Ancient Duel — How to Play

Historical tactical card duel with dice-state battlefield.

A quick, friendly tactical card duel for two players. You lead an ancient army — Rome, Egypt, Sparta and more — and try to beat your opponent. The same rules apply whether you play online or at the table: online the game tracks every number for you; offline it is a print-and-play game where you track the battlefield state with dice on the cards. Easy to learn — every number is small (1 to 6), so there is no maths to worry about.

The goal

  • Each player starts with 20 points — that is your army's strength (shown on screen online, or on one d20 spindown dice at the table).
  • When you hit your opponent, they lose points. Bring your opponent down to 0 and you win.
  • You also win if your opponent ever cannot draw a card (their deck has run out).

What you need

  • The cards. Each one shows its ATK, DEF, an energy number and a level.
  • Online: nothing extra — the game tracks your score, energy and unit bonuses for you.
  • At the table: the printed cards, one d20 spindown dice per player (life total), one d12 spindown dice or two d6 dice for shared energy, and extra d6 dice for unit bonuses.
  • Your life total uses a d20 spindown dice — rotate it to the current score. Energy uses either one d12 spindown dice or two d6 dice (set the value or combined total; do not roll them). Bonus trackers use regular d6 dice, also set to a value.
  • Either way there is no notepad and no maths — every number is small and easy to read.

Reading a card

  • ATK — attack strength, from 1 to 6.
  • DEF — defensive strength, from 1 to 6.
  • Energy — cost to attack with this unit (big level 5–6 units also cost their Energy to deploy).
  • Level — overall power, from 1 to 6.

Getting started

  • Set your score to 20 (the game does this for you online; at the table, rotate your d20 spindown dice to 20).
  • Shuffle your deck and draw 5 cards.
  • Decide who goes first, then take turns.

On your turn

  • First turn rule: the player who goes first does not draw a card and cannot attack on their first turn.
  • 1. Draw one card.
  • 2. Refill Energy. Set your energy tracker to your current maximum — rotate a d12 spindown dice, or set two d6 dice to the combined total (6 at first; +1 each turn from turn 3, up to 12). Leftover energy does not carry over.
  • 3. Main Phase — deploy units, set cards, activate Doctrines/Tactics. You may deploy or set 1 unit per turn (level 1–4 free; level 5–6 cost their printed Energy from your pool). Activating a Doctrine or Tactic costs 1 energy; setting one face-down is free.
  • 4. Battle Phase — attack. Each face-up unit may attack once; each attack costs that unit's energy. (See Fighting below.)
  • 5. Second Main Phase — deploy, set cards, or activate Doctrines/Tactics if you still can.
  • 6. End. If you hold more than 5 cards, discard down to 5. Then it is the other player's turn.

Fighting

  • Only units that are face-up and attacking can attack — each one once per turn.
  • Choose one of your units and an enemy unit, then compare two numbers:
  • If the enemy is attacking too, compare your ATK with its ATK. If the enemy is defending (face-down or set to defend), compare your ATK with its DEF.
  • The bigger number wins — the losing unit is destroyed.
  • Example: your unit has 5 ATK and the enemy defends with 3 DEF. 5 beats 3, so the enemy unit is destroyed.
  • When you beat an attacking enemy, your opponent also loses points equal to the difference. Example: your 6 ATK beats their 4 ATK, so they lose 2 points.
  • If your attack is weaker, your unit is destroyed and you lose the difference instead. (It still weakens the enemy it hit — a nice way to fight back.) If the numbers are equal, both units are destroyed.
  • If the enemy has no units at all, you may attack them directly — they lose points equal to your ATK.

Kamikaze / Battlefield Wounds

If your attacking unit loses combat (its ATK is lower than the stat it hit), it is destroyed and you take Life Point damage equal to the difference. The defender then receives a debuff equal to your attacker's ATK on the stat used in battle: if it defended in Attack Position it loses ATK; if it defended in Defense Position it loses DEF. This debuff stacks and lasts until the End Phase of your next turn. A stat can never go below 1.

Example

  • Enemy boss: 6 ATK. Your archer: 2 ATK, your soldier: 5 ATK.
  • 1. Archer attacks: 2 vs 6 → the archer is destroyed, you take 4 LP damage, and the boss receives −2 ATK (now 4 ATK).
  • 2. Soldier attacks: 5 vs 4 → the boss is destroyed and the opponent loses 1 LP.

