Dvorak Export: A Practical Guide to Evil


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Name	Set	ImageFile	Type	CornerValue	Text	FlavorText	Creator
Evil turns on Evil	a_practical_guide_to_evil	story	Story		Condition: A player controls at least two Vilains.  Effect: The target player separates all his Vilains into two groups of equal size (or as much as possible). You choose a group and the target player sacrifices it. He gets control over this Story.	Ah, Praesi backstabbing. The gift that kept on giving.	
Tragic Love Story	a_practical_guide_to_evil	story	Story		Condition: A player controls at least one Hero, one Vilain and an other Named.  Effect: The target player sacrifices a Hero and a Vilain. He gets control over this Story.		
Sword in the Stone	a_practical_guide_to_evil	story	Story		Condition: You control a Location and the Thing that Claimed it AND there is an unequipped Sword in play.  Effect: Gain control of the Sword and equipped it to the condition's Claimant if it is a Named.	"It’s a sword in a stone. [...] It’s a symbol, now, in a story about Callow."	
Shackled Monster breaks free and turns on its Master	a_practical_guide_to_evil	story	Story		Condition: Since your previous turn, an opponent destroyed a non-Location Thing you controlled AND you gained control of a non-Location Thing that opponent controlled.  Effect: Destroy target Named this opponent controls.	"What are you?" Akua Sahelian gasped.  "The monster," I said. "The one you should have bound tighter."	
Redemption story	a_practical_guide_to_evil	story	Story		Condition: All your Named are Heroes AND you control at least two of them AND your Band of Five is not complete AND target opponent controls only one Named who is a Vilain.  Effect: Flip a coin. Head, the Vilain is now considered a Hero and you gain control of it. Tail, the Vilain is sacrificed.		
Corruption story	a_practical_guide_to_evil	story	Story		Condition: All your Named are Vilains AND you control at least two of them AND your Band of Five is not complete AND target opponent controls only one Named who is a Hero.  Effect: The Hero is now considered a Vilain and you gain control of it.	"53: a trusted companion who, after a string of personal disappointments, begins to dress in darker colours should no longer be considered a trusted companion." 200 Heroic Axioms	
Rule of Three	a_practical_guide_to_evil	story	Story		CF. RULES FOR THE COMPLETE DESCRIPTION  Condition: Target opponent without Rule of Three with you destroyed one of your Named.  Effect: Put two markers on it.  2 markers: If destruction of a Named, destroy this card. After one full turn, remove one marker.  1 marker: Target opponent cannot destroy your Named. When you destroy one of his Named, remove the last marker.		
Rule of Three	a_practical_guide_to_evil	story	Story		CF. RULES FOR THE COMPLETE DESCRIPTION  Condition: Target opponent without Rule of Three with you destroyed one of your Named.  Effect: Put two markers on it.  2 markers: If destruction of a Named, destroy this card. After one full turn, remove one marker.  1 marker: Target opponent cannot destroy your Named. When you destroy one of his Named, remove the last marker.		
Rule of Three	a_practical_guide_to_evil	story	Story		CF. RULES FOR THE COMPLETE DESCRIPTION  Condition: Target opponent without Rule of Three with you destroyed one of your Named.  Effect: Put two markers on it.  2 markers: If destruction of a Named, destroy this card. After one full turn, remove one marker.  1 marker: Target opponent cannot destroy your Named. When you destroy one of his Named, remove the last marker.		
The Good Guys Always Win	a_practical_guide_to_evil	story	Story		Condition: You only need one more Story to win the game AND all your Named are Heroes.  Effect: None.		
First step always works	a_practical_guide_to_evil	story	Story		Condition: You don't control any Story yet AND you control at least one Vilain.  Effect: None.	"Hahahahaha. Ha. You can’t beat me now, this is the first part of my plan!"	
The Student becomes the Master	a_practical_guide_to_evil	story	Story		Condition: You control a Transitional Named (the Student) and a non-Transitional Named (the Master) of the same Class, and you have a non-Transitional Named of the same Class in your hand.  Effect: Sacrifice the Master. The Student becomes the non-Transitional Named you have in your hand (Put this non-Transitional Named in play under your control and put the Student in the discard pile).		
Blessed by the Heavens	a_practical_guide_to_evil	story	Story		Condition: You have a Blessing in your hand AND you control the Hero associated.  Effect: Put the condition's Blessing in play linked to the condition's Hero.		
In Dread Crowned	a_practical_guide_to_evil	story	Story		Condition: You have a Dread Empress in your hand AND you control the Vilain associated.  Effect: Put the condition's Dread Empress in play linked to the condition's Vilain.	"Iron sharpens iron, and when we emerge victorious we will be so sharp a blade as to make the world tremble."	
Band of Five Coming Together as One	a_practical_guide_to_evil	story	Story		Condition: You control a complete Band of Five whom members all have three Aspects. Its members must include at least a Fight Named, a Magic Named and a Trick Named.  Effect: Mark the members of your current Band of Five. As long as you control this Story, you can activate one additional Aspect each turn among all those of the marked Named.		
Destroy(R)	a_practical_guide_to_evil	aspect	Aspect		Condition: An opponent just played an Action card or just activated an Aspect.  Eligible: Fight Named  Effect: In reaction (R), cancel an Action or an Aspect (it is not considered marked, but the Named who used it cannot use an other Aspect until its player's next turn as if it was) OR not in reaction, destroy a non-Named Thing.		
Link	a_practical_guide_to_evil	aspect	Aspect		Condition: An opponent controls a non-Named Thing AND an other opponent controls a Named AND the targets of the effect are those two Things.  Eligible: Magic Named  Effect: Create a link between two Things. As long as they are linked, if one is destroyed, so is the other.		
Learn	a_practical_guide_to_evil	aspect	Aspect		Condition: If it targets a non-Transitional Named, it must be its last Aspect.  Eligible: Any Named  Effect: If the Named who uses Learn is a Transitional Named, draw one card. Else, draw two cards.		
Struggle(R)	a_practical_guide_to_evil	aspect	Aspect		Condition: The target Named should be about to get destroyed.  Eligible: Fight Named  Effect: If the Named who uses this Aspect should be destroyed by an opponent, instead flip a coin. Head, destroy one of the opponent's Named instead.		
Seek	a_practical_guide_to_evil	aspect	Aspect		Condition: You just destroyed a Devil or a Demon.  Eligible: Trick Named  Effect: Look at the top ten cards of the draw pile.		
