January 2014 I started playing Krosmaster Areana. I never got much further than that. Sad really. Yesterday and today Krosmaster got played. Let me back up, after I wrote the first blog post nobody wanted to play which explains how the game ended up in the gaming closet until a couple of days ago. I forgot about the game.
Then, cue miracle sound, the Krosmaster was unburied and people wanted to see what was inside…me included. Cute figures, awesome artwork, and quality components stared back at all us. Oh what the hell. Yesterday the game table was cleared off and Krosmaster was set-up. We played through the first seven training scenarios.
For those who do not have the game, the seven training scenarios are contained and played in the rulebook. With the rulebook open, miniatures and scenery are placed onto the mini-map and players work through the rules a little bit at a time. The seventh scenario uses all but one or two concepts. By the end of the seventh scenario three of us were ready to give the game a try. This is a new concept, most of the time I learn the rules and then teach them to everyone else. Here, three of us played through the training scenarios and three of us know the rules.
This transferred over into enthusiasm to get other people to play. Which is how we found a table full of people playing Krosmaster for the day. At its heart, Krosmaster is team deathmatch. Teams of four cutesy death dealing miniatures fight over…well six points (Gallons of Glory). Kill off a figure an get Gallons of Glory equal to the miniature’s level. With an average level of 3, kill off two figures on a team and win.
Play is fast. Typical game lasts around a half-hour. The design of the board encourages engaging with the enemy team quickly. With enough terrain to create line-of-sight issues, but not to create a cluttered board, miniatures move around quickly, reaching the middle of the board by the second or third turn and the opposite side by the fourth turn. Most of the action happens in the middle or around the edges of the middle.
Figures have a movement rating, actions points, and health rating. Movement is how far the figure can move in a turn. Figures move like rooks do, straight, no diagonal movement. Action points determine how many actions the figure can make during a turn. Each figure has two actions unique to that figure, typically attacks. In addition to those actions, figures can pick up kama coins or purchase stuff in various squares dotting the arena. Health, is how much damage a figure can take before dying.
Players can choose four figures to make up their team. There are 8-figures in the starter box providing a nice selection and variety. A quick search on Amazon shows dozens of additional figures to choose from. We played with children 6 to 11 years old. The six-year old was a bit out of it, but with direction able to roll the dice, inflict damage, take damage, and move the figure around. That was the biggest issue of the day. Pretty good for a game that can look daunting.