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. Mid-16th
century to mid-17th century 16-pages
extension
![]() (including updated reference sheet) ![]() Reference
sheet, privateers and pirates c.1700
(ashore)
![]()
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 ![]() 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) ![]() 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) ![]() 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) ![]() 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) |