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Apocalypse Universe: Galactic Arena

Apocalypse Universe: Galactic Arena Rulebook

Table of Contents

Table of Contents

  • 1.0 Introduction
    • 1.1 Goal of the game
  • 2.0 Components
  • 2.1 Galactic Arena board
  • 2.2 Heroes
  • 2.3 Hero's Sheet
  • 2.4 Action Points
  • 2.5 Tokens
  • 2.6 Hero Pawns
  • 2.7 10-sided dice
  • 2.8 Crates
  • 2.9 Barriers, Explosives and Stasis Fields
  • 2.10 Screens
  • 3.0 Choosing a Hero
    • 3.1 Starting Tokens
    • 3.2 Choosing Weapons
    • 3.3 Choosing Special Abilities
    • 3.4 Preparing for Combat
    • 3.5 Combat begins
  • 4.0 Combat Rounds
  • 4.1 Combat Turns
  • 4.2 Possible Actions for an Attacking Hero
    • 4.2.1 Movement
    • 4.2.2 Attack
      • 4.2.2.1 Successful Attack
      • 4.2.2.2 Miss
      • 4.2.2.3 Critical Hit
      • 4.2.2.4 Push
      • 4.2.2.5 Charge
  • 4.3 Possible Actions for a Defending Hero
    • 4.3.1 Defense
    • 4.3.2 Dealing Damage
  • 5.0 Special Abilities
  • 5.1 Special Abilities and Overriding Rules
  • 6.0 Weapons
  • 6.1 Weapon Keywords
  • 7.0 Traps
  • 8.0 Multiplayer Game Setup
  • 9.0 Draft Tournament - Best of three
  • 10.0 Optional Game Rules
  • 11.0 Turn Sequence Summary
    • 11.1 - Start of a Combat Round
    • 11.2. - Movement
    • 11.3. - Special Abilities
    • 11.4. - Weapon Keywords
    • 11.5. - Attack
    • 11.6. - Defend
    • 11.7. - Triggered Special Abilities and Keywords
    • 11.8. - Movement
    • 11.9. - End of the Combat Turn
    • 11.10 - End of the Combat Round

1.0 Introduction

Apocalypse: Galactic Arena is a light strategy game designed for two to six players. Heroes from the Apocalypse Universe face each other in a futuristic coliseum, while crowds around the galaxy watch in suspense. There are traps dispersed around the arena, making the Heroes' struggle for survival extremely perilous.

1.1 Goal of the game

The goal is to eliminate all enemy Heroes by reducing their health points to zero.

2.0 Components

  • 1x Galactic Arena Board
  • 10x Hero Sheets
  • 10x Hero Pawns
  • 10x plastic bases for pawns
  • 1x 10-sided dice
  • 2x Barrier Tokens
  • 2x Explosive Tokens
  • 2x Stasis field
  • 6x Crate Tokens
  • 4x Screens
  • 6x Action Point Tokens
  • 6x Health Point Tokens
  • 6x Weapon Tokens
  • 36x Special Ability Tokens

The component illustrations show the Hero Pawn, Barrier, Stasis Field, Explosive, Crate, Action Point Token, Weapon Token, Health Point Token and Special Ability Token.

The board diagram labels the 1P Starting Position, the 2P Starting Position, the Crate Position, the Pillar (Heroes cannot move through it), and the Traps.

2.1 Galactic Arena board

The Galactic Arena board is circular in shape. Movement on the board is guided by hexagons, which indicate locations where a Hero can stand. Some of the hexagons are black, designating areas where there are traps. The traps are scattered all over the arena.

2.2 Heroes

Heroes are powerful individuals from different races all over the galaxy. They enter the arena competition for their own reasons. Some seek to measure their strength, some their willpower, some want to get rich and others simply wish to achieve glorious victories against their rivals.

There are ten Heroes in Apocalypse Universe: Galactic Arena. Each one is unique, having special abilities and weapons.

