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Thread: Spartacus: A Game of Blood & Treachery:: Rules:: Resolving scheme cards

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by Yavi

Let's say I've played a scheme card allowing me to exhaust my assets and gain some gold. We always wait for a reaction before exhausting them. That forces opponents to play any reactions blindly, not knowing how many slaves/guards/gladiators a player will exhaust.

Do you immediately show those assets or exhaust them after the scheme is resolved? :>

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: Resolving scheme cards

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by dophin26

This just came up for us last night. We made the player exhaust his assets (in this case guards) and then the player decided if he wanted to play a reaction to it, which he did. Because a reaction was played, the guards were not exhausted, but the scheme was foiled.

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: Resolving scheme cards

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by Yavi

In few first games we also played like this, but we found that a little unfair. Now it's a risk for those playing reactions :P

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: Resolving scheme cards

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by Mattias

According to the FAQ:

Some Reaction Cards state ‘Foil a Scheme’. These may be played immediately following another Dominus attempting to play a Scheme in their Intrigue phase.
In this case, “immediately following” refers to the time between when a player plays a Scheme and when that Scheme is resolved. During this time, multiple Reactions may be played.


To me this suggest that when you start exhausting resources it is too late to play reactions. You should give ample time to allow your opponents to consider their reactions though.

Thread: Spartacus: A Game of Blood & Treachery:: Rules:: Agonalia - inviting 2 players

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by Yavi

The card says: Host may invite only 2 players. To accept, invited players must commit a team of 1 slave 1 gladiator.

1. Does it really mean I have only 2 invites? If first player refuses to participate in my primus it's over? Or does it mean only 2 players can accept the invite (if first one refuses I can try another and another)?
2. Can I invite players without slave/gladiator to have them lose 1 influence?

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: Agonalia - inviting 2 players

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by Minedog3

My view is that this works exactly the same as a normal Arena match, but instead of sending a Gladiator, the player sends a team (Gladiator & Slave).

So I'd expect that the Host could invite players in the same manner as a normal match, with players losing 1 Influence if they refuse, and the Host inviting another player until the match is filled, or 1 or less player accepts in which case the match is void.

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: Agonalia - inviting 2 players

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by darkranex

I agree it's probably worded strangely but it is basically saying that this is a primus, but only 2 players are participating because they must field two combatants each.

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: Agonalia - inviting 2 players

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by Mattias

If an invited Dominus can't supply a gladiator and a slave they have to decline, thereby losing an influence. It works the same as any other invitation.

New Video for Spartacus: A Game of Blood & Treachery

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: Theokoles and Ludi Romani

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by tyrellware1

I have to disagree Geppo-

I know I'm a couple months late to the party here, but we had this come up the other night.

Theokoles' Shadow of Death ability says "No teammate in Primus" on the card but it is more specific in the rule book. The rule book talks about "Committing" Theo to a primus. He may not be the second invite for a team and if he is the first invite, there will be no second invite. The rule uses the "committing" language multiple times and thus we ruled that he may be swapped in during Ludi Romani and create a team of 2 without violating Shadows of Death.

His rule as per the book confirms that Treacherous gladiators may not join HIS team and this led to another issue because Ashur was in the Primus. Ashur used his treacherous ability to switch teams BEFORE Theo was swapped in. Therefore THEO joined the team instead of the other way around. We ultimately decided (by close margin) that no rule had been violated (shadows of death or treacherous) and allowed the 3 v 1 slaughter.

Reply: Spartacus: A Game of Blood & Treachery:: Reviews:: Re: Tabletop Tales: I AM SPARTACUS! – The Greatest Board Game Ever!

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by Decimir

My gaming group and I would entirely agree with you. We played 2 games of Spartacus yesterday for tabletop day (1 of which I was the victor). We also have a term for when a game sends a player into a vulgarity spewed frustration fest called getting spartacussed. Becoming spartacussed usually involves a dreadful series of rolls of the dice that leads to your best/last gladiator to being defeated, losing most or all of your coin due to loss of bets quickly followed by the thumbing down of your defeated gladiator because you cannot afford the bribe to keep him alive. Thus upon looking down at your House's board seeing no coin, no gladiator and no hope of recovery, you try to amicably admit defeat with no bitterness felt and remove yourself from the game to which follows raillery from your opponents of getting "SPARTACUSSED!!" No matter how you may try to ignore it the burning that is felt inside of resounding defeat is oft followed by future planning on how you will repay the feeling to the one who has dealt you this blow the next time the game is played. Spartacus is not for the faint of heart if played correctly. It is easily my favorite game of all time and I eagerly await to the next time we can play.

