Ascended Kings Rulebook web

Ascended Kings Rulebook web
RULEBOOK
LIMITED COLLECTORS EDITION
EMPYRNEA
Kesh
Tir-Duru
Vara
Aeterna
Zhoth
Laarsa
Kynazarr
Zho-Duga
Playtesters
Jason Allen, Chris Sauerwein, Adam Grinstead, Ryan Waite, Tim Waite,
Luke Chavez, Devan Dome, Matthias Schricker, Cassandra Allen,
Amanda Allen, Colleen Johnson, Ben Johnson, Vincent Johnson,
Jeremy Johnson, Makenna Fish, Neil Carlson, Aubrey Carlson,
Adam Niemier, Don Lloyd, Andrew Benedetto, Eric Strickland,
Jason Church, Blackwell Hird, Darren White, Torren Friberg,
Jacob Anderson, Alex Jensen, Austin Hill, Grant & Ryan Peterson.
1
CONTENTS
Welcome to Empyrnea.............................................................................................................1
Contents.........................................................................................................................................2
History of Empyrnea...............................................................................................................3
Game Overview.............................................................................................................................5
Components..................................................................................................................................5
Anatomy of the Character Mat.......................................................................................8
Anatomy of a Focus Card.....................................................................................................9
Anatomy of the Immolation Board............................................................................10
Proximity Rules........................................................................................................................11
Anatomy of the Omega Index..........................................................................................12
Game Setup.................................................................................................................................. 13
Sequence of Play......................................................................................................................14
Gemstone Substitution......................................................................................................15
Latent State................................................................................................................................16
Active State.................................................................................................................................18
Defensive State.........................................................................................................................19
Movement....................................................................................................................................19
Attacking....................................................................................................................................22
Focus Abilities...........................................................................................................................23
Activating an Inscription................................................................................................24
End of Round............................................................................................................................24
Focus Gemstones.....................................................................................................................26
Transmutations......................................................................................................................28
Ylem Abilities..............................................................................................................................30
Instant Powers.........................................................................................................................31
Inscriptions..............................................................................................................................32
Fire Walls.....................................................................................................................................33
Death.............................................................................................................................................34
Last King Standing................................................................................................................36
The Omega War.........................................................................................................................36
Scoring.........................................................................................................................................37
Card Index...................................................................................................................................38
Note from the Designer....................................................................................................43
Credits..........................................................................................................................................44
Notes..............................................................................................................................................45
2
HISTORY OF EMPYRNEA
During the age of the Babylonians, a mysterious continent existed far off the coast
of Japan, in the middle of the Pacific Ocean. Few knew of its existence and those who
did, dare not travel to it, for rumors spoke of strange beasts and natives of unnatural
sorcery. Those hapless souls who came upon Empyrnea by chance, or those foolish
enough to seek it on their own accord, were never seen again.
With no written record of the land’s location, the continent’s existence passed
orally among seamen and travelers. Empyrnea soon became a tale of tradition... One
that always ended with a stern warning; Empyrnea was cursed by the gods and to be
avoided at all costs. In time, the men who spoke of the mysterious land would be
branded fools and lunatics, as the entire continent of Empyrnea vanished from the
face of the Earth in 475BC.
For it was at this time, that a stranger to Empyrnea—a traveler of the globe and a
master alchemist with great power named Apsu—did what no mortal had ever
accomplished before in recorded history. Apsu performed a ritual magic using four
incredibly powerful bloodstones and ascended the entire continent of Empyrnea.
The land and all its inhabitants shifted from the physical realm of Earth (known
as Corpus Mundus), to a spiritual plane of existence referred to as Pneuma Mundus.
It was here, in this new dimension of time and space, that the continent Empyrnea
found itself surrounded on all sides by endless ocean and more miraculously, its
people found themselves infused with the energy of Ylem; an underlying energy that
formed the very fabric of reality.
This infusion of Ylem energy gave the people of Empyrnea new affinities, abilities
and insights into things they did not fully comprehend. The frightened masses turned
to the great alchemist Apsu to guide them. And so he did. Apsu revealed to the people
the concept of the foci. Four main manifestations of the prevailing Ylem energy that
now permeated everything around them, and within them.
Taking this knowledge, the people of Empyrnea divided into four main kingdoms
each reflective of the Ylem energy bound to them. At the center of all Empyrnea, Apsu
built the great Capital City Aeterna. From here, bound to the Ylem energy itself, the
force that gives power to all other foci, Apsu reigned as High King of the land.
As the kingdoms formed around Aeterna, Apsu gifted to each one of his four
bloodstones. To the wild lands of Eloden, Apsu gave his bloodstone to Shar-Nasir, a
fearsome warrior bound to the focus of Egis; the form of Ylem energy that permeates nature.
To the wasteland people of Zhoth, Apsu gave his bloodstone to Khadrius Zhoth,
an insightful wanderer with no tribe to call his own, bound to the focus of Dire; the
form of Ylem energy associated with destruction.
To the great floating plateaus of Vara, Apsu gave his bloodstone to Kariis Vara,
the leader of their high church, bound to the focus of Aria; the form of Ylem energy
responsible for creation.
Among all the influential inhabitants of Empyrnea’s kingdoms, only one
questioned Apsu and his motives, Kalea Kynazarr. The Queen of Kynazarr—the
largest most civilized city of Empyrnea—called for a high council to rule from the
capital city Aeterna, not a single ruler such as Apsu. The queen’s proposal fell on deaf
ears and it came as quite a shock when Apsu gifted his last bloodstone to his only
voice of opposition... Kalea Kynazarr, bound to the focus of Pyre; the form of Ylem
energy associated with willpower.
3
The gift of the bloodstones granted the kings and queen immortality. As long as
the stones resided on their body and their heads remain attached to their necks, death
would be unknown to them for all time. Over the next fifteen centuries, under the
reign of the bloodstone kings, the people of Empyrnea flourished.
But all was not well.
Contrary to first assumptions, the dimension of Pneuma Mundus was not
uninhabited. Massive rock creatures known as Sentinels appeared in Empyrnea’s
surrounding ocean. And they were highly aggressive. Their attacks came few and far
between at first, but as the centuries wore on and Empyrnea grew, so did their
frequency... and size.
Only the Magi, masters of all four foci, selected by Apsu and his Ylem Clergy,
stood against the sentinels. For a time their power and effort held. The Magi cast back
the largest sentinel assault during the great Ten Day Sentinel War. But as with all
things, nothing lasts forever. And in the year 1545, the Magi’s protection finally
yielded and life in Empyrnea changed for evermore.
For on this year, the largest sentinel ever recorded, a massive monstrosity as big as
a small mountain appeared in the sea and threatened to attack the Capital City. With
the Magi powerless to stand against such a beast, Apsu himself moved to defend
Aeterna. And while the High King successfully destroyed the sentinel, he did so
paying the ultimate price.
The death of the High King shook Empyrnea to its very core.
Three years later, Empyrnea is in chaos. The Magi have all but vanished. The
power of the four king’s bloodstones has evaporated. While the great kings are forced
to come face to face with their restored mortality, a sickness spreads across the land
ending it for many. The disease is known as the Affliction. People who become
afflicted, become mad—prone to violence and worst of all, die far before their time.
Never before has ascended Empyrnea seen such death and violence. As the
inhabitants of the four kingdoms struggle to survive, Apsu’s Ylem Clergy form the
council known as the Enclave and usher forth a new generation of Magi. But unlike
the original Magi who brought order and harmony and helped nourish the people of
Empyrnea, the new order only exists to enforce the Enclave’s doctrine... and they do
so at any cost.
New churches of Ylem have sprung up throughout Empyrnea and the new Magi
assure the masses attend under threat of violence and imprisonment. Without the
help of the original Magi—the Pariah as they’ve come to be known—the people are
helpless. The commoners’ resistance breaks time and time again against the Enclave’s
Magi enforcers.
With each passing day the affliction sweeps across the land leaving violence and
death in its wake. And while the kingdoms deal with a crumbling society, more and
more sentinels appear off the coast. They arrive in such number, as to put the great
Ten Day Sentinel War to shame. Empyrnea’s utter annihilation is at hand and the
people sense their impending doom.
The only hope for Empyrnea lies in the four kings and their ability to restore power to
their magical bloodstones. Out of the public eye, the Enclave has summoned forth the
four kings and revealed to them, the power of their stones may be returned only by blood.
Their blood.
The kings of Empyrnea have been set with an ultimatum—face each other in
combat to the death or let Empyrnea and all they hold dear, fall. While Empyrnea
struggles to maintain its last remnants of civilization, the four kings of Empyrnea take
to the arena... prepared to decide the fate of all on the outcome of a single battle.
4
GAME OVERVIEW
In a game of Ascended Kings, each player takes on the role of a King who must do
battle against the other Kings. When a King is eliminated, they drop any Bloodstones
they have, which can then be picked up by another player. Once one player has
collected all 4 Bloodstones, the Omega Stone appears. The player with all of the
Bloodstones may take the Omega Stone and win the game.
However, if all 4 Bloodstones are not united before the countdown expires, the
Omega Stone appears on its own. After one player has claimed it, the game ends and
the winner is determined using a points system.
As players engage each other in combat, four walls of fire slowly close in around them.
Each round, the fire forces the combatants closer and closer towards the inevitable
showdown. Immolation Events also take place randomly on the board, which may
help or hinder the players.
When a character is killed, they return to battle as an entity known as a Revenant;
they can obtain Bloodstones just as Kings do and have the same opportunity to claim
the Omega Stone and win the game.
GAME COMPONENTS
5 Ascended King Miniatures
High King Apsu
Dlone Kynazarr
Kariis Vara
Harromere Eloden
Khadrius Zhoth
Aria Revenant
Egis Revenant
Dire Revenant
5 Revenant Miniatures
Engur
Pyre Revenant
5
GAME COMPONENTS
1 Immolation Game Board
5 Character Mats
4 Fire Walls
1 Omega Index
Event
Round
6
GAME COMPONENTS
Cards
52 Card “Ascendant Deck”
52 Card “Revenant Deck”
4 Quick Reference Cards
Gemstones
25 Dire Gems
40 Aria Gems
40 Egis Gems
40 Pyre Gems
35 Ylem Gems
Special Elements
4 Bloodstones
Dice
• 20 Focus Dice (4 each of 5 colors)
• 2 Percentile dice (10-sided)
1 Omega Stone
4 Golden Rounds
(Crowns)
• 1 Immolation Die (4-sided)
• 1 Ascended Die
ROLLING DICE
• This game comes with dice other than normal 6-sided ones.
