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QTY

Card Name Card Set Card Type

Prove Yourself The Wyld Hunt Quest


Seek the Oracle's Advice The Wyld Hunt Quest
Peace Mission The Wyld Hunt Quest
Marauders The Wyld Hunt Quest
Slavers The Wyld Hunt Quest
The Flower Quest The Wyld Hunt Quest
Amnesia The Wyld Hunt Quest
Conscription The Wyld Hunt Quest
Royal Wedding Gif The Wyld Hunt Quest
The Wyld Hunt The Wyld Hunt Quest
Scour Darkreach Mountains The Wyld Hunt Quest
Even Dragons Pay Taxes The Wyld Hunt Quest
Save Rosewood Keep The Wyld Hunt Quest
Victory over Duke Bane The Wyld Hunt Quest
Quest for Knowledge The Wyld Hunt Quest
Courier for the Court The Wyld Hunt Quest
Jailbreak The Wyld Hunt Quest
Middlemarch Invaders The Wyld Hunt Quest
Royal Cartographer The Wyld Hunt Quest
Escort Lady Sophia The Wyld Hunt Quest
Capture the Traitor The Wyld Hunt Quest
Balm for Madness The Wyld Hunt Quest
Reconnaissance Mission The Wyld Hunt Quest
Assault on Ebonlique The Wyld Hunt Quest
Gird the Realm's Heroes The Wyld Hunt Quest
Aberhold Slave Pits The Wyld Hunt League
Absent-Minded The Wyld Hunt Flaw
Aegis Monolith The Wyld Hunt League
Al-Kanon, the Chaos Sword The Wyld Hunt Merit
Allergies The Wyld Hunt Flaw
Althros, The Steam City The Wyld Hunt League
Arborian Oak-kin The Wyld Hunt Waylay
Arborian Willowtree Warrior The Wyld Hunt Waylay
Arden-Coast Junction The Wyld Hunt League
Ardenmore Guard Patrol The Wyld Hunt Waylay
Arden-Palinian Junction The Wyld Hunt League
Ardenroad (1) The Wyld Hunt League
Ardenroad (2) The Wyld Hunt League
Ardenroad (3) The Wyld Hunt League
Arm-Wrestling Troll The Wyld Hunt Waylay
Assjack The Wyld Hunt Waylay
Assjack's Trust The Wyld Hunt Merit
Autumn Plague The Wyld Hunt Waylay
Axe of the Ogre Fiend Gurrgall The Wyld Hunt Merit
Bad Luck The Wyld Hunt Flaw
Bag of Gold The Wyld Hunt Merit
Balanvale The Wyld Hunt League
Balath Castle The Wyld Hunt League
Bane Tower The Wyld Hunt League
Bane Tower Road The Wyld Hunt League
Banek v1 The Wyld Hunt Waylay
Banek v2 The Wyld Hunt Waylay
Bell the Cat The Wyld Hunt Waylay
Belt of Troll Strength The Wyld Hunt Merit
Bernard Assjack The Wyld Hunt Flaw
Billy Smith, 8th Grade Honor Student and Hum The Wyld Hunt Merit
Blackmail The Wyld Hunt Merit
Blackrock Pass The Wyld Hunt League
Bloath: Ogre Bully The Wyld Hunt Waylay
Bog The Wyld Hunt Waylay
Boil and Bubble The Wyld Hunt Merit
Bottom-Heavy The Wyld Hunt Flaw
Boulder The Wyld Hunt Waylay
Brilliant Strategy The Wyld Hunt Merit
Broad-Shouldered The Wyld Hunt Merit
Bully The Wyld Hunt Merit
Chameleon The Wyld Hunt Merit
Chimera The Wyld Hunt Waylay
Circlet of Resolve The Wyld Hunt Merit
Cityboy The Wyld Hunt Merit
Claustrophobic The Wyld Hunt Flaw
Clear Thinking The Wyld Hunt Merit
Cog Dragoon The Wyld Hunt Waylay
Cog Soldier The Wyld Hunt Waylay
Coin of Clarity The Wyld Hunt Merit
Colinwell The Wyld Hunt League
Commanding Presence The Wyld Hunt Merit
Coral Palace The Wyld Hunt League
Coral Trident The Wyld Hunt Merit
Corporeal Ghost The Wyld Hunt Waylay
Court of Praxis Tynon The Wyld Hunt League
Coward The Wyld Hunt Flaw
Crazed The Wyld Hunt Flaw
Creativity The Wyld Hunt Merit
Cunning The Wyld Hunt Merit
Dark Reach Pass The Wyld Hunt League
Darkened Glen The Wyld Hunt League
Darkling Junction The Wyld Hunt League
Darklingvale The Wyld Hunt League
Darkreach Loche The Wyld Hunt League
Darkreach Mountains The Wyld Hunt League
Darkreach Spires The Wyld Hunt League
Davelon, Gleeful Satyr The Wyld Hunt Merit
Deductive Reasoning The Wyld Hunt Merit
Devilish Grin The Wyld Hunt Merit
Dictum The Wyld Hunt Merit
Dirty Fighter The Wyld Hunt Merit
Dishonest The Wyld Hunt Flaw
Doppelganger The Wyld Hunt Merit
Dragonkin The Wyld Hunt Flaw
Dragonkin (female) The Wyld Hunt Character
Dragonkin (male) The Wyld Hunt Character
Dreaming The Wyld Hunt Merit
Duelist The Wyld Hunt Merit
Duke Bane The Wyld Hunt Waylay
Eagle Eyes The Wyld Hunt Merit
Ebonlique The Wyld Hunt League
Effigy The Wyld Hunt Merit
Eidle Road The Wyld Hunt League
Eidolon The Wyld Hunt League
Eloquent Speech The Wyld Hunt Merit
Ensnare The Wyld Hunt Merit
Fae Armor The Wyld Hunt Merit
Fae Blade The Wyld Hunt Merit
Fair Fortune The Wyld Hunt Merit
Fancy Pants The Wyld Hunt Merit
Fealty to House Fionna The Wyld Hunt Merit
Fealty to House Liam The Wyld Hunt Merit
Fianna Garou The Wyld Hunt Waylay
Fields of Rust The Wyld Hunt League
Fields of Sabine The Wyld Hunt League
Fiesole The Wyld Hunt League
Flock of Harpies The Wyld Hunt Waylay
Foresight The Wyld Hunt Merit
Forest of the Midnight Sun The Wyld Hunt League
Forest Spiders v1 The Wyld Hunt Waylay
Forest Spiders v2 The Wyld Hunt Waylay
Forest Spiders v3 The Wyld Hunt Waylay
Forestry The Wyld Hunt Merit
Frost Giant The Wyld Hunt Waylay
Frost Haven The Wyld Hunt League
Fuddle The Wyld Hunt Merit
Fugue The Wyld Hunt Merit
Gambling Knockers The Wyld Hunt Waylay
Gauntlet of Herculean Strength The Wyld Hunt Merit
Giant Eagle The Wyld Hunt Merit
Giant Hopping Toad The Wyld Hunt Merit
Giant Slug v1 The Wyld Hunt Waylay
Giant Slug v2 The Wyld Hunt Waylay
Gimmix The Wyld Hunt Merit
Glamour Dance The Wyld Hunt Waylay
Glamour Dust The Wyld Hunt Merit
Glass Jaw The Wyld Hunt Flaw
Gnome's Brew The Wyld Hunt Waylay
Golden Torc The Wyld Hunt Merit
Goldenreach Fields The Wyld Hunt League
Gord's Knot v2 The Wyld Hunt Waylay
Gord's Knot v1 The Wyld Hunt Waylay
Gorgeous The Wyld Hunt Merit
Grandeur The Wyld Hunt Merit
Grey Reach The Wyld Hunt League
Grey River The Wyld Hunt League
Greyview The Wyld Hunt League
Guilty As Charged The Wyld Hunt Waylay
Gullible The Wyld Hunt Flaw
Gurthdass, Troll Bodyguard The Wyld Hunt Merit
Hall of the Ogre King The Wyld Hunt League
Hamlet of Bloath The Wyld Hunt League
Hamlet of Easlynn The Wyld Hunt League
Haunted Heart The Wyld Hunt Merit
Hawk Knife The Wyld Hunt Merit
Heather-Balm The Wyld Hunt Merit
Hermit's Hollow The Wyld Hunt League
Hills of Steam The Wyld Hunt League
Hopscotch The Wyld Hunt Merit
Hound of Hades The Wyld Hunt Waylay
Human (female) The Wyld Hunt Character
Human (male) The Wyld Hunt Character
Humans The Wyld Hunt Flaw
Hungry Ettin The Wyld Hunt Waylay
Huntinglane The Wyld Hunt League
Huntsman's Snare v3 The Wyld Hunt Waylay
Huntsman's Snare v1 The Wyld Hunt Waylay
Huntsman's Snare v2 The Wyld Hunt Waylay
Hurrgan Skurr, Ogre Henchman The Wyld Hunt Merit
Hurricane The Wyld Hunt Waylay
Icarian Flying Skif v1 The Wyld Hunt Waylay
Icarian Flying Skif v2 The Wyld Hunt Waylay
Icarian Flying Skif v3 The Wyld Hunt Waylay
Imp (female) The Wyld Hunt Character
Imp (male) The Wyld Hunt Character
Imps The Wyld Hunt Flaw
Indecisive The Wyld Hunt Flaw
Innocent Smile The Wyld Hunt Merit
Ione's Temple The Wyld Hunt League
Iron Will The Wyld Hunt Merit
Irondeath Fields The Wyld Hunt League
Irondew Artillery The Wyld Hunt Waylay
Irondew Keep The Wyld Hunt League
Irondew Road (1) The Wyld Hunt League
Irondew Road (2) The Wyld Hunt League
Jealous Redcap The Wyld Hunt Waylay
King Ironheart The Wyld Hunt Flaw
Knocker (female) The Wyld Hunt Character
Knocker (male) The Wyld Hunt Character
Knockers The Wyld Hunt Flaw
Knocker's Artifact The Wyld Hunt Merit
Kryllian's Pond The Wyld Hunt League
Lady Kryddia, Sidhe Adventurer The Wyld Hunt Merit
Lady Sophia The Wyld Hunt Merit
Lance of Ardlanth The Wyld Hunt Merit
Lightning Quick The Wyld Hunt Merit
Lost! v1 The Wyld Hunt Waylay
Lost! v2 The Wyld Hunt Waylay
Lost! v3 The Wyld Hunt Waylay
Low Moral Character The Wyld Hunt Merit
Magical Barrier The Wyld Hunt Waylay
Manticora The Wyld Hunt Waylay
Map of the Land The Wyld Hunt Merit
Maze The Wyld Hunt Waylay
Mead of Vigor The Wyld Hunt Merit
Mephisto's Seeds The Wyld Hunt Merit
Mer The Wyld Hunt Flaw
Mer (female) The Wyld Hunt Character
Mer (male) The Wyld Hunt Character
Middleguard The Wyld Hunt League
Middlemarch Junction The Wyld Hunt League
Midnight Falls The Wyld Hunt League
Mirror, Mirror The Wyld Hunt Merit
Mirthos Fjadal The Wyld Hunt Merit
Mountain Heritage The Wyld Hunt Merit
Mountain of the Kings The Wyld Hunt League
Mounted Spidereye Goblin The Wyld Hunt Waylay
Mouth of Grey The Wyld Hunt League
Noria of Eternity The Wyld Hunt League
Nowhere Blind The Wyld Hunt League
Nowhere Glade The Wyld Hunt League
Nowhere Junction The Wyld Hunt League
Nuvorg, Imp Conman The Wyld Hunt Merit
Nymph The Wyld Hunt Character
Nymphs The Wyld Hunt Waylay
Nymph's Wreath The Wyld Hunt Merit
Oakenshield The Wyld Hunt Merit
Oathfriend The Wyld Hunt Waylay
Oceanius The Wyld Hunt League
Ogre (female) The Wyld Hunt Character
Ogre (male) The Wyld Hunt Character
Ogre Games The Wyld Hunt Waylay
Ogre Kin The Wyld Hunt Merit
Ogre Watch Bridge The Wyld Hunt League
Ogres The Wyld Hunt Flaw
Old Man of the Sea The Wyld Hunt Waylay
Orchid Isle The Wyld Hunt League
Page The Wyld Hunt Merit
Palinian Road The Wyld Hunt League
Palinian-Coast Junciton The Wyld Hunt League
Pansy The Wyld Hunt Flaw
Pathetic Sniveling The Wyld Hunt Merit
Pearl of Wisdom The Wyld Hunt Merit
Perceptive Fighter The Wyld Hunt Merit
Perfect Body The Wyld Hunt Merit
Pesky Merchant The Wyld Hunt Waylay
Pferl The Wyld Hunt League
Pilgrim's Burden v1 The Wyld Hunt Waylay
Pilgrim's Burden v2 The Wyld Hunt Waylay
Pirates v1 The Wyld Hunt Waylay
Pirates v2 The Wyld Hunt Waylay
Pit of the Grubworm The Wyld Hunt Waylay
Pitha's Testing Zone The Wyld Hunt League
Pixie Dust The Wyld Hunt Merit
Portal Passage The Wyld Hunt Merit
Potion of Love The Wyld Hunt Merit
Prometheus' Fist The Wyld Hunt Merit
Proper Etiquette The Wyld Hunt Waylay
Protocol The Wyld Hunt Merit
Psyche Out The Wyld Hunt Merit
Quicksand v1 The Wyld Hunt Waylay
Quicksand v2 The Wyld Hunt Waylay
Quicksilver The Wyld Hunt Merit
Raxis The Wyld Hunt League
Redcap (female) The Wyld Hunt Character
Redcap (male) The Wyld Hunt Character
Redcaps The Wyld Hunt Flaw
Relentless The Wyld Hunt Merit
Renegade Dragonkin The Wyld Hunt Waylay
River of Rust The Wyld Hunt League
Road to Middlemarch The Wyld Hunt League
Roc Attack The Wyld Hunt Waylay
Rockslide v1 The Wyld Hunt Waylay
Rockslide v2 The Wyld Hunt Waylay
Rogue Troll The Wyld Hunt Waylay
Rosewood Bend The Wyld Hunt League
Rosewood Keep The Wyld Hunt League
Ruins of Astalar The Wyld Hunt League
Runes The Wyld Hunt Merit
Runic Circle The Wyld Hunt Merit
Runs-Wild, Werewolf Traveler The Wyld Hunt Merit
Sabine Glade The Wyld Hunt League
Sadmost Bridge The Wyld Hunt League
Saining The Wyld Hunt Merit
Sandman The Wyld Hunt Waylay
Sardinium The Wyld Hunt League
Satyr The Wyld Hunt Flaw
Satyr The Wyld Hunt Character
Satyr's Pipes The Wyld Hunt Merit
Scorched Fields The Wyld Hunt League
Scroll of Knowledge The Wyld Hunt Merit
Sea Worthy The Wyld Hunt Merit
Sense of Direction The Wyld Hunt Merit
Seraph The Wyld Hunt Waylay
Shadow Rust Vale The Wyld Hunt League
Shaebanaria, Nymph Guide The Wyld Hunt Merit
Shield The Wyld Hunt Merit
Sibylline Swamp The Wyld Hunt League
Sidhe The Wyld Hunt Flaw
Sidhe (female) The Wyld Hunt Character
Sidhe (male) The Wyld Hunt Character
Sidhe Sword The Wyld Hunt Merit
Silvernahl, Mer Debater The Wyld Hunt Merit
Sir Wrathgar The Wyld Hunt Waylay
Slavers The Wyld Hunt Waylay
Snide Remarks The Wyld Hunt Merit
Sophia's Favor The Wyld Hunt Merit
Sophia's Hatred The Wyld Hunt Flaw
Sphinx's Riddle The Wyld Hunt Waylay
Spidereye Goblin v2 The Wyld Hunt Waylay
Spidereye Goblin v1 The Wyld Hunt Waylay
Spike Trap v2 The Wyld Hunt Waylay
Spike Trap v1 The Wyld Hunt Waylay
Splendour Bridge The Wyld Hunt League
Splendour Lake The Wyld Hunt League
Splendour Waters The Wyld Hunt League
Splendourscale The Wyld Hunt Waylay
Steadfast The Wyld Hunt Merit
Steely Sinews The Wyld Hunt Merit
Stone Egg The Wyld Hunt Merit
Stormguard Keep The Wyld Hunt League
Sundered Copse The Wyld Hunt League
Sundered Woods The Wyld Hunt League
Sure Pass Trail The Wyld Hunt League
Swamp Rat The Wyld Hunt Merit
Tattletale The Wyld Hunt Merit
Tax Collector The Wyld Hunt Waylay
The City of Coral The Wyld Hunt League
The Crystal Falls The Wyld Hunt League
The Eastern Coastal Road (1) The Wyld Hunt League
The Eastern Coastal Road (2) The Wyld Hunt League
The Edge of Grey Filth The Wyld Hunt League
The Graveyard of Ships The Wyld Hunt League
The Kyrrian Tower The Wyld Hunt League
The Loa-Heedron The Wyld Hunt League
The Marsh of Grey Filth The Wyld Hunt League
The Palinian Road The Wyld Hunt League
The Road to Nowhere The Wyld Hunt League
The Ruins of Plugrath The Wyld Hunt League
The Rust Mines of Toris Baalgarth The Wyld Hunt League
The Sherif of Raxis The Wyld Hunt Flaw
The Silver Branch The Wyld Hunt Merit
The Silver Tongue The Wyld Hunt Merit
The Swamplands The Wyld Hunt League
The Wyld March The Wyld Hunt League
Thieves Guild The Wyld Hunt Merit
Thieves! The Wyld Hunt Waylay
Thomas the Lame Brigand v1 The Wyld Hunt Waylay
Thomas the Lame Brigand v2 The Wyld Hunt Waylay
Thomas the Lame Brigand v3 The Wyld Hunt Waylay
Tiberius The Wyld Hunt Flaw
Tiberius The Wyld Hunt Waylay
Ties to Middlemarch The Wyld Hunt Merit
Tome of the Dragonkin The Wyld Hunt Merit
Traveling Papers The Wyld Hunt Waylay
Trojan Horse The Wyld Hunt Waylay
Troll (female) The Wyld Hunt Character
Troll (male) The Wyld Hunt Character
Trolls The Wyld Hunt Flaw
Tsu Ocean (1) The Wyld Hunt League
Tsu Ocean (2) The Wyld Hunt League
Tsu Ocean (3) The Wyld Hunt League
Underdog The Wyld Hunt Merit
Unicorn v2 The Wyld Hunt Waylay
Unicorn v1 The Wyld Hunt Waylay
Unseelie Knight The Wyld Hunt Waylay
Vengeful The Wyld Hunt Merit
Wand of Ice The Wyld Hunt Merit
Wandering Imp The Wyld Hunt Waylay
Wanderlust The Wyld Hunt Merit
Warhorse The Wyld Hunt Merit
Warrant The Wyld Hunt Flaw
Wasteland The Wyld Hunt League
Water Elemental The Wyld Hunt Waylay
Waterrunner v1 The Wyld Hunt Waylay
Waterrunner v2 The Wyld Hunt Waylay
Weak Knees The Wyld Hunt Flaw
Weakling The Wyld Hunt Flaw
Wenig, Knocker Mechanic The Wyld Hunt Merit
Whirlpool The Wyld Hunt Waylay
Whiselkane's Lane The Wyld Hunt League
Will-o'-the-Wisp The Wyld Hunt Merit
Willow Light The Wyld Hunt Merit
Willowtree Scrub The Wyld Hunt League
Willowtree Vale The Wyld Hunt League
Willow-Whisper The Wyld Hunt Merit
Winged Sandals The Wyld Hunt Merit
Witch's Curse The Wyld Hunt Waylay
Witty Repartee The Wyld Hunt Merit
Wooden Horse The Wyld Hunt Merit
Writ of Carte` Blanche The Wyld Hunt Merit
Wyldstone The Wyld Hunt Merit
Accountability 3 King Ironheart's Madness Waylay
Afectionate Oilslick 3 King Ironheart's Madness Waylay
Air Assault 2 King Ironheart's Madness Quest
Aldrich, the Mechician (Flaw) 3 King Ironheart's Madness Flaw
Aldrich, the Mechician (Quest) 2 King Ironheart's Madness Quest
Aldrich, the Mechician (Waylay) 2 King Ironheart's Madness Waylay
Aldrich's Workshop 2 King Ironheart's Madness League
Alert 2 King Ironheart's Madness Merit
Al-Sidan, Djinn Assassin 3 King Ironheart's Madness Merit
Anal Retentive 3 King Ironheart's Madness Flaw
Arborian Cog Tower 3 King Ironheart's Madness League
Arden Border 3 King Ironheart's Madness League
Arden Junction 1 King Ironheart's Madness League
Army Ant Guides 2 King Ironheart's Madness Merit
Army Ant Kommando Kit 1 King Ironheart's Madness Merit
Army Ant Platoon 3 King Ironheart's Madness Character
Army Ants 3 King Ironheart's Madness Flaw
Ash Heaps 3 King Ironheart's Madness Waylay
Assault on Mechopolis 2 King Ironheart's Madness Quest
Assembly Line 3 King Ironheart's Madness Waylay
Augury 1 King Ironheart's Madness Merit
Bag of Gold (Grey Border) 2 King Ironheart's Madness Merit
Barnacle Armor 2 King Ironheart's Madness Merit
Beguiling 3 King Ironheart's Madness Merit
Berserker 2 King Ironheart's Madness Merit
Blade of Cold Iron 1 King Ironheart's Madness Merit
Blind 3 King Ironheart's Madness Flaw
Bliss Camp 1 King Ironheart's Madness Merit
Blood Key 1 King Ironheart's Madness Merit
Bog of Ire 3 King Ironheart's Madness League
