Krosmaster: Arena – Duel Pack 1
Krosmaster: Arena – Duel Pack 1 Rulebook
Table of Contents
Table of Contents
Aim of the Game
K.O. your opponent!
The Figures
Captain Amakna and Merkator are the two new characters in this duel pack. They are both represented by a Krosmaster figure.
Character Cards
All information about a Krosmaster is listed on their card.
- MP: Movement Points are used to move from cell to cell.
- HP: When a character receives as many Injury tokens as they have HP, they are K.O.'d and their figure is removed from the board.
- AP: Action Points are mainly used to cast known spells.
Card elements:
- Name
- Initiative
- Class, Title
- Level
- MP: Movement Points
- HP: Health Points
- AP: Action Points
- Spell Range
- Spell name
- AP Cost
- Damage (by element: water, air, earth, fire, neutral)
- Area of Effect
- Additional Effect
- MP Cost
- Cost in Injuries
- Healing Spell
- Damage-free Spell
- History
- Powers
Markers and Duel Tokens
Injury markers are used to follow your Krosmaster's state of health. Other markers represent temporarily lost or gained MP or AP. Duel Tokens permanently increase your Krosmaster's stats and skills.
Markers
- 1, 2, 5 and 10 Injury Markers
- +1 MP and -1 MP Markers
- +1 AP and -1 AP Markers
Duel Tokens
Each Duel Token shows:
- MP Bonus
- HP Bonus
- AP Bonus
- Max. Range Bonus
- Level
The Board - The Cells
Krosmaster duels take place in combat arenas. These boards are divided into cells; all of them are considered to be perfectly square. Two cells are adjacent when they share a common side.
Board symbols: Starting cell, Window (obstacle), Machine (blocking obstacle), Duel cell, Character, Adjacent cell, Line of sight, No line of sight.
Obstacle - Impassable Cell - Free Cell Windows, machines and characters are all obstacles. A cell with an obstacle is impassable. A cell without an obstacle is a free cell.
Blocking Obstacle - Obstructed Cell - Clear Cell Machines and characters are blocking obstacles. A cell occupied by a blocking obstacle is an obstructed cell. A cell with no obstruction is a clear cell.
Line of Sight There is a line of sight between two cells when you can draw an imaginary line from center to center of each cell without passing through an obstructed cell. A line of sight can pass exactly in the corner of one or more obstructed cells.
Range
The range icon shows information about a spell's range. It is most often expressed using two figures.
- Distance Spell (e.g. 3 - 8): this spell can target a cell that falls within the minimum range (min. Range) shown on the left and the maximum range (max. Range) shown on the right, both expressed in terms of number of cells. The blue marker is the cell in which the spell's caster is standing.
- Line Spell (e.g. 1 - 3): this spell can only target a cell located in same row as the character casting it.
- Spell without line of sight (e.g. 1 - 4): this spell does not require a clear line of sight to be cast on the target cell.
- Fixed Range Spell (range shown in red, e.g. 1 - 3, 1 - 3, 1 - 4): when the range type is shown in red, the max. Range of the spell can not be increased by any means.
- Close Combat Spells: this spell can only target a cell adjacent to the character casting it.
- Personal Spell: this spell does not have any range and only affects the character casting it.
The Dice
Each face of the special Krosmaster die is designated: Critical Hit, Armour, Lock, Dodge, Critical Hit / Dodge, Dofus (Wild).
When you roll a die, the following rules apply:
- If the result on the die is Critical Hit, Armour, Lock or Dodge, leave the die as is.
- If the result is Critical Hit / Dodge, turn the die to either the Critical Hit or Dodge face.
- If the result is Dofus, turn the die to one of the Critical Hit, Armour, Lock or Dodge face.
A die roll is taken into account only once each die shows a Critical Hit, Armour, Lock or Dodge face.
- During a critical hit roll, the Critical Hit face counts as 1 success.
- During an armour roll, the Armour face counts as 1 success.
- During a lock roll, the Lock face counts as 1 success.
- During a dodge roll, the Dodge face counts as 1 success.
Note: Some powers allow you to roll two dice instead of just one.
Area of Effect Spells
All the cells highlighted in the area of effect diagram are also targeted during Step 2 of casting a spell.
Area patterns: Shovel Area, Staff Area, Hammer Area, Cross Area, Axe Area (two patterns), Needle Area, Square Area.
For the Axe area, choose which pattern you would like to use. For the Needle area, all additional targets must be in line with the character who cast the spell, and must be farther away than the main target. One critical hit roll is made for all targets in the area, but each target rolls for armour individually.