• The percentile dice are always rolled together to generate a number between 0 and
99. Simply add the numbers on the two dice together.
For example: If you roll “40” on one die, and “7” on the other, the number you have
rolled is 47. If you roll “00” and “0”, the number you have rolled is 00.
• To read the number rolled on the 4-sided die, look at the number showing around
the point at the top of the die after you have rolled it.
LIMITED SUPPLY
All components in the game are limited. In the extremely rare case that the supply
runs out of a type of Gemstone, no more of that type can be acquired during the
game until some are returned to the supply.
7
ANATOMY OF THE CHARACTER MAT
1
2
3
10
7
8
4
5
6
9
A player’s Character Mat is 2-sided. A King on one side and a Revenant on the other.
All players start off as Kings and return as Revenants if they are killed.
1 Character Illustration
6 Inscription Slot
Any cards you inscribe are placed here.
2 Bloodcrest
Any Bloodstones you acquire are
placed here.
3 Character Name
7 Ylem Transmutation
3 Ylem Gemstones may be moved
into these sockets to unlock new abilities.
8 Ylem Pool
Ylem Gemstones are placed here from
bottom to top. The exposed number with
the highest value is the roll value needed
to acquire Ylem (starts at 7+)
4 Level Indicator
Golden Rounds (Crowns) are used to mark
your current level. Each level increases your
Gemstone Pool size by 1 column.
5 Gemstone Pool
Core Gemstones (Red, White, Green)
you acquire are placed here. Dire Wounds
are also placed here, in the first row from
left to right.
9 Core Transmutations
3 Gemstones of the color matching the
Transmutation may be placed here to
unlock Advanced Actions.
10 Prismatic Transmutations
The Revenant side of a Character Mat has
Prismatic Transmutations instead of
Core Transmutations. These require one
Gemstone of each of the 3 Core colors
to unlock their abilities.
8
ANATOMY OF A FOCUS CARD
Focus & Title
Instant Powers
Shows the Focus
Type indicated by
the Glyph (Aria in
this case) as well as
the title name of
the card.
At any time as a free
action, you may
discard a card from
your hand to acquire
the pictured Gems
(+ sign), remove Dire
Gems (- sign), or
immediately roll
Focus Dice
(+ sign with dice).
Ylem Price
Ability Text
Displays a number
between 1 and 3.
Th i s i s t h e a m o u n t
of Ylem required to
execute the Focus
Ability of this card
from your hand.
Describes the target
a n d e ff e c t s o f t h e
ability executed by
the card.
Diagrams
Visual explanation
of the ability text.
Note: The colors of the plus (+) and minus (-) signs have no special meaning.
Important Note: All Focus Cards that show Gemstones or dice in the top margin have
2 uses. The first use is discarding it for its Instant Power shown at the top of the card.
The other use is using the Focus Ability described on the bottom part of the card.
ASCENDANT DECK
REVENANT DECK
Kings draw and play cards from
the Ascendant Deck.
Revenants draw and play cards
from the Revenant Deck.
Special Cards: There are 7 Special Cards in each deck which do not have a
Focus Glyph. See the Card Index on page 38 for full explanation of these cards.
9
ANATOMY OF THE IMMOLATION BOARD
1
1
2
3
TILE NUMBERS
The Immolation Board is made up of 100 tiles, individually numbered from 00 - 99.
This allows for the percentile dice to be rolled for random tile selection.
2
STARTING LOCATIONS
The 4 Starting locations indicated by the surrounding
3
shapes.
IMMOLATION ICONS
Each edge of the board contains a Gemstone icon with an immolation number inside.
This allows for the Immolation Die to be rolled for random edge selection.
KEY TERMS:
Adjacent – Tiles that share a common edge line. These tiles would also be known as
“orthogonal.”
Diagonal – Tiles that share one common corner.
Surrounding – Surrounding tiles are all the tiles that are both adjacent and diagonal
from a particular tile. A tile that is not on the edge of the board will always have 8
surrounding tiles (4 adjacent tiles and 4 diagonal tiles).
10
PROXIMITY RULES
FOR GEMSTONES / BLOODSTONES / ASCENDED DIE
Whenever a Gemstone is placed on the board, if the roll of the percentile dice
indicates a space within or behind a Fire Wall, place the Gemstone in the nearest tile
on the board which is not in or behind a Fire Wall instead. The same rule applies for
a Bloodstone or Ascended Die placed on the board when a character is killed in or
behind a Fire Wall.
FOR REVENANT PLACEMENT
Whenever your Revenant is placed on the board (see ‘Death’, p. 34), if the percentile
dice roll indicates a tile in or behind a Fire Wall, use the rule above to determine a
new tile. You may then place your miniature on that tile OR any surrounding tile that
is not “covered in fire.” If the roll indicates a tile occupied by another miniature,
choose any surrounding tile that is not “covered in fire” instead. In the rare case that
you still cannot deploy because all the tiles are occupied by other characters, you may
deploy to any tile surrounding one of those characters.
Rolling for Ylem and Immolation Events during the game will call for the spawning
of Gemstones directly onto the Immolation Board. When this happens, a roll of the
percentile dice is required. The resulting value is the preferred location for the
Gemstone to spawn. If this tile is available, place the Gemstone(s) onto that tile and
continue the game. If a character miniature occupies this tile, the Gemstone(s) go
directly into that player’s Gemstone Pool.
However, due to the movement of the Fire Walls, the preferred location may literally
be within the fire area. If this is the case, immediately trace your finger from the
preferred tile either horizontally, vertically, or diagonally in the most direct path
possible toward the arena play area. The nearest possible tile that you arrive to (not in
the fire) is now the new target tile location where this Gemstone is placed.
Note: All tiles on the board covered by or behind the fire wall are considered to be
“covered in fire”. This is highlighted as ‘fire areas’ in the example below.
Fire
Area
Fire
Area
Fire
Area
Fire
Area
Fire
Area
Fire
Area
Fire
Area
Fire
Area
11
ANATOMY OF THE OMEGA INDEX
FRONT - LIGHTER BLUE (ROUNDS SHOW: 20 - FLIP)
Event
Round
EVENT (LEFT SIDE)
ROUND (RIGHT SIDE)
• Rotates counter clockwise
• Rotates clockwise
• Determines the random Immolation
Event at the end of each round (p. 25)
• Determines the number of rounds
remaining before Omega War begins
• Number of icons rotated through
determined by the Immolation D4
• Begins with 20 and ends with FLIP
(flip the index over)
BACK - DARKER BLUE (ROUNDS SHOW: 10 - Ω)
Event
Round
EVENT (LEFT SIDE)
ROUND (RIGHT SIDE)
• Same as front, however it introduces
new events (p. 25)
• Same as front, however begins with 10
and ends with Ω (Omega War begins)
One purpose of the Omega Index is that it acts as a countdown timer for the
game (see ‘End of Round’, p. 24). The recommended number of rounds is
based on the number of players in the game:
2 Players = 20 rounds, 3 Players = 15 rounds, 4 Players = 10 rounds.
However, you can choose to play a different number of rounds if desired (such
as a 4 player game at 20 rounds). If playing a game which will last 10 rounds or
less, the Omega Index starts off on the back side.
12
GAME SETUP
First, place the Immolation Board on
the table. Ideally, each player should
sit along one of the edges of the board.
Next, place the four Fire Walls next
to each of the four outside edges of
the Immolation Board.
The player with the most royal blood
is the starting player. Alternatively,
determine a starting player randomly
and give them the Immolation Die
and the Omega Index.
Rotate the “Round” dial on the
Omega Index to the number of
game rounds you are using.
Note: If playing with 10 rounds or
fewer, the Omega Index will start
on the back side.
Rotate the “Event” dial to show a random blue fire icon (shown at left).
Starting with the last player, each player chooses their King, taking the
Character Mat and miniature for that King and Revenant, respectively.
Each player places their chosen Character Mat before them, with the King character
side facing up. See the example set up diagram for visual reference.
Place the two Gemstone Card Trays within easy reach. Remove the 4 “Quick
Reference” Cards from both decks and hand one to each player. Take all the cards
with ASCENDANT on the back, shuffle them, and place them face down in the left
compartment of one card tray. Then take all the cards with REVENANT on the
back, shuffle them, and place them face down in the left compartment of the other
tray. The right compartment is for the discard pile.
Each player takes the Focus Dice matching the color of the Focus Glyph on their
Character Mat and places those dice in front of them.
Each player takes a Golden Round
(Crown) and places it at the Level “1”
space of the Level Indicator on their
Character Mat.
Finally, each player takes 1 Bloodstone and places it on one of the spaces of the
Bloodcrest on their Character Mat. If playing with fewer than 4 players, leave the
other Bloodstone(s) nearby for now.
Place the percentile dice, the Ascended Die, and the Omega Stone nearby as they too
will be needed as the game progresses.
The starting player deals 3 cards from the Ascendant Deck face down to each player,
including themself. The number of cards in a player's hand is always public knowledge.
13
GAME SETUP
Place your king miniature in the starting tile nearest you.
Next, each player chooses 3 Core Gemstones (see ‘Focus Gemstones’, p. 26) and
places them in their Gemstone Pool. Players may look at the cards in their hand
before choosing their Gemstones.
Finally, using the percentile dice, the starting player “Rolls for Ylem”. The resulting
value determines which tile on the Immolation Board the first Ylem Gemstone is
placed onto. If a tile is rolled where there is a miniature, re-roll until you get a tile that
does not contain a miniature (this only applies to this initial “Roll for Ylem”).
The game is now ready to begin and the starting player now takes their turn.
SEQUENCE OF PLAY
Beginning with the starting player and proceeding in clockwise order around the table,
each player takes a turn. On your turn, you carry out the 4 steps as shown below. Once
all players have taken a turn, the round ends and certain steps are carried out (see ‘End of
Round’, p. 24). This process repeats in the same order until the Omega War begins (p. 36).