Energy

  • Energy is one shared pool (shown on screen online, or on one d12 spindown dice or two d6 dice at the table — set the value or combined total, do not roll them). You spend it to attack, to bring out big units, and to activate cards.
  • At the start of each of your turns your energy refills. You begin with a maximum of 6; from turn 3 the maximum grows by +1 each turn, up to 12.
  • Energy you don't use is lost when it refills, so you usually can't do everything in one turn — pick what matters most.

Bonuses on your units

  • Some cards make a unit stronger. Online the bonus is shown on the unit; at the table, put d6 dice on it set to the bonus — for example +2 ATK.
  • The unit's real strength = the printed number + its bonus. A weakening effect lowers it instead.
  • At the table: use green d6 dice for bonuses and red d6 dice for weakening effects; track the net modifier when possible.
  • Effects can stack, and some last only until a stated time (for example, Kamikaze wounds last until the End Phase of your next turn). A stat can never go below 1.

Special Deploy

  • Special Deploy means placing a unit on the field through a card effect. It does not count as your 1 normal deploy/set for the turn unless the card says otherwise.

Advanced Rules — Turn Phases

1.Draw Phase2.Standby Phase3.Main Phase 14.Battle Phase5.Main Phase 26.End Phase

Standby Phase is when your energy refills. Main Phase 1 comes before the Battle Phase; Main Phase 2 comes after it.

Building a deck

  • A deck is exactly 40 cards. You may run up to 3 copies of the same card.
  • Commanders: 1 to 2 per deck, and only 1 copy of each. They must belong to your primary faction and count toward the 40.
  • Terrain cards (battlefield doctrines): at most 2 per deck; if you run any, at least one must be from your primary faction.
  • Allied deck: exactly 30 cards from your primary faction + 10 from a single ally faction.
  • Coalition deck (available once you have unlocked 3 or more factions): exactly 26 primary + 8 secondary + 6 tertiary cards, from three different factions.
  • You may only build with factions you have unlocked. Rome and Sparta are open from the start; the rest unlock as you play more games (Macedonia at 3 games, Persia at 6, Carthage at 9, Egypt at 12, Dacia at 15).

Units

Carthage

CardLvlATKDEFEnergyCopiesTypeEffect
Balearic Slingers22122Missile InfantryOnce per turn: target 1 face-up unit; it loses 1 ATK this turn. If you control another Mercenary, it loses 2 ATK instead.
Numidian Cavalry34133CavalryWhen this card attacks, it switches to Defense.
Libyan Spearmen33332InfantryWhile you control a Mercenary, gains 1 DEF.
Iberian Mercenaries33233InfantryWhen destroyed by battle: draw 1 card, then discard 1 card.
Punic Spear Guard43432InfantryIf attacked in Defense, the attacker loses 1 ATK in combat.
Sacred Band of Carthage55442InfantryGains 1 ATK for each other unit you control, up to 2.
African War Elephant66552War ElephantOn Deploy: destroy 1 face-up opponent's unit whose battle stat (ATK in Attack, DEF in Defense) is lower than this card's ATK (with buffs). If none, this effect does nothing.
Hannibal Barca, Master of Maneuver 66551CommanderOn Deploy: change 1 face-up opponent's unit to Defense. Your Infantry gain 1 ATK. Once per turn: if you control another unit, target 1 face-up opponent's unit; it loses 1 ATK this turn.
Hannibal Barca, Master of Envelopment 66551CommanderOn Deploy: add 1 Tactic from Deck to hand. Your Cavalry and War Elephant units gain 1 ATK. Once per turn: target 1 unit you control; after it attacks this turn, you may change it to Defense.

