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Superhero Gladiators is a game about superheroes fighting in an arena. It is for two or more players, who must be old enough to do some subtraction. Each arena combat takes five to thirty minutes.
Because Superhero Gladiators is free, fun, strategic, and quick to play it is an great way to test if you (or your kids) enjoy games involvig combat with miniatures.
Besides these rules, players need a token for each superhero, either a "battlemap" (we use Flip-Mats) or some hexagon paper, a pencil, two 20-sided dice, either index cards or copies of the character sheet below, and perhaps a calculator.
Superhero Gladiators was inspired by the role-playing game named Champions.
Welcome to Superhero Gladiators! Before playing the game you must design a collection of superheros. Each is described on its own card. Having four to six cards is a good starting amount. This allows a fight between two teams, each with two or three members.
So these rules begin by explaining how to design your own cards. As with all collectible card games, each card has certain strengths and weaknesses. If you plan well, when you pick which cards to use as a team then the individual cards' strengths and weaknesses will balance each other out when you use the cards to act out a gladiator combat with another teams of superheroes.
Ready to start? All you need is a pencil, and index card, and perhaps a calculator. Let's make a superhero! (Some sample superheroes are here if examples help with the process.)
Start with the hero's name. Write it at the top of your card.
You can print one of these character sheets, or simply copy its information onto an index card.
Superheroes need to know how strong, quick, large, and perceptive they are.
Pick numbers for these four characteristics so the total equals 15 . All four attributes must be at least 1. Just for the sake of comparison, normal people have 2 points for all four characteristics.
Your attributes determine four other things called traits.
Your superhero has a numeric rating for the first three traits, calculated using formulas.
Combat = (2 × Dexterity) + Strength
Maximum Oomph = Strength × Size × 3
Speed = Dexterity × Size
Determine how often your superhero may perform an action.
Each turn is divded into six segments. This table shows the turn segments on which your superhero can do something.
Act on the segment if the superhero's Speed is...
#1 #2 #3 #4 #5 #6 at least 1 at least 26 at least 6 at least 21 at least 11 at least 16
(For example, if your superhero has a Speed of 20 it can act on the first, third, fifth, and sixth segments.)
Finally, determine your superhero's Movement trait by dividing your superhero's Speed trait by the number of turn segments on which it may act. If the answer is not a whole number, round normally.
(For example, if your superhero has a Speed of 20, it can move 20 ÷ 4 = 5 map squares in one turn segment.)
Now we need to take a break to talk about some terminology that describes superpowers.
The level is how strong or intense or long-lasting the power's affect is.
The uses per game tells you that: how many times can the power be used before it runs out? Some superpowers have infinite uses.
A power that is unreliable only works on a 15 or less on a 20-sided die roll. A power that is wild only works on a 10 or less on a 20-sided die roll. (A power cannot be both unreliable and wild.)
A missile attack is a distance attack that might be easier to avoid due to the target's abilities. For example, famous Amazonian bracelets can block arrows and bullets (so those are missile attacks), but not lightning bolts or heat rays (so those are not missile attacks).
A foiblish attack or defense can be negated if, at the moment it is used, the target notices a way to avoid or nullify it. A foiblish attack has a lesser chance to hit, penalized by the defender's Perception. (A foiblish area attack might hit only the least perceptive targets in the area.)
An area attack damages opponent in the target map space for full damage and everyone adjacent for half damage.
An superarea attack does more damage, damages opponent in the target map space for full damage, and damages everyone up to two map spaces away for half damage.
Some attacks entangle the target. (If the attack is also an area or superarea attack it might entangle more than one target.) If the entangled target was flying, it drops to the ground and takes damage equal to the attack's level. An entangled target may not move until it uses its turn to try to escape, by spending oomph equal to the entangle's level and attempting a 20-sided die roll. Escape happens if the roll is equal or less than 10 − 3 × (attack's level − target's strength). Note that because of negative numbers, when the target's strength is more than the attack's level, this value will be more than 11. Escape ends entanglement. An already-entangled target hit by another entangling attack of higher level only considers the higher attack level when trying to escape. (A second entangling attack of the same level does not make the target more stuck.)
A gizmo is a physical object that causes the power to work. A gizmo could be a real-world thing (a sword, infra-red goggles, etc.), a magical thing (a flying cloak, a magic staff, etc.), or the type of technologically advanced stuff superheros often use in the comics (wall-crawling gloves, force field projectors, etc.).
A superpower is vulnerable if it can be thwarted by destroying its gizmo. (For example, a superhero archer might have a bow that could be broken.)
