Spartacus 2020 Rulebook LR
Spartacus 2020 Rulebook LR
© 2020 GF9
one auto-block.
and glory to your “It is a rough road that leads to the heights of greatness.”
All Schemes have a
BOX CONTENTS House. Maintaining a large stable of minimum required The goal of the game is to become the
most influential house in Capua, securing
Gladiators is one way to gain Influence. Influence.
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RULEBOOK your family’s power for years to come.
MARKET DECK (62 CARDS) SLAVE CARDS REACTION CARDS
INTRIGUE DECK (104 CARDS)
Slaves are servants
of the Dominus.
Reactions are powerful
counter manoeuvres
BATIATUS TULLIUS
SPIRIT OF THE GAME
HOUSE CARDS (4) They earn coin played in response to -1 Influence to Target
Dominus with no Ready
During the game, players will bribe,
and perform other other events in the
Gladiators.
poison, betray, steal, blackmail, and
TOKENS (152)
May not be played
services. Slaves INFORMANT: (Market) After cards are game. Some Reactions in the Arena Phase.
undermine each other. Coin will change
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increase the wealth are Foils which are used hands again and again to buy support,
dealt, exhaust to look at one of the
of their House. to stop Schemes played stay someone’s hand or influence their
GLADIATOR FIGURES (4) by other Houses. decisions. Will you be the honourable
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ARENA & BETTING BOARD EQUIPMENT CARDS player whose word is their bond or the
GUARD CARDS treacherous schemer whose alliances
Guards are a special change with the wind?
Favour Champion Injured The Arena is where the Gladiators ply
type of Reaction that Token Token Token BUT – don’t be an ass about it. Everyone
may only be used to Discard this card, their bloody art. Wagers are placed on
then roll a dice: plays games to have a good time.
stop Schemes targeting 4-6: Foil a Scheme the betting board.
targeting you. Ultimately, you’re playing to have fun
GALEA TRAINING: May re-roll
1 DEF dice when defending.
your Dominus. There is 1-3: Failure!
with your friends – keep that in mind as
GLADIATOR FIGURES
: GLADIUS TRA
INING: Exhaust
a chance a Guard will fail
ININ
IACULUM TRA ng. 1 ATK dice whe G: May re-roll DEPLOYMENT: May be
Use before rolli
you’re plotting to destroy their House.
ative. n attacking.
Win Initi placed on table as an
Asset at any time.
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Equipment Cards represent arming and use additional Guards. Host Token combatant in the arena.
training all of a House’s Gladiators in the Guards may be held in your hand or A player will use
use of specialized equipment (rather than deployed on the table as an Asset. their chosen figure
a single sword or helmet). There are three throughout the game.
types of Equipment: Weapons, Armour
and Special. Only one card of each type
Coin Token
may be used in each Arena Match.
2 3
Influence Tracker
GAME SETUP UPKEEP
Each House has its strengths and
weaknesses. Some Houses rely on their HOUSE SET UP
Upkeep is when all the maintenance
and preparation for game’s three main
BALANCE THE
stable of Gladiators to lead them to victory.
Mark starting Influence with Influence Tracker
Gladiators on
the right
phases occurs. Each game turn begins with LEDGERS SAMPLE UPKEEP
Other Houses depend on a strong defense. Upkeep. Training, feeding and equipping elite 1) Pete starts Upkeep with one ready
Utilizing your strengths is key to victory. Gladiators is expensive. Slave ownership (face up) Gladiator, two Injured
UPKEEP SUMMARY helps offset that cost. You receive 1 Gladiators and two Exhausted Slaves.
HOUSE SELECTION 1) Refresh Cards
Coin for each Ready Slave you posses.
You must pay 1 Coin for each Ready
Pete flips over the two Exhausted
Slaves. They are now available to use
Each Dominus rolls a dice. The Dominus STARTING SLAVE STARTING GLADIATOR
Gladiator. again this turn.
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with the highest dice takes their choice
“Everyone wants to lead an extraordinary life.”
2) Heal Injuries
of House Card and Gladiator figure If a player is unwilling or unable to pay 2) Pete makes a Healing Rolls for his
3) Balance the Ledgers
and receives the Host token. Going for their Gladiators, they must discard a 2 Injured Gladiators. He indicates
Note: During each stage of Upkeep, Gladiator for every unpaid Coin, setting which Gladiator he’s trying to Heal first
clockwise, the remaining players each
STARTING SLAVE STARTING GLADIATOR all players may perform their actions the Gladiator free. and rolls a 3: that Gladiator remains
choose a House Card and Gladiator
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“Ability without honour is useless.”
the left
4-6: Foil a Scheme
targeting you.
Pete has 3 Gladiators and 2 Slaves so and rolls a 5: success! He removes the
In the Intrigue Phase, play begins with 1-3: Failure!
