Difference between revisions of "A Practical Guide to Evil"

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These are Named who aren't Vilains or Heroes, and can be part of any Band of Five.
These are Named who aren't Vilains or Heroes, and can be part of any Band of Five.


'''''Simplified Rules :''''' You don't play with the Transitional Names (but you do play with the Ambiguous name).
'''''Simplified Rules :''''' You don't play with the Transitional Names (but you do play with the Ambiguous Name).


If you control a Transitional Name, you must sacrify it when you play a non-Transitional Named of the same class (Combat, Magic or Trick).
If you control a Transitional Name, you must sacrify it when you play a non-Transitional Named of the same class (Combat, Magic or Trick).

Revision as of 08:20, 16 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.)
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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

Simplified Rules

For your first game, if you think that the rules are maybe to complicated to fully understand without having played before, you can play with the Simplified Rules.

This will allow you to ignore the rules about the Aspect cards, the Transitional Names and the Dead King.

To do so, remove from the game :

  • The Stories The Student becomes the Master and Band of Five Coming Together as One
  • All the Aspects cards (they become a Side deck, except for Take and Wrest who are completely removed from the game)
  • The Vilain Neshamah, The Dead King
  • The Hero Roland de Beaumarais, The Rogue Sorcerer
  • The three Transitional Named
  • The Things Everdark, Keter, Staff of Yew and Sve Noc
  • The Actions Forming a Squire, Taking an Apprentice, Adventure in the Brocelian Forest, Name Dream and Designating an Heir
  • The Demon Demon of Absence

The cards that behave differently with the Simplified Rules :

  • The Vilain Catherine Foundling, "The Black Queen" : When she comes in play, draw two Aspect cards from the Side deck. They become her Aspects. At any time, if none of her Aspects has a marker on it, Catherine can discard all her Aspects and draw two new Aspect cards from the Side deck.
  • The Thing Lycaonese Principalities : As there will never be any Revenant in play, this card serves only for the mechanism around the Principalities and the First Prince.

Look in the following rules to see how the Simplified Rules change from the Complete Rules.

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.

Deal nine cards from the main deck to each player. 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.

Side decks each have a discard pile of their own.

Simplified Rules : Deal only seven cards to each player.

Win condition

To win, you must control 3 different complete 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 is incomplete if it has markers on it.

Playing a turn

Draw phase

At the beginning of your turn, you can choose between :

  • drawing a card (If the draw pile's empty, shuffle the discard pile and turn it over to make a new draw pile.)
  • discard as many cards as you want from your hand, and draw that many cards.

Playing cards

Each turn you can play at most one Story, one Thing and one Action.

End of turn

At the end of your turn, check your hand size; if you have more than seven cards, discard down to seven.

Type of cards

Stories

A Story :

  • can be played when its Condition is met and if you control a Named.
  • resolves its Effect when it is played.

If at any point, you don't control any Named, you must sacrify all your Stories.

Action

When you play an Action card, it does whatever it does and goes to a discard pile.

Thing

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.

Some Things say "Action: [do something]" - this is simply shorthand for "Instead of playing an Action, the player who controls this card may [do something]." (The Thing card remains in play.) This counts as an Action for all relevant purposes - a card which negated Actions would also negate an "instead-of" effect.

Example: If a Thing said "Action: Draw two cards.", then so long as that card remained in play, the player who controlled it could choose to skip their Action for a turn, and draw two cards instead.

Named

Named are a specific type of Thing. This is a generic term that englobes Vilains, Heroes, Transitional Names and Ambiguous Names.

Band of Five

Each player cannot control more than 5 Named. A Vilain and a Hero can't be part of the same Band of Five (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 by an opponent as long as a Follower follows it.

Class

Named are categorized in Classes. There are three Classes : Combat, Magic and Trick.

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.

Transitional and Ambiguous Names

These are Named who aren't Vilains or Heroes, and can be part of any Band of Five.

Simplified Rules : You don't play with the Transitional Names (but you do play with the Ambiguous Name).

