Black Rose Wars: Rebirth – Rotas Box
Black Rose Wars: Rebirth – Rotas Box Rulebook
Table of Contents
Table of Contents
Antiquities
Antiquities adds the Oracle School of Magic, the Mage Cassandra, and the Avatars Parcae and Cacus (with the Enraged Cacus card) to Black Rose Wars: Rebirth, together with the legendary scenario Strands of Destiny.
Game Components
- 1 Mage Card: Cassandra. Cassandra can be chosen as a Mage during step 8 of the Setup described in the core game rulebook.
- 1 School Reference Card: Oracle School. During step 9 of the Setup you can replace one of the Schools of Magic present in the core game with the Oracle School.
- 3 Personal Spell Cards
- 36 Oracle Spell Cards
- 3 Forgotten Spell Cards. Add these cards to the Forgotten Spells Deck of the core game. (One of them is Ruling the Heavens: "Summon Grypas. It activates.")
- 3 Forgotten Evocation Cards. Add these cards to the Evocation Deck of the core game. (Grypas.)
- 5 Evocation Cards. Add these cards to the Evocation Deck of the core game. (Aruspice.)
- 1 Ludus Arena Room. This Room (and its associated Activation Token) can be used in any game to replace the Arena Room in the core game.
- 1 Room Activation Token (Ludus Arena: "Summon an Aruspice. It activates.")
Avatar Components
- 3 Avatar Cards (Parcae, Cacus and Enraged Cacus)
- 30 Parcae Command Cards
- 30 Cacus Command Cards
- 12 Fate Tokens
Models
- Cassandra
- Cacus
- Parcae
- Grypas
- 5 Aruspice
Oracle School Keyword Rules
The following is printed rotated on the Oracle School Reference Card. Words the card does not show clearly are marked.
Prophecy. Some Spells of this School have the Prophecy keyword. When a Mage resolves an Effect with the Prophecy keyword, they reveal cards from the top of the current Moon Event Deck until they reveal a non-Instant card. That Mage places that card on the Event Board as if it had been drawn, on the slot that they prefer (if occupied), [remaining text not legible in source]. Any other cards revealed are shuffled back into the current Moon Event Deck.
Revelation. Some Spells of this School have the Revelation keyword. When a Mage resolves a Spell with the Revelation keyword, they may discard Events from the Event Board as they like. If they do, [remaining text not legible in source]. The Mage does not gain [icon] due to Events discarded in this way.
Avatar — Parcae
The Parcae are now in the service of the Black Rose, weaving the web of destiny according to her plans. Can you stop them before the pattern is completed?
Avatar Card Anatomy
- Health value: 10. Strength value: 1. Speed value: 2.
- (A) Avatar Effect: the Effect indicated by the Avatar Effect symbol on the Avatar Card must be resolved whenever the Effect of a Command Card shows the Avatar Effect symbol.
- (B) Avatar Tool: the Avatar uses a Tool, which is indicated in the Effects with the Tool symbol. The Parcae's Tool is the Fate Token.
- (C) Avatar Skills: the Parcae have the Avatar Skills explained in detail on page 9 of the source (see Avatar Skills — Parcae below).
Avatar Effect text as printed on the card: if there are no Fate Tokens in the target Room, place 1 Fate Token in the target Room. If they do not place any Fate Token due to this Effect, inflict 2 Damage to the other Mage(s) with the most [icon: not legible in source]. [Remaining Effect text not legible in source.]
Parcae Setup
Apply the following steps during step 3 of the Avatar Setup:
- Clip the Avatar Base to the Parcae Model.
- Place the Parcae Model in the Black Rose Room.
- Remove the Weaving the Destiny card from the Forgotten Spells Deck.
Avatar Special Rules — Parcae
Fate Tokens. Some Effects of Parcae Command Cards place Fate Tokens in the Rooms. A Room may contain a single Fate Token. If an Effect indicates to place a Fate Token in a Room that already has one, or indicates to place one but no Fate Tokens are present in the game pool, no Fate Token is placed.
Trap of Fate. The back of each Parcae Command Card shows a Trap Activation Token. This Trap Effect is triggered if another Mage enters a Room with a Fate Token inside. When this happens, reveal the top card of the current Moon Avatar Command Cards Deck and resolve the Trap Effect of the revealed card, then discard the Fate Token. The target of this Trap Effect is always the Room where the Fate Token that triggered it is located.
Command Cards resolved in this way do not count towards the limit of cards the Avatar must resolve in the Action Phase.
Avatar Skills — Parcae
Ineluctability. If the Parcae begin their Activation in their own Cell, they place themselves in the Black Rose Room before revealing the Command Card.
Parcae Priority
Priority 1 (the Command Card diamond marked 1):
The Parcae choose as a target:
- The Room with the fewest Fate Tokens, if tied...
- The closest Room, if tied...
- The Room with the fewest Models, if tied, the Choice of the Crown applies.
Priority 2 (the Command Card diamond marked 2):
The Parcae choose as a target:
- The Room with the most Models, if tied...
- The Room with the least [black disc icon], if tied...
- The closest Room, if tied, the Choice of the Crown applies.
Avatar — Cacus
The mighty giant of legends now serves the Black Rose, sowing destruction in the Lodge. Will you survive the wrath of Cacus? Or will there be nothing left of you but dust?
Avatar Card Anatomy
- Health value: 11. Strength value: 3. Speed value: 3.
- (A) Avatar Effect: the Effect indicated by the Avatar Effect symbol on the Avatar Card must be resolved whenever the Effect of a Command Card shows the Avatar Effect symbol. Printed text on the card: converts 1 Damage on each [Mage/Model icon: not legible in source] equal to his value in a Room. [Remaining text not legible in source.]
- (B) Avatar Skills: Cacus has the Avatar Skills explained in detail on page 11 of the source (see Avatar Skills — Cacus below).
