Carthage (2018)
Carthage Rulebook
Table of Contents
Table of Contents
- Components
- How to Win
- Setup
- Round Order
- Arena Tokens
- General Clarifying Rules
- Action Card Clarifying Rules
- Theater Card Clarifying Rules
- Arena Beasts
- Modular Rulesets
- Player Modes
- Theater Legend Cards - Mini Expansion #1
- Equipment Cards - Mini Expansion #2
- Essedari Maximo - APP DRIVEN (Solo/Co-op Mode)
- Scenario Set-Ups
Components
- 1 Gameboard
- 5 Player Boards (1 per player)
- 8 Beast Cards
- 50 Starting Deck Cards (10 per player)
- 20 Theater Cards
- 25 Wooden Cubes (5 per player)
- 35 Arena Tokens
- 75 Basic Action Deck Cards
- 16 Modular Rulesets
- Also included: 15 Theater Legend Cards, 15 Equipment Cards
How to Win
Each player begins the game with 15 Armor, a player is immediately eliminated once their Armor is reduced to 0 or less. The victor is the Gladiator who has defeated their opponent(s) and has survived as the final Gladiator in the Arena.
Setup
1. Starting Player
The Starting Player is decided by determining the most recent player to "bleed their own blood". That player will take the Starting Player Token.
2. Choose Your Gladiator
Beginning with the Starting Player, and proceeding clockwise (Turn Order), each Player chooses a Carthage Miniature. They then place the corresponding Player Board and Starting Action Deck in front of them. (NOTE: Carthage Miniature, Player Board, and Action Deck all have one unique identifying color (blue, red, green, yellow, and purple). Action Deck cards have a Starting Symbol that match the Player Boards).
3. Player Board Setup
Shuffle the Player Deck and place it face down on the Player Deck area of the Player Board.
Armor cubes are placed on number 15 of the Armor track. (NOTE: Players cannot gain more than 20 Armor. When a players Armor total reaches 0 or less, they are eliminated).
Favor cubes are placed on the 0 space of the Favor track. (NOTE: Players can gain a max. of 15 Favor per Round. Unused Favor cannot be saved, Favor amounts reset to 0 at the beginning of each Round).
4. Setup for Your First Game
When playing Carthage for the FIRST TIME, setup the Arena Tokens according to the image in the rulebook, placing a Favor token on the center Hex. Add an additional Favor Token for a 4 player game, and an additional Favor Token for a 5 player game. See Additional Rules on Setup for following games.
5. Placing Your Gladiator
In Turn Order, players place their Gladiator Miniature on the Game Board Arena. Gladiators must be placed along the outside edge of the Arena, and may not be placed adjacent to one another.
6. Theater Deck
Shuffle the Theater Deck and place it face down on the Theater Deck card space on the Game Board.
Take the top 3 cards from the top of the Theatre Deck, and place them face-up in the Discard Pile.
7. Action Deck
Shuffle the Action Deck and place it face down on the Action Deck space of the Game Board. Draw the top 5 Action Deck cards and place them face up to the right of the Game Board.
8. Enter the Arena of Carthage
That's everything, you're ready to play. But be careful, every move could be your last!
Round Order
A Round consists of 3 Phases:
- Theater Phase - The top card of the Theatre Deck is placed face up, this sets the scene for the Round
- Action Phase - Players draw 5 cards from their Starting Player Deck, and play out their 5 cards one at a time in Turn Order
- Favor Phase - Players use crowd Favor points to build better combat options, Lobby the crowd for advantages, or assemble their Player Deck into a more lethal combination of Actions
Phase 1: Theater Phase
A. Flip all unoccupied face down Arena Tokens face up.
B. Draw the top card from the Theater Deck and place it face up in the Discard Pile adjacent to the Theater Deck.
C. Resolve any Action(s) the flipped Theater Card may create. (Note: Some Actions resolve immediately, and some resolve after the Action Phase).
Phase 2: Action Phase
A. Each player draws the top 5 cards from their Player Deck, and keep them hidden in their hand. If a player runs out of cards in the Player Deck Draw Pile when drawing the 5 Player Deck cards, keep what was drawn, then shuffle all cards in the Discard Pile, and place them face down in the Player Deck Draw Pile area. Next draw the remaining cards needed to make a 5 card hand.