If you control a Transitional Name, you must sacrify it when you play a non-Transitional Named of the same class (Combat, Magic or Trick).

Aspects

Aspects are skills that a Named has. Most Named come in play with one or two Aspects already available.

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.

Playing an Aspect card

Simplified Rules : Ignore the Aspects cards.

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.

When playing an Aspect card, resolving its effect put a marker on it, but 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 last turn (I it is your turn, your current turn is your last turn).

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.
  • There can't be multiple Rule of Three linking the same two players.

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, sacrify this card.
  • After playing this card, wait for all the players to have played a turn before removing 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

Simplified Rules : Don't play with 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

Evil turns on Evil
Story
Condition: A player controls at least two Vilains who are not Followers.
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.
Tragic Love Story
Story
Condition: A player controls at least one Hero, one Vilain and an other Named.
Effect: The targeted player sacrifies a Hero and a Vilain. He gets control over this Story.
Sword in the Stone
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
Story
Condition: Play this card in reaction when you gain control of a Fae, a Demon or a Devil an opponent controlled.
Effect: Destroy a Named this opponent controls.
"What are you?" Akua Sahelian gasped.
"The monster," I said. "The one you should have bound tighter."
Redemption story
Story
Condition: All your Named are Heroes AND your Band of Five is not complete AND an 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 destroyed.
Corruption story
Story
Condition: All your Named are Vilains AND your Band of Five is not complete AND an opponent controls only one Named who is a Hero.
Effect: The Hero is now considered a Vilain and you gain control of it.
Rule of Three
Story
CF. RULES FOR THE COMPLETE DESCRIPTION

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.

1 marker: The opponent cannot destroy your Named. When you destroy one of his Named, remove the last marker.
Rule of Three
Story
CF. RULES FOR THE COMPLETE DESCRIPTION

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.

1 marker: The opponent cannot destroy your Named. When you destroy one of his Named, remove the last marker.
Rule of Three
Story
CF. RULES FOR THE COMPLETE DESCRIPTION

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.

1 marker: The opponent cannot destroy your Named. When you destroy one of his Named, remove the last marker.
The Good Guys Always Win
Story
Condition: You only need one more Story to win the game AND all your Named are Heroes.
Effect: None.
First step always works
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
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: 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).
Summoning the Hashmallim
Story
Condition: You own a Hero with a Sword equipped to it.

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.
Killing a Lesser God
Story
Condition: An opponent controls a targetable lesser god (i.e. Dead King, Sve Noc, Queen of Summer, King of Winter or Duke/Duchess of Moonless Nights)
Effect: The condition's opponent sacrifies the condition's lesser god.
"Whether they be gods or kings or all the armies in Creation"
Band of Five Coming Together as One
Story
Condition: You control a complete Band of Five whom members all have three Aspects. Its members must include at least a Combat 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.


Aspect cards

Destroy(R)
Aspect
Condition: An opponent just played an Action card or just activated an Aspect.

Eligible: Combat 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
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
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)
Aspect
Condition: The target Named should be about to get destroyed.

Eligible: Combat 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
Aspect
Condition: You just destroyed a Demon.

Eligible: Trick Named

Effect: Look at the top ten cards of the draw pile.
Take
Aspect
Condition: You just played a Story.

Eligible: Combat 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
Aspect
Condition: You just destroyed a non-Named Thing.

Eligible: Any Named

Effect: Destroy a non-Named Thing.
Fall
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
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
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: Combat 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
Aspect
Condition: One of your Thing was just destroyed.

Eligible: Magic Named

Effect: Destroy a non-Named Thing and remove it from the game (it doesn't go in the discard pile).
Wrest
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 taken Aspect, give it back to the Named who originally controlled it.
Flow
Aspect
Condition: It must be your last Aspect.

Eligible: Combat 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)
Aspect
Condition: An Action 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)
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)
Aspect
Condition: An other Named you control should be destroyed.

Eligible: Combat Named

Effect: When a Thing you control other than this Named should be destroyed, cancel the destruction.
Behold
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)
Aspect
Condition: There must be a Thing or player that can't be targeted.