Figure Tokens
Asset at any time.
flips the card face up.
flip any uninjured Exhausted (face down) Sally has 2 Gladiators, one of which
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3) Pete now has 2 Ready Gladiators
STARTING ASSETS Guards below
Asset Cards face up. Refreshed (face up)
cards are considered Ready. For details
is Ready, one of which is Injured.
In addition, she has 4 Slaves so she and 2 Ready Slaves. The cost of his
Each Dominus receives the Starting on Exhausted cards, see the special rules receives 3 Coins from the Bank. Gladiators equals the income from his
Assets described on their House Card. on page 17. After Refresh Cards, move on Slaves, so Pete doesn’t owe the bank
are no restrictions on when Coins may Shuffle the Market Deck and Intrigue the bank. 4) He’s done – once all the Players
Separate the white bordered “Starting
Gladiators” and “Starting Slaves” from the change hands. Deck thoroughly. Place the decks face
down on the table. Discarded cards will
HEAL INJURIES Liz has 3 Gladiators, no Slaves and
have finished their Upkeep, play
moves on to the Intrigue Phase.
Market Deck. There are 8 of each. Shuffle For each Exhausted Gladiator or Slave only 2 Coins. She must pay the
be placed face up next to their deck.
the Starting Gladiators and deal each
Dominus their starting number of Gladiators.
CHOOSE A with an Injury token, roll a dice to make
a Healing Roll. On a roll of 4, 5 or 6,
Bank 2 Coins and choose one of her
Do the same with the Starting Slaves. Any GAME TYPE READY TO PLAY! remove the Injury token and Refresh the
Gladiators to discard.
remaining Starting Gladiators and Slaves are QUICK: Players start with 7 Influence. card. On a roll of 2 or 3 the Gladiator or
You’re now set up and ready to play! Let
shuffled into the Market Deck. Quick games usually take under two Slave remains Injured this turn. You may
the deals and machinations begin!
hours. Quick games are recommended attempt to Heal their Injury again next
GUARDS for the first few times you play. round. On a roll of a 1, the Gladiator
Give each Dominus their starting number
of Guards taken from the Intrigue Deck. STANDARD: Players start with 4
GOAL OF THE GAME or Slave has died from their Injury and
The goal of the game is to raise your is placed face up in the Market discard
Starting Guards must be placed face up Influence. Standard games usually take pile. For full details on Injuries, see page
on the table (rather than in your hand). between two and three hours. House to an impressive 12 Influence.
For detailed victory conditions, see the 16. After Healing Injuries, move on to
ADVANCED: Players start with 1 Winning the Game rules on page 17. Balance the Ledgers.
COINS Influence. Advanced games often run
Give each Dominus their starting Coins. Note: Certain cards, such as a
over three hours as each Dominus rises Medicus, allow you to re-roll a failed
The remaining Coins are in the Bank. You from obscurity to supremacy.
may have one player act as the banker or Healing Roll.
all the players can share the responsibility.
4 5
Target Dominus
INTRIGUE YOUR INTRIGUE draws 2 cards. PLAYING SCHEMES SEEKING SUPPORT
If you do not have enough Influence to play
TURN a Scheme by yourself, you may ask other
During this Phase you’ll play cards from HAND SIZE During your Intrigue Turn, you may Cash players for support. If they agree to support
your hand to affect the fortunes and SAMPLE INTRIGUE CARDS Your Hand Size is listed underneath your In cards for Coins, use Special Abilities, your Scheme, you may play the Scheme as
Target Dominus
Influence of your House – or bring shame Influence Required current Influence. You may not end your and play Schemes. You may perform draws 2 cards.
if your Influence was equal to the total of all
and ruin to your rivals. Launch Schemes, Intrigue Turn with more cards in your your actions in any order. the supporting Houses’ Influence. Once a
Target Dominus
Influence
defend your House and reap your profits! hand than your listed Hand Size. You Dominus has agreed to support a Scheme,
CASH IN CARDS draws 2 cards.
Required
may have more cards than this during that support may not be withdrawn; the
Intrigue Cards can be granting of support is final.
