Abstract:
A gladiator game and method of play. The gladiator game comprises a game environment, player tokens, gladiator tokens, trainer tokens, a stack of monster cards, a stack of treasure cards, play money, and a chance device. The chance device determines player token moves over spaces disposed in a perimeter path around an arena. Under certain conditions, gladiator tokens may be purchased (representing the retention of a Gladiator), and may enter the arena. In the arena different gladiators may engage in combat, the outcome being determined by a number of factors including their gladiator attack points, gladiator defense points, and the chance device. A gladiator token occupying a center spot in the arena earns play money for its owner every turn, and additional play money is earned each circuit of the perimeter path. Video game, computer game, and internet versions of the instant game are considered to be within the scope if the instant invention. The internet version permits large number of players to participate simultaneously, and new players may join the game at any time.

Description:
BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     This invention relates to combat games, and in particular to a gladiator game and method of play. 
     2. Background of the Invention 
     Games simulating combat are some of the most exciting games available for play. Within this genre, it is difficult to envision a more interesting combat game than a gladiators game, complete with Avatars, Exotic Beasts, and Dragons! 
     At the same time, given the popularity of internet games which are playable by a large number of participants simultaneously, it would be desirable to provide a gladiators game and method of play which can be played on the internet jointly by a many players, and which fresh players may join into at any time. 
     SUMMARY OF THE INVENTION 
     Accordingly, it is an object of the present invention to provide a gladiator game which simulates actual arena combat. Design features allowing this object to be accomplished include a game environment having a perimeter path and an arena, player tokens, gladiator tokens, and a chance device. Advantages associated with the accomplishment of this object include enhanced entertainment and realism. 
     It is another object of the present invention to provide a gladiator game and method of play which can be joined into by a large number of players. Design features allowing this object to be accomplished include a bank, play money, and a large number of player tokens. Benefits associated with the accomplishment of this object includes the ability for large numbers of players to participate over an internet, and the associated enjoyment by the players. 
     It is an object of the present invention to provide a gladiator game and method of play which can be joined into at any time by fresh players. Design features allowing this object to be accomplished include a bank, play money, and a large number of player tokens. Benefits associated with the accomplishment of this object includes the ability for large numbers of players to participate, and the associated enjoyment by the players. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS 
     The invention, together with the other objects, features, aspects and advantages thereof will be more clearly understood from the following in conjunction with the accompanying drawings. 
     Five sheets of drawings are provided. Sheet one contains FIG.  1 . Sheet two contains FIGS. 2 and 3. Sheet three contains FIGS. 4 and 5. Sheet four contains FIGS. 6 and 7. Sheet five contains FIGS. 8 and 9. 
     FIG. 1 is a top view of a game environment. 
     FIG. 2 is a top view of a perimeter path gladiator space. 
     FIG. 3 is a top view of a player token. 
     FIG. 4 is a top view of a gladiator token. 
     FIG. 5 is a top view of a trainer token. 
     FIG. 6 is a top view of a monster card. 
     FIG. 7 is a bottom view of a monster card. 
     FIG. 8 is a top view of a treasure card. 
     FIG. 9 is a bottom view of a treasure card. 
    
