# GAUNTLET

## Official Rulebook

**Version 0.6.1 — First Playtest Revision**


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# Welcome to Gauntlet

Gauntlet is a two-player tactical card-and-territory game. Each player builds a Deck, chooses one of six factions and one of that faction's Leaders, and contributes three Territories to a shared six-Territory battlefield called the **Gauntlet**.

Players advance toward one another, fight battles, occupy and capture opposing Territories, develop Assets, and pursue faction-specific plans. The normal way to win is to cross the entire battlefield, capture the opponent's final Territory, force a Last Stand beyond the Gauntlet, and win that battle.

# How to Use This Rulebook

The rulebook is organized to teach the game in the order a new player needs it.

- **Part I — Learn to Play** explains the shared game from components through victory.
- **Part II — Complete Shared Rules** contains deck construction and technical interaction rules.
- **Part III — Factions** explains the six factions, their Leaders, components, procedures, and alternate victories.
- **Part IV — Reference** provides compact turn and battle sequences, a glossary, and the copyright and playtest-use notice.

Major chapters use two layers. **How it works** teaches the ordinary rule in direct language. **Complete rules** gives exact timing, exceptions, and edge cases. Read the How it works layer first when learning; use Complete rules to answer precise questions.

# Game at a Glance

Each player begins just outside their end of a six-Territory battlefield. On your turn, draw a card, take one Action before or after moving, and advance, hold, or withdraw. Entering the opponent's position begins a battle.

In battle, each player may risk one card from Hand as a Gambit, then draws a temporary three-card Reserve and may choose one card as a Tactic. Card effects and dice determine the winner. The loser retreats, and the winner takes or keeps the contested position.

Winning an attack does not capture a Territory immediately. The attacker enters Occupation and must remain there through the opponent's turn to capture it at the start of their next turn. This gives the controller an opportunity to Counterattack and makes control change through sustained pressure rather than one die roll.

# How to Win

The normal victory is to **run the Gauntlet**:

1. cross the Territory column;
2. force the opponent beyond their final Territory;
3. capture that final Territory;
4. advance beyond the Gauntlet to begin a Last Stand battle; and
5. win that battle.

Every faction can win this way. Some factions also have an alternate victory condition described in Part III.

# Golden Rules

- When a specific card, Leader, faction, Territory, or component rule conflicts with a general rule, follow the specific rule.
- **May** means an effect is optional. **Must** means it is required.
- Follow instructions in the order written.
- Complete as much of an instruction as possible unless the missing part is a required cost, requirement, or target.

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# Part I — Learn to Play

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# 1. Components

## How it works

For a first game, use two prepared or recommended Decks. Each player needs one complete Deck, one Player Token, and a six-sided die. The two players' three-Territory sets join to form the six-position Gauntlet.

## Complete rules

Each player needs:

- one complete **Deck**;
- one **Player Token**; and
- one six-sided die.

The players may share a die.

A complete Deck contains:

- one faction;
- one Leader Card from that faction;
- one Playable Deck;
- three different Territory Cards; and
- any components required by that faction or Leader.

Together, both players' Territory Cards form the **Gauntlet**, a single six-Territory column. The exact construction requirements for a custom Deck appear in Chapter 10. Faction packages and their starting states appear in Part III.

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# 2. Cards, Zones, and the Play Area

## How it works

Keep every group of cards visibly separate. Your Hand is the permanent private set of cards you hold between turns. Your Draw Pile supplies cards; the Discard Pile is recyclable; the Graveyard normally is not. Assets remain face up in your Asset Bank.

A battle creates three temporary areas: a Gambit set from Hand, a three-card Reserve drawn from the Draw Pile, and a Tactic chosen from that Reserve.

## Printed card effects

A card may have several printed effects. The way it is used determines which effect applies.

- **Action:** play from Hand during an Action Opportunity.
- **Gambit:** set from Hand during a battle.
- **Tactic:** choose from Reserve during a battle.
- **Battle:** may be used as either a Gambit or a Tactic.

Playing or using one printed effect does not activate the card's other printed effects unless a rule says otherwise.

Setting a Gambit or choosing a Tactic places the card in battle. It does not take effect immediately. Gambits and Tactics take effect at their normal reveal stages even when an effect causes them to become face up early, unless that effect says otherwise.

Faction cards may contain other headings. Those headings use the procedure stated in the relevant faction chapter and do not make a card eligible as a Gambit or Tactic unless it also has a Gambit, Tactic, or Battle effect.

## Play area and zones

### Draw Pile

The face-down pile formed from the Playable Deck. Draw cards from its top.

### Hand

The private cards held by a player. The normal Hand limit is three at end-of-turn Cleanup. Setting the Hand physically aside during a battle does not move those cards to another zone.

### Discard Pile

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.

### Graveyard

A face-up pile outside normal circulation. Cards there are not reshuffled unless an effect moves them.

### Asset Bank

The public area containing a player's banked Assets.

### Gambit area

The temporary area containing cards set from Hand as Gambits for the current battle. Gambits normally go to their owners' Graveyards during the Aftermath.

### Reserve

A temporary private zone formed during one battle. Each player normally draws three cards to form it. Reserve is separate from Hand, and its owner may inspect and arrange it freely. Cards remaining there normally go to the Discard Pile during the Aftermath.

### Tactic area

The temporary area containing cards chosen or added as Tactics for the current battle. Tactics normally go to their owners' Discard Piles during the Aftermath.

### Leader and faction area

Keep the Leader and all faction trackers, references, progress cards, and other public faction components together and visible. Part III explains each faction's exact arrangement.

### Territories and Player Tokens

Territory orientation shows control: the player a Territory faces controls it. A Player Token shows the player's position. Occupation and control are related but are not the same; Chapter 8 explains how control changes.

### Action Opportunity

An Action Opportunity is the point during a turn when a player may play one card for its Action effect, perform one Faction Action, or discard one Asset they control. Chapter 4 explains when it occurs.

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# 3. Setup

## How it works

Shuffle your Playable Deck, arrange your three Territories secretly, then join them to your opponent's three Territories. Reveal the full Gauntlet, place your token just before your end, draw three cards, and roll to see who goes first.

Keep your permanent Hand, temporary battle cards, discard pile, Graveyard, Assets, and faction components in clearly separate areas.

## Complete rules

Prepare the game in this order:

1. **Prepare the Draw Pile.** Shuffle the Playable Deck and place it face down. Leave room for the Discard Pile and Graveyard.
2. **Arrange Territories.** Secretly arrange the three Territory Cards in a line facing their owner.
3. **Form the Gauntlet.** Join both Territory lines to create one six-Territory column.
4. **Reveal Territories.** Reveal all six simultaneously. They remain face up unless an effect says otherwise.
5. **Prepare faction components.** Place Leaders, trackers, references, and supplemental components according to their rules.
6. **Place Player Tokens.** Place each token immediately before the Territory at that player's end.
7. **Draw opening Hands.** Each player draws three cards.
8. **Determine first player.** Each player rolls one die. Higher result goes first; reroll ties.

### Recommended play areas

Each player should maintain distinct areas for:

- Draw Pile;
- Discard Pile;
- Graveyard;
- Hand;
- Asset Bank;
- Leader and supplemental components;
- Reserve;
- Gambit; and
- Tactic.

Cards in different zones must remain visibly separate even when space is limited.

---

# 4. Your Turn

## How it works

On your turn, first capture an opposing Territory you held through the opponent's turn. Then draw a card. You may take one Action either before or after movement. During movement, advance, hold, or withdraw. Conduct any battle immediately. Finally, discard down to three cards.

A battle ends the movement that started it. You move again afterward only when a rule or card specifically permits it.

## Complete rules

Complete each turn in this order:

1. **Capture**
2. **Draw**
3. **Action Opportunity before movement**
4. **Movement**
5. **Action Opportunity after movement**
6. **Cleanup**

### Capture

At the start of the turn, if the active player is the occupier of a Territory, they capture it by rotating the Territory to face them.

Apply effects and check victory conditions that occur after the Capture step before drawing.

### Draw

Draw one card.

If the Draw Pile cannot complete a draw, shuffle the Discard Pile to form a new Draw Pile and continue. If the Draw Pile and Discard Pile cannot provide the full draw, draw as many cards as possible. Cards already drawn during that draw are not shuffled back.

### Action Opportunities

The active player has one normal Action Opportunity each turn. It may be used before movement or, if unused, after movement.

During an Action Opportunity, the player may:

- play one card for its Action effect;
- perform one available **Faction Action**; or
- discard one Asset they control.

An additional Action Opportunity permits one additional qualifying action at the stated timing. It does not grant movement unless stated.

### Movement

Advance, hold, or withdraw. Conduct any battle caused by movement immediately. When movement begins a battle, that movement ends and all unused movement is lost.

### Cleanup

Apply end-of-turn effects. If the active player has more than three cards in Hand, they discard until they have three. The turn ends.

