# 2d6 (Two Hour Wargames) tags: #game/wargame/2d6 ![[2D6 Sword & Sorcery (cover).jpg|600]] ![[2d6 SciFi (cover).jpg|600]] ![[2d6 Crossover (cover).jpg|600]] Two pages, two dice, and whatever figures are already in the drawer — **2d6** is Two Hour Wargames' beer-and-pretzels corner, the stripped-down little sibling of the [[Chain Reaction]] engine. Same Reaction System bones — Reputation, Stars and Grunts, the 2d6 taken-versus-Rep roll — but shaved down to where you can teach a kid in ten minutes, play on the same side as your friends, or run it solo when the mood strikes. It's the THW on-ramp for when you just want to push lead and have fun, without a spell book to flip through or gold to count. ## Setting There's no single world, because the whole point is that the engine doesn't care which genre you point it at. **2D6 Sword & Sorcery** drops it in the fantasy gutter — heroes saving the day, magic users tossing off spells, and a Band that gets a little better when it does good. **2d6 Sci-Fi Combat** points the same handful of tables at ray guns and aliens, from space marines to the swarm. And the **2d6 Crossover** is the explicit bridge that lets you blend fantasy, sci-fi, and modern/historical periods onto one table. ## Mechanics It's the [[Chain Reaction|Reaction System]] in its lightest clothes, defined by classes instead of weapon lists. - **Figures** are **Stars** (you, Rep 5) and **Grunts** (the game mechanics' own), defined by Reputation, Class, and either an **Armor Class** (S&S) or a **Defensive Value** (Sci-Fi). - **Classes** do the work weapons do elsewhere: in Sword & Sorcery a figure is **Missile**, **Melee**, or **Caster**; in Sci-Fi it comes off the **Bugs**, **Gangers**, **Mercenaries**, **Military**, **Police**, and **Ragers** lists, each with a weapon and a firepower rating. - **Reputation** is the yardstick — the **2d6 taken-versus-Rep** action roll decides who acts first, and a score of "6" always fails. Rep climbs when you do well and can fall when things go sideways. - **Casters** throw three spells — **Damage**, **Dazzle**, and **Defend** — and fast-shooting, charge, and melee tables keep the pace up, with the **Will to Fight** test settling when the inactive side loses its nerve. - **Solo play** runs on the THW trick in miniature: **PEFs** seed the table with unknowns that resolve into actual enemies, or nothing at all, only when you come into sight. The whole thing is deliberately small — easy-to-memorize tables, a handful of modifiers, and you never roll more than two dice at a time. ## Editions - **2D6 Sword & Sorcery** (2016, Ed Teixeira) — fantasy, the entry point, and free. *In the library.* - **2d6 Sci-Fi Combat** (2016, Ed Teixeira) — sci-fi skirmish. *In the library.* - **2d6 Crossover** (2016) — the fantasy/sci-fi/modern bridge. *In the library.* ## References - [Two Hour Wargames — Free Rules](https://twohourwargames.com/collections/free-rules) (the free 2d6 downloads live here)