I feel like most designers at one point or another have considered making a light wargame that uses childhood green army men. You know, these guys:
Maybe you blew them up with firecrackers as a kid, or had your own sandbox battles, or just loved them in the Toy Story movie.
Well I couldn't sleep this morning, so I did the only natural thing and drafted a set of rules.
So far the game is a 2-page PDF. I just want to refine the concept from here, and resist adding too many crazy or complex rules.
I know people here like to cut to the chase, so here is the
Honour Among Greens rulebook.
My goal was to have something light, playable by both adults and younger kids, very few components, no markers/tokens, and no stat/record sheets. I think I've succeeded with those goals so far.
I looked at other green army men games and found a lot of them were overly complex, or tried to be "real" wargames just with less detail miniatures. Whereas I wanted a very thin layer of structure over natural child's play.
Basically you choose a play area, which could be your kitchen table (or your whole kitchen!) or an outdoor garden or wherever else. Then you choose sides, right now recommended at 10 soldiers per person.
Then each turn revolves around "Command Dice". For simplicity and ease of access I went with
D6s for this. You get 1 Command Dice per living soldier, with an additional bonus +1 Command Dice for each objective you control.
Players alternate spending their Command Dice to perform actions. For example you could spend 1 Command Dice to move
D6+3" inches. The flat +3" scales based on the playing area. In terms of shooting there are no ranges, since measuring those would really slow the game down. To Attack you would spend 1 Command Dice. The target can then spend their own 1 Command Dice to "Duck and Cover". If they don't do that it's just 3+ to kill. If they DO try to Duck and Cover it's basically a roll off.
There are only two broad modifiers: Easy (+1 to roll) and Hard (-1 to roll). Because the play areas can vary so much it's up to the players to define the details of these. But generally Easy means the shooter is at a higher elevation or other beneficial position. A Hard shot would mean the target is in cover.
Anyways that should give you the gist of the mechanics. If you read this far you probably should have just read the rulebook itself

May as well read it too though
So totally leave any feedback or thoughts!