Difference between revisions of "A Practical Guide to Evil"
m (→Side Decks) |
|||
Line 1,374: | Line 1,374: | ||
{{card | {{card | ||
|title=Queen of Summer | |title=Queen of Summer | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Fae - Summer | ||
|text=This card can't be destroyed. You can activate the Action of one of your other Summer Fae once each turn without spending your Action "slot".<br/> | |text=This card can't be destroyed. You can activate the Action of one of your other Summer Fae once each turn without spending your Action "slot".<br/> | ||
'''Action:''' Destroy all non-Named Things in play. You can't play Thing cards until your next turn. | '''Action:''' Destroy all non-Named Things in play. You can't play Thing cards until your next turn. | ||
Line 1,382: | Line 1,382: | ||
{{card | {{card | ||
|title=Princess of High Noon | |title=Princess of High Noon | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Fae - Summer | ||
|text='''Action:''' Until your next turn, you can target any Thing or player, even if an other card states otherwise. | |text='''Action:''' Until your next turn, you can target any Thing or player, even if an other card states otherwise. | ||
|bgcolor=806B46 | |bgcolor=806B46 | ||
Line 1,389: | Line 1,389: | ||
{{card | {{card | ||
|title=Prince of Deep Drought | |title=Prince of Deep Drought | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Fae - Summer | ||
|text='''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. | |text='''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. | ||
|bgcolor=806B46 | |bgcolor=806B46 | ||
Line 1,396: | Line 1,396: | ||
{{card | {{card | ||
|title=Prince of Burning Embers | |title=Prince of Burning Embers | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Fae - Summer | ||
|text='''Action:''' This Action can be used as a copy of one of the Combat Action cards in your hand, with this card as the Caster. | |text='''Action:''' This Action can be used as a copy of one of the Combat Action cards in your hand, with this card as the Caster. | ||
|bgcolor=806B46 | |bgcolor=806B46 | ||
Line 1,403: | Line 1,403: | ||
{{card | {{card | ||
|title=King of Winter | |title=King of Winter | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Fae - Winter | ||
|text=This card can't be destroyed. You can activate the Action of one of your other Winter Fae once each turn without spending your Action "slot".<br/> | |text=This card can't be destroyed. You can activate the Action of one of your other Winter Fae once each turn without spending your Action "slot".<br/> | ||
'''Action:''' Put six markers on target Named an opponent controls. At the beginning 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. It changes side (Vilain or Hero) if you want. | '''Action:''' Put six markers on target Named an opponent controls. At the beginning 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. It changes side (Vilain or Hero) if you want. | ||
Line 1,412: | Line 1,412: | ||
{{card | {{card | ||
|title=Prince of Nightfall | |title=Prince of Nightfall | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Fae - Winter | ||
|text='''Action:''' Until your next turn, when an opponent targets one of your cards, he targets a random eligible card you control instead. | |text='''Action:''' Until your next turn, when an opponent targets one of your cards, he targets a random eligible card you control instead. | ||
|bgcolor=806B46 | |bgcolor=806B46 | ||
Line 1,419: | Line 1,419: | ||
{{card | {{card | ||
|title=Princess of Silent Depths | |title=Princess of Silent Depths | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Fae - Winter | ||
|text='''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. | |text='''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. | ||
|bgcolor=806B46 | |bgcolor=806B46 | ||
Line 1,426: | Line 1,426: | ||
{{card | {{card | ||
|title=Duke/Duchess of Moonless Nights | |title=Duke/Duchess of Moonless Nights | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Fae - Winter | ||
|text=Attached this card to a Named you control. It can't activate or learn any new Aspect. Neither this Named, nor this card can be destroyed. When someone plays a Story, sacrify this card.<br/> | |text=Attached this card to a Named you control. It can't activate or learn any new Aspect. Neither this Named, nor this card can be destroyed. When someone plays a Story, sacrify this card.<br/> | ||
