
Your Objective
Commander, in Ashenfront, you are tasked with leading a squad of operators in battle as part of your nation’s war efforts. Secure resources, protect key locations and be wary of the Ash and Astraglobin, that your people may one day take to the stars once more.
Your success will be measured in Control Points (CP), which you will gain from controlling key locations, or defeating enemy Commanders’ operators in battle. Bolster your ranks, strategize carefully - may your forces triumph on the battlefield!
Welcome to Ashenfront:
In this game, how you manage your action economy, execute combos and build card advantage will be the key to winning the game. To win each battle - you will need to accumulate a total of 10 CP. You can gain CP during a battle in two ways:
- For each enemy operator which is defeated, score CP based on the rank of the operator (1, 2 or 3).
- When you rest, for each of your operators on a point, score the indicated number of CP.

Game Layout
Content for Game Layout coming soon.

The Battlefield
Each rectangle on the map is referred to as a tile. The standard battlefield is composed of 25 tiles. Only 1 operator (the characters you are commanding) may be on a tile at any given time. Unless denoted by other effects, operators may not target enemy operators behind other enemy operators, but may target through allied operators. Unless denoted otherwise, all abilities and movement
are limited to cardinals (no diagonals).*Middle tiles are +1 draw on rest, leftmost and rightmost middle tiles are +1 CP*
- LZ (red or blue) - These tiles make up the Landing Zone (LZ) where your operators will be deployed (played from outside the battlefield) into the battlefield (unless effects specify otherwise). All operators deployed at the beginning of the game start in LZ, ignoring effects which allow deployment into any tile.
- Point(s) - These tiles are marked with a CP (Control Points) value or benefit. When you rest (action taken to end your turn), for each of your operators on a Point, score that many CP or gain the tile’s benefit.


Turns & Actions
Each player starts the game with 7 cards. From these cards, any number of operators may be put into your LZ without triggering their enter effects. The second player draws an additional card for a total starting hand size of 8. Mulligans follow London Mulligan rules (shuffle your hand back, redraw a full fresh hand – including the 8th card for the second player – and put one card at the bottom of your deck for each time you mulligan). The game begins with any deployed operators being revealed. Note: Your 3 cards per turn are drawn on your REST, rather than the start of your turn unless specified otherwise.
Action Flow
OPERATIONS
Each action you take in Ashenfront is an OPERATION. Each OPERATION requires you to play, discard or retire a card.
OPPORTUNITY
After each OPERATION is resolved, you gain 3 .
AFTER OPERATIONS
- Spend
to activate any number of protocols, as long as you can pay their
costs.
- Resolve each effect fully in any order.
- Any unused
is lost after this step.
Default Initiative: is 4 if not stated on the card.
Resolving Initiative: Higher goes before lower. The active player (whose turn it is) goes first in ties.
On Your Turn
OPERATIONS
You may do the following in any order, any number of times:
- Discard a card to move an ally equal to their
.
- Discard a card to use a deployed ally’s
.
- Retire and use a matching Ult for a deployed ally.
- Deploy an Operator. Default maximum squad size is 4.
- Play a Logistics card. (Logistics: supply, protocol, equipment)
- Play a Command or Battleplan card.
REST
Do the following steps in order to end your turn:
- Perform all “When you Rest” / “After any rest” effects.
- Gain the control bonus indicated on each Node occupied by an allied operator.
- Draw 3 cards (+1 if you occupy the corresponding Node).
- Ready
your base and operators.
- Discard all unequipped equipment from the battlefield.
- Discard all of your battleplans in play.
- End your turn.
On Enemy Turns
OPERATIONS
Once per enemy OPERATION, you may respond by doing one of the following OPERATIONS:
- Discard a card to move an ally equal to their
.
- Discard a card to use a deployed ally’s
.
- Retire and use a matching Ult for a deployed ally.
- Deploy an Operator. Default maximum squad size is 4.
- Play a Logistics card. (Logistics: supply, protocol, equipment)
- Play a Command or Battleplan card.

