THE FIGHT BEFORE XMAS

This was something I was going to drop later in the month, but due to having to PC, I'm afraid this is as close to finished it will be until the New Year / New Pc For Me kicks in.

May I present a Festive Skirmish for your approval

-Adam N

TWAS THE FIGHT BEFORE CHRISTMAS

Every winter solstice, the Evergloom Pines awaken—malevolent Christmas trees hungry for warm flesh and poorly guarded presents.
Your band of down-on-their-luck adventurers must survive the night, rescue the hamlet’s gifts, or at least die in entertaining ways.

What You Need

  • 1–2 six-sided dice per player

  • A handful of minis or tokens (trees + heroes)

  • A small table or floor space

  • Optional: tinsel terrain for dramatic flair

Core Rules

Activation

Each round:

  1. Heroes act first in any order.

  2. Trees act next following their AI table (Section 6).

  3. Then begin the next round.


Movement

  • Heroes: 4" per move.

  • Trees: 3" (they waddle, but with menace).

  • Diagonal shuffles allowed.

  • Clipping a decoration (terrain): roll a d6—on 1, the hero gets tangled; lose next action.

    Actions

A model may perform two actions:

  • Move

  • Attack

  • Special ability

  • Interact (pick up a Present, light a candle, kick an ornament, etc.)

No repeating the same action twice except Attack, because chaos.

Attacks

Roll 1d6 + Attack Stat vs Target’s Defense.

If the roll equals or beats the Defense, deal 1 wound.
Most models have 2 wounds.
At 0 wounds, remove them with a festive “thunk.”

Heroes (Pick 3–6)

Each hero has:
Attack + Defense + Special

- The Depressed Paladin

“I swore an oath of joy. It’s been… difficult.”

  • ATK 3 / DEF 4

  • Special: Aura of Mild Disappointment
    Enemies within 3" take −1 Attack (“His sigh is physically weakening.”)

- The Rogue Caroler

Sneaks. Sings. Stabs to the rhythm.

  • ATK 4 / DEF 3

  • Special: Backstab Carol
    If attacking from behind, deal 2 wounds (and hum something menacing).

- The Frostbitten Wizard

Spent too long researching “warmth spells” instead of casting them.

  • ATK 3 / DEF 3

  • Special: Frostmissile
    Once per round, 8" ranged attack that freezes target; it loses 1 action next turn.

- The Barbarian Toymaker

Big heart. Bigger hammer. Makes wooden toys to cope

  • ATK 5 / DEF 2

  • Special: Splinter Storm
    Once per game, hit all trees within 2" for 1 wound.

- The Cleric of Commercialism

Wields the power of capitalism and coupons.

  • ATK 2 / DEF 4

  • Special: Flash Sale
    Force one enemy within 6" to move directly toward the Cleric (they can’t resist a discount).

- The Greedy Green Mercenary

Green. Mean. Emotionally unavailable.

  • ATK 4 / DEF 4

  • Special: Stolen Christmas Spirit
    If adjacent to a Present, may destroy it to regain 1 wound (everyone boos).

Enemy: The Evergloom Pine Horde

Tree Stats

  • ATK 3 / DEF 3

  • Wounds: 2

Special Traits

Roll a d6 for each tree when placed:

  1. Tinsel Tripper – Heroes entering melee must roll 4+ or fall over (lose 1 action).

  2. Exploding Bauble – On death, deal 1 wound to everything within 2".

  3. Cursed Candy Cane – Counts as ATK 4 when attacking.

  4. Pinecone Artillery – Once every 3 rounds, fires a 6" ranged attack (ATK 3).

  5. Festive Howl – When this tree dies, all trees move +1" next turn.

  6. Mega-Fluffy – DEF becomes 4 because it’s extremely plush and huggable (but deadly).

Elite Tree Types

Holly Horror

Fast, spiky, lashes D6 inches with bleed effect.

