How to Play

Black Rose Wars: Rebirth

1-4 players 90-240 min 8.4 Board Game Geek Rating

Mages battle in an ancient Italian lodge to become the Black Rose's champion. Players program spells on personal boards, then execute them to disable opponents, set traps, summon creatures, and deal damage across a hexagonal battlefield. Tactical positioning and spell timing are crucial. Defeated mages respawn in their rooms rather than being eliminated, keeping everyone engaged throughout the century-long tournament.

Published 2023

Black Rose Wars: Rebirth

Get Ready

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

1
Select player color
Starting with the Crown Holder and proceeding clockwise, each player chooses a color and takes the Mage Sheet, Damage/Instability Cubes, Physical Action Tokens, Trophy Tokens, Trap/Protection Tokens, Persistence Tokens, Mage Base and Evocation Bases matching that color
2
Choose your Mage
The player then chooses a Mage and takes the matching Model, Mage Card and that Mage's three Personal Spell Cards
3
Prepare the Cells
Flip over the Cells and place your Mage Model in the one matching the color of your Mage Sheet
4
Position players
Players take their places around the table so that they are facing the Cell of their own color

On Your Turn

What you can do during your turn.

1
Understanding Effects
Most game components of the game and each Physical Action have Effects, which are composed of one or more icons and/or sentences that allow you to influence the game
2
Apply Effects in order
Each sentence that makes up an Effect must be applied in full, beginning with the first and proceeding in order
3
Handle unapplicable phrases
If a phrase cannot be applied in full, the parts that cannot be applied (even all of them) are skipped and you continue with the next phrase
4
Resolve Effects completely
An Effect is considered resolved when an attempt has been made to apply all the phrases that make up the Effect, even if none of them could be applied
5
Identify Persistent Effects
Persistent are a type of Spell Effects that remain in play for the duration of the Turn
6
Trigger Persistent Effects
Persistent Effects apply whenever the condition required in their text is met
7
Mark active Persistents
To show that one of these Effects is active, the Mage who cast the Spell featuring it places on the target their Persistent Token corresponding to the Spell Slot ([QUICK], I, II or III) in which that Spell is located
8
Place tokens appropriately
If the target is a Mage (including themselves), they place the Persistent Token on their Mage Sheet; if it is an Evocation, they place it on their Evocation Card; if it is a Room, they place it in the Room
9
End Persistent Effects
The Persistent Effect ends when the Spell Card is removed from the Mage Sheet for any reason; when that happens, the Mage regains their Persistence Tokens
10
Resolve from revealed cards
A Mage who is in the Cell may also resolve a Persistent Effect of a Revealed Card whenever the required condition occurs
11
Evocation Archetype
Evocations have an Archetype that allows you to target them with specific Effects for a more powerful effect
12
Evocation Skills
Each Evocation has unique skills
13
Speed value
The Evocation can perform a number of consecutive "Move 1" Effects equal to this value
14
Strength value
Evocations inflict damage equal to this value when attacking a target; an Evocation attack is considered a Physical Attack
15
Place Damage from Evocations
When an Evocation inflicts Damage, place Damage Cubes of its controller's Color on the target Mage Sheet or Evocation Card; this Damage is considered as dealt by the Evocation Model
16
Defeat Evocations
When an Evocation has a number of Damage Cubes on its card equal to its Health value, it is defeated; remove its Model from the Lodge, place its Evocation Card in the Evocation Card Deck, and the owner takes back the Evocation Base attached to the defeated Model
17
Non-Forgotten Spell restrictions
A non-Forgotten Spell cannot remove another Mages's Forgotten Evocation
18
Health restriction
A non-Forgotten Spell cannot remove another Mage's Evocation with a Health value greater than 3; note that some Effects may change the Health value of an Evocation from that printed on the Evocation Card
19
Remove your own Evocation
An Effect that removes your own Evocation allows the Mage to ignore the previous points; therefore you can remove your Evocation with any Health value even if it is a Forgotten Evocation
20
Forgotten Spell removal
A Forgotten Spell that removes an Evocation ignores the previous points; therefore you can remove one of your own (or another Mages's) Evocation with any Health value even if it is a Forgotten Evocation
21
Choose Dummy Target
It is possible to choose a Dummy Target as the target of an Effect that targets Models; the Dummy Target counts as a Model, even if it is not physically in the Lodge
22
Purpose of Dummy Target
The purpose of choosing it as a target is to allow Mages to cast a Spell and resolve as much of its Effect as possible, even when there are no Models available as targets
23
Dummy Target has no archetype
It cannot be chosen as the target of Effects that require a specific archetype
24
Dummy Target ignores certain Effects
It ignores Effects that inflict Damage, steal Power Points or involve components owned by a Mage (such as Trophies)
25
Dummy Target cannot be moved
