Black Rose Wars: Crono Expansion
Black Rose Wars: Crono Expansion Rulebook
Table of Contents
Table of Contents
Game Components
Hexagons of the Lodge Revenge Room (5)
These 5 hexagons make up the Lodge Revenge Room. The four side hexagons (Purple, Red, Yellow and Green respectively), together with the central hexagon (Black), form a single room, the fulcrum of the battle, where Crono will be positioned. The Lodge Revenge Room is considered to be one, undivided.
Room activation tokens (4)
Similarly to the base game, these grant powers to the rooms. The activation tokens are positioned on the matching-coloured hexagon to indicate which power has already been activated.
The tokens are double-sided: one side shows the room's power and the reverse side shows the room name.
Crono Sheet
A sheet with Crono's characteristics, a space in which to place Crono's action cards, to help manage Crono during games where he is involved.
- (A) 20 Health Points
- (B) Action cards
- (C) Action cards discard pile
Special Quests (12)
These have the same function as in the base game. They are dedicated to this expansion, but depending on their scope can also be used in the base game in addition to those already included.
Special Events (12)
These have the same function as in the base game. They are dedicated to this expansion, but depending on their scope can also be used in the base game in addition to those already included.
Evocation cards (2)
An evocation card to summon Crono during a game outside this expansion, and another one to summon the Disgrace of Crete.
Equipment cards (4)
The equipment cards are a type of evocation needed to empower the mages that summon them.
Crono action cards (30)
These cards are used to describe Crono's actions when he is activated. There are 10 for each Moon.
Each time a model enters and disturbs Crono's sleep, he will act in accordance with the description on these cards, which become more and more powerful as the moon grows. Each time a model enters the room, the player managing the model draws a Crono action card and applies its effects.
Medusa's Mage Sheet
Medusa's mage sheet, used in the same way as the other mage sheets of the base game.
Spell Cards (39)
A set of 12 spells (3 copies each, 36 cards) forming the Myth School of Magic.
There is also 1 Custom Spell (3 copies) belonging to Medusa.
Disgrace of Crete Token
This token is used when the Disgrace of Crete is summoned by the corresponding Myth spell. This token is considered a model, just like the evocation models, for the resolution of effects that target models.
Forgotten Spell
This powerful Forgotten Spell can be integrated with the Forgotten Spells deck of the core game, to summon Crono under your control. The colossus will be a mighty ally and he will help you to reach victory.
Game Setup
To play with this expansion, the following changes need to be made to the base game:
-
First of all, remove the following rooms, which must be replaced by the Revenge rooms:
- Black Rose room
- Throne room
- Forge
- Sanctuary
- Alchemic Laboratory
-
Position the Revenge Room at the centre of the play area, line up the other 4 hexagons of the Lodge Revenge Room so that the room illustration matches, and all the others randomly.
-
Position the Activation Tokens on the matching-coloured hexagons. Place Crono at the centre of the Lodge Revenge Room. Crono will occupy the entire space.
-
Mix the Event decks specific to this scenario into one, and place it in its space on the Event board.
Mix the Quest decks specific to this scenario into one, integrating it with the Quest cards from the base game (excluding all the Quests that refer to a specific room), and place it in its space on the Power board.
-
Place the Crono Sheet on the play table, in a space between two players: you cannot move it during the game because its position will influence the Action Phase (see page 7 of the rulebook). Place the Crono Actions deck corresponding to the 1st Moon on top, and the other 2 decks within arm's reach.
How to Play
The Lodge Revenge Room
The Lodge Revenge Room is made of 5 different hexagons, but is considered as one large room for the instability. Each hexagon is nonetheless differentiated by its corresponding colour.
When a mage or evocation moves into the Lodge Revenge Room, the model is considered to have entered the matching-coloured room (for any traps, missions or other effects tied to the colour of the room).
It is impossible to enter the central room insofar as it is completely occupied by Crono.
Depending on the hexagon where a mage is positioned, he/she can activate the corresponding Activation token.
The Revenge room has an Instability resistance of 28. Remember that the Lodge Revenge Room is considered one large room, just for the instability; this means that it is not possible to destroy a single hexagon.
Rooms' effects
One of the end-of-game conditions of this Legendary scenario is the destruction of the Lodge Revenge Room (see Scenario point scoring below).
Below are listed the 4 effects of the Room activation tokens:
- Room of Corrupt Power (Purple): allowing players that activate its effect to cause the player holding the Crown to lose 1 Power Point (if they have any) and to steal the first player token off him. Mirrors Room can't copy the effect of this room.
