Run your first session
with just 6 rules.

One page with the only mechanics that matter for session one. Print it, pin it to your DM screen, and just run the game.

Get the cheat sheet. It's free.

What's inside

Six rules, one page. Enough to run your first session tonight.

01 When an outcome is uncertain

Ability Checks

Know when to call for a roll, when to skip it, and how to set a difficulty number your players will feel is fair.

02 To strike a target in combat

Attack Rolls

The check that decides if a hit lands. Includes the two exceptions every new DM trips over in their first combat.

03 After an attack connects

Damage

How to resolve a hit, roll damage, and what zero hit points means for both sides of the fight.

04 To resist or avoid an effect

Saving Throws

When danger comes to the players instead of from them. Traps, spells, poison. Same mechanic, easy to run.

05 When a fight begins

Initiative

One roll sets the turn order for the whole fight. Here's exactly how to run it and keep track at the table.

06 What you get each round

The Combat Turn

Move, act, and a few bonus options. This covers almost everything that comes up in a first-session fight.

Ready to run your first session?

Stop second-guessing the rules. Get the sheet and just run the game.