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ih 6 RULEBOOK error KEY CONCEPTS pene eer eer tee Pee ene nn Tatontoreurebaoncetothewer Demnsthetst aa a part of the game players will recruit Heroes from the four Each player controls one Team of Heroes (or 2 or more Teams ina nations and battle a variety of Villains leading up to the ‘solo game}. A Team consists of all undefeated Hero cards that a player Dd cet me ue SUC ce uta a anes ere er fight the Final Battles against the Fire Nation A Team must be arranged in a single row. New Heroes maybe added AINE MMSEMNEMM 3 ner onc oftisron, but neverinthe idle. raHeocona Teams Lee RNEMMRMOAMEE corstec crema ram lay and the ine otieroes ses together eA MMAMRUREUODE 2 css the ap Payers may not rearrange te oer hiro catch LL MEANS NORM cut vsrgnnsoityse Joan Thslsmooran for eboncterswth ARGU TOAGHTOTRRREIM 05 ete aiacen Heres, meaning the ero rede the seen eter to eee See eee oe errr seers Tormoreondifialtyievesnavoratinectsome (A oe Beyond rar arcane (On their tum, each player wil send their Team on a mission to one of thre locations. ach location contains 3 Character cards (Heroes and or ilans) After the Day of Black Sun has ben triggered, Fina Batle tard eal adda ach en BUILDING A DICE POOL TABLE OF CONTENTS ‘On their tum, each player will gather a pool of dice as shown on thelr Team card, Hero ablities Can increase this dive poo. Key Con: ‘ 2 ayo nceres sl Symbols on rolled dice maybe assigned to cards with matching symbols, = ant to recruit Heroes, Damage Vilains, advance the Balance Trace snd (eer ae 03 xctvate ables. Set Up.. i 04 PHASES r e paste a Fire Nation Rising has 2 main Phases Game Play .06 + Phase’ Preparation -Flayers wil crt naw Heroes and ght Vilains. They wil also need to advance their positon on the Balance Day of the Black Sun 09 “Trac, representing thelr preparation for The Day of Black Sun, The Dayof Back un occurs when either the Heroes reach the top of the End of the Game.. 10 Balance Tracker the Vilans reach the top ofthe Ruin Track. The side that reaches the top ofthe tack and fished thelr preparations frst Additional Rules 10 wil gana significant sevontage in Phate 2. + Phase 2: Final Battles - Remove the Balance and Ruin Tracks from Gomme Wartaits mn play. Add one Fina Batilecard to each ocstion, Players wl continue Tecrltng Heroes ted figiting Vials trey also ake on Het iree Legend. k tr) Final Battles. They must complete al tees Gaties to win the game —- eee ad | COMPONENTS “Rulebook 1 Flre Nation Figure, a Statue of Fre Lord Oza, Tepresenting the Fire Nation (shuffled and facedown) within easy reach ofl players Note: Dice are shared amongst al players ‘Assemble and place the 9-sided Map board between the players. Randomly place the Ozai fgure in the center ofthe Map board facing one ofthe thre locations. Place the Ruin Trackcardnearthe Map board, Select dif culty level of easy, medium orhard Choose a Balance Tack card ofthat ifficlty nd place it othe leftof the Ruin Track card, Put the track markers onthe bottom space of both the Ruin and Balance Tracks. 1. Shuffle the Fir Nation cards and place them face down near the Map board Each player chooses a Team card and collects the matching Team token, The card indicates that players starting dice pool. as well 1a the starting Hera. Each player collects their Starting Hero card from the Character deck. eyo the afc Sees ne in Tk cane ——> comage—— 9) Final Battle CardFront Final Baile Card Bark pS befetig. ‘ion Yo place theta on startof pour tam, us Ina4.or$ player game, each player also collects the starting ally Hero ard indicated on thet Team card, 6, Separate the Vain cards from the Character deck and shuffle them. As a group select a ificultly level. Fora beginner game, add 10\Vilain cards tothe Character deck and place the restinto the box. Fora more challenging experience add more Villain cards to the character deck, all the way up to 1 for expert level! ‘The Character Card deck wil now contain any Starting Heroes that were not selected by a player, 10-13 Villain and al other Hero cards. ‘Shuffle this deck and place it near the Map board. From this deck, place card next to each ofthe 9 sides ofthe Map board SOLO SET UP Fire Nation Rising can be played as solo experiance. In orderta take ‘on the Fire Nation alone, select two Teams, as you would in a 2player ‘game, Alternate turns between the two separate Teams, following the ules as normal. Experienced solo players can play with3, 4, orevenS Teams if they wish, CJS Coaconnsca Reveal and Resolve Fire Nation card. Coe Ee aed teed orate te 1. PLACE TEAM TOKEN: Choose a Location forthe misslonby placing your Team token in one ofthe thre locations on the Map board ‘AllHeroes on your Team are now considered to be in that Location. ‘Onyour turn you can anly interact withthe three Faceup Hero ‘and/or Vian cards at ths location and the Heroes on your team, unless an ability says otherwise, ‘After the Day of Black Sun event occurs, yournay