Card Types
OPERATORS
The highly-skilled individuals who will make up your forces on the battlefield. Every operator has a unique callsign (name). Only one operator of the same callsign may be on the battlefield at any time. You may have up to 3 copies of each operator in your deck like with any other card.
ULTs
These cards must be retired (removed from the game) to use the corresponding operator’s Ult, and require that operator to be on the battlefield. Ults are tied directly to Elite rank operators. You may retire the corresponding operator from your hand to put the matching Ult from your deck or discard pile into your hand as a bonus action at any time.
SUPPLY
These LOGISTICS cards provide you benefits when you REST (end of your turn).
PROTOCOL
These LOGISTICS cards provide you with additional effects AFTER OPERATIONS for the cost of OPPORTUNITY * generated by your OPERATIONS. (* protocols during AFTER OPERATIONS to indicate that it has been exhausted.)
EQUIPMENT
These LOGISTICS cards allow you to modify the attributes of your operators or provide them with unique effects they can not normally obtain. An operator may only be equipped with one equipment at a time unless specified otherwise. EQUIPMENT may be willingly dropped (left on the battlefield) as part of an operator’s movement. An operator who moves over a piece of EQUIPMENT automatically interacts with it (is affected by any detrimental effects if any, otherwise may equip it if able). Equipment that are unequipped but in play are discarded after any REST unless specified otherwise.
BATTLEPLAN
These cards provide you with temporary effects that last until your next REST.
TACTICS
These cards provide you with an effect whenever they’re discarded.
COMMAND
These cards allow you to temporarily affect how actions and operators work.

Operators
Operators are key to gaining CP. They’re deployed into the battlefield, and can use their abilities in your OPERATIONS by discarding a card instead of playing a card. You may only have a maximum of 4 operators on the battlefield at a time, and only one allied operator of each callsign may be deployed at a time. If you have the maximum number of operators deployed or an operator with the same name is already on the battlefield, you may not deploy that operator until an existing operator leaves the battlefield (by being defeated or retreated).

- Callsign – Each operator has a unique callsign, a nickname by which they are known by. Only one allied operator of the same callsign may be in play at any time.
- Rank – An operator may have one of three ranks. Each of these ranks are assigned a corresponding CP value according to the number of stripes/stars. You gain CP according to a defeated enemy operator’s rank (1, 2 or 3 as shown below).
- Initiative
– This number indicates the order of resolution or what happens first when main actions (including reactions) interact. Higher initiative goes first (3 resolves before 1). In the event of ties, the active player’s action resolves first.
- Class – Operators are divided into several classes (e.g. Vanguard, Medic, Marksman…). Subclasses are listed to the right of an operator’s class (e.g. Sharpshooter and Sniper are subclasses of Marksman). The icon beside an operator’s callsign also indicates their class. Some mechanics may be tied to specific classes or subclasses.
- Attributes – Each of the following are affected by any effect that references attributes:
Some operators have the following attribute:
Damage – The amount of damage
dealt by the Operator.
All operators have the following 4 attributes:
Health – An Operator can lose up to the indicated value before being defeated (defeated Operators are retired). All
taken will cause
loss, but
loss is not.
Block – Each instance of
taken by an Operator can be reduced by their
value once by discarding a card. Multiple cards cannot be discarded to block the same instance of damage multiple times.
Speed – An Operator’s
indicates how many tiles an operator can move with each move that doesn't specify the number of tiles. Movement is only cardinal, but is not limited to a single direction.
- Initiative – An Operator’s resolution speed.
Innates /
Keywords – Operators’ innates and keywords do not need to be activated using operations to take effect. Unless disabled, they are always in effect.
Abilities – Operators’ abilities are activated as part of OPERATIONS by discarding a cardas the cost, or through other effects. Abilities with targets MUST have a legal target at time of activation to be used. (i.e: You cannot use an ability which targets “an ally within range” without an ally within range for the ability’s secondary effect. You can activate an ability targeting an enemy moving out of range even if the enemy goes first to activate the secondary effect of an ability as there was a legal target even if the ability whiffs). An operator’s Ult can be activated by retiring the corresponding Ult card from your hand as OPERATIONS instead of an operator’s
. You may also search for an operator’s ult by retiring the corresponding operator from your hand or discard pile (this does not trigger reactions).