1. Generate Focus
At the start of your turn, if you have one or more completed Transmutations (all 3
sockets filled with Gems), you automatically generate one Gemstone for each
completed Transmutation. Ylem and Core Transmutations generate one Gemstone
of the same color as the Transmutation. A Prismatic Transmutation (p. 29) allows you
to take any Core Gemstone. Take any Gemstones you generate from the supply and
place them in the appropriate Pools (Gemstone Substitution rules apply, p. 15).
1
2
For example: If you have the Ylem
and Pyre Transmutations completed
at the beginning of your turn, you
generate 1 Ylem Gemstone and
place it on the lowest available
space of your Ylem Pool (1). You
also generate 1 Pyre Gemstone and
place it in your Gemstone Pool (2).
2. Choose a State
Next, you must declare aloud your choice to enter either the Latent or Active state.
LATENT STATE: Prepare for battle by making strategic choices.
ACTIVE STATE: Take actions by making tactical decisions.
3. Perform the steps according to your chosen state
LATENT STATE
1) Draw a card
2) Roll Focus Dice
3) Acquire Focus Gems
4) Transmutation
5) Inscription
ACTIVE STATE
1) Roll for Ylem
2) Perform Actions
(see pages 16 - 18)
14
SEQUENCE OF PLAY
4. Discard down to 5 cards
At the end of your turn, you cannot have more than 5 cards in hand. If you have more
than 5 cards, you can discard them for their Instant Power (see below). If you are
unable or unwilling to use Instant Powers to discard the excess cards, you must simply
discard them instead.
After you complete your turn you automatically enter the Defensive State (p. 19) and
remain in that state until the start of your next turn.
The core gameplay of Ascended Kings consists of understanding the three states:
Latent, Active, Defensive, and knowing when and/or how to use them.
INSTANT POWERS
Many cards have a series of icons (Gems or dice) displayed in the top part of the card.
These cards may be discarded at any time to gain the benefit shown in that part of the
card. This can be done even when it is not your turn as a free action, or when you
are being attacked (see ‘Instant Powers’, p. 31).
COLLECTING GEMSTONES
At any point during the game, if your miniature is on a tile with any type of
Gemstone on it, you immediately acquire that Gemstone. If it is an Ylem Gemstone,
and your Ylem Pool is full, the Ylem stays on the tile. If it is a Core Gemstone, and
you have no space, either use Gemstone Substitution or discard it. If it is a Dire
Gemstone, you must pick it up, even if it leads to your character’s death.
THE GEMSTONE POOL
The number of Gemstones you can have in your Gemstone Pool is determined by your
current level (indicated by the position of your Golden Round/Crown). At level 1, this
space is a 3x3 grid, or 9 Gemstones. At level 2, this space is a 3x4 grid, or 12 Gemstones.
At level 3 this space is a 3x5 grid, or 15 Gemstones.
You can organize your Gemstones in the grid space however you like, so long as they are
within the grid space defined by your current level. However, Dire Gemstones are placed
on the top row (from left to right) so that it is easier to see how close you are to death.
Gemstones in your Pool may be rearranged at any time to accommodate this.
GEMSTONE SUBSTITUTION
During the game, the amount of Core Gemstones you could acquire may be more than
you are allowed to have in your Gemstone Pool. If this happens, you may still acquire new
Gemstones, but for each new one you want to add to your Pool, you must give up one of
your existing Core Gemstones. If you do not want to substitute any of your Gemstones
this way, the extra Gemstones are discarded or simply not acquired. You cannot exceed the
maximum number Gemstones for your level (depicted by the level columns) at any time.
Gemstone Substitution does not apply to the Ylem Pool.
Notes: This does not apply to Gems in Transmutations as they are outside your Gemstone
Pool.
Dire Gemstones are special. If you ever acquire a Dire Gemstone when your Gemstone
Pool is full, you must remove a Core Gemstone to make room for it. You also cannot
choose to give up a Dire Gemstone using Gemstone Substitution when your Pool is full.
You are not allowed to arbitrarily remove Gemstones from your Pool at any time unless
doing so by expending them or through Gemstone Substitution.
15
LATENT STATE
In this state you will prepare for battle by making strategic choices. The first three
steps are performed in order and are mandatory. Steps 4 and 5 are optional and can
be done in any order after completing Step 3:
Step 1: Draw a card
Draw a card from the appropriate deck and add it to your hand. If you are a King,
draw from the Ascendant Deck. If you are a Revenant, draw from the Revenant Deck.
Step 2: Roll Focus Dice
Roll a number of your Focus Dice equal to one more than your level.
For example: If you are level 2, you would roll 3 Focus Dice.
Some cards may be played for their Instant Power effect to increase the number of
dice rolled in this step (see ‘Instant Powers’, p. 31). These cards can be played before
or after your normal roll, or even at any other time during the game.
For example: You are level 1, you roll 2 Focus Dice. After you have rolled, you may
choose to play a card from your hand which allows you to roll 2 more Focus Dice, which
are then available to be combined with the previous roll.
Note: It is possible to roll more dice than your current level +1 using Instant Powers
i.e. more than 4 total dice.
For example: You are level 3 and you will roll 4 Focus Dice during this step. However,
you choose to play an Instant Power which adds dice that will be combined with these 4
Focus Dice, so you will have to temporarily borrow some dice from another player to
complete the roll.
Note that if you are the Last King Standing (p. 36), you receive the Ascended
Die—an additional die rolled with your Focus Dice.
Step 3: Acquire Focus Gems
Use the results of your Focus Dice to acquire new Gemstones from the supply and
place them into your Pools on your Character Mat (see ‘Focus Gemstones ’, p. 26-28.)
Step 4: Transmutation (optional)
You may “transmute” Gemstones from your Pools to unlock new actions and abilities.
To complete a Transmutation, you must have the required 3 Gemstones in your Pool
and then you move them together onto the Transmutation. You cannot move some
Gemstones on one turn and then complete it on the next. If you have enough
Gemstones, you can complete multiple Transmutations on the same turn.
If you are a King, you may only have a number of completed Core Transmutations
(Pyre, Aria, Egis) equal to your current level. For example, if you are level 2, you can
have two completed Core Transmutations.
If you are a Revenant, all Prismatic Transmutations are always available to be
completed, irrespective of your level.
The Ylem Transmutation may always be completed by any character.
16
LATENT STATE
For example: On your turn, you could complete your Ylem Transmutation by moving
3 Ylem as shown above. You could also complete your Pyre Transmutation by moving
3 Pyre. Since you are level 2, you could have a second Core Transmutation, so if you
had 1 more Aria or Egis Gemstone, you could also complete that Transmutation at
the same time.
Full details on the additional actions and abilities of the Transmutations can be found
in the Transmutations chapter (p. 28).
During this step, you can also untransmute any completed Transmutations, moving
the Gemstones back to their appropriate Pools. If there is not enough space in the
Pool, see Gemstone Substitution (p. 15).
Step 5: Inscription (optional)
You may place a card from your hand face down onto the Inscription slot of your
Character Mat. To do so, the card’s Focus Glyph must match that on your Character
Mat. Inscriptions allow you to execute the Focus Ability on that card without
expending the Ylem price, but only when you are in the Active State. You may look
at your face down card at any time, but it is kept secret from other players. You can
only have one card inscribed at any time.
Inscriptions can also be “uninscribed” during this step by returning your inscribed
card back to your hand. When you uninscribe a card, you must reveal it to the other
players before putting it back in your hand, and if the Glyph did not match, you
must discard the card instead. The reason for revealing it is to prove to the other
players that it was a legal placement, and if it wasn’t, you discard the card.
It is possible to both uninscribe a card and inscribe a new one on the same turn (see
‘Inscriptions’, p. 32).
Each King has a different Focus Glyph and there are a total of 9 Focus Ability cards
for each King’s Focus in the Ascendant Deck. A player in Revenant form can inscribe
cards from the Revenant Deck with the Ω symbol.
There are 3 special inscription cards included in the Ascendant Deck called
“Prismatic Inscription.” These cards are placed face up when inscribed instead of face
down. When a “Prismatic Inscription” card is uninscribed, or the Gemstones on it are
untransmuted or discarded, place the card in the discard pile instead of returning it
to your hand (see ‘Prismatic Inscription Card’, p. 32).
17
ACTIVE STATE
In this state you make tactical decisions by executing actions and/or facing off with
opponents. Follow these steps:
Step 1: Roll for Ylem
You must “Roll for Ylem” at the beginning of your Active State. Roll the percentile
dice and place 1 Ylem Gemstone on the board on the tile indicated by the roll. Use
the Proximity Rules (p. 11) if the roll indicates a tile in or behind a Fire Wall.
If the tile where the Ylem is placed contains a miniature, that player immediately
acquires the Ylem. However, if that player’s Ylem Pool is full, the Ylem Gemstone is
placed in the tile with their miniature.
Note: This step is skipped once the Omega War (p. 36) begins.
Step 2: Performing Actions
This list of possible actions may be executed in any order and as many times as you
wish, as long as you have the Focus Cards and/or Gemstones to do so. The exception
to this is the Activate Inscription action which can only be performed once per turn.
When a Gemstone is expended, return it from your Character Mat back to the
general supply.
Level Up: To increase your level, you must expend the same amount in Ylem as
the value for the next level. To level up from 1 to 2, you must expend 2 Ylem.
Then, to level up from 2 to 3, you must expend 3 Ylem. If you have enough Ylem,
you can go from level 1 to level 3 in the same turn, using 2 actions. Place your
Golden Round (Crown) onto the new level number in the Level Indicator on your
Character Mat. Each level increases your Gemstone Pool size (p. 15).
Draw 1 Card: Expend 1 Ylem to draw 1 card from the appropriate deck
(Ascendant Deck for Kings, Revenant Deck for Revenants).
Movement: Spend Aria to move your miniature on the Immolation Board.
Movement must be orthogonal unless you are a Revenant or have unlocked the
Advanced Action which allows you to move diagonally (see ‘Movement’, p. 19).
Attack: Spend Pyre to attack another player. You can only attack an orthogonally
adjacent player unless you are a Revenant or have unlocked the Advanced Action
which allows you to attack diagonally (see ‘Attacking’, p. 22).
Cast Focus Ability: Most cards have a Focus Ability described on the card. This
ability can be cast from your hand by expending the Ylem displayed on the left of
the card (see ‘Focus Abilities’, p. 23).