Take	a_practical_guide_to_evil	aspect	Aspect		Condition: You just played a Story.  Eligible: Fight Named  Effect: Gain control of an Aspect card an opponent controls. Put its card on Take. If you must remove a marker from the taken Aspect, discard it.		
Break	a_practical_guide_to_evil	aspect	Aspect		Condition: You just destroyed a non-Named Thing.  Eligible: Any Named  Effect: Destroy a non-Named Thing.		
Fall	a_practical_guide_to_evil	aspect	Aspect		Condition: You just destroyed a Fae  Eligible: Magic Named  Effect: As long as there is a marker on Fall, players can only activate one Aspect in total each turn. After removing a marker from Fall, you can't activate it until your next turn.		
Find	a_practical_guide_to_evil	aspect	Aspect		Condition: Play this card only during your turn.  Eligible: A Follower Named.  Effect: Look at the five card on top of the draw pile and put one into your hand. put the rest at the bottom of the draw pile in a random order.		
Rampage	a_practical_guide_to_evil	aspect	Aspect		Condition: An opponent controls more non-Named non-Location Thing than you. The effect must target one of his non-Named non-Location Things.  Eligible: Fight Named  Effect: Destroy a non-Named non-Location Thing. As long as there is a marker on Rampage, the Named who used it can't be destroyed. After removing a marker from Rampage, you can't activate it until your next turn.		
Ruin	a_practical_guide_to_evil	aspect	Aspect		Condition: One of your Thing was just destroyed.  Eligible: Magic Named  Effect: Destroy a non-Named non-Location Thing and remove it from the game (it doesn't go in the discard pile).		
Wrest	a_practical_guide_to_evil	aspect	Aspect		Condition: The target Named must have no non-built-in Aspects.  Eligible: Magic Named  Effect: Gain control of an Aspect card an opponent controls. Put its card on Wrest. If you must remove a marker from the wrested Aspect, give it back to the Named who originally controlled it.		
Flow	a_practical_guide_to_evil	aspect	Aspect		Condition: It must be your last Aspect.  Eligible: Fight Named  Effect: As long as there is a marker on Flow, this Named is not limited for the number of Aspects it uses in one turn. After removing a marker from Flow, you can't activate it until your next turn.	"Sometimes she wondered if that was what it felt like, to be the Lady."	
Claim(R)	a_practical_guide_to_evil	aspect	Aspect		Condition: An Action card that targets you or a card you control has just been played.  Eligible: Magic Named  Effect: When an opponent plays an Action card that targets you or a card you control, you can cancel the Action and put the card into your hand.		
Rend(R)	a_practical_guide_to_evil	aspect	Aspect		Condition: An opponent just played an Action card or just activated an Aspect.  Eligible: Magic Named  Effect: In reaction (R), cancel an Action or an Aspect (it is not considered marked, but the Named who used it cannot use an other Aspect until its player's next turn as if it was) OR not in reaction, destroy a non-Named Thing.		
Protect(R)	a_practical_guide_to_evil	aspect	Aspect		Condition: An other Named you control should be destroyed.  Eligible: Fight Named  Effect: When a Thing you control other than this Named should be destroyed, cancel the destruction.		
Behold	a_practical_guide_to_evil	aspect	Aspect		Condition: One of your Thing was just destroyed.  Eligible: Hero  Effect: A target opponent must show you all the Aspect and Thing cards in his hand.		
Listen(R)	a_practical_guide_to_evil	aspect	Aspect		Condition: There must be a Thing or player that can't be targeted.  Eligible: Fight Named  Effect: When you activate an Aspect or play an Action that targets a Thing or player, activate this Aspect in reaction to target any Thing or player, even if an other card states it can't be targeted.		
Ride	a_practical_guide_to_evil	aspect	Aspect		Condition: You don't control any Location.  Eligible: Fight Named  Effect: Gain control of a Location an opponent controls.		
Heal	a_practical_guide_to_evil	aspect	Aspect		Condition: One of your Named is about to be destroyed AND this effect targets that Named. As a result, cancel the destruction.  Eligible: Magic Named  Effect: As long as there is a marker on Heal, other target Named you control can't be destroyed. At the beginning of your turn, you don't have to remove the marker from Heal. If you do, the Named who used Heal can't activate an Aspect until your next turn.		
Begone	a_practical_guide_to_evil	aspect	Aspect		Condition: It must be this Named last Aspect.  Eligible: Magic Named  Effect: When a marker is removed from this Aspect, destroy target Thing an opponent controls.		
Repurpose(R)	a_practical_guide_to_evil	aspect	Aspect		Condition: An opponent just played an Action card that targets you or a card you control.  Eligible: Magic Named  Effect: When an opponent plays an Action card that targets you or a card you control, you gain control of the Action and then resolve it. You can choose new target(s) for the repurposed Action.		
Oppose(R)	a_practical_guide_to_evil	aspect	Aspect		Condition: This Named should be destroyed by an Action.  Eligible: Fight Named  Effect: Cancel an Action OR if the Named who used this Aspect should be destroyed, cancel the destruction.		
Rally	a_practical_guide_to_evil	aspect	Aspect		Condition: You control a complete Band of Five.  Eligible: Fight Named  Effect: Remove the markers on the Aspects of all your other Named. After removing a marker from Rally, you can't activate it until your next turn.		
Rise(R)	a_practical_guide_to_evil	aspect	Aspect		Condition: This Named is going to be destroyed.  Eligible: Fight Named  Effect: If the Named who used this Aspect should be destroyed, cancel the destruction.		
Triumph(R)	a_practical_guide_to_evil	aspect	Aspect		Condition: You just destroyed a Named controlled by an opponent.  Eligible: Fight Named  Effect: When you destroy a Named controlled by an opponent, destroy an other Named controlled by the same opponent.		
Hold	a_practical_guide_to_evil	aspect	Aspect		Condition: You have more cards in your hand than the maximum hand size.  Eligible: Trick Named  Effect: As long as there is a marker on Hold, you have no maximum hand size.		
Hide	a_practical_guide_to_evil	aspect	Aspect		Condition: None.  Eligible: Trick Named  Effect: As long as there is a marker on Hide, the Named who used it can't be targeted.		
Withstand(R)	a_practical_guide_to_evil	aspect	Aspect		Condition: An other Named you control should be destroyed.  Eligible: Fight Named  Effect: If this Named or an other Named you control should be destroyed, cancel the destruction.		
