Arena Rex
Arena Rex Rulebook
Table of Contents
Table of Contents
- Anatomy of a Card
- Measuring
- Turn Order
- Fatigue Levels
- Turn Structure
- Clear Turn
- Last Man Standing
- Actions
- Reactions
- Combat
- Damage Tree
- Damage Tree Results
- Pushing
- Vitality Bar
- Favor Dice
- Terrain
- Building a Cohort
- Gladiators
- Beasts
- Titans
- Displacement
- Mounts
- Stages
- Tactics
- Ludus Benefits
- Ludus Magnus Benefits
- Legio XIII Benefits
- Morituri Benefits
- Zephyri Benefits
- Play Area
- Scenarios
- Additional Terms
- FAQ and Errata (24 March 2019)
Anatomy of a Card
All models have corresponding game cards that describe their abilities and statistics. The information on these cards is referenced throughout gameplay. When asked, players must share the information on their models' game cards with their opponents.
- I - MOV - Movement: The maximum number of inches a model may advance during a Move Action.
- II - ATK - Attack: The number of dice (d6) a model rolls when making an attack.
- III - DEF - Defense: The number of dice (d6) a model rolls when defending an attack.
- IV - ARM - Armor: Damage taken from attacks is reduced by this amount.
- V - Model Name - Some abilities will reference specific models by name.
- VI - Damage Tree - See page 7 for details.
- VII - Abilities and Effects
- VIII - Vitality Bar - Damage taken is tracked here, from left to right.
- IX - Model Type: Models affiliated with a Ludus will have the Ludus's corresponding icon. The Titan and Beast model type is also listed here.
- X - Rule Descriptions: Special rules and abilities are explained here.
- XI - Base Size
Measuring
At any time during the game, players may measure the distance between two models. The distance between two models is the shortest straight-line distance between their bases.
Turn Order
Arena Rex consists of alternating turns in which players activate a single model. This activation may involve multiple actions, each of which may cause the activated model to gain fatigue.
Moving, Attacking, and Power Attacking are the basic options accessible to any model during its activation.
Activating a model allows it to move once without gaining fatigue. Further actions, such as attacks or additional movement will cause the active model to gain fatigue. An activated model may continue acting as long as it does not exceed the Exhausted state.
Fatigue Levels
There are three fatigue levels in Arena Rex: Ready, Fatigued, and Exhausted.
When a model gains a fatigue, it moves from Ready to Fatigued, or from Fatigued to Exhausted. When a model removes a fatigue, it moves from Exhausted to Fatigued, or from Fatigued to Ready.
Exhausted models may only remove fatigue during a clear turn, or as the result of a special ability.
Fatigue tokens are used to track the fatigue level of models in play. Fatigue tokens must be placed on the game board next to the model whose fatigue level they are representing.
Ready (0 fatigue) - A model that begins the turn Ready may activate during its player's turn. Ready models may make a reaction during the opposing player's turn.
In play, Ready models do not have fatigue tokens.
Fatigued (1 fatigue) - A model that begins the turn Fatigued may not activate that turn. A fatigued model may not make a reaction as long as it is Fatigued. At the beginning of each of your turns you may remove a fatigue from a friendly Fatigued model (NB: they still began the turn fatigued).
In play, Fatigued models are indicated by fatigue tokens placed flat side up.
Exhausted (2 fatigue) - A model that begins the turn Exhausted may not activate that turn. An Exhausted model may not take an action or make a reaction as long as it is Exhausted. You may only remove fatigue from an Exhausted model during a clear turn or as the result of a special ability.
When an attack is declared against an Exhausted model, the attacker generates one additional success. In addition, if the attack is successful the attacker also generates a free push result (arrow icon) which must be resolved before or after any box on the attacker's damage tree.
In play, Exhausted models are indicated by fatigue tokens placed theta side up.
Caveat: You may not declare an action with an exhausted model, even if it was your first (free) move action.
Turn Structure
If none of your models are Ready you must initiate a clear turn instead of the following normal turn structure.
Step 1: You may remove a fatigue from a friendly Fatigued model. That model may not activate this turn.
Step 2: Activate a Ready model. You may not activate a model that began the turn Fatigued or Exhausted. You may declare actions with the active model. You may not declare actions that would cause the model to gain fatigue beyond the Exhausted state.
Step 3: Once you choose to declare no further actions or are unable to take further actions with your activated model, the turn passes to your opponent.
Caveat: You do not have to continue acting with a model until it is Exhausted; you may end the model's activation after resolving any action.
Clear Turn
When all of your models start the turn Fatigued or Exhausted, a clear turn is initiated. During a clear turn you will not activate a model as normal. Instead each model in your cohort removes 1 fatigue, even if Exhausted.
After you have removed fatigue, you may also use Tactics, riders may Mount or Dismount, and Beasts in the cohort go Wild. The order in which these occur is determined by the active player.
Tactics are special bonuses and abilities that may only be activated during the Clear Turn. Tactics are outlined on page 15.
Last Man Standing
The Last Man Standing condition applies on any turn in which the active player began their turn with only a single model remaining in play. Each turn under the Last Man Standing condition is considered a clear turn with the following exceptions: The remaining model removes all fatigue and may activate at the end of the clear turn.
Caveat: Tactics may still be used during a Last Man Standing clear turn.
Actions
The basic actions that may be declared by any model are:
Move Cost: A model's first move during its activation is free. Gain 1 fatigue for each additional move. Effect: Move up to the model's MOV value in inches. Models may not move through hazards or other model's bases.
Attack Cost: Gain 1 fatigue. Effect: Target an enemy model within the engagement range of the attacking model. Resolve the attack as described in the Combat section.