Additional Spell Effects
- +X Water: Damage dealt by this Water spell is increased by X points.
- +X Air: Damage dealt by this Air spell is increased by X points.
- +X Earth: Damage dealt by this Earth spell is increased by X points.
- +X Fire: Damage dealt by this Fire spell is increased by X points.
Pierces Armour: when rolling for armour, all targets roll one fewer die. Retreat X: the caster of this spell is moved X cells away from the target. Push Back X: the target of this spell is moved X cells away from the caster. Attract X: the target of this spell is moved X cells closer to the caster. Move closer X: the caster is moved X cells closer to the target.
Note: when a character is moved by these additional effects, the character is stopped when it encounters an obstacle or the edge of the game board. Characters moved by additional spell effects are not subject to blocking.
- -X MP: place X -1 MP markers on the targeted character's card.
- +X MP: place X +1 MP markers on the targeted character's card.
- -X AP: place X -1 AP markers on the targeted character's card.
- +X AP: place X +1 AP markers on the targeted character's card.
Steals 1 MP: place a -1 MP marker on the target and a +1 MP marker on the caster. Steals 1 AP: place a -1 AP marker on the target and a +1 AP marker on the caster.
Steals Health: the caster removes Injury markers from their card equal to the damage inflicted (step 7).
Start of the Game
Place the board between you and your opponent. Keep the dice and markers within reach.
Character Choice - First player
Each player chooses the Krosmaster they wish to duel with and places its character card in front of them. The Krosmaster with the highest Initiative goes first. If both Krosmasters have the same Initiative, flip a coin to determine the first player.
Determining the Level of the Duel
The level of the duel is equal to 2 + the highest level of the two characters. So with the two level 6 characters in this pack, the duel level would be 8.
Duel Tokens
Spread the Duel Tokens face down. Starting with the first player, take turns selecting Duel Tokens. When you take a token, look at its face and then place it face down on your Krosmaster's card. Take turns until each player has a maximum of 3 Duel Tokens or has reached the duel level in character level + Duel Tokens.
Example: (6) level of Krosmaster + (2) level of attributed Duel Tokens = (8) level of duel.
Deployment
The second player places their Krosmaster on the Starting cell of their choice, then the first player does the same. The first player then takes one of the remaining Duel Tokens, and without looking at it, places it face-down in any Duel cell. The second player does the same, and you're ready to duel!
Tactical Option
Sort the Duel Tokens by level and make 4 face-down piles. Reveal one token from each pile and place it face-up. When you select a Duel Token, you may take one of the face-down ones from the top of a stack or you may select one of the face-up ones. When a face-up token is selected, replace it with another token of the same level.
Game Turns
The game begins with the first player. When one player has used, or chooses not to use, all of their Krosmaster's AP and MP, the next player takes their turn. Alternate turns until one player wins.
Start of the Turn
At the beginning of your turn, you may reveal one (and only one) of your Duel Tokens. A Duel Token's effect is permanent; it changes the characteristics of your Krosmaster until the end of the game.
Activation of Your Krosmaster
The character being played is considered the active character. If an active Krosmaster previously received any +1/-1 MP or +1/-1 AP markers, its characteristics are altered for the duration of the round and then discarded.
You may spend your active Krosmaster's MP and AP in any order you like, alternating as many times as you choose. As long as the Krosmaster has MP and AP, they can move, pick up Duel Tokens, and cast spells.
Moving (1 MP) - Blocking
For 1 MP, your Krosmaster can move to an adjacent free cell.
If your Krosmaster spends 1 MP to leave a cell adjacent to an opposing character, you may be blocked. The opposing character must roll for lock, which you may then counter by rolling to dodge.
If the number of Dodge successes for your dodge roll is at least equal to the number of Lock successes of the opposing lock roll, you may continue your turn. If not, you are blocked and lose all remaining MP and AP for this turn.
Picking up a Duel Token (variable cost of 2 to 10 AP)
Your Krosmaster may pick up a Duel Token that it shares a cell with. To do this, you must spend AP equal to your Krosmaster's level (1 to 6) + the level of the Duel Token (1 to 4). Look at the token and place it face-down on your Krosmaster's card.
Casting a Spell (cost dependent on spell)
Each Krosmaster knows a selection of spells. With these spells, you can attack, heal, or carry out other astonishing actions by spending AP; sometimes your Krosmaster will spend MP or suffer Injuries when casting a spell.
End of the Turn
When you believe your Krosmaster has done everything you want it to do, pass the turn to your opponent. You are not required to spend all of your MP or AP in a given turn. But when both are spent in their entirety, your turn is over.
