|Last update: November 7, 2013 - Version 4.1|
Dark Age Arena is played using Dark Age - Feudal Lords cards (FPG). Rules has been modified to introduce more strategy (less dice roll during drafting) and supporting fighters.
Cards and Material per player: 1 card LEADER, four 6-sided Dice, 1 deck of 55 cards minimum, tokens for counting injuries and Victory Points.
Deck (Stock): Contains Character cards, Weapon, Talent, Instant, Logistics and Victory.
Goal: Win 10 Victory Points (VP) Supply Die (red color): Used to count Supply Points (SUP), placed on "Supply" on Leader card. Each player has six SUP points at the beginning of a turn. Use this die to keep track of player’s SUP points each time he spends one or more points. When the last point is spent, the player removes the die from the Leader card for the rest of the turn.
A player must pay the full cost of a card or action at once in order to achieve it. Command Die (blue): Used to count Command Points (COM), placed on "Command" on Leader card. Each player has six COM points at the beginning of a turn. Use this die to keep track of player’s COM points each time he spends one or more points. When the last point is spent, the player removes the die from the Leader card for the rest of the turn.
A player must pay the full cost of a card or action at once in order to achieve it. White dice (Abbreviation: 1D6 or 2D6) => One or two dice rolled by the player. When two dice are rolled results are added. Specific concepts for Dark Age Arena
- Draft Zone: Area between the player and his Location card. Characters which have been drafted this turn or survived previous battles are placed here. - Combat Zone: Area between Location cards of both players. Characters involved in combat (attack or defense pool) are put there during Action phase. - Supporting Fighter Rule
A Supporting fighter performs the following actions depending on whether it is attacking or defending.
- Attack Support: The character makes an attack against the target. At the end of the current round, he returns to the Draft Zone.
- Defense Support: the character can block an attack in place of the fighter it supports. At the end of the current round, if supporting defender is still alive, he returns to the Draft Zone. - Lonely Fighter Rule
A player with no character in its Draft Zone at the beginning of the Action phase may involve a Lonely Fighter. For that he must spend one point of COM to put any Character card from his hand in the Combat Zone.
This character must participate in a fight during the current turn. At the end of the current Action phase, if that character is still alive, card is placed face down at the bottom of the Stock of its owner.
DARK AGE - FEUDAL LORDS: ARENA (alternative rule) Setup
Each player must perform the following actions:
- Place a Leader and Land card on the table.
- Place three tokens on Land card, one on each Location. These will represent unsacked Locations.
- Optional: Place Artifact cards, up to a maximum of 1 per location.
- Shuffle the remaining cards, the Stock, and place it face down next to Leader. The Stock must contain at least 55 cards, none of which should be represented by more than 4 copies. The Stock shall not contain any Leader, Land or Artifact cards.
- Draw 8 first cards from Stock in order to compose a starting hand.
Game turn (both players play at the same time)
1) Stockpile Phase
a. Each player resets his Resources dice, Supply (SUP) and Command (COM), at 6 points.
b. Each player puts his inclined Characters cards upright.
c. Each player may discard, if desired, up to two cards from his hand. He then draws the first card from his Stock, plus the number of cards just discarded. 2) Drafting Phase
Each player can spend COM points to place Character cards from hand into play in the Draft area. To recruit a character, you have to pay the equivalent of its Control points minus Draft points of his Leader. Minimum COM cost cannot be less than 1. Here is the formula:
Draft COM Cost (Cannot be less than 1) = Character Control – Leader Draft
A character that has been drafted this turn cannot attack. To indicate its status, the card is tilted at 45 ° (card inclined). 3) Action Phase
a. Each player can assign Weapon or Skill cards to his characters in play, paying the activation costs shown in SUP or COM on the cards.
Any character can be assigned Weapon and / or Skill, as long as the limit indicated by its Attributes "Weapon" or "Skill" is respected. One copy of the same weapon or Skill authorized per Character, as well as only one "Heavy" or "Light" versions of the same weapon.
b. Each player can assign Supply cards to its non-looted Locations, paying the activation cost indicated in SUP and / or COM on the cards.
One Supply card authorized per Location. When a Location is looted, associated Supply card is immediately thrown into the discard pile. Supply card is worth 1 Victory Point (VP) for the player who controls it, as long as it remains in play.
To determine which player has Initiative, each player can bet SUP points. These points are deducted immediately from the current total of SUP points. Each player then rolls 1D6 and add his bet. The player with the highest total has Initiative until end of turn. In case of draw, make a new bet and reroll dice.
The player with Initiative has the priority to carry out an attack, if they wish. Then his opponent has that opportunity. See "Combat Sequence" for details. 4) Resource Phase
a. Each player checks his number of cards in hand. If the total is less than the characteristic "Hand" of its Leader, the player draws as many cards as necessary in its stock to comply with this value. b. Each player can spend 3 SUP points or 3 COM points to draw a card from his Stock. He can repeat this action as long as he's paying the cost.
End of turn
Pre-fight o The attacker indicates which adverse Location it will attempt to loot and set its Attack pool by involving the characters from the draft area. To involve a character, the player must spend its COM points as follows:
Attack COM Cost (Cannot be less than 1) = Character Control – Leader Attack
Character is moved into the Combat area.