    
     DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT 
     Referring now to FIG. 1 we observe a top view of game environment  2 . Game environment  2  comprises perimeter path  6  surrounding arena  4 . Perimeter path  6  comprises a plurality of perimeter path  6  spaces, including one or more of the following: main office space  20 , gladiator space  22 , monster card space  24 , treasure card space  26 , entrance space  28 , unauthorized fighting space  30 , retain a trainer space  32 , your best gladiator retires space  34 , portal space  36 , etc. 
     In the preferred embodiment the following was the order of perimeter path  6  spaces proceeding clockwise around perimeter path  6 : 
     main office space  20   
     Entertainment gladiator space  22   
     Footman gladiator space  22   
     monster card space  24   
     Swordsman gladiator space  22   
     treasure card space  26   
     Exotic Beast gladiator space  22   
     entrance space  28   
     monster card space  24   
     Slave gladiator space  22   
     Javlinist gladiator space  22   
     Soldier 1st Class gladiator space  22   
     unauthorized fighting space  30   
     Martial Artist gladiator space  22   
     entrance space  28   
     Convict gladiator space  22   
     treasure card space  26   
     Soldier  3 rd Class gladiator space  22   
     monster card space  24   
     Long Bowman gladiator space  22   
     Paladin gladiator space  22   
     retain a trainer space  32   
     Savage gladiator space  22   
     your best gladiator retires space  34   
     Archer gladiator space  22   
     Gladiator gladiator space  22   
     Avatar gladiator space  22   
     monster card space  24   
     entrance space  28   
     Squire gladiator space  22   
     monster card space  24   
     Soldier 2nd Class gladiator space  22   
     Warlord gladiator space  22   
     Dragon Slayer gladiator space  22   
     treasure card space  26   
     entrance space  28   
     Thief gladiator space  22   
     portal space  36   
     Mercenary gladiator space  22   
     Knight gladiator space  22   
     monster card space  24   
     Dragon gladiator space  22   
     Although a preferred embodiment distribution and order of perimeter path  6  spaces is given above, it is considered to be within the scope of this invention that any combination of one or more of the above identified types of perimeter path  6  spaces be used, in any distribution and/or order. 
     Arena  4  comprises arena  4  spots, which may include one or more of the following: entrance spot  40  (hatched green in FIG.  2 ), safety spot  42  (marked by an arrow in FIG.  2 ), thief sanctuary spot  44  (cross-hatched in FIG.  2 ), center spot  46  (hatched green in FIG.  2 ), etc. 
     FIG. 2 is a top view of a perimeter path gladiator space  22 . Each gladiator space  22  comprises gladiator name  21  (Javlinist in FIG.  2 ), gladiator cost  23 , gladiator attack points  12  and gladiator defense points  14 . Gladiator cost  23  represents the cost to retain the gladiator identified by gladiator name  21 . Gladiator attack points  12  specify the strength of the gladiator in attack, while gladiator defense points  14  specify the strength of the gladiator in defense. 
     FIG. 3 is a top view of player token  8  (hatched green in FIG.  3 ). A plurality of player tokens  8  are used in the instant game, and each differs from the others for ready identification. Each turn, player tokens  8  advance around perimeter path  6  by a number of spaces indicated by a chance device such as a die. Although in the preferred embodiment the chance device disclosed was one or more dice, it is considered to be within the scope if the instant invention that any chance device be used, including but not limited to dice, spinners, electronically generated random numbers (as may be the case in the electronic version of the instant game, which may be a video game, computer game, a game suitable for playing by many players on the internet, etc.). 
     FIG. 4 is a top view of gladiator token  10  (hatched green in FIG.  3 ). Each gladiator token  10  comprises gladiator name  21  (Avatar in FIG.  4 ), gladiator attack points  12  and gladiator defense points  14 . Gladiator attack points  12  specify the strength of the gladiator in attack, while gladiator defense points  14  specify the strength of the gladiator in defense. 
     FIG. 5 is a top view of trainer token  58 . 
     FIG. 6 is a top view of a monster card  50 . FIG. 7 is a bottom view of a monster card  50 , bearing monster card instructions  52 . 
     FIG. 8 is a top view of a treasure card  54 . FIG. 9 is a bottom view of a treasure card  54  bearing treasure card instructions  56 . 
     An explanation of the apparatus and method of play follows. FIGS. 1-9 may be referred to for the purposes of this explanation. 
     The Storyline: 
     Ogmok, the Arena owner in an attempt to boost his profits, has decided to sponsor a tournament. So now twice a week he opens his Arena to a free-for-all. The grand prize winner received from Ogmok their choice of gladiator, retainer cost paid by Ogmok. The whole idea was a big hit. The citizens flocked to the arena, profits were up and the gladiator operators finally had a chance to flourish. Almost everybody wore a big smile. 
     The Object: 
     1.) With a designated number of Gladiators, to be the first player entered into arena  4  (the fighting portion of the Arena) with no other opponents to challenge your domination of arena  4 . 
     2.) Choose a special gladiator to be in arena  4 . 
     3.) Set a time limit and the player with the most gladiators in arena  4  at that time wins. 
     4.) Once familiar with the game, figure your own object. 
     Equipment: 
     Consists of game environment  2 , chance device (which were at least two six-sided dice in the preferred embodiment), at least two player tokens  8 ; a number of Monster Cards  50 ; a number of Treasure Cards  54 ; a number of trainer tokens  58 ; a set of gladiator tokens  10  associated with each player token  8 , and play money. In the preferred embodiment there were two white dice, one red die, one blue die, six player tokens  8 ,  32  Monster Cards  50 ,  16  Treasure Cards  54 , and  24  gladiator tokens  10  associated with each player token  8 . 
     Preparation: 
