Overview
Krosmaster Arena is a tactical miniatures board game set in the Krosmoz universe (from the Dofus/Wakfu franchise). Players assemble teams of Krosmaster fighters and battle in an arena, using movement, spells, and special abilities to defeat opponents. Each fighter has unique stats (Movement Points, Action Points, Health Points) and spells. The goal is to collect Gallons of Glory (GG) by knocking out enemy Krosmasters and collecting Kama coins from the board.
Components
- 1 double-sided game board (two different arena layouts)
- 8 Krosmaster miniature figures (with character cards)
- Dice (six-sided with custom faces for combat resolution)
- Injury markers
- Kama tokens (currency)
- GG (Gallons of Glory) tokens
- AP (Action Points) markers (+1/-1)
- MP (Movement Points) markers (+1/-1)
- Range markers (+1/-1)
- Scenery pieces: bags, stalls, and crates (3D cardboard)
- Summons tokens
- Demonic Reward tokens (3 tiers: Granite, Jade, Silver)
Setup
- Choose an arena side of the game board.
- Each player selects a team of Krosmasters. Teams are built using a Level budget (typically 12 levels total). Each Krosmaster has a Level printed on their card.
- Place scenery pieces (bags, stalls, crates) on their designated spaces on the board.
- Shuffle and place Demonic Reward tokens face-down in three stacks by tier (Granite, Jade, Silver).
- Place Kama tokens on the Kama Cells on the board.
- Each player takes 6 GG tokens to start.
- Determine first player by comparing Initiative scores of each team’s highest-Initiative Krosmaster.
- Players alternate placing their Krosmasters on Starting Cells.
Turn Structure
The game is played in rounds. Each round, players alternate activating one Krosmaster at a time, in order of Initiative (highest first).
On Your Krosmaster’s Turn:
- Start of Turn: Gain that Krosmaster’s MP and AP for the turn. Resolve any start-of-turn effects.
- Actions: Spend MP to move and AP to cast spells or perform actions, in any order, alternating freely.
- End of Turn: Lose any unspent MP and AP. Resolve end-of-turn effects.
Once all Krosmasters on both teams have been activated, a new round begins.
Actions
Movement (Costs MP)
- Each cell moved costs 1 MP.
- Movement is orthogonal only (no diagonal movement).
- Cannot move through or stop on cells containing bags, stalls, crates, or other figures.
Locking and Dodging
- When leaving a cell adjacent to an enemy, a Lock/Dodge contest occurs.
- Lock Roll: Opponent rolls 1 die. Shield or Sword = Lock successful.
- Dodge Roll: Active player rolls 1 die. Shield, Sword, or Critical = Dodge successful.
- Locked (Lock succeeds, Dodge fails): Lose 3 AP and 3 MP for the current turn.
- Caught (one succeeds, one fails — tie cases): Lose 1 AP and 1 MP.
- Free (Dodge succeeds, Lock fails): Continue normally.
Spells (Costs AP)
- Each spell has an AP cost, range, and damage value.
- Must have Line of Sight to the target (no figures or stalls blocking the center-to-center line; bags do not block).
- Range is counted orthogonally from an adjacent cell outward.
- Critical Hit Roll: Roll 1 die when attacking. Critical face = +1 damage.
- Armor Roll: Defender rolls 1 die. Shield face = -1 damage (Skillful Defense).
- Damage Formula: Base Damage + Critical Hits - Skillful Defenses = Injuries inflicted.
- A Krosmaster is K.O.’d when Injuries equal their HP.
Punch (Universal Spell)
- Costs 5 AP, Range 1 (adjacent), inflicts 1 damage.
- Limit once per turn per Krosmaster.
Collecting Kamas
- Move onto a Kama Cell to collect the Kama token (costs 1 AP).
Buying Demonic Rewards
- Spend Kamas to buy Demonic Reward tokens during your turn.
- Granite (weakest): 1 Kama. Jade (average): 3 Kamas. Silver (strongest): 5 Kamas.
- Three types: Boost (instant one-time effect), Buff (temporary, lasts until end of turn), Equipment (permanent, attached to a Krosmaster).
Summoning
- Some Krosmasters can summon creatures, bombs, or traps using Summons tokens.
- Summons are placed on the board and act like minor characters with their own stats.
Scoring / Victory Conditions
- Each player starts with 6 GG tokens.
- When a Krosmaster is K.O.’d, the opponent gains GG tokens equal to that Krosmaster’s Level.
- The first player to collect a total of 12 or more GG tokens wins immediately.
- Alternatively, if all of one player’s Krosmasters are K.O.’d, that player loses.
Special Rules & Edge Cases
- Powers: Each Krosmaster has unique powers that modify standard rules (e.g., Dodge power improves Dodge rolls, Critical power improves Critical Hit rolls, Armor power improves Armor rolls).
- Scenery: Bags do not block Line of Sight or movement but cannot be occupied. Stalls block Line of Sight. Crates block movement and Line of Sight and can be destroyed.
- Demon Cells: Special cells on the board where Demonic Rewards can be purchased.
- Initiative ties: If two Krosmasters have the same Initiative, the active player chooses which acts first.
- Heals: Some spells heal injuries rather than inflict damage.
- Push/Pull effects: Some spells push or pull targets a number of cells.
- Damage types: Different colored damage circles indicate different damage elements (relevant for some powers).
- Boss Krosmasters: Higher-level characters (Level 4+) with stronger stats and abilities.
- Advanced Rules: Include draft team building, tournament formats, and additional arena configurations.
Player Reference
Turn: Move (spend MP) and Cast Spells (spend AP) in any order → End turn
Combat: Attacker rolls for Critical Hit, Defender rolls for Armor → Injuries = Base Damage +/- roll results
Lock/Dodge: Leaving enemy adjacency → Opponent rolls Lock, you roll Dodge → Penalties if caught/locked
Win: Collect 12+ GG tokens (gained by K.O.’ing enemy Krosmasters equal to their Level) or eliminate all enemies.