Krosmaster Junior
Krosmaster Junior Rulebook
Table of Contents
Table of Contents
Box Contents
- 4 Arenas (game boards)
- 1 booster of 4 Krosmaster Arena cards
- 4 Krosmaster notebooks
- 4 Totems
- 54 Injury markers
- 68 Kama tokens
- 16 Pet tokens
- 8 Bushes
- 4 Chests
- 1 Score notepad
- 4 Krosmaster figures
Aim of the Game
A Krosmaster Junior game is played by 2, 3 or 4 players. It can consist of one or more adventures, as players see fit. The player that gathers the most Gallons of Glory at the end of the game is the winner.
Before getting started, players decide how many adventures they want to play. Each adventure takes between 5 and 15 minutes. The total length of the game depends on the number of adventures the players agree to.
The adventures' objectives and rules are described in the Krosmaster notebooks. Place your Krosmaster notebook in front of you and carefully read the objective and rules for your Krosmaster figure to become the ultimate champion. Enjoy!
General Rules
Scenery
To get started, place bushes and totems on the corresponding squares. The effects of the scenery must be taken into account. Bushes are obstacles: Characters cannot move through or occupy their square. Totems are blocking obstacles: They also block line of sight.
Squares
The game board squares are here to ease character movement and various actions.
Free square: A square not occupied by any character or obstacle is called a free square. 1 Kama can be on a free square.
Neighboring Squares: Squares that share a border are considered Neighboring Squares. Diagonal squares are not Neighboring Squares.
Target square: Certain effects require a Krosmaster to target a square. A Krosmaster can target a square if a straight line can be traced from the center of its square to the center of the targeted square without cutting through any space containing a blocking obstacle.
Occupied square: A square that contains a Krosmaster, a pet, a totem or a bush prevents character movement. These elements are considered obstacles. Blocking obstacles may block line of sight to certain squares and prevent them from being targeted.
Starting squares: When the adventure begins, players place their figure on a starting square. Each player must place his Krosmaster on a square with the same number as the number of players that take part in the adventure.
Kamas
Kamas represent the game currency. Kamas are not obstacles, but rather awards that each player will choose to gather or not (1 AP to pick up one). There can only be 1 Kama per square. Place kamas on the game board according to the following rule:
- Square marked "Always place 1 kama": always place 1 kama.
- Square marked "1 kama if 2 or 4 players": place 1 kama if 2 or 4 players.
- Square marked "1 kama if 3 players": place 1 kama if 3 players.
- Demon-square marking "Always place 1 kama": always place 1 kama.
Gallons of Glory
Players must earn as many victory points as possible to determine the winner at the end of the game. Each adventure will award players with 1 to 3 victory points, or Gallons of Glory (GG). As soon as a player meets the adventure's objective, he removes his figure from the game board.
The following chart shows how Gallons of Glory are shared out at the end of each adventure.
| Rank | Gallons of Glory |
|---|---|
| The 1st to complete the objective gets | 3 GG |
| The 2nd to complete the objective gets | 2 GG |
| The 3rd and 4th get | 1 GG |
Set-up
At the beginning of each adventure, the first player to roll a DOFUS with a die goes first (players roll again in case of a tie).
The first player orients the game board so his chosen starting square is in front of him. He then places his Krosmaster on that square. In clockwise order, the other players place their Krosmaster on their starting square.
Your Krosmaster Figures
At the beginning of a Krosmaster Junior game, players choose a figure and agree on the number of adventures.
Characters
| Krosmaster figure | Pet token |
|---|---|
| Mil Kluva | Bow Meow |
| Kip Agau | Jelly |
| Choppy Sue | Minifoux |
| Tiktokovitch | Tiwabbit |
Krosmasters and pets are characters and blocking obstacles. A Krosmaster is an adventurer who fights and rises to the challenges set by the Demons of the Hours. On the game board, they are represented by a figure.
A pet is a small creature that can help an adventurer. On the game board, it is represented by a token. Choose a Krosmaster figure among the available four (or assign them randomly) and look at their characteristics on their Krosmaster notebook. Pet characteristics are directly printed on the Pet token.
Krosmaster notebooks
At the beginning of an adventure, each player gets his Krosmaster notebook and places it in front of him. The stakes of the adventure are on the first page of your Krosmaster notebook, characteristics of your character on the other page. All players are part of the same adventure.
Information on the "Adventure" page of the notebook only applies to the current adventure.