B. In Turn Order, players play one card at a time, that card resolves immediately according to the card's Action(s). (NOTE: ALL Actions MUST be resolved. Resolved Player Deck cards are immediately placed face up in the Discard Pile. Player Deck cards are played one at a time in Turn Order until every player has played all cards in hand).
Action Cards
- Movement (Blue Foot) - Move your Gladiator Miniature X hex spaces in the Arena. Players may not move onto an occupied space. Players may move their Gladiator Miniature in any direction, and may occupy the same space multiple times if desired.
- Damage (Red Blood) - Inflict X Damage to an opponent occupying an adjacent Hex. The opponent then moves their Armor tracker down X spaces. If no player is adjacent, no Damage is done.
- Armor (Green Helmet) - Move the Armor cube tracker up X spaces on the Player Board.
- Favor (Yellow Cup) - Move the Favor cube tracker up X spaces on your Player Board.
- Damage with Strike Bonus (Red Blood with White Burst) - Strike Bonus only occurs if Damage is done to an opponent. If the Damage is done the Strike Bonus occurs, and the remaining card Action(s) take place (such as Knockback or Favor). If no Damage is done, the player does not receive the Strike Bonus.
- Knockback (Hex with Right Arrow) - Damaged player is moved X STRAIGHT SPACE away from the opponent (if able). Players may not be Knocked back off the Arena, onto another player, or onto a Pillar Hex space. If a player cannot be Knocked back they take 1 additional point of Damage.
Action Cards resolve immediately. The Actions are taken in order from left to right and/or from top to bottom. Action Cards that contain a "/" (slash) symbol allow the players to choose one side of the Action Card to resolve. (E.g. Fitted Laminar: +2 Armor - Move the Armor cube up 2 spaces on your Player Board, +3 Damage - Deal 3 Damage (if able) to an opponent on an adjacent Hex. OR +3 Movement - Move your Gladiator 3 Hex, +2 Armor - Move the Armor cube up 2 spaces on your Player Board).
C. Once all Action Cards have been played, resolve any Theatre Card Actions (if applicable). Then move on to the Favor Phase.
Phase 3: Favor Phase
A. Beginning with the Last Player (player to the right of the Starting Player), and proceeding clockwise, players spend accumulated Favor to purchase new Action Cards, or use one of the 4 Favor Actions on the Game Board. Players choose one purchase at a time, it is resolved immediately, and they then move their Favor Tracker cube down according to the required cost. (E.g. A player has 7 Favor, and they purchase a card that cost 3 Favor, their Favor tracker is moved down to 4 Favor). The next player can now choose one purchase. The Favor Phase continues in this pattern until players have spent all their Favor, or decide there is nothing they wish to purchase, and pass. Once a player has passed, they can no longer buy, and reset to "0" Favor.
Favor Options
- Purchase new Action Card(s) (X Favor) - The Favor cost is shown in the top left corner of the Action Card. Once a card is chosen it is placed in the Discard Pile on the Player Board. Immediately replace the vacant Action Card area with the top card of the Action Deck.
- Initiate (1 Favor) - Take the Starting Player Token. At the start of the Theater Phase that player becomes the Starting Player. (NOTE: Initiate can only be purchased once per Favor Phase).
- Focus (3 Favor per card) - Remove a card from the Discard Pile of the Player Deck and place it in the Focus pile on the Game Board. These card(s) will no longer be part of the Player Deck.
- Evaluate (2 + X Favor) - Remove the 5 face up Action Cards in the Action row and place them in the Focus Discard Pile. Draw 5 new Action Cards and place them face up. You may then immediately choose to buy one of the new Action Cards before any of the other players.
- Lobby (2 Favor) - Choose one card from the Theater Deck Discard Pile and place it face down on the top of the Theater Deck, that player chooses if they'd like to reveal the card to the other players. This ability can be used multiple times per Round. Therefore, if a player Lobbies after another player has just Lobbied, the card which was most recently Lobbied will be the next and only card played during the Theater Phase.
B. Players who have used all of their Favor, or have chosen to pass, are removed from the Turn Order for the rest of the Round. Once all players have used their Favor, or passed, they place their Favor tracker to 0.
This completes the 3 Phases of a Round. A new Round begins with the Theater Phase.
Arena Tokens
When playing Carthage for the first time, see Setup on page 2 on where to layout the Arena Tokens. For Quick Start suggestions, see Scenarios.