Eligible: Combat 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
Aspect
Condition: You don't control any Location.

Eligible: Combat Named

Effect: Gain control of a Location an opponent controls.
Heal
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
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)
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)
Aspect
Condition: This Named should be destroyed by an Action.

Eligible: Combat Named

Effect: Cancel an Action OR if the Named who used this Aspect should be destroyed, cancel the destruction.
Rally
Aspect
Condition: You control a complete Band of Five.

Eligible: Combat 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)
Aspect
Condition: This Named is going to be destroyed.

Eligible: Combat Named

Effect: If the Named who used this Aspect should be destroyed, cancel the destruction.
Triumph(R)
Aspect
Condition: You just destroyed a Named controlled by an opponent.

Eligible: Combat Named

Effect: When you destroy a Named controlled by an opponent, destroy an other Named controlled by the same opponent.
Hold
Aspect
Condition: You have more than 5 cards in your hand.

Eligible: Trick Named

Effect: As long as there is a marker on Hold, you have no maximum hand size.
Hide
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)
Aspect
Condition: You control a Creational Location AND an other Named you control should be destroyed.

Eligible: Combat Named

Effect: If this Named or an other Named you control should be destroyed, cancel the destruction.
Mend(R)
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.


Thing cards

Named cards

Vilain cards
Amadeus, The Black Knight
Thing - Vilain - Combat
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 sacrify.
"Even victories ordained by the Heavens can be broken by the will of men."
Wekesa, The Warlock
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
Thing - Vilain - Trick
Follower

You can control Eudokia in addition to a complete Band of Five.

Fade(R): Cancel an effect that targets Eudokia.
Hye Su, The Ranger
Thing - Vilain - Combat
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
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.
Sabah, The Captain
Thing - Vilain - Combat
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"
Thing - Vilain - Combat
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
Thing - Vilain - Combat
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
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
Thing - Vilain - Combat
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
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
Thing - Vilain - Magic
Wish: A target opponent must show you all the Story and Action cards in his hand.
Rule: Gain control of a non-Named Thing controlled by an opponent, or a non-Named 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."
Neshamah, The Dead King
Thing - Vilain - Magic
CF. RULES FOR THE COMPLETE DESCRIPTION

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.

If an opponent kills the Dead King, its card becomes an undestructible Story in control of this opponent.


Hero cards
Tariq Isbili, The Grey Pilgrim
Thing - Hero - Magic
Forgive(R): When one of your 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
Thing - Hero - Combat
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
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 Aspect of Roland.
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.
Hanno of Arwad, The White Knight
Thing - Hero - Combat
Recall(R): This Aspect can be used as a copy of one of the built-in Aspects of any Combat 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
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
Thing - Hero - Magic
Reiterate(R): When you play an Action card, resolves its effect an additional time.
Rafaella, The Valiant Champion
Thing - Hero - Combat
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
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 that should destroy her.
William of Greenbury, The Lone Swordsman
Thing - Hero - Combat
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
Thing - Hero - Trick
Steal: Gain control of a non-Named Thing controlled by an opponent.
"Yoink !"
John, The Hunter
Thing - Hero - Combat
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
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
Thing - Hero - Combat
When Christophe should be destroyed, if it has a marker on him, remove a marker instead.
Dawn: Put a marker on Christophe.


Transitional Name cards
The Squire
Thing - Transitional Name - Combat
Learn: Draw a card.
The Apprentice
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)
Thing - Transitional Name
You choose this Named's class as you play it.


Ambiguous Name card
Anaxares, The Hierarch
Thing - Ambiguous Name - Trick
Receive: Take a random card in target opponent's hand.
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

Refuge
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.
Red Snake Wall
Thing - Creational - Location
Your other Locations can't be targeted.
The Tower of Ater
Thing - Creational - Location
Claimed by the Tyrant of Praes.
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 ?
Duchy of Daoine
Thing - Creational - Location
Action: Search for the Watch in the draw pile, and put it in your hand. Then, shuffle the draw pile.
Kingdom of Callow
Thing - Creational - Location
Claimed by Amadeus and Catherine.

