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Spartacus Dungeon Keeper Variant

By Greg Hosehead the Bloody Highnote


ghighnote@highnotez.com
Ver 1.20 - June, 2015
Purpose
Even with the Blue Dice Variant, Arena Combat is highly predictable in instances
with unbalanced opponents, and it is arguably boring in comparison with many
one-on-one combat board games. This predictability and simplicity can be
viewed as an intentional game feature; i.e., stronger gladiators always win, so
use cards and money to keep them out of the arena, or keep them in for a
guarantee of victory, gold and influence.
However, some game groups are comprised of more casual players that aren't
motivated by winning at all costs, such as games between friends and family or
mismatched players (e.g., spouses, kids playing with the adults, players with
little gaming experience, etc.). In these instances, a group may wish to
decrease the predictability of arena combat to give an additional fighting chance
to all players, or just spice it up with some new action and surprises. The
Dungeon Keeper Variant is designed for this group dynamic, as it decreases the
predictability of arena combat through the appearance of random animals and
equipment in the arena, with an additional variant for bribes to slightly modify
the results. By allowing the animals to move and attack, the Variant can help
break up long runs of dancing and kiting. It also keeps non-combatants
interested (they can be assigned the Dungeon Keeper role), and it makes arena
combat more varied and exciting.
This Variant can double the length of the game. Time-sensitive groups can
offset this by starting the game with Influence at 7 or 8 instead of the usual 4.
It also requires additional work and can result in a very crowded, messy arena
during combat (especially in a Primus). Lastly, it can result in a complete
reversal of a battle from its non-variant outcome, (a dominant gladiator can be
killed by a lion popping up next to him), so only use it with people who can
handle that sort of thing (to put it in game manual terms, this variant is not
designed for use by or with asses).
But for those wanting a little more excitement and random action at the sacrifice
of predictability, read on.

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Set-Up
This may be done at any time by assigning appearance spots to the game board
and setting aside animal & equipment counters.
Appearance Spots: [i]ala[/i] the movies Gladiator & Hunger Games, these are
two one-hex 'trapdoors A and B, assigned to the 3:00 and 9:00 areas (clock
coordinates, with the starting spots I at 6:00 and II at 12:00):
............ II
.
........A.......B
.
............ I
Either mark the board, mark and use spare gold pieces, or use your own pieces.
These spots do not impede or block movement, except as set forth below for
objects appearing at a trapdoor hex currently occupied by a player combatant or
object.
Objects: For the objects, generate an object pool of miniatures or game pieces
to reflect one each of the four animals and six equipment items listed on the
Object Placement Table. These ten Objects are always regenerated each Arena
Phase regardless of how they were used in prior phases, and they start the
game
fresh
and
unharmed
(except
any
favored/champion,
aka
'ferocious/bloodthirsty', tokens remain with surviving victorious animals).
A copy of a printable counter sheet is attached in the Appendix.
Choosing the Dungeon Keeper: After all combatants are chosen in a given
Arena Phase, select a Dungeon Keeper to handle the administrative functions
called for by this Variant. The DK should be chosen from any player not hosting
or participating in combat (to keep them involved in the game). If no such
player exists or declines, pass the administrative duties to the Host (make them
earn that influence point). The die-rolling part of the DK role has proven to be a
fun for our grandchildren who want to be involved in the game, but are too
young to play.

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Bribing The Dungeon Keeper


Procedure: At the beginning of the first Combat Round only, before any dice
are rolled, all players (not just the combatants) may attempt to bribe the
Dungeon Keeper. This is done using the Host Bidding method of a bidding
round of gold in closed fists (with ties resolved by repeated rounds & dicing off a
zero-bid round). The winning players gold goes to the bank.
The successful bribing player may, one time during the entire Arena Phase,
either add or subtract one (bribing players choice) from the roll of any one die
by the DK on the Object Placement Table. Of course, the successfully bribing
player may further negotiate with the other players to determine when and
how they exercise that modifier.
This portion of the Variant is optional, but keeps with the nature of the game.
(It was found in playtesting to be too influential and time-consuming if allowed
more than once per Arena Phase).
Placing Objects
Procedure: At the beginning of each Combat Phase, prior to rolling for initiative,
the DK rolls 3 Dice: 1 red, 1 black and 1 blue, and consults the following table:
OBJECT PLACEMENT TABLE
Red Die (Location)

