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Twisting Paths
When a character enters the Woodland Region during
his turn, through any means, he must take 1 of the
3 available faceup Paths when his movement ends.
If a character enters the Woodland during another
character’s turn, he must immediately take 1 of the
3 faceup Paths. When a character takes 1 of the 3
faceup Paths, he draws a new Path Card and lays it
faceup next to the Path deck to replace the Path he
just took so that there are always 3 faceup Paths
available to characters.
When a character with a Path leaves a Region he
must discard his Path Card.
A character with a Path must always follow the
Travel effect on his Path Card.
When a character with a Path Card reaches the
Meeting with Destiny space, he resolves the Destiny
effect at the bottom of his Path Card. After resolving
the Destiny effect he discards his Path Card.
Destiny Cards
During their travels through the Woodland, charac-
ters may find themselves bound to a new Destiny,
granting them powerful abilities. When a character
gains a Destiny, he places the card faceup in his
play area.
Destinies are not considered Objects, Spells, or
Followers. Therefore, they cannot be ditched, stolen,
sold, or traded, unless an effect specifically refers to
Destiny Cards. Characters may gain any number of
Destinies during the game.
Destiny is a powerful force which transcends even
death. When a character is killed and the dead char-
acter’s player draws a new character, all Destinies
owned by the dead character are passed to the new
character and may be used normally by him.
Light Destiny Dark Destiny
Path Cards
1. Name
2. Flavour Text
3. Travel Effect
4. Destiny Effect
2
3
4
1
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