Example: the pet capture rule is available in adventures 1 and 2, but in the other ones, Krosmasters cannot use it anymore.
Information gathered on the "Krosmaster" page of the notebook adds up gradually with adventures and are used during the entire game.
Example: the way Movement Points are used in the first adventure is always valid during subsequent adventures.
Rolling the dice
Dice symbols: Magnet = Lock, Boot = Dodge, Shield = Armour, Starburst = Critical Hit.
Dice roll:
- If the dice shows Critical Hit, Armour, Dodge or Lock: Perform the corresponding action.
- If the dice shows the Dodge/Critical Hit combined symbol: You choose Critical Hit or Dodge.
- If the dice shows DOFUS: You choose Critical Hit, Armour, Dodge or Lock.
Chest
During an adventure, players fill their chest with various elements they're awarded. When a new adventure begins, all chests must be emptied.
Player's Turn
Players must play their characters (Krosmaster and Pets) one after the other, starting with the Krosmaster.
Action Points (AP)
Action Points are used to accomplish character actions and spells. During his turn, a character can use any or all of his Action Points. Unused AP are lost.
Movement Points (MP)
Movement points are used to move characters to nearby squares. During his turn, a character can use any or all of his Movement Points. Squares moved through must be free squares. Unused MP are lost.
Endgame
The player who gathered the most Gallons of Glory at the end of all the adventures wins the game. In case of a tie, compare the result of the last adventure, then the previous one if there is still a tie, and so on.
Game Steps
- Each player chooses a figure.
- Set up the game board.
- Roll for first player.
- According to turn order, each player places his figure on a starting square.
- First player starts. During his turn, a Krosmaster can:
- Use Movement Points to move.
- Use Action Points to pick up kamas, punch...
- Keep in mind the objective and its victory condition.
- When all players meet the objective, write down their GG on the score notepad.
- Move on to the next adventure!
Frequently Asked Questions
Does a Krosmaster have to pick up the kama in his square?
- No. A figure and a Kama may share the same square, with no penalty.
Can a Krosmaster move on or occupy a square with a pet?
- No. To move on a square occupied by a pet, the Krosmaster must capture it (adventures 1 and 2).
Can a Krosmaster attack his own pets?
- No! They love them too much to do that. Likewise, pets cannot attack their master.
What about the pets in adventures 1 and 2?
- Each player gets 1 pet of the same color as his character (the token with an illustrated pet on each side). During the set-up, after a player has placed their Krosmaster figure on their starting square, put the pet token in a neighboring square. Pets always play after the Krosmaster. Your pet will try to avoid being captured by other Krosmasters, and your Krosmaster will try to capture another player's pet.
How can I capture another player's pet?
- In order to capture another player's pet and put it in their chest, a Krosmaster must move to its square. The captured pet and the capturing Krosmaster are removed from the game board. A player who is left with only one character (Krosmaster or pet) keeps playing.
How do we dispatch Gallons of Glory at the end of an adventure?
- The first player to meet the objective of the adventure earns 3 Gallons of Glory (GG). The second player gets 2 GG, and third and fourth players are tied; they each get 1 GG but they can finish the adventure if they want to. During adventures 3 and 6, the amount of Kama in each Krosmaster's chest defines their ranking.
What about the Kanniball cages in adventure 4?
- During this adventure, each pet starts in captivity in a cage. Before set-up, all cage tokens are flipped so that their cage side is visible. They are then shuffled and placed randomly on the corresponding squares. Cages are considered obstacles, like bushes. A Krosmaster can inflict 1 injury to the cage with the "punch" action. A cage has 2 HP. A Krosmaster can set free a pet of his own color if the cage has no more HP.
What about the Kanniball cages in adventure 5?
- Before the set-up, all cage tokens are flipped so their cage side is visible, and shuffled. Place them randomly on the corresponding squares and then flip them on the other side.
In adventure 5, in which order should I play my pets?
- They can be played in any order, but you must finish a pet's turn before playing another pet. Don't forget that pets always play after your Krosmaster figure.
What about the pets in adventure 7?
- A Krosmaster may spend 1 AP and some kamas while on a Demon square to receive a pet of his color. The pet is placed on a square next to that Krosmaster.
Can one pass through a Kanniball cage square?
- No. A character cannot move through or stop their movement on a square occupied by a Kanniball cage.
Can one buy several pets on a "Demon" square?