Activate Inscription: Cast the Focus Ability from your inscribed card without
expending any Ylem (see ‘Activating an Inscription’, p. 24).
Activate Ylem Ability: If you have a completed Ylem Transmutation, you can use
any of the Active State Ylem Abilities by expending the corresponding Gemstones
(see ‘Ylem Abilities’, p. 30).
18
DEFENSIVE STATE
You automatically enter the Defensive State at the end of your turn and remain in
that state until the start of your next turn. As the name suggests, in this state you
defend yourself with Egis Gemstones against rival players.
DEFENDING AGAINST A FOCUS ABILITY
If another player successfully targets you with a Focus Ability, you must suffer the
effects described on the card. Focus Abilities cannot be mitigated or cancelled by any
means, with the following exceptions:
You can cancel incoming Dire Gems with the Instant Power (p. 31) of a card
(depicting a minus sign and black Gemstone icons), or
You activated Ylem Shield (p. 30) at the beginning of this turn.
DEFENDING AGAINST AN ATTACK
If another player attacks you and you have Egis Gemstones in your Gemstone Pool,
you must expend them to cancel as much of the attack as possible. More details on
this are in the Attacking chapter (see ‘Defending’, p. 22).
MOVEMENT
One of the actions available to you when you are in the Active State is to move your
miniature on the Immolation Board, positioning yourself according to your play style
and strategy.
To move, you must expend 1 Aria Gemstone from your Gemstone Pool to move to
an adjacent tile. This is called Aria Movement.
MOVEMENT RESTRICTIONS:
Movement is restricted to adjacent spaces (horizontal and vertical) unless you have
completed your Aria Transmutation which allows you to also move to a diagonal
tile (see ‘Transmutations’, p. 28).
Note: Revenants are always able to move diagonally without restriction.
You cannot move into or through a tile occupied by another character miniature
using Aria Movement.
You cannot move into a Fire Wall using Aria Movement. The only exception to
this is if you are already in a Fire Wall and are blocked from re-entering the arena
(see ‘Fire Walls’, p. 33).
ESCAPE
Note: Revenants are always immune to the Escape Cost. This section does not apply
to Revenants as they have the advantage of Narrow Escape unlocked at all times.
If you are adjacent to an opponent and want to move out of adjacency, you must first
Escape from them. For each opponent adjacent to you, you must expend 1 Egis to
successfully Escape. You must then pay 1 Aria to move as normal. This Escape Cost
occurs each and every time you move out of adjacency from an adjacent opponent.
There is no Escape Cost associated with moving away from an opponent that is
diagonal to you. If you cannot pay the Escape Cost, you cannot use Aria Movement
this turn (see the exceptions to this in the notes on page 20).
19
MOVEMENT
Escape Example:
You are adjacent to two characters. If you wish to move
out of adjacency from both of them, by moving to the
tile above you, you must first expend the Escape Cost of
2 Egis, then expend 1 Aria to move onto that tile.
Escape Example:
You are adjacent to only one opponent; the other is on a
tile diagonally from you. If you wish to move out of
adjacency by moving to the tile above you, you must first
expend the Escape Cost of 1 Egis, then expend 1 Aria to
move onto that tile.
Note: If you have a completed Aria Transmutation, or you are a Revenant, you may
move around an opponent diagonally without expending Egis Gemstones. Escape
Costs are only required when you move out of adjacency with an opponent.
Example: You have the Aria Transmutation completed,
meaning you are permitted to move diagonally. An
opponent is adjacent to you. You could expend 1 Aria
and move to the tile diagonally up and to the right
without expending the Escape Cost because you are still
adjacent to the opponent i.e. you never moved out of
adjacency from them while moving onto the new tile.
Example: This is similar to the example above, except
now there is another opponent adjacent to you and
moving diagonally will move you out of adjacency from
the opponent directly below you. Therefore, you must
expend 1 Egis to Escape from this second opponent.
Note: A completed Egis Transmutation makes you immune to Escape Costs by
granting you the passive effect of Narrow Escape. Having Narrow Escape, you may
move freely out of adjacency from other characters without spending Egis Gemstones.
Note: You are immune to Escape Costs while you are standing in fire, regardless of
whether you have a completed Egis Transmutation. This prevents players from being
hopelessly trapped in fire.
Note: Players affected by Ylem Bridge or Focus Abilities that cause you or your target
to move somewhere on the board are immune to Escape Costs.
20
MOVEMENT
MOVEMENT IN FIRE
You are not allowed to voluntarily move into or beyond a Fire Wall when moving. If
you choose to move while you are in a Fire Wall, you must move back onto a
non-Fire tile if you are able. If you are currently blocked from doing this (a tile with
a Dire Gemstone is not a blocked tile), you may move along the Fire Wall until you
are able to successfully move back into the arena.
When moving within the Fire Wall, you must take 1 Dire Wound per tile moved.
Note: If you are in a Fire Wall, these rules only apply if you choose to move. You are
not forced to move, you can choose other actions as normal.
For example: You are on tile 57, in a Fire Wall, and
blocked by two opponents. The shortest path (resulting in
the lowest damage) for you to get out of the fire is shown
(assuming you don’t have diagonal movement). You are
immune to the Escape Costs, so to perform the movement
depicted, you must expend 3 Aria to move the 3 tiles,
taking 2 Dire Wounds from entering 2 burning tiles.
Alternatively, to avoid moving into any additional
burning tiles you could attempt to kill one of your
opponents first and then re-enter the arena.
CLAIMING GEMSTONES, BLOODSTONES, OR THE ASCENDED DIE.
During the game, various events can cause Gemstones and Bloodstones to appear on
the board. If you enter such a tile, purposely or involuntarily, you must claim the
items by placing them in the appropriate areas on your Character Mat (Gemstone
Substitution rules apply, p. 15).
When moving onto a tile with 1 or more Bloodstones, you must claim them all
and place them in your Bloodcrest.
When claiming Pyre Gemstones from tiles, if you do not have any space in your
Gemstone Pool and you are unwilling to acquire the Gems on the tile by
Gemstone Substitution, they are simply discarded.
When claiming Ylem Gemstones from tiles, if you do not have any space in your
Ylem Pool, the Ylem remains on the tile.
If you are forced onto, or through, a tile containing Dire Gems, you must acquire
them, substituting them for other Gemstones in your Pool if needed. If Dire
Gems claimed from a tile would kill you (and you are unable to cancel them using
an Instant Power), death is the result. If your character dies this way, your death
occurs on the tile which contained the Dire Gem(s) (see ‘Death’, p. 34).
If you are fortunate enough to claim the Ascended Die from a tile, it is added to
your Focus Dice and you now have all the benefits of using the Ascended Die (see
‘Last King Standing’, p. 36).
Note: The rules above apply if you are ever on a tile containing one of these items at
any time. For example: If you begin your turn with an Ylem Gemstone on your tile,
but you are unable to acquire it due to your Ylem Pool being full, you could just expend
1 Ylem to draw a card, and then you could instantly acquire the Ylem from the tile.
21
ATTACKING
You may use this action to attack another miniature on an adjacent tile. If you have a
completed Pyre Transmutation, or you are a Revenant, you may attack a miniature on
any surrounding tile.
To perform an attack, you must have at least 1 Pyre Gemstone in your Gemstone
Pool. Decide how many Pyre Gemstones you wish to expend on the attack, taking
them from your Gemstone Pool and holding them in your hand for the target player
to see. Then, discard them into the supply.
DEFENDING
If the defending player has any Egis Gemstones in their Gemstone Pool, they must
expend as many of them as needed to cancel as much of your attack as possible. Each
Egis Gemstone expended cancels one Pyre Gemstone.
For example: You attack an opponent with 4 Pyre Gemstones. Unblocked, this will
deal 4 Dire Wounds. However, your opponent has 3 Egis Gemstones in their
Gemstone Pool (which they were planning to use on their next turn to complete their
Egis Transmutation). Instead however, they must expend all 3 to cancel 3 of the Pyre
Gemstones, reducing the damage they receive to only 1 Dire Wound. If they only had
1 Egis to expend, they would receive 3 Dire Wounds.
Note: Remember that Instant Powers (p. 31) can be used at any time, so the
defending player may use an Instant Power to gain Egis Gemstones by placing them
in their Gemstone Pool, and then expend them immediately.
Note: The effect of some Instant Powers can also cancel Dire Wounds.
DIRE WOUNDS
Each time you take a Dire Wound, take one Dire Gemstone from the supply and
place it in your Gemstone Pool. If there is not enough space, you must move any
Core Gemstones from your Pool back to the supply to fit the Dire Wound.
Note: Dire Gemstones must be placed on the top row of your Gemstone Pool from
left to right (see ‘The Gemstone Pool’, p. 15).
CHARACTER DEATH
Once you have at least a certain number of Dire Wounds in your Gemstone Pool, you
are killed. This number is equal to 3 Dire Wounds at level 1, 4 Dire Wounds at level
2, and 5 Dire Wounds at level 3.
When your character dies (p. 34), your miniature is immediately removed from the
board and all Bloodstones you have are placed according to Proximity Rules (p. 11).
ECHO OF YLEM – KILL BONUS AND OVERKILL BONUS
Anytime you have killed a target, you acquire 1 Ylem Gemstone as a Kill Bonus.
Also, if you caused more Dire Wounds than was needed to kill the target, you draw 1
card (no matter how many excess Dire Wounds you caused). This is the Overkill Bonus.
For example: You attack a level 2 King who has already suffered 3 Dire Wounds from
a previous attack. Only 1 more Wound is needed to kill them. They also have no Egis
to defend themselves with. However, you suspect they have a Wound cancelling card
in hand, so you attack them with 3 Pyre just in case. They do not play any Instant
Powers to cancel any Wounds, so you deal 3 Wounds in total, although only 1 is
needed to kill them. For this, you acquire 1 Ylem from the supply (for the kill) and
draw 1 card (for the overkill).
22
FOCUS ABILITIES
Focus Abilities can be compared to what is commonly referred to as spells. Most of
the cards in both decks have a Focus Ability on them, shown in the middle of the
card, with an Ylem Gemstone icon to the left. The number inside the icon is the
Power Level of the card and ranges from 1 to 3.
When in the Active State, you can use an action to cast the Focus Ability of a card in
your hand. To do so, expend the Ylem indicated on the card to play it from your hand
face up in front of you and resolve its effect. Then, it is placed on the appropriate
discard pile.