PHASE SUMMARY +1 Influence to
your Intrigue Turn, but you must bring
your hand down to your Hand Size cashed in for the Coin Each Scheme
A Scheme may be supported by any
Target Dominus. Value listed at the bottom has an
1) Draw Cards before ending your turn. Influence number of Houses. Their support does
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-1 Influence to Target of the card. To Cash In
2) Play Schemes / Cash In Cards level required not change your actual Influence or
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Dominus with no Ready an Intrigue Card, place
Gladiators. to play affect anything other than your ability
Discard this card, the card face up in the Coin Value
then roll aMay not be played the card. If to play that one Scheme—do not move
DRAW CARDS
dice:
in the Arena Phase. Intrigue discard pile and
4-6: Foil a Scheme your current Influence is equal to or anyone’s Influence markers.
targeting you. take the amount of Coins listed at the
At the start of the Intrigue Phase, all bottom of the card from the Bank. greater than the Influence required, you
Players draw 3 new Intrigue Cards into 1-3: Failure!
may play the Scheme. When playing a You are not required to show
your opponents your Scheme
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their hand (this may increase your hand Scheme, declare which Dominus is the
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DEPLOYMENT: May be
placed on table as an HOUSE SPECIAL RULES before asking for their support.
above your Hand Size). If, during the Asset at any time. Above, Chuma has 5 Influence, Each House has Special Rules that may Target Dominus, which may be yourself.
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course of the game, the Intrigue Deck giving him a Hand Size of 4. You are not required to tell the truth
only be used in the Intrigue Phase. Each about your Scheme either...
runs out of cards, shuffle and reuse the House’s Special Rules are detailed on
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discard pile. You’ll often have to play a card their House Card.
that you’d rather keep to stay Sally has Inside Information in
her hand, a Scheme that requires 6
Coin Values within your Hand Size. Decide CARD SPECIAL ABILITIES John has 6 Influence and has a
carefully; some cards are much more Influence to play and lets the Target
Many Slaves and some Gladiators have Scheme in his hand that requires 9
valuable later in the game! Dominus draw 2 extra cards. Sally
Intrigue Special Abilities. Many of these Influence. Asking the other players for
currently has 7 Influence, so she is able
require you to Exhaust the card. These Support, he convinces Liz (who has 4
to play the card. She places the card
TURN ORDER can only be used during your Intrigue
Turn. Any exceptions will be noted on
on the table and declares that she is Influence) to support his Scheme for a
few Coins. For the purposes of playing
After all the players have drawn 3 cards, the Target Dominus. The Scheme is
the cards. that Scheme (and only that Scheme),
play begins with the Dominus holding successful: Sally draws 2 cards from
the Intrigue Deck and places Inside John now has 10 Influence, enough to
the Host Marker. After that Dominus
Information face up in the Intrigue play the Scheme. Neither John’s nor
has finished their Intrigue Turn, play
discard pile. Liz’s Influence changes.
proceeds clockwise around the table.
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random card in a chosen Dominus’s hand.
“Let me into the secrets you would prefer no one to know.”
Note: During the Intrigue Phase,
players are free to discuss the cards Eglectus’s Special Ability lets you peek at
they wish to play, barter for favours a card in an opponent’s hand during your
and pay Coins to each other to secure Intrigue Turn.
assistance. Asset Cards may NOT
change hands during this Phase.
6 7
SUCCESSFUL REACTIONS FOILING A SCHEME GUARD CARDS Guards may be kept in your hand or
deployed to the table as an Asset.
Even if a Dominus has a lot of
Guards, it still may be worth
SCHEMES Reactions are Some Reaction Cards state “Foil Guard Cards are Guards can be moved from your hand targeting them with Schemes.
If you have enough Influence to play a powerful counter a Scheme”. These may be played a special type to the table at any time. Once on the If they discard a Guard to Foil the
Scheme and the Scheme is not Foiled manoeuvres played immediately following another Dominus of Reaction table, they may not be moved back Scheme, you’ve at least weakened
-1 Influence to Target Discard this card,
(see Foiling a Scheme), then the Scheme in response to Dominus with no Coins. attempting to play a Scheme in their that may only then roll a dice: into your hand. Guards deployed to the their defenses!
is successful. The effects of the card take other events. Unlike May not be played in Intrigue phase. be used to Foil 4-6: Foil a Scheme
table become Assets of your House and
the Market Phase. targeting you.
Schemes, Reactions Schemes targeting
place immediately and any costs of the
card are paid. The successful Scheme are not always
You may Foil any Scheme, not just those
targeting yourself. You may only Foil the controlling
1-3: Failure! may be sold or traded during the Open
Market Phase. FOILED SCHEMES
is then placed face up in the Intrigue played during Dominus’ House.
DEPLOYMENT: May be
When a Scheme is Foiled, none of that
Schemes—you may not Foil a Reaction placed on table as an
Asset at any time.
discard pile. your turn and are However, a Guards may be used to Foil Scheme’s effects take place—including
(unless a card states otherwise).
not limited to the Guard’s Foil a Scheme targeting you any costs associated with the scheme.
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Intrigue Phase. attempt is not regardless of whether the Place the Foiled Scheme face up in the
Each Reaction will guaranteed. Guard is in your hand or on the table. Intrigue discard pile.