also Interact with ‘he Final Battle card in your location. REVEAL AND RESOLVE A FIRE NATION CARD: The Fre Nation cards determine where the Villains will attack each tum, and how much theiractions disrupt the Balance between the elements Each card shows a direction and a number from 0-2. Ifthe deck ‘ever depleted, shuffle all ofthe discarded Fie Nation cards and forma new draw pile Cards are resolved as follows 3. Advance the Ruin marker up the Ruln Track, 0, shown on the card or 2 spaces as b. Rotate the Fire Nation figure as shown on the card: Left (counterclockwise), Right (clockwise), or leaveitin thesame location ifthe card has the Ozal ion, The Fre Nation then attacks the Heroes inthe location itis facing, adding a Damage counter to each of them (eee Damage age 10). This includes ll Heroes your Team ifyour Team token Isin that location. AllVilains inthe Fire Nation's location wil then activate their ables (se Villains page 1. Some Heroes have abilities that activate on the active player's turmvhen they oran adjacent Hero take Damage - the active player should be sure to resolve these abilities during ‘his phase. These abilities may only be used ence per turn, regardless ofthe amount of Damage taken. If the Day of Black un occurred ona previous tur, the Fre Nation also activates the Final Batle ability in its location. ROLL AND ASSIGN HERO DICE: Collet the Four dice shown ‘on your Team Ability card plus any extra diceeamed from Hero abilities and/or spent Pai Sho tokens, layers may share Pai Sho tokens with each other for use during this phase (see Pai Sho. tokens page Ml) oe Ee ie ronnreras Pre ein n Roll ll of your unassigned dice. After each roll, you must elther assign one or more dice to card(s) or dscard one de from your pool IF there are any dice remaining inthe pool you may rll again. You mayassign as many die from a single roll as you would lke and may assign them to more than one card in your location and/or Team, When assigning dice, color doesnot matter, only the symbol shown on the de. Once dice are assigned toa card they cannot be move Tips When deciding which dice to assign and which dice to keepin _your pool, consider the ratio of symbols on those dice and wbich ‘mbols you ned to complete cards Dice may be assigned to match the symbols on: ‘Character eards: When die have been assigned to matchall symbols fora character, that characte is ether successfully recruited {in the case of Heroes) or Damaged (inthe case of Villains) atthe end ofthe turn. b. Hero Abilities and Team cards: Hero and Team card abilities may only beactivated ONCE per tuen. You may only activate the abilities of Heroes on your own Team. Hero abilities without symbol cost may beactlvated at anytime during this step of the turn. Ablitis witha cost are activated immediately after the required diceare assigned! Balance Track: You may advance the Balance token ‘maximum of ene space per turn by paying the cost shown in the next space above the Balance token on the track. This represents the Heroes preparing forthe Day of slack Sun. These costs include assigning dice with the required symbol(), damaging a Vilan,ciscarding Pa sho tokens, removing dice from your pool, and recruiting specific Hero types. 4. Final Battles: Dice may only be assigned toa Final Battle if thereareno Villain cards in thatlocation Similar ta attacking a Vilain, when dice avebeen assigned tomatch al symbols for 2 Final Battle, add one Damage taken to It at the end ofthe tum. Detect nov ferent combinations ofsynbos reset ‘avotar Weter earth Fre Each ofthe dice colors stronger in one ofthe sols Including a double symbol 2) which counts as 2 ofthat symbol (See page 12 fora legend of Hero Dice face combinations) A player may use ax2 symbol to overpay fora card but cannot split the symbol between two different cards RESOLVE HERO DICE: Resolution of cce begins afteryou have used crforfet al ofyourdice, Dice are resolved inthe fllowing order: a. RecruitHeroes 1b. Add Damage to Villains & Advance the Balance track (maximum one space) dd. Add Damage to Final Battles Remember: Tear and Hero abilities were resolved immediately when dice were assigned inthe previous phase 1a. RecrultHeroes:A Hera is successfully recruited if dice were assigned to match ALL of ther symbols. Recruited Heroes, are added tothe active player's team. Remove all Damage ‘counters on them. Remember: Heras on a Team must be arranged ina single horizontal ron, and new Heroes must be ‘added to elther end ofthis row. b. Add Damage to Villains: A Villain fs successfully attacked If dlee were asigned dice to match all thelr symbols. Add a Damage counter fr each complete set of matching symbols. "You gun one Pai Sho token foreach Damage counter addec {see Villains and Damage). You also earn a Pal Sho token if you use an ablity to move a Damage counter from one Villain to ‘another arfrom a Hero to Vilain. 