Power Attack Cost: Gain 1 additional fatigue level to upgrade an Attack action to a Power Attack. Trigger: After you declare an Attack action, but before dice are rolled. Effect: During this attack, the attacker may re-roll any unsuccessful dice once.
Reactions
Ready models may react during an opponent's turn. Reactions do not prematurely end the active model's turn, they simply interrupt it.
You may only declare Reactions with Ready models. You may only declare one Reaction a turn and only during an opponent's turn.
Reaction: Move Cost: Reacting model gains 1 fatigue. Trigger: After an enemy model resolves a Move Action. Effect: Make a standard Move Action. Models may not move through hazards or other model's bases.
Reaction: Opportunity Attack Cost: Reacting model gains 1 fatigue. Trigger: After an enemy model declares a Move Action while in the reacting model's engagement range. Effect: Roll ATK +1 bonus success versus opposing DEF of that enemy model.
Reaction: Counterattack Cost: Reacting model gains 1 fatigue. Trigger: After an enemy model declares an Attack Action against the reacting model. Effect: Roll your ATK instead of DEF against the attack. If you roll more net successes than the attacker, resolve those net successes as if you had made a successful attack. Declaring a Counterattack reaction is not considered declaring an attack against the opposing model.
Reaction: Assist Cost: Reacting model gains 1 fatigue. Trigger: After an enemy model declares an Attack Action against another friendly model. Effect: If the defending friendly model or the attacking enemy model is within the reacting model's engagement range, add the reacting model's DEF to the defender's DEF. Models that are unable to add their DEF do not pay the cost of this reaction, though they have made a reaction.
Combat
Combat in Arena Rex has been designed to be as streamlined as possible. Models have a simple 1" engagement range. There is no facing; models can fight freely in a 360 degree arc around their base. Line-of-sight rules aren't necessary because there are no ranged attacks - all of the action in Arena Rex is up close and personal.
Engagement Range: The 1" engagement range is measured from the base edge. Models with any part of their base within this range are engaged.
At its simplest, combat is an opposed roll between the attacker and the defender. To resolve an attack, the attacker rolls a number of six-sided dice (d6's) equal to their ATK and the defender rolls a number of d6's equal to their DEF. Any die that rolls a four or higher (4+) is counted as a success. The defender's successes are subtracted from the attacker's; if the attacker has any remaining successes (net successes) it is considered a successful attack. The number of net successes determines the effectiveness of the attack. Successful attacks in the arena can come in many forms, and this is represented in Arena Rex by a model's damage tree.
Damage Tree
After making a successful attack, apply your net successes to the attacking model's damage tree, beginning at the top and moving downward. You must follow a path downward between connected boxes on the tree in one continuous line.
(Illustration: valid paths for an attack that generated 4 net successes.)
Any effects applied are resolved in the order they appear on the tree, then damage is totaled and applied at the end of the attack. If the resolution of any effect leaves the attacker or defender positioned such that the attacker no longer engages the defender, the attack cannot continue, and any successes not yet applied are lost.
The defending model's ARM stat is subtracted from the attack's total damage.
Caveat: ARM is only subtracted from damage originating from a damage tree. Other effects that do damage ignore ARM.
Damage Tree Results
Damage (any number) (number box) - The amount of damage this box generates.
Push + 1 damage (arrow box) - The defending model is pushed 1" directly away from the attacking model. This push is mandatory. The attacker may make a follow-up move of up to 1", which must be toward the defender.
Fatigue + 1 damage (up-arrow box) - The defending model gains one fatigue.
Favor + 1 damage (laurel box) - The attacking model earns one Favor die for its controller's pool.
Reposition + 1 damage (circular-arrow box) - The attacking model may move 3 inches. If a model is not engaged at the end of its reposition movement, it may immediately end its activation to remove a fatigue.
Caveat: Reacting models are not activating, therefore do not remove fatigue after Repositioning.
Special + 1 damage (star box) - This symbol denotes a unique result which will be described under the model's special rules.
Pushing
A push result on the damage tree moves an enemy model 1" directly away from the attacker. The attacker may make a free follow-up move after each push. A follow-up move is a 1" move toward the pushed model. Pushes are resolved individually, and in order.
Example: Noxius pushes Iason. 1: Iason is pushed 1" directly away from Noxius's original position. 2: Noxius follows-up, moving 1" toward Iason's new position.
The first time during each attack you push an enemy model into base contact with a friendly model, generate an immediate additional success on the attack.
Exhausted models are easier to push, and successful attacks against them generate a free push result (arrow icon) for the attacker, resolved before or after any box on the attacker's damage tree. This is in addition to the free additional success.
Caveat: Remember, the defender must be Exhausted when the attack is declared for their attacker to benefit from these effects.
Large Defenders are more difficult to push. If the defender is on a larger base than the attacker, the defender resists 1 push generated by the attack.
Resisted pushes: If a defender resists a push, the damage for the push result is still applied, but the push movement and follow-up do not occur.
Vitality Bar
After the total damage is calculated from the attacker's successes and damage tree, it is reduced by the defending model's ARM stat. The wounded model marks the remaining damage by filling an equal number of boxes on their Vitality Track, from left to right. All damage from a single attack is considered to be marked simultaneously.
Vitality boxes can also trigger effects when marked. The most common effect earns Favor. When a Favor box (laurel icon) is marked on a model's vitality track, that model's controlling player adds a Favor die to their pool. Stars (star icon) or other icons in a vitality box denote a unique effect that is activated when the box is marked (the effect will be described on the model's game card).
