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rules - Rackcdn.comc630212.r12.cf2.rackcdn.com/hoplomachus5/Rulebook_1pt1.pdfChampion Start Location Hex: At the start of each game, players may choos...

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A game by Adam Carlson and Josh Carlson 1-3 players / Age 13+

The Roman Empire is flourishing. News of the famous arena games are reaching every corner of the globe. But this renown may be having some undesired effects, as it has attracted the attention of some unusual parties. Legendary cities from the far reaches of the earth, each thought to have been lost forever, are sending emissaries to Rome. These are not ordinary cities. Each represent an advanced civilization with warrior types, skills, and tactics unknown to the Empire. How these cities and cultures exist remains a mystery… one the Empire intends to uncover. In order to study and determine the threat level of these potential adversaries, the Roman Empire reacts quickly. Each of the emissaries have been sent home with a challenge in hand that will take place in the arena. It reads: “Gather your elite, your best Champion and fighters, set your strategists to work and join us. Battle in the arena and prove to the world you are worth its notice.” Three cities have responded…

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Board Glossary Champion Start Location Hex: At the start of each game, players may choose from 9 C location hexes. sstarting st t

Crowd Favor Stone Hex: Gladiators occupying this stone at start of their turn earn C Crowd Favor points which grant rewards at specfic levels. C D Deployment Zone Hex: Gladiators are placed on one of these hexes when being deployed. Each player has 6 hexes available to them at the start of the game. d

T Trapdoor Hex: Arena units (Beasts and Criminals) are placed on one of these hexes when tth h come into play. There are 6 Trapdoor hexes throughout the arena. they

Die Legend: This legend is used to determine certain directional aspects within a game. D Prep Area Circle: Chips drawn from a player’s chip bag are stored here until played P w within the arena. There are a total of 5 Prep Circles per player.

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Goal A player must eliminate their opponent’s Champion to win. If you are playing a solo or co-op game, you must eliminate the Arena Boss(es) with at least 1 Champion remaining.

Setup Roll out the game board in the center of the play area. Place a few stacks of health chips on either side of the game board. Each player must select a City to represent. All cities consist of 1 Champion, 3 special gladiators, 12 basic gladiators, and 8 tactics. Place your city’s Crowd Favor (CF) bead at “0” on the CF Meter for each player. Each player randomly selects a Level 1, 2, 3, and 4 CF Reward chip and places them face down on their respective levels of the CF Meter. You may look at these Rewards, but they will remain hidden from your opponent. Place all of your gladiators and tactics into your chip bag except for your Champion and shake up your bag to mix the chips. Roll 1 black, 1 blue, and 2 yellow “hit” dice - the one who lands the most hits starts the game (Player 1). NOTE!! Arenas may have special rules, setup instructions, and additional ways to win or lose the game. These rules will be posted on the “Battle Scroll” found in the upper left corner of the arena, so be sure to familiarize yourself with these rules and conditions when setting up the board.

NOTE!! As we move through this rulebook, we will be doing it from a PvP (Player vs Player) perspective. Solo and Co-op game modes are covered in gross detail within their own section after PvP.

Starting a Game Player 1 will place their Champion face down, along with its health chips, in a desired location within the Champion placement area. Player 2 now does the same. At this point both Champions cannot move or take action, however, they can take damage.

Player 1 Champion’s chosen Start Location

Player 2 Champion’s chosen Start Location

A player’s turn is broken down into 4 Phases. Once you move to a new phase, you cannot go back to an earlier one. These phases must be completed in order and once finished, your turn is over. Gameplay is conducted with players taking consecutive turns.

Phase 1: Draw Chips To start this phase, record any Crowd Favor you have earned from occupying CF Stones. Crowd favor is tallied on the CF Meters on either side of the arena. Next, a player must draw enough chips to fill their Prep Area (kept hidden from your opponent). If at the start of the game you draw 5 tactics (no gladiators), show them to your opponent, place them back in your chip bag and redraw. These chips serve as your “playable hand” for this turn. They will be spent and replenished throughout the game. However, once your bag is out of chips, your prep area must have chips on all 5 Prep Area circles. If you have unfilled circles with no more chips to draw, your Champion will begin taking 2 damage at the start of each of your following turns until your Champion has no health (which will end the game). END GAME TIP: A player may choose to play some of these last remaining chips knowing that he/she will take damage the following turn. A few well-played tactics may allow you to overwhelm your opponent before your health runs out.

