MUNERA: Familia Gladiatoria
MUNERA: Familia Gladiatoria Rulebook
Table of Contents
Table of Contents
Gladiator Classes
PROVOCATOR
Equipment: helm (galea), chest buckler (spongia pectoris), armour (manica) on dagger arm, high greave (ocrea) on guard leg, short dagger (sica) and light shield (scutum). Opponent: provocator. Description: the Provocator is an aggressive gladiator: he assaults the opponent using the shield as a razor blade. He is a dangerous warrior and he attacks quickly with powerful shield blows and fast dagger lunges. Provocator means "the one who challenges": this gladiator exposes himself striking with the shield too, challenging his opponent to expose him to his attack. This is why he is the only gladiator wearing a chest protection: he rarely uses the shield to defend, he prefers to strike with it!
MYRMILLO
Equipment: helm (galea), armour (manica) on dagger arm, low greave (ocrea) on guard leg, short dagger (sica) and shield (scutum). Opponent: thraex. Description: the Myrmillo is the sturdiest of defenders. Hidden behind his heavy legionary shield, this gladiator becomes an impenetrable fortress. The Myrmillo fights like a moray lurking among the reef: while the enemy attacking waves crash against his impenetrable defense, the Myrmillo waits the enemy to expose himself striking him quickly and with precision. He acts as the predators of the deep with which he shares the origin of the name too (Mymillo and moray shares the same word root: Myr means "hidden").
THRAEX
Equipment: helm (galea), armour (manica) on dagger arm, high greaves (ocrea) on both legs, curved sickle dagger (sica supina) and small square shield (parmula). Opponent: myrmillo. Description: The Thraex is armed like the fierce barbarians of the Balkans. This gladiator attacks the opponent on every side, overcoming the sturdiest defenses thanks to the unpredictability of his dangerous scythe dagger. High shinguards help to keep him safe because the Thraex is always attacking: he strikes from all directions like a ferocious lion, or jumping on the enemy like a diving eagle. His helm bears the symbol of the griffin, a mythological animal of Thrace: just like this predator, the Thraex strikes with the speed of an eagle and the ferocity of a lion.
SECUTOR
Equipment: rounded helm (galea), armour (manica) on dagger arm, low greave (ocrea) on guard leg, short dagger (sica) and shield (scutum) with rounded corners. Opponent: retiarius. Description: Secutor is "the chaser". He chases his elusive opponent attempting to reach melee distance to let his equipment superiority prevail in close combat, always trying to avoid the traps of the Retiarius's net, that could trap him at any time, leaving him at the mercy of the crowd. Secutor is equipped according to his opponent: all edges of his armor, helm and shield, are rounded to avoid offering grapplings for the net. He is a hunter, careful not to become the prey.
RETIARIUS
Equipment: high defense (galerus) covering shoulder of guard, trident (fuscina), net (iaculum), small poniard (pugio). Opponent: secutor. Description: The Retiarius is "the fisherman with the net". His total lack of protections is a trap for his vehement opponent. The Retiarius is forced to keep his enemy away, but his attitude is dual: he is a prey running from the heavily armed Secutor and he is a hunter ready to strike with the trident and to trap an imprudent enemy. Retiarius also has a knife, used for the extreme defense or to force to surrender the Secutor trapped by the net.
HOPLOMACHUS
Equipment: helm (galea), armour (manica) on dagger arm, low greave (ocrea) on guard leg, short dagger (sica) and samnite shield (scutum). Opponent: aequimanus. Description: The Hoplomachus is "the one who fights with shield". This gladiator wields the great shield of samnite warriors and face an opponent able to keep him under pressure from distance with a spear. Being subject to continuous attacks and needing to approach his opponent equipped with weapons of longer range, the Hoplomachus relies on his great shield to penetrate the enemy guard pointing to the final strike. Only a skilled fighter can assume the role of the Hoplomachus: he needs to master equally attack and defense to prevail.
AEQUIMANUS
Equipment: helm (galea), armour (manica) on striking arm, high greaves (ocrea) on both legs, spear (hasta), short dagger (sica) and small round shield (parmula). Opponent: hoplomachus. Description: The Aequimanus embodies the macedonian phalanx soldier in the arena. His name means "ambidextrous": in fact this gladiator fights with both a spear and a dagger. With the spear, held with both hands, he can hold off the enemy, seeking to unbalance the opponent and hit him quickly when he opens his guard. If the enemy closes the gap, the Aequimanus drops off the spear, he wields the dagger and fights similarly to Thraex. He can duel in two different ways, but he is equally dangerous in both!
Victory Conditions
In MUNERA: FAMILIA GLADIATORIA, each Player runs his own Gymnasium (in Latin, ludus), in order to make it the most glorious of the Empire. A Gymnasium acquires Glory participating in a Spectacle (in Latin munus) or through the use of certain EVENTUM cards. The first Gymnasium to reach 15 Glory points, is declared Winner of the game. If 2 or more Gymnasiums reach 15 Glory points at the same time, the one who gets the highest total of Glory points wins. If there is still a tie, the Gymnasium who has the highest value of Popularity on the Gladiators wins: +4 for each Veteranus, +8 for every Primus Palus (see pag. 10).
Glossary
The explanations of the main terms used in MUNERA: FAMILIA GLADIATORIA follow. The words in SMALL CAPS represent components and materials (see Section 2 - Components for a detailed list). Some terms that refer to various features of the game are marked with a capital letter.
- Approval: an indicator of how much the crowd appreciates the ongoing duel; the more a duel is appreciated, the greater is the chance of survival for the loser (see pag. 16).
- Bettor: Player who place bets and tampering (see pag. 17).