Each Hero is represented by a Hero's Sheet where digits and symbols define their strengths and weaknesses.

The Hero's Sheet diagram labels the Hero's Illustration, the Special Abilities Table, the Action Point Track, the Weapons Table, the Weapon Keywords Table and the Health Point Track.

2.3 Hero's Sheet

On the Hero's Sheet you can find the following:

  • The Hero's Illustration.
  • The Hero's Health Points.
  • The Hero's Action Points.
  • The Hero's Special Abilities Table.
  • The Hero's Weapons Table.
  • The Weapon Keywords Table.

Weapons and Special Abilities will be explained later in the rulebook (5.0).

The Hero card diagram (Kelp Zes, Polymorph • Legeon • Multiplus) labels the following statistics: Defense, Initiative, Starting Health Points, Available Special Ability Slots, Attack and Movement.

2.4 Action Points

Action Points indicate the number of actions a Hero can take during a single round. Each of the following actions requires 1 Action Point in order to be performed:

  1. Attacking an enemy Hero.
  2. Defending against an attack by an enemy Hero.
  3. Certain Special Abilities have an Action Point cost.

2.5 Tokens

Tokens are used to indicate the following:

  1. The remainder of a Hero's Action Points.
  2. The remainder of a Hero's Health Points.
  3. The Special Abilities that a Hero is using in the current game.
  4. The Weapon that a Hero is using in the current game.

2.6 Hero Pawns

These pawns are used to represent the position of the Heroes in the arena.

The pawn illustrations show the ten Heroes.

2.7 10-sided dice

This dice is used in the game when:

  1. A Hero attacks an enemy.
  2. A Hero is defending against the attack of an enemy Hero.
  3. To determine if a trap is activated when a Hero steps on it.
  4. Certain Special Abilities explicitly require a dice roll. In such cases, the use of the dice will be defined on the Hero's Sheet.

2.8 Crates

Crates are an optional component. They provide permanent bonuses in one of the Hero's statistics. Before you start a game, turn the Crate Tokens upside down, shuffle them, and put them on the green areas of the board. If a crate has two symbols, you can choose only one.

The crate key lists the following effects:

  • Defense (shield icon): Increase your defense stat by 1 permanently.
  • Initiative (icon): Increase your initiative stat by 1 permanently.
  • Starting health point (cross icon): Increase your starting health point stat by 1 permanently. Restore 1 health point.
  • Special Ability (icon): Immediately acquire a Special Ability of your choice that requires 1 slot.
  • Attack (crosshair icon): Increase your attack stat by 1 permanently.
  • Movement (icon): Increase your movement stat by 1 permanently.

2.9 Barriers, Explosives and Stasis Fields

Barriers, Explosives and Stasis Fields are another optional component of the game and are used to enrich the arena.

Before you start a game, give one of each to the players. Each player may put one Barrier, Explosive Trap, or Stasis Field at a time on the board until they are all placed. They cannot be placed on any of the seven central hexagons or on top of any other tokens.

Barriers, Explosives and Stasis Fields have a Defense Indicator. A Hero can attack and destroy them if his Attack Total exceeds their Defense Indicator.

The key lists the following effects:

  • BARRIER: Heroes cannot move through it.
  • EXPLOSIVE: If a hero steps on it, remove it from the game and lose 1 health point.
  • STASIS FIELD: If a hero steps on it, he cannot move on his next turn.

2.10 Screens

Screens are used so that players can hide their selection of Weapons and Special Abilities from the other players before the game starts.

3.0 Choosing a Hero

Each player rolls the dice. The player with the highest number chooses a Hero first and receives that Hero's Sheet. Should players roll the same number, they reroll until they each have a different number.

3.1 Starting Tokens

Each player receives:

  • 1 Health Point Token.
  • 1 Action Point Token.
  • 1 Weapon Token.
  • 1 Hero's Pawn.
  • A number of Special Ability tokens equal to their Hero's Special Abilities Indicator.

