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Gamehelpkrosmasterarena

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[BASIC RULES]

Krosmaster Arena is a strategy game where your goal is to eliminate the opposing Krosmasters without losing yours.

To win, you will have to put the GG counter (the number of stars under your opponent's nickname) at zero.

There are 3 methods to do this:

- Kill an opposing Krosmaster to steal his Level in GG. The level of a Kros is equivalent to its value in combat. It is indicated on the card of each figurine.

- Double the tension jets to make everyone lose 1GG. Dice rolled at the start of the player's turn, granting a power to a Krosmaster during a turn or giving you coins in exchange (Kamas).

- Buy 1GG from your opponent by spending 12 Kamas, once placed on a Demon Box.


At the start each player has 6GG, plus a wild (neutral) GG which will always be lost first.

Each team must be made up of 3 to 8 Krosmasters, totalling 12 levels. They vary from 1 (weak) to 6 (strong).


Each Krosmaster has its own characteristics.

- Name: The maximum number of duplicates in a team depends on its name color: 1x Gold, 2x White, 3x Black.

- Level: Efficiency in combat of a Krosmaster. But the loss of a strong Krosmaster will be all the more damaging.

- Initiative (flash): Defines the order of play within your team. The highest total Initiative of a team designates the 1st player.

- Movement Pts (PM): Number of spaces that a Krosmaster can cover per turn.

- Life Pts (PV): Number of wounds that a Krosmaster can take before being knocked out.

- Action Points (PA): Number of points used to cast spells and / or perform actions (pick up a coin, buy, ...)


Each also has Spells with very specific effects (attack, heal, boost, debuff, placement, summon, ...)

- Range: Either Personal (target = launcher), or Melee (adjacent target), or composed of a minimum and maximum OP. Most spells require a line of sight, which means no obstacle between the caster and its target (tree or Krosmaster). The bushes are not bothersome. A Green Range can be modified (+ 1PO by mounting on a Cashier for example), while the Red Range is not.

- Effect: Described by the spell itself.

- Damage: Number = number of basic damage the spell inflicts. Color = Element of striking the spell (Air, Water, Fire, Earth, Neutral, Care or Nothing)

- Cost: Mainly in PA, but may also require the use of PM or self-injury.


Finally, there are generic Powers (Critical, Resistance, ...) or specific to Krosmasters. Their effects are described on the card itself.


On the Demon Boxes you can spend your Kamas in order to equip Boosts or Equipment on your Krosmasters, making them more resistant, fast or powerful. Do not neglect this aspect of the game, it is almost impossible to win without using Kamas.


[STRATEGIC ADVICE]

Generally speaking, if the player opposite has more than 150 ELO points, you can certainly ask him for advice. The spirit of the Krosmaster community is cordial, and the game is both exciting and complex. It will be a pleasure for us to accompany you in your first games ^^ Contact persons recommended for any questions: [Neuros] [Achille127] [Percimou]


Here are some ways to start:

- Play "placers" (King Mint, Grougalorasalar, Khan Karkass, ...) BEFORE your "batters" (Sphincter Cell, Dragon Pig, Joris Swashbuckler), so that they can reach opposing Kros. One of the key elements to surprise the enemy is movement.

- Pay attention to your basic diversity. The more you have different striking elements within your team, the more often the RD will be profitable for you.

- It will often happen that you are surprised to be reached when you think you are safe with a character. Don't worry, it's the kind of thing that comes with experience. We count like this: PM + PO + potential investment + potential R&D. If in doubt, be careful, but do not stay at the bottom of the map the whole game so far ^^ Krosmaster is a game of exchange and frank melee, do not forget;)


You probably know enough to discover the game, so good luck!