Bog Pits of Grey Filth 3 King Ironheart's Madness League
Boggan Gang Bangers 3 King Ironheart's Madness Waylay
Border Run 3 King Ironheart's Madness Quest
Bradburr's Mighty Pen 1 King Ironheart's Madness Merit
Braggart 3 King Ironheart's Madness Flaw
Brawny 2 King Ironheart's Madness Merit
Buccaneer Colony 3 King Ironheart's Madness Waylay
Bumpkin 3 King Ironheart's Madness Flaw
Burn & Boil 2 King Ironheart's Madness Merit
Buster Zoltan, Human Mechanic 2 King Ironheart's Madness Merit
Capsized 3 King Ironheart's Madness Waylay
Captive Heart 3 King Ironheart's Madness Merit
Carnivorous Plants 3 King Ironheart's Madness Waylay
Chainblade 1 King Ironheart's Madness Merit
Charm 1 King Ironheart's Madness Merit
Charming 3 King Ironheart's Madness Merit
Chasm Range Foothills 3 King Ironheart's Madness League
Chasm Range Trail 3 King Ironheart's Madness League
Chasm Spires 1 King Ironheart's Madness League
Cheater 1 King Ironheart's Madness Merit
Clock Roaches 2 King Ironheart's Madness Waylay
Clumsy 3 King Ironheart's Madness Flaw
Cog Access Bridge 3 King Ironheart's Madness League
Cog Access Highway 2 King Ironheart's Madness League
Cog Autogyro 3 King Ironheart's Madness Waylay
Cog Barracks 3 King Ironheart's Madness League
Cog Dreadnought 2 King Ironheart's Madness Waylay
Cog Exoskeleton 2 King Ironheart's Madness Merit
Cog Hunter 2 King Ironheart's Madness Merit
Cog Hunting Dogs 3 King Ironheart's Madness Waylay
Cog Juggernaut 2 King Ironheart's Madness Waylay
Cog Marauders 3 King Ironheart's Madness Waylay
Cog Mortar 3 King Ironheart's Madness Waylay
Cog Platoon 3 King Ironheart's Madness Waylay
Cog Refinery 2 King Ironheart's Madness League
Cog Sniper 3 King Ironheart's Madness Waylay
Cog Spider Flyers 3 King Ironheart's Madness Waylay
Cog Spider Tank 2 King Ironheart's Madness Waylay
Cog Squid 3 King Ironheart's Madness Waylay
Cog Steed 3 King Ironheart's Madness Merit
Cog Submarine 2 King Ironheart's Madness Waylay
Cog Tank 1 King Ironheart's Madness Merit
Cog Training Grounds 3 King Ironheart's Madness League
Cog Trap 3 King Ironheart's Madness Waylay
Cogophobia 3 King Ironheart's Madness Flaw
Commanding 3 King Ironheart's Madness Merit
Coughing Break 3 King Ironheart's Madness Waylay
Creative 3 King Ironheart's Madness Merit
Cruel Geyser 3 King Ironheart's Madness Waylay
Cutting Humor 2 King Ironheart's Madness Merit
Dapper Rokea 3 King Ironheart's Madness Waylay
Dark Yeoman's Guidance 2 King Ironheart's Madness Merit
Dark Yeoman's Quest: Cog Refinery Spill 2 King Ironheart's Madness Quest
Dark Yeoman's Quest: Decoy 1 King Ironheart's Madness Quest
Dark Yeoman's Quest: Jacko D'Rakk 2 King Ironheart's Madness Quest
Dark Yeoman's Quest: King of the Hill 2 King Ironheart's Madness Quest
Dask, Dragonkin Knight 1 King Ironheart's Madness Merit
Dem Bones 2 King Ironheart's Madness Merit
Despised 3 King Ironheart's Madness Flaw
Dignified 3 King Ironheart's Madness Merit
Discerning 3 King Ironheart's Madness Merit
Disciplined 3 King Ironheart's Madness Merit
Djinn (female) 1 King Ironheart's Madness Character
Djinn (male) 2 King Ironheart's Madness Character
Djinn Scimitar 2 King Ironheart's Madness Merit
Djinn Wanderers 3 King Ironheart's Madness Waylay
Downtown Mechopolis 3 King Ironheart's Madness League
Dreamcatcher 2 King Ironheart's Madness Merit
Dunes of Remorse 3 King Ironheart's Madness League
Dystopian Maze 2 King Ironheart's Madness Waylay
Earthquake 1 King Ironheart's Madness Merit
Earthshape 1 King Ironheart's Madness Merit
East Cog Access Road 3 King Ironheart's Madness League
East Cog Tower 3 King Ironheart's Madness League
East Gate Access 3 King Ironheart's Madness League
East Watch Tower 3 King Ironheart's Madness League
Egg of the Wyrd 2 King Ironheart's Madness Merit
Elder Form 1 King Ironheart's Madness Merit
Empathetic 3 King Ironheart's Madness Merit
Endurance Reserves 3 King Ironheart's Madness Merit
Enslaved! 3 King Ironheart's Madness Quest
Escape the Great Caliphs' Wrath 1 King Ironheart's Madness Quest
Eshu 3 King Ironheart's Madness Flaw
Eshu (female) 2 King Ironheart's Madness Character
Eshu (male) 1 King Ironheart's Madness Character
Eshu Buckler 2 King Ironheart's Madness Merit
Explorer 1 King Ironheart's Madness Merit
Fairbanks, Eshu Pirate 3 King Ironheart's Madness Merit
Fallen Border 2 King Ironheart's Madness League
Fashion Victim 3 King Ironheart's Madness Flaw
Fate Fire 1 King Ironheart's Madness Merit
Favored by Ali'i 2 King Ironheart's Madness Merit
Ferocious 3 King Ironheart's Madness Merit
Fianna Garou (Grey border) 0 King Ironheart's Madness Character
Fields of Honor 1 King Ironheart's Madness League
Fields of Plunder 3 King Ironheart's Madness League
Fields of Sludge 3 King Ironheart's Madness League
Flame Lance 3 King Ironheart's Madness Merit
Flash Powder 1 King Ironheart's Madness Merit
Flatlands 3 King Ironheart's Madness League
Fleet of Foot 2 King Ironheart's Madness Merit
Flicker Flash 1 King Ironheart's Madness Merit
Flood 1 King Ironheart's Madness Merit
Footpad 3 King Ironheart's Madness Waylay
Free the Waterfall City 3 King Ironheart's Madness Quest
Garden District 3 King Ironheart's Madness League
Geasa 1 King Ironheart's Madness Merit
General Electric 2 King Ironheart's Madness Waylay
General Motors 1 King Ironheart's Madness Waylay
Gremlin (female) 1 King Ironheart's Madness Character
Gremlin (male) 1 King Ironheart's Madness Character
Gremlins 3 King Ironheart's Madness Flaw
Gremlins Tools 2 King Ironheart's Madness Merit
Grey Bog 3 King Ironheart's Madness League
Grey Marsh 3 King Ironheart's Madness League
Grey Mire River 3 King Ironheart's Madness League
Grey River (silver icons) 1 King Ironheart's Madness League
Grey Sod Glades 3 King Ironheart's Madness League
Gridlock 3 King Ironheart's Madness Waylay
Griffin 1 King Ironheart's Madness Merit
Gurthdass 3 King Ironheart's Madness Flaw
Gurthdass, Troll Bodyguard (Grey border) 1 King Ironheart's Madness Merit
Head Leech 3 King Ironheart's Madness Waylay
Hermann, Boggan Scout 3 King Ironheart's Madness Merit
High Anxiety 3 King Ironheart's Madness Flaw
Holly Strike 1 King Ironheart's Madness Merit
Hunted! 2 King Ironheart's Madness Quest
Hypo-Scorpions 3 King Ironheart's Madness Waylay
Ill-Prepared 3 King Ironheart's Madness Flaw
Industrial Accident 3 King Ironheart's Madness Waylay
Inferno 1 King Ironheart's Madness Merit
Ingenious 3 King Ironheart's Madness Merit
Insane Homesteaders 3 King Ironheart's Madness Waylay
Insidious 3 King Ironheart's Madness Merit
Insight 1 King Ironheart's Madness Merit
Intimidating 3 King Ironheart's Madness Merit
Intuitive 3 King Ironheart's Madness Merit
Iron Park 2 King Ironheart's Madness League
Iron Plains 3 King Ironheart's Madness League
Iron Swamp 3 King Ironheart's Madness League
Irondew Junction 3 King Ironheart's Madness League
Irondew Road (silver icons) 2 King Ironheart's Madness League
Irondew Ruins 1 King Ironheart's Madness League
Ironheart's Toll Bridge 3 King Ironheart's Madness League
Ironheart's Trust 1 King Ironheart's Madness Merit
Ironleaf Fields 2 King Ironheart's Madness League
Ironleaf Forest 3 King Ironheart's Madness League
Ironleaf Lane 3 King Ironheart's Madness League
Ironleaf Vale 2 King Ironheart's Madness League
Jabbermouth 3 King Ironheart's Madness Flaw
Jack Hammer, Rehabilitated Cog Dragon 1 King Ironheart's Madness Merit
Jacko D'Rakk 3 King Ironheart's Madness Waylay
Jacko's Bog 3 King Ironheart's Madness League
Join the Monkeywrench Gang! 3 King Ironheart's Madness Quest
Jungle Sirens 2 King Ironheart's Madness Waylay
Kaihikaai 2 King Ironheart's Madness League
Kelwrath's Volcano 3 King Ironheart's Madness League
Kenu, Escaped Kokua Slave 1 King Ironheart's Madness Merit
King Ironheart's Highway 3 King Ironheart's Madness League
King Ironheart's Highway (Savvy Trial) 3 King Ironheart's Madness League
King Ironheart's Highway (Wasteland) 3 King Ironheart's Madness League
Knowledgeable 3 King Ironheart's Madness Merit
Kokua 3 King Ironheart's Madness Flaw
Kokua (female) 2 King Ironheart's Madness Character
Kokua (male) 2 King Ironheart's Madness Character
Kokua Blowguns 2 King Ironheart's Madness Waylay
Kokua Raid 3 King Ironheart's Madness Quest
Lair of the Steam Drake 1 King Ironheart's Madness League
Lastwater Fields 3 King Ironheart's Madness League
Lazy 3 King Ironheart's Madness Flaw
Liberated Steam Sprites 3 King Ironheart's Madness Merit
Little Hammer God 1 King Ironheart's Madness Merit
Lodestone 2 King Ironheart's Madness Merit
Lord Gamine 3 King Ironheart's Madness Flaw
Lord Gamine's Backing 1 King Ironheart's Madness Merit
Loric's Fields 2 King Ironheart's Madness League
Lost City of Mirron 3 King Ironheart's Madness League
Lyya, Naga Mistress of Secrets 1 King Ironheart's Madness Merit
Magic Beans 1 King Ironheart's Madness Merit
Magic Carpet 2 King Ironheart's Madness Merit
Maria, Satyr Poet 2 King Ironheart's Madness Merit
Marketplace 3 King Ironheart's Madness League
Mechanical Knack 3 King Ironheart's Madness Merit
Mechopolis Blueprints 3 King Ironheart's Madness Merit
Mechopolis Security 3 King Ironheart's Madness Waylay
Mechopolis Water Works 3 King Ironheart's Madness League
Mechorg (female) 3 King Ironheart's Madness Character
Mechorg (male) 1 King Ironheart's Madness Character
Mechorg Assassin 3 King Ironheart's Madness Waylay
Meditative Practice 1 King Ironheart's Madness Merit
Middlemarch Airfields 2 King Ironheart's Madness League
Mirage 1 King Ironheart's Madness Merit
Misdirection 3 King Ironheart's Madness Merit
Monkey Wrench 2 King Ironheart's Madness Merit
Mooch 1 King Ironheart's Madness Merit
Mr. Briefcase, Human Magician 1 King Ironheart's Madness Merit
Murch, Renegade Gremlin 1 King Ironheart's Madness Merit
Music Box 2 King Ironheart's Madness Merit
Naga 3 King Ironheart's Madness Flaw
Naga (female) 1 King Ironheart's Madness Character
Naga (male) 1 King Ironheart's Madness Character
Naga Fangspear 2 King Ironheart's Madness Merit
Naga Guardians 3 King Ironheart's Madness Waylay
Naturally Aggressive 3 King Ironheart's Madness Merit
Nomad 1 King Ironheart's Madness Merit
Northern Boglands 3 King Ironheart's Madness League
Northgate Fields 3 King Ironheart's Madness League
Nowhere Forest 3 King Ironheart's Madness League
Nowhere Timberlands 1 King Ironheart's Madness League
Omar's Tackle Shop 3 King Ironheart's Madness League
Overconfident 3 King Ironheart's Madness Flaw
Oyster Pearl Ring 3 King Ironheart's Madness Merit
Pacifist 3 King Ironheart's Madness Flaw
Passing Kraken 3 King Ironheart's Madness Waylay
Personal Dirigible 1 King Ironheart's Madness Merit
Persuasive 3 King Ironheart's Madness Merit
Phantom Shadows 1 King Ironheart's Madness Merit
Plummet 2 King Ironheart's Madness Waylay
Polluted Water 3 King Ironheart's Madness Waylay
Pooka Mask 3 King Ironheart's Madness Merit
Porta-Sphinx 1 King Ironheart's Madness Merit
Possessed 3 King Ironheart's Madness Flaw
Press Gang 3 King Ironheart's Madness Waylay
Progress 3 King Ironheart's Madness Waylay
Propaganda 3 King Ironheart's Madness Waylay
Proselytizing Velociraptors 3 King Ironheart's Madness Waylay
Qadan, The City of Clouds 2 King Ironheart's Madness League
Raccoon Pooka 1 King Ironheart's Madness Character
Raid on General Motors' Workshop 1 King Ironheart's Madness Quest
Rally the Slaves 2 King Ironheart's Madness Quest
Rat Apple Fields 2 King Ironheart's Madness League
Rat Apples 3 King Ironheart's Madness Waylay
Rational 3 King Ironheart's Madness Merit
Razor Hawks 3 King Ironheart's Madness Waylay
Red Herring 1 King Ironheart's Madness Merit
Reflective 2 King Ironheart's Madness Merit
Remorseless 2 King Ironheart's Madness Merit
Renegade Cog 1 King Ironheart's Madness Character
Renewed Vigor 1 King Ironheart's Madness Merit
Repeating Crossbow 1 King Ironheart's Madness Merit
Residential Mechopolis 3 King Ironheart's Madness League
Reweaving 1 King Ironheart's Madness Merit
Riddle Gate 3 King Ironheart's Madness Waylay
Ring of Karma 2 King Ironheart's Madness Merit
River of Sludge 3 King Ironheart's Madness League
Road Crew 3 King Ironheart's Madness Waylay
Road of the Sleeping Giant 3 King Ironheart's Madness League
Road to Kelwrath's Volcano 3 King Ironheart's Madness League
Road to Skyeholme 2 King Ironheart's Madness League
Road to the Fallen Lands 3 King Ironheart's Madness League
Robust 3 King Ironheart's Madness Merit
Rose-Colored Goggles 3 King Ironheart's Madness Merit
Rugged 2 King Ironheart's Madness Merit
Ruined Temple 3 King Ironheart's Madness Waylay
Ruins of Srissan 3 King Ironheart's Madness League
Rust Bucket 2 King Ironheart's Madness Merit
Salamander 2 King Ironheart's Madness Waylay
Sandman Pageant 3 King Ironheart's Madness Waylay
Sands of Sleep 2 King Ironheart's Madness Merit
Sandstorm 3 King Ironheart's Madness Waylay
Schism 2 King Ironheart's Madness Merit
Secret Tunnels 2 King Ironheart's Madness League
Seductive 3 King Ironheart's Madness Merit
Selina, Alternative Sluagh 1 King Ironheart's Madness Merit
Selkie (female) 3 King Ironheart's Madness Character
Selkie Sealskin 2 King Ironheart's Madness Merit
Sewer Raf 1 King Ironheart's Madness Merit
Sharktooth Sword 2 King Ironheart's Madness Merit
Ship in a Bottle 1 King Ironheart's Madness Merit
Shooting Star 1 King Ironheart's Madness Merit
Shrewd 3 King Ironheart's Madness Merit
Shrink Lamp 1 King Ironheart's Madness Merit
Side Track 1 King Ironheart's Madness Merit
Sidewinder 3 King Ironheart's Madness Waylay
Skeleton Key 2 King Ironheart's Madness Merit
Sky Ray 2 King Ironheart's Madness Merit
Slammer, Triton Mercenary 3 King Ironheart's Madness Merit
Sluagh 3 King Ironheart's Madness Flaw
Sluagh (female) 1 King Ironheart's Madness Character
Sluagh (male) 2 King Ironheart's Madness Character
Sluagh Shadow Shoes 1 King Ironheart's Madness Merit
Smog Cloud 3 King Ironheart's Madness Waylay
Sociopathic Steam Sprites 3 King Ironheart's Madness Waylay
Sooper Gloo 2 King Ironheart's Madness Merit
South of Sybilline 2 King Ironheart's Madness League
Southern Wastelands 3 King Ironheart's Madness League
Splendour Brook 3 King Ironheart's Madness League
Splendour River 3 King Ironheart's Madness League
Splendour Riverbed 2 King Ironheart's Madness League
Springheel Jack 2 King Ironheart's Madness Merit
Spyglass 2 King Ironheart's Madness Merit
Star Body 1 King Ironheart's Madness Merit
Steam-powered Flight Rig 1 King Ironheart's Madness Merit
Steelwing, the Steam Drake 3 King Ironheart's Madness Waylay
Stilt Gators 3 King Ironheart's Madness Waylay
Stinking Rich 1 King Ironheart's Madness Merit
Storm Clouds 1 King Ironheart's Madness Merit
Storm Maker 2 King Ironheart's Madness Merit
Stowaway! 2 King Ironheart's Madness Quest
Streetwise 3 King Ironheart's Madness Merit
Stronger Than You Look 3 King Ironheart's Madness Merit
Stupid 3 King Ironheart's Madness Flaw
Submissive 3 King Ironheart's Madness Flaw
Svelte 3 King Ironheart's Madness Merit
Swamp of Fingers 2 King Ironheart's Madness League
Sweatshop Heat 3 King Ironheart's Madness Waylay
Tangle Vines 3 King Ironheart's Madness Waylay
Tempest 1 King Ironheart's Madness Merit
Tempting Illusion 3 King Ironheart's Madness Waylay
Tenacious 3 King Ironheart's Madness Merit
Tenderfoot 3 King Ironheart's Madness Flaw
The 4man 3 King Ironheart's Madness Waylay
The Ant Hill 2 King Ironheart's Madness League
The Dance 2 King Ironheart's Madness Merit
The Dark Yeoman's Dream Test 1 King Ironheart's Madness Quest
The Darkening 2 King Ironheart's Madness Quest
The Eastern Grey River 3 King Ironheart's Madness League
The Far Steppes 3 King Ironheart's Madness League
The Floating City 3 King Ironheart's Madness Quest
The Giant's Breath 1 King Ironheart's Madness League
The Giant's Third Eye 0 King Ironheart's Madness Merit
The Great Caliph 3 King Ironheart's Madness Flaw

