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Black Rose Wars: Magister Box

Expansion for Black Rose Wars

Black Rose Wars: Magister Box Rulebook

Table of Contents

Table of Contents

  • Components
    • Mage Cards (3)
    • Personal Spell Cards (9)
    • Evocation Cards (5)
    • Forgotten Spell Cards (2)
    • Models
    • Familiars' Components
  • Familiars Rules
    • Familiars
    • Setup
      • Familiar Card Anatomy
    • Summoning a Familiar
    • Familiar's Actions
    • Familiar's Positions
      • Guard Position Rules
      • Hunt Position Rules
    • Damage and Defeat of the Familiar

Components

Mage Cards (3)

Agorix, Boogeyman and Onamor can be chosen as a Mage during Step 8 of the Setup described in the core game manual.

Personal Spell Cards (9)

The Personal Spell cards are added to the Personal Spell deck of the core game. The copy printed in the components section is shown below, with its two spell halves transcribed as printed.

Natural Invocation

  • Place your Mage in a [Room icon]. Summon Eracleto.
  • Target a [Room icon]. Activate the target Room even if used. Place 2 [cube]. Heal 1 [heart] on yourself for each [cube] not placed due to this Effect.

Evocation Cards (5)

Add this card to the Evocation Cards deck of the core game.

Jack (Demon — Forgotten)

  • When Jack is summoned, each opposing Mage places on this card one of their own [cube]. Jack has +1 [Strength] for each [cube] on this card (max +3). When a Mage is defeated, remove 1 [cube] from this card. As long as there is at least 1 [cube] on this card, Jack cannot be defeated or removed.
  • Stats: Speed 2, Strength 2, Health 3.

Forgotten Spell Cards (2)

Add this card to the Forgotten Spell Cards deck of the core game. The two Forgotten Spell cards are both named Cursed Lantern and are printed one over the other, each with its own effect.

Cursed Lantern (first card)

  • Summon Jack. Remove each non-Forgotten Evocation of the other Mages in the target Room.

Cursed Lantern (second card)

  • Summon Jack. Place all other Mages in the target Room in their Cell.

Models

  • Agorix, Boogeyman, Onamor and Jack: one Model each.
  • Bambola: 3 Models.
  • Chimera: 1 Model.

Familiars' Components

  • Eracleto: 1 Model.
  • Familiar Cards: 1 (Eracleto).
  • Familiar Action Token: 1.

Eracleto (Familiar card, Beast — Familiar)

  • Speed 2, Strength 2. Health: 3 Health Slots.
  • Hunting Skill: When it performs [Strength], if the target has no [damage], Eracleto has [Strength] +1.
  • Guarding Skill: [0]: remove 1 [cube]. [2]: place 1 [cube]. or Eracleto switches to Hunt Position and activates.

Familiars Rules

Familiars

A Familiar is a special Evocation that a Mage can summon using the Room Effect associated with it. The Familiar has a special bond with the Mage who summoned it, serving them with its powers and protecting them at the same time.

To use Familiars in a Black Rose Wars game, follow the directions below.

Setup

Place the Familiar Room in the Lodge, replacing a Room of the same color chosen by common agreement among the players. Place all other Familiar materials to form a reserve accessible to all players.

Familiar Card Anatomy

  • A: Illustration, Name and Archetype.
  • B: Familiar Action Token.
  • C: Hunting Skill.
  • D: Guarding Skill.
  • E: Speed and Strength Value.
  • F: Health Slots.
  • G: Familiar Action Token Slot.

Summoning a Familiar

A Familiar can be summoned only if one of its Models is available in the reserve. When a Mage summons a Familiar, they place the Model of that Familiar in the Room they are in, attached to their own Model (Guard Position). They then take the Familiar Card and place it in one of their own available Evocation Slots, and then place the Familiar Action Token on the Familiar Action Token Slot, showing the active side.

A Mage can have a maximum of one Familiar among their Evocations.

Familiar's Actions

The Mage who owns a Familiar has access to new Actions, which can be used by flipping the Familiar Action Token on its Exhausted side. These Actions are:

  • Assault: only if the Familiar is in Guard Position, the Familiar switches to Hunt Position and its Model releases from that of the owning Mage, then the Familiar activates.
  • Flanking: only if the Familiar is in Hunt Position and is in the same Room as the Model of the owning Mage, the Familiar switches to Guard Position (the two Models attach).
  • Concentration: only if the Familiar is in Guard Position, apply the Effect of the Familiar's Guarding Skill.

An Exhausted Familiar Action Token becomes Available again at the end of step 1 of the next Clean-up Phase.

Familiar's Positions

A Familiar is always in one Position of the two available; these are:

  • Guard Position: in this Position the Model of the Familiar and the Model of the owning Mage are attached and are considered as one Model.
  • Hunt Position: in this Position the Model of the Familiar and the Model of the owning Mage are released, and are considered two separate Models.

Each Familiar's Position has specific rules.

Guard Position Rules

In this Position, these rules apply to the Familiar:

  • It is not considered in the Lodge.
  • Its Hunting Skill is not active.
  • It can sustain an amount of [damage] instead of its owning Mage, up to the number of free Health Slots on its Familiar Card. The owning Mage can freely choose how to distribute this [damage].
  • The owning Mage can use the Concentration Action.
  • The owning Mage can use the Assault Action.
  • When the owning Mage is defeated, if the Familiar doesn't have all its Health Slots occupied by [damage], the Familiar remains in the Room in Hunt Position.

Hunt Position Rules

In this Position, these rules apply to the Familiar:

  • Is considered an Evocation of the owning Mage.
  • Its Hunting Skill is active.
  • If at the end of the Clean-up Phase the Familiar is within a [1] from the owning Mage Model, it can move to a Guard Position without spending the Familiar Action Token.

Damage and Defeat of the Familiar

When a Familiar sustains [damage], place that many Cubes on its Health Slots. A Familiar can never sustain more [damage] than its available Health Slots.

When all the Health Slots of a Familiar are occupied by [damage], the Familiar is defeated; remove its Model from the Lodge and put all its materials back into the reserve.