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: A Game of Blood and Treachery In the game, each player takes on the Market deck INTRIGUE DECK role of Dominus, the head of a house The Market Deck The Intrigue in Capua, a city in the era of Ancient contains Assets that Deck includes all Rome. Each house is competing can be acquired manner of plots for influence. Fight for dominance by each Dominus and machinations through a combination of political to advance their each Dominus will schemes and glorious battles on the standing in Roman launch against sands of the arena. society. Assets include Gladiators, their rivals. The Intrigue Deck includes As Dominus, you have a variety of Slaves and Equipment. Schemes, Reactions and Guards. resources at your disposal. Guards protect you from schemes launched GLADIATOR Cards SCHEME cards by rivals. Slaves run your household Gladiators are Schemes detail and earn gold for you. You also exceptional a variety of control a Ludus, a gladiator training slaves, trained underhanded school. Gladiators compete to bring to fight in the maneuvers. You may glory to themselves and influence to Arena to bring also Cash In Schemes their Dominus. Influence and for Gold. All Schemes glory to your have a minimum House. Maintaining a large stable required Influence. of Gladiators is one way to gain Influence. Reaction cards Reactions are Box contents SLAVE Cards powerful counter Rulebook Slaves are maneuvers played in response to other Market Deck (62 cards) servants of the Dominus; events in the game. Intrigue Deck (104 cards) earning coin Some Reactions are House Cards (4) and performing Foils which are used to stop Schemes Tokens (148) other services. Slaves increase played by other Houses. Dice (26) the wealth of their House. Guard cards Gladiator Figures (4) equipment Cards Guards are a special Game Board Equipment Cards type of Reaction that represent arming may only be used and training all of a to stop Schemes House’s Gladiators in targeting you. Guards the use of specialized have a chance to equipment (rather fail. If you fail you than a single sword may use additional or helmet). There are three types of Guards. Guards may be held in your Equipment: Weapons, Armor and hand or deployed on the table as an Special. Only one card of each type Asset. may be used in each Arena Match.

1 House cards Game board GAME OVERVIEW Spartacus: A Game of Blood and Treachery Each turn begins with Upkeep and is then divided into three Phases: 1) Intrigue Phase 2) Market Phase 3) Arena Phase The Intrigue Phase is when Houses play their Schemes, hoping to raise House Cards serve as the center their fortunes while undermining their of your play area and track your rivals. Influence during the game. House The Market Phase is when players Cards also detail your House’s buy, sell and trade Assets (Gladiators, Starting Assets: Gladiators, Slaves, Slaves and Guards). Players also bid Guards and Gold. Each House has against each other to acquire new different Special Rules and Starting Assets at Auction. Assets. The Game Board serves as the Grand The Arena Phase is when the Arena where ply their bloody games are held. Two Houses’ DICE bloody art. Wagers are placed on the Gladiators are pitted against each There are three board corners. other in a brutal fight for Favor and colors of dice in the Influence. game: red, black and GLADIATOR FIGURES The goal of the game is to become blue. Each color is These figures the most influential house in Capua, used for a different represent your securing your family’s power for years chosen combatant attribute: red for to come. Attack, black for in the arena. Each Defense and blue for player will use the Speed. In combat, same figure SPIRIT OF THE GAME the number of dice throughout the During the game, players will bribe, you have determines the health of game. poison, betray, steal, blackmail, and your Combatant. undermine each other. Gold will change hands again and again to TOKENS buy support, stay someone’s hand or influence their decisions. Will you be the honorable player whose word is their bond or the treacherous schemer whose alliances change with the wind? BUT – don’t be an ass about it. Everyone plays games to have a good time. Ultimately, you’re playing to have fun with your friends – keep that in mind as you’re plotting to destroy their House.

Game Tokens 2 Game Set up Each House has its strengths and weaknesses. Some Houses rely on their stable of Gladiators to lead them to victory. Other Houses depend on a strong defense. Utilizing your strengths is a key to victory.

