Ascended Rulebook ENG v2
Ascended Rulebook ENG v2
The cold penetrates your ragged clothes like a knife ready to wreck your very soul. You look around,
confused and sored. The only thing you see is a blurry division of space between black and grey.
Slowly, you manage to recognize two sets of tracks stretching into the woods, ending where you are.
You quickly get up, panting and searching for some kind of familiar sign in distant horizons. No success.
A hundred words echoe through your mind, but you don't understand their meaning.
An intense spasm makes you drop to the ground again. You have to move, fast. It doesn't matter
where. You need to find shelter or you'll die.
You make your way into the dense forest, following one of the sets of tracks, stumbling and com-
pletely blind to what's ahead. Lurking shadows and ocasional blurs of dim light fill your vision here
and there, but strangely you're unafraid. The smell of whatever is ahead is intense.
A fire...a camp. Nobody. You slowly start perceiving your surroundings with more clarity. You search
around. Some abandoned clothes, finally. The footprints, you look back, see where they came from,
where they are going... No, it can't be. Your footprints are not that big.
For a moment, only the wind makes its presence known, but you can't stop shaking from the adrenaline
rush. You close your eyes just for a second, trying to desperately remember what you are and why you're here.
A branch snaps and suddenly you remember something. A sudden burst of energy fills your soul as
you look towards the sky and rush into a loud prayer. As the strange shadow slowly approaches, you
witness in awe as your skin turns to stone and your claws sharpen and grow... and you know you've
been heard.
1
What’s in the Box ?
1 Rulebook; 4 Special Profile Cards;
10 D6 (6 faces) and 1 D12 dice (12 faces); 30 Artifact Cards;
4 Player Dashboards and markers; 30 Mutation Cards;
1 Game Dashboard and markers; 12 Villain Cards;
4 individual models; 12 Companion Cards;
100 Terrain Tiles of 7 different types; 28 tokens (Origin, Power, Superstition, Wound)
Ascended is a game of survival and magic, where you play a creature that wakes up alone and lost
in a cold and dark world, oblivious of who or what it is. Your objective is to survive and discover your
true self, while at the same time exploring the world around you. This rulebook will help you do that.
Ascended features two distinct chapters: Awakening and Ascension. During Awakening, you
explore your surroundings and build up your strenght. Then, during Ascension, you come to realize
who you are and fight your way through the perils of this world, overcoming amazing challenges in
search for a godly reward. Each chapter has its own rules and lasts for a pre-determined number of
rounds, each round featuring three phases: MOVE, DECIDE and BREATHE.
During these chapters, two different game cycles will occur: Daylight and Darkness, represented by
each of the sides of the terrain tiles. The game starts during Daylight. When the cycle changes, you
will have to flip all the terrain tiles over in the same direction, to show the corresponding cycle.
Daylight Darkness
2
DASHBOARDS & TOKENS
Player Dashboard
Game Dashboard
y Artifact Cards
Energ
(effects usually last for one turn only)
Mutation Cards
(once activated effects are constant) Control
Mutation Cards can be activated during the Decide Phase – MUTATE;
Mutations will remain active until destroyed or you replace them, Type
during your Decide Phase – MUTATE.
Artifact and Mutation Cards have three types, that provide different benefits:
BODY TYPE
Body Type Mutations and Artifacts are usually related to increasing Combat abilities.
Active Body Type Mutations are usually better for offensive play.
SOUL TYPE
Soul Type Mutations and Artifacts are usually related to influencing opponent actions.
Active Soul Type Mutations are usually better for defensive play.
GEO TYPE
Geo Type Mutations and Artifacts are usually related to adapting to terrain.
Active Geo Type Mutations are a way to balance offensive and defensive play.
4
Unless otherwise stated in cards or in specific rules:
Companion and Villain’s Bonus represent the number of Combat Dice they roll AND their starting Hit Points.
Villains use their own Combat Skill in Combat, while Companions use yours.
Both Villains and Companions do not generate less Combat Dice when they lose Hit Points.
The rules listed on Villain and Companion cards are only active in Combat and only apply to themselves.
