A game by Adam Carlson and Josh Carlson 1-3 players / Age 13+

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1 A game by Adam Carlson and Josh Carlson 1-3 players / Age 13+ The Roman Empire is flourishing. News of the famous arena games are reaching every corner of the globe. But this renown may be having some undesired effects, as it has attracted the attention of some unusual parties. Legendary cities from the far reaches of the earth, each thought to have been lost forever, are sending emissaries to Rome. These are not ordinary cities. Each represent an advanced civilization with warrior types, skills, and tactics unknown to the Empire. How these cities and cultures exist remains a mystery one the Empire intends to uncover. In order to study and determine the threat level of these potential adversaries, the Roman Empire reacts quickly. Each of the emissaries have been sent home with a challenge in hand that will take place in the arena. It reads: Three cities have responded Gather your elite, your best Champion and fighters, set your strategists to work and join us. Battle in the arena and prove to the world you are worth its notice. 1

2 Board Glossary Champion Start Location Hex: At the start of each game, players may choose from 9 starting location hexes. Crowd Favor Stone Hex: Gladiators occupying this stone at start of their turn earn Crowd Favor points which grant rewards at specfic levels. Deployment Zone Hex: Gladiators are placed on one of these hexes when being deployed. Each player has 6 hexes available to them at the start of the game. Trapdoor Hex: Arena units (Beasts and Criminals) are placed on one of these hexes when they come into play. There are 6 Trapdoor hexes throughout the arena. Die Legend: This legend is used to determine certain directional aspects within a game. 2 Prep Area Circle: Chips drawn from a player s chip bag are stored here until played within the arena. There are a total of 5 Prep Circles per player.

3 Goal A player must eliminate their opponent s Champion to win. If you are playing a Solo or Co-op game, you must eliminate the Arena Boss(es) with at least 1 Champion remaining. Setup Roll out the game board in the center of the play area. Place a few stacks of health chips on either side of the game board. Each player must select a City to represent. All cities consist of 1 Champion, 3 special gladiators, 12 basic gladiators, and 8 tactics. Place your city s Crowd Favor (CF) bead at 0 on the CF Meter for each player. Each player randomly selects 3 face down CF Reward Tactic chips and places one on level 1, 2, and 3 (not 0 or 4) of the CF Meter. They will remain hidden until unlocked. Also, randomly select 1 face down CF gladiator and place on level 4 of the CF Meter. Place all of your gladiators and tactics into your chip bag except for your Champion and shake up your bag to mix the chips. Roll 1 black, 1 blue, and 2 yellow hit dice - the one who lands the most hits starts the game (Player 1). NOTE!! Arenas may have special rules, setup instructions, and additional ways to win or lose the game. These rules will be posted on the Battle Scroll found in the upper left corner of the arena, so be sure to familiarize yourself with these rules and conditions when setting up the board. NOTE!! As we move through this rulebook, we will be doing it from a PvP (Player vs Player) perspective. Solo and Co-op game modes are covered in gross detail within their own section after PvP. Starting a Game Player 1 will place their Champion face down, along with its health chips, in a desired location within the Champion placement area. Player 2 now does the same. At this point both Champions cannot move or take action; however, they can take damage. Player 1 Champion s chosen Start Location Player 2 Champion s chosen Start Location A player s turn is broken down into 4 Phases. Once you move to a new phase, you cannot go back to an earlier one. These phases must be completed in order and once finished, your turn is over. Gameplay is conducted with players taking consecutive turns.

