Official Rules Reference

Miniature Agnostic Duels — Tabletop Skirmish Game Rules

The 13 Factions

Each Faction has its own flavor and customization options. During Character Creation, a player selects one or two Factions, which determine the Static Traits and the Cards available for customizing their Miniature.

Gods and Legends

HP
40
Move
5
Attack
4
Defense
5
Phase 1 Abilities
None
Phase 2 Abilities
2
Combat Abilities
2
Feats
2
Items
Up to 3 — apply each Item Card's Max HP cost

Military & Specialists

HP
20
Move
4
Attack
2
Defense
3
Phase 1 Abilities
3
Phase 2 Abilities
2
Combat Abilities
2
Feats
2
Items
3

Magic & Sorcery

HP
25
Move
4
Attack
2
Defense
2
Phase 1 Abilities
3
Phase 2 Abilities
2
Combat Abilities
2
Feats
2
Items
Up to 3

Knights and Heroes

HP
30
Move
4
Attack
3
Defense
3
Phase 1 Abilities
3
Phase 2 Abilities
2
Combat Abilities
2
Feats
2
Items
Up to 3

The Undead

HP
20
Move
2
Attack
3
Defense
2
Phase 1 Abilities
3
Phase 2 Abilities
2
Combat Abilities
2
Feats
2
Items
None

Robots and Constructs

HP
30
Move
2
Attack
3
Defense
4
Phase 1 Abilities
3
Phase 2 Abilities
2
Combat Abilities
2, or 3 and sacrifice 1 Item selection
Feats
2
Items
Up to 3

Barbarians and Hunters

HP
25
Move
4
Attack
3
Defense
3
Phase 1 Abilities
3
Phase 2 Abilities
2
Combat Abilities
2
Feats
2
Items
Up to 3 — remove 1 Defense if 3 are chosen

Monsters and Demons

HP
30
Move
5
Attack
3
Defense
3
Phase 1 Abilities
3
Phase 2 Abilities
2
Combat Abilities
2
Feats
2
Items
3

Romance and Charm

HP
25
Move
2
Attack
2
Defense
2
Phase 1 Abilities
3
Phase 2 Abilities
2
Combat Abilities
2
Feats
2
Items
2

Nature and Divinity

HP
20
Move
4
Attack
2
Defense
3
Phase 1 Abilities
3
Phase 2 Abilities
2
Combat Abilities
2
Feats
2
Items
2

Martial Arts

HP
25
Move
5
Attack
3
Defense
4
Phase 1 Abilities
3
Phase 2 Abilities
2
Combat Abilities
3
Feats
2
Items
Up to 3 — remove 1 base Defense if 3 are chosen

Beasts and Familiars

HP
25
Move
6
Attack
3
Defense
2
Phase 1 Abilities
3
Phase 2 Abilities
2
Combat Abilities
2
Feats
2
Items
2

Slayers and Elders

HP
35
Move
4
Attack
3
Defense
3
Phase 1 Abilities
3
Phase 2 Abilities
2
Combat Abilities
2
Feats
2
Items
3

Static & Dynamic Traits

Static Traits — Max Hit Points, Base Movement range, Base Attack Power (dice used for attacks), and Base Defense Power (dice used to defend). These are automatically attributed upon Faction selection.

Dynamic Traits — Phase 1 Abilities, Phase 2 Abilities, Combat Abilities, Feats (passive traits), and Items (weapons and armor), all represented by Cards the player may use during the game.

Any mandatory Max HP cost or permanent base-stat adjustment printed on a selected Card is applied during Character Creation. Optional effects that say "may," effects requiring a roll, and temporary effects are resolved manually during play.

Universal Cards

Universal Cards are shared card options available to Characters from every Faction. A selected Universal Card counts toward the normal selection allowance for its card type. When two Factions are selected, Universal Cards are displayed with — and count toward — the Primary Faction's card choices.

Signature Move [Combat Ability]: activate your signature move. Roll 4d6 Attack dice against your opponent. Costs 3 Action Points.

Mixing Factions

Only 2 Factions may be selected and mixed into a Character.

Penalty 1: the Character receives the Static Traits of the Primary Faction only.

Penalty 2: each Faction's Dynamic Trait allowance is reduced by half, then combined into one shared selection pool per card type. Players may select any combination from the Primary and Secondary Factions, including spending the entire shared pool on only one of them.

Feat allowances are rounded up. Other positive allowances are rounded down but never reduced below 1. An original allowance of 0 still contributes 0 to the shared pool.