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# 5. Actions and Assets

## How it works

During your Action Opportunity, play one card for its Action effect, perform a Faction Action, or discard one Asset you control. Most one-time Actions go to the Discard Pile. Some cards become **Assets**, which stay in play and provide later effects.

Your Asset limit equals the number of Territories you control. When banking a new Asset at the limit, you may discard one existing Asset to make room.

## Complete rules

### Action effects

To play a card for its Action effect:

1. play it from Hand during an Action Opportunity;
2. satisfy all requirements and costs;
3. apply the Action effect; and
4. put it in the Discard Pile unless it becomes an Asset, becomes an Overlay attached to a Territory, or specifies another destination. Overlays are explained in Chapter 12.

### Assets

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.

- A Territory where you are the occupier does not increase the limit.
- If the limit falls below the number of Assets controlled, immediately discard Assets until within the limit.
- An inactive Asset still counts unless a rule says otherwise.

### Replacing an Asset

When banking an Asset at the Asset limit, the player may discard one Asset they control to make room and bank the new Asset during the same Action Opportunity.

An effect that prevents an Asset from leaving play also prevents replacing it this way. Any consequence of the replaced Asset leaving play still occurs.

### Activating and discarding Assets

Use **activate** when using an Asset's printed ability. If the effect requires the Asset to be discarded, put it in its owner's Discard Pile unless stated otherwise.

Whenever a player could play a card for its Action effect, they may instead discard one Asset they control. This uses the Action Opportunity.

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# 6. Movement and Position

## How it works

During movement, you may move one position toward the opponent, remain where you are, or move one position toward your own end. Entering the opponent's position starts a battle.

A battle stops the current movement. Winning does not automatically let you continue moving; follow-up movement must come from a card, Leader ability, or other specific effect.

## Complete rules

A **position** is any space where a Player Token may be placed:

- each Territory;
- the position immediately before either end of the Gauntlet; and
- the position immediately beyond either end.

During the Movement step, choose one:

- **Advance:** move one position toward the opponent's end.
- **Hold:** remain in the current position.
- **Withdraw:** move one position toward your own end.

A player cannot voluntarily withdraw beyond their own end. Player Tokens cannot move through or past one another.

If an effect grants additional movement, move one position at a time unless stated otherwise. Entering the opponent's position begins a battle. When that happens, the current movement sequence ends and any remaining movement is lost.

### Entering the opponent's position

Move the attacking token into the contested position before the battle. Before the battle outcome is determined, the defender remains there. If the attacker wins, the defender retreats and the attacker takes the contested position. If that position is an opposing Territory the attacker does not control, the attacker enters Occupation.

### Movement after battle

A player moves after a battle only when a rule or effect explicitly permits it. That movement is a new movement sequence and may start a new battle if the effect allows it.

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# 7. Battles

## How it works

A battle begins when one player enters the other's position. The moving player is the attacker and the other player is the defender.

First apply effects that happen as the battle opens. Each player may then set one card from their Hand as a **Gambit**. Gambits are costly because they normally go to the Graveyard afterward.

Next, each player sets their Hand aside and draws three temporary cards to form a **Reserve**. Reveal Gambits, then each player may choose one Reserve card as a **Tactic**. Reveal Tactics, apply the card effects, and roll dice. The higher battle total wins. If the totals are tied while the defender controls the contested Territory, Defender's Advantage means the defender wins the tie. Defender's Advantage is a tie rule, not the ordinary advantage mechanic that changes how dice are rolled.

## Complete rules

The player whose movement or effect starts the battle is the **attacker**. The other player is the **defender**. Those roles remain fixed through the Aftermath of the battle.

Conduct each battle in this order:

1. Apply opening effects.
2. Set Gambits.
3. Set Hands aside and form Reserves.
4. Reveal Gambits.
5. Choose Tactics.
6. Reveal Tactics.
7. Determine the Outcome.
8. Proceed to the Aftermath.

### 1. Opening effects

Establish the attacker, defender, and contested position. Apply effects that occur when a battle would begin, when a battle opens, or before Gambits are set.

A faction, Leader, card, or Territory effect may prevent the pending battle. If no battle is fought, battle, victory, loss, and Aftermath triggers do not occur.

### 2. Set Gambits

Unless an effect changes the order:

1. the attacker sets up to one eligible Gambit face down or passes;
2. the defender sets up to one eligible Gambit face down or passes.

A card with a **Gambit** or **Battle** effect is eligible. Setting a Gambit is optional.

### 3. Form Reserves

Each player sets their Hand physically aside, then draws three cards to form a **Reserve**.

- The set-aside cards remain in Hand.
- A player may inspect and arrange their own Reserve freely.
- The Reserve is hidden from the opponent and separate from the Hand.
- Effects may modify the number of cards drawn.

### 4. Reveal Gambits

Reveal all Gambits simultaneously.

First apply any effects that expressly apply before other Gambit effects. Then apply the remaining Gambit effects using the shared-timing rule in Chapter 11.

A face-up Gambit that was revealed early remains in battle and takes effect at this stage unless its text says otherwise.

### 5. Choose Tactics

Unless an effect changes the order:

1. the attacker chooses up to one eligible Tactic from Reserve face down or passes;
2. the defender chooses up to one eligible Tactic from Reserve face down or passes.

A card with a **Tactic** or **Battle** effect is eligible.

### 6. Reveal Tactics

Reveal all Tactics simultaneously. Apply their effects using the shared-timing rule in Chapter 11.

A face-up Tactic revealed early remains in battle and waits for this stage unless its text says otherwise.

### 7. Determine the Outcome

Apply all effects that occur before dice are rolled. Then each player normally rolls one six-sided die.

#### Advantage and disadvantage

Combine all instances of advantage and disadvantage. They cancel one-for-one.

- For each net advantage, roll one additional die and use the highest result.
- For each net disadvantage, roll one additional die and use the lowest result.

After selecting the die result, make any rerolls and apply any changes to the die result in their specified order. Then apply numerical modifiers to determine the battle total.

#### Determine the winner

The higher battle total wins.

**Defender's Advantage:** This is a tie rule, not an instance of the ordinary advantage mechanic. If battle totals are tied and the defender controls the contested Territory, the defender wins. Defender's Advantage does not grant an additional die. It also applies during a Last Stand battle, so the defender wins tied Last Stand battle totals even though no Territory is contested there.

If Defender's Advantage or another effect does not break the tie, both players reroll. Cards and effects already in use remain active.

## The Aftermath

### How it works

After the dice determine a winner, proceed to the Aftermath. The loser retreats, the winner takes or keeps the contested position, and any additional retreat or capture effects occur. Then battle cards go to their normal destinations.

Gambits go to the Graveyard. Tactics and cards left in Reserve go to the Discard Pile. Remember: **Gambits go to the Graveyard.**

### Complete rules

During the Aftermath, follow these steps in order:

1. Determine the battle result.
2. Apply effects that replace losing with withdrawal.
3. If the battle still has a winner, apply immediate result triggers.
4. Carry out normal retreat and Occupation, including replacements.
5. Carry out additional retreats and apply final-position effects.
6. Apply other Aftermath effects that occur before cards leave battle.
7. Move battle cards to their destinations.
8. Apply effects triggered by those destinations.
9. Apply end-of-Aftermath effects, including any that grant follow-up movement.

#### Normal result

Unless an effect says otherwise:

- a losing attacker returns to the position from which they entered;
- a losing defender retreats one position toward their own end;
- a winning attacker takes the contested position and enters Occupation if it is an opposing Territory they do not control; and
- a winning defender remains there.

Carry out additional retreats one position at a time. A player cannot retreat through the opponent. A player on their final Territory may retreat beyond the Gauntlet normally.

#### Normal card destinations

During the destination step:

- Gambits go to their owners' Graveyards;
- Tactics go to their owners' Discard Piles; and
- cards remaining in Reserve go to their owners' Discard Piles.

A card-specific instruction overrides the normal destination.

A card returned to its **source** returns to the zone from which it entered battle unless another rule gives it a different destination.

#### Result and destination triggers

Immediate victory triggers occur before retreat unless the effect states otherwise. Effects that require the final position occur after retreat and Occupation. Effects triggered by cards entering a destination occur after the cards move there.

Effects at the **end of the Aftermath** occur after normal destinations and destination-triggered effects.


## Withdrawal and Retreat

### How it works

**Withdrawal** is leaving a battle without determining a winner. **Retreat** is forced movement after losing. They are not the same.

When an effect causes withdrawal, the battle ends immediately. No one wins or loses, so win, loss, and retreat effects do not happen. The players still clean up their battle cards normally.

### Complete rules

#### Voluntary movement withdrawal

During the Movement step, a player may move one position toward their own end. This is ordinary movement and does not begin a battle.

#### Effect-caused withdrawal from battle

Unless the effect says otherwise, withdrawal ends the battle immediately.

