Blood on the sands
Author: Frank Sultana
Publisher: Dead Again Games, 2025
Period: Ancient Roman Gladiators
Scale: Skirmish
LIBRARIAN'S SUMMARY
Blood on the Sands: Training Grounds drops players into the brutal world of Roman gladiatorial combat, where every duel is a deadly contest of timing, endurance, and nerve. The free quick-start rules focus on the core experience: a tense one-on-one duel fought across a hex-grid arena, where fatigue and tactical decision-making matter far more than simple dice luck. The game captures the “dance” of the arena with fighters probing, reacting, and committing at just the right moment. Victory isn’t just about landing a killing blow and could also come through exhaustion or forcing an opponent to yield to the crowd. This free quick-start version called "Training Grounds" gives players a solid demo of the full game system but does represent a more limited 1v1 play experience.


WHAT YOU NEED
In 2025, a Kickstarter for a luxurious boxed set pulled in an impressive six-figure haul, bringing to life a complete boxed set version of the game with plastic gladiators, custom tokens and dice, player boards, a Sarissa Precision MDF arena, and of course a professionally illustrated rulebook. Downloading the free 45-page quick-start version only provides a player with the PDF!
At its simplest, you only need two gladiator miniatures (or stand-in tokens), making it an easy game to set up. Combat takes place on a hex-grid arena, eliminating the need for measuring tools and keeping movement clean and intuitive. A free paper hex grid is provided. Players will need a pool of standard six-sided dice—both for resolving actions and for generating their unique set of six “Action Dice” each turn, which drive all decisions in the game. The provided Gladiator Play Sheets serve as the central hub for tracking each fighter’s condition, including wounds, fatigue, and available actions, while a variety of tokens represent shifting factors like crowd favor, bleeding wounds, and defensive readiness. A pencil or small counters are used to mark changes over time, particularly as fatigue and injuries accumulate. All of these components are included in the official boxed game, but it's fairly easy to assemble your own version of the necessary elements for a free demo match.
HOW IT PLAYS
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ACTIVATION DICE: Both players roll their dice
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INITIATIVE: Determine turn initiative
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ACTIVATIONS: Alternating dice activations, with interrupt options
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FATIGUE: Gladiators suffer fatigue and wound effects
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END TURN: Clean up dice and tokens
Blood on the Sands is a tightly focused duel system built around resource management, timing, and player reaction. Each turn begins with both players rolling a pool of six Action Dice, which determine what their gladiator is capable of doing in that moment—whether maneuvering across the arena, launching attacks, defending against incoming blows, catching their breath, or executing specialized techniques. These dice are not spent in a straightforward sequence; instead, they form a dynamic pool of options that players must interpret and prioritize, often converting or saving dice to react to their opponent’s choices. For some players, particularly new gamers, there may be some analysis paralysis in all the options. But for any experienced tabletop player, the resource management option with the Action Dice will feel familiar and offer the right level of tactical depth.
Once initiative is determined, players alternate activating their gladiators, spending dice to take actions while the opposing player remains actively engaged through reactions. Combat feels like a back-and-forth exchange rather than a rigid turn structure—attacks are met with parries, dodges, or defensive counters. A well-timed defensive play can blunt an attack, while an aggressive push may overwhelm an opponent but leave a fighter dangerously exposed or fatigued. This constant interplay creates the sense of a tense, circling duel, where both players are reading each other as much as they are managing their own resources.
The physical toll of combat can be felt as the match wears on. Fatigue builds steadily over the course of the fight and it can sometimes be the deciding factor in a match. As fatigue increases, gladiators lose effectiveness and eventually risk collapse. Wounds are tracked across specific body locations, with injuries compounding into serious disadvantages including the surrender of Action Dice. In many cases, a fighter isn’t defeated by a single decisive blow, but by the cumulative effects of exhaustion and injury. A special mechanic called "Raising the Finger" allows a wounded gladiator to surrender and quit the match early. And if there's a criticism to be offered here, it's that matches may end on this note a bit too often. As a gladiator is wounded and loses dice, the final turns can feel inevitable before a killing blow finally delivers the expected end.
What gladiator bout would be complete without the thunderous roar of the crowd? They are represented here through tokens to track favor or displeasure. Gladiators who fight well may gain the crowd’s support, while poor performance can turn the audience against them, adding narrative flavor and mechanical consequences.
Victory can be won in a number of ways. A gladiator might win by incapacitating their opponent, forcing them into exhaustion, or compelling them to yield and appeal for mercy. The result is a game that captures the rhythm and drama of gladiatorial combat with a slick, modern presentation. The free PDF is absolutely stunning and packed with original artwork and designer commentary. It's an absolute pleasure just to read it and is quite likely to sell you on purchasing the full game. "Training Grounds" does not include any of the narrative campaign elements found in the full game, nor does it offer many options in the style of gladiators available to fight. You'll be using a classic Murmillo versus a Thraex.

FINAL Note
Blood on the Sands: Training Grounds may be limited in scope but it still offers a complete experience for two players. The quick-start rules do an excellent job of showcasing the core system while hinting at a deeper campaign layer where your gladiators grow, suffer, and (sometimes) die. Because it's a demo game with limited gladiator styles, the replayability here is very limited. But that's very much by design, and as a preview of the full game, Training Grounds hits the mark and showcases plenty of signature mechanics to get you interested in continuing your gladiatorial career on the sands.
Downloads
Additional reading
REFERENCES
Official Blood on the Sands homepage
Dead Again Games publisher page
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