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: Resolving scheme cards

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by Decimir

Time should be allowed for a reaction. Usually a look around the table with a statement of "anyone?" But, once a player has started to exhaust his assets it is too late to foil the scheme.

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Reply: Spartacus: A Game of Blood & Treachery:: Reviews:: Re: Tabletop Tales: I AM SPARTACUS! – The Greatest Board Game Ever!

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by VonMeister

Mattias wrote:

So true. This game is truly great.

The game did get some good reviews and love when it came out. Well deserved. It's fun and is easy to teach and play. Just make sure those you introduce the game to understand that underhanded play is part of the game/theme.

Joey, Do You Like Board Games About Gladiators?

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by Charlotte Malone

It was Workman's turn to pick, and he wanted to play Sporadicus.

I had never played, so I watched a few reviews. I learned that the game involved three phases: Intrigue, where you negotiate via manipulation and deceit; Market, where you wheel and deal and blind bid for assets and people; and Combat, where you fight to the death in a dice-chucking arena battle. So basically, we were signed up for a night of Workman: the Board Game.


This box contains mature content.



This might be some of the mature content they were going on about.


I have not watched the TV show. Steve and Workman have, and were more than excited to make references as appropriate. Steve yelled "Jupiter's Cock!" every five minutes, which somehow remained funny all evening, and this happened, during a Market phase:

Leon: what's that?
Steve: a Masked Courtesan.
Leon: what's it do?
Steve: the masked courtesans are these weird guys that <censored> while watching <censored>. It's like watching porn sort of.....
Leon: the EFFECT. What's the CARD EFFECT do?

I did not have high hopes for this game, as none of the phases as I understood them are really in my wheelhouse. I knew Workman would win by a landslide, and was just hoping for some laughs along the way. "Jupiter's Cock!"



I was Team Glaber. I had this very nice power involving guards. Unfortunately, I never really amassed enough guards to allow me to take it anywhere, but I tried. I also had some decent Intrigue cards, but never had the influence or intelligence to play them (directional arrows are hard.) I did have money for most of the game though, and I managed to get myself up to 8 influence just through card play and hosting. Certainly not though my prowess in the arena. "Jupiter's Cock!"

I never had strong gladiators. Truth be known, the combat didn't interest me. I think I only bought one additional gladiator the whole game, and I only bought him because he reminded me of Lieutenant Dan.


Lieutenant Dan

I had to battle twice, both times against Leon. Lieutenant Dan went in for my first battle, and I think he got decapitated? It was bad. Second battle I had to send in a slave (I sold my other gladiator for money) and he fared equally well. I am not cut out for the arena life.


This greasy spot on the floor used to be Lieutenant Dan. #youstilllieutenantdan


Elsewhere in the game, Workman was doing surprisingly poorly. He started strong, but then ran out of money and couldn't make anything happen. Leon was the man to beat. He embraced the arena life and did well for himself there. He got to 11 influence and was poised for the win. I was able to Jupiter's Cock-block him once ("Jupiter's Cock!") to keep him from the win, but it was only a matter of time.

Steve was also doing well. At one point, he even enthusiastically announced a win, but then Leon explained that he'd misread his power and didn't have enough guards to do what he did, so he picked his cards back up and the game continued. #awkward

But....he had also gotten to 11 influence and was now also a threat.

The game continued. We were back to stopping Leon. I had the most gold, so I held it for the entire Market phase to insure I got the host. I did. (And my 8th and final influence point). I couldn't let Leon into the arena, so I made Steve and Workman battle, hoping Workman would win. Workman dominated, and Steve walked away with an injury.

In addition to providing snacks and calling ubers, the host gets to decide the fate of injured gladiators. So I got to decide if Steve lived or died.

[o]
:thumbsdown:[/o]

And when I made my verdict, Steve revealed a reaction card that gave him an influence point when he died in battle. Which gave him the win. #wellplayed #jupiterscock

Workman and I both had 8 influence. When I pointed out that we tied for last place, he said "no, I have 9. I got a point for winning that battle. You're the only loser." God, I hate him.

