PAGE 2
Introduction
The setting of Gladiator is personal combat in an ancient Rome arena.
In addition, fantasy elements will be recognized (such as
magic, Elves, and Dwarves). Medieval weapons such as swords are used
to destroy the enemy. The level of detail is high such as choosing
which character attacks with what weapon. Enemies start at opposing
ends of the arena and combat continues until only one side
remains. Experience is attributed to the survivors and the defeated
lose experience. Experience allows a successful player character
to become more strong, more agile, and able to withstand more damage.
Gladiator is a simulation of a board game. Gladiator
uses simple static (non-animated) graphics.
Gladiator allows each character a turn one at a time while everyone
else waits. Therefore gladiator is not a "real time" hand-eye
coordination game but a turn-by-turn strategy game. Simulated
six-sided dice contribute the random factor needed to determine the
outcome of events (just like a board game, but automated). Here are
some estimates on the time involved for learning and excelling at
Gladiator.
- Game time for a learning game: 5-15 minutes
- To learn the game: play 10 games (and read the manual)
- To excel at the game: play 30 games or more
- Game time for an advanced game: about 45 minutes
- Games to make a "super hero": about 50 games
A "super hero" is a player character that has achieved an experience
level that gives him or her the ability to use the most powerful
weapons, armor, and spells. Since the game is balanced automatically,
playing a game with a "super hero" requires killing many more monsters
(or more advanced monsters) and extends the time required to finish a
game.
Disclaimer
I will not be responsible for any damage incurred to your computer
hardware or software while using Gladiator. Use at your own risk
(see readme.txt).
PAGE 3
Player Characters
Attributes
Player characters are made up of what they carry (armor and weapons)
their race (such as Human, Elf, Dwarf, Orc, or Mage) and their
attributes. The attributes SH and AG are adjustable when creating a
character to achieve a certain mix of weapons carrying ability (SH)
versus accuracy (AG) for a particular strategy (such as the "human
tank" character who has high AG to offset massive amounts of armor, or
the "Barbarian" character who has high SH to carry the biggest weapons and
is too clumsy for armor).
SH = Strength / Health
SH determines which weapons can be carried. Higher SH allows
the heavier and deadlier weapons to be used. Enemy damage is
accrued directly to SH. When SH is zero, the character dies.
AG = Agility
AG determines what the basic odds are for successfully
damaging an opponent. The higher the AG the better. The AG
number must be equaled or less on three dice in the normal
instance for a successful attack.
IQ = Intelligence Quotient
This is the last of three "skill" attributes. Skill
attributes can change as the character gains skill in combat
whereas movement speed and armor are constant regardless of
experience. IQ is only applicable in combat that deals with
magic. IQ determines what spells a Mage can use and
determines how easily a character can "see through" a magical
illusion.
MP = Movement Points
Maximum number of squares moved per turn. Armor and possibly
race have an effect on MP (usually 10 squares).
AR = Armor
The number of points subtracted from each incoming hit before
applying damage to SH. Armor typically consists of a suit of
armor and possibly a shield. Some creatures have natural
armor that is always applied in addition to worn armor.
Shields are only effective on the side they are on. If a
shield is ready it applies to frontal armor, if it is slung it
applies to rear armor. AR 6/4 means the player has a front
armor that absorbs 6 damage points and a side and rear armor
that absorbs 4 damage points.
PAGE 4
|
Weapon
|
SH
|
Pole
|
Slash
|
Bow
|
Thrown
|
Hammer/Axe
|
2H
|
No Shield
|
Damage
|
|
Buckler
|
10
|
.
|
.
|
.
|
.
|
.
|
.
|
.
|
1d - 3
|
|
Shield
|
11
|
.
|
.
|
.
|
.
|
.
|
.
|
.
|
1d - 2
|
|
Spike Shield
|
12
|
.
|
.
|
.
|
.
|
.
|
.
|
.
|
1d
|
|
Large Shield
|
13
|
.
|
.
|
.
|
.
|
.
|
.
|
.
|
1d - 1
|
|
War Shield
|
14
|
.
|
.
|
.
|
.
|
.
|
.
|
.
|
1d + 1
|
|
Small Bow
|
8
|
.
|
.
|
B
|
.
|
.
|
2H
|
.
|
1d - 2
|
|
Horse Bow
|
9
|
.
|
.
|
B
|
.
|
.
|
2H
|
.
|
1d - 1
|
|
Short Bow
|
10
|
.
|
.
|
B
|
.
|
.
|
2H
|
.
|
1d
|
|
Long Bow
|
11
|
.
|
.
|
B
|
.
|
.
|
2H
|
.
|
1d + 1
|
|
War Bow
|
12
|
.
|
.
|
B
|
.
|
.
|
2H
|
.
|
1d + 2
|
|
Horn Bow
|
14
|
.
|
.
|
B
|
.
|
.
|
2H
|
.
|
1d + 3
|
|
Steel Bow
|
15
|
.
|
.
|
B
|
.
|
.
|
2H
|
.
|
1d + 4
|
|
Crossbow
|
11
|
.
|
.
|
B1
|
.
|
.
|
2H
|
.
|
2d
|
|
Heavy Crossbow
|
13
|
.
|
.
|
B2
|
.
|
.
|
2H
|
.
|
3d
|
|
Giant Bow
|
18
|
.
|
.
|
B
|
.
|
.
|
2H
|
.
|
2d + 2
|
|
Giant Crossbow
|
18
|
.
|
.
|
B1
|
.
|
.
|
2H
|
.
|
4d
|
|
Hammer
|
9
|
.
|
.
|
.
|
T
|
H
|
.
|
.
|
1d + 1
|
|
Axe
|
10
|
.
|
.
|
.
|
T
|
H
|
.
|
.
|
1d + 2
|
|
War Hammer
|
11
|
.
|
.
|
.
|
T
|
H
|
.
|
.
|
1d + 3
|
|
War Axe
|
12
|
.
|
.
|
.
|
T
|
H
|
.
|
.
|
1d + 4
|
|
Battle Hammer
|
13
|
.
|
.
|
.
|
T
|
H
|
.
|
.
|
2d + 1
|
|
Battle Axe
|
14
|
.
|
S
|
.
|
T
|
H
|
.
|
.
|
2d + 2
|
|
Great Axe
|
15
|
.
|
S
|
.
|
T
|
H
|
2H
|
.
|
3d + 2
|
|
Giant Hammer
|
18
|
.
|
.
|
.
|
T
|
H
|
.
|
.
|
2d + 3
|
|
Giant Axe
|
20
|
.
|
S
|
.
|
T
|
H
|
.
|
.
|
3d + 2
|
|
Dagger
|
8
|
.
|
.
|
.
|
T
|
.
|
.
|
.
|
1d - 1
|
|
Staff
|
9
|
.
|
.
|
.
|
.
|
.
|
2H
|
.
|
2d - 3
|
|
Short Sword
|
10
|
.
|
.
|
.
|
.
|
.
|
.
|
.
|
2d - 2
|
|
Caltrops
|
11
|
.
|
.
|
.
|
T
|
.
|
.
|
.
|
1d - 2(*)
|
|
Mace
|
11
|
.
|
.
|
.
|
T
|
.
|
.
|
.
|
2d - 1
|
|
Broadsword
|
12
|
.
|
.
|
.
|
.
|
.
|
.
|
.
|
2d
|
|
Flail
|
12
|
.
|
.
|
.
|
.
|
.
|
2H
|
N
|
2d
|
|
Morning Star
|
13
|
.
|
.
|
.
|
.
|
.
|
.
|
N
|
2d
|
|
Longsword
|
13
|
.
|
S
|
.
|
.
|
.
|
.
|
.
|
3d - 2
|
|
War Sword
|
14
|
.
|
S
|
.
|
.
|
.
|
2H
|
.
|
4d - 1
|
|
Great Sword
|
15
|
.
|
S
|
.
|
.
|
.
|
2H
|
.
|
4d
|
|
Giant Saber
|
18
|
.
|
S
|
.
|
.
|
.
|
.
|
.
|
3d - 2
|
|
Great Cutlass
|
20
|
.
|
S
|
.
|
.
|
.
|
.
|
.
|
4d - 1
|
|
Great Glaive
|
22
|
.
|
S
|
.
|
.
|
.
|
.
|
.
|
4d + 1
|
|
Javelin
|
9
|
P
|
.
|
.
|
T
|
.
|
.
|
.
|
1d - 1
|
|
Trident
|
10
|
P
|
.
|
.
|
T
|
.
|
.
|
.
|
1d
|
|
Spear
|
11
|
P
|
.
|
.
|
T
|
.
|
2H
|
.
|
1d + 1
|
|
War Spear
|
12
|
P!
|
.
|
.
|
.
|
.
|
2H
|
.
|
1d + 2
|
|
Halberd
|
13
|
P!
|
.
|
.
|
.
|
.
|
2H
|
.
|
1d + 3
|
|
Bardiche
|
14
|
P!
|
.
|
.
|
.
|
.
|
2H
|
.
|
2d + 1
|
|
Pike
|
15
|
P!
|
.
|
.
|
.
|
.
|
2H
|
.
|
2d + 2
|
|
War Pike
|
16
|
P!
|
.
|
.
|
.
|
.
|
2H
|
.
|
2d + 3
|
|
Giant Spear
|
18
|
P!
|
.
|
.
|
.
|
.
|
2H
|
.
|
3d + 1
|
|
Giant Halberd
|
20
|
P!
|
.
|
.
|
.
|
.
|
2H
|
.
|
3d + 3
|
|
Giant Pike
|
22
|
P!
|
.
|
.
|
.
|
.
|
2H
|
.
|
4d + 1
|
PAGE 5
Weapons Table Legend
SH : Minimum Strength/Health to carry or use a weapon.