Logistics
Logistics cards comprise of equipment, protocols and supply. Equipment is deployed onto the battlefield like operators, but protocols and supply are deployed into your base.
- Name – Effects from cards with the same name can stack.
- Card Type – Logistics (Protocol, Supply, Equipment) cards refer to cards that stay in play which are not operators. Commands and Battleplans provide temporary effects when played, and Tactics provide extra effects when discarded. Only 1 battleplan of each name can be in play at any given time. Like operators, if one more would be played with the same name, it cannot be put into play instead. The effects of battleplans and tactics resolve before Operators.
- AFTER OPERATIONS – Spend
to activate any number of protocolsas long as you have enough
to pay for their
costs as indicated by the number of
. Resolve each effect fully in any order (you may order them as you wish). Any unused
is lost after each AFTER OPERATIONS step.Protocols are always optional to be activated.


Combat
Combat
OPERATIONS make up the brunt of the engagements over the battlefield. Strategic maneuvering and timely actions are key to controlling the battlefield.
Movement 
An operator may move exactly 1 tile in cardinal directions per point of whenever movement is used under combat operations, in a singular, continuous action(once an operator stops moving, even if the maximum
is not traveled, the OPERATION is considered resolved). This movement can never be through or occupy a tile with another operator unless otherwise specified (phasing).
A minimum of 1 tile must be traveled in any movement, up to a maximum of an operator’s listed [after any modifiers (+/-) to an operator’s
attribute]. The same applies whenever movement is listed as a flat number, except that these values are not affected by
attribute modifiers. Movement (min. 2
) out of, then into the moving operator’s previous tile is valid in adhering to the minimum requirement.
Like all OPERATIONS, movement is resolved based on .
Ability Range ▨▨▨
An operator’s abilities are almost always accompanied by their respective range, denoted by the number of ▨s next to the attribute. All attribute ranges, like movement apply cardinally (no diagonal effects) unless stated otherwise. Generally, the following applies to most abilities:
- Operators choose a specific tile within the ability’s range for its effects to be applied, unless all or adjacent (without a number of targets specified) is included in the text.
- Adjacent and next to refer to the 4 cardinal tiles beside the operator from which the ability originates unless specified otherwise.
- If an ability deals
, any modifications to an operator’s
is applied to every instance of the ability’s use until the modification ends or is removed.
- Abilities are directional, and always deal
to the first enemy operator in the line of attack unless effects specify otherwise (piercing), but may always bypass allied operators in the line of attack.
- Abilities which deal
cannot target ally operators unless specified otherwise.
- In cases where piercing (x) is in effect,
from the ability can additionally hit a target behind other enemy operators within the ability’s range.
- Innates which deal
include allies as legal targets unless specified otherwise.
- In the event where there are multiple legal targets for
from an innate, go clockwise from 12 o’clock to determine the target of the
.
Communicating Orders
- When operators are deployed, the tile to which you intend to deploy an operator into must be declared (but not which operator), and is reserved until the resolution of the deployment. This means that until the deployment resolves, no movement may be executed into or through the tile, and effects which rely on adjacency (reinforce) check the validity of the conditions at the time of declaring the deployment (if an ally is removed before a deployment resolves, the operator is still deployed into the intended tile.)
- Declare OPERATIONS clearly before doing/resolving them, including:
- If it is a move, ability or Ult
- The operator who will be executing the OPERATION
- The targets of abilities or Ults (if any).
- The activation of any
triggers (effects without “you may” must be triggered).
- Whenever an OPERATION is declared, the enemy Commander may declare a valid response (if any). If a response is declared:
- Check for
+ Modifiers applied on both declared OPERATIONS.
- When referencing
of a non-combat OPERATIONS, refer to the
value of the card that will be played. The
for all OPERATIONS is 4.
- In the case of the deployment, reference the
value of the operator being deployed.
- When referencing
- The effects with highest
will then resolve first followed by the next highest
. (In ties, priority goes to the (active) Commander - whose turn it is).
- Resolve effects in the following order:
- If the OPERATION were to require you to discard OR retire a card to pay for the OPERATION, do it now.
- Note: In the case of operators being defeated or unable to use their
or Ult, you must still discard/retire the card.
- Note: In the case of operators being defeated or unable to use their
- Resolve the effects of tactics and battleplans if their stated effects are applicable.
- Resolve all “when you discard” effects.
- Resolve the following, one at a time in order:
- Resolve fully the effects of the OPERATION with the highest
.
- If the action was non-combat related then resolve the card used in the OPERATION.
- If the OPERATION was combat-related, perform the Ult,
or movement for the active operator as declared.
- Gain 3 OPPORTUNITY
after the OPERATION is resolved. Perform any AFTER OPERATIONS effects, if any.
- Resolve fully the effects of the next OPERATION in the intiative order, and so forth.
- Resolve fully the effects of the OPERATION with the highest
- If an operator was defeated, remove them from the battlefield and retire the card. Score 1 CP per rank of defeated enemy operators.
- If the OPERATION were to require you to discard OR retire a card to pay for the OPERATION, do it now.
- Check for
Whenever an action would fulfil the condition of more than one protocol, you will be able to trigger all of them - however, you cannot trigger multiple cards with the same name with a single action. You must also fully resolve the effects of each protocol before the others, but may order them as you please (if they have the same trigger).