4 Phase 1: Draw Chips To start this phase, record any Crowd Favor you have earned from occupying CF Stones. Crowd favor is tallied on the CF Meters on either side of the arena. Next, a player must draw enough chips to fill their Prep Area (kept hidden from your opponent). If at the start of the game you draw 5 tactics (no gladiators), show them to your opponent, place them back in your chip bag and redraw. These chips serve as your playable hand for this turn. They will be spent and replenished throughout the game. However, once your bag is out of chips, your prep area must have chips on all 5 Prep Area circles. If you have unfilled circles with no more chips to draw, your Champion will begin taking 2 damage at the start of each of your following turns until your Champion has no health (which will end the game). END GAME TIP: A player may choose to play some of these last remaining chips knowing that he/she will take damage the following turn. A few well-played tactics may allow you to overwhelm your opponent before your health runs out. Chip Glossary Attack Range: Number of hexes the target unit must be within to be attacked (a range of 1 can only reach adjacent units). Health: Shown by red chips under unit. Attack Power: Determines how many Basic Attack dice are rolled. Move Range: Unit may travel up to (X) number of hexes on their turn. Tactical Range: Number of hexes the target unit must be within to be played on. Tactics can always be played on yourself. Basic Attack Dice: Use these dice when rolling for a Basic Attack. Alternate Attack: Use this attack in place of this unit s Basic Attack. Ability: This can be used once per turn and as soon as the unit is deployed. Unit Type: Indicates the type of unit (Gladiator, Champion, Beast, Criminal). Tactical range of 1 can only reach adjacent units 4

5 Phase 2: Deployment & Tactics A player now has the option of playing chips from their Prep Area. On the first turn of the game (Player 1), only one chip can be played. After this, each player may play up to two chips (gladiators, tactics) per turn for the rest of the game. If playing a gladiator, place it onto any one of your available unoccupied Deployment hexes (place health chips underneath the gladiator in the amount indicated on the chip). Any gladiator just deployed cannot move or take action until the next turn unless an ability allows for this to happen (e.g., First Strike, Initiative). If all your Deployment hexes are occupied, you cannot play a gladiator. Also during the deployment phase, you may choose to play a tactic chip if you have one. Tactics cannot be played on Champions or Bosses. A tactic can only be played on a unit (friendly or enemy) within the tactical range of one of your units. This range is indicated by a spyglass on each unit chip. A unit with Tactical Range 3 must be within three hexes of the target unit during this phase. Tactics can always be played on yourself. If a gladiator is deployed, its tactical range is immediately available for playing tactics. Phase 3: Movement Attacker on deployment hex NOTE!! Single turn tactics (e.g., Stun) are placed on top of the affected unit. Permanent effects (e.g., Hamstring and Adrenaline) are placed between the unit chip and its health chips. Hamstring removes any Adrenaline effects because it drops movement to zero (remove the Adrenaline chip). If Hamstring is played first, Adrenaline will increase that unit s move range from 0 to 1 (in this case, keep both Adrenaline and Hamstring chips under unit). During this phase you may move your units based on each unit s move range. You do not have to move the full range of the unit. Once you choose to move, you cannot save part of the unit s movement for later during the same movement phase (e.g., You cannot move a Tactician out of the way for other units to pass through, and then step back where it was). Be sure to check for movement modifiers under units before moving them. In order to move to another hex, that hex must not be occupied. It s not possible to move through another unit unless a specific ability allows for this. There must be unoccupied hexes available between your current position and your move-to position. NOTE!! If your unit is engaged with an arena beast, your unit is locked in combat with the beast and cannot disengage by just moving away. Certain abilities may allow you ways to get away however. 5

6 6 Move and Attack Examples Attackers can move a distance of 2 hexes. Brawler s Hurl ability can flip Defender over the Brawler - away from protection. Brawler and Attacker both focus their attack on the unprotected Defender. Also this phase, abilities allowing special movement or unit displacement (e.g., Hurl, Pull) may be used. Please refer to the chart (pg. 13) for further details. All abilities are limited to one use per turn. A turn is the completion of a single player s 4 phases. Phase 4: Attack Basic Attack Dice After completing the move phase, you may choose to 5/6 Hit 3/6 Hit 2/6 Hit attack, if possible. Each of your units may use its basic or alternate attack, not both, if they are within range (refer to each unit s attack range to determine this). To make an attack, roll all of the Basic Attack Dice indicated on that specific unit. There are 3 attack dice colors, each with its own odds of landing a HIT. Each H that comes up is a HIT of 1 damage, and each blank is a MISS. The damage is immediate and your opponent must respond with a defensive ability (e.g., Intercept Blow, Retaliate) or remove a corresponding number of health chips from under the unit receiving the hit. Attack Sequence: 1) Choose one of your units to perform an attack and declare if it s a basic or alt attack. 2) Declare the target unit of the attack (once you verify it is within range of your unit). 3) Select the exact Attack Dice as pictured on your unit for that attack. Also, add Tactition die (see Strategic Attack ability on pg. 13) if a friendly Tactician is adjacent to your attacking unit. 4)Roll all dice and add up the total number of HITS. 5) Your opponent now has a chance to use an ability such as Intercept Blow or Retaliate. 6) For each HIT suffered, your opponent must remove a health chip from under the unit receiving the hit. 7) If a unit is defeated, it must be removed from play and Crowd Favor for the kill is recorded at this time.

