Aeon's End: Southern Village
Aeon's End: Southern Village Rulebook
Table of Contents
Table of Contents
Components Shown
The photographed components are the nemesis card, the Burning Kor Movement Mat, the ember tokens and the nemesis tokens, the breach mage mats and breach tokens, the treasure cards (level 2 and 3), the relics and gems, and the spells. The Burning Kor Movement Mat has three ignition points, marked Ignition 1, Ignition 2 and Ignition 3, and a central Gravehold space.
Nemesis: The Burning Kor
Nemesis Card
Unleash: Place two embers on the Burning Kor Movement Mat at a single random ignition point.
Increased Difficulty (60):
- Unleash: Place three embers instead of two on the Burning Kor Movement Mat at a single random ignition point.
- Rules: Embers move three spaces instead of two.
Additional Rules:
- At the start of the nemesis turn, move each ember two spaces along its path, starting with the embers closest to Gravehold.
- When an ember would move and cannot, it moves as far as possible and then deals 1 damage to the player or Gravehold in the space it would move into.
- Embers are minions and have 1 life.
- Consult the Burning Kor player aid for information about damaging embers and movement on the Burning Kor Movement Mat.
Burning Kor Movement Mat
The mat shows a grid of spaces with chevron arrows showing the direction of each ember's path. The three ignition points are marked Ignition 1, Ignition 2 and Ignition 3. Gravehold is the central space. The mat's back side is not shown.
Ember Tokens
The expansion includes twelve ember tokens. Six are marked with the number 1 and six with the number 2, as printed on the tokens.
Ember Reminder (SV-67)
(Leave this reminder card in play.)
At the start of the nemesis turn, move each ember two spaces along their path toward Gravehold.
The Burning Kor Player Aid: Movement Rules
Reminder card. The card code in the bottom-left corner is partly obscured in the photograph.
- Two spaces are adjacent if they are orthogonally touching.
- Once per turn, during any player's casting or main phase, that player may move their mage token to an adjacent space for free.
- During any player's casting or main phase, that player may discard a card to move their mage token to an adjacent space.
- Mage tokens cannot occupy the same space as embers or other mage tokens.
- Nothing can move onto Gravehold.
- Players can't move their mage tokens into any of the ignition points.
Flip this over for The Burning Kor Damage Rules.
The Burning Kor Player Aid: Damage Rules
Reminder card.
- Two spaces are adjacent if they are orthogonally touching.
- Players can only deal damage to embers that are orthogonally adjacent to their mage tokens. When a player deals damage to an ember, they can distribute that damage among any number of embers in spaces adjacent to their mage token.
- Embers are minions and have 1 life.
- Reduce to 0 all damage dealt to The Burning Kor by players not on the edge of the board.
Flip this over for The Burning Kor Movement Rules.
Other Tokens Photographed
The photograph also shows a four-sided die, a round token marked 7, a pentagonal token marked 12, and a token marked 23 with the Burning Kor artwork. The cards photographed do not explain these tokens, so they are not transcribed here.
Breach Mage: Reth
Reth Mage Board
Mage board, front side. The player number and life values are not legible in the photograph and are not transcribed. The back side of the mat carries further setup instructions, which are not shown and are not transcribed here.
- Starting Hand: 3x Crystal, 1x Fossilized Rose, 1x Spark
- Starting Deck: 3x Crystal, 2x Spark
- (Read the back side of this mat for further setup instructions.)
Missing Half Activate during your main phase: Reveal your deck. Place up to two spells with the same name from your deck into your hand, and up to two spells with that same name from your discard into your hand. Return your deck in the same order.
Reth Breach Token (Opened Unbound Breach)
Any number of spells with the same name may be prepped to this. +1 damage on cast for each other spell prepped to this.
Reth Card (SV-70)
The card is titled "Reth", with the subtitle "Force of Nature". Its card text is not visible in the photograph, so it is not transcribed.
Fossilized Rose (SV-56)
Spell.
- Cast: Discard a card in hand. If you do, gain a spell that costs 5 crystal or less from any supply pile.
- OR
- Cast: Deal 1 damage.
The card's flavour text and its top-right symbol are not transcribed.
Breach Mage: Lucien
Lucien Mage Board
Mage board, front side. The player number and life values are not legible in the photograph and are not transcribed. The back side of the mat carries further setup instructions, which are not shown and are not transcribed here.
