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 tactical choices that their characters could not understand. 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, April 2020 — Argad! generic supplement for cavalry and mounted troops (18 pages, updated May 2022) is here. (Updated with one more page of drawings, and a page about Napoleonic cavalry; some typos have also been corrected). — Argad lite for confined gamers ...and/or to understand the system easily (1 page, April 2020) is 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
4-pages compilation of shooting tables and
optional rules for bows and crossbows, which
appear separately in the other documents.)
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Sengoku Japan
(2-pages
reference sheet and 8-pages
extension with explanations
and suggestions)
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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 substracted from, a D6 when fighting weaker or stronger creatures. It worked quite well but it was sometimes clumsy with all these modifiers on top of the usual tactical factors, and it prevented from devising more variety (which would have meant even more modifiers) between related humanoid species. The former strength categories are maintained but a new system with D4, D8, D10, D12... has been studied, appeared very promising :) and now is under development for fantasy creatures (not for humans who always use a D6 in historical and fantasy contexts). NEW UPDATE of the generic humanoid system (March 2023) ![]() An off-table generic reference that gives an overall view of the fantasy system and will help to devise more detailed creatures and monsters. Some details have been added or better explained; a few changes have been made for some creatures and for mounted humanoids. Examples with pictures are now included. Document and reference sheet for Ogres and Half-Ogres (January 2022) ![]() Document and reference sheet for giants and giantesses (April 2023) ![]() NEW UPDATE This update is slightly ahead of some other, older documents not yet updated. Why Ogres and giants? because these creatures are quite close to humans (as friends or as foes) and can 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. ;) ![]() 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: — Detailed extensions for the Dark Ages, the FIW, and Napoleonics, are being studied and tested. — It has been suggested to ignore the advantages of weapon length after the first game turn of a melee; however this idea still needs improvement as it may be unpractical in complicated situations. |
Older suggestions and ideas (parts of which may be outdated) PCs, NPCs, wounds and healing (December 2013) Meteo dice & emoticon dice (March 2012) |