The Goblin race SH is 4 points higher in strength
than health. The Goblin ability to carry weapons is
4 points greater than their recorded SH value. The
displayed Goblin SH reflects their ability to
receive wounds.
Pole Arm : If the item is allowed pole arm bonuses. Pole arms
get double damage when giving or receiving a charge.
Receiving a charge also gives a +2 "to hit" bonus to
the charging player. To give a charge the charger
must have moved 2 or more squares. To receive a
charge the receiver must have moved 1 square or less
and his opponent must have moved 2 or more squares.
Pole arms that cannot be thrown are denoted with a
"P!" and are especially long. These weapons can
attack the square behind the direct front square if
an enemy is not in the direct front. See Strategy.
Slash : Large bladed weapons such as axes and swords are
allowed a special type of attack called a "slashing"
attack. This attack targets everyone in the front
squares of the attacker in clockwise order. The
first target is -2 to hit and following targets are
-4 to hit.
Bow : If the item is a long range weapon. Some bows have
to be reloaded. "B1" takes a turn to reload. "B2"
takes two turns to reload. Elves get a +1 bonus to
hit and damage with bow weapons.
Throw : If the weapon can be thrown. Elves get a +1 bonus
to hit and damage with thrown weapons. Dwarves get a
+1 bonus to hit and damage for thrown hammers and
axes.
Hammer/Axe : If the weapon is a hammer or axe. Dwarves get a +1
bonus to hit and damage with hammers and axes.
2H :
A two-handed weapon. A secondary weapon or shield
may not be held when this weapon is being used.
No Shield : This weapon is not affected by an enemy's shield.
Damage against a foe caused by a morning star for
example will not be reduced by the foe's shield.
The morning star has a chain which carries a spiked
ball over and around a shield to hit the opponent
directly. The scorpion sting and flail weapon also
work this way.
PAGE 6
Damage : The number of dice and modifier that will be accrued
to the target if a successful hit is achieved.
After the target's armor is applied the remaining
damage is applied to the target's strength. The
damage taken by a shield hitting a foe with leather
armor is determined by rolling one die and
subtracting 4 points (1d - 2 for the shield damage
and -2 for the leather armor). Thus the attack
would do from 0 to 2 points of damage.
(*) Caltrops become a form of terrain when dropped.
These are four spike anti-personnel obstacles about the size of
a softball. A single "Caltrops" weapon is actually made up of
two or more of the devilish devices. See Terrain.
As wounds are accrued to a character's SH his AG is affected
but his carrying capacity remains the same. When your strength
is reduced it reflects ill health (not weakness) and does not
mean you will have to drop your current item due to it's strength
requirement.
Carrying Capacity
Each character can carry five items which may be any combination
of weapons, shields, and magic items. If a two handed weapon is
readied then the second hand will drop or sling (if possible)
whatever was secondary. In other words, if you wish to start the
game with a bow ready (a two handed weapon) then you will only be
able to bring a total of four things into the game.
Armor
Each player character may wear one suit of armor. Armor absorbs
incoming weapon damage so it does not hurt the character. The amount
of damage absorbed is determined by the type of armor worn. Some
blows are too great for armor to completely absorb and some damage is
applied to the character. Armor reduces the wearer's agility due to
the armor's bulk and weight. Suits of heavy armor are a dubious
proposition usually left to those who have accumulated mounds of
experience (and therefore have lots of AG). Start out with a suit of
plate and you will be spending a lot of time swinging at air. In
addition, armor limits your movement.
PAGE 7
|
Armor
|
MP
|
Min SH
|
AG Modifier
|
Damage Taken
|
|
Buckler
|
.
|
10
|
.
|
1 (shields do not take damage for scorpion sting, flail, or morning star)
|
|
Shield
|
.
|
11
|
-1
|
2 (see above)
|
|
Spike Shield
|
.
|
12
|
-1
|
2 (see above)
|
|
Large Shield
|
.
|
13
|
-1
|
3 (see above)
|
|
War Shield
|
.
|
14
|
-1
|
3 (see above)
|
|
Leather Tunic
|
.
|
.
|
-1
|
1
|
|
Leather
|
8
|
.
|
-2
|
2
|
|
Chain Mail
|
8
|
.
|
-3
|
3
|
|
Splint Mail
|
8
|
.
|
-4
|
4
|
|
Plate Mail
|
6
|
.
|
-6
|
6
|
|
Full Plate
|
6
|
14
|
-9
|
8
|
|
Heavy Plate
|
4
|
16
|
-14
|
12
|
MP : This is the base movement points
for a human wearing the
armor. A "." is a "no effect." Race can enhance or reduce MP in
addition to armor.
Min SH : The minimum SH needed to use or wear.
AG Modifier : Applied to the wearer's AG this penalty
effects all
agility tasks including action turn order. Shield AG penalties
only apply if the shield is "ready."
Damage Taken : Amount subtracted from
incoming damage before
applied to the character's SH. Shield damage taken applies to the
side the shield is worn on. A shield may be in front (ready) or
in back (slung).
Magic Items
Various magic items can be found. There is a 50% chance
of one of the five magic items being placed on the map (near the center)
at game start. In addition, Evil Mage and Evil Summoner can
leave behind a Healing Potion when killed (50% chance and 33% chance,
respectively). Note that to utilize a magic item you must have it
in one of your five weapon or shield slots, taking up room. Therefore
it's not wise to carry too many magic items or you will have limited
your carried weapons and/or shields severely. Use the "change weapons"
action phase menu item to perform the necessary action to get the
magic item off the ground and into your weapon/shield slot(s) (use
the "pick up" button).
Shadows Ring creates a shadow on you
at the end of every turn.
Ashen Cloak makes you immune to
taking fire terrain damage at the end of the turn.
Ironshod Boots makes you immune to
taking caltrops terrain damage at the end of the turn.
Troll Rope allows you to move
into and through pits.
Healing Potion is a one time use item,
this will heal your character fully. You must have moved 1/2 your
movement points or less and be standing to drink a healing potion.
Drinking the potion will cause it to vanish.
Facing
A Troll is shown here, many characters races exist.
Facing North
Facing East
Facing South
Facing West
PAGE 8
The player here is a Human facing West. The
squares marked with "F" are front squares. The player can engage and
attack opponents in the front squares. The squares marked "S" are
side squares. Opponents attacking the player from the side are have a
+2 "to hit" bonus. The square marked "R" is the rear square. An
opponent attacking the player from the rear has a +3 "to hit" bonus.
The vertical line divides the front area from the rear area,
a bow or crossbow, thrown weapons, missile spells and thrown spells
may only be targeted at characters in the front "area". Therefore
the character wishing to target something with missile or thrown
attack or spell will need to have the target somewhere in his frontal
180 degree arc.

Prone (flat on the ground)
Prone players are +4 to hit with close weapon attacks.
Missile and thrown weapons and spells do not get
facing "to hit" bonuses versus characters, and in this vein
they do not get the +4 to hit prone bonus.
If a player is in the front square of a standing enemy he is engaged.
Engaged players must remain adjacent or next to all engaging enemy
characters during movement. In addition, players may attack only
those enemies which are in their adjacent front squares (they may
attack targets farther away if they are using a missile or thrown weapon
or spells).