The Great Caliph's Respect 2 King Ironheart's Madness Merit


The Great Dam 3 King Ironheart's Madness League
The Lighthouse 3 King Ironheart's Madness League
The Mirage 3 King Ironheart's Madness League
The Pipeline 2 King Ironheart's Madness League
The Promenade 2 King Ironheart's Madness League
The Secret of the Sleeping Giant 3 King Ironheart's Madness Quest
The Secret Trail 2 King Ironheart's Madness League
The Shipyards 2 King Ironheart's Madness League
The Skywalk 3 King Ironheart's Madness League
The Slave Pit 2 King Ironheart's Madness Quest
The Sleeping Giant 1 King Ironheart's Madness League
The Slums 3 King Ironheart's Madness League
The Steam Drake's Lair 2 King Ironheart's Madness Quest
The Third Eye 3 King Ironheart's Madness Quest
The Tower of King Ironheart 1 King Ironheart's Madness League
The Vortex 2 King Ironheart's Madness League
The Wastelands 3 King Ironheart's Madness League
Thick-Skinned 1 King Ironheart's Madness Merit
Tiger Trap 3 King Ironheart's Madness Waylay
Timberlands of Grey Filth 3 King Ironheart's Madness League
Time Clock 3 King Ironheart's Madness Waylay
Tornado 3 King Ironheart's Madness Waylay
Torque Wrench 2 King Ironheart's Madness Waylay
Triton 1 King Ironheart's Madness Character
Tsu Coastline 3 King Ironheart's Madness League
Tsu Ocean (silver icons) (Dif. 6) 3 King Ironheart's Madness League
Tsu Ocean (silver icons) (Dif. 7) 3 King Ironheart's Madness League
Twist, Redcap Urchin 3 King Ironheart's Madness Merit
Undercity Slave Pits 2 King Ironheart's Madness League
Unwind the Key 1 King Ironheart's Madness Quest
Uptown 3 King Ironheart's Madness League
Useless Sycophant 3 King Ironheart's Madness Flaw
Vain 3 King Ironheart's Madness Flaw
Veiled Eyes 1 King Ironheart's Madness Merit
Vigorous 2 King Ironheart's Madness Merit
Volcanic Plain 3 King Ironheart's Madness Waylay
Waste Tunnels 3 King Ironheart's Madness League
Wasted Fields 3 King Ironheart's Madness League
Weapons Master 2 King Ironheart's Madness Merit
Weaver Ward 1 King Ironheart's Madness Merit
West Cog Tower 3 King Ironheart's Madness League
Western Access Tunnels 3 King Ironheart's Madness League
Western Moor 3 King Ironheart's Madness League
Western Watch Tower 1 King Ironheart's Madness League
Wily 3 King Ironheart's Madness Merit
Wind Pistol 2 King Ironheart's Madness Merit
Wind Runner 1 King Ironheart's Madness Merit
Worn Out 3 King Ironheart's Madness Waylay
Wyld Boars 3 King Ironheart's Madness Waylay
Wyvern 2 King Ironheart's Madness Waylay
Zip of Zeppelins 3 King Ironheart's Madness Waylay
Attributes Court Treasure Terrain

Resolve

Seelie
Unseelie

Bridge
Castle
Cave
Cost/Ratng
Might
Savvy

Combat

Armor

Quest
Mount
Weapon

Any
Border

City Skyway

Forest
City Wall
City Sewers

City Streets

Fields

Hills
Card Sub Type/ID

1 14 1
5 10 3
10 9 3
2 15 4
4 10 3
9 16 4
6 10 2
11 14 1
15 13 5
20 16 4
3 12 2
7 10 5
12 14 2
14 14 4
19 15 5
16 13 4
21 8 2
25 14 4
8 11 4
13 18 2
17 14 3
22 16 3
24 16 3
18 8 4
23 15 2
B F H
Weakness 3 R S
B
Treasure 3 W
Curse 2
F
Combat 6 6 3 5 6 F H
Combat, Savvy 3 2 3 3 2 F
B F H
Might, Savvy 1 2 1 1 2 B C
F
F
F
F H
Might 3 3 1 1 4 C
Savvy 2 3 3 3 3 C
Advantage 3
Might 3 2 2 A
Treasure 3 W
Curse 3
Treasure 0.5
H
B C
B C F
B H
Combat 1 1 2 2 1 A
Combat 1 1 2 2 1
Resolve 4 5 3 5 C F H
Treasure 3
Enemy 3
Ally 2 1 1 1 1
Ability 2 R U
C H
Combat 4 4 1 1 4
Combat 4 4 3 4
Art 2
Curse 2
Might 1 3 1 B C
Ability 3 R S
Ability 1 M S
Ability 1 M U
Art 2
Combat 4 4 C
Treasure 2
Advantage 2
Curse 2
Ability 1 R S
Combat 5 4 2 5 B F
Combat 2 2 1 3 B
Treasure 1
F
Ability 2 S S
B C F
Treasure 2 W
Combat 1 1 A
F H
Weakness 2 S U
Weakness 1 R U
Art 2
Ability 3 R U
B H
B
F
F H
B F H
C H
C H
Ally 2 2 4 2 2
Ability 1 R S
Ability 1 S U
Art 2
Ability 1 S U
Weakness 1 S U
Art 3
Enemy 1
Special: Flight 2 1 3 S
Special: Dragon Breath 2 1 3 S
Art 1
Ability 2 M S
Combat 4 3 3 2 5 B C
Advantage 1
C F
Art 3
F
C F H
Ability 3 S S
Art 1
Treasure 2 A
Treasure 1 W
Art 1
Treasure 1
Advantage 1
Advantage 1
Savvy 2 4 2 1 5 F F H
B F
F

Resolve 4 2 2 3 2 F
Ability 3 R S
B F
Might 2 2 3 2 F
Might 2 2 3 2 C
Might 2 2 3 2
Advantage 2
Might 5 5 2 70 A
B H
Art 1
Art 2
Savvy 3 1 2 2 1 C
Treasure 3
Ally 3 3 3 3 1 M
Ally 2 2 1 3 1 M
Combat 2 2 2 2 C H
Combat 2 2 2 2 F
Art 2
Savvy 4 1 3 1 1 A
Treasure 2
Weakness 1 M U
Might 4 4 2 2 H
Treasure 2
F
Resolve 2 3 3 1 F F H
Resolve 2 3 3 1 A
Ability 1 S S
Art 3

F
Resolve 3 3 3 6 C
Weakness 2 S S
Ally 2 4 1 3 4
B H
F
B F
Art 3
Treasure 2 W
Art 2
B
F H
Art 1
Combat 4 3 1 3 4 C F H
Special: Diplomat 2 2 2
Special: Leader 2 2 2
Enemy 1
Combat 5 6 2 1 6 B C F F H

Might 1 1 1 2 1 B C F
Might 1 1 1 2 1 A
Might 1 1 1 2 1 F F H
Ally 3 5 1 1 5 U
Might 3 4 2 A
Combat 2 1 2 2 2
Combat 2 1 2 2 2 A
Combat 2 1 2 2 2 B C F
Special: Mischief 2 3 1
Special: Cunning 2 3 1
Enemy 1
Weakness 2 R S
Ability 2 S S
F
Ability 3 R S
B F H
Combat 3 2 1 2 3 B
B C
B F

Combat, Savvy 3 3 4 C
Enemy 3
Special: Tinkerer 1 3 2
Special: Inventor 1 3 2
Enemy 1
Treasure 3 W
F
Ally 3 2 3 1 3 S
Ally 2 1 3 3 1
Treasure 3 W
Ability 2 M U
Resolve 2 *
Resolve 2 * F F H
Resolve 2 * C
Ability 2 S U
Resolve 5 5 3 5 B B C C
Combat 5 3 1 3 4 B C F H
Treasure 1
Resolve 1 4 1 C C F
Treasure 2
Treasure 2
Enemy 1
Special: Enchanting 1 2 2
Special: Amphibious 1 2 2
B F
F
B F H
Art 1
Treasure 3 A
Advantage 2
B
Combat 4 3 2 2 4 C H
B
B C
B
B

Ally 3 1 5 1 1 U
Special: Nature's Blessing 1 3 2
Resolve 1 1 3 1 1 F F H
Treasure 2
Art 3
Savvy 1 2 1 C
B F
Special: Vindictive 3 2 1 U
Special: Foul-tempered 3 2 1 U
Savvy 3 2 2 2 7 F F H
Advantage 3
B F H
Enemy 1
Savvy 1 4 1 3
F
Ally 1 2 2 1 2
F
B F
Weakness 1 M S
Ability 3 S U
Treasure 3
Ability 2 R S
Ability 1 M U
Savvy 2 1 2 3 1 C
B F H
Savvy 3 1 3 1 1 C
Savvy 3 1 3 1 1 F F H
Combat 3 2 2 2 2 F F H
Combat 3 2 2 2 2 F
Combat 3 2 3 C
F
Treasure 1
Art 3
Treasure 1
Art 3
Savvy 1 1
Art 1
Ability 1 R U
Might 1 1 2
Might 1 1 2
Art 2
F
Special: Freak 3 1 2 U
Special: Appetite 3 1 2 U
Enemy 1
Ability 3 M U
Combat 4 3 2 2 4 B H
F H
B F
Might 4 3 3 8 F
Resolve 2 3 2 C
Resolve 2 3 2 B C F
Combat 4 4 2 2 4 B C F F H
B F
B C F
B
Art 1
Art 2
Ally 2 3 1 1 4
B
B F
Art 3
Resolve 4 3 4 A
F
Enemy 1
Special: Revelry 2 3 1
Treasure 2
B F
Treasure 2
Advantage 2
Advantage 1
Combat 5 4 3 6 5 F H
F
Ally 3 1 2 5 2
Treasure 1 A
B
Enemy 1
Special: Noble 2 3 2
Special: Noble 2 3 2
Treasure 2 W
Ally 3 1 3 3 1
Combat, Savvy 2 1 2 2 3 B B C
Combat 2 1 2 2 2 B
Ability 3 S U
Advantage 1
Enemy 3
Combat, Resolve 3 4 3 2 4 H
Combat 2 1 2 2 1 F
Combat 2 1 2 2 1 C H
Combat 1 3 2 3 F
Combat 1 3 2 3 C
B F
F
F
Combat, Savvy 7 8 6 4 9 B F H
Ability 3 M S
Ability 1 M U
Treasure 2
B F
F

