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ARENA MonrtIsINTRODUCTION
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Arena Morti
the end of the game wins.
ConrENTS
In addition to this rulebook, Arena Mortis contains the
following components:
+ 1 Darklens Shard token
+ 1 Blood Spectralus token
+ | Wasting Nexus token
+ 1 Shadowprism token
+ 1 Mirror of Future Glories token
+ 1 Bone Iris token
+ 6 initiative cards
+ 20 gambit cards
+ W upgrade cards
+ 30 double-sided Wounds characteristic trackers
+ 6 Raise counters
+ activation token
+1 Sepulchral Warden fighter card
+1 The Restless Dead gambit card
+1 double-sided game board
Updated Cards
‘This game incides two updated cards from Warhammer
‘Underworld: Shadespie - the Sepulchral Warden fighter
card and The Restless Dead gambit card, These cards
replace their old versions and use the new Raise counters
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fighter, chosen from any Warhammer Underworlds warband, and engages in brutal combat to survive the lethal
maelstrom of the arena, while amassing the most glory points. Whichever player has the highest glory points total at
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Other Items You Will Need to Play
In order to use the contents of this expansion you will need
Warhammer Underworlds Core Set.
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find a way through which the concentrated energies of
the Arena Mortis could he harnessed and trammeled.
However, each of his servants efforts resulted in failure
the Great Necromancer had anticipated, none
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the titanic energies harnessed by the Katophrane curse,
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coe)BEFORE YOU PLAY
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explains how to pick your fighter and build your decks.
Pick Your FIGHTER
Each player picks a single fighter from any warband they
‘own. This fighter is considered to be the only model in a
player's warband and has no other friendly fighters (either
‘out of action or otherwise) In addition, other fighters
cannot be added to a player's warband during the game.
Predators Unbound
Some fighters in Warhammer Underworlds cannot be
set up unless another fighter ison the battlefield, When
picking a fighter, ignore any ability that prevents that
fighter from being used if another fighter is not present
‘You can pick that fighter following the rules above. For
‘example, you could pick Gobbaluk or the Blue Horror as
‘The Horrors
Players cannot pick the Brimstone Horrors to be their
fighter in games of Arena Mortis. Ifa player picks the
Blue Horror as their fighter, they also take the Brimstone
‘Horrors. The Blue Horror uses the rules printed on its
fighter card as normal
DECK~BUILDING
Each player must construct two decks ~ a gambit deck and
an upgrade deck. Objective decks are not used in games of
Arena Mortis
When building your decks, you must follow
these restrictions:
+The upgrade deck must include at least 10 upgrade cards,
Iran include any number of additional upgrade cards
«The gambit deck must include at least 10 gambit
cards, tcan include any number of additional gambit
cards, but cannot include fewer cards than are in your
upgrade deck.
+ Neither deck can include more than one catd with the
same name: each card in the decks must be unique.
+ You can only include cards that have the same warband
symbol as your fighter card or the universal symbol
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as there are rounds in the game, plus their starting
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definitely worth adding more cards to your decks
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‘The Forsaken Cards
You cannot include any of the following cards in
your decks:
+ Infinite Riches (Nightvault #424)
+ Quick Thinker (Shadespire #347)
+ Time Trap (Shadespire #368)
>HOW TO PLAY
A game of Arena Mortis played inthe following sequence:
SET UP
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3. SEY UP THE INITIATIVE DECK
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followed by an end phase, For the purposes of fighter
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considered to be the second round,
SET UP
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‘To setup a game of Arena Mortis, follow the steps below:
1, Determine game length: A game of Arena Mortis
haga set number of rounds, based on the number of
players taking part. Use the table below to determine
the number of rounds the game will have, Use a number
if activation tokens equal to the number of rounds the
game will have to help keep track of how many rounds
there have been. Each time the last player takes their
activation, they turn one of the tokens over
Player Total
2. Reveal your fighters: Fach player places their chosen
fighter’ fighter card on the table in front of thera. All
fighters, with the exception of the Blue Horror, begin the
‘game with thee fighter card turned fo the Inspired side,
ROUND 1
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ALFURTHER 4-7 ROUNDS, BASED ON THE
NUMBER OF PLAYERS (SEE BELOW)
FINAL ROUND
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VICTORY
——
3, Set up the initiative deck: Take the ‘First Place’ and
Last Place’ initiative cards, and then add extra initiative
cards based on how many players are taking part in the
game, as follows
3 players = ada the Second Place card
4 players = add the Second Place and Third Place cards
5 players = add the Second Place, third Place and
Fourth Place cards
6 players ~ add all the remaining initiative cards
4, Determine the first player: Shull the initiative deck
‘and deal each player one initiative card, face down, Players
should look atthe card they receive but keep its contents
hidden from their opponents. The player who wasdealt the
First Place card reveals it ~ they are the first player. This
player sets up the batlfield ~ they take one game board
from their collection, or the game board included with
‘Arena Mortis, and place it with either side face up in the
‘entre ofthe table. This single game boardisthe battlefield.
