Difference between revisions of "A Practical Guide to Evil (French)"
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Un jeu de cartes inpiré par le web novel '''A Practical Guide to Evil''' : Allez voir [https://practicalguidetoevil.wordpress.com/ ici], c'est vraiment très bon ! '''''/!\ Attention : POTENTIELS SPOILERS DANS LE DECK /!\ | Un jeu de cartes inpiré par le web novel ''' A Practical Guide to Evil ''' : Allez voir [https://practicalguidetoevil.wordpress.com/ ici], c'est vraiment très bon ! ''''' /!\ Attention : POTENTIELS SPOILERS DANS LE DECK /!\ ''''' | ||
Pour voir la version en anglais, cliquez [[A_Practical_Guide_to_Evil|ici]] | Pour voir la version en anglais, cliquez [[A_Practical_Guide_to_Evil|ici]]. | ||
= | =Règles= | ||
== | ==Règles Simplifiées== | ||
Pour votre première partie, si vous ne voulez pas jouer avec toute la complexité des règles, vous pouvez jouer avec les Règles Simplifiées pour commencer. | |||
Cela vous permettra d'ignorer les règles concernant les cartes Aspect, les Noms Transitionels et les Titres. | |||
Pour se faire, retirer du jeu : | |||
* | * Les Histoires '''L'Elève a surpassé le Maître''', '''Béni par les Anges''', '''Couronnée d'Effroi''', '''Unisson d'une Bande de Cinq''' et '''(Ré)apparition d'un Nouveau Nom''' | ||
* | * Toutes les cartes Aspect (elles deviennent un paquet latéral, à l'exception de '''Prendre''', '''Ecouler''' et '''Arracher''' qui sont complètement retirées du jeu) | ||
* | * Les trois Noms Transitionels | ||
* | * Les Choses '''Everdark''' et '''Sve Noc''' | ||
* | * Les Actions '''Former un Ecuyer''', '''Prendre un Apprenti''', '''Avneture en Forêt Brocéliande''', '''Rêve de Nom''' et '''Désigner un Héritier''' | ||
* | * Le Démon '''Démon d'Absence''' | ||
Les cartes suivantes fonctionnent différement avec les Règles Simplifiées : | |||
* | * La Méchante '''Catherine Foundling, "La Reine Noire"''' : Quand elle entre en jeu, piochez deux cartes Aspect du paquet latéral. Elles deviennent ses Aspects. A n'importe quel moment, '''''si aucun de ses Aspects n'a de marqueur,''''' Catherine peut défausser tous ses Aspects '''''et piocher deux nouvelles cartes Aspect du paquet latéral'''''. | ||
* | * Le Héros '''Roland de Beaumarais, le Soricer Renégat''' : | ||
** ''' | ** '''Confisquer(R):''' '''''Piochez une carte Aspect du paquet latéral.''''' Elle devient liée à Roland et est détruite si Roland l'est, mais elle ne compte pas comme un des trois Aspects de Roland. | ||
** | ** L'Aspect '''Utiliser(R)''' fonctionne comme sur la carte. | ||
Lisez les règles pour voir comment les Règles Simplifiées changent des Règles Complètes. | |||
== | ==Préparer la partie== | ||
Vous devez imprimer les cartes de cette page. Vous avez besoin d'une pièce, d'un dé, et de marqueurs à mettre sur les cartes. | |||
Au début de la partie, mélangez les différents paquet latéraux à part du paquet principal et à part les uns des autres. On ne peut piocher des cartes des paquets latéraux que dans certaines conditions. | |||
Distribuez dix cartes du paquet principal à chaque joueur. Le reste des cartes va au milieu de la table en tant que pioche, et quand une carte est défaussée ou détruite, elle va dans la pile de défausse face visible. | |||
Les paquets latéraux ont chacun leur défausse. | |||
''''' | '''''Règles Simplifiées :''''' Distribuez seulement sept cartes à chaque joueur. | ||
== | ==Condition de victoire== | ||
Pour gagner, vous devez contrôler 3 différentes Histoires complètes. Une Histoire est incomplète si elle a des marqueurs. | |||
== | ==Jouer un tour== | ||
===Aspect | ===Phase Aspect=== | ||
Retirer tous les marqueurs sur les Aspects de vos Nommés. | |||
=== | ===Phase de pioche=== | ||
Au début de vore tour, choisissez entre : | |||
* | * Piocher une carte (si la pioche est vide, mélanger la défausse et retournez-la pour faire une nouvelle pioche.) | ||
* | * Défausser autant de cartes de votre main que vous voulez, et piocher autant de cartes. | ||
=== | ===Jouer des cartes=== | ||
Chaque tour, vous pouvez jouer jusqu'à une Histoire, une Chose et une Action. | |||
=== | ===Fin du tour=== | ||
A la fin du tour, vérifiez le nombre de cartes dans votre main; si vous avez plus de huit cartes, défaussez en jusqu'à en avoir huit. | |||
==Type of cards== | ==Type of cards== |
Revision as of 19:16, 26 October 2020
A Practical Guide to Evil (French) | |
---|---|
Designer | Aerdor |
Date | 26th October 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.) | |
![]() | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
Un jeu de cartes inpiré par le web novel A Practical Guide to Evil : Allez voir ici, c'est vraiment très bon ! /!\ Attention : POTENTIELS SPOILERS DANS LE DECK /!\
Pour voir la version en anglais, cliquez ici.