- Yes, as long as your Krosmaster is left with at least 1 AP to use and enough kama to spend, they can buy a pet.
Krosmaster Notebook: Kip Agau (Enutrof)
Each notebook has an Adventure page (objective, set-up, adventure rules) and a Krosmaster page (the character's characteristics and the rules that apply from that adventure onward). The Tiktokovitch (Xelor, pet Tiwabbit), Mil Kluva (Pandawa, pet Bow Meow) and Choppy Sue (Iop, pet Minifoux) notebooks are identical, with their own name, class and pet in place of Kip Agau, Enutrof and JELLY, and she/her in place of he/his where relevant.
Adventure #1: First steps on Moon Island
5 min. Island I.
Objective: Be the first to capture another player's pet to win this adventure.
Set-up: Take your JELLY pet and place it on a square next to your Krosmaster KIP AGAU.
Adventure Rules: Your pet has 2 Movement Points.
To capture an opposing pet, simply move KIP AGAU onto it. If you succeed, put the captured pet in your chest and remove KIP AGAU from the island. Continue to play your JELLY to flee from the opposing Krosmasters.
KIP AGAU, Enutrof: 3 MP
Movement Points: During his turn, a Krosmaster can move a number of squares equal to his total Movement Points. Your pet has 2 Movement Points.
Scenery, pets and Krosmasters are obstacles that cannot be moved through or occupied by a character. (Illustration legend: Jelly token; Totem scenery.)
It is impossible to move diagonally.
Adventure #2: Super glue-pot
5 min. Island I.
Objective: Be the first to capture another player's pet to win this adventure. Be careful, because this time opposing Krosmasters can lock you. The good news is that you can lock them too!
Set-up: Take your JELLY pet and place it on a square next to your Krosmaster KIP AGAU.
Adventure Rules: Your pet has 2 Movement Points.
As in the first adventure, simply move KIP AGAU onto an opposing pet to capture it. If you succeed, put the captured pet in your chest and remove KIP AGAU from the island. Continue to play your JELLY to flee from the opposing Krosmasters.
Locking an opponent
Lock: During their turn, if a Krosmaster wishes to move and he's on a square next to an opposing Krosmaster, he might be locked while trying to move. In order to lock, the opposing Krosmaster must roll a magnet with the dice. If he succeeds, the Krosmaster's turn is interrupted.
Note: If a player rolls a DOFUS, he can choose the symbol.
(Illustration legend: Opposing Krosmaster; Lock success; Dodge failure.)
Dodging a lock
Dodge: In order to dodge a lock, the Krosmaster must roll a boot with the dice. If he succeeds he continues his turn normally. (Illustration legend: Dodge success.)
Note: Starting from this adventure, Krosmasters play with the 3 following symbols: Magnet, Boot (and the combined Boot/Critical Hit symbol), and DOFUS. The Armour and Critical Hit symbols are not used yet.
Adventure #3: Pacmaster
5 min. Island III.
Objective: Pick up more kamas than the opposing Krosmaster to win this adventure.
Set-up: Place 1 kama on each square according to the number of players (squares marked ALWAYS; 2 AND 4 PLAYERS; 3 PLAYERS). Do not touch your pet for now, he's gone beddy-byes.
Adventure Rules: Use your Actions Points to pick up the most kamas possible and place them into your chest. The adventure is over when every single kama has been picked up.
KIP AGAU, Enutrof: 3 MP, 2 AP
Action Points: The AP characteristic represents the total Action Points available each turn for your Krosmaster. During their turn, a character can spend as many Action Points as they have available. At the end of each turn, unspent Action Points are lost.
Picking up kamas
Pick up a kama: It is possible to pick up a kama for 1 AP (Action Point). The Krosmaster must be on the same square as the kama they want to pick up. Once picked up, the kama is placed into the chest.
Adventure #4: Set your pets free
5 min. Island II.
Objective: Find and set free your 3 JELLY pets from the Kanniball cages, then reach one of the 4 starting squares.
Set-up: Shuffle and place face-down the 12 Kanniball cages on the corresponding squares. Place the injury markers next to the island.
Adventure Rules: Each cage has 2 Health Points (HP). Punch a cage to inflict 1 injury and secretly check what is inside. Injury markers stay on the cages. Once a cage has suffered 2 injuries, put the pet in your chest if it is one of yours, or let it wait face-down for his real master if it's not.
