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Frequently asked questions

As with any modern Tabletop Game, players will have questions on how to accurately and appropriately play the game as intended by the producer. Thus, the FAQ Page! Clone-a-Saurus is no different. The FAQ will be updated periodically based on Feedback. A big thank you to the various Players who reached out with these questions! For the Errata, click here!​

What items can a Human be equipped with?

A Human is equipped with 1 Primary Weapon, 1 Melee Weapon, 1 Secondary Weapon, and 1 Equipment unless specified otherwise by a Scenario or an Ability.

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Is half of a miniature's HP and points counted based on rounding up or down? If a miniature has 15 HP and is worth 20 points, do they hit half HP at 7 or 8 HP?

Always round down when counting points. In your example, the Miniature would reach "Half HP" at 7 HP and thus be worth 10 points until it is killed or defeated.

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Does a game end after 10 rounds or before 10 rounds? It isn't quite clear to me whether the game ending "before 10 rounds of gameplay" means the game will end at the end of round 9 (before round 10) or before the end of round 10.

So a game takes place over the course of 10 rounds, so this includes the 10th round. The “Before 10 rounds” refers to a game scenario where you eliminate all enemy players before the “time runs out”.

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If a miniature's move speed is an odd number and they dash, does the half-speed move get rounded or would this be, say, 2.5" for a miniature with a speed of 5?

No, it remains as is. So using your example, you would dash 2.5" with that miniature.

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When a miniature dies, does all of its equipment get dropped? With the standard loadout options, does that mean that most human characters dying drop 3+ tokens or do they drop functionally a cache token?

It is optional. Like the Objective is automatically dropped but it's up to the players to decide whether the items get dropped too at the start of the game. If you choose to drop it, I would recommend individual tokens. The Cache is meant to be more of a “Random Loot Box”. You don’t know what you’re gonna find, it can be really good or really bad.

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Is there a limit to how many opportunity attacks are triggered by a single movement? For example, miniature A is in base contact with miniature B. A moves through B without using the Disengage action, then fails the opposed agility roll. Does B get one opportunity attack or two? (One for moving out of being locked in combat, one for winning the opposed agility roll)

A Miniature can only perform 1 Opportunity Attack per turn.

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Is there a minimum amount of time something can be sedated for? If I roll 1d4-1 and roll a 1, is the model just knocked prone but will be able to get back up again on their next round?  

Sedated targets are always Sedated with a Minimum of 1. So even if you roll a 1, the Miniature remains Sedated for 1 turn.

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I assume the rounds a target is sedated for are based on the turns it could have taken? Say a dinosaur moves, spends 1 AP to dash, then is tranq'd and sedated before it can attack. Is the missed attack the first "round" of its sedation, or would it miss the attack in that round, then be sedated through the whole of the next round?

Depends on the Initiative, however, assuming it is different Initiatives, the Dinosaur is basically sedated for one full turn. So here’s how I would break it down.

Round 1: Stegosaur moves. Stego gets tranq’d for 2 Rounds. It skips the rest of its turn because it is sedated.

Round 2: Stego is sedated.

Round 3: Stego wakes up.

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Is there a way to knock a target out of sedation?

Yes, if a miniature is attacked while it is Sedated, then it will automatically become "awake" and the sedated effect is removed. 

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ACTIONS

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If a 1 is rolled by the "inactive" player does the inactive miniature lose the rest of their round? I.e. a 1 is rolled in the active miniature's movement phase, would the inactive miniature skip their movement and action phases?

In the context of an Attack, when a miniature performs an Attack on a given turn, if it gets a Critical Fail on the first Attack then it skips the rest of the Attack Phase. If it has any other AP remaining, it may use them in the subsequent phase until the next turn where it restarts. In any other context, a Critical Fail would be considered as a Failed Action but the miniature does not skip the rest of their turn.

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Is there a way to "Unswarm".

That would be the Disengage Action.

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I assume the "throwing-off swarmers" attack that a swarmed miniature can do still does melee damage as normal?

I saved the “throwing” for dinosaurs standing on two legs because it made more thematic sense vs something on four legs would just shake it off or crush it with like a body slam. There’s a table for the throwing but unless otherwise indicated it is normal damage.

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Can a thrown miniature be placed outside the play area?

No, it cannot.

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When a miniature ambushes, you mention putting the stealth tokens in base contact before removing the miniature. The picture, though, shows just one token in base contact with the miniature. Where do multiple stealth tokens go?

I could have been more clearer here (or rather re-word it). At least one Stealth Token should remain in base contact with the original miniature while the others remain in base contact with the first token (or stacked on top of each other). 

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What moves when a Stealthed miniature moves? Once it's Stealthed and the stealth tokens have been placed, the miniature is removed from play until it reveals. Do the stealth tokens move? If there's more than one, do they move as a cluster or individually or one at a time?

