1
Refresh cards
Flip any uninjured Exhausted (face down) Asset Cards face up to make them Ready
2
Heal injuries
For each Exhausted Gladiator or Slave with an Injury token, roll a dice
3
Balance the ledgers
Receive 1 Coin from the Bank for each Ready Slave you possess
4
Pay Gladiator costs
Pay 1 Coin to the Bank for each Ready Gladiator; if unable to pay, discard one Gladiator per unpaid Coin
5
Draw cards
All players draw 3 new Intrigue Cards into their hand
6
Determine turn order
Play begins with the Dominus holding the Host Marker, then proceeds clockwise
7
Cash in cards
Place Intrigue Cards face up in the discard pile to receive their Coin Value from the Bank
8
Use House Special Rules
Each House has unique abilities that may only be used during the Intrigue Phase
9
Use Card Special Abilities
Many Slaves and Gladiators have Intrigue abilities requiring you to Exhaust the card
10
Play Schemes
If your Influence equals or exceeds the required level, declare a Target Dominus and apply effects
11
Seek support for Schemes
Ask other players to contribute their Influence to meet a Scheme's requirement; granted support cannot be withdrawn
12
Foil Schemes with Reactions
Play Reaction cards stating "Foil a Scheme" immediately after an opponent plays a Scheme
13
Use Guard cards
Discard a Guard and roll a dice to attempt to Foil Schemes targeting you
14
Deploy Guards
Guards may be moved from hand to table as Assets at any time, but cannot return to hand
15
End your turn
Reduce hand size to the limit shown under your current Influence before passing play
16
Open Market trading
Buy, sell, and trade Asset Cards freely with other players at any agreed prices
17
Sell to the Bank
Discard Asset Cards to receive their Coin Value from the Bank
18
Signal end of trading
Pick up and conceal your Coins when finished with Open Market business
19
Begin Auction
Deal cards from Market Deck equal to player count face down, then reveal first card
20
Place concealed bids
Put Coins in your closed fist and extend over the table; all players reveal simultaneously
21
Win auctions
Highest bidder pays their bid to the Bank and claims the Asset
22
Resolve tied bids
Tied players place initial bids on table, then conduct additional concealed bidding rounds
23
Handle failed auctions
If all bidders bid zero Coins, the card is discarded and bids returned
24
Bid for Hosting
Use concealed bidding to win the Host marker for the Arena Phase
25
Resolve Hosting ties
If tied bidders both bid zero, they roll dice and highest result wins Hosting
26
Honor to the Host
The Host receives 1 Influence for presiding over the Games
27
Issue first invitation
Host offers invitation to a player; if accepted, that player places their Gladiator figure on hex "I"
28
Commit Combatant and Equipment
Place Combatant's card and up to one Weapon, one Armour, and one Special Equipment card at Arena edge
29
Issue second invitation
Host invites another player who places their figure on hex "II" with committed cards
30
Decline invitations
If a player cannot or will not accept, they lose 1 Influence and Host invites someone else
31
Pay Tribute
Invited players receive 2 Coins per Favour token or 6 Coins for a Champion token on their Combatant
32
Place wagers
All players simultaneously bet 1-3 Coins on Victory (1:1 payout), Injury (2:1), or Decapitation (2:1)
33
Roll Combat Initiative
Both players roll their Speed dice and total results; winner chooses to go first or second
34
Move your Combatant
Move up to a number of hexes equal to your current Speed Dice Pool
35
Attack in Combat
Roll Attack dice while opponent simultaneously rolls Defense dice
36
Arrange Dice Strings
Line up dice from highest to lowest for comparison
37
Compare dice pairs
Attack dice higher than corresponding Defense dice cause Wounds; ties go to Defender
38
Resolve unopposed Attack dice
Unopposed Attack dice of 3+ cause Wounds; rolls of 1-2 fail
39
Ignore excess Defense dice
If Defender has more dice, lower unopposed Defense dice are ignored
40
Take Wounds
Surrender dice equal to Wounds taken from any Dice Pool (Attack, Defense, or Speed)
41
Apply Rule of One
No Dice Pool may be reduced below 1 until all pools have only 1 dice
42
Determine Yield
When any single Dice Pool reaches zero, Combatant is defeated
43
Determine Injury
When 2 Dice Pools reach zero, Combatant is Injured; Exhaust card and add Injury token
44
Determine Decapitation
When all 3 Dice Pools reach zero, Combatant is Decapitated and discarded
45
Award Victory
Victorious Dominus gains 1 Influence; victorious Combatant receives a Favour token
46
Crown Champion
When a Combatant earns third Favour token, replace all Favour tokens with Champion token
47
Settle wagers
Losing wagers go to Bank; winning wagers return to players plus winnings from Bank
48
Exercise Power of Life & Death
Host gives Thumbs Up (Combatant survives) or Thumbs Down (Combatant executed)
49
Apply Favour penalties
Host loses 1 Influence per Favour token if executing a favoured Combatant; Champions cannot be executed
50
Use Equipment abilities
Attack/Defense re-rolls may be used every round; some abilities exhaust after use
51
Apply Attack Range
Weapons like Trident allow attacking from 2 hexes away instead of adjacent only
52
Execute Speed Attacks
Some Equipment uses Speed dice instead of Attack dice for the attack roll
53
Use Net
Exhaust to automatically win Initiative before rolling Speed dice
54
Trigger doubles/triples
Many Gladiator abilities activate when rolling matching dice; each die counts toward only one set
55
Handle Exhausted cards
Exhausted cards cannot be used, traded, sold, or selected for any purpose until Refreshed