ATK 3 / DEF 4

  • Wounds: 2

Tinselbound Wraith

Semi-ethereal, ignores terrain, inflicts “Tangled”.

ATK 3 / DEF 4

  • Wounds: 2

Bauble Bomber

Lobs decorative explosives.

ATK 4 / DEF 2

  • Wounds: 2

Gingerroot Golem

Slow tank with slam attacks.

ATK 5 / DEF 3

  • Wounds: 2

Tree AI Behaviour (roll 1d6 each tree)

1–2: Shamble Toward Nearest Hero (Move + Attack if possible)
3: Throw Pinecone (ranged ATK 3 at nearest hero)
4: Guard Present (move toward nearest gift, stand on it menacingly)
5: Festive Charge (move twice toward closest hero)
6: Unhinged Caroling (all trees within 4" gain +1 ATK this round)

Bosses

THE TIMBER KING

Ruler of the Evergloom. Mostly sap, spite, and pageantry.

  • ATK 5 / DEF 4 / Wounds 8 / Move 4"

  • Special: Splinter Quake
    Once per 2 rounds, stomp the ground: all heroes within 4" roll 4+ or fall over (lose an action).

  • Special: Royal Branch Sweep
    Targets all heroes in a 2" arc in front. ATK 4.

  • Trait: Crown of Thorns
    Every time the Timber King loses a wound, a random tree minion awakens/drops in from above.

THE BAUBLE LICH

Holiday necromancer-tree reanimated by dark seasonal magic.

  • ATK 4 / DEF 3 / Wounds 6 / Move 3"

  • Special: Soul Ornament
    Pick one hero within 8". They must pass a 4+ check or lose an action (their soul was partially “decorated”).

  • Special: Spirit Sparkle
    Ranged attack 10", ATK 4, deals 2 wounds on a natural 6.

  • Trait: Undying Tinsel
    When reduced to 0 wounds for the first time, it reanimates at 2 wounds.

THE GREAT TREE OF PRESENT DOOM

Carries gifts, hope, and terrible emotional baggage.

  • ATK 4 / DEF 5 / Wounds 10 / Move 2"

  • Special: Present Bombardment
    Tosses cursed presents 8". On impact, 2" blast, ATK 3.

  • Special: Crushing Embrace
    If adjacent to a hero, grabs them—hero must pass a 5+ or be stuck (no movement) next round.

  • Trait: Gift Shielding
    Whenever it takes a wound, it absorbs the damage by destroying a random present on the battlefield (if any).

THE EVERGREEN COLOSSUS

The biggest, dumbest sentient pine you can imagine. Entirely too sturdy.

  • ATK 6 / DEF 4 / Wounds 12 / Move 3"

  • Special: Conifer Cannon
    Once per round, fires a volley of pinecones (12" line): ATK 4, hits every model in the line.

  • Special: Barkhide Regeneration
    At the end of each round, roll 4+: heals 1 wound.

  • Trait: Mountain of Needles
    Melee attackers take 1 wound on a natural 1 (they slipped into the needles).

THE CANDY-CANE WARLOCK TREE

Sweet. Sticky. Wicked.

  • ATK 4 / DEF 4 / Wounds 7 / Move 4"

  • Special: Candy Spiral Blast
    A swirling 6" cone attack; ATK 4. Targets hit must pass a 4+ or be “Stuck” (1 action only next turn).

  • Special: Sugar Hex
    Choose a hero: −1 ATK and −1 DEF for the round (they can’t stop licking their weapon).

  • Trait: Peppermint Shield
    The first attack each round against this boss is ignored due to sticky deflection.

THE STAR-BEARER TITAN

Holds a blazing star that hums with cosmic holiday fury.

  • ATK 5 / DEF 5 / Wounds 9 / Move 3"

  • Special: Solar Flare Burst
    6" radius, ATK 3 to everyone but the Titan.