Mend(R)	a_practical_guide_to_evil	aspect	Aspect		Condition: A Location you control should be destroyed.  Eligible: Trick Named  Effect: If this Named or a non-Named Thing you control should be destroyed, cancel the destruction.		
Amadeus, The Black Knight	a_practical_guide_to_evil	thing_vilain_fight	Thing - Vilain - Fight		Lead: As long as there is a marker on this Aspect, every Follower of Amadeus can use one more Aspect each turn.  Conquer: As long as there is a marker on Conquer, if you destroy the last Named of an opponent, you can gain control of one of the Stories he should sacrifice.	"Even victories ordained by the Heavens can be broken by the will of men."	
Wekesa, The Warlock	a_practical_guide_to_evil	thing_vilain_magic	Thing - Vilain - Magic		Imbricate: Replace a Location in play by an other Location you have in your hand. Put the replaced Location in the discard pile. If the replacing Location is Non-Creational, destroy all non-Named Things its new owner controls.  Reflect: Reveal the cards on top of the draw pile until you reveal a Non-Creational Location. You can put it in play under your control or in your hand. Put the rest at the bottom of the draw pile in a random order.		
Eudokia, The Scribe	a_practical_guide_to_evil	thing_vilain_trick	Thing - Vilain - Trick		Follower  You can control an additional member in your Band of Five.  Fade(R): Cancel an effect that targets Eudokia.		
Hye Su, The Ranger	a_practical_guide_to_evil	thing_vilain_fight	Thing - Vilain - Fight		If you don't control any other Named, she is not limited for the number of Aspects she uses in one turn.  Perfect: Play an Action card from the discard pile as if it were in your hand.  Transcend: Play an Action (it doesn't use your Action "slot" of the turn).	"I am the Ranger. I hunt those worth hunting. Rejoice, for you qualify."	
?????, The Assassin	a_practical_guide_to_evil	thing_vilain_trick	Thing - Vilain - Trick		Kill: If no other Named you control as a marker on their Aspects, destroy a Named. As long as there is a marker on Kill, you can't activate any Aspect of any of your Named.  Shape-shift: Choose an other Named in play when activated. As long as there is a marker on Shape-shift, Assassin has the same Name and Type as the chosen Named except for its eligibility to Aspect cards.		
Sabah, The Captain	a_practical_guide_to_evil	thing_vilain_fight	Thing - Vilain - Fight		Follower  Obey(R): This Aspect can be used as a copy of one of the Aspects of Sabah's Leader. Obey can be activated as a reaction only if the copied Aspect can.   Unleash: Destroy two random Things except Named you control. As long as there is a marker on Unleash, Sabah can only be destroyed by a Story.	"You’re going to need another god. I broke this one."	
Catherine Foundling, "The Black Queen"	a_practical_guide_to_evil	thing_vilain_fight	Thing - Vilain - Fight		She is eligible to any Aspect. At any time, Catherine can discard all her Aspects.	"Woe on us all, but if the Gods demanded my home be ashes then the Gods would burn."	
Hakram of the Howling Wolves, The Adjudant	a_practical_guide_to_evil	thing_vilain_fight	Thing - Vilain - Fight		Follower  Stand(R): If Hakram should be destroyed, cancel the destruction. As long as there is a marker on Stand, Hakram can't be destroyed. After removing a marker from Stand, you can't activate it until your next turn.	“Warlord,” he rasped.  A promise. An oath. [...]  “Adjutant,” I replied, and in that same moment it became the truth.  And so it ended. And so it began.	
Masego, The Hierophant	a_practical_guide_to_evil	thing_vilain_magic	Thing - Vilain - Magic		Witness(R): Draw two cards. As long as there is a marker on Witness, when you should draw cards, draw one additional card.		
Indrani, The Archer	a_practical_guide_to_evil	thing_vilain_fight	Thing - Vilain - Fight		See: If Indrani is equipped with a Bow, destroy target Named an opponent controls. Otherwise, flip a coin. Head, destroy target Named an opponent controls.    Stride: Reveal the cards on top of the draw pile until you reveal a Location. You can put it in play under your control. Put the rest at the bottom of the draw pile in a random order.		
Akua Sahelian, The Diabolist	a_practical_guide_to_evil	thing_vilain_magic	Thing - Vilain - Magic		Call: Put a Thing from your hand, or the top card of the Demon pile or the Devil pile, in play under your control.  Bind: Take control of all Non-Creational Things of an opponent.	"I am the last of a line unbroken since time immemorial. My kind has usurped the mantle of gods, stolen secrets from beyond Creation and turned kingdoms into sea. I am Praesi of the old blood, fae. You should kneel in awe."	
Kairos Theodosian, The Tyrant of Helike	a_practical_guide_to_evil	thing_vilain_magic	Thing - Vilain - Magic		Wish: A target opponent must show you all the Story and Action cards in his hand.  Rule: Gain control of a Location controlled by an opponent, or a non-Named non-Location Thing in the discard pile.	"So your grand plan, it’s not really a plan, it’s a juggler’s philosophy. [...] First step always works, so always have a first step going."	
Alaya	a_practical_guide_to_evil	thing_vilain_trick	Thing - Vilain - Trick		You can control an additional member in your Band of Five. Alaya can't learn any Aspect as long as she is not Titled Dread Empress Malicia.	"I trust people to act according to their nature. Anything more is sentimentality."	
Tariq Isbili, The Grey Pilgrim	a_practical_guide_to_evil	thing_hero_magic	Thing - Hero - Magic		Forgive(R): When a Named was just destroyed, bring it back from the discard pile in play under your control.  Shine: As long as there is a marker on Shine, at the beginning of each player's turn, this player can only remove one marker among all those on his Vilains' Aspects.		
Laurence de Montfort, The Saint of Swords	a_practical_guide_to_evil	thing_hero_fight	Thing - Hero - Fight		Sever: Destroy a Thing. After removing a marker from Sever, Laurence can't activate any Aspect until your next turn.  Decree(R): As long as there is a marker on Decree, Laurence is a Thing - Sword.		
Roland de Beaumarais, The Rogue Sorcerer	a_practical_guide_to_evil	thing_hero_magic	Thing - Hero - Magic		Confiscate(R): Gain control of an Aspect card controlled by an opponent. It becomes linked to Roland and is destroyed if Roland is, but it doesn't count has one of the three Aspects of Roland.  Use(R): Activate one of the Aspects linked to Roland. When the marker is removed from this Aspect, sacrifice it. Use can be activated as a reaction if and only if the linked Aspect can.		
