3
5 CHAR ACTER FIGURES
(n ote that due t o p ackaging/ shipping th e
figures ar e place d under neath the box insert)
5 CHAR ACTER CARDS 4 AL TERNA TIVE E NDING CARDS
10 SPELL CARDS
10 TERR AIN CARDS
6 WARLOCK QUEST CARDS
24 PURCHASE CARDS
25 REMNANT CARDS
6 TALISMAN CARDS
47 AD VENTURE C ARDS40 DENIZEN CARDS1 CA T ACL YSM B O ARD
When y ou encounter an
Event, pu t 1 fate token on
this card. Y ou may complete
this ques t at the end of
your turn if you have 2 or
more fate tokens on it.
“ Y ou ar e y oung and
ine xperienced in the ways
of the world. R eturn to me
once you have seen true
wonders and marvels.”
Witness the
Strange
Event, put 1 fate tok en on
this card. Y ou may complete
your turn if you have 2 or
ine xperienced in the ways
of the world. R eturn to me
When yo u visit a Stranger
or encou nter a Denizen,
put 1 fat e token on this
card. Y ou may complete
this ques t at the end of
your turn i f you have 2 or
more fat e tokens on it.
“If you ar e t o be a true hero,
you must w in the hearts of
those you cl aim to protect.
Go out a nd meet with
them, talk with them, and
show that y ou are worthy
to be their champion.”
Ch ampion of
th e People
When you visit a Stranger
your turn if you have 2 or
“If you ar e to be a tr ue her o,
you must win the hearts of
those you claim to pr otect.
them, talk with them, and
When you attack a nother
character , place 1 fa te token
on this card. Y o u may
complete this que st at the
end of your turn if you have
2 or more fate tok ens on it.
“ Only by challen ging your
gr eatest rivals can you
pr ove yourself wo rthy of the
tr easur es I hold in trust.”
Face Thy Ri vals
character , place 1 fate tok en
complete this quest at the
end of your turn if you have
2 or more fate tok ens on it.
“ Only by challenging your
pr ove yourself worthy of the
tr easur es I hold in tr ust.”
character , place 1 fate tok en
Trink et
When you lose 1 or more life,
you may roll 1 die . If you roll
a 6, prevent all los s of life. If
you roll a 1, discard this card.
Healer’s Kit
When you lose 1 or more life,
you may roll 1 die. If you roll
a 6, prevent all loss of life. If
you roll a 1, discard this card.
5
Mag ic Object
Add 1 to yo ur Craft during
psychi c combat.
Psyc hic Crystal
Add 1 to your Craft during
5
Object
Scroll
Trink e t
Y ou may discar d the Scroll
at any time to g ain 1 Spell,
if your Craft allows.
Y ou may discard the Scroll
at any time to gain 1 Spell,
Event
While e xploring t he ruins of
the past, you are suddenly
overcome by a my sterious
and power ful forc e. Gain
2 Strength or 2 C raft.
Hid den Power
1
While e xploring the r uins of
the past, you are suddenly
While e xploring the r uins of
the past, you are suddenly
While e xploring the r uins of
While e xploring the r uins of
the past, you are suddenly
the past, you are suddenly
Even t
Reveal the top 10 cards of
the Adventure de ck. Take all
revealed Objects and discard
the rest. If you r eveal no
Objects, gain 3 gold
instead.
Ancie nt Vault
1
Reveal the top 10 cards of
Reveal the top 10 cards of
the Adventure deck. T ak e all
the Adventure deck. T ak e all
revealed Objects and discard
the rest. If you reveal no
Reveal the top 10 cards of
Reveal the top 10 cards of
the Adventure deck. T ak e all
the Adventure deck. T ak e all
revealed Objects and discard
revealed Objects and discard
revealed Objects and discard
the rest. If you reveal no
the rest. If you reveal no
the rest. If you reveal no
Reveal the top 10 cards of
the Adventure deck. T ak e all
Reveal the top 10 cards of
the Adventure deck. T ak e all
revealed Objects and discard
revealed Objects and discard
the rest. If you reveal no
the rest. If you reveal no
Event
Y o u d i s c o v e r a n ancient
l i b r a r y , fi l l e d w i th the lore
o f l o s t a g e s . R oll 1 di e:
1 ) L o s e 1 Craft.