Dacia

CardLvlATKDEFEnergyCopiesTypeEffect
Dacian Archers22123Missile InfantryOn Normal Deploy: target 1 face-up unit; it loses 1 ATK and 1 DEF this turn.
Comati Raiders22123InfantryWhen this card destroys a unit by battle: draw 1 card, then discard 1 card.
Hill Spearmen33233InfantryIf a Terrain Doctrine is face-up, gains 1 DEF.
Tarabostes Nobles33333InfantryWhen destroyed and sent to the Graveyard: add 1 Doctrine from Deck to hand.
Falx Warriors44333InfantryWhen attacking a unit in Defense, gains 1 ATK in combat.
Wolf Banner Guard44432GuardIf you control another unit, this card is immune to enemy Tactics.
Sarmatian Allies55331CavalryWhen attacking, gains 1 ATK in combat.
Decebalus, King of Dacia 66551CommanderYour Infantry gain 1 ATK. Once per turn: if a Terrain Doctrine is face-up on the field, target 1 unit you control; it gains 1 ATK in combat this turn.
Decebalus, Keeper of the Hill Forts 66651CommanderOn Deploy: add 1 Doctrine from Deck to hand. Your Infantry gain 1 DEF. Once per turn: if a Terrain Doctrine is face-up on the field, target 1 unit you control; it gains 1 DEF this turn.

Egypt

CardLvlATKDEFEnergyCopiesTypeEffect
Kushite Axemen23122InfantryWhen this card attacks, your opponent cannot activate Tactics until end of Damage Step.
Nubian Archers22222Missile InfantryDuring your turn, gains 1 ATK in combat.
Desert Scouts22122ScoutOn Normal Deploy: destroy 1 Set card your opponent controls.
Egyptian Chariot Corps34133ChariotOn Normal Deploy: draw 1 card, then discard 1 card.
Nile Spearmen33332InfantryIf a Terrain Doctrine is face-up, gains 1 DEF.
Temple Guard45332GuardIf you control a face-up Doctrine, gains 1 DEF.
Medjay Guard44433GuardWhile in Defense, your opponent cannot target another unit for attacks.
Pharaoh’s Commander55541OfficerOn Deploy: add 1 Doctrine from Deck to hand.
Ramesses, Lord of the Two Lands 66551CommanderYour Chariot units gain 1 ATK. Once per turn: target 1 unit you control; it gains 1 ATK and 1 DEF this turn.
Ramesses, Guardian of the Nile 65651CommanderOn Deploy: add 1 Doctrine from Deck to hand. Your Infantry gain 1 DEF. Once per turn: gain 1 LP for each unit you control in Defense, up to 3.

Macedonia

CardLvlATKDEFEnergyCopiesTypeEffect
Thessalian Horse23123CavalryWhen attacking a DEF unit, gains 1 ATK in combat.
Agrianian Javelinmen22122Missile InfantryOn Normal Deploy: target 1 face-up unit; it loses 1 DEF this turn.
Siege Torsion Crew22222Siege UnitOn Normal Deploy: destroy 1 Set card the opponent controls.
Pezhetairoi Phalanx33333InfantryGains 1 ATK for each other Infantry or Cavalry you control, up to 3.
Hypaspist Guard33333InfantryOn Normal Deploy: target 1 face-up opponent's unit; it loses 2 ATK this turn.
Royal Bodyguards44432GuardIf you control a Commander or Officer, this card is immune to enemy Tactics. When destroyed: gain 1 LP.
Companion Cavalry55442CavalryIf you control an Infantry, gains 1 ATK when attacking.
Alexander, King of Macedon 66551CommanderOn Deploy: Special Deploy 1 Level < 5 Infantry/Cavalry from Graveyard in Defense. Your Cavalry gain 1 ATK. Once per turn: target 1 face-up unit on the field; change it to the battle position of your choice.
Alexander, Lord of Combined Arms 66551CommanderOn Deploy: add 1 Doctrine from Deck to hand. Your Infantry/Cavalry gain 1 ATK. Once per turn: if you control an Infantry unit and a Cavalry unit, draw 1 card, then discard 1 card.

Persia

CardLvlATKDEFEnergyCopiesTypeEffect
Royal Messenger11122SupportOn Normal Deploy: discard 1 card; add 1 Doctrine from Deck to hand.
Median Cavalry23123CavalryWhen attacking, gains 1 ATK in combat.
Persian Archer Levy22123Missile InfantryWhen this card inflicts battle damage, inflict 1 extra damage.
Scythed Chariot34232ChariotWhen attacking a DEF unit, inflicts piercing damage.
Immortal Guard44333InfantryWhen destroyed and sent to the Graveyard: Special Deploy 1 "Persian Archer Levy" from your Deck.
Cardaces Spearmen44332InfantryWhile in Defense, gains 1 DEF.
Satrap Commander55542SatrapOnce per turn: target 1 face-up unit; change its battle position.
Darius, Great King 66551CommanderYour units gain 1 DEF. Once per turn: target 1 unit you control; it gains 1 ATK and 1 DEF this turn.
Darius, Lord of Satrapies 66551CommanderOn Deploy: add 1 Doctrine from Deck to hand. Your units gain 1 ATK. Once per turn: target 1 Level < 5 unit in Graveyard; add it to hand.

