Black Rose Wars: Duel – Kami
Black Rose Wars: Duel – Kami Rulebook
Table of Contents
Table of Contents
How to Read This Rulebook
This rulebook is divided into eight chapters, which are to be consulted as indicated below to understand the game in the simplest and most straightforward way possible.
- Components: All the game components included in the box are displayed visually in this chapter.
- Basic Concepts: This chapter introduces the game without going into detail about the rules, instead it provides a basis for a better understanding of the following chapters.
- Setup: This chapter contains all the instructions for setting up the playing area.
- Game Turn: This chapter explains in detail the rules to follow during the five phases that make up a Game Turn. It clarifies the flow of actions that each player must perform, but without going into rules that are not strictly related to a single Game Phase. Instead, these are all mentioned with cross-references and indications pointing to the chapter that covers each one.
- End of Game Tally: This chapter lists the rules for declaring the winner at the end of the game.
- Rules Compendium: This chapter explains in detail all the in-depth rules of the game or that require the temporary interruption of the game flow in order to be applied.
- Duel Avatar: This chapter explains how to insert the Avatar into a game, a third player guided by the Black Rose and controlled by an A.I.
- Beyond the Duel: This chapter provides practical information on how to use the contents of this box with the other products in the Black Rose Wars line.
Components
- 1 Game Board
- 7 Rooms
- 36 Shugendō Spell Cards
- 6 Personal Spell Cards
- 4 Forgotten Spell Cards
- 1 School Reference Card
- Avatar Components
- 75 Damage/Instability Cubes
- 17 Evocation Cards
- 7 Room Activation Tokens
- 2 Mage Cards
- 2 Reference Cards
- 1 Events Card
- 2 Quest Cards
- 4 Physical Action Tokens
- 1 Crown Token
- 12 Persistence Tokens
- 6 Power Tokens
- 4 Portals
Models and Bases
En no Gyōja
En no Gyōja, the legendary founder of the Lodge of the Sun, is a warrior mage who defies the laws of time with his unshakable mastery.
He honors the Kami through ancient rites that call upon the spirits' power, channeling ancestral forces in every gesture.
His occult arts intertwine with martial discipline, transforming mystical tools into magical weapons of unparalleled effectiveness.
Although now elderly, his strict ascetic practices give him the strength and agility of a young man, allowing him to lead the Lodge of the Sun with wisdom and vigor, inspiring respect and fear in anyone who dares to challenge him.
Abe no Seimei
Abe no Seimei, a brilliant onmyōji and disciple of En no Gyōja, embodies the perfect balance between cunning and arcane power.
His magic, based on tactics and manipulation, feeds on his oratorical skills and his immense knowledge, which enable him to turn any situation to his advantage.
A high-ranking member of the Lodge of the Sun, he aspires to overthrow his master and take his place at the head of the Lodge. With his mind set on infiltrating the Japanese courts, he intends to use the powers of the Lodge and its mages to conquer the nation, turning each move into a step towards absolute power.
Mononoke
Mononoke, a vengeful spirit awakened in the Lodge, embodies the dark wrath of an ancient curse.
With the appearance of a giant samurai, his torso has transformed into an enormous maw, ready to swallow up all magical energy.
It assaults the mages with unstoppable fury, feeding on their magic and transforming each spell into a lethal weapon of destruction and death.
Mononoke is the living manifestation of vengeance, a wandering nightmare that turns light into darkness and energy into despair, bringing doom to every corner of the Lodge.
Basic Concepts
Black Rose Wars Duel: Kami is a game of duels between Mages taking place in the Lodge of the Sun, a sentient place where a powerful supernatural entity, the Black Rose, dwells.
This is the place where the Mages of the land of Edo gather to learn the arcane arts and challenge each other to improve their skills and make contact with the benevolent spirits called Kami.
This game allows two players to challenge each other in a fearsome magical battle, teaching the fundamentals of its sister game: Black Rose Wars.
This is a stand-alone game, but most of the material in this box can be used to expand Black Rose Wars as well. The reverse, however, is not always possible (see Beyond the Duel).
The Lodge and the Rooms
The Lodge is the battlefield on which the Mages duel during the game. The Lodge is made up of 7 Rooms placed on the game board during game setup. When referring to the set of seven Rooms, the game uses the term Lodge.
A Room is Intact if it shows the side with the slots (called Instability Slots), or Wrecked if it shows the side without the slots. The specific rules for Rooms and their effects are detailed under Rooms and Room Activation Tokens.
The Mage
The Mage represents the player during the game. Each Mage has their own Model that represents them in the Lodge, and a Mage Card that describes their characteristics.
Please note: Across all game components, players are identified with the term "Mage".
Mage Card Anatomy
- A Name.
- B Health Value: The maximum amount of Damage that can be inflicted on the Mage before they are defeated. The arrow makes it easier to visualize after how much inflicted Damage the Mage is defeated.
- C Hand Value: The maximum number of Spell Cards the Mage can have in their Hand.
- D Strength Value: The amount of Damage the Mage inflicts on the target when performing a Physical Attack.
- E Speed Value: The number of "Move 1" Effects that the Mage can perform with a single Explore Physical Action.
- F Maximum Quest Value: This value is not taken into account in a game of Black Rose Wars Duel. However, it is used in other products in the Black Rose Wars line.
- G Trophy Token Slot: This slot is not taken into account in a game of Black Rose Wars Duel. However, it is used in other products in the Black Rose Wars line.
- H Physical Action Token Slots: These slots accommodate the player's two Physical Action Tokens.
Evocations and Equipment
An Evocation is a Model summoned by a Mage to help and support them during the game. Usually an Evocation has a corresponding Model that represents it in the Lodge and an Evocation Card that describes its characteristics. In this box, the only Evocation that has a Model is Mononoke.
Summoning Mononoke
A Mage may Summon Mononoke by casting the Forgotten Spell Mononoke's Fury and resolving the Effect on its light side (see Spell Card Anatomy). When they do, they take the Model of Mononoke and place it in the Lodge following the instructions of the Effect that summons it. Then they take their Evocation Card and place it in one of the three Evocation slots on their side of the board.
The other Mages and their Evocations may target Mononoke only if they are in the same Room. When Mononoke performs a Physical Attack, choose a Model as a target. If you choose a Mage, it inflicts 2.
Mononoke Evocation Card Anatomy
- A Name.
- B Archetype: Evocations have one or more Archetypes that influence them through specific Effects.
- C Skills: These represent one or more unique Effects available to the Evocation.
- D Speed Value: The number of Rooms the Evocation can move when activated. Mononoke has a speed of 0, therefore it can't leave the Room it's in unless an Effect moves it.
- E Strength Value: The Damage inflicted by the Evocation when performing a Physical Attack. Mononoke inflicts 3 when attacking a target with a Physical Attack.
