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SET UP

Choose characters
a. Must contain 2 to 8 characters
b. Total level of characters must equal 12
c. Character w/ gold name can appear in team once
d. Character w/ white name can appear in team twice
Choose first player
a. Team with highest initiative values is 1st. If teams
tied, 2nd highest value. If still tied, flip coin.
First player chooses which side of game board to use.
Other player chooses edge to deploy on. First player
deploys on opposite edge
Each player creates timeline by arranging their
character cards in descending initiative order
Place Scenery on game board
Place Kama Tokens on Kama cells (equal to
number of icons on cell) and Demon cells
Divide Demonic reward tokens face down by rank ,
, . Two piles per rank. Turn over top token for
each pile and place face up
Each player takes 6 GG tokens
Place neutral GG token by side of board (The Wild)
Players place figures on game board in the set up
cells in the first two rows of their edge starting with
first player
TURN SEQUENCE
1. START OF GAME TURN
Roll for tension - roll two dice. If doubles, players
put 1 GG back in box. 1st player doesnt roll 1st turn
Inspiration - allocate tension dice to character cards.
Character gains power matching symbol for turn. May
place multiple dice on same card. No effect on
character that has ability on die unless character
loses ability. becomes any face. If , choose one
Refund - may collect Kama instead of allocating
tension dice (1 for 1 die; 3 for 2 dice).
2. CHARACTER TURNS
Play characters in order of timeline. Cannot use next
character until done with current character
Preliminary Phase - resolve triggered effects. If
multiple effects, active player resolves them in the
order they choose. Remove buffs on character
Activation Phase - move and act using MP and
AP up to their limits. If there is a +1/-1 MP/AP
marker, they take effect now and are then discarded
End of Activation Phase - Trigger effects that take
place at end of characters turn. If multiple triggers,
active player chooses their order
3. END OF GAME TURN
Game play passes to opposing player
Player wins immediately when The Wild GG is gone
and opponent has no GG or Krosmasters left.
MOVEMENT
Spend 1 MP to move into free orthogonally adjacent
cell
Lock - If active character wants to move but is
orthogonally adjacent to opposing character(s). Does
not apply if active player is not using MP to move
a. Indicate cell attempting to move to
b. Roll for lock - each opposing character rolls die.
Each or counts as a success
c. Roll for dodge - active player rolls die. Each or
cancels out a
d. If roll for lock still has a success remaining,
character cant move and loses remaining MP & AP
ACTIONS
May expend APs from active character to:
Collect Kama - if on space with Kama , may spend
1 AP to pick up 1 Kama
Buy GG - spend 1 AP and 10 Kama . if on Demon
cell to buy a GG from opponent (or from The Wild if
still available)
Cast a spell - character card lists the spell(s) that can
be cast along with AP, MP and/or HP cost
Punch an opponent - if character is orthogonally
adjacent to enemy, may punch for 5 AP (1 damage)
Buy a Demonic reward - if on Demonic cell, may
spend 1 AP and 3/6/12 Kama to buy face up or top
face down reward. Place face down on any character
card in timeline. May not have more rewards than
characters level
Use a Demonic reward - may reveal Demonic
reward on their character card anytime during turn for
no AP cost.
a. Boost - discard to game box after use
b. Buff - remains face up until start of characters
next turn
c. Equipment - permanent; cannot be transferred to
another character
TERRAIN
Bushes - impassible. Does not block LOS
Trees - impassible. Blocks LOS
Crates - considered free cell. Doesnt block LOS. Max
range of spells increased by 1 when standing on crate
Optional Rule - destruction of scenery
Trees (12 HP), Bushes (6 HP), Crates (3 HP)
Damage to terrain can only be done by a melee attack
All damage must be done in one turn
If destroyed Kama coins are placed on cell where
terrain was (Trees=4, Bushes=2, Crates=1)
LINE OF SIGHT
Trace imaginary line between center of two cells.