2 ) L o s e 1 turn.
3 - 4 ) G a i n 1 Spell.
5 - 6 ) G a i n 1 Craft.
Lost Knowle dge
1
l i b r a r y , fi l l e d w i t h t h e l o r e
l i b r a r y , fi l l e d w i t h t h e l o r e
o f l o s t a g e s . R o l l 1 d i e :
l i b r a r y , fi l l e d w i t h t h e l o r e
l i b r a r y , fi l l e d w i t h t h e l o r e
l i b r a r y , fi l l e d w i t h t h e l o r e
o f l o s t a g e s . R o l l 1 d i e :
o f l o s t a g e s . R o l l 1 d i e :
o f l o s t a g e s . R o l l 1 d i e :
5
Y ou may only e nter the
V alley of F ire if yo u have one
of the fabled T ali smans.
Add 2 to your Str ength
while in the Mi ddle
or Inner Regio n.
Talis man of Power
Magic Ob ject
V alley of F ire if you have one
V alley of F ire if you have one
V alley of F ire if you have one
V alley of F ire if you have one
5
Y ou may only enter the
V alley of F ire if y ou have one
of the fabled T a lismans.
Other characters must roll
2 additional dic e when
passing throu gh the
P ortal of P o wer.
Talisman of Censure
Magic O bject
V alley of F ire if you have one
V alley of F ire if you have one
Other characters must roll
V alley of F ire if you have one
V alley of F ire if you have one
V alley of F ire if you have one
Other characters must roll
Other characters must roll
Other characters must roll
V alley of F ire if you have one
V alley of F ire if you have one
V alley of F ire if you have one
Other characters must roll
Other characters must roll
5
Y o u m a y o n l y e nter the
V a l l e y o f F i r e i f y ou hav e one
o f t h e f a b l e d T al ismans.
S p e l l s w i l l n o t affect you
w h i l e y o u a r e i n the In ner
R e g i o n , o t h e r than the
C o m m a n d S pell.
Spellbound
Talisman
Magic Obj ect
V a l l e y o f F i r e i f y o u h a v e o n e
V a l l e y o f F i r e i f y o u h a v e o n e
V a l l e y o f F i r e i f y o u h a v e o n e
S p e l l s w i l l n o t a f f e c t y o u
S p e l l s w i l l n o t a f f e c t y o u
S p e l l s w i l l n o t a f f e c t y o u
w h i l e y o u a r e i n t h e I n n e r
w h i l e y o u a r e i n t h e I n n e r
w h i l e y o u a r e i n t h e I n n e r
When revealed, place 1 Denizen card on the
City, T avern, F orest, Village, Graveyard, and Chapel.
Then remove the Denizen deck from the game (no
new Denizen cards may be drawn for the rest of
the game.) Then the character who first reached the
Crown of Command may teleport to any space not
in the Inner Region.
F or the rest of the game, each Denizen counts as
an Enemy - Cultist Adventure card with a Strength
of 4 and an encounter number of 2, instead of its
normal te xt. If a Denizen is killed, it is removed
from the game and cannot be tak en as a trophy .
A t t h e s t a r t o f e a c h c h a r a c t e r ’ s t u r n , h e m u s t
m o v e a n u m b e r o f C u l t i s t s e q u a l t o t h e n u m b e r o f
p l a y e r s 1 s p a c e c l o s e r t o t h e P l a i n o f P e r i l . C u l t i s t s
m o v e t o t h e M i d d l e R e g i o n f r o m t h e S e n t i n e l s p a c e
a n d t o t h e I n n e r R e g i o n f r o m t h e P o r t a l o f P o w e r
s p a c e .