B
Advantage 2
Art 3
Savvy 2 1 2 2 1 A

B
F
B F

F
B

F
B
B
C H
Enemy 2
Treasure 2
Treasure 3
B
B F
Advantage 3
Resolve 3 1 2 2 1 B B C
Might 1 1 1 1 2
Might 1 1 1 1 2
Might 1 1 1 1 2
Enemy 3
Combat 6 2 4 4 5 A
Advantage 2
Treasure 2
Savvy 2 2 3 6 B C
Combat 3 3 3 F F H
Special: Courage 3 1 2 S
Special: Honor 3 1 2 S
Enemy 1

Ability 1 M S
Combat, Savvy 2 3 2 1 3 C
Combat, Savvy 2 3 2 1 3
Combat 3 2 2 2 3 B B C F H
Ability 2 R U
Treasure 3
Resolve 3 1 3 3 2 A
Art 3
Ally 2 3 1 2 2 M
Curse 2
F
Combat 3 2 5 3 3 B
Combat 2 2 2
Combat 2 2 2
Curse 2
Weakness 3 M U
Ally 2 1 1 2 1
Might 2 2 3
F H
Art 1
Art 2
F

Art 1
Treasure 1
Savvy 4 4 B C C F
Ability 1 S U
Treasure 1
Treasure 2
Treasure 3
Savvy 4 3 6 C C
Savvy 3 4 2 A
19 32 9
Enemy 5
23 20 9
Combat, Resolve 7 8 9 5 A
C C
Ability 4 R S
Ally 6 4 5 4 5
Curse 4
B C F
B F
B F
Ally 5 3 3 5 3
Treasure 5
Special: Swarm 2 1 3
Enemy 1
Resolve 4 6 6 B F F
10 29 4
Might, Resolve 3 2 4 C C
Art 4
Treasure 0.5
Treasure 5 A
Ability 4 S U
Ability 5 M U
Treasure 5 W
Weakness 6
Treasure 5
Treasure 5
B
Combat 3 3 5 4 3 C
1 30 4
Treasure 6
Weakness 5
Ability 5 M U
Savvy, Might 5 6 5 2 5 B
Weakness 4
Art 4
Ally 6 5 4 5 5
Might, Resolve 3 2 2
Art 5
Combat 2 2 2 F F
Treasure 5 U W
Art 6
Ability 4 S S
F H
H
B H
Advantage 6 U
Savvy 4 4 4 C C
Curse 5
B F
F
Combat 4 4 3 A
C C
Savvy 5 5 42
Treasure 6
Treasure 6
Combat, Resolve 3 5 2 4 B F F H
Combat 6 4 A
Combat 5 6 3 7 B F H
Combat, Resolve 5 4 5 5 B F H
Combat, Savvy 5 4 6 6 A

Combat 3 4 3 B C F
Combat 4 4 4 3 A
Combat 6 6 5 B F H
Combat 6 4 6
Ally 4 4 2 2 3 M
Combat, Resolve 6 9 6 6
Treasure 6
F
Might 5 2 B
Curse 4
Ability 4 S U
Might 3 3 C C C
Ability 4 R U
Savvy 3 3 3 F
Ability 6 S U
Savvy 6 5 6 A
Advantage 6
7 27 10
6 25 4
5 26 8
4 21 6
Ally 5 3 2 5 4 S
Treasure 4
Curse 4
Ability 5 S S
Ability 4 R S
Advantage 4
Special: Sultry 3 2 2
Special: Dashing 3 2 2
Treasure 5 W
Combat, Savvy 5 7 5 6 B
C
Treasure 4
B
Resolve 5 4 C C C
Art 4
Art 5
F
B C F

C C C
Treasure 6
Art 6
Ability 6 S S
Ability 6 M S
11 28 5
25 26 8
Enemy 1
Special: Far Traveller 2 3 2
Special: Rapscallion 2 3 2
Treasure 4 A
Advantage 4
Ally 4 3 5 4 3
B
Weakness 4
Art 5
Advantage 6
Ability 4 M U
Special: Frenzy 3 2 2
F
F
B F
Treasure 5 W
Treasure 3
B F
Advantage 4
Art 6
Art 4
Resolve 3 2 3 B C C C
16 25 7
C
Art 6
Resolve 7 5 7 6 C C C C
Savvy 6 6 7 5 C C C
Special: Machine Mastery 1 1 4 U
Special: SNAFU 1 1 4 U
Enemy 1
Treasure 5
B

Resolve, Savvy 5 5 3 C C
Ally 6 4 2 3 4 M
Enemy 4
Ally 6 6 3 4 6 S
Combat 2 1 2 F
Ally 5 4 4 4 4
Curse 6
Art 4
2 25 4
Combat 3 4 1 2 A
Curse 4
Might 6 7 C C C
Art 6
Advantage 4
Savvy 2 2 2 1 4 B F F H
Ability 5 R U
Art 4
Ability 4 S U
Ability 5 R S
C
B F
B
B F
F
B
B F
Advantage 5 U
F F
F F
F F
F F
Curse 5
Ally 5 5 3 4 6
Savvy 7 7 8 B F
B
12 33 2
Savvy 4 3 4 F F
B
B
Ally 4 5 3 4 4
B F
B F

Ability 6 R S
Enemy 1
Special: Fleet of Foot 2 2 2 S
Special: Warrior 2 2 2 S
Combat, Savvy 4 4 5 4 B F F H
17 30 8
C C
B F
Weakness 6
Ally 5 5 3 3 4
Treasure 6
Treasure 5
Enemy 6
Advantage 5
F
B
Ally 5 3 5 6 3
Treasure 3
Treasure 4
Ally 6 4 5 5 3
C C
Advantage 4
Treasure 3
Combat, Savvy 3 5 4 4 3 B C C
C C
Special: Power 4 1 2
Special: Urban Cognition 1 3 2
Combat 5 4 2 5 A
Advantage 5
C F
Art 5
Advantage 4
Treasure 5
Art 4
Ally 6 1 2 3 2
Ally 4 3 4 5 3
Treasure 4
Enemy 1
Special: Witchery 2 1 3
Special: Mysticism 2 1 3
Treasure 5 W
Resolve 6 5 6
Ability 6 M U
Advantage 4
B
F
B F
B F
C C
Curse 5
Treasure 4
Weakness 4
Might 7 6 89
Treasure 4
Ability 4 S S
Art 5
Might 6 6 C C
Resolve 3 6 3 B
Treasure 5
Treasure 4
Curse 6
Combat 4 5 4 4 C
Resolve 5 3 C C C C
Resolve 4 4 C C
Resolve 6 4 6 B B C

Special: Scavenge 1 3 2
14 30 9
13 28 8
B F
Combat, Resolve 3 4 2 F F
Ability 4 R S
Combat 4 4 B F F
Art 4
Ability 5 R S
Advantage 6 U
Special: Self-Repair 3 1 2
Art 5
Treasure 5 W
C
Art 6
Resolve 4 5 B F
Treasure 4
F
Resolve 3 3 4 3 4 B C C
B
H
B F H

Ability 4 M S
Treasure 4
Ability 4 M S
Resolve 4 3 B F

Treasure 4
Combat 4 4 4 C
Savvy 5 5 7 A
Treasure 4
Might 4 4 6
Art 6
C C
Ability 5 S U
Ally 5 3 5 4 3
Special: Sleek 1 2 3
Treasure 5 A
Treasure 3
Treasure 5 W
Treasure 3
Art 6
Ability 6 R U
Treasure 6
Art 3
Combat 5 3 5 B F
Treasure 3
Ally 5 4 3 3 3 M
Ally 6 3 2 2 3
Enemy 1
Special: Shadow Life 2 1 3
Special: Secrets 2 1 3
Treasure 4
Might 4 3 A
Savvy 3 3 4 A
Treasure 4
B

F
B F
B
Treasure 4
Treasure 3
Art 5
Treasure 4
Combat, Resolve 9 11 5 8 9 C C F
Combat 4 3 4 4 F
Advantage 5
Art 5
Treasure 4
15 30 8
Advantage 4
Ability 4 M S
Weakness 5
Weakness 5
Ability 5 S S

Might 4 4 C C
Might 4 3 F
Art 4
Resolve 3 6
Ability 4 M S
Weakness 4
Combat, Savvy 4 4 4 5 5 C C
B
Advantage 5
3 25 7
24 28 4
B
B
18 32 4
B F
Treasure 6
Enemy 5

Advantage 6
C F
B F
B
B F
C
8 25 10
F
C
C
21 30 6
B
C C
20 31 4
9 25 5
C C C C
B

Advantage 5
Might 3 2 5 B F
B F
Savvy 3 6 3 4 C C C
Might 5 3 A
Might 5 5 C C
Special: Scuttle 3 1 2
B F

Ally 4 3 3 4 3
C
22 32 6
C C
Curse 4
Weakness 4
Art 4
Ability 4 M U
Might 3 4 4
C C
B
Advantage 6
Art 4
B C F
C C
F
C C C
Ability 4 S U
Treasure 5 W
Art 5
Resolve 2 4 B
Combat 3 4 1 3 3 B F F
Combat 4 4 2 4 B
Savvy 4 4 B F
Lake Terrain