- Sanctuary of Flames (Red): allowing mages that activate its effect to draw 2 cards from their own Grimoire and inflict 1 damage for each Combat spell on a target within a range of 1 from the Sanctuary.
- Hell's Door (Yellow): which calls up a Bone Knight directly from the depths of hell, at the cost of 1 Power Point.
- Training Room (Green): where a mage that activates the room can immediately move and attack, healing one of their wounds for each damage inflicted.
Each of these 4 hexagons has an alternative effect that can be selected instead of those listed above (however the colour remains that of the activated room):
- Revenge Room (Black): discard 3 cards from your hand, draw 3 Forgotten Magic cards and keep one, reposition the others as you like, face down, at the top of the Forgotten Magic deck. This effect is available starting from the Second Moon.
Spell range diagram
The Lodge Revenge Room, as mentioned above, is considered a single room. However, when calculating the range of effect of your actions/spells, follow the normal rules; the line of sight rule still applies. The only exception is the Revenge hexagon hosting Crono. This hexagon is considered blocked and obstructs lines of sight. Refer to the diagram on page 6 of the rulebook for all doubts on the range of spells.
The diagram shows a spell starting from the room marked 0 (the starting room of the spell) and the ranges 1 and 2 of that spell; lines of sight are blocked by the Revenge hexagon hosting Crono.
Crono
Crono's characteristics
Crono is an immortal being. The only way to get rid of him is to bury him, making the room explode.
In spite of this, Crono is considered a model (it is neither a mage nor an evocation). It can therefore be the target of spells and effects that don't target only mages or evocations. It is therefore possible to place him temporarily out of play.
Crono has 20 Health Points before being considered out of play.
If Crono ends up out of play, he will not draw any cards from the Crono Actions deck until the end of the turn, given that he is occupied regenerating himself. Crono cannot suffer damage when out of play.
When Crono ends up out of play, assign Power Points:
- 5 Power Points and 2 Power Points in the room, to the player that will have inflicted the most damage on Crono.
- 2 Power Points to all other players.
Source note: in the printed rulebook these reward values are shown as numbered seal icons rather than as text; they are read here as Power Points from the scoring section's identical icons.
If Crono is out of play, reactivate him with all his Health Points at the beginning of the Black Rose Phase.
Crono's activation
Crono starts the game facing the room between the Room of Corrupt Power and the Sanctuary of Flames.
Time has no mercy: At the beginning of the Black Rose Phase, turn Crono clockwise one hexagon, starting from the last orientation, then Crono will inflict 3 Damage to each model present in each room in front of him.
During the Action Phase, Crono will activate again during "his round".
Crono's round: His order of activation, compared to the players, is determined by the position of his Sheet on the table.
Turn Crono clockwise one hexagon, starting from the last orientation, then Crono will inflict 3 Damage to each model present in each room in front of him, exactly in the same way as in the Black Rose Phase.
Please note that the orientation of Crono is not regular, and changes according to the Crono action cards effects.
Crono Action cards
When a model enters the Lodge Revenge Room, Crono acts by drawing a card from the Actions deck, which describes the effect. Each action card contains not only the effect, but also indicates the rooms influenced by the effect, striking every model inside each of those rooms and the orientation of Crono to perform the attack.
If the mage symbol appears inside the diagram of the affected rooms, the player that drew the action card must do his/her utmost to have the following targets in that schema (if possible), in order of priority:
- If a mage: the one that positioned the most instability tokens in the Lodge Revenge Room.
- The model that activated Crono by entering the Lodge Revenge Room.
It may be the case that in order to strike the mage that positioned the most instability, the model that activated Crono remains outside his range of action, or that other models are involved in Crono's attacks. If two or more mages have positioned the same number of instability tokens in the Lodge Revenge Room, Crono turns towards the model that entered the Room.
If the action card shows an area of effect: the mage that forced Crono to activate can choose the orientation of the effect, facing Crono in that direction, according to the target mage rules. In case of any ambiguity, the player that drew the Action card can choose Crono's direction; see the example below.
Example
Tessa moves into the Sanctuary of Flames. This immediately triggers Crono and an action card is drawn. The action card has an effect that involves 4 rooms. Looking at the instability of the Lodge Revenge Room, Nero and Rebecca have the same amount, therefore the mage with the most instability cannot be determined and Crono turns toward the model that entered the Room (Tessa) and resolves the effect in the area described by the action card.
