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Ashes Reborn: The Messenger of Peace

Expansion for Ashes Reborn: Rise of the Phoenixborn

Ashes Reborn: The Messenger of Peace Rulebook

Table of Contents

Table of Contents

  • Playing With This Expansion
  • Phoenixborn
  • Spells
    • Captivate
    • Concentration
    • Fate Reflection
    • Generosity
    • Recollect
    • Rile the Meek
    • Summon Ash Spirit
    • Summon Ruby Cobra
  • Allies
    • Flock Shepherd
    • Sunshield Sentry
  • Conjurations
    • Ash Spirit
    • Ruby Cobra
    • The Awakened State

Playing With This Expansion

The Messenger of Peace 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 Orrick Gilstream.

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, [Charm] is a Charm die, [Time] is a Time die, and [Illusion] is an Illusion die. "[Charm] class" means a Charm die showing the class symbol, "[Time] power" means a Time die showing the power symbol, and so on. [Discard] is the cost of discarding a card.

Phoenixborn

Orrick Gilstream — Phoenixborn

  • Life: 19
  • Battlefield: 5
  • Spellboard: 5

Insight: After taking a Meditate action, you may place 1 exhaustion token on this card to place the first card discarded off the top of your draw pile during that action into your hand.

Spells

Captivate

Ready Spell — Placement: Spellboard

Cost: [Magic] + 1 [Charm] class

Dice: Charm

When this spell comes into play, you may destroy a target exhausted unit with a charm die on it.

[Side] [Exhaust]: Choose a target unit. That unit cannot be declared as an attacker until the start of your next turn or the next round.

Concentration

Ready Spell — Placement: Spellboard

Cost: [Side]

Dice: Basic

Conjures: The Awakened State

[Magic] or [Side] - [Exhaust] - 2 [Basic]: Place 1 status token on your Phoenixborn. Draw 1 card. Choose 1 die in your exhausted pool and place it into your active pool on a side of your choice.

Focus 1: Then, if there are 7 or more status tokens on your Phoenixborn, attach The Awakened State conjured alteration spell to it.

Fate Reflection

Reaction Spell — Placement: Discard

Cost: 1 [Time] power / 1 [Illusion] power

You may play this spell after a unit you control is dealt damage by a spell, ability, or dice power an opponent controls. Prevent that damage from being received, and then deal an equal amount of damage to a target unit that opponent controls.

Generosity

Action Spell — Placement: Discard

Cost: [Magic] + [Side] + 1 [Charm] class / 1 [Time] class

Resolve one of the effects listed below. Choose a target opponent to resolve a different effect of their choice. Then, resolve the last unchosen effect.

  • Remove 1 exhaustion token from your Phoenixborn or a ready spell you control.
  • Remove 2 wound tokens from your Phoenixborn or a unit you control.
  • Draw 3 cards.

Recollect

Action Spell — Placement: Discard

Cost: [Magic] + 1 [Time] class

Dice: Time

Choose a ready spell you control. Search your discard pile for all cards with the same title and place them into your hand.

Rile the Meek

Action Spell — Placement: Discard

Cost: [Magic] + 1 [Charm] class

Dice: Charm

Resolve the following effect once for each unexhausted unit you control with a printed attack value of 0:

You may deal 1 damage to a target unit an opponent controls.

Summon Ash Spirit

Ready Spell — Placement: Spellboard

Cost: [Magic] + 1 [Charm] class

Dice: Charm, Time

Conjures: Ash Spirit

[Magic] - [Exhaust] - 1 [Time] class: Place an Ash Spirit conjuration onto your battlefield. All players draw 1 card.

Focus 1: Then, all opponents that could not draw a card must discard 1 card of their choice from their hand.

Summon Ruby Cobra

Ready Spell — Placement: Spellboard

Cost: [Magic]

Dice: Charm

Conjures: Ruby Cobra

[Magic] - [Exhaust] - 1 [Charm] power: Place a Ruby Cobra conjuration onto your battlefield.

Allies

Flock Shepherd

Ally — Placement: Battlefield

Cost: [Magic] + 1 [Charm] class + 1 [Basic]

Dice: Charm

Attack: 1 Life: 3 Recover: 1

Gather 2: After an opponent declares attackers, you may add 2 to the attack value of all units you control with a printed attack value of 0 for the remainder of the turn.

Protect: Units you control with a printed attack value of 0 cannot be targeted by spells, abilities, or dice powers an opponent controls.

Sunshield Sentry

Ally — Placement: Battlefield

Cost: [Magic] + 1 [Time] power + 1 [Charm] class + 1 [Basic]

Dice: Charm, Time

Attack: 2 Life: 5 Recover: 1

Deflect: When this unit is declared as a blocker, you may choose a target unblocked attacking unit. That unit is no longer attacking.

Alert: Do not place exhaustion tokens on this unit as a result of its countering.

Conjurations

Ash Spirit

Conjuration — Placement: Battlefield

Attack: 0 Life: 2 Recover: 0

To Ash: After this unit is destroyed as a result of an attack from a unit an opponent controls, destroy that target unit.

Smolder 1: At the end of the round, deal 1 damage to a target Phoenixborn whose owner has no cards in their draw pile.

Ruby Cobra

Conjuration — Placement: Battlefield

Attack: 0 Life: 2 Recover: 0

Intimidate 1: When this unit is declared as an attacker, add 1 to its attack value for the remainder of the turn, and then choose a target opponent to discard 1 card off the top of their draw pile.

Charming: This unit cannot be targeted by attacks from units with a charm die on them.

The Awakened State

Conjured Alteration Spell — Placement: Phoenixborn

Phoenixborn: Orrick Gilstream

  • [Side]: Remove 1 status token from your Phoenixborn. If you do, choose an opponent. Deal 1 damage to a target unit they control. Deal 1 damage to their target Phoenixborn.
  • Spell Guard: This spell cannot be affected by an opponent's spell.