     Shuffle Monster Cards  50  and Treasure Cards  54 , placing them to one side of game environment  2 . Decide on a banker to perform the banking duties. Choose someone to manage Monster Cards  50  and Treasure Cards  54 . Banker first rolls the dice for high roll. Player to the left of the banker is next in line to roll for high roll, etc. High roller starts by choosing the player token  8  he wishes to use in the game to mark his progress around the perimeter path  6 . High roller starts first. Each Player is given gladiator tokens  10  corresponding to such Player&#39;s player token  8 . The gladiator tokens  10  represent the gladiators allowed to be retained by such Player. Spread the gladiator tokens  10  out so they can be easily found. Each Player takes care of their own markers. Each player receives from the banker 1000 in gold to start the game with. 
     The Banker: 
     Select one player to be the Banker. A Banker who also plays in the game MUST keep his personal accounts separate from the Banks accounts. The banker will be responsible for all transactions between the bank and the players. Banker rolls the two white 6-sided dice first for high roll. 
     The Bank: 
     The Bank is owned by Ogmok and is the establishment where most transactions on playing environment  2  will take place. When retaining a Gladiator the money spent will go to The Bank. The Bank will also collect unauthorized fighting fines and all money due when drawing a card (Exception: when the money is to be paid to another player as stated on a card.). 
     The Bank is also responsible for paying any rewards due to a Player as a result of drawing a Monster Card  50  or Treasure Card  54 , and giving the players a trainer token  58  when a trainer is retained, or paying the player at the time of crossing main office space  20  their path completion payment (400 in gold in the preferred embodiment). The bank will also pay a center spot payment to the gladiator who is stationed in The Arena center spot  46  (100 gold per turn in the preferred embodiment). 
     The Bank CAN NOT go broke. If there is not enough play money on hand, additional funds can be issued by The Bank at any time. 
     Loans through The Bank are NOT available and Players may not borrow, loan or give money, gladiator tokens  10  or trainer tokens  58  to any other Player. 
     All fines and bills are due immediately or as much as the Player has. Any or all, Gladiators or Trainers, already retained must be unretained for half the original retained price in order to pay as much of such Player&#39;s bill as possible. If the Player does not have the gold needed to meet the requirements he becomes bankrupt (see Bankruptcy). 
     Bankruptcy: 
     At the beginning of a Player&#39;s turn he may declare himself bankrupt and start over. To do so the Player: 
     1.) states to the Banker that he is declaring bankruptcy; 
     2.) the Player then turns over to the bank all assets he still has including cash, trainers, gladiators and any cards he may be holding; 
     3.) the Player moves his token to The Arena&#39;s main office space  20 ; 
     4.) end of turn. 
     The Play: 
     The Player who was high roller starts the play by placing his player token  8  on The Arena&#39;s main office space  20 , then rolling the two white 6-sided dice and moving clockwise around perimeter path  6  the number of spaces equal to the pips shown on the rolled dice. After the first Player has completed he turn by performing the actions necessary or desired dictated by the space such Player&#39;s token  8  landed on, play passes to the next player to the left (clockwise). Player tokens  8  remain on the last perimeter path  6  space occupied, and proceed from that space on the Player&#39;s next turn. Two or more player tokens  8  may occupy the same perimeter path  6  space. According to the perimeter path  6  space a given player token  8  reaches, the associated Player may be allowed to retain gladiators, enter a gladiator into the arena etc., or they may be obliged to draw a card or retire their gladiator, etc. 
     Retaining Gladiators: 
     . . . In order to retain a Gladiator a player token  8  must land on the gladiator space  22  corresponding to such Gladiator, and the Player who owns that player token  8  must pay the bank the gladiator cost  23  identified on the gladiator space  22 . Upon receipt of appropriate payment, the Player is free to use the gladiator token  10  corresponding to the Gladiator he just purchased in combat in arena  4  in accordance with these rules. 
     Retaining a Gladiator is one of the most important aspects of the game. Gladiator retention strategy largely determines how the game proceeds. Gladiators are the actual fighting forces who will take there place in arena  4  to fight under a Player&#39;s banner in an attempt to claim center spot  40 . Each Gladiator attacks and defends with different abilities (see Attack and Defense Chart:) giving advantages to the better opponent entered within arena  4 . The better the Gladiator the more gold a Player will need to retain the services of that individual Gladiator. The gold a Player pays for the gladiator as retainer fee will be held by Ogmok (the bank). Any retained Gladiators go to the Player&#39;s stockpile to be used as desired by the Player (see The Players Stockpile:). 
     The Player&#39;s Stockpile: 
     Any retained gladiator tokens  10  are put in a separate pile from the rest of the gladiator tokens  10  that are available. These are the gladiators tokens  10  the Player will have a chance to enter into arena  4  when that Player&#39;s player token  8  lands on an entrance space  28 , portal space  36 , or main office space  20 . 
     Doubles: 
     If a Player rolls doubles, he moves his player token  8  the pip total shown on the dice and performs any action associated with the perimeter path  6  space landed upon. The same Player now rolls again, moves his token, and performs the actions involved with his move. This ends his turn. Play passes to the next Player (Exception: when after the second roll the Player ends up with a card that tells him to roll again). 
     Doubles can also be used to enter a gladiator token  10  into arena  4 . When doubles are rolled, the player token  8  is moved as usual and any action connected to the perimeter path  6  space landed upon performed. The same Player then has the opportunity to either roll again to move on around the perimeter path  6  OR that Player can decide to take a chance to enter a gladiator token  10  into arena  4 . To enter a gladiator token  10  into arena  4  the Player must first choose the gladiator token  10  he wishes to risk. That gladiator token  10  is placed on the entrance space  28  closest to the that Player&#39;s player token  8 . The Player must pay the bank the appropriate entrance fee (50 gold in the preferred embodiment), then using one six-sided die, roll a predetermined chance device range (1-4 in the preferred embodiment) for a successful entrance. A predetermined chance device value(s) (5 or a 6 in the preferred embodiment when the die is rolled) will kill the Gladiator and its corresponding gladiator token  10  is un-retained and no longer available to that Player until retained again later, in accordance with these rules. This ends the turn. Play passes to the next Player. 
