Welcome to a practical guide to The Duke that teaches the flip mechanic clearly, shows openings that build good habits, and turns midgame chaos into readable patterns. You will find clean rules explanations, compact tables you can reference during play, and buying tips for the best edition and expansions. If you are still comparing Catalyst lines, take a quick look at the brand overview and come back ready to place, move and flip with confidence.
Every tile has two faces with different move icons. On your turn you may draw and place a new troop next to your Duke, or move one tile following its current face. After a tile moves, you flip it to its other face. That flip is the heart of the game: each move sets up the next move pattern, so plans are sequences, not single hops. You win by capturing the opponent's Duke, and you lose if yours is trapped without legal moves.
Icons keep rules overhead low and decisions fast. Arrows show slides, dots show jumps, circles show strike patterns. Because information is on the wood, there is less page flipping and more board reading. That makes The Duke teachable in minutes and deep for years, since mastery comes from predicting flips and forcing awkward faces at the wrong time.
Lord's Legacy is the best entry. It standardizes iconography, gathers popular promo tiles, and uses clearer printing that reads across the table. Earlier prints play fine but may mix icon styles or lack balance tweaks. If your group is new, start with Lord's Legacy so everyone learns the same patterns and the same tile pool.
Small packs introduce new troop types and optional command tiles. These expand opening trees and increase midgame texture without bloating rules. Treat expansions as seasoning: add one, learn what it changes, then decide whether to keep it in your pool. Terrain or scenario tiles can change the board geometry if you want additional variety later.
A draw bag that fits your hand, a pouch for promotions and a slim board create a travel kit you can set up anywhere. Keep a written inventory in the box bottom so you notice a missing tile quickly. Replacement tiles are easy to track if you label the inner bag and do a fast end of night count.
This table summarizes what each product typically adds, who benefits first, and when to layer the next box. Use it to plan a clean on ramp rather than dumping every option on the table at once.
| Item | What it adds | Best for | When to add |
|---|---|---|---|
| Lord's Legacy | Standardized icons, core troop pool | All newcomers and clubs | Start here |
| Troop expansion | Fresh openings, new flips to learn | Players who know core faces | After 10 to 15 games |
| Command or scenario | Optional rules hooks and layouts | Groups craving variety | When core tempo feels solved |
Add content one pack at a time. That way you can feel how a single new face or command tile changes tempo and bag math before adding another layer.
Each side places the Duke on the back rank center. Draw two troop tiles from your bag and place them orthogonally adjacent to your Duke. White moves first. A first move can be a move of a placed troop or a draw and place from the bag. Captures replace the enemy tile on its square. The river in the board center is just a visual divider for teaching - treat all squares as standard unless a scenario says otherwise.
Arrows indicate slides any number of squares until blocked. Dots mark single square jumps. Circles or marked nodes show strike patterns that threaten without moving. Command tiles modify how neighboring allies move or defend. When in doubt, follow three checks: is the destination in pattern, is the path clear for slides, and is the flip required after the move. If yes, the move is legal. If no, pick a different line.
You win by capturing the opposing Duke. There is no check or checkmate phase, only legal captures. Illegal moves are those that violate icons, cross blocked paths during slides, leap onto allied pieces without a capture icon, or ignore the mandatory flip. If a player makes an illegal move and it is noticed immediately, revert and pick a legal option. Consistent board talk about icons reduces disputes.
Initiative flips constantly because flips change threats. Strong players anchor tempo with pieces whose two faces form complementary threats, not random hops. Releasing bag pressure at the right time matters too: drawing early fixes cramped deployments, drawing late preserves initiative if you already have active threats on both wings.
Icon quick reference
Keep this near the board for the first few nights. It turns icon reading into a fast checklist, then fades into memory as you recognize faces at a glance.
| Icon | What it means | Range limit | Notes |
|---|---|---|---|
| Arrow | Slide in arrow direction | Until blocked | Cannot pass through allies or enemies |
| Dot | Hop one square | One | Does not ignore occupancy |
| Circle | Strike pattern | As shown | Threatens without moving |
| Special mark | Command or conditional | As printed | Read card note once, then play |
If a face looks strong but slow, ask what the flip creates. Good faces lead into other good faces, not into dead corners that need a full turn to fix.
