Game Rules


Arena of the Elders



Common question
How many players?
            2-8 players
What is the suggested age for players?
            13+ years
Average game time?
            30-90 minutes

Game pieces
Arena of the Elders uses a d6 system and basic statistics like health and speed, most objectives in the game modes revolve around killing the enemy team or stealing something from them. The game is played by moving your characters around on the boards grid and activating abilities and rolling d6s in order to use said abilities.

Game requirements
The game requires a minimum of 1d6, four printed character sheets per team 1 pencil and the game board. The d6 used represents the random chance aspect of the game, each character sheet represents 1 of the 8 characters being played, and the board represents the arena the characters are fighting in. A d6 is a 6 sided dice.

Game preparation
In order to play the game each team must decide which characters they will use, no character can be used more than once total by either team. Before the game starts place each character token in the start zone of the map (higher contrast zone on your side of the map). For the game to start each team must have 4 character pages and access to a pencil and a d6.

Game setup
At the beginning of the game each team rolls a d6 the team with a higher roll will go first. During your turn you may move any characters and activate any of their abilities in any order, but no two actions can take place simultaneously.

Game modes
Competitive rules: you may distribute 8 levels between all of your characters at the beginning of the game.
Team deathmatch:
            Description: each team attempts to kill every member of the other team once, once this is achieved that team is victorious
Rules: once each of your characters has died at least once your opponent wins immediately.
Win condition: all of your opponent's characters have died at least once
Competitive rule alteration: the game doesn't end until all characters have died twice, the winner is the team whose characters had the largest sum of levels.
Kill the king:
Description: each team nominates a character that is their king, once their king is killed the other team wins.
Rules: at the beginning of the game each player publicly nominates one of their characters to be the “king” of their respective team.
Win condition: if the opponent's king is killed you win.
Competitive rule alteration: reduce character respawns by 1, before the game write the name of your king on a piece of paper place it upside down and don't reveal it until they die.
Capture the flag:
Description: both teams compete to capture the others flag and return it to their flag zone.
Rules: at the beginning of the game two flags are placed in their respective zones (yellow tiles surrounded by red or blue tiles). If a character moves onto a space that a flag is occupying, they are now carrying it and the flag no longer occupies any space. If a flag bearer would die the flag now occupies the space that they were occupying. if a character touches their own flag it is immediately returned to its own flag zone. If a flag bearer enters their own flag zone return the flag to its own flag zone and the team that the flag bearer is a member of now counts as having captured the flag one additional time. Each teams flag zone should be designated on the map. A character can only score with the enemy team's flag.
Win condition: capture the flag at least 2 times.
Competitive rule alteration: to win you must capture the flag at least 3 times. Abilities targeting the flag bearer get +1 to hit, abilities that the flag bearer uses get -1 to hit, the flag bearers speed is reduced by 1.


Appendix:
Health: each character has a starting health, this represents how much damage they can take, when a character respawns they have full health. If a character would take damage reduce their health by that much.
Speed: a character can move to an adjacent space that isn’t connected to the same face of a wall as the first space a number of times each turn equal to their speed. for movement purposes enemy characters count as walls, and you may move through spaces with allied characters on them but not end your movement on them.
Fire damage: if a character takes fire damage they are now on fire, at the beginning of the turn each character that’s on fire takes one damage. If a character is healed or enters a water space, it is no longer on fire.
Poison damage rules: if a character takes poison damage they are now poisoned, at the beginning of every other turn after initially being poisoned a character that’s poisoned takes 1 damage. If a character is healed, it is no longer poisoned.
Water rules: each tile with water lines and blue coloring counts as water tiles. When a character moves onto a water space moving off counts as moving twice.
Ability rules: each character has 5 abilities; those abilities represent the various powers the character has. The 1st ability a character has they have at level 1, they choose 1 of the 2nd 3rd and 4th ability at level 3 and you get your 5th ability at level 6. Abilities cannot be activated unless they have a valid target. abilities with the word passive always take effect.
Character level rules: every character starts at level 1. Whenever a character kills another character you gain levels equal to their level, your level can’t increase beyond 6. at the begginging of each of your turns one character of your choice gains one level.
Death rules: when your character’s health his less than 1 remove them from the board, then at the beginning of the turn after you’ve finished 2 of your own turns place that character back in the starting zone
Melee range & range rules: range is the statistic that shows how close a target must be in order for the ability to take effect. to calculate if a target is within range you must check if you could move your character a number of times equal to your range to the space the target is on, then if you can draw a line from anywhere in the space you occupy to the space your target occupies that doesn't go through a thick black line or wall or another enemy character then the ability is in range. when targeting a character that is on a different elevation than you you may only target them if they are equal or greater distance from the line that marks your elevation distance if you are above them, if you are less then it must be equal or less distance from the line.
Flying x rules: this character may move over a number of lines equal to x.
Swimming rules: this character counts movement in water tiles as if they were moving on regular tiles.
Shading rules: if one side of a line is shaded that means the space that is not shaded is elevated and you can move through the line when moving off of the space.
Heal rules: if a character would be healed remove damage from them equal to the amount they were healed.
Stun rules: characters that are stunned cannot move or use an ability during the turn after they were stunned, they are no longer stunned if they are healed.
Cooldown rules: once you activate an ability with a cooldown place a d6 in its cooldown box with the number equal to its cooldown facing up, at the begging of each of your turns reduce it by one, once its at 0 you may use this ability again
Duration rules: once you activate an ability with a duration place a d6 in its duration box with the number equal to its duration facing up, at the beginning of each of your turns reduce the duration by 1, the ability takes effect until the duration is 0. 
Actvation rules: each character can be used once during each of your turns.
To hit rules: in order for abilities with the to hit symbol to affect the target you must roll a d6 and roll a number within the specified range.
Crit rules: an ability counts as critting if its to hit roll was a 6. the number after a crit represents the damage that is dealt instead of the normal damage.

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