Caveat: Some special abilities allow players to choose Favor or another effect when a vitality box with laurels is marked. These models have modified Favor boxes (laurel icon with a downward arrow) on their vitality track as a reminder of these additional options.
When a model has no remaining unmarked boxes on its Vitality Track, it is defeated. Remove it from play.
Favor Dice
The Favor of the crowd is a concrete resource in Arena Rex. It fuels many special abilities and can be used to enhance attack and defense rolls.
Each player begins the game with 3 Favor in their pool. The player and any model in their cohort may spend from this pool. Whenever Favor is earned, it goes into the shared pool.
As long as a player has Favor in their pool, they may spend it on Tactics, or their models may spend it to add to attack or defense rolls, or to activate special abilities. Each model may spend up to 2 Favor dice a turn. When Favor is spent to enhance an attack or defense roll simply add it to your pool of ATK or DEF dice and roll it along with them.
A 4+ on a Favor die counts as 2 successes.
The attacker must first declare how many Favor dice they will spend on the attack roll before the defender is required to declare how many Favor dice they will spend.
Favor is considered to be spent by a model only when that model adds Favor to attack or defense rolls or uses Favor to trigger its abilities. Favor spent on Tactics is considered to be spent by the player and is only limited by the player's Favor pool.
Favor Dice are earned through various means, the most common of which are marking (laurel icon) vitality boxes, damage tree boxes, and special abilities.
Players also earn Favor for the following:
The first model per game to attack an enemy model earns a Favor.
Earn 1 Favor at the end of your activation if during that activation, an enemy model suffered damage from a hazard and was defeated.
Terrain
Hazard: (Column, Wall, Rubble) - The first time during each attack a model is pushed into base contact with a hazard it gains one fatigue.
Wounding Hazard: (Spikes, Blades, Fire) - The first time during each attack a model is pushed into base contact with a wounding hazard, it suffers 3 damage. This damage ignores ARM. A Wounding Hazard is considered a hazard.
Lethal Hazard: (Cliff, Pit, Deep Water) - If any part of a model's base touches a Lethal Hazard, that model is defeated. Mark any remaining vitality boxes and resolve their effects (if any). Then remove the model from play. Any additional successes after a model is pushed into a Lethal Hazard are lost.
Caveat: Falling: (Bridges, Catwalks, Shallow Pits, Ramps) - In Arena Rex, most falls are treated as Lethal Hazards. You may agree with your opponent to treat falls from certain minor elevation changes as Hazards or Wounding Hazards instead.
Living Hazard: Beast models may be placed in the arena as living hazards. Living hazards are not controlled by either player and do not activate unless triggered. If a model is pushed and ends up within 3" of a living hazard as the ultimate result of an attack or special rule, the living hazard will activate and attack the pushed model. The hazard will move up to its MOV stat to engage the pushed model if necessary, by the most direct path possible, and will move around other hazards and models to do so, if necessary.
When a model is attacked by the living hazard, their opponent rolls the attack dice and selects the damage tree effects. Favor boxes on the damage tree generate favor for the player who rolled the attack dice.
Damage applied to a living hazard is applied to its vitality track as normal. When a favor box is struck the model who caused the damage earns the favor.
If a living hazard is attacked, it will respond in kind. Immediately after resolving an attack against a living hazard, treat its attacker as though it had been pushed and ended up within 3" of the hazard.
Living hazards are not affected by the Taunt special rule.
Living hazards will not gain fatigue for any reason, and cannot pay fatigue costs.
When living hazards attack a mounted pair, randomize (evenly) whether they attack the mount or rider.
Chained: Models may be chained to other models or terrain features. The chain's length is determined before the game begins (generally 4"). A model must always remain within the chain's length of whatever it is chained to. If a push would move a chained model more than the chain's length away from its counterpart, halt the push at the chain's length and treat the pushed model as having hit a hazard. If a shift would move a chained model more than the chain's length away from its counterpart, halt the shift at the chain's length.
When a chained model is defeated its chain is broken (one way or another).
Duel Zone: (Ring of Fire, Raised Platform, High-Visibility Area) Places of prominence in the arena may be designated as Duel Zones. Models within a Duel Zone earn one additional Favor whenever they earn Favor. When either player initiates a clear turn and controls a Duel Zone that player earns one Favor. A player controls a Duel Zone when they have models within that duel zone and their opponents do not.
Caveat: Pushing models into hazards is an important part of Arena Rex. At least a couple of Lethal or Living Hazards should be included in any proper arena! Be sure to include several obstacles as well.
Get creative with your gaming board. Arena Rex was developed in a 30" diameter circular arena. This keeps the action close, but still gives plenty of room for maneuvering. We did not specify an official board size (or shape) to allow gamers and modelers to be free to explore the world of Arena Rex. Want to fight in a simple arena, in a pit, on a plateau, on a frozen pond? It's up to you.
Building a Cohort
The group of miniatures each player selects for a game is their Cohort. Before the beginning of a game, both players decide on the number of combatants in each Cohort. We recommend 3v3 for novices and 5v5 to 8v8 for seasoned miniature gamers.
In general, each model counts as one combatant. Models with multiple Stages count each of their Stages as one combatant during list building.
Gladiators
Gladiators are the staples of the arena, and are at the heart of Arena Rex's rules. Models which are not Beasts or Titans are Gladiators.
Beasts
Beasts can be played as part of a cohort, included in the arena as a living hazard, or used as a scenario objective.
When played as part of a cohort, Beasts activate and react like any other model. All beasts are Wild.
Wild: Beasts are not trained members of a Ludus and present a danger to all combatants in the arena.
