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For further information, read this page.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'''.