  • Special: Gravity of the Star
    Once per round, choose a hero within 8". Pull them 3" toward the boss.

  • Trait: Radiant Torment
    All ranged attacks against the Titan suffer −1 due to glare.

Scenarios

Quick Scenarios

Santa Extraction

A crashed sled pod contains Santa in stasis.

He’s wounded and emits a beacon drawing hostile trees.

Heroes must escort Santa to the map edge.

Each round, add 1 new Tree at a random spawn point.

Deck the Halls (with Caution)

The map contains 6 explosive baubles.

Each one can be collected, thrown, or rigged to explode.

Trees actively seek and detonate baubles near heroes.

The Nutcracker Offensive

A legion of broken toy soldiers creeps in.

Move 3, Attack 1, Wounds 1

Endless Waves: One enters every round from random edges

Heroes must reach a central workshop and activate a lockdown rune.

Lights Out

The battlefield is in darkness.

Only 6 “Fairylight Nodes” can be lit.

Standing next to one lights it for the rest of the round.

Trees gain +1 Move in the dark.

The Grinchmother

A massive, intelligent evergreen matriarch stomps onto the field.

She spawns saplings every 2 rounds.

Heroes must destroy the matriarch’s three heartwood crystals.

Save the Gifts

Place 5–10 Presents. Trees spawn each round (1 per player).
Goal: Collect more Presents than the trees destroy.

Last Noel Standing

Just survive 6 rounds.
If all heroes die, the narrator sings a sad minor-key jingle.

ADVANCED SCENARIOS

Burn the Tree Lord

A massive boss tree appears with 6 wounds and two traits.
Heroes must set it ablaze by lighting three candles on the board.

Optional Rule - Tone / Table Jokes

Players must speak in overly dramatic grimdark voices when doing something silly, such as:

  • tripping over tinsel

  • lighting candles

  • throwing presents at trees

  • performing healing through capitalism

If not, the action suffers −1.

THE NIGHT THE TREE STOOD STILL

A colossal ancient pine sits in the middle of town square—perfectly unmoving, perfectly silent.

Or so it would have you believe.

Setup:
Place a huge tree (not a boss) in the exact center. It has DEF 4, Wounds 6, Move 0.

Special Rules:

  • At the end of each round, roll 1d6:

    • 1–2: Root Shudder – all heroes within 3" take ATK 3 attack.

    • 3–4: Falling Branch – random hero takes ATK 4 from above.

    • 5: Awakening – it gains Move 2 (permanently).

    • 6: It was never truly asleep — it fully awakens into a random boss.

  • Present loot rolls gain +1 (minimum 1).

Objective:
Destroy the tree before it awakens fully… unless it’s too late.

SILENT NIGHT, VIOLENT NIGHT

Rescue villagers hiding from sentient carolers.

Setup:
Place 4–8 houses. Each contains a villager.

Each round, trees spawn from the woods (1 per player).

Special Rules:

  • Interact action at a house rescues its villager.

  • Trees prioritize villagers over heroes (easy snacks).

  • Villagers follow nearest hero at Move 3" but constantly whine.

Objective:
Escort at least half the villagers to the board edge.

Bonus:
Each rescued villager gifts a hero +1 temporary Defense for the next round (“thank you baked potato!”)

MIDNIGHT MASSACRE

An unholy ritual is empowering the trees.

Setup:
Place three ritual altars across the map.

Each altar begins active.

Special Rules:

  • Trees get +1 Attack while at least one altar is still active.

  • Heroes can spend two actions adjacent to an altar to smash it.

  • Each smashed altar deals 1 wound to all trees (cheers).

Objective:
Destroy all three altars before round 7.

GIFT GRENADE RUN

The Barbarian Toymaker made explosive presents. Again.

Setup:
Place 6 explosive gifts around the board.

Special Rules:

  • Each gift can be armed with an Interact action.

