Demo Rules V1 (2016) Written By Arthur Hannan

CRETACEA
A Game of Gargantuan Survival
Demo Rules V1 (2016)
Written By
Arthur Hannan
Cretacea is a work in progress that is going to be on Kickstarter in September 2016. This preview and demo rule set is
for those who wish to try out the game before it goes live and to iron out any kinks left in the demo set before the
official demo rules are released. All written content and photography © Arthur Hannan 2016. Some images are
public license from pixabay and are free to use for commercial products. The dinosaur head from the dino facts is
drawn by Harley Graves and is owned by Arthur Hannan.
Lead playtesters
Frederick Hannan
Samual Harris
Arthur Hannan
Editing contributiuons
Jordan Barron
Michael Stockin
Harely Graves
Thanks to
Magister Militum
Tobar
Please check out the paint.play.enjoy website at
Paint.play.enjoy.co.uk
For more of our games!
This is a sample rule set. Many rules and ideas have been omitted but the core beef of the game has been included
to give you a taste of the game. This is not the full game. If you have any questions or suggestions please email them
to [email protected]
What is Cretacea?
Cretacea is a game designed for using miniature dinosaurs in skirmish style wargaming where the primary objective
is to survive and dominate. In this way Cretacea is inspired mainly by the great dinosaur documentaries of the late
90’s. The aim of Cretacea is to give a strong flavour of the past, not to accurately portray it.
The cretaceous period was the final stage in the great dinosaurs evolution, it was host to some of the most magical
and spectacular creatures to have ever walked the earth. It is this time period that the core book is set, although
future books shall cover other periods.
This short gaming rule set will allow you to grab some dinosaurs, grab some terrain and be gaming in no time.
Cretacea is designed to be used with 1/100th scale dinosaurs (roughly similar to 10mm regimental scale) but you
could use any dinosaur toy or model. Tokens have been included for a few of the dinos you can field with the core
book. Each game lasts about 30-45 minutes and is more about acting on your opportunities than being overly
tactical.
Terms And Gaming Pieces
In this game you use 6 sided dice otherwise referred to as D6. So 1D6 = One 6 sided die.
All measurements are made in inches which are often referred to with a speech mark, so 1” = 1 inch. You may use
any type of dinosaur you want but the token in this set are designed to be roughly 1/100, which means they are
meant to be 100 times smaller than real life. The terms predator and prey are sometimes used interchangeably with
the words carnivore and herbivore. On a final note sometimes dinosaur will be abbreviated to dino. Pre measuring is
allowed in Cretacea.
The target of the game
Cretacea is a little different to most games, you are going to be playing just two to three dinos in many instances and
in this sense you are not usually going to be playing for “most kills”. Instead you are playing predator against prey.
The world of the dinosaurs was one of balance and survival and in this game you are playing to uphold that balance.
Each scenario, even the pitched battle is designed to play out a pivotal part of this crucial and historical relationship.
You will pick either predator or prey as your side, fight to feed, fight to defend your own, and fight to push back the
threat of others while ensuring your own survival.
Picking a team
* When playing a game of any type the points count for each team is 150 points. This should ensure a
relatively balanced battle.
The “teams” in Cretacea are of course split into two, that being predators and prey. For the scenario provided in this
book it will make little difference which side you choose for now, however future releases will encompass a “story
mode” campaign in which the prey will be the key players, the “enemies” therefore being the predators. Each side
has different tactics and play styles.
The objective of each team
In this game the two teams have different objectives. It is presumed that in any scenario the predators are hungry
and therefore hunting. As a consequence the “objective” of this team is to hunt.
* To win as predators you must “kill” at least 50% of the prey. If there is an odd number of prey on the field
then half it and round up to find half. E.g. 3 become 2 for victory.
For the sake of this game it is presumed that prey is also hungry and must feed. Each Prey can graze
(explained in full rules) and therefore has two ways of winning, through grazing and survival. Herbivores do
not score victories through attacking the enemy even if it is really fun! For the sake of the demo game prey
must simply survive!
* Prey also automatically wins by default if they manage to survive the set turns of the game without losing
50% of their number.
Turn Sequence
The turn follows a simple pattern.