House Selection Each Dominus rolls a dice. The Dominus with the highest dice takes their choice of House Card and Gladiator figure and receives the Host token. Going clockwise, the remaining players each choose a House Card and Gladiator figure. Each player also receives their matching House tokens. In the Intrigue Phase, play begins with the Dominus with the Host Token. Gold Card decks Starting Assets Give each Dominus their starting Shuffle the Market Deck and Intrigue Each Dominus receives the Starting Gold. The remaining Gold is the Bank. Deck thoroughly. Place the decks face Assets described on their House You may have one player act as the down on the table. Discarded cards Card. banker or all the players can share the will be placed face up next to their responsibility. deck. Gladiators & Slaves Note: Gold may change hands Separate the white bordered “Starting between players at any time! There Gladiators” and “Starting Slaves” are no restrictions on when Gold READY TO PLAY! from the Market Deck. There are 8 of may change hands. You’re now set up and ready to play! each. Shuffle the Starting Gladiators Let the deals and machinations begin! and deal each Dominus their starting CHOOSE A GAME TYPE number of Gladiators. Do the same with the Starting Slaves. Any Quick: Players start with 7 Influence. GOAL OF THE GAME remaining Starting Gladiators and Quick games usually take under two hours. Quick games are The goal of the game is to raise your Slaves are returned to the Market House to an impressive 12 Influence. Deck. recommended for the first few times you play. For detailed victory conditions, see the “WINNING THE GAME” rules on Guards Standard: Players start with 4 page 17. Give each Dominus their starting Influence. Standard games usually number of Guards, taken from the take between two and three hours. Intrigue Deck. Starting Guards must Advanced: Players start with 1 be placed face up on the table (rather Influence. Advanced games often run than in your hand). over three hours as each Dominus rises from obscurity to supremacy. 3 upkeep BALANCE THE LEDGERS Training, feeding and equipping Upkeep is when all the maintenance elite Gladiators is expensive. Slave SAMPLE UPKEEP and preparation for game’s three ownership helps offset that cost. You 1) Pete starts Upkeep with one ready main phases occurs. Each game turn receive 1 Gold for each Ready Slave (face up) Gladiator, two Injured begins with Upkeep. you posses. You must pay 1 Gold for Gladiators and two Exhausted Slaves. each Ready Gladiator. Pete flips over the two Exhausted If a player is unwilling or unable to pay Slaves. They are now available to use UPKEEP SUMMARY for their Gladiators, they must discard again this turn. 1) Refresh Cards a Gladiator for every unpaid Gold, 2) Pete makes a Healing Rolls for 2) Heal Injuries setting free. his 2 Injured Gladiators. He indicates which Gladiator he’s trying to Heal 3) Balance the Ledgers first and rolls a “3”: that Gladiator Pete has 3 Gladiators and 2 Slaves so remains Injured and the card stays Note: During each stage of Upkeep, he pays the Bank 1 Gold. face down. He indicates the second all players may perform their Gladiator and rolls a “5”: success! He actions simultaneously. Sally has 2 Gladiators, one of which removes the second Gladiator’s Injury is Ready, one of which is Injured. In token and flips the card face up. REFRESH CARDS addition, she has 4 Slaves so she receives 3 Gold from the Bank. 3) Pete now has 2 Ready Gladiators At the beginning of Upkeep, all and 2 Ready Slaves. The cost of his players flip any uninjured “Exhausted” John has 1 Gladiator and 1 Slave; he Gladiators equals the income from his (face down) Asset Cards face up. doesn’t pay or receive any Gold from Slaves, so Pete doesn’t owe the bank Refreshed (face up) cards are the bank. any gold this Upkeep. considered “Ready”. For details on Liz has 3 Gladiators, no Slaves 4) He’s done – once all the Players Exhausted cards, see the special and only 2 Gold. She must pay the have finished their Upkeep, play rules on page 17. After Refresh Cards, Bank 2 Gold and choose one of her moves on to the Intrigue Phase. move on to Heal Injuries. Gladiators to discard. HEAL INJURIES For each Exhausted Gladiator or Slave with an Injury token, roll a dice to make a Healing Roll. On a roll of 4, 5 or 6, remove the Injury token and Refresh the card. On a roll of 2 or 3 the Gladiator or Slave remains Injured this turn. You may attempt to Heal their Injury again next round. On a roll of a 1, the Gladiator or Slave has died from their Injury and is placed face up in the Market discard pile. For full details on Injuries, see page 16. After Healing Injuries, move on to Balance the Ledgers. Note: Certain cards, such as a Medicus, allow you to re-roll a failed Healing Roll. Gannicus, Oenomaus, Quintius & Lucretia Batiatus 4 intrigue

During this Phase you’ll play cards from your hand to affect the fortunes and Influence of your House – or bring shame and ruin to your rivals. Launch Schemes, defend your House and reap your profits!

PHASE SUMMARY 1) Draw Cards 2) Play Schemes / Cash In Cards

DRAW CARDS At the start of the Intrigue Phase, all Players draw 3 new Intrigue Cards into their hand (this may increase your hand above your Hand Size). Quintus Lentulus Batiatus plots and schemes If, during the course of the game, HAND SIZE TURN ORDER the Intrigue Deck runs out of cards, Your Hand Size is listed underneath After all the players have drawn 3 shuffle and reuse the discard pile. your current Influence. You may not cards, play begins with the Dominus end your Intrigue turn with more cards holding the Host Marker. After that in your hand than your listed Hand Dominus has finished their Intrigue Size. You may have more cards than Turn, play proceeds clockwise around this during your Intrigue turn, but you the table. must bring your hand down to your Hand Size before ending your turn.

The Host marker is held by the Dominus who hosted the previous Arena Phase.

Note: During the Intrigue Phase, Above, Solonius has 5 Influence, players are free to discuss the giving him a Hand Size of 4. cards they wish to play, barter for You’ll often have to play favors and pay Gold to each other a card that you’d rather to secure assistance. Asset Cards keep to stay within your may NOT change hands during this Hand Size. Decide carefully; some Phase. cards are much more valuable later in the game! 5 YOUR INTRIGUE TURN PLAYING SCHEMES SEEKING SUPPORT During your Intrigue turn, you may Each Scheme has an If you do not have enough Influence Cash In cards for Gold, use Special Influence level required to play a Scheme by yourself, you Abilities, and play Schemes. During to play the card. If your may ask other players for support. If your Intrigue turn, you may perform current Influence is they agree to Support your Scheme, your available actions in any order. equal to or greater than you may play the Scheme as if your the Influence required, Influence Influence was equal to the total of CASH IN CARDS you may play the Required all the supporting Houses’ Influence. Intrigue Cards can Scheme. When playing a Scheme, Once a Dominus has agreed to be cashed in for the declare which Dominus is the Target support a Scheme, that Support may Gold Value listed at Dominus, which may be yourself. not be withdrawn: the granting of the bottom of the card. Support is final. To Cash In an Intrigue A scheme may be supported by any Gold Value Card, place the card Sally has “Inside Information” in number of Houses. Their Support face up in the Intrigue discard pile and her hand, a Scheme that requires 6 does not change your actual Influence take the amount of Gold listed at the Influence to play and lets the Target or affect anything other than your bottom of the card from the Bank. Dominus draw 2 extra cards. Sally ability to play that one Scheme – do currently has 7 Influence, so she is not move anyone’s Influence markers. HOUSE SPECIAL RULES able to play the card. She places You are not required to Each House has Special Rules that the card on the table and declares show your opponents may only be used in the Intrigue that she is the Target Dominus. The your Scheme before Phase. Each House’s Special Rules Scheme is successful: Sally draws asking for their support. You are are detailed on their House Card. 2 cards from the Intrigue Deck and not required to tell the truth about places “Inside Information” face up in your Scheme either... CARD SPECIAL ABILITIES the Intrigue discard pile. Many Slaves and some Gladiators have “Intrigue” Special Abilities. Many of these require you to Exhaust the card. These must be used during your Intrigue turn, if possible. Any exceptions will be noted on the cards.