Chip Glossary Attack Range: Number of hexes the target unit must be within to be attacked (a range of 1 can only reach adjacent units). Health: Shown by red chips under unit. Attack Power: Determines how many Basic Attack dice are rolled. Move Range: Unit may travel up to (X) number of hexes on their turn. Tactical Range: Number of hexes the target unit must be within to be played on. Tactics can always be played on yourself. Basic Attack Dice: Use these dice when rolling for a Basic Attack. Alternate Attack: Use this attack in place of this units Basic Attack. Ability: This can be used once per turn and as soon as the unit is deployed. Unit Type: Indicates the type of unit (Gladiator, Champion, Beast, Criminal).

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Tactical range of 1 can only reach adjacent units

Phase 2: Deployment & Tactics A player now has the option of playing chips from their Prep Area. On the first turn of the game (Player 1), only one chip can be played. After this, each player may play up to two chips (gladiators, tactics) per turn for the rest of the game. If playing a gladiator, place it onto any one of your available unoccupied Deployment hexes (place health chips underneath Attacker on deployment hex the gladiator in the amount indicated on the chip). Any gladiator just deployed cannot move or take action until the next turn unless an ability allows for this to happen (e.g., First Strike, Initiative). If all your Deployment hexes are occupied, you cannot play a gladiator. Also during the deployment phase, you may choose to play a tactic chip if you have one. Tactics cannot be played on Champions or Bosses. A tactic can only be played on a unit (friendly or enemy) within the tactical range of one of your units. This range is indicated by a spyglass on each unit chip. A unit with ‘Tactical Range 3’ must be within three hexes of the target unit during this phase. Tactics can always be played on yourself. If a gladiator is deployed, its tactical range is immediately available for playing tactics. NOTE!! Single turn tactics (e.g., Stun) are placed on top of the affected unit. Permanent effects (e.g., Hamstring and Adrenaline) are placed between the unit chip and it’s health chips. Hamstring removes any Adrenaline effects because it drops movement to zero (remove the Adrenaline chip). If Hamstring is played first, Adrenaline will increase that unit’s move range from 0 to 1 (in this case, keep both Adrenaline and Hamstring chips under unit).

Phase 3: Movement During this phase you may move your units based on each unit’s move range. You do not have to move the full range of the unit. Once you choose to move, you cannot ‘save’ part of the unit’s movement for later during the same movement phase (e.g., You cannot move a Tactician out of the way for other units to pass through, and then step back where it was). Be sure to check for movement modifiers under units before moving them. In order to move to another hex, that hex must not be occupied. It’s not possible to move “through” another unit unless a specific ability allows for this. There must be unoccupied hexes available between your current position and your move-to position. NOTE!! If your unit is engaged with an arena beast, your unit is locked in combat with the beast and cannot disengage by just moving away. Certain abilities may allow you ways to get away however.

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Move and Attack Examples

During this phase, abilities that allow special movement or unit displacement (e.g., Hurl, Pull), may be used. Please refer to the chart (pg. 13) for further details. All abilities are limited to one use per turn.

Phase 4: Attack

Basic Attack Dice

After completing the move 5/6 Hit 3/6 Hit 2/6 Hit phase, you may choose to attack, if possible. Each of your units may use it’s basic or alternate attack, not both, if they are within range (refer to each unit’s attack range to determine this). Attackers can move a distance of 2 hexes.

To make an attack, roll all of the Basic Attack Dice indicated on that specific unit. There are 3 attack dice colors, each with its own odds of landing a HIT. Each ‘H’ that comes up is a HIT of 1 damage, and each blank is a MISS. The damage is immediate and your opponent must respond with a defensive ability (e.g., Intercept Blow, Retaliate) or remove a corresponding number of health chips from under the unit receiving the hit. Attack Sequence: 1) Choose one of your units to perform an attack and declare if its a basic or alt attack.

Brawler’s ‘Hurl” ability can flip Defender over the Brawler - away from protection.