Cacus Setup
Apply the following steps during step 3 of the Avatar Setup:
- The First Mage places the Cacus Model in a Room adjacent to their Cell.
- Remove the Titan's Attack card from the Forgotten Spells Deck.
- Place the Cacus Avatar Card (not the Enraged Cacus one) on the Avatar Card Slot of the Avatar Board.
- Place the Enraged Cacus Avatar Card on one side of the table.
Avatar Special Rules — Cacus
Fregium. Game materials and rules that refer to "Cacus" also refer to Enraged Cacus.
Eternal Struggle. When Cacus is defeated, starting from the First Mage, each Mage who has inflicted at least 4 Damage draws 1 card from the Forgotten Spells Deck.
Avatar Skills — Cacus
Hunt. If Cacus begins his activation in his own Cell, before revealing the Command Card he places himself in the Room in which the Mage with the most [icon: not named in source] is. If this Mage is in their own Cell, Cacus places himself in the Black Rose Room.
Gigantomachia. When Cacus is defeated, replace the Cacus card with the Enraged Cacus card. When Enraged Cacus is defeated, replace the Enraged Cacus card with the Cacus card.
Cacus Priority
Priority 1 (the Command Card diamond marked 1):
Cacus chooses as a target:
- The Room in which the Mage with the most [icon: not named in source] is, if tied...
- The Room with the most Mages, if tied...
- The Room with the most Models, if tied...
- The closest Room, if tied, the Choice of the Crown applies.
Legendary Scenario: Strands of Destiny
A Legendary Scenario is a special game that allows you to play an event from the world of Black Rose Wars: Rebirth by applying a specific set of new rules. In Strands of Destiny, the Parcae have come to the Lodge to unveil the fate of the mages who will dare to face their dreadful trials.
Additional Setup
Apply the following during the regular Game Setup:
- Before step 4: replace the Arena Room with the Ludus Arena Room.
- Turn The Abyss, Mirrors Room and Oracle Room so as to show the Rebuilt side. Place the corresponding Room Activation Tokens on these Rooms.
Once the Setup is complete:
- Place the Second Moon Cube on Slot 8, the Third Moon Cube on Slot 21, and the Black Rose Cube on Slot 31 of the Power Board.
- Carry out the steps of the Avatar Setup indicated in the core rulebook of the game. The Parcae are the Avatar for this Legendary Scenario.
- Starting from the First Mage, each Mage must place 1 Fate Token in a Room adjacent to their own Cell.
Scenario Rules
The following rules apply while playing this Legendary Scenario:
- Astral Conjunction: when a Mage triggers a Parcae Trap Effect, that Mage must immediately place 1 of their own [icon: not named in source] on the Parcae Avatar Card.
- Astral Recovery: when a Mage is defeated, they take all their own [icon: not named in source] on the Parcae Avatar Card and place them in their own pool.
- Fortuitous Event: whenever a single Effect is to place one or more Fate Tokens, if at least one of those tokens cannot be placed, the Parcae gain 1.
- Ancient Memories: at the beginning of the Study Phase, any Mage who is in a [Room: not named in source] draws 1 from the Library.
- Quest Change: if a Mage gains a Quest Card that requires placing [icon: not named in source] in a [Room: not named in source] to be completed, the Mage may reveal the Quest Card, discard it, and draw a new one.
Honorable Mention
At the end of the game, according to the number of their [icon: not named in source] on the Parcae Avatar Card, each Mage gains [icon: not named in source] as follows:
- The Mage(s) with the highest amount of [icon: not named in source] on the Avatar Card: 4.
- The Mage(s) with the second highest amount of [icon: not named in source] on the Avatar Card: 2.
- All other Mages with any [icon: not named in source] on the Avatar Card: 1.
Lodge Layouts
Lodge layout diagrams are printed for two, three, four, five and six players. They are pictures, not text, and are not transcribed here; use the diagram in the source rulebook.
Last Dynasty
Last Dynasty adds the Heka School of Magic, the Mages Imhotep and Saba, and the Avatar Anubis, Egyptian God of Death, together with the legendary scenario Damned Souls.
Anubis, the Egyptian God of Death, has awakened the mummies of the Pharaohs from their millennial slumber and invaded the Lodge to judge the hearts of the Mages. Those who fail his tests will lose their souls and be condemned to eternal oblivion.
Game Components
- 2 Mage Cards: Imhotep and Saba. Imhotep and Saba can be chosen as Mages during step 8 of the Setup described in the core game rulebook.
- 6 Personal Spell Cards (among them Light and Shadow and Great Architect)
- 1 School Reference Card: Heka School. During step 9 of the Setup you can replace one of the Schools of Magic present in the core game with the Heka School.
- 36 Heka Spell Cards
- 2 Forgotten Spell Cards. Add these cards to the Forgotten Spells Deck of the core game. (One of them is Keeper of the Tomb: "Summon Sphynx. It activates.")
- 2 Forgotten Evocation Cards. Add these cards to the Evocation Deck of the core game. (Sphynx.)
- 12 Jinx Cards. Add these cards to the Jinx Deck of the core game.
- 3 Evocation Cards. Add these cards to the Evocation Deck of the core game. (Pharaoh: "Pharaoh has 1 [icon] for each Mage with at least 1 Jinx assigned.")
- 1 Sanctuary of Anubis Room. This Room (and its associated Activation Token) can be used in any game to replace the Sanctuary Room in the core game.
- 1 Room Activation Token
- 1 Avatar Card (Anubis)
- 30 Anubis Command Cards
- Models: Imhotep, Saba, 3 Pharaoh, Anubis, Sphynx
Heka School Keyword Rules
The following is printed rotated on the Heka School Reference Card. Words the card does not show clearly are marked.
