RULEBOOK

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RULEBOOK

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- INTRODUCTION

Welcome to the

Krosmoz

.

.

The Krosmoz: An immense universe containing so many things, we wouldn’t even know where to start making a list. It is, above all else, known for a little planet called the

World of Twelve

. It is there that millions of adventurers live their daily lives. And though you won’t find two of a kind, they all secretly want the same thing:

Dofus

—dragon eggs with incredible powers.

In the

Outerworld

parallel dimension, the

Demons of the Hours and

Minutes

like to skip out on their jobs as the watchers of time to visit the

Arena

. Here, warriors from the World of Twelve, kidnapped by the

Demons, fight in never-ending duels to the obvious delight of their captors.

The latest arrivals to the Arena are causing quite a stir, in fact. You see, the Demons have recently discovered the story of Julith, Joris, Grampy, and all the others. A story they liked so much, that they want to see it again and again… And rather than wait for the book to come out, they simply kidnapped the heroes!

This

Krosmaster Arena

boxed set will allow you to slip into the slimy scales of one of these Demons. Choose a handful of Arena fighters—the

Krosmasters

—and face an enemy team in scenery taken straight from the movie

Dofus Book 1: Julith

. Experience a game where your sense of tactics will really be put to the test!

The next few pages will gradually introduce the pieces and the rules of

Krosmaster Arena

. If this is your first time playing the game, we recommend that you take a look. But if you feel ready for the full board game, head directly to the

Game Rules

!

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SUMMARY -

WELCOME TO THE KROSMOZ

SUMMARY

BOX CONTENTS

PART I: TUTORIALS

1 – Right in the Kisser!

2 – My Very First Spell

3 – Summoning: It’s an Art Form

4 – Two Are Better Than One

5 – Out With the Old

6 – Unfinished Sympathy

7 – Village, Town: Soldier Tactics

PART II: RULES OF THE GAME

The Basics

MP and AP

Casting a Spell

Start of the Game

Game Turn

PART III: APPENDIX

Summons Token

Powers

Scenery

Demonic Rewards

Advanced Rules

F.A.Q.

GAME HELP

PAGE 2

PAGE 3

PAGES 4-5

Pages 6-7

Pages 8-9

Pages 10-11

Pages 12-13

Pages 14-15

Pages 16-17

Pages 18-19

Page 20

Page 21

Page 22

Page 23

Pages 24-25

Page 26

Page 27

Page 27

Pages 28-29

Page 30

Page 31

PAGE 32

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- Box Contents

X

8

KROSMASTER FIGURES

8 Krosmaster Arena exclusives, taken from

DOFUS the Movie !

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Bonta

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Power(s)

-2

AP

to targeted character.

Attracts

1

to

Luckily for

.

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Resistance .

Farmer.

Illustration :

Nicola Saviori

Illustration : Nicola Saviori

Arena 2

Illustration : Nicola Saviori

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01/02/2016 09:28:20

© 2015 Ankama Products

2641-CAR-ANG

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X

8 cartesArena2_EN.indd 14 cartesArena2_EN.indd 16

CHARACTER CARDS

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Information about a Krosmaster can be found on their character card.

Initiative

: That’s how fast the character is.

MP : Movement Points

are used to move around.

Range

: The Range of a spell indicates the distance to the target, in number of cells.

History :

A short background so you can learn a little bit more about the character’s life.

HP

: When a character has suffered as many Injuries as they have

Health Points

, they are eliminated.

Level

: That’s the character’s overall strength.

AP

:

Action Points

are used to attack your enemies and carry out various actions.

888

HP

Blown Blow

Draconian Crisis

Push back

2

.

Infl icts

+3

not pushed.

3

5

In life, there are certain mistakes one shouldn’t make. For example: upsetting a strange little boy, letting the strange little boy get his hands on a sword, fi ghting that strange little boy, and fi nally, fi nding yourself with your back to a column.

Committing these mistakes in that order is even worse. Don’t say we didn’t warn you.

Arena 2 Illustration : Nicola Saviori

cartesArena2_EN.indd 2

Spell Damage:

This is the number of Injuries inflicted on an enemy character.

Some spells don’t cause any damage.

Spell Cost

: That’s the number of

AP

you have to use to cast the spell.

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Powers:

These are the character’s special abilities.

X

12

+1/-1 RANGE

Range Markers.

X

12

+1/-1 AP

Action Points

( AP ) Markers.

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X

12

+1/-1 MP

Movement Points

( MP ) Markers.

X

50

INJURY MARKERS

Used to record the state of a character’s health.

22/02/2016 17:49:42

Box Contents -

X

15

¨GG¨ TOKENS

The famous “Gallons of Glory”

— you can’t win without them.

X

60

DEMONIC REWARD TOKENS

To improve your Krosmasters during the game, the Demons offer three levels of

Demonic Rewards: Granite

(weak),

Jade

(average), and

Silver

(strong).

X

10

DICE

Once an award has been revealed, you will find out if it’s a

Buff

(temporary), or

Equipment

(permanent).

Boost

(instant),

X

18

SCENERY PIECES

Carefully remove the

bags

,

stalls

, and

crates

, then assemble them as shown above. Follow the instructions printed on the inside of the crates and stalls.

X

50

KAMA TOKENS

These coins can be used to buy Demonic Rewards or Gallons of

Glory.

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X

4

SUMMONS TOKENS

These tokens represent anything your Krosmasters are capable of summoning into the Arena: creatures, bombs, traps...

X

1

DOUBLE-SIDED GAME BOARD

The game board gives you two combat Arenas. Each Arena has different places for scenery items (stalls, crates, and bags) as well as Demon Cells, Kama Cells, and Starting Cells.

5

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- TUTORIALS

- Tutorial 1 -

Right in the Kisser!

Let’s start slowly with the basics: game turns, how to move your character, and then get into a fist-fight. Read the tutorial, and when you feel ready, you can play your first game directly on the right-hand page!

GAME TURN

A game of

Krosmaster Arena

is divided into game turns. On your turn, you will be able to move your figure and make it attack. Then, it will be your enemy’s turn, then yours again, and so on until one of you wins.

With his

6 AP

, Joris can only Punch once per turn, since punching something

“costs”

5 AP

. After punching, he only has

1 AP

left, which is not enough to

Punch a second time. The remaining

AP

is lost at the end of the turn.

Each turn, your character will have

Movement Points

(

MP

) and

Action Points

(

AP

) to spend.

MP

are used to move whilst

AP

are used to attack. You can use your character’s

MP

and

AP

in any order you like, alternating as many times as you want.

For example, Joris may spend

2 MP

to move, then

5 AP

to attack, then 1 more

MP

to move again.

MOVING

During your turn, your character can move a number of cells equal to the

MP

score shown on their card. Joris can therefore move 3 cells because he has

3 MP

.

Adjacent Cells

Two cells are adjacent when they share a common border.

When you’re moving, diagonal cells are never counted: you can only move your figure to an adjacent cell.

When two characters are adjacent, it can also be said that they are “in contact”, or “in close combat”.

Impassable Cells

A character can neither pass through nor stop on a cell containing a bag or another figure.

inflicts

1 damage

to your opponent. A Krosmaster can only use one Punch per turn!

Spell Damage

Range

: The enemy must be adjacent.

Critical Hit Roll

A “Critical Hit” is a particularly well-aimed attack or one that uses extreme force.

When your character punches, roll 1 die and try to get a Critical Hit!

-

-

If the die shows a

If the die shows any other result, such as applied as normal, but it’s not a Critical Hit so you don’t benefit from the Critical

Hit bonus.

However, your opponent is far from defenseless, and you have to compare your attack efficiency to their defense.

Armor Roll

, or , it’s a Critical Hit!

, or , the hit is

When your character suffers an attack, its armor may cancel out part of the damage received. Roll 1 die to find out if your armor absorbs the hit:

-

Skillful Defense!

-

If the die shows a benefit from Skillful Defense.

or , the armor absorbs the shock and it’s a

If the die shows any other result, such as , , or , you don’t

Locking (Lock versus Dodge)

If your character wishes to leave a cell adjacent to an enemy (also known as

“disengaging” or “leaving close combat”), they may be Locked!

Injury

Once you have made the Critical Hit Roll and Armor Roll, determine how many

Injuries your enemy suffers.

- Your opponent rolls 1 die and if they get a

Locked your character.

-

Dodges

.

You also roll 1 die and if you get , or

or they have successfully

your character successfully

If there were more Critical Hits than Skillful Defenses, the attack damage is increased by 1. On the other hand, if there were more Skillful Defenses than

Critical Hits, the attack damage is reduced by 1. In the event of a tie, the attack does the damage printed on the spell.

If your character

is not

Locked continue their turn as normal.

AND

you successfully Dodge, your character may

Place a number of Injury markers equal the amount of damage done on your victim’s card. If that character now has as many Injury markers as

Health Points

(

HP

), they are K.O.’d.

If your character

is

Locked

They immediately lose

3

AND

AP

you fail your Dodge Roll, your character is “Locked”:

and

3 MP

for the current turn.

Injuries Inflicted = Basic Damage (Printed on the Spell) + Result of the Rolls

(Rolled on the dice)

If your character

is not

Locked

AND

you fail your Dodge Roll,

or

if your character

is

Locked

AND

your Dodge Roll is successful, your character is “Caught”, and immediately loses

1 AP

and

1 MP

for the current turn.

If your character still has any

MP

left after the Lock Roll and Dodge Roll are resolved, you may move your figure.

6

PUNCHING

During each turn, your character can spend as many

Action Points

as the

AP

score shown on their card. A Krosmaster normally has several spells to use, but for your first fight they will only be using their fists. To hit someone, all you have to do is be in a cell adjacent to your enemy’s character and use

5 AP

. Each hit

INJURIES

INFLICTED

=

BASIC

DAMAGE

(Printed on the spell)

+

RESULT OF THE

THROWS

(Rolled on the dice) livret_ARENA_v2_EN.indd 6 22/02/2016 17:50:18

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dice!

as as almost almost you hit you hit

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© 2015 Ankama Products

1

1

2

s

, pupow tions for w W

5

3

3

y appella

1

t all the inhabitants think - except maybe the town’

Lilotte is the most adorable stray Ouginak in Bonta. At least, ve numerous less savor

Arena 2 Illustration : Nicola Saviori

Power(s)

street mutt, stray Bo

Canine Approach

6

AP

Flea bag,

.

6

HP

30 Licks

and many more...

closer

2

Punch

Moves

.

Gutter Pup

+1

for-nothin’, her. Among them: militiamen, who ha that’s wha

TUTORIAL

S -

0 - 1

1 - 3

3

MP

2

Ouginak - Bonta

LILOTTE LILOTTE LILOTTE

cartesArena2_EN.indd 12

AIM OF THE GAME

Knock out the opposing Krosmaster

(Reminder: a character is K.O.’d when they have received as many Injuries as their

HP

).

SET UP

Place the rulebook between the two players.

For this first game, you will need 2 bags, 2 figures (Lilotte and Joris), some dice, and some Injury markers.

Place a bag on each corresponding square.

Keep the dice and Injury markers close by.

Joris starts this duel with an advantage.

PLACEMENT

Place Lilotte and Joris on their starting cells. Joris plays first because he has a higher Initiative score (

4

) than Lilotte (

2

).

livret_ARENA_v2_EN.indd 7

OK, OK, I do like a bit of squabbling. Before we start getting serious, why don’t you help Joris win against that little brat Lilotte? Come on, off you go! The best line of defense is attack! Great timing! Joris is the fastest, so use that to your advantage.

JORIS - Swashbuckler

Bonta

4

3

MP

8

HP

6

AP

2

3

1 - 2

Punch

Draconian Crisis

Push back

2

.

Infl icts

+3

not pushed.

5

5

if the target was

1

Armed and Furious

7

In life, there are certain mistakes one shouldn’t make. For example: upsetting a strange little boy, letting the strange little boy get his hands on a sword, fi ghting that strange little boy, and fi nally, fi nding yourself with your back to a column.

Committing these mistakes in that order is even worse. Don’t say we didn’t warn you.

Power(s)

Dodge.

Arena 2 Illustration : Nicola Saviori

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- TUTORIALS

- Tutorial 2 -

MY VERY FIRST SPELL

8

Now that you know how to hit people and move your character, we’re going to move on to the next stage: Attack spells and powers. All Krosmasters can use

Punch, but this attack is never written on their character card because it’s very rarely used. In fact, a Krosmaster is often a great deal more effective when using an attack spell. You’ll soon understand why.

Each character has their own special abilities, called “powers”, which help them to deal Critical Hits, to better absorb damage with their Armor, to Lock more easily, or to Dodge more effectively.

To see this, we will follow a battle between two powerful fighters: Grampy and

Julith.

1 – CHECK THE RANGE

Grampy must be within range of the spell—in other words, 2 or 3 cells away. This distance is counted from a cell adjacent to the one Grampy is standing on and you never count diagonally (just like when you move).

The cells that are in range of Grampy’s Gahfeld spell are shown in green (2 or 3 cells away). The red cells are not in range.

ATTACK SPELLS

When your character wants to attack with a spell, it’s a bit like punching: check if your target is in range and if you can see it, then spend the required

AP

. The spell inflicts the damage shown in the colored circle on the right. And don’t forget to roll the dice for the Critical Hit and Armor Rolls!

: Clear Line of Sight.

: No Line of Sight.

Hupperkap

2 – CHECK THE LINE OF SIGHT

To make sure that Grampy can “see” his target, he must be able to trace an imaginary line from the center of his own cell to the center of his enemy’s cell. This line must not cut into any cells which block the Line of

Sight. Cells occupied by a character or stall block his view. Bags never block a character’s view.

Range

: The opponent must be adjacent.

Cost in Action Points (AP)

Spell Damage

POWERS

Powers are special abilities or talents that change the rules. For this fight,

Grampy has the Armor and Dodge powers, while Julith has Critical and Lock.

Julith’s favorite attack is

Hupperkap. Just like Punch, this spell is cast against an opponent in an adjacent cell.

Grampy’s Powers

Armor

: When Grampy makes an Armor Roll, roll 2 dice instead of just 1. Each or counts as a

Skillful Defense

!

Hupperkap costs 3

AP

to cast. With 7

AP

, Julith can cast this spell twice per turn

(which costs her a total of 6 AP)! That’s much better than Punch already! Now you understand why Julith doesn’t use Punch very often: She can only Punch once per turn, whereas she can use her

Hupperkap twice.

Hupperkap inflicts 1 damage each time it is cast. Don’t worry about the color of the damage score right now, we’ll come back to it later.