Pete has 4 Influence and holds the card indicate when it may be played. With 10 Influence, John plays the Keeping Guards in your hand allows
To make a Guard attempt, discard a
Black Market Profits which requires Reactions also have a required Influence Scheme A Visitor From Rome, which Guard and roll a dice: on a result of 4, 5 you to keep your defenses hidden
7 Influence and has the effect “Gain level to play. However, you may not receive would result in him gaining 1 Influence. or 6 the Scheme targeting your House from your opponents (but occupies
5 Coins”. Pete asks Liz, who has 3 Liz decides to play Whispered limited hand space). Liz attempts to play Grand Feast.
support when playing a Reaction. Reactions is Foiled. On a result of 1, 2, 3 that It has the effect “Pay every Player
Influence, for her support playing the represent quick responses and there’s Rumors, Foiling John’s Scheme. John’s Guard attempt has failed. You may make
scheme. “Sure”, she says, “For 2 Coins”. Scheme failed so he places the card 2 Coins, Target Dominus gains +1
simply no time to muster support from as many Guard Attempts as you have Influence”. John Foils the Scheme.
Pete agrees, and plays the Scheme. No another House. After playing a Reaction, in the Intrigue discard pile along with Guards. After a failed Guard attempt, you
one foils the Scheme with a Reaction so Liz’s Reaction. Pete has one Guard on the table, plus Grand Feast is placed in the discard
place it in the Intrigue discard pile. may alternately Foil the Scheme with a a couple more in his hand. Thinking he pile and Liz does not pay any Coins.
the Scheme is successful and he gains 5 Reaction from your hand.
Coins. Whether or not he keeps his end looks like an easy target, Sally plays
of the bargain is up to him... Note: Even if your Guard attempt Incite Rebellion on Pete. If successful,
the Scheme requires him to discard a
During Upkeep, Sally has 2 Coins, all
of which she has to spend to Balance
fails, the Guard is still discarded!
Gladiator. ENDING YOUR TURN
Note: Intrigue Cards may never After playing Schemes and Cashing In
the Ledgers, leaving her with no Coins. Not wanting to lose a Gladiator, Pete
change hands between players. Coin cards, you may not hold more cards
John is able to play the Destitute! discards his Guard on the table to try
may change hands at any time. You’re than the Hand Size under your current
Reaction Card, “-1 influence to Target to stop the scheme. He rolls a dice and
free to solicit deals and payoffs from Influence on your House Card. When
Player with no Coins”. Sally loses 1 gets a 2. Failure! Pete then discards
other players in you’ve finished your Intrigue Turn, play
Influence and John places his card in a second Guard, from his hand, and
exchange for moves to the player on your left.
the discard pile. rolls again. He rolls a 5: success! Sally’s
their Support—
scheme is Foiled; her Incite Rebellion After all players have
or restraint!
card is placed in the discard pile atop finished their Intrigue
Pete’s 2 Guards. Turn, plays moves on
to the Market Phase.
8 9
MARKET RESOLVING TIED BIDS
If two or more players are tied for the
BID FOR HOSTING
After all the Asset Cards have been
highest bid, they each place the Coins When bidding for Hosting Honors,
auctioned off, players bid for the Hosting
During the Market Phase players have the
opportunity to buy and sell Asset Cards to
SELLING TO THE BANK
During Open Market, Asset Cards may also
AUCTION from their first bid on the table. Then
another round of concealed bidding Honours in the following Arena Phase.
Pete bids 8, John bids 6, Sally bids 5
and Liz bids 8. Pete and Liz are tied for
each other and acquire new Gladiators, be sold to the Bank. To sell an Asset Card To begin the Auction, place a number of commences—with only the tied players the highest bid; John and Sally are no
cards from the Market Deck, equal to the Hosting the games is critical
Slaves and Equipment during the Auction. to the Bank, discard the Asset and receive participating. Their second bids are longer participating.
number of players, face down in a row. to success. Hosting not only
the card’s Coin Value from the Bank. added to their initial bids. Bidding
Reveal the first card, this is the first Asset raises your Influence, it also Pete and Liz’s bids are tied, so they
continues until one player has the
PHASE SUMMARY The true value of a card is to be auctioned. All players will bid using highest total bid.
gives you control over who fights in
the Games – potentially earning you
then place their 8 Coins on the
table and a second round of bidding
often higher than its Coin concealed bids (as described below). The
1) Open Market even more Influence and Coin! commences. However, they’re both
Value. Other players may pay winning bidder adds the card to their FAILED AUCTIONS
2) Auction House and the next card to be auctioned out of Coins and cannot bid again.
more for a card than the Bank. If all bidders bid no Coins, in the first or
is revealed. As with the Auction, players bid via They both place empty fists over the
3) Bid for Hosting subsequent rounds of bidding, the auction
Concealed Bidding and pay the winning table, bidding nothing.
is a Failed Auction: no one claims the prize
ENDING OPEN MARKET and the card is discarded. Any bids on the bid to the bank. The player with the At this point, it would normally be a
OPEN MARKET When you’ve completed your business
and have no more trades to conduct, pick
table from previous rounds of bidding are winning bid receives the Host marker Failed Auction. But someone has to
returned to the players’ hands. and will be the Host of the following Host, so Liz and Pete both roll a dice.