If a Cultist reaches the Plain of P eril, the game is
over and all characters lose the game.
If there are no Cultists remaining on the board,
all characters win the game!
Cult of the Damned
When revealed, place 1 Denizen card on the
City , T avern, F orest, Village, Graveyard, and Chapel.
Then remove the Denizen deck from the game (no
new Denizen cards may be drawn for the rest of
the game.) Then the character who first reached the
Crown of Command may teleport to any space not
When revealed, place 1 Denizen card on the
City , T avern, F orest, Village, Graveyard, and Chapel.
Then remove the Denizen deck from the game (no
new Denizen cards may be drawn for the rest of
the game.) Then the character who first reached the
Crown of Command may teleport to any space not
F or the rest of the game, each Denizen counts as
an Enemy - Cultist Adventure card with a Strength
of 4 and an encounter number of 2, instead of its
normal te xt. If a Denizen is killed, it is removed
from the game and cannot be tak en as a trophy .
m o v e a n u m b e r o f C u l t i s t s e q u a l t o t h e n u m b e r o f
p l a y e r s 1 s p a c e c l o s e r t o t h e P l a i n o f P e r i l . C u l t i s t s
If there are no Cultists remaining on the board,
all characters win the game!
A fter a character encounters a space with
instr uctions to draw one or more Adventure Cards
and has drawn the required number of cards, he
draws one additional card and adds it to his space.
O n c e p e r t u r n , after a character encounters
an Enemy , Object, or Place, he may roll 2 dice. If
he gets equal to or under his Strength, he tak es
that card and places it facedown in his play area
instead of k eeping it, discarding it, or leaving it in
its space as normal.
O n c e p e r t u r n , after a character encounters an
Event, Stranger , or F ollower , he may roll 2 dice.
If he gets equal to or under his Craft, he tak es
that card and places it facedown in his play area
instead of k eeping it, discarding it, or leaving it in
its space as normal.
The first character to reach the Crown of
Command with 12 or more facedown cards in his
play area wins the game!
Lands of Wonder
A fter a character encounters a space with
A fter a character encounters a space with
instr uctions to draw one or more Adventure Cards
instr uctions to draw one or more Adventure Cards
and has drawn the required number of cards, he
and has drawn the required number of cards, he
draws one additional card and adds it to his space.
draws one additional card and adds it to his space.
O n c e p e r t u r n , after a character encounters
O n c e p e r t u r n , after a character encounters
an Enemy , Object, or Place, he may roll 2 dice. If
an Enemy , Object, or Place, he may roll 2 dice. If
he gets equal to or under his Strength, he tak es
he gets equal to or under his Strength, he tak es
that card and places it facedown in his play area
that card and places it facedown in his play area
instead of k eeping it, discarding it, or leaving it in
instead of k eeping it, discarding it, or leaving it in
O n c e p e r t u r n , after a character encounters an
O n c e p e r t u r n , after a character encounters an
Event, Stranger , or F ollower , he may roll 2 dice.
Event, Stranger , or F ollower , he may roll 2 dice.
Event, Stranger , or F ollower , he may roll 2 dice.
If he gets equal to or under his Craft, he tak es
If he gets equal to or under his Craft, he tak es
If he gets equal to or under his Craft, he tak es
that card and places it facedown in his play area
that card and places it facedown in his play area
that card and places it facedown in his play area
instead of k eeping it, discarding it, or leaving it in
instead of k eeping it, discarding it, or leaving it in
instead of k eeping it, discarding it, or leaving it in
The first character to reach the Crown of
The first character to reach the Crown of
The first character to reach the Crown of
Command with 12 or more facedown cards in his
Command with 12 or more facedown cards in his
Command with 12 or more facedown cards in his
Objects Followers
Gold
Special Abilities
Life: 5 F ate: 3
Start: F orest • Alignment: Evil
Strength: 2
When you begin the game, roll 1 die to
determine your starting bonus:
1) Gain 1 Strength, 1 Craft, 1 life, and 1 fate.