- F Health Value: How much Damage the Evocation can suffer before being defeated. When Mononoke has suffered 6 it is defeated (see Defeat of an Evocation).
- G Room Invulnerability: This equipment does not suffer any Damage inflicted by Effects targeting Rooms.
Equipment Evocations
In this box you will find Evocations with the Equipment archetype, a subtype of Evocations that don't have a Model representing them in the Lodge, and follow specific rules:
- An Equipment can be targeted as if it were an Evocation located in the Room where the Mage who owns it is, but it can't be moved in any way from the Room where the Mage who summoned it is.
- If an Equipment card displays the Room Invulnerability symbol, that Equipment ignores any Damage inflicted by Effects that target Rooms.
- It is not possible to assign Upgrades (found in other products in the Black Rose Wars line) to an Equipment.
- A Mage cannot own more than one Equipment with the same name.
- An Equipment item can only be Summoned by an Effect with a Personal target.
- An Equipment, despite being considered an Evocation, doesn't activate, but provides an Effect that can be used by the owner. This means that an Equipment can't be activated by another Effect or by the Physical Action Command, and doesn't activate during the Evocations Phase.
Power Points
To win the game, the Mages must accumulate Power Points. When this happens, the Mage (or the Black Rose) who gained Power Points moves their Power Token on the Power Track on the board by a number of spaces equal to the Power Points gained. Whoever has the most Power Points at the end of the game is the winner (see End of Game Tally). Power Points can be gained in various ways, such as inflicting Damage on opposing Mages, placing Instability in Rooms or Completing Quests.
Spell Cards
Mages use Spell Cards to unleash powerful Effects within the Lodge.
There are three types of Spell Cards: School Spell Cards, Personal Spell Cards and Forgotten Spell Cards (see Spell Card Anatomy).
School Spells
The School of Magic (Shugendō in this box) consists of a Deck of 36 School Spell Cards (12 different Spell Cards, 3 copies each). This deck makes up the Library.
Personal Spells
Each Mage is given three copies of their Personal Spell Card. The illustration shows the Mage with whom the cards are associated.
Forgotten Spells
Forgotten Spells allow you to unleash extremely powerful Effects from ancient times. These Spell Cards have unique graphics that distinguish them, and can only be drawn by Effects such as the Spiritual Black Rose Room.
Cells
These two spaces on the board are where the Mages' Models are placed at the beginning of the game. Each Mage is paired with the Cell on the side of the board that belongs to their player (as indicated by the color). When a Mage is defeated, place them in their Cell. For the complete rules on Cells, see Rules Compendium.
Events Card and Quests Cards
The Event Card indicates the Effects that the Black Rose applies at the beginning of each game Turn to influence the game and try to win (see Game Turn).
Quest Cards show six Quests available to players to gain additional points during the game. For the complete rules on Quests see Rules Compendium.
Damage/Instability Cubes
Each Mage has 25 cubes of their own color available to them. The 25 black cubes are used to track effects related to the Black Rose, the entity that dwells in the Lodge and participates in the game as a third player.
The Game Effects indicate whether to use a Cube to inflict Damage, the wounds that the Mage causes to their opponents, or to place Instability, magical energy that the Mage releases in the Rooms of the Lodge.
The Damage/Instability Cubes are also used during the game for other purposes besides those just described, such as keeping track on the board of which Turn is in progress, or of a Mage's progress along the different Tracks on the board.
Players must use their cubes wisely, because once they run out, they won't be able to perform Effects that require the use of cubes.
Whenever an Effect requires a player to place more cubes than they have left, the Effect is resolved using all the available cubes. The missing cubes are not used, and therefore the Effect is only partially resolved.
If an Effect requires a player to use more cubes than the number of cubes available to them, they can use the available cubes as they wish (for example, if a Spell inflicts 3 each on two Models and the player only has four cubes available, they can distribute those four cubes as they wish among the two Models).
Effects and Targets
Effects
The game often refers to Effects. Most of the game components and each Physical Action have Effects, which are composed of one or more phrases and/or symbols that allow you to influence the game. Each phrase that makes up an Effect must be applied, starting with the first one and proceeding in order. If a phrase can't be applied in its entirety, the parts that can't be applied (even all of them) are applied as far as possible or skipped, and you move on to the next phrase. An Effect is considered resolved when you have attempted to apply all the phrases that comprise it, even if it wasn't possible to apply any of them.
Effects can be found on the following game components:
- Events Card
- Quests Cards
- Room or Room Activation Token
- Spell Cards
- Unstable Spell: see Cast a Spell on Action Phase.
- Light Side Effect.
- Dark Side Effect.
Physical Actions
Physical Actions allow you to perform a series of different Effects.
Targets
The Effects of Spells and other game components always have a specific target that must be chosen from among those available by whoever resolves the Effect.
The target of an Effect is always indicated before the text of the Effect itself, followed by a colon (:), except for the Targets of Spell Card Effects, which are shown in the third banner below the Spell name.
Targets can be:
- Model: The effect can target a Model other than the Model that resolves the Effect. The number next to the icon indicates the range, i.e., the maximum number of rooms that the target of the Effect can be away from the Model that resolves the Effect. To choose a target it must be possible to draw a straight line between the Room the target is in and the Room the Model that resolves the Effect is in, without the line being blocked by Room walls. If the icon is followed by an asterisk, the effect may target a model anywhere in the Lodge regardless of distance, and even if it's not possible to draw a straight uninterrupted line as indicated above.
- Mage Model: As for Model, however, only the Model of a Mage other than themselves can be targeted.
- Evocation Model: As for Model, however, only the Model of an Evocation can be targeted.
- Room: The Effect targets a Room and affects all opposing Models (Mages and their Evocations) inside that Room, or the Room itself. The number inside the icon indicates the range, i.e., the maximum number of rooms that the target Room of the Effect can be away from the Model that resolves the Effect. To choose the target Room, it must be possible to draw a straight line between the target Room and the Room where the Model that resolves the Effect is located, without this line being blocked by Room walls. If the icon contains an asterisk, the Effect may target a Room anywhere in the Lodge regardless of the distance and even if it's not possible to draw a straight uninterrupted line as indicated above.
- Personal: These Effects target the mage who resolves them.
- Special: This Effect has no target. The Effect's text indicates how to apply it and which game elements are influenced by it.
For examples and in-depth rules on Targets, Range and Line of Sight see Range, Line of Sight, Dummy Target.
Resolving Multiple Effects
During the game, it may happen that more than one Effect has to be resolved when a certain condition occurs or while another Effect is being resolved. When this happens, the Effect being resolved is resolved up to the period (.). Then it stops and each Mage (or the Black Rose) may resolve one or more interrupting Effects in Play Order. When all the Effects have been resolved, the interrupted one is resolved starting from the period (.) where it was interrupted.