During Open Market players have the up and conceal your Coins. Picking up Games. Liz wins the dice roll, claims the Host
opportunity to buy, sell and tradeTarget
Asset Dominus
your Coins signals that your Open Market
Cards with other players and selldraws
Assets 2 cards. Note: Bidding for Hosting is when Marker and will Host in the following
business is over. Once all players have
to the Bank. There is no turn order (and only when) the Host marker Arena Phase.
picked up their Coins, Open Market ends Alard is up for bid in the Auction.
during Open Market. Players are free to and the Auction begins. This is the only changes hands. The winning bidder
Everyone extends their closed hands
make deals at will. time when Coins may be concealed. will host the Games this turn and go
containing their bids over the table.
Note: The Open Market stage is Pete bids 0, Sally bids 2, John bids 3
first in the next Intrigue phase.
ENDING
the ONLY TIME Gladiators, Slaves,
Equipment and Guards may change
Remember to keep your Coin
concealed until after you’ve
and Liz bids 3 – John and Liz are tied
for highest bidder and Sally and Pete
All normal bidding rules apply, with one
exception. In the event of a Failed Auction,
MARKET PHASE
hands with other players! bid for Hosting Honours! all the remaining participating bidders roll a Once a Dominus has won the right to
are out of the Auction. John and Liz
Revealing your wealth early gives dice. The Dominus with the highest result Host, players return their remaining
Asset Cards’ Coin Values place their initial bids on the table in
your rivals an advantage. wins the Hosting Honors. Coins to the Treasury on
have no bearing when front of them. In the second round of
their House Cards and the
bidding John and Liz both then add
bartering with other CONCEALED BIDDING Arena Phase begins.
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10 11
ARENA TRIBUTE PLACE WAGERS THE WAGERS
VICTORY (Pays 1 to 1): A Wager placed
Tribute is paid to the owners of favoured After the Combatants are committed,
Combatants. Invited players receive 2 all players may place Wagers on the on Victory is a bet that the selected
In the Arena Phase, Gladiators fight to INVITATIONS DECLINING AN INVITATION Combatant will win the match. If the
bring glory to themselves and Influence to When the first Dominus accepts an (Booooo! Hissss!) Coins per Favour Token or 6 Coins for a Games’ outcome. Wagers are indicated
Champion Token on their Combatants. by placing 1 to 3 Coins on the desired selected Combatant wins, the Bank
their Dominus. Hosting the Games brings Invitation, they choose a Gladiator or pays 1 Coin for every Coin bet. Players
Influence to the Host as they display their If an Dominus is unable or unwilling Tribute is paid after both Invited players betting area and capping the stack with a
Slave from their House and place their participating in the Games are not
wealth and power. to accept an Invitation, they lose 1 have committed their Combatants, House token. Players may place no more
Gladiator Figure on the Arena, on the permitted to bet against their Combatant
Influence. The Host then Invites another before Wagers are placed. See Victory than 3 Coins on any given Wager.
hex marked “I”. The Dominus then places as this would invoke the wrath of the
Dominus. If, after all other players have on page 16 for details about receiving
PHASE SUMMARY their Combatant’s card on the edge of
the Arena, along with any Equipment
been Invited, there is still an opening Favour and Champion tokens.
Note: Betting happens simultaneously,
with all players placing their Wagers
gods!
in the Games, the Host must Invite INJURY (Pays 2 to 1): A Wager placed
1) Honour to the Host Cards the Combatant is using (up to at the same time. If this causes
themselves. Each Favour Champion on Injury is a bet that an Injury will end
2) Hosting the Event one of each type: Weapon, Armour and Token Token disputes or takes an excessively
Special Equipment). Once these card In the unlikely event that only 1 Dominus long time, you may optionally start the match. If either Combatant is Injured,
3) Tribute selections are made they are committed accepts an Invitation, no match is fought, with the Host, and take turns betting the Bank pays 2 Coins for every Coin
and may not be altered. the Arena Phase ends and the next game individually. bet. For details on Injuries, see page 16.
