Aeon's End: The Caverns
Aeon's End: The Caverns Rulebook
Table of Contents
Table of Contents
Mages
Quilius, The Initiate
- Complexity Rating: 3
- Starting hand: 3x Crystal, 1x Backstab, 1x Spark
- Starting deck: 3x Crystal, 2x Spark
- Ability: Acquire Target. Activate during your main phase: Place the top card of the Challenger deck on top of the nemesis deck. Then, resolve any effects added to your ability by minions in your ability zone.
- Ability zone: Cards in Quilius's ability zone are never discarded. Do not resolve their Persistent effects.
Additional rules (card back, setup): Shuffle Armored Bylek, Leviathan Hatchling, Pentagram Beetle, and Swift Snapper together facedown to form the Challenger deck.
Alcheia, The Stonecarver
- Complexity Rating: 7
- Starting hand: 3x Crystals, 1x Geode, 1x Spark
- Starting deck: 4x Crystals, 1x Spark
- Ability: Restabilize. Activate during any ally's casting phase: Destroy up to three cards in hand. Draw a card for each card destroyed this way. OR When a player casts a spell this turn, it deals 1 additional damage for each card that costs 1 aether or more in your hand.
- Facet cards: When a facet is destroyed, place it on the bottom of the facet deck.
Additional rules (card back, setup): Shuffle all of the facet cards together facedown to form the facet deck.
Nemesis: Absorbing Wraith
- Card number: 85
- Unleash: Gravehold suffers 1 damage for each card in stasis. If three or fewer cards are in stasis, Freeze a card.
- Increased Difficulty: Rules: Gaining cards in stasis costs an additional 1 aether.
Additional Rules
- When a card is placed into stasis, place it next to this mat.
- During any player's main phase, that player may spend aether to place that many aether tokens on a card in stasis. When a card in stasis has aether tokens on it equal to its cost plus 2, the current player gains it. Aether that can only be used to gain cards can be used on cards in stasis.
- Freeze a card means to place the top card of the supply pile with the Freeze token into stasis and Advance.
- Advance means to place the Freeze token on the next most expensive supply pile. If there are no supply piles more expensive than the supply pile with the Freeze token, move the Freeze token to the least expensive supply pile instead.
- Cards in stasis cannot be developed.
- Cards in stasis are not in the supply.
- When the supply pile with the Freeze token on it is empty, Advance.
- When all supply piles are empty, the players lose.
- When a player is exhausted, destroy all of the cards in the two least expensive supply piles instead of Unleash twice.
Setup
- Place the Freeze token on the least expensive supply pile.
- Freeze a card. If playing with 1-3 players, Freeze an additional card.
Absorbing Wraith Cards
The nine cards below are the Absorbing Wraith's own deck. The number after each name is the card code printed in the lower left. The number in the bottom-right corner is the printed cost.
Encrust (TC85)
- Attack, cost 2
- Unleash.
- Freeze a card.
- Freeze a card.
- Place 2 aether tokens on one of these two cards.
Energy Vacuum (TC83)
- Power, cost 1
- Power 3: Remove all aether tokens from the card in stasis with the most aether tokens on it. If 2 or fewer aether tokens were removed this way, any player suffers 4 damage.
Flash Freeze (TC88)
- Attack, cost 3
- Place a card from the most expensive spell supply pile into stasis.
- Repeat this two additional times.
Flayed One (TC87)
- Minion, cost 2, printed red number 8
- Persistent: Remove 3 aether tokens from a card in stasis.
- OR
- Any player suffers 3 damage.
Fossilize (TC82)
- Attack, cost 1
- Place a card from the most expensive gem supply pile into stasis.
- Any player suffers 3 damage.
Frostbite (TC89)
- Attack, cost 3
- The player with the most expensive card in hand destroys three cards in hand that cost 2 aether or more.
- OR
- The player with the lowest life suffers 5 damage.