'''Action:''' Destroy target Thing. | '''Action:''' Destroy target Thing. | ||
Line 1,438: | Line 1,438: | ||
{{card | {{card | ||
|title=Demon of Madness | |title=Demon of Madness | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Demon | ||
|text=At the beginning of each player turn, that player rolls a dice and sacrifies as many Things as the result of the dice. | |text=At the beginning of each player turn, that player rolls a dice and sacrifies as many Things as the result of the dice. | ||
|bgcolor=806B46 | |bgcolor=806B46 | ||
Line 1,445: | Line 1,445: | ||
{{card | {{card | ||
|title=Demon of Order | |title=Demon of Order | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Demon | ||
|text=At the beginning of each player turn, that player rolls a dice and does depending on the result :<br/> | |text=At the beginning of each player turn, that player rolls a dice and does depending on the result :<br/> | ||
* 1-2 : Discard a card. You can't draw card until end of turn. | * 1-2 : Discard a card. You can't draw card until end of turn. | ||
Line 1,457: | Line 1,457: | ||
{{card | {{card | ||
|title=Demon of Apathy | |title=Demon of Apathy | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Demon | ||
|text=No player can activate their Named's Aspects. | |text=No player can activate their Named's Aspects. | ||
|bgcolor=806B46 | |bgcolor=806B46 | ||
Line 1,464: | Line 1,464: | ||
{{card | {{card | ||
|title=Demon of Corruption | |title=Demon of Corruption | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Demon | ||
|text=At the end of your turn, put a marker on it.<br/> | |text=At the end of your turn, put a marker on it.<br/> | ||
At the beginning of each player turn, that player sacrifies as many Things as the number of markers on the Demon of Corruption. | At the beginning of each player turn, that player sacrifies as many Things as the number of markers on the Demon of Corruption. | ||
Line 1,472: | Line 1,472: | ||
{{card | {{card | ||
|title=Demon of Absence | |title=Demon of Absence | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Demon | ||
|text=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. | |text=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. | ||
|bgcolor=806B46 | |bgcolor=806B46 | ||
Line 1,479: | Line 1,479: | ||
{{card | {{card | ||
|title=Demon of Terror | |title=Demon of Terror | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Demon | ||
|text=At the end of your turn, put a marker on it.<br/> | |text=At the end of your turn, put a marker on it.<br/> | ||
At the beginning of each player turn, that player does depending on the number of marker on the Demon of Terror :<br/> | At the beginning of each player turn, that player does depending on the number of marker on the Demon of Terror :<br/> | ||
Line 1,495: | Line 1,495: | ||
{{card | {{card | ||
|title=Fireflies | |title=Fireflies | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Lesser Devil | ||
|text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies a Magic Named. | |text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies a Magic Named. | ||
|bgcolor=806B46 | |bgcolor=806B46 | ||
Line 1,502: | Line 1,502: | ||
{{card | {{card | ||
|title=Fireflies | |title=Fireflies | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Lesser Devil | ||
|text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies a Magic Named. | |text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies a Magic Named. | ||
|bgcolor=806B46 | |bgcolor=806B46 | ||
Line 1,509: | Line 1,509: | ||
{{card | {{card | ||
|title=Jackalheads | |title=Jackalheads | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Lesser Devil | ||
|text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies a Combat Named. | |text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies a Combat Named. | ||
|bgcolor=806B46 | |bgcolor=806B46 | ||
Line 1,516: | Line 1,516: | ||
{{card | {{card | ||
|title=Jackalheads | |title=Jackalheads | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Lesser Devil | ||
|text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies a Combat Named. | |text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies a Combat Named. | ||
|bgcolor=806B46 | |bgcolor=806B46 | ||
Line 1,523: | Line 1,523: | ||
{{card | {{card | ||
|title=Ironhooks | |title=Ironhooks | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Lesser Devil | ||
|text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies a Trick Named. | |text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies a Trick Named. | ||