* Initiative
- Prey do spot checks until alert
- Predators do smell checks until alert
* Moving
* Combats
1. Initiative
* To determine initiative both players must roll 2D6 and minus their largest creatures’ initiative and the
highest score wins.
e.g. A carnivore teams largest creatures initiative might be charcharodontosaurus which has IN of 2 so it
would minus 2 on the roll.
Following initiative the turn order is “I Go You Go” through the remaining steps.
* If you draw in initiative it goes to the person who did not have it last turn. If you draw in the first turn just
keep rolling.
2. Moving
There are three classes of move. These are
* Short: 6 inches (6”)
* Medium: 12 inches (12”)
* Fast: 18 inches (18”)
Each creature has a movement value and usually this is associated with size or weight.
Larger armoured creatures move a lot slower than say a small nimble killer.
The movement phase follows this structure:
* Prey: Make a meander roll (if not alert) + roll spot checks if predators are within distance. (see spot checks)
* Predators: roll smell checks until they are alert. (see smell checks)
* Team with initiative makes one movement action per dinosaur
The full rules includes some more steps to the turn!
As you can see both prey and predators have different prerogatives so they do different things, especially
toward the beginning of the game. Once dinosaurs become “alert” you mark their stat sheet with a token
and then they no longer roll spot or smell checks.
Until this point herbivores must make one meander roll (at the beginning of the turn, every turn), this move
must be made every turn regardless of whether the model made a spot check until they are alert.
This is not a player choice.
Meander Chart
1D6
MOVE
1-2
3” Forward
3
3” Right
4
3” Left
5-6
3” Backwards
Checks and Tests
Cretacea is designed to emulate what we know of the nature of these wonderful creatures. As such
we can assume they acted much like their modern progeny in that they used their entire senses to
find food. In this way the game employs checks and tests to determine the awareness and alert
nature of induvial dinosaurs. To clarify it is implied that herbivores begin each game docile and
grazing while predators begin seeking food.
The powerful smell of predators in
this time was unparalleled. Some
believe that bigger predators could
smell the whole distance of their
“territory” which could be miles!
Smell checks
In Cretacea it is not presumed that predators already know the whereabouts of a prey model. They may very well be
manoeuvred in their general direction without knowing and this is considered legal gameplay but a predator must
roll a smell check every turn that it has not yet found a prey.
If a predator does not pass a smell test but can clearly see a prey model it counts as being alert. As soon as a
predator is officially alert they may no longer roll smell checks as they do not need to.
To check for smell they must roll 1D6 and add their initiative, this roll must equal or beat their head defence to
successfully locate prey (1D6 + initiative vs head hide defence).
Once they have been successful they may make one free move (walk) in the direction of the prey. You must also
mark the stat card with an “alert” token so you know not to roll again during this game.
A dinosaur who keeps failing smell checks may still find a prey but they must find it by normal means (line of sight)
and cannot charge in any direction until they do. Predators are presumed to have board wide line of sight should it
arise. Prey has a different line of sight explained below.
Spot checks
Spot checks are designed to emulate the 6th sense of a grazing Herbivore.
Herbivores in Cretacea are assumed to be grazing to some extent any time they are still and not alert. For this reason
their “line of sight” is presumed to be only 10” max, unless they are Giant or gargantuan in which case they too are
presumed to have board wide line of sight. Prey of this time period simply did not need to see far, although some
herbivores in future publications will be known for their unique visual abilities!
A spot check is conducted by herbivores when there is a non-sneaking predator within 10” and line of sight (even
partial).
To check this both predator and prey roll 1D6 and add their initiative. The highest result wins. If the prey wins they
must move a full walk directly in the opposite direction. If a predator is sneaking you cannot roll a spot check.
When a prey fails to spot a predator incoming they run the very real risk of walking straight into their path, to decide
this Prey must roll on the “meander” chart below. Meander rolls are made when a prey fails a spot check and a
predator is within 10” however herbivores that are not classed as alert also make a meander roll at the beginning of
the turn to emulate their meandering nature.
Meander Chart
1D6
MOVE
1-2
3” Forward
3
3” Right
4
3” Left
5-6
3” Backwards
The result of this roll must be followed. If this brings the prey into combat distance then the stalking predator may
gain +1 to their first “surprise” attack dice roll.
Movement actions:
There are many interesting movement actions in Cretacea, the first is a normal walk, conducted to the base value of
your move action.
This Charcharodontosaurus can move
12” for its base walk action.