- Class: Gladiator type identified by a specific name and equipment.
- Contract: number of different Pairs and Matchings required by a Spectacle that a Gymnasium should send to gain the Glory and the COINS offered.
- Collaborator: staff engaged in the Gymnasium represented by MINISTER cards.
- Cost: price that can be paid using the COINS that you have.
- Experience: influenced by the Gladiator's Popularity, the Experience is divided into levels named Tiro, Veteranus and Primus Palus, the Experience may affect the Gladiator's characteristics of Charisma and Valor (see pag 10).
- Glory: the celebrity of a Gymnasium, the Player who gets the most Glory points wins the game.
- Gymnasium: the Collaborators and Gladiators managed by the Player.
- Matching: one of the 4 combinations of Classes (Myrmillo-Thraex, Hoplomachus-Aequimanus, Retiarius-Secutor and Provocator-Provocator) which used to face one another in roman arenas.
- Pair: two Gladiators compatible for Matching (e.g. any Gladiator Myrmillo against any Thraex).
- Phase: a moment of the game Turn dedicated to a specific mechanics. In MUNERA: FAMILIA GLADIATORIA there are 3 Phases in every Game Turn: Eventum Phase, Forum Phase and Munus Phase.
- Popularity: the celebrity of a Gladiator, the Gladiator's Experience increases every 4 Popularity points (see pag. 10).
- Region: areas in which the ITALY MAP is divided.
- Re-roll: means to roll the die a second time, keeping the second result.
- Rudiarius: the Player who holds the RUDIS marker (it gives the ability to be the first to make certain choices, see pag. 19).
Terms in bold represent game mechanics.
- Accidental killing: it may happen during a duel, depriving the crowd of its sentence and lowering then the appreciation for the winner (pag. 16).
- Agreement: not-binding pacts between Players, usually concluded for loaning Gladiators to satisfy the requirements of a Contract for a Spectacle (pag. 19).
- Auction: offers of COINS to buy a Collaborator or a Gladiator (see pag. 13).
- Bets and Tampering: gambling during a duel between Gladiators belonging to other Gymnasiums (see pag. 17).
- Crowd's sentence: the supreme moment of a duel, in which it is determined whether the loser is eliminated or left alive (see pag. 16).
- Duel: a fight between Gladiators (see pag. 16).
- Engage / Disengage: turn a Card 90° clockwise-counterclockwise indicating its availability for the current turn.
- Melee roll: die rolled for every Gladiator engaged in a duel (see pag. 16).
- Resolve (a Spectacle): to resolve a Spectacle means to carry out all the steps that compose it: tender, travel and duels (see pag. 13-17).
- Tender: offer of compensation to the bottom required to attend a Spectacle with the Rudiarius Gymnasium (see pag. 14).
- Transfer: movement through which Gladiators are taken from the Gymnasium Region to the Spectacle Region (see pag. 15).
Components
Game Boards
In MUNERA: FAMILIA GLADIATORIA there are 3 types of game board: the ITALY MAP, the SPECTACLE BOARD and the GYMNASIUM CHART.
The ITALY MAP shows the peninsula divided into the Regions created by the Emperor August. Each Region bears its own name and the COINS Cost to purchase a Gymnasium in its territory. The Regions that have a higher Cost, offer more opportunities to participate in nearby Spectacles paying lower Travel Costs (see pag. 13). The map also shows the Sea Areas surrounding Italy. At bottom left of the board, there is the bets and tampering box, where gambling is taken (see pag. 17). On the top right there is the box where MUNUS card is placed in play.
The SPECTACLE BOARD is used for each Spectacle resolution and includes all information needed to manage the Gladiators duels. This board is divided into the following parts:
- Pugna: 10 boxes for the first Gladiator, 10 for the second and 1 for tie: the duel between Gladiators is managed in these boxes;
- Virtus: here is the number of die Re-rolls available to each of the two contenders. The Virtus points are obtained from Gladiator's EXPERIENCE and Valor added to his Doctor's Skill (vedi pag. 16);
- Comprobatio: these boxes indicate the mood of the crowd, affecting the Approval and therefore the Crowd's Sentence (see pag. 16).
- Gladiator boxes: the spaces where GLADIATOR cards are placed.
- Wound boxes: boxes where the WOUND Gladiator markers are placed.
The GYMNASIUM CHART is useful to manage your own Gymnasium. The boxes marked with roman numbers are used to keep track of Glory points achieved. On the edges of the chart, near the boxes, are the Classes names. MINISTER cards representing the Doctor are placed next to a Class, showing in this manner which Gladiator Class will benefit from the Doctor's Skill. The crossed swords marked on the chart help the player to recognize the matching between the Gladiator Classes.
Note: even if there isn't a Doctor Card near a Class name on the GYMNASIUM CHART, it doesn't mean that there aren't any instructor in the Gymnasium for that Class, but rather that there are not Doctors proficient enough to have an impact on the abilities of their students. Therefore, during the game, any Gymnasium can train any Gladiator Class, even if it has not the proper Doctor card near the GYMNASIUM CHART.
The Markers
In MUNERA: FAMILIA GLADIATORIA there are different types of markers:
- RUDIS: this marker indicates the Rudiarius. It is held in front of the GYMNASIUM CHART. The RUDIS gives various abilities (see pag. 19).
- LOCATION: two for every Gymnasium. The first marker shows the Gymnasium over the ITALY MAP, while the second is used on the GYMNASIUM CHART to keep track of the Glory achieved.
- POPULARITY: these markers carry different numbers (1,2,3) and are placed upon the GLADIATOR card to represent his Popularity.