Indus’ Special Ability lets you peek at a card in an Opponent’s hand during your Intrigue turn. Claudius Glaber enraged 6 REACTIONS Each Reaction will indicate when it may be played. Reactions are not Reactions are limited to the Intrigue Phase. John has 6 Influence and has a powerful counter Scheme in his hand that requires 9 maneuvers played Reactions also have a required Influence. Asking the other players for in response to Influence level to play. However, you Support, he convinces Liz (who has 4 other events. Unlike may not receive Support when playing Influence) to support his Scheme for a Schemes, Reactions a Reaction. Reactions represent quick few Gold. For the purposes of playing are not always responses and there’s simply no that Scheme (and only that Scheme), played during your time to muster support from another John now has 10 Influence, enough turn. House. After playing a Reaction, place to play the Scheme. Neither John nor it in the Intrigue Deck discard pile. Liz’s Influence changes.

SUCCESSFUL SCHEMES If you have enough Influence to play a Scheme and the Scheme is not Foiled (see Foiling a Scheme, page 8), then the Scheme is successful. The effects of the card take place immediately and any costs of the card are paid. The successful Scheme is then placed face up in the Intrigue discard pile.

Pete has 4 Influence and holds the card “Black Market Profits” which requires 7 Influence and has the effect “Gain 5 Gold”. Pete asks Liz, who has 3 Influence, for her support playing the scheme. “Sure”, she says, “For 2 Gold”. Pete agrees, and plays the Scheme. No one foils the Scheme with a Reaction so the Scheme is successful and he gains 5 gold. Whether or not he keeps his end of the bargain is up to him...