PAGE 9
Race
Character race can have an effect on many facets of the Gladiator
game. Some effects of the race modifiers are subtle. The minimum SH
and AG only come into play when creating the character. The maximum
SH, AG, and IQ only come into play when the character reaches
super-hero experience.
|
Race
|
SH/AG/IQ Base
|
SH/AG Min
|
SH/AG/IQ
Max
|
AR/MP
|
Notes
|
Human
|
12/12/8
|
8/8
|
40/40/14
|
-/10
|
.
|
Dwarf
|
12/11/8
|
9/7
|
38/35/13
|
-/8
|
a) MP is usually 8, even with plate mail.
b) +1 to hit, +1 damage with hammers and axes.
c) Daze at 6 SH damage
|
Elf
|
11/12/9
|
7/12
|
35/38/15
|
-/12
|
a) MP is armor movement +2 except for heavy armors.
b) +1 to hit, +1 damage with missile or thrown weapons.
|
Orc
|
11/12/7
|
8/8
|
35/35/12
|
1/10
|
a) Have natural armor hyde.
b) Daze at 6, knockdown at 9.
c) Disengage 2 squares
|
Goblin
|
6/13/8
|
4/10
|
31/34/14
|
-/10
|
a) Have +4 weapon strength.
|
Mage
|
9/12/11
|
8/8
|
40/40/40
|
-/10
|
a) Casts spells.
b) Regenerate 1 SH every 3 turns.
|
Snake
|
4/13/6
|
.
|
.
|
1/10
|
a) Creature
b) Snake fangs 1d-1 damage.
c) Hard to hit, -2 AG to hit
|
Giant Beetle
|
7/12/6
|
.
|
.
|
4/6
|
a) Creature
b) Two pincers, 1d damage each.
|
Wolf
|
9/14/6
|
.
|
.
|
2/14
|
a) Creature
b) Wolf bite: 1d+1 damage.
|
Giant Scorpion
|
8/13/6
|
.
|
.
|
2/16
|
a) Creature
b) Sting 1d+3 damage.
c) Sting strikes around shields.
d) Can strike 1 square away like "long polearm".
|
Troll
|
17/11/7
|
.
|
.
|
1/10
|
a) Creature
b) Two fists 1d+2 each.
c) Regenerate 1 SH every turn.
d) Can move through pits.
e) Invisible in pits.
f) Daze at 6, knock down at 10.
|
Gargoyle
|
20/12/6
|
.
|
.
|
3/14
|
a) Creature.
b) Claws 2d damage.
c) Daze at 7, knock down at 12.
d) Can fly over pits and walls
|
Bear
|
30/11/6
|
.
|
.
|
2/8
|
a) Creature.
b) Paws 3d damage.
c) Daze at 10, knock down at 15
|
PAGE 10
SH/AG/IQ Base
Attributes given to a new character. In the case of
the fighter types (Human, Dwarf, Elf, Orc, and
Goblin) the SH and AG may be adjusted (by trading
points between them). In the case of the Mage race
all three may be adjusted.
SH/AG Min
The minimum allowed during adjustment. This keeps
Dwarves strong and Elves agile.
SH/AG/IQ Max
The maximum limits encountered by experienced
characters. The attributes may increase only so far.
AR/MP
AR: Any "skin" natural armor the race may have. MP:
the base movement for the race. Elves and Dwarves
have unusual movement changes in that Elves are
quick except in plate mail and Dwarves are always
the same moderate speed regardless of armor worn.
Creature
Non-intelligent being. Cannot carry or use weapons
or armor. Do not accrue experience points.
Character races other than Humans (Orcs, Dwarves, Elves, and Goblins)
have a variety of advantages and disadvantages that include improved
combat prowess to natural armor. All non-human races pay for their
advantages initially in terms of a modified attribute total (Agility +
Strength/Health + IQ is different).
PAGE 11
Experience
Humanoids (not creatures) may accrue experience. Experience points
(EXPs) reflect skill in combat. Experience is awarded for damage
inflicted on the enemy and winning battles. One half experience point
is awarded to the attacking humanoid for each point of damage he
inflicts on an enemy. A bonus of half the total of the enemy's AG and
IQ is awarded to the attacker that deals the death blow. One
experience point is awarded for each SH spent casting successful
spells. In addition, 20 experience points are awarded to each
character that is on the team that wins. Killed characters loose any
experience they have acquired (exception: see Altar Of Life).
Experience can increase a humanoid's SH and AG. Every 50 EXPs is
worth one SH or AG point experience bonus (Humans). The extra points
are alternately awarded to the SH and AG (fighters). When a Human
accrues 50 EXPs his SH will increase by one. When a Human accrues 50
more points to a 100 EXP total his AG will increase by one also. The
point increases alternate in this manner. Race has an effect on the
advancement rate. This helps to balance the races. Especially gifted
races are penalized with high experience point bonus levels to limit
their dominance of the game. On the other hand, Goblins have a
reduced level to encourage their advancement.
|
Race
|
Experience Points Advancement Bonus Level
(How many EXP points per SH or AG increase)
|
|
Goblin
|
40
|
|
Human
|
50
|
|
Mage
|
55
|
|
Orc
|
60
|
|
Dwarf
|
65
|
|
Elf
|
70
|
Magi increase slightly differently than the other races. Fighters
(Orcs, Goblins, Dwarves, Elves, and Humans) increase one IQ point in
lieu of a SH or AG increase every 5 increases. Magi alternately
increase between all three attributes equally, starting with AG.
PAGE 12
Mage Weapons
Magi may only pick up or obtain certain weapons. This reflects the
Mage discipline. Magi can only use the following weapons:
- Dagger
- Staff
- Caltrops
- Mace
- Flail
Spells
Spell casting is achieved by expending a predetermined amount of SH
points and making a successful AG roll (similar to an attack). The
caster "uses" his strength as "mana" to give the spell power and
effect. The more powerful the spell, the more strength is required.
The "to hit" roll becomes a "to succeed" roll. When rolling to
succeed, a roll of 4 results in only half the SH cost being applied,
and a roll of 3 results in no SH cost being applied (a free spell).
Magi have the ability to regenerate one SH point every three turns. A
Mage will heal up to his full SH if possible.
There are three types of spells 1) missile spells, 2) thrown
spells, and 3) special spells. Missile spells are long range spells,
thrown spells are short range spells, and special spells are weird.
Missile Spells
Missile Spells are long-range high-cost spells. The SH cost for
missile spells can be adjusted by the casting Mage. The Mage may
choose to "pump up" the spell with a lot of SH to make it more
effective. Missile spells do the number of dice damage per increase
in allotted SH. This is risky because all allotted SH points are
spent even if the spell misses. Missile spells are subject to terrain
modifiers just like bows. In contrast, missile spells may be cast at
invisible targets, unlike normal bow or thrown weapons. All missile
spells have a maximum SH spending limit.
|
Missile Spell
|
IQ
|
SH Cost
|
Max SH
|
Effect or Damage Per
|
|
Magic Bolt
|
8
|
1+
|
7
|
1d-2
|
|
Magic Missile
|
10
|
1+
|
6
|
1d-1
|
|
Fireball
|
12
|
1+
|
5
|
1d
|
|
Drain Spirit
|
13
|
2+
|
4
|
1d no armor, Heals(+)
|
|
Drain Life
|
20
|
2+
|
6
|
1d no armor, Heals(+)
|
|
Thunder Strike
|
14
|
1+
|
4
|
1d+1
|
|
Lightning Strike
|
16
|
1+
|
5
|
1d+1
|
|
Storm Strike
|
18
|
1+
|
6
|
1d+1
|
(+) Drain Spirit/Life are unusual in 3 ways. The first is that the damage
accrued to the target is not affected by armor. The second is that
the casting mage will receive in return the amount of damage he does
to the enemy as Healing SH points. Healing spells are limited so that
a character can only heal above his normal SH by two points (Drain
Life and Heal-Strength). The third is that the cost per die damage is
2 SH. The SH cost is applied before the healing SH from the target,
and could leave the mage prone if he visits 1 SH left.
PAGE 13
Thrown Spells
Most thrown spells come in two flavors "bulk" and "per turn" SH
cost. "Bulk" spells cost a large amount up front and "per turn"
spells cost a little but have to be paid for on a turn by turn basis
to keep the spell in effect. Some thrown spells are similar to
missile spells in that the spell may be "pumped up" at the time of
casting. A "nice" spell may only be cast on friends of the Mage.
Spells that are not "nice" may only be cast on enemies of the Mage
(exception: "teleport away" and "ESP stats" can be cast on anyone).
Thrown spells are subject to range and obstacle "to hit" penalties the
same as thrown weapons. Missing a thrown spell only costs 1 SH point
no matter how much SH had been allotted.
|
Spell
|
IQ
|
SH Cost
|
Turns
|
Adjustable
|
Nice (friendly)
|
Notes
|
|
Drop Weapon
|
8
|
1
|
.
|
.
|
.
|
Enemy drops his ready weapon
|
|
Magic Speed
|
8
|
1+
|
2+
|
Yes
|
Nice
|
Friend becomes MP 16
|
|
Clumsiness
|
8
|
1+
|
4
|
Yes
|
.
|
Enemy AG -1 per SH put into spell
|
|
Stone Flesh
|
9
|
1+
|
2+
|
Yes
|
Nice
|
Friend Armor +3
|
|
Lose Weapon
|
9
|
1
|
.
|
.
|
.
|
Enemy drops his weapon 4 - 8 squares away
|
|
Heal-Strength
|
9
|
1+
|
.
|
Yes
|
Nice
|
Friend SH +1 per SH put into spell
|
|
Invisibility
|
9
|
2
|
1+
|
.
|
Nice
|
Friend is invisible, renew 1 SH per turn
|
|
Agility Magic
|
10
|
2+
|
.
|
Yes
|
Nice
|
Friend AG is +1 per 2 SH put into spell.
|
|
Iron Flesh
|
11
|
1+
|
2+
|
Yes
|
Nice
|
Friend's armor +4
|
|
Missile Return
|
12
|
2
|
4
|
.
|
Nice
|
Friend is missile repellent (+)
|
|
Curse Armor
|
12
|
1+
|
4
|
Yes
|
.
|
Enemy armor -1 per SH put into spell.
|
|
Steel Flesh
|
13
|
1+
|
2+
|
Yes
|
Nice
|
Friend's armor +5
|
|
Teleport Away
|
13
|
2
|
.
|
.
|
.
|
Enemy is teleported randomly 15+ squares away.
|
|
Teleport
|
14
|
2
|
.
|
.
|
Nice
|
Friend is teleported to location mage wishes.
|
|
Ring of Fire
|
15
|
4
|
.
|
.
|
Nice
|
Creates ring of fire around friend (-)
|
(*) Agility Magic's effect lasts the entire game or until the mage is killed.