Dodge

: When Grampy performs a Dodge Roll to escape Julith’s Lock, roll 2 dice instead of just 1. Each , or is a success.

If Grampy’s Dodge Roll counts more successes than Julith’s Lock Roll, Grampy can leave close combat with no further ado. If the opposite happens, it’s a catastrophe for Grampy: Grampy is Locked and immediately loses

3 MP

and

3

AP

. He can only leave close combat with Julith if he still has MP left.

Gahfeld

In the event of a draw, he is Caught, immediately loses

1 MP

still has any MP left, he could leave close combat with Julith.

and

1 AP

, and if he

Cost in Action Points (AP)

Spell Damage

Range:

The enemy must be

2 or 3 cells away.

Julith’s Powers

Critical

: When Julith attacks with a spell, roll 2 dice instead of just 1 for the

Critical Hit Roll. Each , or counts as a

Critical Hit

.

Grampy is a seasoned adventurer and he has more than one trick up his old sleeve. In his younger days, he liked close combat, but now he prefers ranged duels. He can attack his enemy with his

Gahfeld spell if both of the following conditions are met:

Lock

: When Julith performs a Lock Roll to trap Grampy in close combat, roll 2 dice instead of just 1. Each or is a success. Grampy will have to get a higher number of successes to avoid losing

AP

and

MP

.

1 – Julith is within range of the spell.

2 – There is a clear “Line of Sight” between Grampy and Julith.

If Julith is within range of the

Gahfeld spell and there is a clear Line of Sight between Grampy and Julith, the spell can be cast. It costs

5 AP

(so Grampy can cast it only once per turn because he has

7 AP

) and inflicts 1 damage. As for all attack spells, you must roll the dice for Critical Hits and Armor.

livret_ARENA_v2_EN.indd 8 22/02/2016 17:50:40

01/02/2016 09:28:20 livret_ARENA_v2_EN.indd 9 the big the big make ailer might might in her in her play with play with close, and opponent look fr to Lock to Lock getting too time to you. Julith

, it’s , it’s her without her without especially likes let appear let appear to weaken to weaken ry ry h messing h messing

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Well, Well, sure she doesn’t get you in a Lock!

ances fool hard, and around! Now can’t get ampy, but than Gr boys! Remember that’s enoug

Ah, now here’s a fight I’d like to see. Two creatures at the top of their game battling it out to defend their beliefs! Grampy is solid, but he has a weak point.

He’s much stronger at a distance than he is in close combat, so he needs to be backed into a corner so he can be pummeled at close range, Julith’s specialty, and he mustn’t be given an inch.

01/02/2016 10:05:29

2637-CAR-ANG

Arena 2

Illustration : Nicola Saviori

© 2015 Ankama Products

.

Armor. Crafter

Power(s)

dime a dozen! ws? Knights like him aren’t a golden armor of a Thousand Cla y warrior clad in the t beneath his inoffensive retired

Custom-tailored armor

merchant appearance hid a legendar

Who would have believed tha

TUTORIAL

S -

© 2015 Ankama Products

2241-CAR-ANG

in play.

Illustration : Nicola Saviori

Puts

FLEEFLEE

1

2

(1)

Summoning of Fleefl ee

Arena 2

Switches position with the targeted Krosmaster.

1 - 3

Armor. Dodge.

3

Nunchacoup

Power(s)

1

to targeted character.

-2

Steals health .

2 - 3

5

Gahfeld

AP

7

ws? Knights like him aren’t a

HP

dime a dozen!

12

MP

3

golden armor of a Thousand Cla y warrior clad in the merchant appearance hid a legendar t beneath his inoffensive retired Who would have believed tha

6

Custom-tailored armor

in play.

Puts

FLEEFLEE

Ecafl ip - Bonta

4

2

(1)

GRAMPY - ProtectorProtectorProtector

Summoning of Fleefl ee

1

2 - 3

5

Gahfeld

AP

7

HP

12

MP

3

AIM OF THE GAME

K.O. the opposing Krosmaster.

6

4

Ecafl ip - Bonta

GRAMPY -

SET UP

Place the rule book between the two players.

You will need 2 bags, 2 stalls, 2 figures (Julith and Grampy), dice, and Injury markers.

Place a bag or a stall on each of the corresponding cells. Keep the dice and Injury markers close by.

PLACEMENT

Place Julith and Grampy on their starting cells.

Julith plays first because she has a higher

Initiative score (

11

) than Grampy (

6

).

4

Huppermage - Brakmar

11

3

MP

13

HP

7

AP

Hupperkap

«Breath» area of effect . Infl icts

+1

3

to the

1

4

cartesArena2_modiiees_regles_EN.indd 4

is synonymous with danger, power, and treachery. A femme fatale, in

3 13 7

Mystery surrounds this woman just as much as the darkness and

Hupperkap

«Breath» area of effect . Infl icts

+1

3

to the

1

primary target.

Power(s)

Critical. Lock.

is synonymous with danger, power, and treachery. A femme fatale, in

2240-CAR-ANG the most literal sense! But is her heart as ice-cold as everyone thinks?

We know that she loved Jahash, but maybe she was just faking?

Mystery surrounds this woman just as much as the darkness and her velvet cloak...

cartesArena2_modiiees_regles_EN.indd 2 01/02/2016 10:05:05

9

Power(s)

Critical. Lock.

Arena 2 Illustration : Nicola Saviori

© 2015 Ankama Products

2240-CAR-ANG

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- TUTORIALS

- Tutorial 3 -

SUMMONING: A CALLING

In this third part, you’re going to master new aspects of the game! The battle between Julith and Grampy isn’t over yet, and they’re discovering new skills.

You will learn how to summon Fleeflee and use him with Grampy.

Oh my! Julith isn’t about to be outdone, though. She’s going to reveal the true power of her Hupperkap!

SUMMONING SPELLS

A summoning spell allows you to bring a creature ally into the game, called a

“Summons”, which you will control and who will help you fight your opponent.

Number of Summoned Creatures

The number in brackets indicates how many of this type of creature can be present in the Arena at the same time: Grampy can only control 1 Fleeflee, but other Krosmasters may be able to control several

Summons.

Action Points Cost: Summoning

Fleeflee costs 2 AP.

Range:

The cell where the creature is summoned must be adjacent to the character casting the summoning spell.

Summoning of Fleefl ee

(1)

Puts FLEEFLEE in play

This spell does not inflict damage, because it’s not an attack spell.

ADDITIONAL SPELL EFFECTS

The text below the spell name describes the spell’s additional effects.

Hupperkap and

Pot of Glue have quite different additional effects:

Hupperkap

«Breath» area of effect . Infl icts

+1

the primary target.

to

3 1

Additional Effect

: When Julith attacks with her

Hupperkap, it has an “Area of Effect” that hits several cells. The primary target of this attack is the cell where she decides to launch her attack (adjacent to Julith). If Grampy or

Fleeflee is in the primary target cell, the damage of her spell is increased: the attack inflicts +1 Air damage, for a total of 2 damage to the primary target,

and

1 damage to any other targets.

Pot of Glue

-1

.

Additional Effect

: When Fleeflee attacks with its

Pot of

Glue, it places a

-1 MP

marker on its target. When a character begins their turn with a

-1 MP

marker on their card, their

MP

is reduced by 1 point for this turn, and then the token is removed. If Julith is hit by

Fleeflee’s attack, on the following turn, she can only use

2 MP

.

Each summoning spell indicates which type of creature is going to be summoned. In Grampy’s case, it is a

Fleeflee token, but there are many Krosmaster heroes and plenty of other Summons to be discovered.

If a Summons is eliminated, you can summon it again as long as the in-game limit has not been reached. Grampy can only have 1 Fleeflee in the game at a time, and no more.

MOB TOKENS

In many ways, Mob tokens are similar to Krosmasters: They have

MP

,

HP

,

AP

, and an attack spell. They move and cast their spells under the same conditions

(range, Line of Sight,

AP

cost, damage). When they suffer damage, you place

Injury markers directly on the Mob token.

AREA OF EFFECT

Some spells, such as Hupperkap, affect several cells. In this case, anyone inside the Area of Effect is hit by the attack. The attacker only performs one Critical Hit

Roll for all targets, but each target performs a separate Armor Roll.

Also, the Area of Effect is not hindered by obstacles. This means Julith can use her Breath Area to attack through a stall by choosing it as her primary target, for example.

Breath Area of Effect

The Breath Area of Effect can be cast in 4 different directions. Here is one of those 4:

A Mob token occupies a cell, almost like a figure. This means you can’t move through it, but it doesn’t block Line of Sight.

Fleeflee is represented on the board by his Mob token.

Game Order

Fleeflee must play after Grampy has finished his turn. When a Krosmaster has several Summons under their control, you play them one at a time in any order of your choice, after the Krosmaster has played their turn.

THE FLEEFLEE TOKEN

Health Points

: Fleeflee has 2

HP

, so it dies when it receives its second Injury.

Action Points

: Fleeflee has 5

AP

to spend each turn.

Movement Points

: Fleeflee has 3

MP

, so it can move a maximum of 3 cells per turn.

Loot 1:

If Julith kills Fleeflee, she earns 1 Kama. Why? Patience. Good things come to those who fight.

Itty-Bitty:

Fleeflee is so small that it can’t Lock or be Locked. The rules of

Locking don’t apply here.

Spell Bar

: Fleeflee can attack an adjacent character with its Pot of Glue. This spell costs

4 AP

(so it can be cast once per turn) and does not inflict any damage. You don’t perform a Critical Hit roll when using this attack! Pot of effect, which will be explained a little further down.

Breath Area of

Effect

Position of Julith.

Main Target.

Additional Targets.

10 livret_ARENA_v2_EN.indd 10 22/02/2016 17:51:18

01/02/2016 10:05:05 cartesArena2_modiiees_regles_EN.indd 2 livret_ARENA_v2_EN.indd 11 kap. kap. kap. more more more with Fleeflee, with Fleeflee, with Fleeflee, with Fleeflee, with Fleeflee, with Fleeflee, a lot a lot a lot using Hupper you inside you inside you inside you inside you inside you inside but that’s but that’s but that’s a stall, a stall, a stall, trap trap trap trap trap trap the Summons the Summons the Summons y to y to y to y to y to y to take out take out take out to tr to tr to tr to tr to tr to tr hides behind can easily can easily can easily if it if it if it surely going it even it even it even

You You You end. He’s end. He’s end. He’s end. He’s end. He’s end. He’s can hit can hit can hit to panic! to panic! to panic! that you that you that you a dead a dead a dead a dead a dead a dead off in off in off in off in off in off in no need no need no need start start start start start start You You You You You You but there’s but there’s but there’s difficult for him!

Don’t forget

Well, you’re going to have to play this carefully. Thanks to Fleeflee, you can try to slow Julith down and make her run after you for nothing. If you make a good job of it, you should be able to escape unharmed. Don’t forget that she has an Area of Effect attack. It would be a shame if she manages to hit both you and Fleeflee in the same attack, so pay attention when you move!

Arena 2 Illustration : Nicola Saviori

2240-CAR-ANG

© 2015 Ankama Products

Critical. Lock.

Power(s)

01/02/2016 10:05:05

but maybe she was just faking? w that she loved Jahash, her velvet cloak...

Mystery surrounds this woman just as much as the darkness and

TUTORIAL

S -

tale, in the most literal sense! But is her heart as ice-cold as everyone thinks?

y. A femme fa

2240-CAR-ANG

© 2015 Ankama Products y Dofus. Her name wer, and treacher , po

Illustration : Nicola Saviori

, holder of the Ebon

Arena 2 is synonymous with danger

Critical. Lock.

Julith, the Butcher of Brakmar

Madame Butcher Power(s) Power(s) Power(s) Power(s) Power(s) Power(s) Power(s) Power(s) Power(s) Power(s)

but maybe she was just faking? but maybe she was just faking?

1

to the icts

+1

area of effect . Infl «Breath»

3

Hupperkap

AP

7

HP

w that she loved Jahash,

13

tale, in tale, in y. A femme fa y. A femme fa wer, and treacher wer, and treacher , po , po y Dofus. Her name y Dofus. Her name , holder of the Ebon , holder of the Ebon

4

1

to the icts

+1

area of effect . Infl «Breath»

3

Hupperkap

7 13

MP

K.O. the opposing Krosmaster.

3

primary target.

Madame Butcher

Julith, the Butcher of Brakmar is synonymous with danger

Julith, the Butcher of Brakmar is synonymous with danger the most literal sense! But is her heart as ice-cold as everyone thinks?

the most literal sense! But is her heart as ice-cold as everyone thinks?

JULITH JULITH JULITH

11

Huppermage - Brakmar

MP

3

primary target.

Mystery surrounds this woman just as much as the darkness and her velvet cloak...

Mystery surrounds this woman just as much as the darkness and her velvet cloak...

We kno We kno

SET UP

11

Huppermage - Brakmar

Place the rulebook between the two players.

You will need 4 bags, 4 stalls, 2 figures (Julith and Grampy), 1 Mob token (Fleeflee), some dice, an

MP

marker, and Injury markers.

cartesArena2_modiiees_regles_EN.indd 2

Place a bag or a stall on each of the corresponding cells. Keep the dice and Injury

markers close by.

Place the Mob token in front of the player playing Grampy.

PLACEMENT

Place Julith and Grampy on their starting cells.

Julith plays first because she has a higher

Initiative score (

11

) than Grampy ( ).

Don’t forget that Krosmasters block Line of

Sight, but Summons don’t.

6

VARIANTS

Swap starting positions and see how important placement is from the beginning

of the game.

Try starting with Grampy: the first player has an undeniable advantage.

GRAMPY - Protecteur

4

Ecafl ip - Bonta

6

3

MP

12

HP

7

AP

GRAMPY - Protecteur

5 1

4

6

3

Summoning of Fleefl ee

(1)

Puts

12

in play.

7

2

Who would have believed that beneath his inoffensive retired

Gahfeld 5 1

Summoning of Fleefl ee

(1)

Puts

FLEEFLEE in play.

2

Who would have believed that beneath his inoffensive retired merchant appearance hid a legendary warrior clad in the

2241-CAR-ANG golden armor of a Thousand Claws? Knights like him aren’t a dime a dozen!

11 cartesArena2_modiiees_regles_EN.indd 4

Power(s)

Armor. Dodge.