- Do not apply remaining Battle effects.
- Do not roll dice.
- There is no winner or loser.
- Win, loss, and retreat triggers do not occur.
- Carry out withdrawal movement, then normal battle destinations and cleanup.

Movement:

- an attacking player returns to the position from which they entered;
- a defending player moves one position toward their own end, and the attacker takes the contested position, entering Occupation if it is an opposing Territory they do not control;
- if both withdraw, move the attacker first, then the defender.

#### Withdrawal during opening effects

If an effect causes one or both players to withdraw during opening effects and prevents the pending battle, use the same attacker and defender movement above. Because no battle is fought:

- no player wins, loses, or retreats;
- no battle or Aftermath triggers occur; and
- no battle-card destinations or cleanup occur.

The established attacker and defender roles are used only to determine the withdrawal movement. Follow any remaining instructions from the effect after that movement.

#### Retreat

Retreat is forced displacement after losing a battle. It is not movement or withdrawal.

Effects that trigger from movement or withdrawal do not trigger from retreat unless they say so.

---

# 8. Territory Control and Capture

## How it works

Your token shows where you are. A Territory's orientation shows who controls it. Winning a battle lets you occupy an opposing Territory, but you normally do not capture it immediately. You must still be there at the start of your next turn.

This gives the controller a chance to initiate a Counterattack before control changes.

## Complete rules

### Control

The player a Territory faces controls it. Control does not require a Player Token to be present.

Each player begins controlling the three Territories on their side. Control changes only through capture or an effect that explicitly changes it.

### Occupation

**Occupation** is the state in which a player's token is on an opposing Territory that player does not control. A player in Occupation is the **occupier**.

During a battle initiated by entering the opponent's position on a Territory, the defender remains there until the outcome is determined. If the attacker wins, the attacker becomes the occupier when the defender retreats.

### Capture

At the start of a player's turn, if they are the occupier of a Territory, they capture it by rotating the Territory to face them.

A captured Territory remains under that player's control until the opponent captures it or an effect changes control.

### Counterattack

A **Counterattack** is a battle initiated by the controller of a Territory against an opponent who is the occupier of that Territory.

Because ordinary capture occurs at the start of the occupier's next turn, the controller normally receives one turn to initiate a Counterattack and drive the occupier away.

---

# 9. Running the Gauntlet

## How it works

To win normally, push the opponent beyond their final Territory, capture that Territory, then advance beyond the column. This begins a **Last Stand battle**. Win that battle to run the Gauntlet and win the game.

The defender is harder to defeat in a Last Stand: Defender's Advantage means they win tied battle totals, and they separately add +1 to their battle total.

## Complete rules

### Forcing the opponent beyond the Gauntlet

When a player loses while at the final Territory at their end, they retreat beyond the Territory column. The winner enters Occupation on the final Territory.

The battle ends normally. The winner does not advance beyond the Gauntlet unless another rule explicitly permits it.

If the winner is still the occupier of the final Territory at the start of their next turn, they capture it during the Capture step.

### Last Stand battle

After capturing the opponent's final Territory, a player may advance beyond the Gauntlet during movement. If the opponent is there, this begins a Last Stand battle.

During a Last Stand battle:

- Defender's Advantage applies, so the defender wins tied battle totals; and
- the defender separately adds +1 to their battle total.

If the attacker wins, they have run the Gauntlet and immediately win the game.

If the defender wins, the attacker retreats to the final Territory. Play continues.

Territory-specific effects do not apply in a Last Stand battle unless they expressly apply beyond the Gauntlet.

---

# Part II — Complete Shared Rules

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# 10. Constructing a Deck

## How it works

Choose one faction and one of its two Leaders. Build a Playable Deck of at least 30 cards with no more than 60 total card value. Use Neutral cards and cards from your chosen faction. Then choose three different Territories.

## Complete rules

### Choose a faction and Leader

Choose one faction, then choose one Leader belonging to that faction. Both players may choose the same faction or Leader.

The Leader Card begins face up and remains available throughout the game.

### Build the Playable Deck

A Playable Deck must contain:

- at least **30 cards**;
- no more than **60 total card value**; and
- only Neutral cards and cards belonging to the selected faction.

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 Territories

Choose exactly three different Territory Cards.

- No more than one may be an **Arena**.
- Territory Cards are not part of the Playable Deck.
- Territories do not count toward the 30-card minimum or 60-value maximum.
- Both players may choose the same Territory titles.

### Supplemental components

Prepare all components required by the chosen faction and Leader.

Unless a rule says otherwise, supplemental components:

- are not part of the Playable Deck;
- are not shuffled into the Draw Pile;
- cannot be drawn, played, discarded, banked, or placed in the Graveyard; and
- do not count toward deck size or card value.

---

# 11. Detailed Card and Timing Rules

## How it works

Most games can be played from the Learn to Play rules. Use this chapter when cards or faction abilities interact at the same timing, reveal information early, add or replace battle cards, copy effects, or change normal destinations.

## Complete rules

- **May** indicates an optional effect. **Must** indicates a required effect.
- Follow instructions in the order written unless another rule establishes a different order.
- When a card, Leader, faction, Territory, or supplemental-component rule conflicts with a general rule, follow the specific rule.
- Card text changes a card's normal destination only to the extent stated.
- If an instruction cannot be completed in full, complete as much as possible unless the uncompleted instruction is a required cost, requirement, or target.
- An effect applies only at its stated timing. Revealing a card early does not cause a later portion of its effect to take effect early.
- An effect cannot be canceled or negated after it has taken effect.

## Battle timing and card interaction

### Shared-timing rule

When multiple controlled effects would apply at the same time:

1. the attacker applies one effect they control;
2. the defender applies one effect they control;
3. continue alternating until no effects remain at that timing.

Each player chooses the order of effects they control. Simultaneous reveal does not mean effects are applied simultaneously.

### Multiple and additional Gambits or Tactics

An effect may allow a player to set or choose more than the normal limit. Unless stated otherwise, that permission is optional.

When a player may choose more than one Tactic, they choose all of them simultaneously. Each remains a separate Tactic.

When an effect permits an **additional Tactic** after the normal choice:

- the card must have an eligible Tactic or Battle effect;
- if Tactics are already revealed, play it face up;
- apply only effects whose timing remains available;
- do not reopen Tactic choices, reveal timing, or response opportunities; and
- follow the normal Tactic destination unless stated otherwise.

### Replacements and revisions

A replacement takes the same role as the card it replaces.

- A replacement Gambit must be Gambit-eligible.
- A replacement Tactic must be Tactic-eligible.
- Place it in the face state instructed by the replacing effect.
- Replacement does not reopen an earlier timing window.
- Only effects whose timing remains available and that have not yet been applied may be applied.

When an effect lets a player revise a choice, the revised choice does not create another reveal, response, or replacement opportunity unless stated otherwise.

### Reveal and information

To reveal a face-down card, turn it face up and leave it face up.

To reveal a Hand or Reserve, its owner shows the entire zone to the opponent. The cards remain in that zone.

### Negation

A negated card has no effect but remains in battle and keeps its role and normal destination unless stated otherwise.

An effect cannot be negated after it takes effect.

### Copied effects

When instructed to apply another card's printed effect:

- apply only the specified effect;
- treat **you** and **your** as the player applying it;
- treat **this card** as the card whose text is being applied;
- pay all costs and satisfy all requirements, targets, and timing restrictions;
- do not move the source card unless instructed;
- do not reopen an earlier timing window; and
- do not choose another copied-effect instruction unless expressly allowed.

---

# 12. Overlays and Other Shared Card Rules

## How it works

An Overlay sits on a Territory and temporarily replaces the exposed effect beneath it. Only the top Overlay is active, but covered Overlays remain attached.

The player who controls the Territory also controls its Overlays. Ownership does not change, so a removed Overlay still goes to its owner's destination.

## Complete rules

An Overlay is a persistent card attached to a Territory. It supersedes the printed effect immediately beneath it while exposed.

Unless an effect says otherwise:

- the top exposed Overlay is active;
- lower Overlays remain attached but dormant;
- a dormant Overlay's effect and expiration timer pause;
- a printed removal condition remains active while dormant;
- when the top Overlay leaves, the next becomes active, or the Territory's effect becomes active if none remain;
- the controller of the underlying Territory controls the Overlay and makes its choices;
- Overlay control changes when Territory control changes;
- Overlay ownership does not change;
- each Overlay faces the same direction as the Territory beneath it and rotates with it;
- an Overlay is not an Asset and does not count toward the Asset limit; and
- when removed, put it in its owner's Discard Pile unless stated otherwise.

On an Overlay, **you** means its current controller unless the text identifies its owner, the player who placed it, or another player.

---

# Part III — Factions

## How Factions Work

Each Deck belongs to one faction and uses one of that faction's two Leaders. The faction determines which faction cards may be included, which supplemental components are prepared, which public resources or progress are tracked, and which faction-specific actions and procedures are available.