Note: Intrigue Cards may never change hands between players. Gold may change hands at any time. You’re free to solicit deals and payoffs from other players in exchange for their Support – or restraint! Iliythia leery of Lucretia’s schemes 7 4, 5 or 6 the Scheme targeting your Even if a Dominus has a House is Foiled. On a result of 1, 2, lot of Guards, it still may During Upkeep, Sally has 2 Gold, 3 that Guard attempt has failed. You be worth targeting them all of which she has to spend to may make as many Guard Attempts with Schemes. If they discard a “Balance the Ledgers”, leaving her as you have Guards. After a failed Guards to Foil the Scheme, you’ve with zero Gold. John is able to play Guard attempt, you may alternately at least weakened their defenses! the “Destitute!” Reaction Card, “-1 Foil the Scheme with a Reaction from influence to Target Player with no your hand. FOILED SCHEMES Gold”. Sally loses 1 Influence and Note: Even if your Guard attempt When a Scheme is Foiled, none of John places his card in the discard fails, the Guard is still discarded! that Scheme’s effects take place – pile. Guards may be kept in your hand or including any costs associated with deployed to the table as an Asset. the scheme. Place the Foiled Scheme FOILING A SCHEME Guards can be moved from your hand face up in the Intrigue discard pile. Some Reaction Cards state “Foil to the table at any time. Once on the a Scheme”. These may be played table, they may not be moved back immediately following another into your hand. Guards deployed to the table become Assets of your Dominus attempting to play a Scheme Liz attempts to play “Grand Feast”. in their Intrigue phase. House and may be sold or traded during the Open Market Phase. It has the effect “Pay every Player You may Foil any Scheme; not just 2 Gold, Target Dominus gains +1 those targeting yourself. You may Guards may be used to Influence”. John Foils the Scheme. only Foil Schemes – you may not Foil a Scheme targeting “Grand Feast” is placed in the discard Foil a Reaction (unless a card states you regardless of pile and Liz does not pay any Gold. otherwise). whether the Guard is in your hand or on the table. Keeping Guards ENDING YOUR TURN in your hand allows you to keep After playing Schemes and Cashing In With 10 Influence, John plays the your defenses hidden from your cards, you may not hold more cards Scheme “A Visitor From Rome”, opponents (but uses limited hand than the Hand Size under your current which would result in him gaining space). Influence on your House Card. When 1 Influence. Liz decides to play you’ve finished your Intrigue turn, play “Whispered Rumors”, Foiling John’s moves to the player on your left. Scheme. John’s Scheme failed so he After all players have finished their places the card in the Intrigue discard Pete has one Guard on the table, plus Intrigue turn, plays moves on to the pile along with Liz’s Reaction. a couple more in his hand. Thinking he looks like an easy target, Sally Market Phase. GUARD CARDS plays “Incite Rebellion” on Pete. If Guard Cards are successful, the Scheme requires him a special type of to discard a Gladiator. Reaction that may Not wanting to lose a Gladiator, Pete only be used to Foil discards his Guard on the table to try Schemes targeting to stop the scheme. He rolls a dice the controlling and gets a “2”. Failure! Pete then Dominus’ House. discards a second Guard, from his However, a Guard’s hand, and rolls again. He rolls a “5”: Foil attempt is not success! Sally’s scheme is Foiled; her guaranteed. “Incite Rebellion” card is placed in the To make a Guard attempt, discard a discard pile atop Pete’s 2 Guards. Guard and roll a dice: on a result of Marcus Decius Solonius 8 Market ENDING OPEN MARKET AUCTION When you’ve completed your To begin the Auction, place a number During the Market Phase players have business and have no more trades of cards from the Market Deck, equal the opportunity to buy and sell Asset to conduct, pick up and conceal your to the number of players, face down in Cards to each other and acquire new Gold. Picking up your Gold signals a row. Reveal the first card, this is the Gladiators, Slaves and Equipment that your Open Market business is first Asset to be auctioned. All players during the Auction. over. Once all players have picked up will bid using concealed bids (as their Gold, Open Market ends and the described below). The winning bidder Auction begins. This is the only time adds the card to their House and the PHASE SUMMARY when Gold may be concealed. next card to be auctioned is revealed. 1) Open Market Remember to keep your 2) Auction Gold concealed until 3) Bid for Hosting after you’ve bid for Hosting Honors! Revealing your wealth early gives your rivals an OPEN MARKET advantage. During Open Market players have the opportunity to buy, sell and trade Asset Cards with other players and sell Assets to the Bank. There is In Open Market, Sally decides she no turn order during Open Market. has one more Gladiator than she Players are free to make deals at will. wants so asks the other players if Note: The Open Market stage is anyone is interested in buying or the ONLY TIME Gladiators, Slaves, trading for it. Pete offers Sally 3 Gold Equipment and Guards may for it, but Sally decides that she’d change hands with other players! rather sell it back to the bank for 2 Gold than give it to Pete for 3. Pete Asset Cards’ Gold Values only has 1 Guard remaining, so he CONCEALED BIDDING have no bearing when asks the other players if anyone will bartering with other sell him a Guard for 3 Gold. Being To bid on an Asset, place your Gold in players. All manner of broke, John quickly agrees and your hand, keeping the exact amount deals are permitted passes Pete a Guard. Business of your bid hidden from the other concerning Asset Cards and Gold. concluded, all the players pick up their players. Once your bid is in hand, extend your fist above the table, still Remember, Intrigue Cards may Gold and the Auction begins. NEVER be traded or sold between keeping your bid hidden. Once all players. Intrigue Cards may not be players have their fists over the table, discarded for Gold in Open Market. everyone opens their hands to reveal their bid. The highest bidder wins the SELLING TO THE BANK auction, puts their Gold in the Bank and claims the Asset for their House. During Open Market, Asset Cards All the other bidders keep their Gold. may also be sold to the Bank. To sell an Asset Card to the Bank, discard RESOLVING TIED BIDS the Asset and receive the card’s Gold Value from the Bank. If two or more players are tied for the highest bid, they each place the Gold The true value of a card is from their first bid on the table. Then often higher than its Gold another round of concealed bidding Value. Other players may commences – with only the tied pay more for a card than the Bank. Denarii players participating. Their second 9 bids are added to their initial bids. Bidding continues until one player has the highest total bid. FAILED AUCTIONS If all bidders bid zero Gold, in the first or subsequent rounds of bidding, the auction is a Failed Auction: no one claims the prize and the card is discarded. Any bids on the table from previous rounds of bidding are returned to the players’ hands.

