MIDNIGHT GUILD · SERIES 1 PLAYTEST

THE MASKIBOO GAME

Little faces.
Clever plays.

A cartographer opens a path. A tiny maker saves the day. Your next great play might come from the character you least expect.

Build a team, make the most of every move, and turn your characters’ talents into a race for Renown.

2players8Renown to win10characters per deck4 × 6battlefield
Nova Nib holding an open atlas and a blue feather quill
Nova Nib · Starwardens · A talent for finding a way.

THE IDEA IN A MINUTE

Your team. Your timing.
Your moment to shine.

Midnight Guild is a tactical character-card game. You do not need to defeat everyone to win: reaching the right space, helping an ally, or completing a Quest can be just as important as a strong attack.

01

Choose your personalities

Bring 10 different characters and 6 item cards. Mix talents across guilds, fit within the Total Power limit, and choose two starting partners.

02

Make every action matter

Move across the grid, recruit help, and equip useful items. Each character gets one normal action on your turn: Attack, Primary, Ultimate, or Quest.

03

Make a name for your team

A successful Quest earns 1 Renown. Defeating an opposing character earns 2. Reach 8 Renown after an operation and its effects resolve to win.

BEFORE THE FIRST MOVE

Build a little team with big possibilities.

Bring the same rules version to the table. For a first game, use characters from the Series 1 base roster, including its Common–Uncommon CU v1.0 cards.

What each player needs

  • 10 different character identities whose printed Total Power adds up to 430 or less. One version of each identity; alternate art does not make a second identity.
  • 6 physical items: 2 Pocket Compasses, 2 Patchwork Drones, and 2 Sunsteel Charms.
  • A six-sided die, wound counters, status and item markers, and a way to track once-per-turn, round, and game uses.

What the table needs

A 4-row × 6-column grid, a round counter, and a Renown tracker for each player. Paper and ordinary counters work for a playtest.

Set up together

  1. Label rows A–D and columns 1–6. Player A’s home row is A; Player B’s is D. Mark B3, B4, C3, C4 as Quest cells.
  2. Set both Renown scores to 0. Secretly choose two starting characters, reveal together, and place them in A2/A5 or D2/D5.
  3. Resolve entry abilities in A-then-B order. Starting characters enter play, but do not count as “played” for play triggers.
  4. Shuffle the remaining 14 cards; draw 4. Once, you may put your entire opening hand on the bottom, draw 4, then shuffle.
Teamwork over finish. Alternate art and premium finishes do not change gameplay. Rarity by itself is not a rule bonus. Use the actual printed stats and abilities, and agree on the edition before building decks.

SEE THE POSSIBILITIES

A small board. Plenty of room for a clever plan.

One character per cell, at most six allied characters in play. Move up, down, left, or right through empty cells. There are no diagonal moves or attacks.

Rows A–D, columns 1–6. A starts at A2/A5; B starts at D2/D5. Quest cells are B3, B4, C3, C4.

● Player A · home row A● Player B · home row D✦ Quest cell

Two characters. A whole adventure ahead.

Begin with two characters on each home row. A Speed 7 character may move two cells from A2 through B2 to B3, then use its normal action to Quest. In round 1, Magic 8 + a die result of 4 reaches the target of 12.

Illustrated teaching sequence, not an online match. Quest spaces are shared objectives; an adjacent enemy does not prevent a Quest attempt.

GET TO KNOW YOUR CARDS

Six attributes. More than one way to be brilliant.

Printed stats describe a character’s strengths. Bonuses can change current attributes during play; Total Power remains the sum of the six printed values.