A **Faction Ability** is any special rule granted by a faction. A Faction Ability may be passive, triggered, or actively used. A **Faction Action** is a Faction Ability that explicitly uses an Action Opportunity.

Every faction may still win by running the Gauntlet. Some factions also have an alternate victory condition. An alternate victory applies only when its complete faction rules are satisfied.

Read the shared Learn to Play rules first. Then read the chapter for the faction and Leader used in the game. Players do not need to learn every other faction before their first game, but both players should be able to inspect all public faction rules and components in use.

## Faction Components

Faction packages use Leader Cards, reference cards, trackers, double-sided progress cards, shared supplies, or other public components. The relevant faction chapter identifies its exact package and starting state.

Reference cards summarize procedures but do not replace the rulebook. If shortened reference text omits a detail, follow the complete faction rules below.

### General use

- Keep every supplemental component face up and visible unless its own rules say otherwise.
- Begin each tracker at the faction's stated starting value and update it immediately whenever that value changes.
- For a sliding tracker, place the indicated Leader or Reference Card over the tracker. Fully cover the tracker at 0, then slide the covering card until its bottom edge aligns with the current value.
- A counter, dial, written record, or other substitute may be used when it shows the same public information clearly and unambiguously.
- A reference card is a reminder, not a separate rules authority. If its shortened text omits a detail, follow this rulebook and the definitive faction guide.
- A double-sided supplemental card changes state only when its governing rule tells you to flip it. Keep any cards attached to a supplemental component with it so both players can identify the relationship.
- Supplemental components have no card value and are not eligible as Gambits, Tactics, costs, or other playable cards unless a rule explicitly says otherwise.
- Each player supplies and controls their own faction package unless a faction rule identifies a shared supply. In a mirror match, keep the two players' components separated and oriented toward their owners.

<!-- GENERATED FACTION CONTENT START -->

# 13. Military


## How it works

The Military turns battle victories into **Command**, then spends Command on Leader-specific **Orders**. The General uses Orders to attack, reinforce, and pursue. The Commandant uses them to defend, repel, and capture.

Military has no alternate victory condition. It wins by running the Gauntlet.

## Complete rules

| Element | Military rule |
|---|---|
| Victory | Run the Gauntlet. |
| Resource | Command, maximum 2. |
| Resource gain | The first time each turn you win a battle, gain 1 Command. |
| Leaders | General and Commandant. |
| Faction pool | 12 Military card titles. |
| Unique card | Shock and Awe, cost 5; maximum one copy per Playable Deck. |

## Components and setup


A Military Deck includes:

- one Military Leader Card: **General** or **Commandant**;
- one Military Command Tracker; and
- any Military cards included in the Playable Deck.

Place the chosen Leader face up. Place the Command Tracker beneath it, fully covered, to show 0 Command. Slide the Leader upward to the 1 or 2 registration line as Command changes.

## Command and Orders


### How it works

The first battle you win during each turn gives you 1 Command, even when you win while defending on the opponent's turn. Spend Command only when an Order reaches its printed timing.

### Complete rules

Military may have up to 2 Command.

The first time each turn the Military player wins a battle, gain 1 Command. This trigger may occur during either player's turn. Winning while already at 2 Command still counts as the first Military victory of that turn.

Determine the winner, then gain normal Command before applying other effects caused by that victory. Newly gained Command may pay for an Order whose timing occurs during the Aftermath.

- Use an Order only at its printed timing.
- Spend the listed Command when the Order is used unless an effect changes the cost.
- An Order cannot be used without enough Command.
- Withdrawal has no winner, so it generates no Command and cannot satisfy a victory-dependent Order.


<div class="page-break"></div>

## General

![General](<images/sketches/general.png>)


**Archetype:** Attack, forward pressure, and tempo  
**Motto:** *Forward. Again.*

### Orders

> **Onward — 1 Command:** During your Movement step, before a battle begins, move one additional position. This movement may start a battle.

> **Rally — 1 Command:** Before dice are rolled in a battle you initiated, add +1 to your battle total.

> **Rout — 2 Command:** At the end of the Aftermath of a battle you initiated and won, advance one position. This movement may start another battle.

Onward cannot be used after a battle. Rout creates a new movement sequence after the completed Aftermath.

<div class="page-break"></div>

## Commandant

![Commandant](<images/sketches/commandant.png>)


**Archetype:** Defense, counterattack, and control  
**Motto:** *We hold. They break.*

### Orders

> **Entrench — 1 Command:** Before dice are rolled in a battle you did not initiate, add +1 to your battle total.

> **Repel — 1 Command:** During the Aftermath of a battle you did not initiate and won, after the opponent's normal retreat, they retreat one additional position, if able.

> **Fortify — 2 Command:** During the Aftermath of a battle you won while occupying an enemy-controlled Territory, capture that Territory.

## Military-specific rules


### Initiating battles

You initiated a battle when your movement or effect caused it to begin. A follow-up battle is a new battle with new Gambits, Reserves, Tactics, and once-per-battle opportunities.

### Additional Tactics

Military effects may add Tactics after the normal Tactic reveal. Play such a card face up. Its effect must still be applicable at that timing. It does not reopen normal Tactic choice, Surveillance, Interference, or reveal windows.

### Conflicting victory benefits

War Crimes and Shock and Awe may prohibit movement, capture, or Orders resulting from the same victory. Apply only combinations of effects that can legally be applied together.

---

# 14. Diplomats


## How it works

Before a battle begins, a Diplomat may offer **Terms**. The Diplomat stakes Influence and presents a Proposal. The opponent may accept, preventing the battle, or refuse and fight under the Proposal's refusal effect.

Accepted or successfully imposed Proposals become Treaty Articles. Ratify five different Proposals and survive until the start of your next turn to win through the **Peace Treaty**.

## Complete rules

| Element | Diplomat rule |
|---|---|
| Victory | Run the Gauntlet or complete the Peace Treaty. |
| Resource | Influence, minimum 0 and maximum 10. |
| Starting value | 1 Influence. |
| Faction procedure | Offer Terms during opening effects. |
| Leaders | Ambassador and Senator. |
| Proposal set | Nine double-sided Proposal / Treaty Article cards. |
| Faction pool | 12 Diplomat card titles. |

## Components and setup


A Diplomat Deck includes:

- one Diplomat Leader Card: **Ambassador** or **Senator**;
- one Influence Tracker;
- one Diplomat Reference Card;
- nine double-sided Proposal / Treaty Article cards; and
- any Diplomat cards included in the Playable Deck.

Begin with 1 Influence. Place all nine Proposals Proposal side up.

## Influence and Terms


### How it works

Influence pays for negotiation and can strengthen a battle after Terms are refused. To offer Terms, choose one Proposal whose Requirement is satisfied and stake its listed Influence.

If the opponent accepts, no battle is fought. If the opponent refuses, apply the Refused effect and continue to Gambits.

### Complete rules

#### Influence

Diplomats begin with 1 Influence and may have up to 10.

When Influence is staked or spent, lower the tracker. Staked Influence is unavailable until the Terms conclude. Influence gained above 10 is lost.

#### Offering Terms

Terms occur during opening effects after the attacker, defender, and contested position are established but before Gambits are set.

To offer Terms:

1. choose one eligible Proposal;
2. confirm its Requirement;
3. confirm enough available Influence for its Stake;
4. lower available Influence by the Stake; and
5. the opponent accepts or refuses.

A Diplomat may normally offer one Proposal for a pending battle.

#### Diplomat mirrors

Only one player may offer Terms for a pending battle.

1. The attacker has the first opportunity.
2. If the attacker passes, the defender may offer.
3. Once either player offers Terms, the other cannot offer Terms for that battle, even if the Proposal is refused.

#### Accepted Terms

When Terms are accepted:

1. no battle is fought;
2. apply the Proposal's **Accepted** effect;
3. return the Stake;
4. if the Proposal is unratified, flip it to its Treaty Article side;
5. if newly ratified, gain Influence equal to its Stake; and
6. apply effects that occur after acceptance.

Accepted Terms do not create a battle, winner, loser, retreat, or Aftermath.

A Stake-0 Proposal grants no Influence merely for being accepted.

#### Refused Terms

When Terms are refused:

1. apply the Proposal's **Refused** effect and any refusal modifiers;
2. continue to Set Gambits;
3. before dice, the Diplomat may use Leverage; and
4. continue the battle through the Aftermath.

Apply the result:

| Result | Stake | Ratification | Normal reward |
|---|---|---|---|
| Diplomat wins | Return | If new, impose and flip | Gain 1 Influence unless stated otherwise |
| Diplomat loses | Lose | None | None |
| No winner | Return | None | None |

To **impose** a Proposal is to ratify it after winning the battle caused by its refusal.

Withdrawal produces no winner. Return the Stake and do not impose the Proposal.

#### Leverage

Before dice are rolled in a battle following refused Terms, the Diplomat may spend any amount of available Influence. Add +1 to the Diplomat's battle total for each Influence spent.