When setting up the Arena Tokens for a game, the player to the right of the Starting Player (Last Player) chooses the Arena Tokens which will be used for the game. Next, in Turn Order players choose one Token and place it on the Game Board. The number of Arena Tokens is determined by the number of Carthage players plus one, with a minimum of 4 Arena Tokens on the board. (E.g. 2/3 Player = 4+ Arena Tokens, 4 Player = 5+ Arena Tokens). You may have any number of Pillar Tokens.
How to Use the Arena Tokens
- When a player moves onto an Arena Token they immediately gain and resolve the Action of the Arena Token. When a player moves off of an Arena Token, immediately flip the Arena Token face down for the remainder of the Round. This Arena Token cannot be activated again until it is flipped face up.
- Unoccupied Arena Tokens are flipped face up at the start of each Round.
Token Rules
- All Arena Tokens must be placed within the Inner Circle (red border) of the Arena on the Game Board. The Pillar Token and Spiked Pillar Token are the only Tokens which may be placed outside the Inner Circle.
- One Arena Token must be on the center hexagon.
- When a player moves onto an Arena Token they immediate gain and resolve the Action of the Arena Token.
- When a player moves off of an Arena Token, immediately flip the Arena Token face down for the remainder of the Round. This Arena Token cannot be activated again until it is flipped face up (with the exception of the King of the Hill Token). All Arena Tokens are flipped face up at the start of the Theater Phase, with the exception of Arena Tokens occupied by a player. These Arena Tokens remain face down until they are unoccupied at the start of the Theater Phase, then they are flipped face up.
Arena Token Definitions
- Favor - Add X Favor to the Favor Tracker on the Player Board.
- Damage - Immediately cause X Damage to an opponent occupying an adjacent space. If no player is occupying that adjacent space, then no Damage is caused.
- Damage & Knockback - Immediately deal 1 Damage to an opponent occupying an adjacent space. The opponent is also knocked back 1 Hex space.
- Movement - Immediately move X space(s) to any adjacent Hex, then resolve any remaining Actions (if applicable).
- Armor - Immediately add X to the Armor Tracker on the Player Board.
- Pillar (X) - The Pillar Token cannot be occupied and cannot be passed through.
- Spiked Pillar - The Spiked Pillar cannot be occupied, and deals +1 Damage when a player is knocked into it.
- King of the Hill (+3 AT END/+4 AT END) - The occupying player receives 3/4 Favor at the end of the Round. Each time a player moves off the Token it is flipped over. However, the Favor is only awarded once per Round, and only if it is occupied at the end of the Round.
- Crocodile Token (-1 Armor) - The Crocodile Token is a trap for players to Knockback their opponents into. If a player lands on the Crocodile Token they immediately lose 1 Armor.
General Clarifying Rules
- Damage can be inflicted anywhere in the Arena, not just the Inner Circle.
- Anything that reduces a player's Armor to 0 or less will cause the player to be eliminated.
- All cards in a player's hand must be played.
- In the case of cards with Knockback Damage, the player still carries out the Action(s) BEFORE the Knockback Damage, even if they aren't able to cause the Knockback Damage.
- All players have a Range of 0 - If an Action card has Range, it adds UP TO X spaces which can reach with Damage.
Action Card Clarifying Rules
- All or Nothing - Resolve Actions in order as shown on card (7 Damage to opponent, then -2 Armor to the player). If both the player and opponent die as a result of the card, the opponent is eliminated first.
- Rousing Backflip - Player gains 7 Favor as a ONE TIME Action, then must immediately Focus the Rousing Backflip card. Focusing this card is free.
- For Glory - The player gains 5 Favor, but must also lose 1 Armor.
- Horned Charge/Charging Rhino - Both Movement (4 Movement) and Knockback (2 Spaces) must be in the same straight line.
- Humiliate - Deal 2 Damage to an opponent, AND cause the opponent to also lose 4 Favor. The Favor is only deducted IF the Damage is done.
- Hurled Insult - After Actions, player MUST pass the Hurled Insult card to the opponent who lost the Favor, and the opponent MUST add the card to their Discard Pile.
- Javelin - Player gains 1 Favor, and deals 1 Damage to opponent. Player then MUST pass the Javelin card to the opponent who they dealt Damage, and the opponent MUST add the card to their Discard Pile.