Règles
Règles Simplifiées
Pour votre première partie, si vous ne voulez pas jouer avec toute la complexité des règles, vous pouvez jouer avec les Règles Simplifiées pour commencer.
Cela vous permettra d'ignorer les règles concernant les cartes Aspect, les Noms Transitionels et les Titres.
Pour se faire, retirer du jeu :
- Les Histoires L'Elève a surpassé le Maître, Béni par les Anges, Couronnée d'Effroi, Unisson d'une Bande de Cinq et (Ré)apparition d'un Nouveau Nom
- Toutes les cartes Aspect (elles deviennent un paquet latéral, à l'exception de Prendre, Ecouler et Arracher qui sont complètement retirées du jeu)
- Les trois Noms Transitionels
- Les Choses Everdark et Sve Noc
- Les Actions Former un Ecuyer, Prendre un Apprenti, Avneture en Forêt Brocéliande, Rêve de Nom et Désigner un Héritier
- Le Démon Démon d'Absence
Les cartes suivantes fonctionnent différement avec les Règles Simplifiées :
- La Méchante Catherine Foundling, "La Reine Noire" : Quand elle entre en jeu, piochez deux cartes Aspect du paquet latéral. Elles deviennent ses Aspects. A n'importe quel moment, si aucun de ses Aspects n'a de marqueur, Catherine peut défausser tous ses Aspects et piocher deux nouvelles cartes Aspect du paquet latéral.
- Le Héros Roland de Beaumarais, le Soricer Renégat :
- Confisquer(R): Piochez une carte Aspect du paquet latéral. Elle devient liée à Roland et est détruite si Roland l'est, mais elle ne compte pas comme un des trois Aspects de Roland.
- L'Aspect Utiliser(R) fonctionne comme sur la carte.
Lisez les règles pour voir comment les Règles Simplifiées changent des Règles Complètes.
Préparer la partie
Vous devez imprimer les cartes de cette page. Vous avez besoin d'une pièce, d'un dé, et de marqueurs à mettre sur les cartes.
Au début de la partie, mélangez les différents paquet latéraux à part du paquet principal et à part les uns des autres. On ne peut piocher des cartes des paquets latéraux que dans certaines conditions.
Distribuez dix cartes du paquet principal à chaque joueur. Le reste des cartes va au milieu de la table en tant que pioche, et quand une carte est défaussée ou détruite, elle va dans la pile de défausse face visible.
Les paquets latéraux ont chacun leur défausse.
Règles Simplifiées : Distribuez seulement sept cartes à chaque joueur.
Condition de victoire
Pour gagner, vous devez contrôler 3 différentes Histoires complètes. Une Histoire est incomplète si elle a des marqueurs.
Jouer un tour
Phase Aspect
Retirer tous les marqueurs sur les Aspects de vos Nommés.
Phase de pioche
Au début de vore tour, choisissez entre :
- Piocher une carte (si la pioche est vide, mélanger la défausse et retournez-la pour faire une nouvelle pioche.)
- Défausser autant de cartes de votre main que vous voulez, et piocher autant de cartes.
Jouer des cartes
Chaque tour, vous pouvez jouer jusqu'à une Histoire, une Chose et une Action.
Fin du tour
A la fin du tour, vérifiez le nombre de cartes dans votre main; si vous avez plus de huit cartes, défaussez en jusqu'à en avoir huit.
Type of cards
Story
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 sacrifice 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 War on Keter 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.
If for any reason, a Leader were to leave play while it still has a Follower, this Follower would no longer be considered a Follower (cards that refer to Follower would no longer refer to it, and cards that refer to non-Follower would now refer to it).
Class
Named are categorized in Classes. There are three Classes : Fight, 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 sacrifice it when you play a non-Transitional Named of the same class (Fight, 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 : You don't play with the Aspect 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 during or before your last turn. (If it is your turn, your current turn is your last turn.)