6 Advance the Balance Track: if you met the requirement ofthe next space on the Balance Track, move the marker up space. either the Ruin or Balance matker reached the top track space this turn proceed to "Day of BlackSun” on page9, otherwise cantinue on with concluding the urn 4. Add Damage to Final Battles: A Final Battle card is successfully attacked if cle were assigned to match allots symbols. Add a Damage counter to It for each complete set of matching symbols. You gain aPai Sho token foreach Damage counter added, Oe ee eee ees to do.any of the above actions or activate a Hero abit, you may Coe a ace ia ed et Oe en ee ge ae ‘CONCLUDE TURN, + All dice are returned to the poo, unless an ability allows thern tovemain on a car. + Remove your Team token from the Map boar, + AnyVilains or Final Battles with full Damage are placed in a tiscard ares (see Damage on page 10). + Any Heroes with fll damage are placed in a seperate discard pile (see damageand End Game for more details) + Allopen spaces around the Map board are filled with the cards from the Character deck. + Play proceeds clockwise to the next player Allsymbols matched, sucessfully ecru! Allsymbols matched, sucessfuly damaged! DAY OF BLACK SUN iether the Ruin or Balance marker reaches the top track spac, the Day 0 Black Sun as atived atthe end ofthe current player's tur, The Day Of Black Sun event occurs only once per game and marks a change the way some parts oF the game are played 1. Ether the Batance Track or Ruin Track reaches the top this turn. ta. ff theBolanceTracko bth Tacks reached thetop this turn Regrove all Vlans with the (Cleon from play. a Vain with the ‘Cicon sreveated from ths point forward card it immediately OR 1b. lf the Ruin Tackreached the top thisturn: Remove all Heroes withthe (con from Locations and Teams Ifa Hero with the ( kone revealed from ths pont forward discard immediately. ‘These Heres are considered defeated and count towards the total number of defeated Heroes (see End of the Game on page 10), 2. Remove the Balance and Ruin Track and markers from play. ‘Theze tracks are not used for he remainder of the game, 2. Place one Fina Battle card in each ofthe three Locations ‘his cards added tothe 3 Character cards in that location, Yu must complete the 3Final Bates to win the game Aplayercan assign dice toa Final Battle on your tum if you arein ts location AND there are ne Villain cards there Important: efented Vilan card arenot roid until the endo the tun. eet need ed ee ee ee ee Oe ac ast ‘After resolving the Day of Black Sun play continues as before, wth the following changes: ‘The Ruin maker eno anger advanced when resolving Fire Nation cad ‘The Fire Nation Figure will activate the ability of the Final @atele cardi the locaton It facing. (See page 6 step 2 for more detal) Ietakes 2Damage to completea Final Batle, Aftercompleting | Final Batle turn over and immediately gain the rewardon the back before removing the card from play. ‘See pages 10 &1 for more details on Heroes, Damage, Villains, Final attlas and Pal Sho tokens 7 END OF THE 6AME Ifthe players can complet the three Final Battles before the Fire Nation carries out their plans, they wil win! Players can lose the gameina few diferent ways, as follows: + Iften (ormore) Heroes are defeated, al players lose, as theyhave taken ‘oa manj losses to succesfully aunt coordinated atack on the Fre Nation, + If all the Heroes on any one Team are defeated, al players ose Note: Ifplayers were to both win and lose the gameat the same time (for example: the 31 Final Battles completed AND a 10th Herois defeated on the same turn) the players win! ADDITIONAL RULES DAMAGE Each Hero and Vilain has a specified amount of Damage they can have before being defeated, as indicated by the spaces on the top right side oftheir card. Damage cannot be added in excess ofthis amount. Ifa Hero's Damage spaces are full, t can not take additional Damage from attacks or activate abilities that require taking Damage. Some ablitis allow players to heal Heroes by removing Damage counters. This may require assigning a de to activate the ability HEROES AND HERO ABILITIES + Some abilities add adaltional dice to a players dice pool. Others, allow a player to change the value of de or r-rall die before assigning die, Additionally, some Heroes may be able to draw Pai Sho tokens, or remove Damage counters. Note that some character abies require player to assign a specific symbol from their dice pool to use the ability, These are resolved immediately when the matching dice are assigned. + Some abilities allow player to reroll dice, Once per turn, after any rol the player may use this ability to rrell some or all ofthe dice that were justrolled before deciding how to assign dice from that rll + Hero abilities that alow a player to change a certain symbol to 2 diferan ce face may be used to change both the single and double version of thatsymbol to any other face avaiable on that di, including changing single symbol toa double version ofthe same symbol Some Hero abilities refer to adjacent Heroes. These are the