4D is a lighthearted and simple but still tactical miniature skirmish game by David Bezio. It is great for when you are alone and want to roll some dice for an hour or so. It pits 4 delvers against a myriad of things. The 4 delvers are a fighter, dwarf, elf, and wizard… a classic mix!





The rules contain several scenarios with colorful maps. These can easily be enlarged and printed at an office supply store for those that don’t have, or want to make, battlefield terrain. We will share some of our scratch built items in the future.
Our custom curated packs for 4D will be available soon. In the meantime, for those with minis that want to play along, we recently playtested Encounter #1. The Encounter calls for 2 zombies, plus 3 random rolls; on our rolls, we got 2 giant rats, a ghoul, and a wraith (so those will be in our Encounter #1 pack for sure). The wandering monsters for this encounter are skeletons. In our first playtest game, we needed 10 but we were unlucky enough to get 2 new ones to show up every turn. Our packs will likely contain 8 of them, but we will playtest the encounter a few more times before we decide. Watch for more info on these packs.
A free pdf copy of the RRB Minis ed. of the rules, encounters, and tokens are here.
We made a small adjustment to the Encounter #1 map that you may find helpful. The encounter says that the graveyard contains 12 tombstones, and that placed randomly next to 2 of them, are 2 treasures. The map in the rules only showed 10 tombstones, so we added 2 more and numbered them 1-12. This allows for an simple d12 die roll to place the 2 treasures at the start of the game.

Optional rule for those with limited miniatures:
Any roll on a Monster Table or Wandering Monster roll that exceeds the available miniatures can be re-rolled or ignored as needed. This most commonly happens when you are unlucky enough to keep having wandering monsters show up faster than you can kill them. This will speed up the game, and will make it a bit easier to survive.
Some optional rules (to make the encounters even more challenging and add to the re-playability):
Modified Trap Table to include some new ambushing monsters (roll 1d12):
1 = Smaggot: Btt 6+; Sv 6+; Hp 1; (Slow, Deadly, Paralyze)
2 = Green Slime: Btt 5+; Sv 7+; (Slow, Linger)
Torchbearer receives +2 to hit, while all others are at -2 to hit
3 = Gray Ooze: Btt 5+; Sv 7+; Hp 1; (Slow, Regeneration)
Immune to Freeze spell; daylight kills, so will not attack, or follow outside to
attack, if light.
4 = Yellow Jelly: Btt 5+; Sv 7+; (Slow, Linger)
Freeze spell kills
5 = Black Pudding: Btt 6+; Sv 7+; Hp 1; (Slow, Regeneration)
Electrical discharge give it a +2 to hit a Fighter or Dwarf
6 = Ugly Venomous Slug: Btt 5+; Sv 5+; (Slow, Poison)
7-8 = Pit Trap: Per the Rules
9-10 = Arrow Trap: Per the Rules
11 = Pit Trap w/Spikes: Per the Rules
12 = Poison Gas: Per the Rules
Encounter #1 Only, Movement: Moving around near the dead trees (across the gnarly root area), or over the tombstones counts as Difficult Terrain. (Our tombstones are not so large as to be impassable.)
Encounter #1 Only, Locating Lost Girl: The girl is not automatically in the 3rd mausoleum. Instead, when searching the 1st and 2nd one, roll 1d12:
1-3 = Trap, 4-9 = Nothing, 10-11 = Treasure, 12 = Girl.
If not found in the first 2, she will then automatically be in the 3rd mausoleum.
Encounter #1 Only, Hidden Treasure: Do not randomly place the treasures at the start of the game. Instead, the are considered hidden. Roll 1d12 for each tombstone that a delver spends an action searching around. On a 1-3 for the first tombstone searched, a treasure is found. On a 1-4 for the second, 1-5 for the third, etc. until both treasures are found. Each tombstone can only be searched 1 time. Us a marker to indicate locations that were already searched. We replace the standing tombstone with a knocked over version.
Contact us:
Feel free to use the contact form here, or join our Facebook group here if you have any questions/comments.