- EXPERIENCE: these markers are placed upon the GLADIATOR card; EXPERIENCE markers bear an inscription showing the Gladiator rank (T for Tiro meaning novice, V for Veteranus indicating a veteran, Pp for Primus Palus representing the highest rank attainable): this rank affects not only the Gladiator Valor, but also his Charisma (see pag. 10); these markers also represent the Class of the Gladiator (Provocator, Myrmillo, Thraex, ecc..).
- COINS: these tokens represent money in ancient world and form the Gymnasium Treasury. They have three colors to indicate different values: wood (1 COIN), red (5 COINS) and yellow (10 COINS).
- COMPROBATIO: this marker shows on the SPECTACLE TABLE the crowd Approval (see pag. 16) during the duel; it shows on one side Thumb Pressed on a yellow background to indicate a positive level of Approval, on the side the Thumb Extended on a red background to indicate a negative level of Approval.
- PUGNA: used to indicate the progress of the duel moving the marker over the Pugna boxes on the SPECTACLE TABLE.
- VIRTUS: these markers indicate on the Virtus boxes (on the SPECTACLE TABLE) the number of die Re-roll available to a Gladiator during the duel; this marker shows on the front the Virtus value from 1 to 5, on the back from 6 to 10.
- WOUND: this marker is used to keep the account of wounds received by a Gladiator during a duel. It is also used to indicate the injured Gladiators needing to recover.
The Cards
In MUNERA: FAMILIA GLADIATORIA there are 4 types of card: GLADIATOR, MINISTER, MUNUS and EVENTUM.
All cards are kept face down, mixed and divided into separate decks. GLADIATOR, MINISTER and MUNUS cards are shown to all players every time they are drawn; EVENTUM cards are instead kept secretly by each Player and form his hand. Nobody can hold more than 5 EVENTUM cards.
Each time a card is discarded, it is placed face up near its deck. When the last card of a deck is drawn, all discarded cards must be shuffled, creating a new deck face down.
Engage and Disengage: to engage a card, rotate it 90 degrees clockwise; to disengage it do the opposite movement. Engaging a card is used to indicate that for the current game turn, that card is no longer available for other activities (for example, if a Gladiator who is participating in a Spectacle becomes engaged, he cannot be engaged again to participate in another Spectacle in the same game turn).
Gladiator Cards
The Gladiators are the ancient world champions. Protagonists of the duels and loved by the crowd, they fight in the arenas, acclaimed by mob and Emperors. Gladiators are athletes and warriors who risk their lives daily in a continuous challenge with death. They are the raw material from which the lanista models his Gymnasium: only through their victories can he hope to gain fame and wealth.
Each GLADIATOR card contains the following information:
- NAME: the Gladiator callsign, which identifies him;
- ORIGIN, COST and SALARY: the Gladiator Origin determines the Obedience (Captivus 1, Damnatus 3, Servus 5 e, Auctoratus 7) and the Cost (Damnatus 0, Servus and Captivus 2, Auctoratus 5). The Obedience value is shown to the right of the Origin, the Cost to the left. (Note: the Auctoratus Cost is 5, but the Player must pay a Salary fee of 1 COIN every time that Gladiator fights a duel). The Cost represents the minimum COIN value to offer to buy the Gladiator, the Obedience is instead the ability of the Gladiator to tolerate the harshness of life in the barracks and to endure the psychological stress of such a dangerous life.
- VALOR: the Gladiator fighting skill; this trait helps to determine the Gladiator's Virtus points in a duel, representing the number of die Re-roll available;
- COURAGE: duelist's ability to bear injuries in spite of any risk and to continue fighting although seriously wounded, gaining a higher appreciation by the crowd;
- CHARISMA: the ability to inspire the crowd, to fascinate the spectators and to increase the Approval if undergoing the Crowd's sentence.
Minister Cards
Each MINISTER card represents a Collaborator, who embodies one or more professionals with specific functions in the Gymnasium, helping the lanista to manage his Gladiators. The Collaborators represent therefore the backbone of a Gymnasium. A Player can buy Collaborators, using their Skills and bonus in their proper areas of expertise.
In MUNERA: FAMILIA GLADIATORIA, the Players can take advantage of the abilities of employee Staff, who will be described from pag. 10.
Each MINISTER card shows the following information:
- TYPE: the roman name of the Collaborator represented by the card (Ministers of the same type have a gem of the same color next to the Collaborator type name);
- SKILL: the ability of the Collaborator in his speciality;
- COST: the basis Auction Cost for the Collaborator.
Munus Cards
The MUNUS cards represent the Spectacles offered by a magistrate, by an aristocrat or by the Emperor himself. Originally held during the funeral of important aristocrats, gladiators duels soon became the most popular form of entertainment and the most important part of every show.
Each MUNUS card represents a Spectacle valid for two Gymnasiums; the card display the following information:
- PLACE: city where the arena is located;
- REGION: Region of the ITALY MAP where the city is located;
- CONTRACT: number of Gladiators Pairs that each participant Gymnasium must send to the Spectacle; the Pairs sent must be of different Matchings; some Spectacles require just one Pair belonging to one specific Matching (ex. Retiarius and Secutor, Thraex and Myrmillo) displayed on the card;
- COINS: number of COINS in payment to the Rudiarius Gymnasium and starting Tender value which determines the second participating Gymnasium;
- GLORY: number of Glory points achieved by each participating Gymnasium.
Eventum Cards
Each EVENTUM represents a random event, which may be positive or negative.
Each EVENTUM card shows the following features:
- TITLE: the card name;
- TEXT: the description of EVENTUM card effects.
