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Arena Rex MMXIII Playtest Rules
Arena Rex MMXIII Playtest Rules
Warriors from lands both known and unknown perform upon the sands for the chance
at freedom, riches, and eternal glory. Many choose this life, some are condemned to it
-- they will face men, beasts, and creatures of myth, all for the favor of the crowd.
Arena Rex is a game of gladiatorial combat. Battles of 3 to 8 combatants per side are
recommended, and take approximately 30 to 40 minutes to play. Simple, intuitive
rules offer myriad tactical possibilities. Maneuver and arena terrain play key roles in
the game along with a fatigue-based activation system that twists a traditional round
structure in new and exciting ways.
Ours is a world inspired by the most exciting eras of antiquity. The myth, hearsay,
and superstition that riddles accounts of these periods is pervasive, and key historical
changes lead to a setting that is both familiar and incredible. The Roman Republic
endures, as does the Gallo-Roman Empire. The kingdom of Aegyptus is a tributary of
the Roman Republic and ruled directly by an Antonian king and Ptolemaic queen. The
Atlantic is not the barrier it once was, and men from the twilight lands of the north
and natives of the far west join in commerce and warfare. The year is 1253 AUC and
this is not the world you know.
Kickstarter Gameplay Video - Some gamers (visual learners especially) may want
to watch the gameplay video we created for our Kickstarter campaign before reading
this rules document. It can be found on our Kickstarter project page, by searching
‘Arena Rex Gameplay Video’ on youtube, or at this link:
http://www.youtube.com/watch?v=_u02Wop6XvM
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Anatomy of a Card
Statline:
MOV: (Move) The distance in inches a model may move when performing a move action.
ATK: (Attack) The number of dice this model rolls when making an attack.
DEF: (Defense) The number of dice this model rolls when defending.
ARM: (Armor) Damage dealt to this model is reduced by this number.
Measuring
At any time during the game, players may measure the distance between two models.
Distance is measured as the shortest point between two bases.
Turn Order
Arena Rex consists of alternating turns in which players activate a single model. This
activation may involve multiple actions, each of which may cause the activated model
to gain fatigue.
Moving, attacking, and power attacking are the basic options accessible to any model
during its activation. Activating a model allows it to move once without gaining
fatigue. Further movement, or making an attack will cause the active model to gain a
fatigue level, or two fatigue levels in the case of a power attack. An activated model
may continue acting as long as it does not exceed the Exhausted state.
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Fatigue Levels
There are three fatigue levels in Arena Rex: Ready, Fatigued, and Exhausted.
Ready (0 fatigue) - A model that begins the turn Ready may activate during its
player’s turn, and make a reaction during the opposing player’s turn as long as it is
Ready. In play, Ready models have no fatigue tokens, as shown above.
Fatigued (1 fatigue) - A model that begins the turn Fatigued may not activate
that turn, and a model may not make a reaction as long as it is Fatigued. At the
beginning of each of your turns, you may remove a fatigue from a friendly Fatigued
model (NB: they still began the turn fatigued). In play, Fatigued models are
indicated by fatigue tokens, as shown above.
Exhausted (2 fatigue) - A model that begins the turn Exhausted may not
activate, and a model may not take an action or make a reaction as long as it is
Exhausted. You may only remove fatigue from an Exhausted model during a clear
turn. Attacking models receive an additional success on attacks against Exhausted
models, and successful attacks against Exhausted models generate an additional
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at any point in the damage tree resolution. In play, Exhausted models are
indicated by fatigue tokens placed theta side up, as shown above.
Playtest note: We are producing custom fatigue tokens for Arena Rex, in the
meantime you can use the printed versions supplied later in this document. We have
also found coins to be an excellent stand in, just be sure to decide which side is
fatigued and which side is exhausted.
Turn Structure
1A) If none of your models are Ready you must initiate a Clear Turn (described
later).
1B) You may remove a fatigue from a friendly Fatigued model. That model may not
activate this turn.
2) Activate a Ready model and take actions with that model. You may not activate a
model that began the turn Fatigued or Exhausted.
3) After you finish taking actions with your activated model, pass the turn to your
opponent.
Clear Turn
When all of your models start the turn Fatigued or Exhausted, a clear turn is
initiated. A clear turn is a chance for your cohort to rest, reassess the fight, and
regroup. On a clear turn, instead of removing a fatigue from one Fatigued model, All
of your models remove 1 fatigue. You may also choose one model to remove an
additional fatigue.
After you have removed fatigue, you may also spend Favor on Tactics.