Hanno of Arwad, The White Knight	a_practical_guide_to_evil	thing_hero_fight	Thing - Hero - Fight		Recall(R): This Aspect can be used as a copy of one of the built-in Aspects of any Fight Named Hero in the discard pile. Recall can be activated as a reaction only if the copied Aspect can.  Do not Judge: Target a Thing an opponent controls and flip a coin. Head, destroy this Thing. Tail, this Thing can't be targeted until its controller next turn.	"I do not judge."	
Irene, The Ashen Priestess	a_practical_guide_to_evil	thing_hero_magic	Thing - Hero - Magic		Ignite(R): When one of your Thing was just destroyed, destroy a target Thing. If the destroyed Thing was not a Named, the target can't be one either.		
Alkmene, The Hedge Wizard	a_practical_guide_to_evil	thing_hero_magic	Thing - Hero - Magic		Reiterate(R): When you play an Action card, resolves its effect an additional time.		
Rafaella, The Valiant Champion	a_practical_guide_to_evil	thing_hero_fight	Thing - Hero - Fight		Follower  Exalt: Rafaella and a target Named controlled by an opponent go to the Arena. Flip a coin. Head, destroy the targeted Named.		
The Wandering Bard	a_practical_guide_to_evil	thing_hero_trick	Thing - Hero - Trick		Tell: If you don't control any other Named, you can play a Story if one of your opponent meets the condition. The opponent gets the effect (he can't target you or The Wandering Bard with it), but you get the Story.  Wander(R): Cancel an effect that targets the Wandering Bard OR cancel her destruction.		
William of Greenbury, The Lone Swordsman	a_practical_guide_to_evil	thing_hero_fight	Thing - Hero - Fight		Swing: If William is equipped with a Sword, destroy target Named an opponent controls. Otherwise, flip a coin. Head, destroy target Named an opponent controls.		
Vivienne Dartwick, The Thief	a_practical_guide_to_evil	thing_hero_trick	Thing - Hero - Trick		Steal: Gain control of a non-Named Thing controlled by an opponent.	"Yoink !"	
John, The Hunter	a_practical_guide_to_evil	thing_hero_fight	Thing - Hero - Fight		Follower  Hunt: Choose one when activated :  * As long as there is a marker on Hunt, John can't be targeted.  * As long as there is a marker on Hunt, you can target any Thing or player, even if an other card states otherwise.		
Simeon, The Bumbling Conjurer	a_practical_guide_to_evil	thing_hero_magic	Thing - Hero - Magic		Bumble: As long as there is a marker on Bumble, you can play any number of additional Action cards you want, but each time you must flip a coin. Head, resolve the Action. Tail, discard the Action card without resolving its effect.		
Christophe, The Mirror Knight	a_practical_guide_to_evil	thing_hero_fight	Thing - Hero - Fight		When Christophe should be destroyed, if it has a Dawn marker on him, remove a Dawn marker instead.  Dawn: Put a Dawn marker on Christophe.		
The Squire	a_practical_guide_to_evil	thing_transitional_name_fight	Thing - Transitional Name - Fight		Learn: Draw a card.		
The Apprentice	a_practical_guide_to_evil	thing_transitional_name_magic	Thing - Transitional Name - Magic		Glimpse(R): When an opponent plays an Action card, you can put it into your hand instead of the discard pile after it resolves.  Deconstruct(R): When an opponent plays an Action card that targets you or a card you control, you gain control of the Action and then resolve it. You can choose new target(s) for the deconstructed Action.		
The Heir(ess)	a_practical_guide_to_evil	thing_transitional_name	Thing - Transitional Name		You choose this Named's class as you play it.		
Anaxares, The Hierarch	a_practical_guide_to_evil	thing_ambiguous_name_trick	Thing - Ambiguous Name - Trick		Receive: Take a random card in target opponent's hand.  Indict: Each player sacrifices a Named.	"If the Heavens seek to impose their will, they will be made to stand before a tribunal of the People."	
Refuge	a_practical_guide_to_evil	thing_creational_location	Thing - Creational - Location		Claimed by Hye Su.  Hye Su, The Ranger is not limited for the number of Aspects she uses in one turn even if its owner controls other Named.		
The Tower of Ater	a_practical_guide_to_evil	thing_creational_location	Thing - Creational - Location		Claimed by the Dread Empress.  Action: If you control a Dread Empress, activate one of its Aspects (even if an other of its Aspects has already a marker on it).	No wonder they all go mad. How could you live in that without coming to think of yourself as a god ?	
Kingdom of Callow	a_practical_guide_to_evil	thing_creational_location	Thing - Creational - Location		Claimed by Amadeus, Catherine and Vivienne.  When one of your Thing is destroyed, put a marker on the Kingdom of Callow.  Action: Remove three markers from the Kingdom of Callow, destroy a Thing an opponent controls.	From small slights, long prices.	
Everdark	a_practical_guide_to_evil	thing_creational_location	Thing - Creational - Location		Claimed by Sve Noc.  Sve Noc can't be targeted or destroyed.  Action: Search for Sve Noc in the draw pile, and put it in your hand or in play under your control. Then, shuffle the draw pile.	All will be Night.	
Principate of Procer	a_practical_guide_to_evil	thing_creational_location	Thing - Creational - Location		Claimed by the First Prince.  Action: Put or remove a marker Shield from this card.  If there is no marker Shield on this card : This card can't be targeted as long as you control an other Location.  If there is a marker Shield on this card : Your other Locations can't be targeted.		
Dominion of Levant	a_practical_guide_to_evil	thing_creational_location	Thing - Creational - Location		Claimed by Tariq.  Action: If you control a complete Band of Five, you can gain control of a Location an opponent controls. If you do, your Band of Five can't be targeted until your next turn.	"Pilgrim of grey;  Fleet-foot, dusk-clad, the wanderer,  His stride rebellion and stirring ember  In his grasp the light of a morning star  Tattered his throne, tattered his war."	
Ashur	a_practical_guide_to_evil	thing_creational_location	Thing - Creational - Location		Roll a dice when you play this card. It comes in play with as many markers as the result.  Action: Draw X-2 cards, where X is the number of markers on this card.		
Mercantis	a_practical_guide_to_evil	thing_creational_location	Thing - Creational - Location		Action: Discard any number of cards you want and draw that many cards.	The City of Bought and Sold.	
Helike	a_practical_guide_to_evil	thing_creational_location	Thing - Creational - Location		Claimed by Kairos.  Each turn, instead of playing a Thing and/or an Action, you can play two Things or two Actions.	"Ye of Helike, do as you will."	