     Same Space: 
     When two or more player tokens  8  end up occupying the same perimeter path  6  space, each Player has access to that location and may or must perform the actions necessary for that space. 
     Main Office Space  20 : 
     This is the starting space on perimeter path  6 . After the starting moves, each time a Player&#39;s token lands on or passes across main office space  20  that Player collects a path completion payment from the bank. In the preferred embodiment, the path completion payment was 400 gold. If a Player declares bankruptcy this is once again his starting space. A Player may enter gladiator token(s)  10  into arena  4  through main office space  20  free of charge. 
     Entrances Spaces  28 : 
     When a player token  8  lands on any of the four entrance spaces  28 , upon appropriate payment of an arena entrance fee (50 gold in the preferred embodiment) such Player enter any gladiator token  10  which has been previously retained by such Player onto the entrance spot  40  co-extensive with such entrance space  28 . This ends that Player&#39;s turn unless doubles were involved. On the Player&#39;s next turn he has two options: 
     1.) roll the two white 6-sided dice to continue moving his player token  8  around perimeter path  6 , or 
     2.) roll the two colored 6-sided dice to move (and possibly commit to combat) his gladiator token(s)  10  within arena  4 . (see Arena  4 :) 
     A gladiator token  10  that sits on an entrance spot  40  may be removed by any other player token  8  which lands on that entrance spot  4 . Such removed gladiator token  10  is returned to the Player who owns it, and remains retained by such Player and is available for further use by such Player later. 
     Safety Spots  40 : 
     At least one safety spot  40  separates each entrance spot  40  from the other arena  4  spots. A gladiator token  10  may NOT attack from a safety spot  40 , nor can a gladiator token  10  be attacked while occupying a safety spot  40 . Once a given gladiator token  10  departs from a safety spot  40  onto an arena  4  spot which is not a safety spot  40 , such gladiator token  10  cannot subsequently move onto any safety spot  40 . 
     Thief Sanctuary Spots  44 : 
     Arena  4  further comprises thief sanctuary spots  44 . Only thief gladiator tokens  10  may occupy thief sanctuary spots  44 . (See Special Gladiators: The Thief). No gladiator token  10  may attack a thief gladiator token  10  occupying a thief sanctuary spot  44  except another thief gladiator token  10 . 
     Center Spot  46 : 
     Center spot  46  in arena  4  is controlled by having a gladiator token  10  sitting on that space. For each turn that a Player has a gladiator token  10  sitting on center spot  46  he may collect a center spot payment (100 gold in the preferred embodiment) before he rolls the dice at the beginning of his turn. Rolling doubles does NOT give a Player a second opportunity to collect the 100 gold because that Player&#39;s turn has already started. 
     Arena  4 : 
     In the preferred embodiment, the blue and the red die are the dice used when a Player has decided to use his turn to move his gladiator token(s)  10  in arena  4 . The blue die represents the movement and/or defense capabilities for a gladiator token  10  within arena  4 , and the red die represents the attack capabilities of ALL the gladiators within the arena. Roll BOTH colored dice at one time and use the number of pips shown on the blue die to move in the arena, with the red die indicating the roll for attack if the situation calls for an attack. 
     Moving and Fighting Gladiators Tokens  10 : 
     When more then one Player has a gladiator token  10  within arena  4  it is likely that a battle will commence (after all that is what Gladiators do). If at the beginning of a Player&#39;s turn he chooses to move and fight within arena  4 , rather than move on around perimeter path  6  with his player token  8  (both may not be done on the same turn even if doubles were involved), then that Player must use the two colored dice. Play is rather straight-forward if only one gladiator token  10  from each Player is involved: 
     1.) activate the chance device (in the preferred embodiment, roll the two colored dice), 
     2) move a gladiator token  10  desired amount of spaces allowed by chance device (the pips shown on the blue die). A Player does not have to move at all if he does not think the timing is proper or he may move any portion of the move allowable*. 
     3.) the attack chance device value has already been determined (by roll of a red die in the preferred embodiment, or such other chance device as is being used), so using the number of pips shown on the red die as the base number, add any pluses** that Gladiator receives due to his training and/or bonuses allowed by a trainer (see Retaining a Trainer:). If the Player&#39;s gladiator is within range for attacking the opponent&#39;s gladiator token  10  (on a spot adjacent the defending gladiator token  10 , unless the particular attacking Gladiator has a longer attack range—see Special Gladiators below), then the number achieved by adding die pips, gladiator attack points  12  and bonuses is the number declared as the attack number and is the number the defending gladiator token must meet or exceed in order to prevail. A gladiator token  10  is within attack range if it occupies an arena  4  spot adjacent a gladiator token  10  to be attacked (Exception: Certain special gladiators are be within attack range if further away, e.g. the Javelin Thrower may attack from two spots away, the Archer can attack from three spots away, and the Longbowman can attack from four spaces away. See Special Gladiators, below). 
     4.) the defending Player makes any statements needed to be made (see Retaining a Trainer:) at this time, 
     5.) defender activates the chance device (the blue die in the preferred embodiment). This is NOT a movement roll, a defender can NOT move. 
     6.) defender adds chance device value, gladiator defense points, and bonuses to arrive at a defense number, 