Casting an Attack Spell
For a character to cast an attack spell, you will need to:
- Select the target cell
- Check the target is within the spell's range
- Check the line of sight
- Make sure the cost can be paid
Then, carry out the following steps in the order shown.
Step 1: Pay the Price The active character pays the MP and AP costs shown on the spell. Place the appropriate number of Injury markers, if applicable.
Step 2: Targets Each game piece on the targeted cell becomes a target.
Step 3: Additional Effects If the spell has additional effects (-1 MP marker for instance), they are applied to the target now.
Step 4: Critical Hit Roll for critical hit. Each Critical Hit success rolled increases the damage inflicted by 1 point.
Step 5: Armour The opponent rolls for armour for each target. Each Armour success rolled reduces the damage inflicted by 1 point.
Step 6: Injury Markers If a target took damage, assign the appropriate number of Injury markers.
Step 7: Other Effects Some other effects are activated at this step, such as Steals Health for example.
Injuries inflicted = Basic damages + Critical hit damage - Reduced damage.
Healing Spells
To cast a healing spell, follow the same steps, but:
- Step 5: the target of a healing spell does not roll for armour.
- Step 6: Injury markers are removed from the target, not added.
Zero Heal or Damage
Some spells inflict 0 Damage or heal 0 Injuries. This means that you must increase this value by using critical hit rolls, powers, or additional spell effects.
Damage-free Spells
Only the additional effect of a damage-free spell is applied. To play with summon spells, please refer to the Krosmaster: Arena rulebook.
Limited Use
- A spell with a black background is not limited.
- A spell with a blue background can only be cast once per turn.
- A spell with a red background can only be cast once per game.
Powers
- Critical Hit: roll an extra die when rolling for critical hit.
- Armour: roll an extra die when rolling for armour.
- Lock: roll an extra die when rolling to lock.
- Dodge: roll an extra die when rolling to dodge.
It is therefore possible to get 0 to 2 successes using the Critical Hit, Armour, Lock, or Dodge powers.
- Resistance (Water): damage suffered from a Water spell is reduced by 1 point.
- Resistance (Air): damage suffered from an Air spell is reduced by 1 point.
- Resistance (Earth): damage suffered from an Earth spell is reduced by 1 point.
- Resistance (Fire): damage suffered from a Fire spell is reduced by 1 point.
- Counter: each time an opposing character inflicts one or more Injuries on this Krosmaster, that character suffers one Injury.
- Unfazed: additional spell effects are not applied to targets with this power; with the exception of those that inflict additional damage or injuries. Personal spells are not affected by Unfazed.
Playing with 2 Figures Each
To play with 2 characters each, the following changes apply:
- Each player chooses a team of 2 Krosmaster figures. In each team, the character with the highest initiative score is the first Krosmaster. If they are equal, choose one.
- The first player is the one who has the highest total Initiative on their team. If the two totals are equal, the player with the Krosmaster with the highest Initiative goes first. If it's still equal, flip a coin.
- The Duel Level is 2 + the total levels of the highest team.
- Each player places 2 Duel Tokens on the board instead of just one.
- On your turn, activate both of your Krosmasters, starting with your first Krosmaster. Your turn is finished when you've activated both of your Krosmasters.
- When a character leaves a cell adjacent to multiple opposing characters, they may each attempt to block.
Golden Rules
- A Krosmaster does not have to spend all their MP and AP.
- MP and AP cannot be carried over from one turn to another.
- A character is K.O.'d when they have as many Injuries as HP.
- Never move or check for range diagonally.
- A spell can target a free cell or an obstacle.
The Duel: Merkator vs. Captain Amakna
Captain Amakna is the most famous of heroes. In battle, he relies heavily on his mobility and his allies. Tough luck, today it's a one-on-one show down... In a Duel, he will be most deadly in close combat; but since his endurance has limits, he will have to act from a distance and cast Discoplane and Mocalisation, all while staying out of Merkator's range. Then, for the grande finale, he can launch an assault with big Kickmaster and Biceps attacks before dealing the final blow!
Merkator is an evil villain originating from the depths of Sufokia. In battle, he is renowned for his immense power. One on one, he's a tank. So you shouldn't think twice about advancing on your opponent; Foggone Conclusion can take care of any hits suffered on the way. His Clout of Fog can be used from a distance, but he will pay for it personally. Once he's made contact, Pulverization combined with Pressure-Cooker will get the better of his opponent.
Captain Amakna's powers are useless against Merkator, and vice versa, but they will be invaluable in other battles!