3.2 Choosing Weapons

There are three weapons available to each Hero. These can be found at the top right of each Hero's Sheet. Players choose which weapon they are going to use by placing their Weapon Token on top of it.

Players have to choose a weapon for their Hero at the start of the game. After combat starts, they can only change their weapon if their Hero is located at their respective starting position.

3.3 Choosing Special Abilities

Players choose which special abilities they are going to use by placing their Special Ability Tokens on top of those Special Abilities, located at the bottom of the Hero's Sheet.

Players have to choose Special Abilities at the start of the game, and they cannot change them once combat begins. There are more Special Abilities for each Hero than there are Special Ability Tokens, so players have to think strategically about their choices.

Special Abilities are divided into two categories, ones with a blue border are defensive and red bordered ones are offensive. A defensive Special Ability can only be played during an enemy's turn, while an offensive one can only be played on a player's own turn.

The example diagram shows two abilities. IMMORTALITY (Death Knight) costs 2 slots and reads "1/ battle after you die, resurrect with 3 health points", and has a blue border, marking it as a defensive Special Ability. LASER SCORCH (Star Trooper) costs 1 slot and reads "After a successful range attack deal +1 damage", and has a red border, marking it as an offensive Special Ability. The diagram labels the Action point requirement to execute a Special Ability, the Special Ability slot requirement, the Defensive Special Ability and the Offensive Special Ability.

Special Abilities have a variable Token cost:

  • Special Abilities found on the first column cost 1 Token.
  • Special Abilities found on the second column also cost 1 Token. They also require the expenditure of 1 Action Point in order to be utilized by the Hero.
  • Special Abilities found on the third column cost 2 Tokens. They also require the expenditure of 1 Action Point in order to be utilized by the Hero.

3.4 Preparing for Combat

At this point the Heroes are ready to step into the arena. The Hero pawns are placed on the arena board on the red and blue dotted hexagons.

Players start with their Action Point Token on the top-most Action Point Step, signifying that their Hero has not yet spent any Action Points.

Players start with their Health Point Token on the left-most Health Point Step, signifying that their Hero has not yet lost any Health Points.

3.5 Combat begins

Each Hero's Sheet has an Initiative Indicator. The Hero with the highest Initiative Indicator plays first.

If the Initiative Indicators for the Heroes are the same, each player rolls the dice, and the player with the highest roll plays first.

e.g.1. Beginning of a Combat Round: Antonio, playing with Kelp Zes, has an Initiative Indicator of 8, while Deimos played by Peter, has an Initiative Indicator of 4. This means Antonio with Kelp Zes has the opportunity to execute an attack first and Peter will try to defend.

4.0 Combat Rounds

The game is separated into Combat Rounds and Combat Turns. On each Combat Round, players take turns attacking and defending. Each of those turns is considered a Combat Turn.

When both players have zero Action Points left, a new Combat Round starts:

  • Action Point Tokens are reset to their starting positions.
  • Special Ability Tokens are flipped to indicate that the Special Abilities are once again available for the next Combat Round.
  • Weapon Tokens are flipped to indicate that the player can once again utilize the Weapon's Keyword during the next Combat Round.

4.1 Combat Turns

A Combat Turn is a segment within a Combat Round, during which only one player is considered the Attacker. All enemy Heroes on the board are considered Defenders.

These roles change on every Combat Turn. On the next Combat Turn the current Hero will be a Defender, and an enemy Hero will be the Attacker.

4.2 Possible Actions for an Attacking Hero

These are the actions a Hero can take during a Combat Turn while he is the Attacker:

  • Move.
  • Attack.
  • Charge.
  • Push.
  • Use an offensive Special Ability.

4.2.1 Movement

Each Hero has a Movement Indicator at the bottom right of the Hero's Illustration. The Hero can move as many hexagons as shown on his Movement Indicator. The Hero can move less than the number of hexagons indicated, but not more.

Only one Hero can ever be present on a single hexagon. A player may move his Hero only during his Combat Turn as the Attacker, before or after the attack.