Setup
Follow the steps below to set up the game:
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Open the game board (A) and place it in the center of the table.
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Place the Spiritual Black Rose Room (B) in the center of the board with the Intact side face up, i.e. the side showing the Instability Slots (the holes). Shuffle the six remaining Rooms and place them randomly around the Spiritual Black Rose Room according to the board layout and with their Intact side face up.
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Place the Events Card (C) on the corresponding space on the board, so that one of the two sides is visible, chosen randomly or by mutual agreement. For each of the two Quests Cards (D), choose which side will be turned face up by mutual agreement, or choose randomly. Then place them in the corresponding spaces on the board.
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Place the Room Activation Tokens (E) on each Room with the same name, with the Available side face up. Place the Black Rose Damage/Instability Cubes (black cubes) (F) next to the Game Board, so that they are within easy reach of both players.
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The player who last received a rose (or a randomly selected player) obtains the Crown Token (G), becoming the Crown Holder.
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Starting with the Crown Holder, each player chooses a color and sits on the side of the board that corresponds to that color. Then they take the Damage/Instability Cubes, the Physical Action Tokens, the Persistence Tokens and the Power Token corresponding to that color (H). The player then chooses a Mage, takes the corresponding Model and places it in the Cell (I) of their color. They take their Mage Card and place it on the corresponding space on their side of the board and place their Physical Action Tokens (J) on it with the Available side face up. They then take their three Personal Spell Cards belonging to their Mage (K) and keep them face up in front of themselves.
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Take the Shugendō School of Magic deck and place it next to the game board so that it is within reach of all players. Place the School Reference Card (L) under the School of Magic deck as shown in the image. This deck is referred to as the Library (M). Shuffle the available Forgotten Spells and form a deck, place it next to the game board in the space provided (N). Place the deck of Evocation Cards within reach (O).
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The Crown Holder takes the School Reference Card (L) from the Library and selects one of the two Starting Grimoires (E) listed on it. The player looks through the School of Magic deck and takes a copy of each of the six cards listed, then adds one of their Mage's Personal Spell Cards to them and shuffles them together. This deck of seven cards is their Grimoire; they place it in the space provided on their side of the board (P), then takes their other two Personal Spells and places them face up in the Memories slot on their side of the game board (Q). The other player does the same, but chooses the Starting Grimoire that the Crown Holder didn't choose.
Once this process is finished, shuffle the remaining School of Magic cards in the Library and place the deck back on the side of the board above the School Reference Card.
Now the game can begin!
School Reference Card Anatomy
- A School of Magic Name
- B Special Rules and Keywords
- C Elements present on Spell Cards
- D School of Magic Symbol
- E Starting Grimoires
- F Type, Element and Target of each Spell Card in the corresponding starting Grimoire (Dark Side and Light Side).
Game Turn
A Game Turn consists of five Phases to be played in the order indicated below.
- Black Rose Phase
- Study Phase
- Action Phase
- Evocation Phase
- Clean-up Phase
Golden Rule
A specific rule indicated on a game component takes precedence over the general rules in this rulebook.
Crown Holder and Play Order
The Mage who owns the Crown Token is called the Crown Holder. At the beginning of each Phase, the Crown Holder is considered the First Mage until the end of that phase. The Crown Holder has the final say on any ambiguous situations that may arise during the game.
Play Order: On many occasions, you will be instructed to resolve an Effect in "play order." This means resolving the Effect starting with the first Mage, then proceeding to their opponent.
1. Black Rose Phase
Consult the Event Card and apply the corresponding Effect to the current Turn (indicated by the Black Rose Cube on the corresponding track). These Effects always affect the Mages, even if they are in their Cell (see Cells).
- Turn 1: Dead of Night — Each Mage draws 1 Spell Card. The Black Rose gains 1 Power Point and places 4 Instability in the Spiritual Black Rose Room.
- Turn 2: Moonlight — Each Mage draws 1 Spell Card. The Black Rose gains 2 Power Points and places 1 Instability in each Room.
- Turn 3: Crimson Dawn — Each Mage draws 1 Spell Card. The Black Rose gains 2 Power Points and converts 1 Instability in each Room.
- Turn 4: Sunlight — Starting with the first Mage, each Mage may draw up to 2 Spell Cards. The Black Rose gains 1 Power Point for each Spell Card drawn by the Mages in this way.
2. Study Phase
In this Phase, resolve the following steps in order:
2.1 Draw
Starting with the First Mage, each Mage draws 2 Spell Cards from their Grimoire and 2 Spell Cards from the Library.
If a Mage must draw from the Grimoire but there aren't enough cards in it, the Mage shuffles their Memories (their discard pile) and uses those to form the Grimoire again. After doing so, they continue drawing.
2.2 Hand Limit
If, after drawing the Spell Cards, a Mage has more cards in their Hand than the Hand Value indicated on their Mage Card, they must discard (into their Memories) until they are equal to that value.
2.3 Planning
After carefully reading the two Effects of the Spell Cards in their Hand (Light Side Effect, indicated by an arrow to the left of the Spell name, and Dark Side Effect, indicated by a crescent moon to the left of the Spell name), each Mage places 2 to 4 of the Spell Cards from their Hand on the Spell Slots on their side of the board (Quick Spell Slot, Slot I, Slot II, and Slot III).
These cards are placed face down with the chosen side (Light or Dark) facing the Mage who placed them. This side is called the Active Side, and its Effect will be the only one used during the next Action Phase.
Spell Cards positioned in this way are considered Ready Spells.
Please Note: To decide which of the two card effects to use later in the Turn and the order in which to place the Spell Cards, please refer to the Targets paragraph and the detailed rules in the Rules Compendium.
Spell Card Anatomy
- A Name.
- B School of Magic Symbol.
- C Effects, one on the Light Side and one on the Dark Side.
- D Spell Type: Combat, Contingency. Some effects may refer to the type of Spell to be resolved.
- E Elements: A Spell's Element is used in specific situations that may occur during the game. The Elements are: Air, Earth, Fire, Water, Sacred, Profane, Arcane, any Element (when necessary, the Mage who owns this Spell chooses an Element that this symbol represents, and it will represent that Element until the end of the current Activation).
- F Target: The type of Target and the range of the Effect (see Effects and Targets).
- G Unstable Spell: See Cast a Spell in the Action Phase.
Spell Card Status
A Spell Card may have different statuses:
- Ready Spell: This is a Spell Card that is face down in a Spell Slot on the board.
- Revealed Spell: This is a Spell Card that is face up in a Spell Slot on the board, is no longer considered a Ready Spell.