Note: do not activate a model on a clear turn. The exception to this rule is the Last
Man Standing Condition. When your Cohort is made up of only one model, or has
been reduced to one model, every turn is considered a clear turn, and you may
activate that model after removing fatigue and/or activating Tactics
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Actions
The basic actions available to any model are:
MOVE
Cost: A model’s first move during its activation is free. Gain 1 fatigue for each
additional move.
Effect: Move up to the model’s MOV value in inches.
ATTACK
Cost: Gain 1 fatigue.
Effect: Attacking model makes an opposed roll of ATK versus the DEF of an enemy
model in the attacker’s melee range.
POWER ATTACK
Cost: Gain 1 additional fatigue level to upgrade an Attack action to a Power Attack
action.
Trigger: After you declare an Attack action, but before dice are rolled.
Effect: Instead of an Attack make a Power Attack—Attacking model makes an opposed
roll of ATK versus the DEF of an enemy model in the attacker’s melee range, re-
rolling unsuccessful dice once.
Reactions
Ready models may react during an opponent’s turn. Reactions do not prematurely
end the active model’s turn, they simply interrupt it.
You may only make one Reaction a turn and only during your opponent’s turn.
Reaction: Movement
Cost: Reacting model gains 1 fatigue
Trigger: After an enemy model resolves a move action.
Effect: Move inches equal to SPD.
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Reaction: Counterattack
Cost: Reacting model gains 1 fatigue
Trigger: After an enemy model declares an attack action against you.
Effect: Roll your ATK instead of DEF against the attack. If you roll more net
successes than the Attacker, resolve as if you made a successful attack. Declaring a
Counterattack reaction is not considered declaring an attack against the opposing
model.
Reaction: Assist
Cost: Reacting model gains 1 fatigue
Trigger: After an enemy model declares an attack action against another friendly
model.
Effect: If the attacking enemy model is within your melee range, add your DEF to the
friendly model’s DEF.
Combat
Combat in Arena Rex has been designed to be as streamlined and evocative as
possible. Models have a simple 1” melee range. There is no facing; models can fight
freely in a 360 degree arc around their base. Line-of-sight rules aren’t necessary
because there are no ranged attacks -- all of the action in Arena Rex is up close and
personal.
At its simplest, combat is an opposed roll between the attacker and the defender. To
resolve an attack, the attacker rolls a number of six-sided dice (d6’s) equal to their
ATK and the defender rolls a number of d6’s equal to their DEF. Any die that rolls a
four or higher (4+) is counted as a success. The defender’s successes are subtracted
from the attacker’s; if the attacker has any remaining successes (net successes) it is
considered a successful attack. The number of net successes determines the
effectiveness of the attack. Successful attacks in the arena can come in many forms,
and this is represented in Arena Rex by a model’s damage tree.
Damage Tree
After making a successful attack, apply your net successes to the attacking model’s
damage tree, beginning at the top and moving downward.
You must follow a path downward between connected boxes on the tree in one
continuous line.
Damage and effects are resolved in the order they appear on the tree. The defending
model's ARM modifies the attack's total damage, not each effect individually.
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You must apply all of your net successes if possible (once you have reached the end of
the tree, any extra successes are wasted).
Example: The examples in red are the valid paths for an attack with
5 net successes on the damage tree shown above.
Push - The defending model is pushed 1” directly away from the attacking
model. This push is mandatory. The attacker has an optional 1” follow-up move which
must be toward the defender.
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Favor - The attacking model generates one Favor die for its controller’s pool.
Special - This symbol denotes a unique result which will be described under the
model’s special rules.
Pushing
A push result on the damage tree moves an enemy model 1” directly away from the
attacker. The attacker may make a free follow-up move after each push. A follow-up
move is a 1” move toward the pushed model. If after the follow-up move the attacker
no longer engages the enemy model, all remaining unresolved success results on the
damage tree are ignored. If you push an enemy model into a friendly model,
generate an immediate additional success on the attack.
Vitality Track
After the total damage is calculated from the attacker’s successes and damage tree, it
is reduced by the defending model’s ARM stat. If a successful attack would be
reduced to less than one damage by the defender’s ARM, it does one damage. The
wounded model marks the remaining damage by filling an equal number of boxes on
their Vitality Track, from left to right.
Vitality boxes can also trigger effects when marked. The most common effect
earns Favor. When a vitality box with laurels is marked, that model’s controlling
player adds a Favor die to their pool. Stars or other icons in a vitality box denote a
unique effect that is activated when the box is marked (the effect will be described on
the model’s game card).
When a model has no remaining unmarked boxes on its Vitality Track, it is destroyed.
Remove it from play.
