
Draw SteelWiki
Learn how Draw Steel plays, understand the rules that matter in your first session, and build a complete hero with guided, level-by-level choices.
Heroic Tactics with Fast Results
Draw Steel is MCDM's heroic fantasy tabletop roleplaying game. Battles are built around movement, teamwork, and abilities whose results change with a three-tier 2d10 Power Roll. A low result still moves the scene forward; a high result makes the hero's action hit harder or create a stronger tactical effect.
On a typical turn, a hero combines a main action, a maneuver, and movement. Abilities can push enemies, protect allies, change terrain, or create an opening for another hero. The party also shares hero tokens, while each class builds and spends its own heroic resource.
This site turns those rules into short references and a working character builder. Start with the beginner guide, make a hero, then keep the action, movement, condition, and surge pages open during the first session.
- Style
- Heroic tactical fantasy
- Core roll
- 2d10 plus a characteristic
- Turn choices
- Main action, maneuver, and move
- Outcomes
- Tier 1, Tier 2, or Tier 3
- Shared resource
- Hero tokens
- Digital tabletop
- Draw Steel Codex
From First Rule to First Hero
Build a Hero
Choose ancestry, culture, career, class, kit, skills, and level-based abilities in one guided flow.
Learn the Power Roll
Read the 2d10 tier ladder, then see where edges, banes, potency, and ability results fit.
Take a Turn
Understand main actions, maneuvers, movement, and triggered actions before the first encounter.
Get Table Files
Open official character sheets, pregenerated heroes, rules references, and current downloads.
A Turn in Four Decisions
The exact ability changes, but this reading order keeps a first turn clear and prevents missed timing.
Read the Scene
Identify the objective, dangerous terrain, allies, enemies, and any urgent threat.
Choose Position
Plan movement and range before committing the action that matters most.
Use an Ability
Confirm action type, legal targets, distance, and the power-roll characteristic.
Resolve and Pass
Apply the tier result in order, process triggers, then mark spent resources.
Rules Most Used in Play
Fast references for the rules most likely to pause a session.
Power Rolls
Roll 2d10, add a characteristic, and resolve the tier printed on the test or ability.
Actions
See how main actions, maneuvers, move actions, and free actions fit into a turn.
Triggered Actions
Check the trigger, timing window, target, and refresh before acting off turn.
Movement
Resolve advance, shift, disengage, forced movement, teleportation, and vertical spaces.
Conditions
Quickly check dazed, weakened, slowed, restrained, prone, grabbed, and other conditions.
Surges
Track surge gains and spend them only when the shared rule or an ability gives you an option.
Hero Tokens
Use the shared party pool for the options provided by the current rules and character sheet.
Saving Throws
Resolve save-ends effects at the correct time and remove them as soon as the save succeeds.
Arrive Ready to Play
Build and Review Your Hero
Complete every required choice, save the plan locally, and transfer the final review to the current character sheet.
Prepare the Shared Rules
Keep the official reference nearby, agree how hero tokens are tracked, and review the conditions and triggers likely to appear.
Choose a Class by Playstyle
Use the class hub for a quick role comparison, then open a detailed guide or test the choice in the builder.