Staked Influence cannot be spent as Leverage.

#### Treaty Articles and Peace Treaty

A ratified Proposal is a Treaty Article. It may be offered again for its tactical effects but cannot be ratified again and grants no normal newly-ratified Influence reward.

At the start of the Diplomat's turn, after the Capture step and before the Draw step, if five different Proposals are ratified, the Diplomat wins through the Peace Treaty.


<div class="page-break"></div>

## Ambassador

![Ambassador](<images/sketches/ambassador.png>)


**Archetype:** Agreement, card flow, and settlement  
**Motto:** *Words first. War last.*

> **Cordiality:** Once per turn, after the opponent accepts your Terms, draw one card.

<div class="page-break"></div>

## Senator

![Senator](<images/sketches/senator.png>)


**Archetype:** Risk management, resilience, and imposition  
**Motto:** *Procedure endures.*

> **Political Capital:** Once per turn, when you would lose staked Influence after losing a battle following refused Terms, you may put up to that many cards from your Hand in your Graveyard. Recover 1 staked Influence for each card put there; lose the rest.

## Proposal set


### De-escalation

**Stake:** 0  
**Requirement:** None

> **Accepted:** Both players withdraw. The opponent draws one card.
>
> **Refused:** Draw one card.

### Orderly Withdrawal

**Stake:** 0  
**Requirement:** You must be attacking.

> **Accepted:** You withdraw. The opponent remains at or takes the contested position, then draws one card.
>
> **Refused:** Add +1 to your battle total.

### Capitulation

**Stake:** 0  
**Requirement:** You must be defending.

> **Accepted:** You withdraw. The opponent remains at or takes the contested position, then draws one card.
>
> **Refused:** If you lose, draw two cards.

### Open Channels

**Stake:** 1  
**Requirement:** You must have a card in Hand.

> **Accepted:** Both players reveal their Hands, then withdraw. The opponent draws one card.
>
> **Refused:** Reveal the opponent's Hand. When forming your Reserve, draw one additional card.

### Mutual Disarmament

**Stake:** 1  
**Requirement:** Both players must have a card in Hand.

> **Accepted:** Each player discards one card from Hand. The opponent draws one card, then both players withdraw.
>
> **Refused:** You may discard one card from Hand. If you do, draw one additional card when forming your Reserve.

### Prisoner Exchange

**Stake:** 1  
**Requirement:** Each player must have a card in their Graveyard.

> **Accepted:** Each player may move one card from their Graveyard to their Discard Pile. Then both players withdraw.
>
> **Refused:** If you lose, you may move one card from your Graveyard to your Discard Pile.

### Rebuilding Pact

**Stake:** 1  
**Requirement:** You must have a card in Hand that can be banked as an Asset.

> **Accepted:** Each player may bank one eligible card from Hand as an Asset without using an Action Opportunity. Then both players withdraw.
>
> **Refused:** During the Aftermath of the battle, you may bank one eligible card from Hand as an Asset without using an Action Opportunity.

### Ultimatum

**Stake:** 2  
**Requirement:** None

> **Accepted:** The opponent withdraws. You remain at or take the contested position.
>
> **Refused:** Add +1 to your battle total. If you win and newly ratify this Proposal, gain 2 Influence instead of 1.

### Diplomatic Recognition

**Stake:** 2  
**Requirement:** You must be defending a Counterattack while you are the occupier of a Territory the opponent controlled immediately before you entered Occupation.

> **Accepted:** Capture that Territory. The opponent withdraws, then draws two cards.
>
> **Refused:** If you win, capture that Territory during the Aftermath, but gain no Influence for imposing this Proposal.

## Diplomat-specific rules


### Multiple Proposals

Diplomatic Latitude may offer two eligible Proposals with the same Stake. Stake that amount once. Only the selected Proposal takes effect or may become ratified.

### Sanctions

**Sanctions** is a shared title series, not a separate card type.

Each Sanction identifies:

- the opponent whose refusal allowed it to enter play; and
- its owner.

Its ongoing effect and relief condition continue to refer to those identified players even if an Overlay changes control with its Territory.

---

# 15. Financiers


## How it works

Financiers build economic power. They place cards in a **Treasury** to increase their Capital limit, gain and spend **Capital**, and buy **Deeds** connected to Territories.

Deed ownership is independent of token position and Territory control. Own the Deeds to every Territory currently in the Gauntlet to win through **Controlling Interest**.

## Complete rules

| Element | Financier rule |
|---|---|
| Victory | Run the Gauntlet or achieve Controlling Interest. |
| Resource | Capital, minimum 0; maximum determined by the Capital limit. |
| Capital limit | Territories you control plus total card value in Treasury. |
| Financial Capacity | If Treasury value exceeds Territories controlled at the start of your turn, you may use both normal Action Opportunities; at least one must be a Financier Faction Action. |
| Income | After the Capture step, gain 1 Capital per Deed you own. |
| Leaders | Banker and Executive. |
| Faction pool | 12 Financier card titles. |
| Unique card | Corner the Market, cost 5; maximum one copy per Playable Deck. |

## Components and setup


A Financier Deck includes:

- one Financier Leader Card: **Banker** or **Executive**;
- one Financier Reference Card;
- one public Capital Ledger;
- eight identical full-size Deed Cards in a shared supply; and
- any Financier cards included in the Playable Deck.

Begin with 0 Capital and an empty Treasury. Place Deed Cards in the shared unowned supply.

## Capital, Treasury, and Deeds


### How it works

Capital is public and pays for Deeds, Subsidize, and card effects. Your Capital limit rises when you control Territories or place valuable cards in Treasury. You may temporarily exceed the limit, but excess Capital is lost at the end of each turn.

At the start of your turn, if the total card value in your Treasury is greater than the number of Territories you control, you may use both normal Action Opportunities that turn. At least one must be used for a Financier Faction Action.

During an Action Opportunity after movement, you may place a card in Treasury, buy a Deed, or Play the Market instead of playing an Action card.

### Complete rules

#### Capital and Capital Ledger

Capital cannot fall below 0. Record every gain, spend, loss, and end-turn reduction on the public Capital Ledger, including the new running Balance.

> **Capital limit = Territories you control + total card value of cards in your Treasury**

Capital may exceed the limit temporarily. At the end of every turn, including an opponent's turn, reduce your Capital to the current limit if necessary.

#### Financial Capacity

After completing the Capture step and applying all effects that occur after it, but before the Draw step, compare the total card value of cards in your Treasury with the number of Territories you control.

If the Treasury value is greater, you may use both normal Action Opportunities that turn. If you use both, at least one must be used for a Financier Faction Action. If the before-movement opportunity was not used for a Financier Faction Action, the after-movement opportunity may be used only for one.

Qualifying Financier Faction Actions include placing a card in your Treasury, buying or buying out a Deed, Play the Market, Hostile Takeover, or another Financier Faction Action that explicitly uses an Action Opportunity.

Determine eligibility once at this timing. Later changes to Treasury value or Territories controlled do not grant or remove this permission during that turn. The two opportunities remain at their normal timings: one before movement and one after movement.


#### Treasury

During an Action Opportunity after movement, instead of playing a card for its Action effect, place one card from your Hand face up in your Treasury.

- Treasury cards are outside normal card zones.
- They cannot be played or affected unless a rule specifically refers to Treasury.
- Each increases the Capital limit by its value.
- Treasury is not the Asset Bank and uses no Asset capacity.
- A card leaving Treasury immediately stops contributing to the limit.
- Treasury cards do not generate Capital by themselves.

#### Deeds

Each Territory currently in the Gauntlet has one Deed. A Deed is unowned or owned by a Financier.

When buying an unowned Deed, take a Deed Card from the supply and place it beside that Territory on the owner's side. In a Financier mirror, placement identifies ownership.

When buying out an opposing Financier's Deed, move its Deed Card to the buyer's side. When a Deed becomes unowned, return its card to the supply.

Deed ownership is independent of token position and Territory control. Changing Territory control does not transfer its Deed. A Deed is not an Asset or Overlay.

#### Buying and buying out Deeds

During an Action Opportunity after movement, instead of playing a card for its Action effect, buy or buy out one Deed by paying its full cost.

When an effect permits several purchases, complete each purchase before recalculating the next cost.

> **Deed cost = min(Deeds you own + 1, 6) + position modifier + buyout premium**

Minimum cost is 1 Capital.

| Territory state from buyer's perspective | Modifier |
|---|---:|
| You control it | -1 |
| You are the occupier | 0 |
| You neither control it nor are its occupier | +1 |

For an unowned Deed, buyout premium is 0.

For a Deed owned by an opposing Financier:

> **Buyout premium = min(Deeds the opposing owner owns, 6)**

#### Income

After the Capture step at the start of your turn, gain 1 Capital for each Deed you own. Income may temporarily exceed the Capital limit.

#### Controlling Interest

When you own the Deeds to every Territory currently in the Gauntlet, immediately win through **Controlling Interest**.