7 NOTE!! It is considered proper etiquette to state your attacks loud and clear, along with pointing out the attacking unit followed by the unit being attacked. Also, should you roll a successful attack, allow your opponent to remove his/her own health and unit chips. It is the responsibility of your opponent to make any ability declarations during this time. Crowd Favor CF (Crowd Favor) is earned a number of ways: 1. Killing an opposing gladiator grants you 2 CF (points for kills are taken immediately when the kill happens). 2. Beast and Criminal kills grant you 2 CF per kill (5 for Bosses). 3. You gain 1 CF if you occupy a CF Stone at the center of arena and 3 CF if you occupy both stones at the same time (These stones must be in your control at the start of your turn which is also when you should mark them on your CF meter). TIP: It s important that you keep a constant awareness of where you are at with the crowd. CF rewards unlock the instant the level is reached. A Champion unlocked on your opponent s turn can move and attack on your turn! A deployment zone unlocked at the start of your turn can be used in the same turn! Remember, it is your responsibility to calculate and take credit for CF you have earned. Once the current phase ends, you cannot go back and adjust for missed CF. Reaching a new CF level grants 2 rewards; Arena Level Unlock and CF Reward Tactic. Your opponent will receive the CF Reward Tactic. Arena Level Unlocks: (these are instantly activated once reached) Level 1: Your Champion is activated. *If this level is reached on your turn - your Champion cannot move, attack, or use abilities until your next turn. Level 2: All deployment zones (12 total) are now available for use. Level 3: All units gain +1 Yellow Attack Die for basic attack. Level 4: CF Gladiator is unlocked and can be deployed during your next deployment phase. CF Reward Tactics: (give to your opponent face down) Levels 1-3: Bolster Attack Bolster Atk Range Bolster Move Longbow Assault Retaliate 3 Hunker Down Reinforcement Crowd Riot Recuperate CF Reward Gladiators: Level 4: Sultarus the Samnite Gaius the Murmillo Tatiana the Peltast Refer to Reference Card for details on these rewards. 7

8 ***This completes the PvP rules of Hoplomachus. *** The following only applies to Solo and Co-op modes. Arena Units (Beasts, Criminals, and Bosses) All Solo and Co-op modes have a predetermined number of B/C (Beasts/Criminals) for each scenario. Any B/C that is defeated is placed into the B/C bag. A replacement deploys at the start of the Arena s next turn (roll a D6 to determine which Trapdoor it uses). If more than one B/C was defeated, a new unit is drawn and deployed for each. NOTE!! For Co-op games, Player 1 will handle beast deployment, movement choices, and attack rolling. While Arena chips move and attack on their own, there are still choices to be made. What order B/C will roll for movement, which will attack first, and hex left/right choices (explained in this section) are all decisions that player must make and can be used to players advantage if handled correctly. When a B/C is drawn, a basic D6 will be rolled to determine which Trapdoor (1-6) it will deploy from. If a player s unit is standing on that Trapdoor hex, that unit is instantly killed. The B/C then occupies that Trapdoor. While B/C cannot move the same turn they are deployed, they attack on their first turn. Beast Deployment Example: Image 1: Player moves onto a Trapdoor (numbered as 1). Image 2: On the Arena s next turn, 1 B/C needs to be replaced so Player 1 draws. He draws a beast and then rolls a basic D6 to see where the beast is deployed. The roll is a 1, right where their Attacker is positioned. The Attacker is killed instantly, and the beast takes its place on the Trapdoor hex. If other units had been adjacent to the Trapdoor hex, the beast would have attacked this round as well. If other beasts were adjacent, they would not be attacked or hit by this beast s attack. 8 If another B/C is sitting on the Trapdoor where the drawn B/C is to be deployed, the drawn B/C will then shift to the next numbered Trapdoor (e.g., 1, 2, 3, 4, 5, 6, 1). If all Trapdoors are covered by Arena units, that unit cannot be deployed this turn.