AttributeWhere it mattersA useful thought
Attack · ATKAdd to your die when attacking.A strong attacker can threaten space and create Renown through defeats.
Defense · DEFAdd to your die when defending an attack.Holding a good position can keep your team’s plan alive.
Magic · MAGQuest checks in rounds 1, 4, 7, 10; named ability checks.Magic does not automatically add to an ability’s damage.
Speed · SPDInitiative and ordinary movement allowance.Speed 1–4: move 1 cell; 5–8: 2 cells; 9–12: 3 cells.
Luck · LCKQuest checks in rounds 3, 6, 9; named effects.Read reroll permissions on the card—Luck is not a universal reroll.
Charisma · CHAQuest checks in rounds 2, 5, 8; named effects.A charming teammate can be your best route to a crucial point.

Current attributes are kept within 1–12. Character name/identity, guild, Primary, Passive, Ultimate, rarity, and edition identify the rest of the card. Everyone begins with 6 maximum Vitality, regardless of printed Total Power.

THE RHYTHM OF THE GAME

A round is one turn for each player.

At round start, reset round-limited uses, then each player chooses and reveals one initiative character and rolls d6 + current Speed. The higher total chooses who goes first. A tied total favors A in odd rounds and B in even rounds.

  1. Refresh

    Reset turn limits. Refresh to 3 Energy; unused Energy never carries over. Resolve start-of-turn effects.

  2. Draw

    Draw 1 card. An empty deck does not itself end the game.

  3. Make your plays

    Recruit, use items, move characters, and take actions in any legal order. Finish each operation and its triggers before the next.

  4. Wrap up

    Consume eligible Rest, discard down to 7 cards, then resolve end effects and expiries. After both turns, resolve round-end effects.

Bring in reinforcements

Recruit at most one character per turn. Spend 2 Energy and place it in an empty home-row cell, staying within the six-character team cap. It can move and act immediately; its Ultimate has a separate waiting period.

Make items part of the plan

Play at most two physical items per turn at 1 Energy each. Ordinary physical-device activation costs another 1 Energy. Moving, attacking, and Questing do not have a general Energy cost.

No character in play? You lose initiative. If neither team has a character, use the odd/even tie rule. An empty team does not itself lose the game.

CHOOSE THE MOMENT

Move first. Then make your action count.

Each character may make one ordinary move before its normal action on your turn. Its normal action is one of Attack, Primary, Ultimate, or Quest—not one of each.

POSITION

Move with purpose

Use current Speed to find your allowance: 1–4 gives 1 cell; 5–8 gives 2; 9–12 gives 3. Walk orthogonally through empty cells, without passing through anyone or leaving the board.

“Up to” is a maximum. Moving zero cells is allowed but is not a successful move. A card-granted move does not spend the ordinary move. A swap changes positions without traversing cells.

ATTACK · NORMAL ACTION

Challenge an adjacent rival

Choose an orthogonally adjacent enemy. Roll d6 + Attack against its d6 + Defense. A higher attack total deals 2 damage; a margin of 5 or more deals 3. Ties and lower totals miss.

When a card permits it, each side may reroll once, attacker deciding first. The new die result is final. Direct ability damage does not require a defense roll.

Try an attack calculation

Change the numbers to see when a hit becomes a big hit.

TEACHING EXAMPLE
3 damage7 + 5 = 12 attack. 5 + 2 = 7 defense. The margin is 5.
QUEST · NORMAL ACTION

A little courage can earn a big point.

On B3, B4, C3, or C4, use a character’s normal action to attempt a Quest. Roll d6 + the round’s attribute. A total of 12 or more earns 1 Renown. Each team gets only one Quest attempt per turn, even with extra actions. An adjacent enemy does not block it.

Find your Quest specialist

The required attribute rotates each round: Magic → Charisma → Luck.

TEACHING EXAMPLE
Quest complete: +1 RenownRound 1 uses Magic. 8 + 4 = 12; the target is 12. This uses the team’s Quest attempt either way.

LET THEIR PERSONALITIES PLAY

The best team has a few surprises.

A helpful move, a well-timed protection, a daring Ultimate. Read the character’s actual text, then use these shared limits to turn its talent into a plan.