3. Action Phase
The First Mage (the Crown Holder) performs their Activation: they are considered the active Mage and can resolve up to two Actions from those indicated in the Actions box below. When the First Mage has resolved up to two Actions, the other Mage performs their Activation and does the same. This continues until both Mages have no more Actions to perform, at which point the Action Phase ends.
Please Note: If a Mage is in their Cell, they have a limited number of options available to them. See the Cells paragraph in the Rules Compendium.
Physical Action Tokens
To perform a Physical Action (see Actions below), you must flip an Available Physical Action Token so that it shows the Exhausted side.
- A Available Physical Action Token.
- B Exhausted Physical Action Token.
Entering a Room
Regardless of how a Model is placed in a Room (moved, summoned, placed, or other), it is considered to have entered the Room.
Actions
During their Activation, a Mage must perform one or two of the Actions described below. To perform a Physical Action, the Mage must Exhaust one of their Available Physical Action Tokens. A Physical Action is considered a group of separate and distinct Effects, and they are resolved in the order the Mage prefers; a Mage may also choose to ignore some or all of these Effects.
Explore (Physical Action)
- Move 1. You can perform this Effect a number of times equal to your Speed Value. Each individual "Move 1." separated by a period (.) is a different Effect, and all or only some of them may be used. You cannot use other Effects between one "Move 1." and another. Unused "Move 1" effects are lost.
- Activate a Room (see Rooms and Room Activation Tokens, Activate a Room).
Example: You can move to an adjacent Room, then move to another adjacent Room, and then activate the Room you are in. Or, you can move to an adjacent Room and activate the Room you are in. Or, you can activate the Room you are in and then move, but you can't move to an adjacent Room, activate it, and then move to another adjacent Room.
Fight (Physical Action)
- Perform a Physical Attack on a Model (A Physical Attack inflicts Damage equal to your Strength Value).
- Activate a Room (see Rooms and Room Activation Tokens, Activate a Room).
Example: You can perform a Physical Attack and then activate the Room you are in, or you can activate the Room you are in and then perform a Physical Attack.
Command (Physical Action)
If you summoned Mononoke, target it and perform the Evocation's Activation Effect (see Evocation Phase).
Cast a Spell
Choose one of your Ready Spells (face down) that is in the Spell Slot with the lowest number (I, II, III), or the one in the Quick Spell Slot.
Reveal that Ready Spell by flipping it over so that its short sides are reversed (see example). You are considered the Mage casting that Spell.
If you reveal a Spell that features the Instability symbol in the center of the card, resolve the Unstable Spell Effect (see Rules Compendium), then resolve the Active Side Effect of the Spell Card (the one you can read, with its text right side up) choosing a target for it if necessary.
Momentum
Choose one of your Ready Spells and discard it to your Memories. When you do, you may perform "Move 1."
Example: Revealing a Spell Card
When a Mage reveals a Ready Spell, they must flip it upwards in a manner that swaps the positions of the two short sides of the Spell Card (flip upwards; do not flip sideways). The Effect that is now legible is the Effect that will be applied. This should be the Effect that the Mage chose during the Study Phase.
Limit on Actions
A Mage may perform the same Action multiple times during the same Activation. However, they may only perform the Cast a Spell Action twice if one of the two Actions is used to cast a Spell which is in the Quick Spell Slot.
4. Evocation Phase
During this phase, all Evocations in the Lodge that are not of the Equipment Archetype activate. Among those in this box, the only Evocation that can activate is Mononoke, unless it is in play as an Avatar (see Duel Avatar); in this case, nothing happens during this phase. During this phase, the Mage who summoned Mononoke may activate it. If there are no Evocations in the Lodge, or if Mononoke has already been activated in this phase, the phase ends.
This box contains Evocations with the Equipment Archetype, a subtype of Evocations that don't have a corresponding model in the Lodge and follow specific rules described under Evocations and Equipment.
Mononoke Activation
When Mononoke activates, its controller must resolve the Evocation's Activation Effect (see below).
Mononoke uses its controller's damage cubes to indicate the damage it inflicts. This damage is considered to be inflicted by the Evocation, not by the Mage controlling it.
Evocation's Activation
Target: The target of the Evocation's Activation is specified in the Effect that causes it to be resolved.
Resolve each of the following points once in the order you prefer:
- Move the Evocation 1. You can perform this a number of times equal to its Speed Value. Each individual "Move 1" is considered to be separated by a period (.); unused "Move 1" Effects are lost.
- The Evocation performs a Physical Attack against a Model.
Other Evocations in Duel
By using Evocations from other products in the Black Rose Wars line, you can include new Evocations in a game of Black Rose Wars: Duel – Kami. For complete rules on how to use Evocations, please refer to the online rulebook, accessible via the QR code.
5. Clean-up Phase
This is the final Phase of the Game Turn. Perform the three steps below in order:
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Game Board Clean-up: All Mages discard the Spell Cards on their Spell Slots into their Memories. All Revealed Forgotten Spells are removed from the game (they are not returned to the Forgotten Spells deck). All Persistent Tokens are returned to their respective owners. Each Mage turns their Physical Action Tokens to the Available side. All Room Activation Tokens showing the Used side are turned to the Available side.
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Majority and Wreckage: Check if there are any Rooms in the Lodge with all Instability Slots occupied; these Rooms must be Wrecked one at a time in any order.
For each Room that is Wrecked, assign the Power Points indicated on the three banners in the room to the Mages and/or the Black Rose based on the number of Instability they have placed in the Room:
- The greatest amount of Power Points (the leftmost number) to the Mage (or to the Black Rose) who placed the most Instability. If all Instability Cubes in the Room belong to a single Mage (or to the Black Rose), they gain 1 additional Power Point. Whoever gains these points moves their cube one space forward on the Room Track on their side of the Game Board. In the case of a tie between Mages or between a Mage and the Black Rose, the Black Rose advances the cube on her own Room Track.
- The intermediate amount of Power Points (the middle number) to the Mage (or to the Black Rose) who placed the second highest number of Instability.
- The smallest amount of Power Points (the rightmost number) to the Mage (or to the Black Rose) who placed the fewest Instability. In case of a tie, all Mages (and the Black Rose) who tied gain 1 less Power Point than indicated on the banner, down to a minimum of 1 Power Point.
Once the Power Points have been assigned, the cubes in the Instability slots in the Room return to their respective owners and the Room is flipped to the Wrecked side; remove the corresponding Room Activation Token from the game.
When a Room is Wrecked, nothing happens to the Mages and Evocations inside it, simply return the Models to the Room once it has been flipped. A Wrecked Room is not flipped again for the rest of the game and cannot be activated.