Focus Abilities can also be cast by Activating an Inscription (p. 24).
Any character (King or Revenant) can cast any Focus Ability if they expend the Ylem
price to do so.
For example: Kariis Vara is attuned to the focus of Aria, however a player controlling
Kariis can still cast a Pyre Focus Ability if they expend the required Ylem price.
CASTING A FOCUS ABILITY
To cast a Focus Ability, follow these steps:
1. Play the card from your hand to the table in front of you.
2. Announce your target, which must meet the target requirement described in the
text and shown in the bottom left diagram of the card. If you cannot meet the
target requirements, the action is cancelled; place the card back in your hand.
3. Expend a number of Ylem Gemstones from your Ylem Pool equal to the Power
Level of the card (the number inside the Ylem Gemstone icon).
4. Resolve the effects of the card as described in the text and shown in the bottom
right diagram of the card.
5. Place the card face up on the appropriate discard pile.
For example: It is your turn and you have
decided to enter the Active State. You have
3 Ylem in your Ylem Pool and you have in
your hand the card “Sun & Sky.” On the
board, your miniature is 2 tiles away from
an opponent in one cardinal direction. You
meet the target requirement and decide to
play this ability.
Placing the card face up in front of you,
you announce that you are casting “Sun &
Sky” and declare your target. You now
remove 2 Ylem Gemstones from your Ylem
Pool and discard them back to the supply.
You pick up your miniature and your
opponents miniature, placing your
miniature on their tile, and their
miniature on your tile. As you have now
switched places with the target opponent,
the Focus Ability has successfully been cast
and you discard the “Sun & Sky” card to
the appropriate discard pile.
23
ACTIVATING AN INSCRIPTION
If you have previously inscribed a card onto your Character Mat, you can use an
action when in the Active State to cast the Focus Ability on that card. This is very
similar to casting a Focus Ability from your hand, with a few exceptions, most
notably that it does not cost any Ylem to cast.
To activate an Inscription, follow these steps:
1. Turn over your Inscribed card.
2. Announce your target, which must meet the target requirement described in the
text and shown in the bottom left diagram of the card. If you cannot meet the
requirement, flip the card back face down.
3. Resolve the effects of the card as described in the text and shown in the bottom
right diagram of the card.
4. Place the card face up on the appropriate discard pile.
Remember, you can always look at your inscribed card before you activate it, so it is
advisable to double check your Inscription. Otherwise, if you turn it over and you do
not meet the target requirements, the other players now know what card you have.
END OF ROUND
After all players have taken a turn, and after any killed characters have been returned
to the board, it is the end of the round. The current starting player must perform a
series of steps before play continues.
1. Rotate the “Round” dial on the Omega Index
2. Fire Wall Progression
3. Rotate the “Event” dial on the Omega Index
4. Resolve the Immolation Event
5. Change the starting player
1. Rotate The Round Dial
The right dial on the Omega Index is rotated clockwise to the next lowest number.
Upon reaching FLIP, turn the dial over to reveal “10.” Upon reaching Ω, immediately
advance to the Omega War (p. 36), skipping the rest of the steps in this section.
Note: If you choose to play the game without a countdown timer, begin the game
with 20 rounds (regardless of the number of players), and still countdown the rounds,
flipping the Omega Index after 10 rounds so that you utilize both “Event” sides of the
dial. In this case, you no longer need to advance the “Round” dial once the Omega
Index is flipped.
2. Fire Wall Progression
First, roll the Immolation Die to determine which of the Fire Walls moves (p. 33).
Any character standing in any Fire Wall after Fire Wall Progression takes 1 Dire
Wound now. This cannot be blocked by Egis, but can be cancelled with Instant
Powers that cancel Dire Wounds. If this causes your character to die, see the rules on
Death (p. 34). If you are in a Fire Wall and that Fire Wall moves so that you are now
behind the Fire Wall, this causes instant death (see ‘Death by Immolation’, p. 34).
24
END OF ROUND
3. Rotate The Event Dial
Use the same result of the Immolation Die to rotate counter clockwise through that
number of icons of the “Event” dial shown by the “Event” dial window (left side).
For example: If a 3 is rolled, rotate the “Event” dial counterclockwise past the first
and second icon, and then stop on the third.
4. Resolve The Immolation Event
The Event now showing on the Omega Index is resolved.
For these 4 Events (shown left), roll the percentile dice and
then place the appropriate Gemstones shown:
(1 Ylem, 1 Pyre, 2 Pyre, 1 Ylem & 1 Dire) on the tile of the
number rolled (Proximity Rules apply, p. 11).
For this event (shown left), each player standing in or directly
adjacent to at least one Fire Wall immediately takes 1 Dire
Wound. If you die from this, see Death (p. 34).
5. Change The Starting Player
The current starting player passes the Immolation Die and the Omega Index to the
next player in the turn order. This means that the player who was the starting player
will now take the last turn in the next round.
For example: In the first round, the turn order was Player 1, then Player 2, then
Player 3. At the end of the first round, the starting player passes to Player 2 who takes
the first turn in the next round, followed by Player 3, and then Player 1.
Upon reaching the Omega War (p. 36), this step is no longer performed.
2-PLAYER GAMES
If you are playing a 2 player game, do not change the starting player. Turns
simply go back and forth between the two players for the entire duration of
the game. However, you may choose to split the responsibilities of resolving
the End of Round steps.
25
FOCUS GEMSTONES
Focus Gemstones harness forms of power that derive from Ylem, the original
substance of the universe from which all things are made. Collectively they are
referred to as “Foci” (foe-si).
THE CORE FOCI: ARIA, EGIS, AND PYRE
ARIA |ahr-ee-uh| – The Force of all Creation
The white Gemstones are called “Aria,” which by itself represents
movement. Each Aria Gemstone you have in your Gemstone Pool
during your Active State may be expended to move 1 tile.
EGIS |Ee-jis| – The Innate Force of the Natural World
The green Gemstones are called “Egis,” which by itself represents
defense. Each Egis Gemstone you have in your Gemstone Pool
during your Defensive State may be expended to block 1 Pyre
Gemstone from an opponent’s attack.
PYRE |pie-ur| – The Burning Force of Men’s Willpower
The red Gemstones are called “Pyre,” which by itself represents
attack. Each Pyre Gemstone you have in your Gemstone Pool
during your Active State may be expended to attack an opponent.
Each Pyre Gemstone that is not blocked by the target player with
an Egis Gemstone results in 1 Dire Wound of damage.
DIRE |die-ur|
The Energy Associated With Death and Destruction
The black Gemstones are called “Dire,” which represent wounds.
Dire Gemstones are taken for each Pyre Gemstone that cannot be
blocked with Egis. Once a player has accumulated the maximum
amount of Dire Gemstones allowed for their level, they are killed.
YLEM |ahy-luh m|
The Underlying Energy of All Things
The blue Gemstones are called “Ylem,” which represents magical
power. The more Ylem you have, the easier it is to acquire. During
the Active State, it can be expended by itself for leveling up,
drawing more cards, casting Focus Abilities, or expended in
combination with other Core Gemstones to use Ylem Abilities.
26
FOCUS GEMSTONES
ACQUIRING NEW GEMSTONES FROM FOCUS DICE
If you choose the Latent State on your turn, roll your Focus Dice and use the results
to acquire new Gemstones.
On each quick reference card there is a list to help
you learn the values associated with each of the Foci.
There are two ways to use values on the dice to
acquire Gemstones:
The first way is simply matching the values rolled
with the values on the chart. A 6 allows you to take
any Core Gemstone.
For example: If you roll a 3 and 4, you acquire 1 Egis
Gemstone and 1 Pyre Gemstone and place them in
your Gemstone Pool.
Alternatively, you can add the values of two or more
dice together to establish a new single result.
For example: If you roll a 2 and 3, you could acquire
1 Pyre Gemstone with the added result of 5.
You can choose to use the values on some dice and add others together however you
choose. Each die can only be used once, either by itself or in combination with other dice.
For example: If you roll a 1, 3 and 5, you have many choices. You could use all the dice
on their own, taking 1 Aria, 1 Egis, and 1 Pyre. Or, you could add the 1 and the 3
together to make a 4, then take 2 Pyre (one for the 4 and another for the 5). Or, you could
add the 5 and the 3 to take an Ylem, and then use the 1 to take an Aria, and so on.
ACQUIRING YLEM
On the reference card you will notice the number shown to acquire
Ylem is “X+”. The actual value you need to acquire Ylem changes
during the game. On your Character Mat, your Ylem Pool is a vertical
column of spaces with the numbers 7+, 6+, 5+, 4+, and 3+ from
bottom to top. The largest visible number shows the current value you
need to acquire Ylem.
Note: The Ylem Pool must be filled from the bottom to the top, and
when expending Ylem, it must be taken from top to bottom.
For example: If you have 2 Ylem in your Ylem Pool, you only need 5+ to
acquire another Ylem using Focus Dice. The more Ylem you have, the
easier it is to acquire.
Any excess beyond the number you need is lost.
For example: If you combine 3 and 4 to make 7 when you need 5+ to
acquire Ylem, you must use all 7, you do not get 2 “change” to use on
something else.
27
FOCUS GEMSTONES
All Focus Dice must be allocated before any Gemstones are placed in your Pools (you
can place Gemstones nearby your Character Mat as you decide). Therefore, it is not
allowed to use some dice to acquire an Ylem Gemstone and then use the new lower
value for Ylem to acquire another one on the current roll of the dice.
For example: At the start of your turn, you have 1 Ylem. This means that the current
cost to acquire Ylem is 6+. First, you Generate Focus and because you have a completed
Ylem Transmutation, you acquire 1 Ylem. Now the cost to acquire is 5+. Let’s assume
you choose the Latent State for your turn. After you have drawn a card, you decide to
play an Instant Power that gives you 1 Ylem. Now the cost to acquire Ylem is 4+ . You
then roll your Focus Dice, the cost to acquire Ylem is fixed at 4+ for that roll. Let’s say
you acquire 1 more Ylem from your Focus Dice roll. The cost to acquire Ylem will be
3+ after all Gemstones for this roll have been placed in your Pools. Later in your turn,
you play another Instant Power which allows you to roll 1 Focus Die, which you roll
separately. If you roll a 3 or more, you can use that roll to acquire 1 Ylem (assuming
you had not used 3 Ylem to complete your Ylem Transmutation during your turn).