During its cohort's clear turn, a Beast must attempt to attack the nearest model that is not a hazard. The Beast does not gain a fatigue to make this attack. It cannot be upgraded to a power attack. If the Beast is not engaging any models that are not hazards, it will move up to its MOV to engage the nearest model, by the most direct path possible, and will move around other hazards and models to do so, if necessary before making the attack. If there are multiple closest models equidistant to the Beast, randomize which one is attacked.
The attack roll and resolution of any result on the combat tree are adjudicated by the opponent of the model being attacked by the Beast. Either player may add Favor to the attack roll from their Favor pool.
Titans
Titans can be played as part of a cohort, included in the arena as a living hazard, or used as a scenario objective.
Immovable: Titans are accustomed to holding their ground. Titans resist all pushes and may not be shifted or Displaced.
Unstoppable: Titans can move through non-Titan models. During their activation, Titans can end a Move Action overlapping the bases of non-Titan models. If a Titan ends a Move Action overlapping the base of a non-Titan, that model is Displaced.
Displacement
Models Displaced by another model are placed by their controller in base contact with the displacing model.
If models from more than one cohort are Displaced, all models from a single cohort are placed at once, the active player determines the order in which the cohorts are placed.
If a model cannot be placed in base contact with the Displacing model because of a hazard, it suffers the effects of that hazard, then is placed in base contact with another model in base contact with the Displacing model (if it has not been defeated).
Example: Nero ends a Move Action with his base overlapping all other models in this example; they are Displaced and temporarily removed from play. Nero's controller decides his opponent will place their models first. Sven and Frigge are placed anywhere in base contact with Nero. Nero's controller places his models anywhere in base contact with Nero. The Displacement is complete and Nero's activation may continue.
Mounts
Mounts may be included in a cohort with or without their rider. If taken in a cohort with their rider, they can work together in a few unique ways.
Mounting and Dismounting: During a clear turn, a rider may become mounted if it is in base contact with its mount. When the rider becomes mounted, remove their model from the arena - the pair now share the space of the larger model's base, and the rider is treated as having the same base size as the mount. Mounts making a wild attack will not attack their own rider while that model is mounted. During a clear turn, a rider may also dismount, in which case their model is returned to the arena anywhere within 1 inch of the mount. Mounting and Dismounting may only occur when both models are ready. The pair may begin the game either mounted or dismounted.
Caveat: If a player has only a mounted pair remaining in play, the Last Man Standing rules do not apply to the pair.
Activating: When mounted, treat both models as sharing a single activation. The Favor spend limit applies to each model individually.
Movement: When mounted, use the mount's MOV to resolve all Move Actions and reactions. Mounts and riders will benefit from each other's special rules that directly affect the movement of the mounted pair (e.g. Titans with a Gladiator Rider can still Displace when mounted)
Attacking: The first time a mounted pair attacks during its activation, an attack is made by both the mount and the rider. The active player declares which model attacks first. The mount and rider may each choose targets independently. The defender may choose which of the attacks they react to, if reacting. Additional attacks may be declared by the rider or the mount.
While mounted, neither mounts nor riders may declare power attacks
Fatigue: When mounted, the pair shares a single fatigue level. Either may make a reaction, in which case the pair gains a fatigue. When the pair is separated, each model retains the shared fatigue level.
Attacking a mounted model: When attacking a mounted pair, either the mount or rider may be declared the target of the attack.
Pushed Rider: If an attack targeting the rider successfully pushes the rider, the rider is forcibly dismounted. If this happens, place the rider in base contact with the mount, directly opposite the attacker, then resolve the push.
The mount keeps the fatigue level previously shared by the mounted pair, and the rider is exhausted.
If the rider cannot be placed directly opposite the attacker due to a hazard or model, apply the effects of a push contacting the obstructing model or hazard, then treat the rider as having been displaced by their mount.
Example: Sven pushes a mounted Septimus. The rider is placed in base contact with his mount, directly opposite his attacker. Then a 1" push is resolved.
Defeated models: If a mount is defeated while mounted, place the rider anywhere completely within the base area of the mount, and then exhaust the rider. If the rider is defeated while mounted, a mount will continue to fight on its own. If the mount is a Beast, it will immediately make a wild attack if the rider is defeated while mounted. Note that wounding and lethal hazards apply to both the mount and the rider, since they share the same base.
Stages
Certain models have multiple game cards. These models function slightly differently than normal Gladiators, Beasts, and Titans. As the fight goes on, these models will progress through Stages.
Each Stage has its own card, with its own stat line, damage tree, vitality track, and traits. The model is treated as if that is their only card while it is active, and each Stage must be played in order.
Each Stage lasts until its vitality has been reduced to 0. Additional damage does not carry over to the next Stage. Replace the model's game card with the next Stage and exhaust the model. When a model's final Stage has had the last vitality box marked, it has been defeated.
Caveat: Models with multiple stages have a Roman numeral to the left of their vitality bar as a reminder of what stage the card represents.
The final vitality box on a model with further stages is modified (a box containing a Roman numeral). The Roman numerals within represent the next stage. This is a vitality box, and needs to be marked before the model will progress on to the next stage. Remember, excess damage does not carry over.
Tactics
Tactics are special bonuses and abilities that may only be activated during the Clear Turn. All cohorts have access to the following standard Tactics:
Maneuver - Cost: 1 Favor You may declare a standard Move Action with a friendly gladiator model at no fatigue cost. Maneuver can only affect each model once per clear turn.
Recover - Cost: 1 Favor Remove 1 fatigue from a model in your cohort.
Incite - Cost: 1 Favor Take a single action with a Living Hazard. For the duration of that action, treat it as if it were part of your cohort. Each Living Hazard may only be affected by this Tactic once per clear turn.