Arena 2 Illustration : Nicola Saviori

01/02/2016 10:05:29

22/02/2016 17:51:33

© 2015 Ankama Products

2241-CAR-ANG

cartesArena2_modiiees_regles_EN.indd 4 01/02/2016 10:05:29

- TUTORIALS

- Tutorial 4 -

STRENGTH IN NUMBERS

12

Now that you’ve mastered playing with Julith and Grampy, it’s time to find out what it’s like to fight in a team with two new Krosmasters:

Khan Karkass, an international Gobbowl star; and

Marline, an Osamodas who dreams of being a Gobbowl star.

On this occasion, Grampy and Julith will finally unleash their full might!

KHAN KARKASS’ SPELLS AND POWERS

Nothing Less Than Fantastic

Cost in Action Points (AP)

Nothing Less Than Fantastic inflicts 2 damage

Range:

The enemy must be adjacent.

GRAMPY AND JULITH’S NEW SKILLS

Gahfeld

Cost in Action Points (AP)

Gahfeld inflicts

1 damage

Range:

The enemy must be 2 or 3 cells away.

Steals health.

-2

to the targeted character.

Steals health:

When Grampy attacks with this spell, remove as many Injury markers from Grampy as he inflicts on the target.

-2 AP to the targeted character

: When Grampy attacks with this spell, place 2

-1 AP

markers on the target if it’s a character. Mob tokens and Krosmasters are characters.

Nunchacoup

This spell doesn’t have any additional effects, but it really knocks the wind out of its target’s sails! Two damage, without conditions.

No damage: It’s not an

Range:

The target must be 1, 2, or

3 cells away. The little arrow indicates that the enemy must be in the same row of cells as Grampy.

Cost in Action Points (AP)

Nunchacoup inflicts 1 damage

Khan Karkass can only cast this spell once per turn (blue background).

When Grampy casts this spell, he takes the place of the character he is attacking, whether it’s a figure or a Mob token.

The attacked character is relocated to the cell that used to be occupied by Grampy. This position swap always takes place, regardless of whether or not damage is inflicted or even if he K.O.’s the character he attacks with Nunchacoup.

Range:

The target must be adjacent.

Pushes back

2

.

+1

.

Pushes Back

2 means that the character attacked by

Potent Encouragement is immediately pushed two cells away from Khan Karkass. If an obstacle prevents the character from moving 2 cells, they move as far back as possible. Also, this spell adds a

+1 MP

marker to its target, which will give them

1

MP

more than usual on their next turn. A

+1 MP

marker cancels out a

-1 MP

marker, and vice versa.

Generally speaking, it’s better to offer your teammates some encouragement...

Lock

Khan Karkass rolls 1 additional die when he performs a Lock Roll.

Important

: When a spell’s additional effect moves a character, the Lock and Dodge rules are not applied!

Crafter

This Power will be explained to you on page 27. Don’t worry about it for the moment.

Escapade

Resistance

The damage dealt by an Earth spell against this character is automatically reduced by 1 point.

MARLINE’S SPELLS AND POWERS

Enticement

Cost in Action Points (AP)

Enticement inflicts

1 damage

Range:

The enemy must be at a distance of 1, 2, 3, or 4 cells. The little arrow indicates that the enemy must be in the same row of cells as Marline.

Attracts

1

.

Attracts 1

means that the character attacked by Enticement is immediately moved one cell closer to Marline. If an obstacle prevents the character from moving, it stays where it is and damage is inflicted as normal.

This spell name’s purple background means that it can’t be used several times on the same target during the same turn.

Range:

The enemy must be at a distance of 1 or 2 cells.

Steals

1

.

No Shame inflicts

1 damage attack spell

Range:

Julith can cast her spell from a distance of 1 to 2 cells, ignoring Line of Sight.

JULITH moves to the targeted free cell.

When Julith casts this spell, she is moved to the targeted cell, if it is unoccupied. The rules of locking do not apply for this move.

Untouchable

The effects of other characters that should place

AP

,

MP

, or Range markers on Julith, or that would move her, don’t have any effect on her.

TEAMS

As you’re now managing two figures, you will play all your characters during your turn, then your opponent will play theirs, and so on, until one player has won the game.

INITIATIVE

When you’re controlling multiple Krosmasters, they play one after the other on your turn, always in the same order. This game order is determined by their Initiative: Your character with the highest Initiative score will play first each turn, the one with the lowest score will play last. In the event of a draw, you decide at the start of the game which one is going to play first.

Steals 1 AP

indicates that you have to place a

-1 AP

marker on the target and an equal number of

+1 AP

markers on the caster.

AP

markers work just like

MP

markers, but they affect the

AP

characteristic.

Farmer

This Power will be explained to you on page 27. Don’t worry about it for the moment.

MULTIPLE LOCKING

When a character wants to leave a cell adjacent to 2 enemy characters, they can both try to Lock! Each opposing character makes a Lock Roll, and the moving character makes a single Dodge roll against them. Once all the Rolls have been made, and any

AP

and

MP

have been lost (or not!), then the character that’s leaving the close combat can move, if they have any MP left.

livret_ARENA_v2_EN.indd 12 22/02/2016 17:51:43

livret_ARENA_v2_EN.indd 13 help help help new new new problems for problems for problems for might might might to Julith’s to Julith’s to Julith’s

This This This may cause may cause may cause

Thanks Thanks Thanks ile, remember to protect him so you won’t lose.

dastardly Fleeflee. dastardly Fleeflee. dastardly Fleeflee. little Arena! little Arena! little Arena! resistance, which resistance, which resistance, which by that by that by that in this in this in this on Khan’s on Khan’s on Khan’s slowed down slowed down slowed down

Krosmasters Krosmasters Krosmasters an eye an eye an eye also keep also keep also keep about getting about getting about getting with four with four with four too crowded too crowded too crowded worry worry worry you should you should you should a bit a bit a bit have to have to have to

, but , but , but to get to get to get line is more frag starting starting starting no longer no longer no longer

Grampy Grampy Grampy power, you power, you power, you you against you against you against

Marline. Since Mar

Oof! It’s Oof! It’s Oof! It’s

01/02/2016 09:27:57

even! Luckily for even! Luckily for pressured to pressured to t stress t stress

4

01/02/2016 09:29:44

2

1

6 6

3 3

t hero, and Bakara t hero, and Bakara

to targeted Krosmaster.

to targeted Krosmaster.

to targeted Krosmaster.

2636-CAR-ANG 2636-CAR-ANG 2636-CAR-ANG 2636-CAR-ANG 2636-CAR-ANG 2636-CAR-ANG 2636-CAR-ANG 2636-CAR-ANG 2636-CAR-ANG 2636-CAR-ANG 2636-CAR-ANG 2636-CAR-ANG 2636-CAR-ANG 2636-CAR-ANG

© 2015 Ankama Products © 2015 Ankama Products © 2015 Ankama Products © 2015 Ankama Products © 2015 Ankama Products © 2015 Ankama Products © 2015 Ankama Products © 2015 Ankama Products © 2015 Ankama Products © 2015 Ankama Products © 2015 Ankama Products © 2015 Ankama Products © 2015 Ankama Products © 2015 Ankama Products © 2015 Ankama Products © 2015 Ankama Products

cartesArena2_EN.indd 16

TUTORIAL

S cartesArena2_EN.indd 6

wing up dummies with balls of energy is a grea wing up dummies with balls of energy is a grea

Ankama Products

2641-CAR-ANG

AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP AP

7 7 7 7

s always felt s always felt eld, ell, and ce, e fi owl obb yone. She’ yone. She’ n th

1

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).

© 2015

Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Illustration : Nicola Saviori Arena 2 Arena 2 Arena 2 Arena 2 Arena 2 Arena 2 Arena 2 Arena 2

Arena 2

Nicola Saviori

Illustration :

Dodge. Intelligence (

) er(s

Farmer

Pow

Power(s) Power(s) Power(s) Power(s) Power(s) Power(s) Power(s) Power(s) Power(s) Power(s)

2

11 11 11 11 11

5

HupperKut HupperKut HupperKut HupperKut HupperKut HupperKut HupperKut HupperKut HupperKut HupperKut HupperKut

nd o become a Huppermage - one of the best, become a Huppermage - one of the best,

-1 -1 -1

. .

1 1 1

d to s, a or w ate wler e... otiv bbo ave cor

Mino it better than an it better than an

Big Brother’s Shadow

al s g, h u’re o be her, blo her, blo de o

It’s not easy being the sister of a grea It’s not easy being the sister of a grea

!

reliever.

reliever.

knows knows hen ect d si

Retreat Retreat Retreat

3 - 7 3 - 7

Fantasmagoria Fantasmagoria Fantasmagoria Fantasmagoria Fantasmagoria Fantasmagoria Fantasmagoria Fantasmagoria Fantasmagoria Fantasmagoria Fantasmagoria Fantasmagoria Fantasmagoria Fantasmagoria Fantasmagoria

HP HP HP HP HP HP HP HP HP HP HP HP HP HP HP HP HP HP HP

3

MP MP MP MP MP MP MP MP MP MP MP MP MP MP MP MP MP MP MP MP

6

AP

Enticement me

ut w

1

1 ece

mply on’t he b u’re orse e si

o R

Steals

Sha

No

ely

dy t

y’re e ar n if

Sur cou eve

Som

Rea

1 - 2

Attracts

6

HP

3

MP

1 - 4

7 7

wler - Bonta

Huppermage - Bonta Huppermage - Bonta

E E E

LIN LIN LIN

2

4

Osamodas - Gobbo

MAR MAR MAR

AIM OF THE GAME

K.O.

one

of the opposing Krosmasters.

SET UP

Place the rule book between the two players.

You will need 2 bags, 2 stalls, 4 figures (Julith,

Marline, Khan, and Grampy), 1 Mob token

(Fleeflee), dice,

MP

and Injury markers.

markers,

Place a bag or a stall on each of the corresponding cells. Keep the dice and

markers close by.

AP

markers,

Place a bag or a stall on each of the corresponding cells. Keep the dice and

markers close by.

Take your team’s character cards (and

Fleeflee with Grampy) and place them in front of you with the character that has the highest Initiative on the left and the one with the lowest Initiative on the right.

In case of a tie, you can choose the order yourself, but you have to stick to it for the rest of the game.

PLACEMENT

Place the Krosmasters on their starting cells.

Julith’s team plays first because its total

Initiative is the highest:

11

+

6

+

4

6

=

15

for Julith’s team

=

12

for Grampy’s team

VARIANTS

Try changing the order of Grampy and Khan at the beginning. You’ll notice the interaction between them also changes.

Try switching teams for Grampy and Julith.

That will make a change for your next match!

2

KHAN K

ARKASS

Iop - Gobbo wler - Bonta

6

3

MP

8

HP

6

AP

12

4

2

Potent E

Push Back

Dang Am

All the w moment tan, he’s the publi beautiful

Gobbowl

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3

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Power(s

Lock.

)

.

Resistance

Arena 2

© 2015

Ankama Products

2640-CAR-ANG

Illustration :

Nicola Saviori

Illustration : Nicola Saviori

1

1

4

cartesArena2_EN.indd 8

01/02/2016 09:29:25

01/02/2016 09:28:20 cartesArena2_EN.indd 14

13

22/02/2016 17:52:07

- TUTORIALS

- Tutorial 5 -

OUT WITH THE OLD

Julith, Grampy, and Marline are going to take a bit of a break. Two new Krosmasters, and one that you already know well, are dying to prove themselves in the Arena:

- Bakara, a versatile Huppermage, who can hit from very far away as well as hold her own in close combat; and

- Joris, a young hero who is, as they say, small but strong.

And where there are new Krosmasters, new spells and powers are never far behind! Read each of their descriptions below and you will be ready to let it rip!

BAKARA’S SPELLS AND POWERS

Fantasmagoria

Cost in Action Points (AP)

Range:

The enemy must be at a distance of 3 to 7 cells. Therefore, this spell can’t be used against an enemy on an adjacent cell or within 2 cells.

Spell Damage

Dodge

When Joris performs a Dodge roll, he rolls 1 additional die.

LINE OF SIGHT AND LONG RANGE

As we have already seen, to cast a spell with a character, the target has to be in range of the spell

AND there has to be a clear Line of Sight from the center of the cell that they occupy to the center of the cell where the target is standing. This line can’t cut through a cell blocking the Line of Sight, such as a character or a stall.

: Clear Line of Sight.

: No Line of Sight.

1 - 8

Cost in Action Points (AP)

Spell Damage

Range:

The enemy must be adjacent.

Retreat

1

.

-1

to targeted Krosmaster.

14

Retreat 1:

When she casts the

Hupperkut spell, move Bakara 1 cell in the opposite direction from the attack’s target. If an obstacle is blocking her path, Bakara does not retreat. Notice that Bakara benefits from the 1 cell movement thanks to the Retreat 1 effect even if she aims at an empty cell, as the “to the targeted Krosmaster” rule only affects the placement of the

-1 MP

!

-1 MP to the targeted Krosmaster

: Place a

-1 MP

marker on the spell’s target, if it’s a Krosmaster.

AIM OF THE GAME

K.O. all the enemy Krosmasters before your own Krosmasters are K.O.’d.

Dodge

When Bakara performs a Dodge Roll, she rolls 1 additional die.

Intelligence ( )

When Bakara casts a Fire elemental attack, she rolls 1 additional die for the

Critical Hit Roll. When Bakara is the target of a Fire-type attack, she rolls 1 additional die during her Armor Roll. This effect can be combined with

Armor

and

Critical

.

SET UP

Place the rulebook between the 2 players. You will need 2 bags, 4 stalls, 3 figures and their character cards (Bakara, Joris, Khan), dice,

MP

markers, and Injury markers.

Place a bag or a stall on each of the corresponding cells.

Keep the dice and Injury markers close by.

JORIS’S SPELLS AND POWERS

Blown Blow

other player. This is where you have to pay attention to your characters’ levels .

Since Bakara is Level 4, and Joris and Khan are each Level 2, the two teams have

the same total level. To make sure the two teams are balanced, the total levels of the characters must be the same for each team, regardless of the number of figures per team.

When you have several characters, place the card with the highest Initiative on the left and the one with the lowest Initiative on the right.

Cost in Action Points (AP) Spell Damage

Range:

The enemy must be 1 or 2 cells away.

Draconian Crisis

Joris can only cast this spell once per turn (blue background).

Range:

The enemy must be adjacent.

Cost in Action

Points (AP)

Even with Critical, you can only roll 1 die for a

Critical Hit when the spell is neutral (this also applies to Punch)

Pushes back

22

.

Infl icts

+3

PLACEMENT

Place the Krosmasters on their starting cells. Joris and Khan’s team plays first because its total Initiative is higher than Bakara’s Initiative:

6

+

4

=

10

for the duo

7

for Bakara

VARIANTS

Start Joris one cell north and use Khan to push him. You will notice that the synergy between the two characters can reshape the game.

