INTRODUCTION

The "Intro to Gameplay" video was created during our Kickstarter campaign. The basics remain unchanged, but some additional mechanics have been added.

Synopsis
Arena Rex is an innovative tabletop skirmish game. The experience has been built from the ground up to be tactically deep, yet streamlined and accessible. A low model count combined with easily digestible rules make Arena Rex easy to pick up and play. Alternating activations, opposed die rolls, and out-of-turn reactions keep you engaged throughout the game.  ​A dynamic round structure offers new gameplay and tactical opportunities unique to Arena Rex. Damage trees offer new levels of control within a flexible combat resolution system.

Getting Started
You can get started playing Arena Rex with only 3 models per side. The standard game size is 5 minis per player, a battle of this size usually takes about 45 minutes. You'll need a measuring device and some D6. Arena Rex's fatigue mechanic requires a token for each mini you field and every Arena Rex miniature is supplied with this token as well as our custom, doric inspired base, a 4x6 art card with background info, and a game rules reference card.

Factions
In Arena Rex, our game factions take the form of famous ludi that inhabit our world. These ludi serve as soft factions as Arena Rex has very open force construction rules. When constructing a gladiator cohort to fight in the arena you may take any mix of gladiators and beasts you desire. There are potent bonuses for keeping mostly within a single ludus.

Board Size
Arena Rex is played on various board sizes, we recommend an arena that measures about 30" in diameter. Building your dream arena is part of the fun; players should feel free to build whatever shape and size game board they like. 

Rulebook
Our 6"x6" color rulebook was crafted with care. It contains equal parts background and game rules. Purchase your copy here.

Anatomy of a Card
All models have corresponding game cards that describe their abilities and statistics. The information on these cards is referenced throughout game play. When asked, players must share the information on their models’ game cards with their opponents.

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'''I - MOV -''' Movement : The maximum number of inches a model may advance during a Move Action.

'''II - ATK -''' Attack : The number of dice (d6) a model rolls when making an attack.

'''III - DEF -''' Defense : The number of dice (d6) a model rolls when defending an attack.

'''IV - ARM -''' Armor : Damage taken from attacks is reduced by this amount.

'''V - Model Name -''' Some abilities will reference specific models by name.

'''VI - Damage Tree -''' See [[Combat]] : Damage Tree (Rulebook-pg.7)

'''VII - Abilities and Effects'''

'''VIII - Vitality Bar -''' Damage taken is tracked here, from left to right.

'''IX - Model Type''' : Model’s affiliated with a Ludus will have the Ludus’s corresponding icon. The Titan and Beast model type is also listed here.

'''X - Rule Descriptions''' : Special rules and abilities are explained here.

'''XI - Base Size'''

Building a Cohort
The group of miniatures each player selects for a game is their Cohort. Before the beginning of a game, both players decide on the number of combatants in each Cohort. We recommend 3v3 for novices and 5v5 to 8v8 for seasoned miniature gamers.

In general, each model counts as one combatant. Models with multiple Stages count each of their Stages as one combatant during list building.

Stages
Certain models have multiple game cards. These models function slightly differently than normal Gladiators, Beasts, and Titans. As the fight goes on, these models will progress through Stages.

Each Stage has its own card, with its own stat line, damage tree, vitality track, and traits. The model is treated as if that is their only card while it is active, and each Stage must be played in order.
[[File:Stages-Example.jpg|center|430x430px]]

Each stage lasts until its vitality has been reduced to 0. Additional damage does not carry over to the next Stage. Replace the model's game card with the next Stage and exhaust the model. When a model's final Stage has had the last vitality box marked, it has been defeated.

''CAVEAT: Models with multiple stages have a Roman numeral to the left of their vitality bar as a reminder of what stage the card represents. The final vitality box on a model with further stages is modified. The Roman numerals within represent the next stage. This is a vitality box, and needs to be marked before the model will progress on to the next stage. Remember, excess damage does not carry over.''

Gladiators
Gladiators are the staples of the arena, and are at the heart of Arena Rex’s rules. Models which are not Beasts or Titans are Gladiators.

Beasts
Beasts can be played as part of a cohort, included in the arena as a living hazard, or used as a scenario objective.

When played as part of a cohort, Beasts activate and react like any other model. All beasts are Wild.

''Wild :'' Beasts are not trained members of a Ludus and present a danger to all combatants in the arena. During its cohort's clear turn, a Beast must attempt to attack the nearest model that is not a hazard. The Beast does not gain a fatigue to make this attack. It cannot be upgraded to a power attack. If the Beast is not engaging any models that are not hazards, it will move up to its MOV to engage the nearest model, and will move around terrain and other models to do so, if necessary. If there are multiple closest models equidistant to the Beast, randomize which one is attacked.

The attack roll and resolution of any result on the combat tree are adjudicated by the opponent of the model being attacked by the Beast. Either player may add Favor to the attack roll from their Favor pool.

Titans
Titans can be played as part of a cohort, included in the arena as a living hazard, or used as a scenario objective.

''Immovable :'' Titans are accustomed to holding their ground. Titans resist all pushes and may not be shifted or Displaced.

''Unstoppable :'' Titans can move through non-Titan models. During their activation, Titans can end a Move Action overlapping the bases of non-Titan models. If a Titan ends a Move Action overlapping the base of a non-Titan, that model is Displaced.

Measuring
At any time during the game, players may measure the distance between two models. The distance between two models is the shortest straight-line distance between their bases..

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