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Ashes Reborn: The Demons of Darmas

Expansion for Ashes Reborn: Rise of the Phoenixborn

Ashes Reborn: The Demons of Darmas Rulebook

Table of Contents

Table of Contents

  • Playing With This Expansion
  • Phoenixborn
  • Spells
    • Adrenaline Rush
    • Consume Soul
    • Dark Reaping
    • Drain Vitality
    • Summon Vampire Bat Swarm
    • Transmute Magic
  • Conjured Alterations
    • Hunter's Mark
  • Allies
    • Beast Mage
    • Beast Warrior
    • Master Vampire
    • Psychic Vampire
  • Conjurations
    • Vampire Bat Swarm

Playing With This Expansion

The Demons of Darmas plays under the rules of Ashes Reborn: Rise of the Phoenixborn. Its rules are not repeated here. The cards below are used with the base rules, and the Phoenixborn card is Harold Westraven.

Icons are written in brackets as in the base rulebook: [Magic] is the main action symbol (the database writes it as "main"), [Side] and [Exhaust] are the side and exhaust dice symbols, [Basic] is any basic die, [Ceremonial] is a Ceremonial die and [Sympathy] is a Sympathy die. "[Ceremonial] class" or "[Sympathy] class" means a die showing the class symbol, and "[Ceremonial] power" or "[Sympathy] power" means a die showing the power symbol.

Phoenixborn

Harold Westraven — Phoenixborn

Mark Prey: [Side] [Exhaust]: Attach a Hunter's Mark conjured alteration spell to a target unit.

Spells

Adrenaline Rush

Action Spell — Placement: Discard

Cost: [Side]; 1 [Ceremonial] power or 1 [Sympathy] power; 1 [Basic]

Deal 1 damage to a target unit you control. Remove 1 exhaustion token from that unit.

Consume Soul

Reaction Spell — Placement: Discard

Cost: 1 [Basic]

You may play this spell after a unit an opponent controls is destroyed as a result of an attack you control. Remove 2 wound tokens and 1 exhaustion token from your Phoenixborn.

Dark Reaping

Action Spell — Placement: Discard

Cost: [Side]; 1 [Ceremonial] class

Destroy a unit you control to change 5 dice in your active pool to a side of your choice.

Drain Vitality

Ready Spell — Placement: Spellboard

Cost: [Magic] or [Side]; 1 [Basic]

[Magic] [Exhaust] 1 [Ceremonial] class: Deal 1 damage to a target unit. If you do, remove 1 wound token from a target unit.

[Side] [Exhaust] 1 [Sympathy] class: Remove 1 status token from a target unit. If you do, place 1 status token on a target unit.

Summon Vampire Bat Swarm

Ready Spell — Placement: Spellboard

Cost: [Magic]

[Magic] [Exhaust] 1 [Ceremonial] class 1 [Sympathy] class: Place a Vampire Bat Swarm conjuration onto your battlefield.

Transmute Magic

Action Spell — Placement: Discard

Cost: [Side]; 1 [Sympathy] class

Swap any number of dice in your exhausted pool with an equal number of dice in your active pool, placing them each on a side of your choice. Change 1 die in each target player's active pool to a side of your choice.

Conjured Alterations

Hunter's Mark

Conjured Alteration Spell — Placement: Attached to a unit

Printed stats: 1 Attack; Life --; Recover --

Source note: the source records this card's stat line as an Attack modifier of +1. The card prints "1 Attack".

When this unit receives damage, place twice the normal number of wound tokens on it.

While this unit is the target of an attack, no guard may be declared.

Allies

Beast Mage

Ally — Placement: Battlefield

Cost: [Magic]; 2 [Sympathy] class; 1 [Basic]

Attack: 2; Life: 2; Recover: 0

Terrifying 1: This unit cannot be blocked or guarded against by units with an attack value of 1 or less.

Transform 2: While you do not have the first player token, the attack value, life value, and recover value of this unit are increased by 2.

Beast Warrior

Ally — Placement: Battlefield

Cost: [Magic]; [Side]; 1 [Sympathy] class

Attack: 1; Life: 1; Recover: 0

Group Tactics 1: After you declare 3 or more attackers, you may add 1 to this unit's attack value for the remainder of this turn.

Transform 1: While you do not have the first player token, the attack value, life value, and recover value of this unit are increased by 1.

Master Vampire

Ally — Placement: Battlefield

Cost: [Magic]; 1 [Ceremonial] power; 1 [Sympathy] class; 1 [Basic]

Attack: 3; Life: 4; Recover: 2

Stalk: This unit cannot be guarded against.

Life Drain 1: After this unit destroys a unit an opponent controls by attacking, you may remove 1 wound token from your Phoenixborn.

Psychic Vampire

Ally — Placement: Battlefield

Cost: [Magic]; 1 [Ceremonial] power

Attack: 2; Life: 1; Recover: 0

Lobotomize 1: When this unit is destroyed as a result of a spell, attack, counter, ability, or dice power an opponent controls, that opponent must discard 1 card of their choice from their hand.

Card note: This card is chained. In organized play, chained cards cannot be included in your First Five or played in the first round.

Conjurations

Vampire Bat Swarm

Conjuration — Placement: Battlefield

Attack: 2; Life: 1; Recover: 0

Group Tactics 1: After you declare three or more attackers, you may add 1 to this unit's attack value for the remainder of the turn.

Swarm: When this unit is destroyed, you may spend 1 [Ceremonial] class or 1 [Sympathy] class to place this unit onto your battlefield.