- The Final Blow - If The Final Blow is played as the last (5th) card of a player's hand, no Discard is required.
Theater Card Clarifying Rules
- Calm Before the Storm - Focusing a card is optional, players may choose if they would like to Focus a card or not.
- Favored Underdog - If multiple players are tied for the least amount of Armor the 3 Actions are granted in clockwise order beginning with the Starting Player.
- Turning Moment - The Starting Player MUST pass the Starting Player Token to another opponent who instantly gains Starting Player.
Arena Beasts
The Arena Beast Mode is optional for player(s) who would like to remain part of the game after they have been eliminated.
When a player's Armor is reduced to 0 or less, they may choose to take on the role of an Arena Beast. These players can no longer win the game, but can still impact the game results.
The eliminated player chooses one of the available Arena Beast cards. The Arena Beast immediately enters the Arena according to the rules listed on its card. The Arena Beast has both Armor and Actions. Players of an Arena Beast use the Armor tracking area on their Player Board to track the Armor. Players use the provided Beast Hex Token and the colored base of their player to represent the Arena Beast in the game.
Arena Beasts must abide by the following rules:
- Most Arena Beasts have only 1 Action which they resolve each Round in Turn Order at the beginning or end of the Action Phase.
- Arena Beasts may occupy but not activate Arena Tokens.
- Arena Tokens do not flip face down after an Arena Beasts has moved off them.
- Theater cards and Active Rulesets do not affect Arena Beasts unless they limit places of movement (i.e. Caged Animals).
- Arena Beasts have an Armor Track and can be eliminated. If one's Arena Beast is eliminated, the player may choose another Arena Beast to play (if desired).
Modular Rulesets
The Modular Rulesets allow players to alter the complexity, play time, and strategic depth of Carthage. These additional Active Conditions are placed under the top edge of the Game Board, allowing all players to see and utilize them. Modular Rulesets may be purchased multiple times by multiple players (if desired). It is recommended to not play with more than a total of 4 Modular Rulesets per game. (NOTE: Modular Ruleset(s) will lengthen game time).
Modular Rulesets - Favor Actions
- Actuate (1 Favor + X) - If Initiate has been purchased, Actuate allows a player to take the Starting Player Token. The cost is 1 Favor + X according to the amount of times Initiate & Actuate have been purchased this round. (E.g. The red player purchases Initiate (1F), then the blue player purchases Actuate (2F), and then the red player purchases Actuate again. The red player will now own the Starting Player Token next Round, but Actuate will cost 3 Favor (1F + 2F)).
- Campaign (4 Favor) - Place the top 4 cards of the Theater Deck into the Theater Discard Pile, then immediately take the Lobby Action at no cost.
- Outbreak (3 Favor) - Immediately gain 1 Movement.
- Concentrate (3 Favor) - Shuffle your Discard Pile into your Player Deck.
- Discipline (1 Favor -1 Armor) - Take the Focus Action free from the 3 Favor cost, but immediately lose 1 Armor.
- Intimidate (2 Favor + X) - Focus a card from an opponent's Discard Pile. Cost is 2 Favor + Favor cost listed on the card. (NOTE: Intimidate is not permitted to be used on any of the 10 cards from the initial Starting Player Decks).
- Ordinance (3 Favor) - Immediately gain 1 Armor.
- Renovate (2 Favor) - Move an Arena Token to one adjacent unoccupied space.
- Repair (5 Favor) - Return a face up card in your Discard Pile to the top of your Player Deck.
- Retain (1 Favor) - Place one of your 3 extra colored Player Cubes on any of the 5 face up cards in the Action Row. This card now costs all opponents +1 Favor in addition to the cost of the card. However, the card does not cost you anything extra (above the normal cost of the card) unless an opponent has placed a Player Cube on the card. Multiple cubes from multiple players may occupy a single card. When a card is purchased or Evaluated, cubes are immediately returned to the player(s), and no reward (Favor) is granted. If a player is required to pay additional Favor as a result of an opponent's Player Cube(s), the player must pay any extra Favor costs to qualifying opponent(s), who immediately add the Favor to their Favor Tracker. (E.g. Player has purchased a card containing 1 blue Player Cube and 2 red Player Cubes. The player must pay 1 Favor to Retairius (blue), and 2 Favor to Dimachaeri (red) in addition to the cost of the card). (NOTE: Evaluated Retain Cubes do not gain players additional Favor).