     7.) if the defense number achieved by the defender is equal to or greater than the attack number achieved by the attacker, the attack has been successfully defended. No counter-attack is allowed at this time. If the defense number achieved by the defender is NOT equal to or greater than the number achieved by the attacker, the attack has NOT been defended successfully and the defender&#39;s gladiator token  10  is removed from arena  4  and placed back in the stable of unretained gladiators, and may be retained again by the defeated Player later if desired, in accordance with these rules, 
     8.) this ends the attacker&#39;s turn and play passes to the next Player. 
     If the attacking Player has more than one gladiator token  10  within arena  4  play progresses a little differently: 
     1.) the attacker activates the chance device (in the preferred embodiment the two colored dice), 
     2.) the attacker moves the desired amount of spaces allowed by the chance device (the pips shown on the blue die in the preferred embodiment), by any or all of his gladiator tokens  10 *** 
     3.) if the movement brings more than one gladiator tokens  10  in range for attacking an opponent&#39;s gladiator token  10 , then both gladiator tokens  10  being used by the attacker are allowed the benefit of the attack. Both attacking gladiator tokens  10  use the same chance device value. The attack chance device value has already been determined (by roll of a red die in the preferred embodiment, or such other chance device as is being used), so using the number of pips shown on the red die as the base number, add any pluses** that Gladiator receives due to his training and/or bonuses allowed by a trainer (see Retaining a Trainer:). An attack number for both attacking gladiator tokens  10  is determined by adding chance device value, gladiator attack points  12  and bonuses, and is the number the defending gladiator token must meet or exceed in order to prevail. 
     4.) the defending Player makes any statements needed to be made (see Retaining a Trainer:) at this time. 
     5.) the defender must then declare which attack is being defended, 
     6.) defender activates the chance device (the one blue die in the preferred embodiment). This is NOT a movement roll, a defender can NOT move. 
     7.) defender adds chance device value, gladiator defense points  14  and bonuses to arrive at a defense number, 
     8.) if the defense number achieved by the defender is equal to or greater than the attack number achieved by the attacker, the attack has been successfully defended. No counter-attack is allowed at this time. If the defense number achieved by the defender is NOT equal to or greater than the attack number achieved by the attacker, the attack has NOT been defended successfully and the defender&#39;s gladiator token  10  is removed from arena  4  and placed back in the stable of unretained gladiators, and may be retained again by the defeated Player later if desired, in accordance with these rules, 
     9.) the defender must again make any statements needed to be made (see Retaining a Trainer:) at this time, 
     10.) the defender must now again activate the chance device (by rolling the blue die in the preferred embodiment) to defend the attack of the second attacking gladiator token  10 , 
     11.) the defender adds chance device value, gladiator defense points  14  and bonuses to arrive at a defense number, 
     12.) if the defense number achieved by the defender is equal to or greater than the attack number achieved by the attacker, the attack has been successfully defended. No counter-attack is allowed at this time. If the defense number achieved by the defender is NOT equal to or greater than the attack number achieved by the attacker, the attack has NOT been defended successfully and the defender&#39;s gladiator token  10  is removed from arena  4  and placed back in the stable of unretained gladiators, and may be retained again by the defeated Player later if desired, in accordance with these rules, 
     13.) this ends the attacker&#39;s turn and play passes to the next Player. 
     When moving and fighting within arena  3  keep in mind that all movement a Player wishes to make needs to be completed BEFORE that Player starts his attack sequence. Such Player must/may move to attack. To attack and then move is NOT allowed, and to move, attack, and then move again is NOT allowed. * Example: the blue die has four pips showing but the Player decides only to move a gladiator token  10  two of the four allowed spots. This IS allowed. The Player may also decide after viewing the result of the roll not to move at all (this ends the Players turn, he is NOT allowed to change his mind and roll the white die because he didn&#39;t like his other roll). ** Example: since a Thief attacks at  1 d+2 (and the  1 d is the one red die), add 2 to the rolled pip(s) showing on the red die for the +2 the Thief receives due to his training. The result is the attack number need to be defended against. *** Example: 2 gladiators retained by the attacking Player are in the arena and the blue die has 4 pips showing. The Player decides to move one of his gladiator tokens  10  one spot and the other gladiator token  10  three spots. This IS allowed. 
     Retain a Trainer Space  32 : 
     When a player token  8  lands on this space, the Player has the opportunity to retain a trainer for a trainer fee (in the preferred embodiment the trainer fee was 300 gold). Upon payment of the trainer fee, the bank tenders a trainer token  58  to the Player. The trainer token  58  must be returned to the bank after the Player uses it. A trainer is able to impart extra training to any one Gladiator at a time of need. With the extra training received from the trainer, a gladiator token of choice is now able to attack or defend with a +2 bonus. When using the trainer in conjunction with an attack, to properly use the trainer, a Player MUST declare BEFORE rolling the dice for movement and attack within arena  4 , that he is using a trainer and that Player must specify which gladiator token  10  is to receive the benefit of the bonus obtained from the trainer. When using the trainer in conjunction with a defense roll, a Player MUST declare BEFORE rolling the die for defense within the arena, that he is using a trainer and that Player must specify which gladiator token  10  is to receive the benefit of the bonus obtained from the trainer. A trainer may only be used once, it has then completed the contract for which it was retained and must be returned to the bank. 
     Monster Cards  50 : 
