Slaughterball: Team Nemesis Arena – The Core
BGG rating
8.7

Expansion for Slaughterball

Slaughterball: Team Nemesis Arena – The Core

2014

Rules assistance for Slaughterball: Team Nemesis Arena – The Core

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2–4 players
  • 60 min
  • 14+

Rules assistant for Slaughterball: Team Nemesis Arena – The Core

What would you like to know?

Answers come from the official rulebook, with the page to check.

Slaughterball: Team Nemesis Arena – The Core is an expansion for Slaughterball released in 2014 for 2–4 players, 60 minutes per game, and ages 14 and up. It was designed by Erik Kjerland and its main mechanics are Variable Player Powers, Dice Rolling, and Grid Movement.

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About the game

Polished to a shiny black sheen and glowing with neon highlights and sponsors, the Core Arena in the San Angeles Metroplex is where Nemesis calls home. The Core is an arena board for Slaughterball. Special rules: All athletes in a Nemesis pit gain the following skills: Strategic Enhancement: Whens standing upright on a Power Up space, take a special action to draw one card from the deck. Power Cache (exhibition and league games only): When standing upright on a Power Up space, take a special action to knock yourself down. No points are awarded for this. You can take an Edge token of your choice from the supply. This simulates the athlete opening a small cache in the floor to grab a holotrophy that grants the coach a bonus.

Questions and answers

Slaughterball: Team Nemesis Arena – The Core supports 2–4 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.