League of Free Cities	a_practical_guide_to_evil	thing_creational_location	Thing - Creational - Location		Claimed by Anaxares.  Action: Roll a dice :  * 1 : (Atalante) Pray and reroll the dice.  * 2 : (Delos) Draw a card.  * 3 : (Nicae) You can play two more other Actions this turn.  * 4 : (Penthes) You can play one more Thing this turn.  * 5 : (Bellerophon) Your opponents vote to decide the dice's result.  * 6 : (Stygia) Gain control of a non-Named non-Location Thing. 		
Liesse	a_practical_guide_to_evil	thing_non_creational_location	Thing - Non-Creational - Location		Even if you don't control any Named, don't sacrifice your Stories.		
Twilight Ways	a_practical_guide_to_evil	thing_non_creational_location	Thing - Non-Creational - Location		Action: Reveal the top 10 cards of the draw pile. If there is a Creational Location among them, you can put it in play under your control. Put the rest at the bottom of the draw pile in a random order.		
Arcadia	a_practical_guide_to_evil	thing_non_creational_location	Thing - Non-Creational - Location		Claimed by the Queen of Summer and the King of Winter.  Action: Draw the top card of the Fae pile.		
Demonic Hell	a_practical_guide_to_evil	thing_non_creational_location	Thing - Non-Creational - Location		Action: If you control a Magic Vilain, put the top card of the Demon pile in play under your control.		
Devilish Hell	a_practical_guide_to_evil	thing_non_creational_location	Thing - Non-Creational - Location		Action: If you control a Magic Vilain, put the top card of the Devil pile in play under your control.		
War on Keter	a_practical_guide_to_evil	thing	Thing		This Thing is undestructible and untargettable. No player controls this Thing.  Bands of Five can now be composed of Vilains and Heroes together.		
Fairfaxes' Sword	a_practical_guide_to_evil	thing_sword	Thing - Sword		Action: Equip this Sword to a Fight Named you control.  When you equip this Sword, you can take a Story card in the discard pile and put it in your hand.		
Severity	a_practical_guide_to_evil	thing_sword	Thing - Sword		This Thing is undestructible.  Action: Destroy target Fight Named you control. Then, if it survived, equip this Sword to it.  Action: If this Sword is equipped, destroy a Thing.		
Waning Wood's Bow	a_practical_guide_to_evil	thing_bow	Thing - Bow		Action: Equip this Bow to a Fight Named you control.  Action: If this Bow is equipped, destroy target non-Creational non-Location Thing.		
Peerless Artisan's Bow	a_practical_guide_to_evil	thing_bow	Thing - Bow		Action: Equip this Bow to a Fight Named you control.  When using the equipped Named's Aspects or when using it as a Caster for an Action, you can target any Thing or player, even if an other card states otherwise.		
Gigantes' Bow	a_practical_guide_to_evil	thing_bow	Thing - Bow		Action: Equip this Bow to a Fight Named you control.  When using the equipped Named's Aspects or when using it as a Caster for an Action, if the effect should destroy a card, this destruction can't be prevented, '''''even if the card can't be destroyed.		
First Prince	a_practical_guide_to_evil	thing	Thing		If you control the Principate of Procer : Each turn, you can choose to draw an additional card or play an additional Thing or Action.		
Sve Noc	a_practical_guide_to_evil	thing	Thing		When a Named is destroyed, you can put its Aspect cards in your hand.	The worthy take, the worthy rise.	
Legion of Terror	a_practical_guide_to_evil	thing	Thing		Action:' You and target opponent each flip a coin for each Named you respectively control. You flip an additional coin. The one with the less Heads sacrifices as many Things as the difference.	One sin - defeat. One grace - victory.	
Mercy's Chosen - Guiding Whispers	a_practical_guide_to_evil	title_blessing	Title - Blessing		Associated with Tariq. Tariq can't be targeted as long as you control another Hero, except by a Story.  All of Tariq's Aspects can be activated as Reaction, even when it is not your turn.		
Judgement's Chosen - Tribunal's Coin	a_practical_guide_to_evil	title_blessing	Title - Blessing		Associated with Hanno. Hanno can't be targeted as long as you control another Hero, except by a Story.  Hanno can activate his Aspect Do not Judge in addition to an other Aspect each turn.		
Contrition's Chosen - Penitent's Blade	a_practical_guide_to_evil	title_blessing_sword	Title - Blessing - Sword		Associated with William. William can't be targeted as long as you control another Hero, except by a Story.  This Blessing comes in play as a Sword equipped to William. When William leaves play, this card stays in play as a Thing - Sword.  Action: Equip this Sword to a Fight Named you control if it is not equipped to William.  The Named equipped with this Sword can't be targeted by an Action controlled by an opponent.		
Dread Empress Malicia	a_practical_guide_to_evil	title_dread_empress	Title - Dread Empress		Associated with Alaya. Alaya can't be targeted as long as you control another Vilain, except by a Story.  Alaya gains the Aspect Rule.  Rule: Gain control of target Vilain for as long as there is a marker on Rule. At the beginning of your turn, you don't have to remove the marker from Rule.		
Dread Empress Victorious	a_practical_guide_to_evil	title_dread_empress	Title - Dread Empress		Associated with Catherine. Catherine can't be targeted as long as you control another Vilain, except by a Story.  Whenever a coin is flipped, you choose the result.	"You can take up a sword and join my war against Keter, or you can do it as a walking corpse. If treaties and alliances fail, I’ll take steel and fire to the Dead King as Dread Empress, Victorious."	
Dread Empress Magnificent	a_practical_guide_to_evil	title_dread_empress	Title - Dread Empress		Associated with Akua. Akua can't be targeted as long as you control another Vilain, except by a Story.  None of your Locations can be targeted by an opponent.	"Kneel," Akua Sahelian ordered, crowned in dread.	
Duel	a_practical_guide_to_evil	action_fight	Action - Fight		Flip a coin. Head, destroy target Named an opponent controls. If the Caster is a Hero, target a Fight Named an opponent controls instead. Tail, destroy the Caster.		
Why Don't We Just Shoot Him ?	a_practical_guide_to_evil	action_fight	Action - Fight		If the Caster is equipped with a Bow, destroy target Named an opponent controls.  Otherwise, flip a coin. Head, destroy target Named an opponent controls.	So we shot him, right through the throat.  So much for that armour and all the gloat, So learn the lesson from that sad day – Fuck with the Fifteenth and you’ll pay!  Oh! Poor Lord of the Silver Spears!	