|bgcolor=806B46 | |bgcolor=806B46 | ||
Line 1,530: | Line 1,530: | ||
{{card | {{card | ||
|title=Ironhooks | |title=Ironhooks | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Lesser Devil | ||
|text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies a Trick Named. | |text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies a Trick Named. | ||
|bgcolor=806B46 | |bgcolor=806B46 | ||
Line 1,537: | Line 1,537: | ||
{{card | {{card | ||
|title=Walin-Falme (Monkeybats) | |title=Walin-Falme (Monkeybats) | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Lesser Devil | ||
|text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies two Things. | |text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies two Things. | ||
|bgcolor=806B46 | |bgcolor=806B46 | ||
Line 1,544: | Line 1,544: | ||
{{card | {{card | ||
|title=Walin-Falme (Monkeybats) | |title=Walin-Falme (Monkeybats) | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Lesser Devil | ||
|text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies two Things. | |text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies two Things. | ||
|bgcolor=806B46 | |bgcolor=806B46 | ||
Line 1,551: | Line 1,551: | ||
{{card | {{card | ||
|title=Jenge Kubawa | |title=Jenge Kubawa | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Greater Devil | ||
|text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies a Named. | |text=At the beginning of each player turn, if that player doesn't control this card, he flips a coin. Tail, he sacrifies a Named. | ||
|flavortext=The Lord of Despair from Twenty-Seventh Hell. | |flavortext=The Lord of Despair from Twenty-Seventh Hell. | ||
Line 1,559: | Line 1,559: | ||
{{card | {{card | ||
|title=Mongowa-umun | |title=Mongowa-umun | ||
|type=Thing - Non- | |type=Thing - Non-Creational - Greater Devil | ||
|text=Your opponents can't target a Thing you control, other than Mongowa-umun itself. | |text=Your opponents can't target a Thing you control, other than Mongowa-umun itself. | ||
|flavortext=The Gatekeeper of Second Liesse. | |flavortext=The Gatekeeper of Second Liesse. |
Revision as of 15:40, 13 October 2020
A Practical Guide to Evil | |
---|---|
Designer | Aerdor |
Date | 30th September 2020 |
Players | 3-6 ? |
This is an untested deck. Its cards are complete, but it hasn't yet been tested. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
Print this deck | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
A card game inspired by the web novel A Practical Guide to Evil : check it out here, it's so good ! /!\ BE CAREFUL : POSSIBLE SPOILERS IN THE DECK /!\
Suggestions are welcome, especially if you know the Guideverse.
Rules
Dvorak
Dvorak is played with cards, and there are two traditional types of card - Things and Actions. When you play a Thing card, it goes onto the table in front of you and stays there, usually having a useful effect while it remains in play; when you play an Action card, it does whatever it does and goes to a discard pile.
Take the deck of cards, shuffle it, and deal NINE cards to each player (which they hold in their hand where other players can't see). The rest of the cards go in the middle of the table as a face-down draw pile, and whenever a card is discarded or destroyed, it goes into a face-up discard pile.
Starting with a random player, you take turns in order. A turn consists of:
- Drawing the top card from the draw pile. (If the draw pile's empty, shuffle the discard pile and turn it over to make a new draw pile.)
- Playing up to two cards from your hand. You can play one Thing and one Action per turn (or just one of those, or no cards at all).
- Checking your hand size; if you have more than SEVEN cards, discard down to SEVEN.
The game continues until somebody meets the deck's victory condition.
A Practical Guide to Evil
Preparing the game
You need to print the cards of this page. You also need a coin, a dice, and things that you can use as markers to put on cards.
At the beginning of the game, shuffle the different side decks apart from the main deck of cards and apart from each other. Cards can only be drawn from the side decks on particular conditions.
Side decks each have a discard pile of their own.
Draw phase
At the beginning of your turn, instead of drawing a card, you can choose to discard as many cards as you want from your hand, and draw that many cards.