Reminder: An inclined Character card (which has come into play this turn) cannot attack.
o The attacker can play a Victory card if desired, face down. It may be a bluff, a card of a different type to confuse the opponent.
o The defender set its Defense pool by involving the characters from its draft area. To involve a character, the player must spend its COM points as follows:
Defense COM Cost (Cannot be less than 1) = Character Control – Leader Defense
Character is moved into the Combat area.
o The defender can play a Victory card if desired, face down. It may be a bluff, a card of a different type to confuse the opponent. Round of Distant Fire (DF) o Attacking Characters capable of DF indicates their targets. To facilitate monitoring, each character is placed in front of its target.
o The attacker rolls dice to determine which shots reach their target (place a token on target for each successful shots).
o defending Characters capable of DF indicates their targets. To facilitate monitoring, each character is placed in front of its target.
o The defender rolls dice to determine which shots reach their target (place a token on target for each successful shots).
o Successful shots are converted to injuries.
o Any fighter with a number of injuries greater than or equal to its Life Points dies and is thrown into the discard pile of its owner. Whenever a player kills an opposing character, he makes a Control / VP roll (see "Control / VP Roll" for details). First Round of Close Combat (1st CC) o The attacker confronts one fighter of its Attack pool to an enemy without an opponent in the Combat area, then it is the turn of the defender. To facilitate the monitoring, each Character is placed in front of its target, the card slightly overlapping it.
o Repeat this process until there is only one player with Characters without opponents. Characters with no targets are used as Supporting Fighters. They are placed near an ongoing fight, by the player who controls them. To indicate that a fighter is in support incline its card 45 °. See "Supporting fighter rule" for details.
o The attacker rolls dice to determine which hits reach their target.
o The defender must, if wearing armor, roll dice to see if it blocks enemy Hits.
o The defender must roll dice to try to block remaining Hits. Place a token on Defender for each successful hit. o The defender rolls dice to determine which hits reach their target.
o The attacker must, if wearing armor, roll dice to see if it blocks enemy Hits.
o The attacker must roll dice to try to block remaining Hits. Place a token on attacker for each successful hit. o Successful Hits are converted to injuries.
o Any fighter with a number of injuries greater than or equal to its Life Points dies and is thrown into the discard pile of its owner. Whenever a player kills an opposing character, he makes a Control / VP roll (see "Control / VP Roll" for details). Second Round of Close Combat (2nd CC) o All remaining fighters perform a second round of Close Combat. Combatants without targets choose a new opponent.
o Repeat the steps from First Round Close Combat, and then go to step V (End of Combat). End of Combat o The attacker gains Victory Points (VP) if it is able to loot the Location where the battle took place. A Location is looted when at least one attacker is still alive and no defender is. First time a Location is looted, attacker removes the token on it and wins 3 VP. If Location was already looted before, attacker wins only 1 VP.
o Players show their Victory Card, if any, and earn VP is they successfully meet card requirements. A bluff card goes to the discard pile without bringing VP.
o The remaining characters in the Combat Zone go back to their Draft Zone.
Glossary for Dark Age applicable to Arena
- Control / VP roll
Die roll made for each fighter player killed in combat. To be successful it must be strictly less than the Control Characteristic of the deceased. In this case it immediately gives 1 Victory Point to the player that killed him. If missed it yields nothing. - The Supply Rule: -2 SUP = +1 COM
At any time (except when a card text requires the player to loose SUP points), any player can trade 2 SUP points for 1 COM point.
Your number of COM or SUP points can never be less than 0 or greater than 6. If you can’t pay the total amount of SUP or COM points at once to play a card or activate an effect, then it’s cancelled. - Characters Combat traits
(X) (DF): Distance Fire stat (DF) of a character (round frame).
[Y] (CCH): Close Combat Hit stat (CCH) of a character (rectangular frame).
<z> (CCB): Close Combat Block stat (CCB) of a character (gray diamond frame).
Resolving a Fight: understand the Combat attributes and Injuries
Values in the Combat stats indicate the numbers to meet on a 2D6 roll to hit the opponent or cancel a hit.
For example, the character "Banger" has the following features: (9) [8-10-12] <10>.
On a score of 10 on 2D6, it performs 1 hit with his Distance Fire (DF: (9)). With the same score of 10 on 2D6 it performs 2 Hits on Close Combat (CCH: [8-10-12]). Finally, if Banger suffered 2 Close Combat Hits from his opponent, he can cancel 1 if he gets 10 or more on 2D6 (CCB: <10>). He then get only 1 Injury. Type of cards (8)
- Leader: One per player.
- Land (with 3 Locations): One per player, each card containing three locations.
- Character: Fighters competing for looting adverse locations.
- Weapon: Can only be associated with a character if it has a sufficient "Weapon" value. You cannot put two identical "Weapon" cards on the same character.
- Skill: Can only be associated to a character if it has a "Talent" sufficient value. You cannot put two identical "Talent" cards on the same character.
- Supply: One Supply card authorized per Location (not looted).
- Instant: Events that may affect current actions. The text of each card shows when it can be play.
- Victory: Eligibility to earn Victory Points (VP).
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