Disposing of the Minions	a_practical_guide_to_evil	action_fight	Action - Fight		Destroy a non-Named non-Location Thing.		
Ravaging the Countryside	a_practical_guide_to_evil	action_fight	Action - Fight		Destroy a Location.	...or as a hero would say : Foraging	
Forming a Squire	a_practical_guide_to_evil	action_fight	Action - Fight		The Caster must not be a Transitional Named. Search for the Squire in the discard and draw pile, and put it in play under your control. Then, shuffle the draw pile.		
Healing	a_practical_guide_to_evil	action_magic	Action - Magic		If the Caster is a Hero : Until your next turn, target non-Caster Named can't be destroyed.  Otherwise : Cancel the next destruction of target non-Caster Named if it occurs before your next turn.		
Mass Ritual	a_practical_guide_to_evil	action_magic	Action - Magic		Destroy X Named controlled by opponents, where X is the number of non-Caster Magic Named you control.		
Smited by  the Heaven	a_practical_guide_to_evil	action_magic_hero	Action - Magic Hero		Destroy target Vilain an opponent controls.		
Resurrection / Necromancy	a_practical_guide_to_evil	action_magic	Action - Magic		Put a Named from the discard pile in play under your control. If the Caster is a Vilain, the resurrected Named can't learn any Aspect from cards while in play.		
Scrying	a_practical_guide_to_evil	action_magic	Action - Magic		Look at the top three cards of the draw pile. You can put any number of them at the bottom of the draw pile in a random order. Put the rest back on top of the draw pile. Then, draw three cards.		
Ward	a_practical_guide_to_evil	action_magic	Action - Magic		Until your next turn, you and the cards you control can't be targetted by Action.		
Flying Fortress	a_practical_guide_to_evil	action_magic_vilain	Action - Magic Vilain		Sacrifice a Thing. Choose a target Location you control. The next time it is targeted, cancel the effect targeting it.		
Taking an Apprentice	a_practical_guide_to_evil	action_magic	Action - Magic		The Caster must not be a Transitional Named. Search for the Apprentice in the discard and draw pile, and put it in play under your control. Then, shuffle the draw pile.		
Ambush	a_practical_guide_to_evil	action_trick	Action - Trick		Flip a coin. Head, destroy target Named an opponent controls.		
Assassination	a_practical_guide_to_evil	action_trick	Action - Trick		Destroy target Named an opponent controls if that Named can't activate an Aspect.		
Spying	a_practical_guide_to_evil	action_trick	Action - Trick		Target opponent must show you his hand.		
Disappearance	a_practical_guide_to_evil	action_trick	Action - Trick		The Caster can't be targeted until your next turn.		
Stealing of Secrets	a_practical_guide_to_evil	action_trick	Action - Trick		Take two random cards in the hand of target opponent.	"37: theft in the service of Above is not a sin. It is, however, still a crime. Be discreet." Two Hundred Heroic Axioms	
Grave Robbing	a_practical_guide_to_evil	action_trick	Action - Trick		Put two cards from the discard pile in your hand.	"34: it is not graverobbing if it was your destiny to have that artefact, just proactive inheritance." Two Hundred Heroic Axioms	
Smuggling	a_practical_guide_to_evil	action_trick	Action - Trick		Look at the five cards on top of the draw pile and put two into your hand. Put the rest at the bottom of the draw pile in a random order.		
Chronic Backstabbing Disorder	a_practical_guide_to_evil	action	Action		Each player who controls more than one Named sacrifices a Named. If all the Named of a player are Vilains and he controls more than two of them, that player sacrifices two Named instead.	Kairos: I’m going to betray you, you know.  Black Knight: You will try. They always do.	
Evil Monologue	a_practical_guide_to_evil	action_reaction	Action - Reaction		You can only play this card in reaction of an opponent, whose Named are all Vilains, playing a Story. Prevent that Story from being played and put it in the discard pile.	"67: putting an arrow in a villain during their monologue is a perfectly acceptable method of victory. Heroes believing otherwise do not get to retire." Two Hundred Heroic Axioms	
Goblinfire	a_practical_guide_to_evil	action	Action		For each non-Named Thing in play, flip a coin. Head, it burns and is destroyed, '''''even if it can't be destroyed. Destruction by goblinfire can't be prevented.'''''		
Providence	a_practical_guide_to_evil	action	Action		Look at the top X cards of the draw pile, where X is twice the number of Heroes you control, and put two into your hand. Put the rest at the bottom of the draw pile in a random order.		
A Visit to the Deep Library	a_practical_guide_to_evil	action	Action		Draw two cards.  If you control a Dread Empress or the Tower of Ater, draw three cards instead.  If you control both, draw four cards instead.		
The Tenth Crusade	a_practical_guide_to_evil	action	Action		Draw X+1 cards, where X is the number of Heroes you control.		
The Grand Alliance	a_practical_guide_to_evil	action	Action		Draw X+1 cards, where X is the number of Creational Location you control.		
Adventure in the Brocelian Forest	a_practical_guide_to_evil	action	Action		Reveal the cards on top of the draw pile until you reveal an Aspect card. You can put it in play under your control if you control an eligible Named, or you can put it in your hand. Put the rest at the bottom of the draw pile in a random order.		
Name Dream	a_practical_guide_to_evil	action	Action		Target a Named you control who doesn't have all of his Aspects yet. Target an Aspect card in the discard pile for which the target Named is eligible. Play the target Aspect on the target Named.		
Designating an Heir	a_practical_guide_to_evil	action	Action		Target a non-Transitional Named you control. Search for the Heir(ess) in the discard and draw pile, and put it in play under your control. You must choose the same Class as the target Named for the Heir(ess). Then, shuffle the draw pile.		
Queen of Summer	a_practical_guide_to_evil	thing_non_creational_fae_summer	Thing - Non-Creational - Fae - Summer		This card can't be destroyed. When you play a Story, sacrifice this card.  You can activate the Action of one of your other Summer Fae once each turn without spending your Action "slot".  Action: Destroy all non-Named non-Summer Things in play. You can't play Thing cards until your next turn.		
Princess of High Noon	a_practical_guide_to_evil	thing_non_creational_fae_summer	Thing - Non-Creational - Fae - Summer		Action: Until your next turn, you can target any Thing or player, even if an other card states otherwise.		