Pushes back 2:

This means that the character attacked by Draconian Crisis is immediately pushed two cells away from Joris. If an obstacle is preventing the character from moving 2 cells, they move as many cells as possible until they land on the cell adjacent to the obstacle (note that crates are not obstacles).

If the target can’t be moved at all, the attack deals 4 damage (1+3). That’s what they mean by small but strong!

Replace Bakara with another Level 4 character from the box. You will see that the match will play out differently, and some characters are easier to play than others.

livret_ARENA_v2_EN.indd 14 22/02/2016 17:52:16

you’re you’re you’re is that is that is that

K.O. the K.O. the K.O. the is back you into a corner!

is back you into a corner!

is back you into a corner!

have to have to have to bad news bad news bad news one. Once one. Once one. Once

The The The going to going to going to the second the second the second tantly, you’re tantly, you’re tantly, you’re care of care of care of team! Bwaaahaha… team! Bwaaahaha… team! Bwaaahaha… to take to take to take try try try most impor most impor most impor the winning the winning the winning test, but, test, but, test, but, inning. Then inning. Then inning. Then you’re on you’re on you’re on the beg the beg the beg to the to the to the them in them in them in be put be put be put is that is that is that going to going to going to good news good news good news ate on ate on ate on you. The you. The you. The is really is really is really and concentr and concentr and concentr range range range news for news for news for pick one pick one pick one

Your Your Your some bad some bad some bad play with. play with. play with. is to is to is to team to team to team to

My advice My advice My advice news and news and news and of a of a of a this game. this game. this game. some good some good some good to win to win to win

I have I have I have have much have much have much other two other two other two you don’t you don’t you don’t

Bakara, Bakara, Bakara, dueling, you won’t have much to worry about. Don’t let little Jor dueling, you won’t have much to worry about. Don’t let little Jor dueling, you won’t have much to worry about. Don’t let little Jor

TUTORIAL

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22/02/2016 17:52:30

- TUTORIALS

- Tutorial 6 -

UNFINISHED SYMPATHY

Julith, Grampy, Joris, Marline, Khan, Bakara… if I’m not mistaken, there are two more fighters left to meet in this box. Without further ado, here they are:

Jahash, a Huppermage who’ll do whatever it takes to help his nearest and dearest; and Lilotte, Joris’ friend. She’ll follow him anywhere without having to be asked!

LILOTTE’S SPELLS

Canine Approach

Cost in Movement

Points (MP)

Cost in Action

Points (AP)

Spell Damage

Range:

Canine Approach is a line attack spell. The targeted cell must be in the same row as

Lilotte, and 1 to 3 cells away.

Moves

2

closer.

Critical: Jahash rolls 1 additional die for his Critical Hit Rolls.

MODIFYING RANGE

Spells with a

red

range icon can never change their range. However, spells with a

green

range icon can increase their maximum range. They are called “variable range spells”.

There are two main ways to modify a spell’s maximum range:

Moves 2 closer:

When she casts her

Canine Approach spell, move Lilotte two cells towards the target of the attack. If she is blocked by an obstacle, Lilotte is moved until she is adjacent to that obstacle.

Range:

Lilotte can cast this spell on herself (the range of 0 corresponds to the cell on which she is standing) or on a character 1 cell away (adjacent).

Lilotte can only cast this spell once per turn (blue background).

+1

.

30 Licks is a healing spell. It inflicts no damage, but instead removes two Injury markers from the spell’s target! Like an attack spell, Lilotte performs a Critical Hit Roll to try to heal one additional Injury, for a maximum of 3 Injury markers removed. The target of 30 Licks never rolls for Armor.

Additionally, 30 Licks puts a +1 ranges on its next turn.

on the target, which increases the target’s variable spell

- Crates

Crates are not obstacles: characters can move onto them from an adjacent cell by spending

1 MP

as if the cell doesn’t contain a crate. Place the figure on the crate.

Crates don’t block Line of Sight, like bags or most Summons.

The maximum range of variable range spells for a character on a crate is increased by 1 cell.

- Range Markers

At the start of their turn, a character with Range markers on it removes them from their card and applies the equivalent modifications to their variable range spells for that entire turn.

The maximum range of a spell can’t be reduced below its minimum range.

There is no top limit to maximum spell range.

The minimum range can never be changed.

1 - 3 1 - 4 2 - 3 2 - 4

JAHASH’S SPELLS AND POWERS

HupperPunch

Cost in Action Points (AP)

Range:

The enemy must be adjacent.

Pierces Armor.

Spell Damage

1 - 2 1 - 3

Cannot Increase

(red range)

Does Not Change

(close combat spell)

Pierces Armor:

This spell’s target rolls 1 less die when rolling for Armor.

If it should only cast 1 die, it casts 0 instead.

Cost in Action Points (AP)

Spell Damage

Range:

Titanic Leap is a line attack spell. The targeted cell must be in the same row as Jahash, and 1 to 4 cells away.

Moves

3

closer to targeted Krosmaster.

Moves 3 closer to targeted Krosmaster:

As opposed to Lilotte, Jahash is only moved by this attract effect if his target is a Krosmaster. In exchange, he is moved 3 cells!

attack spell

Range:

This spell doesn’t have a max. or min. range. It only affects the character who is casting it.

JAHASH heals all other characters by

2

.

nents), but he does not heal himself, as the text specifies “all other characters”. This effect does not require rolling any dice, and the healing effect can’t be improved with a Critical Hit.

16 livret_ARENA_v2_EN.indd 16

AIM OF THE GAME

K.O. all the enemies!

SET UP

Place the rulebook between the two players. You will need 4 crates, 4 bags,

4 stalls, 4 figures and their character cards (Bakara, Joris, Khan, Lilotte), dice,

Range markers,

MP

markers, and Injury markers.

Place a bag, a stall, or a crate on each of the corresponding cells.

Keep the dice and Injury markers close by.

Place your character cards in front of you, with the highest Initiative character on the left and the lowest Initiative character on the right.

PLACEMENT

Place the Krosmasters on their starting cells. Bakara & Lilotte’s team plays first.

22/02/2016 17:52:39

to to to we’ll have we’ll have we’ll have Oh well… Oh well… Oh well… than that. than that. than that. was better was better was better ht Jahash ht Jahash ht Jahash y to attack the smallest one, so Bakara will need to protect her while Lilotte heals unbelievable! I thoug unbelievable! I thoug unbelievable! I thoug guys are guys are guys are These These These against boys! against boys! against boys! Girls Girls Girls ended up! ended up! ended up! h ideally, we’ll never let them get that close!

h ideally, we’ll never let them get that close!

h ideally, we’ll never let them get that close!

where we’ve where we’ve where we’ve this is this is this is Ha, so Ha, so Ha, so her injuries. Althoug her injuries. Althoug her injuries. Althoug show them once again that we’re the best. They’re surely going to tr show them once again that we’re the best. They’re surely going to tr show them once again that we’re the best. They’re surely going to tr

TUTORIAL

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- TUTORIALS

- Tutorials 7 -

VILLAGE, TOWN: SOLDIER TACTICS

So, now you’re ready to fight a merciless battle in a real Arena. Each player will lead a team of 4 Krosmasters, for better or worse. In this last tutorial, you will learn the basics of the game in the big Arena: the Gallons of Glory and the

Kama tokens.

Collect a Kama Token

For

1 AP

, a Krosmaster can collect 1 Kama token from their cell. Kamas collected in this way are kept nearby, alongside your GG tokens. They are part of your stock, like all of your equipment. Some cells contain 2 Kama tokens. You will have to pick them up one at a time, at a cost of

1 AP

for each Kama collected.

Remember that only a Krosmaster can perform this action: Summons like

Fleeflee can’t pick up Kama tokens.

THE GALLONS OF GLORY

The Gallons of Glory represent your honor, your courage, and your bravery in the eyes of the Outerworld Demons. They are represented by the GG tokens. Each player begins with 6 GG. If a player ever has no GG, they lose the game!

Buy a GG

For

1 AP

, a Krosmaster on a Demon cell can buy 1 GG: Pay 12 Kamas to the reserve from your stock, and take 1 GG from your opponent. If the Wild GG is still in play, you must buy this GG first.

A team can only buy 1 GG per turn.

How do you get more GG? Steal them from your opponent! There are several ways to win these famous GG... or to lose them:

K.O. an Enemy

When you K.O. an enemy Krosmaster, remove that figure from the Arena along with any tokens they may have brought into play. Take as many GG as the level of the K.O.’d Krosmaster from your opponent.

Buy them using Kamas

By paying 12 Kamas to the reserve, you can buy a GG: after paying, take 1 GG from your opponent (not the reserve). Only a Krosmaster on a Demon cell can buy GG.

Wild GG

At the start of the game, 1 GG token is placed beside the Arena. This is the “Wild

GG”. The first time either player gains one or more GG, regardless of the way in which you win them, you must take the Wild GG first. Then, take any others due to you from your opponent. For example, your Julith K.O.’s her enemy, Jahash, while the Wild GG is still on the table. You take the Wild GG and 3 more GG from your opponent.

GAME TURN

At the beginning of your turn, you must check if The Tension is Rising before you play your characters, one by one, in the order of your Timeline (descending

Initiative).

AIM OF THE GAME

Be the only player to own any Gallons of Glory.

SET UP

Place 8 bags, 8 stalls, and 4 crates on the corresponding cells.

Place 1 Kama token on each of the Kama cells and on each Demon cell: if a

Kama cell shows 2 Kamas, place 2 tokens there.

Place the remaining Kama, Injury, MP, AP, and Range markers and the dice on the side of the field.

Each player takes 6 Gallons of Glory. Place 1 GG beside the Arena between the two players: This is the Wild GG.

Choose your team and create your Timeline at the edge of the Arena:

The Tension is Rising!

At the beginning of your turn, before activating your first Krosmaster, roll 2 dice.

If the result is not to your liking, you can choose to ignore it and roll 1 die.

If you do not reroll AND the same symbol is showing on both dice (for example,

2 or 2 ), the Demons of the Hours and Minutes apply some pressure: You and your opponent each lose 1 GG marker, which you put back in the game box.

Timelines

Your “Timeline” determines the order in which your team’s characters will play during your turn. When you play your Krosmasters, you activate them one at a time, starting with the one that has the highest Initiative score, then proceeding to the next highest Initiative, and so on.

The order in which your characters play is visually represented in your Timeline, by placing your character cards in a row from left to right, in descending order of

Initiative. So, when it’s your turn, you’ll play the character whose card is furthest to the left, then the one to the right of it, and so on.

Player 1,

Bonta Team

:

- Bakara, Khan Karkass, Grampy, Lilotte

Player 2,

Brakmar Team

:

- Julith, Marline, Joris, Jahash

PLACEMENT

The

Bonta

team goes first because the total Initiative of its characters is higher than the total Initiative of the characters on the

Brakmar

team.

Brakmar Team:

Bonta Team:

7

:

11

+

6

+

4

6

+

4

2

=

1

21

20

The

Bonta Team

player places their 4 Krosmasters in the cells marked with

blue

Dragoturkey paws of their choice. Then, the

Brakmar Team

player does the same on the cells marked with

red

Dragoturkey paws.

CHARACTER TURN

When it’s their turn, all characters can spend

MP

and

AP

to move and cast spells.

But, in the Arena, there are two special ways a Krosmaster can spend their

AP

: collecting Kamas and making purchases.

The

Bonta Team

plays first.

18 livret_ARENA_v2_EN.indd 18 22/02/2016 17:52:57

Wild GG

MP

,

AP

and Range

Markers

Injury

Markers

TUTORIAL

S -

01/02/2016 09:29:07

2

t all the inhabitants think - except maybe the town’ tions for ow w W y appella

2

1

3

3 1

2639-CAR-ANG

© 2015 Ankama Products ve numerous less savor

street mutt, stray Bo

Canine Approach

6

AP

Illustration : Nicola Saviori Arena 2

Flea bag,

and many more...

6

HP

2

.

+1

30 Licks

Moves

3

MP

1 - 3

0 - 1

Gutter Pup

2

Ouginak - Bonta

LILOTTE LILOTTE LILOTTE

for-nothin’, her. Among them: that’s wha militiamen, who ha

Power(s)

Lilotte is the most adorable stray Ouginak in Bonta. At least,

cartesArena2_EN.indd 12 01/02/2016 09:28:20 cartesArena2_EN.indd 8 01/02/2016 09:29:25

4

Illustration : Nicola Saviori Arena 2 2637-CAR-ANG

© 2015 Ankama Products ws? Knights like him aren’t a y warrior clad in the t beneath his inoffensive retired

in play.

1

1

2

3

5

(1)

to targeted character.

7

AP

-2

.

12

HP

Gahfeld

Steals health

Nunchacoup

FLEEFLEE

Switches position with the targeted Krosmaster.

Puts

Summoning of Fleefl ee

Ecafl ip - Bonta

6

3

MP

2 - 3

1 - 3

Custom-tailored armor

GRAMPY - GRAMPY - GRAMPY - ProtectorProtectorProtector

Who would have believed tha merchant appearance hid a legendar golden armor of a Thousand Cla dime a dozen!

Armor. Crafter

Power(s)

His perfect smile blinds

and legends say his hair is so

he’s

2

2

3

4

he’s not bad a

if those kinds of details interest you.

2640-CAR-ANG

© 2015 Ankama Products

He’s handsome, t Khan Karkass’s feet the

Illustration : Nicola Saviori Arena 2

Resistance

and he’s oiled up.

s muscled,

6

AP

.

+1 2

Push Back

Potent Encouragement

Nothing Less Than Fantastic

8

HP

3

MP

6

Iop - Gobbowler - Bonta

KHAN KARKASS KHAN KARKASS KHAN KARKASS

Dang Am I Beautiful

All the women throw themselves a moment he fl exes his impressive biceps.

the public even on sunny days,

Gobbowl, tan, he’ beautiful that no stylist will dare touch it.

Lock.

Power(s)

cartesArena2_EN.indd 14 01/02/2016 09:27:37

but maybe she was just faking?

4

tale, in

1

to the

3

1

y Dofus. Her name

2635-CAR-ANG

© 2015 Ankama Products

moves to the targeted free cell.

+1

icts

7

AP

Area of Effect

wer, and treacher

Illustration : Nicola Saviori Arena 2

Escapade

13

HP

Hupperkap

"Breath"

azed.

JULITH

w that she loved Jahash, is synonymous with danger

Julith, the Butcher of Brakmar

Mystery surrounds this woman just as much as the darkness and

We kno

Critical. Unf

Power(s)

her velvet cloak...