A Territory added to the Gauntlet has a normal Deed and expands the required portfolio.

#### Play the Market

During an 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 your Graveyard; gain 0 Capital. |
| 2–3 | Gain 1 Capital. |
| 4–5 | Gain Capital equal to the card's value. |
| 6 | Gain Capital equal to twice the card's value. |

#### Subsidize

Before dice are rolled in a battle involving you, spend Capital to add to your battle total.

| Bonus | Total cost |
|---:|---:|
| +1 | 1 Capital |
| +2 | 3 Capital |
| +3 | 6 Capital |
| +4 | 10 Capital |

The progression continues without a fixed maximum. Each additional +1 costs one more Capital than the previous increment. Capital spent through Subsidize is lost regardless of the result.

#### Additional Action Opportunities

An additional Action Opportunity permits one additional qualifying action at its legal timing. During an after-movement opportunity this may include Treasury, a Deed purchase, Play the Market, or Hostile Takeover. It does not grant movement.


<div class="page-break"></div>

## Banker

![Banker](<images/sketches/banker.png>)


**Archetype:** Collateral, planned purchases, and flexible financing  
**Motto:** *Credit closes the distance.*

> **Line of Credit:** The first time on your turn that you would buy or buy out a Deed, you may use one card from your Hand or Treasury as collateral.
>
> - It contributes payment equal to its value.
> - It cannot contribute more than half the purchase cost, rounded down.
> - Pay the remaining cost with Capital.
> - Put the collateral in your Discard Pile after the purchase.
> - Unused collateral value is lost.
> - Line of Credit applies only to Deed purchases and buyouts.

<div class="page-break"></div>

## Executive

![Executive](<images/sketches/executive.png>)


**Archetype:** Offensive acquisition, Occupation, and immediate control  
**Motto:** *Take the ground. Close the deal.*

> **Hostile Takeover:** During an Action Opportunity after movement, if you won a battle as the attacker this turn and are now the occupier of that enemy Territory, you may buy or buy out its Deed instead of playing a card for its Action effect. Treat yourself as the occupier, but not the controller, for the cost calculation. If the purchase succeeds, immediately take control of that Territory.

## Financier-specific rules


### Collateral

Collateral is not a separate zone. Place the collateral beneath the card or effect using it so its source and value remain visible.

- Line of Credit collateral goes to the Discard Pile after purchase.
- Margin Loan collateral returns only after repayment or a qualifying battle victory; default puts both cards in the Graveyard.
- Leveraged Buyout collateral goes to the Graveyard after purchase or instead of its normal battle destination.
- Collateral contributes payment value but does not become Capital unless stated.
- Unused collateral value is lost.

### Added Territories

A Territory added to the Gauntlet:

- has a Deed;
- counts toward Capital and Asset limits when controlled;
- generates income when its Deed is owned;
- expands Controlling Interest; and
- uses the normal capped cost formulas.

### Self-tracking cards

- Speculation remains face up beside its selected Territory and is neither an Asset nor Overlay.
- Capital Gains is placed beneath its selected Treasury card.
- Margin Loan holds its collateral beneath it.

### Tariffs and Asset replacement

You cannot bank Tariffs while another copy you control is banked. During the turn Tariffs is banked, you cannot voluntarily cause it to leave play, including replacing it to make room for another Asset.

Underwriting and Property Dues may be replaced normally. Replacing Margin Loan before the loan is settled causes default.

---

# 16. Intelligence


## How it works

Intelligence pursues hidden **Missions**, earns **Intel**, and builds **Operation Progress**. Intel lets the faction reveal an opponent's hidden battle choice through **Surveillance** and remove it through **Interference**.

Complete enough Missions to make a **Special Operation** ready, satisfy its hidden requirement, and pay its Intel cost to win.

## Complete rules

| Element | Intelligence rule |
|---|---|
| Victory | Run the Gauntlet or complete a Special Operation. |
| Tracked values | Intel and Operation Progress; both begin at 0. |
| Mission reward | 1 Operation Progress and Intel equal to the Mission card's value. |
| Battle tools | Surveillance and Interference. |
| Leaders | Ranger and Spymaster. |
| Unique card | Sleeper Network, cost 5; maximum one copy per Playable Deck. |

## Components and setup


An Intelligence Deck includes:

- one Intelligence Leader Card: **Ranger** or **Spymaster**;
- one Mission Reference Card;
- one Operations Reference Card;
- one Intel Tracker;
- one Operation Progress Tracker; and
- any Intelligence cards included in the Playable Deck.

Both values begin at 0 and have no maximum. Only an Intelligence card with a printed **Mission** requirement may become an Active Mission or Special Operation.

## Intel, Missions, and Special Operations


### How it works

During an Action Opportunity after movement, place an eligible card face down as your Active Mission instead of playing an Action. Once you have satisfied its requirement on a later turn, use another after-movement Action Opportunity to reveal and complete it.

A completed Mission gives 1 Operation Progress and Intel equal to the card's value. When Operation Progress exceeds the number of Territories the opponent controls, you may begin a Special Operation.

### Complete rules

#### Intel

Intel begins at 0, cannot fall below 0, and has no maximum. Spend it for Surveillance, Interference, Fieldcraft, Mission abortion, Special Operation completion, and card effects.

#### Operation Progress

Operation Progress begins at 0 and is not normally spent. Each completed normal Mission adds 1, regardless of card value.

#### Starting a Mission

During an Action Opportunity after movement, instead of playing a card for its Action effect, place one eligible Intelligence card from your Hand face down near your Leader as your **Active Mission**.

- You may inspect it at any time.
- You may have only one Active Mission.
- You cannot have an Active Mission and Special Operation simultaneously.
- It cannot complete during the turn it begins.
- Its printed requirement counts only while it is the Active Mission.
- Starting it is not playing the card for a printed effect.

#### Completing a Mission

During an Action Opportunity after movement, instead of playing a card for its Action effect, reveal and complete the Active Mission if its requirement has been satisfied.

1. Gain 1 Operation Progress.
2. Gain Intel equal to its value.
3. Put it in your Discard Pile.

Satisfying the requirement does not complete it automatically.

#### Aborting and failing

During an Action Opportunity after movement, reveal the Active Mission and spend Intel equal to its value to abort it. Put it in the Discard Pile. Aborting is not failure.

A Mission fails only when a rule, effect, or continuing requirement causes failure. Reveal it and put it in the Graveyard.

#### Starting a Special Operation

You may start a Special Operation only when:

- your Operation Progress exceeds the number of Territories the opponent controls;
- you have no Active Mission or Special Operation; and
- you have an eligible Intelligence card in Hand.

During an Action Opportunity after movement, place that card face down as your Special Operation.

A Special Operation uses the printed Mission requirement but is not a normal Mission. It grants no Mission reward and does not trigger normal-Mission effects.

#### Readiness and completion

The Special Operation remains ready only while Operation Progress exceeds the number of Territories the opponent controls. If readiness is lost, it immediately fails and goes to the Graveyard.

During an Action Opportunity after movement, if its requirement is satisfied and readiness remains valid, reveal it and pay:

> **Territories currently in the Gauntlet − Special Operation card's value**

Minimum payment is 1 Intel. If paid, immediately win through Special Operation.

## Surveillance and Interference


### How it works

Intelligence gets two separate chances to use Surveillance in each battle: one against an opposing Gambit and one against opposing Tactics. Spend 1 Intel for each face-down card revealed.

Immediately after revealing a card, spend 2 more Intel to interfere. The card returns to its source, and the opponent may replace it from that same source or pass.

### Complete rules

#### Gambit Surveillance

Once per battle, after the opponent sets a face-down Gambit, spend 1 Intel to reveal it.

After you use any Interference against that revealed Gambit and the opponent makes any replacement, you may revise your own Gambit choice if you have already made one. Revision does not create another Surveillance or Interference opportunity.

#### Tactic Surveillance

Once per battle, after the opponent chooses one or more face-down Tactics, spend 1 Intel for each opposing Tactic you reveal.

After you use any Interference against those revealed Tactics and the opponent makes replacements, you may revise your own Tactic choices if you have already made them. Revision does not create another Surveillance or Interference opportunity.

The Gambit and Tactic opportunities are independent. Using one does not consume the other.

#### Interference after Surveillance

Immediately after revealing a card through Surveillance, spend 2 additional Intel per revealed card you remove.

- A removed Gambit returns to its owner's Hand.
- A removed Tactic returns to its owner's Reserve.
- The owner may choose one eligible replacement from the same source or pass.
- A replacement is placed face down unless the effect says otherwise.
- The replacement creates no new Surveillance, Interference, reveal, or response opportunity.

If an effect prevents Surveillance or Interference, the Intel remains spent and the relevant once-per-battle opportunity is still used.

#### Direct Interference

When an opposing effect sets or chooses a card face up and the normal Surveillance reveal is unnecessary, Intelligence may spend 2 Intel to Interfere with that card directly at the same response timing. This does not use Surveillance but does use the relevant stage's Interference opportunity.