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Favor Dice
The Favor of the crowd is a concrete resource in Arena Rex. It fuels many special
abilities and can be used to enhance attack and defense rolls.
Each player begins the game with 3 Favor in their pool. Any model in their cohort
may spend from this pool. Whenever Favor is gained, it goes into the shared pool.
Favor Dice are earned through various means. Vitality boxes, Damage tree boxes,
special abilities, etc.
Each model may spend up to two Favor dice a turn. When Favor is spent to enhance
an attack or defense roll simply add it to your pool of ATK or DEF dice and roll it along
with them. A success on a Favor die counts as two successes! The attacker must
first how many Favor dice they will spend on the attack roll before the defender is
required to declare how many Favor dice they will spend.
Playtest note: We are producing custom favor dice for Arena Rex, in the meantime
you can use different color dice to represent Favor.
Tactics
Tactics are special bonuses and abilities that may only be activated during the Clear
Turn. They may have an immediate effect or provide a lasting bonus that expires at
the beginning of your next Clear Turn.
Standard Tactics:
Maneuver - Cost: 1 Favor
You may take a standard movement with a friendly model at no fatigue
cost. Maneuver can only affect each model once per clear turn.
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Building Your Cohort
The group of miniatures each player selects for a game is their Cohort. Before the
beginning of a game, both players decide on the number of combatants in each
Cohort. We recommend 3v3 for novices and 5v5 to 8v8 for seasoned miniature
gamers.
Ludus Benefits
If 75% of the gladiators in your cohort are from the same Ludi then you gain access
to that Ludus’ bonus abilities and tactics.
In Arena Rex, our game factions take the form of famous Ludi that inhabit our world.
These Ludi serve as soft factions as Arena Rex has very open force construction rules.
When constructing a gladiator team to fight in the arena you may take any mix of
gladiators and titans you desire. There are bonuses for keeping mostly within a single
ludus (75% of your Cohort). The benefits are:
LUDUS MAGNUS
For over 400 years Ludus Magnus has stood as the Roman Republic’s most celebrated
gladiator school. Located adjacent to the Coliseum, the school lies at the heart of
bloody spectacle in Rome. Emerging from their exclusive tunnel entrance onto the
sands of the arena, these exemplars of showmanship and violence drive the city to a
fevered pitch.
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LEGIO XIII
Legio XIII, Ludus Britannicus, is the premier Gallo-Roman Imperial gladiator school.
Sponsored by the military, this ludus marries the raw ferocity of the Celtic warrior
with discipline of the Roman legions.
Legio XIII, Ludus Britannicus, focuses on Medieval European, Celtic, and Roman
Military influences in a blended aesthetic.
Support: Instead of gaining a fatigue to make an Assist Reaction, this model may
spend 1 Favor.
THE MORITURI
The royal ludus of Aegyptus, the Morituri elevate and twist the munera far beyond the
scope of anything Roman. Believing these sacred funerary games not only honor the
fallen, but have the power to breach the boundaries of the afterlife, the Morituri
eternally prepare for the next royal munera to aid in the restoration of their divine
rulers.
The Morituri aesthetic features the opulence of the pharaonic tomb, zealous and exotic
warriors, and a dark fascination with death.
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Morituri Benefits:
Tactic: Blessing of Osiris - Cost: 2 Favor
Immediately trigger a effect. Each model's effect can only be triggered once a
clear turn.
The Blood Brother aesthetic is a vibrant and uncharacteristic mix of Viking and Native
American cultures.
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Terrain
Hazard: When a model is pushed into a hazard (column, wall, rubble, etc.) it gains
one fatigue.
Spikes: A model pushed into spikes suffers 3 damage (this damage ignores ARM)
and gains 1 fatigue.
Pit: If any part of a model’s base touches a pit, that model is destroyed. Mark any
remaining vitality boxes and resolve their effects (if any). Then remove the model
from play. Any additional successes after a model is pushed into a pit are lost.
Generate 1 Favor die if you push an enemy model into a spike or pit and they are
destroyed in the same action.
Starting a Game
Play Area - We suggest a board at least 24” x 24” for Arena Rex. Our games typically
take place on a 30” diameter circle. But we encourage players to experiment with
different play area sizes and shapes. Your board should have at least two pits and a
good mix of spikes and hazards.
Who Goes First - At the beginning of a game, both players roll a D6. The one with
the higher result gets to decide who will go first. The first player deploys first, and
activates first.
Deployment - Players alternate deploying miniatures along their board edge, in base
to base contact with the edge. Find the center of your board edge, your cohort may be
deployed up to 6 inches away from the center in either direction.
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