Agron is up for bid in the Auction. Everyone extends their closed hands containing their bids over the table. Pete bids 0, Sally bids 2, John bids 3 and Liz bids 3 – John and Liz are tied for highest bidder and Sally and Pete are out of the Auction. John and Liz Solonius and Batiatus at market place their initial bids on the table in front of them. In the second round of As with the Auction, players bid via Pete and Liz’s bids are tied, so bidding John and Liz both then add Concealed Bidding and pay the they then place their 8 Gold on the 1 Gold to their bids on the table. In winning bid to the bank. The player table and a second round of bidding the third round, they both bid zero. with the winning bid receives the Host commences. However, they’re both They both put a total of 4 Gold on marker and will be the Host of the out of Gold and cannot bid again. the table for Agron, but because they following Games. They both place empty fists over the both bid nothing in the third round of Note: Bidding for Hosting is when table, bidding nothing. bidding the auction is a Failed Auction (and only when) the Host marker At this point, it would normally be a and neither player receives the card. changes hands. The winning bidder Failed Auction. But someone has to Agron is discarded and they both will host the Games this turn and Host, so Liz and Pete both roll a dice. return their bids to their hands. go first in the next Intrigue phase. Liz wins the dice roll, claims the Host All normal bidding rules apply, with Marker and will Host in the following BID FOR HOSTING one exception. In the event of a Arena Phase. After all the Asset Cards have been Failed Auction, all the participating auctioned off, players bid for the bidders roll a dice. The Dominus with Hosting Honors in the following Arena the highest result wins the Hosting ENDING MARKET PHASE Phase. Honors. Once a Dominus has won the right to Hosting the games is Host, players return their remaining critical to success. Gold to the Treasury on their House Hosting not only raises When bidding for Hosting Honors, Cards and the Arena Phase begins. your Influence, it also gives you Pete bids 8, John bids 6, Sally bids 5 control over who fights in the and Liz bids 8. Pete and Liz are tied Games – potentially earning you for the highest bid; John and Sally are even more Influence and Gold! no longer participating. 10 Board, on the hex marked “I”. Hosting players are arena The Dominus then places their permitted to solicit Combatant’s card on the edge of the bribes, deals and In the Arena Phase, Gladiators fight Arena, along with any Equipment promises from the other players to to bring glory to themselves and Cards the Combatant is using (up secure an Invitation (or avoid one!). Influence to their Dominus. Hosting to one of each type: Weapon, Armor This allows the Host to parlay their the Games brings Influence to the and Special Equipment). Once these temporary position of authority into Host as they display their wealth and card selections are made they are financial and political gain. power. committed and may not be altered. PHASE SUMMARY The Host then offers an Invitation 1) Honor to the Host to a second Dominus as above. That Dominus then commits their 2) Hosting the Event John holds the Host Marker and is Combatant and Equipment and places deciding who to offer an Invitation. 3) Tribute their Gladiator Figure on the hex He knows he’s going to invite himself 4) Place Wagers marked “II”. second, since he has Theokeles, a 5) Combat! powerful Gladiator. 6) Victory and Defeat Trying to insure his victory in the Arena, he invites Liz – whose only HONOR TO THE HOST Gladiator is a weak Thracian Warrior. The Dominus who won the Host Liz doesn’t want to get pummelled marker in the previous Market Phase and lose her only Gladiator, so she is the Host this turn and receives declines his Invitation. Liz then loses 1 Influence for presiding over the 1 Influence. Games. John asks if anyone will pay for an Invitation. Pete offers John 3 Gold. John agrees and invites Pete. Pete commits his Combatant’s card to the edge of the Game Board along with Trident (Weapon), Helmet (Armor) Combatant with Equipment & Dice and Javelin (Special) cards. John HOSTING THE EVENT Note: Gold may change hands at then invites himself and commits It is the Host’s duty to fill 2 openings in any time, but Asset Cards may not Theokeles to the Games. the Games with worthy Combatants. change hands during the Arena The players should be offered an Phase. Invitation one at a time. The Host may DECLINING AN INVITATION Invite themselves. (Booooo! Hissss!) Note: Throughout the rules, If an Dominus is unable or unwilling “Combatant” is used to refer to a to accept an Invitation, they lose Gladiator or Slave selected to fight 1 Influence. The Host then Invites in the Arena. The same rules apply another Dominus. If, after all other to both Gladiators and Slaves. players have been invited, there is still an opening in the Games, the Host INVITATIONS must invite themselves. When the first Dominus accepts an In the unlikely event that only 1 Invitation, they choose a Gladiator Dominus accepts an Invitation, no or Slave from their House and place match is fought, the Arena Phase their Gladiator Figure on the Game ends and the next game round begins. The Arena 11 TRIBUTE Tribute is paid to the owners of favored Combatants. Invited players receive 2 Gold per Favor Token or 6 Gold for a Champion Token on their Combatants. Tribute is paid after both Invited players have committed their Combatants, before Wagers are placed. See “Victory and Defeat” on page 13 for details about receiving Favor and Champion tokens.