Ludus Benefits
In Arena Rex, game factions take the form of famous Ludi that inhabit our world. When building a Cohort to fight in the arena you may take any mix of Gladiators, Beasts, and Titans you desire.
If at least 75% of the Gladiators in your cohort are from the same Ludus then you gain access to that Ludus' bonus abilities and Tactics, known as Ludus Benefits.
Ludus Magnus Benefits
Flourish - Passive Ability - Ludus Magnus gladiator models in your cohort earn one Favor if, during an attack or counterattack they reach the bottom of their damage tree and still have one or more unapplied net successes.
Circus Maximus - Passive Ability - Ludus Magnus gladiator models in your cohort may spend up to 3 Favor dice per turn.
Rouse - Tactic - Cost: A Ludus Magnus gladiator model in your cohort gains a Fatigue - Earn 1 favor. This tactic may only be used once per clear turn.
Legio XIII Benefits
Echelon - Passive Ability - Legio XIII gladiator models in your cohort may move through other Legio XIII gladiator models in your cohort. During their activation, they may end their movement actions overlapping the bases of other Legio XIII gladiator models in your cohort. Any models overlapped in this way are Displaced.
Maniple - Tactic - Cost: 2 Favor - Each Legio XIII gladiator model in your cohort may immediately Reposition.
Morituri Benefits
Will of Antony - Passive Ability - Models in your cohort remove all Fatigue during a clear turn.
Cleopatra's Gift - Tactic - Cost: 2 Favor - Immediately trigger the SKL effect of a model in your cohort. Each model's SKL effect can only be triggered once per clear turn.
Offering - Tactic - Cost: Deal 2 damage to a friendly model - Earn 2 Favor. This ability may only be used once per clear turn.
Zephyri Benefits
Brave - Passive Ability - Zephyri gladiator models in your cohort may react while Fatigued or Exhausted. If they do, instead of gaining a Fatigue they spend 1 Favor and suffer 3 damage.
Ambush - Tactic - Cost: 1 Favor - Choose a Zephyri gladiator model in your cohort, and immediately resolve an attack with 1 net success against a model engaged by it. This tactic may only affect each gladiator once per clear turn.
Blood Brothers - Tactic - Cost: A Zephyri gladiator in your cohort takes 2 damage - Another Zephyri gladiator in your cohort heals 2 vitality. This tactic may only affect each gladiator once per clear turn.
Play Area
Size: Your play area can be of any size or shape. Experiment with your arenas and scenarios.
Deployment: The winner of a dice-off decides who will take the first turn. The first player will deploy their entire cohort before the second player. Each model in a cohort should be within 1" of another model in that cohort. We recommend starting a game with your cohort about 24" from your opponent's.
Scenarios
The following game-play scenarios can add variety and a bit more flavorful history to the world of Arena Rex. They are meant simply as guidelines that we feel work well; we encourage you to modify them or create your own.
Munus
A classic match evolved from funereal traditions, the Munus is a standard combat between equally matched cohorts.
Deployment: Cohorts deploy in base contact with their controlling player's arena edge.
Cohorts: Both players bring cohorts of equal value.
Restrictions: None.
Victory Conditions: The last player with models remaining in the arena is the victor.
Primus Superiorum
A longer match, representing a full day of spectacle and bloodshed. Cohorts of gladiators are matched against their opponent's titan, and then the tables are turned. The victors are then pitted against each other for the ultimate glory.
Sequence: This scenario has 3 rounds. In the first round, one player's titan battles the other's cohort. The second phase reverses the roles. Undefeated models return to fight in the third round.
Favor pools and damage carry over from round to round.
Deployment: In the first two phases the Titans deploy in the center of the arena, and Gladiators deploy in base contact with their controlling player's arena edge. In the third phase both player's surviving models deploy in base contact with their controlling player's arena edge.
Cohorts: Both players bring cohorts of equal value.
Restrictions: Each player must include a single Titan, and any remaining models must be Gladiators.
Victory Conditions: The last player with models remaining in the arena in the third round is the victor.
Venatio
A cohort of gladiators must fend off the vicious and spectacular beasts that surround them.
Deployment: The gladiator player deploys his cohort at the center of the arena. The beast's controller deploys his beasts anywhere in the arena, at least 15" away from the gladiators.
Cohorts: Both players bring cohorts of equal value.
Restrictions: One cohort is all beasts, one cohort is all gladiators.
Victory Conditions: The last player with models remaining in the arena is the victor.
Damnatio
A gladiator scheduled for execution joins one player's cohort. Their opponent must eliminate the condemned gladiator.
Deployment: Cohorts deploy in base contact with their controlling player's arena edge. The defender places a 6" diameter duel zone touching their arena edge, the condemned model may not leave the duel zone, it is chained to a pillar (or other terrain feature) at the center.
Cohorts: Both players bring cohorts of equal size, then the defender adds the condemned gladiator to their cohort. The condemned gladiator is randomly selected from the available models not included in any cohort.
Restrictions: The condemned gladiator may not have more than one stage.
Victory Conditions: If the condemned gladiator is defeated the executioner is the victor. The defender is the victor if they are the last player with models remaining in the arena.
Vinculi
Both players must defeat their opponent's condemned gladiator while keeping their own safe.
Special Rules: The condemned gladiators are chained to another model in their cohort. The chained models may never be more than 4" apart.
Deployment: Cohorts deploy in base contact with their controlling player's arena edge.
Cohorts: Both players bring cohorts of equal size. Both players add a condemned gladiator that is randomly selected from the available models not included in the cohorts.
