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Spartacus: A Game of Blood and Treachery (2nd edition)
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Publisher Gale Force Nine
Language
Language dependence (0-4) 2. Moderate in-game text
Player Count 3 4
Playing Time Between 2 to 3 hours
Designer Aaron Dill, John Kovaleski, Sean Sweigart
Minimum age 17
Categories Ancient, Dice, Fighting, Miniatures, Movies / TV / Radio theme, Negotiation
Mechanics Auction/Bidding, Betting and Bluffing, Bribery, Dice Rolling, Grid Movement, Hand Management, Movement Points, Sudden Death Ending, Trading, Variable Player Powers
Number of cards
170
Sleeves 63.5x88
Description
Three main phases occur in each game round of Spartacus: A Game of Blood & Treachery.
The Intrigue Phase is when players launch their Schemes, hoping to raise their fortunes while undermining their rivals. Schemes and Reactions are represented by cards in the Intrigue Deck. Players wield their Influence to put their Schemes into play, often asking for (or bribing) another player’s help in hatching the most complex plots.
The Market Phase is when players buy, sell and trade Assets (Gladiators, Slaves, Equipment and Guards). Players also bid against each other to acquire new Assets at Auction. Wealth is not the only path to success as players bluff and bargain with each other to acquire the Assets they covet.
The Arena Phase is when the bloody games are held. Gladiators from two rival Houses are pitted against each other in a brutal fight for glory. The spectacles of the games are represented by miniature combat on the arena board. Fighters pit their Attack, Defense and Speed dice against one another to determine the victor. All players seek to increase their fortunes by betting on the outcome of the gruesome conflict. Fighters who emerge from the arena victorious gain Favor and their Dominus gain Influence.
The goal of the game is to become the most influential house in Capua, securing your family’s power for years to come. During the game, players will bribe, poison, betray, steal, blackmail, and undermine each other. Gold will change hands again and again to buy support, stay someone’s hand or influence their decisions. Will you be the honorable player whose word is their bond or the treacherous schemer whose alliances change with the wind?
—description from the publisher
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