Age of Fantasy - Arena 2.1.pdf

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AGE OF FANTASY: ARENA
Introduction
Age of Fantasy: Arena is a hex-combat game set in a dark
magical world, which is played using 28mm miniatures.
The game mechanics are designed to be easy to learn but hard
to master, bringing engaging fantasy battles for new and
experienced players alike.
This rulebook contains all of the rules you need to play the
game, with plenty of diagrams and examples.
v2.1
Contents
Game Rules ...................................................................................... 3
General Principles............................................................. 3
Preparation ........................................................................ 5
Playing the Game.............................................................. 6
Activations ......................................................................... 7
Rest Turns & Glory ........................................................... 8
Special Rules ...................................................................... 9
About OPR
OPR (www.onepagerules.com) is the home of many free games
which are designed to be fast to learn and easy to play.
This project was made by gamers for gamers and it can only
exist thanks to the support of our awesome community.
If you’d like to support the
continued development of our
games you can donate on
patreon.com/onepagerules.
Thank you for playing!
Game Design:
Gaetano Ferrara
Illustrations:
Brandon Gillam, Ethan Seward
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GENERAL PRINCIPLES
The Most Important Rule
When playing a complex game there are going to be occasions
where a situation is not covered by the rules, or a rule does not
seem quite right. When that is the case use common sense and
personal preference to resolve the situation.
If you and your opponent cannot agree on how to solve a
situation, use the following method in the interest of time.
Roll one die, on a result of 1-3 player A decides, and on a result
of 4-6 player B decides. This decision then applies for the rest
of the match, and once the game is over you can continue to
discuss the finer details of the rules.
Model Stats
Models come with a variety of statistics that define who they
are and what they can do.
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Name
Warband
Hero
Move/Rush Speed
Evasion
Toughness
Stamina
Health
Name - Special Rules
Range
Accuracy
Strength
Damage
Critical Effects
Special Rules
Scale Conventions
This game was written to be played with 28mm heroic-scale
miniatures in mind, which are mounted on round bases.
These bases come in various sizes, and we recommend you
always mount miniatures on the bases they come with.
Note that overall the base size that you use doesn’t matter as
long as you keep base sizes consistent across all models, and
that they can reasonably fit within a single hex.
Dice
To play the game you are going to need some six-sided dice,
which we will refer to as D6. Although the game can be played
with a single die, we recommend having 2-3 dice around just to
keep things moving fast.
Sometimes the rules will refer to different types of dice, for
example D3, 2D6 and D6+1. There are many types of dice, but
the notation remains the same, so just apply the following
explanations to all type of weird dice you come across.
D3:
To use these dice simply roll a D6 and halve the
result, rounding up.
2D6:
To use these dice simply roll two D6 and sum
the results of both dice.
D6+1:
To use these dice simply roll a D6 and add 1
to the result.
Re-Rolls
Whenever a rule tells you to re-roll a dice result, simply pick
up the number of dice you have to re-roll and roll them again.
The
result of the second roll is the final result, even if it’s worse
than the first. A die roll may only be re-rolled once, regardless
of how many rules apply to it.
Roll-Offs
Whenever a rule tells you to roll-off, all players involved in the
roll-off must roll one die, and then compare their results. The
player with the highest result wins the roll-off, and in the event
of a tie the players must re-roll until there is a winner.
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Measuring Distances
When measuring distances simply count each hex from the
attacker to the target (does not need to be in a straight line),
starting to count from an adjacent hex.
Note that adjacent hexes are technically within 1 hex of each
other, but are usually referred to as adjacent for ease.
Line of Sight
Unless stated otherwise, models can see in all directions,
regardless of where the miniature is actually facing.
To determine if a model has line of sight to another model,
simply draw a straight line from the center of the attacker’s hex
to the center of the target hex, and if the line doesn’t pass
through any blocked or occupied hexes (friendly or enemy),
then it has line of sight.
Note that if the line passes only through the border of a
blocked or occupied
hex, then it doesn’t count as obstructed.
Measuring Movement
When making move actions model can move in any direction,
moving from one adjacent hex to the other up to their speed.
Models can’t move
through occupied hexes (hexes that have
other models in them) or through blocked hexes.
Example: The archer at the top is able to see the spearman at the
bottom left, and the archer to the right, however is unable to see any
of the greyed out hexes (including the swordsman).
Hex Types
Here are some examples of different hex types that you can
find in the game with their respective symbols/terrain.
Example: The swordsman on the top left has a speed of 3, so it is able
to move adjacent to the spearman at the bottom left, and the archer to
the right, however it is unable to move adjacent the swordsman, as its
movement path is blocked by the crates.
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PREPARATION
Preparing the Warbands
Before the game begins the players must pick one warband
with all its models, following the warband composition card
that is provided with the warband.
Placing Traps
Starting with the initiative player, the players then alternate in
placing one deadly hex marker each.
The markers must be placed on complete hexes that are not
starting or blocked hexes.
Initiative Player
Once the warbands are ready, players must roll-off, and the
winner becomes the initiative player.
The initiative player will get to pick hex boards first, place
traps first, place the first objective, deploy first and start first.
Placing Objective Markers
Starting with the initiative player, the players then alternate in
placing a total of three objective markers.
The markers must be placed on complete hexes that are not
starting, blocked, deadly or edge hex, and may not be within
two hexes of any other objective marker.
Preparing the Arena
The initiative player picks any hex board and places it on the
table with either long edge toward himself, and the opponent
then picks any hex board and places it with either long edge
lined up corner to corner with it.
Example:
Objectives can’t be placed on
greyed out hexes.
Priority Objectives
Each player rolls a D3 in order to determine one random
objective to be the priority for their warband.
If during their next rest turn one of their models is standing on
that objective, then it counts as being seized.
Deploying Warbands
Starting with the initiative player, the players alternate in
placing one model each on a starting hex within their own hex
board, until all models have been placed.
Starting Glory
Finally, each player gets 3 glory before the game begins.
Winning the Game
The game ends when either warband reaches a total of 6 VP
scored during their rest turn, winning the game.
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