A superpower might have a hidden gizmo. These can also be destroyed, but only after they are properly noticed. Noticing a hidden gizmo requires using a turn and attempting a 20-sided die roll. Noticing a hidden gizmo that has already been used requires rolling less than triple your superhero's Perception. Noticing a hidden gizmo that has not yet been used requires rolling less than your superhero's Perception. Furthermore, if you are trying to notice a hidden gizmo which your opponent has not yet used, but your opponent has more than one of these, then your opponent can pick which you notice. (For example, a hero with web shooters on his wrists probably hides these in his sleeves, and only a very perceptive bad guy would realize he could smack the hero's wrists to destroy them.) Once a superhero has noticed a hidden gizmo, he or she can tell its teammates about the hidden gizmo and they also know about it and can try to attack it.
Finally, some superpowers are invulnerable. Either they have no gizmo, or it is indistructable. (For example, being able to fly because you were born on the planet Krypton, or having magic Amazonian bracelets that deflect missile attacks.)
When a superhero attacks it rolls one or two 20-sided dice.
The first 20-sided die is used to check the attacker's aim. Is the attack aimed well enough to hit the target?
The to-hit die has a chance of automatic success or failure, whether attacking an opponent or a gizmo. A roll of 1 is always a success. A roll of 20 is always a failure.
If the superhero attacks another superhero, try to roll low enough on the 20-sided die.
The Chance to Hit an Opponent
To-Hit Number = 15 ± (difference in Combat traits) − (foiblish penalty)
The ± difference in Combat traits can provide an increase (if the attacker has greater Combat) or a decrease (if the defender has greater Combat) to the To-Hit Number. For example, if your superhero's Combat trait is 4 higher that the target's Combat trait, then it would hit the opponent if you roll a 19 or less.
The foiblish penalty is only for foiblish attack powers. The target's Perception is subtracted from the To-Hit Number.
The attack hits if the die rolls equal or less than the To-Hit Number.
If the die roll is super-successful and is lower by 10 or more, the attack causes double oomph damage.
The superhero can also attack a gizmo that is not hidden, or was hidden but has been noticed. The gizmo cannot be invulnerable, of course.
The Chance to Hit a Gizmo
To-Hit Number = (2 × attacker's Perception) − (target's Perception)
A sucessful hit destroys the gizmo. (Gizmos are not protected by their superhero having toughness.)
The second die is only used if the attack power is unreliable or wild. It checks whether the attack fails because the power has a flaw.
If the attack is unreliable, it succeeds if this other die rolls 15 or less. If the attack is wild, it succeeds if this other die rolls 10 or less. If the attack is foiblish, it succeeds if this other die rolls less than than 15 minus the target's Perception.
Now you can finally choose your superhero's powers! This requires a bit of math, which keeps things fair. Your superhero can have 200 points of superpowers.
These superpower points are different from how the attributes added up to fifteen. However, you can spend 30 superpower points to increase an attribute by one. (You can do this more than once.)
This chart shows what a typical superpower costs.
Uses per Game | ||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 15 | 20 | 25 | infinite |
1 | 1 | 4 | 6 | 8 | 10 | 12 | 14 | 15 | 17 | 18 | 22 | 25 | 27 | 30 |
2 | 2 | 6 | 9 | 13 | 16 | 18 | 21 | 23 | 25 | 27 | 34 | 38 | 40 | 45 |
3 | 3 | 9 | 14 | 19 | 23 | 27 | 31 | 34 | 37 | 40 | 50 | 57 | 61 | 67 |
4 | 5 | 13 | 21 | 28 | 35 | 41 | 46 | 51 | 56 | 60 | 75 | 85 | 90 | 100 |
5 | 7 | 20 | 32 | 42 | 52 | 61 | 69 | 76 | 83 | 89 | 112 | 126 | 135 | 150 |
6 | 10 | 30 | 47 | 63 | 78 | 91 | 103 | 114 | 124 | 133 | 168 | 189 | 202 | 224 |
7 | 15 | 44 | 71 | 95 | 116 | 136 | 154 | 171 | 186 | 199 | 251 | 282 | 302 | 335 |
8 | 23 | 66 | 106 | 141 | 174 | 204 | 231 | 255 | 277 | 298 | 375 | 422 | 452 | 500 |
How was this table created? Other mathematicians might care. The formula is: cost = 10 × 1.4948level − 1 × (3 − 3.15 × 1.1−uses)
The "standard shot" distance attack costs what the table above says, and if it hits causes the target to lose as many oomph as double the attack's level. It also has a vulnerable gizmo.