L M
Marsh
Mountains
Ocean
Ramp
River

R
R
R
R
R
R
R
Road

R
R R
Ruins

T
T
T
T
Town
Wasteland
M R R T
M R
R
M R

L O R
T

M R R
R T
M

R R
R

R R T

R R R

M R

R
R T
L R R T
M R
M R

M R T

L R

R
R T

M R
R
R T
L M O R R

R
L M O R

M R R

M
L M
M R R T

M R
M R
R R
T

M R R
M R R T
R T

M
R

M
R
M M O R T

L O R

M M O R T

R R

R
M R
R
M R
T

L O R

R
L R R R

R R
M R
M R

M
M
M R
M
R
R
R

L R

R R T
R T
M

R R

L O R
O R

R
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Card Text

Travel to 4 selected Leagues and pass "Prove Yourself" tests of each Waylay type at those Leagues, then return to Eidolon t
Travel to the oracle's League and pass a Trial to find her. Your opponent places the oracle's Trasure. Go and collect the Tre
Travel to each of 2 Leagues and pass a Savvy Trial of 6 at each one. You must retreat from any Combat Waylays. Civil War th
Defeat 4 (or all if less than 4) of the Marauder Combat Waylays to complete your Quest. Assjack explains that you must inte
Recover 3 of your lost Treasures and Allies and return to defeat the slavers. While fruitlessly searching the Darkreach Moun
Go to the League on which the orchids grow and then return to Base Camp with the orchid intact. To serve the court of Eid
Recover all of your lost Merits and Quest Treasures and return to Raxis. Afer seeking the Prophetess Augur to hear her adv
Recover 3 Allies and 1 Quest Treasure card and return with them unexhausted to Base Camp. Duke Bane has declared hims
Find a Quest Treasure and pass a Resolve Trial difficulty 8 to test its worthiness. If you fail, keep finding Treasures and enga
Recover the Wyldstone and return to Base Camp. While you hunt the stone, enemies of the realm hunt you. You've found
Travel to each of 4 diferent Leagues selected by your opponent and spend one extra Day in each League. Though your roya
Travel to Splendourscale's abode and either beat him in Combat or Savvy Tests and return to Base Camp, or travel on to rec
Travel to Rosewood Keep. Hold the League for 4 consecutive Days to break Wrathgar's siege. Sir Wrathgar leads the forces
Travel to Bane Tower. Lay siege to it for 2 Days afer arriving. Capture Duke Bane when he appears and attempts to escape
Travel to the 3 Ruins Leagues and pass a Resolve Trial difficulty 6 at each to decipher the secret of the Noria. Though Tiberi
Retrieve a stolen item and deliver it and a message to the wizard Tiberius at Ebonlique. For the sake of the realm, Lord Gam
Travel to the Noria of Eternity. Survive the release of 21 points of Waylays without exhausting the Wyldstone in order to fr
Defeat all of the Combat Waylays for your Quest. If any reach your Base Camp, your opponent selects more Combat Wayla
Visit the 7 Leagues selected by your opponent and return to Base Camp. Though you've proven yourself a hero worthy of s
Travel to Rosewood Keep and then escort the Lady Sophia back to Eidolon safely. Civil war rages in Ardenmore, and though
Travel to Eidolon and pass a Savvy Trial difficulty 7 to convince the court of Assjack's treachery. Once Assjack flees, chase h
Take the mad Lord Gamine to the Nowhere Glade to heal his insanity, then return with him to Eidolon. Until Gamine is hea
Visit the 3 Leagues selected by your opponent and return safely to Eidolon. King Ironheart of Middlemarch has sent his cog
Go to Ebonlique. Solve the puzzle to access the tower. Fight the tower's guardians and then defeat Tiberius. Having expos
Take a Quest Treasure from the armory at Eidolon to another character in play. Return to Eidolon and repeat the process 2
Enter: Free Leave: Free Special: Any Waylays played here add 2 to their score in any Test. Rest: You may recover up to 2 Tr
Your opponent can exhaust this card to subtract 2 from your score in any Resolve Test. This must be done just before the fi
Enter: Resolve Trial difficulty 6 Leave: Resolve Trial difficulty 4 Rest: Beneath the Monolith are seemingly endless catacom
For every Resolve Ability you exhaust, you may add1 to your score on a Combat Test. This dos not Exhaust the Chaos Sword
Your opponent can exhaust this Flaw while you are on a Forest League, forcing you to retest a Victory. You must accept the
Enter: Free Leave: Free Rest: You may recover 1 Ally or Treasure. If you discard a Bag of Gold here you can recover any 3 M
The most powerful of the Arborian treefolk, the Oak-kin rarely rise from their sonorous trances. Woe to any who unwitting
The fastest of the Arborian treefolk, Willowtree Warriors lash their opponents with dozens of whiplike branches. Willowtre
Enter: Free Leave: Free Rest: You may recover 1 Ability.
A patrol of Ardenmore military accosts you. It seems you look terribly similar to an outlaw they're searching for. Discard th
Enter: Free Leave: Free Rest: You may recover 1 Ally or 1 Advantage.
Enter: Free Leave: Free Rest: You may recover 1 Ability.
Enter: Free Leave: Free Rest: You can recover 1 Ally.
Enter: Free Leave: Free Rest: If you rest here for 2 Days you may recover 1 Ability.
In the local tavern you're pressured to engage the local arm-wrestling champion, Gracklik Armsnapper, in a contest of stren
Lord Gamine's regent is traveling the countryside to make certain all is well with the land. He asks you to interrupt your cu
The regent, Assjack, trusts you. The Waylay Rating of any Quests you undertake is reduced by 2.
If you fail this Test, you are stricken with the Autumn Plague. While afflicted by the plague you sufer -1 on all Savvy Tests a
The Axe adds 2 to your score in Combat Tests. If you are ever beaten in a Combat Test, the Axe is exhausted. If you are an O
You are afected by constant unexplainable bad luck Any time you're forced to exhaust 1 Merit, you must instead exhaust 2
Gold can ofen be traded in cities or to Monsters. Note: Bags of Gold only cost 1/2 a point. Points are always rounded up fo
Enter: Free by Road or Hills; Might Trial difficulty 6 by Mountains Leave: As above Rest: Those resting here can choose to v
Enter: Free by Road; Might Trial difficulty 5 by Mountains Leave: As above Special: Unique Rest: You may recover 1 Advan
Enter: Free Leave: Free Special: Unique. Duke Bane and Sir Wrathgar always add 2 to their scores on any Tests they make
Enter: Free Leave: Free Rest: You may recover 1 Ability.
These wee folk are accustomed to having small oferings of food or water lef for them. Travelers who don't ofer such hos
These wee folk are accustomed to having small oferings of food or water lef for them. Travelers who don't ofer such hos
The local townspeople are at the mercy of a Bast. They've taken Aesop's idea of putting a bell collar on the cat to warn the
The Belt adds 1 to your Might. The Belt can be exhausted to add 3 to your score on any Might Test.
Bernard doesn't like you or perhaps he just doesn't think you're up to the task. In any event, add 2 to the Waylay Rating of
Billy allows you to switch any 2 adjacent Leagues with one another. These Leagues retain their facing, however, normal rule
Exhaust to change any Waylay you're facing involving a creature to a Resolve Waylay.
Enter: Free Leave: Free Rest: You may recover 1 Ability.
Bloath has taken to tormenting the citizens of western Ardenmore. Now he wants to have fun cracking your bones betwee
Within the Marsh of Grey Filth, an elemental of mud is said to exist named simply Bog. He rises from the muck of the mars
Exhaust to force another character to immediately retest a Victory.
Your opponent can exhaust this Flaw while you are on an Ocean or River League, forcing you to retest a Victory. You must
A boulder blocks the path ahead. You have the option to encounter the boulder or to leave it in place. If you encounter the
Exhaust to retest any Resolve or Combat Defeat. You must accept the results of the retest.
Exhaust to add 1 to your score for any 1 Might Test. This must be done just before the Test.
Exhaust to change any Savvy Waylay into a Combat Waylay. A Waylay without a Combat attribute can never become a Com
Exhaust this Art to adopt the mask of your surroundings. If another character or Waylay is in your League that Day, you ma
The chimera is a fearsome predator. If the chimera tests Combat 2 Days in a row, the beast begins breathing fire. The chim
You gain 1 Resolve while wearing the Circlet. If you are a Troll, you may exhaust the Circlet to add 4 to your score in a Resol
Add 1 to your score against all Tests and Trials on Town Leagues.
Your opponent can exhaust this Flaw while you are on a Town or Ruins League, forcing you to retest a Victory. You must ac
Exhaust to add 1 to your score in a Combat Test. This must be done just before the Test.
These mechanical golems serve as the heavy cavalry for Middlemarch's armies. The thunderous approach of a Dragoon sq
No one knows what powers these mechanical monstrosities. Produced in the Fack Tories of Middlemarch, the Cog Soldier
Exhaust to add 1 to your score in a Savvy Test. You can discard the Coin and add 2 to your score in a Savvy Test.
Enter: Free Leave: Free Rest: Home of the legendary Tavern of the Tawny Rose, any travelers are welcome to stay here for
Exhaust to delay any 1 Waylay for 1 Day. The intended Waylay will remain in play, but will not afect anyone until the end o
Enter: Free Leave: Free Rest: You may recover 1 Advantage here. If you are noble or Dragonkin, you may recover any 3 Me
The Trident adds 1 to your score in Combat Tests. If you are Mer, you may exhaust the Trident to attack a Waylay in play in
Ofen, the bodies of those who die amid tremendous Glamour become animated by sprites searchiing for some way to pro
Enter: Free Leave: Free Rest: If you visit the Ruins, roll a die and add your Resolve to it. 2-3: You must exhaust 1 Merit. 4:
Your opponent can exhaust this card to force you to retest 1 Combat Victory. This must be done immediately following a v
Your opponent can exhaust this card and subtract 1 from your score in 1 Combat Test. This must be done just before the Te
(Only Humans may take this Art) You may exhaust this Art and 1 Savvy Ability to change any Waylay Test you're facing to an
Exhaust to retreat from any 1 Waylay without testing and return to the previous League. Exhaust to recover any 2 Advantag
Enter: Free by Hills or Road; Might Trial difficulty 5 by Mountains Leave: As above Rest: You may recover 1 Ability or Ally.
Enter: Might Trial difficulty 5 Leave: Free Rest: Those who make it into this part of the forest can recover 1 Advantage or 1
Enter: Free Leave: Free Rest: If you rest here uninterrupted for 2 Days you can recover 1 Ability.
Enter: Free Leave: Combat Trial difficulty 5 Special: Characters subtract 1 from their score against any Waylays in this Leag
Enter: Free by Road; Might Trial difficulty 5 by River Leave: As above Rest: You must pass a Savvy Trial difficulty 6 to rest he
Enter: Free by Road or Hills; Might Trial difficulty 6 by Mountains Leave: As above Rest: You can recover 1 Ability.
Enter: Free by Road; Might Trial difficulty 5 by Hills or Mountains Leave: As above Rest: Climbing to the top of the mounta
Davelon can undergo any Savvy Test in your place. This exhausts Davelon. If Davelon is defeated, he is removed from play.
Exhaust to add 1 to your score in any Resolve Test. This must be done just before the Test.
Exhaust to add 1 to your score in any Savvy Test. This must be done just before the Test.
Exhaust and enter into a Resolve Test against a nonnoble (non-noble) character in your League or in any adjacent one. If yo
Exhaust to add 1 to your score in any Combat Test. This must be done just before the Test.
Your opponent can exhaust this card to subtract 1 from your score in any Savvy Test. This must be done just before the Tes
Exhaust this Art and a Might Ability to duplicate the opponent you're facing. Your attributes are now the same as his. This
All Dragonkin add 1 to their score in any Test against you.
You may exhaust a Might Ability to fly for 1 Day. This allows you to move 2 Leagues, skipping any 1 League which is not a F
You may exhaust 1 Might Ability to give you 1 Might 6 blast of fire, which lasts for 1 Combat Test only. Your own Might Attr
(Only Humans may take this Art) You may exhaust this Art and spend a Day to move 3 Leagues in any direction. You are no
Exhaust to add 2 to your score during any Combat Test against another player. Your opponent can recover 1 Merit of his/h
An Unseelie lord whose might is exceeded only by his ambition, Duke Bane despises any heroes serving the court of Eidolo
Exhaust this card to look at any League, up to 3 Leagues away. You can also see what Treasure wait there.
Enter: Resolve Trial difficulty 6 Leave: Free Special: Unique. Rest: You can recover nothing here.
Exhaust to create a copy of any Treasure. The Effigy card can then be exchanged with an existing Treasure in another chara
Enter: Free Leave: Free Rest: You may recover 1 Ally or 1 Advantage.
Enter: Free Leave: Free Special: Unique Rest: You may recover any 2 Merits in Eidolon.
Exhaust to add 2 to your score in any Waylay involving a creature. This must be done just before the Test.
Exhaust to enter into a Resolve Test against another character's Resolve. If you are victorious, your opponent is rooted firm
Exhaust to add 2 to your score in a Combat Test. This can be done afer the Test is made.
The Fae Blade adds 1 to your score in Combat Tests. This does not exhaust the Fae Blade. If you are ever defeated by 2 or
Exhaust to add 1 to a Character or Creature Waylay's score in any 1 Test. This must be done just before the Test.
Exhaust to add 1 to your score in any Savvy Test. Exhaust to have noble status for 1 Day.
You have a noble title and are entitled to the privileges therein. You recover 2 times the listed Rest at any House Fionna-he
You have a noble title and are entitled to the privileges therein. You recover 2 times the listed Rest at any House Liam-held
A werewolf of tribe Fianna makes camp with you for the night. Being a Galliard storyteller of her tribe, she ofers you a bott
Enter: Free Leave: Free Special: If you wish to leave the League in a direction which would necessitate crossing the River, y
Enter: Free by Fields or Road; Resolve Trial difficulty 4 by Forest Leave: As above Rest: Travelers can rest here comfortably,
Enter: Free by Road; Resolve Trial difficulty 5 by Forest Leave: As above Special: All Satyrs add 1 to their score in any Test.
If you fail your Resolve Test, you have fallen victim to the harpies' song. You cannot retreat, but must face another Resolve
Exhaust to add 1 to your score in any Test. This must be done just before you Test. Exhaust to examine any 1 adjacent Leag
Enter: Free Leave: Free Rest: You may recover 2 Arts or 1 Ally.
Webs drop on you from the treetops above. Test your Might to escape. If you fail your Might Test, you are ensnared and c
Webs drop on you from the treetops above. Test your Might to escape. If you fail your Might Test, you are ensnared and c
Webs drop on you from the treetops above. Test your Might to escape. If you fail your Might Test, you are ensnared and c
Add 1 to your score against all Tests and Trials on Forest Leagues.
Fjordur, one of the three Frost Giant sons of the Queen of Iceheilm, is passing through Ardenmore on some errand for his m
Enter: Free by Road or Hills; Might Trial difficulty 6 by Mountains Leave: As above Special: Those who enter must face an a
Exhaust this Art to choose the Merit your opponent will exhaust when he loses a Test. You must exhaust this Art immediat
Exhaust to make a character exhaust 2 Merits instead of 1 when he/she loses a Test. The player may choose which 2 Merit
Some Knockers snooker you into a gambling game with them. If you lose the Savvy Test against them, you must discard a T
Exhaust to add 4 to your score in 1 Might or Combat Test. This must be done just before the Test.
The Eagle allows you to move 3 Leagues over any Terrain. Furthermore, you do not encounter the first 2 Leagues, only the
he Toad allows you to pass any Terrain Trials encountered on a Swamp League. This does not exhaust the Toad. Exhaust the
These troll-sized slugs usually wait in trees and vomit acidic spittle on victims who pass beneath them. Wary travelers watc
These troll-sized slugs usually wait in trees and vomit acidic spittle on victims who pass beneath them. Wary travelers watc
Exhaust to enter into a Resolve Test against another character's Might. If you are victorious, you may move then 1 League
Sprites are attracted to Glamour in your area. They have come to siphon the Glamour energy. If you're not careful, they'll
You may exhaust Glamour Dust to recover any 2 Arts. Humans, as the source of creativity, can exhaust the Glamour Dust an
Your opponent can exhaust this card to change 1 Combat Stalemate into a Defeat against you. You must accept this result.
A hardy band of gnomes invites you to sit a spell and partake of their legendary brew. The gnomish mead is renowned for
Exhaust to change a Might Waylay into a Resolve Waylay. If you are Sidhe, you may exhaust the Torc to add 3 to your score
Enter: Free Leave: Free Rest: If you spend 2 Days resting here uninterrupted, you may draw 1 of your Merits from your dis
One of the Treasures (opponent playing this Waylay selects which Treasure card) found in this League is sealed in a chest, a
One of the Treasures (opponent playing this Waylay selects which Treasure card) found in this League is sealed in a chest, a
Exhaust to change any Waylay involving a creature to a Savvy Waylay. A Waylay which does not have a Savvy Attribute can
For the next 2 Days, you may exhaust a Savvy Ability to make the results of any Tests you undergo a Stalemate. This exhau
Enter: Might Trial difficulty 4 Leave: As above Rest: There are many pits and sinkholes here. If you choose to rest, you mu
Enter: Might Trial difficulty 5 Leave: As above Rest: You may recover 1 Ability. If you remain on thie League for more than
Enter: Free Leave: Free Rest: You may recover 1 Ability.
Enemies of the throne have framed you in a heinous murder. No one will step forward to defend you from this awful crime
Your opponent can exhaust this card to force you to retest any Savvy Victory. This must be done immediately following a v
Gurthdass can undergo a Combat or Might Test in your place. This exhausts Gurthdass. If Gurthdass is defeated, he is remo
Enter: Free by Mountains or Road; Might Trial difficulty 5 by Hills Leave: As above Rest: Anyone may rest here and recover
Enter: Free Leave: Free Special: If Bloath is encountered here add 2 to each of his Attributes. Rest: You may recover 1 Abil
Enter: Free Leave: Free Rest: To drink from the waters of the Chaos Well is to invite both fortune and disaster. Roll a die.
Exhaust to change a Waylay that another character is facing to a Waylay of a diferent type. For example, you may change
The Hawk Knife adds 1 to your score in a Combat Test. Exhaust the Hawk Knife to add 3 to your score in a Combat Test on a
Exhaust to recover any 2 Abilities or Allies. Exhaust to return 1 Waylay of Rating 3 or less which your opponent has defeate
Enter: Free Leave: Free Rest: Finding the actual village of Hermit's Hollow is very difficult, as it is too small to appear on an
Enter: Free Leave: Free Rest: Bathing in the steam from the Hills requires a Might Trial difficulty 5. If successful you may re
Exhaust to skip any 1 League. You will encounter the second League.
Larger than many warhorses, these hounds are said to enter Arcadia through the nightmares of mortals. The Hound of Had
You may add 1 to your score in any Tests against creatures regardless of whether the Tests are Might, Savvy, Resolve, or Com
You can begin the game with 2 free points of Allies. These points are not part of your 5 point starting level and do not coun
