Brazier
  • 06 Jul 2023
  • 3 Minutes to read
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Brazier

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Article summary

Braziers begins at the 3 minute 31 second mark
Video Content Correction

At the 5 minute and 8 second mark I state that the Flaming Status causes your helot to lose (1) Overall Condition to the Crowd Pile at the beginning of each command round. This is incorrect. The Flaming Status effect is (5) Overall Condition to the Crowd Pile at the beginning of each command round. This video was created before the rulebook was finalized.

Braziers

braziers

Braziers are harmless sources of light – until they are not. At any moment, a helot could knock one over, creating chaos the whole crowd can enjoy. Barge captains typically enhance this feature by putting a thick layer of dry straw on the floor before the match begins. Kicking over a Brazier is always a real crowd pleaser. As the inferno grows, so does the roar of the crowd.

Structural Condition

Braziers are Indestructible. However, fire is destructible.

Used for Cover

Yes, until knocked over.

Activation

Player Activated

  • Braziers can be Knocked Over for a cost of (1) AP, setting fire to the barge arena.
  • This command is only available if the Brazier is in any of the (3) adjoining forward squares relative to the helot’s FFD.
  • Once knocked over, its original square remains inaccessible and occupied by the Brazier, but place it on its side.
  • Now, remove the flame from the top of the Brazier, place it in the opposite square from which the Brazier was knocked over.
  • If there is an indestructible object in the way, roll a compass die (using that object’s square as the center) until the value results in an empty square.
  • If there is a destructible object in the way, like a Crate, the object is destroyed and replaced by the fire.
  • If there is a helot in the way, then the helot immediately takes (5) Overall Condition damage and changes its status to Flaming (pg.30). That fire is now removed from the board.

Re-Activation

Turning Point Roll Duplicate

  • If there are active fires on the arena floor, roll a compass die for each one and move them (1) square in that direction. This is the new location of the fire; the previous location has died down and is no longer in flames.
  • If there is an indestructible object in the way, then the fire does not move.
  • If there is a destructible object in the way, like a Crate, the object is destroyed and replaced by the fire.
  • If there is a helot in the way, then the helot immediately takes (5) Overall Condition damage and changes its status to Flaming (pg.30). That fire is now removed from the board.
IMPORTANT NOTE:

To determine the movement order of multiple fires, start with the south-most space on the west edge of the board and follow it straight north. Repeat the process starting with the next south-most space one over to the west for the remainder of the board until all fires have been moved.

IMPORTANT NOTE:

Fire is destructible, so if fires should find themselves in the same square, one removes the other and one is left.

HOUSE RULE: Inferno - Keep both fires and move them together, double the AOE range, and double the damage of the imediate squares AOE.

Area of Effect

The square itself and a (1) square radius around any fire that is NOT on a Brazier.

Damage

  • A helot, not in the Flaming State, leaving or rotating in any square within the fire’s area of effect, takes (1) Overall Condition damage.
  • A helot encountering the center square immediately takes (5) Overall Condition damage and changes its status to Flaming (pg.30).
  • A helot in the Flaming State is immune to additional fire damage. They cannot be “more” on fire.

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