When one of your Thing is destroyed, put a marker on the Kingdom of Callow.

Action: Remove three markers for the Kingdom of Callow, destroy a Thing an opponent controls.
From small slights, long prices.
Everdark
Thing - Creational - Location
Claimed by Sve Noc.

Sve Noc can't be targeted.

Action: Search for Sve Noc in the draw pile, and put it in your hand. Then, shuffle the draw pile.
Lycaonese Principalities
Thing - Creational - Location
Action: Destroy a Revenant.
"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."
Alaman Principalities
Thing - Creational - Location
Action: Flip a coin. Head, gain control of a non-Named non-Location Thing an opponent controls.
"Alamans. They’d try to seduce the Choir of Contrition, if the angels showed enough leg."
Arlesite Principalities
Thing - Creational - Location
You can play Combat Action cards, even if you don't control a Combat Named.
"Arlesites are passionate and romantic people, fond of poetry and duels."
Principate of Procer
Thing - Creational - Location
Claimed by the First Prince.

You can only play this card if you control Lycaonese Principalities, Alaman Principalities and Arlesite Principalities.

Each turn, you can choose to draw an additional card or play an additional Thing or Action.
Dominion of Levant
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.
Ashur
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
Thing - Creational - Location
Action: Discard any number of cards you want and draw that many cards.
Helike
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
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.
Twilight Ways
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
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
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
Thing - Non-Creational - Location
Action: If you control a Magic Vilain, put the top card of the Devil pile in play under your control.
Keter
Thing - Non-Creational - Location
Claimed by the Dead King.

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

Team up !
Thing
This Thing is undestructible. No player control this Thing.
Bands of Five can now be composed of Vilains and Heroes together.
Penitent's Blade
Thing - Sword
Action: Equip this Sword to a Combat Hero you control.
The Named equipped with this Sword can't be targetted by an Action controlled by an opponent.
Severity
Thing - Sword
Action: Equip this Sword to a Combat Named you control, then destroy this Named if you can.
Action: If this Sword is equipped, destroy a Thing.
Peerless Artisan's Bow
Thing - Bow
Action: Equip this Bow to a Combat Named you control.

Action: If this Bow is equipped, aim a non-Location Thing an opponent controls. If the Bow should be unequipped, the aim is lost.

At the beginning of your turn, if this Bow aims a Thing, destroy this Thing.
Gigantes' Bow
Thing - Bow
Action: Equip this Bow to a Combat Hero you control.

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
Staff of Yew
Thing - Staff
Action: Equip this Staff to a Named you control.
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 eligible.
Tyrant of Praes
Thing - Name
This card is undestructible and untargettable. Attached this card to a Vilain you control. When this Named is destroyed, the player who destroyed it must attached this card to a Vilain he controls. If he doesn't control one, sacrify this card.
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.
First Prince
Thing
You can only play this card if you control two Principalities (i.e. Lycaonese Principalities, Alaman Principalities, Arlesite Principalities and Principate of Procer). As soon as you don't control two of them, sacrify this card.

This Thing can't be targeted as long as you control a Hero.

Action: Search for a Principality in the draw pile, and put it in your hand. Then, shuffle the draw pile.
Sve Noc
Thing
When a Named is destroyed, you can put its Aspect cards in your hand.
The Watch
Thing
Action: Target opponent sacrifies a Thing. If you control the Duchy of Daoine, he sacrifies two Things instead.


Action cards

Combat Action cards

Duel
Action - Combat
Flip a coin. Head, destroy target Named an opponent controls. If the Caster is a Hero, target a Combat Named an opponent controls instead. Tail, destroy the Caster.
Why Don't We Just Shoot Him ?
Action - Combat
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
Action - Combat
Destroy a non-Named non-Location Thing.
Ravaging the Countryside
Action - Combat
Destroy a Location.
...or as a hero would say : Foraging
Forming a Squire
Action - Combat
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.


