Version 0.6.0
Gauntlet is a two-player tactical card game of deck construction, strategy, timing, and territorial control. Before the game begins, each player builds a Deck, chooses one of six factions and one of that faction’s Leaders, and selects three Territories to form their side of the battlefield. Both players may choose the same faction or Leader.
Victory belongs to the player who successfully runs the Gauntlet. To do so, advance through a contested line of Territories, overcome the opponent’s defenses, and defeat them in a final Last Stand beyond the end of the Gauntlet. Along the way, capture Territories, develop Assets, employ faction mechanics, and decide when valuable cards are worth committing permanently to battle.
The strength and composition of a Deck shape every decision that follows. Careful construction provides the tools to pursue a coherent plan, but victory also requires adapting that plan to the Territories, cards, and opportunities that emerge during play.
A card may contain more than one printed effect. The effect that resolves depends on how the card is used.
Resolving one printed effect does not resolve any other printed effect on the same card unless a rule specifically states otherwise.
Each player needs:
The players may share a die if needed.
A Deck consists of:
Supplemental cards, reference cards, trackers, and similar components are part of the Deck but are not part of the Playable Deck unless a rule explicitly states otherwise.
Together, both players’ Territory Cards form the Gauntlet, the six-Territory battlefield on which the game is played.
Choose one faction. The faction determines:
Choose one Leader from the selected faction.
The Leader Card begins the game face up and remains available throughout the game. Some Leaders include supplemental cards or other components required by their abilities. These components are part of that Leader’s package but are not part of the Playable Deck.
The Playable Deck is the constructed collection of cards that becomes the Draw Pile during setup.
A Playable Deck must contain:
Unless marked Unique, a card may appear in any quantity permitted by the available card pool. A Unique card is limited to one copy in the Playable Deck.
Choose exactly three different Territory Cards.
Prepare any cards, trackers, references, or other components required by the selected faction or Leader.
Unless a rule explicitly states otherwise, supplemental components:
Prepare the game in the following order.
Players alternate taking turns until one player wins the game.
Complete each turn in the following order:
At the start of the turn, if the active player occupies a Territory they do not control, they capture it by rotating the Territory Card to face them.
Resolve effects and victory checks that occur after the Capture step before proceeding to the Draw step.
Draw one card from the Draw Pile.
If the Draw Pile cannot complete the draw, shuffle the Discard Pile to form a new Draw Pile and continue drawing. If the Draw Pile and Discard Pile cannot provide the full number of cards, draw as many as possible.
Cards already drawn during the current draw are not shuffled back into the Draw Pile.
The active player may use their normal Action Opportunity before moving.
Advance, hold, or withdraw. Resolve any battle caused by movement immediately.
If the active player did not use their normal Action Opportunity before movement, they may use it now.
A player may normally play only one card for its Action effect during their turn, using either Action Opportunity. Whenever a player could play a card for its Action effect, they may instead perform a rule or faction action that explicitly uses an Action Opportunity.
An effect that grants an additional Action Opportunity permits one additional qualifying action at the stated timing. It does not grant movement unless it explicitly says so.
Resolve end-of-turn effects. If the active player has more than three cards in hand, they discard until they have three. The turn then ends.
Movement changes the position of a Player Token. During the Movement step, choose one:
A player cannot voluntarily withdraw beyond their end of the Gauntlet. Player Tokens cannot move through or past one another.
A position is any location a Player Token may occupy: each Territory, the position immediately before either end of the Gauntlet, or the position immediately beyond either end of the Gauntlet.
If an effect grants additional movement, resolve that movement one position at a time unless the effect states otherwise. Entering an occupied position begins a battle and normally pauses the current movement sequence until the battle is resolved.
When a player advances into a Territory occupied by the opponent, move the attacking Player Token into that Territory before resolving the battle.
Although both Player Tokens are physically in the Territory, the defending player continues to occupy it until the battle is resolved. If the attacking player wins, the defending player retreats and the attacking player then occupies the Territory.
Withdrawal is voluntary movement away from the opponent.
Withdrawal is not retreat unless a rule specifically says otherwise.
Retreat is forced displacement after losing a battle. It does not count as movement.
Unless an effect states otherwise, the losing player retreats one position away from the winning player and toward their own end of the Gauntlet.
A battle begins when a player enters a position occupied by the opponent or when a rule explicitly begins one.
The player whose movement or effect began the battle is the attacking player. The other player is the defending player.
Resolve each battle in the following order.
Resolve effects that occur when the battle begins or before cards are committed from hand. A faction mechanic such as Terms may prevent the battle before commitments occur.
In order:
A hand commitment is optional.
In order:
Effects may modify the number of cards drawn or chosen. Keep all unchosen Battle Hand cards separate until battle cleanup.
Resolve effects that occur before the normal reveal. Then reveal all committed and chosen cards.
Resolve applicable Battle effects according to their timing. Negation, cancellation, replacement, and source-changing effects resolve before effects that depend on the affected card where necessary.
Each player normally rolls one six-sided die.
Combine all instances of advantage and disadvantage before rolling. They cancel one-for-one.
After selecting the die result, resolve rerolls and die-result changes in their specified order, then apply numerical modifiers to determine the battle total.
The player with the higher battle total wins.
Defender’s Advantage: If the battle totals are tied and the defending player controls the contested Territory, the defending player wins. The defending player also has Defender’s Advantage during their Last Stand.
If a tie is not resolved by Defender’s Advantage or another effect, both players reroll. Cards already used remain in effect.
Resolve effects triggered by winning, losing, retreat, occupation, or the end of the battle.
Unless an effect states otherwise:
Move cards to their normal destinations:
Resolve any effects that occur during or after battle cleanup.
A negated card has no effect but remains used and follows its normal destination unless the negating effect states otherwise.
When a used card is canceled and the canceling effect gives no destination:
An effect that resolves or repeats another Battle effect cannot choose an effect that would use another card or resolve or repeat another Battle effect unless it explicitly permits one additional layer. An additional layer cannot create another layer.
When a Battle effect resolves an additional time:
Winning a battle allows a player to occupy a Territory. Occupation and control are separate states.
The player a Territory Card faces controls that Territory. Control does not require the controlling player’s token to remain there.
Each player begins the game controlling the three Territories on their side of the Gauntlet. Control changes only through capture or a rule that explicitly changes it.
A player normally occupies the position containing their Player Token. During an unresolved attack on an occupied Territory, the defending player continues to occupy it.
A player may occupy a Territory controlled by the opponent.
At the start of a player’s turn, if they occupy a Territory they do not control, they capture it by rotating the Territory Card to face them.
A captured Territory remains under that player’s control until the opponent captures it or an effect changes control.
Because a Territory is not captured immediately after a battle, its controller has an opportunity to drive the occupying opponent away before the start of that opponent’s next turn.
To run the Gauntlet, advance through the full Territory column, force the opponent beyond their end of the Gauntlet, capture the final Territory, and win the opponent’s Last Stand.
When a player loses a battle while occupying the final Territory at their end of the Gauntlet, they retreat beyond the Territory column.
The winning player occupies the final Territory. The battle ends normally; the winning player does not immediately advance beyond the Gauntlet.
If the winning player still occupies the final Territory at the start of their next turn, they capture it during the Capture step. During that turn’s Movement step, they may advance beyond the final Territory to initiate the opponent’s Last Stand.
When a player advances beyond the final Territory to battle an opponent who has been forced beyond their end of the Gauntlet, that battle is the defending player’s Last Stand.
During a Last Stand:
If the attacking player wins the Last Stand, they have run the Gauntlet and immediately win the game.
If the defending player wins, the attacking player retreats to the final Territory. Play continues normally.
Some factions provide an additional victory condition. Those conditions appear in their faction sections.
The face-down pile formed by shuffling the Playable Deck during setup.
The private cards currently held by a player. Cards in hand may be played for Action effects, committed for Battle effects, or used as directed by another effect. The normal hand limit is three.
A temporary hand formed during a battle. A Battle Hand exists only for that battle and is separate from the player’s normal hand.
A face-up pile of recyclable cards. When a Draw Pile cannot complete a draw, shuffle the Discard Pile to form a new Draw Pile.
A face-up pile of cards removed from normal circulation. Cards in the Graveyard are not reshuffled unless an effect explicitly moves them.
The public area containing a player’s banked Assets.
Faction rules may create additional named areas. Those areas follow the rules that create them.
To play a card for its Action effect:
A card is an Asset only when an effect banks it in the Asset Bank.
A player’s Asset limit equals the number of Territories they control.
Whenever a player could play a card for its Action effect, they may instead discard one Asset they control unless an effect prohibits it. This uses that Action Opportunity.
An Overlay is a persistent card attached to a Territory. It supersedes the printed effect of the card immediately beneath it while exposed.
Unless an effect states otherwise:
The Military converts battle victories into Command, movement, retreat pressure, and immediate capture. It has no additional victory condition and wins by running the Gauntlet.
A Military Deck includes a Military Leader Card and a Command Tracker. Begin with 0 Command by fully covering the tracker with the Leader Card.
Military may have up to 2 Command. The first time each turn the Military player wins a battle, gain 1 Command, up to the maximum. This may occur during either player’s turn.
Spend Command to use Orders printed on the chosen Leader Card.