These quick pairs help cut the most common mistakes. New players learn faster when they see side by side examples.
| Situation | Legal | Illegal | Why |
|---|---|---|---|
| Slide into capture | Stop on enemy square | Pass through enemy to go farther | Slides cannot pass through blockers |
| Jump next to ally | Land on empty square | Land on ally to swap | No swap unless a tile explicitly says so |
| Strike pattern | Threatens without moving | Captures at range without a strike icon | Icons define range capture |
| Post move state | Flip after moving | Stay on same face by choice | Move always flips the piece |
Call out icons aloud in friendly games. Saying slide, hop, strike keeps both players synced and prevents accidental illegal paths.
Strong openings control central lanes, keep flips safe and improve mobility without overextending. Draw early if your Duke is boxed in, move early if the opponent is slow to claim center squares. Prioritize faces that threaten two ways next move. Avoid lines where a flip leaves your tile pinned by a fresh enemy strike pattern.
River clamp: draw then move to touch the central files and clamp a crossing. Plan to flip into a face that covers the opposite file next turn. Trap: do not let your clamp tile flip into a dead face where it cannot retreat.
Corner lever: develop a corner troop whose second face projects into the center. The lever threatens a fork on move three if left alone. Trap: if the opponent mirrors, draw instead of forcing the lever and getting flipped into a net.
Early fork: aim to show two threats on move two by sequencing a hop face into a strike face. Trap: if the first hop fails to pressure, you traded tempo for nothing.
Safe ladder: alternate draw and step to build a ladder of safe squares toward the middle. Trap: stepping without a follow up flip lets the opponent seize the ladder and push you back.
Counter draw: when the opponent commits two moves to one wing, draw to the other side and threaten the Duke's escape squares. Trap: drawing twice in a row without developing a threat gives away too much space.
Ground tactics players will recognize lane control from other systems. If you want to import more spatial thinking, take a tour through airship battles on compact tables and notice how arcs and lanes translate to tile flips in The Duke.
Use this as scaffolding for the first evenings. It gives first 3 turns, aims, and what refutes often look like, so you learn how to pivot instead of forcing a stale line.
| Opening | First 3 turns | Aim | Common refutes |
|---|---|---|---|
| River clamp | Draw - step - flip to cover file | Deny central crossing | Opposite wing pressure forces you to loosen clamp |
| Corner lever | Step from corner - flip - central pressure | Project a fork from edge | Mirror and pin the lever face after flip |
| Early fork | Hop - flip - strike | Two threats by move three | Trade off the hopping piece to reset tempo |
| Safe ladder | Draw - step - draw | Steady central control | Diagonal pressure that cuts the ladder mid build |
| Counter draw | Draw opposite - flip - develop | Threaten Duke lanes indirectly | Central clamp stops the indirect plan |
Break book when the opponent overcommits. Switching plans mid opening is a skill, not a mistake, when a refute hands you a better target.
A fork is a face that will threaten two valuable squares after the flip. A pin is a strike pattern that freezes a tile because moving it exposes the Duke. A net is a set of faces that restricts multiple escape squares at once. Recognize nets early and trade a minor tile to break them before your Duke is strangled for space.
Think one flip ahead. If this face steps into a square where the next face shows a strike and a slide, you gain tempo. If this face steps into a square where the next face is slow and local, you lose tempo. Build sequences that present double threats unless an immediate capture wins more.
Trade off a tile when it frees the bag draw you need, removes an anchor face, or opens a file your current faces cannot touch. Decline trades that flip you into a dead face or hand the opponent a counter capture. Count how many active faces you have versus the opponent. If your bag is heavy with slow faces, draw to lighten and recover options.
Players who enjoy measurement, arcs and table geometry often split time with other skirmish systems. If that is you, compare tempo and space ideas with a minis tactics alternative and bring those lessons back to your next The Duke session.
Tactic flashcards
Run through these before a game. Pattern names stick, and you will start spotting board cues faster under clock pressure.
| Pattern | Board cue | Response | Result |
|---|---|---|---|
| Cross threat | One face threatens across files | Step into a flip that covers the cross | Fork dissolves or trades favorably |
| Anchor break | Enemy anchor face holds a file | Sacrifice a small tile to unpin | Center reopens for your ladder |
| Flip trap | Enemy must flip into your strike | Hold fire one move, then capture | Clean material without risk |
| Net collapse | Two escape squares covered | Trade to open one square | Duke breathes and regains tempo |
When in doubt, prioritize squares that create future flips. Static captures that lead to frozen faces often lose to quieter moves that switch on two threats next turn.
