Round.
Pieces in Play
Mopples (The Warrior) - A mermaid toughened by years of adventure, always ready to fight.
Special: Initiating "Combat" actions is 1 card cheaper. Base Stats: Combat 3 Intrigue 2+1 Puzzle 2
Tear of Salus [Artefact] - A shimmering blue gem with fantastical healing properties.
- Special: The Tear exerts a continuous healing effect, staving off the effects of disease, poison and injury as well as healing small cuts and wounds. Counts as +1 defence for all stats while in possession.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
GRAPPLING HOOK [ARTEFACT] - A simple iron hook and rope for climbing walls and other acts of minor skulduggery. +1 to Intrigue. Cost: 2 Cards.
HEALING POTION [ARTEFACT] - Heals wounds, soothes pain. Discard when attacked. Counts as +3 cards for defensive purposes. Cost: 1 Card.
Uristy McDwarfy (The Artist) - The reward for art is the chance to make more art.
Special: Every time you place an artefact, draw a card. Base Stats: Combat 1 Intrigue 1 Puzzle 3+3
Tomb Keys [Artefact] - A set of mysterious iron keys and an amulet.
- Special: Unlock the tomb doors. Bypassing the Tomb's defences is an Intrigue 4 challenge for the bearer.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
PUZZLE BOX [ARTEFACT] - This cunning box of rotating cubes with coloured faces keeps the mind sharp and the bored occupied. +1 to Puzzle. Cost: 2 Cards.
PUZZLE BOX [ARTEFACT] - This cunning box of rotating cubes with coloured faces keeps the mind sharp and the bored occupied. +1 to Puzzle. Cost: 2 Cards.
PUZZLE BOX [ARTEFACT] - This cunning box of rotating cubes with coloured faces keeps the mind sharp and the bored occupied. +1 to Puzzle. Cost: 2 Cards.
BOOBY TRAP [ARTEFACT] - This magical trap is no bigger than a matchbox, and easy to conceal or disguise. When touched, it explodes with the force of a barrel of gunpowder. Discard as part of a Puzzle attack. Counts as +3 cards for offensive purposes. Cost: 1 Card.
ALCHEMIST'S FIRE [ARTEFACT] - A tiny jar with a fiery package. Discard as part of a Combat attack. Counts as +3 cards for offensive purposes. Cost: 1 Card.
ALCHEMIST'S FIRE [ARTEFACT] - A tiny jar with a fiery package. Discard as part of a Combat attack. Counts as +3 cards for offensive purposes. Cost: 1 Card.
DEADLY POISON [ARTEFACT] - This vial of clear, colourless liquid is actually a deadly poison. Good for one use. Discard as part of an Intrigue attack. Counts as +3 cards for offensive purposes. Cost: 1 Card.
Valer the Firesmith (The Smith) - Your experience makes crafting easier and less expensive.
Special: Artefacts cost 1 less card to place. Base Stats: Combat 2 Intrigue 1 Puzzle 2+7
Map to Tomb [Artefact] - An ancient scroll detailing the exact location of the Tomb of Salus.
- Special: With this Map, finding the Tomb is a Puzzle 4 challenge for the bearer.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
PUZZLE BOX [ARTEFACT] - This cunning box of rotating cubes with coloured faces keeps the mind sharp and the bored occupied. +1 to Puzzle. Cost: 2 Cards.
DOGSBODY [ARTEFACT] - Sometimes you need someone to do the heavy work of setting up traps, or of standing on the pressure plate to see what happens. This unfortunate fellow is that someone. +2 to Puzzle. Cost: 4 Cards.
HEALING POTION [ARTEFACT] - Heals wounds, soothes pain. Discard when attacked. Counts as +3 cards for defensive purposes. Cost: 1 Card.
HEALING POTION [ARTEFACT] - Heals wounds, soothes pain. Discard when attacked. Counts as +3 cards for defensive purposes. Cost: 1 Card.