All Humans add 1 to their score in any Test against you.
The Ettin's got two hungry mouths to feed. You must test against the Ettin or discard an Ally to defeat this Waylay. Allies di
Enter: Free by Road; Resolve Trial difficulty 5 by Forest Leave: As above Rest: You can rest here and recover 1 Ability or you
You've triggered a huntsman's snare. You'd best break free before the hunter returns. You cannot retreat from this Waylay
You've triggered a huntsman's snare. You'd best break free before the hunter returns. You cannot retreat from this Waylay
You've triggered a huntsman's snare. You'd best break free before the hunter returns. You cannot retreat from this Waylay
Hurrgan can undergo any 1 Combat or Might Test in your place. This exhausts Hurrgan. However, if Hurrgan is defeated, he
Whoever puts the Hurrican Waylay in play selects 2 Leagues on opposite ends of the playing map to be the start and exit p
The Icarians' obsession with flight extends even to their naval vessels. The intricate webbing of sails on these light, fast me
The Icarians' obsession with flight extends even to their naval vessels. The intricate webbing of sails on these light, fast me
The Icarians' obsession with flight extends even to their naval vessels. The intricate webbing of sails on these light, fast me
You may exhaust a Savvy Ability and add 2 to your score for 1 Resolve Test only. This must be done just before the Test.
You may exhaust a Savvy Ability and add 2 to your score for 1 Combat Test only. This must be done just before the Test.
All Imps add 1 to their score in any Test against you.
Your opponent can exhaust this card to force you to retest any Resolve Victory. This must be done immediately following a
Exhaust to add 1 to your score in any Savvy Test. This must be done just before the Test. Exhaust to prevent an opponent f
Enter: Free Leave: Free Rest: You may recover 1 Treasure or 1 Art.
Exhaust to recover 2 Might or 2 Savvy Abilities.
Enter: Free Leave: Free Rest: Your opponent can recover 1 of your Flaws.
Hardened by patrolling the border with Middlemarch, the soldiers of Irondew Keep ofen get overzealous in their attacks o
Enter: Free by Road; Might Trial difficulty 5 by Marsh Leave: As above Rest: Unseelie can recover 1 Ally. Seelie can recover
Enter: Free Leave: Free Rest: You may recover 1 Ability.
Enter: Free Leave: Free Rest: You may recover 1 Ability.
Egads! A local Redcap has accused his wife of cuckolding with you. The poor Redcap is just eaten up inside with jealousy. H
Infuriated by your support of Lord Gamine, King Ironheart promises to give you "special" attention. Cog Soldiers and Cog D
You may always recover 1 Treasure in addition to the Rest listed on a League.
Knockers can begin the game with 2 free points of Treasures. These Points are not part of your 5 point starting level and do
All Knockers add 1 to their score in any Test against you.
You can exhaust this weapon and 1 Might Ability to fire a Might 6 attack on any Character, [or] Combat or Might Waylay wi
Enter: Free Leave: Free, unless you're crossing the River; then you must pass a Might Trial difficulty 4. Rest: You may recove
Lady Kryddia can undergo any Combat or Savvy Tests in your place. This exhausts Lady Kryddia. If Lady Kryddia is defeated
Lady Sophia allows you to double any recoveries on Town and Castle Leagues. You are always treated like nobility, even if y
The Lance adds 2 to your score in a Combat Test. You may exhaust the Lance to add 4 to your score against any Dragons or
Exhaust to retest any Might or Combat Test. Exhaust to move 1 additional League when traveling on a Road.
You've lost your way. The difficulty of this Waylay depends on the League in which you become lost. Use the highest diffic
You've lost your way. The difficulty of this Waylay depends on the League in which you become lost. Use the highest diffic
You've lost your way. The difficulty of this Waylay depends on the League in which you become lost. Use the highest diffic
Exhaust to recover 2 Treasures when you're in a Town or Castle League.
You must win 3 Tests (not necessarily in a row) to penetrate the Barrier. You may keep testing each Day until you lose a Tes
The flesh-rending jaws and the scorpion tail of the Manticora make it a feared enemy throughout the land. If you lose a Co
Exhaust to look at any League in play.
Before you realize it, your path has led you into a maze of rock, shrubbery, or impassable trees. If you fail this Test, you're t
You may recover up to 3 Abilities. Mead of Vigor is removed from play when used.
You may exhaust Mephisto's Seeds to return a defeated Waylay of Rating 4 or less to your hand from the discard pile. If you
All Mer add 1 to their score in any Test against you.
You may exhaust 2 Savvy Abilities to entrance a Combat or Savvy Waylay you're facing. You may ignore that Waylay (allowi
You may recover any 1 Merit when on a River, Lake, or Ocean League. Alternately, you may recover 2 times the listed recov
Enter: Free Leave: Free Rest: Spending time sifing through the Ruins will yield very little in the way of rest. While you can
Enter: Free Leave: Free Rest: You may recover 1 Ability.
Enter: Might Trial difficulty 4 Leave: Free Rest: Resting at or near the Falls is tricky at best. You must overcome a Resolve T
You may spend a turn and consult your reflection for advice. Exhaust this Art and roll a die: 1 - You miss your next turn. 2 -
Exhaust to add 2 to your score in a Combat Test. This can be done afer the Test is made. Exhaust to retest any Combat Wa
Add 1 to your score against all Tests and Trials on Mountain Leagues.
Enter: Might Trial difficulty 7 Leave: Might Trial difficulty 5 Rest: For those who are able to make the climb, the view is trul
The Spidereye Clan Goblins of the Darkreach Mountains are either kin to or have some mastery over the giant spiders that
Enter: Might Trial difficulty 5 Leave: As above Rest: You may recover 1 Ability. If you are Unseelie you may recover 1 Art as
Enter: Might Trial difficulty 5 Leave: Free Special: Unique. Rest: You may recover 1 Ability.
Enter: Free by Road; Resolve Trial difficulty 5 by Forest Leave: As above Rest: You must undergo a Savvy Trial difficulty 5 to
Enter: Resolve Trial difficulty 5 Leave: Free Special: Unique. Any Harpie [Harpy] Waylays add 1 to their score when testing
Enter: Free Leave: Free by Forest or along main Road. You must pass a Resolve Trial difficulty 5 to leave by the "T" Road. R
Nuvorg can undergo any Savvy Waylay in your place. This exhausts Nuvorg. If defeated, Nuvorg takes 1 of your Treasures a
Add 2 to your score on any Tests when you're on a Forest or River League.
A band of Nymphs takes a liking to you. They ask you to dally just a short time and have some fun with them. Their ofer i
This Wreath allows its owner to ignore any Terrain Trials on Forest and River Leagues. If you are a Nymph, you may exhaust
Exhaust to change *any* Defeat to a Stalemate.
You happen upon an old, dear friend with whom you have exchanged oaths of friendship. Your friend would like your aid f
Enter: Free Leave: Free Rest: You can recover 1 Ally or Treasure here. If you have a Bag of Gold, you can discard it to gain p
If you are defeated in a Test or fail a Trial you may add 1 to your score the next time you face that Test or Trial. Multiple los
If you are defeated in a Combat Test, you may immediately exhaust a Resolve Ability and retest. You must accept the resul
You come upon a band of Ogres who need you to arbitrate a bet. They've just had a boulder tossing competition and are a
You have some Ogre blood in your lineage somewhere. Add 1 to your score on any Savvy Tests against Ogres. Exhaust to a
Enter: Free Leave: Free Special: Any Ogre Waylays played on this League will remain in play unless they are defeated with a
All Ogres add 1 to their score in any Test against you.
Said to be an elemental himself or possibly some Incarna spirit come to Arcadia to protect its waterways, the Old Man of th
Enter: Might Trial difficulty 5 Leave: As above Special: Unique Rest: You may recover 1 Art and 1 Ability.
Your Page can undergo any Test in your place using the statistics above. This exhausts the Page. Remove him from play if h
Enter: Free Leave: Free Rest: You may recover 1 Ability.
Enter: Free Leave: Free Rest: You may recover 1 Ally at the crossroads.
Your opponent may exhaust this card to subtract 1 from your score in 1 Combat or Might Test. This must be done just befo
Exhaust to retest a Savvy or Combat Defeat. You must accept the results of the retest.
The Pearl adds 1 to your Resolve. This does not exhaust the Pearl. Exhaust to add 2 to your score in any Resolve Test. This
Exhaust to add 1 to your score in any Combat Test. You may exhaust this Ability afer the Test has been made.
Exhaust to add 1 to your score in any Savvy Test. This must be done just before the Test.
You happen upon a merchant with goods to barter. He refuses to leave you alone until you haggle with him. If you lose a T
Enter: Free Leave: Free Rest: You may recover as many Merits as you want here. For every Merit you choose to recover, ro
A commoner on a high king pilgrimage has fallen ill. She pleads with you to continue her pilgrimage and carry her burden
A commoner on a high king pilgrimage has fallen ill. She pleads with you to continue her pilgrimage and carry her burden
If you fail a Test against the pirates, they kidnap you. On your opponent's next Day, he may move you and the Pirate Wayla
If you fail a Test against the pirates, they kidnap you. On your opponent's next Day, he may move you and the Pirate Wayla
You've walked onto a covered pit. The concealed top drops open. Pass a Might Trial difficulty 8 to leap clear. If you fall in, y
Enter: Free Leave: Free Special: You must pass a Savvy or Resolve Trial difficulty 6 to safely travel the fields. Otherwise on
Ignore 1 Waylay until the end of your next Day. Pixie Dust is removed from play when used.
Exhaust to instantly move from 1 League to another. The two Leagues in question must have at least 1 identical Terrain fea
You may use this potion to automatically win 1 Savvy Test. Once used, the potion is removed from play. You cannot use m
Exhaust this Art to engulf a target of your choice in flames. The target must be on your League. This is a Might 3 Combat T
You come upon a Sidhe noble and his retinue. Pay your proper respects or lost face. Discard this Waylay when it's defeate
Exhaust to force any noble to miss their next Day. Exhaust to force any nonnoble to exhaust 1 Savvy Ability.
Exhaust to change a Combat Test into a Resolve Test.
Treacherous ground! If you fail the first Test, you're stuck. You cannot retreat and must test again the next Day at one high
Treacherous ground! If you fail the first Test, you're stuck. You cannot retreat and must test again the next Day at one high
Exhaust to move 3 Leagues. If you encounter any Waylays along the way your movement stops.
Enter: Free Leave: Free Special: Unique. If there is a warrant for your arrest, you must subtract 2 from all of your scores a
If you are defeated in a Combat Test, you may exhaust a Savvy Ability and immediately retest. You must accept the results
You may consume any Treasure or Ally and recover its value (cost) in Merits. That Treasure or Ally is removed from play. (F
All Redcaps add 1 to their score in any Test against you.
Exhaust to retest any Might or Combat Defeat. You must accept the results of the retest.
The Dragonkin have always had an uneasy peace with the other Kith of Ardenmore. There are renegade bands of Dragonk
Enter: Free Leave: Free Special: Waylays playable on Rivers add 1 to their score when testing on this League. Rest: You ma
Enter: Free Leave: Free Rest: You may recover 1 Advantage.
Any traveler in open terrain must always beware the hunting Roc. Though it will rarely seek out meals as small as most fey,
The way ahead is blocked by a rockslide. The ground is still unsteady. Find a safe way across. If you fail the Resolve Test, yo
The way ahead is blocked by a rockslide. The ground is still unsteady. Find a safe way across. If you fail the Resolve Test, yo
A berserk Troll suddenly appears and lurches toward you. If you are Unseelie, you may not turn this Waylay into a Resolve o
Enter: Free Leave: Free Rest: The lush fields of Rosewood Bend will allow travelers to recover any 1 Ability.
Enter: Savvy Trial difficulty 4 Leave: Free Special: Unique. Rest: Thos resting under Lady Sophia's hospitality can recover an
Enter: Resolve Trial difficulty 4 Leave: Free Special: Astalar is full of twisting passages and treacherous drop-ofs. Characte
Runes can be used to create a specific Rune Ward. This Rune Ward acts as a Resolve or Might Terrain Trial difficulty 6 for a
Exhaust this Art to inscribe a Runic Circle. This Circle can cancel the efect of any 1 Art another character is attempting to u
Runs-Wild can undergo a Combat Waylay in your place. This does not exhaust Runs-Wild. However, you must roll a die afe
Enter: Resolve Trial difficulty 5 Leave: Free Rest: Those who rest in the Sabine Glade will find little comfort. The trees towe
Enter: Free Leave: Free Rest: You may recover any 1 Merit, unless you defeat a Waylay on this Bridge. Then you may recov
You can learn the true name of any 1 character, Ally or Waylay. This gives you power over your target. You may exhaust thi
One of the restless dead, a wraith, has blundered its way into Arcadia, the land of the Dreaming. The wraith is a Sandman,
Enter: Free Leave: Free Rest: You may recover 1 Ability.
All Satyr and Nymphs add 1 to their score in any Test against you.
You may recover 2 times the listed recovery on Forest Leagues.
Exhaust to change any Combat Waylay to a Savvy Waylay. Exhaust to add 1 to your score in any Savvy Test. If you are a Saty
Enter: Free Leave: Resolve Trial difficulty 7 Rest: If you do not find your way out of the Scorched Fields, your opponent can
Exhaust to recover 2 Resolve Abilities. Exhaust to see 1 random Waylay in your opponent's hand.
Add 1 to your score against all Tests and Trials on Ocean or River Leagues.
Exhaust this card to add 1 to your score against a Terrain Trial. Exhaust this card to examine any adjacent League card.
These mighty angels of vengeance are rarely seen in Arcadia. No one knows for certain the origin of seraphs, but most bel
Enter: Free by Fields or River; Might Trial difficulty 5 by Mountains Leave: As above Rest: Those who rest here can recover
Shaebanaria can undergo any Resolve Test in your place. This exhausts Shaebanaria. If Shaebanaria is defeated, she curse
Exhaust to add 1 to your score in a Combat Test. This can be done afer the Test is made.
Enter: Might Trial difficulty 5 Leave: Might Trial difficulty 4 Special: Unique. Rest: You may recover 1 Treasure and 1 Ability.
All Sidhe add 1 to their score in any Test against you.
You are a member of the nobility. This privilege can never be revoked.
You are a member of the nobility. This privilege can never be revoked.
This noble Sword adds 1 to your score in Combat Tests. This does not exhaust the Sidhe Sword. If you are ever defeated b
Exacting and to the point, Silvernahl can undergo any Savvy or Resolve Tests in your place. This exhausts Silvernahl. If Silve
Sir Wrathgar roams the land furthering the ambition of his father, the Unseelie noble Duke Bane. If you are Seelie, Wrathg
The Fack Tories of Middlemarch pay well for slaves brought to their back doors. The demand for labor has spawned a heal
Exhaust to enter a Savvy Test against a character on an adjacent League. If you're victorious they must skip their next Day.
Lady Sophia favors you. You may recover twice as many Merits when you rest on the Rosewood Keep League. You may exh
You have done some foolish deed or action in the past which earned you the hatred of the lovely Lady Sophia. Although yo
Answer the Sphinx's riddle or be eaten! If you choose to test this Waylay as a Reslve Test and fail, immediately retest as a C
The Spidereye Goblins are known to crawl the clif faces and undercaverns of the Darkreach Mountains. A Spidereye Clan G
The Spidereye Goblins are known to crawl the clif faces and undercaverns of the Darkreach Mountains. A Spidereye Clan G
You've triggered a trap. It releases a counterweighted arm which sends a deadly sipke arcing around at your chest. Discard
You've triggered a trap. It releases a counterweighted arm which sends a deadly sipke arcing around at your chest. Discard
Enter: Free Leave: Free Rest: You can discard 1 Treasure and make a wish. Roll a die. Even: You get your Treasure back an
Enter: Free Leave: Free Special: Any Waylays add 1 to their score when testing in this League. Rest: You may recover 1 Trea
Enter: Free Leave: Free Rest: You may recover 1 Ability.
It is rumored that Splendourscale's actual name is Knarlgrub, but no one has been brave enough to ask the dragon if it's tru
Exhaust to add 2 to your score during any Combat Test. You may exhaust this Ability immediately afer the Test has been m
Exhaust to add 1 to your score on any Combat Test. This must be done just before the Test.
You may use the Silver Branch to defeat a Combat Waylay of Rating 4 or less. Discard the Silver Branch when you use it.
Enter: Free Leave: Free Rest: Those brave enough to stay the night must pass a Resolve Trial difficulty 5. If you succeed yo
Enter: Free Leave: Free Rest: You may recover 1 Art.
Enter: Free Leave: Free Rest: If you are Seelie you may recover 1 Ability. Unseelie recover nothing.
Enter: Free by Road; Might Trial difficulty 5 by Mountains Leave: As above Special: Any character adds 1 to their score on a
Add 1 to your score against Tests and Trials on Swamp Leagues.
Exhaust to look at any 4 Leagues in play. You may also inspect any Treasures located in those Leagues.
An Ardenmore tax collector accosts you for your annual donation to the realm. Give until it hurts, my friend. If you have a
Enter: Might Trial difficulty 6 Leave: Might Trial difficulty 5 Special: Mer automatically pass the Terrain Trial on this League
Enter: Free by Road; Might Trial difficulty 6 by Mountains Leave: As above Rest: Those who visit the Falls may recover 2 Ar
Enter: Free Leave: Free Special: Although any traveler can stop here, bandit activity is a problem. Bandits and Slavers add
Enter: Free Leave: Free Rest: You may recover 1 Ability.
Enter: Might Trial difficulty 4 Leave: As above Rest: You may recover 1 Ability.
Enter: Might Trial difficulty 6 Leave: As above Special: Mer automatically pass the Terrain Trial on this League. If you fail th
Enter: Free Leave: Free Rest: Those who rest here can recover 2 Arts. However, if you choose to rest here, you must roll a
Enter: Free by Road; Might Trial difficulty 5 by Mountains Leave: As above Rest: If you dare to climb its walls, you must pas
Enter: Might or Resolve Trial difficulty 6 Leave: Might or Resolve Trial difficulty 5 Rest: The only haven known in these part
Enter: Free Leave: Free Rest: You may recover 1 Ability.
Enter: Free by road; Might Trial difficulty 5 by Forest Leave: As above Rest: If you tell your opponent a joke, you may recov
Enter: Might Triial difficulty 5 Leave: As above Rest: You may recover 1 Treasure here. If you remain on this League for mo
Enter: Free by Road; Might Trial difficulty 5 by Mountains, Hills or River. Leave: As above Rest: You may recover 1 Treasure
Add 1 to the score of opposing Waylays in Leagues containing Towns or Castles.
Exhaust the Stone Egg to recover 1 of your opponent's Flaws.
Add 1 to your Savvy. Exhaust to add 3 to your score in any Savvy Test.
Enter: Might Trial difficulty 4 Leave: As above Rest: You may recover 1 Ability.
