TEXT: Cheat Sheet
  Tests
  The core mechanic that runs Tiny Dungeon is called a 
  Test, which is a roll of 2d6 from your Dice Pool. Tests are 
  successful if you roll a 5 or a 6 on any of the dice rolled 
  in your Dice Pool, unless otherwise noted by the Game 
  Master.
  •	 ADVANTAGE: roll 3d6
  •	 DISADVANTAGE: roll 1d6
  Disadvantage trumps Advantage.
  Combat Options
  •	 Attack (Standard Test)
  •	 Move (approx. 25 ft)
  •	 Evade (when attacked, Test at Disadvantage, success 
  attack misses)
  •	 Focus (Next test is a success on 4, 5, or 6)
  •	 Test for an ability
  All attacks do 1 damage unless otherwise noted. 
  Hit Points
  •	 6 hours of sleep heals you fully.
  •	 1 HP per hour otherwise
  Save Tests
  Save Tests are just like regular Tests, and unless otherwise 
  noted by the rules or the Game Master, you roll 2d6 to 
  resolve your Test.
  A 5 or 6 on any of the rolled dice represent a successful Save.
  A failed save will have effects as determined by the GM 
  or the adventure.
  Initiative Tests
  Adventurers will roll a standard 2d6 Test and add up the 
  total of their rolls. Go highest to lowest. Each round, a 
  character gets two actions.
  Magic
  Spell Readers
  For a Spell Reader to use a magic scroll, they must be 
  holding it and then simply perform a standard 2d6 Test. 
  A success results in the casting of the scroll’s ability, but 
  it also destroys the scroll. If you fail your Test, the scroll 
  is not destroyed, but you obviously do not uccessfully cast 
  the spell.
  Spell-Touched
  To use this ability, simply describe in detail what you are 
  trying to do, and perform a standard 2d6 Test. If you are 
  trying to manipulate an object, you must have eye contact 
  with it. The GM has final say if something falls into the 
  Spell-Touched’s ability. 
  You can also perform a simple Ranged attack with magic, 
  such as a magic bolt. This is treated just like any other 
  Ranged attack in Combat and requires an Action and a 
  successful 2d6 Test.
  Beastspeakers
  Beastspeakers are also somewhat magical in nature, as 
  they can somehow speak to and understand animals just 
  as though they were talking to a person.
  Healers
  In order to heal, you must be adjacent to your target and 
  perform a standard 2d6 Test. If successful, they heal 2 Hit 
  Points.
  © 2018 by Gallant Knight Games.   
   
  This sheet may be photocopied for personal use.
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 8-10 (Attention span of 2 hours +, Proficient in basic math, Starting to read or reading chapter books)/Tiny Dungeon 2E/Tiny Dungeon 2.0 - Cheat Sheet.pdf