Equipment
The equipment cards are a type of evocation needed to empower the mages that summon them.
Just like normal evocations, they occupy one of the three dedicated spaces on the mage sheet.
Each equipment card shows the name of the object on the front, its Health Points and the game effect.
Equipment items do not use a token or miniature for identification; they are considered equipped by the mage and are identified by their card alone. Equipment is destroyed when it suffers an amount of damage equal to its Health Points.
When an equipment item is struck by an enemy effect, the owner assigns damage in the attacker's colour, just like a normal evocation.
When the damage tokens on an object reach the number of Health Points, the object breaks and its mage removes the corresponding card from his/her sheet. A mage can never be equipped with two equal equipment at the same time.
Equipment example card, Lucent Shield (front): Health Points 4. Reduces suffered damage by 1 and assigns it to the Lucent Shield. Source note: the figure before "and assign it" is a damage icon with no printed number; the value 1 is read from the Lucent Shield spell's "reduce all your damages by 1" wording.
Scenario Point Scoring
Unlike normal Black Rose Wars games, in order to end the battle: the Crono room must be made unstable or the Black Rose must reach 30 Power Points.
If the Black Rose wins, all mages lose. If a mage or the Black Rose reaches 30 Power Points before the Lodge Revenge Room is destroyed, the Black Rose earns another 15 Power Points.
Rendering the Revenge room unstable will be helpful to achieve victory.
If the Lodge Revenge Room is destroyed by reaching 28 Instabilities, the mages will earn the following Power Points depending on their contribution to its destruction:
| Ranking | Power Points |
|---|---|
| 1st ranked | 8 |
| 2nd ranked | 4 |
| Participants | 2 |
In the case of equal points for 1st and/or 2nd place, the tied mages will each earn the Power Points of their ranking -1.
Myth
The School
The school of Mythology originates from the Hellenic civilisation and was created thanks to the close ties of the Greeks with their deities, who in addition to knowledge and power, also gifted them several powerful artefacts. Much of this knowledge failed to survive the passing of the centuries, but a few excerpts of text concerning this warlike school managed to reach us. This school calls upon an immense force invested in battle and destruction, worthy only of the gods who created it.
The Gorgons harnessed this energy into powerful spells to call upon the force and impetuosity of Poseidon, the guile of Hades and the artefacts of Perseus who fell in the battle against Medusa herself, the first descendant of this dangerous species and ancestor of the mage still tied to Crono.
The magnificence of the lost generation can once again take to the stage in the Black Rose arena. Slimy snakes will gnaw at your enemies' feet as you magically crawl behind their backs, Crono's rage will lure them before your powerful trident, stabbing them to death.
You choose to arm yourself with the magical artefacts, moving swiftly around the arena until none of your enemies are left standing.
The symbol of this school is a tribute to art, but also the power and immortality of the proud Hellenic people.
Mages of the school of Mythology can choose to destroy the arena, using the mighty revenge of Poseidon, god of the sea, while evoking the powerful Minotaur of Crete to trap their adversaries in mental labyrinths.
Choosing this school of magic means choosing a close combat strategy or relying on the destruction of the Lodge.
- Ways to make Power Points: Defeat other mages, Instability positioning
- Key elements of spells: Close combat wounds, Physical wound combo, Equipments summon, Instability positioning, Movement with spells
- Affinity with other schools: Transmutation, Destruction
- Difficulty: Medium
- Magister of the School: Medusa
Spell Cards
Ade's Helm
Straight effect: Summon the Ade's Helm then you can draw 1 card from the library. The Ade's Helm has characteristics: Movement 0, Attack 0, Health Points 3. Until you have the helm as your evocation you cannot be the target of Single spells. Your helm can still be the target.
Reverse effect: Place your model in any room on the board. After that you can attack.
Artemis' Golden Bow
Straight effect: Summon the Golden Bow of Artemis. After that you can inflict 2 damages to a target within a range of 2. The Bow has characteristics: Movement 0, Attack 0, Health Points 2, and it cannot suffer Area Damage. Until you have the Bow as an evocation you can deal 1 damage at range 2 instead of moving.
Reverse effect: Inflict 4 damage to the target model.
Chains of Minos
Straight effect: Inflict 2 damages to the target model, then move him/her in an adjacent room.
Reverse effect: Inflict 1 damage to the target model. One of your evocations can act but only if its movement can reach the target model; otherwise it cannot act.