A player needs to spend 1 Action Point in order to move his Hero. He may perform an attack before or after his movement, without needing to spend additional Action Points.

e.g.2. Moving a Hero: Nick is playing with Garsa Jaarog who has a Movement Indicator of 3, and takes his full movement, moving three hexagons and then finishes his turn. He moves his Action Point Token down one step. Now it is Antonio's turn. Antonio with Kelp Zes, who has a Movement Indicator of 4, decides to move two hexagons and pick up a crate. He also moves his Action Point Token down one step.

4.2.2 Attack

Each Hero's Sheet has an Attack Indicator at the bottom left of the Hero's Illustration.

The Attacker rolls the dice and then adds his Attack Indicator to the total. The defender needs to match that number in order to avoid being hit (4.3.1). A player needs to spend 1 Action Point in order to attack. He can only attack once during his Combat Turn.

There are two types of Attacks:

  • Melee Attack.
  • Ranged Attack.

To execute a Melee Attack the Hero must be in a hexagon adjacent to his opponent. If the Hero is not close enough, the player will need to use movement (4.2.1) to get his Hero next to his opponent.

To execute a Ranged Attack the Hero must have at least one hexagon of distance from his opponent. A Ranged Attack receives a penalty of -1 for every hexagon between the Attacker and the Defender.

e.g.3. Melee Attack: George performs a Melee Attack with Killian Moore. He rolls the dice and gets a six. Killian Moore has an Attack Indicator of 4. His total attack is (6+4) = 10. He moves his Action Point Token down one step.

e.g.4. Range Attack: George performs a Ranged Attack with Killian Moore. He rolls the dice and gets a six. There are two hexagons between him and his target, so his attack receives a -2 penalty. Killian Moore has an Attack Indicator of 4. His total attack is (6+4-2) = 8. He moves his Action Point Token down one step.

The diagram for this section is captioned "-2 range attack penalty".

4.2.2.1 Successful Attack

If a player rolls for an Attack (4.2.2), the defender needs to roll for a Defense (4.3.1). If the Attacker's total is higher than the Defender's total, then the attack has landed, and will cause damage.

4.2.2.2 Miss

If a player rolls for an Attack (4.2.2) and the dice roll has a result of one, then the attack is considered a miss. The defender does not need to roll the dice for Defense (4.3.1) and neither will the defender need to spend an Action Point. Miss only applies to Attacks. A player cannot Miss when rolling for Defense.

4.2.2.3 Critical Hit

If a player rolls for an Attack (4.2.2) and the dice roll has a result of ten, then the attack is considered a Critical Hit. This means that should the attack be successful (4.2.2.1) the Attacker deals one additional point of damage.

4.2.2.4 Push

After a successful Melee Attack the Attacker may push (move) his opponent's Hero to any hexagon adjacent to the enemy Hero's current position.

The Attacker may then take a free movement of one hexagon in any direction.

The diagram for this section is captioned "Possible directions an opponent can be pushed after a successful melee attack."

4.2.2.5 Charge

The Attacker rushes towards his opponent, adding his running energy into the attack.

Charge has the following effects:

  • The Attacker receives +1 to his Attack Total.
  • If the Attack is successful the Attacker deals +1 damage.

Charge is a Melee Attack action which requires the Hero to be at least one hexagon away from his target. If the player executes a Charge, he takes a Move (4.2.1) action and then rolls the dice for the Attack (4.2.2). A player needs to spend 2 Action Points in order to execute a Charge attack.

Charge is considered a Move (4.2.2) action and the Hero cannot take another Move in the same round.

e.g.5. Charge: Nick is playing with Garsa Jaarog. He executes a Charge attack action. The hexagons between him and his opponent are three. Garsa Jaarog also has a Movement Indicator of 3. That is enough to reach his target. Nick moves his Hero to an adjacent hexagon next to his opponent and then rolls the dice for the attack. He rolls the dice and gets a six. Garsa Jaarog has an Attack Indicator of 3. He adds +1 from the charge action. His total attack is (6+3+1) = 10. If the target fails to defend the Hero deals one extra damage point. Nick moves his Action Point Token down two.