ECHO OF YLEM – MIRROR BONUS
Another way to acquire Ylem is by rolling all the same values with your Focus Dice.
Because you roll more dice as you level up, this bonus is easier to achieve at lower
levels. If all of your dice have the same value, you acquire 1 bonus Ylem, but do not
place it on your Character Mat until the end of this Step, when you place your other
acquired Gemstones (i.e. it does not reduce the cost to acquire Ylem immediately).
After taking the Echo of Ylem bonus, proceed to acquire Gemstones using the dice as
usual (using the duplicate values on the dice).
TRANSMUTATIONS
Completing Transmutations on your Character Mat unlocks the Generate Focus
step (p. 14, p. 29) and Advanced Actions. Note that Revenants have the advantage of
Diagonal Attack, Diagonal Movement, and Narrow Escape unlocked at all times.
Transmutations are color specific. Each socket within a Transmutation determines
what color Gemstone is required. To complete a Transmutation, you must have all 3
required Gemstones in your Pool to fill the desired sockets. During Step 4 of the
Latent State, you may move the Gemstones from your Pool and place them into the
sockets of the Transmutation. All Gemstones required for a Transmutation must be
moved at the same time.
Also, during Step 4 of the Latent State, you may untransmute, moving the Gemstones
back from the Transmutation to your Pool. If you do not have enough space in the
appropriate Pool to place the Gemstones, Gemstone Substitution applies (p. 15).
Although there is no limit to how many Transmutations you can complete during
your turn, while you are a King, you may only have a number of completed Core
Transmutations (Pyre, Aria, Egis) equal to your current level. Revenants have no such
limitation with Prismatic Transmutations.
28
TRANSMUTATIONS
GENERATING FOCUS
At the start of your turn, you acquire 1 Gemstone of the corresponding color for each
of your completed Transmutations. For a completed Prismatic Transmutation, you
acquire any one Core Gemstone of your choice. Gemstone Substitution applies as
normal if your Gemstone Pool is full (p. 15).
ADVANCED ACTIONS
Aria Transmutation – Force of Creation
Having a completed Aria Transmutation unlocks Diagonal
Movement. When moving, you may choose to move to any
surrounding tile rather than only adjacent ones.
Egis Transmutation – Force of Nature
Having a completed Egis Transmutation unlocks the passive
effect of Narrow Escape. This allows you to move out of
adjacency from opponents without expending Egis for the
Escape Cost.
Pyre Transmutation – Force of Man
Having a completed Pyre Transmutation unlocks Diagonal
Attack. When attacking, you may choose to attack an
opponent on any surrounding tile rather than only adjacent
ones.
Ylem Transmutation – Force of Existence
Completing an Ylem Transmutation unlocks the 4 Ylem
Abilities (p. 30).
Prismatic Transmutation – Force of Transformation
Having a completed Prismatic Transmutation allows you to
activate a special ability called “Ylem Prism.” To do so, you
must be in your Active State and discard the 3 Core
Gemstones from the Prismatic Transmutation and take 1 Ylem
Gemstone which you must place into any Revenants Ylem
Pool, anywhere on the board (including your own). There must be space enough in the
target Pool to do so. If every Revenant’s Ylem Pool is full, you may not use this ability.
Note: A King player may perform Ylem Prism from a completed Prismatic
Transmutation if they have the “Prismatic Inscription” card inscribed and completed.
However, they must only place 1 Ylem in their own Ylem Pool. If their Ylem Pool is full,
this ability may not be used. Once done, the “Prismatic Inscription” card is discarded.
29
YLEM ABILITIES
After completing an Ylem Transmutation, you generate 1 Ylem during the Generate
Focus step (p. 14), and you unlock 4 Ylem Abilities: 3 Active State Abilities and 1
Defensive State Ability. These Ylem Abilities are available to both Kings and Revenants.
The Active State Abilities are activated by using one of your actions when in the
Active State.
All Ylem abilities can be activated as many times as your Gemstone Pools allow.
Ylem Bridge (Active State Ability)
Expend 1 Ylem Gemstone and 1 Aria Gemstone to immediately move your
miniature to any tile on the board containing an Ylem Gemstone. You immediately
then acquire that Ylem as well as any other Gemstones and/or Bloodstones on the
tile. You are immune to the Escape Cost while executing Ylem Bridge.
Heal Wound (Active State Ability)
Expend 1 Ylem Gemstone and 1 Egis Gemstone to remove 1 Dire Gemstone from
your Gemstone Pool.
Pyrokinesis (Active State Ability)
To activate this ability, your miniature must be on a tile directly adjacent to a Fire
Wall, or in a Fire Wall itself. Expend 1 Ylem Gemstone and 1 Pyre Gemstone and
slide the Fire Wall strip you are in/adjacent to, one position away from your
miniature (toward the outside edge). This ability cannot be used on Fire Walls that
are on the line of spaces on the edge of the board (i.e. once a Fire Wall is on the board,
it cannot be pushed off using this ability).
Ylem Shield (Defensive State Ability)
You may activate this Ability during an opponent’s turn to render you immune to
being targeted by any Focus Abilities or Special Cards during that turn. You must
announce you are activating this ability during the active player’s Generate Focus
step, before they choose a state. To activate the Ylem Shield, you must remove all 3
Ylem Gemstones from your Ylem Transmutation socket and return them to the supply.
The Ylem Shield prevents the current player from targeting you with any Focus
Abilities or Special Cards this turn. It does not prevent you from being attacked by
Pyre Attacks.
Note: Ylem Shield only lasts for the turn that it was activated. On the next players
turn, you can be targeted by Focus Abilities and Special Cards again as normal.
30
INSTANT POWERS
Most cards depict an Instant Power section at the top of the card. You may play a
card from your hand to use the Instant Power at any time during the game,
regardless what state you are in, and even when it is not your turn. To do so, play the
card from your hand onto the table, resolve the Instant Power effect only, then place
the card on the discard pile. There are 3 types of Instant Powers:
Cards that increase Focus Gemstones
EGIS BOUND
These cards depict a plus symbol and one or more
Gemstone icons. These powers allow you to
immediately acquire all the Gemstones displayed in
the top part of the card. Gemstone Substitution
rules apply if your Pool is/becomes full.
For example: An opponent declares a Pyre attack on you, you respond by using an
If you possess
1 or more
Dire, you Egis Gemstones to defend yourself.
Instant Power
that
gives
2
add up to 4 Egis to your
gemstone pool.
Important
Note: Gemstones acquired using Instant Powers must be fitted into the
Target Pool before
Effect
appropriate
they can be expended (Gemstone Substitution rules apply, p. 15).
SELF
Cards that remove Dire Wounds
These cards depict a minus symbol and one or more
Dire Gemstone icons. These Instant Powers can be
used in two different ways.
You can play them to either:
dire transfer
Remove up to the indicated number of Dire Wounds from your Gemstone Pool.
Cancel
up to the indicated number of Dire Wounds that you are about to take.
Remove 1 Dire from your
gemstone pool and give it to any
3
A combination
opponent or tile onof
the the
board. above.
For example:
You areEffect
targeted by a Focus Ability which deals you 1 Dire Wound. You
Target
could play a card which depicts 2 Dire Wounds on it to cancel one of those incoming
WoundsANY
and to remove a Dire Wound from your Pool.
Cards that provide Focus Dice
Some cards depict a plus symbol and one or more
dice icons. These can be used to immediately roll
the depicted number of dice to acquire Gemstones
following the rules for rolling Focus Dice (p. 27).
transfer
Importantdire
Note:
If a card is inscribed in your Inscription Slot during your Active
or Defensive State, you may not use its Instant Power. Only cards in your hand can
Remove 1 Dire from your
be used
for their
Instant
gemstone
pool and
give it to aPower.
2
surrounding opponent or tile.
Note: Whenever an Instant Power is executed, the effect must be resolved
Target before Effect
immediately
play can continue.
31
INSCRIPTIONS
Inscriptions are used as a special way of casting Focus Abilities without having to
expend Ylem. First, when in the Latent State, you must inscribe the card by playing
it onto the inscription slot of your Character Mat. You can only have 1 card inscribed
at any time. On a later turn when you are in the Active State, you may reveal this card
to your opponents and cast the Focus Ability without expending any Ylem!
REQUIREMENTS FOR KINGS
Inscription
To inscribe a card, the Focus Glyph on the card must match
the Focus Glyph displayed on your Character Mat
Inscription Slot. If the card has a Focus Glyph that does not
match your Character Mat, or if the card does not have a
Focus Glyph on it at all, you cannot inscribe the card. The
only exception to this is the Special Card “Prismatic
Inscription” (see below).
REQUIREMENTS FOR REVENANTS
Any card with an Omega Glyph on it (most cards from the
Revenant Deck) can be inscribed. If a card does not have an
Omega Glyph on it, you cannot inscribe the card.
Inscription
PRISMATIC INSCRIPTION CARD
The Kings have a Special Card available in the
Ascendant Deck called Prismatic Inscription. This
card is inscribed face up rather than face down.
You must have 1 Aria, 1 Egis, and 1 Pyre in your
Gemstone Pool before inscribing this card, and
immediately after inscribing it, you move those
Gemstones onto the sockets on the actual card.
An inscribed Prismatic Inscription gives you access
to a Prismatic Transmutation that follows the
same rules as it does for the Revenants, including
Ylem Prism (see ‘Prismatic Transmutation’, p. 29).
Note: When this card is uninscribed, or the
Gemstones on it are untransmuted or discarded,
place this card in the discard pile instead of
returning it to your hand.
32
FIRE WALLS
FIRE WALL MOVEMENT
Fire Walls spread further into the arena at the end of each round. This advancing
threat forces you and your rivals closer together during the battle. The Immolation
Board has four Gemstone shapes along the outside edges of the board with the
numbers 1 through 4 inside. These are called the Immolation Numbers. Notice that
the Gemstone shapes serve as arrows, showing the direction of the movement of the
Fire Walls. At the end of a round, the player in possession of the Immolation Die will
roll the die to determine which Fire Wall moves.