4) Place Wagers
round begins. DECAPITATION (Pays 2 to 1): A Wager
5) Combat! The Host then offers an Invitation to a
second Dominus as above. That Dominus placed on Decapitation is a bet that a
6) Victory and Defeat Hosting players are permitted Pays Pays Decapitation will end the match. If either
then commits their Combatant and to solicit bribes, deals and
Equipment and places their Gladiator Combatant is Decapitated, the bank pays
promises from the other players 2 Coins for every Coin bet. For details on
HONOUR TO Figure on the hex marked “II”. to secure an Invitation (or avoid one!). Decapitation, see page 16.
THE HOST This allows the Host to parlay their
temporary position of authority into Note: When you win a Wager, you
The Dominus who won the Host marker financial and political gain. retrieve the Coins you bet from the
in the previous Market Phase is the Host board in addition to receiving your
this turn and receives 1 Influence for Place your bets!
winnings from the Bank. Lost Wagers
presiding over the Games. are paid to the Bank.
John holds the Host Marker and is
2 Coins 6 Coins
deciding who to offer an Invitation.
AGILE: When defending, may roll SPD He knows he’s going to invite himself Paying Tribute
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It is the Host’s duty to fill 2 openings in and lose her only Gladiator, so she
the Games with worthy Combatants. The declines his Invitation. Liz then loses 1
players should be offered an Invitation
Note: Coins may change hands at any
time, but Asset Cards may not change
Influence. COMBAT!
one at a time. The Host may Invite hands during the Arena Phase. John asks if anyone will pay for an Once all players have finished placing
themselves. Invitation. Pete offers John 3 Coins. wagers, Combat begins.
Note: Throughout the rules, John agrees and invites Pete. Pete
“Combatant” is used to refer to a commits his Combatant’s card to the
Gladiator or Slave selected to fight edge of the Arena along with Trident
in the Arena. The same rules apply to (Weapon), Helmet (Armour) and
both Gladiators and Slaves. Javelin (Special) cards. John then
invites himself and commits Theron to
the Games.
12 13
COMBAT! ATTACKING
Combatants may Attack opponents in
UNOPPOSED ATTACK DICE
In the event that the attacker is rolling
ADDITIONAL EXAMPLES
more Attack Dice than the defender has
Attacker
adjacent hexes. Attacks are resolved
The sands of the Arena are where fortunes
are made, reputations are built and the
DICE AS HEALTH through Opposed Dice Rolling. The
Defence Dice, any unopposed Attack
Dice roll of 3 or greater causes a Wound.
The total number of dice available in attacking player rolls their Combatant’s Unopposed rolls of 1 or 2 are considered
crowd’s appetite is sated. John’s Gladiator has 3 Speed dice,
all three Dice Pools represents the total current Attack Dice Pool and the failed attacks and no Wounds are dealt.
Sally’s has 4. They both roll their defending Combatant rolls their current
Before playing your first game, health of a Combatant. As dice are WOUND! BLOCK BLOCK WOUND!
Speed dice and compare totals. John’s Defence Dice Pool simultaneously. Each
it may be useful to play a few lost from each Dice Pool as a result of UNOPPOSED ATTACK DICE Unopposed
dice total 8; Sally’s dice total 11. Sally player then lines up their dice, highest
Defender
practice fights to make sure you taking Wounds, the Combatant’s ability
chooses to Move and Attack second
Attacker
understand the flow of combat. decreases. This attrition of ability mimics to lowest, creating a Dice String. The
this round. John must Move and combatants then compare Dice Strings:
the reduction of power over the course
Attack first this round. highest to highest, lowest to lowest.
of a long and grueling fight.
ATTRIBUTES Highest Lowest
Every Gladiator and Slave ARRANGING DICE STRINGS WOUND! BLOCK WOUND! FAILED
in the game has three DICE AS HEALTH COMBAT ROUND Attacker deals 2 Wounds.
Attacker
These two dice When comparing Dice Strings,
Defender
Attributes listed down the During a Combat Round, each player are unopposed. you always start with the highest dice.
left-hand side of the card. Moves and Attacks in the order they In this example, you can’t choose to let
These numbers determine choose (Move then Attack, Attack then the attacker’s “5” be unopposed.
how many dice are in each = Move). In some cases, a player will
Defender
Combatant’s Attribute Dice Unopposed Attack dice wound on 3+
VENGEFUL: ATK doubles add one
choose to Move into contact with their
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auto-wound.
Pools. As a Combatant
Attacker
opponent and then Attack. At other
“Greatly he failed, but he had greatly dared.”
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If more Defence Dice are rolled than WOUND! WOUND! WOUND! WOUND!
ATTACK (ATK)
The red dice are rolled for
COMBAT BASICS
auto-wound.
“Greatly he failed, but he had greatly dared.”
