Here are a couple of updates and/or clarifications to some of the rules of The Arena. I expect there to be more when The Arena starts actual play testing in the next coming weeks, so expect more of these small rules updates and, eventually, an overhaul of the comprehensive rules to include this information.
Cooldowns limit a character’s power in The Arena. When you use an ability, that ability goes on cooldown for a certain number of turns, meaning that it cannot be used. At the start of each of your turns, all of your active character’s cooldowns count down by 1 turn. Characters on the sidelines do not have their abilities cooldown.
- Anything in the foreground cannot be passed through and can be damaged if they have a health value. Things in the foreground typically include obstructing terrain, summons or objects that are destructible and obtrusive, and the characters themselves.
- Anything in the middle ground can be passed through and can be damaged if they have a health value. Things in the middle ground typically include summons or objects that are destructible but not obtrusive, or projectiles.
- Anything in the background can be passed through and cannot be damaged. Things in the background typically include aspects of setup characters that can’t be manipulated.
If you fall off of the battlefield for whatever reason, your character loses 10% of their maximum health, rounded down. Next turn you cannot gain Movement or Action, but the turn after that you may reposition your character on either side of where you fell off, on the nearest space so that your character is grounded.