Prince of Deep Drought	a_practical_guide_to_evil	thing_non_creational_fae_summer	Thing - Non-Creational - Fae - Summer		Action: This Action can be used as a copy of one of the Magic Action cards in your hand, with this card as the Caster.		
Prince of Burning Embers	a_practical_guide_to_evil	thing_non_creational_fae_summer	Thing - Non-Creational - Fae - Summer		Action: This Action can be used as a copy of one of the Fight Action cards in your hand, with this card as the Caster.		
King of Winter	a_practical_guide_to_evil	thing_non_creational_fae_winter	Thing - Non-Creational - Fae - Winter		This card can't be destroyed. When you play a Story, sacrifice this card.  You can activate the Action of one of your other Winter Fae once each turn without spending your Action "slot".  Action: Put six markers on target Named an opponent controls. At the end of each of this opponent's turn, remove one marker. If you remove the last marker before this opponent completes a Story, gain control of the Named.		
Prince of Nightfall	a_practical_guide_to_evil	thing_non_creational_fae_winter	Thing - Non-Creational - Fae - Winter		Action: Until your next turn, when an opponent targets one of your cards, he targets a random eligible card you control instead.		
Princess of Silent Depths	a_practical_guide_to_evil	thing_non_creational_fae_winter	Thing - Non-Creational - Fae - Winter		Action: This Action can be used as a copy of one of the Trick Action cards in your hand, with this card as the Caster.		
Duke/Duchess of Moonless Nights	a_practical_guide_to_evil	title_non_creational_fae_winter	Title - Non-Creational - Fae - Winter		Play this card instead of playing a Thing this turn, and associate it to a Named you control. This Named have the Types Non-Creational - Fae - Winter in addition to its own Types.  This Named can't activate or learn any new Aspect. This Named can't be destroyed except by a Story. When a player plays a Story, sacrifice this card.  Action: Destroy target Thing.		
Demon of Madness	a_practical_guide_to_evil	thing_non_creational_demon	Thing - Non-Creational - Demon		At the beginning of each player turn, that player rolls a dice and sacrifices as many Things as half the result of the dice (rounded up).		
Demon of Order	a_practical_guide_to_evil	thing_non_creational_demon	Thing - Non-Creational - Demon		At the beginning of each player turn, that player rolls a dice and does depending on the result :  * 1-2 : Discard a card. You can't draw card until end of turn.  * 3-4 : Sacrifice a Thing. You can't play Thing this turn.  * 5 : Discard an Action card if you have one in hand. You can't play Action card or effect this turn.  * 6 : Sacrifice a Story. You can't play Story this turn.		
Demon of Apathy	a_practical_guide_to_evil	thing_non_creational_demon	Thing - Non-Creational - Demon		No player can activate their Named's Aspects.		
Demon of Corruption	a_practical_guide_to_evil	thing_non_creational_demon	Thing - Non-Creational - Demon		At the end of your turn, put a marker on it.  At the beginning of each player turn, that player sacrifices as many Things as the number of markers on the Demon of Corruption.		
Demon of Absence	a_practical_guide_to_evil	thing_non_creational_demon	Thing - Non-Creational - Demon		At the beginning of each player turn, that player turns face down an Aspect card of one of his Named. A face down Aspect can't be activated but still counts as one of the three maximum a Named can have.		
Demon of Terror	a_practical_guide_to_evil	thing_non_creational_demon	Thing - Non-Creational - Demon		At the end of your turn, put a marker on it.  At the beginning of each player turn, that player does depending on the number of marker on the Demon of Terror :  * 1  : Discard a card.  * 2  : Sacrifice a Thing. If you can't, discard two cards.  * 3+ : Sacrifice a Story. If you can't, sacrifice two Things. If you can't, discard two cards for each Thing you couldn't sacrifice.		
Fireflies	a_practical_guide_to_evil	thing_non_creational_lesser_devil	Thing - Non-Creational - Lesser Devil		At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifices a Magic Named.		
Fireflies	a_practical_guide_to_evil	thing_non_creational_lesser_devil	Thing - Non-Creational - Lesser Devil		At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifices a Magic Named.		
Jackalheads	a_practical_guide_to_evil	thing_non_creational_lesser_devil	Thing - Non-Creational - Lesser Devil		At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifices a Fight Named.		
Jackalheads	a_practical_guide_to_evil	thing_non_creational_lesser_devil	Thing - Non-Creational - Lesser Devil		At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifices a Fight Named.		
Ironhooks	a_practical_guide_to_evil	thing_non_creational_lesser_devil	Thing - Non-Creational - Lesser Devil		At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifices a Trick Named.		
Ironhooks	a_practical_guide_to_evil	thing_non_creational_lesser_devil	Thing - Non-Creational - Lesser Devil		At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifices a Trick Named.		
Walin-Falme (Monkeybats)	a_practical_guide_to_evil	thing_non_creational_lesser_devil	Thing - Non-Creational - Lesser Devil		At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifices two Things.		
Walin-Falme (Monkeybats)	a_practical_guide_to_evil	thing_non_creational_lesser_devil	Thing - Non-Creational - Lesser Devil		At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifices two Things.		
Jenge Kubawa	a_practical_guide_to_evil	thing_non_creational_greater_devil	Thing - Non-Creational - Greater Devil		At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifices a Named.	The Lord of Despair from Twenty-Seventh Hell.	
Mongowa-umun	a_practical_guide_to_evil	thing_non_creational_greater_devil	Thing - Non-Creational - Greater Devil		Your opponents can't target a Thing you control, other than Mongowa-umun itself.	The Gatekeeper of Second Liesse.	
Heroic Last Stand	a_practical_guide_to_evil	story	Story		Condition: You control only one Named who is a Hero AND target opponent controls multiple Vilains.  Effect: Target opponent sacrifices a Vilain.	"169: any companion volunteering to stay behind and hold off a superior enemy will be guaranteed success, twice over if having already taken a mortal wound." Two Hundred Heroic Axioms	
Conquest of Calernia	a_practical_guide_to_evil	story	Story		Condition: You control at least two Creational Locations AND you control more Creational Locations than all your opponents combined.  Effect: Target two Creational Locations you control. As long as you control this Story, target Locations can't be targeted. When this Story is destroyed, sacrifice the two target Locations.		