Restrictions: The condemned gladiator may not have more than one stage.
Victory Conditions: The last player with a condemned gladiator remaining in the arena is the victor.
Duellum
Two Gladiators take center stage while their cohorts jockey for position and favor. The grand melee begins when one of the duelists falls.
Special Rules: Each player secretly selects one gladiator from their cohort to take part in the duel. Dueling models may not voluntarily leave the duel zone. No other models may enter the duel zone until one of the dueling gladiators is defeated or pushed completely outside of the zone. Dueling models must be activated if they are Ready.
Deployment: A 5" diameter ring is placed at the center of the arena, this is the duel zone. The dueling gladiators are deployed in base contact with one another at the center of the duel zone. Remaining models deploy in base contact with their controlling player's arena edge.
Cohorts: Both players bring cohorts of equal value.
Restrictions: Each player must bring at least one gladiator. Gladiators selected for the duel may not have more than one stage.
Victory Conditions: The last player with models remaining in the arena is the victor.
Geminae
Rival cohorts vie for control of the heart of the arena and the love of the crowd.
Special Rules: Place 2 duel zones in the arena (5" diameter).
Deployment: Cohorts deploy in base contact with their controlling player's arena edge.
Cohorts: Both players bring cohorts of equal value.
Restrictions: None.
Victory Conditions: The first player to control both duel zones is the victor. The last player with models remaining in the arena is the victor, otherwise.
Additional Terms
Away: Movement away from a point (or another model) as long as it is not moving toward that point (or model). As long as the distance between the two never decreases, you are free to move along any path.
Caveat: Models that begin in base contact and are pushed/shifted 1" should be considered within 1" at the end of that movement.
Toward: Movement toward a point (or another model) as long as it is not moving away from that point (or model). As long as the distance between the two never increases, you are free to move along any path.
Directly Toward/Away: Movement directly toward or away from a model must be along the straight line formed by the center of the two bases.
Engaging: A model is engaging an enemy model if the enemy model is within its engagement range.
Engaged: A model is engaged by an enemy if it is within the engagement range of that enemy.
d3: A three sided die; or more commonly, half the result of a d6, rounding up.
Shift: A shift is similar to a push, with the exception that it stops immediately before base contact with other models or hazards. In practice, it's easiest to place models as though they had been pushed, and simply ignore any results that would have been triggered if it were a push. Shifts are not pushes, and cannot be resisted in the same way as pushes. Mounted riders cannot be shifted on their own. If a mount is shifted, its mounted rider is shifted with it.
Caveat: A shift will not cause a living hazard to attack.
FAQ and Errata (24 March 2019)
General Q&A
Actions/Reactions
Can an activated model perform actions until exhausted then use their "free" move? No. Models may not declare any actions once they enter the exhausted state.
When do players declare the use of the power attack action? Power attack is declared after the defender has the option to react to the attack, but before dice are rolled. The active player declares their attack action, at which point the inactive player may react. Then, after reactions are declared, the active player may declare a power attack. There is no reaction that triggers on a power attack upgrade, but favor dice may still be declared as long as the dice have not been rolled.
Is it possible to make a Counter Attack a Power attack by paying an additional fatigue? No, triggering Reaction: Counterattack is not declaring an attack action.
Does an Opportunity Attack count as making an attack action? For interactions with things like Hermes's Aegis of Fame? Reaction: Opportunity Attack is not the same as an attack action, and skips right to the dice. This bypasses Aegis of Fame.
When a counter attack is made and you fail to exceed the attacker's successes, does your opponent get ALL of the successes or do the defenders results still cancel out the attacker's, essentially becoming a stronger defense? The defender's rolls still count, so it is really a very strong defense. It comes at the expense of a fatigue and the inability to activate that model on your next turn, with a kicker of possibly getting a little damage to swing the other way.
Does a successful reposition out of combat allow an activated model to remove fatigue if they are exhausted? Yes. Activated exhausted models may utilize the reposition special rule to end their activation outside of engagement range, reducing their state to fatigued.
Pushes
Can you voluntarily push a model less than one inch? No. Pushed models are moved exactly one inch directly away from the pushing model. Follow-up movement can be up to one inch. This follow-up must be towards, but need not be directly towards, the pushed model.
Do pushes generated by model's special abilities, such as Ywain's rebuff, cause damage? Yes. All damage tree symbols caused by models special rules are resolved normally, including push damage.
Is this damage reduced by armor? Yes. Direct damage such as Frigge's retaliate ability will not be listed in a box, and ignores armor.
When pushing a mounted rider, since the mount's base sizes are bigger, do you still ignore the first push if targeting the rider? Yes, riders benefit from their mount's size in this way. Riders on equal sized mounts attacking each other would not see any benefit, since they would have the same effective base size.
Clear turns & Last Man Standing
Can the maneuver tactic used during a clear turn provoke reactions such as move and opportunity attack? Yes. The maneuver tactic allows a model to declare a standard move action. The opposing playing may react as normal.
Do staged (multiple card) models still receive "last man standing" benefits for being the last surviving model of their cohort? Yes. Models with multiple cards enter the "last man standing" state normally, even if they have more than one card remaining.
Do mounted models enter the "last man standing" state if the rider and mount are the last two surviving models of their cohort? No. A mounted pair consists of two models occupying the same base. Last man standing is not in effect until one of the mounted pair dies.
Can mounted gladiators benefit from the Maneuver tactic? Yes. Mounted gladiators may benefit from the Maneuver tactic normally. However, once dismounted, only the gladiator may receive benefits, not the mount.