The word "opponent" is used to refer to other players, not to Villains or Companions.
Villain Cards
(Some concepts are better explained in the Combat section)
If you do not defeat him (remove all his hit points) after the
first Combat, you have two choices: repeat Combat ONCE, or
Bonus give up, in which case you count as having failed a Stealth Test
CombatPoints (page 9) and discard the Villain;
& Hit If you defeat him, you gain control of the tile or free it from
Combat Skill the control of opponents - see page 9 for more details
Companion Cards
m b a t Bonus
Co
oints
& Hit P
5
AWAKENING
The first 10 rounds
The Awakening Chapter represents the period of time during which players gather their strength and
start to explore the terrain that surrounds them.
This Chapter starts on Round 1 and lasts until the end of Round 10.
During the Awakening Chapter, the active game cycle is Daylight.
Game Setup
Shuffle and arrange 4 decks: Mutations, Artifacts, Companions, Villains;
Draw a Villain card (Inquisitor) and place it facing up on the Game Dashboard;
Draw a number of inactive Superstition tokens equal to the Inquisitor's Combat Bonus;
Player B
Power Tokens
Mutations Artifacts Companions Villains
Player B
FirstTile
(Origin)
Inquisitor
Player A
FirstTile
(Origin)
Game Dashboard
Player A
Power Tokens
Player A Hand
Player A Dashboard
6
TURN SEQUENCE
During Awakening Chapter, you must follow the Turn Sequence defined on the Player Dashboard.
The turn sequence is composed of three Phases: Move, Decide and Breathe.
During the Decide and Breathe Phases, you may only choose one action.
I - MOVE
1. During the Move Phase, you can move your model one tile into known or unknown terrain.
For an extra 2 Energy you may increase your movement by one in known terrain, ONCE per turn.
If you move outside of known terrain roll the D12 dice and add a new terrain tile according to
the terrain generator chart (last page). Place your model on top.
When you move into a tile containing an opponent model, you enter Close Combat (page 8).
KnownTerrain
Unknown Terrain
Terrain Difficulty
This value (3), along with other bonuses from cards, represents
your Combat Skill while fighting through these two edges (at-
Unknown Terrain tacking or defending). The higher the value, the higher oppo-
nents will need to roll on their Combat dice to inflict damage
to you, or successfully defend against it in Combat - in this
example, they'll need to roll a 4 or higher.
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Close Combat
1. Determine Combat Skill and the Combat Dice Pool (D6 ) for both players:
Before rolling dice - and starting with the defender - each player may change any number of his generated
Parry dice to Thrust dice and vice-versa, spending _ 1 for each dice changed this way.
_
2. Each player then rolls his Combat Dice (Thrust and Parry) and compares the results:
All dice results that beat the opponent's Combat Skill are successes;
A roll of 6 is always a success and a roll of 1 always fails (before applying any modifiers).
Successful Parry rolls cancel out successful Thrust rolls and uncancelled Thrust rolls inflict damage;
ATTACKER DEFENDER
No Companions Has Assassin Companion
2.
Roll Thrust: 3 V V X Roll Thrust: 2 V V X
Roll Parry: 0 Roll Parry: 1
It's a Tie: Blue player loses combat. Both players score 1 Point.
8
Places of Power
(Village, Castle and Ruins Tiles)
You must be careful in populated tiles, as locals are very suspicious of strangers. However, if you're
strong enough, you can convince them to become your allies and resist other players influence!
When you start your Decide Phase on one of these tiles and you don't have a Power token on it, you
must test for STEALTH: roll a D12 dice and compare to your Control Level. If D12 is higher, the test is
failed: draw a Superstition token and lose one Hit Point. If it's your turn, also skip the Decide Phase.
When all Superstition tokens have been activated, locals will organize a GREAT WITCH HUNT.
The Inquisitor rolls a number of combat dice equal to the number of active Superstition tokens of
each player. Use the highest current terrain difficulty as each Player's Combat Skill;
Players cannot use Parry or Thrust Dice against the Inquisitor's attack;
Finally discard all the Superstition tokens and draw a new Villain to become the next Inquisitor.