De OES IPN’
As withthe first player, the player that was dealt the
Second Place initiative card is the second player, the
player that was dealt the Thied Place initiative card
isthe third player, and so on wnt the player that
‘was dealt the Last Place initiative card ~ they are the
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territory and enemy territory.
Place Mortis Lens token: The fist player takes all othe
Mortis Lens tokens, shufles them face down, and then
picks one. They place that Mortis Lens token face up in
an empty is as close as possible to the
of the battlefield, but not ina blocked hes, a lethal hex
a starting hex. Where there are multiple hexes that a
player could pick from, the player can pick any of them,
Shutle decks and draw cards: Once the Mortis Lens
;oken has been placed, each player shuffles their gambit
and up,
le decks separately and places each deck face
down on the table in front of them. Then each player
draws 3 cards from their gambit de
player’ hand. Note that your hané will nt contain any
upgrades - these remain in your upgrade deck.
1. These cards are a
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ifa rule refers to the power deck or power cards, treat
that rule as eeferring to the gambit deck or gambit
cards instead, Similarly, as there isno objective
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7. lace the fighters: Starting with the first player, each
player takes it in turn to place their fighter on any empty
starting hex on the board. Players do so in the order
determined by the initiative cards ~ once the first player
has placed thelr fighter, the player with the Second Place
als that card and places their ghtes
and so on until each player has placed theit fighter. Each
fighter must be set up in this way, even ifthat fighter is.
atfected by a rule that says otherwise (for example, the
Stalagsquig or the Biue Horror).
initiative card rey
After a player places ther fighter on the batleield,
they give that fighter a number of upgrades based on
the Wounds characteristic ofthe face-up side on that
fighter’ fighter card:
1-2 Wounds = 3 upgrades
3-4 Wounds = 2 upgrades
Wounds = | upgrade
6+ Wounds = 0 upgrades
Give your fighter those upgrades inthe order in which
they were drawn using the rules detailed below.
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you are instructed to pla, apply or give a fighter an
upgrade card, draw the tp card from your upgrade
deck and give that upgrade to your fighter. I your
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Finally, when you give your fighter an upgrade
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then discard those upgrades.ACTION PHASE
~__-_-_ >
You are now ready to begin, Round | and subsequent First Power Step: You can choose:
play up to one gambit
phase begins
cach player,
PLayeR ACTIVATIONS
Players take activations by playing through the
following steps
1- Reveal Initiative Card
2- Raise Fighter
3 Upgrade Fighter
4- First Power Step
3 Take an Activation
{6- Second Power Step
At the start ofeach action phase the players determine
4 new initiative order, and then in that order each
player takes one activation. When each player has taken
vation the action phase is over and the end
DETERMINE INITIATIVE ORDER
One player takes al of the initiative cards, shuffles
them face-down, and then deals one card face-down to
Take an Activation: Take an activation following the rules
{in the Warhammer Underworlds rulebook. Note that the
player action of discarding and then drawing an objective
card cannot be taken,
Second Power Step: You can choose to play up to one
gambit card from your hand in the second power ste.
Only the player whose activation is taking place can play
gambit cards (apart from Reactions ~ see below)
REACTIONS
Reactions do not count towards the number of gambit
cards that can be played in the power step and can be
played when the situation described on the card matches
‘what is happening in the game. If multiple players wish
to react to the same window of opportunity the player to
the lef ofthe player who was the last to reveal an initiative
card has an opportunity to play a reaction frst ~ if they do
‘ot wish to play a reaction, the next player clockwise from
them has an opportunity to play a reaction, and so on until
a reaction i played or all players have indicated that they