  • Armed gifts detonate on a 4+ at end of round with ATK 4 in 3" radius.

  • Trees love picking them up and throwing them (random direction).

Objective:
Detonate at least four presents without blowing up the party.

THE GRINCHWARDS

A band of Grumpy Green Mercenaries (use hero stats but hostile) is trying to steal ALL presents.

Setup:
3–5 green mercenary enemies enter from one board edge.

Special Rules:

  • They prioritize presents over fighting.

  • Once they pick up a present they attempt to exit the opposite board edge.

  • If wounded, they shout rude insults until next round.

Objective:
Stop at least half of them from escaping with gifts.

TWELVE ROUNDS OF CHRISTMAS

A wave survival mode.

Setup:
Start with 3 trees per player.

Each new round:

  • Roll 1d6 for a wave event.

Wave Events (d6)

  1. Snowblind Storm: All ranged attacks −1.

  2. Feral Tinsel: Every hero tests DEF 3 or becomes Tangled.

  3. Ice Mites: Random hero takes 1 wound.

  4. New Tree Groves: Spawn 2 more trees.

  5. Lost Gift Drop: 1–3 presents fall from sky (scatter 1d6").

  6. Mini-Boss: A weakened boss spawns with half wounds.

Objective:
Survive all 12 rounds.

SMASH THE STAR-BEARER

A falling star landed in the forest—it must be captured before the trees absorb its power.

Setup:
Place a glowing star in the center.

Special Rules:

  • A hero can pick it up with Interact (Move −1 while carrying).

  • Trees within 6" of the star gain +1 ATK.

  • Each round roll 1d6: on 6, a boss spawns near it.

Objective:
Carry the star off the board.
If the trees take it, they get a mega-boss next campaign.

WRATH OF THE ORNAMENT KING

A smaller but ferocious boss leading ornament-themed trees.

Setup:
Spawn Ornament King (mini-boss):
ATK 4 / DEF 3 / Wounds 5 / Move 4"

Special Rules:

  • All trees have “Exploding Bauble.”

  • Ornament King shouts jingling commands:

    • On a natural 6, activate all nearby trees immediately.

  • An ornament storm falls each round: random hero takes ATK 2.

Objective:

Slay the Ornament King

Victory

Heroes succeed if:

  • At least one hero survives and

  • The festive horror is delayed until next year.

If the trees win, they plant the heroes as “ornaments” for next Christmas.

Roll 1d6 on whichever table fits the situation—fallen trees, opened Presents, or hero corpses (oops).

Present Loot Table (d6)

(When a hero interacts with a Present—opened, stolen, or just shaken violently.)

  1. Box of Regifted Socks

    • Useless. So itchy they grant +1 Defense for the next round (hero moves awkwardly).

  2. Pocket Santa

    • A tiny, angry wind-up Santa.

    • Once per game, release him: 6" straight-line charge, ATK 3 on first model hit.

  3. Expired Candy Cane Rations

    • Restore 1 wound, but next turn the hero suffers −1 Attack (“stomach regrets”).

  4. Snowglobe of Dubious Omens

    • Shake to reroll any one die this battle.

    • On a second shake, it cracks and releases a ghost (nearest tree gets +1 ATK next round).

  5. Reindeer Pebble Launcher

    • Ranged attack 8", ATK 3.

    • Ammo: 3 shots. Pebbles shaped like festive droppings.

  6. Gift of the Ancients

    • A weapon wrapped in cursed wrapping paper.

    • +1 Attack permanently.

    • Each time you roll a natural 1 to attack, a tree somewhere on the board wakes up.

After-Tree Loot Table (d6)

(Roll when a tree is destroyed—the spoils inside are… questionable.)

  1. Sap-Soaked Ornament

    • Crunchy. Sticky. Mildly ominous.

    • Throw 4", if it hits a tree, that tree loses its next action.