Jinx. Some Spells of this school assign Jinx Cards to the target Mage. These cards are taken from the corresponding deck and placed next to the target Mage's Mage Sheet. Each Jinx Card inflicts a negative Effect on the Mage to whom it is assigned, and as indicated on the card a Mage can complete a Task on the Jinx Card in order to place one of their own [icon] on one of the dedicated slots on that card. [Remaining text not legible in source.] When all the slots on a Jinx Card are occupied, the card is removed. A Mage may be assigned any number of Jinx Cards but no more than one with the same name. If a second Jinx Card with the same name is to be assigned to a Mage, it is assigned instead. [Remaining text not legible in source.]
Avatar — Anubis
Avatar Card Anatomy
- Health value: 11. Strength value: 2. Speed value: 2.
- (A) Avatar Effect: the Effect indicated by the Avatar Effect symbol on the Avatar Card must be resolved whenever the Effect of a Command Card shows the Avatar Effect symbol. Printed text on the card: summons a Pharaoh in a Room [icon: distance not legible in source] from himself. An Evocation controlled by Anubis in a Room [icon: not legible in source] from the target activates.
- (B) Avatar Skills: Anubis has the Avatar Skills explained in detail on page 9 of the source (see Avatar Skills — Anubis below).
- Avatar Skills printed on the card: Scourge, Pledge, Judgment, Divine Sandstorm, Dominion.
Anubis Setup
Apply the following during step 3 of the Avatar Setup:
- Clip the Avatar Base to the Anubis Model.
- Place the Anubis Model in the Black Rose Room.
- Remove the Wrath of the Jackal God card from the Forgotten Spells Deck.
Avatar Skills — Anubis
Scourge. If an Effect is to assign a Jinx to Anubis, that Jinx is not assigned instead.
Pledge. For each [icon: not named in source] obtained, Anubis heals 2 Damage on himself.
Judgment. When Anubis has a number of [icon: not named in source] of the Mages equal to the number of players participating in the game, he gains 1, then each Mage gets back their own [icon: not named in source] held by Anubis.
Divine Sandstorm. When Anubis is to summon an Evocation but cannot do so, he inflicts 2 Damage in each [Room] from each of his Evocations.
Dominion. If Anubis has to activate when he is in a Cell, he does not activate and places himself in the Black Rose Room.
Anubis Priority
Priority 1 (the Command Card diamond marked 1):
Anubis chooses as a target:
- +[icon 1]: the Mage with the most [icon 1], if tied...
- +[icon 2]: the Mage with the most [icon 2], if tied...
- +[icon 3]: the Mage with the most [icon 3], if tied...
- +Damage: the Mage with the most Damage, if tied, the Choice of the Crown applies.
Priority 2 (the Command Card diamond marked 2):
Anubis chooses as a target:
- +Damage: the Mage with the most Damage, if tied...
- +[icon 3]: the Mage with the most [icon 3], if tied...
- +[icon 2]: the Mage with the most [icon 2], if tied...
- +[icon 1]: the Mage with the most [icon 1], if tied, the Choice of the Crown applies.
Priority 3 (the Command Card diamond marked 3):
Anubis chooses as a target:
- +[black disc icon]: the Room with the most [black disc icon], if tied...
- +Mages: the Room with the most Mages, if tied...
- +Models: the Room with the most Models, if tied, the Choice of the Crown applies.
Icons 1 to 3 are the Mage-level icons printed on the Priority lines of the source and are not named in its text.
Legendary Scenario: Damned Souls
A Legendary Scenario is a special game that allows you to play an event from the world of Black Rose Wars: Rebirth by applying a specific set of new rules. In Damned Souls, the Pharaohs' bloodline has returned to claim the Lodge, and the Mages must defend it.
Additional Setup
Apply the following during the regular Game Setup:
- Before step 4: replace the Sanctuary Room with the Sanctuary of Anubis Room.
Once the Setup is complete:
- Place the Second Moon Cube on Slot 8, the Third Moon Cube on Slot 16, and the Black Rose Cube on Slot 32 of the Power Board.
- Carry out the steps of the Avatar Setup indicated in the core rulebook of the game. Anubis is the Avatar for this Legendary Scenario.
Scenario Rules
The following rule applies while playing this Legendary Scenario:
- Sepulcher: on step 2 of the Clean-up Phase, the [icon: not named in source] places 1 [icon: not named in source] in each [Room: not named in source] from each Pharaoh owned by Anubis.
Honorable Mention
At the end of the game, the Mage with the least [icon: not named in source] gains 2. If tied, no Mage gains additional [icon: not named in source].
Madness
Madness adds the School of Chaos, the Mage Landolfo II, and the Avatar Rubedo, the legendary alchemical knight, together with the legendary scenario Equivalent Exchange.
The legendary alchemical knight Rubedo rages in the Lodge with the sole purpose of looting it and finding the components necessary to complete the Philosopher's Stone formula. Will the Mages be able to stop him, or will they be overwhelmed by his fury?
Game Components
- 1 Mage Card: Landolfo II. Landolfo II can be chosen as a Mage during Step 8 of the Setup described in the core game rulebook.
- 3 Personal Spell Cards (among them Ethereal Tentacles)
- 1 School Reference Card: School of Chaos. During Step 9 of the Setup, it is possible to replace one of the Schools of Magic present in the core game with the School of Chaos.
- 36 Chaos Spell Cards
- 6 Chaos Effects Cards. A player using Spells of the School of Chaos can keep one of these cards at hand to consult when they need to resolve Chaos Effects. The card lists: [icon]: inflict 2. [icon]: place 1. [icon]: activate the Room even if it is used. [icon]: choose one of the above.
- 3 Forgotten Spell Cards. Add these cards to the Forgotten Spells Deck of the core game. (Among them Final Formula, which Rubedo's Setup removes from the Forgotten Spells Deck, and Night Falls.)
- 3 Forgotten Evocation Cards. Add these cards to the Evocation Deck of the core game. (Among them Putridum: "Putridum can have up to three Upgrades assigned. When it is summoned, shuffle the Upgrades Deck and reveal cards until you reveal three cards with different names, then assign those Upgrades to Putridum; shuffle the others with the Upgrades Deck.")
