Illuminati Arena
(Location Unknown)

This mysterious arena is located in an underground cavern with a 200 foot high ceiling. How this arena was constructed and who owns and maintains it are unknown. A group of duelists were on their way to another arena and suddenly ended up in this one. Only after participating in a duel in this arena would the duelists be permitted to leave. Win, lose, or draw, the duelists will find  themselves back where they remembered they were before entering the arena. Only partial memories of what took place will be known to them.


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Arena Details:
The grandstands seat 20,000 and the walls are indestructible.
    The Eye - the whites of the Eye is a 30 degree sloped surface for jumping. The iris is a 45 degree sloped surface for jumping. The pit is 60 feet deep, and has a variety of weapons and hazards. Every five turns, at the beginning of the turn, roll 2d6 and consult the table below.

roll       result
2-3:      HD Flamethrower
4-5:      Flame Cloud Gas Streamer - only 2.5 counter lengths will emerge above the pit.
6-7:      Laser. For the current and next four turns the eye fires a laser. Reroll on the sub table below to determine the type of laser fired.
    2:  Light (1d6 damage)
    3-4: Medium (2d6 damage)
    5-7: Regular (3d6 damage)
    8-9: Heavy (4d6 damage)
    10-11: Twin (2d6+6 damage)
   12: Laser Cannon (10d6) or X-Ray (4d6)
 
8-9: Spikes - bottom of the pit is filled with spikes. Spikes are either incendiary (1-2), regular (3-4), or explosive (5-6)
10: Acid - any object that remains at the bottom of the pit at the end of the turn receives 1d6 of damage to all tires and armor locations.
11: Smoke/Paint GS - only 2.5 counter lengths will emerge above the pit.
12: Nothing.

All duelists entering the arena are battling for a specific team. To determine team composition, use an Illuminati deck.

Schedule: unknown.

Defenses: variable.

Special events:
By definition, any duel in this arena is considered a special event. However, there are two events that duelists typically participate in while in the arena.

Jump-a-thon - the duelists completing the most jumps wins. 30 degree jumps are worth one point each. 45 degree jumps are two points. If jumps are made over an active Eye, points are doubled.

Team Duels - as mentioned above, each duel is a team duel. Sometimes, due to the number of duelists involved, there are three or even four teams in the arena at once. This can make for very intensive fights.

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