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End of Turn: If the cube on the Turn Track is on slot 4, the game ends and you move on to the End of Game Tally. Otherwise, the Crown Holder moves the cube on the Turn Track one slot forward to the next number, then passes the Crown Token to the other player, who becomes the new Crown Holder. In this case, the new Game Turn begins again from Phase 1. Black Rose Phase.
End of Game Tally
At the end of the game, the End of Game Tally is performed to determine who is the winning Mage, or if the Black Rose has defeated all the Mages.
The Mages and the Black Rose advance their respective Power Tokens on the Power Track on the board according to the points indicated below (remember to flip the Power Token so that it shows the value +20 and place it at the beginning of the Power Track if you exceed 19 Power Points, and to replace it with the Power Token showing the value +40 if you exceed 39 Power Points).
- Trophies: +3 Power Points to whoever has their cube in the most advanced position on the Trophy Track. In case of a tie, +2 Power Points to everyone who has the cube in the most advanced position on the track.
- Majority: Check who has the most Instability in each of the Intact Rooms. For each Intact Room in which a Mage (or the Black Rose) has the most Instability, they advance their cube on their Room Track by one space. In case of a tie, the Black Rose advances the cube on her own Room Track (provided she has at least 1 Instability in the Room). After all Intact Rooms have been checked, the Mage who has their cube on the most advanced position on the Room Track gains 3 Power Points. In case of a tie, +2 Power Points to all players who have their cube on the most advanced position of the Room Track.
- Quests: The Black Rose gains the Power Points indicated on each Quest Slot of the Quest Cards not covered by a Cube.
Once all the Power Points have been added up, the player with the highest score wins. In the case of a tie between two Mages, or between a Mage and the Black Rose, the Black Rose wins.
The winning Mage becomes the new Grand Magister of the Lodge of the Sun. If the Black Rose wins, no participating Mage is worthy of this title!
Rules Compendium
This chapter contains all the rules that are not tied to a specific phase of the game, but that must be followed when the situation requires it. You'll also find several examples of how to apply the rules in different situations.
Inflicting/Converting Damage, Defeat and Immunity
Inflicting Damage
When a Mage or the Black Rose inflicts Damage to a Model, they must place the corresponding number of their own Cubes on the free Damage Slots to the left of the Mage's Health Bar, or in the case of an Evocation, place them on its card; those cubes are considered Damage.
Converting Damage
When a Mage or the Black Rose converts Damage on a Model, they must replace Damage cubes on it belonging to the other Mage or the Black Rose with their own cubes, up to a number of Damage equal to that indicated by the Effect that allows conversion.
The Black Rose converts Damage starting from the rightmost cubes in the Health Bar, while a Mage can freely choose which cubes to convert.
A Mage cannot convert Damage on themselves and/or on Evocations they own or control in any way, and vice versa.
Immunity
Unless specified by the Effect, a Mage (or the Black Rose) and its Evocations ignore any Effect resolved by that Mage (or the Black Rose) that inflicts or converts Damage on themselves and their Evocations.
An Evocation cannot inflict Damage on the Mage who summoned it or on another Evocation under that Mage's control.
Defeat of a Mage
When a Mage has suffered Damage equal to their Health value, or when an Effect declares their defeat, the Effect currently being resolved is resolved up to the next period (.), then its resolution is interrupted and that Mage must resolve the Mage's Defeat Effect (see below).
The Mage is considered defeated when they resolve the Mage's Defeat Effect phrase that declares them defeated. Once the Mage's Defeat is resolved, the previously interrupted Effect resumes resolving from the period (.) where it was interrupted.
Mage's Defeat
You are defeated. Place yourself in your Cell. The Mage (or the Black Rose) who inflicted the last Damage on you (even if it was inflicted by one of their Evocations) advances their cube on the Trophy Track by one space.
The opponent who inflicted the most Damage on you gains 4 Power Points, the other gains 1 Power Point. If both opponents inflicted the same number of Damage on you, each of them gains 3 Power Points. If all Damage that you suffered were inflicted by the same opponent, they gain 5 Power Points.
Return all cubes on your Health Track to their respective owners.
If multiple Mages are defeated at the same time, the Mage's Defeat Effects are resolved in play order.
Obtaining and Discarding Trophies
If an Effect indicates that a Mage discards Trophies, that Mage must move the cube on their Trophy Track back a number of spaces equal to the Trophies they would discard, returning to a minimum value of 0.
If an Effect indicates that a Mage gains Trophies, that Mage must advance the cube on their Trophy Track by a number of spaces equal to the Trophies they would gain.
Defeat of an Evocation
When an Evocation suffers Damage equal to its Health value, or when an Effect declares it defeated, the Effect currently being resolved is resolved up to the next period (.), then its resolution is interrupted and the owner of that Evocation must resolve the Evocation's Defeat Effect (see below) targeting the defeated Evocation.
The Evocation is considered defeated when the Evocation's Defeat Effect phrase resolves and declares it defeated. Once the Evocation's Defeat Effect is resolved, the previously interrupted effect resumes resolving from the period (.) where it was interrupted.
Evocation's Defeat
The Evocation is defeated. Take the Evocation Model out of the Lodge. Return all cubes on its Evocation Card to their respective owners, and discard that card, returning it to the Evocation Card deck.
If multiple Evocations are defeated at the same time, the Evocation's Defeat Effects are resolved in play order.
Removing an Evocation
Some effects indicate that you remove an Evocation: when this happens, the effect that is currently being resolved resolves up to the next period (.), then its resolution is interrupted and the owner of that Evocation must resolve the Evocation Removal Effect (see below) targeting the removed Evocation. Note that a removed Evocation is not considered defeated.
Evocation Removal
Remove the Evocation from the Lodge. Return all cubes on its Evocation Card to their respective owners, and discard that card, returning it to the Evocation Card deck.
If multiple Evocations are removed at the same time, the Evocation's Removal Effects are resolved in play order.
Placing/Converting Instability
Placing Instability
When a Mage or the Black Rose places Instability in a Room, they must place the corresponding number of their Damage/Instability Cubes on the free Instability Slots furthest to the left of the target Room. Cubes can only be placed in this way on free Instability Slots. If there are not enough, the excess cubes are not placed.
Some Spell Cards feature the Instability symbol in the center of the card. When a Mage reveals one of these Spells, they must immediately resolve the Unstable Spell Effect (see below) before resolving any other Effects of that Card:
Unstable Spell
Place 1 Instability.
A Room in which all Instability Slots are occupied by Instability Cubes will be flipped during the Clean-up Phase (see Clean-up Phase).
Converting Instability
When a Mage or the Black Rose converts Instability in a Room, they must replace the Instability of the other Mage or Black Rose with their own cubes, up to a maximum of Instability equal to those indicated by the Effect that allows you to convert.