In MUNERA: FAMILIA GLADIATORIA, EVENTUM cards are acquired in two ways: in Eventum Phase and every time a Gymnasium fights with at least one Gladiator in a Spectacle, even if the Gladiator in question is lent to another Gymnasium because of an Agreement (see pag. 19).
The Familia Gladiatoria
The Gladiators
Each Gladiator, in addition to a Callsign, has an Origin and three Characteristics.
The Callsign distinguishes one Gladiator from another. In Ancient Rome a Callsign was assigned to each Gladiator: this would recall a mythic hero (Paris, Hector), a wild beast (Tigris – Tiger, Ursus – Bear), a physical or behavioral characteristic (Ferox – Fierce, Pulcher – Beautiful), a precious material (Aureus – Golden, Ametystus – Made of Amethyst) or, just for an auctoratus, his real name (Marcus Antonius, Flavius Sanctus).
The Origin identifies the way in which the character has become a Gladiator:
- Servus: a purchased slave, Cost 2 COINS, Obedience 5;
- Captivus: a prisoner of war, COST 2 COINS, Obedience 1;
- Damnatus: a sentenced criminal, Cost 0 COINS, Obedience 3;
- Auctoratus: a volunteer Gladiator, Cost 5 COINS (+ 1 COIN for each duel fought), Obedience 7.
The Cost represents the minimum COIN value to offer to buy the Gladiator. The Obedience is used by many EVENTUM cards with various effects and represents the Gladiator's discipline, his desire to fight and his respect for the hierarchies of the Gymnasium. Obedience is also used when a Gymnasium has too many Gladiators (see pag. 19).
The Gladiators characteristics influence the game this way:
- VALOR: add this characteristic to the Class's Doctor Skill and to the Gladiator EXPERIENCE to determine the number of VIRTUS points (number of Re-roll) available to the Gladiator for the duel;
- COURAGE: the maximum number of WOUND markers that a Gladiator can receive before giving up and submitting to the Crowd's sentence;
- CHARISMA: indicates how much a Gladiator is loved by the crowd. Add Charisma to the sum of WOUND markers and COMPROBATIO value to find the Approval number at the moment of the Crowd's sentence.
When you buy a Gladiator or when you send him for the first time to a Spectacle, you must assign him a Class. That means that you are training him with specific weapons for a particular style of combat against a certain type of opponent. If you want to know which duels can be fought, see the description of Matchings below.
Classes
In MUNERA: FAMILIA GLADIATORIA each Player must choose to train his Gladiators to the combat style of one of the seven Classes:
Provocator, Aequimanus, Hoplomachus, Thraex, Myrmillo, Secutor, Retiarius.
In the standard game, the choice of a Class does not involve the gaining of particular skills. However that choice is critical to differentiate the Gladiators to provide different Matchings required to attend the Spectacles. When you get a Gladiator, assign him to a Class. Take that Class Tiro EXPERIENCE marker and put it on the GLADIATOR card. You can choose the Class for a Gladiator in every moment during the game, but every GLADIATOR card must have always at least a Class marker on it. You can always change this allocation choosing another Class, and replacing the EXPERIENCE marker, but doing so the Gladiator will lose all POPULARITY points and EXPERIENCE gained and will start again as Tiro.
The Matchings
The gladiator fights were not brutal mass melee, but refined duels of professionals of well-defined classes, which were equipped and trained so that the fight was perfectly balanced and only the valor could determine the winner. In these duels the Romans were not looking for a bloody massacre without sense: they already tasted such spectacles with public executions. The Romans were expecting thrilling and balanced duels from gladiators, just like we do from a boxing match. For this reason well-defined pairs were created.
In every Spectacle the duels take place according to the following Matchings:
- Provocator vs Provocator
- Aequimanus vs Hoplomachus
- Myrmillo vs Thraex
- Secutor vs Retiarius
Different Matchings cannot be used.
Experience and Growth of the Gladiators
The POPULARITY acquired by a Gladiator is placed on his card, next to the EXPERIENCE marker.
Each Gladiator who wins a duel gains 2 POPULARITY points (see pag. 16). Each Gladiator who loses a duel, but survives the Crowd's sentence, gains 1 POPULARITY point. Whenever a Gladiator gains the fourth POPULARITY point, replace the EXPERIENCE token with the one belonging to the next Experience level (Tiro with Veteranus, Veteranus with Primus Palus) and start again earning POPULARITY points from 0.
The Gladiators of EXPERIENCE Veteranus have a bonus of +1 to Valor/Charisma and earn for their Gymnasium +1 Glory every time they participate in a Spectacle. Primus Palus bonuses are +2 Valor/Charisma and +2 Glory.
Death of the Gladiators
Whenever a Gladiator is eliminated as a result of the Crowd's sentence, his Gymnasium receives as a refund a number of COINS equal to the Cost of the Gladiator (depending on his Origin), + his POPULARITY points, + 4 if Veteranus, +8 if Primus Palus.
The Collaborators – Minister Cards
In MUNERA: FAMILIA GLADIATORIA, each Player can take advantage of the ability of several Collaborators, each able to influence certain aspects of Gladiators' life.
Doctor
The Doctor is a coach able to train the Gladiators to the fighting style of a specific Class. When you buy a Doctor, choose which Class he will train and place him below that Class name on the GYMNASIUM CHART: from this moment onwards, the Doctor will train the Gladiators of that Class and cannot be assigned to a different one. Each Gladiator of the same Class of the Doctor gains in every duel a number of Virtus points equal to the Skill of the Doctor. Note: these Virtus points have to be added to those determined by the sum of the Gladiator Valor and his EXPERIENCE (See above).