     When a player token  8  lands on a monster card space  24 , the Player owning that player token  8  must draw a card from the pile of monster cards  50  and follow the monster card instructions  52  printed on the monster card  50  drawn. The instant game includes a plurality of monster cards  50 , some of which are definitely NOT good or beneficial to the Player. See Monster Card Stories which illustrates some monster card  50  possibilities. 
     Treasure Cards  54 : 
     When a player token  8  lands on a treasure card space  26 , the Player owning that player token  8  must draw a card from the pile of treasure cards  54  and follow the treasure card instructions  56  printed on the treasure card  54  drawn. The instant game includes a plurality of treasure cards  54 , a few of which are not good or beneficial to the Player. See Treasure Card Stories which illustrates some treasure card  54  possibilities. 
     Unauthorized Fighting Space  30 : 
     When a player token  8  lands on unauthorized fighting space  30 , the Player who owns that player token  8  has violated the rules for proper conduct within the halls of The Arena. No fighting is allowed except in arena  4 , and since the rules have been broken, an unauthorized fighting fine be paid to the bank. In the preferred embodiment, the unauthorized fighting fine was 300 gold. 
     Portal Space  36 : 
     When a player token  8  lands on portal space  36 , the Player who owns that player token  8  has the opportunity to teleport into arena  4  one gladiator token  10  of his choice, bypassing the need to pay the arena entrance fee. This is a risky venture because the technology allowing this has not been perfected. To use this option, the Player must first choose from his stockpile the gladiator token  10  he wishes to transport into arena  4  and place that gladiator token  10  on one of the arena  4  spots which are not safety spots  42  nor the center spot  46 . The second step is to activate the change device (a white 6-sided die in the preferred embodiment). If the result of the chance device activation is within a pre-determined range of values (1-4 in the preferred embodiment) then the transport has been successful and the gladiator token  10  is now within arena  4 . If the result of the chance device activation is within another pre-determined range of values (5-6 in the preferred embodiment) then that gladiator token  10  is removed from arena  4  and placed back in the stable of unretained gladiator tokens  10 , and may be retained again by that Player later if desired, in accordance with these rules. 
     Your Best Gladiator Retires Space  34 : 
     When a player token  8  lands on your best gladiator retires space  34 , the BEST (most expensive) of gladiator tokens  10  belonging to the Player who owns that player token  8  must be retired from the game and can only be brought back in by drawing a treasure card  54  that allows one Gladiator to come out of retirement. 
     Special Gladiators: 
     Several of the Gladiators available to the player have unique specialties. The Thief has the ability to steal from the bank and can hide in thief sanctuary spots  44 . To steal from the bank the Thief must on his turn be able to move within one spot of center spot  46 , declare his intention to steal, give to the banker twice the amount the Thief wishes to steal, and activate the chance device (one six-sided die in the preferred embodiment). If the chance device indication falls within a predetermined range (1-4 in the preferred embodiment) the Thief has managed to successfully steal half the amount given to the banker and the banker then will return the deposit plus the amount successfully stolen. If the chance device indication falls within another predetermined range (5-6 in the preferred embodiment) the Thief has been caught. The deposit is lost and the thief gladiator token  10  is removed from arena  4  and placed back in the stable of unretained gladiator tokens  10 , and may be retained again by that Player later if desired, in accordance with these rules. 
     The Thief also has the special ability to hide in arena  4  thief sanctuary spots  44 . To do this the thief gladiator token  10  with the movement allowed by the chance device (the blue die in the preferred embodiment) moves into and out of thief sanctuary spots  44  as if such thief sanctuary spots  44  were one spot in arena  4 : a grouping of four thief sanctuary spots  44  is considered to be one spot, so only one movement point is required while moving into or out of such grouping of thief sanctuary spots  44 . A thief gladiator token  10  while occupying a thief sanctuary spot  44  can attack any gladiator token  10  which moves within range of such thief gladiator token  10  without having to worry about being attacked. No other gladiator token  10  may attack a thief gladiator token  10  occupying a thief sanctuary spot  44 , except any other thief gladiator token. Any number of thief gladiator tokens  10  are allowed to share the same thief sanctuary spot(s)  44 . 
     The Javelin Thrower gladiator token  10  has the ability to attack from two spots away. The Archer gladiator token  10  can attack from three spots away. Archer gladiator token  10  can team up with The Footman gladiator token  10  and receive from The Footman a defense bonus points adder of +2 defense points (but no extra attack points bonus) and a bonus for the combination of +1 to both the attack points and defense points (The Archer feels a sense of security with The Footman close there-by improving his chance to hit). That would give an Archer a combination gladiator attack point value of +4 and a combination gladiator defense point value of +6. The Footman must be on a spot adjacent The Archer for the Archer to reap this benefit. 
     The Longbowman gladiator token  10  can attack from four spots away. The Knight and The Squire can be teamed up in the following manner: When located on adjacent spots in arena  4 , The Squire adds his gladiator attack points and gladiator defense points to his Knight&#39;s gladiator attack points and gladiator defense points with an additional +1 added to both his Knight&#39;s gladiator attack points and gladiator defense points, giving the knight an attack points of +8 and defense points of +8, that is the same as the Dragon, the most powerful of the gladiators. 
     Attack and Defense Chart: 
     This chart lists the gladiator attack points  12  and gladiator defense points  14  of representative Gladiators available to the Players. The gladiator attack points  12  and gladiator defense points  14  are the numerals following the “ 1 d”; “ 1 d” represents the roll value of a single six-sided die. 
     