The Black Rose converts Instability starting from the cubes furthest to the right in the Room, while a Mage can freely choose which cubes to convert.
Cells
These two spaces on the board hold the Mage Models at the start of the game. Each Mage is matched to the Cell on their player's side of the board (identified by color).
Cells and the Mages inside them use the following rules:
- No Model may move, be moved, or be placed in a Cell; only the resolution of the Mage's Defeat Effect (see Defeat of a Mage), or an Effect that specifically indicates to do so allows a Mage Model to be placed in their Cell.
- A Mage in a Cell may only perform the following Actions:
- Activate their Evocations during the Evocation Phase.
- Perform the Momentum Action.
- Perform a Physical Action that allows them to exit the Cell.
- Resolve Persistent Effects of their Revealed Spells.
- When a Mage begins their Activation in a Cell, or is placed in a Cell during their Activation, and has the opportunity to perform an Action, they must perform a Physical Action that allows them to leave the Cell or a Momentum Action. If they cannot do so, they remain in the Cell.
- The Cell is not considered a Room of the Lodge and cannot be targeted.
- A Mage in a Cell is not considered part of the Lodge and cannot be targeted by Effects other than Event Card Effects, Quest Card Effects (see Quests), and Effects that specify that they apply to a Mage in their Cell.
Rooms and Room Activation Tokens
Each Room in the Lodge is represented by a hexagonal tile.
At the beginning of the game, each Room shows its Intact side, which allows Mages who activate the Room (see below) to use its Effect.
During the game, a Room can be Wrecked (see Clean-up Phase). A Wrecked Room has no Room Activation Effect or Token: the Room no longer produces Effects for the rest of the game.
Activating a Room
When a Mage activates a Room (for example, by resolving the "Activate a Room" Effect with an Explore or Fight action), they must resolve the Effect indicated on its Room Activation Token. They can do so as long as the token shows its Available side. The Mage then resolves the Effect indicated on it and then flips it over to show the Used side.
When this happens, the Effect of that Room Activation Token cannot be used for the rest of the Turn. A Mage who activates a Room with a Room Activation Token showing the Used side resolves no Effects.
Room Anatomy
- A Name, symbol, color and Effect of the Room. The Lodge consists of 7 Rooms of different colors.
- B Power Points Banners: These indicate the Power Points gained if the Room is Wrecked (see Clean-up Phase) and the Room's Effect. Once their Effect has been used, Room Activation Tokens are flipped to their Used side.
- C Instability Slots: These determine how much Instability can be placed in the Room (see Placing/Converting Instability).
- D Wrecked Room: Displays the name, symbol, and color of the Room. Cannot produce any effects.
Range, Line of Sight, Dummy Target
Range
The numerical value of the targets is called range, and indicates the distance in rooms within which the target chosen for the Effect can be located. Ranges with a value greater than 0 require line of sight between the caster and the target.
A range of asterisk or with a value of 0 does not require any line of sight.
Line of Sight
The line of sight is an imaginary straight line between the center of the Room where the Model resolving the Effect is located and the center of the Room where the target of the Effect or the target Room of the Effect is located. This line must always run through the centers of a row of Rooms, and can never run along the edge of a Room. The line goes through a maximum number of Rooms (excluding the starting Room) equal to the range indicated on the Effect target.
Dummy Target
You may choose a Dummy Target as the target of an Effect that targets Models. The Dummy Target counts as a Model, even if it isn't physically in the Lodge; the purpose of choosing it as a target is to allow Mages to cast a Spell and resolve as much of its Effect as possible, even when there are no Models available to target. A Dummy Target doesn't take damage and has no characteristics. You cannot choose a Dummy Target as the target of a Physical Attack of a Physical Action.
Portals
Portals are magical passageways that connect the rooms of the Lodge. Two Rooms that have a Portal of the same color in one of their entrances are considered adjacent and connected by that entrance, and all the normal rules for two adjacent Rooms apply to them (Line of Sight, Movement, etc.).
This box contains two pairs of Portals. The Setup section indicates how to place them in the Lodge. The instructions under Setup optimize the connections between the Rooms that form the Lodge. By experimenting with different Portal placements, you can create different Lodge configurations.
Quests
The two Quest Cards on the board feature six different Quests. Each Quest is composed of these elements:
- Name.
- Condition.
- Effect.
- Quest Slot.
Before or after a Mage's Action (even if it is an opposing Mage performing the Action), or at the end of an Evocation's Activation, if a Mage fulfills or has previously fulfilled the Condition of a Quest during the current Turn, they may declare that they have completed it. When this happens, the Mage places one of their cubes on the Quest Slot of the Quest they have completed and immediately applies its Effect.
If two Mages declare completion of the same Quest at the same time, the Quest is completed by the active Mage (see Action Phase).
If a Mage forgets to declare that they have completed a Quest, or doesn't want to complete it even though they have fulfilled the Condition, the Quest will remain available.
A Quest with the Quest Slot occupied by a cube is considered completed and resolved, and is no longer available to any of the Mages for the rest of the game.
In the End of Game Tally, the Black Rose gains Power Points from all Quests still available (see End of Game Tally).
Expansion — You placed Instability in two different Rooms in a single activation. Personal: The Black Rose inflicts 1 Damage on you. Gain 1 Power Point.
Monk — You inflicted at least 1 Damage with a single Physical Attack on another Mage. Personal: The Black Rose inflicts 2 Damage on you. Gain 2 Power Points.
Medium — At least two of your Persistence Tokens are assigned. Personal: The Black Rose inflicts 1 Damage on you. Gain 1 Power Point.
Vandal — You defeated or removed an Equipment other than your own. Personal: The Black Rose inflicts 2 Damage on you. Gain 2 Power Points.
Armed — You own two Equipment. Personal: The Black Rose inflicts 2 Damage on you. Gain 2 Power Points.
Drawing/Discarding Spell Cards
When an Effect indicates to Draw one or more Spell Cards, unless otherwise specified, these cards must be drawn from your Grimoire.
When an Effect indicates to Discard one or more Spell Cards, unless otherwise specified, these cards must be discarded into your own Memories from your own Hand.
Persistent Effects
Persistents
A Persistent Effect influences the game for the duration of the Turn in which it is resolved. The player who resolved it can apply it each time the condition required in its text is met.
To show that one of these Effects is active, the Mage who resolved it takes the Persistent Token of their color that corresponds to the Spell Slot (Quick Spell Slot, I, II or III) where the revealed Spell Card showing the Persistent Effect is located, and applies it to the target of the Effect. They place the Token on the Mage Card of the target if the target is a Mage, on the Evocation Card of the target if the target is an Evocation, or on the Room if the target is a Room.
The Persistent Effect ends when its Spell Card is no longer in play, after step 1 of the Clean-up Phase, or if the Persistent Token is discarded due to a game effect.