4.3 Possible Actions for a Defending Hero

These are the actions a Hero can take during a Combat Turn where he is a Defender:

  • Defend against an attack.
  • Use a defensive Special Ability.

4.3.1 Defense

Each Hero's Sheet has a Defense Indicator at the top left of the Hero's Illustration.

After the Attacker calculates his attack total, the defender rolls the dice and then adds his Defense Indicator to the total. If the total of the Defender is equal to or greater than the total of the Attacker, then the defense is considered successful.

Defending is mandatory, and a player needs to spend 1 Action Point in order to defend. Should the Defender have no Action Points to spend for his defense, then his Defense Total is equal to his Defense Indicator.

e.g.6. Defense: Peter is defending with Deimos after being attacked by George who is playing with Killian Moore. The total of the attack is 11. Peter rolls the dice and gets an eight. Deimos has a Defense Indicator of 5. His Defense Total is (8+5) = 13. The Defense Total is larger than the attack total, thus the Defense is successful. Peter moves his Action Point Token down one step.

4.3.2 Dealing Damage

After a successful attack, the losing side must suffer a Health Point loss and possibly other consequences, depending on his opponent's Weapon, attack type and Special Abilities.

Unless otherwise described, all weapons deal 1 damage point when there is a successful attack.

Each time a Hero is hit, the player moves his Health Point Token towards the right, depending on the damage that the Hero received.

e.g.7. Health Point Token: Antonio, playing with Kelp Zes failed his defense roll and his Hero must suffer one Health Point of damage. Kelp Zes currently is at full health which means he has five Health Points left. Antonio moves his Health Point Token one position to the right, representing the damage his Hero has suffered.

The Health Point track diagram runs from 6 down to 0, with the Health Point Token shown on the left.

5.0 Special Abilities

In turn order Attacker and Defender may utilize Special Abilities before an attack occurs. The Attacker may utilize first one of his Offensive Abilities. The Defender then can pass or utilize a Defensive one. This continues until no other player wants to utilize any of his remaining abilities. A player can pass as a tactic in order to lure his opponent.

Certain Special Abilities have Action Point costs. If a Hero does not have any Action Points left and the Special Ability requires an Action Point, then he cannot utilize that Special Ability.

Once a Special Ability has been utilized, the player flips the Special Ability Token that rests on top of the Special Ability, to indicate that the ability has been used for this round.

Unless otherwise stated, Special Abilities can only be used once per Combat Round. Furthermore, unless otherwise stated, the effects of a Special Ability last for a maximum of one Combat Turn.

Special Abilities with the keyword "Unbreakable" force the opponent to lose one Action Point immediately when the Special Ability is utilized.

5.1 Special Abilities and Overriding Rules

Certain Special Abilities may describe timing and conditions that conflict with the rulebook. In any such case the text on the Special Ability on the Hero's Sheet overrides the rules in the rulebook.

Important rules:

  • Abilities that increase or decrease movement, can be utilized at any time (instant effect).
  • Whenever you are not allowed to move through something, you cannot also step on it.
  • Unless the ability states "permanently", all ability effects last for one turn.
  • When a player passes, his opponent cannot choose to pass on his turn.

One such case is Special Abilities that can only be used "Once per Battle". This means that they can only be used once in a single game.

e.g.8. Using Special Abilities: Eve is playing with Goran Strom. She is currently the Attacker. Antonio is defending with Kelp Zes. Eve executes an offensive Special Ability called "Sonic Burst" which causes her opponent to lose one Action Point. She spends one Action Point to do so. This Special Ability allows her to move her enemy one hexagon away from his current position. Antonio now has the chance to execute one of his defensive Special Abilities. He executes "Liquid Form". Liquid Form does not have an Action Point cost. This Special Ability decreases Goran's attack stat by 2. It is Eve's turn again and she chooses to pass. Antonio uses his "Aerial Form" ability to increase Kelp Zes Defense by 5 and spends one Action Point. Eve passes again and so does Antonio. Now she has the chance to attack. She spends one Action Point in order to perform a Melee Attack and rolls an 8. The Attack Total is 9 (3+8-2). Antonio has no Action points Left to defend. His Hero receives one point of damage because his total defense is 8 (3+5). Both Eve and Antonio have no action points left and the Combat Round is over.