Black Die (Object)

Blue Die (Equipment)

None This Turn

Equipment
(Per Next Column)

Weapon Bastard Sword


(+1 Wound)

None This Turn

Lion (3-3-3)

Weapon Iron Fist


(Reroll 1 Att Die)

Tiger (3-2-2)

Special Throwing Knife


(Range 3)

Wolf (2-2-2)

Special Blinding Oil


(Win Initiative)

None This Turn

Serpent (2-1-1*)
*Range 2

Armor - Guantlets
(Reroll 1 Def Die)

None This Turn

Equipment
(Per Next Column)

Armor Breastplate
(Ignore 1 Wound)

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Immediately after the roll of the dice, if not done so in a prior Combat Round,
the successfully bribing player may modify the roll of any one die by adding or
subtracting one from its number, or they may pass and use the bribe on a
subsequent Combat Round (or not use it at all). If the bribing player passes in
the current Combat Round, and the Arena Phase ends in the current round, the
bribe is forfeited it does not carry over to a subsequent Arena Phase. Again,
only one die may be so modified during the entire Arena Phase.
After applying any bribe modifier, resolve the outcome:
Red Die:
A-B = The trapdoor hex in the arena where the object appears.
None This Turn = No object appears this Combat Round. Ignore black & blue
dice.
Black Die:
Animal hasn't appeared in this Arena Phase = Place animal on the Red Die letter
trapdoor hex in the Arena. Ignore blue die.
Animal already in play or defeated in combat in this Arena Phase = No animal
appears this Combat Round. Ignore red & blue dice.
Equipment = No animal appears. Proceed to equipment column to see if
dungeon equipment appears.
Blue Die:
Only use if black die indicates equipment, otherwise, ignore.
Equipment not in play (this can include equipment previously used in the current
Arena Phase that has been recycled) = place that dungeon equipment item on
the Red Die letter trapdoor hex in the Arena. A player combatant occupying or
passing through the same hex as the equipment may pick up that equipment
(put counter on player combatant card).
Equipment already in play (in the Arena, or possessed by a player combatant
but not yet used) = No object appears this Combat Round.
Animals DO NOT reappear if they have already appeared in an Arena Phase.
Dungeon equipment CAN reappear once it has been used if it is rolled again.
(Playtesting determined that these two rules help a sole remaining player
combatant - usually wounded by then - in killing any animals left in the arena).

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Stacking Issues
This Variant has the following limited exceptions to the standard stacking rules:
Animals Appearing In An Occupied Trapdoor Hex: If a player character and/or
other animal is on the trapdoor hex where a new animal is to appear, they may
stack. Immediately perform one round of combat between the newly appearing
animal and any one piece occupying that hex (dicing off if necessary) and apply
the results immediately before proceeding with the Combat Round. This is in
addition to any regular attacks performed. The stacked player combatant
and/or the animal(s) are considered engaged - locked in combat to the death and neither may move or attack elsewhere until all enemies in the hex are
defeated in combat in subsequent Combat Rounds. Other player combatants
and animals may still move next to and attack these combatants, but they may
not move into the trapdoor hex occupied by the stacked player combatant
and/or animal(s). This is the only time an animal may stack with other animals
and/or player combatants -- in all other instances animals and player
combatants cannot move into a hex occupied by the other.
If an animal appears in a trapdoor hex occupied solely by dungeon equipment,
they may stack. The dungeon equipment may not be picked up by a player
combatant until the animal moves off the hex or is defeated in combat.
Equipment Appearing In An Occupied Trapdoor Hex: If an equipment item
appears in the same trapdoor hex as another animal, equipment item or player
combatant, they may stack. If an equipment item appears in a trapdoor hex
currently occupied by a player combatant, that player must immediately elect
whether to take that equipment (remove the equipment piece and place it on
the corresponding player combatant card), or not take it and leave it in the hex.
Movement And Stacking: Animals and player combatants may move through
and end their turn on a hex with dungeon equipment. A player combatant may
drop any unused dungeon equipment items during its movement (they still
cannot drop any original game equipment cards). Place any dropped dungeon
equipment items in the same hex as the player combatant, underneath the
miniature. Once the player combatant moves off the hex or is defeated in
combat, any other player may move into the hex with the unused equipment
item and pick it up. Animals and player combatants cannot move into a hex
occupied by another animal and/or player combatant.

