
Regulus - High-Fantasy Arena-Sports
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FroGames — Moments You'll Remember
When your champion takes the hit they were supposed to dodge, you realize you played the initiative one turn too early. And that the Regulus zone was a mirage.
WHAT IT IS
When the arena is more dangerous than the opponent
Designed by J.E van der Kroon for Wulfhorn Games, Regulus brings the concept of combat sports to a high-fantasy arena. It's not a dungeon crawler, it's not a classic wargame: it's a skirmish where the 10 victory points win, not necessarily the last one standing. You can eliminate everyone or conquer the Regulus zone, the hill in the center of the map where points are scored at the end of each round.
At the table, you control a team of 3 asymmetrical characters. You play initiative cards to decide when they act: low numbers go first, high numbers wait for the right moment. Each turn you have two actions between movement, attacks, spells, traps, pushes. And if you position your champion well, they can also hit out of turn with Reactions. Equipment modulates each character with 3 cards: a one-shot action and two permanent passive abilities.
What they say abroad
Every game of Regulus ends with someone saying: I should have played that card a turn earlier.
— FroGames
The initiative system asks you: do you want to act first, or do you want to know what others do before moving?
— FroGames
Regulus: High-Fantasy Arena-Sports
The Champion's Tools
What you bring to the arena
Initiative Cards
Numbers from 1 to 7. Play low to act immediately, high to see what others do first. Whoever plays 1 goes first, but might regret it.
Equipment
Each character carries 3 equipment cards: a powerful one-shot action and two passive abilities that change their playstyle. Same class, different builds.
Reactions
If an enemy passes within the wrong range, you can hit them out of turn. Positioning yourself well means turning the arena into a trap.
Public Objectives
Visible conditions for everyone that give victory points. Those who complete them gain ground, those who ignore them risk losing even without being eliminated.
In half an hour you'll find out you were right to push that wizard into the center of the arena. Or that it was the worst move of the evening.
A game in five moments
What happens at the table
Not the rules. The experience.
Choosing your team
Everyone takes a team of 3 asymmetrical characters and chooses 3 equipment cards each. Some aim for the armored tank, some for the teleporter wizard. Builds are only revealed during play.
First clash
Everyone plays initiative cards face down. They are revealed. Whoever played low starts immediately and draws first blood. Whoever played high discovers that waiting has a price: by the time it's your turn, the field has already changed.
The race to the Regulus zone
Map center, a hill where points are scored at the end of the round. Everyone understands that entering there means becoming a target. Some go in, some wait for others to slaughter each other, some eliminate an opponent and score objective points.
The perfect turn
You play initiative 3, move, attack, push an enemy out of the Regulus zone, and put them within range of your Reaction. They try to flee, you hit them off-turn. This is the turn you remember.
Someone reaches 10 points
End of the third round. Points are counted: eliminations, public objectives, presence in the Regulus zone. Someone wins with 2 characters still standing, someone loses despite having eliminated half the arena. It's not about who hits the most, it's about who scores.
How to play
The flow of each round
Three rounds, same structure: initiative, action, reaction, scoring.
Each player assigns an initiative card to each of their characters. They are all revealed together. The order is decided: whoever played low goes first.
In initiative order, each character performs up to two actions: move, attack, cast spells, place traps, push or pull an enemy. If positioned well, they can also activate off-turn Reactions.
Those in the Regulus zone score points. Completed public objectives are resolved. Eliminated characters remain out. The game restarts with new initiative cards.
First to 10 victory points wins, or whoever has the most points after three rounds. Points come from eliminations, public objectives, and control of the Regulus zone.
Why it's different from others
Six mechanics that make a difference
Variable initiative choice
There's no fixed order. Each round you decide when each of your characters acts. Playing first means revealing your move. Playing late means reacting, but losing the advantage of the first strike. It's a continuous psychological game.
4 asymmetric teams
There are no mirrored factions. Each team has unique abilities, movement styles, and synergies. A game with Orcs is not like one with Elves. Change your team, change your tactics.
Off-turn Reactions
If an enemy moves within range of your weapon, you can attack them even if it's not your turn. Positioning isn't just defense: it's an active trap. The arena becomes a minefield of threats.
Multiple victory points
The one who eliminates everyone doesn't win. The one who reaches 10 points wins: knockouts, public objectives, control of the Regulus zone. You can win without killing anyone, or lose after having made a slaughter.
Modular equipment
Each character carries 3 equipment cards. Each grants a one-time use action and a permanent passive. Same character, different builds: pure tank, mobile striker, defensive support. Customization is substantial.
Regulus Zone: king of the hill
Map center, hexes that are worth points at the end of the round. Whoever enters becomes everyone's target. Whoever stays out risks losing ground. It's a tactical magnet that forces clashes even when you'd rather avoid them.
How it ends
How to win and how to lose
The first to reach 10 victory points wins, or whoever has the most after three rounds.
Victory
- You eliminate enough opponents to reach 10 points (each knockout is worth points)
- You complete public objectives visible to all and accumulate points faster than others
- You control the Regulus zone at the end of the round and score points every turn you stay there
Elimination or defeat
- All your characters are eliminated before scoring enough points
- You ignore public objectives and others surpass you in score without fighting
- You avoid the Regulus zone out of fear and lose ground every round while others score
Regulus is a skirmish where timing and position count more than a lucky roll. If you're looking for a tactical arena where every move has immediate consequences, this is the game you've been waiting for.
Frequently asked questions
FAQ about Regulus: High-Fantasy Arena-Sports
Can I play with 2 players or do I need a full table?
It works great with 2 players. The arena is calmer, the clashes more calculated. With 3-4 players, the Regulus zone becomes total chaos. Both experiences are valid, it depends on whether you prefer tactical dueling or battle royale mayhem.
Are the teams really that different, or is it cosmetic?
They are genuinely asymmetric. Abilities, movement, combat style: each team requires a different tactic. Playing with Orcs is not like playing with Elves. Change your team, change your tactic.
How much does luck count in the dice?
Dice exist in attacks, but you can mitigate a lot with positioning, equipment, and choosing the right moment to act. An unlucky roll hurts, but it rarely overturns a well-played game. Strategy weighs more.
Do I have to eliminate everyone to win?
No. In fact, often those who only seek knockouts lose. Points also come from public objectives and the Regulus zone. You can win with 2 characters still standing against 3 opponents, if you scored earlier. It's an arena sport, not a last man standing.
Is it available in Italian?
The edition for sale is in English. Text on the cards is present (abilities, equipment, objectives), so basic knowledge of the language is required or the use of Italian references if available from the community.
Regulus: High-Fantasy Arena-Sports is a tactical skirmish for 2-4 players aged 12 and up, with games lasting 30 to 90 minutes. Designed by J.E van der Kroon for Wulfhorn Games, the game uses a variable initiative system and 4 asymmetric teams customizable with modular equipment. Each game is a race to 10 victory points through eliminations, public objectives, and control of the Regulus zone, the central hill of the arena. Off-turn Reactions and tactical positioning on a hexagonal grid make every move a critical choice. Available on FroGames.it.

Regulus - High-Fantasy Arena-Sports
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