If no Fire Wall currently burns on that side of the board, place a Fire Wall strip across
the tiles directly adjacent to the matching Immolation Number. Every Fire Wall first
placed on the board starts on the outer perimeter tiles adjacent to this number. If a
Fire Wall is already in place for the Immolation Number rolled, simply advance that
Fire Wall strip one tile toward the opposite side of the board. Miniatures are placed
on top of a Fire Wall when it crosses the tile they currently occupy (see ‘Fire Wall
Progression’, p. 24).
FIRE WALL DEADLOCK
There are two ways Fire Wall movement can be prevented from advancing; this is
called Fire Wall Deadlock. If an Immolation Number is rolled for a Fire Wall in
deadlock, there is no Fire Wall movement for that round.
Parallel Deadlock: As the game progresses, up to four Fire Walls will be present
on the board. Parallel Fire Walls can never be closer than 3 exposed tiles away
from each other. Any two such Fire Walls would be considered in Parallel
Deadlock. This means that the smallest possible arena size resulting from 4 Fire
Walls is a 3 x 3 tile grid.
Bloodstone Deadlock: As characters are killed, they drop their Bloodstone(s)
onto the tile upon which they were slain. Fire Walls cannot advance into any tile
containing a Bloodstone. Therefore it is possible for players to artificially halt the
progression of the Fire Walls by allowing Bloodstones to remain unclaimed, but
this is an advanced tactic that carries great risk. If you are able to cause Bloodstone
Deadlock, use this technique with caution!
FIRE CROSSING PATHS WITH GEMSTONES
If a Fire Wall strip moves across a tile in which a Dire or Ylem Gemstone resides, the
stones are simply removed from the board and placed back in the supply.
However, if the Fire Wall crosses a Pyre Gem, the Pyre Gem explodes inflicting 1
Dire Wound to any character on a surrounding tile. This happens for each Pyre Gem
that resides in this tile. So if there are 2 Pyre Gems in this tile when the Fire Wall
moves across the tile, any character miniature standing in any surrounding tile takes
2 Dire Wounds.
FIRE CROSSING PATHS WITH THE ASCENDED DIE
If a Fire Wall moves across a tile in which the Ascended Die resides, the Die is
removed from the game and put back in the box.
33
DEATH
THE KILL – DEATH BY DIRE WOUNDS
Dire Gemstones represent wounds. They are placed in your Gemstone Pool and when
you have a number of them equal to 2 + your level, you are killed. There are several
ways in which Dire Gems (Wounds) are acquired. With the exception of Unblocked
Pyre Gems, no other ways can be reduced by expending Egis.
Note: Instant Powers depicting (-) Dire Gems can be used to cancel Dire Wounds.
Unblocked Pyre Gems: Each Pyre Gem used in an attack against you that is not
blocked with an Egis Gem results in 1 Dire Wound.
Entering a Dire Tile: If you move onto (by choice or involuntarily) a tile
containing a Dire Gemstone, you must pick it up (p. 21). If you are killed in this
way, no one receives an Ylem Bonus.
Focus Abilities: Some Focus Ability cards deliver Dire Wounds.
Special Cards: There is 1 Special Card from each deck that delivers Dire
Wounds. These cards are particularly deadly.
Fire Walls: If you stand in a Fire Wall after Fire Wall Progression (p. 24), or if
you move onto a tile covered by a Fire Wall (p. 21), you take 1 Dire Wound.
Immolation Events: The Omega Index has an Immolation Event represented by
a blue flame icon. When this event occurs, everyone standing adjacent to, or on
top of, a Fire Wall takes 1 Dire Wound.
Exploding Pyre: When a Fire Wall moves onto a tile with a Pyre Gemstone, the
Pyre explodes and inflicts 1 Dire Wound to all surrounding tiles (p. 33).
DEATH BY IMMOLATION
If the Fire Wall advances beyond your tile, thereby placing you behind the Fire Wall
boundary, the fire overcomes you resulting in your instant death. You immediately
return as a Revenant before the beginning of the next player’s turn. If more than 1
player dies at the same from fire, they return in player order.
2
3
1
1:
2:
3:
4:
If
If
If
If
you
you
you
you
are
are
are
are
on
on
on
on
tile
tile
tile
tile
4
35
14
17
38
when
when
when
when
you
you
you
you
are
are
are
are
killed,
killed,
killed,
killed,
your
your
your
your
When you are killed,
immediately remove your
miniature from the board
and place all Bloodstones
you are carrying on the
tile in which you died. If
you were on or behind a
Fire Wall, place those
Bloodstones
on
the
nearest legal tile using the
Proximity Rules (p. 11).
See examples below using
image at left.
Bloodstones
Bloodstones
Bloodstones
Bloodstones
are
are
are
are
placed
placed
placed
placed
on
on
on
on
this tile.
tile 24.
tile 26.
tile 36.
34
DEATH
Note: If a Bloodstone is ever placed onto a tile where there is a miniature, that
character immediately gains the Bloodstone. Otherwise, the Bloodstone stays on the
tile where it is dropped and any player may move onto that tile in order to acquire it.
THE RETURN – COMING BACK AS A REVENANT
At the end of the turn during which at least one character is killed, all killed players
return to the board as Revenants, following the steps below. This happens
immediately after the current player’s turn is over and before the end of the round
(should the current player be the last player this round). If multiple characters were
killed by a player, they return in the order they were killed.
Note: Although coming back as a Revenant happens after the current player’s turn, in
order to speed up play, Steps 1-6 below can be carried out whilst the current player
continues taking their turn.
1. Discard all of your cards, including any inscribed card on your Character Mat.
2. Move all of your Gemstones from any completed Transmutations and any Ylem
Gemstones from your Ylem Pool, off to the side of your Character Mat.
Exception: If you die with the “Prismatic Inscription” card inscribed and
completed, those Gems and the card are discarded.
3. Return all other Gemstones from your Gemstone Pool (including Dire
Gemstones) to the supply.
4. Kings: Take note of your current level, then remove your Golden Round, flip
your Character Mat over to the Revenant side and place the Golden Round
back on the same level. Remove your king miniature from the game and find
the corresponding Revenant matching your focus color.
Revenants: Leave the Golden Round where it is. You will continue to use the
Revenant Miniature.
5. Pick up all the Ylem and Core Gemstones that you placed to the side earlier.
Insert the Ylem Gems into your Ylem Pool from bottom to top. If you
completely fill the Pool up with Ylem Gems, discard any surplus Ylem Gems.
Do not place any of these Ylem Gems into the Ylem Transmutation. Insert any
Core Gems that you had set aside into your main Gemstone Pool.
6. Draw 3 cards from the Revenant Deck to your hand. You may look at these
cards before the next step.
7. Roll the percentile dice to determine a tile on the board. Place your Revenant
miniature onto either that tile, or one surrounding it. You cannot place your
miniature onto a tile occupied by another miniature, or in fire (see ‘Proximity
Rules’, p. 11). If you place your miniature onto a tile containing any Gemstones
or Bloodstones, immediately acquire them.
8. Acquire any 3 Core Gemstones of your choice (these are in addition to the
Gemstones that you carried over).
Important Note: In a 3-player game, the first character who dies returns with the 4th
Bloodstone that was set aside during setup. This ensures that all 4 Bloodstones are
available in the game.
Important Note: In a 2-player game, the first 2 characters who die return with the
3rd and 4th Bloodstone respectively. This may even be the same player.
35
LAST KING STANDING
As the game progresses, there will eventually be only one King remaining while all
other players control Revenants. This player is known as the Last King Standing!
When you hold the title of the Last King Standing, take the Ascended Die and add it
to your Focus Dice. When rolling your Focus Dice during the Latent State, include
this die into your roll. This assists the Last King Standing with acquiring Gemstones
to fight off the Revenants.
While in possession of the Ascended Die, you must announce at the beginning of
each player’s turn (including your own) whether you will be “Absorbing” the die or
not. It is only during this time that the die may be absorbed; you cannot absorb the
die in response to being attacked!
When you choose to Absorb the die, remove the Ascended Die from the game and
immediately remove all Dire Gemstones from your Character Mat.
DYING WITH THE ASCENDED DIE
If your character should be killed while in possession of the Ascended Die, place the
die onto the tile upon which you were slain (Proximity Rules apply, p. 11). This
allows any player entering that tile (even a Revenant) to take possession of the
Ascended Die, benefitting from its effects. The Ascended Die remains in circulation
until it is absorbed by a player or destroyed by the Fire Walls (p. 33).
THE OMEGA WAR
Two possible situations can arise to begin the Omega War:
A player has united all 4 Bloodstones into their Bloodcrest. That player
completes their turn, and any characters that were killed then return as
Revenants. Then, the Omega War begins. If that player took the last turn in this
round, do not perform the End of Round steps.
During the End of Round steps, the “Round” on the Omega Index displays Ω.
In both cases, the Omega War begins. Perform the following steps:
1. Remove the Omega Index, the 4 Fire Wall strips, and Immolation Die from play.
2. Roll the percentile dice for the Omega Stone placement. Find the nearest
outer edge tile on the board from the tile that was rolled for and place the Omega
Stone on that outer edge tile. If the tile rolled for is an equal distance from both
edges, the Omega Stone is placed on the nearest corner tile. If the tile rolled for is
a tile on the edge of the board, that is the where the Omega Stone is placed.
Note: In the very rare case that the outer edge tile determined for Omega Stone
placement is occupied by a character miniature, roll again until the determined
outer edge tile does not contain a character miniature.
3. The game now proceeds in normal turn order beginning with the player to the left
(clockwise) of the player that most recently ended their turn. Play continues in this
way with players just taking turns one after another; do not carry out any further
“End of Round” steps for the rest of the game.
IMPORTANT! “Rolling for Ylem” during your Active State is no longer
performed by any player. This step is now skipped for the rest of the game. There
should be no new Ylem appearing on the board during the Omega War.
36
THE OMEGA WAR
WINNING THE GAME
The tile containing the Omega Stone can only be entered by a player holding at least
1 Bloodstone.
Note: No Focus Abilities can be cast causing a player without a Bloodstone to be
placed on, or pass through, the tile containing the Omega Stone.
Once a miniature enters the tile with the Omega Stone, the game immediately ends.
If that player had all 4 Bloodstones, they automatically win. Otherwise, points are
then totalled (see scoring below), and the one with the most Koru points wins the
game.