Magic Action cards

Healing
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
Action - Magic
Destroy X Named controlled by opponents, where X is the number of non-Caster Magic Named you control.
Smited by the Heaven
Action - Magic Hero
Destroy target Vilain an opponent controls.
Resurrection / Necromancy
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
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
Action - Magic
Until your next turn, you and the cards you control can't be targetted by Action.
Flying Fortress
Action - Magic Vilain
Sacrify a Thing. Choose a target Location you control. The next time it is targeted, cancel the effect targeting it.
Taking an Apprentice
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.


Trick Action cards

Ambush
Action - Trick
Flip a coin. Head, destroy target Named an opponent controls.
Assassination
Action - Trick
Destroy target Named an opponent controls if that Named can't activate an Aspect.
Spying
Action - Trick
Target opponent must show you his hand.
Disappearance
Action - Trick
The Caster can't be targeted until your next turn.
Stealing of Secrets
Action - Trick
Take two random cards in the hand of target opponent.
Grave Robbing
Action - Trick
Put two cards from the discard pile in your hand.
Smuggling
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.


Other Action cards

Chronic Backstabbing Disorder
Action
Each player who controls more than one Named sacrifies a Named. If all the Named of a player are Vilains and he controls more than two of them, that player sacrifies two Named instead.
Kairos: I’m going to betray you, you know.
Black Knight: You will try. They always do.
Evil Monologue
Action
You can only play this card in reaction of an opponent, whose Named are all Vilains and none are Catherine, playing a Story. Prevent that Story from being played and put it in the discard pile.
"If you feel like you’re winning, the single stupidest thing you can do is let Catherine Foundling talk."
Goblinfire
Action
For each non-Named Thing in play, flip a coin. Head, it burns and is destroyed, even if it can't be destroyed.
Providence
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
Action
Draw two cards.

If you control the Tyrant of Praes or the Tower of Ater, draw three cards instead.

If you control both, draw four cards instead.
The Tenth Crusade
Action
Draw X+1 cards, where X is the number of Heroes you control.
The Grand Alliance
Action
Draw X+1 cards, where X is the number of Location you control among the Kingdom of Callow, the Principate of Procer, the Dominion of Levant and Ashur.
Adventure in the Brocelian Forest
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
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
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.


Side Decks

Fae Deck

Queen of Summer
Thing - Non-Creational - Fae - Summer
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".
Action: Destroy all non-Named Things in play. You can't play Thing cards until your next turn.
Princess of High Noon
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
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
Thing - Non-Creational - Fae - Summer
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.
King of Winter
Thing - Non-Creational - Fae - Winter
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".
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.
Prince of Nightfall
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
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
Thing - Non-Creational - Fae - Winter
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.
Action: Destroy target Thing.


Demon Deck

Demon of Madness
Thing - Non-Creational - Demon
At the beginning of each player turn, that player rolls a dice and sacrifies as many Things as half the result of the dice (rounded up).
Demon of Order
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 : 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.
Demon of Apathy
Thing - Non-Creational - Demon
No player can activate their Named's Aspects.
Demon of Corruption
Thing - Non-Creational - Demon
At the end of your turn, put a marker on it.
At the beginning of each player turn, that player sacrifies as many Things as the number of markers on the Demon of Corruption.
Demon of Absence
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
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  : 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

Fireflies
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 sacrifies a Magic Named.
Fireflies
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 sacrifies a Magic Named.
Jackalheads
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 sacrifies a Combat Named.
Jackalheads
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 sacrifies a Combat Named.
Ironhooks
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 sacrifies a Trick Named.
Ironhooks
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 sacrifies a Trick Named.
Walin-Falme (Monkeybats)
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 sacrifies two Things.
Walin-Falme (Monkeybats)
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 sacrifies two Things.
Jenge Kubawa
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 sacrifies a Named.
The Lord of Despair from Twenty-Seventh Hell.
Mongowa-umun
Thing - Non-Creational - Greater Devil
Your opponents can't target a Thing you control, other than Mongowa-umun itself.
The Gatekeeper of Second Liesse.