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Animals
General: Animals are considered "dumb animals," in that their actions are
governed by simple, yet strict rules. The DK never exercises any independent
(or influenced) judgment when controlling them. This animal control concept is
important so that animals actions can be accurately anticipated by the players
when choosing their player combatants movement and combat actions.
Initiative: Animals on the board at the start of any Combat Round (including
the one in which they appear) roll for initiative in the same manner as player
combatants (whether using regular initiative rules or the blue dice variant).
Animals either go first or last (they do not go between player combatants). To
win initiative, an animal must roll faster than all player combatants. If it does
not, it goes last.
Animals do not team in a Primus. Each animal rolls separate, and its initiative
is determined the same as above (it must beat all player combatants in both
player teams to go first, otherwise, it goes last after all players have gone).
If an animal wins initiative, it must elect to go first (the DK may not declare a
player combatant or a different animal on the board to go first).
A player who wins initiative may not declare an animal to go first.
The effect of players' initiative rolls otherwise remain unchanged.
Animal Movement And Combat: When it is an animals turn in the Combat
Round, the DK uses the following list to determine its actions, proceeding with
each paragraph in order:
(1)
If the animal is not adjacent to any other animals or player combatants,
the DK must move it up to its full movement allowance in an attempt to move
next to the closest animal or player combatant (equidistant target pieces dice
off, low die roll is targeted for the move, -1 to the roll if the target animal or
player combatant is wounded, -1 to the roll if the target was attacked by the
same animal in the previous Combat Round). This applies to the serpent as well
- even if it is in range to attack, it still attempts to close.

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(2) If the animal is adjacent to only one animal or player combatant (or within
the attack range in the case of serpent) it attacks that animal or player
combatant.
(3) If the animal is adjacent to 2 or more animal(s) and/or player
combatant(s) (or at the same range in the case of serpent), the equidistant
pieces dice off and the low die roll is attacked (-1 to roll if wounded, -1 to roll if
attacked by the same animal in the previous Combat Round).
(4) If combat removes all adjacent player combatants and/or animals, and the
animal still has its move remaining that Combat Round, then move per (1)
above.
When a choice between multiple hexes arises during the move of an animal, if
the DK or any player declares an issue as to which hex should be entered, the
DK should dice-off between the different spaces (with the -1 wounded and -1
previously-attacked modifiers above).
Animal Wound Priority:
follows:
(1)
(2)

Each wound inflicted against an animal is applied as

First against speed, until speed is reduced to one.


Then against the higher of attack or defense until both are equal.

(3) Then (where attack and defense are equal) taken randomly from either
attack or defense (dice off). Then back to (2) above.
When one or more attributes (att, def, spd) is reduced to zero, the animal is
removed from play, just like a player combatant. It may not reappear in the
same Arena Phase. However, a new animal of the same type may be used in
subsequent Arena Phases.
Animal Victory:
When a player combatant/team defeats the other player
combatant/team in the Arena, it must still defeat all animals remaining in the
Arena to be victorious. This may result in a situation where there is no
victorious player combatant(s) i.e., an animal victory. If an animal wins an
Arena Phase, all wagers for victory of either player combatant are lost. Players
may not 'officially' wager for an animal victory (but may do so between each
other).

