Two-Player Quick Start
Learn the Game in One Sitting
Everything you need to teach a friend and play your first battle · Rules v1.0.2
Trench Crusade is a skirmish game: each player commands a small Warband of models (usually around 6–20) fighting over a ruined battlefield. You take turns activating your models one at a time, moving and attacking, until one side breaks.
To play your first game you need:
Almost everything in the game is one of two die rolls: a Success Roll (did the action work?) and an Injury Roll (how badly was the target hurt?). Learn those two procedures in Sections V and VII and you essentially know the game — the rest is just when to make them.
Every model has a Profile of five characteristics, plus any Keywords and special Abilities. Here is one laid out the way it appears on a card:
A model also carries Battlekit: Weapons, Armour and Equipment, each with its own small profile and Keywords. A model may freely switch between its Ranged and Melee weapons between actions.
The game runs for a number of Turns set by the scenario. Each Turn has three phases, in this order:
The player with the fewest models in their Warband has the Initiative and chooses whether to activate a model first or second. If both players have the same number of models, each rolls a die and the highest wins Initiative. (Initiative also breaks ties whenever two things happen "at the same time.")
Players take turns activating one model each, back and forth. When you activate a model it takes its actions (Section IV), then your opponent activates one of theirs, and so on. A model can only be activated once per Turn. When one player runs out of un-activated models, the other player activates all of their remaining models one after another.
Checked at the end of every Turn — see Section X.
When you activate a model it may take the following actions once each, in any order you like. The first three are mutually exclusive — pick only one of Move, Charge or Retreat.
An extra move you may take in addition to a Move, Charge or Retreat. First take a Risky Success Roll: on a success, move up to your Movement (you can't charge or retreat with it); on a failure, your Activation ends immediately.
Make a Ranged Attack if the model is more than 1" from any enemy and has a Ranged Weapon. A model normally cannot Shoot and also Charge or Fight in the same Activation — unless its weapon has the Assault Keyword.
Make a Melee Attack if the model is within 1" of an enemy and has a Melee Weapon.
Move / Charge / Retreat are three different actions — a model may take only one of them per Activation. To move twice, pair a Move with a Dash. Ranged and Melee attacks are not themselves actions, so abilities that grant extra attacks aren't limited the way actions are.
Most actions that could fail call for a Success Roll. The procedure never changes:
| Total | Result |
|---|---|
| 2 – 6 | Failure. The action does not work. |
| 7 – 11 | Success. The action works. |
| 12 + | Critical Success. Works, and an attack gains +1 Injury Dice. |
Each +1 DICE adds one extra die to the pool, after which you keep the two highest. So +1 DICE = roll 3, keep best 2; +2 DICE = roll 4, keep best 2. Each −1 DICE also adds a die, but you keep the two lowest. If a roll has both, cancel them in pairs until only one kind remains (e.g. +2 and −1 become +1).
Some actions (Dash, climbing, dangerous terrain, "Risky" weapons) use a Risky Success Roll. It works exactly like a normal Success Roll, but if you fail, the model's whole Activation ends at once — a real gamble. While a Warband is Shaken (Section X), all its Success Rolls become Risky.
Combat is just a Success Roll to hit, followed by an Injury Roll if you hit. There are two flavours.
Shooting into melee: if your target is within 1" of any friendly models, roll a die first — on a 1–3 you must target a friendly model, on a 4–6 you may hit the enemy.
| Situation | Effect |
|---|---|
| Attacker is at least 3" higher than the target | +1 Dice |
| Target is in Cover | −1 Dice |
| Long Range — target is past half the weapon's max range | −1 Dice |
| Situation | Effect |
|---|---|
| Two melee weapons — second attack ("off-hand") | −1 Dice on the 2nd |
| Target has the Fear Keyword (cancels if both do) | −1 Dice |
| Target is behind a defended obstacle / in cover | −1 Dice |
| Target is Down | +1 Injury Dice |
| Diving Charge from 3"+ above — Risky Roll first | Success: +1 Dice next attack |
Any time a model jumps, dives, or falls 3" or more, make an Injury Roll for it with +1 Injury Dice for every 3" dropped. A failed Diving Charge takes the diver Down and triggers this fall.