GLASS OF TRUE SIGHT [ARTEFACT] - Allows you to see through any illusions, and through some walls and hidden traps as well! +4 to Puzzle. Cost: 6 Cards.
BOOBY TRAP [ARTEFACT] - This magical trap is no bigger than a matchbox, and easy to conceal or disguise. When touched, it explodes with the force of a barrel of gunpowder. Discard as part of a Puzzle attack. Counts as +3 cards for offensive purposes. Cost: 1 Card.
BOOBY TRAP [ARTEFACT] - This magical trap is no bigger than a matchbox, and easy to conceal or disguise. When touched, it explodes with the force of a barrel of gunpowder. Discard as part of a Puzzle attack. Counts as +3 cards for offensive purposes. Cost: 1 Card.
King Ronald Bones II (The Glutton) - You have no shortage of wealth and resources at your disposal.
Special: Draw 1 extra card per turn. Base Stats: Combat 2, Intrigue 3+3, Puzzle 2
Tear of Salus [Artefact] - A shimmering blue gem with fantastical healing properties.
- Special: The Tear exerts a continuous healing effect, staving off the effects of disease, poison and injury as well as healing small cuts and wounds. Counts as +1 defence for all stats while in possession.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
HEALING POTION [ARTEFACT] - Heals wounds, soothes pain. Discard when attacked. Counts as +3 cards for defensive purposes. Cost: 1 Card.
HEALING POTION [ARTEFACT] - Heals wounds, soothes pain. Discard when attacked. Counts as +3 cards for defensive purposes. Cost: 1 Card.
GREMLINS [FACTION] - A pack of these irritating little creatures lives in the jungle, stealing food and cutting the straps on your baggage for fun. If they could be swayed, they would make mischevious little allies...
Ruler (Pawn) Benefits: +3 to Intrigue. Intrigue action 1 card cheaper to initiate (stacks with Thief etc).
Player Benefits: When initiating the Intrigue attack (with any Pawn), may opt to Steal an artefact on a success instead of killing the target Pawn.
Faction Stats: Combat 2, Intrigue 3, Puzzle 2. Costs 6 Cards to play.
The Bones' Knife (The Thief) - A burglar in the employ of the Tyrant.
Special: Initiating "Intrigue" actions is 1 card cheaper. Base Stats: Combat 2 Intrigue 3 Puzzle 2.
Varian d'Avistral (The Fool) - You aren't smart, you aren't strong, and you aren't guileful. But you are damned lucky.
Special: Initiating actions against this pawn is 2 cards more expensive. Base Stats: Combat 1, Intrigue 1+1, Puzzle 1
Tear of Salus [Artefact] - A shimmering blue gem with fantastical healing properties.
- Special: The Tear exerts a continuous healing effect, staving off the effects of disease, poison and injury as well as healing small cuts and wounds. Counts as +1 defence for all stats while in possession.
- Special: Unlike most artefacts, if the bearer is killed this artefact is added to the victor's inventory.
GRAPPLING HOOK [ARTEFACT] - A simple iron hook and rope for climbing walls and other acts of minor skulduggery. +1 to Intrigue. Cost: 2 Cards.
ALCHEMIST'S FIRE [ARTEFACT] - A tiny jar with a fiery package. Discard as part of a Combat attack. Counts as +3 cards for offensive purposes. Cost: 1 Card.
Independent Factions
KOBOLDS [FACTION] - A clan of these beggars keeps setting mantraps throughout the jungle. You've nearly lost a leg twice already to them. On the other hand, their craftsmanship is impressive...
Ruler (Pawn) Benefits: +3 to Puzzle. Puzzle action 1 card cheaper to initiate (stacks with Wizard etc).
Player Benefits: Artefacts are 1 card cheaper to place.
Costs 6 Cards to play.
Stats: Combat 2, Intrigue 2, Puzzle 3.