2) Declare the target unit of the attack (once you verify it is within range of your unit). 3) Select the exact Attack Dice as pictured on your unit for that attack. Also, add Tactition die (see ‘Strategic Attack’ ability on pg. 13) if a friendly Tactition is adjacent to your attacking unit. 4)Roll all dice and add up the total number of “HITS”. 5) Your opponent now has a chance to use an ability such as Intercept Blow or Retaliate. 6) For each “HIT” suffered, your opponent must remove a health chip from under the unit receiving the hit.

Brawler and Attacker both focus their attack on the unprotected Defender.

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7) If a unit is defeated, it must be removed from play and Crowd Favor for the kill is recorded at this time.

NOTE!! It is considered proper etiquette to state your attacks loud and clear, along with pointing out the attacking unit followed by the unit being attacked. Also, should you roll a successful attack, allow your opponent to remove his/her own health and unit chips. It is the responsibility of your opponent to make any ability declarations during this time.

Crowd Favor CF (Crowd Favor) is earned a number of ways: 1. Killing an opposing gladiator grants you 2 CF (points for kills are taken immediately when the kill happens). 2. Beast and Criminal kills grant you 2 CF per kill. 3. You gain 1 CF if you occupy a CF Stone at the center of arena and 3 CF if you occupy both stones at the same time (These stones must be in your control at the start of your turn which is also when you should mark them on your CF meter). TIP: It’s important that you keep a constant awareness of where you are at with the crowd. CF rewards unlock the instant the level is reached. A Champion unlocked on your opponent’s turn can move and attack on your turn! A deployment zone unlocked at the start of your turn can be used in the same turn! Remember, it is your responsibility to calculate and take credit for CF you have earned. Once the current phase ends, you cannot go back and adjust for missed CF.

Reaching a new CF level grants you 2 rewards. The first is a CF Tactic that is now available for your use.

This area will contain a list of specific Crowd Favor Tactics along with a picture. These tactics are still being finalized. The other reward for each level is an arena effect. These effects are instantly activated once reached: Level 1: Your Champion is activated. *If this level is reached on your turn - your Champion cannot move, attack, or use abilities until your next turn.

Level 2: All deployment zones (12 total) are now available for use. Level 3: All units gain “Initiative” ability (can move first turn) Level 4: CF Gladiator is unlocked and can be deployed during your next deployment phase.

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Arena Units (Beasts, Criminals, and Bosses) When a B/C (Beast/Criminal) is drawn from someone’s bag, a basic D6 will be rolled to determine which Trapdoor (1-6) it will deploy from. If a player’s unit is standing on that Trapdoor hex, that unit is caught unaware by the beast and is instantly killed and removed from the arena. The B/C then takes that hex on the arena mat. The B/C will be granted a free attack against units standing within attack range of the B/C before the active player continues their turn. This attack is resolved immediatly and with no abilities. The active player will then draw an additional chip for each B/C they drew and continue their phase.

Beast Deployment Example:

Image 1: Player moves onto a Trapdoor (numbered as 1). Image 2: On the next draw phase, active player ends up drawing a beast. The active player rolls a basic D6 to see where the beast will deploy. The roll is a 1, right where their Attacker is positioned. The Attacker is killed instantly and the beast takes its place on the Trapdoor hex. If other units had been adjacent to the Trapdoor hex, the beast gets a “free” attack on all of them. If other beasts were adjacent, they would not be attacked or hit by this beast’s attack.

If another B/C is sitting on the Trapdoor where the drawn B/C is to be deployed, the drawn B/C will then shift to the next number Trapdoor (e.g., 1, 2, 3, 4, 5, 6, 1)

This area will feature an example of the B/C Trapdoor shift described above.

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Beast/Criminal B east/Criminal T Turn urn S Sequence equence Beasts B easts aand nd C Criminals riminals ttake ake ttheir heir tturn urn aaft fter er all all players players have have gone. gone.