It is not represented by a Model, so it cannot be moved, cannot be removed and is never considered to have entered a Room
26
Dummy Target has no values
Any Effect that refers to a Dummy Target value is ignored
27
Dummy Target and Physical Attacks
It is not possible to choose a Dummy Model as the target of a Physical Attack
28
Move a Model
When a Model performs "Move," its controller moves it to an adjacent Room; they repeat this operation a number of times equal to the number indicated after the word "Move"
29
Place a Model
When a Model places itself (or is placed) in a Lodge Room, if it is not already in the Lodge, it is taken from the reserve; if that Model is already in the Lodge its position changes from the Room it was in directly to the Room in which it is placed, without passing through other Rooms
30
Entering Cells
You cannot move your Mage or another Mage into a Cell, however some Game Effects may place a Mage into their Cell
31
Room instability
A Room where all Instability Slots are filled with Instability Cubes will be rebuilt during the Clean-up Phase and will be flipped to its other side
32
Place Instability cubes
When a Mage (or the Black Rose) places Instability they must place cubes on the vacant slots starting from the left
33
Heal Damage
Some Effects Heal the Damage that has been inflicted on a model; when Healing Damage the Mage chooses a number of Damage Cubes equal to or less than the amount indicated by the Effect, among those inflicted on the target Model (or Models)
34
Return healed cubes
Healed Damage Cubes must be returned to their owners; you can choose any color combination of Damage Cubes to Heal from those assigned to the target
35
Avatar healing
When an Avatar Heals Damage on themselves or another Mage they choose the Damage cubes placed on the target's Mage Sheet starting from the right
36
Gain Trophy from defeat
The Mage (or the Black Rose) who inflicted the Damage that caused the Mage to be defeated (or who resolved the Effect that automatically defeated the Mage) gains 1 Trophy Token of the defeated Mage
37
Trophy importance
Gaining Trophy Tokens is important, because these grant additional Power Points at the end of the game
38
Handle ties for defeat
In the event that multiple Mages (or the Black Rose) have inflicted the same number of Damage, those Mages gain the corresponding amount of Power Points reduced by 1; in the case of 1 Power Point or less, this amount is not reduced
39
Mage and Evocation immunity
Unless specified by the Effect, a Mage and the Evocations they control ignore all Damage inflicted or converted by any Effect resolved by that Mage
40
Evocation attack immunity
An Evocation does not inflict Damage on the Mage that controls it or the Evocations controlled by that Mage
41
Discard Persistent Tokens
All Mages then discard each Persistent Token on their Mage Sheet and retrieve those assigned to other players
42
Handle Summoner rule
If the optional Crown of the Summoner rule is used, each Mage rotates all their Evocation Cards horizontally
43
Flip Physical Action Tokens
Each Mage flips their Physical Action Tokens to their available side
44
Check for Room rebuilding
Check if there are any Rooms in the Lodge that must be Rebuilt
45
Count Instability Cubes
For each Room that must be Rebuilt, count the Instability Cubes of each color and assign Power Points as described below and based on the quantities indicated by the banner of the Rebuilt Room
46
Single color bonus
If there are only Instability Cubes of one color, the Mage of that color gains Power Points equal to the amount indicated by the leftmost banner increased by 1
47
First place scoring
The Mage (or Black Rose) who has placed the greatest number of Instability Cubes gains Power Points equal to the quantity indicated by the leftmost banner
48
Second place scoring
The Mage (or Black Rose) who placed the second highest number of Instability Cubes gains Power Points equal to the quantity indicated by the central banner
49
Participation scoring
Every other Mage (or Black Rose) who has placed at least one Instability cube gains Power Points equal to the amount indicated by the rightmost banner
50
Handle rebuilding ties
In the event that multiple Mages (or Black Rose) have placed the same number of Instability Cubes, those Mages gain the corresponding amount of Power Points reduced by 1; in the case of 1 Power Point or less this amount is not reduced

Winning

How to claim victory.

1
Most Solved Quests
4 Power Points for 1st place (Mage with the most Solved Quests), 2 Power Points for 2nd place, 1 Power Point for Participation (any other Mage with one or more Solved Quests)
2
Handle Quest ties
In the case in which multiple Mages (or the Black Rose) have the same number of Solved Quests, those Mages gain the indicated amount of Power Points reduced by 1; in the case of 1 Power Point or less this amount is not reduced
3
Most Trophies Obtained
4 Power Points for 1st place (Mage or Black Rose with the most Trophies obtained), 2 Power Points for 2nd place, 1 Power Point for Participation (any other Mage or Black Rose with one or more Trophies obtained)
4
Handle Trophy ties
In the case in which multiple Mages (or the Black Rose) have the same number of Trophies obtained, those Mages gain the indicated amount of Power Points reduced by 1; in the case of 1 Power Point or less this amount is not reduced

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