This is the first draft of the rules for The Arena. Most of the rules are subject to changes as they are play-tested, and a lot of general gaming terms are used that would normally be elaborated if this wasn’t the abridged rules. Feel free to ask for clarification!
Getting ready to play:
- Players are given a chance to agree on a stage. Otherwise, a stage is selected randomly.
- Players are given a chance to decide who picks first. Otherwise, a person is selected randomly to pick first.
- Player 1 picks one character
- Player 2 picks two characters
- Player 1 picks two characters
- Player 2 picks one character
- Each player puts their first picked character onto their starting position, putting the other characters on the sidelines.
- Each player marks that all of their characters are at their starting maximum HP value.
- Each player gains one “Stylish Action!”
- The game starts, and Player 2 goes first.
Taking your turn:
- Your abilities cooldown by one turn.
- Gain two Movement and one Action for the turn.
- Perform each effect that says “At the start of your turn”
- Gravity takes effect.
- Objects in motion take effect (projectiles move, summons perform actions, etc.)
- You may use Movements and Actions, in any order.
- Perform each effect that says “At the end of your turn”
You may use a Movement to move your character one space in any direction and face that direction, including diagonally. The following effects modify your movement:
Gravity: At the start of your turn, if you are not standing on top of the ground or a grounded surface, you gain an Airborne Counter. Then, you move straight down one space for each Airborne Counter you have. If this causes you to touch the ground or a grounded surface, you lose all your Airborne Counters.
Momentum: At the end of your turn, if you used multiple Movements in the exact same direction and you don’t have a Momentum Counter, you gain one in that direction. While you have a Momentum Counter, for the first time each turn you use multiple Movements in the exact same direction, you move an additional space in that direction. Conversely, it costs an additional Movement to move in the opposite direction. At the end of your turn, if you didn’t use multiple Movement in the exact same direction and you do have a Momentum Counter, you lose it.
Grabbing and Lifting: If you end a Movement adjacent to a stationary object you may grab that object, becoming grounded. If you are grabbing a stationary object that is you are able to pass through, you may use one Movement to move directly on top of it. You are always able to pass through stationary objects that do not occupy a space but instead appear between spaces, like floating platforms.
Actions may be used to perform your characters attacks and abilities. These attacks and abilities are incredibly unique, and should be evaluated on an ability-to-ability basis.
Each player starts the game with one “Stylish Action!” At any point in time, you may use your “Stylish Action!” to pause the game, gaining an Action that you must immediately use. Then, the game is unpaused.
If you want to change which character you are fighting with, you may use a Movement and an Action. If you do, you gain the buff “Switching…”
“Switching…” [buff] – At the start of your next turn, if your character has both a Movement and Action available, your active character and a character of your choice from the sidelines switch places.
When you switch characters, all buffs and debuffs are removed from your character. Note that global buffs and global debuffs are associated with a player, not a character, so these will remain in effect.