#### Intelligence mirrors

At each choice stage:

1. the first player makes the relevant choice;
2. the second player may use Surveillance and Interference, then makes their choice;
3. the first player may use Surveillance and Interference, then revise their own choice if allowed; and
4. the stage closes.


<div class="page-break"></div>

## Ranger

![Ranger](<images/sketches/ranger.png>)


**Archetype:** Territory effects, reconnaissance, and field operations  
**Motto:** *Know the land before the battle begins.*

> **Fieldcraft:** Once per turn, when a printed Territory effect would affect you, your movement, or a battle involving you, you may spend 1 Intel to ignore that Territory effect until the end of the turn.

Fieldcraft does not alter Territory control, Occupation, capture, Defender's Advantage, Last Stand bonuses, or limits calculated from Territories.

<div class="page-break"></div>

## Spymaster

![Spymaster](<images/sketches/spymaster.png>)


**Archetype:** Mission tempo and operational coordination  
**Motto:** *Information never rests. Momentum is the weapon.*

> **Mission Control:** Once per turn, after completing a normal Mission, you may immediately start another eligible Mission from your Hand without using an Action Opportunity. It cannot complete that turn. Mission Control cannot start a Special Operation.

## Intelligence-specific rules


### Counterintelligence

When Counterintelligence prevents an opposing effect from revealing a Hand, Reserve, face-down battle card, or Territory, it prevents the entire opposing revealing effect, not only the information portion. Rules-mandated reveals are unaffected.

### Watchtower

When the controller of Watchtower defends there, the attacker sets their Gambit face up or passes; the defender sets normally. Because the attacker's Gambit was never face down, Counterintelligence does not prevent the reveal. Intelligence may use Direct Interference for 2 Intel.

---

# 17. Mystics


## How it works

Mystics sacrifice, bind, exchange, and recover cards while completing three public **Rites**. The first completed Rite unlocks **Invocation**, the second unlocks **Transmutation**, and the third unlocks **Convergence** and the ability to begin the **Ritual of Ascendance**.

To win through Ritual, bind three cards from three different zones, initiate a battle while they remain bound, and win that battle.

## Complete rules

| Element | Mystics rule |
|---|---|
| Victory | Run the Gauntlet or complete the Ritual of Ascendance. |
| Resource | None. |
| Trait | All twelve Mystics cards have the Arcane trait. |
| Progression | First Rite: Invocation; second: Transmutation; third: Convergence and Ritual. |
| Leaders | Alchemist and Spirit Walker. |
| Unique card | Necromancy, cost 5; maximum one copy per Playable Deck. |

## Components and setup


A Mystics Deck includes:

- one Mystics Leader Card: **Alchemist** or **Spirit Walker**;
- one Mystics Reference Card;
- three double-sided Rite cards: **Rite of Echoes**, **Rite of Blood**, and **Rite of Crossing**; and
- any Mystics cards included in the Playable Deck.

Place all three Rite cards incomplete side up. Mystics use no resource tracker.

## Rites and progression


### How it works

During an Action Opportunity after movement, pay a Rite's beginning cost to begin it. You may have only one begun but incomplete Rite at a time, and a Rite cannot complete on the turn it begins.

Once its condition is met on a later turn, complete it and unlock the next faction ability. Completed Rites remain complete.

### Complete rules

#### Beginning a Rite

During an Action Opportunity after movement, instead of playing a card for its Action effect, begin one incomplete Rite by paying its beginning cost.

- You may have only one begun but incomplete Rite.
- You may begin any uncompleted Rite; there is no required order.
- A Rite cannot complete during the turn it begins.
- Only one Rite may be completed per turn.
- If interrupted, it resets and paid costs are not returned unless stated.

#### Progression

- Complete the first Rite to unlock **Invocation**.
- Complete the second Rite to unlock **Transmutation**.
- Complete the third Rite to unlock **Convergence** and permission to begin the **Ritual of Ascendance**.

#### Bound cards

A card bound to a Rite, Ritual, or another card is outside normal zones.

- A face-up bound card is public.
- A face-down bound card may be inspected only by its owner.
- A bound card cannot be played, moved, or affected except as instructed by the effect to which it is bound.
- If the binding effect ends and gives no destination, put the bound card in its owner's Graveyard.

#### Invocation

> Once per turn, when the Action, Gambit, Tactic, or Battle effect of an Arcane card you play, set, or choose takes effect, you may move one card from your Graveyard to your Discard Pile.

A copied effect does not trigger Invocation unless the Arcane card is itself played, set, or chosen again and its printed effect takes effect.

#### Transmutation

> Once per turn, before dice are rolled in a battle involving you, you may put one card from your Hand in your Graveyard. Add its value to your battle total.

The card is not played and none of its printed effects apply. Supplemental components cannot be used.

## The three Rites


### Rite of Echoes

**Beginning cost:** Bind one chosen card from your Graveyard face up beneath this Rite. Then bind one card from your Hand face down beneath it whose title matches at least one other card in your Playable Deck.

> **Completion:** On a later turn, complete this Rite when the Gambit, Tactic, or Battle effect of another card with the bound Hand card's title takes effect during a battle.

On completion:

- move the selected Graveyard card to your Discard Pile;
- put the bound Hand card in your Graveyard;
- apply the completing card normally; and
- flip Rite of Echoes to its completed side.

If you lose a battle before completion, put both bound cards in your Graveyard and reset the Rite.

### Rite of Blood

**Beginning cost:** Put one card from your Hand in your Graveyard.

> **Completion:** On a later turn, complete this Rite when you win a battle without setting a Gambit or choosing a Tactic.

Using Transmutation, an Asset, Overlay, Territory, Leader ability, or card from another source does not by itself prevent completion.

If you lose a battle before completion, reset the Rite.

### Rite of Crossing

You may begin this Rite only during an Action Opportunity after movement after winning a battle that caused you to enter Occupation on a Territory the opponent controlled immediately before that battle.

**Beginning cost:** Put one Arcane card from your Hand in your Graveyard. If you have none, reveal your Hand and move one Arcane card from your Discard Pile to your Graveyard instead.

> **Completion:** At the start of your next turn, after the Capture step, complete this Rite if you are still the occupier or now control that Territory. Otherwise, the Rite is interrupted and resets.

## Ritual of Ascendance and Convergence


### How it works

After completing all three Rites, use an Action Opportunity after movement to bind one Arcane card from your Hand, one from your Discard Pile, and one from your Graveyard. This begins the Ritual.

Initiate a battle while all three remain bound. Convergence adds +1 for each Ritual card. Win that battle to win the game. Lose any battle before completion and the Ritual is interrupted.

### Complete rules

#### Beginning the Ritual

After completing all three Rites, during an Action Opportunity after movement, instead of playing a card for its Action effect, bind:

- one Arcane card from your Hand;
- one Arcane card from your Discard Pile; and
- one Arcane card from your Graveyard.

This begins the Ritual of Ascendance.

#### Convergence

> While the Ritual is underway, during a battle you initiated, add +1 to your battle total for each card bound to the Ritual.

With all three cards bound, Convergence normally gives +3.

#### Completion

> Initiate a battle while all three Ritual cards remain bound. If you win that battle, complete the Ritual and immediately win the game.

The Mystic must initiate the final battle.

#### Interruption

If you lose any battle before Ritual completion, the Ritual is interrupted. Put all three Ritual-bound cards in your Graveyard.

Completed Rites remain complete. You may begin the Ritual again later.

Withdrawal neither completes nor interrupts the Ritual because it has no winner or loser.


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## Alchemist

![Alchemist](<images/sketches/alchemist.png>)


**Archetype:** Sacrifice sequencing and card conversion  
**Motto:** *Nothing is fixed. Everything can be transformed.*

> **Materia Prima:** The first time on your turn that you put a card from your Hand in your Graveyard as part of a Rite, Transmutation, or an Arcane card effect, draw one card. If this occurs during a battle, draw after the Aftermath of the battle.

A Gambit entering the Graveyard during normal destinations does not trigger Materia Prima merely because it came from Hand.

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## Spirit Walker

![Spirit Walker](<images/sketches/spirit walker.png>)


**Archetype:** Rite endurance and protective sacrifice  
**Motto:** *The spirits remember what the living abandon.*

> **Guardians of the Circle:** The first time on your turn that you lose a battle and a begun Rite would be interrupted, you may put one Arcane card from your Hand in your Graveyard. If you do, that Rite is not interrupted.

Guardians of the Circle cannot preserve a continuing position requirement and does not protect the Ritual of Ascendance.

## Mystics-specific rules


### Arcane trait

Arcane is a trait, not faction allegiance. Mystics cards are Arcane, and cards from other pools may also have the trait.

### Entering the Graveyard

A card enters the Graveyard before an effect such as Grave Ward moves it elsewhere. An entry trigger still applies even if the card immediately leaves.