Enter: Free Leave: Free Rest: If you rest here roll a die and add your lowest Attribute. 2: You recover any 2 Merits. 3: You
You're a member of the Thieves and Bandits Guild. You may pick up any Treasure on the board. However, if the character
Some of the troubled people of Ardenmore have turned to thievery to see them through these difficult times. If you lose t
Ever since the mule cart ran over old Tom's foot, he hasn't been the highway terror he used to be. If you win a Test against
Ever since the mule cart ran over old Tom's foot, he hasn't been the highway terror he used to be. If you win a Test against
Ever since the mule cart ran over old Tom's foot, he hasn't been the highway terror he used to be. If you win a Test against
The mysterious Wizard Tiberius has chosen to vent his frustrations on you. Your opponent may exhaust this card to move y
You have angered the wizard Tiberius. He conjures creatures to aid him. Your opponent selects up to 3 points of additional
You've got some friends in high (or low) places in Middlemarch. Cog Soldiers and Cog Dragoons reduce their scores by 2 wh
You may exhaust the Tome to add 1 to your score in any Resolve Test. This must be done just before the Test. If you are Dra
Your travel documents are ensnared in the bureaucratic quagmire of the court. To travel ahead, you must sort out the mes
A golem made of pure gold, the Trojan Horse is a beautiful and deadly sight. Most believe the horse was created only for w
You may exhaust a Resolve Ability and add 2 to your score for 1 Combat Test only. This must be done just before the Test.
You may exhaust a Resolve Ability and retest a Might or Combat Test. A Troll is always Seelie.
All Trolls add 1 to their score in any Test against you.
Enter: Might Trial difficulty 5 Leave: Might Trial difficulty 7 Special: Mer automatically pass the Terrain Trial on thie League
Enter: Might Trial difficulty 6 Leave: As above Special: Mer automatically pass the Terrain Trial on thie League. If you fail t
Enter: Might Trial difficulty 6 Leave: As above Special: Mer automatically pass the Terrain Trial on thie League. If you fail t
[Errata: 2-pt Ability on back] Exhaust to add 2 to your Might for 1 Combat or Might Test when the opposing Might or Comb
For Seelie, the Unicorn Waylay is a Savvy Test. For Unseelie it's a Combat Test. Discard this Waylay when it's defeated.
For Seelie, the Unicorn Waylay is a Savvy Test. For Unseelie it's a Combat Test. Discard this Waylay when it's defeated.
Against Seelie opponents the Knight's Combat is 4. Against Seelie nobles his Combat is 5. Discard this Waylay when it's de
If you sufer a Defeat, you may immediately exhaust this Ability and retest. You must subtract 1 from your score and accep
Exhaust the Wand and 1 Resolve Ability to freeze 1 Waylay or character in your League. This Waylay is trapped in a block o
A wandering Imp has taken a liking to you. If you're defeated in the Resolve Test, he follows you around talking incessantly
(Only Humans may take this Art) Exhaust this Art and 1 Resolve Ability to move any 1 Waylay to any other League in play. N
The Warhorse allows you to move 2 Leagues instead of 1. This can only be done on Leagues connected by Roads or Fields.
Your opponent can exhaust the Warrant to add 2 to the score of any Ardenmore Patrols or Taxmen.
Enter: Free Leave: Free Rest: You cannot recover on this League.
Elementals are a temperamental lot. For reasons unknown to sailors, water elementals have been known to attack boats a
These large amphibians ofen propel themselves out of the water and for brief distances appear to actually run along the s
These large amphibians ofen propel themselves out of the water and for brief distances appear to actually run along the s
Your opponent can exhaust this Flaw while you are on a Mountain League, forcing you to retest a Victory. You must accept
Your opponent can exhaust this card to subtract 2 from your score in any Might Test. This must be done just before you Te
Exhaust to recover up to 3 of your Treasures.
The waters swirl around you, sucking you into the depths. Put your back to the oars, man! Pull free of the current or all is
Enter: Free by Road, Hills or Fields; Might Trial difficulty 5 by Mountains Leave: As above Rest: If you wish to look for Whis
Exhaust this Art to create a small sentinal of fire. You can send the Will-o'-the-Wisp 1 League ahead of you (it ignores Terra
Exhaust this Art to afect a target of your choice: a character, Ally or Waylay in your League or any adjacent League. The ta
Enter: Free Leave: Free Rest: You may recover 1 Ability.
Enter: Resolve Trial difficulty 6 Leave: Resolve Trial difficulty 4 Special: Any Arborian Willowtree Warriors played here will a
Exhaust to look at any 1 adjacent League. You may also inspect any Treasure hidden there.
Exhaust the Sandals to automatically pass a Might Terrain Trial.
You encounter a disgusting crone rumored to have the evil eye. She takes quite a liking to your fresh young face and even
Exhaust to change a Combat Test to a Savvy Test. A Waylay that does not have a Savvy Attribute cannot be changed to a Sa
Exhaust to move 2 Leagues. Your movement stops if you encounter a Waylay.
Discard the Writ to gain a Victory against any of the following Waylays: Guilty as Charged, Traveling Papers, Ardenmore Gua
Exhaust the Wyldstone to retest any 1 Test. You must accept the results of the retest. This does not have to be a Test in wh
Just your luck, to run into Mr. Hodge, Ironheart's Vice President of Vice Presidents in Charge of Accountability and Buck Pas
Oil sprites are known for their general clinginess and codependant behavior, and this bunch is no exception. They have tak
Appropriate a Magic Carpet and travel to a League representing Mechopolis's airfield, then return to Base Camp. Desperat
Aldrich knows what you're up to and wants to ensure your failure. His mechanical magic is legendary. Your opponent may
Travel to 3 diferent city Leagues and return to your Base Camp to confront Aldrich and his cog replica of yourself. You have
Aldrich has been manipulating King Ironheart and advancing his own Dystopian agenda. Now you have gotten in his way, a
Enter: Free Leave: Free Special: Unique. If the Aldrich Waylay is encountered here, he adds 2 to his score on any Tests. Re
+1 Resolve. Exhaust to add 2 to your score in a Resolve Test. This must be done right before the Test.
You're lucky he's on *your* side. You may exhaust al-Sidan to have him enter a Combat Test with any character within 2 Le
Your attention to minute detail is staggering. You must always recover Treasures before any other Merit if the option is ava
Enter: Resolve Trial difficulty 4 Leave: Free Special: Cog Waylays can retest any losses here. Rest: You may raid their stores
Enter: Free Leave: Free Rest: You may recover 1 Ally or 1 Treasure here.
Enter: Free Leave: Free Rest: You may recover 1 Ally.
The Ant Guides have intimate knowledge of the land. You may ignore any Terrain Trials except in City, Town, River, or Ocea
This kit has everything an Army Ant needs to survive. Survival equipment, rations, and extra weapons are included to mak
You may exhaust a Merit to turn any Might or Combat Test or Trial into a Resolve Test or Trial.
You may as well be a picnic. Army Ants swarm whenever they see you. All Army Ants add 1 to their score in any Tests agai
Ash heaps as far as the eye can see. Now you know where the waste from Ironheart's Fack Tories goes. Find your way thro
Travel with the stone giant (and the dwarven townfolk who live inside him) to 4 specific Leagues and make Might Trials to d
You've been captured and put to work on an assembly line. What is being assembled is a complete mystery to you; your ta
Exhaust to look at 3 Waylays in your Opponent's hand. Your opponent must now play these 3 Waylays before he/she may
Gold can ofen be traded in cities or to Monsters. Note: Bags of Gold only cost 1/2 a point. Points are always rounded up fo
Exhaust to add 3 to your score in any Combat Test. This can be done afer the Test is made. Tritons may add 2 to their scor
+1 Savvy. Exhaust to change a Resolve Test into a Savvy Test.
Exhaust this Merit and roll a die: 1: +0, 2-3: +1, 4-5: +2, 6: +3. Add this number to your score in a Combat Test. This mus
Against Cogs or Mechorgs, this weapon adds 2 to your score in any Combat Test. Against all other opponents, the blade ad
Arcadia's wonders become perils to those without sight. Your opponent may exhaust this Flaw on any Day afer you finish
Exhaust to pitch a magical tent, complete with chimerical servants to satisfy your every desire. When resting, you may igno
Any League you are on cannot be afected by Arts. When an Art is used against you, you may exhaust the Blood Key and ro
Enter: Might Trial difficulty 5 Leave: As above Special: If a character faces a Combat Waylay here, they must first make a Re
Enter: Might Trial difficulty 5 Leave: As above Rest: If you say something hateful to your opponent, you may recover one o
They're small, surly, and in rebellion against Boggan tradition. If you're having a very unlucky day, they might even pose a t
Travel from your Base Camp to a League chosen by your opponent, defeating a Waylay on each League you enter until you
+2 to Resolve. Exhaust when another character chooses to encounter you. You may choose the type of test instead of you
Damn, you're smooth. On Might and Combat Tests, you must succeed by a margin of 2 or more, else your results are treat
+2 Might. Exhaust Brawny if you're defeated in a Might or Combat Test. This is in addition to the normally exhausted Merit
You wander into a gathering of Buccaneers in the middle of a celebration. Being quick of temper, they all pull out their pist
Well, golly gee, would ya look at that! You are so amazed at the sights and sounds of the city that you sufer a -2 to Savvy a
Exhaust to add 4 to your Might in 1 Combat Test.
Buster knows his way around some cogs. Exhaust him to recover up to 3 Cog Allies or up to 2 Treasures.
It is best to stay in the boat when you come to rough waters. Each Day you encounter Capsized, enter into both a Might an
Exhaust to enter a Resolve Test against another character. If successful you may force that character to either Rest without
In the murky non-day of the deep wilds, you are ever on guard. And well you should be, for some of those things lurking th
The Chainblade adds 2 to your score in Combat Tests. This does not exhaust the Chain Blade. Exhaust to automatically pas
Exhaust to redirect a creature Waylay towards another character. The Waylay moves 1 League per Day towards that charac
+1 Savvy. Exhaust to add 2 to your score in a Savvy Test. This must be done right before the Test.
Enter: Free Leave: Free Special: Leaving this road by the 'T' section requires the characters to defeat a Cog Combat or Savv
Enter: Free by Road. Might Trial difficulty 7 by Mountains Leave: As above Rest: You may recover 1 Ability.
Enter: Might Trial difficulty 4 Leave: Might Trial difficulty 5 Rest: You may recover 1 Ability.
You don't have to fight fair to win. Exhaust this card to choose the result of any one die roll you make. Cheater cannot be u
Clock Roaches were early cog mechanisms developed by Ironheart's technicians to keep the time in the labyrinths of Mech
It's a good thing your head's stuck to your neck, otherwise you'd drop it. Any time you wish to use a Treasure, you must fir
Enter: Free Leave: Free Rest: You may recover 1 Art.
Enter: Free Leave: Free Rest: you [You] can recover 1 Ability.
A Cog Autogyro has zeroed in on you, and seems to recognize that you are not a loyal subject of the exalted King Ironheart
Enter: Free Leave: Free Special: Any Cog Waylays encountered here must re-roll their lowest die when testing against you.
You are stopped by one of King Ironheart's gargantuan mechanical war-boats. Convince them you're a benign presence so
Add 3 to your Might and subtract 2 from your Savvy while wearing the Exoskeleton. If you lose a Might or Combat Test wh
A fiendish experiment of Ironheart's War Fack Tories, the Cog Hunter is essentially a homing missile. Place the Cog Hunter
You hear the shrill baying of mechanical hounds in the near distance. You've heard of these things. They're relentless. The
Cog Juggernauts are finely-tuned, nearly unstoppable, Fack Tory-built brute force. You must defeat the Cog Juggernaut in 2
A rampaging crew of Cog Marauders pins you down on their way to the Ardenmore border and decides you'll make a perfe
You're under fire by one of Ironheart's fearsome Cog Mortars. Until discarded, the Cog Mortar will shoot at any character i
Dispatched by King Ironheart, this Platoon of Cog Soldiers is looking for a fight. That is, afer all, their raison d'etre. You ma
Enter: Might Trial difficulty 6 Leave: As above Rest: If you're Unseelie you may recover 1 Ally. Seelie recover 1 Ability.
The first indication that you are under attack is the shriek of a ball-bearing zipping past your ear. Then the sniper sets his s
The Cog Spider Flyers are designed to swifly and viciously decimate infantry forces. They strike silently, like huge thrown k
Among the most fearsome of Mad King Ironheart's toys, the Cog Spider Tank is a nightmarish clanking terror that shakes th
First you see the rainbow sheen of oil rippling on the water's surface. Then your boat shifs under you as something huge
Cog Steed allows you to ignore the Enter or Leave Trial of any Leagues you encounter this Day. Exhaust the Cog Steed if yo
The strange mechanical eye rising in your wake is the periscope of one of King Ironheart's submarines. He doesn't have m
You may replace your Combat rating with the Cog Tank's Combat of 6 for any Combat Test. If you lose a Combat Test using
Enter: Free Leave: Free Rest: Renegade Cogs and Mechorgs can recover any 2 Treasures or Allies. Other characters must f
Cog Traps are designed to keep unwanted visitors out of Middlemarch. You just found one. You must pass 2 Tests to break f
How you fear those infernal machines! You sufer -2 to any Tests against Cog Waylays.
+2 Savvy. Exhaust if defeated in a Savvy Test. This is in addition to the normally exhausted Merit.
You've wandered into a group of Fack Tory workers on their break, making a team efort to turn the blue sky a sickly gray. T
+2 Resolve.
A geyser erupts right before you, scalding you, roaring its blistering rage at the world in general, and at you in particular. Th
Exhaust this Merit and roll a die: 1: -1, 2: +0, 3-4: +1, 5: +2, 6: +3. Add this number to your score in any Test. This must b
Marko the Rokea approaches you with an ofer of employment. Can you talk your way out of this without insulting him? E
The Dark Yeoman knows much that is happening and guides you on your way. Exhaust to force your opponent to take the
Travel to the Cog Refinery and destroy it. Avoid being overcome by the resulting toxic fumes, and return to Base Camp. Be
Travel to three specific Leagues, using Savvy to make a Waylay chase afer you rather than going to Mirron. You return from
Go to Jacko's Bog and beat him in Combat to take the Blood Key from him, then return to Mirron. Long ago, the vile bog lor
Travel from Mirron to a City League, steal the Shrink Lamp from General Electric's Laboratory, then shrink yourself and take
Dask has honor and pride honed to an art. Dask can undergo a Combat or Resolve Test in your place. This does not exhau
To use this talisman of chance, you must exhaust Dem Bones afer any Test or Trial to reroll any or all of your dice.
Was it something you said? You have done something to invoke the displeasure of the residents of Arcadia. Stalemates be
+2 Savvy. Exhaust if defeated in a Combat Test. This is in addition to the normally exhausted Merit.
+1 vs. all Resolve Trials. Exhaust to retest a Resolve Test.
You have studied long and hard and will forge on in the face of all adversity. If you are ever beaten by 3 or more in any Test
You gain a +2 to any Savvy Test vs. a male character.
You gain a +2 to any Savvy Test vs. a female character.
The Scimitar adds 2 to your score in Combat Tests. Whenever you lose a Resolve Test, you must exhaust the Scimitar in ad
While most keep to their city in the sky, some Djinn seek thrills and knowledge below. You encounter a wandering band of
Enter: Free Leave: Free Rest: You may recover 1 Advantage or 1 Ally.
Discard this card and leave it in your current League. The next character to enter that League encounters the Dreamcatche
Enter: Free Leave: Resolve Trial difficulty 6 Rest: Those resting here must exhaust a Resolve Ability. Once exhausted, you m
When you enter the modern city, sometimes it is very difficult to find your way back out. If you retreat, it may only be to a
Exhaust to cause any one League to change its terrain type. Pick a new League card at random and replace the League you
Exhaust to move a League to another location on the map. The new location must meet normal terrain matching requirem
Enter: Free Leave: Free Rest: You may recover 1 Ability.
Enter: Free Leave: Free Rest: Seelie recover 1 Ally or 1 Treasure. Unseelie recover 1 Art or 1 Advantage.
Enter: Free Leave: Free Rest: If you choose to rest here, roll a die: 1 - You encounter a Guard Patrol and must face a Comba
Enter: Free Leave: Free Rest: If you're Unseelie you may recover 1 Ally or 1 Ability here. Seelie characters can only recover
Discard the Egg to hatch it into a creature who will face any Combat or Might Test in your stead. Choose any Combat or Mi
Discard to assume the form of a Dragon for a number of Days determined by a die roll. 1-3: 1 Day, 4-5: 2 Days, 6: 3 Days.
+2 vs. all Savvy Trials. Exhaust to add 2 to your Savvy for the current Day.
+1 Might. Exhaust to add 3 to your Might for 1 Test only.
Escape from a City League and retrieve your Allies and Treasures, then return to your Base Camp. Your giant ally defeated i
Placate al-Hazaz, the Great Caliph, by returning to Middlemarch and finding 2 Treasures of his choice. You must then prese
This well-travelled race brings scathing tales of your mistakes wherever they travel. All Eshu add 1 to their score in any Tes
You do not need to roll Terrain Trials on any League you have already visited during the current game.
Immediately afer defeating any Savvy Waylay, you may move to any adjacent League you haven't been on yet, ignoring the
Exhaust to add 2 to your score in a Combat Test or to reroll your lowest die. This can be done afer the Test is made. Eshu m
Exhaust this card to add 1 to your score against a Terrain Trial. Exhaust this card to examine any 3 League cards.
As self-centered as he is, Fairbanks still knows the fight against Ironheart is the good fight. Exhaust Fairbanks to [have him]
Enter: Free Leave: Free Rest: You may recover nothing here.
Regardless of your adventurous nature, you're a dandy and a fop. Your preposterously elaborate clothing ofen gets in your
Exhaust to increase the score or difficulty of another character's next Test or Trial by 3. Exhaust to decrease the score or diffi
Exhaust Ali'i to unexhaust up to 6 points of Arts.
+1 Might. Exhaust this card to add 2 to your score in any Combat Test.
You may exhaust 1 Resolve Ability to add 1 to your Combat rating for the duration of a single fight against an opponent (no
Enter: Free by Fields, Might Trial difficulty 5 by Marsh Leave: As above Special: Any Treasure's [Treasures] exhausted on th
Enter: Free Leave: Free Rest: You must pass a Resolve Trial difficulty 6, if successful, you may recover 1 Treasure.
Enter: Free Leave: Free Rest: You may recover 1 Ability. If you choose to rest here, your opponent can also recover 1 of yo