- Taunt (2 Favor) - Choose an opponent who immediately loses 1 Favor.
Modular Rulesets - Active Conditions
- Battle Hardened - Every player begins the game with 20 Armor. At the start of the Actions Phase, the player(s) with the least Armor gain 1 Armor.
- Crocodile Island - Each Hex which is outside the Inner Circle deals -1 Armor when stepped on. (E.g. If a player steps on 3 Hex's outside the Inner Circle they will immediately lose 3 Armor).
- Featured Match - At the beginning of the Actions Phase each player gains Favor equal to the number of cards in the Theater Discard Pile.
- Naked and Afraid - At any time during the Actions Phase, before or after a card is played or resolved, player(s) may take 1 Movement for the cost of 3 Armor. (NOTE: Movement Action may be played as a response to a card played, but not during the time a card's Action(s) are resolving). (E.g. A player reveals All or Nothing, the opponent can immediately take the Naked and Afraid Action of 1 Movement and lose 3 Armor in order to avoid the Damage from All or Nothing).
- Strict Discipline - At the end of the Actions Phase, each player may Focus a card for -1 Armor. (NOTE: May only be used once per Round).
- The Southern Winds - At the end of the Actions Phase, the player(s) with the least Armor gain 2 Movement.
Player Modes
2 VS 2
In this 4 player game, players form into 2 teams of two. Teammates sit across the table and kiddie corner from each other, so that teams alternate turns. (E.g. Clockwise Turn Order would be Team 1 player A, Team 2 player A, Team 1 player B, Team 2 player B). Each team member plays a separate character. The game ends once both members of a team are eliminated. Teammates may Damage one another if they choose. (E.g. Using the Slash Action Card to Damage the teammate in order to receive 3 Favor).
2 VS 2 Chained Match
Same rules apply from 2 VS 2, except teammates are "chained" together, and CANNOT have more than 1 Hex space between them for the entirety of the game. If a team member is eliminated, remove their miniature from the Game Board. Logical rules apply to Pillar Tokens in regards to Movement (i.e. Chain cannot pass through Pillars, etc).
2 VS 3 Mode
In this 5 player Mode there is a team of 2 and a team of 3. The team of 2 selects 4 Modular Rulesets for the match that they may exclusively use, however the team of 3 can still be affected as a result of these Modular Rulesets (E.g. The Actuate Modular Ruleset would cause any one of the team of 3 to pay 1 Favor per Player Block on an Action Card that is purchased).
Theater Legend Cards - Mini Expansion #1
Included in the Action Cards are 15 Theater Legend Cards (marked by a red ribbon over the Favor cup). These cards add an additional level of depth and strategy, and create elevated matches. Simply add these into the Action deck during game setup.
Equipment Cards - Mini Expansion #2
The Equipment Cards give each player a set of cards that are individually tailored to their class of Gladiator, and their fighting style, giving players a deeper strategy and a unique play style.
After selecting your Gladiator, take the 3 matching Equipment Cards and place them face up and tucked half under the bottom of the Player Board.
During the Actions Phase, players may use any face up Equipment Card in place of an Action Card, but must first Discard a card. (Note: Only Starting Deck cards may be used when Discarding).
After the Equipment Card has been Activated it is flipped face down and may not be used again until the Ready cost has been paid. During the Favor Phase a player may pay to Ready the Equipment Card. Immediately flip the Equipment Card over, it is now ready to be used again during the Action Phase.
Clarifying Rules
- Dimichaeri - Twin Blades - Deal 2 Damage to every opponent who is occupying a Hex which is immediately surrounding the Hex you currently occupy. Gain 2 Favor per opponent which is Damaged. (Note: Twin Blades has 0 Range).
- Retairius - Weighted Bola (Range +2) - Impacted player cannot activate Movement Actions for their NEXT CARD played during this Round.
- Murmillo - Heavy Scutum - After activation, player takes 50% less Damage for the REST OF THE Actions Phase rounded up. (E.g. 3 Damage = 2 Damage, 4 Damage = 2 Damage).
- Thracian - Curved Sica - On Impact, the Thracian switches places with the Impacted opponent.