### Exchange

To exchange two cards, move each simultaneously to the other's previous zone. Both must remain eligible and present. If either cannot move, no exchange occurs.

### Repeating Battle effects

Witchcraft and similar effects follow the shared copied-effect rules. A repeat effect cannot choose another repeat or card-adding effect unless it expressly permits one additional layer.

---

# 18. Inquisition


## How it works

The Inquisition gains **Conviction** when opposing cards are permanently lost after battles. It also sends opposing Tactics to the Graveyard through **Condemnation** and gains additional Conviction when the opponent plays or reveals Arcane cards through **Blasphemy**.

Spend Conviction on **Purges** that remove cards and Assets. On your turn, using an Action Opportunity to Purge allows you to use the other normal Action Opportunity as well. If the opponent eventually cannot make their normal start-of-turn draw because both their Draw Pile and Discard Pile are empty, win through **Purification**.

## Complete rules

| Element | Inquisition rule |
|---|---|
| Victory | Run the Gauntlet or achieve Purification. |
| Resource | Conviction, maximum 4. |
| Normal gain | First time each turn opposing cards enter the Graveyard during the Aftermath of a battle involving you. |
| Doctrine | Condemnation and Blasphemy. |
| Faction Action | Purge; using one during your turn permits both normal Action Opportunities. |
| Leaders | Grand Inquisitor and Witch Hunter. |
| Faction pool | 12 Inquisition card titles. |
| Arcane card | Heresy. |

## Components and setup


An Inquisition Deck includes:

- one Inquisition Leader Card: **Grand Inquisitor** or **Witch Hunter**;
- one Inquisition Doctrine Reference Card;
- one Purge Reference Card;
- one Conviction Tracker; and
- any Inquisition cards included in the Playable Deck.

Begin with 0 Conviction. Slide the Leader over the tracker to show 0–4.

## Conviction, doctrine, Purge, and Purification


### How it works

The first time opposing cards enter the Graveyard during the Aftermath of a battle involving you each turn, gain 1 Conviction. Opposing Tactics go there instead of the Discard Pile, making battle choices more costly against the Inquisition.

During an Action Opportunity, spend Conviction on one Purge instead of playing an Action card. On your turn, you may use both the before- and after-movement Action Opportunities if one is used to Purge. You may perform no more than one Purge through Action Opportunities that turn.

### Complete rules

#### Conviction

> **Conviction:** Maximum 4. The first time each turn one or more opposing cards enter the Graveyard during the Aftermath of a battle involving you, gain 1 Conviction.

- This may occur during either player's turn.
- Several qualifying cards from the same battle still produce only 1 normal gain.
- Winning is not required.
- Conviction above 4 is lost.

#### Condemnation

> **Condemnation:** During the Aftermath of battles involving you, opposing Tactics go to their owner's Graveyard instead of their Discard Pile.

Opposing Gambits already go to the Graveyard normally. Cards remaining in the opponent's Reserve are discarded normally.

#### Blasphemy

> **Blasphemy:** Whenever an opponent plays a card with the Arcane trait for its Action effect, or an Arcane Gambit or Tactic they control is revealed, gain 1 Conviction.

This gain is outside the normal once-per-turn Conviction gain but cannot exceed 4. Merely copying an Arcane card's effect does not count as playing or revealing that card and does not trigger Blasphemy unless the effect says otherwise. Arcane is a trait, not faction allegiance.

#### Purge

During an Action Opportunity, instead of playing a card for its Action effect, spend Conviction to perform one Purge:

| Cost | Purge |
|---:|---|
| 1 | Choose one: put the top card of the opponent's Discard Pile in their Graveyard; or choose up to two cards there with combined value 2 or less and put them in their Graveyard. |
| 2 | Choose one opposing Asset and put it in its owner's Graveyard. |
| 3 | The opponent chooses one card from their Hand and puts it in their Graveyard. |
| 4 | Reveal the opponent's Hand. Choose one card and put it in their Graveyard. |

On your turn, you may use both the before- and after-movement Action Opportunities if one is used to Purge. The other opportunity may be used normally. You may perform no more than one Purge through Action Opportunities that turn.

A Purge uses an Action Opportunity but is not playing a card. A Purge permitted outside an Action Opportunity, such as Final Judgment, is separate and does not count against this limit.

#### Purification

At the beginning of the opponent's turn, after their normal start-of-turn draw attempt, if they draw no cards because both their Draw Pile and Discard Pile are empty, immediately win through **Purification**.

A failed Reserve draw or effect-generated draw does not trigger Purification.


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## Grand Inquisitor

![Grand Inquisitor](<images/sketches/grand inquisitor.png>)


**Archetype:** Judgment, Purge, and permanent removal  
**Motto:** *We judge. We purge.*

> **Final Judgment:** Once per turn, during the Aftermath of a battle you won, after cards follow their destinations, you may immediately Purge without using an Action Opportunity. Reduce that Purge's Conviction cost by 1, to a minimum of 1.

The normal Conviction gain from that battle may occur before Final Judgment.

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## Witch Hunter

![Witch Hunter](<images/sketches/witch hunter.png>)


**Archetype:** Defense, retaliation, and pursuit  
**Motto:** *You ran. I followed.*

> **Relentless Pursuit:** Once per turn, at the end of the Aftermath of a battle an opponent initiated against you and lost, you may spend 2 Conviction. End their turn, then move one position toward their end of the Gauntlet. This movement may start a battle; you are the attacker. No Action Opportunity occurs before that battle.

Withdrawal has no loser, so neither Leader ability triggers from it.

## Inquisition-specific rules


### Discard Pile order

The top card is the most recently placed card unless a rule changes the order. Choosing cards from a Discard Pile does not reorder the rest.

### Combined card value

When an effect allows several cards within a combined value limit, add their printed values. The total cannot exceed the limit.

### No Martyrs

No Martyrs prevents the losing opponent from benefiting from effects they control that trigger from that loss or resulting retreat. It does not prevent harmful consequences, the retreat itself, or effects controlled by another player.

### Heresy and copied effects

Heresy follows the shared copied-effect rule but retains permission for one additional copied-effect layer. That additional effect cannot create another layer. The selected Graveyard card remains there.

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# Part IV — Reference

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# Quick Turn Reference

1. **Capture:** capture an opposing Territory where you are still the occupier.
2. **Draw:** draw one card.
3. **Action Opportunity before movement:** use it now or save it.
4. **Movement:** advance, hold, or withdraw; conduct any battle immediately.
5. **Action Opportunity after movement:** use it now if it was not used before movement.
6. **Cleanup:** apply end-of-turn effects and discard down to three cards.

---

# Quick Battle Reference

1. Opening effects.
2. Attacker sets a Gambit or passes.
3. Defender sets a Gambit or passes.
4. Set Hands aside; each player draws three to form a Reserve.
5. Reveal Gambits and apply their effects.
6. Attacker chooses a Tactic or passes.
7. Defender chooses a Tactic or passes.
8. Reveal Tactics and apply their effects.
9. Apply pre-dice effects, roll, and determine the winner.
10. Proceed to the Aftermath.
11. Gambits go to Graveyards; Tactics and remaining Reserve cards go to Discard Piles.

---

# Glossary

**Action Opportunity:** The normal opportunity to play one Action card, perform one Faction Action, or discard one Asset.

**Faction Ability:** Any special rule granted by a faction. It may be passive, triggered, or actively used.

**Faction Action:** A Faction Ability that explicitly uses an Action Opportunity.

**Aftermath:** The part of a battle after the winner is determined, including result effects, retreat, Occupation, card destinations, and follow-up effects.

**Asset:** A persistent card banked face up in the Asset Bank.

**Control:** Ownership of a Territory for rules purposes, shown by the direction the Territory faces.

**Counterattack:** A battle initiated by the controller of a Territory against the occupier of that Territory.

**Gambit:** An optional battle card set from Hand. It normally goes to the Graveyard during the Aftermath.

**Occupation:** The state in which a player's token is on an opposing Territory that player does not control.

**Occupier:** A player in Occupation.

**Position:** A Territory or off-board space where a Player Token may be placed.

**Reserve:** The temporary private cards drawn for one battle. Reserve is separate from Hand.

**Retreat:** Forced displacement after losing a battle. Retreat is not movement or withdrawal.

**Tactic:** An optional battle card chosen from Reserve. It normally goes to the Discard Pile during the Aftermath.

**Withdrawal:** Leaving or ending a battle without determining a winner, or voluntarily moving toward your own end during movement, as the relevant rule specifies.

**Last Stand:** The battle beyond the final Territory that an attacker must win to run the Gauntlet.

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# Copyright and Playtest Use

Gauntlet is an unpublished playtest project.

Copyright © 2026 Tymon Scott. All rights reserved.

Repository and release materials are provided for private review and playtesting only. They may not be copied, redistributed, sold, republished, or used to create commercial derivative works without written permission.