Win condition
To win, you must control 3 different Stories, or control all the Named of the deck (only the Dead King can fulfill this win condition, cf. Special cards/The Dead King).
A Story doesn't count for the win condition if it has markers on it.
Stories
A Story :
- can be played when its Condition is met and if you control a Named.
- can be played maximum once each turn (each turn, you can play a Story and/or a Thing and/or an Action).
- resolves its Effect when it is played.
If at any point, you don't control any Named, you must destroy all your Stories.
Named
Named is a generic term that englobes Vilains and Heroes.
A Named can have built-in Aspects that work like Aspect cards.
Class
Named are categorized in Classes. There are three Classes : Combat, Magic and Trick.
These Classes affect what Aspects each Named are elligible to.
Some Action cards can only be played if you control a Named of a certain Class. This Named is called the Caster of the Action. For example, Scrying can only be played if you control a Magic Named, and Flying Fortress only if you control a Magic Vilain.
Aspects
Playing an Aspect card
An Aspect card :
- can be played when its Condition is met.
- can always be played as a Reaction, even when it is not your turn.
- must be played attached to an Eligible Named.
- resolves its Effect when it is played.
Each Named can have a maximum of 3 Aspects.
Activating an Aspect
When a Named activate one of its Aspect already in play, put a marker on it. Each player removes the markers on his Aspects at the beginning of his turn. A Named can only activate one of its Aspect when none of its Aspects has a marker on it. You can activate an Aspect in play as a Reaction, even when it is not your turn, if it has "(R)" in his name.
When playing an Aspect card, resolving its effect doesn't put a marker on it, so you can still activate an Aspect your Named already had. You can play an Aspect card on a Named, even if there is a marker on one of its Aspects.
However, you can activate an Aspect only If you played it before your previous turn.
Band of Five
Each player cannot control more than 5 Named, and a Band of Five must be composed exclusively of Vilains or exclusively of Heroes (except when Team up ! is in play).
Followers
Some Named are Followers. this means that when you play them, you need to choose a non-Follower Named you control to become their Leader. You can't play a Follower if you don't control a non-Follower Named.
A Leader can't be targeted as long as a Follower follows it.
Transitional and Ambiguous Names
These are Named who aren't Vilains or Heroes, and can be part of any Band of Five.
If you control a Transitional Name, you must sacrify it when you play a Named of the same class (Combat, Magic or Trick).
Special cards
Some cards work very particularly. Because their text is so long, it is written here and only summarize on the card.
Rule of Three
The Story card Rule of Three.
Condition:
- Play this card in reaction when one of your Named is destroyed by an opponent
- You still need to control at least one Named
- You can't have multiple Rule of Three linked to the same opponent.
Effect:
On playing it:
- Put two markers on it.
- This Story is link to the opponent mentioned in the condition. He is thereafter refered to as the linked opponent.
As long as there is exactly 2 markers on the card:
- If you destroy one of the linked opponent's Named or he destroys one of yours, destroy this card.
- One full turn after playing this card, remove one marker from it.
As long as there is exactly 1 marker on the card:
- The linked opponent cannot destroy any of your Named.
- When you destroy one of the linked opponent's Named, remove the last marker from this card.
The Dead King
The Vilain card Neshamah, The Dead King.
- You can't play the Dead King if you already control a Named.
- As long as you control the Dead King, you can't play or gain control of other Named.
- The only way to get control of a Named is to destroy it, then he comes in your control as a Revenant instead of going to the discard pile.
- When you play the Dead King, each opponent sacrifies a Named (who then becomes a Revenant under your control).
- The number of Revenants you control is not limited.
- No opponent can gain control of the Dead King or a Revenant.
- The Dead King can't be targeted or destroyed as long as you control a Revenant.
- The Dead King and the Revenants can't learn any new Aspects.
- Revenant don't count as Named for Stories.