Primary

The character’s signature action. Uses its normal action, at most once per character per turn. Declare legal targets, choices, and costs before resolving.

Passive

Triggers when its condition happens, at most once per character per round. A passive cannot trigger another passive, including itself, through its effects or their consequences.

Ultimate

A once-per-identity-per-game moment that uses a normal action. At most one team Ultimate per round. Starters qualify in round 2; recruits qualify two round numbers after entry.

Example: a round-1 recruit becomes Ultimate-eligible in round 3. Returning to play never resets an identity’s already-used Ultimate. An extra action cannot be an Ultimate.

A FINISH WORTH PLAYING FOR

Race to 8 Renown.

Quests reward positioning

Each successful Quest earns 1 Renown. Plan for the changing Quest attribute, clear a path, and decide which character can afford to spend its action.

Defeats reward pressure

Every character has 6 maximum Vitality. Track wounds; at 6 wounds it is defeated. Its opponent gains 2 Renown regardless of what caused the defeat. Healing removes wounds, up to the six-Vitality maximum.

When the game ends

After an operation, its triggers, and its defeats finish, a player with 8 or more Renown wins. If both qualify together, higher Renown wins; equal scores draw.

At the end of round 10, compare Renown, then remaining allied Vitality. If both are still tied, draw. Running out of cards or characters does not itself lose the game.

Example: Three successful Quests and two defeats give 7 Renown. One more successful Quest can finish the game.

WHEN THE TABLE ASKS “WHAT HAPPENS NOW?”

The details that keep the adventure moving.

Open a topic for the shared timing, item, and status rules. For a card-specific interaction, use the linked Base v1.0 rulebook alongside the card’s wording.

Targets, costs & resolving abilities

Announce targets and choices, check legality, pay costs, and mark the action used before resolving. A trailing “Discard one card” is an activation cost unless “then,” “after,” or an explicit draw–discard sequence puts it later. You need the discard card in hand already. A canceled action keeps its action and cost spent.

“Ally” includes the acting character unless “other” or “another” excludes it. Adjacent means orthogonally adjacent, never the same cell. Abilities have unlimited board range unless they say otherwise. Exact numbered targets must exist and be different; “up to” permits fewer, including zero. Independent clauses may share targets unless forbidden. Choose all recipients and copy sources before resolving; “all/every” snapshots that group. Recheck each part as it resolves and skip parts whose targets are no longer legal.

There is no general response window. Written prevention/replacement triggers resolve before the affected part; other triggers follow it. Simultaneous triggers: active player orders theirs, then the opponent. Before round-1 initiative use A then B; later round starts use the previous round’s first player first; round end uses the current first player.

A passive with no legal recipient creates no pending benefit and stays unused unless it actually resolves. “Uses/resolves Primary or Ultimate” requires resolution, not cancellation. A legal enemy Primary still creates a targeted event if Ward or Ice cancels it; after-target triggers happen after cancellation or resolution if the character remains in play. Declaring an attack counts as attacking even if it misses.

Modifiers, duration, checks & extra actions

Add modifiers to printed attributes, apply the latest active set-value effect, then clamp the result to 1–12. A set effect records its value when created and overrides additive modifiers while active. Printed values and Total Power do not change. Same-named ability bonuses on one target do not stack: keep the greater magnitude, or the later expiry if equal. Different sources combine within the cap. Two Sunsteel Charms never stack.

Ordinary modifiers, restrictions, immunity, and Conceal end at round end unless stated otherwise. “Next turn” means the affected controller’s next turn through its end; “your next turn” means the acting player’s. Next-attack/Primary modifiers last until consumed or the end of their bearer’s next turn. Protection timers have their own rule below. Delayed effects stay tied to the named recipient instance: the creator leaving does not erase them, but the recipient leaving does.

A check is d6 plus the named current attribute. A permitted reroll replaces only the die, keeps the same attribute snapshot, and is final. A natural 6 means the final die shows 6. A tied attack is a failed Attack check and successful Defense check. Charisma/Luck successes or failures refer to Quests or other explicitly defined checks—do not invent checks.