For example: If the Omega War started because the round timer expired, and one
player has 1 Bloodstone, and another player has 3 Bloodstones, the game can end in
one of two ways. If either player claims the Omega Stone, points are totaled. Or,
one player could kill the other, uniting all 4 Bloodstones and then enter the tile with
the Omega Stone, winning the game outright.
SCORING
If the game ended without a single player obtaining all 4 Bloodstones, each player
calculates the amount of Koru they have earned; a form of mythical currency in the
Ascended land of Empyrnea. Use the following chart to determine how much Koru
each player has. The player with the most Koru at the end of scoring wins the game.
Omega Stone Claimed
Bloodstones
You were never killed
+25 Koru
+15 Koru each
+10 Koru
Completed Tr ansmutations
+ 5 Koru each
Ylem Gems in Ylem Pool
+ 1 Koru each
If more than one player has the same score, the tied players then earn additional Koru
based on the following chart:
Level of Char acter
+ 5 Koru per level
Power Level 3 card in hand
+ 3 Koru each
Power Level 2 card in hand
+ 2 Koru each
Power Level 1 card in hand
+ 1 Koru each
Lancea of Aeterna card in hand
+15 Koru
Revenant Curse card in hand
+10 Koru
If the resulting score STILL is a tie, the game ends in a draw between the tied players.
37
CARD INDEX
The Card Index is a comprehensive guide to more information on specific cards and
Focus Abilities. While the cards are self-explanatory, some cards may require further
clarification under certain circumstances when playing the game. Not every card in
the game appears in this index, only certain symbols, general terms, and cards that
may give rise to questions during gameplay will be examined here.
POSITION REQUIREMENT SYMBOLS
There are 6 different position requirement symbols:
SELF
Cardinal: Targets an
opponent out in an
orthogonal line from you
Self: Targets yourself
Adjacent: Targets an
adjacent opponent
Surrounding: Targets either
an adjacent opponent or a
diagonal one
ANY
all
opponents
Any: Targets any opponent
All: Targets all opponents
The seventh position requirement "Line of Sight" does not have a unique symbol. It
appears on the Lancea of Aeterna and Revenant Curse cards.
Line of Sight: If an imaginary line can be drawn from the center of your tile to the
center of the target’s tile without crossing the edge of, or through, another tile
currently occupied by another character, the target is considered in your “line of sight.”
This imaginary line may freely pass through the diamond shapes created by the
corners of tiles occupied by other characters. This means a target is in your “line of
sight” when the imaginary line passes directly through the diamond shape between
two other characters positioned diagonally across from each other.
OTHER GENERAL TERMS
Convert: Converted Gemstones are discarded and replaced with the Gemstones
specified in the description.
On the board: Players killed during this turn are not considered to be on the board
and cannot be affected by cards which target opponents on the board (such as
Calcination Level 3 or Citrinitas cards).
Note: Most Focus Abilities for cards both in the Ascendant Deck and in the Revenant
Deck are the same. All card explanations on the following pages apply to both the
Ascendant and Revenant versions of the cards unless stated otherwise. For most
explanations, the Ascendant version of the cards is shown.
38
CARD INDEX
Note: All kills caused by Focus Abilities and Special Cards benefit from the Echo of
Ylem Kill Bonus and the Overkill Bonus (if applicable) as normal (p. 22).
Dire Transfer
Ascendant & Revenant Focus Ability
Power Levels 1, 2, & 3
Notes: Dire Gems placed on the board this
way can be placed in tiles occupied by
other Gemstones, or Bloodstones, but
cannot be placed in a tile occupied by the
Omega Stone or Fire Wall.
Sun & Sky
Ascendant & Revenant Focus Ability
Power Levels 1, 2, & 3
Notes: This Focus Ability does not require
the target to be in your "line of sight.”
Both you and the target are immune to the
Escape Cost when this Focus Ability is
executed.
Conjunction
Ascendant & Revenant Focus Ability
Power Levels 1, 2, & 3
Notes: The target must be in your "line of
sight" to use this ability. There must be no
other character between you and the target
of this Focus Ability in order to execute it.
In this card's ability text, "pulled all the
way toward you" means the target is placed
on the nearest adjacent tile to you in
relation to the targets original position.
39
CARD INDEX
Calcination
Ascendant & Revenant Focus Ability
Power Level 3
Notes: Your target must have a card placed in their Inscription slot on their Character
Mat in order to execute. This Focus Ability can be used to steal a Prismatic Inscription
card, however, discard the Gemstones on the card before placing the card in your hand.
IMPORTANT EXCEPTION: If you use this ability as a King targeting a Revenant,
or as a Revenant targeting a King, you do not place the card in your hand. If either of
those scenarios occur, and you have taken an Inscription card that does not belong to
the current deck you are drawing from, you must immediately discard it on the
appropriate discard pile.
Separation
Ascendant & Revenant Focus Ability
Power Levels 1, 2, & 3
Notes: If your target would go beyond the
fire wall as a result of this ability, the target
is stopped on top of the fire wall, resulting
in 1 Dire damage. You cannot push an
opponent beyond the fire wall. In the
extremely rare case that you and your
target are on top of the same fire wall when
you use this ability, pushing them along
the fire wall is permitted, and your target
must take 1 Dire wound for each tile
entered while being pushed across the fire
wall this way.
40
CARD INDEX
ASCENDANT SPECIAL CARDS
Pneuma Mundus
Special Cards
Notes: These 3 cards are special Instant
Power cards. They can be played from your
hand and activated the same way as any
other Instant Power. These cards have no
focus abilities.
Prismatic Inscription
Special Cards
Notes: These 3 cards are special
Inscription cards. They are played in the
Latent State by following the special
instructions for the card described on page
32 of the rulebook. If you do not wish to
take advantage of this, you can discard it
from your hand and draw another card as
specified.
Lancea of Aeterna
Special Card
Notes: See “Line of Sight” (p. 38). This
card is a special zero cost Focus Ability
card. A character killed by this card
transfers all Bloodstones they have directly
to the caster (they are not dropped).
41
CARD INDEX
REVENANT SPECIAL CARDS
The Traverse
Special Cards
Notes: These 3 cards are special zero cost
Focus Ability cards. They can be played
from your hand and are activated the same
way as any other Focus Ability (during
your Active State), but have no Ylem price.
There are 3 different versions of this card,
so be sure to read the text carefully (1, 2, or
3 Ylem is discarded by your target).
Break Transmutation
Special Cards
Notes: These 3 cards are special zero cost
Focus Ability cards. Break Transmutation
forces your target to discard all the Gems
from one of their completed transmutations.
You declare which transmutation that
breaks, regardless of what type (Core,
Prismatic, or Ylem).
This card can target the “Prismatic
Inscription” transmutation, forcing the
target to discard those Gems, and the
“Prismatic Inscription” card.
Revenant Curse
Special Card
Notes: See “Line of Sight” (p. 38). This
card is a special zero cost Focus Ability
card. A character killed by this card
transfers all Bloodstones they have directly
to the caster (they are not dropped).
If you suspect a player has this card while
you are in possession of several
Bloodstones, consider activating “Ylem
Shield” (p. 30).
42
NOTE FROM THE DESIGNER
A most sincere thank you and welcome to Ascended Kings!
Ascended Kings will place you in dire circumstances. As such, I encourage the use of
negotiation and diplomacy during the course of the game with your fellow players.
Though not required, it is most certainly allowed. While there can be no bartering of
Gemstones, or trading of any kind, players may plead their case to one another
and/or suggest a course of action.
While I don’t condone “backseat gaming” (one player telling another what to do)
among experienced players, please don’t hesitate to inform such players of your intent
to send them to the Traverse (kill them), for their unsolicited counsel. Contrarily, feel
free to heed others’ advice, and even work together by forming temporary alliances;
especially as fellow Revenants. Just keep in mind, a player who offers aid, is indeed
still your opponent.
In the end, the most ultimate victory goes only to the player claiming Omega with all
4 Bloodstones.
Players may reveal and/or withhold information to whomever and however they wish
(meaning sharing plans, showing cards, etc).
Please keep in mind, a courteous session is an enjoyable session.
When making recommendations or raising cautions over gameplay, remember the
heart of Ascended Kings comes in a player’s ability to make their own decisions.
Never be pushy or insulting; always conduct yourself in a polite and friendly manner.
Then send them to the Traverse with a smile!
It has been a blast creating this game and story literally out of a dream and I hope that
you enjoy Ascended Kings as much as I have enjoyed creating it!
I would also like to thank all the amazing people who I have met and worked with on
this project along the way. Dylan Pierpont, Anthony Benedetto, Andrew Martin,
Nick Macari, Ryan Waite, Paul Grogan, Renae De Liz & Ray Dillon, and Elizabeth
Leggett, you are all some of the best creators out there, and I am super thankful that
I was able to work with you all to create Ascended Kings!
Thank you, Steve, without you this wouldn’t have been possible.
Let’s kill some Kings!
SINCERELY,
JASON ALLEN
President and CEO
Incarnate Games, Inc.
43
Rules Designed and Written by - Jason M. Allen
Layout and Design by - Anthony M. Benedetto and Jason M. Allen
Edited by - Nick Macari and Paul Grogan (Gaming Rules!)
ASCENDED KINGS™
LIMITED COLLECTORS EDITON BOARD GAME
Game Designer - Jason M. Allen
Lead Concept Artist and Illustrator - Dylan Pierpont
Graphic Designer and Illustrator - Anthony M. Benedetto
3D Artist and Sculptor - Andrew Martin
ASCENDED KINGS: THE FALL OF EMPYRNEA
Graphic Novel
Story - Nick Macari and Jason M. Allen
Script written by - Nick Macari
Pencils - Renae De Liz
Ink, Colors and Letters - Ray Dillon
Official Seal of the Omega Mundus Universe
This symbol verifies that Ascended Kings™ is canonical to the Omega Mundus Series™
Artwork © 2017 Dylan Pierpont. Artwork © 2017 Anthony Benedetto. Incarnate Games Inc,
Ascended Kings, the Incarnate Games logo, the Ascended Kings logo and all associated marks,
names, foci, characters, models, environments, illustrations and images from Ascended Kings
are either ®,™, and/or © Incarnate Games, Inc 2013-2017. All Rights Reserved.
44
NOTES
45
ENJOY A SNEAK PEEK OF
TM
THE FALL OF EMPYRNEA
A Graphic Novel
TM
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