- 1 Sacrificial Altar of Madness Room. This Room (and its associated Activation Token) can be used in any game to replace the Sacrificial Altar Room in the core game.
- 1 Room Activation Token
- 12 Vastum Tokens
- 1 Avatar Card (Rubedo)
- 30 Rubedo Command Cards
- Models: Landolfo II, Putridum, Nocturnus, Albedo (this Model replaces the Albedo Token provided in the Black Rose Wars: Rebirth core game box), Rubedo
School of Chaos Keyword Rules
The following is printed rotated on the School of Chaos Reference Card.
Vastum. Some Spells of this School allow you to place a Vastum Token in a Room. Each Room can have a maximum of one Vastum Token inside it. If an Effect would place a Vastum Token in a Room that already has one in it, resolve the Effect without placing the Vastum Token.
Chaos. Some Spells of this School have the Chaos keyword. When a Mage resolves the Chaos keyword, [remaining text not legible in source]. Chaos Effects are listed on the Chaos Effects Cards: [icon]: inflict 2. [icon]: place 1. [icon]: activate the Room even if it is used. [icon]: choose one of the above.
Avatar — Rubedo
Avatar Card Anatomy
- Health value: 11. Strength value: 2. Speed value: 2.
- (A) Avatar Effect: the Effect indicated by the Avatar Effect symbol on the Avatar Card must be resolved whenever the Effect of a Command Card shows the Avatar Effect symbol. Printed text on the card: reveals 1 card from the Command Deck of the Current Moon and resolves the Effect associated with the Element of that card as indicated below; then places the card at the bottom of the Command Deck. Elements: [Element icon 1]: converts 1 [icon] in a Room. [Element icon 2]: converts 1 [icon] on each [icon]. [Element icon 3]: inflicts 1 to each [icon]. [Remaining text not legible in source.]
- (B) Avatar Skills: Rubedo has the Avatar Skills explained in detail on the next page of the source (see Avatar Skills — Rubedo below).
Rubedo Setup
Apply the following steps during step 3 of the Avatar Setup:
- Place the Rubedo Model in the Black Rose Room.
- Remove the Final Formula card from the Forgotten Spells Deck.
Avatar Skills — Rubedo
Dominion. If Rubedo is to activate when he is in his Cell, he will not activate and will place himself in the Black Rose Room.
Rubedo Priority
Priority 1 (the Command Card diamond marked 1):
Rubedo chooses as a target:
- +Damage: the Mage with the most Damage, if tied...
- The closest Mage, if tied...
- +[icon]: the Mage with the most [icon], if tied...
- +[icon]: the Mage with the most [icon], if tied, the Choice of the Crown applies.
Priority 2 (the Command Card diamond marked 2):
Rubedo chooses as a target:
- +Models: the Room with the most Models, if tied...
- +[black disc icon]: the Room with the most [black disc icon], if tied...
- The closest Room, if tied...
- +Mages: the Room with the most Mages, if tied, the Choice of the Crown applies.
Icons not named in the source text are shown in brackets. The lines above follow the printed order.
Legendary Scenario: Equivalent Exchange
A Legendary Scenario is a special game that allows you to play an event from the world of Black Rose Wars: Rebirth by applying a specific set of new rules. In Equivalent Exchange, Rubedo seeks to complete the alchemical process that will let the Black Rose gain an immortal body capable of leaving the Lodge. Will the Mages succeed in putting a stop to his dangerous plan?
Additional Setup
Apply the following during the regular Game Setup:
- Before Step 4: replace the Sacrificial Altar Room with the Sacrificial Altar of Madness Room.
Once the Setup is complete:
- Place the Second Moon Cube on Slot 7, the Third Moon Cube on Slot 19, and the Black Rose Cube on Slot 31 of the Power Board.
- Carry out the steps of the Avatar Setup indicated in the core rulebook of the game. Rubedo is the Avatar for this Legendary Scenario.
Scenario Rules
The following rules apply while playing this Legendary Scenario:
- Quintessence: when Rubedo is to convert at least 1 [icon] in a rebuilt Room, the [icon: not named in source] gains 1.
- Mercy: when Rubedo is to convert at least 1 [icon] on a Mage who has no [icon] on their own Mage Sheet, the [icon: not named in source] gains 1.
Honorable Mention
At the end of the game, the Mage of whom the [icon: not named in source] has the most [icon: not named in source] gains 3. If tied, no Mage gains additional [icon: not named in source].
North Winds
North Winds adds the Druidic School of Magic, the Mage Kormac, and the Avatar Odin, who is to select the next champion from among the Mages of the Lodge, together with the Servant Vitnir, the legendary scenario Abyss of Hel, and the new Transformation mechanic.
The Black Rose has called upon one of her best heralds, Odin, who is to select the next champion from among the mages of the Lodge. Vitnir is the one who will end Odin's life; will the Mages be able to tame it to gain the favor of the Norse God?
Game Components
- 1 Mage Card: Kormac. Kormac can be chosen as a Mage during step 8 of the Setup described in the core game rulebook.
- 3 Personal Spell Cards (among them Animal Affinity: "Summon an Ursa. or Summon a Crocodilus.")
- 1 School Reference Card: Druidic School. During step 9 of the Setup you can replace one of the Schools of Magic present in the core game with the Druidic School.
- 36 Druidic Spell Cards
- 2 Forgotten Spell Cards. Add these cards to the Forgotten Spells Deck of the core game. (One of them is Ragnarok: "Summon Fenrir. It activates.")
- 2 Forgotten Evocation Cards. Add these cards to the Evocation Deck of the core game. (Fenrir.)
- 6 Evocation Cards. Add these cards to the Evocation Deck of the core game. (Crocodilus.)
- 1 Abyss of Hel Room. This Room (and its associated Activation Token) can be used in any game to replace The Abyss Room in the core game.