Medicus
The Medicus is the one who takes care of the physical health of the Gladiators, protecting them from disease and healing the wounds of the duels, ensuring rapid recovery.
The Medicus Skill is used in two cases.
In the first case, his Skill is added to a die roll at the end of a duel, to check whether the injuries received in combat are healed. If the die total + Medicus Skill is higher than the WOUND markers near the Gladiator card, engage the Gladiator and remove all WOUND markers; if the result is equal or less, engage the Gladiator, but leave a WOUND marker on his Card: this prevents him from disengaging until the WOUND marker is removed, which must be checked at the start of Forum phase (see pag. 13).
In the second case, the Medicus Skill is used to check the removal of the WOUND marker at the beginning of the Forum phase. Roll a die: if the result + Medicus Skill is greater than 4, remove the WOUND marker (that prevents him from disengaging). The Gladiator will be allowed to disengage starting on the Forum Phase of the next turn.
Faber
The Faber isn't just a weapon and armor manufacturer, but a true artist, decorator and engraver able to work with quality materials to produce weapons, armor and equipment effective and aesthetically exceptional. A champion with a shining armor will win more easily the love of the crowd, who will be less inclined to condemn him to death.
The Skill of the Faber is added to the Approval for the loser Gladiator at the moment of the crowd's sentence (see pag. 16).
Coquus
The Coquus deals with the nutrition of Gladiators and, more generally, with keeping them in strength. Good nutrition is essential for an athlete who, if well fed, not only will be stronger and healthier, but will also look better and will have more energy and higher morale.
The Coquus Skill represents a number of die Re-rolls available to his Gymnasium for every die roll involving a Gladiator. When you use one Coquus's Skill point to Re-roll a die, rotate the Coquus card 90 degrees clockwise: a Coquus with Skill 1 can be rotated once, with Skill 2 twice, with Skill 3 three times.
Arbiter
Gladiators duels must comply with the rules of the arena. The Arbiter is responsible for monitoring the application of these laws. Beside this, the Arbiter ensures that a gladiator does not kill an opponent during the duel, not allowing the crowd and the sponsor of the spectacle to choose loser's fate.
Add the Arbiter's Skill to the die roll when testing the accidental killing (see pag. 16).
Vectores
A spectacle can be held in any part of Italy, so a Gymnasium needs the Vectores, a transport service that takes care of bringing the gladiators from one arena to another, preventing them from escaping during the journey and optimizing the time of transfer.
The Vectores's Skill represents the number of Regions through which the Gymnasium's Gladiators can travel without paying the Cost of Travel (equal to 2 COINS for each traversed Region, see pag. 15).
Lupae
Each lanista knows that to avoid protests, riots and suicides, often the surveillance of guards is not enough. Sometimes it is necessary to ensure gladiators the company of women, keeping some prostitutes in the Gymnasium for them.
The Lupae Skill is added to the Obedience of the Gladiators.
Setup
When a new game starts, at the center of the table set the ITALY MAP (left) and the SPECTACLE TABLE (right). Place the PUGNA, COMPROBATIO and VIRTUS markers on the SPECTACLE TABLE, then divide the remaining markers and keep them at hand. The Forum Area is at the left of the ITALY MAP, the Munus Area is at the right of the SPECTACLE TABLE (see image). Divide the cards in the four respective decks (GLADIATOR, MINISTER, MUNUS and EVENTUM), shuffle them and place them face down near the ITALY MAP and the SPECTACLE TABLE. The Discard area of each deck is the one immediately behind the deck itself. The cards are always discarded face up.
Assign each Player a GYMNASIUM CHART with 2 POSITION markers and 25 COINS. Then each Player rolls a die. Whoever gets the highest result takes the RUDIS marker and becomes the Rudiarius the first turn. Starting from the Rudiarius clockwise, each Player performs the following steps:
- Choose a Region in which to place his Gymnasium: pay the Cost shown on the ITALY MAP and place one POSITION marker in that Region, keep the other one near the GYMNASIUM CHART; finally place the Treasury next to the GYMNASIUM CHART;
- Openly draw from the GLADIATOR deck until 6 GLADIATOR cards with Origin servus, captivus or damnatus are collected; every Gladiator with Origin auctoratus drawn must be discarded;
- Openly draw from the MINISTER deck until 1 MINISTER card with Skill 1 is obtained and add him to his Gymnasium; discard every Staff with Skill more than 1;
- Secretly draw 2 EVENTUM cards. The game starts from the Munus phase. (For a fast start, recommended for early games, see pag. 20 Option Rules.)
Game Turn
In MUNERA: FAMILIA GLADIATORIA each game is divided in Turns. A game Turn is divided in the following Phases:
- Eventum Phase: each Player, starting from Rudiarius clockwise, draw an EVENTUM card;
- Forum Phase: first disengage all engaged gladiators and check the WOUND recovery of the Gladiators who are not disengagable; then discard all cards in Forum area and draw 1 GLADIATOR card and 1 MINISTER card for each player in the game and place them in the Forum area. Proceed then to auctions to buy Gladiators and Staff present in the Forum area.
- Munus Phase: discard all cards in Munus area, then draw 2 cards (game with 2 or 3 Players) or 3 cards (game with 4 Players) from the MUNUS deck. Proceed then to the resolution of the Spectacles shown on the MUNUS cards. Each Spectacle is resolved by following the steps Tender, Travel and Duels.
1. Eventum Phase
The Rudiarius, then any Player in clockwise order, draws secretly a card from the EVENTUM deck and adds it to his hand.
2. Forum Phase
Gladiators Engaged and Wounded
Each Player disengages all engaged Gladiators without a WOUND marker. Each Player rolls a die for each of his Gladiators engaged with a WOUND marker: if the die result + Gymnasium's Medicus Skill is 4 or more, remove the WOUND marker. The Gladiator can be disengaged on the Forum Phase of the next Turn.
