Anima Tactics: Azriel
BGG rating
6.7

Expansion for Anima Tactics

Anima Tactics: Azriel

2009

Rules assistance for Anima Tactics: Azriel

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: Azriel

What would you like to know?

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

Anima Tactics: Azriel is an expansion for Anima Tactics released in 2009 60 minutes per game and ages 12 and up. Its main mechanics are Dice Rolling and Action Points.

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About the game

Publisher Blurb: The name of the Inquisitor Azriel has become legend among the ranks of the 13th Cardinal’s agents. Gifted with skills only equal to his malice toward anyone who defies the Abel’s Church, this dark hunter travels thoughout Gaïa killing his master’s enemies without regret or pity. Warrior - Dark Church - Level 50 Invite Hell (Ki, Attack) - +5 Attack. Promised Pain (Ki, Attack, Reactive) - +5 Attack. Promised Pain can be used only in the moment that Azriel sustains damage from an enemy unit and must target the same character that had attacked him. Wings of Sin (Ki, Attack) - +6 Attack. If Wings of Sin causes damage, target unit suffers Lv2 Doom, Effect 15. To use this attack, Azriel must have 6 or fewer Life points. This pewter figure is unpainted and unassembled. Requires additional Anima Tactics figures to play.

Publishers

  • Fantasy Flight Games

Questions and answers

The listed playing time for Anima Tactics: Azriel is 60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.