(+) Missile Return causes a friend to become missile repellent. All
missile attacks (including spells) are sent back to the attacker or
caster. This doubles the range to hit.
(-) Ring of Fire will not create fire squares on friends but will
create fire squares on enemies. Magic fire lasts the entire game.
PAGE 14
Adjustable Spells
Spells with a "+" modifier in Cost are adjustable and increase in the
Cost increment. For example, "pumping up" an Iron Flesh spell is in
increments of 1 SH but "pumping up" an Agility Magic spell is in
increments of 2 SH.
Spell Duration
Spells with a "+" modifier in Turn Duration last a number of turns in
this increment determined by the number of times the spell is "pumped
up".
Special Spells
All other spells fall into this category. These spells are quite
varied and are broken down here by functional groups. All special
spells cost the spell cost -1 point when they fail. Special spells
that have a cost of 1 SH or zero SH and fail do not cost anything.
Summon Spells
These spells summon a creature to be controlled by the Mage. The
spell has to be renewed (costing 1 SH point) or cancelled at the
beginning of the Mage's action every so many turns. Summoned
creatures are real in all regards but will vanish when the Mage dies
or cancels the summon. The creature will appear at a random location
around the Mage facing the direction the mage is facing.
|
Spell
|
IQ
|
SH Cost
|
Renew Every How Many Turns
|
|
Summon Beetle
|
8
|
2
|
4
|
|
Summon Goblin
|
8
|
2
|
3
|
|
Summon Wolf
|
9
|
2
|
3
|
|
Summon Scorp
|
10
|
2
|
3
|
|
Summon Orc
|
10
|
2
|
3
|
|
Summon Elf
|
11
|
2
|
2
|
|
Summon Dwarf
|
11
|
2
|
2
|
|
Summon Human
|
11
|
2
|
2
|
|
Summon Mage
|
12
|
3
|
2
|
|
Summon Troll
|
12
|
3
|
2
|
|
Summon Gargoyle
|
13
|
4
|
2
|
|
Summon Bear
|
14
|
4
|
1
|
PAGE 15
Illusion Spells
Illusions are identical to summon spells except that the illusion
creature may be "disbelieved" and that the illusion does not have to
be renewed (they do not require any SH to maintain).
|
Spell
|
IQ
|
SH Cost
|
|
Illus. Beetle
|
10
|
2
|
|
Illus. Goblin
|
10
|
2
|
|
Illus. Wolf
|
10
|
2
|
|
Illus. Scorp
|
12
|
3
|
|
Illus. Orc
|
12
|
3
|
|
Illus. Elf
|
13
|
3
|
|
Illus. Dwarf
|
13
|
3
|
|
Illus. Human
|
13
|
3
|
|
Illus. Mage
|
14
|
3
|
|
Illus. Troll
|
14
|
3
|
|
Illus. Gargoyle
|
15
|
4
|
|
Illus. Bear
|
16
|
4
|
Terrain Spells
The following terrain spells create one terrain item in a location on
or around the mage. The target location is chosen by the mage and may
be in any unoccupied square (friendly squares are permitted when
creating Shadow or Exit). Spell cost for terrain is a fixed cost up
front like illusion spells.
|
Spell
|
IQ
|
SH Cost
|
Create Fire
|
8
|
1
|
Create Pit
|
10
|
1
|
Create Shadow
|
11
|
2
|
Create Exit
|
11
|
2
|
Create Wall
|
12
|
2
|
The following terrain spells create an area of terrain. The area and
orientation of the terrain depends on the particular spell.
|
Spell
|
IQ
|
SH Cost
|
Size
|
Shape
|
Location
|
|
Pit Trench
|
14
|
4
|
7
|
Row
|
Perpendicular to Mage facing, just in front of Mage.
|
|
Shadow Wall
|
15
|
4
|
7
|
Row
|
Perpendicular to Mage facing, just in front of Mage.
|
|
Wall of Fire
|
16
|
4
|
7
|
Row
|
Perpendicular to Mage facing, just in front of Mage.
|
|
Wall Line
|
16
|
4
|
7
|
Row
|
Perpendicular to Mage facing, just in front of Mage.
|
|
Pit Fortress
|
17
|
5
|
9
|
"L"
|
Left and front of Mage.
|
|
Wall Fortress
|
18
|
5
|
9
|
"L"
|
Left and front of Mage.
|
The size
shown is the absolute maximum. The spell will tend to fit the area it
is in and "flow" out to create the size shown. Fire terrain will not
be created on friends.
PAGE 16
Other Special Spells
Dazzle IQ: 11 Cost: 3 Duration: 3 turns
This spell is a bright flash emanating from the mage. All enemies
able to see the Mage are -3 AG for 3 turns after this spell goes into
effect. Characters able to see the mage are characters that are not
prone, have the mage in their front side, and are not behind a wall.
Psychic Blast IQ: 11 Cost: 3
This spell does 1d damage to all enemies within 5 squares (inclusive)
of the mage. The mage and his friends are not hurt. The psychic
quality of the spell causes the damage to be imparted without any
armor effect (like terrain, Drain Spirit, and Drain Life damage).
Snake Staff IQ: 8 Cost: 1xN Duration: 5 turns
This spell requires a ready staff to work. The staff may be turned
into 1 to 3 snakes depending on the SH put into the spell. The snakes
are controlled by the mage and last five turns.
Image IQ: 9 Cost: 2 Duration: 4 turns
This spell creates two duplicates of the Mage around the Mage and
moves the mage in one random square. The two images are insubstantial
and will vanish when a successful attack or spell is carried out on
them. This spell is purely defensive and works like the "shell game"
if played well. Images last four turns.
ESP Stats IQ: 8 Cost: 0
ESP Stats is unlike any other spell. ESP Stats can be used to
determine the location of an invisible enemy, or to determine the
actual attributes or wounds of an enemy. ESP Stats is rolled for like
a Special Spell. If successful, the casting mage will be able to view
his choice of up to three enemies. The number of enemies to view is a
random number between one and three. Because the cost is 0 SH, ESP
Stats may not be aborted by adjusting spell cost to 0 (the spell cost
adjustment step is skipped).
PAGE 17
Fighter Spells
After attaining an IQ of 10 or higher fighters may use spells. The
mix of spells is random and provided when fighting starts. A fighter
will have roughly half of the spells available to his IQ. The odds of
getting any one spell is 50%. In addition, when a fighter casts a
spell he has a reduced agility as a penalty. The agility of a fighter
casting a spell is the average of his AG and IQ. Keep in mind that
fighters DO NOT REGENERATE and each SH point lost to spell casting is
permanent for the duration of the game. These are the spells fighters
can use:
|
Spell
|
IQ
|
Type
|
Race Limitation
|
|
ESP Stats
|
8
|
Special
|
Orc, Dwarf, Goblin, Human, Elf
|
|
Create Fire
|
8
|
Special
|
Orc, Dwarf, Goblin, Human, Elf
|
|
Lose Weapon
|
9
|
Thrown
|
Orc, Dwarf, Goblin, Human, Elf
|
|
Heal-Strength
|
9
|
Thrown
|
Orc, Dwarf, Goblin, Human, Elf
|
|
Create Pit
|
10
|
Special
|
Orc, Dwarf, Goblin, Human, Elf
|
|
Agility Magic
|
10
|
Thrown
|
Orc, Dwarf, Goblin, Human, Elf
|
|
Create Exit
|
11
|
Special
|
Orc, Dwarf, Goblin, Human, Elf
|
|
Create Shadow
|
11
|
Special
|
Orc, Dwarf, Goblin, Human, Elf
|
|
Create Wall
|
12
|
Special
|
Orc, Dwarf, Goblin, Human, Elf
|
|
Teleport Away
|
13
|
Thrown
|
Dwarf, Goblin, Human, Elf
|
|
Ring of Fire
|
15
|
Thrown
|
Elf
|
PAGE 18
AI Characters
Certain races cannot be controlled by the players and are played
by the computer. These characters are
added to even the East and West sides arbitrarily when the game
starts. They will tend to out number the player controlled
counterparts as they are not as flexible in strategy, weapons, or
spells.
|
Race
|
SH/AG/IQ
|
AR
|
MP
|
Notes
|
Needler Bush
|
8/13/4
|
1
|
8
|
a) Thrown needles 1d-1
b) Can throw after charge
|
Giant Amoeba
|
10/12/4
|
.
|
10
|
a) Amoeba Acid 1d+1
b) Acid not affected by armor
c) Can attempt hand combat
|
Fire Spirit
|
15/13/5
|
.
|
10
|
a) Fire attack 3 points
b) Makes fire terrain at end of turn
c) Makes fire terrain on you if it hits
d) Can attempt hand combat
|
Phase Spider
|
11/14/7
|
.
|
10*
|
a) Spider Bite 1d
b) Thrown spider web 1d-2
c) Can dual attack
d) Phase shifts (teleports)
|
Imp
|
13/15/9
|
.
|
10
|
a) Two fists, 1d-2 each
b) Permanently invisible
c) Can dual attack
d) Can steal your ready weapon ("lose weapon" effect)
e) Can disbelieve illusion(s)
f) Regenerates 1 SH per turn
g) Has two Caltrops to throw
|
Slayer
|
12/13/10
|
2
|
12
|
a) Krill polearm 1d+3
b) Krill missile 2d
c) Can disbelieve illusion(s)
d) Can dual attack
e) Has SH 14 fists 1d-1 each
|
Behemoth
|
35/12/6
|
2
|
8
|
a) Cavenous Craw 2d+4
b) Crush 3d+1
c) Can dual attack
d) Can attempt hand combat
|
Evil Summoner
|
??/16/13
|
.
|
1
|
a) Summons Trolls, Gargoyles, and Bears
b) Difficult to daze or knockdown (8, 25)
C) Has SH of the enemy party average SH*125%
|
Evil Mage
|
20/18/15
|
.
|
10*
|
a) Casts spells
b) Has permanent "Missile Return"
C) Regenerates 1 SH per turn
|
(*)
Phase Spider and Evil Mage movement is a teleport of limited range.