Engaged Gladiators with a WOUND marker are those whose injuries suffered during the last duel proved to be particularly severe and requiring a long convalescence: they remain engaged, but can test to see if they remove the WOUND marker, in order to disengage next game Turn.
Forum Area and Auctions
Discard all cards in Forum area. Then draw a GLADIATOR and a MINISTER card for each Player in the game and place them in the Forum area; then proceed to auctions.
The Rudiarius chooses a card present in the Forum area to be auctioned.
The auction runs this way: each Player takes his COINS and hides secretly in his closed hand the amount he would pay for the card auctioned. When all Players have hidden the amount of COINS chosen (can also be equal to 0), they simultaneously open their hand showing the amount offered. The Player who offers the highest number of COINS wins the auction, pays the amount offered and buys the card auctioned. The others Players put back the remaining COINS in their Treasure.
During an auction, no one can offer an amount lower than the Cost shown on the card. If 2 or more Players offer the same amount, each one of them rolls a die: whoever gets the highest result buys the card. In case of a tie roll again. If the Player who purchased the card is the Rudiarius or if the Rudiarius is no longer willing to buy other cards, the RUDIS goes to the Player on his left, otherwise it remains in his possession. Proceed that way until there are no more cards in the Forum area or until no one is willing to make purchases. If the Rudiarius is no longer willing to make purchases, but other Players are, the Rudiarius must give the RUDIS to the Player on his left.
3. Munus Phase
At the start of the Munus phase, discard all cards in the Munus area. Draw 2 cards (game with 2 or 3 Players) or 3 cards (game with 4 Players) from the MUNUS deck.
Spectacle Resolution
The Rudiarius chooses a Show to resolve. To resolve a Spectacle, a Gymnasium must be able to participate. To participate in a Spectacle, a Gymnasium must have the number of Pairs required by the Contract of the Spectacle and all participant Gladiators must not be engaged. Each Contract contains a number indicating the number of Gladiators Pairs (the number of duels to be fought). The Pairs sent must belong to different Matchings. Therefore it is not sufficient to have the number of Pairs required, but also it is necessary that these Pairs belong to different Matchings. Players are free to come to an agreement in order to meet the demand of a Contract (see agreement at pag. 19).
The resolution of each Spectacle follows these steps:
- The tender
- The travel
- The duels
Once a Spectacle is resolved or discarded, the Rudiarius must give the RUDIS to the Player on his left. This Player may decide to resolve a new Spectacle or immediately give the RUDIS to the Player on his left without resolving any Spectacle. Once all Spectacles are resolved or nobody wants to resolve any of those remaining, the Munus phase ends and so does the game Turn. The following explains how to resolve a Spectacle.
The Tender
Each MUNUS card represents a Spectacle valid for 2 Gymnasiums. The Rudiarius Gymnasium automatically participates in the Spectacle that it has chosen to resolve, but must find another Gymnasium with which to participate.
Starting from the Player to the left of the Rudiarius, each Player expresses his intention to participate or not in the Spectacle with the Rudiarius Gymnasium.
If no Gymnasium wants to participate, the Spectacle is discarded without being resolved and the RUDIS goes to the Player to the left of the Rudiarius (which earns neither Glory nor COINS).
If just one Gymnasium wants to participate, that Gymnasium and the Rudiarius Gymnasium earn the number of Glory and COINS in prize and continue resolving the Spectacle.
If more Gymnasiums want to participate, a tender is held between the Gymnasiums that have declared their intention to participate in the Spectacle to win the Contract available.
The first Gymnasium to the left of the Rudiarius makes an offer equal or lower to the amount of COINS indicated on the Spectacle card (e.g. if the MUNUS card indicates 10 COINS, the Gymnasium participating in the tender shall offer to participate for 10 COINS or less). The next Gymnasium clockwise can offer to participate for less money or can withdraw from the Tender. Continue this way until only one Gymnasium remains because all the others have withdrawn or until a Gymnasium offers to participate for 0 COINS, winning immediately the Tender. The winning Gymnasium participates in the Spectacle with the Rudiarius Gymnasium.
After the Tender, both Gymnasium participants immediately earn the Glory points shown on the MUNUS card, the Rudiarus Gymnasium gains a number of COINS equal to the number shown on the Spectacle card, while the other Gymnasium participant earns a number equal to the offer with which he won the Tender (if the Gymnasium has offered to participate for 0 COINS, it will gain just the Glory points). At this point, the participant Gymnasiums send the Gladiators Pairs required by the Contract to the Spectacle.
The Transfer
Each Player who sends Gladiators to a Spectacle (even loaning them to another Gymnasium) must declare each participating Gladiator's Name and pay the Transfer Cost. That Cost is equal to 2 COINS for each Region traversed during the journey to transport the Gladiators from the Gymnasium's Region to the Spectacle's Region, regardless of the number of Gladiators that are moving. The Gymnasium's Region must not be counted (if the Spectacle's Region is the same as the Gymnasium's Region, the Travel Cost is 0). The Sea Region also costs 2 COINS to be traversed.
Note: every Gymnasium that participates with one or more Gladiator in Spectacle have to draw an EVENTUM card.
The Duels
During the resolution of each Spectacle, the Rudiarius chooses one of his own Gladiators and makes him immediately fight a duel with a compatible Gladiator of the opponent Gymnasium. If there are no compatible opponents, he must fight with the compatible opponent of his own Gymnasium according to the rules of the duel of two Gladiators of the same Gymnasium (see page 17). If the opponent Gymnasium has a compatible Gladiator, a duel is fought immediately.
