I use INTRIGUE [ACTION] - An offensive action. Play this and any other Intrigue cards (each successive card costs 1 card to play and adds +1 to the attack) against a Pawn or Faction on the tomb. I discard nothing, the thief and gremlins negate cost
Intrigue: 6 vs 6 With the aid of your trusty minion,
The Bones' Knife and a cadre of arguably helpful minions, you are able to get through the Tomb's door and gum up enough traps with gremlin and slave corpses that you can proceed through into the Tomb!
King Ronald Bones has passed the Tomb Door and Traps. At the end of the following round, everyone will auto-bypass this obstacle.
Valer smooth talks his way into becoming leader of a rather annoying band of local
Kobolds.
Uristy employs his arsenal of traps against
Varian, orchestrating a
Puzzle attack against him
(6 vs 1). Varian must cough up 5 cards to survive the attack.
Mopples simultaneously attacks
Uristy, slipping into the Tomb as Ronald enters with his entourage and preparing to beat the crap out of Uristy (still stuck in front of the traps) with a stick. She executes a boosted
Combat attack
(4 vs 1) against him. Unless Uristy can cough up 3 cards, he will perish.
Ronald, you plunge deeper into the Tomb to find yourself in a labyrinthine maze. This is a strange labyrinth, however, as there is a clear and open path to a shimmering golden room at the far end; the tunnels mostly veer off in complicated ways from the main corridor. Standing between you and your prize, however, is a figure draped in golden armour, wielding a shining mithril bastard sword, and
streaming fire from every orifice.
If you knew the tale of Salus in more detail, you might recognise the Traitor, the high priest of Salus who betrayed him and was cursed to guard his tomb for eternity. But you don't, so you just see a horrifying monster instead.
You can Sneak past the Traitor
(Intrigue 8 Challenge), you can Outwit the Traitor by losing him temporarily in the labyrinth
(Puzzle 8 Challenge) or you can just Kill the Traitor outright
(Combat 6 Challenge). Any other action besides Killing him will only allow you through into the central vault of the tomb; Killing him will permit everyone to enter on the following 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+10
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.
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.
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