The teleport or phase shift may be done at any time (when engaged,
for example).
PAGE 19
Needler Bush Tactics
Basically, these bushes are stupid. They will come at you and pelt
you with their needles until they are killed. Once they get within
firing range they will slow down their movement (no more running).
They will always avoid fire terrain, and will avoid caltrops if
wounded. They will first shoot at whoever engages them, or failing
that, the closest target (even if it is evading). They do not evade
unless they have nothing to attack. Occasionally they will become
wounded badly enough where they will start charging for the exit to
escape (unless they are engaged).
Giant Amoeba Tactics
Another simple, brainless race. The Amoeba will come at you full
steam and attack you until it is killed. Like the Needler, they will
always avoid fire terrain and will avoid caltrops if wounded.
Occasionally it will try to jump you (attempt hand combat). They
usually do not repel anyone that attempts hand combat with them. They
do not evade unless they have nothing to attack. These too will make
for the exit if severely wounded (unless they are engaged).
Fire Spirit Tactics
Similar to Amoebas, Fire Spirits will come at you full steam. They
will never avoid fire terrain (they are immune to it) and will only
avoid caltrops if they are worse than half dead. They have but one
thought: envelope you with flame. It's a barbecue, and you're the
meat. When they get up to you they will continually try to get you
into hand combat. Once in hand combat, you will be in for a hot time
as the Fire Spirit's attack becomes 6 points damage and the fire
terrain he creates will do an additional 3 points of damage, for a
total of 9 points per turn. If they charge up to you, they will
attack that turn with fire as they cannot attempt hand combat unless
they shift (like everyone else). If you are strong enough to
consistently repel their hand combat attempts, you can ignore them and
the fire terrain they create (one per turn, where they are standing)
can help you toast other foes. They are smart enough to evade when
threatened with a death blow, and will make for the exit when severely
damaged (unless they are engaged).
PAGE 20
Phase Spider Tactics
Things get tougher when you start seeing the Phase Spiders. They
move quite differently from virtually all other AI characters.
They have a limited range teleport they use to move (a "phase
shift") and they do not have to stay engaged when they move. The
exception to this is when they are in hand combat during which
they cannot "phase shift". The "phase shift" movement makes them
hard to corner, and they have a tendency to get behind you. They
will generally avoid caltrops and fire terrain. Once suffering
from heavy wounds they will make a "bee line" for the exit
(although they will only be able to move 4 squares per turn). If
they have no adjacent enemy, they will throw a caustic stream of
web material at the closest target (even if it is evading). If
they have an adjacent enemy they will generally attack it with
their deadlier weapon (the bite), but will occasionally attack
using only the web, or attack with both the web and the bite.
They are smart enough to evade when threatened with a death blow,
and will evade if they have no targets within range.
Imp Tactics
Imps can be deadly, but are generally a nuisance. The Imp's
invisibility coupled with its regeneration makes it fairly difficult
to kill (nearly an impossible task for a low experience character).
The Imp will come at you full steam, and will not avoid fire terrain
or caltrops unless it is suffering from wounds. The Imp has an
annoying habit of stealing weapons. If you have enough armor (where
the Imp's fists won't do much) or are just plain unlucky (about 1 turn
out of 3) the Imp will try and swipe your ready weapon. If he
succeeds in his attack, he will take your weapon and sling it (he
won't be able to use it on you). If he has a weapon and is engaged,
he will disengage if he can get out of all enemy front squares. He
will attempt to take the weapon away (generally toward the exit)
during movement and he will drop it as soon as he has an attack turn
in which he is disengaged. If he does not try and take a weapon or
get away with one, he will dual attack an adjacent target with both
fists. The Imp is smart enough to evade when threatened with a death
blow, and it will head for the exit when severely damaged (although it
may regenerate and return to the fight). For Magi, the Imp may
disbelieve illusions depending on how many there are present (1
illusion will be ignored, more illusions increase the chances of
disbelief).
PAGE 21
Slayer Tactics
The Slayer can be very deadly, as he has a pole arm and knows how to
charge and receive charge for double damage. The Slayer will come at
you full steam until he is within shooting distance (about 25
squares), then slow down. He will then generally charge or shift. If
he shifts and is disengaged he will use his Krill as a missile weapon
and shoot the nearest target (even if it is evading). If he shifts
and has a foe who charged up to him in his front, he will receive
charge. If he charges up to a foe, he will impale the foe. If he
shifts and does not have a charging foe, he will generally attack with
either the Krill Bolt or Krill Stab (50% chance of either). The
Slayer may dual attack if the conditions are favorable (the target is
neither invisible, evasive, or a snake). The slayer will head for the
exit if heavily damaged, and is smart enough to disengage if necessary
to get there. The Krill weapon can be dropped, and if the Slayer
losses his Krill he will make an effort to recover it (including
disengaging if necessary). If he has no Krill and cannot disengage or
pick one up, the Slayer will attack with a right cross (his fist).
Like Imps, the Slayer may disbelieve illusions depending on how many
there are present (1 illusion will be ignored, more illusions increase
the chances of disbelief).
Behemoth Tactics
Behemoths are simple but effective. They always come at you full
steam, and plan on eating you for lunch. They only evade if they have
no enemy to attack. They only avoid fire terrain or caltrops if they
are mostly dead. They will usually attack with their craw, but will
occasionally (1 out of 3) attack with their crush. Behemoths will
sometimes (1 out of 6) dual attack using the craw and crush provided
the target is not hard to hit. In addition, Behemoths will sometimes
attempt hand combat with their target. If severely wounded, a
Behemoth will make for the exit.
PAGE 22
Evil Summoner Tactics
Evil Summoners will simply summon a troll, a gargoyle, or a bear
once a turn, maximum. They can do this continuously, as long
as they have no more than four summoned creatures. They move
only a square at a time, and are hard to daze and knock down.
Evil Mage Tactics
The Evil Mage is the most deadly and most cunning of the AI
characterss. As such, his tactics are far more varied than the
other AI characters. Therefore, this paragraph will attempt to define
only the basics, and not the total package as it would become too
complicated (and detract from the challenge of the game). The
Evil Mage moves in a manner similar to the Phase Spider, but
instead of heading for you the Evil Mage heads for the nearest
strongest AI character (typically a Behemoth). The Evil Mage's primary
function is to boost the Behemoths capability. It can do this by
(1) giving the Behemoth additional agility points (see Agility
Magic spell), (2) speeding the Behemoth (see Magic Speed spell),
and (3) give the Behemoth a Death Sword (a SH:30 5d+5 slashing
weapon which you can have provided you can get it away from the
Behemoth). Secondary to boosting the Behemoth is killing you.
This can be accomplished by two ways: Psychic Blast and Drain
Spirit (which is limited to 2d damage). Which one the Evil Mage
chooses will depend on how many are close to death and how close
they are. In addition, the Evil Mage will attempt to thwart you.
He does this by using Dazzle, Lose Weapon, Clumsiness, or Curse
Armor spells. He will dazzle if three or more of your party can
see him and are not already dazzled. Lastly, he will attempt to
keep himself alive. This will sometimes require a Drain Life to
boost his SH back up. For self preservation he can (1) armor
himself with Steel Flesh, (2) Teleport, or (3) Teleport you Away
(remember that he has constant Missile Return which makes him
immune to being targeted by spells, missile weapons, and thrown
weapons, and he regenerates 1 SH every turn). He is smart enough
to evade when threatened with a death blow, and will head for the
exit when severely wounded. In addition, the Evil Mage has much
better target selection than the other AI characters. The Evil Mage
will target someone he can kill AND hit and will generally NOT
target the closest enemy, or an enemy that is evading.
