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Gladiator Cards have:

PLAY ATTACK CARD.


Attack Value: 1-5 Turn or Straight per Card and Move
Dodge Value: 1-5 You do not have to move full extent of card
Damage per Hit: 1-3
Hit Points: 3-10 ATTACK
Roll number of d10 equal to Attack Value plus a number of d10
Specialty School - Bonus when playing cards of that school equal to bonus on square you are attacking ( Zero-Three on Card )
Action instead of playing a card ( Turn or Move 1 or Green Attack ) Roll Results Hit Threshold are potential hits.
Hit Threashold is Determined by Color of Square on Card.
Other Special Abilities: Typical Threshold numbers might look like:
Hold an extra card Red=4, Orange=5, Green=6, Blue=7
Bonus when playing with team with same specialization.
1 point bonus on Counter-Attack Rolls.. Gladiator with Attack Value of 2 attacks a square with a +3
Basic attack with Green Threshold. Etc. He stands in an Orange Square giving him a hit threshold of 5
He rolls 5 Dice. Attack Value plus +3 Bonus.
Figure Players can hold like a max of 6 cards. 3, 3, 5, 6, 8 = 3 potential hits

Players draw cards equal to number of active gladiators at


the conclusion of each round.
DEFEND
(OPTION 1) (OPTION 2) (OPTION 3)
No Action. Counter with Card of Different School of Card Played. Counter with Card of Same School of Card Played.
Take Damage equal to Number of Hits. (Force Beats Defense) (Force Beats Defense)
(Defense Beats Subterfuge) (Defense Beats Subterfuge)
(Subterfuge Beats Force) (Subterfuge Beats Force)

Roll a number of d10s equal to your Dodge Value. Attack is completely negated.
You may negate hits die for die by rolling or exceeding attack roll.
Take damage from whatever hits remain. If the Number on the Dodge Card exceeds Number on Attack
Counter Attack with a number of dice equal to Dodge Value.
Dodge Numer is 1 or 2 more = Blue Hit Threshhold
Dodge Number is 3 or 4 more = Green Hit Threshold
Dodge Number is 5 or 6 more = Orange Hit Threshold
Dodge Number 7, 8 or 9 more = Red Hit Threshold
No defend of Counter Attack

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