Title
Title cannot be played, except for Duke/Duchess of Moonless Nights. They can only be put in play with the Story Blessed by the Heavens, In Dread Crowned or Resurgence of a New Name. They are associated with a Named, and should this Named leave play, they should be sacrificed, except for Contrition's Chosen who becomes a Thing - Sword if William leaves play.
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, sacrifice 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.
Card List
Main Deck
Story cards
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.
Effect: The target player sacrifices a Hero and a Vilain. He gets control over this Story.
Effect: Gain control of the Sword and equipped it to the condition's Claimant if it is a Named.
"It’s a sword in a stone. [...] It’s a symbol, now, in a story about Callow."
Effect: Destroy target Named this opponent controls.
"What are you?" Akua Sahelian gasped.
"The monster," I said. "The one you should have bound tighter."
Effect: Flip a coin. Head, the Vilain is now considered a Hero and you gain control of it. Tail, the Vilain is sacrificed.
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
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.
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.
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.
Effect: None.
Effect: None.
"Hahahahaha. Ha. You can’t beat me now, this is the first part of my plan!"
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).
Effect: Put the condition's Blessing in play linked to the condition's Hero.
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."
Effect: Mark the members of your current Band of Five. As long as you control this Story, you can activate one additional Aspect each turn among all those of the marked Named.
Aspect cards
Eligible: Fight Named
Eligible: Magic Named
Eligible: Any Named
Eligible: Fight Named
Eligible: Trick Named
Eligible: Fight Named
Eligible: Any Named
Eligible: Magic Named
Eligible: A Follower Named.
Eligible: Fight Named
Eligible: Magic Named
Eligible: Magic Named
Eligible: Fight Named
"Sometimes she wondered if that was what it felt like, to be the Lady."
Eligible: Magic Named
Eligible: Magic Named
Eligible: Fight Named
Eligible: Hero
Eligible: Fight Named
Eligible: Fight Named
Eligible: Magic Named
Eligible: Magic Named
Eligible: Magic Named
Eligible: Fight Named
Eligible: Fight Named
Eligible: Fight Named
Eligible: Fight Named
Eligible: Trick Named
Eligible: Trick Named
Eligible: Fight Named
Eligible: Trick Named
Thing cards
Named cards
Vilain cards
Conquer: As long as there is a marker on Conquer, if you destroy the last Named of an opponent, you can gain control of one of the Stories he should sacrifice.
"Even victories ordained by the Heavens can be broken by the will of men."
Reflect: Reveal the cards on top of the draw pile until you reveal a Non-Creational Location. You can put it in play under your control or in your hand. Put the rest at the bottom of the draw pile in a random order.
You can control an additional member in your Band of Five.
Perfect: Play an Action card from the discard pile as if it were in your hand.
"I am the Ranger. I hunt those worth hunting. Rejoice, for you qualify."
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.
Obey(R): This Aspect can be used as a copy of one of the Aspects of Sabah's Leader. Obey can be activated as a reaction only if the copied Aspect can.
"You’re going to need another god. I broke this one."
"Woe on us all, but if the Gods demanded my home be ashes then the Gods would burn."
Stand(R): If Hakram should be destroyed, cancel the destruction. As long as there is a marker on Stand, Hakram can't be destroyed. 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.
Stride: Reveal the cards on top of the draw pile until you reveal a Location. You can put it in play under your control. Put the rest at the bottom of the draw pile in a random order.
Bind: Take control of all Non-Creational Things of an opponent.
"I am the last of a line unbroken since time immemorial. My kind has usurped the mantle of gods, stolen secrets from beyond Creation and turned kingdoms into sea. I am Praesi of the old blood, fae. You should kneel in awe."
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."
"I trust people to act according to their nature. Anything more is sentimentality."
Hero cards
Shine: As long as there is a marker on Shine, at the beginning of each player's turn, this player can only remove one marker among all those on his Vilains' Aspects.
Decree(R): As long as there is a marker on Decree, Laurence is a Thing - Sword.
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.
Do not Judge: Target a Thing an opponent controls and flip a coin. Head, destroy this Thing. Tail, this Thing can't be targeted until its controller next turn.
"I do not judge."
Exalt: Rafaella and a target Named controlled by an opponent go to the Arena. Flip a coin. Head, destroy the targeted Named.
Wander(R): Cancel an effect that targets the Wandering Bard OR cancel her destruction.
"Yoink !"
Hunt: Choose one when activated :
- As long as there is a marker on Hunt, John can't be targeted.
- As long as there is a marker on Hunt, you can target any Thing or player, even if an other card states otherwise.
Dawn: Put a Dawn marker on Christophe.
Transitional Name cards
Deconstruct(R): When an opponent plays an Action card that targets you or a card you control, you gain control of the Action and then resolve it. You can choose new target(s) for the deconstructed Action.