Terrain
Eight types of terrain exist: open, fire, pit, caltrops, wall,
shadow, exit, and the Altar Of Life. Open terrain is shown as a patch
of dots. Fire terrain is shown as spiked waves. Pit terrain is shown
as a rounded box with lines in one corner. Caltrops are shown as
three spiked stars. Wall terrain is shown as brick. Shadow terrain
is shown as a sponge. The exit is shown as a door. The Altar Of Life
is shown as a box with a cross on it. Some types of terrain make you
harder to see or can hurt you. All terrain damage and "to hit"
penalties are cumulative. A character standing in two fires will be
harder to shoot at and will take twice the normal fire damage at the
end of the turn. Armor does not protect against terrain damage.
Fire 
Fire : Fires may be crossed or entered. A character ending the turn
standing on a fire will take 3 points of damage. In addition, missile
attacks obstructed by fire are penalized for the lack of visibility
-1 to hit per fire.
PAGE 23
Pit 
May not be crossed or entered. The exception to this is the
troll, who may move freely in and out of pits without falling down.
Another exception is the shield rush which may be used to force an
enemy to fall into a pit. Falling down in a pit causes 4 points of
damage. Going into hand combat with a troll causes pit damage also,
as both parties will be going "prone" or falling down.
Caltrops 
Like fire, the caltrops terrain can be crossed or entered.
A character ending the turn on caltrops takes damage (4 points).
Caltrops do not obstruct missile attacks (bow shots).
Wall 
Walls are impervious, they cannot be entered, passed
through, or shot through. Walls are not a natural form of terrain and
are created by magic users. If a Wall is created on a square with a
pit the Wall and Pit cancel each other, leaving open terrain.
Shadow 
This form of terrain is a magical enchantment. The purpose
of Shadow is purely defensive. Shadow may be entered or passed
through. Anyone standing in Shadow is invisible and may not be
targeted by bow or thrown weapons. In addition, attacks against a
person in Shadow are -2 to hit. Shooting through Shadow receives a -4
to hit penalty per shadow. Shadow does not cause damage.
Exit 
Using the exit can allow you to escape death (and keep your
accumulated experience). Ending the turn standing on an exit will get
the character out of the game. The game starts with one exit along
the center North or South wall of the map. Being forced onto an exit
will also cause the character to leave the game.
Altar of Life 
When a player character is killed and has sufficient experience
for at least one additional point of attributes, he is penalized 1/3 his
experience lost for dieing. In addition, he may not be loaded, but
instead will appears in the next game as a pile of
Bones The bones may be picked up
by a player character and dropped on the
Altar Of Life to resurrect the dead character. To drop the bones on
the Altar, get on Altar with a shuffle or charge move
with the bones in your inventory. Change weapons to drop
the bones on the altar.
The resurrected character will appear in a random
location near the Altar with no spells, no weapons, and no armor.
Note that only the owner of the character may ressurrect their
character, and for that character he will see the name of the
dead character on the bones (e.g. "Saruaman Bones"). If the
bones are not named, then they belong to another player and
cannot be ressurrected by you.
PAGE 24
Playing
Starting
Click OK get past the welcome message.
The tan squares area is the arena and the bottom area is
used for menus, messages, and simulated dice throwing. The
arena area is a top view: you are looking down onto the arena from a
vantage point in the sky. The arena consists of a grid of squares
Each square holds one character or item of terrain.
PAGE 25
Menus
The primary Gladiator user interface is by multiple-choice menus in
the message area (the area below the arena).
Here is the initial menu:

Click the "Make Character" button

Click the "Human" button

At this point, a new character has been created. The starting
character created is a Human with average attributes, weapons, and
armor. In addition, the character should be named. Click the
continue button.

Click "Change Name" button and enter a name in the white blank.
Click "Continue" button. Click "Done" Button.
PAGE 26
View Stats Display
This display is shown when you use the "show character" or prior
moving, taking action, or creating a character.
Unless you use magic (ESP Stats), you may only view
your own characters stats.

This display is private because it shows exact status which would not
be apparent from just looking at the character. The numbers in
parenthesis are the normal values and the numbers to the right are the
current adjusted values. The current values reflect the effects of
wounds, armor, and magic. In the example Grim's AG (agility) is
reduced by one because he is wearing his shield.
Set up
One character at a time is created or loaded and is to be set up for
combat. A choice of available weapons and armor is given and the
player may arrange those to prepare for the start of combat. Any time
a character is not being created or loaded the characters currently
set up may be viewed or removed from the team (using the "Remove
Character" button).
Click the "Start Game" button.

Click the "Play Solo Game" button. The computer will lay out random
terrain and locate an exit. The computer will create a group of
AI (artifical intelligence... computer controlled) characters
for you to fight.
PAGE 27
Phases
Each game turn consists of three phases:
- Initiative Phase : After a one die roll by both sides,
someone gets to decide who moves first
- Movement Phase : First team moves, Second team moves
- Actions Phase : Each character takes action in AG (agility)
order
Terrain effects are
applied immediately after the last phase (actions).
Initiative Phase
You and the computer will each "roll" a die for incentive. Whichever
team gets the higher number gets to choose who moves their players
first. If the numbers are equal Gladiator arbitrates which team gets
the incentive. Gladiator gives the incentive to West on even turns,
East on odd turns (when the rolls tie).
Dice
Simulated six-sided die throwing is common in Gladiator. Gladiator
"rolls" the die on the screen and the user presses "STOP ROLLING" button
to stop the "rolling".
The die is actually rolled one last time after a key is
pressed so the outcome cannot be anticipated.

Movement Phase
Each player character is moved one at a time in the order of the
fastest player to the slowest player (highest MP to lowest MP). All
of one team is moved before the other team moves (which team moves
first is based on who won the incentive). A player is given movement
choices based on whether or not he is prone, engaged with an enemy, or
out in the open. The distance a character moves will determine which
options are open the shorter distance a character moves the more
he will be able to do during the actions phase.
Movement Interface

As an arrow button
is pressed the player is moved on the arena and the
number of moves is increased. When the number of moves has reachged
the movement point allowance, the
arrow buttons will have no effect. At this point the player may
rotate (click the character portrait), click the "RESET" button
(start over), or click the "CONTINUE" button (which completes the
move. Rotate will change the character's facing. If
the character is invisible or prone the character's facing may be
determined by looking at the character graphic shown.
Clicking the "RESET" button will
put the character back in his original position and facing so the move
can be started again. Clicking the "CONTINUE" button ends the
character's movement. Every square is counted as it
is entered. Stepping forward and then back will increase moves
by 2 (as opposed to not increasing moves at all). Moving
is also affected by entering an enemy's front square (becoming
"engaged"). In this case,
the character's attention is riveted on the enemy.
The player may wish to start the move over and
side-step the enemy to get around his front squares. It is generally
a good idea to use the "RESET" button and try several moves.
Jump Movement Option
Movement has the "J" button for jumping (theoretically to be used to
jump over pits or jump over people but any square may be jumped). The
Jump can be useful for bypassing obstacles. The jump moves the
character the direction he is facing two squares costing three
movement points. The first square is jumped over and may contain
"unenterable" terrain such as a wall, pit, or another player.
The button
works provided you have at least 3 moves left to expend and the
landing square is enterable. The direction jumped is the direction
the character is currently facing. The next or adjacent square is
"jumped over" and the character lands in the second square away.
Moves incremented 3 for every jump. Jumping a pit will
save one movement point compared to running around it.
PAGE 28
Looking Around
This message display is shown when you select the "look around" menu
button. Looking Around is available in the Action
Phase and can help you plan your actions. A red flashing box is
placed on the character being featured. Clicking the "<" or
">" buttons will cycle through all the characters in the arena (or you can
select the one you want by left mouse button clicking it). Click
the CONTINUE buttton when done.

Ready refers to the weapon that the character has ready to use.
Also refers to a weapon that the character has in addition to his
primary or Ready weapon that may be used in some cases.
Ready, for example, could refer to what is in your right hand, whereas
Also would then refer to what is in the left hand.
Slung weapons are three item holsters that are used to hold stuff
not being held. The option to change weapons allows the
character to switch from a long bow for attacking at a distance to
a sword for close-in hacking. The numbers 1, 2 and 3 for the "Slung"
items are used to distinguish between the slung items when changing
weapons. The top "Slung" is number 1, and the bottom is number 3.
@Crossbow shows that a crossbow has been fired and needs to be
reloaded. Crossbows must be loaded to be fired and take a turn or
more to reload. The "@" in front of the crossbow shows that the
crossbow is unloaded and may not be used to attack.
The stuff under "IN SQUARE" indicates what is in
the square the player is standing in.
In addition to the above displayed items, the words "Prone," "Dazed,"
or "Near Death" may be displayed. These indicate the following:
- Prone : the character is flat on the ground or otherwise disabled.
- Dazed : the character is suffering a reduced agility due to wounds.
- Near Death : the character has 3 or less SH left.