  2. Garland Guts

    • Wrap a hero in festive entrails:

    • For 2 rounds, gain +1 Defense but −2 Movement.

  3. Bauble Bomb

    • 2" blast radius, ATK 4.

    • Shouts “HO HO NO” when thrown.

  4. Jingle Spike

    • Melee weapon.

    • When attacking, add +1 ATK and jingle loudly (reveals your position—trees get +1 to detect you).

  5. Cursed Tree Star

    • Attach to a hero's head slot.

    • Grants +1 to all rolls, but the hero is now a beacon: all trees prioritize them.

  6. Evergreen Heartwood

    • Valuable relic of the forest.

    • Use immediately to heal ALL heroes for 1 wound or cash it in during campaign play for upgrades.

“Loot From a Fallen Hero” Table (d6)

(Optional)

  1. Half-Eaten Rations

    • Any hero eating them restores 1 wound but must spend an action next turn complaining.

  2. That One Emotional Support Trinket

    • Once per game, let a hero auto-pass a fear or morale check.

  3. Weapon of Mild Significance

    • A random hero gains a +1 Attack weapon, but it is inconveniently shaped (−1 Movement).

  4. Bag of Unfinished Toy Prototypes

    • Throw 5". Any tree hit suffers −1 ATK next round (“it’s confused and deeply disappointed”).

  5. Hero’s Last Gift

    • A note, item, or tiny keepsake.

    • If read aloud dramatically, all nearby heroes gain +1 ATK for the next round.

  6. The Spirit Rises

    • The fallen hero returns as a Holiday Ghost with 1 wound, Move 6", ATK 3.

    • Cannot hold Presents, but can scare trees (force one to reroll next attack).

Rare & Mythic Loot (Optional d12 Big Table)

(Roll only on bosses, scenario rewards, or special presents.)

  1. The Fireplace Blade – Sword that ignites; +2 ATK vs trees.

  2. Eggnog of Vigor – Restore all wounds; next round hero acts twice.

  3. The Naughty List
    Choose one enemy tree per turn; it gets −2 ATK (it feels judged).

  4. Glitter Grenade – 3" blast, all affected trees are stunned for 1 round.

  5. Boots of Upsetting Jingle Volume – Move +2 but cannot hide—ever.

  6. Starfall Wand – Once per game, drop a 6" pillar of light (ATK 5).

  7. Wreath Shield – +2 Defense; if reduced to 0 wounds, shield explodes for ATK 3.

  8. Festivus Polearm – Reroll all melee attacks; requires airing grievances when used.

  9. Reindeer Cloak – +1 Move and ignore terrain. Smells faintly of forest shame.

  10. Mistletoe Charm – Adjacent enemies lose −1 Defense (“awkward proximity”).

  11. The Great Tree’s Eye – See through trees; ranged attacks ignore cover.

  12. Santa’s IOU – Call in one miraculous event: auto-succeed a scenario objective.

SPECIAL BOSS TREE LOOT (d8)

(These are intentionally overpowered and slightly cursed.)

The Lumber Crown

Forged from ancient branches and spite.

  • The wearer gains +1 ATK and +1 DEF permanently.

  • But trees within 8" become enraged and must target the wearer if possible.

  • Also sheds pine needles constantly (no mechanical effect, just annoying).

Bauble Lich’s Phylactery

A cracked ornament filled with festive necromancy.

  • Once per game, revive a fallen hero with full wounds.

  • But the revived hero now glows ominously. All enemies get +1 ATK against them.

  • If smashed, releases a ghost that terrifies all trees for one round.

The Timber King’s Axe

A terrifying, wreath-wrapped executioner’s blade.

  • +2 ATK, deals 2 wounds on a natural 6.

  • If you miss on a natural 1, the axe complains loudly about your technique (you lose 1 morale point if using morale rules).

Sapheart Engine

A pulsing, sticky relic salvaged from the boss’s core.

  • Consume to give one hero +2 wounds (permanently).

