Ashes Reborn: The Demons of Darmas
Ashes Reborn: The Demons of Darmas Rulebook
Table of Contents
Table of Contents
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.