Anima Tactics: Ahriman, Lord of Darkness
BGG rating
7.0

Expansion for Anima Tactics

Anima Tactics: Ahriman, Lord of Darkness

2009

Rules assistance for Anima Tactics: Ahriman, Lord of Darkness

Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

  • 2 players
  • 60 min
  • 12+
  • Complexity 3.0/5

Rules assistant for Anima Tactics: Ahriman, Lord of Darkness

What would you like to know?

Answers come from the official rulebook, with the page to check.

Anima Tactics: Ahriman, Lord of Darkness is an expansion for Anima Tactics released in 2009 for 2 players, 60 minutes per game, and ages 12 and up. Its main mechanics are Dice Rolling and Action Points.

Similar games

About the game

The Ahriman are the dark twins of the maidens of light. The most powerful known dark elementals. With their unique powers, they are virtually unstoppable. The lords of Darkness have once again set their sites on Gaia. Dark Summon Warrior/Mystic Level 40 version At 5 | Dm 5 | Df 9 | Ar 1 | LP: 17 | Re 11 | Mo 8/12 | AP 3/4 Cost to Summon: oo | Affinity: Dark Atman: 60 | Bind: 1 | Stability: 8 | Shock: +1 Innate Abilities: Immunity (Blind). Soul Disruption: If Ahriman deals 5 or more damage with a hand-to-hand attack, the target suffers Seal Lv.2. Units with Damage Resistance are immune to this skill. Effect 15. Darkness Claws: Ahriman's attacks ignore the Shield and Protection states on enemy units. o - Darkness (Magic, Effect) An enemy Unit within Ahriman's Control Zone suffers Blind Lv.1. Effect 15. Limit: Once per turn. oo - Doom (Magic, Effect) All enemy Units within Ahriman's Control Zone when this skill is used get -1 Attack and Defense until the end of the turn. Effect 16. ooo - Catastrophic Darkness (Magic, Ranged Attack) Distance (16 Inch). +2 Damage. If this attack hits the target, all Units within 3 Inches to the target also suffer the attack. ooo - Dark Ender (Ki, Attack) +1 Attack. Dark Ender can target an enemy Unit up to a distance of 2 Inches away, even if Ahriman is not in base contact with it. Level 50 version At 6 | Dm 5 | Df 9 | Ar 1 | LP: 17 | Re 11 | Mo 8/12 | AP 3/4 Cost to Summon: oo | Affinity: Dark Atman: 60 | Bind: 2 | Stability: 8 | Shock: +1 Innate Abilities: Intangibility, Immunity (Blind). Soul Disruption: If Ahriman deals 5 or more damage with a hand-to-hand attack, the target suffers Seal Lv.2. Units with Damage Resistance are immune to this skill. Effect 16. Darkness Claws: Ahriman's attacks ignore the Shield and Protection states on enemy units. o - Darkness (Magic, Effect) An enemy Unit within Ahriman's Control Zone suffers Blind Lv.1. Effect 15. Limit: Once per turn. oo - Doom (Magic, Effect) All enemy Units within Ahriman's Control Zone when this skill is used get -1 Attack and Defense until the end of the turn. Effect 16. ooo - Catastrophic Darkness (Magic, Ranged Attack) Distance (16 Inch). +2 Damage. If this attack hits the target, all Units within 3 Inches to the target also suffer the attack. ooo - Dark Ender (Ki, Attack) +1 Attack. Dark Ender can target an enemy Unit up to a distance of 2 Inches away, even if Ahriman is not in base contact with it.

Publishers

  • Fantasy Flight Games

Questions and answers

Anima Tactics: Ahriman, Lord of Darkness supports 2 players according to the catalogue. This is the publisher’s listed player count, so the game is designed for exactly that number of participants. Variants for other group sizes, if any, are described in the rulebook of your edition, so check it before setting up a different configuration.