Ashes Reborn: The Breaker of Fate
Ashes Reborn: The Breaker of Fate Rulebook
Table of Contents
Table of Contents
Playing With This Expansion
The Breaker of Fate plays under the rules of Ashes Reborn: Rise of the Phoenixborn. Its rules are not repeated here. The cards below are used with the base rules, and the Phoenixborn card is Jericho, Reborn.
Icons are written in brackets as in the base rulebook: [Magic] is the main action symbol (the database writes it as "main"), [Side] and [Exhaust] are the side and exhaust dice symbols, [Basic] is any basic die, and [Time] is a Time die. "[Time] class" means a Time die showing the class symbol, and "[Time] power" means a Time die showing the power symbol.
Phoenixborn
Jericho, Reborn — Phoenixborn
- Die type: Time
- Life: 17
- Battlefield: 7
- Spellboard: 3
Prepare: [Side] [Exhaust] 1 [Time] class: Search your draw pile for 1 card and set it aside. Shuffle your draw pile, then place the set aside card on top of it.
Spells
Accelerate
Action Spell — Placement: Discard
Die type: Time
Cost: [Side] + 1 [Time] class
Draw 1 card. Change 2 dice in your active pool to a side of your choice. You may take up to 2 additional side actions this turn.
Blink
Action Spell — Placement: Discard
Phoenixborn: Jericho, Reborn
Die type: Basic
Cost: [Side] + 1 [Basic]
Remove a target unit from the game. At the end of this turn, place that unit onto its owner's battlefield.
Flash Strike
Reaction Spell — Placement: Discard
Die type: Time
Cost: 1 [Time] class
You may play this spell after an opponent has the choice to declare blockers or a guard. Choose a unit you control with 1 or more status tokens on it. For the remainder of the turn, add 2 to its attack value and it gains the following ability:
Quick Strike: While this unit is attacking, it deals its damage before units in battle with it.
Foresight
Ready Spell — Placement: Spellboard
Die type: Time
Cost: [Magic] + 1 [Time] class
During the draw cards step, you may draw 1 additional card.
[Magic] [Exhaust]: Look at the top 2 cards of a target player's draw pile. Place 1 of those cards on the bottom of that draw pile, and place the other card on the top of that draw pile.
Outmatch
Reaction Spell — Placement: Discard
Die type: Time
Cost: 1 [Time] power
You may play this spell after an opponent declares attackers. Add 4 to the attack value of a target unit you control for the remainder of the turn.
Stasis
Alteration Spell — Placement: Unit
Die type: Time
Cost: [Side] + 1 [Time] class
~ After an opponent declares attackers, you may play this spell from your hand without paying its side action cost. It is also a reaction spell until it is in play.
This unit is considered to be exhausted. If it was declared as an attacker, it is no longer attacking.
Unchain: [Magic] - [Side]: Discard this spell.
Summon Time Hopper
Ready Spell — Placement: Spellboard
Die type: Time
Cost: [Magic]
Effect cost: 1 [Time] class
[Side] - [Exhaust] - 1 [Time] class: Place a Time Hopper conjuration onto your battlefield.
Focus 1: Then, if you control an unexhausted Time Hopper with 1 or more status tokens on it, you may place an additional Time Hopper conjuration onto your battlefield.
Summon Turtle Guard
Ready Spell — Placement: Spellboard
Die type: Time
Cost: [Magic] + [Side] + 1 [Basic]
Effect cost: 1 [Time] power
[Magic] - [Side] - [Exhaust] - 1 [Time] power: You may place a Turtle Guard conjuration onto your battlefield.
Focus 1: If you do not, you may place 1 exhaustion token on an unexhausted Turtle Guard you control to place 1 exhaustion token on a target unexhausted unit an opponent controls.
Allies
Standard Bearer
Ally — Placement: Battlefield
Die type: Time
Cost: [Magic] + 1 [Time] class + 1 [Basic]
Attack: 1 — Life: 3 — Recover: 1
- Resourceful 1: When this unit comes into play, place 1 status token on this unit. At the beginning of the player turns phase, place 1 status token on this unit.
Inspire 1: When this unit is declared as an attacker, you may choose a number of other attacking units up to the number of status tokens on this unit. Add 1 to the chosen unit's attack values for the remainder of the turn.
Swift Messenger
Ally — Placement: Battlefield
Die type: Time
Cost: [Magic] + 1 [Time] class
Attack: 1 — Life: 1 — Recover: 1
~ Swift: After a unit comes into play onto an opponent's battlefield, you may play this unit from your hand without paying its main action cost.
Assist 1: When this unit comes into play, draw 1 card.
Conjurations
Time Hopper
Conjuration — Placement: Battlefield
Copies: 4
Attack: 1 — Life: 1 — Recover: 0
Gift 1: When this unit comes into play, you may place 1 status token on another target unit.
Fearful: This unit cannot block.
Turtle Guard
Conjuration — Placement: Battlefield
Copies: 2
Attack: 2 — Life: 3 — Recover: 1
Rooted: This unit cannot attack.
Unit Guard: This unit may guard a unit that is being attacked.
- Withdraw: While this unit is exhausted, prevent all damage dealt to this unit from being received.