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