- 1 Room Activation Token
- 12 Champion Tokens
- 1 Avatar Card (Odin)
- 30 Odin Command Cards
- 1 Vitnir Evocation Card, 1 Hunted Vitnir Evocation Card, 1 Irate Vitnir Evocation Card
- Models: Kormac, Odin, Fenrir / Vitnir, 3 Bjorn / Ursa, 3 Loki / Crocodilus
Druidic School Keyword Rules
The following is printed rotated on the Druidic School Reference Card. Words the card does not show clearly are marked.
Transformation. Some Spells in this School have Effects with the Transform keyword. For more information, see the Transformation section of the North Winds rulebook.
Spiritual Propagation. Some Spells of this School have Effects with the [keyword not legible in source] keyword. [Remaining text not legible in source; the card indicates that Effect phrases are applied only if the Mage is Transformed.]
Feral Magic. At Step 1 of the first Study Phase of the game, each Mage [remaining text not legible in source].
Communion with Nature. When a Mage discards a card from their Grimoire or Memories [remaining text not legible in source], and that card transformed them, that Mage can draw 1 card from their Grimoire [remaining text not legible in source].
Avatar — Odin
Avatar Card Anatomy
- Health value: 11. Strength value: 2. Speed value: 2.
- (A) Avatar Effect: the Effect indicated by the Avatar Effect symbol on the Avatar Card must be resolved whenever the Effect of a Command Card shows the Avatar Effect symbol. Printed text on the card: places 2 [icon]. If fewer than 2 were placed due to this Effect, Vitnir activates.
- (B) Avatar Tool: the Avatar uses a Tool, which is indicated in the Effects with the Tool symbol. Odin's Tool is the Champion Token.
- (C) Avatar Skill: Odin has the Avatar Skills explained in detail on page 9 of the source (see Avatar Skills — Odin below).
- Avatar Skills printed on the card: Eternal Glory, Dominion.
Odin Setup
Apply the following steps during step 3 of the Avatar Setup:
- Clip the Avatar Base to the Odin Model.
- Place the Odin Model in the Black Rose Room.
- Place the Vitnir Model in the Throne Room.
- Place the Vitnir Evocation Card in the slot of the Avatar Board indicated on the source page. Place 2 [icon] on it.
- Place the Hunted Vitnir and Irate Vitnir Evocation Cards so that they are within easy reach of each player.
- Remove the Gungnir and Ragnarok cards from the Forgotten Spells Deck.
Avatar Special Rules — Odin
Champion Tokens. In games where Odin is used as an Avatar, the Mage who has the most Champion Tokens is considered the Champion; if tied, no Mage is considered the Champion. Some Odin Command Cards indicate to apply or not apply part of their Effect to the Champion.
Taming the Wolf. The Avatar Card and some Odin Command Cards refer to the Servant as Vitnir. These Cards also refer to Hunted Vitnir or Irate Vitnir.
Avatar Skills — Odin
Eternal Glory. On step 1 of each Clean-up Phase, the Mage considered the Champion gains 2 [icon].
Dominion. If Odin has to activate when he is in a Cell, he does not activate and places himself in the Black Rose Room.
Odin Priority
Priority 1 (the Command Card diamond marked 1):
Odin chooses as a target:
- +[icon]: the Mage with the most [icon], if tied...
- +[icon]: the Mage with the most [icon], if tied...
- -[icon]: the Mage with the least [icon], if tied...
- The closest Mage, if tied, the Choice of the Crown applies.
Priority 2 (the Command Card diamond marked 2):
Odin chooses as a target:
- +[black disc icon]: the Room with the most [black disc icon], if tied...
- +Mages: the Room with the most Mages, if tied...
- +Models: the Room with the most Models, if tied, the Choice of the Crown applies.
Where the source gives only a symbol for a priority term it is shown in brackets.
Servant — Vitnir, Irate Vitnir, Hunted Vitnir
A Servant is an Evocation that has a special bond with the Avatar. Vitnir is the Servant of Odin and is represented in the Lodge by the dedicated Model and by its own Vitnir, Irate Vitnir, and Hunted Vitnir Servant Evocation Cards.
The Servant Evocation Card is never discarded from the Avatar Board when it is defeated or removed, except as specified in the Subdued rule (see below).
Special Rules
Subdued. The Vitnir Servant Card starts the game with 2 [icon] on it (see setup). When Vitnir is defeated, ignore the defeat and discard 1 [icon] and all the [icon] from its card. When the last [icon] on the Vitnir Servant Card is discarded, discard the card and place the Hunted Vitnir Servant Card in its place, placing 2 [icon] on it. When Hunted Vitnir is defeated, ignore the defeat and discard 1 [icon] and all the [icon] from its Card. When the last [icon] on the Hunted Vitnir Servant Card is discarded, discard the card and place the Irate Vitnir Servant Card in its place.
Comeback. If Irate Vitnir is to activate when its Model is not in the Lodge (it has been previously defeated or removed), it does not activate, and the [icon] places its Model in the Throne Room.
Vitnir / Irate Vitnir / Hunted Vitnir Priority
It chooses as a target:
- The Mage with the most [icon], if tied...
- The Mage with the most [icon], if tied...
- The Mage with the most [icon], if tied...
- The closest Mage, if tied, the Choice of the Crown applies.
If it cannot reach its target, it moves as close to it as possible. If there are no Mages in the Lodge when it activates, it does not move and ends its activation.
Legendary Scenario: Abyss of Hel
A Legendary Scenario is a special game that allows you to play an event from the world of Black Rose Wars: Rebirth by applying a specific set of new rules. In Abyss of Hel, the passage separating our world from the world of the dead has appeared in the Lodge.
Additional Setup
Apply the following during the regular Game Setup:
- Before step 4: replace The Abyss Room with the Abyss of Hel Room.