RUN: A run is a walk plus half your move value e.g. A walk of 12” allows for a run of 18”
Its run distance is 18” because its walk
(12”) + ½ is 18”.
SNEAK: A sneak is half your move value e.g. 12” = 6”
Sneaking = +1 to bite or claw on attack next turn and cannot be spotted while sneaking.
Its sneak distance is 6” because
½ its walk is 6”.
CHARGING: A charge is simply a run (walk + half) into an attack which gives you +1 on the attack roll. You
must announce a charge, you cannot claim you have charged if your run brings you into attack range and
you change your mind.
* If a dino being charged or barged has passed a spot check for that turn and knows the attacker is
nearby then they may have one free reaction attack at -1 to combat roll as they attacker closes in.
BARGING: Using the full rules you can also do devastating side on barges that cause topple rolls
and extra damage as well as tackled dinos! You’ll have to grab a full version for that!
If a move would ever take you off the board edge (including a spot check move or meander roll) then simply “hit”
the board edge and skim along it in one direction, there is no death by board edge in Cretacea.
Turning
Any dinosaur that is tiny, small or medium may turn around on the spot for free up to any degree. Dinosaurs that are
large, giant and gargantuan may turn 90 degrees for free but anything over that requires a move action. To work out
90 degrees place your measuring apparatus flush with the base and turn it once so it remains flush to the base. A
dinosaurs size is listed on its stats.
4. Combat
Firstly let us mention that disengaging is counted as a combat action, but you may only move forward past the
enemy to flee (from your facing), which will always prompt an attack of opportunity at +2 (to the combat roll). You
disengage at a normal walk.
The triceratops may disengage at any point during
combat as an action; however it sparks an attack of
opportunity as it can only move forward past its
attacker.
To conduct an attack you must be within 2 inches and announce the intention. Any dinosaur in this range can
perform an attack in the combat phase. You must also announce the area of the victim you intend to attack, for
instance “I want to do a bite attack against this dinosaurs leg hide.” Always announce your intention to follow
through with an attack if you place miniatures within combat range, unless you do so nothing can stop your
opponent simply walking away without disengaging!
1 successful attack = 1 wound. One wound is a hide damage point.
To cause a fatality you must defeat HIDE DAMAGE POINTS equal to the creatures total HEALTH POINTS.
Double damage rolls (when a combat roll exceeds a defence value by X2 E.g. a roll of 8 for a defence value of 4)
causes 2 wounds. The second wound does not go onto the attacked hide area but instead goes straight to the HP of
the victim.
The Attacks
There are four primary attacks a dinosaur may utilise, these are bite, claw, whip and head butt. Some can also use
stomp in certain instances.
Bite, claw and head butt
attacks may be conducted
from a forward facing. E.g.
your enemy must be within
combat distance and within
45 degrees of the front of
your base.



BITE = 1D6 + BITE + TEETH V.S. HIDE SECTION.
CLAW = 1D6 + STRENGTH + CLAW V.S. HIDE SECTION.
HEAD BUTT = 1D6 + STRENGTH + HALF HEAD HIDE DEFENCE V.S. HIDE SECTION.
* Can be executed only in a frontal 45 degree arc.
This Argentinasaurus will
have no problem
stomping on these
Deinonychus, which he
may do in any direction.

STOMP = 1D6 + STRENGTH V.S. HIDE OF BODY.
* You can only stomp creatures two classes smaller e.g. Gargantuan can stomp all but large and giant.
* Gargantuan gains +1 when stomping small or tiny creatures, as does large when stomping tiny.
* Can be executed in any direction.
One of the worse places
to be in the game is
behind an Ankylosaurus.
Here they can swing their
tail 45 degrees to
detrimental effect!

WHIP = 1D6 + STRENGTH V.S. HIDE SECTION.
* Tail only
* Can only be executed in 45 backward arc.
* Range is 1” per class. E.g. tiny whip is 1” and +1” per class.
Tracking damage and
consequences
Every dinosaur has a HP stat (Health Points) this stat represents the max points of damage they can take before
they are removed from the game. Each hide section (nature talk for “Armor”) has a number of pips you must
eliminate to destroy the relevant body part or area. Each hide section also has a defence number; this is the
number an attacker must roll to score a damage point and destroy one pip.
E.g. Edmontonasaurus head has two pips, and a defence number of four. To do one pip worth of damage to its
head your attack must equal at least four.