Batiatus presides over the Games Note: Betting happens DECAPITATION (Pays 2 to 1): A simultaneously, with all players Wager placed on Decapitation is a bet placing their Wagers at the same that a Decapitation will end the match. time. If this causes disputes or If either Combatant is Decapitated, takes an excessively long time, you the bank pays 2 Gold for every Gold Paying Tribute may optionally start with the Host, bet. For details on Decapitation, see and take turns betting individually. page 16. Note: When you win a Wager, you PLACE WAGERS THE WAGERS retrieve the Gold you bet from After the Combatants are committed, the board in addition to receiving VICTORY (Pays 1 to 1): A Wager all players may place Wagers on your winnings from the Bank. Lost placed on Victory is a bet that the the Games’ outcome. Wagers are Wagers are paid to the Bank. selected Combatant will win the indicated by placing 1 to 3 Gold coins match. If the selected Combatant on the desired board corner and wins, the Bank pays 1 Gold for every capping the stack with a House token. Gold bet. Players participating in Sally wants to bet 3 Gold on Decapitation Players may place no more than 3 the Games are not permitted to bet and 3 Gold on Theokeles to win. She Gold on any given Wager. against their Combatant as this would places a stack of 3 Gold topped with invoke the wrath of the gods! one of her house tokens on both the “Decapitation” corner and the “Victory INJURY (Pays 2 to 1): A Wager II” corner. placed on Injury is a bet that an Injury will end the match. If either Combatant is Injured, the Bank pays 2 COMBAT! Gold for every Gold bet. For details on Once all players have finished placing Injuries, see page 16. wagers, Combat begins. See the full Combat rules on pages 14-16. The Arena Place Your Bets! 12 THUMBS UP: Combatants receiving a “Thumbs Up” are returned to their House along with all Equipment Cards. THUMBS DOWN: Combatants receiving a “Thumbs Down” are executed: place the defeated Combatant in the Market discard pile. All Equipment Cards are returned to their owner. Some Combatants have the Favor of the crowd through past victories in the Arena. Choosing “Thumbs Down” for a Combatant with Favor tokens results in the Host losing 1 Influence per Favor Token. Choosing “Thumbs Down” on a Champion is not permitted. The wrath of the crowd would be too great! Varinius renders judgment As with the brokering of SETTLING WAGERS Invitations, the Host may VICTORY AND DEFEAT solicit bribes and other After the combat has been decided, After the winning Combatant receives favors from players wishing to the victorious Dominus gains 1 their Favor token, players settle their influence their humb.t Influence. The victorious Combatant Wagers with the Bank. receives a Favor token, to be kept on Losing Wagers are placed in the Bank. THE GAME CONTINUES... the Combatant’s card. Winning Wagers are returned to their After the host decides the fate of the owners, along with their appropriate defeated Combatant, the next game CROWNING A CHAMPION winnings. turn begins. Champions are beloved by the crowd and bring glory to their House. However, losing a Champion can devastate a House’s fortunes. Sally bet 3 Gold on Theokeles to win and 3 Gold on Decapitation. John When a Combatant receives its loses the match when Theokeles third Favor token, the Combatant is Decapitated! Sally loses the 3 becomes a Champion. Return all Gold she bet on Theokeles to win the Combatant’s Favor tokens and and receives 6 Gold from the Bank replace them with a Champion token. because the match ended in a The Champion token remains with the Decapitation (plus she takes back the Combatant for the remainder of the 3 Gold that she bet on Decapitation). game (or the Combatant’s life). In the end, Sally comes out three Gold When a Dominus acquries a ahead. Champion through victories in the Arena or from another player, that THE POWER OF LIFE & DEATH Dominus gains 1 Influence. If a The Host must choose whether the Dominus loses a Champion for defeated Combatant lives or dies with any reason that Dominus loses 1 the traditional “Thumbs Up or Thumbs Influence. Down” gesture. Gannicus awaits command 13 DICE AS HEALTH then chooses to go first or second. combat! The first Combatant then moves The total number of dice available in and attacks, followed by the second all three Attribute Pools represents Combatant moving and attacking. The sands of the Arena are where the total health of a Combatant. As fortunes are made, reputations are built This makes up a single Combat dice are lost from each Attribute Pool Round. and the crowd’s appetite is sated. as a result of taking Wounds, the Combatant’s ability decreases. This Before playing your COMBAT INITIATIVE first game, it may be attrition of ability mimics the reduction To determine Initiative, each player useful to play a few of power over the course of a long rolls their Combatant’s available practice fights to make sure you and grueling fight. Speed dice and totals the result. understand the flow of combat. The Player with the higher total wins Initiative and may choose to go first ATTRIBUTES or second this combat round. In case Every Gladiator and of a tie, roll again. Slave in the game has three Attributes listed down the left-hand side of John’s Gladiator has 3 Speed dice, the card. These Sally’s has 4. They both roll their numbers determine Speed dice and compare totals. how many dice are John’s dice total 8; Sally’s dice total in each Combatant’s COMBAT BASICS 11. Sally chooses to Move and Attack Attribute Dice Pools. Each round of Combat begins with As a Combatant the Combatants making an Initiative second this round. John must Move fights and takes Roll. The winner of the Initiative Roll and Attack first this round. damage, the number of available dice decreases. ATTACK (ATK): The red dice are rolled for attacking. The more you have, the more likely you are to Wound your opponent. DEFENSE (DEF): The black dice are used for defending. The more you have, the more likely you are to Block your opponent’s attacks. SPEED (SPD): The blue dice are used to determine who goes first in Combat. The number of Speed dice in your Dice Pool determines how many hexes you can move.

Gannicus awaits command Gannicus and Crixus sparring 14 COMBAT ROUND ATTACKING unopposed Attack Dice roll of 3 or greater causes a Wound. Unopposed During their Combat Round, each Combatants may Attack opponents rolls of 1 or 2 are considered failed player Moves and Attacks in the in adjacent hexes. Attacks are attacks and no Wounds are dealt. order they choose (Move then Attack, resolved through Opposed Dice Attack then Move). In some cases, Rolling. The attacking player rolls a player will choose to Move into their Combatant’s current Attack Dice contact with their opponent and then Pool and the defending Combatant Attack. At other times it might be rolls their current Defense Dice more advantageous to Attack first Pool simultaneously. Each player then Move to avoid your opponent’s then lines up their dice, highest to Attack. lowest, creating a Dice String. The combatants then compare Dice Strings: MOVING highest to highest, lowest to lowest. A Combatant may Move a number of hexes equal to or less than the number of Speed dice currently in their Attribute Pool. In the above example, the attacker would deal a total of 2 Wounds.

UNOPPOSED DEFENSE DICE If more Defense Dice are rolled than Attack Dice, the lower unopposed Defense Dice are ignored; only the higher Defense Dice are used.

A Wound is successfully caused if the TAKING WOUNDS Attack Dice rolled is greater than the Any Wounds taken are resolved Defense Dice for that position in the immediately. The wounded If you’re a lot slower than Dice String. Ties go to the Defender. Combatant must surrender a number your opponent, you’ll of dice equal to the number of find yourself constantly Wounds taken. When surrendering outmaneuvered! dice, you may surrender dice from any Dice Pool: Attack, Defense or Speed. Dice lost to Wounds are no longer part of the available Dice Pool for your Combatant.

Pete has a 3 ATK, 3 DEF, 3 SPD Gladiator that takes two Wounds. Pete must surrender two dice. Hoping to respond with a devastating attack, UNOPPOSED ATTACK DICE Pete surrenders one of his DEF and In the event that the attacker is one SPD. This leaves him more rolling more Attack Dice than the vulnerable and slower, but still able to defender has Defense Dice, any Spartacus at the ready attack back at full strength. 15 ADDITIONAL EXAMPLES

Attacker deals 2 Wounds. With double the DEF, you can still roll poorly!

