Order 02
The Cinders
The pull. Nothing is truly in place until a Cinders card has been played.
- 6highest rank
- 19rank total
- IStory chapter
- 6games for the Herald
Ability
What a Cinders card does
Pulls the nearest card on each side, ally or enemy.
A Cinders card, once placed, pulls the nearest card in each of the four directions, ally or enemy, over the empty squares, until it is pressed right against it. Then the enemies pulled in are judged: if they are weaker than the rank facing them, they are taken.
Each poisoned square crossed, the landing square included, costs the pulled card 1 rank. The pull only happens when a Cinders card is placed: a Cinders card captured by a Ripple pulls nothing.
HeraldPulls up to two lined-up cards instead of one.
Four cards
The four cards of the Cinders
The four Cinders cards carry the same numbers, 6, 5, 5 and 3, each a quarter turn further on: what is on top on one is on the right on the next. Choosing the right card means choosing which rank will face the enemy.
- 6553Card 1
top 6 · left 5
right 5 · bottom 3 - 5365Card 2
top 5 · left 3
right 6 · bottom 5 - 3556Card 3
top 3 · left 5
right 5 · bottom 6 - 5635Card 4
top 5 · left 6
right 3 · bottom 5
In a duel, your eight cards come from your two Orders, four per Order, plus one card from each Order kept in Reserve for Sudden Death.
Strategy
Playing the Cinders well
Distance is no shelter
A card placed at the far end of an empty line is a card the Cinders will come and fetch. Aim for isolated enemies, placed far from everything to be left in peace: they arrive pressed against you, and judged.
The 6 judges, the others escort
Its 6 is on top. Pull the enemy you want to take toward that side, and use the other sides to move whatever is in your way, or to bring an ally back.
Move your own cards too
The pull doesn't sort: an ally is pulled just like an enemy, without being judged. It's a free move: get a card out of an exposed position, or bring it closer to a Resonance.
Drag them through the poison
With the Plagued, every poisoned square on the way takes 1 rank from the pulled card, the landing square included. The enemy arrives drained: that is the Treaty The Venom Drag.
The Herald pulls two
The Herald of the Cinders pulls up to two lined-up cards instead of one in the same direction: they fall in one behind the other, and the corridor closes up against you.
Facing them
Countering the Cinders
Against the Cinders' 6, a rank of 6 or more holds: the card is moved, not taken. Near a Cinders card, prefer cards with balanced ranks to cards with a single big number, which arrive on the wrong side. And turn the weapon around: its 3, at the bottom, is weak, so attack it from there.
Two per duel
The alliances of the Cinders
Before each duel, you choose two Orders. Some pairs have a name: these are the Treaties, which your profile tracks game after game. The Cinders sign two of them.
The Venom Drag with the Plagued
You poison the corridor, then drag the enemy through it: it arrives drained.
The signA pulled card whose path crosses at least one poisoned square.
The Drive Hunt with the Archers
The Cinders tear the enemy out of its sheltered pocket; the arrow brings it down in open ground.
The signA ranged capture within the two turns after a pull.
Story mode
The Herald of the Cinders
Pulls up to two lined-up cards instead of one.
The Herald is the superior version of the Order: its four cards keep their numbers, but its ability changes. It is earned by finishing chapter I of Story mode: six games, from the Ember to the Master of Embers. It is played against the Echo, in Classic matches and in challenges between friends, never in Ranked or in tournaments.
Questions
The Cinders in three questions
Does a Cinders card pull my own cards?
Yes. It pulls the nearest card in each direction, whichever side it is on. Allies are moved, never judged.
Does a Cinders card captured by a Ripple pull anything?
No. The pull only happens when a Cinders card is placed.
How do you earn the Herald of the Cinders?
By finishing chapter I of Story mode: six games, from the Ember to the Master of Embers.
Play the Cinders
Two Orders, eight cards, one duel. Choose the Cinders and an ally, and see their ability at work.
Play for freeNo account needed, in English, in your browser or on iPhone · The iPhone app