ATTACKER - Training + 2D6
Each Serious Wound -1
Attacking Opponent in Rear 3 hexes +2
If the defender without weapon or picking one up this phase +2
If target body part has no armour -1
If target body part has heavy armour +1
DEFENDER - Training + 2D6
Each Serious wound -1
If outnumbered by attackers -1
If attacker scores higher than defender a successful hit has been made. Normally roll twice, each player taking it in turns to be the attacker and defender
Shield size
Successful Block 1D6
damage shield
Big Shield
Small Shield
No Shield
If the defender has faster reactions than the attacker they get a -1.
If the attacker is stronger than the defender the shield is damaged on a roll of 5 or 6.
If the shield is damaged it drops one level, big becomes small, small is broken and none inflicts a light wound on the shield (left) arm.



If lose a weapon you have to spend one entire phase picking it up. You may also move up to 1 hex in any direction, but must turn as many hex faces as necessary to face the hex he came from (to pick up weapon). Can launch no attacks in this phase and suffer a -2 to attacks against them.

Once per turn (not phase) the opponent with reactions faster than ALL his opponents can elect to step directly backwards 1 or 2 hexs when he would not otherwise have moved that phase, after opponents have revealed their moves, but before they occur. This does use one of his allowable movement phases. Can also pick up a fallen weapon.

Attacker "Strength" + 2D6
Each Serious Wound
Defender has Medium armour
Defender has Heavy armour
No effect
Light Wound
Serious Wound
Critical damage to target area. Opponent collapses


Head lose the helmet, also lose the rest of your active phases this turn.
Left Arm Drop shield can't pick it up
Right Arm drop weapon, can pick it up
Upper Body -1 strength for rest of this game
lower body -1 reactions for rest of this game
Left or right leg Lose 1 phase of movement per serious wound per leg
It takes 3 light wounds to equal 1 serious wound and then you get the standard effect of a serious wound, you don't get any of the specials for a straight out right serious wound see above. If you get 3 serious wounds fall on the floor and roll for mercy. (No rules for this, make it up!)


  • If both attackers fail to strike their opponent, roll 1D20, on a 20 opponents weapon is knocked from his hand.
  • 19 or 20 if stronger than your opponent
  • E.g. if both gladiators failed to score a hit, both would roll a D20 with a chance of knocking their opponents weapon out of his hand, the stronger character has an advantage in this


  • Once a Gladiator is tired, he loses one active phase per turn, for the remainder of the game
  • 1 point of stamina is used each phase that a gladiator either attacks, or is attacked or both


  • All tables assume primary weapon is Sword.
  • Spear can attack any target within 2 hexes instead of one.
  • However spear user loses -1 on his to hit (when attacking) & -1 on his to wound table.
  • Spear user defends at full value though,



The game is played on a hex covered board. Each phase you can move you may either move 1 or 2 hexes in any one direction and then swivel multiple 60 degrees, or you may charge 3 hexes in a straight line, (no swivelling allowed then).

If both men try to move into the same hex, both sides roll 2D6, add +1 if you moved 2 hexes this phase, +2 if you moved 3 hexes this phase, and -1 if you did not move at all this phase. Then add your strength factor. Winner enters the hex, lose is pushed back one hex. Only other effect is that the winner fights this phase with an additional +1 to his "To Hit" roll. (Remember 2 characters can not end up in the same hex, but they can pass through the same hex)

If once every one has moved in a phase, an attacker is in your rear 3 hexes, then you turn directly to face them, but suffer the -2 modifier for being attacked in the rear.

Turn broken down into 6 phases Lights can move in 5, Mediums in 4, Heavies in 3. (Characters with a reactions of 2 or 3 gain 1 extra movement phase). In each phase you plot the movement and then carry out the fighting, do not have to plot in advance whether you will move on this phase or not. Movements are F, FL, FR, R, RL, RR, (Q) for quick, 2 hexes, and "Charge" for 3 hexes. In addition use A & C's for clockwise or anti clockwise rotations. e.g. Step 2 hexes to your forward right and rotate 120 degrees left is "FR(Q)AA".


  • Both parties get to attack, unless one is currently without, or picking up a weapon this phase.
  • If facing multiple attackers, you may choose which one to attack, but may defend against all of them. Attack is normal, but defence is -1 for fighting superior numbers.
  • Modifier for defenders armour, theory is defender would try harder to protext exposed body parts so they are harder to hit...



  • Lights should have light shield and most 1 medium piece of armour
  • Mediums can have heavy shield and 1 heavy and 1 medium armour piece
  • Heavy can have 2 heavy and 2 medium pieces of armour
    (The above is just a guide, use whatever your figures are actually wearing)
  1 on 1D6 2,3,4,5 on D6 6 on D6
Strength, Training, Reactions 0 points 1 point 2 points
Lights +1 on their roll for Reactions and -1 on their roll for Strength
Heavies -1 on their role for Reactions and +1 on their role for Strength
Stamina is 4 + 1D6 for heavies, 4+1D8 for mediums, 4 + 1D10 for lights



  • Strength (0,1,2) Causes loss of sword and shield
  • Training/Skill (0,1,2 or move from victories) Main to hit factor
  • Fast reactions (0,1,2) Chance to step out of harms way, if 2 or 3 also get +1 active phase per turn which is very useful)
  • Stamina (4+1 dice) How long before you tire.
  • ATTACK RANGES - Swords 1 square, Spears 2, Nets 3.
  • BODY - is split into Head, Upper body, lower body, 2 legs and 2 arms
  • ARMOUR - is either None (0), Leather/Chain (1) or full plate (2)
  • SHIELDS are either Large, small or none at all.


Roll 1D10
Each of the values can go 1 above normal max, i.e. max reactions, strength or training is 3, Stamina can be increased by a maximum of 4 points. If max out on one then re-roll until score a skill you haven't maxed out on. Once maxed out on everything then you have the option to retire and set up your own Gladiator school or keep fighting until someone takes you down! (All wounds are healed between fights, if any serious wounds are suffered, then must miss one fight per serious wound, other gladiators from the school must take your place.)
1 - 3 +2 on Stamina
4 - 5 +1 on Reactions
6 - 7 +1 on Strength
8 - 10 +1 on Training


  • In each of six phases plot your movement for that phase, plot just one phase at a time, remembering that you can not move in all phases, but you can fight
  • move all of your characters that are moving in this phase
  • roll for any collisions where 2 characters enter the same hex
  • turn around any character who has been attacked to the rear
  • Fight each attack, all characters attack once with 2D6, and their opponent defends with 2D6, their rolls are then reversed, normally all characters attack and defend once. If attacked by more than one opponent, defend against all, but only attack once
  • If neither character in a fight scores a hit (both parties successfully defend) roll to see if either loses his weapon. If weapon is lost the next ACTIVE phase must be spent picking up the sword
  • If a hit is inflicted roll to see if the shield deflects the attack or is damaged itself, an attack successfully deflected by the shield does no damage
  • If the shield does not deflect the attack, roll on the wound table to determine damage to target
  • move onto next phase
  • at end of 6 phases start the next turn again