Official Rules Reference
Miniature Agnostic Duels — Tabletop Skirmish Game Rules
How to Play
- 01
Prepare the Battle Zone
Set up your Battle Zone on a mat, board, or tabletop. Preferably use a grid or hex tiles, though any surface works if you prefer a tape measure for range and movement. Terrain is optional.
Each player places their miniature along the edge of the Battle Zone closest to them.
- 02
Build and Select Characters
Each player opens the app and taps Play Game or Create Character. If no saved Characters are available, Play Game leads to Character Creation.
Build a Character using one Primary Faction, or one Primary and one Secondary Faction. A Character can never use more than two Factions. Select the finished Character from the Character Preview list to open its Gameplay Sheet.
Before play begins, introduce the Characters. Players may share as much lore as they wish, but must identify their selected Faction or Factions and all selected Feat Cards.
- 03
Roll Initiative and Choose Music
Both players roll 1d6. The higher result wins Initiative and takes the first Turn. Reroll ties.
The Initiative winner also chooses which device provides the music for the match. The other player mutes their music so only one soundtrack plays.
- 04
Begin the First Turn
Both players keep their Character's Gameplay Sheet open. At the start of the game the Turn Status reads Waiting and Phase 1 is active. The player with Initiative taps Start Turn, and their status changes to Your Turn.
- 05
Complete Phase 1
The active player may perform up to one Movement Action, up to one Phase 1 Ability Card Action, or both in either order — but must perform at least one before advancing.
Movement may cover any number of spaces up to the Movement value on the Gameplay Sheet. Before using an Ability, read the Card and announce the Action.
Every Movement, Ability, Attack, or declared Action costs at least 1 Action Point unless a Card states otherwise. Reduce the AP counter immediately — in the app, or with physical tokens and dice.
- 06
Complete Phase 2
After completing at least one Phase 1 Action, tap Phase 2. The Card carousel changes to the Character's Phase 2 Cards.
As in Phase 1, the active player may perform up to one Movement Action and up to one Phase 2 Ability Card Action, in either order, paying the AP cost of every Action.
If the player does not initiate a Duel, they finish their Turn by tapping Opponent's Turn, and play passes to the other player, who begins in Phase 1.
- 07
Initiate a Duel
A player initiates a Duel by declaring a Ranged Attack, Melee Attack, or Combat Ability. Both players tap Combat Phase, then the initiating player taps Start Turn.
While engaged, only Combat Abilities, Feats, and Items may be used. Each Combat Turn allows up to one Attack Action and up to one Combat Ability Card, in either order, unless a Card states otherwise.
Combat Turns alternate until a Character reaches 0 HP, a player Disengages, or both players reach 0 AP.
- 1. The attacker declares the Item used for the Attack and any Combat Ability being activated.
- 2. The attacker rolls the required Attack dice — physical or in the app's Dice Roller — and adds the results for the Attack total.
- 3. The defender declares any Defensive Combat Abilities or Item effects, rolls Defense dice, and adds the results for the Defense total.
- 4. Subtract Defense from Attack. If the result is greater than 0, the defender loses that much HP. A tied or higher Defense total prevents all damage.
- 5. After the Attack and any Combat Ability resolve, the attacker taps Opponent's Turn.
- 08
End the Round
A player at 0 AP cannot perform further Actions that Round. The opponent may continue taking Turns until their AP also reaches 0.
When both players reach 0 AP, the Round ends. Both players tap the + control on the Round counter: the app advances the Round, restores AP, returns to Phase 1, and sets Turn Status to Waiting.
Characters normally begin each Round with 10 AP, although Faction traits and Cards can change that amount.
- 09
End the Game
The game ends when a Character's HP reaches 0, the standard three-Round limit is completed, or an agreed house-rule limit or victory condition is reached.
Before a timed or Round-limited match, agree how to determine the result if both Characters survive the final Round.