Ambiguous Name card
Indict: Each player sacrifices a Named.
"If the Heavens seek to impose their will, they will be made to stand before a tribunal of the People."
Location cards
Hye Su, The Ranger is not limited for the number of Aspects she uses in one turn even if its owner controls other Named.
Action: If you control 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 ?
When one of your Thing is destroyed, put a marker on the Kingdom of Callow.
From small slights, long prices.
Sve Noc can't be targeted or destroyed.
All will be Night.
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.
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
Action: Draw X-2 cards, where X is the number of markers on this card.
The City of Bought and Sold.
Each turn, instead of playing a Thing and/or an Action, you can play two Things or two Actions.
"Ye of Helike, do as you will."
Action: Roll a dice :
- 1 : (Atalante) Pray and reroll the dice.
- 2 : (Delos) Draw a card.
- 3 : (Nicae) You can play two more other Actions this turn.
- 4 : (Penthes) You can play one more Thing this turn.
- 5 : (Bellerophon) Your opponents vote to decide the dice's result.
- 6 : (Stygia) Gain control of a non-Named non-Location Thing.
Action: Draw the top card of the Fae pile.
Other Thing cards
Bands of Five can now be composed of Vilains and Heroes together.
When you equip this Sword, you can take a Story card in the discard pile and put it in your hand.
Action: Destroy target Fight Named you control. Then, if it survived, equip this Sword to it.
Action: If this Bow is equipped, destroy target non-Creational non-Location Thing.
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.
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.
The worthy take, the worthy rise.
One sin - defeat. One grace - victory.
Title cards
All of Tariq's Aspects can be activated as Reaction, even when it is not your turn.
Hanno can activate his Aspect Do not Judge in addition to an other Aspect each turn.
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.
Alaya gains the Aspect Rule.
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."
None of your Locations can be targeted by an opponent.
"Kneel," Akua Sahelian ordered, crowned in dread.
Action cards
Fight Action cards
Otherwise, flip a coin. Head, destroy target Named an opponent controls.
So we shot him, right through the throat.
So much for that armour and all the gloat,
So learn the lesson from that sad day –
Fuck with the Fifteenth and you’ll pay!
...or as a hero would say : Foraging
Magic Action cards
Otherwise : Cancel the next destruction of target non-Caster Named if it occurs before your next turn.
Trick Action cards
"37: theft in the service of Above is not a sin. It is, however, still a crime. Be discreet." Two Hundred Heroic Axioms
"34: it is not graverobbing if it was your destiny to have that artefact, just proactive inheritance." Two Hundred Heroic Axioms
Other Action cards
Kairos: I’m going to betray you, you know.
Black Knight: You will try. They always do.
"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
If you control a Dread Empress or the Tower of Ater, draw three cards instead.
Side Decks
Fae Deck
You can activate the Action of one of your other Summer Fae once each turn without spending your Action "slot".
You can activate the Action of one of your other Winter Fae once each turn without spending your Action "slot".
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.
Demon Deck
- 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.
At the beginning of each player turn, that player sacrifices as many Things as the number of markers on the Demon of Corruption.
At the beginning of each player turn, that player does depending on the number of marker on the Demon of Terror :
- 1 : Discard a card.
- 2 : 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.
Devil Deck
The Lord of Despair from Twenty-Seventh Hell.
The Gatekeeper of Second Liesse.
Cards to add ???
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
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.
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
Effect: Every player must sacrifice all their Non-Location Non-Creational Things. No player can have Non-Location Non-Creational Things in play.
Effect: Sacrifice a Named, a Location and a non-Named non-Location Thing.
Effect: Put the condition's New Name in play linked to the condition's Thing.
Warlord can't be targeted as long as you control another Fight Named, except by a Story.
"War isn’t just what we do, Catherine, it’s what we are."
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.
This Named can't be targeted as long as you control another Named, except by a Story.
As long as a Named is linked to a Story, it is not limited for the number of Aspects it uses in one turn.
The Named equipped with this Staff belongs to all three Classes : Fight, Magic and Trick.
Add 1 to the result of the dice when using the Action of the Legion of Terror.
OR
Judgement's Chosen - Tribunal's Coin: Associated with Hanno.
OR
OR
Judgement's Chosen - Tribunal's Coin: Associated with Hanno.
OR
OR
Judgement's Chosen - Tribunal's Coin: Associated with Hanno.
OR
OR
Dread Empress Victorious: Associated with Catherine.
OR
OR
Dread Empress Victorious: Associated with Catherine.
OR
OR
Dread Empress Victorious: Associated with Catherine.
OR
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
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
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