Okay. Below I have pasted different excerpts from my rulebook that should help explain the very basics of the game. As well, you can check out my LFG post here: <a href="https://app.roll20.net/lfg/listing/29096/hex-based" rel="nofollow">https://app.roll20.net/lfg/listing/29096/hex-based</a>... Or look through the handouts in the campaign itself via the join link here: <a href="https://app.roll20.net/join/957104/1GNULQ" rel="nofollow">https://app.roll20.net/join/957104/1GNULQ</a> The battleground on which the game takes place is composed of hexagonal terrain tiles, stacked and configured into a landscape of varying elevations. Each type of terrain tile provides a distinct strategic advantage for the heroes standing on them. Forests: The hero takes 1 less damage from all ranged attacks and abilities. Plains: The hero takes 1 less damage from all melee attacks and abilities. Hills: The hero takes 1 less damage from all the attacks and abilities of heroes at lower elevations. Snow: The hero gains 2 resistance Water: Impassable except for by swimming and flying heroes. Heroes may not end their turn here. In this strategy game, two or more players command their own team of four heroes on a map of differing terrain and elevation. The object of the game is to eliminate all opposing heroes before yours are eliminated from the game. Whoever is left standing, wins the game. Heroes Each hero is unique, with their own abilities and identity, however each of them are classified as one of four different classes, detailed below. The strengths and weaknesses of each class are important to any winning strategy and are listed below. Keep in mind: the details listed below may not be accurate for every hero if their abilities or stats are irregular. Warriors are sturdy melee heroes. They excel at locking down enemy heroes, mitigating physical damage, and acting as a shield for more fragile heroes. However, they are slow and do minimal damage to all heroes. They are best against Archers because their armor shields them from physical damage. Archers are ranged attack heroes. They excel at dealing consistent physical or elemental damage, attacking from higher elevation, and eliminating heroes without armor. However, they are slow and deal little damage against heroes with armor and resistance. They are best against Mages because of Mages’ low health and minimal armor. Mages are ranged ability heroes. They excel at dealing small bursts of magic damage, aiding allies, and controlling the fight. However, they are fragile and heavily rely on their abilities. They are best against Warriors because their magic damage ignores armor. Assassins are mobile melee heroes. They excel at evading enemies, closing distances, and eliminating low health heroes. However, they are fragile and heavily rely on their natural swiftness to survive. They are best against wounded heroes, because they are good at picking people off. Warriors>Archers>Mages>Warriors (Rock, Paper, Scissors, Lizard, Spock) *Assassins Assassins are the wild card