2) Gain 2 Strength and 2 life.
3) Gain 2 Craft and 2 fate.
4) Gain 2 Craft and 2 Spells.
5) Gain 2 Strength and 1 Craft.
6) Gain 2 Craft and 1 Strength.
At the start of your turn, if you have 2 or
more life, you may lose 1 life to mutate. If
you do, roll 2 dice:
2) Lose 1 Strength and 1 Craft.
3) Lose 1 Strength or 1 Craft.
4) Lose 1 life.
5) Lose 1 fate.
6-7) Heal 1 life and replenish 1 fate.
8) Gain 2 fate.
9) Gain 2 life.
10) Gain 1 Strength.
11) Gain 1 Craft.
12) Gain 1 Strength and 1 Craft.
If you would be turned into a slimy little
T oad, you may cancel the effect and lose
1 life instead.
Mutant
Craft:2
When you begin the game, roll 1 die to
determine your starting bonus:
1) Gain 1 Strength, 1 Craft, 1 life, and 1 fate.
Objects F ollowers
Gold Life: 4
Special Abilities
F ate: 2
Craft:2
Start: Castle • Alignment: Evil
Strength: 4
Y ou begin the game with a Spik ed
Shield from the P urchase deck.
When you land on a space with
another character , or another character
lands on your space, you may thr eaten
that character . If you do, he must either
pay you 1 gold or lose 1 life.
When you visit the Castle, you may
heal up to your life value instead of
encountering the space normally .
Black Knight
Y ou begin the game with a Spik ed
Shield from the P urchase deck.
When you land on a space with
another character , or another character
lands on your space, you may
that character . If you do, he must either
pay you 1 gold or lose 1 life.
When you visit the Castle, you may
heal up to your life value instead of
encountering the space normally .
Gambler
City • T avern
1 ) B e t m o re than you ha ve.
P l a c e 1 of your Obj ects on
t h i s c a r d .
2 ) G e t d e a l t a bad hand .
L o s e 1 g o l d.
3 ) B r e a k e v e n .
4 - 5 ) G e t a w i n ning hand .
G a i n 1 g o ld.
6 ) R o y a l F l u s h ! Gain 3 gold
a n d t a k e a l l O bje cts on this
c a r d . T h e n d i s card
t h i s c a r d .
A f t e r v i s i t i n g t h e Gamble r,
y o u m a y p a y 1 gold
t o v i s i t h i m a g ain.
1 ) B e t m o r e t h a n y o u h a v e .
P l a c e 1 o f y o u r O b j e c t s o n
6 ) R o y a l F l u s h ! G a i n 3 g o l d
a n d t a k e a l l O b j e c t s o n t h i s
A f t e r v i s i t i n g t h e G a m b l e r ,
1 ) B e t m o r e t h a n y o u h a v e .
P l a c e 1 o f y o u r O b j e c t s o n
Farmer
T av ern • Village
1 ) H e c o n v inces you to help
h i m a t h is farm. Mo ve to
a F i e l d s of you r choice
a n d m i s s 2 turns.
2 ) T h e F a r m er att acks you
w i t h a S t r ength of 3.
3 ) H a v e a n i ce chat abo ut
t h e w e a t h er .
4 - 5 ) H e o f f e r s to sell you his
b e s t p r o duce fo r 1 gold.
I f y o u a ccept, heal 1 life.
6 ) Y o u w i n h i s only Mule in
a b e t . T a k e a Mule from
t h e P u r c h a se deck an d
d i s c a r d t h i s card.
1 ) H e c o n v i n c e s y o u t o h e l p
2 ) T h e F a r m e r a t t a c k s y o u
3 ) H a v e a n i c e c h a t a b o u t
4 - 5 ) H e o f f e r s t o s e l l y o u h i s
I f y o u a c c e p t , h e a l 1 l i f e .