Superpowers often combine the "standard shot" with other styles of distance attack. Multiply the cost multipliers together to find the overall cost multiplier. Multiply the damage multipliers together to find the overall damage multiplier, except for entangling attacks which only can cause indirect damage through entangling.
All distance attacks have a maximum range equal to level × 3.
All superpowers are described with our very general terminology. You need to decide what it looks like. Is the flight just moving in the air with your arms outsretched, or from wings on your back, or from wearing little winged boots? Is the close attack a sword, or punching, or smacking with an enchanted wet noodle?
Name | Cost Multiplier | Damage Multiplier | Description | Examples |
---|---|---|---|---|
Standard Shot | × 1 | double level | does damage at a distance | laser beams, heat rays, force bolts |
Superarea | × 3 | × 1.2 with half damage outside targe square | radius of three map spaces | big explosions |
Area | × 2 | × 1 with half damage outside targe square | radius of two map spaces | small explosions |
Piercing | × 1.6 | × 1 | never blocked by toughness | lightning bolts, magic blasts, mighty shouts |
Entangling | × 1.4 | only indirect damage! | this distance attack causes entangling | thrown nets, web shooters, glue guns |
Unreliable | × 0.8 | works on 15 or less | ||
Wild | × 0.6 | works on 10 or less | ||
Foiblish | × 0.7 | × 1 | clever way to avoid | delayed explosions |
Missile | × 0.6 | × 1 | easier to block or dodge | arrows, bullets, thrown rocks |
Invulnerable Gizmo or No Gizmo | × 2 | power cannot be targeted | ||
Hidden Gizmo | × 1.4 | power much harder to target | ||
Vulnerable Gizmo | × 1 | power normally hard to target |
The "standard smash" close attack costs the normal amount. If it hits causes the target to lose as many oomph as triple the attack's level.
Superpowers often combine more than one type of close attack. Multiply the cost multipliers together to find the overall cost multiplier. Multiply the damage multipliers together to find the overall damage multiplier, except for entangling attacks which only can cause indirect damage through entangling.
Be creative when you decide what your superpowers look like!
Name | Cost Multiplier | Damage Multiplier | Description | Examples |
---|---|---|---|---|
Standard Smash | × 1 | triple level | does damage to adjacent target | punches, kicks, swords, clubs |
Superarea | × 2.6 | × 1.2 with half damage outside targe square | radius of three map spaces around self | spinning whirlwind kicks |
Area | × 2 | × 1 | radius of two map spaces around self | flurry of quick punches |
Piercing | × 1.4 | × 2 | never blocked by toughness | ultra-sharp claws |
Entangling | × 1 | indirect | this close attack causes entangling | held net, glue gloves |
Unreliable | × 0.8 | works on 15 or less | ||
Wild | × 0.6 | works on 10 or less | ||
Foiblish | × 0.7 | × 1 | a way to avoid can be noticed | poorly used poleaxe |
Grappling | × 0.8 | not applicable | this entangling attack ends if I leave adjacency | wrist grab, clinch |
Invulnerable Gizmo or No Gizmo | × 2 | power cannot be targeted | ||
Hidden Gizmo | × 1.4 | power much harder to target | ||
Vulnerable Gizmo | × 1 | power normally hard to target |
The four defensive superpowers cannot be combined. Unlike the attacks, they do not layer onto each other.
The defensive powers do not require any time to use. They can happen "for free" any type your superhero is targeted by an attack. The defender may wait to see if the attack hits before deciding whether to use a defensive power.
The "toughness" defense completely protects the superhero from any attack whose damage does not exceed quadrule its level. It does not protect against entangling attacks. (Attacks of greater damage effect the superhero normally. Toughness does not reduce the damage caused by very large attacks.)
The "slippery" defense makes the superhero harder to hit by entangling attacks (add its level to the die roll) and aids escaping from entanglement (subtract its level from the die roll).
Using the "copy power" ability costs a use of it as usual, and then using the copied power also costs a use of the "copy power" ability. Gaining the new potential attack happens while you are attacked as a "for free" defense. Actually using the copied attack happens on your turn, at the same level as its owner has for that attack, for your turn's attack. A superhero can only copy a power whose level is equal to or less than the level of the copy power ability.
Be creative when you decide what your superpowers look like!