6.0 Weapons

At the start of the game Players choose a Weapon for their Hero. Weapons can be either:

  • Melee.
  • Ranged.

Melee Weapons allow a Hero to attack only from an adjacent hexagon, while ranged weapons require that the Hero attacks from at least one hexagon away.

Heroes can change weapons by revisiting their starting hexagon or by simply moving through it. This action has no cost.

The weapons diagram shows the Weapon Token placed on a weapon, and two example weapons: STORM AXES (Melee, Penetrate, Deals 1 damage) and NECROSIS (Ranged, Melee, Deals 1 damage).

e.g.9. Changing Weapon: Antonio moves His Hero Kelp Zes two hexagons and he arrives at his starting position. He changes his current Hero's weapon, "Relic of Steel", with another one. He moves his Weapon Token from the previous Weapon to the new one, called "Relic of the Abyss". Then he continues his movement. He now executes a Ranged Attack as his new weapon allows him to do so.

6.1 Weapon Keywords

Each Weapon has a keyword that provides it with special effects. The effects are explained at the Weapon Keywords Table on each Hero's Sheet. Unless otherwise stated, Weapon Keywords can only be used once per Combat Round. Weapon keywords trigger like Special Abilities (5.0) in turn order.

e.g.10. Weapon Keywords: Eve, playing with Goran Strom, has a "Plasma Blaster" weapon equipped. This weapon has the weapon keyword: "Energy". Eve is allowed to activate the effects of this keyword before she Attacks, in order to increase her Ranged Attack by three. After she utilizes the keyword, she flips the Weapon Token in order to symbolize that the keyword has been utilized in this Combat Round. When a new Combat Round starts, she flips back the Weapon Token.

The Weapon Keywords table lists:

  • Penetrate: After a successful attack, your opponent loses 1 Action Point. If your attack roll was greater than 8 deal +1 damage.
  • Crushing: After a successful attack push your opponent up to 2 hexagons.

7.0 Traps

Traps are marked as Trap hexagons (Runic or chemical) on the board scattered all over the arena providing an additional challenge.

When a Hero steps on a Trap hexagon, the Trap on it is activated. He must immediately roll the dice and suffer the consequences (lose one health/ action point or not).

If a player steps on a trap during his Movement (4.2.1), this ends his movement and he rolls for the trap's effects. As long as he does not take any damage from the trap, he can execute an attack if legal. It is also possible for a Hero to be Pushed onto a trap (4.2.2.4).

The trap diagram shows a Runic Trap and a Chemical Trap.

8.0 Multiplayer Game Setup

This is a setup for a game with at least two players.

Players can team up in a group of 2vs2 or 3vs3.

The additional Hero pawns will be placed on the hexagons next to the normal starting positions, but within the white ring. Before the game begins each Hero may use his movement without spending an action point.

The Hero with the highest Initiative Indicator plays first. From then on, the two enemy sides must switch on each combat turn. The allied Heroes must use then their respective Initiative Indicators to define the turn order between them. Consequently, the second Hero that will play has to always be an enemy of the Hero that played first. The third Hero that plays has to be an enemy of the second Hero, etc...

During multiplayer games, allied Heroes on the board cannot take any actions during another ally's round.

e.g.11. Multiplayer Game: Eve, playing with Goran Strom, is allied to George who has chosen Killian Moore. They are facing Kelp Zes, played by Antonio, and Deimos, played by Peter. Killian Moore has the highest Initiative Indicator out of all the Heroes, so George plays first. He chooses to attack Kelp Zes. After his turn is finished, Deimos has the highest Initiative Indicator on the other side, so it is now Peter's turn. The next Hero will be Goran Strom, and then Kelp Zes. After all the other Heroes have finished their turn, Killian Moore will once again get his opportunity to attack.

