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Adventurer: The Gladiatorial Variant

The Adventurer Card Game is Copyright and Trademarked to K.R.Bourgoine.


Adventurer can be purchased at the following website: www.ADVENTURERGAME.com

INTRODUCTION Sequence of Play


1 - The acting player chooses an opponent to attack.
2 - The defender chooses which items, gained from the Pre-
Adventurer: The Gladiatorial Variant is a variation on K.R. Arena Experience phase, he will use against the acting player
Bourgoine's Adventurer The Card Adventuring Game. and rolls his 2 six-sided dice adding any bonuses incurred by
Whereas the standard Adventurer rules focuses on each his chosen items.
individual player striving to be the first to complete the 3 - The acting player then chooses his items and also rolls.
objective of the game (killing the deadly Count Lodrac), this 4 - Highest result wins. It's now the next player's turn.
variation on the game (called The Gladiatorial Variant) will pit
the players against each other in the dreaded Arena.
ATTACKING, DEDUCTING LIFE
Game play in the Gladiatorial Variant of K.R. Bourgoine's POINTS & COLLECTING TREASURES
Adventurer is divided into two phases. The first phase of the
game determines Pre-Arena Experience while the second
phase of the game deals with the Gladiatorial Combat The player who looses the fight in a combat exchange
between the players. looses 1 Life Point as in the standard Adventurer game.
In addition to the loss of a Life Point, the defeated player also
looses one of the items used in that particular combat
PRE-ARENA EXPERIENCE PHASE exchange to his opponent (rolled randomly if more than 1
item was used). Players entering combat should carefully
The Pre-Arena Experience phase is used to generate each consider what items they will use for a particular exchange
hero's starting items collected before they entered the arena. knowing that any items they use might find its way into the
These items and treasures gained from past adventures will hands of their opponent should they loose the fight.
become each hero's starting equipment as they enter the
arena. Much like in the standard Adventurer game, when a Hero
runs out of Life Points he may re-enter the game the game on
The Pre-Arena Experience phase is identical to the standard his turn with all 4 life points in exchange for 1/2 his treasures
Adventurer rules as presented in the Adventurer card game (rounded up). Unlike the standard game, the items sacrificed
with two exceptions. by the player to re-enter the game are not put in a discard
pile, but are left in the arena. Any player may forgo his turn
1 - Count Lodrac doesn't come into play in the Gladiatorial (and not attack) in order to pick up one of these cards,
Variant of Adventurer and is removed from the deck. including the player who discarded them. A player may only
2 - The Pre-Arena Experience phase lasts a pre-determined pick up a discarded item on his turn.
number of turns which is set before the game begins. A five
turn game, for example, allows each player to complete 5 When a player has no more items to sacrifice in exchange
turns. When all the players have completed their turns, the for returning to the game, the player is considered defeated
Pre-Arena Experience phase ends and the players enter the and can no longer participate in the Arena.
Gladiatorial Combat phase with any items won (and Life
Points lost) from the Pre-Arena Experience phase. The deck Note on Armor: Armor may be sacrifices in order to re-
is not needed for the next phase and may be put aside. enter the game at 4 Life Points, but armor may not be gained
by a player as a result of winning a combat exchange.
THE GLADIATORIAL COMBAT
Note on Running Away: Although the process used to
PHASE determine whether a Hero is able to successfully flee from
combat is identical to those found in the standard Adventurer
As the Gladiatorial Combat phase begins, the deck is set rules (see Running Away in the Adventurer rules), the penalty
aside and the players enter the Arena with only their Hero for failing to flee successfully differ. In the standard rules, a
cards and any treasures and items they amassed during the Hero failing to successfully flee combat must stand and fight
Pre-Arena Experience phase. Any lost Life Points or spent normally. In the Gladiatorial Variant, a Hero failing to
item activations remain when entering the arena. The order of successfully flee a combat must not only stay and fight, but
play also remains the same. In the Gladiatorial Combat phase also only rolls 1 six-sided die to Attack instead of 2 six-sided
the players are no longer battling random creatures from the dice.
deck. Combat is now player vs. player until 1 gladiator
remains. WINNING THE GAME
The last player standing wins the game! The bodies of his
defeated fellow gladiators are carted away.

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