  • But their body becomes resinous—they move −1", and if they die, they explode (ATK 4, 3" radius).

The Star of Supremacy

The giant, glowing star that once sat atop the boss.

  • Hold it aloft to emit holy-but-tacky radiance:

    • All allies within 6" gain +1 ATK.

    • All enemies within 6" suffer −1 ATK.

  • Requires two hands, hums loudly with seasonal disapproval.

Garland of Domination

Sentient garland that whispers deeply unhelpful advice.

  • Wearer gains a free extra action each round—but only for attacking.

  • On a natural 1 attack roll, the garland strangles the wearer for 1 wound (rude).

The Bauble Furnace

A heavy mechanical contraption once powering the boss’s magical ornaments.

  • Once per game, unleash a 12" cone of incandescent festive fire: ATK 5, sets targets ablaze (take 1 wound next round).

  • After use, the furnace becomes dangerously hot and may not be touched again this battle (unless you like fingerless gloves).

Ancient Rootmail

Armor woven from petrified roots and dread holiday tradition.

  • Grants Defense 5 and immunity to knockback.

  • Once per battle, root yourself to the ground:

    • Cannot move, but gain +2 ATK for the round.

  • Smells a bit like sadness and wet dirt.

CONDITIONS

Certain attacks, mishaps, bad decisions, or unwise seasonal gambling can inflict conditions.
A model can suffer multiple conditions, but duplicates don’t stack unless stated. Roll D8 when wounded for more than 2 wounds (or when it seems narratively appropriate)

Frostbitten

The cold claims another victim.

  • Effect: −1 Move and −1 Attack.

  • Ends: On a round where the hero does not perform a Move action.

Panicked

They’ve seen too many trees moving against the wind.

  • Effect: Must use first action to move directly away from nearest tree.

  • Ends: Roll 4+ at the end of the round.

Jollied

Excessive cheer is dangerous.

  • Effect: +1 Attack, −1 Defense (recklessly festive).

  • Ends: After one attack roll or after being wounded.

Tangled

Tinsel, garlands, decorative lies.

  • Effect: May only perform one action this round.

  • Ends: End of round.

Sticky

Sugar hexes, candy shrapnel, or poor life choices.

  • Effect: −2 Move; cannot perform Backstab or any flanking bonus.

  • Ends: Roll 5+ at the start of hero’s next turn.

Burning

On fire, but in a seasonally appropriate way.

  • Effect: Takes 1 wound at end of each round.

  • Ends: Spend an action to stop/drop/roll OR fall into snow (terrain).

Emboldened

Usually caused by the Cleric of Commercialism yelling about holiday sales.

  • Effect: +1 Attack and +1 Defense.

  • Ends: When hero takes a wound.

Grief-Stricken

Triggered by fallen allies or terrible gift results.

  • Effect: −1 Attack; hero may not move toward the cause of grief this round.

  • Ends: Roll 4+ at end of round OR receive a pep talk (adjacent hero spends action).

Sugar-Rush (Buff)

Gained when a hero eats magical sweets.

+2 Move, +1 Attack for this activation.

At the end of the round, roll a die:

1–2: Crash → Become Dazed next round

3–6: No effect

Dazed

Cannot take Reactions

−1 Attack for the round

Ends at end of round

Icicle-Pinned

A frozen spike pins the model to terrain

Cannot Move

Can act normally

Action: Break free on a 4+

Merry Madness

The hero is overwhelmed with manic festive glee

Must target the nearest model (friend or foe) when attacking

Miracles & Catastrophes Table

Roll once per round for cinematic chaos.

1 — Blizzard: Visibility 6".

2 — Elven artillery misfire: random explosive.

3 — Miracle Cheer: all heroes heal 1.

4 — Angry Carolers wander through, distracting models.

5 — Frostquake: terrain shifts.

6 — Santa Signal: next hero gets +2 Attack.

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