LOS exists if line does not pass through cell with tree
or character. Corner of cells do not block LOS
LOS blocked by trees, characters, mob tokens (unless
itty-bitty)
SPELL CASTING
Usage Limit - Black (unlimited), Blue (once per turn),
Red (once per game)
Attack Spell
Pay AP, MP and/or HP cost of spell
Apply additional effects of spell
Active character rolls a die for critical hit. Each or
deals 1 extra damage
Opposing character rolls a die for armor. Each or
reduces the damage by 1
Place injury markers on character = to damage
inflicted. If ! to HP of character, remove character.
Active player gets GG = to character level from
opponent (take from The Wild first if available)
Healing Spell
Pay AP, MP and/or HP cost of spell
Apply additional effects of spell
Active character rolls a die for critical hit. Each or
heals 1 extra damage
Remove injury markers equal to amount of damage
from target character
Summoning Spell
Pay AP, MP and/or HP cost of spell
Apply additional effects of spell
Place token in target free cell
Tokens on board limited to number in parenthesis
Special Spell
Pay AP, MP and/or HP cost of spell
Apply additional effects of spell
No critical hit, armor, damage, tokens
SPELL RANGE
Count range orthogonally
Classic Range - target cell between the min/max
range
Fixed Range Spell - same as classic range but
max range cannot be increased
Line Spell - target a cell within range and in the
same row or column as spell caster
Fixed Range Line Spell - same as line spell but
max range cannot be increased
No Line of Sight Spell - target any cell in range.
LOS not needed. Max range cannot be increased
Close Combat Spell - can only target orthogonally
adjacent cell
Personal Spell - only affects spell caster
AREA OF EFFECT
Some spells affect more than one cell at time.
Determine target as normal. Attacker rolls once for a
critical hit and targets roll armor individually
Types ( = caster, = target, = additional target)
Cross Square Hammer Staff Shovel
DAMAGE
Elemental Damage - attack spell displaying water ,
air , earth or fire inflicts that type of damage
Neutral Damage - attack spell not associated with
elements inflicts neutral damage. 1 die for critical hit
No Damage - spells with no base damage require
critical hit success to do damage
+ X Damage Type , , , - that type of elemental
damage is increased by X
ADDITIONAL EFFECTS
Steals Health - caster removes # of injury markers from
their character card that they inflicted on target
Pierces Armor - target has 1 less die to roll armor
Movement Effects
Do not check for Lock
Effect stops when obstacle or board edge in the way
Retreat X - caster is moved X cells in opposite
direction of spells target
Move Closer X - caster moved X cells closer to target
Push Back X - target moved X cells away from caster
Attract X - target is moved X cells closer to caster
+1/-1 MP - add a +1/-1 MP counter to target
Steals 1 MP - place -1 MP counter on target and +1
MP counter on caster
Action Point Effects
+1/-1 AP - add a +1/-1 AP counter to target
Steals 1 AP - place -1 AP counter on target and +1
AP counter on caster
SUMMON TOKENS
Mob Tokens - summoned character. Activates in
timeline immediately after summoner. No GG
Bomb Tokens - summoned device (not a character)
that is an obstacle. At beginning of turn of character
who brought into play, bomb detonates and casts
explosion (stats on token)
Trap Tokens - summoned device (not a character)
that is not an obstacle and does not block LOS.
Casts spell when character enters cell (stats on
token). Cant be affected by additional spell effects
POWERS
Critical Hit - roll two dice for critical hit unless
Armor - roll two dice for armor
Lock - roll two dice for lock
Dodge - roll two dice for dodge
Resistance , , , - characters resistant to
element type take one less damage from element type
Immune , , , - characters immune to element
type take no damage from element type
Counter - each time character takes an injury, an injury
is inflicted on person that caused wound
Heal - heals additional HP when at least one HP healed
Itty-Bitty - cant be locked and does not block LOS
Unfazed - cant be affected by additional spell effects
except those that cause additional damage
Krosmaster Arena QRS v1.1 by Mike Gingold

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