After his impressive win over Workman in a game that may actually have been designed by Workman, Steve had to bolt. (#broccoli) Leon was right behind him, so no Love Letter and no Skull and no fun filler. But Workman and I played Mario Cart on the Switch, which gave me yet another last place finish. Workman even had to kill a race because I couldn't stay on the track long enough to get to the finish and he was tired of waiting on me. Jupiter's Cock indeed. But it was fun. And then we sat around and shot the shit for a while. I miss talking to Workman (#idontreallyhatehim #donttellhimisaidthat). It was a good night.

As always, thanks for reading. I hope you'll join us next time when we either see the inside of a Turkish prison or see a grown man naked. Happy gaming!

Thread: Spartacus: A Game of Blood & Treachery:: Rules:: The Javelin

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by JBTheChamp

Hi all,

Our group is struggling to understand the Javelin, maybe we are just a bit dumb. Whenever it comes up in the market phase, we all groan
Q1 Does it allow an extra combat when you exhaust it ?
Q2 Does the range of 4 include the space the enemy gladiator is standing ?
Q3 They way we are playing it, it is only effective against a gladiator with a speed less than 3.

Thanks,

Confused..

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: The Javelin

Reply: Spartacus: A Game of Blood & Treachery:: Rules:: Re: The Javelin

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by Mattias

What he said.

Just to add a helpful point: When you count range just count exactly the same way you would when you move.

Thread: Spartacus: A Game of Blood & Treachery:: Variants:: A Variant of the game: Developing Gladiators, More Special Fights, Less Influence Cards

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by Khenubaal84


Hi Guys,

this is my first post in the Boardgeek-Forum, and actually the final reason to register here. I was enjoying reading your threads and comments on Spartacus Variants and Strategies and was completely fascinated by the player made Market and Influence cards. Beeing a boardgamegeek AND a big fan of the Series I am enjoying "Spartacus" since ca. two years as I have never enjoyed a boardgame before (maybe with the exception of Pandemic: Legacy).

After having played several dozen of matches and beeing a hobby-gamedesigner me and the other core players of the group started to develop some Variants. We have tested them durng the last matches and we think, that they made the game even more fun and deeper, but - I have to admit - also longer and a bit more complicated, as you have to track some more details.

However, we really like our house-rule-bouquet, so I thought, it would be a good idea to share them here with you and get some feedback on it from the community. Also I would be interested, if anyone has further ideas or has tested then themselves and can give some impressions out of their matches.

1) Some prelude and the basic idea
Acutally I would like to stress out two points, before starting with the specific description of the house rules, in order to avoid any misunderstandings.

First of all, I am aware, that our house-rules are changing to some extend and in some specific cases the balance of the game, making several strategies, cards or abilities stronger, or weaker. However, I think, this is ok, as long, as the game as it is is still balanced (even if it is then a new equilibrium-point and not the same, as with the original rules). I believe and this is what we experienced, this is - overall - the case with our rules, but please let me know, if you think otherwise.

Furthermore I would like to say, that for my group, the main issue of the game is developing of the ludus (slaves, gladiators, equipment), organizing the fights and finally winning them. The Intrigue phase/cards are a lot of fun and give the game the dynamic, as they add some workarounds and random, and also an additional layer of tactics and negotiation, but for us, the main dish is clearly the arena phase and to some extend the market. So our house-rules are focusing on these phases. I know, that a lot of players are focusing on the Intrigue phase, so for them maybe our rules won't fit. However, I hope, there are also players out there, who will have fun with our ideas.

2) MAIN CHANGES:

2.1) Double market in the first round

This is a house-rule I have already read somewhere here. We - actually - have the same. As we felt, that the Ludi are too empty at the beginning of the game, and morever, one strong card can have massive impact during the first 2-3 rounds we decided to have the double number of market cards in the first round of market. In order to keep the auction going, all players are also granted the dounble number of their starting money. (So on most cases 20 gold instead of 10).

2.2) Reduced Intrigue Deck
For us - the Reaction cards are more fun, than Scheme. Furthermore, we believe, that the easy "gain +1 Influence" cards for exhausting/discrading gladiators/slaves/guards, or for free are making the game too luck-based, too random and in our opinion also too short - so overall are reducing strategy and tactics by far too much. So we have excluded these cards from the deck, thereby also increasing the share of the fun Reaction cards. We furthermore added two player-made reaction cards:
a) Deserves the Rudis: If a victorious gladiator becomes or already is Champion, his Dominus must grant him freedom/discard him (thereby loosing 1 Influence by loosing the Champion), or loose 3 Imfluence due to the anger of the crowd.
b) Shall I begin?:A Gladiator may skip his attack for one round of the fight and instead regenerate lost dices equal to his gold value.