9 Beast/Criminal Turn Sequence Beasts and Criminals take their turn after all players have gone. Beast Movement Example Beast Movement Beasts use 2 basic D6 dice to move (use the dice legend on the arena mat). Player 1 (the designated Arena player) must roll one die, move the beast (if possible), roll the second, and move again. If a wall or beast is in the way, the beast does not move that direction. Beasts move their entire move range (both dice) or until adjacent to a Player s unit. Once adjacent, the Beast is engaged and neither Beast nor unit can disengage until a kill has been made. Other Beasts and/or Player units may join the fight, but each contact made will lock them in place until the battle(s) is resolved. Special abilities such as Pull or Hurl CAN disengage units and/or beasts. Beast Attacks After all Arena unit movement has been resolved, Beasts adjacent to a Player unit now attack. Player 1 must roll all attack dice for that Beast. Beast attacks hit all adjacent Player units at once. Also, Player 1 must roll a basic D6 for each Boss Beast. Refer to each chip for what type of attack the Boss Beast makes. If a Base Attack is rolled, Player 1 must roll all attack dice indicated on the chip to determine damage. If the Boss Beast has other attacks, refer to each chip and/or reference sheet for further explanation. IMPORTANT!! In Co-op games, the first thing that happens when a criminal unit comes into play is assignment. Each player rolls a basic D6. The Criminal targets the highest roll (reroll ties). If the Criminal is a Boss, assignment happens the at game set-up after Bosses are chosen and revealed. Place an assignment chip from assigned player s city in between the criminal and its health to indicate which Champion it is moving toward. If a Champion dies, Criminals reassign to the nearest Champion at that time. Criminal Movement A Criminal uses a basic D6 to determine whether or not it moves towards its assigned Champion. A roll of 1: it moves nowhere, a 2-5: it moves 1 hex, and a 6: it moves 2 hexes. If there is more than 1 equally direct way to move, Player 1 may choose. Criminals move their entire move range toward their assigned Champion. A Criminal will always attempt to move toward the Champion, even if it is engaged. A player may disengage and reengage criminals as they please. NOTE!! After rolling for each Criminal s movement, if the Criminal (including Bosses) cannot make a move that will bring it closer to its assigned Champion, it must move to another hex equal distance from the Champion. If such a move is not possible, the Criminal stays put for this turn. 9

10 Criminal Attacks Criminals attack the same way Beasts do. Refer to Beast Attacks for instructions. Bosses Bosses function like B/C with one exception. Bosses will always perform an attack roll even when not in attack range as certain abilities, if rolled, can have arena-wide effects. Game Modes and Setup **Player vs Player mode described in main rule. 10 Solo vs Board: Basic difficulty level (other levels and scenarios are available at To win: Eliminate the arena Boss. Setup: A full battle has 3 rounds (or a single Challenge round). Champions keep their existing health from one round to the next. All other units are reset and redrawn at the start of each round. Player can only play one chip per turn. Round 1: Choose a city. Randomly draw 6 Gladiators and 1 tactic. Also draw 3 CF rewards and 1 CF Gladiator and place them on the CF Meter. Place your Champion. Then draw 2 Arena units and start them on Trapdoors 1 and 2. As B/C are eliminated, another automatically deploys at the start of the Arena s next turn (roll a D6 to determine which Trapdoor it uses). Draw 1 Boss and place it on the hex indicated in the picture above. Round 2: Draw 3 Arena units and place on Trapdoors 1, 3, and 4. Round 3: 4 Arena units on 1, 2, 3, and 4. Challenge Mode: 4 Arena units and 2 Bosses (4 & 6 for Co-ops).