Once the Setup is complete:
- Place the Second Moon Cube on Slot 5, the Third Moon Cube on Slot 20, and the Black Rose Cube on Slot 33 of the Power Board.
- Carry out the steps of the Avatar Setup indicated in the core rulebook of the game. Odin is the Avatar for this Legendary Scenario.
Scenario Rules
The following rules apply while playing this Legendary Scenario:
- Animal Instinct: after a Mage resolves an Effect that summons a Beast, they resolve this Effect: [icon]: gain 1. Heal 3.
- Hunter: when a Mage defeats or removes a Beast, they place one of their [icon] on Odin's Avatar Card.
Honorable Mention
At the end of the game, the Mage with the most [icon] on Odin's Avatar Card gains 5. If tied, no Mage gains additional [icon].
New Mechanics: Transformation
The North Winds expansion features the new Transformation mechanic. Mages of the Druidic School of Magic have the ability to change their physical appearance into that of a spirit animal, endowed with extraordinary powers.
Mechanics Rules: Transformation
Some Spell Cards allow you to perform a Transformation as part of one of their Effects. A Transformation is identified by the Transform keyword followed by the name of the Transformation.
When a Mage performs Transform, they follow these steps:
- They replace their Mage's Model with the Model of the indicated Transformation, if available; otherwise, they ignore the Transformation.
- They discard all their Equipment Evocations.
- They place the card that transformed them next to their Mage Sheet, rotated as indicated by the Transform Effect.
As long as that card remains next to their Mage Sheet, the Mage is considered Transformed and the Physical Actions listed on that card are available to that Mage. When it is in that position, that card is considered the card that Transformed the Mage.
The Mage discards the card that transformed them when:
- They are defeated.
- They are about to perform Transform.
When this happens, that Mage is no longer Transformed and must replace the Model of their Transformation with the Model of their Mage.
At the Beginning of the Evocations Phase, in play order, a Transformed Mage may perform one of the Physical Actions listed on the card that transformed them without exhausting a [Physical Action Token].
Once Upon a Time
Once Upon a Time adds four Mages (Hogwartz, Venticello, Bella and Maelice), the Avatar Hastur, the legendary scenario Lands of Hastur, and the Chain Quests module, which allows public Quests in which all Mages can take part.
Hastur has come, and with him, madness has poured into the Lodge. Will the Mages fight to keep their sanity? Or will they succumb to the Yellow King's embrace and become his devoted servants?
Game Components
- 4 Mage Cards: Hogwartz, Venticello, Bella and Maelice. These can be chosen as Mages during step 8 of the Setup described in the core game rulebook.
- 12 Personal Spell Cards (among them The Eight Spells and Elemental Spirits)
- 2 Forgotten Spell Cards. Add these cards to the Forgotten Spells Deck of the core game. (One of them is Inhabitant of Carcosa: "Summon Hastur. He activates.")
- 2 Forgotten Evocation Cards. Add these cards to the Evocation Cards Deck of the core game. (Janara, Legend.)
- 3 Jinx Cards. Add these cards to the Jinx Deck of the core game. (One of them is Spinning Wheel Sting.)
- 16 Chain Quest Cards (see Chain Quests below)
- 1 Skulls' Throne Room. This Room (and its associated Activation Token) can be used in any game to replace the Throne Room in the core game.
- 1 Room Activation Token
- 1 Fireball Model. This Model can be used to replace the Crown Token provided with the core game.
- 3 Moon Phase Indicator Models. These Models can be used to replace the Moon Cubes provided with the core game.
- 6 Yellow Brand Tokens
- 1 Avatar Card (Hastur)
- 30 Hastur Command Cards
- Models: Venticello, Bella, Hogwartz, Maelice, Janara, Hastur
Avatar — Hastur
Avatar Card Anatomy
- Health value: 13. Strength value: 1. Speed value: 3.
- (A) Avatar Effect: the Effect indicated by the Avatar Effect symbol on the Avatar Card must be resolved whenever the Effect of a Command Card shows the Avatar Effect symbol. Printed text on the card: [icon]: assign 1 [icon] to each [icon]. Trauma 3 on each [icon]. [Remaining text not legible in source.]
- (B) Avatar Tool: the Avatar uses a Tool, which is indicated in the Effects with the Tool symbol. Hastur's Tool is the Yellow Brand.
- (C) Avatar Skills: Hastur has the Avatar Skills explained in detail on page 10 of the source (see Avatar Skills — Hastur below).
- Avatar Skills printed on the card: Traumatize, Subdue, Dominion.
Hastur Setup
Apply the following steps during step 3 of the Avatar Setup:
- Place the Hastur Model in the Black Rose Room.
- Remove the Inhabitant of Carcosa Card from the Forgotten Spells Deck.
Avatar Special Rules — Hastur
Yellow Brand Tokens. Some Effects related to Hastur assign a Yellow Brand Token to the target Mage. The Yellow Brand Tokens utilize the following rules:
- Assignment: when a Mage is assigned a Yellow Brand Token, they place it on their Mage Sheet. A Mage can have a maximum of one Yellow Brand Token assigned. A Yellow Brand Token assigned to a Mage is considered to be in the Lodge. When a Yellow Brand Token is discarded, it goes back into the shared pool.
- Actions: a Mage who has a Yellow Brand Token on their Mage Card can use the Introspection Physical Action (see box).
Introspection (Physical Action, [icon]):
- Mend 6 on [icon] (see p. 10 of the source).
- Move up to 1.
- Place 2 [icon] in a [Room].
- Discard 1.
Avatar Skills — Hastur
Subdue. On Step 2 of the Clean-up Phase, Hastur obtains 1 [icon] of each Mage with a Yellow Brand Token assigned. Place these [icon] on Hastur's Avatar Card instead of the Event Board in the slot dedicated to the [icon] of the [icon].
