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Astro Knights: Eternity – Mystery of Solarus thumbnail

Astro Knights: Eternity – Mystery of Solarus

Expansion for Astro Knights: Eternity

Astro Knights: Eternity – Mystery of Solarus Rulebook

Table of Contents

Table of Contents

  • Boss
    • Shade Sculptor
    • Shade Sculptor difficulty cards
  • Boss Cards
    • The Mother
    • Minions
      • Obsidian Apotheosis
      • Shiver Singer
      • Phantom Pursuer
    • Strikes
      • Conceal the Path
      • Consume the Stars
      • Converge and Devour
      • Dance in Darkness
      • Feed My Essence
      • Siphon the Light
  • Knights
    • Naoko
    • Sunshine
  • Combo
    • Tagteam Thunder
  • Supply Cards
    • Solarus Engine
    • Solarus Cell
    • Lithocule Bot
    • Solarus Barrier
    • Solarus Spear
    • Cosmic Boom Boom
    • Solarus Dual Blades
    • Solarus Fusion Core
    • Quantum Kama
    • Motherboard

Boss

Shade Sculptor

Difficulty: Normal difficulty, Level 1

Rules:

  • The Mother is considered a Minion, and can be dealt damage by Weapons, cards, and abilities.
  • The Mother can never have less than 1 health or more than 20 health.
  • The Mother can never be defeated.
  • At the beginning of the Boss main phase, resolve the ACTIVATE: effect of the Mother based on its current health.

When a player is exhausted: The Mother gains 2 health.

Shade Sculptor difficulty cards

Two difficulty cards are printed for Shade Sculptor. Each lists which Boss difficulty applies to each of its three levels, as printed.

MS-13

  • Standard: Normal difficulty
  • Advanced: Expert difficulty
  • Legendary: Nightmare difficulty

MS-14

  • Standard: Expert difficulty
  • Advanced: Nightmare difficulty
  • Legendary: Apocalypse difficulty

Boss Cards

The Mother

Card number: MS-28 Difficulty: Normal/Expert

HealthEffect
19-20ACTIVATE: The players lose.
14-18ACTIVATE: Any player discards 3 cards and suffers 1 damage.
9-13ACTIVATE: The Homeworld suffers 3 damage. The Mother gains 1 health.
5-8ACTIVATE: Any player suffers 2 damage. The Mother gains 1 health.
1-4ACTIVATE: The Mother gains 2 health.

Minions

Minions enter play with health and stay in play until defeated.

Obsidian Apotheosis

Type: Minion Health: 5 Player count: ALL Card number: MS-19

ACTIVATE: The Mother gains 2 health. OR ACTIVATE: The Homeworld suffers 2 damage. If Shade Sculptor is level 3 or higher, do both.

Shiver Singer

Type: Minion Health: 4 Player count: 2+ Card number: MS-21

ACTIVATE: The Mother gains 1 health.

Phantom Pursuer

Type: Minion Health: 5 Player count: 4 Card number: MS-25

ACTIVATE: Any player discards a Weapon in hand and suffers 1 damage.

Strikes

Strikes are resolved immediately when they are drawn.

Conceal the Path

Type: Strike Player count: ALL Card number: MS-20

The Homeworld suffers 1 damage. The Mother gains 3 health.

Consume the Stars

Type: Strike Player count: 2+ Card number: MS-22

The Mother gains 3 health.

Converge and Devour

Type: Strike Player count: 3+ Card number: MS-24

Any player powers down and suffers 3 damage.

Dance in Darkness

Type: Strike Player count: 3+ Card number: MS-23

If the Mother has 16 or less life, activate the Mother. Otherwise, any player or the Homeworld suffers 2 damage.

Feed My Essence

Type: Strike Player count: 4 Card number: MS-26

If the Mother has 7 or less health, it gains 4 health. Otherwise, The Homeworld suffers 4 damage.

Siphon the Light

Type: Strike Player count: 4 Card number: MS-27

The Mother gains 4 health. OR Any player loses a slot and powers down.

Knights

The Naoko and Sunshine card faces (MS-16 and MS-15) show only the character name and art. Their rules text is on the matching character boards below.

Naoko

Activate during your main phase: Deal damage equal to twice the number of equipped Weapons you have.

Sunshine

Activate during your main phase: Choose two of the following options:

  1. Destroy the top card of any number of supply decks.
  2. Gain a slot.
  3. The Homeworld gains 3 health.

Combo

Tagteam Thunder

Combo symbol: X Card number: MS-18

When player (X) gains a card that costs 7 energy or more, you may gain a card from the supply that costs 5 energy or less and place it into your hand.

The (X) is the card's printed Combo symbol.

Supply Cards

The Mystery of Solarus supply sheet is transcribed below in card-number order. Each card's type, cost and card number are as printed.

Solarus Engine

Type: Fuel Cost: 2 Card number: MS-01

Gain 2 energy. If you have your maximum number of slots, the Homeworld gains 1 health.

Solarus Cell

Type: Fuel Cost: 4 Card number: MS-02

AFTERBURN: Attack with any player's Weapon. (Place that Weapon in that player's discard pile.)

Gain 2 energy. You may destroy up to two cards from the top of one supply deck.

Lithocule Bot

Type: Tech Cost: 3 Card number: MS-03

Any ally may equip a Weapon from their discard pile, regardless of slots.

Solarus Barrier

Type: Tech Cost: 5 Card number: MS-04

Any player gains a slot and powers up. OR Any ally draws two cards, then destroys a card in hand.

Solarus Spear

Type: Weapon Cost: 4 Card number: MS-05

ATTACK: Deal 3 damage. You may place this card on top of your deck.

Cosmic Boom Boom

Type: Weapon Cost: 6 Card number: MS-06

ATTACK: Deal 4 damage. If this defeats a Minion, power up twice.

Solarus Dual Blades

Type: Weapon Cost: 6 Card number: MS-08

ATTACK: Deal 4 damage. Any player may discard a card. If they do, you may gain a card from the supply that costs 4 energy or less and place it into your hand.

Solarus Fusion Core

Type: Weapon Cost: 7 Card number: MS-09

ATTACK: All players reveal their hands. Deal 7 damage. Deal 3 additional damage for each card with Solarus in the name revealed this way.

Quantum Kama

Type: Weapon Cost: 8 Card number: MS-10

BUY: You may destroy any number of cards from your discard pile.

ATTACK: Deal 6 damage.

Motherboard

Type: Invention-Fuel Cost: 5 Card number: MS-17

Gain 2 energy. Overcharge the top card of the Tech supply deck.