1 - 2

primary target.

3

MP

11

Huppermage - Brakmar

JULITH JULITH JULITH

Madame Butcher

the most literal sense! But is her heart as ice-cold as everyone thinks?

cartesArena2_EN.indd 4

Demonic

Rewards

MP

,

AP

and Range

Injury

Markers

livret_ARENA_v2_EN.indd 19

4

Huppermage - Bonta

7

3

MP

11

HP

7

AP

3 - 7

Fantasmagoria 3 1

HupperKut

Retreat

1

.

-1

to targeted Krosmaster.

Big Brother’s Shadow

6 2

It’s not easy being the sister of a great hero, and Bakara knows it better than anyone. She’s always felt pressured to become a Huppermage - one of the best, even! Luckily for her, blowing up dummies with balls of energy is a great stress reliever.

Power(s)

Dodge. Intelligence ( ).

Arena 2 Illustration : Nicola Saviori © 2015 Ankama Products

2636-CAR-ANG

cartesArena2_EN.indd 6

2

Osamodas - Gobbowler - Bonta

4

3

MP

6

HP

6

AP

1 - 4

Enticement

Attracts

1

.

5 1

No Shame

1 - 2

Steals

1

.

Ready to Receive!

2 1

Some are simply not born to be Gobbowlers, and others... well, they’re worse. But when you’re motivated to get on the fi eld, even if you’re built like a twig, have no pain tolerance, and couldn’t hit the broad side of a Minotoror with a Gobbowl Ball?

Surely it won’t affect the fi nal score...

Power(s)

Farmer.

Arena 2 Illustration : Nicola Saviori © 2015 Ankama Products

2641-CAR-ANG

JORIS - Swashbuckler

Bonta

4

3

MP

8

HP

6

AP

2

Blown Blow

1 - 2

Draconian Crisis

Push back

2

not pushed.

. Infl icts

+3

3

5

if the target was

1

1

Armed and Furious

In life, there are certain mistakes one shouldn’t make. For example: upsetting a strange little boy, letting the strange little boy get his hands on a sword, fi ghting that strange little boy, and fi nally, fi nding yourself with your back to a column.

Committing these mistakes in that order is even worse. Don’t say we didn’t warn you.

Power(s)

Dodge.

Arena 2 Illustration : Nicola Saviori © 2015 Ankama Products

2634-CAR-ANG

4

Huppermage - Bonta - Boss

1

MP

3 12

HP

7

AP

HupperPunch

Pierces Armor.

4 - 4

Titanic Leap

Moves

3

closer to targeted Krosmaster.

Bontao

JAHASH heals all other characters by

2

3

4

3

2

1

.

Achilles’ Feels!

The greatest Huppermage of all time, who fears no enemy, saw himself defeated by the power of love. Men are all the same! Invincible with their sword in their hands, but give them a peck on the cheek...

Power(s)

Critical.

Arena 2 Illustration : Nicola Saviori © 2015 Ankama Products

2638-CAR-ANG

01/02/2016 09:28:45

22/02/2016 17:53:40

- RULES OF THE GAME

THE BASICS

20

Some concepts and definitions will prove invaluable to your understanding of the rules. Read this page carefully, and the rest of your reading will be easier.

You can always come back to this page if you need to check what a term means.

AIM OF THE GAME

To win a Krosmaster Arena game, you must be the only player to still have any

Gallons of Glory ( ) remaining. This condition is checked constantly, from the moment the Wild GG is no longer available. You get GG by K.O.’ing opposing

Krosmasters, by buying them with Kamas, or from Demonic Rewards. You can also claim victory if you are the only one to still have Krosmasters in the game.

THE UNITS

Anyone who is part of a player’s team is a “unit”. On the board, a unit is represented either by a figure (for Krosmasters) or a Summons token.

When a spell or an effect applies Injuries to a Krosmaster without specifying who inflicts these Injuries, those Injuries are considered to be inflicted by the unit on whose character card that spell or effect is written. (This specification won’t make any difference with the units in this box, but it could come in handy when playing with other Krosmasters!).

( )

AP

show the quantity of actions that a unit may perform each turn. Just like

MP

, a unit gets back all of its

AP

at the start of each of its turns.

THE CELLS

For aesthetic reasons, the cells on the board aren’t exactly square. In the rules, when we talk about cells, we have to imagine that they’re all perfectly square, forming a perfect checkerboard.

When units are on the board, you can tell them apart in 3 different ways:

Allies or Enemies

All the units you bring into play on the board are your “

allies

”, regardless of whether they’re a Krosmaster from your team or a Summons you’ve summoned during the game. However, the units your opponent places on the board are

enemy

” units. From your point of view, a unit is always one or the other.

Adjacent

Cells which share a common side are known as “adjacent” cells. So, a cell is normally adjacent to 4 others. Those situated at the edge of the board are adjacent to 3 cells, and cells in the corners of the game board are adjacent to only 2 cells.

When you have to count cells, to determine spell range or movement for example, you count from one adjacent cell to the next adjacent cell, never diagonally.

When two units are located in adjacent cells to one another, these units are said to be adjacent.

Krosmaster or Summons

A unit is either a Krosmaster or a Summons. A Krosmaster is chosen when you are putting together your team and has a Level on their character card. A

Summons is a unit brought into play during the game, and unlike a Krosmaster, it doesn’t have a Level.

Character or Mechanism

Finally, a unit is either a character or a mechanism. Any unit with an

MP

characteristic is a character. A unit that does not have an

MP

characteristic is a mechanism (bombs, for example).

When we talk about a Mob, we mean a character-type Summons, so don’t be surprised if you come across this term later on!

Now you know how to tell the units apart, let’s move on to the characteristics.

MP

,

HP

AND

AP

The three main characteristics of a unit are its

Movement Points

( ), its

Health Points

( ), and its

Action Points

( ). For Krosmasters, you will find this information on their Krosmaster card. For Summons, it will be on their

Summons token.

Obstacles, Free Cells, and Impassable Cells

An “obstacle” is something that prevents a unit from entering a cell, such as a stand. A cell that does not contain any obstacle is known as a “

free cell

”.

An “

impassable cell

” is a cell that contains an obstacle: it’s impossible to move into it.

GALLONS OF GLORY (GG)

When you win GG, you take them from your opponent! Unless the Wild GG is still in play, in which case you take this GG first, then take the rest of the GG you are owed from your opponent.

KAMAS

Each player has their own stock of Kamas, which are shared by all the Krosmasters on their team. Any Kamas they collect go into this stock, and they spend Kamas from here. Kamas are indestructible.

ROLLING THE DICE

( )

MP

represent the character’s mobility in the Arena. By spending

MP

, a character can move from cell to cell. A Character gets back its total

MP

at the start of each of its turns.

( )

HP

represent a unit’s endurance and their ability to withstand blows. Over the course of the game, a unit will suffer Injuries. These Injuries will add up: record them using Injury markers ( ), which you place on the character card or the unit’s token. A unit can never have more Injury markers than its

HP

characteristic.

In Krosmaster Arena, when you roll a die, the following rule applies to each die rolled:

- If the result is

- If the result is

, , or , leave it as it is.

, turn the die to the or

- If the result is , turn the die to the

A die roll is finalized once each die shows ,

,

,

or

or .

RULES CONFLICTS

If one rule or ability says something is “possible” and another rule or ability says that it isn’t, the rule which forbids the action takes precedence over the one which permits it.

When your unit has as many Injury markers as

Health Points

(

HP

) on their card

(or Summons token), they are “K.O.’d”: Remove the unit from the board and give your opponent as many GGs as the level of the K.O.’d unit. Summons don’t have a level, and never give GGs.

livret_ARENA_v2_EN.indd 20 22/02/2016 17:53:51

RULES OF THE GAME -

START OF THE GAME

>>> I’ve played the tutorials!

Well done! You have completed the tutorials, so now you have mastered nearly all aspects of the game. Read the following rules, in particular those on

Demonic Rewards, and you will be able to jump straight into many battles with these rules and the contents of this game box.

SCENERY

>>> Tutorials are for noobs!

You have already played figure-based board games? For veterans like you, a quick read through these rules will allow you to dive into the Arena without further ado.

Place the scenery as shown on the game board:

CHOICE OF CHARACTERS

Each player chooses a team whose total Krosmaster Level is equal to 12, the

Level being shown in the top-right of the Krosmaster card, written in the symbol. To split up the characters, the players should agree on one of the following methods:

Kama Tokens

Place Kama tokens on each Kama Cell equal to the number of Kama icons you see on each cell. Also place 1 Kama token on each Demon cell.

Use the Recommended Teams

For your first few games, you can try these teams:

-

-

Julith, Marline, Joris, and Johash

Bakara, Khan Karkass, Grampy, and Lilotte

By Choice

The two players agree on which characters they want to play. The two teams must have a total of 12 Levels each.

Demonic Reward Tokens

Divide the Demonic Reward tokens face-down by type and shuffle each type separately: GRANITE, JADE and SILVER.

Set up six Demonic Reward piles, leaving them face down:

-

-

-

3 piles with Granite rewards

2 piles with Jade rewards

1 pile with Silver rewards

By drafting

Make a pile with the eight Krosmaster cards face down, and turn the first 2 cards face up.

One player (chosen randomly) chooses 1 card from the 2 that are face up. The second player takes the remaining card.

The players than repeat the same procedure, alternating which player gets to choose a card, until there are no cards left in the deck or...

Once one of the players reaches 12 Krosmaster levels, the other player takes all the remaining Krosmaster cards left in the deck. Both players will have 12 Levels on their teams.

They will be revealed over the course of the game as follows:

- On their first turn, the second player will reveal 1 Demonic Reward of each type, and place them face up next to the matching pile (see page 19).

- On their second turn, the first player will do the same with 1 new Granite and 1 new Jade reward.

- Finally, on their second turn, the second player will reveal a final Demonic

Reward from the Granite pile that has not yet been revealed.

At this stage, there will be a Demonic Reward revealed next to each pile.

Remember

: You cannot take a card if it will bring your total number of levels higher than 12!

First Player

Each player adds up the Initiative scores of their Krosmasters. The player whose team has the highest total will be the first to play. If it’s a draw, the team with the single character with the highest Initiative score goes first.

Other Tokens and Dice

Place the

+1/-1

Injury

Range

Starting GG markers as well as the

markers

+1/-1 AP

,

+1/-1 MP

that’s the Wild GG. Leave the dice within arm’s reach of both players.

, and by the side of the board. Place 1 GG token in view:

Each player takes 6 GG tokens that they keep close to their Krosmaster cards.

Choice and Direction of the Board

The first player chooses the combat Arena: they set up the game board on the side they want (Bonta I or Bonta II). The other player chooses one of the four sides of the board as their own, and the first player sits opposite them.

Timeline

Each player creates their Timeline by arranging their Krosmaster cards on their side of the game board from left to right in descending order of Initiative. Take

your team’s Krosmaster figures and place them on their cards for the moment.

JULITH

Huppermage - Brakmar cartesArena2_EN.indd 4

11

3

MP

1 - 2

13

HP

"Breath" Area of Effect . Infl icts

+1

Madame Butcher

Julith, the Butcher of Brakmar, holder of the Ebony Dofus. Her name the most literal sense! But is her heart as ice-cold as everyone thinks?

We know that she loved Jahash, but maybe she was just faking?

Mystery surrounds this woman just as much as the darkness and

Power(s)

Critical. Unfazed.

JULITH

1

7

AP

© 2015 Ankama Products

2635-CAR-ANG

1

Arena 2 Illustration : Nicola Saviori

4

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KHAN KARKASS

Iop - Gobbowler - Bonta

6

8

HP

moment he fl exes his impressive biceps. He’s handsome, he’s tan, he’s muscled, and he’s oiled up. His perfect smile blinds the public even on sunny days, and legends say his hair is so beautiful that no stylist will dare touch it. Also, he’s not bad at

Power(s)

Lock.

Resistance

22

.

+1

2

6

AP

© 2015 Ankama Products

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GRAMPY -

Ecafl ip - Bonta cartesArena2_EN.indd 8

6

12

HP

Custom-tailored armor

Who would have believed that beneath his inoffensive retired merchant appearance hid a legendary warrior clad in the golden armor of a Thousand Claws? Knights like him aren’t a

Power(s)

Armor. Crafter.

Gahfeld

Steals health .

-2

Nunchacoup

Puts FLEEFLEE in play.

3

7

AP

© 2015 Ankama Products

2637-CAR-ANG

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LILOTTE

Ouginak - Bonta cartesArena2_EN.indd 12

2

6

HP

6

AP

Canine Approach

Moves

for-nothin’, and many more...

4

© 2015 Ankama Products

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Placement

The first player positions their figures in the Arena, on the starting cells in the first two rows on their side of the board. These are the starting cells for their team.

Their opponent does the same on their starting cells, on the other side of the board.

Examples of Starting Cells:

There, now you’re ready to start fighting! The first player can start their game turn.

Page 19 will show you what the Krosmaster Arena may look like before you start playing.

21 livret_ARENA_v2_EN.indd 21 22/02/2016 17:54:34

- RULES OF THE GAME

GAME TURNS

22

Once the board is set up, the first player can start their first game turn. When they have finished their turn, it’s up to their opponent to play. Then they alternate game turns until one player is victorious. The player who is taking their turn is called the “active player”. A game turn is broken down as follows:

PART 1: TENSION & INSPIRATION

The Demons of the Hours and Minutes take a perverse pleasure in twisting the fates of the Krosmasters. But they are fickle, and the gifts they offer are random.

You begin each turn by making a Tension Roll, which allows you to give your

Krosmasters powers by inspiring them. If the powers the Demons offer don’t interest you, don’t worry! You can try your luck again or even take Kamas instead of powers.

Tension Roll and Reroll

The active player rolls 2 dice. If the dice are not what you hoped for, you can ignore these 2 dice and try your luck again by throwing just 1 die. If you do reroll, you can only use the 1 rerolled die for inspiration or refund.

If you do not reroll, and the two dice show the same face, the Tension Rises: each player takes one of their GG tokens and puts it back in the game box!

The first player does not roll for Tension on the first turn.

Inspiration

Each tension die you rolled can be placed on a Krosmaster card to give them a power until your next turn. You can give the dice to different Krosmasters or place both dice on the same card.

Each die gives a power to that Krosmaster, depending on which side is facing up:

: The character gains

Critical Hit

for this turn.

: The character gains

Armor

for this turn.

: The character gains

Lock

for this turn.