Keywords
An Effect may contain one or more of the following Keywords. When an Effect is resolved and a Keyword must be resolved, all rules described below that apply to that word must be applied.
Repeat N
A Mage that resolves the keyword Repeat N can repeat the Effect it is part of as long as the value of N is greater than 0. Each time the Mage repeats the Effect, the value of N of that Effect's Repeat is lowered by 1 until the end of the current Activation.
The Mage may choose the same or a new valid target for the Repeat. This doesn't count as casting a new spell, and all repeats count as part of the Spell's Effect.
If the keyword is followed by a cost after a colon (for example, Repeat 2: discard 2 Spell Cards), each time the Mage Repeats the Effect, they must pay the cost, or they cannot repeat it.
Restore
A Mage that resolves the keyword Restore turns one of their exhausted Physical Action Tokens to the available side.
Duel Avatar
The Avatar is the embodiment of the Black Rose's will in a physical body. It roams the Lodge carrying out the Rose's schemes and acting as her hand, granting power to those she deems worthy and punishing those who oppose her will.
Over time, many entities have served as Avatars for the Black Rose—mechanical knights born of alchemical powers, divine entities, or beings from the most remote lands. Even spirits from the world's most ancient legends have been servants of the Black Rose, and when she deems it necessary, she can summon them to her service.
In the Lodge of the Sun, a terrible Yokai, a nefarious spirit, has been chosen as an Avatar...
The Avatar is an Artificial Intelligence (AI) that can be used in any Black Rose Wars: Duel game, replacing a human player in a solo game or joining a two-player game as a third participant, making the Black Rose an even more challenging opponent.
The Avatar behaves similarly to a Mage, following most of the standard rules.
Mononoke
Mononoke is the Avatar provided in this box. This vengeful spirit has infiltrated the Lodge of the Sun to assassinate and devour the magical power of unworthy Mages who dare to challenge it.
Mononoke has three Skills described on the back of its Avatar Card. Read the Skills carefully before starting the game, as each one must be applied each time it is possible to do so.
Avatar Card, back — Mononoke
Health 9, Strength 2, Speed 0, Health Value 3.
Appearance
If Mononoke activates while in its Cell, it reveals no Command Cards, it Places itself in the Room with the fewest free Instability Slots (not counting Rooms that show the side with no Instability Slots) and applies this Effect: Convert 2 Instability.
Corruption
When there are no Black Rose Cubes in the pool and Mononoke must place or convert at least 1 Black Rose Cube, it instead gains 1 Power Point.
Purification
When a Mage defeats Mononoke, apply this Effect: Convert 1 Instability of the Black Rose. Repeat a number of times equal to the total amount of Damage you inflicted on Mononoke.
Then, in play order, the other Mages who inflicted at least 1 Damage on Mononoke do the same.
Avatar Play Areas
- A Avatar Card
- B Grimoire/Hand
- C Avatar Cell
- D Avatar Health Track
- E Memories
- F Avatar Activation Token Space
Avatar Setup
The Avatar is considered an additional virtual player.
The Avatar is a Mage, just like those controlled by players. They participate in the game exactly like an additional Mage, but are also considered an extension of the Black Rose, and all Black Rose symbols in the game also refer to it. The Avatar uses the Black Rose Power Token to indicate its Power Points. To use the Avatar in a game of Black Rose Wars: Duel, apply the following rules and modifications:
- Once you have completed the normal Game Setup, take all the Avatar components: the Model, the Avatar Activation Tokens, the Avatar Card, and the Avatar Command Cards (divided into decks for the First Moon, Second Moon, and Third Moon, see box below).
- Place the Avatar Model in the Black Rose Room.
- Place the Avatar Card on the table next to the board so that its back is facing up. Take a number of Avatar Activation Tokens equal to the value indicated on the Avatar Card and place them in the corresponding slots on the game board (F) with the Available side face up.
- Shuffle the Command Card Deck showing the First Moon symbol (see below) and place it next to the board in the Grimoire/Hand space (B). The Second Moon and Third Moon Command Card Decks won't be used in the game, so set them aside.
Now the game may begin!
Avatar Difficulty
During step 4 of Avatar Setup, you may use a different Command Card Deck than the First Moon deck to make your Avatar more challenging.
Using the Second Moon Command Card Deck will make your Avatar moderately challenging, while using the Third Moon Command Card Deck will make your Avatar extremely challenging.
If all players agree, you can also increase or decrease the Avatar's power by increasing or decreasing the number of Avatar Activation Tokens available to it throughout the game. Giving it one less Avatar Activation Token, the Avatar will be much less effective, and with one more it will become more formidable.
Avatar AI Rules
The Avatar acts in the game according to the rules of its Artificial Intelligence, summarized below:
Choice of the Crown
The Crown Holder chooses on behalf of the AI from among the available options and in cases of doubt or a tie.
Avatar and Black Rose Cubes
The Avatar uses the Damage/Instability Cubes of the Black Rose (black cubes).
When the Black Rose inflicts, places, or converts cubes, for example through Event Card or Quest Card effects, it counts as if the Avatar did so.
When the cubes of the Black Rose are converted, it counts as if they were converted on the Avatar.
Assigning Damage to Multiple Models
Apply the following points in order when the Avatar must assign Damage to multiple targets:
- The Avatar assigns the Damage to the Mage who has the most Damage of the Black Rose assigned.
- The Avatar assigns the Damage to the Mage with the most Damage assigned.
- If it must still assign Damage, it assigns them to the other Mages.
- If it must still assign Damage, it assigns them to Evocations.
- In all other cases, the Choice of the Crown applies.
Damage/Instability Conversion
The Avatar converts Damage starting from the rightmost cube on the Mage Board, and converts Instability starting from the rightmost cube on the Room.
Defeat of the Avatar and its Cell
The Avatar is defeated like a normal Mage, however, when this happens, the player controlling the Avatar must resolve the Avatar's Defeat Effect (see below).
Please note that the Avatar doesn't have a Cell connected to the Lodge like the other Mages; its Cell is represented on the game board (C).
Avatar's Defeat
The Avatar is defeated. Place it in its cell. The Mage who inflicted the last Damage (even if it was inflicted by one of their Evocations) advances their cube on the Trophy Track by one space.
The opponent who inflicted the most Damage gains 4 Power Points, the other gains 1 Power Point. If both opponents inflicted the same number of Damage, each gains 3 Power Points. If all Damage were inflicted by the same opponent, they gain 5 Power Points.
Return all cubes on the Avatar's Health Track to their respective owners' reserves.
If the Avatar has at least one Exhausted Avatar Activation Token, flip one of them to the Available side.
The "+ Activation Token" symbol on the Cell serves as a reminder for the last sentence of the Avatar's Defeat Effect.
