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.
Check your inbox.
A confirmation email is on its way. Click the link to confirm and get your cheat sheet.
What's inside
Six rules, one page. Enough to run your first session tonight.
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.
Attack Rolls
The check that decides if a hit lands. Includes the two exceptions every new DM trips over in their first combat.
Damage
How to resolve a hit, roll damage, and what zero hit points means for both sides of the fight.
Saving Throws
When danger comes to the players instead of from them. Traps, spells, poison. Same mechanic, easy to run.
Initiative
One roll sets the turn order for the whole fight. Here's exactly how to run it and keep track at the table.
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.
Check your inbox.
A confirmation email is on its way. Click the link to confirm.