- If an opponent manages to kill the Dead King, its card becomes a Story and this opponent gains control of it.
- The Dead King's Story is not destroyed when its owner controls no Named.
Card List
Main Deck
Story cards
Effect: The targeted player separate all his Vilains into two groups. You choose a group and the targeted players sacrifies it. He gets control over this Story.
Ah, Praesi backstabbing. The gift that kept on giving.
Effect: The targeted player sacrifies a Hero and a Vilain. He gets control over this Story.
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."
Effect: Destroy a Named this opponent controls.
Effect: Flip a coin. Head, the Vilain is now considered a Hero and you gain control of it. Tail, the Vilain is destroyed.
Effect: The Hero is now considered a Vilain and you gain control of it.
Condition: An opponent without Rule of Three with you destroyed one of your Named, but not the last one.
Effect: Put two markers on it.
2 markers: If destruction of a Named, destroy this card. After one full turn, remove one marker.
Condition: An opponent without Rule of Three with you destroyed one of your Named, but not the last one.
Effect: Put two markers on it.
2 markers: If destruction of a Named, destroy this card. After one full turn, remove one marker.
Condition: An opponent without Rule of Three with you destroyed one of your Named, but not the last one.
Effect: Put two markers on it.
2 markers: If destruction of a Named, destroy this card. After one full turn, remove one marker.
Effect: None.
Effect: None.
"Hahahahaha. Ha. You can’t beat me now, this is the first part of my plan!"
Effect: Sacrify 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).
Effect: Put 7 markers on this card. The Sword is unequipped to the Hero and must remain unequipped and in play as well as the Hero as long as there are markers on this card, else this card is destroyed.
At the beginning of your turn, remove one marker from this card. When you remove the last marker, destroy all Things your opponents control, and sacrify the condition's Hero.Effect: The condition's opponent sacrifies the condition's lesser god.
"Whether they be gods or kings or all the armies in Creation"
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.
Aspect cards
Eligible: Combat Named
Eligible: Magic Named
Eligible: Any Named
Eligible: Combat Named
Eligible: Trick Named
Eligible: Combat Named
Eligible: Any Named
Eligible: Magic Named
Eligible: A Follower Named.
Eligible: Combat Named
Eligible: Magic Named
Eligible: Magic Named
Eligible: Combat Named
"Sometimes she wondered if that was what it felt like, to be the Lady."
Eligible: Magic Named
Eligible: Magic Named
Eligible: Magic Named
Eligible: Hero
Eligible: Combat Named
Eligible: Combat Named
Eligible: Magic Named
Eligible: Magic Named
Eligible: Magic Named
Eligible: Combat Named
Eligible: Combat Named
Eligible: Combat Named
Eligible: Combat Named
Eligible: Trick Named
Eligible: Trick Named
Eligible: Combat Named
Eligible: Trick Named
Thing cards
Named cards
Vilain cards
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 sacrify.
"Even victories ordained by the Heavens can be broken by the will of men."
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.
You can control Eudokia in addition to a complete Band of Five.
Perfect: Play an Action card from the discard pile as if it were in your hand.
"I am the Ranger. I hunt those worth hunting. Rejoice, for you qualify."
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.
"You’re going to need another god. I broke this one."
"Woe on us all, but if the Gods demanded my home be ashes then the Gods would burn."
Stand(R): If Hakram should be destroyed, cancel the destruction. As long as there is a marker on Stand, Hakram can't be destroyed.
“Warlord,” he rasped.
A promise. An oath. I clasped his arm and hoisted him up.
“Adjutant,” I replied, and in that same moment it became the truth.
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.
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."
"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."
When played, each opponent sacrifies a Named.
The Dead King should be your only Named except Revenants.
When you destroy a Named, it becomes a Revenant.
Revenants must be destroyed before the Dead King.
The Dead King and the Revenants can't learn any new Aspects.
Hero cards
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.