PAGE 29
PAGE 30
Action Phase
Actions are done in current agility order regardless of side. Current
or adjusted agility means the AG after the effects of wounds, armor,
and magic. Agile characters get to act first, and slow characters act
last. What action can be taken is determined by how little time was
used moving. If the player moved a great distance (running) then no
time is left for an action. If the player waits (stands still)
then all actions are
available (unless prone). Keeping this in mind the player will only
go as far as a charge when he wants to attack with a hand weapon, as
far as a shuffle when he wants to change weapons or throw a weapon,
and up to a shift when he wants to shoot a bow or cast a spell.
|
TYPE OF MOVEMENT
|
Maxium Number of Squares Moved
|
AVAILABLE ACTION OPTIONS
|
|
Wait
|
No movement
|
STAND UP(*), CAST MAGIC SPELL, DISENGAGE, SHOOT BOW/CROSSBOW,
ATTEMPT HAND COMBAT, THROW WEAPON, CHANGE WEAPONS, RELOAD CROSSBOW,
HAND WEAPON ATTACK($), EVADE(~), DISBELIEVE, GO PRONE
|
|
Shift
|
1 square
|
CAST MAGIC SPELL, DISENGAGE, SHOOT BOW/CROSSBOW,
ATTEMPT HAND COMBAT, THROW WEAPON, CHANGE WEAPONS, RELOAD CROSSBOW,
HAND WEAPON ATTACK($), EVADE(~), DISBELIEVE, GO PRONE
|
|
Shuffle
|
2 squares
|
THROW WEAPON, CHANGE WEAPONS, RELOAD CROSSBOW,
HAND WEAPON ATTACK($), EVADE(~), DISBELIEVE, GO PRONE
|
|
Charge
|
Up to half Movement Point (MP) allowance
|
CHANGE WEAPONS,
HAND WEAPON ATTACK($), EVADE(~), DISBELIEVE, GO PRONE
|
|
Run
|
More than half your Movement Point (MP) allowance
|
NOTHING
|
(*) When you are prone this is all you can do.
($) Hand weapon attack also includes the options of Slash,
Shield Attack, Dual Attack, Impale, Shield Rush, and Recieve Charge.
(~) Evasion causes all incoming attacks to be rolled on four dice
instead of three (making it more difficult to be hit).
PAGE 31
Movement Explained
WAIT or SHIFT (Always available)
During this turn the player did not move at all or moved one square
during movement phase. During a SHIFT an engaged player will not be
allowed to "about face" his facing. During actions phase the player
has the full range of options open. This does not mean he may do any
option he chooses. The player will be presented with only those
options that make sense for his given situation (for example: no
shooting unless you have a loaded bow of some kind).
SHUFFLE (Available when not engaged)
During this turn the player could have changed facing and moved up to
two squares. During actions phase the player will have a reduced
range of options if he moved the full two squares. On the other hand
he must move the full two squares if he wishes to establish "charging"
status. Charging is required for the "shield rush" and "impale"
attacks. Moving two squares (the minimum for "charging" status) will
also entitle an enemy to the "receive charge" attack (provided they
choose to face you, have done no more than a shift, and have a ready
polearm). If the two squares are moved, the player will not be able
to shoot, disengage, cast, or attempt hand combat.
CHARGE (Available when not engaged)
During this turn the player moved from 2 to one-half his MP in
squares. He may no longer reload, or throw a
weapon. He is able to change weapons but the "PICKUP" button
will not be displayed, disabling picking things up for the player.
RUN (Available when not engaged)
During this turn the player moved more than half his MP in
squares. Moving more than half
of your MP allowance consumes your turn completely and no options will
be available (other than "Wait") in the actions phase.
Engaged
A player is engaged when he is standing in an enemy's front
square. When engaged, a player must remain adjacent to all engaging
enemies and may only use Shift or Wait moves.
PAGE 32
Actions Explained
STAND (Always available)
This action is a "do nothing" provided the character is not "prone."
If he is prone, he will "stand up" by taking this option. If he is
not prone he "waits" with this option. Standing up from a prone
position will allow the character to change his facing with the
restrictions of a SHIFT (if engaged, no "about face").
CAST MAGIC SPELL (Shift move or less)
This action requires a shift or wait move. A spell is successful if
you roll your AG or less on the dice with any "to hit" modifications
applied. In addition, a spell typically cannot be attempted without
sacrificing some strength-health (SH) point(s). See Spells.
DISENGAGE (Shift move or less)
This option is open to those that have shifted or waited. This option
is used to retreat (and stand up if prone) from combat. For a
successful disengage from hand combat the player must make a roll of
his AG or less. If successful the player is allowed to move one
square (exception: Orcs can disengage 2 squares).
SHOOT BOW or SHOOT CROSSBOW (shift or less)
This action is open to those characters that have moved one square or
no squares and have a ready bow weapon. A crossbow must be loaded to
shoot (no "@" in front of the name "Crossbow"). In addition, an enemy
target must be to the front of the firing character. Crossbows may be
fired and loaded while prone. Firing a crossbow prone gives a +2 to
hit bonus for added accuracy. When selecting a bow target, you will
be given a message "shoot at " for each possible target on the map.
Enter "y" for your desired target. Enter "n" or hit the space bar to
go to the next target. You may also select your target by clicking it
with the left mouse button. If you enter "n" to the last target (the
bottom right one) then the shot will be aborted and the action menu
will be redisplayed.
RECEIVE CHARGE (shift or less)
This option is open to players that have an enemy that charges them
and the player is holding a pole arm. This option reflects bracing
the pole arm butt against the ground and receiving the enemy charge
with the pole arm blade. If the enemy moves 2+ squares he is
considered to be going fast enough. Receive charge gives the player
+2 to hit bonus and does double damage on a hit.
ATTEMPT HAND COMBAT (shift or less)
Hand combat (a deadly form of wrestling) is initiated by this option
and is successful if the defender chooses to be in hand combat or
fails a roll to repel the attacker. The roll made to repel a hand
combat attempt is against the defender's AG modified by the difference
in strengths of the attacker and defender. When hand combat is
initiated any weapons in "ready" or "also" are dropped. See Hand
Combat.
PAGE 33
THROW WEAPON (shuffle or less)
This option allows the player to throw his ready weapon at a target he
is facing. Range affects the ability to hit by -1 to hit per square.
Another single handed weapon will automatically be readied after a
throw. The new weapon will be the first found in the order of "slung"
(top), "slung" (middle), and "also".
IMPALE (shuffle or more)
This option is open is to players with a ready pole arm that move 2 or
more squares. Similar to Receive Charge, the attack does double
damage if it hits. This reflects the ability of a piercing weapon to
do great damage when enough momentum is applied.
SHIELD RUSH (shuffle or more)
This option is open to players that have a ready shield. The Shield
Rush is just like a Shield Attack except the player has a +2 to hit
bonus and the defender has a -2 fall down penalty. If the player
hits, the defender must roll to keep from falling down. The roll is
his agility or less modified by the difference of the attacker and
defender's strength. If the defender falls down the attacker is
allowed to choose the adjacent square the defender falls in (possibly
a pit or fire terrain).
CHANGE WEAPON/SHIELD (shuffle or less)
This option allows the player to move his weapons around, pick weapons
up, or drop weapons. Shields are treated as weapons.
RELOAD CROSSBOW (shuffle or less)
This options allows the player to reload a unloaded crossbow. This
may be done while prone.
ATTACK (charge or less)
This option is open to a player with a ready hand weapon (or natural
weapon such as Fists). An attack will hit if the total of three dice
equals to or is less than the attacker's agility. This "to hit" roll
may be adjusted by a variety of modifiers such as facing (attacking
from the rear or a prone opponent), being dazed, attacking an
invisible target, or attacking in hand combat. The purpose of Attack
is to damage or kill the enemy. If the to hit roll is successful, the
attacking weapon damage is applied to the enemy's SH minus enemy armor
(see Wounds).
Slash Attack (charge or less)
Slashing is a form of attack in which the attacker can attack all
enemies in his front squares. The attacker must have a slashing type
weapon (sword or axe) ready. The defenders are attacked in clockwise
order. The first defender is attacked at -2 to hit. The following
defenders (up to five total targets) are attacked at -4 to hit.
Shield Attack (shift or less)
This is identical to a Shield Rush but is less effective (no +2 to hit
bonus and no -2 fall down penalty). When moving more than a square
this option becomes the Shield Rush.
PAGE 34
Dual Attack (charge or less)
This option is open to players that are not holding a two handed
weapon. Any two opponents in the frontal area can be attacked (or an
opponent can be attacked twice). The attacker chooses which enemy is
attacked in what order. The first attack is with the ready weapon and
is -2 to hit. The second attack uses the "also" weapon at -3 to hit.
EVADE (charge or less)
This option makes the player harder to hit by causing incoming attacks
to roll "to hit" on four dice instead of three. This option reflects
a defensive posture such as parrying or dodging.
DROP/PICK UP WEAPON (charge or less)
This becomes the Change Weapon option if the player moves 2 squares or
less. Moving more than two squares limits the change weapon ability
so that weapons cannot be slung. Any unslung weapon must be readied
or left on the ground. Items can still be picked up or dropped. You
must empty both hands (drop everything) before you will be able to
unsling a weapon.
DISBELIEVE/ZAP ILLUSION (charge or less)
If a magical illusion is present and the "disbelieving" character
successfully rolls his IQ or less on three dice the illusion is
dispelled (removed from play). When multiple illusions are present
the closest illusion is dispelled. If no illusions are present this
action has no effect.
GO PRONE (charge or less)
This option is generally reserved for players with crossbows that want
the prone +2 to hit bonus with a crossbow. Being prone is a
disadvantage as it limits your options and makes you easy to hit.