KIP AGAU, Enutrof: 3 MP, 6 AP
Punch: 5 AP, range 1, 1 damage (neutral).
The Punch Action: Kip Agau can spend 5 AP in order to punch a cage and inflict 1 injury to it. The cage must be on a square next to his. (Illustration legend: Kanniball cage; Cage HP; Injury marker; Punch Action.)
A Krosmaster's punch attack action is always available even if it's not detailed on their card.
Note: In the following adventures, you will be able to punch opposing Krosmasters. It's mean, but it's so much fun!
Adventure #5: A familiar island
10 min. Island II.
Objective: Be the first to KO 3 opposing pets to win this adventure.
Set-up: Shuffle and place face-down the 12 Kanniball cages on the corresponding squares, and flip the cages face-up for everyone to see the pets of each Krosmaster. Remove unused pets when playing 2 or 3 player games.
Adventure Rules: Your 3 pets have 2 MP, 5 AP and 2-4 HP. They can move, attack and defend with the Punch action exactly the same way your Krosmaster can.
Your pets play their turn after your Krosmaster, one by one and in any order of your choice. Of course, you cannot attack a JELLY pet, you love them too much!
KIP AGAU, Enutrof: 3 MP, 6 HP, 6 AP. Punch: 5 AP, range 1, 1 damage (neutral).
Critical Hit: For each of his attacks, a Krosmaster can try to get a Critical Hit. In order to succeed, the Krosmaster must roll a Critical Hit (Critical Hit symbol, the combined Boot/Critical Hit symbol, or DOFUS) with the dice. This will increase the damage by 1. (Illustration legend: Critical Hit success; Neutral type damage.)
Armour and Health Points: A Krosmaster can reduce by 1 injury each damage he received by rolling an Armour with the dice. (Illustration legend: Armour success; Dofus symbol.)
Note: If a player rolls a DOFUS with a die, he can choose which symbol to use.
All characters have a Health Points (HP) value. The number inside the heart indicates how many injuries must be inflicted in order to KO them. When a Krosmaster is KO'd, remove them from the island, they cannot be played anymore until the next adventure.
Adventure #6: For a handful of Kamas
10 min. Island III.
Objective: Pick up more kamas than the opposing Krosmasters to win this adventure.
Set-up: Place 1 kama on each square according to the number of players (squares marked ALWAYS; 2 AND 4 PLAYERS; 3 PLAYERS; ALWAYS for the fourth, Demon-square marking). Do not touch your pets for now, they're having a snack.
Adventure Rules: Use your Actions Points to pick-up the most kamas possible and place them into your chest as in adventure 3. The adventure is over when every single kama has been picked up. Beware the opposing Krosmasters, they might try to KO your Krosmaster with their attacks.
KIP AGAU, Enutrof: 3 MP, 6 HP, 6 AP. Fireball: 5 AP, range 1 - 5, 1 damage (neutral).
Ranged Action: The range of a spell is the distance you can attack an opponent from to inflict injuries. The left number is the minimum distance and the right number is the maximum distance. The Fireball spell can be cast from 1 to 5 squares away.
Note: This spell cannot hit a Krosmaster that stands behind a blocking obstacle.
Line Spell: A Krosmaster can only cast a spell with "Line Spell" in a straight line, horizontal or vertical. (Illustration legend: Totem scenery.)
Adventure #7: Butterfly mission!
15 min. Island IV.
Objective: KO opponents and be the last Krosmaster on the island in order to win this adventure.
Set-up: Place 1 kama on each square according to the number of players (squares marked ALWAYS; 2 AND 4 PLAYERS; 3 PLAYERS; ALWAYS for the fourth, Demon-square marking).
Adventure Rules: You can buy a pet on a Demon square to help you in the rumble.
When you buy a JELLY, place it on a square next to KIP AGAU's square. JELLIES can use the Punch action.
Use every rule you have learned in the previous adventures: Lock, Dodge, Critical Hit, and Armour.
KIP AGAU, Enutrof: 3 MP, 8 HP, 6 AP. Fireball: 5 AP, range 1 - 5, 1 damage (neutral).
Demon Squares: A Krosmaster that occupies a Demon square can spend 1 AP and the right amount of kama to receive the corresponding pet. (Illustration legend: Demon Square.)
| Pet HP | Kama cost |
|---|---|
| 2 HP | 2 kamas |
| 3 HP | 4 kamas |
| 4 HP | 6 kamas |