Endgames reward faces that travel far and strike wide. Protect your Duke by stepping to squares that force the opponent to waste a move before any real threat appears. If both bags are nearly empty, count flips carefully: sometimes the fastest win is a two turn walk where each flip preserves a double threat.
When every legal move makes your opponent worse, you have created a zugzwang analog. Build these by taking away safe flips one by one until the next move flips a key tile into a capture. Map the sequence out loud in friendly games to learn it faster. If your group sometimes wants story driven sessions between abstract duels, trade nights with a cyberpunk RPG alternative and return with fresh eyes.
Teams add banter and reduce analysis paralysis if you keep talk short. Use open information, short plans and a single minute per move. Limit advice to one sentence when the clock is tight. Alternate moves within a team so both players stay engaged and learn the faces together.
Scenario tiles change geometry and force new opening trees. Introduce one feature at a time and run two games before judging it. If a layout stalls, remove a piece of terrain and watch tempo improve. Scenario variety is best once both players spot nets and forks reliably on the default board.
Minute 0-5: rules and icon read. Minute 6-10: demo two flips that create a fork. Minute 11-15: play four turns each with open talk. Minute 16-20: close talk, normal capture rules, quick recap. If attention dips between rounds, borrow a change of pace with cooperative deckbuilding at a nearby table to keep the room lively.
Print a pocket sheet that shows icon meanings and one example face. Laminate it so you can hand it to new players without worrying about wear. A small reference for flip reminders reduces illegal moves by half on teaching nights.
Bag, board, spare bag for promos, quick reference, cloth to level wobbly tables. Keep a short packing list under the lid. If you want a zero prep side activity for nights when schedules explode, keep rules light pulp missions on a tablet and you will never cancel game night outright.
Pick it for the widest catalog and clear listings of which expansions fit your edition. Digital downloads of quick references often live next to product pages, which saves time when you need a fresh print at home. For taxes, proof and returns, keep the complete buying and shipping guide handy while you check out.
Use a nearby store for faster pickup, combined orders across publishers and easier replacements if a tile is misprinted. Call ahead for Lord's Legacy specifically so you do not end up with a mixed icon set from different printings.
Photograph missing or damaged parts on the board so scale is obvious, keep the receipt or invoice PDF, and write a short numbered summary in your message. Clear packets resolve most cases on the first reply and get you back to the table faster.
Buying routes
This quick grid compares the two common paths so you can choose by speed or breadth without guesswork.
| Route | Pros | Cons | Who benefits |
|---|---|---|---|
| Official storefront | Widest selection, clean edition matching | International shipping can take longer | Collectors, clubs planning multiple sets |
| Local retailer | Speed, pickup, easy swaps | Selection varies by store | New players starting this week |
Bundle wisely. One consolidated order usually arrives cleaner than three micro orders that each hit a different carrier hub.
A small troop pack that adds a few faces without changing core rules. Learn what those faces do to openings before adding scenario tiles.
Yes. Icon reading is visual, and the flip rhythm is natural once they see two examples. Keep early games short and celebrate good flips, not just captures.
Fifteen to thirty minutes once players recognize common faces and nets. Club nights move faster with clocks.
Place, move, flip. Then show one fork that appears after a flip. Delay special command rules until the second game.
Develop both wings, keep a ladder to the center, and trade off a stuck anchor tile. Stalemates often come from fear of flipping at the right time.
There are patterns and plans rather than deep memorized lines. Learn principles, then practice five simple starts and their refutes.
Board, bag, promo pouch, pocket reference. Keep a small cloth to steady wobbly cafe tables and a spare bag for draws.
Inventory after each session. If a tile goes missing, note it and request a replacement promptly while you remember which pack it belonged to.
Any tile that moves must flip to its other face. A tile that strikes without moving does not flip.
Give the new player one extra draw at start or allow a single no flip move per game. Both help without teaching bad habits.
You now have a repeatable path to mastery: clean icon reading, opening principles that scale, midgame tools to pry open nets, and endgame sequences that convert small advantages. Pack the bag, set the board, and start flipping with purpose.