- Starting Hand: 3x Crystal, 1x Spark, 1x Sun Shard
- Starting Deck: 4x Crystal, 1x Spark
- (Read the back side of this mat for further setup instructions.)
Magnetism Activate during your casting phase: Open all of your breaches. Prep any number of spells in hand to your opened breaches.
Lucien Breach Tokens
Closed Channel Breach (II)
- Open cost: 2 Crystal: Open.
- Once Opened: Gain 2 Crystal on Cast.
Closed Tide Breach (III)
- Open cost: 4 Crystal: Open.
- Once Opened: Destroy a card on Cast.
Opened Flood Breach (IV)
- +3 damage and return this breach to starting position on cast.
Lucien Card (SV-77)
The card is titled "Lucien", with the subtitle "Water Weaver". Its card text is not visible in the photograph, so it is not transcribed.
Sun Shard (SV-55)
Gem.
- Gain 1 Crystal.
- OR
- Gain 3 Crystal that can only be used to open a breach.
The card's flavour text is not transcribed.
Treasure Cards
The photographs show treasure cards at Treasure Level 2 and Treasure Level 3. The treasure cards' codes are in the bottom-left corner of each card, and the flavour quotes printed at the bottom are not transcribed.
Treasured Gems
Inco's Spreading Emerald (SV-57)
- Gain 1 Crystal.
- OR
- The next time you gain a card that costs 3 Crystal or less this turn, any ally gains a copy of that card from the supply.
Lost's Forged Crystal (SV-58)
- (When the game starts, add a Crystal to your discard pile.)
- Gain 2 Crystal.
Treasure Level 2
Ashen Rib (SV-60)
- Once per turn after a player plays their second relic, any ally draws a card.
Onyx Elixir (SV-59)
- At the start of the game, set this next to a supply pile that costs 7 Crystal or more.
- When a player gains a card from that supply pile, that player gains 2 life.
Treasure Level 3
Cloak of Wisdom (SV-62)
- At the start of your main phase, if there are five or more cards in your discard pile, focus one of your closed breaches.
Massacre Helm (SV-61)
- When you cast three or more spells during your casting phase, deal 3 damage.
Randomizer Cards: Gems and Relics
These cards are marked RANDOMIZER and carry a cost in the top-right corner. The photographs show five of them; their card codes are printed in the bottom-left corner and are not all legible.
Gems
Quickening Qitite (cost 3)
- Gain 2 Crystal.
- You may discard a card in hand. If you do, focus any player's II breach.
Jeweled Urup (cost 5)
- Gain 3 Crystal.
- OR
- If this is the second time you have played Jeweled Urup this turn, you may destroy this. If you do, gain a card from any supply pile that costs 7 Crystal or less.
Relics
Cat's Eye (cost 1)
- You cannot gain this card if you have gained another card this turn. You cannot gain any other cards the turn you gain this.
- Gain 1 charge. You may destroy this. If you do, gain 1 Crystal.
Volt Replicator (cost 4)
- Any ally gains a card that costs 5 Crystal or less.
- If there are two or fewer Volt Replicators in the supply, you may destroy this. If you do, place the gained card into that ally's hand instead.
Energized Conduit (cost 7)
- Attach this to any player's breach.
- When a spell is cast from this breach, the player who cast that spell gains 1 charge.
Randomizer Cards: Spells
These cards are marked SPELL and RANDOMIZER, with a cost in the top-right corner. The photographs show five of them.
Flame Jab (cost 1)
- Cast: Deal 2 damage to a minion. You may destroy this. If you do, gain 1 Crystal.
Gathering Winds (cost 3)
- Cast: Deal 2 damage. If there are six or more other cards in your discard pile, focus any player's breach.
Cinder Shower (cost 5)
- While prepped, when you gain a card, deal 1 damage.
- Cast: Deal 3 damage.
Reaper's Flame (cost 7)
- While prepped, once per turn when you cast another spell, you may gain a card that costs 5 Crystal or less from any supply pile.
- Cast: Deal 5 damage.
Erasure of Mind (cost 7)
- Cast: Destroy a card in hand that costs 3 Crystal or more. If you do, deal 10 damage.
- OR
- Cast: Deal 5 damage. Reveal the top two cards of your deck and place any number on top of your discard pile.