Archetype: Attack, forward pressure, and tempo
Motto: Forward. Again.
The General leads from the decisive point, using Command to advance, reinforce an attack, and pursue a defeated opponent.

Archetype: Defense, counterattack, and control
Motto: We hold. They break.
The Commandant turns a defended position into lasting control through prepared defenses, forced retreats, and immediate capture.
The Diplomats use Influence and Terms to prevent battles, impose settlements, and ratify Treaty Articles. They may win by running the Gauntlet or through the Peace Treaty.
A Diplomat Deck includes a Diplomat Leader Card, Influence Tracker, Diplomat Reference Card, and nine double-sided Proposal / Treaty Article cards.
Begin with 1 Influence. Place all nine Proposals Proposal side up.
Influence has a minimum of 0 and maximum of 10. Influence staked on Terms is unavailable until those Terms resolve.
Before a battle involving the Diplomat, before either player commits a card from hand, the Diplomat may choose one eligible Proposal and stake its listed Influence. The opponent accepts or refuses.
When Terms are accepted:
When Terms are refused:
| Result | Stake | Ratification | Normal reward |
|---|---|---|---|
| Diplomat wins | Return | If new, impose and ratify | Gain 1 Influence unless stated otherwise |
| Diplomat loses | Lose | None | None |
| No winner | Return | None | None |
Before dice are rolled following refused Terms, spend any amount of available Influence. Add +1 to the Diplomat’s battle total for each Influence spent.
After the Capture step at the start of the Diplomat’s turn, if five different Proposals are ratified, the Diplomat immediately wins.

Archetype: Agreement, card flow, and settlement
Motto: Words first. War last.
The Ambassador sustains continued negotiation by converting accepted Terms into additional cards.
Once per turn, after the opponent accepts the Ambassador’s Terms, draw one card.