11 Co-op (2) vs Board: Basic difficulty level To win: Team must eliminate all Arena Bosses. Both Champions must survive to advance. Setup: Same as Solo vs Board setup with these exceptions - Players draw only 3 gladiators and 1 tactic per round. Both Players use one end of the Arena, share its 6 deployment hexes, and can play just one chip per turn. If a Champion is eliminated, the owner can not deploy gladiators or use tactics but can still play out active gladiators. Crowd Favor is shared as are the CF Rewards. The Player who reached the CF level takes the CF Reward. Tactical range is also shared between Players. Draw 2 Bosses and place as shown below. Co-op (3) vs Board: Basic difficulty level To win: Team must eliminate all Arena Bosses. All Champions must survive to advance. Setup: Same as Co-op (2) vs Board setup with these exceptions - Players draw 2 gladiators and 1 tactic per round. Draw 3 Bosses and place as shown above. NOTE!! In Co-op modes, talking about strategy and discussing move and attack options is not allowed. For beginners, this rule need not apply. FAQ: Are you stumped on a specific rule or a odd situation in the game? Please check our FAQ page at for answers!! A Game by: Adam Carlson Josh Carlson Graphic Design/Artwork: Josh Carlson Public Domain Publisher: Chip Theory Games Beastmaster: AstralWanderer Prison Key Keeper: David Cornell Box Art: Trey Ratcliff

12 Gladiator and Champion Abilities Boss Abilities Initiative: Unit can move the same turn it is deployed. First Strike: Unit can attack the first turn it is deployed. Retaliate: When attacked and hit, unit can do 1 damage back to the attacker. Intercept Blow: When an adjacent friendly unit is hit, this unit can intercept the entire hit instead of the intended target. This ability only works with base attacks. Pull: Unit is pulled in a straight line inward toward the puller (up to 2 hexes inward and from up to 3 hexes away). Cannot pull thru other units. Uber Pull: Unit is pulled in a straight line inward toward the Champion (up to 3 hexes inward and from up to 4 hexes away). Cannot pull thru other units. Hurl: Hurl can pick up an adjacent unit (friend or foe) and throw it to a different available, adjacent hex. Uber Hurl: This hurl can pick up an adjacent unit and throw it up to 3 hexes away in any direction. Fury Aura: Fury Aura does 1 damage to all opposing units 1 hex away. This damage is not part of this unit s attack but is performed during the attack phase. Uber Fury Aura: This aura does 1 damage to all opposing units up to 2 hexes away. Strategic Attack: All friendly adjacent units gain an additional yellow die to use with their base attack this turn. *abilities usable once/turn Assassinate: Move to furthest opponent (use Taunt) and do 6 damage. (Player can choose Boss s placement hex next to unit) Shadow Spear: Roll a basic D6 twice, a spear is thrown in those directions doing 2 dmg to each unit in its path. Ground Pound: All opposing units within 4 hexes are stunned for 1 turn. Strike Fear: All adjacent opposing units must retreat 1 hex straight away if possible. Acid Spray: All opposing units are hit for 1 damage. Snared: Gladiators and Champions within 2 hexes of unit cannot move for 1 turn. Regen 3: Unit regains 3 health not exceeding max HP. *Boss abilities usable only when rolled Gladiator & Champion Alt Attacks Boss Alt Attacks 12 Whirlwind: Roll 3 yellow dice, hits are applied to every adjacent opposing unit. Stun: Roll 1 yellow die to attempt to Stun an adjacent unit. A stunned unit cannot move, attack, or use abilities for 1 turn. Note!! Champions CAN be stunned by a gladiator (not a tactic). Reposition: Instead of attacking, unit may move 1 hex (during its attack phase). Long Shot: Roll 1 yellow die to attempt a 1 dmg ranged attack from 3 hexes away. *Alt Attacks are used in place of a base attack *Boss Alt Attacks are usable only when rolled Chase Down: If not engaged, move directly to closest opposing unit and do 4 dmg. (use Taunt if needed). Frenzy: All opposing adjacent units must reduce their existing health to 1. Death Coil: Single adjacent unit (use Taunt to decide) is permanently stunned and loses 2 health per turn.

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