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Animals And Wagers: The victory/injury/decapitation of an animal does not


count towards wager payoffs (animals are just killed, with no distinction made
for the manner in which they are defeated). Any injury/decapitation of a player
combatant by an animal does count towards wager payoffs. Simply put: dont
count animal deaths when determining wager payouts only count player
combatant deaths.
Ferocious & Bloodthirsty Animals: At the end of the Arena Phase, remove all
animals from the board. Any animal surviving an Arena Phase (i.e., from an
'animal victory') gets a ferocious token placed on it (use favored tokens),
cumulative for each victory, with the third maxing it out (as 'bloodthirsty' use
a champion token), just like a gladiator. If a ferocious or bloodthirsty animal
appears in a subsequent Arena Phase, any house (or both houses of the team in
a Primus) whose player combatant kills it collects tribute from the bank, 2 gold
per token up to 6.
All animals are available at the next Arena Phase, at their original strength.
Dungeon Equipment
Interplay With Equipment Cards: Dungeon equipment may be used freely
regardless of the equipment cards possessed or used by a player combatant.
Camping Benefit: When a player combatant is in a hex occupied by dungeon
equipment, that player must immediately declare whether the combatant is
taking any of the equipment. This must be declared immediately, even if the
player's turn is later in the round (e.g., right after the DK die roll, if the trap
door opens and gauntlets appear in the same hex as a player combatant, they
should be able to pick them up and defend with them even if they don't go first
in the combat round).
Single Use, But Recyclable: All dungeon equipment is "one use only" (otherwise
it overly devalues the equipment cards). Once a player combatant uses a
dungeon equipment item, it is returned to the pool of available equipment for
that Arena Phase. It may then reappear in the arena if it comes up again in a
subsequent roll on the Object Placement Table (playtesting determined this to
help a sole remaining player combatant - usually wounded by then - have a
fairer chance to kill remaining animals).
Function Like Equipment Cards: Except for its "one use only" limitation, dungeon
equipment is otherwise used in the same fashion as equipment cards:
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Bastard Sword: After the player combatant resolves its attack, it may add one
wound to the outcome against a defending player combatant or animal. It may
only be used offensively - it may not be used when defending to inflict a wound
against an attacking player combatant or animal.
Iron Fist: The player combatant may reroll one attack die of its choosing
during its attack. It may only be used offensively - it may not be used when
defending to force an attacking enemy to reroll one attack die.
Throwing Knife: Count the range excluding the hex occupied by the attacking
player combatant and including the hex occupied by the target. There does not
have to be a clear line of sight (i.e., there may be an intervening animal or
player combatant between the attacker and defenders hexes these are large
hexes and everybody is moving...).
Blinding Oil:
It is used in lieu of an initiative roll (i.e., [b]before[/b] dice are
rolled). It may not be used after initiative is rolled to make a losing initiative
roll into a winning roll.
Gauntlets: The player combatant may reroll one defense die of its choosing
during its defense against an enemy. It may only be used defensively - it may
not be used by an attacking player combatant to force a defending player
combatant or animal to reroll one defense die.
Breastplate:
The player combatant may ignore one wound from the
outcome of an enemy's attack roll against it, whether that wound comes from
the roll of the die or the effect of a card.
Odds & Ends
Guarding Dungeon Equipment: Any player combatant and all animals on the
same hex as dungeon equipment must be defeated in battle or move off the hex
before another player combatant may enter a hex and pick up the dungeon
equipment. A player combatant may refuse to move off a hex with dungeon
equipment (You get it over my dead body...).
Dungeon Equipment In A Primus: In a Primus, dungeon equipment can only be
used by the player combatant physically possessing it in that same player
combatants turn. It cannot be used by one team member to assist their
teammate in the teammates turn. However, dungeon equipment may be
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transferred between team members by using the normal rules for dropping and
picking up the item: The player combatant possessing the dungeon equipment
drops it into its hex and moves off of it, then the other team member moves its
player combatant onto the hex with the dropped dungeon equipment and picks
it up during that player combatants movement phase.
Animals & Dungeon Equipment: Animals may not pick up, move, or use
dungeon equipment.
(This seems obvious, but since the game rewards
devious/original thinking, it is included to avoid arguments e.g., Sure a
serpent can wear gauntlets...).
Being An Ass Towards Animals Allowed: A sole remaining player
combatant/team attempting to clear remaining animals may do all the evil
things otherwise frowned upon in player vs. player combat. They may dance
with and kite animals (a good reason to save a second movement die when
possible), rest (not move), camp out on trap door hexes with no fear, and/or
keep outrunning the animal(s) to allow for additional dungeon equipment to
appear (In playtesting, players usually needed this edge by the time they got to
this point).
Accelerate When Outcome Obvious: When a single player combatant/team is
left, dont drag things out if not necessary. If it is clear that the sole remaining
player combatant/team can indefinitely wait out the appearance of dungeon
equipment (e.g, by outrunning the animals), then cut to the chase - give them
their choice of the dungeon equipment and proceed directly to combat.
Similarly, if it is clear in such instances that with the right dungeon equipment
the sole remaining player combatant or team would defeat the animal with no
chance of losing, then immediately declare them victorious.
Looting The Dead: If a player combatant is removed from play (yield, injury,
decapitation) any unused dungeon equipment remains on the board in the hex
where they died, and it is available to be picked up.
Clean-Up: At the end of the Arena Phase, any dungeon equipment in the Arena
is removed, and any unused dungeon equipment is removed from the player
combatants. They are returned to the dungeon equipment pool so that all
dungeon equipment is available for the next Arena Phase.

