How to Play

Ashes Reborn: Rise of the Phoenixborn

2-4 players 30-120 min 7.3 Board Game Geek Rating

Players control Phoenixborns, demi-gods battling in a prophesied war where absorbing enemies' Ashes grants divine ascension. This expandable two-player card game uses dice manipulation and spell casting mechanics. Victory comes through reducing your opponent's life to zero or achieving specific win conditions with your unique Phoenixborn's abilities and customized deck.

Published 2015

Ashes Reborn: Rise of the Phoenixborn

Get Ready

Setup the game with these step-by-step instructions before diving into your turn.

1
Choose game mode
Decide between a 3-game campaign or standalone game, and select standard or heroic difficulty
2
Place Chimera card
Select the Chimera card matching your chosen difficulty and player count, place it on the Chimera board
3
Create behavior and ultimate piles
Stack behavior and ultimate cards with Phase I on top, followed by Phase II, then Phase III beneath
4
Set up rage dice
Place all 5 rage dice on their basic side on the board, keep the behavior die nearby
5
Gather 18 aspect cards
Choose aspects using one method:
6
Create initial battlefield
Place face-down aspect cards in front of each player matching the initial setup shown on the Chimera card
7
Create draw pile
Shuffle remaining aspect cards face-down, place the fatigue card at the bottom with the correct player count side face-up
8
Set up players
Follow standard Ashes Reborn setup rules for each player's deck, dice, and Phoenixborn
9
Assign first player token
Give the first player token to any player

On Your Turn

What you can do during your turn.

1
Take shared turn
Both players take one main action and one side action each, in any order
2
Play reactions
Each player may play one reaction during each shared player turn and each Chimera turn
3
Target any battlefield
Card effects can target ANY battlefield, spell, etc.
4
Pass penalty
If you pass as a main action while face-down aspects remain on the opposing battlefield, the Chimera raises one basic rage die one level
5
Place units on right
When placing units on any battlefield, place them to the right of all other units; unit positions cannot be changed
6
Slide units left
As units leave the battlefield, slide remaining units left to fill gaps
7
Declare attackers
Choose any number of unexhausted units you control as attackers
8
Determine blockers
Unexhausted units with Defender on the opposing battlefield block, assigned left to right against your attacking line
9
Resolve battles
Resolve each battle in your chosen order; unblocked attackers fight the Chimera directly
10
Target any Chimera battlefield
You may target a unit on any of the Chimera's battlefields
11
Declare single attacker
Choose one unexhausted unit you control as the attacker
12
Check for Defender guard
If unexhausted Defender units exist in the same battlefield as the target, the leftmost one that can guard declares as guard
13
Roll for Chimera guard
If no Defender guards, roll the behavior die; on 9+, the Chimera guards if able (Chimera can guard any number of times per round)
14
Apply blood value
When an aspect is destroyed or discarded from the battlefield, place wound tokens on the Chimera equal to its blood value
15
Resolve status abilities
First resolve any status abilities (green box) on aspects in the battlefield, from left to right
16
Roll phase
If one or more face-down aspects exist: roll one basic rage die, then roll the behavior die and perform actions indicated on the behavior card
17
Attack phase
If no face-down aspects exist, the Chimera attacks with the leftmost unit that can attack
18
Pass phase
If no face-down aspects and no units can attack, the Chimera passes
19
Flip leftmost aspect
Turn over the leftmost face-down aspect card
20
Place status tokens
If the revealed aspect has a status ability, it enters play with status tokens equal to the dots at the top of the green box
21
Resolve entry abilities
After revealing, resolve any abilities that trigger when the aspect enters play, targeting the opposing player
22
Target by icon
Aspects target the leftmost unit (left claw icon), rightmost unit (right claw icon), or Phoenixborn (jaws icon) of the opposing player
23
Redirect if needed
If an aspect cannot target the specified unit, target the next leftmost/rightmost unit; if no units, target the Phoenixborn
24
Non-aspect units target Phoenixborn
Units that are not aspects always target Phoenixborn
25
Exhaust after attacking
Units exhaust after attacking as normal
26
Aspects always counterattack
Aspects counterattack if not exhausted and do not exhaust from counterattacking
27
Raise dice levels
When instructed to raise rage dice, flip basic dice to their power side
28
Trigger Red Rains
When all 5 rage dice show power faces, place 1 Red Rains token on the Chimera, reset all dice to basic, then continue raising if multiple dice were being raised
29
Trigger ultimate
After placing Red Rains tokens, if tokens equal or exceed the ultimate value on the Chimera card, resolve the ultimate card
30
Remove tokens
Remove Red Rains tokens equal to the Chimera's ultimate value
31
Discard non-owned cards
Discard all cards on the Chimera's battlefield that it doesn't own
32
Resolve ultimate effect
Perform the phase-specific effect printed on the ultimate card
33
Advance phase
Remove the top ultimate and behavior cards from the game to reveal the next phase (unless already in Phase III)
34
Exhaustion increases ultimate
Increase the Chimera's ultimate value by 1 for each exhaustion token on the Chimera or Ultimate cards
35
Recover
Perform recovery as usual
36
Remove exhaustion
Before removing exhaustion tokens, remove 1 Red Rains token from the Chimera for each exhaustion token on Chimera or Ultimate cards
37
Exhaust dice
Exhaust dice as usual
38
Place Red Rains
Place 1 Red Rains token on the Chimera for each aspect in play, resolving the Ultimate card if triggered
39
Replenish aspects
Add face-down aspect cards until each battlefield has aspects equal to the threat value
40
Replenish status tokens
For aspects with status abilities, refill status tokens up to the number of dots shown
41
Pass first player token
The token passes between players and the Chimera
42
Two players
When the token passes to the Chimera, point it at the player who didn't just have it; the Chimera passes it to that player next round
43
Choices
If a player's effect requires the Chimera to choose between options, that player chooses for the Chimera
44
Card draw
After the Chimera draws cards from an effect, discard them immediately; fatigued Chimera cannot draw from effects
45
Hand effects
Set aside the top 5 cards of the Chimera's draw pile as a hand, return them in random order after resolving
46
Blocking
If the Chimera must block without eligible Defenders, use the first eligible non-Defender from left to right
47
Guarding restrictions
If the attacker cannot be guarded against (Bypass, Stalk), the Chimera won't guard; select the leftmost Defender that can guard if some are restricted
48
Types
Aspects count as allies, conjurations, and units; the Chimera counts as a player, opponent, and Phoenixborn
49
Non-aspect units
Units like Blood Puppet can be placed on the Chimera's battlefield; they don't count when adding Red Rains tokens or aspects
50
Area effects
Effects affecting all/each something only affect your battlefield and the opposing Chimera battlefield
51
Law spells
Spells with "Law" in the title only affect the controlling player and the Chimera when interacting with that player
52
Removed aspects
If too many aspects are removed from the game, shuffle removed aspects back and continue adding

Winning

How to claim victory.

1
Players win
If the Chimera has wound tokens equal to or greater than its life value, players win the game
2
Players lose
If any Phoenixborn receives wound tokens equal to or greater than their life value, players lose the game
3
Campaign victory
Defeat the Chimera at level 1, then level 2, then level 3 to achieve campaign victory
4
Call of the Phoenix variant (2 players)
After defeating the Chimera, remove Chimera components, roll a rage die; on power symbol, continue as a player-versus-player match until one player remains

watch & Learn

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FULL rules

Looking for the full details? Grab the complete rulebook as a downloadable PDF.

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