2.3) Fatigued Gladiators
In our opinion too ofter players stick to only one strong Gladiator and do not by any mid-strenght Gladiators, or only one back-up. Starting Gladiators are in most cases sold down quickly. This is currently not really reflecting the fluff of the game, as a Ludus normally had more than only one, or tweo Gladiators in it's ranks, with Champions beeing backed up with solid fighters and developing newcomers. So we thought, how to get players to maintaining a bigger Gladiator team.

Therefore we introduced Gladiator Fatigue: Each time a gladiator fights in the arena, he is fatigued for the next game round, regardless of winning or loosing the fight. In order to be unfatigued again, he has to refrain from fighting in the arena for one game round.

A fatigued Gladiator can still be invited and actually can still fight in the arena - however, if he does so, he starts with a penalty of -2 dices. His Dominus decides just before the match, which two dices he wants to substract from his overall dice pool.

Gladiator Fatigue is cumulative. So if a gladiator fights two rounds in the row in the arena, his penalty for a third fight in the row would be -4 dices, and so forth. However, one round without fighting is enough to get unfatigued again, regardless of how high the penalty got before.

2.4) Developing Gladiators
We also thought, that it's a pity, that Starting Gladiators or the weaker ones from the deck never have a chance to stand up against the stronger Fighters. Also we wanted to reward long-term planning. So we decied to add a mechanism for development of Gladiators, as follows:

Each time a Gladiator wins a fight, one of his stats (ATT, DEF or INI) is permanently boosted by +1 dice. However - there are several limitations to this mechanism:

a) No stat can ever be boosted more than by +1 dice, so no gladiator can gain more than 3 dices - +1 ATT, +1 DEF and +1 INI).

b) Which dice is boosted, is decided by randomly, rolling a dice: roll-result 1-2: +1 to ATT, roll-result 3-4: +1 to DEF, roll-result 5-6: +1 to INI. If the Gladiator has already boosted one stat, that you roll to determine between the two other stats: roll-result 1-3: first unboosted stat, roll-result 4-6: second unboosted stat. If the gladiator already has boosted two stats, than you dont need to roll and the single unboosted stat is boosted automatically.

c) There is an overall cap of maximum 12 dices for all Gladiators (WITH ONE EXCEPTION!!! - see below). This was made for balancing, as strong gladiators with 3 boost could get just completely unbeatable due to game mechanic. That means, that gladiators have the following development possibilities:
7 dice (d) Starting Gladiators -> Fully developed: +3, 10 dice (d)
8 d Gladiators -> Fully developed: +3, 11 d
9 d Gladiators -> Fully developed: +3, 12 d
10 d Gladiators -> Fully developed: +2, 12 d
11 d Gladiators -> Fully developed: +1, 12 d
AND NOW THERE COMES THE EXCEPTION: As we felt, we are weakening the 12 d Gladiators, so the stars of the game by these our rule, and as we wanted to still give them a slight advantage above all other fighters and allow also some devlopment for these champions, we decided to allow Gladiators, who already start with 12 dices (so Spartacus, Gannicus, Theokoles, the Egyptian, and from the promo cards Magnetius, Hadrianus and Dolor) to develop one dice to a total of 13 dices, reaching a level unaccessibale for the rest. So:
12 d Gladiators -> Fully developed: +1, 13 d

d) The last main/major change we made was about the fighting. Here I have to say, that we are not using the Festival cards, as I am lacking the Shadow of Death Expansion - we are playing with the base game, Serpent and Wolf, the Promo Cards and some Fandom-cards from this forum. However, we wanted to get more variaty into the fighting, so we have designed a special ARENA-Deck.

Each time - just before the bidding for the Host, one card is drawn from the ARENA-Deck. These card determines, what kind of fight the HOST has to organize. When the deck is completely drawn, cards are shuffled and the deck can be used again. Currently we have the following 10 cards in the ARENA-Deck:

2 x Normal Arena Fight: Just the normal fights, like in the base game.

2 x Normal Primus: The host has to organize a Primus, however, he will get only 1 Influence, not 2. And: we got rid of the Primus Reaction cards in the Intrigue deck, as Primus is covered by the ARENA-Deck now.