Optional extra actions cannot use Ultimates, exceed a Primary or Quest limit, or bypass Rest. Maximum one extra action per character and two per team per round. Round-start resets include passive uses, team Ultimate allowance, and extra-action round limits; used once-per-game Ultimates never reset. Setup entries count toward round-1 passive uses. Declare initiative rerolls A first in odd rounds and B first in even rounds.

Status guide: Ward, Ice, Double, Conceal & more
Ward / Ice
Cancel the next legal enemy Primary targeting the bearer, consuming one applicable protection chosen by the defender. The whole Primary is canceled, even with multiple targets. Other protections remain. Ward uses no item slot, maximum one per bearer; Ice uses a free charm slot. Neither stops attacks or Ultimates.
Protection expiry
Ward, Ice, and Double last until consumed or the end of the next enemy turn that begins after they are gained. A protection gained during an enemy turn can trigger now, but otherwise expires at the end of the following enemy turn. Leaving play removes it. Reapplying Ward refreshes its timer. Another Ice or Double needs another free charm slot and does not refresh an old token.
Double
A charm granting +1 Defense against the bearer’s next attack. Spend it after that attack, even if it misses. Consume at most one Double per attack; others keep their timers. Its conditional Defense bonus is not copyable outside that attack.
Conceal
An enemy cannot choose the bearer as the sole target of a Primary. Attacks and Primaries with multiple actual targets remain legal. It ends when the bearer attacks or uses an ability targeting an enemy, or at ordinary expiry. Losing it by action or expiry counts as losing Conceal; voluntarily discarding it is not an operation.
Rest
Skip the next normal action, then remove Rest. It does not stack; movement and passives remain available. Rest carried into the turn or applied before acting is consumed when the action is skipped, or at turn end if unused. Rest applied after committing an action carries to the next turn. Extra actions cannot consume or bypass it. Cleansing Rest is not “consuming Rest.”
Fear / Confusion / Gloom
Fear prevents attacks against enemies with higher current Attack. Confusion prevents extra actions and ability copying, but not copying an attribute bonus under the rule below. Gloom blocks new positive Charisma modifiers, leaving existing ones. Follow the card’s written order for cleansing and new bonuses.
Cleanse & immunity
Remove one existing negative status, restriction, or negative attribute effect; a named cleanse removes only that named status. It counts only if something is actually removed. A cleanse in an ability cannot remove Rest that same ability just imposed. Immunity prevents future applications unless it also explicitly removes an existing effect.
Shared Dreamscape
Blocks the enemy’s next attempted Primary before the end of that enemy’s next turn. The attempted Primary consumes its action and Primary allowance, removes the restriction, and has no effect. It may instead Attack, Quest, or use an eligible Ultimate, leaving the restriction until expiry.
Physical items, generated tokens & healing

Each character has 2 charm slots and 2 attached-device slots. Physical cards and generated tokens share those caps. Creation needs room; if full, that creation fails while other legal clauses still resolve. Creating a token does not count as playing a physical item. Unless specified otherwise, generated items expire at the end of their creator’s next turn; the bearer leaving removes them.

Physical itemEffect
Pocket Compass · deviceActivate for 1 Energy: move its bearer up to 1 cell.
Patchwork Drone · deviceActivate for 1 Energy: heal its bearer for 1 Vitality.
Sunsteel Charm · charmBearer has +1 Attack while attached. Two copies do not stack.

Each physical item costs 1 Energy to play and stays until spent or its bearer leaves. Devices do not activate on play. Each physical device copy has at most one ordinary activation per turn, even after recovery and replay. An Ultimate granting free activations gives one bonus activation per selected physical copy beyond that limit; it does not refresh the ordinary activation. Resolve them one at a time. A physical device’s first target is its bearer.