- Gaul - Sturdy Boots - Players cannot Knockback the Gaul for the rest of the current Actions Phase. However, the Gaul must still use Movement Actions if required as an Action.
Essedari Maximo - APP DRIVEN (Solo/Co-op Mode)
His horses even gaze with blood lust... his chariot adorned with the memories of past battles... his heart blackened by the countless lives he's claimed. HE IS YOUR GREATEST FOE!
His chariot equipped with razored swords and javelins at the ready; it will take everything you have to take him down before you become his next victim... Enter THE ESSEDARI MAXIMO... The greatest Chariot Gladiator ever known!
Gladiators band together in a Solo, or Co-op Mode to face off against the Essedari Maximo (Greatest Charioteer) via a unique mobile and web Companion App. This thrilling battle Mode creates a unique play experience where teammates are granted 8 Rounds to either defeat the Essedari Maximo, or be eliminated by him.
Visit www.carthagegame.com/app to download or access the free App Platform.
The Essedari Maximo is equipped with many unique Actions to both evade and chase down his enemies. A deadly foe, he is armed with razor sharp blades attached to his sides, will trample any opponents in his path, and even throw Javelins to take out the weak or punish the cowards... TAKE HEED!
How to Set Up Essedari Maximo (set up the game as normal with these additional rules):
- Remove the Theater Cards from the game.
- Remove any Advanced Mode cards from play (Equipment, Theater Legend, Modular Rulesets, etc.).
- Choose at random your Arena Tokens and place them on the inside edge of the Inner Circle. The number of Arena Tokens is determined by the number of Carthage players plus one, with a minimum of 4 Arena Tokens on the board in Co-op Mode and 3 Arena Tokens in Solo Mode. Pillar Tokens are not permitted.
- Place Essedari Maximo Token into one of the Plastic Bases, and place anywhere along the outside edge of the Inner Circle.
Essedari Maximo Rules
- The Essedari Maximo always moves counter clockwise along the outside edge of the Inner Circle.
- When Essedari Maximo moves onto a Hex which is adjacent to a player, it immediately deals Damage in the amount of its current Action.
- The Essedari Maximo can use Javelin (+1 Range) and Arrow Actions (+3 Range) to deal Damage to player(s) from a distance, while also moving in its Chariot.
- Each Round the Essedari Maximo will take 5 Actions in Turn Order as a normal player.
- The Essedari Maximo takes the Engage Action BEFORE the Starting Player. If the Starting Player Token changes, the Essedari Maximo will continue to take its Action first.
- If a player uses the Javelin Action card against the Essedari Maximo, the card does not pass to the Essedari Maximo, but goes in the Discard Pile of the player.
Co-op Rules
- In Co-op Mode the starting Armor of the Essedari Maximo is 15 x the number of players (e.g. 3 players = 45 Armor).
- The Essedari Maximo moves between 1-6 spaces per turn.
- The Damage output gets increasingly higher as the number of Rounds grow.
- The Essedari Maximo is very large and deadly but easier to anticipate than in Solo Mode.
- IF the Essedari Maximo moves onto a space occupied by a player, the player is trampled to death and instantly eliminated.
- Players may deal Damage to their teammates if desired (i.e. Impact Bonuses).
Solo Rules
- In Solo Mode the Essedari Maximo has a starting Armor of 15.
- In Solo Mode the Essedari Maximo is much more dynamic and difficult to anticipate.
Below are some Actions that are not found in Co-op Mode.
- Cross - refers to Essedari Maximo dashing across the Inner Circle in a 45° or 90° angle (but never a 135° angle).
- Net (+1 Range) - If the Essedari Maximo hits a player with the Net they can not activate any Movement the next Round.
- Javelin (+1 Range) - If a player is within 1 Range (adjacent + 1 extra Hex space) lose 2 Favor.
- Trample - If the Essedari Maximo moves over a Hex occupied by a player, they receive 3 Damage.
- Crushed - If the Essedari Maximo ends its Movement on top of a player's space, the player instantly loses the game.
Scenario Set-Ups
The rulebook includes diagram layouts for suggested Arena Token placements, for use as Quick Start setups in place of Setup step 4:
- First Match
- Junkyard Dogs
- Center Stage
- Dodging Teeth
- Bloody Mound
- Vicious Theater
- The Great Divide
- Edge of Death