MOVING A Wound is successfully caused if the Attack Dice, the lower unopposed
Defender
attacking. The more you have, Each round of Combat begins with the Attack Dice rolled is greater than the Defence Dice are ignored; only the
Combatants making an Initiative Roll. The A Combatant may Move a number of hexes Defence Dice for that position in the higher Defence Dice are used.
the more likely you are to equal to or less than the number of Speed
Wound your opponent. winner of the Initiative Roll then chooses Dice String. Ties go to the Defender.
to go first or second. The first Combatant dice currently in their Speed Dice Pool. UNOPPOSED DEFENCE DICE
then moves and attacks, followed by the COMPARING DICE STRINGS Highest Lowest
DEFENCE (DEF)
Attacker
If you’re a lot slower than your
The black dice are used for second Combatant moving and attacking.
Attacker
opponent, you’ll find yourself The defender rolled well,
defending. The more you This makes up a single Combat Round. but the attacker rolled better!
constantly outmanoeuvred!
have, the more likely you Low Unopposed
Defence dice
are to Block your opponent’s
COMBAT INITIATIVE are ignored.
4
attacks. WOUND! WOUND!
To determine Initiative, each player rolls WOUND! BLOCK BLOCK WOUND!
3
Defender
SPEED (SPD) their Combatant’s available Speed dice
Defender
The blue dice are used to and totals the result. The Player with
2
determine who goes first the higher total wins Initiative and may
in Combat. The number of choose to go first or second this combat
round. In case of a tie, roll again. Highest Lowest
Speed dice in your Dice Pool
determines how many hexes
you can move.
1 Attacker deals 2 Wounds. With double the
DEF, you can still roll poorly!
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SPECIAL ABILITIES EQUIPMENT ATTACK RE-ROLLS: Some
Equipment allows you to re-roll one
IGNORE WOUND: Some
Equipment allows you to ignore a
ABILITIES Attack Dice. This may be done every Wound. After the Attack and Defence
Some Gladiators and Slaves have Special The Market Deck contains a variety time you Attack. Dice Strings have been compared, but
Abilities on their cards. These Special of different Weapons, Armour and before surrendering any dice, you may
Abilities may contradict some of the Special Equipment Cards. Every piece DEFENCE RE-ROLLS: Some ignore one of the wounds.
Sally has three Slaves in her House, Sally has a Sword card which grants Equipment allows you to re-roll one
standard rules. In all cases, rules on the two of which are Exhausted. She plays her 1 ATK re-roll. In Combat, her of Equipment gives your Combatant an
cards take precedence over the rulebook. advantage in the Arena. Some types of Defence Dice. This may be done every EXTRA WOUND: Some Equipment
the Scheme Illicit Services, which Attack Dice String is: 6-4-3. Her time you roll your Defence dice. allows you to deal an extra Wound.
pays 2 Coins per Ready Slave. Sally opponent rolls 6-4-2. Without the Equipment may be used every Combat
Round, other types may only be used After the Attack and Defence Dice
ATTACK RANGE: Some Equipment
EXHAUSTING has 1 Ready Slave so receives 2 Coins:
her 2 Exhausted Slaves do not count
re-roll, she would do 1 Wound. She
decides to re-roll her 3. The re-rolled once per Combat. allows you to Attack from a greater
Strings have been compared, but before
A CARD towards the Scheme. dice comes up 5, making her Dice Equipment Cards represent money distance. Normal Attacks must be made
surrendering any dice, you may add a
Wound to the number of Wounds dealt.
Many cards’ Special Abilities will String 6-5-4, resulting in 2 Wounds! and training invested by the Houses to from adjacent hexes. For example, a
Pete then plays Incite Rebellion on
state “Exhaust to...”. This will often be Sally, forcing her to discard a Slave. prepare their Gladiators for the Arena Trident is an “Attack Range: 2” Weapon NET: The Net is a specialized piece of
preceded by when the Special Ability rather than representing a single sword so may be used to Attack opponents Equipment that allows your Combatant
She must discard her remaining Ready
may be used. When instructed by a card within 2 hexes. to seize Initiative at a crucial moment.
to Exhaust, flip the card face down and
Slave, as her Exhausted cards are not
eligible.
DOUBLES & TRIPLES or helmet.
SPEED ATTACKS: Some Attacks
Before rolling Speed Dice to determine
then apply the rule. Face-up cards are Many Gladiators have Special Abilities EQUIPPING YOUR (such as those made with a Javelin) use
Combat Initiative, you may Exhaust your
considered Ready. John then plays the Reaction Empty that are triggered when the Gladiator GLADIATOR Combatant’s Net to automatically win
Brothel on her! Even though Sally your Gladiator’s Speed Dice instead of the Initiative roll. There is no Initiative
rolls doubles or triples. Re-rolling a dice After selecting a Gladiator or Slave to
still has 2 Slaves, she counts as having their Attack Dice. The Attack is resolved roll in the Combat Round in which a Net
can result in doubles or triples. fight in the Arena, you may equip your
none, since they are both Exhausted. per the normal rules. Simply roll your is used.