Archetype: Risk management, resilience, and imposition
Motto: Procedure endures.
The Senator preserves political capital through sacrifice when refused Terms end in defeat.
Once per turn, when the Senator would lose staked Influence after losing a battle following refused Terms, they may put up to that many cards from hand in their Graveyard. Recover 1 staked Influence for each card put there; lose the rest.
The Financiers convert cards and Territory control into Capital, Capital into Deeds, and Deeds into income or Controlling Interest. They may win by running the Gauntlet or by owning every Deed currently in it.
A Financier Deck includes a Financier Leader Card, Financier Reference Card, Capital Tracker, and access to eight shared Deed Cards.
Begin with 0 Capital and an empty Treasury. Place the Deed Cards in a shared unowned supply.
Capital limit = Territories controlled + total deckbuilding value of cards in Treasury
Capital may temporarily exceed the limit. At the end of every turn, reduce excess Capital to the current limit.
During the Action Opportunity after movement, instead of playing a card for its Action effect, place one card from hand face up in the Treasury. Treasury cards are outside normal card zones and do not use Asset capacity.
Each Territory currently in the Gauntlet has one Deed. Deed ownership is independent of Territory control and occupation.
During the Action Opportunity after movement, instead of playing a card for its Action effect, buy or buy out one Deed by paying its cost.
Deed cost = min(Deeds owned + 1, 6) + position modifier + buyout premium
The minimum cost is 1 Capital.
| Territory state from buyer’s perspective | Modifier |
|---|---|
| Buyer controls it | -1 |
| Buyer occupies it but does not control it | 0 |
| Buyer neither controls nor occupies it | +1 |
For a Deed owned by the opposing Financier:
Buyout premium = min(Deeds owned by the opposing owner, 6)
After the Capture step at the start of the Financier’s turn, gain 1 Capital for each Deed owned.
When a Financier owns the Deeds to every Territory currently in the Gauntlet, they immediately win by Controlling Interest.
During the Action Opportunity after movement, instead of playing a card for its Action effect, discard one card from hand and roll one die.
| Roll | Result |
|---|---|
| 1 | Put the card in the Graveyard; gain 0 Capital |
| 2–3 | Gain 1 Capital |
| 4–5 | Gain Capital equal to the card’s deckbuilding value |
| 6 | Gain Capital equal to twice the card’s deckbuilding value |
Before dice are rolled in a battle involving the Financier, spend Capital to add to the battle total.
| Bonus | Total cost |
|---|---|
| +1 | 1 Capital |
| +2 | 3 Capital |
| +3 | 6 Capital |
| +4 | 10 Capital |
Each additional +1 costs one more Capital than the previous increment.

Archetype: Collateral, planned purchases, and flexible financing
Motto: Credit closes the distance.
The Banker uses a card in hand or Treasury as collateral to complete a Deed purchase with less available Capital.
The first time on the Banker’s turn that they would buy or buy out a Deed, they may use one card from hand or Treasury as collateral.

Archetype: Offensive acquisition, occupation, and immediate control
Motto: Take the ground. Close the deal.
The Executive may convert an offensive battlefield victory into an immediate Deed purchase and change of control.
During the Action Opportunity after movement, instead of playing a card for its Action effect, if the Executive won a battle this turn that caused them to occupy an enemy-controlled Territory, they may buy or buy out that Territory’s Deed.
Treat the Territory as occupied but not controlled when calculating the cost. If the purchase succeeds, immediately take control of that Territory.
Intelligence uses hidden Missions, Intel, and advance knowledge of opposing battle choices. It may win by running the Gauntlet or by completing a Special Operation.
An Intelligence Deck includes an Intelligence Leader Card, Mission Reference Card, Operations Reference Card, Intelligence Resource Tracker, Intel marker, and Operation Progress marker.
Begin with 0 Intel and 0 Operation Progress. Neither has a maximum.
Only an Intelligence card with a printed Mission requirement may become an Active Mission or Special Operation.
During the Action Opportunity after movement, instead of playing a card for its Action effect, place one eligible card from hand face down as the Active Mission.
During the Action Opportunity after movement, instead of playing a card for its Action effect, reveal and complete a satisfied Active Mission.
During the Action Opportunity after movement, spend Intel equal to the Mission’s value to abort it and put it in the Discard Pile. A Mission that fails is revealed and placed in the Graveyard.
Once per battle, when the opponent commits a face-down card from hand or chooses a face-down card from a Battle Hand, spend 1 Intel to look at it.
Immediately afterward, spend 2 additional Intel to use Interference and remove that card from the battle. The opponent may replace it from the same source or decline.
A Special Operation may begin only when:
Begin it during the Action Opportunity after movement instead of playing a card for its Action effect. It fails immediately if Operation Progress ceases to exceed the opponent’s controlled Territories.
To complete a ready Special Operation, satisfy its Mission requirement and pay Intel equal to:
Territories currently in the Gauntlet − Special Operation card’s deckbuilding value
The minimum payment is 1 Intel. Completing the Special Operation immediately wins the game.