Rome

CardLvlATKDEFEnergyCopiesTypeEffect
Hastati Line23122InfantryOn Normal Deploy: 1 Infantry you control gains 1 ATK this turn.
Roman Archer Auxilia22122Missile InfantryOnce per turn: target 1 face-up unit; it loses 2 ATK this turn.
Consular Cavalry34232CavalryWhen attacking a DEF unit, gains 2 ATK in combat.
Legionary Cohort45333InfantryIf Testudo is face-up, this card gains 1 DEF.
Principes Line44432InfantryIf you control Hastati Line, this card gains 1 ATK.
Triarii Reserve44432InfantryIf attacked in Defense, the attacker loses 1 ATK in combat.
Praetorian Guard55443InfantryWhile you control another unit, gains 1 DEF.
Centurion Commander55542OfficerOn Deploy: your other Infantry gain 1 ATK this turn.
Trajan, Imperial Vanguard 66551CommanderOn Deploy: Add 1 Doctrine/Terrain Doctrine from Deck to hand. Your Infantry gain +2 ATK. Once/turn: switch 1 Infantry to DEF; it gains +1 DEF this turn.
Trajan, Builder of Provinces 66651CommanderOn Deploy: Revive 1 Level < 5 Infantry from GY in DEF. Your Infantry gain +1 DEF. Protect 1 Terrain Doctrine. Once/turn: discard 1; search 1 unit with ATK < 5.

Sparta

CardLvlATKDEFEnergyCopiesTypeEffect
Skiritai Scout22123InfantryWhen attacking a DEF unit, gains 1 ATK in combat.
Spartan Archer22122Missile InfantryOnce per turn: target 1 face-up unit; it loses 1 ATK this turn.
Shield-Bearer Youth21323InfantryOn Normal Deploy: 1 Infantry you control gains 1 DEF this turn.
Perioikoi Spearman33233InfantryIf you control a Commander, this gains 1 ATK. On battle win as attacker: 1 Infantry you control gain 1 ATK and 1 DEF this turn.
Spartan Hoplite44333InfantryThis card gains 1 ATK and 1 DEF. If you control another unit, it gains an additional 1 ATK and 1 DEF.
Polemarch of Sparta56342OfficerWhile face-up, your Infantry gain 1 DEF.
Royal Guard Hippeis55543GuardOn Deploy: this card gains 1 ATK this turn. While face-up, this card gains 1 ATK for each other unit you control, up to 2.
Leonidas, King of Sparta 66551CommanderYour Infantry in Attack gain 1 ATK. Your units in Defense are immune to enemy Tactics. Once per turn: target 1 Infantry unit you control; change it to Defense, and it gains 1 DEF this turn.
Leonidas, Voice of Defiance 65651CommanderOn Deploy: add 1 Doctrine or Tactic from Deck to hand. Your Infantry in Defense gain 1 DEF. Once per turn: add 1 Tactic from Graveyard to hand.

Doctrines & Tactics

Numeric bonuses are shown in points. Non-numeric effects (destroy, negate, search, etc.) are played as the card text reads.