Crono's Rage
Straight effect: Place the target model in the room you are in and then inflict him/her 2 damage.
Reverse effect: Inflict 3 damages to the target model and move him in an adjacent room. If you move the model in a room with another model, inflict 1 damage to both.
Graie's Counsel
Straight effect: Look at the first 5 cards of a school of magic. Out of these 5 you may keep a maximum of 2 cards that have at least 1 instability symbol on it. Re-shuffle the others back into the deck.
Reverse effect: Until the end of the turn, every time a model enters the room you are in or you enter in a room with at least one model, place 1 instability in that room.
Labyrinth
Straight effect: Remove 3 cubes of instability of your colour from the target room to summon in that room Disgrace of Crete, the minotaur. Take the token/miniature from the reserve. Disgrace of Crete has characteristics: Movement 0, Attack 3, Health Points 4; every time it attacks, place 1 of your instability in that room.
Source note: the card's printed title reads "Infamy of Crete"; the card text and the components list both name the creature Disgrace of Crete, which is used here.
Reverse effect: The target mage skips its next activation phase. This means he/she will not play for an entire round. You then gain 1 Power Point.
Lucent Shield
Straight effect: Summon the Lucent Shield, you can do 1 step and attack. The Lucent Shield has characteristics: Movement 0, Attack 0, Health Points 4. Until you have the shield you reduce all your damages by 1 and add this damage to the shield.
Reverse effect: Next time you suffer damage, you can trigger this protection: reduce the next damage you suffered by 2 damage and inflict 2 damages to your attacker.
Petrify
Straight effect: Place 2 instability in the target room, then all the mages in the target room lose all their Physical Actions unless they pay you 1 Power Point.
Reverse effect: Lose one of your Physical Actions: until the end of the turn, decrease by 1 damage all the damages you suffer. You cannot use this effect if you don't lose the Physical Action.
Poseidon Vengeance
Straight effect: Convert 1 instability in the target room. After this you can move all the instability in that room into an adjacent room (if there is enough space to move the instability). Unmoved instability remains in the room.
Reverse effect: Place 3 instability in the target room.
Snake's Blood
Straight effect: Inflict 2 damages to all models in the target room. Then 1 damage to all targets in adjacent rooms. You can move in a room of one of the targets hit by the spell.
Note: the printed text reads "place your mage in a room of one the targets hit by the spell" and, on the card itself, "You can move in a room of one of the hit models." Both are the same effect and are transcribed as printed.
Reverse effect: Place 2 instability in the target room, then convert 1 instability in all rooms with at least one mage. You can elect instability of a colour different from yours.
Tears of Perseus
Straight effect: A mage enters into a room with your instability you can trigger the trap: you can place your mage in that room and attack the target.
Reverse effect: When a mage places instability, you can trigger the trap: you can place 2 instability in the same room where the mage places his/hers.
Trident of the Seas
Straight effect: Summon the trident of the seas that you can attack a model in range 1. The Trident has characteristics: Movement 0, Attack 0, Health Points 3, since you have this Trident equipped every time a mage enters the room you are in or you enter a room with a mage you can inflict 1 damage to him/her.
Reverse effect: Inflict 3 damages to the target model ignoring his/her protection that cannot trigger with this effect.
Medusa
Medusa's narrative passage is not reproduced in this rulebook. Medusa's own cards follow.
Medusa's Custom Spell: Gorgon Poison
Straight effect: Inflict 2 damages to the target. If the target is a mage you inflict 1 damage for each quest he/she already resolved.
Reverse effect: Inflict 2 damages to the target. If the target is a mage you inflict 1 damage for each quest you have already resolved.
Crono the Eternal
Forgotten Spell
Straight effect: Lose 3 Power Points to play up to 4 spells from your hand. You can do it by replacing ready or revealed spells. You can replace spells only if present on the mage sheet (e.g. you can play only 2 spells from your hand, if you prepared just 1 quick spell and 1 standard spell).
Reverse effect: Summon Crono (see evocation card). Characteristics printed on the spell: Movement 0, Attack 0, and a Health Points heart with no number (the value is taken from the evocation card). His skill allows him, when activated, to assign up to 1 instability to each adjacent room. Cannot be moved or removed by any effect.
Crono evocation card
Characteristics: Movement 0, Attack 0, Health Points 5 multiplied by the number of players.
Effect: Each time Crono activates, the mage can assign up to 1 instability to each room adjacent to Crono. He cannot be moved or removed by any effect.