Once the first duel ends, the others are resolved until the duels of all Gladiators participant to the Spectacle are over.
When two Gladiators face each other for a fight, the duel takes place as explained below.
The Duel
First of all prepare the SPECTACLE BOARD this way:
- the Players determine who will occupy which position (I or II) and place their GLADIATOR card in the Gladiator box;
- place the PUGNA marker in the relative central box;
- place the COMPROBATIO marker on the Pressed Thumb side in the relative box (unless EVENTUM cards modifying the COMPROBATIO level before the duel have been played, in which case the marker will be placed accordingly: on the Pressed Thumb indicating a COMPROBATIO value equal or greater than 0, on the Straight Thumb indicating a COMPROBATIO value lower than 0);
- place the VIRTUS markers on the position number equal to the sum of Gladiator's Valor + Skill of Doctor of the relative Class (if any) + Gladiator's EXPERIENCE bonus (Tiro 0, Veteranus 1, Primus Palus 2).
The duel, divided into phases, takes place as explained below. In each phase both Gladiators make a melee roll.
- Who obtains the highest result, move the PUGNA marker a number of boxes equal to the difference between his melee roll and the one of his opponent in his direction, toward the box containing the eagle, which represents Victory.
- The Gladiator who scored the lowest result in the melee roll receives a WOUND marker and places it in the lowest WOUND box next to the relative Gladiator card;
- If both Gladiators get the same number on the melee roll, add 1 to the COMPROBATIO value and no one receives a WOUND marker. If the duel starts with a negative COMPROBATIO value (effect of an EVENTUM card), place the marker on the Straight Thumb face over the relative number (ex. if the COMPROBATIO value is -1, place the marker on the Straight Thumb face in the box numbered 1); when the COMPROBATIO value reaches 0, flip the marker on the Pressed Thumb face and place him on the starting box. If the COMPROBATIO marker reaches the V box, the duel ends without crowd's sentence and both Gladiators are declared Winners (see Stantes Missi Victory).
- If a Gladiator or both of them get a 0 on the melee roll, an accidental killing may happen. After assigning the WOUND marker and moving the PUGNA marker according to general rules (see above), the Player who scored 0 on the melee roll must immediately throw the die again and add the Skill of the Arbiter with the highest Skill value among the Arbiters belonging to the Gymnasiums of the dueling Gladiators (therefore even the Arbiter of the opposing Gymnasium, if he has a higher Skill value): if the result is a value less or equal to the number of WOUND markers received by the Gladiator so far in the duel, the Gladiator is immediately eliminated, otherwise the duel continues according to the general rules.
After any melee roll, a Gladiator who has at least 1 VIRTUS point may choose to use it, moving his VIRTUS marker on a lower box, to Re-roll a melee roll (not the accidental killing or crowd's sentence roll, but just the melee roll), the result of the second die roll always replaces the first, even if worse.
The two Gladiators keep making melee rolls until one of them reaches the Victory. Victory is achieved in one of these cases:
- a Gladiator reaches a Victory (+2 POPULARITY) if the PUGNA marker reaches the Eagle box of his side (I or II). The loser undergoes immediately the crowd's sentence;
- a Gladiator reaches a Victory (+2 POPULARITY) if the opponent receives a number of WOUND markers greater than his Courage value. The loser undergo immediately the crowd's sentence;
- a Gladiator reaches a Minor Victory (+1 POPULARITY) if the opponent is eliminated by accidental killing;
- both Gladiators reach a Victory (+2 POPULARITY each) if the COMPROBATIO marker reaches the V box (Stantes Missi Victory).
If a Gladiator undergoes the crowd's sentence, proceed as follows. First determine the crowd's Approval for the loser: this value is equal to the sum of WOUND markers of both dueling Gladiators + the COMPROBATIO value (which can also be negative because of an EVENTUM card) + the Skill of the Faber of the loser's Gymnasium + the Charisma of the loser Gladiator (to which may be added his EXPERIENCE bonus for Charisma: +1 if Veteranus, +2 if Primus Palus, see pag. 10). Roll a die. If the result is lower or equal to the Approval value, the defeated Gladiator is spared, defeated but alive; otherwise the crowd calls for death and the loser is immediately eliminated.
At this point, the Gladiator who gets a Victory gains 2 POPULARITY points, the Gladiator who gets a Minor Victory and the defeated Gladiator, if survived, gain 1 POPULARITY point.
The last thing to do is to check if the combat injuries are immediately recovered by the Gladiators. Roll a die for each Gladiator: if the result + Skill of the Medicus is higher than the number of WOUND markers received during the duel, remove all WOUND marker and engage the Gladiator; if the result is equal or lower, keep a WOUND marker on the GLADIATOR card and engage him: he will try to cure his injuries later, at the start of the Forum phase (see pag. 13).
Duel with Two Gladiators of the Same Gymnasium
When two Gladiators of the same Gymnasium face each other, the duel is resolved in a simplified manner with a single die roll. Throw a die for each Gladiator and add to the number Valor + Courage. Who gets the higher total is the Winner. If the result is a tie, roll the dice again. If the Winner gets a total equal or higher to twice the total of the loser, roll a die for the defeated Gladiator: if the number is higher than his Charisma, the Gladiator is eliminated. Following general rules, the Winner gains 2 POPULARITY points, the loser 1 if survives, but in this case the loser always receives a WOUND marker.
Bets and Tampering
During a duel, the Gymnasiums that do not have their Gladiators fighting in it can place bets and tampering: a Player can place bets and tampering only if none of his Gladiators is fighting in the duel. A Player who places bets and tampering is called Bettor.