Archetype: Territory effects, reconnaissance, and field operations
Motto: Know the land before the battle begins.
The Ranger spends Intel to prevent a printed Territory effect from affecting an operation.
Once per turn, when a Territory effect would affect the Ranger, their movement, or a battle involving them, spend 1 Intel to ignore that Territory effect until the end of the turn.
Fieldcraft affects only the Territory’s printed effect. It does not alter control, occupation, capture, Defender’s Advantage, the Last Stand bonus, or limits calculated from Territories.

Archetype: Mission tempo and operational coordination
Motto: Information never rests. Momentum is the weapon.
The Spymaster may begin another normal Mission immediately after completing one.
Once per turn, after completing a normal Mission, immediately start another eligible Mission from hand without using an Action Opportunity. The new Mission cannot complete that turn and cannot be the Special Operation.
The Mystics sacrifice, bind, exchange, and recover cards while completing three public Rites. They use no faction resource. They may win by running the Gauntlet or by completing Ritual.
A Mystics Deck includes a Mystics Leader Card, Mystics Reference Card, and three double-sided Rite cards: Rite of Echoes, Rite of Blood, and Rite of Crossing.
Place all three Rites incomplete side up.
During the Action Opportunity after movement, instead of playing a card for its Action effect, begin one incomplete Rite by paying its beginning cost.
Complete the first Rite to unlock Invocation. Complete the second to unlock Transmutation. Complete the third to immediately win by Ritual.
Bind one selected Graveyard card face up and one hand card face down whose title matches another card in the Playable Deck. On a later turn, complete the Rite by using another card with the bound hand card’s title for its Battle effect. Losing a battle first interrupts the Rite and places both bound cards in the Graveyard.
Put one card from hand in the Graveyard. On a later turn, complete the Rite by winning a battle without committing a card from hand and without using a card from the Battle Hand. Losing a battle first interrupts the Rite.
Begin only during the Action Opportunity after movement after winning a battle that caused the Mystic to occupy a Territory the opponent controlled immediately before that battle. Put one Arcane card from hand in the Graveyard, or reveal the hand and move one Arcane card from the Discard Pile to the Graveyard if none is in hand. After the next Capture step, complete the Rite if the Mystic still occupies or controls that Territory; otherwise it is interrupted.
Once per turn, when the Mystic uses an Arcane card for its Action effect or Battle effect, move one card from the Graveyard to the Discard Pile.
Once per turn, before dice are rolled in a battle involving the Mystic, put one card from hand in the Graveyard. Add its deckbuilding value to the Mystic’s battle total. This is not a hand commitment and resolves no printed effect on the sacrificed card.
A bound card is outside every normal card zone and may move only as instructed by the effect to which it is bound. If that effect ends without assigning a destination, put the bound card in its owner’s Graveyard.

Archetype: Sacrifice sequencing and card conversion
Motto: Nothing is fixed. Everything can be transformed.
The Alchemist replaces the first card deliberately sacrificed from hand through a Rite, Transmutation, or Arcane card effect during their turn.
The first time on the Alchemist’s turn that they put a card from hand in the Graveyard as part of a Rite, Transmutation, or an Arcane card effect, draw one card.
If this occurs during a battle, draw after the battle resolves. A normal hand commitment does not trigger Materia Prima merely because it later enters the Graveyard.