Decree(R): As long as there is a marker on Decree, Laurence is a Sword.
Use(R): Activate one of the Aspects linked to Roland. When the marker is removed from this Aspect, sacrify it. Use can be activated as a reaction if and only if the linked 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."
Exalt: Rafaella and a target Named controlled by an opponent go to the Arena. Flip a coin. Head, destroy the targeted Named.
Wander(R): As long as there is a marker on Wander, she can't be destroyed.
"Yoink !"
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.
Dawn: Put a marker on Christophe.
Transitional Name cards
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.
Ambiguous Name card
Indict: Each player sacrifies a Named.
"If the Heavens seek to impose their will, they will be made to stand before a tribunal of the People."
Location cards
Hye Su, The Ranger is not limited for the number of Aspects she uses in one turn even if its owner controls other Named.
Action: If you control the Tyrant of Praes, activate one of his Aspect (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 ?
When one of your Thing is destroyed, put a marker on the Kingdom of Callow.
From small slights, long prices.
Sve Noc can't be targeted.
"The Lycaonese are a grim people though not without a dark sort of humour [...] What the locals refer to as one of their burials is, in truth, someone being eaten by ratlings from the Chain of Hunger."
"Alamans. They’d try to seduce the Choir of Contrition, if the angels showed enough leg."
"Arlesites are passionate and romantic people, fond of poetry and duels."
You can only play this card if you control Lycaonese Principalities, Alaman Principalities and Arlesite Principalities.
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.
Action: Draw X-2 cards, where X is the number of markers on this card.
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."
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.
Action: Draw the top card of the Fae pile.
Your Revenants are not limited for the number of Aspects they use in one turn.
Action: If you control the Dead King, destroy a Named.
Other Thing cards
Bands of Five can now be composed of Vilains and Heroes together.
The Named equipped with this Sword can't be targetted by an Action controlled by an opponent.
Action: If this Sword is equipped, destroy a Thing.
Action: If this Bow is equipped, aim a non-Location Thing an opponent controls. If the Bow should be unequipped, the aim is lost.
Action: Roll a dice. You can target and destroy a type of Thing depending on the result :
- 1-2 Named
- 3-4 Location
- 5-6 Non-Named non-Location Thing
When you destroy a Named, if the equipped Named doesn't have three Aspects, you can take an Aspect card from the destroyed Named and it becomes an Aspect of the equipped Named, even if the equipped Named is not elligible.
You can control the Named attached in addition to a complete Band of Five. This Named cannot be targeted as long as you control another Vilain, except by a Story.
This Thing can't be targeted as long as you control a Hero.
Action cards
Combat Action cards
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!...or as a hero would say : Foraging
Magic Action cards
Otherwise, cancel the next destruction of target non-Caster Named if it occurs before your next turn.
Trick Action cards
Other Action cards
Kairos: I’m going to betray you, you know.
Black Knight: You will try. They always do.
"If you feel like you’re winning, the single stupidest thing you can do is let Catherine Foundling talk."
If you control the Tyrant of Praes or the Tower of Ater, draw three cards instead.
Side Decks
Fae Deck
Action: Destroy all non-Named Things in play. You can't play Thing cards until your next turn.
Action: Put six markers on target Named an opponent controls. At the beginning 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. It changes side (Vilain or Hero) if you want.
Action: Destroy target Thing.
Demon Deck
- 1-2 : Discard a card. You can't draw card until end of turn.
- 3-4 : Sacrify 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 : Sacrify a Story. You can't play Story this turn.
At the beginning of each player turn, that player sacrifies as many Things as the number of markers on the Demon of Corruption.
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 : Sacrify a Thing. If you can't, discard two cards.
- 3+ : Sacrify a Story. If you can't, sacrify two Things. If you can't, discard two cards for each Thing you couldn't sacrify.
Devil Deck
The Lord of Despair from Twenty-Seventh Hell.
The Gatekeeper of Second Liesse.