There is no limit to the number of COINS expendable in a Spectacle for bets and tampering. The COINS gained from bets can be immediately used for other bets and tampering.
Bets and tampering are done by placing the COINS in the bets and tampering box in the lower side of the ITALY MAP. In this box there are 6 small boxes: 2 bets boxes on which are placed the COINS at stake and 4 tampering boxes with which tamper the duel. The COINS placed on the bets and tampering box are spent and cannot return in the Treasury.
Bets and tampering must not slow the course of the duel.
In a game with two Players, bets and tampering are not used. In a game with three Players, the Bettor cannot bet more than 3 COINS and can place just one tampering in column III on the bets and tampering box on the ITALY MAP. In a game with four Players, each Bettor can place up to 5 COINS in bets and do up to 2 tampering, as explained below.
Betting
There are two bets boxes: I and II. The box I identifies the Gladiator placed on the I card box on the SPECTACLE BOARD, the box II identifies the other. The COINS wagered by Bettors on the Gladiators engaged in duel are placed in these boxes.
The first Bettor on the left of the Rudiarius is the first to Place a number of COINS of his choice in one of the two bets boxes, the other can do the same in the remaining (but he is not obliged to do so). These COINS must be placed before the first melee roll of the duel. After the end of the duel, the Bettor who placed the COINS in the box related to the winning Gladiator, gains twice the COINS spent in bet (the COINS invested in the bet are anyway spent).
The Players cannot spend more than 5 COINS in a single bet (3 COINS for a 3 Players game).
Tampering
Once the betting is over, the duel begins. After any melee roll, the second Bettor on the left of the Rudiarius can place 1 COIN in one of the boxes described below to make a tampering and get the effects explained. The other Bettor can do the same just after the next melee roll. Proceed alternating the tampering between Players after each melee roll, but only if the other Bettor made a tampering after the previous melee roll. The Bettors can make tampering even if they did not placed bets.
There are 4 tampering boxes, characterized by the following effects:
- With corruption you persuade to give a break to the fighting Gladiators: the PUGNA marker does not move following the last melee roll.
- You are able to allow a quick refreshment to Gladiators: the Gladiator with the lowest melee roll does not receive a WOUND marker.
- You bribe the arbiter who manages the duel: -1 Virtus to one of the dueling Gladiators.
- With gold you bribe the fans to support one or the other Gladiator: +1 or -1 Virtus to one of dueling Gladiators.
A COIN cannot be placed in a tampering box already containing one COIN. The effects of tampering are always immediate.
General Rules
The Rudis
Having the RUDIS marker provides the following abilities:
- In Forum phase you can choose the MINISTER or GLADIATOR card in the Forum area to be auctioned with other Players. If the Rudiarius buys the card auctioned, he must give the RUDIS marker to the Player on his left.
- In Munus phase the Rudiarius can choose which Spectacle to resolve and he can participate without call for tender with other Players.
- At the end of the game turn, if a Gymnasium has more than 8 Gladiators, the Rudiarius must choose a number of Gladiators equal to those in excess to 8 and check their Obedience as indicated below.
Beside this, the Rudiarius is the first to draw an EVENTUM card at the beginning of the game turn.
Gymnasium with More Than 8 Gladiators
Gladiators were not just professional athletes, but also turbulent warriors, condemned to a life of captivity. Gathering too many of them in the same place could cause many problems and conflicts.
If at the end of the game turn a Gymnasium has more than 8 Gladiators, the Rudiarius must choose a number of Gladiators equal to those in excess to 8 and roll a die for each of them. If the total is more than the Obedience of the chosen Gladiator, he is immediately engaged and receives a WOUND marker, that could be removed following general rules at the beginning of the Forum phase.
Sales and Market
A Player may decide during the Forum Phase to sell any of his own GLADIATOR or MINISTER cards. There are 3 ways to sell a card:
- it can be auctioned openly between Players;
- it can be sold exclusively to a chosen Player;
- it can be sold to the Forum.
In the latter case, the COINS gained are as follows:
- Cost + POPULARITY points + 4 if Veteranus, +8 if Primus Palus for a Gladiator;
- Cost for a MINISTER card.
Cards sold to the Forum are immediately discarded.
Agreements
In MUNERA: FAMILIA GLADIATORIA the Players are encouraged to reach agreements and to trade. EVENTUM, MINISTER, GLADIATOR cards, COINS, promises and favors can be traded or lent. The only constraints on those trades are the following:
- You can never trade POPULARITY or Glory points;
- The POPULARITY gained by a Gladiator can never be transferred, even if he gains those points participating to a Spectacle loaned to another Gymnasium;
- The Glory obtained by a Gymnasium for gaining a Contract is awarded entirely to that Gymnasium, even if participating to the Spectacle with one or more Gladiators loaned by another Gymnasium.
No promise is binding: the value of each deal is only in the worth of the word given.
Optional Rules
Quick Start
For a quick game start, after completing the Setup (see pag. 12), proceed as follows. When you draw the Spectacle cards from the MUNUS deck, discard all cards with a Contract of 2 or more Pairs up to draw a number of cards equal to the number of Gladiators. Place the card drawn in the Munus area, then shuffle all discarded MUNUS cards in the MUNUS deck. The cards drawn and placed in the Munus area are the Spectacles to be resolved in the first Munus phase.
Duration of the Game
15 Glory points is a game of medium duration; by mutual agreement the Players can choose to play a shorter or longer game, increasing to 20 or decreasing to 10 the Glory points needed to achieve victory. The number of Glory points needed to win must be declared at the beginning of the game.
Other Optional Rules
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