: The character gains

Dodge

for this turn.

Determine MP , AP , and Range For the Turn

Next, determine how many

AP

and

MP

the unit will be able to spend this turn:

Look at the unit’s characteristics, then modify these values based on the unit’s

Equipment and any markers in place. A unit that has

AP

,

MP

, or Range markers has those characteristics modified for the rest of its turn. These markers are then discarded.

Once the Activation Phase has begun, only “immediate”

AP

or

MP

gains and the activation or lose of Equipment can change the unit’s

AP

,

MP

, or Range for the rest of the turn.

>2.2 ACTIVATION PHASE

During this phase, your unit will move and take actions by spending

MP

and

AP

.

On its turn, the active unit can spend the

MP

and

AP

that was determined during the Preliminary Phase. When the unit no longer can or wants to spend

MP

or

AP

, its Activation Phase is over. Any

MP

or

AP

not spent are lost. You can’t save them to be carried over to another turn. A unit is never under any obligation to spend all of its

MP

or

AP

, or even to spend any at all.

>2.3 END OF ACTIVATION PHASE

This short phase brings the unit’s turn to an end.

Triggered Effects

Some game effects are brought into play or stopped at the end of a unit’s turn.

These are also triggered effects. Just like during the Preliminary Phase, if several effects are triggered at the same time, the active player chooses the order in which they take place, one at a time.

Next!

Repeat the 3 phases (Preliminary, Activation, and End of Activation) with the next unit in your Timeline. If you have already played all your units, it’s the end of your game turn.

PART 3: END OF THE GAME TURN

That’s it, it’s over! Now, it’s your opponent’s turn to play. They start a new turn and become the new active player.

Refund

!

You don’t have to place both dice. You can place only 1 die or even none at all, regardless of whether or not you rerolled. The dice you don’t place are exchanged for Kamas from the supply. If you sell 1 die, the Demons will give you 1 Kama for it. If you choose to sell 2 dice, the Demons will give you 3 Kamas.

PART 2: UNIT TURNS

After your Tension Roll, you play your units one at a time in the order of your

Timeline, from left to right. Once your first unit’s turn is over, you move on to the following unit in your Timeline, and so on, until all your units have had a turn.

When it’s a unit’s turn, they are known as the “active unit”.

A unit’s turn is split into three phases:

>2.1 PRELIMINARY PHASE

During the Preliminary Phase, the unit is preparing to act. Some game effects are applied or disappear. Follow these steps in order:

Triggered Effects

Some game effects are put in place or come to an end at the start of the unit’s turn, such as a Bomb Explosion cast with a Rogue Bag (Demonic Reward) on the previous turn. These are called “triggered effects”, and now it’s time for them to complete their role. If several effects are triggered at the same time, the active player chooses the order in which they will happen, one at a time.

Buff Suppression

Remove all face-up Buff tokens from the active unit.

livret_ARENA_v2_EN.indd 22 22/02/2016 17:54:41

RULES OF THE GAME -

MP AND AP

Movement Points and out various actions.

Action Points are at the heart of the game system.

During their Activation Phase, a unit can spend MP and AP to move and carry

Each turn, each unit can spend as many

MP

and

AP

as the value determined during its Preliminary Phase, based on their

MP

and

AP

characteristics. You can spend

MP

and

AP

in any order you like, alternating as many times as you like. Each expenditure can be carried out several times.

CASTING A SPELL ( AP AND/OR MP COST DEPENDING ON THE SPELL)

The units can all cast very different spells. The majority of units know how to cast at least one attack spell to injure their opponents, but some units also know how to cast other types of spells, such as summoning spells, healing spells, or special spells.

The

MP

and/or

AP

cost depends on the spell cast (see page 24).

MOVING 1 CELL (1 MP )

(Applies only to characters with an

MP

characteristic)

By spending 1 MP, the active unit can move to an adjacent free cell.

Lock

If the active unit wants to move out of a cell that is adjacent to one or more enemy characters, they take the risk of being Locked or Caught.

BUYING A DEMONIC REWARD (

1

AP )

(Only Krosmasters can peform this action.)

A Krosmaster on a Demon Cell can buy a Demonic Reward by spending 1 AP and paying Kama tokens from your stock to the reserve. The price of a Demonic Reward varies according to its type:

- A

GRANITE

Demonic Reward costs

3 kamas

- A

JADE

Demonic Reward costs

6 kamas

- A

SILVER

Demonic Reward costs

9 kamas

First, select which cell you want your character to move to. Then, each adjacent enemy character makes a Lock Roll, which your character can try to resist with a Dodge Roll.

When you buy a Reward, you can choose to take one of the visible Demonic Reward tokens, in which case you know what you’re buying, or you can choose one at random so your opponent doesn’t know which one you’ve just bought. If you buy a face up one, you must immediately replace it with a Demonic Reward of the same level from the stack.

Lock Roll

: Your opponent rolls 1 die (or 2 dice if this character has the Lock power). Each counts as a success for the Lock Roll.

Once you have a Demonic Reward, you must assign it to one of the Krosmasters on your team, the one who just bought it or another one regardless of whether or not they are on a Demon Cell. Place the Demonic Reward token face down on the chosen Krosmaster’s card. Only a Krosmaster can receive a Demonic Reward.

Dodge Roll

: You roll 1 die (or 2 dice if your character has the Dodge power). Each

counts as a success for the Dodge Roll.

Results

:

Lock

: If the Lock Roll has more successes than the Dodge Roll, your character is Locked: they immediately lose

3 MP

and

3 AP

.

Whether you have chosen a face up Demonic Reward or chose one at random, the procedure is the same: When you allocate it to a Krosmaster, the token must be played face down on its card. As long as it is face down, a Demonic Reward token does not grant any bonuses.

Caught

: If the Lock Roll has exactly as many successes as the Dodge

Roll, your character is only Caught: they immediately lose

1 MP

and

1 AP

.

If the moving unit has any

MP

left, they can then move as planned.

Since Summons are not as tough as Krosmasters, they can only Catch a character that is dodging them. If they would Lock someone, they Catch them instead.

Some spells allow you to move in a more original way. The Lock rule does not apply to a unit that moves thanks to a spell. It’s only when a character spends 1

MP

to move one cell that they can be Locked.

COLLECT 1 KAMA (1 AP )

(Only Krosmasters can perform this action.)

By spending

1 AP

, the active Krosmaster may pick up 1 Kama token from the cell on which they are standing. If there is more than one Kama token there, it costs

1 AP

for each Kama token you want to pick up.

Your team has a Kama stock, which is shared by all your Krosmasters: any Kamas you collect are added to this stock. Only a Krosmaster can complete this action.

A character represented by a Mob token cannot pick up Kamas.

Demonic Reward Limitations

Negotiate with the Demons as gently as possible! There are limitations to the purchase and the possession of Demonic Rewards. At most, a Krosmaster can only have a number of Demonic Reward tokens on their card equal to their Level, face up or face down, all types and ranks combined.

ACTIVATE A DEMONIC REWARD (

0

AP

(Only Krosmasters can perform this action.)

)

A Krosmaster can unlock a Boost, Buff, or Equipment Demonic Reward at any time during their Activation Phase. This does not cost any

AP

. Turn the Demonic Reward token face up and apply its effect(s) immediately. You can only activate one Demonic

Reward on each Krosmaster per turn.

A

Boost

is discarded after use and its token returned to the game box.

A

Buff

remains face up on the active Krosmaster’ card until the start of that character’s next turn.

An

Equipment

is permanent.

BUY A GG (1 AP )

(Only Krosmasters can perform this action.)

A Krosmaster on a Demon Cell can buy a GG by spending

1 AP

and paying 12

Kamas from your stock to the reserve. You then take 1 GG from your opponent

(or a Wild GG if there is one still available).

You can only perform this action once per turn. If one of your Krosmasters has already bought a GG this turn, this action is no longer available until your next turn.

PUNCH AN OPPONENT (

5

AP

Punch

)

(Only Krosmasters can perform this action.)

Once per turn, a Krosmaster adjacent to an opponent can spend 5 AP to Punch.

5 1

23 livret_ARENA_v2_EN.indd 23 22/02/2016 17:54:51

- RULES OF THE GAME

CASTING A SPELL

24

All the characters in Krosmaster Arena know how to cast spells—most of the time to attack their opponents. All their Spells are summarized on their character cards or on the Summons tokens brought into play by the Krosmasters. Some

Demonic Rewards may occasionally allow them to cast new spells.

The words “target” and “targeted” are often used in the rules regarding spells.

The spell’s target is the cell the spell is aiming for and, by extension, any figure,

Summons token, or piece of scenery in that cell. It is also entirely possible that the target may be an empty free cell.

In order for a unit to cast a spell, you must check:

- That they have enough

MP

and

AP

to cast the spell;

- That the target is within range of the spell;

- That you can trace a Line of Sight from the caster’s cell to the target cell; and

- That there are no powers or effects preventing the casting of the spell.

CASTING AN ATTACK SPELL

Once these four conditions have been met, follow the steps below in this order, one at a time:

1. Pay the Cost

Spend as many MP and AP as the spell costs.

2. Additional Effects

If the Spell indicates that there are additional effects (like the “Moves Closer 3” for a character targeted by Jahash’s Titanic Leap spell or the additional damage from

Julith’s Hupperkap spell), apply them now.

3. Critical Hit Roll

Perform a Critical Hit Roll by throwing 1 die (or 2 dice if the active unit has the

counts as a success.

Perform a Critical Hit Roll by throwing 1 die (or 2 dice if the active unit has the

Critical power). Each

4 Armor Roll

The target performs an Armor Roll by throwing 1 die (or 2 dice if the targeted unit has the Armor power). Each counts as a success.

5 Calculate damage

Compare the number of Critical Hit Roll successes to the number of Armor

Roll successes. If the Critical Hit Roll got more successes, the attack damage is increased by 1. However, if the Armor roll had more successes, the attack damage is reduced by 1. If the two rolls are tied, the attack damage is not changed.

Some powers and effects can also change this value.

6 Place Injury Markers

Place as many Injury markers on the target character card (or on the Summons token) as the total damage calculated in the previous step. Don’t forget that a character can never have more Injury markers than they have

HP

.

Example: Julith has 13

HP

and 11 Injury markers on her card. If she suffers 3 damage, you can only place 2 Injury markers on her, because she can’t have more than 13 Injury markers on her card. So, she is K.O.’d (see page 20).

7 Pending Effects

Some events can be triggered during an attack. In this case, they are completed in this step. If several effects are pending, the active player chooses the order in which they are completed, one at a time.

Example: Julith performs a Hupperkap attack that hits both Bakara and a Bomb

(see page 26). If the Bomb is K.O.’d, it will cast its Explosion spell during this step.

Healing Spells

To cast a healing spell, follow the same procedure except:

4 Armor Roll

: The target of a healing spell does not roll for Armor (but there is a

Critical Hit Roll).

6 Place Injury Markers

: Injury markers are not added, but are removed from the healed character. Lilotte’s 30 Licks spell is an example of a healing spell.

Special Spells

Special spells do not inflict damage or heal injuries, so there is no Critical Hit or

Armor Roll. Julith’s Escapade is an example of a special spell.

Summoning Spells

Summoning spells usually bring a token into play. The token must always be placed on a free cell.

A summoning spell is a special type of spell which is combined with one of the other spell types. Grampy’s “Fleeflee” is an example of a special spell which is also a summoning spell.

SPELL DETAILS

The Spell Name is used to identify it and often gives an indication of its effects.

Usage Limit

Canine Approach

The majority of spells do not have a usage limit. Their name is written against a

black

background.

Escapade

A spell with its name written on a

blue

background can only be cast once per turn.

No Shame

on the same turn.

Bontao

Summoning of Fleefl ee

(1)

Places bomb

(2)

play at a time.

If the spell name is on a

purple

background, this spell can only be cast on the same target once per turn, but can be cast at different targets

If a spell is on a

red

background, the unit can only cast that spell once per game.

Summons Control

Sometimes, there is a number in parentheses alongside a spell’s name. This is the

Summons Control value.

A Krosmaster can’t summon a new Mob token into play if the number of allied

Summons of the same type in the game has already reached this limit. If there are fewer Summons than the number in the parentheses, you can bring another one into play.

A Krosmaster can’t summon a new mechanism Summons if the number of allied

Summons of the same type under that Krosmaster’s control has already reached this limit.

In summary: For Mob tokens, you must take into account the total number of

Summons of the other allied Krosmasters. For Mechanisms, on the other hand, each Krosmaster is only responsible for their own Summons!

This spell allows the

team

to have 1 Fleeflee in play.

Each

Krosmaster

with this Spell may have 2 Bombs in

SPELL COSTS

Most of the time, you simply have to spend to pay the cost of casting a spell:

Nothing Less Than Fantastic

Cost in Action Points (AP)

In addition to the

AP

cost, some spells also require you to spend

you want to cast them:

MP

or even

HP

if

Canine Approach

1

Cost in MP

+

Cost in AP

A few spells have an Injury cost. When this cost is paid, the unit that casts one of these spells places the Injuries indicated on the spell onto their card. A unit can never have more Injuries than they have

HP

. If you can’t place all the Injury markers required for this Spell on their card, they cannot cast the Spell:

Deliration

Cost in injuries

+

Cost in AP livret_ARENA_v2_EN.indd 24 22/02/2016 17:54:59

RULES OF THE GAME -

RANGE

A spell’s range is shown by an icon. This includes the following two numbers:

- The first number is the

minimum range

(“min range”)—the minimum distance, measured in cells, at which the target must be located for the spell to work.

A 0 indicates that the character can cast the spell on themself.

- The second number is the

maximum range

(“max range”)—the maximum distance, measured in cells, at which the target can be located for the spell to work.

- The

maximum range

of some spells can be modified, either by climbing on scenery (like a crate) to increase the range or by using + or – Range markers.

The

minimum range

of spells cannot be modified.

AREA OF EFFECT

Some spells affect more than one cell at a time: these are called “Area of Effect” spells. Use the normal method to determine the primary target of the Spell: that’s the “main target”. Then, look at the diagrams below to see the additional targets affected by the spell, according to its Area of Effect.

All targets are determined before paying the cost of the spell. The Area of Effect is not an additional effect of the spell.

2 - 5 2 - 5

Normal Range

: This Spell can target a cell between the minimum range and maximum range indicated. If the icon is red, the spell’s max range cannot be increased or reduced.

Shovel

Zone

Staff

Zone

Hammer

Zone

Unit That Cast The Spell

Breath

Zone

Primary Target

Hand

Zone

Cross

Zone

Additional Targets.

