A team can only have from 2 to 8 characters. The total of their level cannot exceed 12.
To win a game, you must take all the GG tokens from your opponent by purchasing them or defeating his figurines.
The Wild GG doesn't belong to anyone. The first time a player gains GG, he must first take the wild GG if it wasn't already taken.
When you defeat an enemy figurine, you steal as many GG as its level from your opponent.
Each beginning of turn (except the very first) starts with a roll of two dice. Rolling a double will lead to a loss of a GG point for each player.
Each face of the die represents a power that can be given to your figurines. You can also sell your dice for Kamas if you don’t like the results.
During your turn, you play your characters one by one, following the order given in your timeline. You will never be able to move any of them during your opponent’s turn.
A spell is defined by its Range, its AP cost (and sometimes MP and HP), its damage, its element and additional effects.
If the Range icon is red, this means that the spell’s range cannot be modified. A green icon means the spells range can be modified.
A cross in the Range icon indicates that the spell doesn’t require line of sight, and arrow means that the spell can only be cast linearly.
A fist means that the spell can only be cast in close combat whereas a closed eye means that the spell can only be cast on the figurine itself.
There are three types of tokens in Krosmaster Arena: summons, traps and bombs
On the back side you will find the stats (AP, HP, MP, spells and powers).
Bombs explode automatically at the beginning of the following turn of the character who placed it.
Traps trigger when someone steps on them. Once triggered, they disappear.