9.0 Draft Tournament - Best of three

Each one of the players chooses three Heroes in a draft pick mode. Roll a dice to settle who gets first pick, or flip a coin, or play rock- paper- scissors, or settle this through a 100m sprint contest with hurdles. After all players have picked three Heroes, they place the Heroes' Sheets in front of them.

Secretly, by using the provided Screens, they choose their first Hero and quietly equip Weapons and Special Abilities.

Players remove the Screens, revealing the Hero picked for each tournament round. They also reveal their chosen Weapons and Special Abilities. Once the Heroes are revealed, they must be clearly visible until the game ends. Now they are ready to face each other and prove themselves worthy of being champions in the Galactic Arena.

The player that wins two out of three matches wins the tournament.

For multiplayer tournaments, the setup is exactly the same, but players must draft only two Heroes for a 2vs2 game, and only one Hero for a 3vs3 game.

e.g.12. Draft Tournament - Best 2 out of 3: George has rolled the highest number on the dice and he gets to pick a Hero first. His opponent Nick picks second and they continue in that order until both players have three Heroes. One of the Heroes George has picked is Killian Moore. Before he steps into the arena he must choose Special Abilities. Killian Moore has a total of five available Special Ability Tokens and George decides to distribute them as follows: Adrenaline (1 Special Ability Token), Laser Scorch (1 Special Ability Token), Force Field (1 Special Ability Token), Immortality (2 Special Ability Tokens).

10.0 Optional Game Rules

  • Roll for Initiative: Before the round starts each player rolls a d10. Then he adds that number on his initiative stat. The highest sum gives to the player the opportunity to start as the Attacker.
  • Allowing Re-Rolls: Once per round you may lose one Action Point to reroll a dice roll. You may use a Token of your choice or a coin in order to represent a reroll marker.

11.0 Turn Sequence Summary

11.1 - Start of a Combat Round

The Hero with the highest Initiative Indicator is the Attacker.

All enemy Heroes on the board are considered Defenders.

Allied Heroes on the board cannot take actions during this round.

11.2. - Movement

The Attacker may take a Movement (4.2.1).

The Attacker may decide to pass his Turn. In this case the Combat Turn is over.

11.3. - Special Abilities

The Attacker may execute Offensive Special Abilities.

The Defenders may execute Defensive Special Abilities. (Each player executes one or more Special Abilities in turns).

11.4. - Weapon Keywords

The Attacker decides if he will use his Weapon Keyword on this Turn.

11.5. - Attack

The Attacker decides if he will attack.

If he does attack, he rolls the dice and adds his Hero's Attack Indicator to his Attack Total.

11.6. - Defend

If there is an attack and the Attacker does not Miss, the Defender is obliged to roll for defense.

The Defender rolls the dice, adding his Hero's Defense Indicator to the Defense Total.

11.7. - Triggered Special Abilities and Keywords

The Attacker may execute Offensive Special Abilities and Weapon Keywords that are triggered after an Attack.

The Defender may execute Defensive Special Abilities and Weapon Keywords that are triggered after a Defense. (Each player executes one or more Special Abilities or Weapon Keywords in turns).

11.8. - Movement

If the Attacker has not already taken a Movement (4.2.1) during (11.2.) he has a second opportunity to do so.

11.9. - End of the Combat Turn

The next player in line becomes the Attacker until no more Action Points are available.

11.10 - End of the Combat Round

  • Action Point Tokens are reset to their starting positions.
  • The Special Ability Tokens are flipped to indicate that the Special Abilities are once again available for the next Combat Round.
  • The Weapon Token is flipped to indicate that players can once again utilize their Weapon's Keyword during the next Combat Round.