Square

Zone

1 - 4 1 - 4

Ignores Line of Sight

: The same as the normal range, except that this spell does not require a clear Line of Sight to be cast on the target. If the icon is red, the spell’s max range cannot be increased or reduced.

1 - 3 1 - 2

Line Spell

: This spell can only target a cell located in the same line of cells

(row or column) as the caster. If the icon is red, the spell’s max range be increased or reduced.

cannot

ADDITIONAL SPELL EFFECTS

Additional spell effects are written below the spell’s name. Some effects are simply described there: just apply the effect as it is written. Additional effects are always applied, even if the spell does not cause any damage or if the damage is reduced to 0 by the Armor Roll.

Close Combat

: This spell can only be cast on a cell adjacent to that of the caster.

It doesn’t have a max or min range.

Personal

: This spell can only be cast on the caster themself. It doesn’t have a max or a min range.

The

Retreat

,

Move Closer

,

Push Back

, and

Attract

Krosmaster or a Summons token. When a unit is moved by a spell, they stop if they reach an obstacle or the edge of the board:

additional effects move a

Retreat X

: The caster is moved X cells away from the target of the spell.

Move X Closer

: The caster is moved X cells towards the target of the spell.

LINE OF SIGHT

To cast a spell, there usually must be a clear Line of Sight between the caster and the target. A Line of Sight between one cell and another exists when it is possible to trace an imaginary straight line from the center of one cell to the center of the other without going through a cell that obstructs Line of Sight. All cells occupied by stalls or units block Line of Sight, but the corners of cells never obstruct Line of

Sight.

Push Back X

same line.

Attract X

: The

: The target of the spell is moved X cells away from the caster, in the target of the spell is moved X cells towards the caster.

DAMAGE TYPES

Elemental Damage

Each attack Spell that is associated with an element (Water, Air, Earth, or Fire) is an

“elemental spell”. Damage inflicted by these spells is called “elemental damage”.

By extension, we describe them as Water

Neutral Damage

, Air , Earth

“neutral spells”. These spells inflict neutral Damage more than 1 die during a Critical Hit Roll for a neutral spell.

or Fire Spells.

Some attack spells are not associated with any element. These are known as

. It is never possible to roll

-X

+X

MP

MP

, -X AP , -X Range

, +X AP

, -X Range

, +X Range

: Place X corresponding markers on the target.

: Place X corresponding markers on the target.

Steals X MP , Steals X AP , Steals X Range

: Place X corresponding -1 markers on the target and an equal number of corresponding +1 markers on the caster.

There cannot be more negative

MP

or

AP

markers on a unit than its normal corresponding characteristic.

Example

: Joris has already taken 6

-1 AP

markers. Since his

AP

characteristic is 6, when Marline casts her “No Shame” spell on Joris, she can’t add any more

–X AP

markers to him, and therefore steals

0 AP

.

Heals

Healing spells don’t inflict damage, but remove Injury markers from the target.

The number of Injuries healed is shown instead of damage.

0 Heals or 0 Damage

Some spells inflict

0 damage

or heal

0 Injuries

. That means that you need to get a

Critical Hit or use a power, additional spell effect, or Demonic Reward to increase this number.

Pierces Armor

Steals Health

: This spell’s target throws 1 less die during their Armor Roll.

: Once damage has been inflicted, the caster removes Injury markers from their card equal to the amount of damage inflicted.

Spells Without Damage

Summoning spells and special spells don’t inflict damage. Therefore, there is an empty blank circle where other spells show damage or heals.

+ X : Water damage is increased by X points.

+ X : Air damage is increased by X points.

+ X : Earth damage is increased by X points.

+ X : Fire damage is increased by X points.

+ X : Neutral damage is increased by X points.

livret_ARENA_v2_EN.indd 25

25

22/02/2016 17:55:08

- Appendix

SUMMONS TOKENS

Some Krosmasters base their combat technique on their summoning spells.

They can build mechanisms or make fantastic creatures appear in the Arena to attack their opponents.

Summons tokens are brought into play using summoning spells. The Summons can be

mechanisms

or

characters

(in this case, they are known as

Mobs

).

None of the Summons can block Line of Sight, unless they have the Obstructing power.

MECHANISM TOKENS

None of the mechanism Summons have MP, and they are all unable to Lock, but other than that, it’s a rather large family: bombs, traps, turrets, etc.

Amongst all these mechanisms, two families have rules which only apply to them:

BOMB TOKENS

A bomb casts its

Explosion spell when it is K.O.’d. At the start of the summoning

Krosmaster’s turn, a bomb automatically takes one Injury due to its Wear and

Tear power, and immediately casts its

Explosion spell.

MOB TOKENS

Mob tokens are characters. These summoned creatures have

HP

and

MP

. Most of the time, they also have

AP

and a spell, and sometimes they even have powers.

A Mob is placed in the Timeline and plays its turn right after the turn of the

Krosmaster who brought it into play. If a Krosmaster has summoned several Mob tokens, the active player chooses in which order they play, after the Krosmaster’s turn.

--

Zone: Carré .

-1

--

1

--

Zone: Carré .

-1

--

1

--

Zone: Carré .

--

1

Mob tokens do not have Levels, so you won’t win any GG if you K.O. them.

The summoned creature represented by a Mob token can only spend

MP

and

AP

to move and cast their own spells.

TRAP TOKENS

A trap does not have

HP

, so it can’t be K.O.’d from receiving Injuries. The weirdest thing about traps, though, is that the cell on which they are placed is still considered to be a free cell! This allows its victims to unwittingly fall right into the...er, trap.

A trap casts its

Click spell when any unit moves into its cell, then the trap is

K.O.’d. All traps have the Untouchable power, and therefore cannot be moved.

There can only be on trap on each cell.

--

--

--

7

STELE TRAPS

A stele trap is very odd. It has

health points

, but there’s only one way it can receive Injury markers:

When a Krosmaster moves or is moved onto a stele trap’s cell, you place 1 Injury marker on the stele.

Just like a trap, a stele is Untouchable and the cell on which it is located is considered to be a free cell.

livret_ARENA_v2_EN.indd 26 22/02/2016 17:55:39

Appendix -

POWERS SCENERY

Many Krosmasters and some Summons have extraordinary abilities that can modify the game rules. These are known as powers.

A power is not a spell, even though the effects are sometimes similar. A unit who already has one power can’t gain an additional power of the same name.

KROSMASTER ARENA POWERS

Critical

: This unit rolls 1 additional die on a Critical Hit Roll.

Armor

: This unit rolls 1 additional die on an Armor Roll.

Lock

: This unit rolls 1 additional die on a Lock Roll.

Dodge

: This unit rolls 1 additional die on a Dodge Roll.

When the Demons of the Hours and Minutes created the Arena you’re discovering, they tried to copy the ambiance of the Divine Bonta. So, they created Arenas that are the spitting image of the town’s marketplaces.

Scenery is placed on the board at the start of the game. Characters are not scenery. All scenery has the

Untouchable

power.

Three types of scenery are provided in Krosmaster Arena: stalls, crates, and bags.

Each type of scenery has its own rules:

Resistance

: Damage inflicted on this unit by a Water spell is automatically reduced by 1 point.

Resistance

: Damage inflicted on this unit by an Air spell is automatically reduced by 1 point.

Resistance

Resistance

: Damage inflicted on this unit by an Earth spell is automatically reduced by 1 point.

: Damage inflicted on this unit by a Fire spell is automatically reduced by 1 point.

BAGS

Bags—which are surely filled with incredible merchandise—have a tendency to be left all over the marketplace. Bags are obstacles, so the cells on which bags are found are impassable. However, bags do not block Line of Sight.

STALLS

As any tourist will tell you, these little shops are the heart of the market. Bonta just isn’t Bonta without its stalls. Stalls are obstacles, so a cell occupied by a stall is impassable. Their large size may obstruct shooters: stalls block Line of Sight.

Chance , Agility , Strength , Intelligence

:

When a unit with one of these powers casts a corresponding elemental spell, they roll 1 additional die for the Critical Hit Roll. When they are the target of a corresponding elemental spell, they roll 1 additional die for the Armor Roll.

CRATES

These crates, filled with exotic merchandise (probably), are not obstacles. A cell that only contains a crate is still considered to be a free cell. A crate does not block Line of Sight.

The

max ranges

on a crate.

of a unit’s spells are increased by 1 cell when they are standing

Crafter

: When this Krosmaster buys the first Demonic Reward of their turn, this action costs them

0 AP and

they get a discount for that Demonic Reward: They only pay 5 Kamas for a Jade Reward or 7 Kamas for a Silver Reward.

Prospecting

: When any enemy Krosmaster is K.O.’d, this unit takes 1 Kama from the reserve and adds it to your stock.

Untouchable

Range

: This unit can’t be moved by and can’t receive any

AP

,

MP

markers from any effect that is not listed on their own card.

, or

Itty-Bitty

: This unit is not affected by Locking rules: they do not Lock and cannot be Locked.

Loot X

: When this unit is K.O.’d by an opponent, they take X

Kamas

from the reserve and add them to their stock.

Farmer

: When this Krosmaster collects at least

1 Kama

during their turn, at the end of their turn you receive

1 additional Kama

from the reserve and add it to your stock.

Wear and Tear

: A Summons with this power takes 1 Injury at the start of its summoner’s turn.

OTHER KROSMASTER AND SUMMONS POWERS

Some figures from the Krosmaster Collection have different powers:

Wisdom

take

: When a Krosmaster with this power K.O.’s an enemy Krosmaster, you

1 additional GG

. When a Krosmaster with this power is K.O.’d by an enemy Krosmaster, your opponent takes

1 additional GG

.

1 2 3

Obstructing

: This power, reserved for Summons, means that they can block Line of Sight.

Profanation

: A unit with this power can’t take injuries from spells or effects.

However, each time a Krosmaster is moved under this Summons, they take an

Injury marker.

And that’s not all!

The Krosmaster universe is vast, and with over 100 figures, you still have lots of incredible powers left to discover. The majority of them will be described on their own card.

livret_ARENA_v2_EN.indd 27 22/02/2016 17:55:48

- APPENDIX

BOOSTS

A Boost is an immediate advantage. Once revealed, a Boost token is used up: it provides the Krosmaster using it with its advantage, and is then removed from the game (return the Boost token to the box).

As long as it is face-down, a Boost token does not have any effect.

DEMONIC REWARDS

THE BUFFS

A Buff is a temporary bonus. When a Krosmaster uses a Buff marker, turn it face up on their character card. They benefit from the effect of the Buff until the start of their next turn. Then, remove the Buff marker from the game and put it back in the box.

immediately gain

3 AP

.

Krosmaster chooses a target spends

2

to

5

cells away and spends

1 AP

. Lightning Bolt inflicts 1 neutral damage.

chooses a target

2

to

5

cells away and spends

2 AP

.

Muddle deals no damage, but the target suffers a penalty of

-3 AP

: place 3

-1

markers.

chooses a target

2

to

4

cells away and spends

2 AP

.

Crustyness deals no damage, but the target suffers a penalty of

-3 MP

: Place 3

-1

markers.

immediately gain

1 AP

, they immediately gain

1 MP

can remove up to 2 Injury markers from their card.

, or you gain

2 MP

.

straight line and spends

2 AP

. It Attracts the targeted unit 1 cell. This does not trigger a Lock or Dodge roll.

and spends

2 AP

. This Pushes the target unit 2 cells away. This does not trigger a Lock or Dodge roll.

The effects of these 8 Demonic Rewards are similar. As long as one of these Buff markers is on your Krosmaster’s card, they benefit from the two following effects:

- Attack spells of the corresponding element (Water, Air, Earth, or Fire) they cast deal 1 additional damage.

- They gain a power associated with another element (

Chance

, Agility , Strength , Intelligence

): They roll an additional die when they attack with a spell or defend against a spell of that element.

As long as the

Perfect Block

marker is on a Krosmaster’s card, adjacent enemy characters cannot spend

MP

to

As long as the

Perfect Dodge

is on a Krosmaster’s card, it is automatically assumed that this Krosmaster is

Perfect Block

.

As long as the Fecadification marker is on a Krosmaster’s card, they gain the following powers:

Resistance , Resistance

Resistance

, Resistance

.

,

As a result, they suffer 1 less damage when they are the target of any elemental spell. Fecadification is useless against neutral damage, healing, or additional spell

28

The effects of these 4 Demonic Rewards are similar: A Krosmaster who uses one of these Boosts increases the damage dealt by their next spell this turn by 1 point.

Warning!

If the spell is also a Close Combat spell ( ) of the same element as the Boost, the damage is increased by 2 points instead!

These Demonic Rewards do not increase neutral damage.

livret_ARENA_v2_EN.indd 28

The effects of these 4 Demonic Rewards are similar: As long as one of these Buff markers is on your Krosmaster’s card, they benefit from the two following effects:

- Attack spells of the corresponding elements (Water, Air, Earth, or Fire) they cast deal 1 extra damage.

- They gain the power of

Resistance

to the associated element

(Water, Air, Earth, or Fire). They suffer

1 less damage

when they are the target of a spell from that element.

22/02/2016 17:56:12

EQUIPMENT

Equipment is a permanent bonus. It takes effect as soon as the Demonic Reward marker is turned face up, and remains in play until the end of the game or until the Krosmaster carrying the Demonic Reward is K.O.’d.

If the Equipment grants an AP or MP bonus, the corresponding characteristic value is increased.

This increase is effective as soon as the Equipment marker is turned face up. The Krosmaster can, therefore, spend the additional AP or MP in the same turn that they unveiled their equipment.

Once revealed, you cannot remove an Equipment marker to replace it with another one!

There are 5 types of equipment:

-

Weapons

new spell;

-

, which give their carrier a

-

Outfits

Pets

,

, which give characteristic bonuses or additional powers.

which characteristic bonuses.

offer powers or

, symbols of power in the World characteristic bonuses.

-

Dofus

of Twelve!

A Krosmaster can only have

one piece of Equipment

from each category on their card. If a Krosmaster already owns an equipment of this type, they cannot reveal another marker of the same type.

There is one special type of Equipment:

Grampy’s library hides many wonders. Among them are ancient books that can teach the reader new

Techniques, thought to be lost centuries ago! The advantages of these Techniques are special, and they are memorized once the book is read.

The effects of these Demonic Rewards are similar. As long as one of these

Pet markers is on your Krosmaster’s card, they benefit from the two following effects:

- They gain the Prospecting power, so when any enemy Krosmaster is K.O.’d, you take a Kama from the reserve and add it to their stock.

