Official Rules Reference

Miniature Agnostic Duels — Tabletop Skirmish Game Rules

Dueling

The DUEL is the execution and response of all possible Combat Phase Actions and Items between the two players.

Ranged Attack

Rolling attack D6(s) against a non-adjacent figure.

Melee Attack

Rolling attack D6(s) against an adjacent figure.

Combat Ability

Activating a Combat Ability type Action.

Combat Phase Rules

Explosive Weapons at Melee Range: whenever an attacking character uses an Explosive Weapon within Melee Range, the attacker must roll a 1d6 penalty against themselves. The result determines the splash damage resolved against the attacker.

If a Combat Ability has a "Defensive" type modifier, it may be activated by either player before any other Battle Phase Actions are rolled.

Combat Phase Action Limit: during each of their turns, a player may activate up to one Combat Ability Card and perform up to one Attack Action, in either order. Neither may be used more than once during that turn unless a Card states otherwise.

Before resolving an Attack Action, the attacking player must declare which Item Card is being used. The declared Item determines weapon properties, modifiers, and damage calculation. Combat Phase Actions still cost Action Points as normal.

Resolving Damage

The defending player may roll for Defense against any Attack roll unless a Card specifically states otherwise, and has access to their Combat Phase and Item Cards when being attacked.

If the Defense roll is higher than the Attack roll, the Attack is unsuccessful.

If the Attack roll is higher, the Attack is successful: subtract the Defense roll from the Attack roll, and the remaining sum is the damage taken by the defender. Once Damage has been resolved, the Combat Phase starts over unless disengagement is chosen.

Disengagement

If a player decides to leave the Duel during the Combat Phase, they must announce on their turn that they are Disengaging.

Disengaging costs 1 Action Point, and the opponent is granted a free Ranged or Melee attack against the Disengaging player using a 1d6 that must be resolved as HP Damage.

If both players reach 0 Action Points while still engaged, the Duel is Disengaged. The Combat Phase and Round are over, and Action Points are restored at the start of the next Round.