2 x Festival of Bellona (Card is only added to the deck, if at least for 4 players are playing the match: The host has to organize to normal fights. He thereby can only invite a Dominus a second time, if all Domini were already invited at least onces (like with the Primus). Each winner of a fight gets Influence/Favour as normal. However: The host gets only 1 Influence for organizing these 2 fights.
Important: No Gladiator is allowed to fight in both fights in the Festival. If a Dominus get's a second invitation (because someone else has declined), then he has to send in another fighter.

1 x Festival of Mars (Is added to the deck, when at least one Gladiator with a total of 11 or more dices (11+ Gladiator) is in the game): The host has to invite a Dominus, who posseses an 11+ Gladiator. If the Dominus accepts the invitation, he has to send an 11+ Gladiator in the arena. Then the host invites TWO Domini, who have to send in a Fighter (so Gladiator or Slave) with maximum 9 dices into the arena (9- Gladiators).
The 11+Gl. will then fight BOTH 9-Gl. AT ONCE - so this is a 1 vs 2 fight. Winner gets +1 Influence and +1 Favour

1 x Festival of Hera (Is added to the deck at the beginning of the 3rd market phase (so unavailable in the first two arena phases)): Actually, this is just a mixed Primus, where both sides must be represented by a team of one Gladiator and one Slave. Host gains only +1 Influence, like with the normal Primus (by the way, Slaves can also Develop stats like Gladiators and get also Fatigued like them).

1 x Festival of Charon (Is added to the game, when a 12+ Gladiator becomes available): This festival is actually portraiting Spartacus' and Oenemaus' marathon fights in the pit.
The host must invite a Dominus with a 12+ Gladiator to the arena and the Dominus must send such a gladiator into the arena, if he accepts. Then the host invites THREE 10- Gladiators (or slaves) into the arena, and their Domini must send such fighters in, if they accept.
Now, the 12+ Gladiator will fight the weaker three fighter ONE AFTER THE OTHER. The Domini of the weaker Gladiators can decide, in which order they will enter the arena. The stronger Gladiator will not regenarte any dices, if he wins a fight - the next weaker fighter will just enter the arena in the moment, when his predecessor is defeated and the fight will carry on.
If the 3 weaker fighters win, each one, who has entered the arena and survived will get a favour token. Furthermore, all Domini, who have sent in at least 1 (or 2 or even 3) 10- Fighter into the arena, will get +1 Influence (regardless of the number of fighters sent into the fight).
If the 12+ gladiator wins, he earnes one favor token for each victory, and so becomes champion. However, his Dominus earnes only +1 Influence.

Festival of Jupiter (Is added to the deck at the beginning of the 3rd market phase (so unavailable in the first two arena phases); Card is only added to the deck, if at least for 4 players are playing the match: A Tournament is played. The host must invite 4 Gladiators into the arena and devide them into two Semifinal match-ups.
The winners of the semifinal earn +1 favour. However, the Domini do not earn Influence for the Semifinal victory.
The winners of the semifinal then meet in the final of the tournament, HOWEVER, THEY ONLY DO REGENERATE 2 DICES AFTER THE SEMIFINAL FIGHT. Let me illustrate this by an example:
In Semifinal 1 Spartacus meets with Crixus and manages to win the fight with 3 Attack, 1 Defense and 2 Initiative left (3-1-2). He now enters the final with this dice pool and his player has now to decide, which to dices to regenerate. Shall he regenerate 2 Initiative and inter with ATT 3, DEF 1 and INI 4 (3-1-4), so he can outmaneuver the opponent? Or shall he regenerate 1 attack and 1 defense dice and enter the fight with 4-2-2? On the other hand, in the second semifinal Gannicus had an easy fight against Rhaskos and has lost only 2 defense dice. So he enters the finals with an overall of 4-2-4 and easily regenerates back to his full strenght of 4-4-4. Gannicus has a clear advantage, in this case and the Spartacus-player may have some angry glances to the host, who made up the semifinal pairings, anticipating this.
However - equipment is unexhausted before the final and can be used again. The winner of the final gets +1 Favour and +1 Influence.

3. That's it
Puh - this was a long posting. However - I hope, some of you had some fun to read it and would be happy to get your comments. We had a lot of fun with this house-rules, maybe some of you will like some of them too?..
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