Ludus Gladiatorius
Ludus Gladiatorius Rulebook
Table of Contents
Table of Contents
Set Up
- Place the 5 numbered counters in a cup
- Each player draws 1 counter (2 each in a 2-player game) and takes the Gladiator, record sheet, and the 5 counters associated with that number
- Place the 5 counters back in the cup
- Each player draws a counter for each Gladiator to determine the starting location on the map
- Record sheets are hidden, life points are not secret. Mark off used actions and life points with a pencil
Game Play
Each round:
- Each player takes a counter from the cup for each Gladiator to determine player order
- Each player must place one counter facedown next to each Gladiator, you may use the blank. The identity of the special action is not revealed until you choose to use it
- In player order:
- a. Move: May move before or after combat but you cannot split movement.
- Move your Gladiator up to the maximum allowance list on their record sheet, you may move less
- Prior to moving, roll the boosted die. If two swords are rolled, your Gladiator gets +1 movement
- b. Combat: May combat before or after movement. Facing direction is irrelevant.
- Gladiators may make one attack and one defense per round unless a special action permits more
- Combat must be with an adjacent gladiator
- Attacker declares battle and reveals any special action (if any)
- Defender may defend if they have not already defended this round. Reveal special action (if any)
- Attacking player rolls combat dice (as indicated on their record sheet). Each sword counts as one hit
- Defending player rolls combat dice (as indicated on their record sheet). Each shield blocks one hit. Any remaining hits are deducted from the defending Gladiator's life.
- If a Gladiator's life is reduced to zero, the Gladiator is unconscious. The attack rolls the Emperor's die. If a thumbs-down is rolled, the Gladiator is finished off, a thumbs-up and the Gladiator is spared. Either way the Gladiator is immediately removed from play
- a. Move: May move before or after combat but you cannot split movement.
Winning
The last standing Gladiator is the winner.
Special Actions
- Players must either choose a special action or use the blank counter each round
- Special actions must be used if possible. If they are not used they are still crossed of the record sheet
- The quantity and type of Special Actions available to each Gladiator is listed on their record sheet
Definitions
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SA - Savage Attack: In addition to normal combat dice, add 1 Boosted die and 1 Mighty Effort die to the roll. You may not defend against any attacks this round, even those attacks made before using SA.
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F - Feint: When making an attack roll, you may once re-roll any dice with shield results.
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D - Dodge: When making a defense roll, you may once re-roll any dice with sword results.
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DD - Doughty Defense: In addition to normal combat dice, add 1 Boosted die and 1 Mighty Effort die to the roll. Extra shields rolled MAY be carried over. You may not attack any opponents this round.
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FS - Fast Speed: Increases the Lion´s move to 8 hexes.
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NA - Net Attack: Retiarius must be adjacent to opponent. Place counter under opponent´s base.
- Roll 2 standard dice. 1 hit required for successful entanglement.
- Successful: opponent can´t move, attack or defend for rest of turn. Any unused special are forfeit. Retiarius can now make his normal Attack with 1x Standard and 2x Boosted dice. The opponent cannot defend on this attack.
- Failed: Net counter remains on board. Retiarius can make a ordinary attack and defence.
- Net Recovery: If an opponent is in the same hex as net, it costs Retiarius 1 hit to recover it; The hit is deducted before defence rolls are made. If there are now opponents in the hex, Retiarius must move onto hex and must spend 1 move point to pick it up. No other character can pick up net.