       
         
               
               
               
               
             
           
               
                   
               
               
                   
                 Gladiator 
                   
                   
               
               
                   
                 Attack 
                 Gladiator Defense 
                 Gladiator Cost in 
               
               
                 Gladiator Type 
                 Points 12 
                 Points 14 
                 Gold to Retain 
               
               
                   
               
             
             
               
                 Entertainment 
                 1d* 
                 1d 
                  100 
               
               
                 Slave 
                 1d  
                  1d + 1** 
                  200 
               
               
                 Convict 
                 1d + 1 
                 1d 
                  300 
               
               
                 Savage 
                 1d + 1 
                 1d + 1 
                  400 
               
               
                 Squire 
                 1d + 1 
                 1d + 2 
                  500 
               
               
                 Thief 
                 1d + 2 
                 1d + 1 
                  600 
               
               
                 Footman 
                 1d + 2 
                 1d + 2 
                  700 
               
               
                 Javlinist 
                 1d + 2 
                 1d + 3 
                  800 
               
               
                 Soldier 3rd Class 
                 1d + 3 
                 1d + 2 
                  900 
               
               
                 Archer 
                 1d + 3 
                 1d + 3 
                 1000 
               
               
                 Soldier 2nd Class 
                 1d + 3 
                 1d + 4 
                 1100 
               
               
                 Mercenary 
                 1d + 4 
                 1d + 3 
                 1200 
               
               
                 Swordsman 
                 1d + 4 
                 1d + 4 
                 1300 
               
               
                 Soldier 1st Class 
                 1d + 4 
                 1d + 5 
                 1400 
               
               
                 Long Bowman 
                 1d + 5 
                 1d + 4 
                 1500 
               
               
                 Gladiator 
                 1d + 5 
                 1d + 5 
                 1600 
               
               
                 Warlord 
                 1d + 5 
                 1d + 6 
                 1700 
               
               
                 Knight 
                 1d + 6 
                 1d + 5 
                 1800 
               
               
                 Exotic Beast 
                 1d + 6 
                 1d + 6 
                 1900 
               
               
                 Martial Artist 
                 1d + 6 
                 1d + 7 
                 2000 
               
               
                 Paladin 
                 1d + 7 
                 1d + 6 
                 2100 
               
               
                 Avatar 
                 1d + 7 
                 1d + 7 
                 2200 
               
               
                 Dragon Slayer 
                 1d + 7 
                 1d + 8 
                 2300 
               
               
                 Dragon 
                 1d + 8 
                 1d + 7 
                 2400 
               
               
                   
               
               
                 *one 6-sided die  
               
               
                 *one 6-sided die plus the designated number  
               
             
          
         
       