Beast B east Movement Movement Beasts B easts u use se 2 ‘‘Beast Beast M Move ove D D6’ 6’ d dice ice tto om move ove (u ((use use the th hee dice dic ice legend leggeend on lege le on the the arena th a en ar na mat) ma att)). If If a wall wall or or beast beast is is in in the the way, way, the the beast beast d does oes n not ot m move ove tthat hat d direcirecmat) move move dice) orr u until ttion. ion. Beasts Beasts m ove ttheir heir eentire ntire m ove rrange ange ((both both d ice) o ntil adjacent adjacent tto o a player. player. Once Once adjacent, adjacent, the the beast beast is is engaged engaged and and neither neither B Beast east n nor or u unit nit ccan an disengage disengage u until ntil a kill kill has has been been made. made. Other Other Beasts Beasts aand/or nd/or P Player layer u units nits m may ay jjoin oin tthe he figght, ht, b but ut eeach ach ccontact ontact m made ade w will ill lock lock them them iin np place lace u until ntil the the battle(s) battle(s) is is rresolved. esolved. SSpecial pecial abilities abilities such such as as P Pull ull or or Hurl CAN units. H url C AN disengage disengage u nits.

Arena Move and Attack Dice

Beast Move D6

Beast Attack D6

Beast B east A Attacks ttacks Aft A fteerr all all Beast Beast movement movement h has as bbeen een rresolved, esolved, a P Player layer m must ust rroll oll tthe he ‘‘Beast Beast A Attack ttack D D6’ 6’ ffor or eeach ach b beast east tto od determine etermine iit’s t’s aaction. ction. IIff a b base ase aattack ttack iiss rrolled, olled, Player Player m must ust rroll oll aall ll attack attack dice dice indicated indicated on on the the chip chip to to determine d etermine d damage. amage. B Base ase aattacks ttacks h hit it aall ll P Player layer u units nits iin n rrange. ange. R Refer efer tto o with eeach ach cchip hip aand/or nd/orTh rreference efis erearea nce ssheet hiseebeing t ffor or o other thedited er sskill kill eexplanations. xplanaadditional tions.

Criminal Move D6

examples and better clarification.

Criminal C riminal Movement Movement

Criminal Attack D6

Thiiss u unit nit u uses ses tthe he ‘‘Criminal Criminal Move Move D6’ D6’ to to determine determine whether whether or or not not iitt aadvances dvances ttowards owards yyour our cclosest losest u unit. nit. IIff tthere here aare re 2 o orr m more ore u units nits tthat hat aare re eequally qually close close to to the the Criminal, Criminal, the the Player Player w will ill choose choose one one of of those those units Roll u nits tto o aattempt ttempt tto o ‘‘taunt’ taunt’ tthe he ccriminal riminal ttoward. oward. R oll the the ‘Taunt ‘Taunt D6’ D6’ Taunt D6 aand nd iiff yyou ou ssucceed ucceed ((b (by by ro roll rolling llin llllin ng a “T ““T”) T”), tthe he C Criminal riminal w will ill advance advance as as you you planned. planned. IIff yyou ou ffail ail the the taunt taunt roll roll (c (continue con onti tinu ti nuee to to taunt tau aunt ntt with wiitth each eaach h unit uni n t until unti un till you ti y u have yo haave h ve oon ne unit unit un it left left ft)), tthe ft he C Criminal riminal will will automatically automatically move move towards towards the the last last unit. unit. Criminals Criminals move move one their their entire entire move move range range or or until until met met with with resistance. resistance. In In the the event event that that there there are are 2 ways ways in in which which tto o aadvance dvance ttoward oward a ssingle ingle u unit, nit, tthe he p player layer ggets ets tto od decide ecide which which hex hex tthe he C Criminal riminal ends ends u up po on. n. C Criminals riminals will will not not move move as as long long as as they they are are engaged, engaged, however, however, a Player Player may may disengage disengage aand nd rre-engage e-engage aass tthey hey p please. lease.

Criminal C riminal Attacks Attacks Aft A fteerr aall ll Criminal Criminal movement movement has has b been een rresolved, esolved, a Player Player m must ust rroll oll tthe he ‘‘Criminal Criminal A Attack ttack D6’ D 6’ ffor or eeach ach C Criminal riminal tto od determine etermine iits ts aaction. ction. IIff a b base ase aattack ttack iiss rrolled, olled, P Player layer m must ust rroll oll aall ll dice damage. Base hit units aattack ttack d ice iindicated ndicated on on the the chip chip to to determine determine d amage. B ase aattacks ttacks h it aall ll Player Player u nits iin n rrange. ange. R Refer efer to to each each chip chip and/or and/or reference reference ssheet heet ffor or o other ther sskill kill eexplanations. xplanations.