Page
10

Appendix Varying The Variant


Two portions of the Variant can be adjusted to fit a groups individual game
style: (1) Attributes of the animals, and (2) Frequency of appearance. As
proposed, the Variant has animals with lower attributes and a lower frequency
rate, suitable for more casual gaming groups. These can be modified through
the use of a different Animal Set or Object Placement Chart, as described below.
If the Variant is used, the players should agree beforehand which Animal Set
and Object Placement Chart is used. If the players cannot agree between two
sets of Animals or Charts, use the weaker animal set or lower-frequency chart.
Animal Sets
Option A: Alternate Animal Set #1: Stronger Animals.
Substitute these animals for the first four animals:
Rhino (5-2-3)
Bear (5-1-4)
Bull (4-1-4)
Crocodile (5-2-1)
(Courtesy of Mattias)
Option B: Using Both Animal Sets.
The first four animals (Lion, Tiger, Wolf, Serpent) are deemed the 'Default
Animal Set'. The second four animals (Rhino, Bear, Bull, Crocodile) are deemed
the 'Deadly Animal Set'. In lieu of using the Dungeon Keeper bribe to modify a
die roll, the player possessing the bribe may use it to upgrade to the Deadly
Animal Set, replacing the original four animals with the new ones.
Unlike the die-modifying bribe, this bribe must be used [u]before[/u] the
Dungeon Keeper rolls the dice. This exhausts the Dungeon Keeper bribe, and
the bribe may not subsequently be used to modify a die roll for the duration of
that Arena Phase. The entire Deadly Animal Set may appear regardless of how
many of the Default Animal Set have appeared in the current Arena Phase (no
mod of the rule is necessary because it is still the same that no animal may
appear more than once per an Arena Phase). The Deadly Animal Set reverts
back to the Default Animal Set at the end of the Arena Phase.
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11

This option has worked well in playtesting against later arena phases & primuses
with tougher gladiators.
Attached is a variant counter graphic that may be printed out on cardstock for
counters:

Object Placement Tables


The frequency that objects appear can be varied by modifying the appearance
spots on the Red Die Location column of the object placement table. A separate
sheet for each is included for ease of use:

Page
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SPARTACUS DUNGEON KEEPER VARIANT


OBJECT PLACEMENT TABLE #1
Red Die (Location)

Black Die (Object)

Blue Die (Equipment)

None This Turn

Equipment
(Per Next Column)

Weapon Bastard Sword


(+1 Wound)

None This Turn

Lion (3-3-3)

Weapon Iron Fist


(Reroll 1 Att Die)

Tiger (3-2-2)

Special Throwing Knife


(Range 3)

None This Turn

Wolf (2-2-2)

Special Blinding Oil


(Win Initiative)

None This Turn

Serpent (2-1-1*)
*Range 2

Armor - Guantlets
(Reroll 1 Def Die)

None This Turn

Equipment
(Per Next Column)

Armor Breastplate
(Ignore 1 Wound)

Appearance Location
A = Center Hex
Boardmap:
II
A
I

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13

SPARTACUS DUNGEON KEEPER VARIANT


OBJECT PLACEMENT TABLE #2
Red Die (Location)

Black Die (Object)

Blue Die (Equipment)

None This Turn

Equipment
(Per Next Column)

