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1.

Game Fundamentals

1.1.
Team Building
1.1.1.
For a Constructed tournament, a Team has to comply with the following construction rules:
1.1.1.a.
A Team must contain 3 to 8 Krosmaster.
1.1.1.b.
The total Level of all the Krosmasters in a Team must be equal to 12.
1.1.1.c.
A Krosmaster whose name is written in gold lettering on his card is a unique hero. A hero like this can only appear in your team once, but you can recruit several different unique heroes.
1.1.1.d.
A Team can only contain one version of each unique hero Krosmaster.
1.1.1.e.
Each Krosmaster whose name is written in white letters can appear in your team a maximum of two times.
1.1.1.f.
Each Krosmaster whose name is written in black letters can appear in your team a maximum of three times.
1.1.1.g.
A Team can only contain one Krosmaster with the Boss Type.
1.1.1.h.
Each Krosmaster must be authorized for the tournament. He must belong to an expansion that is legal for that tournament, and must not be banned.
1.1.2.
For a Limited (Sealed or Draft), a Team has to comply with the following construction rules:
1.1.2.a.
A Team must contain 3 to 8 Krosmaster.
1.1.2.b.
The total Level of all the Krosmasters in a Team must be equal to 12, if possible. If the player cannot build a Level 12 Team, he must build a Team with the highest possible Level, without exceeding 12.
1.1.2.c.
All Krosmasters are legal, without any limitation. For example, it is legal to play two copies of a Krosmaster whose name is written in gold lettering.
1.1.3.
If two or more of the same Krosmaster are used in the same Team, the player must customize or mark them in order to differentiate them easily.
1.2.
Game Board
1.2.1.
The game board represents the arena where combats take place. Each arena has special places for scenery (ex. Trees, Bushes, Crates), as well as Demonic Rewards Cells, Kama Cells and Starting Cells.
1.3.
Starting the Game
1.3.1.
Each player adds up the Initiative scores of their Krosmasters. The player whose team has the highest total will be the first to play, and is called the first player, and the one with the lowest total is called the second player.
1.3.1.a.
If the initiative of both team are at a draw, players must compare the initiative of their Krosmaster, from highest to lowest initiative, until the compared Krosmasters have different initiatives. The player which controls the Krosmaster with the highest initiative between the two Krosmasters compared will become the first player.
1.3.1.b.
If all individual initiatives are identical, the first player will be the one who has the most Krosmasters in his team.
1.3.1.c.
If both teams have the exact same individual initiatives and the same number of Krosmasters (for example, if both teams are rigorously identical), the first player will be chosen by Rock-Paper-Scissor or a randomisation method agreed upon (roll a die, heads or tails,...).
1.3.10.
Preparations are over and the fight begins. The first player triggers the powers that happen “At the beginning of the fight” from highest to lowest initiative. Then, the second player triggers his Krosmasters’ powers the same way.
1.3.10.a.
The Fight is over only at the end of the game. All the effects mentioning “Until the end of the fight” stay until the end of the game.
1.3.10.b.
If it is necessary to choose the resolution order between several effects at this stage, it is the player whose effects are currently resolving who chooses in which order these effects are resolved.
1.3.2.
The first player chooses the combat arena: he sets up the game board on the side he wants. The second player chooses one of the four sides of the board as his own and the first player positions themself opposite him. Tournaments usually force the side and the orientation of the board. During these tournaments, this step is thus ignored.
1.3.3.
Once the arena has been chosen and oriented, the players place the scenery (Bushes, Trees and Crates). Then they place the Kamas on the Kama cells and the Demonic Rewards cells. Some cells show more than one Kama, so you must place that number of Kama tokens on them.
1.3.4.
The remaining Kama tokens are placed alongside the arena with the MP, AP and Injury markers. They make up the reserve. Then each player takes his dice.
1.3.5.
Each player then takes a number of GG depending of the format of the game:
1.3.5.a.
For a Constructed tournament, each player takes 6GG.
1.3.5.b.
For a Limited tournament, each player takes a number of GG depending on the total of the Levels on both Teams. Then the player whose Team has the lowest total Level steals GG from his opponent.
Total of Levels Number of GG for each player 11 or less Each player takes 3 GG Between 12 and 15 (incl.) Each player takes 4 GG Between 16 and 19 (incl.) Each player takes 5 GG Between 20 and 24 (incl.) Each player takes 6 GG Difference of Levels Number of GG Stolen 1 or less No GG stolen 2 or 3 1 GG stolen 4 or more 2 GG stolen
1.3.6.
One GG is then placed alongside the arena, between both players. This GG does not belong to a player and is called the wild GG.
1.3.7.
Players then sort out the Demonic Rewards tokens by rank (GRANITE, JADE, SILVER) while keeping them face down. They form piles of 10 Demonic Rewards for each rank, in order to have 6 stacks of face down tokens.
1.3.8.
Each player creates their Timeline by arranging his character cards from left to right in decreasing order of Initiative, on his side of the game board. See 2.4.3.
1.3.9.
The second player positions his figurines in the arena, on the Set-up Cells in the two rows of cells on his side of the board. These Set-up Cells are its Starting Cells. His opponent does the same on their Starting Cells, on the other side of the board.
1.4.
Winning and Losing
1.4.1.
To win a Krosmaster Arena game, you must be the only player to still have any Gallons of Glory (GG) left. This condition is checked constantly, from the moment the wild GG is no longer available. All that player’s opponents are then considered as having lost the game.
See 3.5.
1.4.2.
It is possible that the wild GG is still in play and one player has no more GG. In this particular case, no player is declared the winner. The game continues until the Wild GG is no longer in play.
1.4.3.
It is possible that only one player has one or more Krosmasters in play, yet his opponent still has one or more GG. In that particular case, the player who still has at least one Krosmaster in the arena is declared the winner.
1.5.
Contradictions
1.5.1.
Whenever a card’s or a Demonic Reward’s text directly contradicts a rule, the card or the Demonic Reward takes precedence. This is called the “Golden Rule”.
1.5.2.
When a rule allows something to happen, and another rule states that it cannot happen, the rule that states it cannot happen takes precedence.
1.6.
Dice
1.6.1.
Krosmaster Arena is played with special 6-sided dice. The sides display the following symbols:
  • Critical
  • Armour
  • Lock
  • Dodge
  • Critical/Dodge
  • Dofus
1.6.2.
When a player has to roll dice, he must apply the following rules to the result of each dice:
1.6.2.a.
If the result of the dice is Critical, Armour, Lock or Dodge, he must leave the dice as it is.
1.6.2.b.
If the result of the dice is Critical/Dodge, he must rotate the dice on either the Critical side or the Dodge side.
1.6.2.c.
If the result of the dice is Dofus, he must rotate the dice on either the Critical side, the Armour side, the Lock side or the Dodge side.
1.7.
Simultaneous Effects
1.7.1.
If several rules were to be resolved at the same time and if the order of resolution affects the final outcome, then the active player decides the order in which these rules are applied.
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