Bosses B osses Bosses B osses ffunction unction llike ike aall ll other other B/C B/C with with one one exception. exception. Bosses Bosses perform perform an an attack attack roll roll even even when w hen n not ot iin n aattack ttack rrange ange aass ccertain ertain aabilities, bilities, iiff rrolled, olled, can can have have arena-wide arena-wide eff eff ffeeects. cts.

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This area is being edited with additional examples and better clarification.

Game Modes Modes and and S etup Game Setup Player P layer vvss Player Player To T ow win: in: E Eliminate liminate o opposing pposing C Champion. hampion. Setup: Use S etup: U se main main rrule ule sset. et.

Player P layer vvss B Board: oard: B Basic asic d diffi ifficulty culty llevel evel (other (o ((ot oth therr levels levvel els and els an nd scenarios sccen scen enar a ioos are ar aarre re available a ai av aila ila labl ble at at www.hoplomachus.com/pages/extras) s)

To T ow win: in: E Eliminate liminate the the arena arena B Boss. oss. E Eliminate liminate aallll ccriminals riminals ttoo gget et B Boss oss to to deploy. deploy. Setup: S etup: 4 random random B Beasts easts w will ill start start the the game game o on nT Trapdoors rapdoors 11,, 22,, 33,, aand nd 44.. The other other 4 Beasts placed on CF Meter B easts aare re p laced o n tthe he C FM eter (lev (levels (l levvel e s 11-4) 4)). P Place lace 1 o off tthe he 4 C Criminals riminals o on nT Trapdoor rapdoor 66.. A Ass ccriminals riminals aare re eeliminated, liminated, aanother nother iimmediately mmediately d deploys eploys (r ((roll rol ollll a D6 D6 to to determine deeteermin d rm min ne which wh whic hich ich Tr ic T Trapdoor rappdooor or iitt u uses) s s)). Once se Once aall ll 4 Criminals Criminals have have been been eliminated, eliminated, the the Boss Boss iiss d deployed. eployed. M Mix ix aand nd d draw raw aan n arena arena Boss Boss (f ((from rom ro m th tthee 3 Cr Crim Criminal imin im min inaaall aand nd 3 B nd Beast e st ea st B Bosses) osse os ses). U se Use se main main rrule ule sset et tto o sset et u up pC CF FR Rewards. ewards.

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Co-op C o-op (2) (2) vs vs Board: Board: B Basic asic d diffi ifficulty culty llevel evel To win: Team must both off tthe Bosses. One Champion must T ow in: T eam m ust eeliminate liminate b oth o he aarena rena B osses. O ne C hampion m ust ssurvive. urvive. Setup: ass P Player Players only play with S etup: SSame ame a layer vs vs Board Board setup setup with with tthese hese eexceptions xceptions - P layers o nly p lay w ith Champion, one off eeach Players will on one ttheir heir C hampion, ttwo wo of of each each ggladiator, ladiator, and and o ne o ach ttactic. actic. P layers w ill start start o no ne off tthe will play one per eend nd o he aarena, rena, w ill share share 6 deployment deployment zones, zones, aand nd ccan an p lay jjust ust o ne cchip hip p er tturn. urn. IIff a Champion may no deploy orr u use but C hampion is is eliminated, eliminated, the the owner owner m ay n o llonger onger d eploy ggladiators ladiators o se ttactics actics b ut ccan an still still play play out out existing existing gladiators. gladiators. Crowd Crowd Favor Favor is is shared shared as as are are the the CF CF Rewards. Rewards. Beasts Beasts must bee p put players bag when Draw ffrom rom tthe he CF CF meter meter m ust b ut iin n tthe he ccurrent urrent p layers b ag w hen llevel evel iiss rreached. eached. D raw 2 Bosses deploy order drawn basic Criminals B osses - d eploy iin n tthe he o rder d rawn aass tthe he b asic C riminals aare re eeliminated. liminated.

This area is being edited with additional examples and better clarification.