​The Stealth Tokens move. They move as a little cluster. The movement is measured from any of the Tokens.

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When hiding, is the free dash action a full move + dash (9" for someone with speed 6) or just the dash (3" for someone with speed 6)?

Just the dash.

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To search for a hiding Stealthed miniature, does the searching miniature have to be in range of the terrain piece or from the stealth token(s)?

​Yes, same rules as searching for an Ambushing Miniature. Its why I specify that the Hiding Miniature is considered as Stealthed as well.

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MINIATURE ABILITIES

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Apex Predator / Hunter - what happens if multiple miniatures in your list have this? I assume each "Hunted" token should just apply to a specific dinosaur?

Yeah exactly. Each Dinosaur/Human with that Ability has their own respective Hunted Token.

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Frenzy - how long does the +4 to attacks last after spending the AP?

For that turn.

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Adept Swimmer - I assume this would take effect if any part of the movement covers water?  Does the movement have to start in water?

If any part of the miniature's base touches water, then the ability applies.

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Troodon Venom - how many times will the infected miniature attack?

Until it dies.

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Bone-crunching Slam - for how long is the -1 defense applied?

The rest of the game.​

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Won't Back Down - is there a limit to this?

It happens one time. Treat it like getting a second life. After that second life, the ability cannot be used anymore.

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Trumpeting Crest - I assume the intention is that the revealing of an ambushing miniature is what triggers the opportunity to spend the 2 AP and trigger that.

Yes, exactly.

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Impaling Spike - I assume the attack has to hit to apply the bleeding effect?

Yes.

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Expert Medic  - does this use an additional "use" of the ability?

No, for one “Use” of either Kit, A miniature can heal 2 Minis instead of 1.

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Scout - if two miniatures have Scout are there any restrictions on how close they can be placed to each other?

No. That is up to the player.

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Giving Orders - how does this work with the two activation phases? Can I move the miniature with giving Orders, then a different miniature at a different initiative, then when the action phase comes around, use Giving Orders at that point? Does it need to be used in the movement phase or the planning phase?

This is meant to be used at the Start of the Movement and Attack Phases since that is when the Miniature would most likely Activate.

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Does the model with Giving Orders need to complete its activation before the ordered miniature can activate, or is this literally "at the same time", i.e. I could move the Ordering unit closer, then use Giving Orders, have the ordered unit move then return to the ordering unit to finish their movement step.

It would be “At the Same Time” since they’re supposed to be activating at the same initiative.

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Selfless - I feel like this could be cleared up a little bit. Will the opposing miniatures attempt to move so they're locked in combat? Will they move until they're in range to fire their ranged weapons?

It is meant to move in until they’re within Attack Range. So for example, a Dinosaur would most likely need to be in Melee Distance while a Human would be until they are within range. Dilophosaurus is player’s choice.

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Lost World Pillager seems pretty strong! But I'll need to see how it plays. Can this only be used on Dinosaurs? The "Captured" effect suggests that but Lost World Pillager doesn't?

Only Dinosaurs!

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Dinos on the brain - when does this happen?

This would be at the start of every turn with that character.

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Scavenger - what happens to the Item card not selected? I assume this returns to the deck but does it go on top? Bottom? Shuffled in?

It would go to the bottom of the deck.

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Flask of Alcohol - how long does this effect last? I assume it's just for the rest of the game.

It is for the entirety of the game. That is why it is activated by the AP, it is like the person taking a swig before doing something.

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​Save the Evidence - I assume this is once per movement phase?

Yes, it is once per movement phase.

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Improvise - is this intended to be a different action from the one that failed?

Yeah, like it is meant to be like if a character fails their action, but can do a second one to compensate.

Let’s say Kyle Dunham performs the Search action and fails. He can then perform Attack right after without spending another point.

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OTHER

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Floodlights - when does this effect take place? I assume if a Stealthed miniature moves through the area it removes a stealth token. If the area is moved onto a stealth token, I assume it would remove it. Is there a limit to how many times a round this can happen? 

So when the Miniature interacts with the Flood light, it “Turns it on; and so the Circular Area of Effect can be placed within the specifications.

Yes, if a Miniature walks through it or it is placed on top of it, it will remove 1 Stealth Token per turn per round that it stays within it. So for example, lets say Turn 1 - it activates and is placed on a Stealthed Raptor. The Raptor loses 1 Stealth Token. Depending on the Initiative of the Raptor it can move out right away and keep its other tokens or if the Raptor already activated, then when it activates once again on the following turn, it loses another stealth token.

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Dawn - I assume this means that the search action range is limited to half?

Yes.

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Thunderstorm - should this add stealth tokens to hide checks as well as ambush?

Yes.​​​

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Since there's nothing about miniatures leaving the board, what happens to miniatures that cross the board edge to score an objective? Are they just removed from play?

It is removed from the Play but it does not count towards the score of the opposing player.

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