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disCaRd phase
Players can only keep a single card (if they have any le)
to carry over to the next Age. All players must discard
down to one card.
In the ird Age players should discard all cards, com-
pletely emptying their hands.
QuesT phase
Each player reveals all Quests they have committed to.
If you have fullled a Quest’s requirements, you gain
the amount of Glory indicated on the card, and may also
raise any one of your clan stats one step. If you fail to ful-
ll a Quest, you get nothing, but you also lose nothing.
Discard all revealed Quests, whether successful or not.
Most Quests involve hav-
ing the most Strength in
any one of the provinces
of a particular region. Add
together the STR of each of
your gures in that prov-
ince (including the sup-
porting ord) and compare
your total to the total STR
of each other clan in that
same province. If your to-
tal is greater, you fulll the
Quest. If you tie with an en-
emy, you fail the Quest.
Example: e Serpent play-
er (yellow) reveals she has
committed to the Manheim!
Quest. She’ll succeed if she has
the most STR in any province
of the Manheim region. In
Elvagar the red player has
three STR 1 Warriors, for a to-
tal of STR 3, while the yellow
player also has a total of STR 3
due to her STR 1 Warrior and
STR 2 Ship in the supporting
ord. Since it’s a tie, Elvagar
does not grant the Serpent
player the Quest.
However, her STR 2 Ship is also
supporting Angerboda, where
the blue player has only a STR
1 Warrior. With this the Quest
succeeds and the Serpent clan
gets the 5 Glory listed on the
Quest cards and the player de-
cides to raise her Horns stat
one step.
20 The phases Of plaY
20


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