Archetype: Ritual endurance and protective sacrifice
Motto: The spirits remember what the living abandon.
The Spirit Walker may sacrifice an Arcane card to prevent the first battle-loss interruption of a Rite during their turn.
The first time on the Spirit Walker’s turn that they lose a battle and a begun Rite would be interrupted, they may put one Arcane card from hand in the Graveyard. If they do, that Rite is not interrupted.
This cannot preserve a continuing position requirement. It cannot preserve Rite of Crossing if the Spirit Walker no longer occupies or controls its required Territory.
The Inquisition turns opposing commitments and permanent losses into Conviction, then spends that Conviction to suppress or condemn additional cards. It may win by running the Gauntlet or through Purification.
An Inquisition Deck includes an Inquisition Leader Card, Doctrine Reference Card, Purge Reference Card, and Conviction Tracker.
Begin with 0 Conviction. The maximum is 4.
The first time each turn one or more opposing cards enter the Graveyard after a battle involving the Inquisition player, gain 1 Conviction.
This trigger may occur during either player’s turn. Several qualifying cards from the same battle still grant only 1 normal Conviction.
In a battle involving the Inquisition, each opposing card used from a Battle Hand goes to its owner’s Graveyard during cleanup instead of the Discard Pile. Opposing cards committed from hand already go to the Graveyard normally. Unchosen Battle Hand cards are discarded normally.
Whenever the opponent uses a card with the Arcane trait for its Action effect or Battle effect, gain 1 Conviction. This gain is outside the normal once-per-turn limit but cannot raise Conviction above 4.
During an Action Opportunity, instead of playing a card for its Action effect, spend Conviction to use one Purge.
| Cost | Effect |
|---|---|
| 1 | Put the top card of the opponent’s Discard Pile in their Graveyard; or put up to two cards there with combined deckbuilding value 2 or less in their Graveyard. |
| 2 | Put one opposing Asset in its owner’s Graveyard. |
| 3 | The opponent chooses one card from hand and puts it in their Graveyard. |
| 4 | Look at the opponent’s hand, choose one card, and put it in their Graveyard. |
After the opponent’s normal Draw step, if they drew no card because both their Draw Pile and Discard Pile were empty, the Inquisition immediately wins by Purification.

Archetype: Judgment, Purge, and permanent removal
Motto: We judge. We purge.
The Grand Inquisitor converts a battle victory into an immediate discounted Purge.
Once per turn, after the Grand Inquisitor wins a battle, they may immediately Purge without using an Action Opportunity. Reduce that Purge’s Conviction cost by 1, to a minimum of 1.

Archetype: Defense, retaliation, and pursuit
Motto: You ran. I followed.
The Witch Hunter ends an attacking opponent’s turn after defeating them, then pursues immediately.
Once per turn, after an opponent loses a battle they initiated against the Witch Hunter, spend 2 Conviction to:
No Action Opportunity occurs between the ended turn and this movement.
Action Opportunity: A point during a turn when a player may play a card for its Action effect or perform another rule or faction action that explicitly uses the opportunity.
Advance: Move one position toward the opponent’s end of the Gauntlet.
Advantage: Roll one additional battle die for each net advantage and use the highest result.
Asset: A card banked in a player’s Asset Bank.
Asset Bank: The public area containing a player’s Assets.
Battle Hand: A temporary hand formed during a battle, separate from the player’s normal hand.
Capture: Gain control of an occupied Territory by rotating it to face the occupying player during the Capture step or as directed by an effect.
Control: A player controls a Territory when the Territory Card faces that player.
Deck: A player’s complete pregame package: faction, Leader, Playable Deck, three Territory Cards, and required supplemental components.
Defender’s Advantage: The defending player wins a tied battle total when they control the contested Territory or are defending during their Last Stand.
Disadvantage: Roll one additional battle die for each net disadvantage and use the lowest result.
Draw Pile: The face-down pile formed by shuffling a Playable Deck during setup.
Graveyard: A face-up pile of cards removed from normal circulation.
Hold: Remain in the current position during movement.
Last Stand: The battle fought beyond a player’s end of the Gauntlet after that player has been forced beyond the Territory column.
Mission: An Intelligence card with a printed Mission requirement while it is used as an Active Mission or Special Operation.
Occupy: Hold a position. During an unresolved attack on an occupied Territory, the defending player continues to occupy that Territory.
Overlay: A persistent card attached to a Territory. The top exposed Overlay is active; lower Overlays are dormant.
Playable Deck: The constructed collection of cards that becomes the Draw Pile during setup.
Position: A Territory or the position immediately before or beyond either end of the Gauntlet.
Retreat: Forced displacement after losing a battle. Retreat does not count as movement.
Run the Gauntlet: Advance through the Territory column, capture the opponent’s final Territory, and win the opponent’s Last Stand.
Territory: One of the six cards forming the Gauntlet.
Withdraw: Voluntarily move one position toward the player’s own end of the Gauntlet.