Weapon Bastard Sword


(+1 Wound)

None This Turn

Lion (3-3-3)

Weapon Iron Fist


(Reroll 1 Att Die)

Tiger (3-2-2)

Special Throwing Knife


(Range 3)

Wolf (2-2-2)

Special Blinding Oil


(Win Initiative)

None This Turn

Serpent (2-1-1*)
*Range 2

Armor - Guantlets
(Reroll 1 Def Die)

None This Turn

Equipment
(Per Next Column)

Armor Breastplate
(Ignore 1 Wound)

Appearance Location
A = 9:00
B = 3:00
Boardmap:
II
A

B
I

Page
14

SPARTACUS DUNGEON KEEPER VARIANT


OBJECT PLACEMENT TABLE #3

Red Die (Location)

Black Die (Object)

Blue Die (Equipment)

None This Turn

Equipment
(Per Next Column)

Weapon Bastard Sword


(+1 Wound)

Lion (3-3-3)

Weapon Iron Fist


(Reroll 1 Att Die)

Tiger (3-2-2)

Special Throwing Knife


(Range 3)

Wolf (2-2-2)

Special Blinding Oil


(Win Initiative)

None This Turn

Serpent (2-1-1*)
*Range 2

Armor - Guantlets
(Reroll 1 Def Die)

None This Turn

Equipment
(Per Next Column)

Armor Breastplate
(Ignore 1 Wound)

Appearance Location
A = 9:00
B = Center Hex
C = 3:00
Boardmap:
II
A

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SPARTACUS DUNGEON KEEPER VARIANT


OBJECT PLACEMENT TABLE #4

Red Die (Location)

Black Die (Object)

Blue Die (Equipment)

None This Turn

Equipment
(Per Next Column)

Weapon Bastard Sword


(+1 Wound)

Lion (3-3-3)

Weapon Iron Fist


(Reroll 1 Att Die)

Tiger (3-2-2)

Special Throwing Knife


(Range 3)

Wolf (2-2-2)

Special Blinding Oil


(Win Initiative)

Serpent (2-1-1*)
*Range 2

Armor - Guantlets
(Reroll 1 Def Die)

Equipment
(Per Next Column)

Armor Breastplate
(Ignore 1 Wound)

None This Turn

Appearance Location
A=
B=
C=
D=

2:00
4:00
8:00
10:00

Boardmap:
D
C

II

A
B

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SPARTACUS DUNGEON KEEPER VARIANT


OBJECT PLACEMENT TABLE #5

Red Die (Location)

Black Die (Object)

Blue Die (Equipment)

None This Turn

Equipment
(Per Next Column)

Weapon Bastard Sword


(+1 Wound)

Lion (3-3-3)

Weapon Iron Fist


(Reroll 1 Att Die)

Tiger (3-2-2)

Special Throwing Knife


(Range 3)

Wolf (2-2-2)

Special Blinding Oil


(Win Initiative)

Serpent (2-1-1*)
*Range 2

Armor - Guantlets
(Reroll 1 Def Die)

Equipment
(Per Next Column)

Armor Breastplate
(Ignore 1 Wound)

Appearance Location
A = 2:00
B = 4:00
C = 8:00
D = 10:00
E = Center Hex
Boardmap:
D
C

II
E
I

A
B

Page
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SPARTACUS DUNGEON KEEPER VARIANT


OBJECT PLACEMENT TABLE #6
Red Die (Location)

Black Die (Object)

Blue Die (Equipment)

Equipment
(Per Next Column)

Weapon Bastard Sword


(+1 Wound)

Lion (3-3-3)

Weapon Iron Fist


(Reroll 1 Att Die)

Tiger (3-2-2)

Special Throwing Knife


(Range 3)

Wolf (2-2-2)

Special Blinding Oil


(Win Initiative)

Serpent (2-1-1*)
*Range 2

Armor - Guantlets
(Reroll 1 Def Die)

Equipment
(Per Next Column)

Armor Breastplate
(Ignore 1 Wound)

Appearance Location
A = 2:00
B = 4:00
C = 8:00
D = 10:00
E = Center Hex
Boardmap:
D
C

II
E

B
I
6 = E = arena center hex.

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