Deckbuilding Rules
Content for Deckbuilding Rules coming soon.

Keywords
Keyword | Reminder Text |
---|---|
Aegis | (Aegis: This operator always blocks.) |
Airdrop | (Airdrop: This may be deployed anywhere on the battlefield.) |
Assault | (Assault: When deployed, this operator may use their ![]() |
Backstab X | (Backstab X: +X ![]() |
Beacon | (Beacon: Allies can be deployed adjacent to this operator.) |
Camouflage | (Camouflage: If this operator is not adjacent to any enemies, they cannot be targeted by enemy ![]() |
Cleave | (Cleave: ![]() |
Counterstrike | (Counterstrike: When targeted by an enemy's ![]() ![]() ![]() |
Double / Doubled | (Double: Any effect with a numerical value is doubled.) |
Exfiltrate | (Exfiltrate: Retreat this operator after their ![]() |
Frenzy | (Frenzy: Whenever an operator retreats, this operator uses their ![]() |
Parting Gift | (Parting Gift: Do this when this operator is defeated.) |
Quickaid | (Quickaid: When deployed, adjacent allies recover 1 ![]() |
Raid | (Raid: When deployed, this operator may move 1.) |
Regenerate | (Regenerate: This operator recovers 1 ![]() ![]() |
Reinforce | (Reinforce: This operator can be deployed adjacent to an ally.) |
Retaliate | (Retaliate: When this operator is targeted by an enemy ![]() ![]() |
Rush | (Rush: When deployed, this operator may move 1.) |
Taunt | (Taunt: Adjacent enemies cannot retreat and their ![]() |
Vigilance | (Vigilance: You may discard 1 when an adjacent enemy moves. If you do, this operator uses their ![]() |

Terminology
Keyword | Reminder Text |
---|---|
Aegis | (Aegis: This operator always blocks.) |
Airdrop | (Airdrop: This may be deployed anywhere on the battlefield.) |
Assault | (Assault: When deployed, this operator may use their ![]() |
Backstab X | (Backstab X: +X ![]() |
Beacon | (Beacon: Allies can be deployed adjacent to this operator.) |
Camouflage | (Camouflage: If this operator is not adjacent to any enemies, they cannot be targeted by enemy ![]() |
Cleave | (Cleave: ![]() |
Counterstrike | (Counterstrike: When targeted by an enemy's ![]() ![]() ![]() |
Double / Doubled | (Double: Any effect with a numerical value is doubled.) |
Exfiltrate | (Exfiltrate: Retreat this operator after their ![]() |
Frenzy | (Frenzy: Whenever an operator retreats, this operator uses their ![]() |
Parting Gift | (Parting Gift: Do this when this operator is defeated.) |
Quickaid | (Quickaid: When deployed, adjacent allies recover 1 ![]() |
Raid | (Raid: When deployed, this operator may move 1.) |
Regenerate | (Regenerate: This operator recovers 1 ![]() ![]() |
Reinforce | (Reinforce: This operator can be deployed adjacent to an ally.) |
Retaliate | (Retaliate: When this operator is targeted by an enemy ![]() ![]() |
Rush | (Rush: When deployed, this operator may move 1.) |
Taunt | (Taunt: Adjacent enemies cannot retreat and their ![]() |
Vigilance | (Vigilance: You may discard 1 when an adjacent enemy moves. If you do, this operator uses their ![]() |