List building
Is Noxius treated as part of his adopting ludus during the entire match, or only during list building? Only during list building. He makes it easier to count as a specific ludus, but generally does not benefit from their specific tactics.
Do mounts for Ludus models count towards the 75% gladiator restriction or gain Ludus Benefits? The restriction for Ludus Benefits requires 75% of your cohort's gladiators to be from one faction. Mounts, Beasts, and Titans are not gladiators, and do not affect this percentage for the purpose of determining Ludus Benefit eligibility. Mounts do not gain their rider's affiliation.
Legio XIII
When can Ban-Luca's Stall reaction be triggered? Stall can be triggered at any point when an enemy model moves within 3" of a ready Ban-Luca. This can allow Ban-Luca to halt an enemy's movement at any point along their path, ending their action (some rewind of that part of the action may be necessary).
Can Mounted gladiators benefit from the Maniple tactic? In theory. Dextarius was misprinted without "Titan" originally, which prevents movement from Maniple and allows the pair to displace whomever they want. Moot for now.
Can Gaius Pallidus be the target of regrowth? Does he still receive this benefit in last man standing? Yes to both.
Just to check that I'm reading it right... Dictate is not a Tactic. Dictate is a special ability that allows other non-Sulla models to use Tactics during Sulla's activation. Is that right? If so, is this the only ability so far in the game that lets you use Tactics outside of a clear turn? Specific ones, yes.
And Sulla can use Dictate twice, costing one fatigue each time, and he could command one model to use Exploit and another model to use Maneuver. Because he cannot command two different models to both use Exploit, because Exploit has a rule saying it can only be used once per activation. Right? Right!
Would I be right in assuming that the targets of these Tactics cannot use them if they are exhausted? Right in the case of Maneuver, since you can't declare an action with an exhausted model. Wrong in the case of Exploit, since there is no action declared, it is just a quick shove.
General clarification on Dictate since it is kind of tricky - it can be used one of two ways: (1) Use the specified tactics outside of a clear turn (during his activation) but only by paying fatigue to do so. (2) Pay fatigue instead of favor for those tactics during a clear turn as long as you obey its targeting restrictions. Note that both Maneuver and Exploit can still be used normally by spending favor during a clear turn.
How does Dictate interact with exhausted models, etc? Dictate is a single push box, not an attack, and so does not benefit from bonus successes. Ambush resolves like a successful attack, and gains the benefits of attacking an exhausted model and/or pushing into friendlies.
Does a model counterattacking Ywain suffer the effects of Rebuff if they have net successes which don't do enough damage to exceed his armor? Yes. Rebuff does not require an attack action to be declared.
Ludus Magnus
If an opponent targets Hermes with an attack and pays a favor for Aegis of Fame, is another favor spent if he/she exhausts to attack a second time? Yes. Both attacks require a favor spent for Aegis of Fame.
If a mounted pair fatigues to attack Hermes, do both the mount and the rider need to pay favor for Aegis of Fame? No. Hermes's Aegis of Fame specifically notes that gladiators must spend a favor to attack. Beasts, mounts, and titans are unaffected.
Do counter attacks or opportunity attacks trigger Hermes's Aegis of Fame ability? No. Neither counter attacks or opportunity attacks are considered attacks for the purposes of Aegis of Fame. Models declaring these reactions do not have to spend favor.
How many successes do you need to claim the Ludus Magnus benefit Flourish? Can Hermes, for example, claim it with 4 net successes for a total of 2 favor (one from his dead-end tree, and one from Flourish)? You must go past the bottom of your tree, not just the end of a single branch (6 successes in Hermes's case).
Does Mentulus (cannot spend favor, do not earn favor) stop abilities like Hot-Blooded (generate favor, add favor)? No. Mentulus stops all voluntary abilities (earn, spend), but not compulsory abilities (generate, add).
Morituri
Does Zahra's Lash ability allow her to follow up from a pull by moving away from a model? No. A follow up is defined as a move of up to 1" towards the defending model.
When are death benefits triggered? Immediately after marking the final damage box on a models vitality track. Remember that attacking models resolves all special effects/pushes/follow-up movement/repositions before damage is dealt.
Ur-Kek's death power Spite lets him make an attack. If that attack defeats another model, would Ur-Kek's power Consume Essence keep him from dying? Yes, there is no timing restriction on Consume Essence having to be during his activation.
Does it require normal fatigue? No, there is no fatigue cost.
Can it be elevated to a Power Attack? No, it is not a declared attack action.
Can I add favor? Yes, you can add favor.
When Triggering Asari is the favor cost counted towards Tiet-Khebi's two per turn cap? Asari specifies "this model may spend" so it is limited by the cap.
Reach 3 gives Zahra a 3" engagement during her activation. If the defending model wishes to make a counterattack while outside of 1" (i.e., Zahra is engaging from 3" away), can they in fact make the counterattack? If so, does the fact they are not in 1" range prevent them from actually resolving any results (if they had more net successes)? The trigger for Reaction: Counterattack only specifies that the attack is targeting the reacting model, so they can Counterattack. The defender would be unable to resolve any net successes if they rolled better, since Zahra is not in their engagement range.
When can Necrosis be used? Necrosis is a special action that can only be used during Thoth's activation.
Zephyri
Can Zephyri gladiators in engagement range with Otho use their Brave passive ability? No. Brave requires the model to spend favor.
Blood Brothers says may only affect each model once per turn. Who is considered to be affected when it is used? The model being damaged, the model being healed, or both? Both are affected.
Is it required that the gladiator model becomes fatigued to make the "Ambush" attack? Can it target Hermes? No, the cost of Ambush is the printed favor cost. Like the Opportunity Attack and Counterattack reactions, Ambush skips the protection of Aegis.
