Supplemental meta-game for Gladius.
Players are masters of their own gladiator schools.
Buy them, train them, and send them to the arena.
Six sided dice. Paper. Pencils.
Use coins to represent Gold.
Players start with 50 gold and 1 Gladiator.
The player with the most Fame points after 20 turns wins.
Each turn has 7 Segments:
1. Slave Segment
2. Auction Segment
3. Arena Segment
4. Combat Segments
5. Earnings Segment
6. Training Segment
7. Reputation Segment
1D6 New gladiators become available.
Roll up starting Attributes/Stats for each gladiator.
Players bid for each slave in turn.
All bidding is verbal and simultaneous.
The highest bid wins.
Only the winning bid pays.
Minimum bid for any Gladiator is twice his Experience.
Large Gladiators cost 2 gold extra.
Any Gladiators not bought are discarded.
Decide which of your gladiators are going to fight this turn.
All gladiators fight individually against another gladiator.
A gladiator may only fight in one match per turn.
Players pair up their gladiators with opponent's gladiators.
Pairing may be random or arranged.
Resolve the combats one pair at a time using the Gladius Rules.
If a gladiator loses and did not reduce his opponent to 5 or
less hit points, he is killed (Thumbs down.)
If a gladiator loses but did reduce his opponent to 5 or
less hit points, he is spared (Thumbs up.)
Any Gladiator reduced to 5 or less hits is wounded and
must heal for the rest of the turn.
If a Gladiator is reduced to 0 hits roll 1D6:
1 Mortal Wound: He dies anyway.
2 Maimed: Early retirement.
3 Lame: Lose 1D3 Attribute points or hit points permanently.
4 Shame: Lose 1D3 levels of Charisma.
5 Badly Hurt: Cannot fight next turn
6. Gets off Lucky.
Roll of 3 & 4 also cannot fight next turn.
A gladiator that was not paired up due to a lack of opponents
will fight the animals this turn.
Earn 4D6 gold for each Match you win.
Earn 2D6 gold for each Match you lose.
Earn 2D6 gold for each gladiator fighting animals this turn.
Pay 5 gold upkeep for each Gladiator you own.
Players may trade Gladiators.
Roll 1D6 for each of your gladiators:
Roll 1-3: nothing
Roll 4-6: the gladiator gains an experience point.
Subtract 1 from roll if the gladiator is old.
Add 1 if you spend 5 gold for extra training.
Add 1 if the gladiator won a match this turn.
Add 1 if he defeated a superior foe this turn.
Subtract 1 if the gladiator has 10+ experience.
Subtract 2 if the gladiator has 15+ experience.
Subtract 3 if the gladiator has 20+ experience.
Subtract 2 if the gladiator is healing this turn.
Each time a gladiator gains an experience point, roll
once on the Stat table. The gladiator gains one level
in that Stat.
Award Fame points (FPs) at the end of each turn.
1 FP for the most gold
1 FP for the most gladiators
1 FP for each match you win
1 FP for the Gladiator with the most Experience*
1 FP for the Gladiator with the most Charisma*
* These count only if they fought this turn.
For each new gladiator determine the following attributes:
Roll 1D6: Notes:
1-2. Small -
3-4. Average -
5-6. Large +1 level of Strength
Roll 1D6: Notes:
1. Criminal -
2. Slave -
3. Prisoner Cannot be of Roman Nationality
4. Servant -
5. Soldier Minimum starting experience = 4
6. Citizen Minimum bid +2D6 gold
Each new gladiator starts with 1D6 Experience Points.
All new gladiators start with 0 Match wins.
For each 2 wins a Gladiator has, his Charisma increases 1 level.
All Gladiators start with 0 levels in each of the 6 Stats.
For each experience point roll 1D6 on the Stat table.
The Gladiator gains 1 level in that Stat.
For each level of strength, the gladiator
will do 1 extra point of damage on a roll
of 1 on 1D6 whenever he hits for damage
For each level of skill, the gladiator
gets to draw 1 extra card in Maneuver Phase
on a roll of 1 on 1D6.
For each level of endurance, the gladiator
Gets 1 additional hit point.
For each level of prowess, the gladiator
will negate an opponents defense card on a roll
of 1 on 1D6 whenever he hits in combat.
For each level of reflexes, the gladiator
will negate an opponents attack card on a roll
of 1 on 1D6 whenever he is hit in combat.
For each level of Charisma, the gladiator will
generate an additional 1D6 gold revenue in
earnings phase if he fought this turn.
FIRST BLOOD OPTIONAL RULE
The very first time a gladiator is put in the ring roll 1D6:
1. Coward: He is automatically killed
2-5. No effect
6. Blood Lust: He immediately gains 1 Experience point.
PREMADE STARTER GLADIATORS
Make up 40-50+ new gladiators.
Write their attributes on cards.
During auction phase, instead of rolling up new gladiators draw cards.
The benefit being you can reuse the cards from game to game.
VOW OF THE GLADIATOR
"I submit to being burned, chained, beaten, and killed with an iron weapon."
THE 3 SCHOOLS
Historically, There were 3 Big Gladiator Schools in Italy
at about 10 A.D. under Augustus Caesar:
The Great School, The Gallic, and the Dacian.
Gladiators of the Great School get Skill +1
Gladiators of the Gallic School get Prowess +1
Gladiators of the Dacian School get Reflexes +1
Thank you Zak (firstname.lastname@example.org) for posting your
Gladius Support Page at:
Contains Card Set for Gladius.
Great Artwork. Check this one out!
CARDS & MORE IN ITALIAN
Alecrespi An Italian Warpspawn fansite