Name | Cost Multiplier | Description | Examples |
---|---|---|---|
Toughness | × 1 | nullifies direct damage equal or less than quadruple level | armor, thick hide, very tough |
Missile Deflection | × 1 | automatically nullifies missile attacks of equal or lower level | shield, magic bracelets |
Slippery | × 1 | bonus to avoiding and escaping entanglement | slimy skin, shapeshifting, super-sweat |
Copy Power | × 1 | after being damaged by attack can use it once | mutant DNA |
Unreliable | × 0.8 | works on 15 or less | |
Wild | × 0.6 | works on 10 or less | |
Foiblish | × 0.7 | a way to avoid can be noticed | |
Invulnerable Gizmo or No Gizmo | × 2 | power cannot be targeted | |
Hidden Gizmo | × 1.4 | power much harder to target | |
Vulnerable Gizmo | × 1 | power normally hard to target |
The four movement superpowers can be combined. They layer onto each other like attack styles.
The movement powers do not require any time to use. They can happen "for free" when you spend your turn moving instead of attacking.
The movement powers of Wall-Walking, Line-of-Sight, and Flight often slow down the superhero who uses them. The number of map squares used with these three powers is the minimum of the level of the power and the hero's Movement trait. A superhero must move the equivalent of two map squares up to be out of reach of close attacks from an opponent on the ground.
A superhero that ends the segment in the air but does not use Flight on its next active segment falls to the ground, suffering a loss of oomph equal to its flight level. A superhero that ends the segment on a wall but does not use Wall-Walking on its next active segment may remain clinging to the wall if it does not move. (When it does stop clinging to move, it must either use Wall-Walking or fall as if it had been flying.)
Movement powers cannot be foiblish. If they are unreliable or wild, roll a 20-sided die each segment the superhero moves to check if that movement power is available on that segment.
Be creative when you decide what your superpowers look like!
Name | Cost Multiplier | Description | Examples |
---|---|---|---|
Speedy | × 1 | adds its level to Movement trait | lightning quick running |
Wall-Walking | × 1.6 | this segment can move along walls and end movement on a wall | wall racing, climbing, or crawling |
Line-of-Sight | × 2 | this segment ignore terrain hazzards like bottomless pits or clouds of fire | jumping, teleportation, druidic footwork |
Flight | × 3 | this segment can move in the air and end movement in the air | flying |
Unreliable | × 0.8 | works on 15 or less | |
Wild | × 0.6 | works on 10 or less | |
Invulnerable Gizmo or No Gizmo | × 2 | power cannot be targeted | |
Hidden Gizmo | × 1.4 | power much harder to target | |
Vulnerable Gizmo | × 1 | power normally hard to target |
There is one final superpower that is not an attack, defense, or movement. The healing power can be done on your turn instead of moving or attacking.
As always, be creative when you decide what your superpowers look like!
Name | Cost Multiplier | Description | Examples |
---|---|---|---|
Healing | × 1 | restores its level of oomph | first aid kit, magic berries, healing potion |
After you have made one superhero make more. Then try out gladiatorial combat!
First, you get the map of the arena set up. You can draw a map on graph paper or hexagon paper. You can use a pre-made map. The map might be as simple as marking walls for the arena. However, if you have superheroes with movement powers the map should include obstacles to hinder movement or hide behind.
Arrange all the superhero cards in the order of which go soonest in each segment they act. Sort by decreasing Dexterity. In case of tied Dexterity, compare Percetion, then Size, then roll lowest on a die.
For the sample superheros, the order of who attacks soonest is the Wizard of the Wild Hair Cult, the Stranger of Solarium, the Barbarian, Porcupine Boar Guy, the Cowboy, Giant Rubber Cement Archer, Perseus, and finally Fred the Giant.
Put the tokens that represent the superheroes on the map. Place the superhero with the lowest Perception in the arena first. In case of tied Perception, use the lowest Strength. If both Perception and Strength are tied, roll lowest on a die.
A superhero with only 1 Perception is so unaware that the next player (sitting to the right of the hero's owner) decides where on the map it is placed! Time to rescue that clueless friend!
For the sample superheros, the order of who is placed on the map first is the Cowboy (by another player), Porcupine Boar Guy (by another player), then a roll the die to decide petween the Barbarian and Giant Rubber Cement Archer, then the Wizard of the Wild Hair Cult, Perseus, and finally the Stranger of Solarium.
This is what happens on each segment:
The superhero who goes soonest and can act in that segment goes first. It can do one of:
- move (up to its Movement in map spaces)
- try to hit an opponent with a close or distance attack
- try to hit an gizmo with a close or distance attack
- use the healing power
- try to notice a gizmo
- try to escape entanglement
After it acts, any superheroes with zero or negative oomph faint and are removed from the game.
Then the next superhero that can act that segment takes it turn. Once no more superheros can act in that segment, start over in the next segment.
Victory occurs if when all the opposing superheroes have oomph decreased to zero. A tie occurs if all damage can be avoided.
That's all the rules! Have fun!