
gladiator.msi V16.1 (4.34MB)
Gladiator is a strategy board game like chess, but with a customizeable set of pieces, monsters, magic, and simulated dice rolling. You can play by yourself (solo) or internet multi-player. Two teams of characters, East and West, start at opposite ends of the map, engage each other in mortal combat, and win, lose (die) or run away (escape out the Exit Door). Winners and escapees are awarded experience based on performance, and go up in attributes and skill. There are six humanoid races to choose from, and sixteen creature races. This fully operational version is completely free!New in version 16 is a simpler install (only gladiator.exe and a link to the website are installed). Also there is a new button "MANUAL" in the center bottom that opens the user's browser to the Gladiator Board Game website. New in version 16.1 is the addition of continuing gracefully if for some reason sound does not work. QUICK PREVIEW Gladiator Map SquareBasically, two teams of characters, East and West, start at opposite ends of the map, engage each other in mortal combat, and win, lose (die) or run away (escape out the Exit door). Winners and escapees are awarded experience based on performance, and go up in attributes and skill. Characters that die lose all experience. Gladiator Exit SquareEach game turn is made of of two phases... the Movement Phase and the Action Phase. Sides take turns moving in the movement phase. Attacks, magic spells, and basically everything else happens in the Action Phase. Simulated dice are used to determine the outcome of events.
Simulated DiceWhat weapons you are weilding and how far you move during the Movement Phase determines your options in the Action Phase. For example to shoot a bow you are required to move one square or stand still. Hand weapon attacks can generally be made if you move one half the character's total movement allowance or less. Character race has an effect on what your base movement allowance is. Humans get a movement allowance of 10 squares. Human CharacterOnly non-creature races accrue "experience" points after winning a game, or escaping out the exit during a game. These non-creature races are Human, Elf, Orc, Goblin, Dwarf, and Mage. There are many creature races. Gargoyle (creature)Prior to beginning a game, a player will select his team (either East or West) and create and/or load character(s). New characters created will have no experience points. New character attributes can be adjusted for the desired mix of strengh (ability to weild weapons and armor) and health (survivability) versus agility (ability to succeed in attacks and spells). Characters that have won games are saved on disk and may be loaded. These characters may no longer have their attributes adjusted. Their attributes increase however, as experience is acquired. Equipment (weapons and armor) carried can be changed prior to starting the game. MULTIPLAYER HOSTINGWhen hosting multiplayer you need to find your IP address. To do this on Windows 95 or 98 click RUN and type in "winipcfg". For XP, you must go to My Computer, select My Network Places, View network connections, and double click Local Area Connection (then click Support tab). For the required port number, look at the bottom of the Gladiator game, it's the four digit number after the zeroes and dots. You will need internet relay chat or voice communications to convey the IP and port numbers. |
| Introduction | . |
| Player Characters | . |
| . | Attributes |
| . | Weapons |
| . | Armor |
| . | Facing |
| . | Race |
| . | Experience |
| . | Spells |
| . | Fighter Spells |
| Robot Characters | . |
| Terrain | . |
| Playing | . |
| . | Game Turn Phases |
| . | Initiative Phase |
| . | Movement Phase |
| . | Action Phase |
| . | Wounds |
| Strategy | . |
| . | Who Moves First |
| . | Who Attacks First |
| . | Evading |
| . | Missiles |
| . | Hand Combat |
| . | Polearms |
| . | Shield Attacks |
| . | Dual Attacks |
| Notes | . |
| 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 weapons carrying ability 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 weapon. Weapon Capacity Armor |
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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). Facing 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". Prone (flat on the ground) 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
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| PAGE 10 SH/AG/IQ Base SH/AG Min SH/AG/IQ Max AR/MP Creature 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
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
Spells 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
(+) 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
(*) 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 Spell Duration Special Spells
Summon Spells
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| PAGE 15 Illusion Spells
Terrain Spells
The following terrain spells create an area of terrain. The area and orientation of the terrain depends on the particular spell.
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 Psychic Blast IQ: 11 Cost: 3 Snake Staff IQ: 8 Cost: 1xN Duration: 5 turns Image IQ: 9 Cost: 2 Duration: 4 turns ESP Stats IQ: 8 Cost: 0 |
| PAGE 17 Fighter Spells
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| PAGE 18 Robot Characters
(*) 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 Giant Amoeba Tactics
Fire Spirit Tactics |
| PAGE 20 Phase Spider Tactics
Imp Tactics |
| PAGE 21 Slayer Tactics Behemoth Tactics |
| PAGE 22 Evil Mage Tactics Terrain Fire |
| PAGE 23 Pit Caltrops
Wall Shadow Exit Altar of Life |
| PAGE 24 Playing Starting |
| PAGE 25
Menus 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 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 Click the "Start Game" button. Click the "Play Solo Game" button. The computer will lay out random pit terrain and locate an exit. The computer will create a group of "robots" (AI characters) for you to fight. |
| PAGE 27 Phases
Terrain effects are applied immediately after the last phase (actions). Initiative Phase Dice Movement Phase 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 |
| PAGE 28 Looking Around 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 special cases. Slung weapons are two weapon holsters that are used to hold weapons not ready for use. 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 and 2 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 2. @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:
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| PAGE 29 |
| PAGE 30 Action Phase
(*) 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 SHUFFLE (Available when not engaged) CHARGE (Available when not engaged) RUN (Available when not engaged) Engaged |
| PAGE 32 Actions Explained STAND (Always available) CAST MAGIC SPELL (Shift move or less) DISENGAGE (Shift move or less) SHOOT BOW or SHOOT CROSSBOW (shift or less) RECEIVE CHARGE (shift or less) ATTEMPT HAND COMBAT (shift or less) |
| PAGE 33 THROW WEAPON (shuffle or less) IMPALE (shuffle or more) SHIELD RUSH (shuffle or more) CHANGE WEAPON/SHIELD (shuffle or less) RELOAD CROSSBOW (shuffle or less) ATTACK (charge or less) Slash Attack (charge or less) Shield Attack (shift or less) |
| PAGE 34 Dual Attack (charge or less) EVADE (charge or less) DROP/PICK UP WEAPON (charge or less) DISBELIEVE/ZAP ILLUSION (charge or less) GO PRONE (charge or less) SHOW CHARACTER (Always) LOOK AROUND (Always) 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 Wounds 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. This character loses any gained experience. Agility Rolls |
| PAGE 36 |
| PAGE 37 Strategy Who Attacks First Evading Missiles 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", bottom "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 |
| PAGE 39 Hand Combat Attempt Hand Combat Weapons
Remember that damage in Hand Combat has 3 added to the above damage values. Hand Combat Disengage |
| PAGE 40 Polearms Shield Attacks |
| PAGE 41 Dual Attacks |
| PAGE 42 Notes
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