     
     The Following Are Representative Monster Card Instructions  52 : 
     Monster Card  1   
     A stressed out Slave 
     goes berserk and 
     slays one of your 
     gladiators. 
     Monster Card  2   
     Move to the next 
     Arena Entrance. 
     Monster Card  3   
     A Dragon looks deep 
     into your eyes and you 
     find you are frozen for 
     the rest of this turn 
     and your next turn. 
     Monster Card  4   
     When you land on 
     an entrance use this 
     to enter your gladiator 
     for free. 
     Monster Card  5   
     After defeating a Thief 
     who broke into your 
     office, you find out 
     there is a Reward on 
     him for  200  Gold. 
     Monster Card  6   
     The Gods are in your 
     favor you may remove 
     from The Arena one 
     gladiator of your 
     choice. Return to the 
     player&#39;s stockpile. 
     Monster Card  7   
     An angry Warlord 
     starts whompin&#39; on 
     your retainers. 
     The Doctor must 
     be paid 150 Gold. 
     Monster Card  8   
     One of the Exotic 
     Beasts escape because 
     of you and the cost 
     of recapture is 
     50 Gold. 
     Monster Card  9   
     Move Forward 
     4-spaces. 
     Monster Card  10   
     Convicted of Trespass. 
     Pay a 150 Gold fine. 
     Monster Card II 
     A Pegasus from the 
     Exotic Beast stables 
     leaves you 100 Gold 
     to help your efforts. 
     Monster Card  12   
     Move to 
     Retain a Trainer. 
     Monster Card  13   
     When you land on 
     an entrance use this 
     to enter your gladiator 
     for free. 
     Monster Card  14   
     Move back 
     4-spaces. 
     Monster Card  15   
     Move backwards 
     next turn. 
     Monster Card  16   
     A Cheetah Priest tells 
     you your turn stops NOW! 
     Then he declares you 
     must START your turn over. 
     Monster Card  17   
     Move to the next 
     Arena Entrance. 
     Pay 100 gold to 
     enter a gladiator. 
     Monster Card  18   
     A wild boar escapes 
     the cage. After you 
     help re-capture it, 
     a Slave pays his own 
     retainer fee and joins 
     your stockpile. 
     Monster Card  19   
     A Kipador escapes 
     the Exotic Beast 
     cage and you 
     receive 100 Gold 
     for it&#39;s recapture. 
     Monster Card  20   
     Porthath the Paladin 
     gets drunk while 
     playing dice and you 
     win 50 Gold. 
     Monster Card  21   
     One of your best 
     swords break and 
     it costs you 
     100 Gold 
     to replace it. 
     Monster Card  22   
     Choose a Gladiator! 
     Roll the red and blue 
     die if the blue die is 
     equal to or greater than 
     the red die you saved 
     your gladiator. 
     Monster Card  23   
     A Rinobrogo breaks 
     into The Arena and 
     stomps on your best 
     gladiator. Return 
     to your stockpile. 
     Monster Card  24   
     A Griffin attacks 
     your retainers. 
     Doctor fees of 
     150 Gold 
     must be paid. 
     Monster Card  25   
     A Hopalog escapes 
     and you are blamed. 
     you must pay 50 Gold. 
     Monster Card  26   
     A Pegasus visits 
     your kitchen and 
     eats up 100 Gold 
     worth of food. 
     Monster Card  27   
     A Kipador escapes 
     when you open the 
     cage the recapture 
     costs 100 Gold. 
     Monster Card  28   
     A Barker Beast 
     goes on a rampage 
     and slays one of 
     your gladiators. 
     Monster Card  29   
     You trip an alarm 
     and are charged 
     200 Gold reset fee. 
     Monster Card  30   
     The Dragon Galbrien 
     wins at dice. 
     You Pay him 
     50 Gold. 
     Monster Card  31   
     A Tantrill goes 
     berserk and you 
     lose your BEST 
     gladiator. 
     Monster Card  32   
     A Pycotes breaks 
     into your office. 
     Repairs cost 
     200 Gold. 
     Monster Card  33   
     After helping a Knight 
     he rewards you by 
     slaying one of your 
     gladiators. 
     The Following Are Representative Treasure Card Instructions  56 : 
     Treasure Card  1   
     After breaking up 
     an unauthorized 
     fight, you find a 
     small sack holding 
     150 Gold. 
     Treasure Card  2   
     After helping a 
     Knight he rewards 
     you with 50 Gold. 
     Treasure Card  3   
     You receive 
     1-trainer free of charge. 
     Treasure Card  4   
     A Convict likes 
     your style, so 
     he paid his own 
     retainer fee and 
     joins your service. 
     Treasure Card  5   
     You find Draks 
     Broadsword and he 
     gives you 50 Gold. 
     Treasure Card  6   
     After knocking a 
     brick loose you 
     find 150 Gold. 
     Treasure Card  7   
     An Entertainer 
     pays his own 
     retainer fee 
     and joins you. 
     Treasure Card  8   
     A gleam from the 
     floor draws your 
     eye and you find 
     a sapphire worth 
     200 Gold. 
     Treasure Card  9   
     A blue diamond is 
     shining from a 
     crack. It brings 
     you 200 gold 
     when sold. 
     Treasure Card  10   
     You sell some 
     old armour and 
     receive 100 Gold. 
     Treasure Card  11   
     You receive 
     1-trainer 
     free of charge. 
     Treasure Card  12   
     Bring one of your 
     gladiators out of 
     retirement. 
     Treasure Card  13   
     One of your 
     gladiators trip a 
     spike trap and dies. 
     Treasure Card  14   
     You lose one of 
     your gladiators 
     in a rockslide. 
     Treasure Card  15   
     One of your 
     gladiators fall in 
     a pit trap and dies. 
     While a preferred embodiment of the invention has been illustrated herein, it is to be understood that changes and variations may be made by those skilled in the art without departing from the spirit of the appending claims. 
     For example, a video game version, a computer game version, and an internet game version which can be played by large number of players are all considered to be within the scope of this disclosure. Any player can join into play at any time by paying the bank. 
     DRAWING ITEM INDEX 
       2  game environment 
       4  arena 
       6  perimeter path 
       8  player token 
       10  gladiator token 
       12  gladiator attack points 
       14  gladiator defense points 
       20  main office space 
       21  gladiator name 
       22  gladiator space 
       23  gladiator cost 
       24  monster card space 
       26  treasure card space 
       28  entrance space 
       30  unauthorized fighting space 
       32  retain a trainer space 
       34  your best gladiator retires space 
       36  portal space 
       40  entrance spot 
       42  safety spot 
       44  thief sanctuary spot 
       46  center spot 
       50  monster card 
       52  monster card instructions 
       54  treasure card 
       56  treasure card instructions 
       58  trainer token