Note: Each dice can only count Combatant with up to 1 of each type of
Liz owns Pietros whose Special Ability She loses 1 Influence. current Speed Dice instead of your
towards one set of doubles or triples. Equipment: 1 Weapon Card, 1 Armour
is “SKILLED: (Intrigue) Exhaust to gain Attack Dice. This Speed Attack is made
Rolling three 5’s could count as either Card and 1 Special Card.
1 Coin”. In the Intrigue Phase, Liz instead of your normal Attack, not in
a double or a triple, but not multiple addition to it.
exhausts Pietros, flips him face down
and takes a Coin from the Bank.
RE-ROLLING DICE doubles.
Some Equipment and Special Rules allow you
to re-roll a dice. When you have the ability to
re-roll a dice, it is your choice which dice to
OPTIONAL RULES
EXHAUSTED CARDS re-roll. Only the final result counts.
1) Alard is fighting in the Arena. His
Exhausted cards may not be used in Special Ability states “DEF triples cause Here are some optional rules you can If two Combatants tie on their highest
any way – they are effectively out of one auto-wound to attacker”. When use to vary the way the game plays. They pair, discard those dice and compare
Just because you have the
the game until they are Refreshed in rolling his 4 DEF dice, he rolls 4,3,3,2. add a little more nuance to the game at the next highest dice to determine
ability to re-roll a dice, doesn’t
the following Upkeep. With his Helmet, Alard then re-rolls the price of a little extra complexity. which has the Initiative over the other.
mean you have to use it. It may
Exhausted cards don’t the 2 and gets a 3 instead. His Defense If a Combatant runs out of dice, the
sometimes be in your best interest to
other Combatant wins Initiative if any
count towards Schemes,
are not counted
hold back! String is now 4,3,3,3. Woo Hoo!
Triples! Regardless of his attacker’s COMBAT INITIATIVE of their remaining dice have a roll of 3
during Balancing the ATK roll, Alard deals a wound to his Instead of adding a Combatant’s Speed or greater. If the results are still a tie,
Unless explicitly stated otherwise, re- dice together with the higher total the two Combatants re-roll their Speed
Ledgers, may not fight attacker.
rolls only apply to your own dice rolls. winning Initiative, create a Dice String Dice Pool and compare the new rolls.
in the Arena, may not be 2) Spartacus’s Special Ability is “ATK
You can’t use a Helmet, which allows you with each Combatant’s Speed Dice Pool
bought, sold or traded doubles add 1 auto-wound”. He
to re-roll a DEF, to make your and lay out the Dice Strings in the same
and are not eligible
to be discarded for
opponent re-roll one of attacks and rolls 2-2-1-1: normally a way as you do when attacking. Starting HOUSE SPECIAL
any reason.
their DEF! terrible Attack. However, his Special
Ability will deal 2 Wounds to the
with the highest pair, the player with the RULES
In the event both players higher score in that pair wins Initiative. Rather than allowing players to use
Defender, regardless of their Defence
have re-rolls, the re-rolls the special rules on their House Tile
Dice String.
should be simultaneous. multiple times in the Intrigue Phase,
allow them to use each special rule
once per Intrigue Phase.
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1
UPKEEP: pg 5
REFRESH CARDS: Flip uninjured, Exhausted cards face up.
HEAL INJURIES: Make Healing Rolls for Injured Assets.
BALANCE THE LEDGERS: Pay 1 Coin per Ready Gladiator, Earn 1 Coin per Ready Slave.
2
INTRIGUE: pg 6
TURN SUMMARY
3
MARKET: pg 10
OPEN MARKET: Players are free to buy, sell and trade Assets with each other and the Bank.
AUCTION: Deal cards from the Market Deck face down. Reveal the cards and bid.
BID FOR HOSTING: The winning bidder hosts the following Arena Games.
ARENA: pg 12
4
HONOR TO THE HOST: The Host gains 1 Influence.
HOSTING THE EVENT: The Host invites 2 players to the Games.
TRIBUTE: Players are paid for any Favour or Champion tokens their Combatants possess.
PLACE WAGERS: All players may wager on the outcome of the Games.
COMBAT! For details on Combat rules, see page 14.
VICTORY AND DEFEAT: The victorious Combatant receives a Favour token, wagers are settled and the Host
exercises The Power of Life & Death.
Gale Force Nine and GF9 TM Gale Force Nine LLC. Game Design © Gale Force Nine 2020.
Gale Force Nine is a Battlefront Group Company. Dice Attribute System mechanics patent pending 2012.
www.GF9.com
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