Once a hit lands, the attacking player makes the Injury Roll for the target. The simple rule of thumb: you roll Injury Rolls for enemy models, and your opponent rolls them for yours. (Likewise for any non-attack injury — whoever doesn't own the model rolls it.) The procedure mirrors the Success Roll:
| Total | Result |
|---|---|
| 1 or less | No Effect. Unharmed. |
| 2 – 6 | Minor Hit. Place 1 Blood Marker by the model. |
| 7 – 8 | Down. Place 1 Blood Marker and lay the model on its side. (If it was already Down, place 2 instead.) |
| 9 + | Out of Action. The model is removed from play. |
Common Injury Modifiers (cumulative): spent Blessing Markers give −1 Injury Dice each; spent Blood Markers give +1 Injury Dice each; a Critical hit gives +1 Injury Dice; a Down melee target gives +1 Injury Dice; the target's Armour Characteristic and armour/shields give a −Injury Modifier. The total −Injury Modifier can never exceed −3.
When you make an Injury Roll against an enemy, you may spend Blood Markers that are already sitting on that target to upgrade it to a Bloodbath Roll. The cost is 6 Blood Markers — or just 3 if the target is Down. Instead of the usual roll, take 3 D6 and add all three together; apply +/− Injury Dice and Injury Modifiers as normal, but pick the three highest (or lowest) dice rather than two. A Deadly weapon rolls 4 D6 instead. Adding a whole extra die makes a high total — usually Out of Action — very likely, which is why you stack Blood on a model before cashing it in.
These two tokens are the game's economy of momentum. A model can hold a maximum of 6 Blood Markers at once.
| Marker | Gained when… | Spent by… | To do what |
|---|---|---|---|
| Blood | your model is wounded (Minor Hit, Down, etc.) | your opponent | add −1 Dice to your model's Success Rolls, or +1 Injury Dice when wounding it |
| Blessing | your model receives a blessing (abilities, miracles) | you | add +1 Dice to your model's Success Rolls, or −1 Injury Dice when it is hurt |
So Blood Markers are damage your enemy can weaponise against you, while Blessing Markers are a resource you control. The rule of thumb: you spend the Blood on enemy models and the Blessings on your own models. A wounded model becomes easier to hit, easier to kill, and a tempting target for a Bloodbath.
Lay a Down model on its side. While Down:
A model taken Out of Action is removed from play for the rest of the battle. (In a campaign, what happens to it afterward is resolved later.)
At the end of each Turn, if half or more of your Warband (rounding up) is Down or Out of Action, you must take a Success Roll for the Warband. Succeed and you fight on as normal. Fail and your Warband becomes Shaken.
While Shaken, every Success Roll you make becomes a Risky Success Roll. You must test again next Morale Phase (even if fewer than half are casualties): pass and you recover; fail and your Warband flees — you lose the game immediately.
The scenario decides how the game is won — usually through Victory Points for objectives and casualties — and how many Turns it lasts. A fled or wiped-out Warband loses outright. Pick your scenario before deploying, and read its victory conditions to your friend up front so you both know what you're fighting for.
To tie it together, here is one model's whole Activation. Suppose it's your turn to activate, and you pick a soldier with a sword and a Movement of 6", with an enemy rifleman 9" away behind a low wall.
Words in Capitals are Keywords with fixed meanings. These are the ones you'll meet most in a first game — the full glossary lives in the rulebook.
This guide covers the Core Rules — enough for a complete game. If a situation comes up that isn't answered here, the full Digital Rulebook has a Comprehensive Rules section that expands every point, and the Rules Commentaries answer common edge cases. Neither ever overrides the Core Rules — they only clarify them.