Prophecy	a_practical_guide_to_evil	story	Story		Condition: No player controls any complete Story yet.  Effect: Put a marker on this Story. The next time a player completes a Story, he gains control of this card and removes the marker from it.	"143: do not try to avert prophecy, fulfil prophecy or in any way tinker with prophecy. Swallowing poison will lead to a quicker death and less ironic horror inflicted upon Creation." Two Hundred Heroic Axioms	
Liesse Accords	a_practical_guide_to_evil	story	Story		Condition: You control at least three Creational Locations AND no Non-Location Non-Creational Things AND War on Keter is in play.  Effect: Every player must sacrifice all their Non-Location Non-Creational Things. No player can have Non-Location Non-Creational Things in play.		
Weight of Sacrifice	a_practical_guide_to_evil	story	Story		Condition: You control at least two Named, one Location and one non-Named non-Location Thing.  Effect: Sacrifice a Named, a Location and a non-Named non-Location Thing.		
Resurgence of a New Name	a_practical_guide_to_evil	story	Story		Condition: You have a New Name in your hand AND you control a Thing associated.  Effect: Put the condition's New Name in play linked to the condition's Thing.		
Warlord	a_practical_guide_to_evil	title_new_name	Title - New Name		Associated with Amadeus and Catherine. Can be associated with Sabah or Hakram if they have no Leader somehow.   Warlord can't be targeted as long as you control another Fight Named, except by a Story.  All your Fight Named can activate one more Aspect each turn.	"War isn’t just what we do, Catherine, it’s what we are."	
Warden of the West	a_practical_guide_to_evil	title_new_name	Title - New Name		Associated with the First Prince. The First Prince becomes a Hero - Trick with the built-in Aspect Judge. It can't be targeted as long as you control another Hero, except by a Story.  Judge: Target a Named. If it is a Hero, flip a coin. Head, you gain control of it, Tail destroy it. If target Named is not a Hero, destroy it. When you remove a marker from Judge, the Warden of the West can't activate any Aspect until your next turn.		
Good/Evil King/Queen	a_practical_guide_to_evil	title_new_name	Title - New Name		Associated with a non-Follower Named equipped with the '''Fairfaxes' Sword'''.  This Named can't be targeted as long as you control another Named, except by a Story.  The '''Fairfaxes' Sword''' can't be equipped to an other Named.		
Watch's Gestalt	a_practical_guide_to_evil	thing	Thing		Action : Link target unlinked Story you control with target Named you control.  As long as a Named is linked to a Story, it is not limited for the number of Aspects it uses in one turn.		
Observatory	a_practical_guide_to_evil	thing	Thing		When you should draw X cards, instead, look at the top X cards of the draw pile. You can put any number of them at the bottom of the draw pile in a random order. Put the rest back on top of the draw pile. Then, draw X cards.		
Staff of Yew	a_practical_guide_to_evil	thing_staff	Thing - Staff		Action: Equip this Staff to a Named you control.  The Named equipped with this Staff belongs to all three Classes : Fight, Magic and Trick.		
War College	a_practical_guide_to_evil	thing	Thing		Action: Search for the Legion of Terror in the draw pile, and put it in your hand or in play under your control. Then, shuffle the draw pile.  Add 1 to the result of the coins when using the Action of the Legion of Terror.		
Red Letter	a_practical_guide_to_evil	thing	Thing		Action: Put a Red Letter marker on a Location. Then, if it has three Red Letter markers on it, destroy it and remove it from the game (it doesn't go in the discard pile).		
Dimensional pocket	a_practical_guide_to_evil	thing	Thing		Your maximum hand size is doubled.		
Blessing	a_practical_guide_to_evil	title_blessing	Title - Blessing		'''Mercy's Chosen - Guiding Whispers: Associated with Tariq.  OR  Judgement's Chosen - Tribunal's Coin: Associated with Hanno.  OR  Contrition's Chosen - Penitent's Blade: Associated with William.		
Blessing	a_practical_guide_to_evil	title_blessing	Title - Blessing		Mercy's Chosen - Guiding Whispers: Associated with Tariq.  OR  Judgement's Chosen - Tribunal's Coin: Associated with Hanno.  OR  Contrition's Chosen - Penitent's Blade: Associated with William.		
Blessing	a_practical_guide_to_evil	title_blessing	Title - Blessing		Mercy's Chosen - Guiding Whispers: Associated with Tariq.  OR  Judgement's Chosen - Tribunal's Coin: Associated with Hanno.  OR  Contrition's Chosen - Penitent's Blade: Associated with William.		
Dread Empress	a_practical_guide_to_evil	title_dread_empress	Title - Dread Empress		Dread Empress Malicia: Associated with Alaya.  OR  Dread Empress Victorious: Associated with Catherine.  OR  Dread Empress Magnificent: Associated with Akua.		
Dread Empress	a_practical_guide_to_evil	title_dread_empress	Title - Dread Empress		Dread Empress Malicia: Associated with Alaya.  OR  Dread Empress Victorious: Associated with Catherine.  OR  Dread Empress Magnificent: Associated with Akua.		
Dread Empress	a_practical_guide_to_evil	title_dread_empress	Title - Dread Empress		Dread Empress Malicia: Associated with Alaya.  OR  Dread Empress Victorious: Associated with Catherine.  OR  Dread Empress Magnificent: Associated with Akua.		
New Name	a_practical_guide_to_evil	title_new_name	Title - New Name		Warlord: Associated with Amadeus and Catherine. Can be associated with Sabah or Hakram if they have no Leader somehow.   OR  Warden of the West:''' Associated with the First Prince who becomes a Hero. It can't be associated if you control a Vilain and War on Keter is not in play.  OR  Good/Evil King/Queen: Associated with a non-Follower Named equipped with the '''Fairfaxes' Sword.		
New Name	a_practical_guide_to_evil	title_new_name	Title - New Name		Warlord: Associated with Amadeus and Catherine. Can be associated with Sabah or Hakram if they have no Leader somehow.   OR  Warden of the West:''' Associated with the First Prince who becomes a Hero. It can't be associated if you control a Vilain and War on Keter is not in play.  OR  Good/Evil King/Queen: Associated with a non-Follower Named equipped with the '''Fairfaxes' Sword.		
New Name	a_practical_guide_to_evil	title_new_name	Title - New Name		Warlord: Associated with Amadeus and Catherine. Can be associated with Sabah or Hakram if they have no Leader somehow.   OR  Warden of the West:''' Associated with the First Prince who becomes a Hero. It can't be associated if you control a Vilain and War on Keter is not in play.  OR  Good/Evil King/Queen: Associated with a non-Follower Named equipped with the '''Fairfaxes' Sword'''.		

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