Gladiators salute their Dominus THE RULE OF ONE Your Combatant is at the mercy of the Host, but no other ill effects are No Dice Pool may be reduced below 1 suffered. dice until all Dice Pools have only 1 dice left. Reducing 1 or more Dice Pools INJURY: If a match ends to zero ends the match in defeat. with 2 Attribute Dice Pools at zero dice your Combatant has sustained For example, Sally has a Gladiator an Injury. Exhaust the card Attacker deals 2 Wounds. When that has been reduced to 2 ATK, 2 and mark it with an Injury token. The comparing Dice Strings, you always DEF and 1 SPD. The Gladiator takes Combatant will remain exhausted start with the highest dice. In this 2 Wounds. Sally may not surrender until the Injury is Healed. If the Host is example, you can’t choose to let the her last SPD (due to the “Rule of merciful enough to let the Combatant attacker’s “5” be unopposed. One”, above). She surrenders 1 ATK live, you may attempt to Heal the and 1 DEF, leaving her Gladiator with Injury in the following Upkeep. For only 1 dice of each color. If Sally’s details on exhausted cards, see the Gladiator takes another Wound, he’ll special rules on page 17. be defeated. DECAPITATION: If all 3 of a Combatant’s Attribute Dice Pools are DEFEAT reduced to zero, the Combatant has When any of a Combatant’s Attribute’s been Decapitated. The Combatant’s Dice Pools are reduced to zero, the card is placed in the discard pile and Combatant is defeated. There are 3 any Equipment Cards are returned to levels of Defeat: the controlling Dominus. YIELD: If any single Attribute Dice Pool is reduced to zero your The defender rolled well, but the Combatant has been defeated. attacker rolled better! 16 Winning The game The goal of the game is to reach 12 TWO PLAYER TOURNAMENT Four Player Final Battle Influence. If, at the end of a Phase, The 2 players with 12 influence each In the exceedingly rare instance (Intrigue, Market or Arena) only 1 select and equip a Combatant and that all 4 players end a phase with Dominus has 12 Influence, that an Arena battle is fought per normal 12 Influence, all 4 players total the Dominus wins the game. To win, you Combat rules. The winner of the Gold Values of all their Gladiators need to end a Phase with 12 Influence match wins the game! and Equipment. If the Gold Values and be the only Dominus to do so! are tied, roll off. The players with the Note: Hitting 12 Influence during lowest two totals fight in the Arena. a Phase doesn’t mean you’ve Three Player TOURNAMENT Then, the players with the highest won yet! There may still be time The 3 players with 12 influence each two scores fight a match in the Arena. for the other players to knock add up the Gold Values of all their Finally, the victors of the first two your Influence down or get to 12 Gladiators and Equipment. If the Gold matches fight to determine the final Influence themselves. Values are tied, roll off. The 2 players winner! If, at the end of a Phase, 2 or more with lower totals fight a match in the players have 12 Influence, the Game’s Arena. The victor of that match then winner must be decided in the Arena! fights a match with the remaining Players who ended the phase with player. The victor of the second match 12 Influence are immediately entered is the winner! into a Tournament to determine the winner. Special abilities Some Gladiators and Slaves have EXHAUSTED CARDS Sally, forcing her to discard a Slave. Special Abilities on their cards. These Exhausted cards may not be used She must discard her remaining Special Abilities may contradict some in any way – they are effectively out Ready Slave, as her Exhausted cards of the standard rules. In all cases, of the game until they are refreshed are not eligible. rules on the cards take precedence in the following Upkeep. Exhausted John then plays the Reaction “Empty over the rulebook. cards don’t count towards Schemes; Brothel” on her! Even though Sally still are not counted during Balancing the has 2 Slaves, she counts as having EXHAUSTING A CARD Ledgers; may not fight in the Arena; none, since they are both Exhausted. Many cards’ Special Abilities will may not be bought, sold or traded and She loses 1 Influence. state “Exhaust to...”. This will often be are not eligible to be discarded for any preceded by when the Special Ability reason. RE-ROLLING DICE may be used. When instructed by a Some Equipment and Special Rules card to Exhaust, flip the card face allow you to re-roll a dice. When you down and then apply the rule. Face- have the ability to re-roll a dice, it is up cards are considered “Ready”. Sally has three Slaves in her House, two of which are Exhausted. She your choice which dice to re-roll. Only plays the Scheme “Illicit Services”, the final result counts. which pays 2 Gold per Ready Slave. Just because you have Liz owns Pietros whose Special Ability Sally has 1 Ready Slave so receives 2 the ability to re-roll a is “SKILLED: (Intrigue) Exhaust to Gold: her 2 Exhausted Slaves do not dice, doesn’t mean you gain 1 Gold”. In the Intrigue Phase, count towards the Scheme. have to use it. It may sometimes be Liz exhausts Pietros, flips him face Pete then plays “Incite Rebellion” on in your best interest to hold back! down and takes a Gold from the Bank. 17 Unless explicitly stated otherwise, re- EQUIPMENT ABILITIES normal rules: simply roll your current rolls only apply to your own dice rolls. Speed Dice instead of your Attack You can’t use a Helmet, which allows The Market Deck contains a variety of Dice. This Speed Attack is made you to re-roll a DEF, to make your different Weapons, Armor and Special instead of your normal Attack, not in opponent re-roll one of their DEF! Equipment Cards. Every piece of addition to it. Equipment gives your Combatant an In the event both players have re-rolls, advantage in the Arena. Some types the re-rolls should be simultaneous. of Equipment may be used every IGNORE WOUND Combat Round, other types may only Some Equipment allows you to be used once per Combat. ignore a Wound. After the Attack and Defense Dice Strings have been Sally has a Sword card which grants Equipment Cards represent money compared, but before surrendering her 1 ATK re-roll. In Combat, her and training invested by the Houses to any dice, you may ignore one of the Attack Dice String is: 6-4-3. Her prepare their Gladiators for the Arena wounds. opponent rolls 6-4-2. Without the rather than representing a single re-roll, she would do 1 Wound. She sword or helmet. decides to re-roll her “3”. The re-rolled EXTRA WOUND dice comes up “5”, making her Dice EQUIPPING YOUR GLADIATOR Some Equipment allows you to deal String 6-5-4, resulting in 2 Wounds! After selecting a Gladiator or Slave an extra Wound. After the Attack and to fight in the Arena, you may equip Defense Dice Strings have been DOUBLES & TRIPLES your Combatant with up to 1 of each compared, but before surrendering any dice, you may add a Wound to Many Gladiators have Special Abilities type of Equipment: 1 Weapon Card, 1 that are triggered when the Gladiator Armor Card and 1 Special Card. the number of Wounds dealt. rolls doubles or triples. Re-rolling a dice can result in doubles or triples. ATTACK RE-ROLLS NET Note: Each dice can only count Some Equipment allows you to re-roll The Net is a specialized piece towards one set of doubles or one Attack Dice. This may be done of Equipment that allows your triples. Rolling three “5”s could every time you Attack. Combatant to seize Initiative at a count as either a double or a triple, crucial moment. Before rolling Speed but not multiple doubles. DEFENSE RE-ROLLS Dice to determine Combat Initiative, you may Exhaust your Combatant’s Some Equipment allows you to re-roll Net to automatically win the Initiative one Defense Dice. This may be done roll. There is no Initiative roll in the every time you roll your Defense dice. 1) Agron is fighting in the Arena. His Combat Round in which a Net is used. Special Ability states “DEF triples cause one auto-wound to attacker”. ATTACK RANGE When rolling his 4 DEF dice, he rolls Some Equipment allows you to Attack 4,3,3,2. With his Helmet, Agron then from a greater distance. Normal re-rolls the “2” and gets a “3” instead. Attacks must be made from adjacent His Defense String is now 4,3,3,3: hexes. For example, a Trident is an Woo Hoo! Triples! Regardless of his “Attack Range: 2” Weapon so may attacker’s ATK roll, Agron deals a be used to Attack opponents within 2 wound to his attacker. hexes. 2) Spartacus’s Special Ability is “ATK doubles add 1 auto-wound”. He SPEED ATTACKS attacks and rolls 2-2-1-1: normally a Some Attacks (such as those made terrible Attack. However, his Special with a Javelin) use your Gladiator’s Ability will deal 2 Wounds to the Speed Dice instead of their Attack Defender, regardless of their DEF Dice. The Attack is resolved per the String. Galea and Gladius 18 UPKEEP: page 4 Refresh Cards: Flip uninjured, Exhausted cards face up. 1 Heal Injures: Make Healing Rolls for Injured Assets. Balance the Ledgers: Pay 1 Gold per Ready Gladiator, Earn 1 Gold per Ready Slave.

