Chimera Turn

To resolve a Chimera turn, first resolve any status (green box) abilities on aspects on its battlefield, from left to right. Then, the Chimera does one of the following, based on the game state:

Chimera Reveals

When the Chimera Reveals, flip over the leftmost face down aspect. If the revealed aspect has a status ability, it comes into play with status tokens on it equal to the pips on the top of the green box. 

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After revealing, resolve any abilities on that card that trigger when it comes into play (if any), targeting the opposing player.

Chimera Attacks

When the Chimera Attacks, it declares one attacker: either the specified unit or the leftmost unit that can attack. Aspects will target the opposing player’s leftmost or rightmost unit (as indicated by the Claw icon on the left or right of the card), or their Phoenixborn (as indicated by the Jaw icon in the center).

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If your PHOENIXBORN is targeted for an attack (jaw icon), you may assign up to one unexhausted unit you control as a blocker for each attacker.

If a UNIT you control is targeted for an attack (claw icon), you may guard with your Phoenixborn or an unexhausted unit with the Unit Guard ability. A Phoenixborn can only guard once per round, but may do so even if exhausted.

After the Chimera attacks with a unit, place 1 exhaustion token on that unit.

Targeting:
Special Circumstances

Some card effects may prevent an aspect from targeting/attacking a unit. In such a case, the aspect will target the next left/rightmost unit. If it cannot target any unit for an attack, it will target the Phoenixborn instead.

The Chimera may end up in control of a non-aspect unit. When the Chimera attacks with a non-aspect unit, that unit will always target the Phoenixborn.

Fatigued Chimera

When the Chimera empties its draw pile, it becomes fatigued. During setup the fatigued card is placed on the bottom of the Chimera’s draw pile as a reminder of that and instructs what to do when the Chimera becomes fatigued and the ongoing effects of its being fatigued.

Draw and Hand Effects

Because the Chimera has no hand of cards, when the Chimera is forced by an effect to draw cards, it will immediately discard those cards. When the Chimera is fatigued, it cannot draw cards.

When an effect would affect the hand of the Chimera, set aside the top 5 cards of the Chimera’s draw pile (or as many as you can) to create a hand. After resolving the effect that affects the Chimera’s hand, return the set aside cards to the top of the Chimera’s draw pile in a random order.

Red Rains Tokens and the Ultimate Card

Red Rains tokens represent the Chimera’s growth in power as it prepares to progress to its next phase. They are placed when there are still aspects during the recovery phase, when raising rage dice, and as otherwise directed.

After placing Red  Rains tokens, if there are Red Rainstokens equal to or greater than the Ultimate value on the Chimera card, resolve the following steps in order as they are listed on the Chimera’s current Ultimate card:

Laws of the Chimera

There are some effects in Ashes Reborn that do not translate directly into the Red Rains game mode. The following rules are adaptations of these effects:

 


Revision #4
Created 21 September 2023 19:49:11 by The Treatment
Updated 24 September 2023 17:05:17 by The Treatment