Traumatize. Some of Hastur's Command Cards feature the Trauma N and Mend N keywords, which use these rules:
- Trauma N: a Mage targeted by a Trauma N Effect places N from their pool on Hastur's Avatar Card. These [icon] cannot be used by the owner.
- Mend N: a Mage targeted by a Mend N Effect must take N of their own [icon] from Hastur's Avatar Card and place them in their own pool. For each [icon] the Mage cannot regain because of this Effect, the [Avatar] inflicts 1 Damage.
Dominion. If Hastur is to activate when he is in his Cell, he does not activate and places himself in the Black Rose Room.
Hastur Priority
Priority 1 (the Command Card diamond marked 1):
Hastur chooses as a target:
- The Room with the most Mages, if tied...
- The Room with the most Models, if tied...
- The Room with the most [icon], if tied, the Choice of the Crown applies.
Priority 2 (the Command Card diamond marked 2):
Hastur chooses as a target:
- The Room with the most [icon], if tied...
- The Room with the most Mages, if tied...
- The Room with the most Models, if tied, the Choice of the Crown applies.
Priority 3 (the Command Card diamond marked 3):
Hastur chooses as a target:
- The Mage with the fewest [icon], if tied...
- The Mage with the most [icon], if tied...
- The Mage with the most [icon], if tied, the Choice of the Crown applies.
Legendary Scenario: Lands of Hastur
A Legendary Scenario is a special game that allows you to play an event from the world of Black Rose Wars: Rebirth by applying a specific set of new rules. In the Lands of Hastur, the Mages will have to face Hastur, who wishes to turn every member of the Lodge to his service.
Additional Setup
Apply the following during the regular Game Setup:
- Before step 4: replace a [Room] other than the Throne Room with the Skulls' Throne Room so that they are in opposite positions (see Lodge Layouts below) and turn them over to the rebuilt side. Place the corresponding Room Activation Token on each of these Rooms.
Once the Setup is complete:
- Place the Second Moon Cube on Slot 5, the Third Moon Cube on Slot 14, and the Black Rose Cube on Slot 33 of the Power Board.
- Carry out the steps of the Avatar Setup indicated in the core rulebook of the game. Hastur is the Avatar for this Legendary Scenario.
Scenario Rules
The following rules apply while playing this Legendary Scenario:
- Chosen One: on step 2 of the Clean-up Phase, the player who has the Crown gains 1 [icon].
- Enlightenment: when a Mage gets the Crown, once they have resolved the Effect that allowed them to get it, they may perform Introspection (see p. 9 of the source) without exhausting a Physical Action Token.
- Quest Change: if a Mage draws a Quest Card that requires the use of a [Room] not in the Lodge, the Mage may reveal the Quest Card, discard it, and draw a new one.
Honorable Mention
At the end of the game, each Mage with a Yellow Brand Token assigned gains 2 [icon].
Lodge Layouts
Lodge layout diagrams are printed for two, three, four, five and six players. They are pictures, not text, and are not transcribed here; use the diagram in the source rulebook.
Chain Quests
Chain Quests introduce a new system of public Quests in which all Mages can participate during the course of the game. The rules introduced in this chapter allow the use of Chain Quests, a new way in which Mages can gain rewards.
Chain Quests can be included in any Black Rose Wars game as an additional module. To do so, on Step 7 of the Game Setup, choose how many and which Chain Quests to include in the game. For each one, take all the Chain Quest Cards with the same name, then proceed as indicated below for each one:
- Place all Chain Quest cards on one side of the table so that the Condition Side is showing.
- Sort the Cards by forming a row, so that their Quest Numbers are ordered from lowest to highest.
Chain Quest Card Anatomy
- (A) Quest Number.
- (B) Name.
- (C) Completion Condition (Condition Side). Example printed on The Goblin's Den: "You inflict at least 3 with a single Effect."
- (D) Cube Slot.
- (E) Effect (Reward Side). The Reward Side is shown with its tiers, 1-3 and 4+.
Using Chain Quests
Completing a Chain Quest. At any time during the game, when a Mage meets the Completion Condition of a Chain Quest Card turned to its Condition Side, that Mage may place one of their own [icon] on the leftmost Cube Slot that is not already occupied by a [icon].
- In games with up to 3 players, the Chain Quest is considered Completed when a Mage places a [icon] on the first Cube Slot showing the [icon] symbol, starting from the left.
- In games with 4 or more players, the Chain Quest is considered Completed when a Mage places a [icon] on the second Cube Slot showing the [icon] symbol, starting from the left.
Solving a Completed Chain Quest. When at least one Chain Quest is Completed, wait until the current Effect, if any, is fully resolved, then each completed Chain Quest is solved, starting with the leftmost Chain Quest and proceeding to the right. To solve a Chain Quest, proceed as indicated below:
- Take all [icon] on the Chain Quest Card off the card.
- Turn the card over to the Reward Side.
- Starting with the First Player and proceeding in turn order, each player who placed at least one of their [icon] on the Chain Quest Card applies the Effect shown on the Reward Side.
- Each Mage takes the [icon] they placed on the Chain Quest Card and places them in their own pool.
Please note: an Avatar never places one of their own [icon] on Chain Quest Cards, even if they meet a Completion Condition.
Silk Road
Silk Road adds three Mages (Alisha, Dai Jin and Pyotr), the Avatar Devi, the legendary scenario Nirvana, and the Sun Wukong Evocation, together with the Duality and Defeat tokens.
A frenzied music announces the arrival of Devi in the Lodge, and she demands that the Mages bow before her, worshipping her and offering her their lives as gifts. Who will be brave enough to face her without surrendering to her dreadful power?
Game Components
- 3 Mage Cards: Alisha, Dai Jin and Pyotr. These can be chosen as Mages during step 8 of the Setup described in the core game rulebook.
- 9 Personal Spell Cards (among them Bharatanatyam, Fulu and Dictat)
- 2 Forgotten Spell Cards. Add these cards to the Forgotten Spells Deck of the core game. (Awareness: "Summon Sun Wukong. It activates." Manifestation: "Summon Devi. She activates.")