- They gain a power associated with an element (

Chance

,

Agility

,

Strength

,

Intelligence

): They roll an additional die when they attack with a spell or defend against a spell of that element.

As long as this

Outfit

marker is face up on a Krosmaster’s card, any Krosmaster in an adjacent cell cannot activate owns the Guard Outfit gains the

Lock

power.

A Krosmaster carrying this

Weapon

can cast a new

Close Combat spell: Attacking with the Bantarian

Sceptre costs

4 AP

and deals 2 Water damage to every character in the “Shovel” Area of Effect. A character can livret_ARENA_v2_EN.indd 29

APPENDIX costs

4 AP

and deals 2 Air damage with the Pierces

Armor effect to every character in the “Shovel” Area

Krosmaster’s card, their

AP

increased by 1 point each.

and

MP

characteristics are

Krosmaster’s card, their

AP

characteristic is increased by 1 and the max range of all variable range spells they

Techniques

like other Equipment, remain on the character once activated, but there are 4 things that distinguish Techniques from other Equipment:

- Each Technique modifies the Punch spell (the spell that all Krosmasters know) by adding an effect.

-

-

- Each learned Technique reduces the

AP

cost of Punch by

1 AP

, down to a minimum of

0 AP

.

A Krosmaster is not limited to only 1 Technique.

Finally, once the Technique is activated, it no longer counts against that Krosmaster’s limited number of Demonic Rewards. You can still only activate one Demonic Reward on each Krosmaster per turn.

This means that a Krosmaster can know several

Techniques at the same time, and can combine the effects of several Techniques. For example, a Level 1

Krosmaster could have 3 Techniques active at once, as well as having 1 Demonic Reward equipped.

card, their

AP

characteristic is increased by 1 and they gain the Crafter and Prospecting powers.

less

AP

to cast Punch. Also, the range of their Punch becomes 1 to 4 cells in a straight line. Cumulative with other

Techniques

.

card, their

AP

and

HP

characteristics are increased by 1 and they gain the Armor power.

A Krosmaster who has revealed this Technique pays 1 less

AP

to cast

Punch. Also, their Punch covers a “Breath” Area of Effect. Cumulative with other

Techniques

.

card, their

AP

characteristic is increased by 2 points.

1001 Claw’chaku costs

2 AP

and

1 MP

. It deals 1 neutral damage. A character can only attack each target once card, their

HP

MP

characteristic is increased by 1 and their

HP

characteristic is increased by 2. card, their

HP

characteristic is increased by 5 points.

Casting this spell costs

3 AP

. It summons a Terrabomb into play in the targeted free cell. A Krosmaster can only

AP

to cast Punch. Also, their Punch immediately makes them lose any remaining MP they have while increasing

. Cumulative with other

Techniques

.

A Krosmaster who has revealed this Technique pays 1 less

AP

to cast

Punch. Also, their Punch heals them by 1 Injury while dealing damage to their target. Cumulative with

A Krosmaster who has revealed this Technique pays 1 less

AP

to cast target and the caster lose

will make both the target and the caster lose

-1 AP

: Place a

-1

marker on each of them. Cumulative with other Techniques.

A Krosmaster who has revealed this Technique pays 1 less

AP

to cast

Punch. Also, their Punch steals 1 from each of the targets affected. Cumulative with other Techniques.

AP

to cast them gain

1

Punch. Also, their Punch immediately makes

MP

, which can only be used during this turn.

Bow costs

4 AP

and deals 2 Fire damage. A character can only attack with the Shame Bow once per turn.

AP

to cast them gain

1

Punch. Also, their Punch immediately makes

AP

, which can only be used during this turn.

29

22/02/2016 17:56:29

- APPENDIX

ADVANCED RULES

RULES FOR 4 PLAYERS

Krosmaster Arena can be played with 4 players instead of 2, either every person for themselves or 2 against 2. The rules for 4 players are the same as the rules for 2, with just a couple of small exceptions:

EVERYONE FOR THEMSELVES

Composition of the teams : Each player plays with 2 Krosmasters. Players decide on a method for creating their teams. All players’ teams must have the same overall Level.

Initiative : The players calculate their total Initiative. The player with the highest total is Player

1

, and the others are

2

,

3

, and

4

according to the descending order of their total Initiative. The players sit clockwise around the table. They play in this order:

1

2

3

4

.

Setting up the Board : Player

4

chooses the board. Player 1 decides which direction they would like the board to face.

Gallons of Glory : Place 3 Wild GG near the board. Each player starts with 3 GG.

When a character is K.O.’d, its controller gives GG equal to the character’s level to the K.O.’ing player. A player without any GG is not necessarily eliminated, as long as they still have a figure in play.

A player who K.O.’s another player’s last remaining Krosmaster takes all their remaining GG.

Starting : According to the turn order, each player places their figures in the

Arena on the starting cells in their area. These areas are shown below: they are different on the different game boards.

BONTA I BONTA II

CHOOSING YOUR CHARACTERS

You can combine any characters you want, as long as you meet the following criteria:

-

-

Your team must include between 3 and 8 Krosmasters.

A Krosmaster whose name is written in gold lettering on their card is a Unique Hero. This hero can only appear in your team once, but you can recruit several different Unique Heroes.

- Each Krosmaster whose name is written in white letters can appear in your team a maximum of two times.

- A Krosmaster whose name is written in black letters can appear up to three times maximum in your team.

- A Krosmaster with the Boss trait (Jahash, for example) can’t be in your team if you already have another Krosmaster with the Boss trait.

These limitations apply to each player. You and your opponent can both play perfectly well with two identical teams.

CUSTOM TEAMS FOR 4-PLAYER GAMES

Each player’s team must be composed of 1 to 4 Krosmasters with a combined total of Level 6.

DISTINGUISHING FEATURES

If you decide to play several versions of the same character, or if two players have chosen to have the same character on their teams, use the stickers provided in the box to tell the difference between them.

REFERRING TO A NAME

When a Krosmaster’s name is referred to in UPPER CASE in one of their own spells or powers, this only refers to that Krosmaster themself, and not any other

Krosmasters with the same name.

Player 1 Player 2 Player 3 Player 4

INITIATIVE

To decide who goes first if the total Initiative of the players is identical, compare the highest Initiative value of the characters who make up each team, then the second highest if there’s another draw, etc. If there is a perfect draw, choose heads or tails.

TIMELINE

The first player starts by creating their Timeline, then their opponent does the same. When a player is creating their Timeline, if several characters from your team have the same Initiative score, you must choose the order in which your characters will be activated. You must then stick to this Timeline until the end of the game.

30

Tension Rolls : If doubles are rolled, the active player choose one opponent to lose 1 GG, and this opponent then chooses another player to lose 1 GG. This may be the active player, but it doesn’t have to be.

2 AGAINST 2

Same rules as Free-For-All, with the following changes:

Aim of the Game : When the Wild GG is gone, be the last team with any GG left. If a player and their partner are the only ones who have any figures left in the Arena, they also win.

Initiative : The players calculate their total Initiative. The player with the highest total becomes player

1

, and their partner is player

3

. The player from the other team with the highest Initiative total becomes player

2

and their partner is player

4

.

CUSTOMIZABLE TEAMS

One of the greatest pleasures of the Krosmaster Arena is the ability to create your own team, made up of characters from all the existing Krosmasters. Collect

Krosmaster figures and build your dream team!

livret_ARENA_v2_EN.indd 30 22/02/2016 17:57:17

APPENDIX -

F.A.Q.

Q

A

Q

A

Q

A

Q

A

Q

A

Q a

Q

A

My Krosmaster has the Armor power and is using the Elite Outfit, which gives +1 AP and +1 HP as well as the Armor power. Does that mean my character now throws 3 dice during Armor Rolls?

NO, because a character can never benefit from the same power more than once. The Krosmaster does benefit from the additional

AP

and

HP

, but the Armor power given by the Elite Outfit is of no use to them, as they already have the Armor power.

Q

A

Scoreur has 5 AP and 8 HP , but has already suffered 7 Injuries. Can he cast his “Scorification” spell, which costs 2 Injuries and 5 AP ?

NO. Since he can’t place the 2 Injury markers from the spell cost on his card, he can’t cast the spell. If he had only suffered 6 Injuries, he could have cast it—he would have been K.O.’d, but the spell would have taken effect.

My Krosmaster has the Armor power and suffers 2 damage with the

Pierces Armor effect. Can I make an Armor Roll?

YES, but with just the one die.

Even if he has the Armor power several times?

YES, because a character can never benefit from the same power multiple times.

Q

A

The additional effects Retreat, Push Back, Attract, and Move Closer move characters and Summons tokens. Does this create a Lock situation, with a Lock Roll and Dodge Roll?

NO, the Lock rule only applies when a character spends 1

MP

to move and leaves a cell adjacent to one or more enemies.

I already have an Outfit and a Weapon activated on Lilotte, who is Level

2. Can I also give her a Technique?

NO. Techniques do occupy a Demonic Reward slot until they are revealed.

Therefore, since Lilotte already has the 2 Demonic Rewards allowed by her Level 2 status, she cannot benefit from any further Demonic Rewards.

Q

A

I play with 2 Chafer Archers on my team. If one of them casts the

“Ranged Shot” spell, which says “This turn, all of CHAFER ARCHER’s spells gain +2 max Range, but it loses all its MP ”, does this affect both of my characters named CHAFER ARCHER?

NO. When a character’s card refers to its own name, only the active character is affected.

But what if I do the opposite? I have revealed an Outfit and a Technique, can I assign another Demonic Reward to Lilotte?

YES. Once a Technique has been revealed, it no longer takes up a Demonic

Reward slot. Therefore, Lilotte is considered to have only one slot taken up: by the Outfit.

My Krosmaster has 3 MP , 12 HP , and 6 AP , but already has 3 -1 MP markers on his card. My opponent is using the Crustyness Demonic

Reward on him. Do I go down to -4 MP ?

NO. A unit can’t have more markers—

MP

or

AP

—than their corresponding characteristics, just like

HP

and Injury markers. In this case, Crustyness will have no effect.

My Grampy summoned his Fleeflee. If my opponent K.O.’s Grampy, does

Fleeflee stay in play?

NO. Summons are removed from the board when the Krosmaster who summoned them is K.O.’d.

Q

A

Q

A

My Deminoboule casts the Dummy Packet spell with the additional effect of “Moves 2 closer”. Can he go through impassable cells?

NO. The special move is in a line. If it is interrupted by an impassable cell,

Deminoboule must stop in front of it.

And if there is a trap on the cells he travels over?

The trap only triggers if Deminoboule ends his special move on the trap’s cell, once his Dummy Packet spell is fully completed.

Q

A

If a spell’s additional effect shows +X MP , +X AP , Steals X MP , or Steals X

AP , does my character receive those MP or AP immediately?

NO. Those

MP

and

AP

gains are shown by markers placed on your card.

At the start of the character’s next turn, those markers are discarded and that is when you receive the

MP

and

AP

. When the gain is immediate, it will say so on the card.

My Khan Kharkass has 8 HP and has already suffered 6 Injuries. Can he use his “Multi Slap XL” Demonic Reward to increase the damage of his next spell?

YES, but, he will suffer 3 damage and be K.O.’d before he can cast his spell.

If he had 4 Injuries or less, he could have used “Multi-slap XL” effectively.

Q

A

In the Tutorial, I was not given the option of choosing the face of my dice before I make them count, but in the rules it says I can. Which one should I follow?

In the Tutorial, some rules are simplified to help you become familiar with the game more easily. This is one of those rules. The Rule Book,

Appendices, and Game Help always take precedence over the Tutorial in this guide.

31

22/02/2016 17:57:25 livret_ARENA_v2_EN.indd 31

-

-

-

- GAME HELP

GAME TURN

1. START OF THE TURN (NEW ACTIVE PLAYER)

-

-

-

-

Tension Roll (2 dice)

Reroll (optional, 1 die)

Inspiration (gain powers)

Refunds! (gain Kama)

2. UNIT TURNS (TIMELINE ORDER, ONE BY ONE)

2.1 PRELIMINARY PHASE

- Buff suppression, triggered effects

2.2 ACTIVATION PHASE

- Spend

MP

and

AP

2.3 END OF ACTIVATION PHASE

- Triggered effects, next character

3. END OF TURN

- Change active player

NAME

Crate

Bag

Stall

Krosmaster

Mob Token

Bomb Token

Trap / Stele

Token

Kama Token

REMINDER

MOVEMENT

Free Cell

Impassable

LINE OF SIGHT

Does Not Block

Blocks

UNTOUCHABLE

Is Untouchable

Is Not Untouchable

Scenery Character Other

LINE OF SIGHT

Imagine that all cells are perfectly square.

A Line of Sight is drawn from the center of one cell to the center of another.

It must not pass through any cell that blocks Line of Sight (stalls, characters, etc.).

SPENDING

MP

AND

AP

Movement

Move one cell..................................................................

Cost

1 MP

Action

Casting Spells.................................................................

Cost

Depending on the Spell

Actions Reserves to Krosmasters

Pick up a Kama..............................................................

Buy a GG.........................................................................

Buy a GRANITE Demonic Reward............................

Buy a Jade Demonic Reward....................................

Buy a SILVER Demonic Reward................................

Cost

1 AP

1 AP

(+

12

Kamas)

1 AP

(+

3

Kamas)

Reveal a Demonic Reward.............................................

Punch Something..........................................................

1 AP

(+

6

Kamas)

1 AP

(+

9

Kamas)

0 AP

(one per turn)

5 AP

(

-1 AP

per Technique. see Page 29)

CASTING A SPELL

PRE-REQUESITES

-

-

-

Check the cost

Check the range

-

Extensions)

Check the Line of Sight

Make sure that no effects prevent you from casting it (from Krosmaster

1 PAY THE COST

2 ADDITIONAL EFFECTS

3 CRITICAL HIT ROLL

(attack and healing spells only)

4 ARMOR ROLL

(attack spells only)

5 CALCULATE DAMAGE

(see below)

6 INJURIES

(attack and healing spells only)

7 PENDING EFFECTS

(Steals Life, for example)

AREA OF EFFECT ZONES

Shovel Zone Staff Zone Hammer Zone Breath Zone

Hand Zone

Cross Zone Square Zone

Clear Line of Sight.

No Line of Sight.

2 - 3

Thanks to your unique code, you can activate your figures and make them fight other players online! Figures from other products also contain a unique code that you can use to unlock them! The world of Krosmasters is vast. Will you become the Master of the Krosmoz?

www.KROSMASTER.com

1 - 8

32 livret_ARENA_v2_EN.indd 32 22/02/2016 17:57:35

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