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.

Demo
Pulled against the Cinders card, it is judged: 5 against 4, it's taken.

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.

Chapter I in detail · The eight Heralds

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.

Ten Orders

The nine other Orders

Each Order has its own page: its ability, its four cards, how to play it and how to counter it.

All the Orders on one page · The rules of the game

Play the Cinders

Two Orders, eight cards, one duel. Choose the Cinders and an ally, and see their ability at work.

Play for free

No account needed, in English, in your browser or on iPhone · The iPhone app