- 2 Forgotten Evocation Cards. Add these cards to the Evocation Deck of the core game. (Sun Wukong and Devi.)
- 3 Jinx Cards. Add these cards to the Jinx Deck of the core game. (One of them is Divine Dance: "When you enter a Room, the Jinx inflicts 1 to you. When you are placed in your Cell, place 1 on this card. Discard this card.")
- 1 Zen Garden Room. This Room (and its associated Activation Token) can be used in any game to replace the Garden Room in the core game.
- 1 Room Activation Token
- 12 Duality Tokens
- 6 Defeat Tokens. These tokens can be used to keep track of the maximum amount of Damage that a Mage or Avatar can suffer before being defeated. Place a token on the Mage Sheet or Avatar Board in the slot following the one indicated by the Health value of the Mage or Avatar.
- 1 Avatar Card (Devi)
- 30 Devi Command Cards
- Models: Alisha, Dai Jin, Pyotr, Sun Wukong, Devi
Avatar — Devi
Avatar Card Anatomy
- Health value: 10. Strength value: 3. Speed value: 1.
- (A) Avatar Effect: the Effect indicated by the Avatar Effect symbol on the Avatar Card must be resolved whenever the Effect of a Command Card shows the Avatar Effect symbol. Printed text on the card: [icon]: assigns 1 [Duality Token] to each [Mage]. Each Mage who has at least 1 [Duality Token] assigned loses 1 [icon]. [Remaining text not legible in source.]
- (B) Avatar Tool: the Avatar uses a Tool, which is indicated in the Effects with the Tool symbol. Devi's Tool is the Duality Token.
- (C) Avatar Skills: Devi has the Avatar Skills explained in detail on page 10 of the source (see Avatar Skills — Devi below).
- Avatar Skills printed on the card: Sacrifice, Worship, Dominion.
Devi Setup
Apply the following steps during step 3 of the Avatar Setup:
- Place the Devi Model in the Black Rose Room.
- Remove the Manifestation Card from the Forgotten Spells Deck.
Avatar Special Rules — Devi
Duality Tokens. Some Effects related to Devi assign a Duality Token to the target Mage. Duality Tokens follow these rules:
- Assignment: when a Mage is assigned a Duality Token they place it on their Mage Sheet. A Mage can have a maximum of two Duality Tokens assigned. A Duality Token assigned to a Mage is considered to be in the Lodge and counts as being in the same Room as the Mage. When a Mage is defeated, they discard all the Duality Tokens they have. When a Duality Token is discarded, it immediately returns to the shared pool.
- Actions: a Mage who is assigned two Duality Tokens can use the Physical Actions Punishment and Absolution (see box).
Punishment (Physical Action, [icon]):
- Move 1. You can perform this Effect a number of times equal to your Speed value. Each individual Move, separated by a dot (.), is considered a separate Effect; you can use all or some of these Move Effects, but you cannot perform Effects other than Moves between them. Unused Moves are lost.
- Perform a Physical Attack ([icon]) on a [Model icon] (a Physical Attack inflicts Damage on the target equal to the Strength value of your Mage).
- Convert 1 on a [icon].
Absolution (Physical Action, [icon]):
- Move 1. You can perform this Effect a number of times equal to your Speed value. Each individual Move, separated by a dot (.), is considered a separate Effect; you can use all or some of these Move Effects, but you cannot perform Effects other than Moves between them. Unused Moves are lost.
- Place 1 [icon] in a [Room].
- Convert 1 in a [icon].
Avatar Skills — Devi
Sacrifice. During step 2 of the Clean-up Phase, Devi gains 1 [icon] for each Mage of whom she has at least 1.
Worship. When a Room with Devi in it is rebuilt, Devi gains 2 [icon].
Dominion. If Devi is to activate when she is in her Cell, she does not activate and places herself in the Black Rose Room.
Devi Priority
Priority 1 (the Command Card diamond marked 1):
Devi chooses as a target:
- The Room with the most Mages, if tied...
- The Room with the most Models, if tied...
- The Room with the most [icon], if tied, the Choice of the Crown applies.
Priority 2 (the Command Card diamond marked 2):
Devi chooses as a target:
- The Room with the most [icon], if tied...
- The Room with the most Models, if tied...
- The Room with the least [icon], if tied, the Choice of the Crown applies.
Priority 3 (the Command Card diamond marked 3):
Devi chooses as a target:
- The Mage with the least [icon], if tied...
- The Mage with the least [icon], if tied...
- The Mage with the most [icon], if tied, the Choice of the Crown applies.
Legendary Scenario: Nirvana
A Legendary Scenario is a special game that allows you to play an event from the world of Black Rose Wars: Rebirth by applying a specific set of new rules. In Nirvana the goddess Devi tests the Mages of the Lodge by judging their actions and searching among them for an individual capable of achieving spiritual enlightenment.
Additional Setup
Apply the following during the regular Game Setup:
- Before step 4: replace the Garden Room with the Zen Garden Room.
Once the Setup is complete:
- Place the Second Moon Cube on Slot 7, the Third Moon Cube on Slot 19, and the Black Rose Cube on Slot 33 of the Power Board.
- Carry out the steps of the Avatar Setup indicated in the core rulebook of the game. Devi is the Avatar for this Legendary Scenario.
Scenario Rules
The following rules apply while playing this Legendary Scenario:
- Free Will: when a Mage defeats Devi, they can choose to gain or discard up to 2 Duality Tokens.
- Death and Rebirth: when a Mage defeats Devi, they place one of their [icon] on the Devi Avatar Card.
Honorable Mention
At the end of the game, each Mage gains 1 [icon] for each Duality Token assigned to them.
At the end of the game, the Mage with the most [icon] on the Devi Avatar Card gains 3. If tied, no Mage gains additional [icon].