When the Avatar begins its Activation in its Cell, it follows the rules described in one of its Skills (Appearance for Mononoke) to return to the Lodge.
Avatar and Event Cards
The Avatar ignores all Event Card Effects that refer to or target Mages.
Avatar and Quest Cards
The Avatar does not resolve Quests.
Avatar and Black Rose Damage
The Avatar never suffers damage from the Black Rose.
Avatar and Power Points
When the Black Rose gains or loses Power Points, it counts as if the Avatar gained or lost those Power Points.
Avatar Card Anatomy
- A Name and Skill.
- B Health Value: The maximum number of Damage Cubes the Avatar can have on its Health Track before being defeated.
- C Strength Value: The amount of Damage Cubes that the Avatar assigns to the target when performing a Physical Attack.
- D Speed Value: Mononoke has a Speed Value of 0, it never leaves the Room it is in, but it can be moved by other Effects.
- E Activation Tokens Number: The number of Avatar Activation Tokens available to the Avatar during the game.
- F Lore Text.
Avatar Activation
The Avatar behaves as described below during the various Phases of the Game Turn.
1. Black Rose Phase
2. Study Phase
5. Evocation Phase
These Phases are resolved normally and the Avatar doesn't perform any Actions, unless otherwise indicated in its components or in specific rules. Remember, especially during the Black Rose Phase, what is indicated in the Avatar and Black Rose Cubes sections and in Avatar and Power Points.
3. Action phase
During the Action Phase, players activate their Mages as usual. After each of them has performed an Activation, if it still has at least one Available Avatar Activation Token, the Avatar turns one to the Exhausted side and activates, performing its Activation exactly as if it were the third Mage in the play order.
This means that in a game with two player-controlled Mages, the Activation order will always be:
Crown Holder Mage ► other Mage ► Avatar
The Avatar performs its Activation even if one or both of the other Mages have no more Actions to perform and skip their Activation. If, when it is time for the Avatar to activate, all of its Avatar Activation Tokens are exhausted, the Avatar doesn't activate until the next Action Phase.
When the Avatar activates, the Crown Holder reveals the top card of the Command Deck placed under the Avatar's Grimoire/Hand space and places it under the Memories space next to it. Then, resolve the card's effects one at a time, from top to bottom.
A Command Card can have one or two Effects, usually a Physical Action and a Spell.
Physical Actions resolve as regular Physical Actions, however applying the Effect as described on the card in order from top to bottom.
Spells resolve as regular Spell Effects.
When all Command Card Effects have been resolved, the Avatar Activation ends.
+ Additional Command Card
Some Command Card effects contain the symbol "+ Additional Command Card", which indicates that, once the Effect has been resolved, another Command Card must be revealed and resolved during the same Avatar Activation. If the second card revealed also has an Effect containing the "+ Additional Command Card" symbol, once the Effect has been resolved, another Command Card must be revealed and resolved, with no limit to how many times this can happen.
Persistent Effects
Some Command Card Effects may contain Persistent Effects (see Persistent Effects in the Rules Compendium). The Effect indicates which of the four Persistent Tokens (Quick Spell Slot, I, II, III) must be assigned to the target to represent the presence of the Effect in play.
When one of these Effects is resolved, do not place the Command Card showing it in the Avatar's Memories but keep it aside so that all players can consult it and always be clear about the Effect linked to the Persistent Token that the Avatar has assigned to the target of the Effect.
4. Clean-up Phase
During Step 1 of the Clean-up Phase, all Command Cards revealed during the current Turn are shuffled and placed back under the Command Card Deck, and all Avatar Activation Tokens are turned to the Available side.
Command Card Anatomy
- A Name.
- B Physical Action: The Effects of Physical Actions Performed by the Avatar.
- C Spell: Effect of the Spell cast by the Avatar.
- D Persistent Effect.
- E + Additional Command Card.
Reading a Command Card
Even if not specified, the subject of every Effect on a Command Card is always the name of the Avatar. The cases highlighted should be interpreted as:
- Physical Action example: "Mononoke performs a Physical Attack against each Model of each opposing Mage."
- Spell example: "Mononoke targets the closest opposing Mage with at least one Instability..."
Beyond the Duel
Duel in Black Rose Wars
The contents of this box can be used to expand Black Rose Wars and Black Rose Wars: Rebirth by including them in games as indicated below.
Shugendō School of Magic: During step 9 of the Setup you may replace one of the Schools of Magic in the core game with the Shugendō School.
Forgotten Spells: you may add these cards to the Forgotten Spells deck in the core game.
Mages: These two Mages can be chosen as Mages during step 8 of the Setup described in the core game rulebook.
Rooms: The Rooms in this box (and their corresponding Activation Tokens) can replace the Rooms in Black Rose Wars that have the same name, ignoring the part of the name in italics, to have a Lodge with more varied effects. For example, you can replace the Black Rose Room from the core game with the Spiritual Black Rose Room, or the Sacrificial Altar from the core game with the Oni Sacrificial Altar.
To use the Rooms from this expansion in Black Rose Wars: Rebirth, please refer to the compatibility rules accessible via the QR Code.
Avatar: The Avatar in this box is compatible and usable in a game of Black Rose Wars using the rules included in the Black Rose Wars: Rebirth rulebook and subsequent products.
Portals: Portals can be used in Black Rose Wars and Black Rose Wars: Rebirth games by placing them at Room exits on the edge of the Lodge as shown in the example, or by experimenting with alternative placements to create new Lodge layouts.
Black Rose Wars in Duel
The components of other products in the Black Rose Wars line can be used to expand this game by including them in games as indicated below.
School of Magic: You may replace the School of Magic in this box with any School of Magic from other products, taking care to include all the materials necessary for that School to function (such as Evocations). Due to the head-to-head nature of this game, some of the Schools of Magic that develop complex tactics may not be effective in a duel. Please also note that if a School of Magic involves the use of additional rules, these must be consulted in the Black Rose Wars/Rebirth core game rulebook or in the rulebook of the expansion from which the chosen School of Magic originates.
Forgotten Spells: you may add all Forgotten Spells from other Black Rose Wars products to the games of this game, adding them to the deck or replacing cards in the deck during Setup.
Mages: In games played with this box you can use all Mages from other Black Rose Wars products.
Rooms: In games played with this box the seven Rooms can be replaced with Rooms from other Black Rose Wars products.
Avatar: The Avatars designed for Black Rose Wars: Rebirth are not compatible with Black Rose Wars: Duel, so they cannot be included in the game.
Non-compatible materials: Black Rose Wars Quest Cards and Event Cards are not used in Duel games. Materials that generate effects (usually Spells and Rooms) that call these types of cards into play must never be included in the game.