Gemflesh Acolyte (TC84)
- Minion, cost 1, printed red number 5
- When this is dealt damage, remove an aether token from a card in stasis.
- Persistent: The player with the lowest life suffers 2 damage.
Permafrost (TC86)
- Power, cost 2
- To discard: Spend 7 aether.
- Power 3: Unleash twice. Place this next to the nemesis mat.
- For the rest of the game, gaining a card in stasis costs an additional 4 aether instead of an additional 2 aether.
Withered Prophet (TC90)
- Minion, cost 3, printed red number 15
- Persistent: Unleash. Freeze a card.
Friend: Joanna, the Merchant
- Rules: The Market is a zone above this mat.
- Barter: Destroy any number of cards from the Market. Any player gains a card from the supply that costs up to three times the number of cards destroyed this way and places it into their hand.
Setup (card back): No special setup.
Joanna's four friend-specific cards were not among the scans and are not transcribed (see the note above).
Foe: The Storm
- Paralyzing Bolt: The player with the most prepped spells gains a Shock, places it into their hand, and suffers 1 damage for each of their prepped spells.
Setup (card back): Place the Shock cards above this mat to form the Shock supply pile.
The Storm Cards
The cards below are The Storm's own deck. The code in the lower left is the printed card code.
Shock (TC76)
- Spell, printed cost icon: O
- When destroyed, return this card to the Shock supply pile.
- Cast: Deal 1 damage. Discard a card in hand. If that card costs 3 aether or more, destroy this.
Echoing Thunder (TC72)
- Attack
- The Storm gains 2 charges.
- OR
- Any player discards a card in hand that costs 4 aether or more.
Forked Lightning (TC73)
- Attack
- The Storm gains 2 charges.
- OR
- Any player discards a prepped spell, gains a Shock, and places it on top of their deck.
Spreading Clouds (TC74)
- Attack
- Any player gains a Shock.
- Gravehold suffers 2 damage.
Fractalize (TC75)
- Attack
- Any player suffers 1 damage, gains a Shock, and places it into their hand.
- OR
- Any player suffers 3 damage and may return a Shock in hand to its supply pile.
The Storm's remaining foe-specific cards were not among the scans and are not transcribed (see the note above).
Gem: Electinium
Electinium (TC11)
- Gem, printed values 3 and 2
- When you gain this, place an electrify token on any enemy.
- Gain 2 aether.
Relics
Elemental Conduit (TC28)
- Relic, printed values 8 and 5
- Attach this to any player's breach. When a spell is cast from this breach, place an elemental token on any enemy before resolving that spell's effect.
Magnetic Conduit (TC26)
- Relic, printed values 6 and 4
- Attach this to any player's opened breach. When a spell is cast from this breach, do not discard that spell. You cannot cast that spell again this casting phase.
Spells
Archaic Discharge (TC38)
- Spell, cost 6
- While prepped, after you play a relic, place a charge token on this.
- Cast: Deal 4 damage. Deal an additional 2 damage for each charge token on this. Then, discard all of the tokens placed on this.
Combust Legend (TC33)
- Spell, cost 4
- While prepped, after any player plays a relic, place an aether token on this.
- Cast: Deal 3 damage. Gain all of the aether tokens on this.
Expunge Essence (TC18)
- Spell, cost 5
- Cast: Remove an elemental token from an enemy. If you do, deal 6 damage to it.
- OR
- Cast: Place an immolate token on an enemy and deal 2 damage to it.
Memory Allocator (TC46)
- Spell, cost 8
- Cast: Deal 6 damage. Set aside any number of cards in hand. After drawing cards during your draw phase, return the set-aside cards to your hand.
Banner
Banner of Overcharge (TC67)
- Spell, printed cost icon: O
- While prepped, once per turn, you may discard a card in hand. If you do, the friend gains 1 charge.
- Cast: Deal 1 damage.
- Use this card only when playing with the Friends and Foes module.