Forge is a generated charm granting the stated +1 Attack or Defense, chosen at creation. Delight grants +1 Luck. Same-named generated bonuses on one target do not stack. Both use ordinary generated-item expiry.

Bloom is a generated attached device: at the start of its creator’s next turn, heal its bearer for 1 Vitality, then spend it. “Resolve and spend Bloom” heals now then removes it. Spending or removing Bloom as a cost, by expiry, or by defeat never heals. A Bloom resolving on an unwounded bearer heals zero; a specifically worded Bloom-resolution trigger can still apply. An Ultimate accelerates it only once because it disappears.

During your main phase you may voluntarily spend a physical item you control without an action or Energy. Tokens can be spent only by their own rule or a card effect. Explicit spending and normal consumption count as “spent”; expiry or the bearer leaving do not. “Loses a charm” includes spending, expiry, and removal, but the former bearer must stay in play to receive a benefit.

Spent physical items go face up to their owner’s spent pile. Tokens disappear and never enter hand, deck, or spent pile. Recovery can take only the named type and rarity, and never resets use history. Its required spent target must exist before costs are paid. Ordinary “heals/healed/recovers Vitality” triggers need actual wound removal; healing zero does not trigger them. A multi-target heal is an event for each recipient, subject to passive limits. Accelerating Bloom now is not delayed healing.

Copying bonuses, movement wording & event memory

In the base guild-copy rules, copying creates +1 to a named attribute; it never copies an ability, status, token, or use limit. Snapshot positive non-Ultimate additive bonuses and active item bonuses before resolution. Ignore printed values, set effects, negative effects, inactive conditional bonuses, and Ultimate-origin bonuses. The source must actually increase that attribute after set effects and caps. The copied +1 comes from the copying Ultimate, expires at round end, and cannot then be copied as non-Ultimate.

For each selected guild, choose an eligible bonus on an ally of that guild, then assign +1 to that attribute to one recipient. Each source guild and each recipient are used once. “Different ally” in this guild-copy wording means a different recipient from the other grants, not necessarily different from its source. Skip guilds with no eligible bonus. “Copy one ally’s modifier” chooses one attribute/source once and repeats that +1 across the stated recipients. Gloom can block copied Charisma.

A move “toward your home row” must reduce absolute row distance, follow a legal path, and include no step away; lateral steps alone do not qualify. Resolve multi-ally moves sequentially unless explicitly swapping. “Already moved this turn” includes successful ordinary moves, granted moves, and swaps. “At least 2 cells in one move” requires two traversed orthogonal steps; a swap never qualifies. “Ends a move” means the final position.

Track played, moved, failed/successful checks, and first physical device/item events by controller and stated time window. “Already/this turn” may inspect earlier events even if the observer arrived later. “When/after” passives must be in play for the trigger event. “Second different allied character” tracks identities, not two wins by one character.

Defeat, return to play & the spent pile

At 6 wounds, defeat the character and award its opponent 2 Renown regardless of cause. Put the character and physical attachments in their owners’ spent piles. Attached tokens and pending effects on that character disappear. A returned character has 6 Vitality and a new entry round, but its identity’s already-used Ultimate stays used.

Check for victory after the operation, its triggers, and its defeats finish. When recording round-10 tiebreaks, use remaining allied Vitality after the end-of-round effects resolve.

PICK YOUR PERSONALITIES

Who will make your next great play?

Get to know the ten guild circles, imagine your starting pair, and look for talents that bring out the best in each other.

Meet the characters

Keep the rulebook at the table

This player guide follows Series 1 Base Rules v1.0 · October 26, 2026, incorporating the Common–Uncommon rules. The source PDF retains its original Boney Face title.

The full base roster still needs match testing. This page does not promise tournament balance or compatibility with the separate all-Legendary draft. When testing, note deck IDs and Total Power, initiative, Quest/defeat Renown, unused Ultimates, and unclear interactions; swap sides for the next game.

Share a playtest question or join the list for release updates.