Lesson 1 in dealing with short attentioned children you need visuals – cue ‘Wrath of Ashardalon’ board tiles, miniatures, dice with spots (easy to count up) and little green glass beads for ‘hearts’ (hitpoints/life points).
Attacking: A 5 or 6 on the dice to hit/blast/zap/explode or otherwise incapacitate the bad guys.
Movement : 1 dice = number of squares can move
Fighter: If using a fighter type thats only a 4,5 or 6 to hit in combat. They have armour. But no magic and 4 hearts. If the fighter has a weapon that is good against a tough baddy then they get a bonus +1 on the dice. (so using a hammer against a stone gargoyle gives a bonus)
Wizard: If using a wizard-y type, they can hit all baddys on a tile within 2 tiles on a 5 or 6. If they want they can do a line (lightning bolt) which goes for 2 tiles in a line. If they have a type which is strong vs the baddy (so ice vs fire dragon) then they only need a 4, 5 or 6. They can make up the type ad hoc.
Armor: Goodies are hit on a 5 or 6, except by minions (hit the goodies only on a 6) or if they have armor (ie fighter types – need a 6 to be hit). Super baddied (the boss, and big things hit the goodies easier so need a 4 5 or 6 vs wizards and a 5 or 6 vs armoured fighters)
Hearts: Wizardy types get 3 hitpoint beads, Warrior types get 4. Normal baddys get 1, big baddies (trolls, ogres etc) have 2 and the boss has 4
Big baddies appear every 3rd tile. (they have 2 hits and attack on 4+/5+) Little Baddies appear on a corner. They can move, attack and move again (hitting only on a 6) because they are fast and stabby. Pick them randomly out of the bag once a new tile is explored.