SHOW CHARACTER (Always)
This option costs nothing in terms of time or options. The stats
display can be used to see how your weapons are situated or what your
wounds are.
LOOK AROUND (Always)
Like "view-stats" this is free and may be used repeatedly before
making your action. Looking around can tell you if someone has moved,
has attacked, or when someone is going to move or attack. The order
people are shown is the order they will take their turn in. See
Looking Around.
Gladiator will only offer the options available to the player at the
time so it is not possible to break the rules. This makes Gladiator
easier to play but does not relieve the need for written rules.
Gladiator has many subtle strategies which become apparent only after
careful observation. This is especially true in the actions phase
when the options available are based on what has gone before.
PAGE 35
Missile Obstacles
Currently obstacles for missile weapons (bow shot or thrown objects)
are characters, shadow squares, fires, walls, and the Altar Of Life.
Each character or fire in the missile track is a -1 to hit penalty.
Each shadow in the missile track is a -4 to hit penalty. Walls and
the Altar Of Life block missile shots completely. Remember, you can
only shoot at enemies you are facing.
Wounds
The following describes the effects of wounds. These effects are for
most races (such as Humans). Other races can withstand more damage
before being effected. Some races are immune to these effects. All
the wound effects are cumulative but not additive. In other words a
knocked down player will be dazed but additional 5 point or greater
hits will not make the humanoid "dazed dazed" and will not further
reduce his AG.
Knocked Down : A single blow of 8 or more SH points will knock down
a character. Prone characters may only WAIT, SHOOT CROSSBOW, or
RELOAD. Some creatures cannot be knocked down (such as Amoebas).
Dazed : A single blow of 5 or more SH points will "daze" a
character. A dazed character will have a -2 AG penalty for his
next action (be it this turn if he has not acted yet, or next turn
if he has already acted).
Permanently Dazed : A character that has his SH reduced to 3 or
less is always dazed. In addition, the character will not be able
to RUN.
Unconscious : A character that has his SH reduced to 1
is virtually dead. He will collapse every turn until killed or
the game ends. Some races regenerate SH points and will be able
to return to play.
Dead : A character that has his SH reduced to 0 or less
is dead and is removed from play. See "Altar of Life" and
"Bones" terrain.
Agility Rolls
All agility rolls are limited so any attack may hit and may miss.
This is done to avoid "automatic kills" and "automatic misses." A roll
of 5 or less always hits. A roll of 16 or better always misses. In
addition, a roll of 4 does double damage, a roll of 3 does triple
damage, and a roll of 17 or 18 causes the attacker to drop his weapon
(if the ready weapon is a hand weapon).
PAGE 37
Strategy
Who Moves First
Wining the choice of who moves first with the movement incentive roll
can be significant. In most cases it is a good idea to let the enemy
move first. This allows you to 1) see their final position before you
make your move and 2) possibly run around behind them. Choosing to
move first is generally reserved for catching enemies that are running
away, running away, or charging attacks.
Who Attacks First
Attacks are in agility order but you can DECLINE and wait for the
remaining characters to take an action. The last character in the
"turn" is not allowed to decline. When the action turn is over the
"declined" characters get to take actions in agility order. This is
sometimes desirable to see what the other characters do, or to ensure
that a possible daze or knock down will carry over into next turn.
Evading
Each character may act only once each turn and will typically act in
adjusted AG order as stated above. The exception to this is the evade
action. A character that is attacked may make a preemptive action to
evade. In other words, any character that has not yet acted will be
able to evade if he is capable of evading (movement and prone
restrictions) at any time he is attacked and he wishes to do so. If
he chooses to evade his action is "spent" and he will not be able to
take other action. Evading is a good idea when you are the target of
a pole arm double damage attack (impale or receive charge enemy
actions). Evading can also be used to charge through enemy bow shots.
Missiles
Higher AG types are more effective with missiles as range and evasion
can have a dramatic effect on the success of a missile attack. The
range penalty for bows is -1 per 5 squares. The range penalty for
thrown weapons is -1 per square. In addition thrown weapon range is
limited to your SH in squares.
Using a arrow type bow weapon is simple: stand and shoot as long as
possible. Shuffle and switch weapons to a hand weapon that does your
maximum SH bracket damage when the enemy is within charging distance.
Arrows can be used against an enemy at any distance effectively but do
less damage than hand weapons in the same SH bracket.
PAGE 38
Crossbows do reasonable damage but have to be reloaded and can leave
the user foolishly reloading or changing weapons when the enemy
attacks. Careful planning and luck are needed to use a crossbow
effectively. Generally, a character will only have time for one shot
with a crossbow and will not take the time to reload it. If this is
true the character will probably want to charge and go prone the first
turn to close with the enemy and get the +2 "to hit" AG bonus for
firing a crossbow prone. The character will then spend the next two
turns after firing standing and changing weapons. When the character
is ready to attack with his hand weapon the enemy has had a total of
four turns to close the distance and attack. Crossbows cannot be
relied on and will only occasionally hit. That hit however can
deliver a telling blow and will help decide the fate of the combat.
Thrown weapons are a dubious proposition indeed. These are generally
reserved for disengaging enemies who keep stepping back before we can
get a swing in. Two squares is about as far away as you want to get
with a thrown weapon. In addition, throwing a weapon can leave you in
a bad way if you have no secondary or slung one-handed weapons.
Throwing will automatically ready a one-handed non-shield weapon from
top "slung", middle "slung", and the "also" weapon, in that order of
precedence. If no weapons are left then the attacker will have to go
pick something up. If only two-handed weapons or shields are left the
attacker will have to take a turn to change weapons or pick something
up. The attacker of course can always duke it out with fists but this
is only effective for very high SH types (SH=17 fist does 1d+2, SH=11
or less does 1d-4).
Hand Combat
When an enemy can be attacked and the character moved none or one
square (WAIT or SHIFT) then "try hand combat" is an option. Hand
Combat is when two or more enemy characters are battling it out on the
ground with fists or daggers. The prone bonus of +4 to hit is gained
so all attacks are likely to hit (except in extremely poor AG cases).
In addition, all damage inflicted is +3 points of damage. Hand Combat
tends to do more damage in less time to both parties than in regular
combat. Getting into hand combat with a creature is generally a
mistake, especially with a bear. The bear will miss often swinging
from a distance but he will likely tear your face off the first time
he attacks in Hand Combat.
PAGE 39
Hand Combat Attempt
This option will always check to see if the opponent will repel you.
The enemy may also choose not to repel you (in which case you may have
made a mistake). If he does attempt to repel you, he will have to
roll his AG or less on three dice with the additional modifier of the
difference of his and your strengths. For example, "Thor" SH:16 AG:8
"June" SH:10 AG:14. Thor trys Hand Combat with June. June chooses to
repel and has to roll a 14-(16-10) or 14-6 or 8 or less. If June
attempted Hand Combat with Thor then Thor would have to roll an
8-(10-16) or 8+6 or 14 or less. The ability to enter or repel Hand
Combat is heavily biased toward the strong. Bears often prefer Hand
Combat and there is little humans can do to keep them off. The repel
check does not cost the enemy his action and the enemy may attack,
evade, or disengage in the same turn Hand Combat was started. In the
event that you come on the opponent from the side or the rear, the
facing bonus to hit is applied (+2 from the side and +3 from the
rear). The bonus is applied as a penalty to the opponents repel roll.
A hand combat attempt is automatic if the defender is already prone.
Hand Combat Weapons
When Hand Combat is successful the attacker as well as the defender
drop any weapons they have in their ready or secondary hands. The
exception to this is the dagger, which is kept. In addition, if a
dagger is slung it will be readied. It is important then to remember
if your strength gives you greater damage when using a fist than a
dagger, DO NOT carry a dagger. It will jump into your hand
irritatingly whenever someone enters Hand Combat with you.
|
SH
|
Fist Damage
|
Dagger Damage
|
Use
|
|
11 or less
|
1d-4
|
1d-1
|
Dagger
|
|
12
|
1d-3
|
1d-1
|
Dagger
|
|
13
|
1d-2
|
1d-1
|
Dagger
|
|
14
|
1d-1
|
1d-1
|
Either
|
|
15
|
1d
|
1d-1
|
Fist
|
|
16
|
1d+1
|
1d-1
|
Fist
|
|
17 or more
|
1d+2
|
1d-1
|
Fist
|
Remember that damage in Hand Combat has 3 added to the above damage values.
Hand Combat Disengage
This option is available during Hand Combat when the character has
not moved or evaded. The character will successfully disengage on
a roll of his AG or less. If successful, the disengaging player
will be able to stand up in an adjacent square.
PAGE 40
Polearms
These do less apparent damage than other weapons if you consider the
weapons chart alone. In actuality the pole arms allow a character to
do more damage in a single hit than any other type of weapon in the
same SH bracket. This is possible with the IMPALE and RECEIVE_CHARGE
actions which do double damage. On the other hand, the character will
have to be particularly sly to take advantage of the double damage
attacks on a regular basis. He will have to disengage often to get
charging room or disengage and run so the enemy charges after him.
The latter is more desirable as standing to re |