A mix of RPG and miniature skirmish The rules are devised for 28mm miniatures and work better when a game master (GM) or organiser imagines a scenario and story. They may also be used for 1/72 or 20mm figures. Our "friendly simultaneous" (no IGOUGO, no initiative) system may seem strange and unfamiliar at first, but is simple and encourages very fast moves and daring actions. Quick reference sheets include movement, shooting, and melee tables, which can be used easily to play adventures, skirmishes and fights. Each player is represented by a character: adventurer, warband chief, military officer... accompanied by a small bunch of followers or small troop of warriors... or pirates... or soldiers... (typically 10-30 strong) or by only a handful of companions. Players are encouraged to imagine that everyone running on the gaming table is really alive (not game pawns) and do not have to face boardgame-minded tactical choices that their characters could not understand. The most efficient tactic, as in true life, is to outnumber the enemy where it's really important; once in contact the dice do the rest ...but the best games happen when players try to delay or to avoid battle as long as possible. The system is so fast-flowing that 5-6 players can do 30-40 game turns and often more in a few hours, this allows many moves, terrain exploration, diplomacy... The rules may also be used for scenarios where players should collaborate instead of fighting each other (as in more traditional RPGs) in which case their opponents are non-player characters (NPCs) handled by the GM / referee. Such games are often easier to prepare and to run, especially with new players or at a convention. More extensions and explanations are always under work and/or being tested. We apologise for awkward syntax and wording in the translations in English. "Argad" means "attack" in the Breton language (from the word "kad" which means fight or battle, same origin as the words "cad" in Welsh and "cath" in Irish). Click on the PDF symbols to see or download the documents |
Updated generic rules. This PDF document (48 pages) explains the whole basic system, states clearly what these rules are about and what they are not (this proved necessary to avoid confusion or disappointment), answers a number of issues which had raised questions, and a large part is devoted to suggestions and ideas for the RPG dimension which is the main interest and purpose of the rules. — Argad! generic rules 48 pages, updated October 2023 — Argad! generic supplement for cavalry and mounted troops (18 pages, updated May 2022) is here. — Argad Lite the very basic and simple system on which the whole ruleset has been built. One page to play medieval games, one page to play pirate games (2 pages, updated June 2023) here. |
Dark Ages & Middle Ages
Weapons are mentioned when useful in a precise context, or omitted when unnecessary, but all reference sheets are compatible. (A
5-pages compilation of shooting tables and
optional rules for bows and crossbows which
appear separately in other documents;
including optional rules and the beginning of
a fantasy extension.)
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Sengoku Japan
JUNE
2024 UPDATES
Reference
cards (3 pages), easier to read
during the game, have been added to
the (2 pages) reference sheet.
The
Argad Sengoku extension (9 pages) now
is a separate document.
Two
short videos made by a young player some years ago,
the
other players and the GM did not even notice he was
filming!
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Black
powder & muskets
Weapons are mentioned when useful in a precise context, or omitted when unnecessary, but all reference sheets are compatible. Reference
sheet, privateers and pirates c.1700
(ashore)
updated January 2024
The
privateers and pirates reference sheet may
also be used with the previous sheet for
early buccaneers, or with the following
one if other details
are needed. No naval rules are included, the game
system may be used in conjunction with those you
like best; or ships may be at anchor or grounded
when a game begins.
Remark: the usual melee system does not work well for cavalry lancers of this period, improvements are being studied. Tables for 18th C. and early 19th C. firearms January 2021
These two last documents are valid from c.1700 till
the first decades of the 19th century (and
even till Zorro, The Miserables, and the Alamo).
Characters
sheet for two
duelling hussars (one page, May
2023)
...And a video of
an Old West game, played with an adaptation of the
rules ...that is not yet online as it still needs
better explanations and new updates:
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Fantasy
A medieval-fantasy dimension is included in the rules since the first edition (1996) with different categories of humanoids depending on their strength compared to Humans (written -H, =H, +H, ++H...) +1, +2, –1 or -2 modifiers etc. were added to, or deduced from, a D6 when fighting weaker or stronger creatures. It worked quite well but was sometimes clumsy with too many modifiers on top of usual tactical factors, and it prevented from devising more variety (which would have meant more modifiers) between humanoid species. The former strength categories are maintained but with a new, more effective, system using D4, D8, D10, D12 (not for humans who always use a D6 in historical and fantasy contexts). Generic humanoid system (June 2023) here. An off-table generic explanation that gives an overall view of the fantasy system and will help to devise more detailed creatures and monsters. It will be completed by more precise reference documents for many species. Erratum: the die for wounds of strong creatures (D2, D3 or D4) should be rolled at the end of the game phase not of the game turn; this will be corrected in the next update. Document and reference sheet for Ogres and Half-Ogres (updated March 2024) here. No real change but some more explanations and details, AND more practical reference cards for easy use in the game. The document and reference sheet for giants and giantesses are temporarily withdrawn for updates (correction of the rock throwing chart, addition of reference cards, addition of a page about Cyclopes). Why Ogres and giants? because these creatures are quite close to humans (as friends or as foes) and may appear as well in half-historical legendary countries than in purely fantastic worlds; because of this they have been helpful to test and improve the new system. ;) Reference cards for Orcqs (November 2023) here (still needs to be completed with references for mounted Orcqs). Orcqs with bows or Xbows shoot very badly... The rules are not linked to any peculiar universe or fantasy world. The GMs or game organisers may devise what they wish and adapt or change the suggested humanoid categories and descriptions as they need. |
Currently under work: — More detailed extensions for the Dark Ages, the FIW, and Napoleonics, are being studied. |
Older suggestions and ideas (parts of which may be outdated) PCs, NPCs, wounds and healing (December 2013) Meteo dice & emoticon dice (March 2012) |