Carthage

CardBonusCopiesTypeEffect
Desert Routes+1 ATK; opponent -1 DEF2DoctrineAll your units gain 1 ATK. Opponent units lose 1 DEF.
Double Envelopment2DoctrineIf you control an Infantry and a Cavalry: target 1 face-up opponent's unit; it loses 2 ATK this turn.
Elephant Armor+1 ATK / +1 DEF2DoctrineEquipped Elephant gains 1 ATK and 1 DEF.
Harbor Supply2DoctrineDiscard 1 card; add 1 Doctrine from Graveyard to hand.
Mercenary Contracts2DoctrineSpecial Deploy 1 Level < 5 Mercenary or Infantry from hand in Defense.
Punic Logistics2DoctrineOnce per turn, if a unit you control is destroyed: gain 1 LP, draw 1 card, then discard 1 card.
Silver for the Spear1DoctrineDiscard 1 card; add 1 Mercenary unit from Deck to hand.
Feigned Retreat2TacticWhen your opponent declares an attack: negate the attack; then Special Deploy 1 Level < 5 Mercenary or Cavalry from hand in Defense.
Hired Blades1TacticWhen you Deploy a Mercenary: it gains 2 ATK this turn.
Punic Ambush2TacticWhen your opponent attacks a face-down Infantry or Mercenary: the attacker loses 2 ATK this turn.
Ruthless Bargain2TacticWhen a Mercenary or Cavalry you control is destroyed: draw 2 cards, then discard 2 cards.
Sudden Javelins2TacticWhen a Cavalry you control battles: the opposing unit loses 2 ATK in combat.

Dacia

CardBonusCopiesTypeEffect
Call of the Tribes1DoctrineSpecial Deploy 1 Level < 5 Infantry or Missile Infantry from hand in Defense.
Falx Drills+1 ATK2DoctrineYour Falxmen and Shock Infantry gain 1 ATK.
Forest Paths+1 DEF; +1 ATK in combat2DoctrineYour units gain 1 DEF. When they attack a DEF unit, they gain 1 ATK in combat.
Hill Fort+1 DEF2DoctrineYour units in Defense gain 1 DEF.
Sacred Grove Oath2DoctrineDiscard 1 card; add 1 unit from Deck to hand.
Wolf Banner+2 ATK2DoctrineEquipped unit gains 2 ATK.
Burning Wagons2TacticWhen your opponent destroys a unit by battle: destroy 1 face-up opponent's unit with ATK < 5.
Forest Ambush2TacticWhen your opponent declares an attack: the attacker loses 1 ATK this turn.
Hidden Ravine1TacticWhen your opponent declares an attack while Forest Paths is face-up: negate the attack.
Last Cry of the Wolf2TacticWhen a unit you control would be destroyed by battle: it is not destroyed.
Sudden Charge2TacticWhen an Infantry, Cavalry, or Falxmen you control attacks: it gains 1 ATK in combat.

Egypt

CardBonusCopiesTypeEffect
Bronze Khopesh+2 ATK2DoctrineEquipped unit gains 2 ATK.
Chariot Drill+1 ATK2DoctrineYour Chariot units gain 1 ATK.
Floodplain of the Nile+1 DEF; +1 LP / turn2DoctrineYour units gain 1 DEF. At the start of your turn, gain 1 life point.
Granary Stores2DoctrineOnce per turn: gain 1 LP for each unit you control in Defense, up to 2.
Royal Survey2DoctrineDraw 2 cards, then discard 2 cards.
Temple Blessing2DoctrineAdd 1 unit from Graveyard to hand.
Arrow Signal2TacticWhen an Archer you control battles: the opposing unit loses 2 ATK in combat.
Funeral Rites1TacticWhen a unit you control is destroyed and sent to the Graveyard: add 1 card from Graveyard to hand.
Hidden Channel2TacticWhen a unit you control is destroyed by battle: Special Deploy 1 Level < 5 Infantry, Archer, or Chariot from hand in Defense.
Sandstorm Screen2TacticWhen your opponent declares an attack: the attacker loses 2 ATK this turn.
Vizier’s Command2TacticIf you control a unit: when your opponent activates a Doctrine that targets a card, negate it.

Macedonia

CardBonusCopiesTypeEffect
Encirclement2DoctrineOpponent's units in Defense lose 2 DEF.
Engineers’ Bridges+1 ATK; attacker -1 ATK2DoctrineYour units gain 1 ATK. Enemy units lose 1 ATK when attacking.
Forced March2DoctrineSpecial Deploy 1 Level < 5 Infantry or Cavalry from hand in Defense.
Hammer and Anvil2DoctrineIf you control an Infantry and a Cavalry: destroy 1 face-up opponent's unit with ATK < 6.
Hellenic War Council1DoctrineDiscard 1 card; add 1 Doctrine from Deck to hand.
Royal Wedge Formation+2 ATK2DoctrineEquipped Cavalry gains 2 ATK.
Sarissa Drill+1 ATK2DoctrineYour Infantry gain 1 ATK.
Coordinated Charge2TacticWhen your Cavalry attacks while you control an Infantry: it gains 2 ATK in combat.
King’s Signal2TacticWhen you Deploy a unit: target 1 face-up unit; change its battle position.
Reserve Pike Line2TacticWhen an Infantry you control is destroyed by battle: Special Deploy 1 Infantry from hand or Graveyard in Defense.
Sudden Wheel2TacticWhen your Cavalry is attacked: change the attacker to Defense.