6 ) Y o u w i n h i s o n l y M u l e i n
Barmaid
City • T avern • Vi llage
1) Get dr unk and col lapse in
a corner . Miss 1 t urn.
2) T ip her . Lose 1 go ld.
3) Have a good tim e!
4-5) Hearty meal. G ain 1 life.
6) Strange brews. Gain
1 Strength or 1 Craft.
A fter visiting the Barmaid,
you may spen d 1 gold
to visit her again.
1) Get dr unk and collapse in
4-5) Hearty meal. Gain 1 life.
A fter visiting the Barmaid,
Eve nt
Div ine Blessings
Holy power radi ates from the
realms above, gra nting boons
to the worthy . Gai n 1 Strength
or 1 Craft. Then cho ose another
character to gain 1 Strength
and 1 Craft .
1
Holy power radiates from the
realms above, granting boons
to the worthy . Gain 1 Strength
or 1 Craft. Then choose another
character to gain 1 Strength
Event
Rebirth
M y s t i c l i g h t shines dow n
f r o m t h e h e avens, resto ring
t h e w o r l d w here it touc hes.
E a c h c h a r a c ter heals up to
h i s l i f e v a l u e and repl enishes
f a t e u p t o h is fate val ue.
1
f r o m t h e h e a v e n s , r e s t o r i n g
t h e w o r l d w h e r e i t t o u c h e s .
E a c h c h a r a c t e r h e a l s u p t o
h i s l i f e v a l u e a n d r e p l e n i s h e s
f a t e u p t o h i s f a t e v a l u e .
It’s Mark et Day a cross the
land! Clockwise, starting
with yourself , all characters
may buy availab le Objects
at these p rices:
Market D ay
S c r o l l ( 1 G )
H a v e r s a c k ( 1 G )
S h o v e l ( 2 G )
C r y s t a l S c e ptre (3G)
H e a ler’ s Ki t (1G )
W hetstone (2G)
M ap (2G)
Event
1
It’s Mark et Day across the
land! Clockwise, starting
with yourself , all characters
with yourself , all characters
may buy available Objects
Cast on yourself at any time.
Add 5 to your S trength or
Craft until the end of the turn.
Mutation
Cast on yourself at any time.
Add 5 to your Strength or
Craft until the end of the turn.
Cast afte r a character
completes his move, on
any chara cter . Teleport
that chara cter 1 sp ace
i n a n y di rection.
Blink
Cast on a spac e in your
Region where a c haracter has
just ended his m ove. Place a
Settlement, Outp ost, Highway ,
Monaster y , or Bonefield
T errain card on that space.
Arcane Constru ction
Region where a character has
just ended his move. Place a
Settlement, Outpost, Highway ,
T errain card on that space.
Draw 2 Cards
If there are any cards already in this sp ace, draw only
enough to tak e the total to two cards. If you fight any
creatures here, add 2 to your attac k roll.
Outpost
If there are any cards already in this space, draw only
enough to tak e the total to two cards. If you fight any
creatures here, add 2 to your attack roll.
If there are any cards already in this space, draw only
enough to tak e the total to two cards. If you fight any
If there are any cards already in this space, draw only
enough to tak e the total to two cards. If you fight any
creatures here, add 2 to your attack roll.
Based on Align ment
If you are good, gain 1 fate. If you are evil, lose 1 life.
If you are neutral, you may pay 1 g old to gain 1 fate.
Monastery
If you are good, gain 1 fate. If you are evil, lose 1 life.
If you are neutral, you may pay 1 gold to gain 1 fate.
Based on Alignme nt
If you are evil, gain 1 life. If you are g ood, lose 1 life.
If you are neutral, you may pay 1 gol d to gain 1 life.
Bonef ield
If you are evil, gain 1 life. If you are good, lose 1 life.
If you are neutral, you may pay 1 gold to gain 1 life.
If you are evil, gain 1 life. If you are good, lose 1 life.
If you are neutral, you may pay 1 gold to gain 1 life.
Co m pon ents
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