Krosmaster Arena Searching For Answers

Krosmaster TeamWe have been playing a lot of Krosmaster Arena around here. Unlike Pathfinder Adventure Card Game that some of the kids have difficulty playing and their interest comes and goes, Krosmaster has their attention. As you can see the figures are bright and cute. The board, both sides, are equally bright and cute. Gameplay is quick. The rules…well…how can I put this?

The rules are good, but could be better. There is a lot of little information that got split up in the rulebook to make learning the rules easier. I find myself flipping through the rulebook and finding something I missed or forgot. What is more bothersome than the rules are all of the special powers and abilities that figures come with. The nice thing is that the rulebook covers a lot of them. Unique abilities are detailed well on the character cards. The bad thing, is the rulebook only covers season one.

Krosmaster PlayThat’s right Krosmaster has seasons. Each season is a new batch of figures and rule changes. The figures come with new abilities and powers that are not explained on the cards nor on an insert in the box. Same with the rule changes. Unfortunately there does not seem to be an easy to find or translate one-stop place for the rule changes or power explanations. There are many places to see all of the figures (there are a ton), read about the tournaments, the online game, the tablet game, and so on. Turns out, at least news to me being new to the game, that Krosmaster is popular in Europe. Meaning that many of the sites have to be translated, which can be funny or irritating depending on my need. When searching for rules, irritating, and a not so subtle nudge to me that maybe I should invest in learning another language or two.

Anyway, I searched several places to piece together the following powers and abilities. Some are straight from the rulebook and Frigost book, but more are from Season 2 that I had to find all over the internet. Should someone with some knowledge read this, let people know if there is a one-stop place for answers and if I got anything wrong.

Krosmaster Powers

I purposefully left off Critical, Armor, Lock, and Dodge as they are explained well and used often enough to be “known” by players.

+/- X MP: Place X + or – MP tokens on target character’s card, discard after character has ended their turn.

+/- X AP: Place X = or – AP tokens on target character’s card, discard after the character has ended their turn.

+X (element type): Element type damage is increased by X value.

Agility (Air): Roll one extra die when making an air attack or roll for armor against an air attack. When combined with Critical or Armor, a character can roll 3 dice.

Akseleraktion: If a spell inflicts one or more +1 AP markers, use frozen +1 AP markers instead. Does not work against characters with Internal Fire.

Annoying: Line of sight cannot cut a square occupied by a character with annoying.

Attract X: The target of the spell is moved X cells closer to the target. Movement stops at an obstacle or edge of board.

Blind: Character’s spells can only target adjacent cells.

Crafter: The first time this character buys a Demonic Reward during its turn, it does not have to spend any Action Points. Further, the Jade Demonic Reward cost 5 Kamas, the Gold Demonic Reward cost 10 Kamas, and the Ruby Demonic Reward cost 15 Kamas. Granite Demonic Rewards cost 3 kamas.

Desplicing: If a spell inflicts one or more -1 MP markers, use frozen -1 MP markers. Does not work against characters with Internal Fire.

Endurance: Character suffers 2 less damage each time they suffer damage.

Farmer (Reminder): At the end of a turn, if the character picked up at least 1 Kama, take 1 extra Kama from the reserve.

Fragility: Character suffers 1 additional damage each time they suffer damage.

Frostbite: Character’s attack spells inflict frozen damage. Does not work against characters with Internal Fire.

Glaciaktion: If a spell inflicts one or more -1 AP markers, use frozen -1 AP markers instead. Does not work against characters with Internal Fire.

Intelligence (Fire): Roll one extra die when making a fire attack or roll for armor against a fire attack. When combined with Critical or Armor character can roll 3 dice

Internal Fire: Character cannot receive frozen markers (injury, AP or MP); they receive normal markers instead. Characters with Internal Fire heal frozen injuries as if they were normal injuries.

Loot X: When a character with Loot X defeats an opponent’s character, take X Kamas from the reserve and add them to your inventory.

Luck (Chance?) (Water): Roll one extra die when making a water attack or roll for armor against a water attack. When combined with Critical or Armor character can roll 3 dice.

Move Closer X: Casting character is moved X cells closer to the spell’s target. Movement stops at an obstacle or edge of board.

Pierces Armor: Defending character rolls 1 fewer armor die.

Prospecting: When a character with prospecting defeats an opponent’s character, take Kamas from the reserve equal to the defeated character’s level.

Push Back X: The target of the spell is moved X cells away from the caster. Movement stops at an obstacle or edge of board.

Retreat X: Casting character is moved X cells in the opposite direction of spell’s target. Movement stops at an obstacle or edge of board.

Retribution X: powers or additional effects of spells preceded by this keyword only apply if at least X Avengers are present on the battlefield (allies and enemies included.)

Revenge X: powers or additional effects of spells preceded by this keyword only apply if at least X Villains are present on the battlefield (allies and enemies included.).

Splicing: If a spell inflicts one or more +1 MP markers, use frozen +1 MP makers instead. Does not work against characters with Internal Fire.

Steals 1 AP/MP: Place a – 1 AP or MP token on target character’s card and a +1 AP or MP token on casting character’s card.

Steals Health: Remove damage from casting character equal to damage inflicted.

Strength (Earth): Roll one extra die when making an earth attack or roll for armor against an earth attack. When combined with Critical or Armor character can roll 3 dice

Toupiti (Change): A character with this power ignores the blocking rules; it cannot make lock rolls and cannot be tackled.

Unfazed (modified): Character does not suffer additional effects of spells, except those that inflict additional damage. Personal spells are not affected by Unfazed.

Wisdom: When a character with wisdom defeats an opponent gain +1 GG. When a Character with wisdom is defeated gain +1GG.

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