Many fossils have been found with large
gaping scars and broken bones that have
healed over time showing that dinosaurs
didn’t always “win or lose”. It is in fact
completely plausible that some dinosaurs
fought for sport or even fun, and perhaps
often with their own species. Some fossils
have even shown tyrannosaur scars on
other tyrannosaurs.
“Broken” areas and how
attacks work afterward
When an area has no pips left it is broken and all associated attacks are -1 to conduct. The table below explains
which areas of hide correspond to which attacks.
Broken Area (no pips left)
Head
Body
Associated attack modifier
-
1 to Head butt and bite associated attacks
-
1 to claw and stomp associated attacks
Tail
-
1 to whip associated attacks
Legs
-
1 to claw associated attacks
Specials
There are lots of unique specials in Cretacea, but you’ll have to grab the full book to see who can do what!
These specials correspond the dinosaurs included in this demo book. Use them wisely bust importantly…USE THEM!
Specials can sway the game in your favour very quickly in this snappy and fast game!
*
Snapping Jaw: This dinosaur has a particularly fast snapping jaw. If this dinosaur used a biting attack last turn
then this dinosaur automatically gains priority over others in the game if it is the largest predator class on
the field. After they have acted first in the movement and combat phase (respectively) the usual initiative
resumes.
*
Famous Bite: This dinosaur has such a distinct bite that when they attack with a bite attack they gain
another free attack at -3 to the roll.
*
Heavy Header: This dinosaur has a very heavy and sturdy skull structure, they can use this to particularly
good effect for +1 when barging or attacking the body hide of another dinosaur.
*
Slow but steady: This dinosaur has a very well balanced four legged movement pattern, they cannot be
toppled unless the dinosaur attacking is at least three classes larger.
*
Horned Beast: This dinosaur can use its deadly horns to gain +2 on head butt attacks against Leg and Body
hide areas. This must be a side on attack.
*
Reptiles song: This special cannot be used in the demo game. You will have to buy the core rules to find out
what it does!
*
Herd animal: Dinosaurs with this ability gain +1 to all attacks when within 10” of another dinosaur with this
ability.
The core book has three great scenarios to get you off to a start with your campaign but there will also be a
stretch goal during the kickstarter for the first “campaign” book which will feature a 20 scenario “story mode”
book (similar to the old fighting fantasy adventurers of “turn to X page” format) . Enjoy this sample scenario
below and grab a full book for more!
Pitched Battle
Layout and points
For a pitched battle it is recommended you use a board of at least 40” by 30”. This should be however big enough for
most battles in the game. For this game your models should start within 5” of one board edge. They do not have to
start next to each other. Two teams cannot start on the same edge. The board should be sparse with obstacles and
vegetation around the outside of the board.
A pitched battle will always use up to 150 points per side.
Objectives
The objectives of a pitched battle are as listed at the beginning of the book under objectives of the game.
*
* Predators must cause 50% fatalities (model count) to win.
Prey must survive the game with more than 50% of model count to win.
Game length
The length of a pitched battle is 4 turns. At this point the game is assessed and the winner determined.
Dinosaur stats
The core book has stats for many carnivores and a large plethora of diferent herbivores. Here we have provided
the stat grids for just a few to get you started! But don’t worry, theyre some of the best! We have included
Saltasaurus and Triceratops for the herbivores and Suchomimus and T-Rex for the Predators!
TOKENS
The tokens in the demo book are few, since some of the more “dynamic” rule shave been saved for the core book
(we don’t want to spoil you all too much do we now!) we have included the charge token and the alert token.
Although not necessary to mark a charge it can be handy for remembering to follow the rules for a charge and not
forgetting you did one! The alert tokens are crucial however so do not forget to mark your alert dinosaurs!
Charge
Charge
Charge
Charge
Charge
Charge
Alert
Alert
Alert
Alert
Alert
Alert
Alert
Alert
The Demo gallery
For the full book we have painted and photographed some of the beautiful models from Magister Militums dinosaur
range as well as one tobar dinosaur. Enjoy these gallery images of the stats included in this book so you can make
sure you are buying or using the right models when you game this demo set!
Saltosaurus
Suchomimus
T - Rex
Tricreatops
The full book!
The full book is full of wonderful things from tutorials on making terrain and painting dinosaurs to expanded rules for
all sorts of dinosaur madness!