INTRIGUE: page 5 dRAW CARDS: All players draw 3 cards. 2 iNTRIGUE TURNS: Starting with the Host, players take turns playing Schemes, Cash In cards, use House Special Rules and Asset Special Abilities. MARKET: page 9 OPEN MARKET: Players are free to buy, sell and trade Assets with each other and the Bank. 3 AUCTION: Deal cards from the Market Deck face down. Reveal the cards and bid. BID FOR HOSTING: The winning bidder hosts the following Arena Games. ARENA: page 11 hONOR TO THE hOST: The Host gains 1 Influence. 4 hOSTING THE EVENT: The Host invites 2 players to the Games. TRIBUTE: Players are paid for any Favor or Champion tokens their Combatants possess. PLACE WAGERS: All players may wager on the outcome of the Games.

TURN SUMMARY COMBAT! For details on Combat rules, see page 14. VICTORY AND DEFEAT: The victorious Combatant receives a Favor token, wagers are settled and the Host exercises the Power of Life & Death. CREDITS GAME DESIGN ORIGINAL CONCEPT / DESIGN PLAYTESTING John Kovaleski Kelly Arthur, Janet Brooks, Jason Buyaki, Jordan Sean Sweigart Carasa, Alessio Cavatore, Cheryl Delaney, Jason Aaron Dill Delaney, Rebecca Dill, Andrew Duncan, Steve PRODUCERS Eyles, Nick “Red Dog” Eyre, Kit Goldsbury, David Griffin, Mark Honeycutt, Sally Honeycutt, Sam 3D Modeling Peter Simunovich Knowles, Christopher Kovaleski, Daniel Linder, Christine Matthews, Ray O’Connor, Tim Oswalt, Charles Woods John-Paul Brisigotti Peter Przekop, Damian Reid, Robert Sadler, Brian Sayman, Adam Simunovich, Andrew Smith, Gav GRAPHIC DESIGN Thorpe, Gavin van Rossum, Tony Vodanovich, SPECIAL THANKS TO ALL THE STAFF AT THE Lizzie Willick Gale Force Nine Studio USA, UK AND NZ BATTLEFRONT OFFICES

Gale Force Nine and GF9 TM Gale Force Nine LLC. Game Design © Gale Force Nine 2012. Gale Force Nine is a Battlefront Group Company. Dice Attribute System mechanics patent pending 2012. Spartacus TM and © Starz Entertainment, LLC. Images courtesy of Starz Entertainment, LLC. Used with permission. www.SPARTACUSBOARDGAME.com