Persia

CardBonusCopiesTypeEffect
King of Kings’ Decree+1 ATK / +1 DEF2DoctrineYour Infantry, Archer, and Guard units gain 1 ATK and 1 DEF.
Oasis Encampment+1 DEF; attacker -1 ATK2DoctrineYour units gain 1 DEF. Enemy units lose 1 ATK when attacking.
Rain of Arrows2DoctrineAll opponent's face-up units lose 2 ATK this turn.
Royal Road2DoctrineOnce per turn: add 1 Level < 5 unit from Graveyard to hand.
Satrapy Tribute2DoctrineDraw 2 cards, then discard 2 cards.
Standard of the Immortals+1 ATK / +1 DEF1DoctrineEquipped Guard, Infantry, or Commander unit gains 1 ATK and 1 DEF.
Arrow Curtain2TacticWhen your opponent declares an attack: the attacker loses 3 ATK this turn.
Chariot Breakthrough2TacticWhen a Chariot you control battles: it gains 2 ATK in combat.
Dust Veil2TacticWhen a Doctrine or Tactic targets a unit: negate that effect.
Ordered Withdrawal2TacticWhen an Infantry or Archer you control is targeted for an attack: change it to Defense and negate the attack.
Scattered Formation2TacticWhen your opponent Special Deploys a unit: change it to Defense.

Rome

CardBonusCopiesTypeEffect
Disciplined Advance2DoctrineOnce per turn: target 1 Infantry you control in Defense; change it to Attack. If you do, it gains 1 ATK this turn.
Eagle Standard+1 ATK / +1 DEF2DoctrineEquipped unit gains 1 ATK and 1 DEF.
Fortified Camp+1 DEF2DoctrineWhile face-up: your units gain 1 DEF. If a unit you control was destroyed this turn, your opponent cannot make direct attacks this turn.
Roman Road2DoctrineDiscard 1 card; add 1 Level < 5 Infantry unit from Deck to hand.
Testudo+2 DEF2DoctrineInfantry units in Defense gain 2 DEF.
Decisive Order2TacticWhen an Infantry or Commander you control destroys an opponent's unit by battle: inflict 1 damage.
Ordered Relief2TacticWhen an Infantry you control is targeted by an opponent's effect: change it to Defense; it gains 2 DEF this turn.
Pilum Volley2TacticWhen your opponent attacks a Rome unit you control: the attacking unit loses 2 ATK and 2 DEF this turn.
Reserve Rotation2TacticWhen an Infantry you control is destroyed by battle: Special Deploy 1 Level < 5 Infantry or Missile Infantry from hand in Defense.
Shield Wall Response2TacticWhen an Infantry you control is attacked: negate the attack.

Sparta

CardBonusCopiesTypeEffect
Agoge Training+1 ATK2DoctrineYour Level < 5 Infantry gain 1 ATK.
Bronze Shield Discipline+2 DEF2DoctrineEquipped unit gains 2 DEF.
Laconic Phalanx+1 DEF2DoctrineWhile you control at least 1 Infantry, your Infantry gain 1 DEF.
Narrow Pass+1 DEF2DoctrineYour units gain 1 DEF. Your opponent can declare at most 1 attack per turn.
Rite of the Two Kings2DoctrineDiscard 1 card; add 1 unit with ATK < 6 from Deck to hand.
Counter-Thrust2TacticWhen an Infantry you control survives battle: destroy the attacker after damage calculation.
Heroic Sacrifice2TacticWhen your opponent declares an attack: sacrifice 1 Sparta unit you control to destroy 1 face-up opponent unit with lower ATK.
Hold the Line2TacticWhen an Infantry or Guard you control is attacked: negate the attack.
Iron Resolve1TacticWhen an opponent's effect targets a unit you control: negate that effect.
No Step Back2TacticWhen an Infantry you control would be destroyed by battle: it is not destroyed, and gains 1 DEF this turn.