Krosmaster Arena

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

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

Setup

  1. Choose an arena side of the game board.
  2. 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.
  3. Place scenery pieces (bags, stalls, crates) on their designated spaces on the board.
  4. Shuffle and place Demonic Reward tokens face-down in three stacks by tier (Granite, Jade, Silver).
  5. Place Kama tokens on the Kama Cells on the board.
  6. Each player takes 6 GG tokens to start.
  7. Determine first player by comparing Initiative scores of each team’s highest-Initiative Krosmaster.
  8. 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:

  1. Start of Turn: Gain that Krosmaster’s MP and AP for the turn. Resolve any start-of-turn effects.
  2. Actions: Spend MP to move and AP to cast spells or perform actions, in any order, alternating freely.
  3. 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)

Locking and Dodging

Spells (Costs AP)

Punch (Universal Spell)

Collecting Kamas

Buying Demonic Rewards

Summoning

Scoring / Victory Conditions

Special Rules & Edge Cases

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.