Co-op C o-op (3) (3) vs vs Board: Board: B Basic asic d diffi ifficulty culty llevel evel To win: Team must Champion T ow in: T eam m ust eeliminate liminate aall ll 3 of of the the arena arena Bosses. Bosses. One One C hampion must must ssurvive. urvive. Setup: ass P Player Players only play with S etup: SSame ame a layer vs vs Board Board setup setup with with tthese hese eexceptions xceptions - P layers o nly p lay w ith ttheir heir Champion, C hampion, two two of of each each gladiator, gladiator, and and no no tactics. tactics. Players Players will will start start on on one one end end of of the the arena, arena, will one per Champion w ill share share 6 deployment deployment zones, zones, and and can can play play just just o ne cchip hip p er tturn. urn. IIff a C hampion is is may no deploy orr u use eeliminated, liminated, tthe he owner owner m ay n o llonger onger d eploy ggladiators ladiators o se ttactics actics but but can can still still play play out out CF Rewards. deploy eexisting xisting ggladiators. ladiators. Crowd Crowd Favor Favor is is shared shared aass aare re tthe he C FR ewards. Draw Draw 3 Bosses Bosses - d eploy order drawn basic iin n tthe he o rder d rawn as as tthe he b asic Criminals Criminals aare re eeliminated. liminated.

FAQ: Are you stumped on a specific rule or a odd situation in the game? Please check our FAQ page at www.hoplomachus.com/pages/faq for answers!! A Game by:

Publisher:

Box Art:

Adam Carlson Josh Carlson

Chip Theory Games

Trey Ratcliff

Beastmaster:

Graphic Design/Artwork: AstralWanderer Josh Carlson Public Domain

Prison Key Keeper: David Cornell

www.hoplomachus.com

www.chiptheorygames.com

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Gladiator and Champion Abilities

Boss Abilities

Initiative: Unit can move

Hurl: Hurl can ‘pick up’ an

Assassinate: Move to

the same turn it is deployed.

adjacent unit (friend or foe) and ‘throw it’ to a different available, adjacent hex.

furthest opponent (use Taunt) and do 6 damage. (Player can choose Boss’s placement hex next to unit)

First Strike: Unit can attack the first turn it is deployed.

Retaliate: When attacked and hit, unit can do 1 damage back to the attacker.

Intercept Blow: When an adjacent friendly unit is hit, this unit can intercept the entire hit instead of the intended target. This ability only works with base attacks.

Pull: Unit is pulled in a straight line inward toward the puller (up to 2 hexes inward and from up to 3 hexes away). Cannot pull “thru” other units.

Uber Pull: Unit is pulled in a straight line inward toward the Champion (up to 3 hexes inward and from up to 4 hexes away). Cannot pull “thru” other units.

Fury Aura: Fury Aura does 1 damage to all opposing units 1 hex away. This damage is not part of this units attack but is performed during the attack phase. Uber Fury Aura: This aura does 1 damage to all opposing units up to 2 hexes away.

Strategic Attack: All friendly adjacent units gain an additional yellow die to use with their base attack this turn. *abilities usable once/turn

Shadow Spear: Roll a basic D6 twice, a spear is thrown in those directions doing 2 dmg to each unit in its path.

Ground Pound: All opposing units within 4 hexes are stunned for 1 turn.

Strike Fear: All adjacent opposing units must retreat 1 hex straight away if possible.

Acid Spray: All opposing units are hit for 1 damage.

Snared: Gladiators and Champions within 2 hexes of unit cannot move for 1 turn.

Regen 3: Unit regains 3 health not exceeding max HP. *Boss abilities usable only when rolled

Gladiator & Champion Alt Attacks

Boss Alt Attacks

Whirlwind: Roll 3 yellow dice, hits are applied to every adjacent opposing unit.

Reposition: Instead of attacking, unit may move 1 hex (during it’s attack phase).

Stun: Roll 1 yellow die to

Long Shot: Roll 1 yellow die to attempt a 1 dmg ranged attack from 3 hexes away.

Chase Down: If not engaged, move directly to closest opposing unit and do 4 dmg. (use Taunt if needed).

attempt to Stun an adjacent unit. A stunned unit cannot move, attack, or use abilities for 1 turn. Note!! Champions CAN be stunned by a gladiator (not a tactic).

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Uber Hurl: This hurl can ‘pick up’ an adjacent unit and ‘throw it’ up to 3 hexes away in any direction.

*Alt Attacks are used in place of a base attack *Boss Alt Attacks are usable only when rolled

Frenzy: All opposing adjacent units must reduce their existing health to 1.

Death Coil: Single adjacent unit (use Taunt to decide) is permanently stunned and loses 2 health per turn.