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Aeon's End: Buried Secrets

Expansion for Aeon's End

Aeon's End: Buried Secrets Rulebook

Table of Contents

Table of Contents

  • Supply Spells
    • Blade of Wisdom
    • Burning Current
    • Double Tap
    • Draining Touch
    • Flash of Intellect
    • Nerve Jab
    • Precision Shot
    • Psychic Eruption
    • Stunning Force
  • Supply Relics
    • Bottled Star
    • Living Gauntlet
    • Manifold Container
    • Scholar's Opus
    • Soul Cords
  • Supply Gems
    • Jolting Crust
    • Mentite Chunk
    • Muted Lacosite
    • Oblivium Resin
    • Shining Tetrite
    • Summonite
    • Triplite Core
    • Voidium Spike
  • Basic Nemesis Cards
    • Armored Haze
    • Blade Storm
    • Breach Tunnel
    • Depreciate
    • Divert
    • Hex of Vulnerability
    • Mailed Shade
    • Muster
    • Throng Commander
  • Blitz Turn Order Card
    • Blitz

Supply Spells

Blade of Wisdom

Cost 6 · BS085 · Spell

When you gain this, if there are seven or more other cards in your discard pile, gain 2 life. Cast: Deal 5 damage.

Burning Current

Cost 3 · BS087 · Spell

While prepped, during your casting phase you may lose 2 pulse tokens. If you do, spells you cast this turn deal 1 additional damage. Cast: Deal 1 damage. Gain 1 pulse token.

Double Tap

Cost 3 · BS093 · Spell

Cast: Deal 1 damage. Deal 1 damage. (Effects that modify damage affect both instances of damage this spell deals.)

Draining Touch

Cost 2 · BS097 · Spell

Cast: Deal 1 damage. Gain 1 charge.

Flash of Intellect

Cost 4 · BS102 · Spell

LINK (Two spells with Link may be prepped to the same breach.) Cast: Deal 3 damage. If there are six or more other cards in your discard pile, you may gain a Flash of Intellect from the supply and place it on top of your deck.

Nerve Jab

Cost 2 · BS107 · Spell

Cast: Deal 1 damage. Silence a minion.

Precision Shot

Cost 3 · BS112 · Spell

LINK (Two spells with Link may be prepped to the same breach.) Cast: Deal 2 damage. If there are six or more other cards in your discard pile, deal 2 additional damage.

Psychic Eruption

Cost 8 · BS117 · Spell

Cast: Deal damage equal to the number of cards in any player's discard pile.

Stunning Force

Cost 5 · BS122 · Spell

Cast: Deal 4 damage to the nemesis. Silence a minion.

Supply Relics

Bottled Star

Cost 7 · BS057 · Relic

Gain 3 charges.

Living Gauntlet

Cost 4 · BS064 · Relic

Reveal the top card of your deck. You may destroy or discard it. Each ally may draw a card. Each ally that does discards a card in hand.

Manifold Container

Cost 4 · BS067 · Relic

Gain 1 aether. The next time you gain a card this turn, you may also gain a card that costs less than the gained card.

Scholar's Opus

Cost 3 · BS072 · Relic

Gain 1 charge. If there are seven or more cards in your discard pile, gain 1 additional charge.

Soul Cords

Cost 5 · BS078 · Relic

Any player gains 1 pulse token. Each player with 2 or more pulse tokens gains 1 charge.

Supply Gems

Jolting Crust

Cost 3 · BS007 · Gem

Gain 2 aether. Gain 1 pulse token. OR Gain 2 aether. Lose 1 pulse token. If you do, gain 1 charge.

Mentite Chunk

Cost 5 · BS008 · Gem

Gain 3 aether. If there are seven or more cards in your discard pile, gain an additional 1 aether.

Muted Lacosite

Cost 5 · BS015 · Gem

When you gain this, Silence a minion. Gain 3 aether.

Oblivium Resin

Cost 5 · BS022 · Gem

Gain 2 aether. If you have three or more cards in hand that cost 0 aether, gain an additional 2 aether.

Shining Tetrite

Cost 6 · BS033 · Gem

Gain 4 aether that cannot be used to gain a card.

Summonite

Cost 3 · BS040 · Gem

Gain 2 aether. OR Gain a Summonite from the supply and place it on top of any ally's discard pile.

Triplite Core

Cost 4 · BS043 · Gem

Gain 3 aether that can only be used to gain cards.

Voidium Spike

Cost 3 · BS053 · Gem

Gain 2 aether. Each ally may discard a card in hand. Each ally that does gains 1 charge.

Basic Nemesis Cards

The printed numbers on the nemesis cards are reproduced as they appear on each face: the blue badge at top left, the red badge at top right (minions), the bottom-right number (all types). The badges are not labelled on the card faces.

Armored Haze

Minion · Basic · BS154

Blue badge 4 · red badge 1 · bottom-right 2

PERSISTENT: Any player suffers 1 damage for each shield token this minion has. Then, this minion suffers 1 damage.

Blade Storm

Attack · Basic · BS149

Bottom-right 1

Gravehold suffers 3 damage. The player with the fewest opened breaches suffers 2 damage.

Breach Tunnel

Power · Basic · BS156

Bottom-right 3

POWER 4: If each player has at least one closed breach, the nemesis overwhelms them and the players lose.

Depreciate

Power · Basic · BS153

Bottom-right 2

TO DISCARD: Spend 7 aether. POWER 2: Unleash twice. The player with the most expensive card in hand destroys that card and then gains a card of the same type that costs less from any supply pile. That player suffers 2 damage.

Divert

Attack · Basic · BS152

Bottom-right 2

The player with the most expensive prepped spell casts that spell. The damage that spell deals must be dealt to the player who cast it instead of to a minion or the nemesis.

Hex of Vulnerability

Power · Basic · BS150

Bottom-right 1

TO DISCARD: Spend 6 aether. POWER 3: Place this card next to the player with the most life. For the rest of the game, when that player suffers damage they suffer 1 additional damage. (This cannot be removed once resolved.)

Mailed Shade

Minion · Basic · BS157

Blue badge 1 · red badge 8 · bottom-right 3

This minion can only be dealt damage by spells cast from a III breach. PERSISTENT: Unleash twice.

Muster

Attack · Basic · BS155

Bottom-right 3

Unleash twice. Each minion in play gains 5 life.

Throng Commander

Minion · Basic · BS151

Blue badge 3 · red badge 1 · bottom-right 1

PERSISTENT: If there are two or more other minions in play, Gravehold suffers 6 damage and discard this minion. Otherwise, any player suffers 2 damage.

Blitz Turn Order Card

Blitz

Turn order card · BS158

Setup: Use this card if you want to increase the difficulty of the nemesis. Replace a nemesis turn order card in the turn order deck with this turn order card. Rules: When this turn order card is drawn, resolve the nemesis main phase once. Then, resolve the nemesis turn as usual. This card counts as a nemesis turn order card.