for an even better result.  I was starting to panic a little at this moment. 
The three of us ran up to the Minotaur, who managed to swing his axe and miss, and each had a go with great dice, and his dice were poor beyond belief. Obviously he had used up all his good defense dice on the first arrow.  Sacha the Elf heals us all with no unexpected events interrupting us.

The Chasm!
We arrive at the final room - the bridge over the fire chasm.  Defending the room are two minotaurs, 2 goblin archers and 2 orcs.  We have to eliminate them all, and also destroy the bridge.
Things are not going so well.  The goblin archers do some damage to the wizard and the Elf.  I do manage to put a few hits on a minotaur.
Wizard Nadia's  fireball takes out the minotaur.  4 dice, and another 5 from the wizard spell roll. Sacha the elf takes out one of the archers. 
Despite me calling out not to move on the bridge, Sacha the Elf''s blood is up and he advances onto the bridge.  Now he faces the minotaur alone and no one can help him.  He defeats the minotaur with ease, taking two hits in the process.  The minotaur falls off the bridge into the lava below.  Sacha the Elf likes that, especially as one of his favourite things in Minecraft is lava!  
The Goblin archers shoot me for a few hits and I am down and unconscious.  Not to worry though, Sacha the Elf has dice that can do no wrong and dispatches a blocking orc while taking only 1 hit.  Another monster falls into the lava!  The Wizard and the Elf take out those pesky archers!
For those making it this far, Wizard Nadia very early on had the chalice of fate allowing a re-roll once.  Wizard Nadia had been saving it for when things were really bad. Very handy right now as we are all very wounded and she rolled a 1 for the start of the turn.  This would normally mean an event - and with the Barbarian unconscious and the Elf with only 1 hit left.  She re-rolled to something else. Whew.  
We all get healed and hack at the bridge until is is destroyed.  We gloat over the amount of treasure in the room.
A shot of the whole dungeon.
Verdict
This gamer took about 10 minutes to set up and just under one hour to play after that.  The last 10 minutes was over their normal bedtime but we were at the Chasm - no way were we going to stop.

Post script: Heroscape
The Heroscape box is out, and we have played it before.  So, a few days later, my son and I play about 3 games over an hour.  It is not Heroscape - it may look like it but we just run around the battle board trying to get counters and fighting over them.  It works really well.

A small Heroscape battle setup. Normally we play on something larger.   Combat is a light version of the Heroscape rules and works a bit similar to the Warhammer Quest combat I use and is described earlier.