How does Ambush interact with exhausted models, etc? Ambush resolves like a successful attack, and gains the benefits of attacking an exhausted model and/or pushing into friendlies. Dictate is a single push box, not an attack, and so does not benefit from those bonuses.
Does Snare work against Wild attacks? What about Living Hazards? Snare works against enemy models. This has been clarified below for living hazards. Wild attacks do not change affiliation in the course of a Wild attack, and are considered enemy models if their controller is your opponent.
Can nearby exhausted models reposition when Hroka triggers War Cry? Yes, they do not need to declare an action, so this is fine.
Can they recover a fatigue? No. Hroka is the only model with an activation to end; if she chooses to end her activation she can recover a fatigue.
Helleniki
Are models in base contact with themselves, within 1" of themselves? Models are not in base contact with themselves. Models are within x" of themselves. Note errata to Shield Wall. Mounts and riders are in base contact with each other while mounted. They will also be in contact with the same other models, since they share a space.
Bestiae
Since each beast has a name and is essentially a character, does that mean there cannot be more than one of those beasts on the table at a time? The intention was that there should only be one of each character per side (at least in organized play). That said, beasts should generally be fine to use multiples of in casual play, because of how they're designed with the secondary role of living hazards in mind. A pack of scorpions is cool. A pair of rhinos or questing beasts with Anum is also pretty cool to see on the board.
Can Anum gain one fatigue and activate his frenzy ability to take an action with an exhausted beast? No. Exhausted models may not declare any actions. Anum could declare the use of Frenzy and gain a fatigue, but it would fizzle if the beast is exhausted.
Can Anum use Frenzy to make a power attack with a beast or living hazard? Yes. Anum must gain one fatigue to make an attack action with a beast or living hazard, then may gain an additional fatigue to upgrade the attack to a power attack.
Can Leo use his Pounce ability against a model outside of his melee range and reposition towards the model before resolving attacks? Yes. This reposition is triggered immediately and resolved completely before reactions are declared. Inactive models will have the opportunity to make reactions to the attack normally once the reposition is resolved.
Can Sereqet use Envenom on a counterattack? Yes. Envenom does not require the declaration of an attack. It may also be used on Wild attacks, but because it requires a fatigue is not available to Sereqet when used as a living hazard.
When can Rampage be used? Rampage is a special action that can only be used during Acerbus II's activation.
Gorgons
Are Medusa and Stheno gladiators? Yes. Euryale is the only non-gladiator gorgon, being a titan.
Being a titan, is Euryale allowed to benefit from gladiator only special rules such as the maneuver tactic? No. Euryale follows all of the rules for titans, including any limitations for not being a gladiator.
Stheno treats an unsuccessful attack as though it had one net success. How does this interact with Retaliate, Sanction, etc.? Stheno I always gets at least 1 net success when attacking. If she would have fewer, give her exactly as many as needed to end up with 1 net success.
Rulebook Errata/Changelog
- Fatigue Levels: Exhausted: Added "Caveat: You may not declare an action with an exhausted model, even if it was your first (free) move action."
- Actions: Attack: Replace "an enemy model" with "a model".
- Reactions: Counterattack & Assist: Replace "an enemy model" with "a model".
- Last Man Standing: Change "may activate as part of the clear turn." to "may activate Immediately at the end of the clear turn."
- Additional Terms: Away: Added "Caveat: models that begin in base contact and are pushed or shifted 1" away should be considered within 1"."
- Mounts: Movement: added "Mounts and riders will benefit from each other's special rules that directly affect the movement of the mounted pair (e.g. Titans with a Gladiator Rider can still Displace when mounted)."
- Beasts: Wild: Adjusted movement required by Wild attacks to mirror wording used by Living Hazards and clarify that an attack is made even if the beast needs to move to engage. "and will move around terrain and other models to do so, if necessary." changed to "by the most direct path possible, and will move around other hazards and models to do so, if necessary before making the attack."
- Terrain: Living Hazard: Added "Living hazards are models, but are considered neither friendly nor enemy models". Added "Living hazards that are displaced by a model are placed by that model's controller's opponent".
Helleniki Benefits (added by errata)
Ekstasis - Passive Ability - When in base contact with a friendly Helleniki gladiator model your models may reroll one DEF dice. When attacking or counterattacking an enemy model in base contact with a friendly Helleniki gladiator model, your gladiator models may reroll one ATK dice.
Hubris - Passive Ability - A Friendly Helleniki models may suffer 2 damage to earn 1 Favor when declaring or being targeted by an attack. This favor must be spent on the that model's next roll. Hubris may be used only once per roll.
Heroic Challenge - Tactic - Cost: 2 Favor - Target a friendly Helleniki gladiator and an enemy gladiator. Both models are shifted 3 inches directly towards one another in an order of your choosing. Models may only be affected by Heroic Challenge once per clear turn.
Model Rule Errata
- Berserk: Old: This model may activate while in the Fatigued or Exhausted states. In addition, once per activation, this model may pay 1 Favor and suffer 3 damage instead of gaining a fatigue. New: This model may activate while Fatigued or Exhausted. In addition, once during its activation, this model may pay 1 Favor and suffer 3 damage to declare an action instead of gaining a fatigue, even if exhausted.
- Dextarius: added "Titan".
- Theophania: Interdict - When this model declares an assist reaction and is engaging the attacker or defender it may choose to be displaced by the target model.
- Argos: Shield Wall - This model gains 1 ARM for every other friendly model within 1".
- Exilii Benefits: Change "No Fate - Cost: 2 Favor" to "No Fate - Tactic - Cost: 2 Favor".