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Tel Cua UNDERW®@RLDS be B ‘- P \BEASTGRAVE ARENA MonrtIs INTRODUCTION = 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 } Tue Arena Mortis rune cee ere ee eer am ayer ey ee in certain ares sufused es hae left a handfl of blood-stained survivors facing Curse has sp reflections of Shadespire have er crete tet ers ns. N ie seen to have become ma perereeenn et Sateen tr ernst eee Ty een eee sterner hee tt enter eeeen ea rear cee ces Pere eed es en cen erect Renn Sore Cece ety vier Penner etn cs Pere ee perenne cones Meter et oa Se ei a ears eer eer 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 in seine ol ee al fit paced varoat AE Ghanuoke Unter Yuaa cola ests Epureeneets ser orkasl egie | Other Items You Will Need to Play In order to use the contents of this expansion you will need Warhammer Underworlds Core Set. Pee eee RECN ee ect ent eee ne a ere vee eee j eee ee en Petar ter cc 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 Sree me ee ce Sree eee ter ka ae the titanic energies harnessed by the Katophrane curse, nd became trapped within the satt the Mirrored City. cree ee ee ra fer ye eer aay pees eee ee with sttength or visitor protected from the len crue Pi oreetren erate err enn this power would dwell nt to ary lng once the ate ES are aes en ri Se eea verre nes eye ‘Zag a Simi area a coe) BEFORE YOU PLAY Tn smn Arnau laps Ta e-health cit Hed 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 et Ree Perec searing Sera eee eae etre at st as there are rounds in the game, plus their starting See es eT) Poet nnn tt ae definitely worth adding more cards to your decks Pees era Peet) an ‘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 Bn eet ma oad Pe toate esorera 3. SEY UP THE INITIATIVE DECK Pe Taree soe aed ES Wes Cee ha eta Cee eed cA eee) enor mnseernn ert nee followed by an end phase, For the purposes of fighter See en considered to be the second round, SET UP AE ‘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 yeep anos pears ALFURTHER 4-7 ROUNDS, BASED ON THE NUMBER OF PLAYERS (SEE BELOW) FINAL ROUND Pegs nad 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 Pee Beat tae) ee ee eee pee een ais tg 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 Pesce t ae er a ene Ca 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 Pe ener ey ee ee ees Poe 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. Poe ca CUCU 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 eet ee an Peete ees Ree re et RE een UR ed eae ero) Peer ee eC pera Finally, when you give your fighter an upgrade Pee rio) Pee esc ny oy take reactions THE RULE OF ONE eee eee eet a same name as an enemy fighters upgrade, the enemy Peau ke Cd ee eee og ete td 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

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