If you passed your Stealth test, you can attempt to take control of these tiles (see below - maximum
of two per player), earning 5 Points per controlled tile. If you succeed, place a Power token on that tile
and/or remove any others (the player that has his token removed loses 5 points). Players starting their
Decide Phase on a tile controlled by an opponent must either try to take control of it or automatically
fail their Stealth Test.
Ruins Castle
Village
9
II - DECIDE
Starting the Decide Phase, you may choose ONE action (Mutate, Search or Hunt):
MUTATE you look to the skies and pray for divine help:
You may choose two of the options below and proceed by any order:
Activate one Mutation Card from your hand, spending Control equal to the card's cost;
Draw a new Mutation card;
Swap any number of your inactive Mutation cards with the deck.
III - BREATHE
Starting the Breathe Phase, you may choose ONE action (Heal, Focus or Trade):
10
Blue Player Map End of Round 10 - Cycle Change
Starting Position Blue Player has highest Control Level
Example A
Example B
AFTER JOINING,
FLIP ALL TERRAIN TILES OVER
Black Player
Map
11
ASCENSION
The last 20 Rounds
This chapter starts on Round 11 and lasts until the end of round 30. The Darkness cycle lasts from
Round 11 to Round 20, followed by a final Daylight cycle, lasting from Round 21 to Round 30.
During Darkness, players can move through two terrain tiles in known terrain, but cannot explore.
At the beggining of each of your turns, check if you have activated the number and type of base profile
mutations listed on any of the character's entry. If so, you immediately unlock the corresponding special
profile and its abilities and unique turn sequence. These will remain active until the game's end.
You cannot activate any other mutations unless an active one is destroyed or replaced, in which case
you can only replace it for one mutation of the same type, respecting the profile requirements. If you lose
one or more Mutations after activating a profile, you still use its abilities, but may roll less dice in Combat.
After activating a special profile, place the special profile card over the Player Dashboard turn sequence.
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Base Mutations
The puny locals call you Morph in disdain - mostly fear, but these other souls you sense...they're different.
You feel anger at the thought of failure. They never broke you in the past. No stranger will break you now.
When activating an artifact of the Geo Type choose one opponent. He cannot use one of his
active Mutations until the beggining of your next turn (you choose which).
Roll +1 Base Combat Dice for each active opponent Power token on the map (maximum of 3 dice).
13
Base Mutations
Magnus is your birthname. Zor is your holy title, the one your followers chanted as you walked the earth,
filling the ranks and pockets of your white legion, purifying the souls of the wicked. Your memories are
mostly of glory and gracious light, but an obscure, nameless treachery also stains your past and stings
your heart. You feel the traitor is still alive, and near. Your pain is still fresh. Avenge it you must. Now.
14
Base Mutations
A cascade of memories floods your head. You are both loved and feared by the thousands. Your beauty
and persuasion is legendary, unparalleled, supernatural. You have been the queen of the ages, ruling
amazing tribes through the sheer unrelentless use of your mind. You were everything, to everyone... but
masses are weak, vicious and ignorant, jealous and obcessed. Years of superstition and fanatism have left
you alone, isolated and countryless. They banished you. No more. You'll bind them all to your will, forever.
When activating an Artifact of the Soul Type reduce one opponent's Control by 2. After that,
he immediately tests for Stealth;
Allya can recruit Villains (except The King, in which case you return the card and draw another).
These count as two Companions for all purposes, except they can never generate Parry dice.
15
Base Mutations
The red liquid flows through the snow, arousing your senses. Under the full, furious moon, the crystal clear
truth hits you… you are vampire. You feel unstoppable, just like you did on your last battle, a glorious massacre.
A name echoes in your head - Malus – the undisputed ruler of a kingdom of endless black marble
landscapes and red, passionate disorder. The home of a million dancing beings, chanting high in the
sky or under the earth with no rules and no limits. No greater power than their own, lustful will. This
blighted paradise is all you've ever known, and you'll do anything to get it back. You'll start right here.