Hero cards immediately to the left and right ofthat Hero when itis on a players Team. Some abilities activate when a Hero or an adjacent Hero ls Damaged, ‘These activate only when the Hero ison the active player's Team, and only once per turn Be sure to resolve these when resolving Damage from the Fire Nation igure, Vilain cards or Final Battles ‘Yue has a special ability that allows a player to draw a Pai Sho token for advancing the Balance Track, Heroes are recruited before the Balance track's advanced, which means her ability can be activated onthe turn she's ecrulted, Hero type - this con indicates the Hero's afilation ~ and is important ta note farresolving some Hero abilities, Vilain attacks and Balance Track paces b, Damage Capacity spaces - this indicates how many Damage ‘counters a Hero can have before being defeated (see Damage) ‘&._ Recruit symbols - ths is the required combination af symbols ‘that have tobe rolled and assigned to the card to recruit the Hero and add it to a players team. d._ Hero ability ~All Heroes have special ability listed on their ‘ard. These abilities mayonly be used once per tun after a Hero Is added to player's Team. Itmay be helpful toturnthese cards sieays to keep track of when they have baen used, tum ‘them tothe upright postionat the end ofthe turn VILLAINS All Villains havea special ability listed on their card, These abilities are activated on each turn where the Fie Nation figure I facing the Vilain cards location. + Some Villain abilities target the most or least Damaged Heroles) on 23 Team or Teams, These eects are triggered based on the numberof Damage counters om cards, regardles of each Hero's Damage capacity iftherels.a te, Inducing a teat zero Damage allied Heroes are affected. + Ty Lee prevents playrs from gaining or using Pal sho tokens. Players ‘ay stil discard Pal Sho tokens to advance the Balance Track Villain icon - this icon indicates the cardi Villain, Damage Capacity spaces tis incicates how many Damage counters Villain can have before being defeated (see Damage ‘c._Damage symbols - this is the required combination of symbols that have to be rolled and assigned to the card to add ‘damage tothe Vilain 4. Villain ability ~All Vilains havea special ability listed on their card, These abilities are triggered when Oralls facing the same location asthe Vian card. PAI SHO TOKENS ai sho tokens have a variety of effects and may be used only during the Rolland Assign Hero Dice phase of ANY player's tuem including onthe ‘tm on whieh they are drawn, Players can use any numberof earned ‘tokens and can assist one another by sharing tokens! Players should keep tokens they earned infront oftheir Tear card This is important for resolving some effects, including the Pirate Captain Vian card ‘player can wait until after rolling and assigning dice before deciding And how, to use Pal Sho tokens, Once used, Pai Sho tokens are discarded face up. Ifthe supply is depleted, turn all discarded Pal Sho tokens face down and shuffle them to create a new draw ile, ‘See back cover (page 12 fora list ofall Pal sho token abilities. GAME PLAY DIFFICULTY VARIANTS: ‘As described in the End ofthe Game section on page 10 there are two ‘ways that players lose the game: ‘ten or more Heroes, ‘any one player has all the Heroes ‘aredefeated, | OR ‘ontheir team defeated. Foran easier game, try one or more of the following changes: Randomly remove some of 13 Villain cards from the Character deck during setup. For your frst game, we recommend removing 3 Villains, If this stoo dificult, you may remove more. Select an Easy Balance Track card during setup. Reduce the Damage needed to complete 2 Final Battle tot for some or allof the Final Gatties Increase the numberof Heroes that canbe defeated to more than 10 Try Rto start. Fora more challenging game try one or more ofthe following changes: Remove only ornone ofthe 5 Villain cars from the Character deck daring setup. Select a medium or hard Balance Trackcard during setup. Increase the Damage needed to complete a Final Battle to 3 forsomeor allof the Final Battes. Reduce the number of Heroes that canbe defeated to less than 10, Try 9 to startand slowly decrease the number Ifyou want an even more, challenging game. eee LEGEND PAI SHO TILES < Add 10 Vas ‘recoil Reroltall dice A dd exra 1G) ‘ada Bera ce eee @ ee Geer Oe ee ce: ice been aesgned ae ‘add 1 tea ‘add tea ie ae =~ eee 2° Vee Paisho water ‘ator a ee i eae Fie back DICE FACINGS 215] 2) 2/2|5|a)5) BABEON A BMMEAo VILLAIN CARD ICONS ‘O2ai rotates counter-clockwise one location, and attacks all Heroes in that Location including each Hero on your team IF your Team token isin the resulting Location, 2a: rotates clockwise one location, and attacks all Heroes in that Location including each Hero on your team IF your Team token isin the resulting Location. (zal remains in the current Location, and will attack Heroes and trigger Villain abilities there. 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