When activating an Artifact of the Body Type Malus earns 1 Wound token worth 2 Hit
Points. When he takes damage he may discard this token instead of decreasing his Health Level;
During Darkness, before comparing results of Combat rolls, Malus can roll one additional Base
Combat Dice for each unsuccessful opponent roll.
16
SINGLE PLAYER RULES
During a Single Player game, you will escape captivity with the help of a friendly Companion.
You will know more about your surroundings, but you'll be hunted by unpredictable foes!
Your objective is to score as many points as you can until reaching end of Round 30, without ever
having lost all your hit points.
You will use similar rules to those of multi-player gameplay, with a few exceptions outlined below:
You will be playing against Villains, which you will consider to be "opponents" for all purposes. They will
act as if they have a single opponent - you. You can play against a maximum of 3 Villains simultaneously.
Just like any opponent, these Villains will follow a normal turn sequence, use a specific model and
use an individual dashboard. They will activate Mutations and Artifacts and generate Combat Dice
on their own, as described ahead. However, Villains can never be joined by Companions, cannot
explore or take control of terrain tiles, do not activate special profiles and will ignore Stealth Tests.
Villains will always try to activate Artifacts or Mutation cards they draw, discarding them if they
can't. They will ignore effects that allow exchanging of cards and will always be assumed to take
the decision that is most likely to prevent or slow down your success - for example: if faced with
a multiple choice of paths towards attacking you, they will always try to attack from a terrain tile
edge that minimizes your combat skill.
Game Setup
During Single Player games, the game setup is different from that of normal games:
Draw the Inquisitor, the corresponding inactive Superstition Tokens and your 3 random Mutation
cards and 2 Power Tokens as normal. Ignore Origin tokens;
Draw a random Villain Card and associate it to one individual Player Dashboard;
Villains always start with these levels: 10 Health, 0 Energy and 10 Control;
Draw 1 random Companion Card and activate it for free;
Draw 3 Snow, 3 Forests, 2 Mountains, 1 Lake, 1 Ruins, 1 Castle and 1 Village tile;
Set up a single map anyway you like (except a straight line!), facing Daylight;
Place the Villain model in the Ruins, Castle or Village tile;
Place your model on any tile, more than 2 tiles away from the Villain.
17
Turn Sequence
Each time you activate a Mutation, draw a new random Villain Card, adding it to a new
Player Dashboard and place its model as closest to an empty Ruins, Castle or Village tile of
your choice as possible.
At the beginning of each of the active Villain(s) Move Phases, roll a D6 . On a 4 or more,
that Villain will try to move the maximum number of tiles in your direction (even entering
Combat). On a 3 or less, it will remain stationary. The Villain cannot end this phase on a tile
occupied by other Villains;
On a 1 or 2, the Villain will try to Mutate. Draw a random Mutation Card and check if he can
activate it. If he can't, return the card to the bottom of the deck;
On a 3 or 4, the Villain will try to Search for Artifacts - if he is in a Ruins or Castle tile, draw a random
Artifact Card and check if he can activate it. If he can't, return the card to the bottom of the deck;
Close Combat
In Combat, these Villains will behave just like any other human opponent, except:
Their Combat Dice Pool is composed of their Base Combat Dice plus the Combat Bonus listed
on their card (similar to what happens with Companions in normal play);
They only apply the rules listed on their card to their Combat Bonus Dice.
Every time you defeat an opponent Villain (remove all his Hit Points), another one will appear at
the beggining of the next round, in the same way as if you had activated a Mutation.
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TERRAIN TILE GENERATOR
When exploring unknown Terrain, roll a D12 dice and add a new Tile according to the result below.
In your turn, and during the Awakening chapter only, you can spend 2 Control to choose the
terrain tile to place when exploring, instead of rolling for it.
Optional: If no populated tile is deployed during the Awakening chapter, the player that earns the
right to join the maps at the end of Round 10, also adds one populated tile of each type to a map edge.
1 to 3 4 to 6
Snow Tile Forest Tile
7 and 8 9 10
Mountain Tile Lake Tile Ruins Tile
Populated
Tile
11 12
Castle Tile Village Tile
Populated Populated
Tile Tile