The Flame Lance adds 2 to any Combat Test. Exhaust to have a Combat rating of 5 for any one Combat Test. Add your Com
Discard to create an alchemical explosion of light and sound to disorient everything in your current League. You may avoid
Enter: Free Leave: Free Rest: You may recover 1 Ability.
You make jaguars look slow. Exhaust to move 2 Leagues instead of your normal 1. You may not skip a League already cont
Discard and make a Resolve Trial difficulty 7 to move instantly to any League you have previously visited during this game.
Exhaust to move your opponent 2 Leagues in the direction of your choice. The opponent may not be Waylaid on the new L
These are hard times for many in Middlemarch, and more than a few have turned to thievery to survive. It's best to keep o
Travel to the Waterfall City. Contact the Ali'i, the Kokua leaders, and convince them to fight against those who hold the city
Enter: Free Leave: Free Special: Any st alemates [stalemates] received by characters on this League are changed to Defeat
Exhaust to enter a Resolve Test against another character. If successful, choose a League on the map that the targeted cha
General Electric is one of King Ironheart's most trusted advisors, and he has caught you red-handed where you're not supp
General Motors needs new recruits for his expanded Zeppelin Fack Tory. Can you explain to him why you aren't available w
You may make a Resolve Trial 6 immediately afer defeating any mechanical (or cog) Waylay. If you pass this Trial, you may
You may exhaust any Merit to automatically defeat any mechanical (or cog) Waylay. Gremlins are always Unseelie.
This mechanically inclined race can become quite a liability if you upset them. All Gremlins add 1 to their score in any Test
Exhaust to recover any or all of your Treasures other than Gremlin's Tools afer defeating any Cog or Mechorg opponent in
Enter: Might Trial difficulty 5 Leave: As above Special: characters [Characters] must subtract 1 from their score against any
Enter: Might Trial difficulty 6 Leave: As above Special: If the Steam Drake is encountered here it is always a Combat Wayla
Enter: Might Trial difficulty 5 Leave: Free Rest: If you rest here for 2 Days you may recover 1 Ability. If you are a Cog or Me
Enter: Might Trial difficulty 5 Leave: As above Rest: You may Recover 1 Ability.
Enter: Might Trial difficulty 5 Leave: As above Rest: You may recover 1 Ability.
Beautiful downtown Mechopolis -- the sights, the sounds, the smells, the traffic. Dirty motorized carriages, loud blaring wh
Exhaust to move 3 Leagues. You do not encounter the first 2 Leagues, only the third. The Griffin can undergo a Combat or
The oath-broken Troll Gurthdass has never particularly cared for you. If you have him as an Enemy, he is a part of your reti
The oath-broken troll becomes ever more grim, but his combat skills seem to improve proportionally. Gurthdass can unde
Head Leeches are not known for their brains, but watch your head when going through the swamp if you value yours. Disc
Though he rarely laughs, and is not the most sparkling of conversationalists, Hermann can be counted on to get you throug
Trouble always comes your way in droves. Your opponent may exhaust this Flaw and play 2 Waylays on you, instead of the
Exhaust to add 3 points to your Might for 1 Combat or Might Test or Trial.
Travel to the Lost City of Mirron, while evading the forces of Mad King Ironheart that are hunting you. You have broken thro
Scuttling from nightmares into this world of dream, Hypo-scorpions are born of deep terrors in the subconscious minds of
Either due to forgetfulness or impetuosity, you cannot get all your faculties together. Your Treasure Rating on any Quest yo
One of many bad things about being in Mechopolis proper is the frequency of explosions. You're unlucky enough to be ne
Exhaust to defeat any 1 creature Waylay.
By taking these two sticks, this vine, a wad of gum and 3 rocks, you can make virtually anything. Exhaust to add 1 to your s
"You ain't from aroun' here, is ya?" It shouldn't be too hard to outwit these guys. Discard this Waylay when it's defeated.
+2 Resolve. Exhaust to examine a random Waylay from your opponent's hand.
Exhaust to ignore the Enter or Leave Trial on any one League.
+1 Savvy. Exhaust to change a Combat Test into a Savvy Test.
+2 Resolve. Exhaust to add 2 to your score on a Combat Test. This must be done right before the Test.
Enter: Free Leave: Free Rest: You may recover any 1 Merit, except an Ally. If you are Unseelie, you may recover any 2 Mer
Enter: Free Leave: Free Rest: You may Recover 2 of your opponent's Flaws, he can also recover 1 of yours.
Enter: Might Trial difficulty 5 Leave: As above Rest: You may recover 1 Treasure.
Enter: Free Leave: Free Rest: You can recover 1 Ability.
Enter: Free Leave: Free Rest: You may recover 1 Ability. If you're Unseelie you may choose to recover 1 Ally instead.
Enter: Might Trial difficulty 4 Leave: As above Special: Unique. Rest: If you pass a Resolve Trial difficulty 7, you may recove
Enter: Free Leave: Savvy Trial difficulty 7 Special: You may discard a Treasure to pass the Savvy Trial listed above. If you do
You've actually had positive dealings with Ironheart in the past, and he still respects you. Little does he know that you're o
Enter: Free Leave: Free Rest: You may recover 1 Advantage.
Enter: Free Leave: Free Rest: You may recover 2 Abilities.
Enter: Free Leave: Free Rest: You may recover 1 Advantage.
Enter: Free Leave: Free Rest: You may recover 1 Ability.
You talk so much that everyone knows what you're up to. At the beginning of your opponent's Day, you must tell him whic
Jack has come to despise his evil origins. Exhaust Jack to ignore any one Cog Waylay for 2 Days. Jack can undergo any Migh
Jacko D'Rakk is a monster among fae, ruling his own domain in the deepest bogs of the Marsh of Filth, eating any other fae
Enter: Might Trial difficulty 6 Leave: As above Special: If Jacko D'Rakk is encountered here add 1 to his score on any Tests.
Find a Monkeywrench, befriend a Renegade Gremlin, then go wreck a specific City League. Sneaking through Mechopolis,
Wafing gently on the breeze are the tempting sounds of a gathering of Jungle Sirens singing their songs. Their songs make
Enter: Free Leave: Free Special: Unique. If you Test against a Waylay here, you must re-roll your highest die. Rest: Unseeli
Enter: Might Trial difficulty 6 Leave: As above Rest: If you are a Renegade Cog or a Mechorg you may recover up to 3 Abiliti
Kenu can undergo a Might or Resolve Waylay in your place. This exhausts Kenu.
Enter: Free Leave: Free Rest: You may recover 1 Ability here.
Enter: Free Leave: Free Special: You must pass a Savvy Trial difficulty 6 or be forced to discard a Treasure (your choice). Re
Enter: Free Leave: Free Rest: You may recover 1 Ability.
+2 vs. Resolve Tests. Exhaust to add 4 to your Resolve for 1 Test only. This must be done right before the Test.
The jungle folk bear no love for you. All Kokua add 1 to their score in any Test against you.
When you successfully Enter a League and are not Waylayed, you may exhaust any Ability to move 1 extra League, once pe
You may opt to Test again at -1 to your roll afer losing any Combat Test. This is done afer you've exhausted a Merit for the
Some Kokua warriors have avoided enslavement by King Ironheart's forces, and engage in guerilla warfare within the borde
Travel from Base Camp to the Dam League, defeat three [two] cog Waylays, then destroy the Dam. The Waterfall City is fre
Enter: Free Leave: Free Special: Unique. If the Steam Drake is encountered here, subtract 1 from it's [its] score on all tests
Enter: Free Leave: Free Rest: You may recover 2 Arts.
You'll get back to your quest sooner or later.... You must spend 2 Days in any league to gain the benefits of its Rest. Your op
These Steam Sprites are joyous to be free of their mechanical enslavement. Exhaust to add 3 to the score of any Combat o
The Little Hammer God adds 3 to your score in any Might Test or Trial. However, whenever the idol's bonus helps you pass
The magnetic efects of the Lodestone wreak havoc on the sensitive mechanics of Cogs and Mechorgs. When encounterin
Though you have taken on a mission on his behalf, you have the distinct feeling that Lord Gamine is using you as a decoy to
Lord Gamine favors you. The Waylay Rating of any Quests you undertake is reduced by 4.
Enter: Free Leave: Free Rest: You may recover 2 Arts.
Enter: Might Trial difficulty 5 Leave: As above Rest: You must pass a Resolve Trial difficulty 7 to find Mirron. If successful y
Lyya *knows*. You may exhaust Lyya when an opponent tries to use an Art against you or the League you're on. Roll a die
Discard the Beans from play for the current game to plant the Beans in your current League. The "beans" immediately spro
Exhaust the carpet to fly 3 Leagues in place of your normal movement, ignoring the Leagues you pass over. The carpet has
In any encounter with another character, Maria can encounter your opponent in your stead; the Test becomes a Savvy Test
Enter: Free Leave: Free Rest: You may recover any 1 Merit. If you discard a Bag of Gold you may recover any 3 Merits.
You understand how Cog mechanics work. Exhaust to add 2 to your score against any Cog Waylay.
Exhaust to add 2 to your score in any Test or Trial while on a City Streets, City Sewers, or City Skyway League. If you are a Kn
Something about you alerts a cog security patrol that you might not belong. Either vanquish them or convince them you'r
Enter: Free Leave: Free Rest: You may recover 1 Art.
You may exhaust 1 Might Ability to re-test any Might Trial.
You may disregard Enter and Leave Trials in City or Town Leagues.
The good news is that it's clear King Ironheart now regards you as a threat. The bad news is that he has sent one of his bru
Inner reflection is the key to understanding the tangled web of life. For do not the winds still blow even in the highest of m
Enter: Free Leave: Free Rest: You may raid the supplies and recover 1 Treasure.
Exhaust as another character enters a League. That character must now pass a Might Trial difficulty 6 before they can ente
I think I saw a guy riding of on your horse. He went thataway! Exhaust this card and move your opponent 1 adjacent Leag
Add 2 to your score in any Test against a Cog or Mechorg opponent. Exhaust the Monkey Wrench to force any Cog Waylay y
Exhaust to recover one of your opponent's Quest Treasures; this counts as your encounter for the Day. You must be on the
Mr. Briefcase has *all* the cards. At the beginning of your Day, you may exhaust Mr. Briefcase to bring any 1 additional Me
Murch is tired of working for Ironheart; he wants to break some stuf. Exhaust Murch to add 2 to your score in any Resolve
The Music Box adds 1 to your score in any Savvy Waylay. If you are Seelie, you may exhaust to add 3 to your score in a Savv
The Naga make bitter and long-lived foes. All Naga add 1 to their score in any Test against you.
You may begin the game with 2 free points[,] or 4 free points of Imagery Arts. These points are not part of you basic startin
You may begin the game with 2 free points[,] or 4 free points of Pyretics Arts. These points are not part of your basic starti
Add 2 to your score in any Combat Test while using the Fangspear. If you win the Combat Test, you may exhaust the spear t
The Naga are reclusive and untrusting of strangers. To gain their trust, you must use reason to make your case. If you fail,
+2 Might. Exhaust to change any Resolve or Savvy Test into a Might Test.
You are always on the move. Add 1 to your score against all League Enter and Leave Trials.
Enter: Might Trial difficulty 5 Leave: As above Rest: You may recover nothing here.
Enter: Free Leave: Free Rest: You may recover 1 Ability.
Enter: Resolve Trial difficulty 4 Leave: Free Rest: You may Recover 1 Art.
Enter: Resolve Trial difficulty 4 Leave: Free Rest: You may recover 1 Art in these surprisingly tranquil lands.
Enter: Free Leave: Free Special: Unique. Rest: To find the underground Resistance you must pass a Resolve Trial difficulty
You can do it all by yourself! You may only have 1 Ally Merit at any time, whether it is exhausted or not. Your opponent ma
This rind possess[es] the ability to allow its wearer to breathe water as well as air. When wearing this ring (unexhausted), y
Give peace a chance. If presented with a choice on a Waylay, you must opt for the non-combat Test. Your opponent may e
One of the two known Krakens in the Arcadian seas is swimming in this area, unaware of the disaster resulting from its pas
The dirigible allows you to fly one League per Day. You may ignore all Terrain Trials when flying between Leagues. If a Way
+1 vs. Savvy Trials. Exhaust to retest a Savvy Test.
Exhaust to force another character to encounter a Combat Waylay with a Combat Rating of 5. If the character is defeated b
The climb has been a tough one. You near the top, almost there, reaching out -- and lose your grip entirely, falling, falling,
King Ironheart's industrial mania has lef its venomous mark on the wildlands of his kingdom. You must know how to spot
Anyone other than Racoon Pookas add 2 to their score on any Savvy Tests, but must subtract 1 from their score on any Res
Discard this card and leave it in your current League. The next character to enter that League must face the Sphinx golem.
Other forces sometimes control your faculties while you can only look on helplessly. At the beginning of each Day, make a
A Press Gang of Ogres eyes you, deciding you would make an excellent replacement for some Fack Tory workers who dropp
Walls with no sky. A nightmare of city planning. Soot crusts everything, smoke hangs in the air. Citizens shuffle between h
King Ironheart's propagandists, called Speakers, have made a frightening impact on public misperceptions about what the
They come with stiletto-sharp smiles, profering their wisdom whether you want it or not. There is no escape from their pr
Enter: Resolve Trial difficulty 6 Leave: Resolve Trial difficulty 4 Special: Unique. The city moves randomly. At the start of t
You may add 2 to your Quest Treasure rating. You may also immediately pick up a Quest Treasure on the Day you enter the
Travel to General Motors' Workshop, steal the Mechopolis Blueprints, then evade the General himself and return to Base C
Find Kenu, Escaped Kokua Slave. Make a Savvy Test to convince him to join you in the fight against Ironheart, then return t
Enter: Free Leave: Free Special: Any Rat Apple Waylays encountered here add 1 to their score when testing. Rest: You may
You'd heard of Rat Apple trees, but never thought you'd actually ever see one. Well now you have and rather wish you had
+1 Resolve. Exhaust to change a Savvy Test into a Resolve Test.
The etymological term for a group of Razor Hawks is a "slice." Discard this Waylay when it's defeated.
Exhaust to move one of your opponent's Quest Treasures to another League. This must be played as your opponent is reco
Exhaust to add 1 to your score in any Test. This can be done afer your roll.
Exhaust this merit to ignore any one Savvy Waylay for the next 2 Days.
You may always recover 1 Ability in addition to the Rest listed on a League.
Discard to recover all exhausted Merits. You may only use this Art once per Quest.
Before rolling any Combat Test, you may exhaust the Repeating Crossbow to make three preliminary Combat Tests against
Enter: Free Leave: Free Rest: Seelie recover 1 Ally. Unseelie recover 1 Treasure.
Discard to cause another character to change up to 4 points of their Merits to new Merits of your choice. You must replace
No one knows the origin of Riddle Gates, and they are never found in the same place twice. Travellers finding one are com
Exhaust the ring to add 1, 2 or 3 to your score in a Test. Before you can restore the exhausted ring, you must first sufer som
Enter: Free Leave: Free Special: If you wish to leave the League in a direction that would necessitate crossing the river you
To slip past this Road Crew, you must persuade them that you are one of Ironheart's Public Works Inspectors. Unfortunate
Enter: Free by Road, Might Trial difficulty 7 by Mountains Leave: As above Rest: You may recover 1 Ability.
Enter: Free Leave: Free Rest: You may recover 1 Ability.
Enter: Free Leave: Free Rest: You may recover 1 Ally on this Road.
Enter: Free Leave: Free Rest: You may recover 1 Ability.
+1 Might. Exhaust this card to add 2 to your score in any Might Test.
Give everyone a rosy view of the world. The Goggles add 3 to your Score in Savvy Tests. However, blinded with happiness,
+1 vs. Might Trials. Exhaust Rugged to retest a Might or Combat Test.
This once proud temple is now just a maze of crumbling walls, rooms and dead-ends. Ancient memories still haunt its cham
Enter: Free Leave: Resolve Trial difficulty 5 Special: Unique. Rest: If you choose to rest here, you do so under the "hospital
Exhaust to add 3 to your score in any Combat or Savvy Test against a Cog or Mechorg opponent. Discard the Rust Bucket to
The Salamander is a creature formed of living magma. You mean it no harm, but to its primitive mind any creature larger t
A troupe of Sandmen have come to do a naturalistic production of /A Midsummer Night's Dream/ with actual faeries as th
You may discard this card when you encounter a character or a creature Waylay. This causes the target to fall into a deep s
A furious Sandstorm roars across the barrens, whipping and tearing violently at any unprotected skin. Protect yourself qui
Exhaust to completely separate 1 League from the map. This League is put to the side, but is still in play. Roll a die to dete
Enter: Resolve Trial difficulty 6 Leave: Free Rest: You may recover 1 Advantage.
Exhaust to add 3 to your score for 1 Savvy Test only.
Selina is challenging the staid gothic ways of her people. Selina can change a Combat Waylay into a Savvy Waylay. She will
When on an [a] Lake, Ocean or River League, any Combat or Savvy Test you lose is considered a stalemate.
Exhaust to add 3 to any Combat Test. This can be done afer the Test is made. Selkies gain 2 Savvy and 1 Resolve.
Ignore any Terrain Trials in City Sewer Leagues or when traveling by River through any Leagues. You may move up to 3 Leag
Add 2 to your score in Combat Tests. If you are ever beaten by 5 or more points in a Combat Test where you used the swor
Exhaust the Bottled Ship to magically enlarge it to full size for one Day. You may use the ship to sail up to 3 adjacent Ocean
Exhaust this art and roll a die. Move as follows: Odd, move lef, Even, move right, the following numbe of Leagues: 1-2 = 2
Exhaust this Merit to add 2 to your Resolve for the current Day. Exhaust this Merit to retest any one Test.
Exhaust the Shrink Lamp to halve the base Attribute of any Might or Combat Waylay you encounter. Discard the Shrink Lam
Exhaust to move another character's Base Camp [League] to another location on the map for the duration of the Quest. Th
Snakes. Why'd it have to be snakes? The Sidewinders of Arcadia have been ballooned to enormous size by the deep fear o
Exhaust the Skeleton Key to change any Waylay against a Cog opponent to a Resolve Waylay. Exhaust the Skeleton Key to a
The Sky Ray swoops from above, removing you from hazardous opposition. If you lose a Test to a Waylay, you may retreat
Slammer loves carnage. Slammer has 4 points of Arts, that may be used as if they were yours. Select these Arts before pla
The ire of the Sluagh, once aroused, is not easily erased. All Sluagh add 1 to their score in any Test against you.
You may add 1 to any Tests or Trials on City Sewer, Ruins, Cave, or City Wall Leagues.
You may exhaust any Merit to subtract 2 from any 1 roll being made by an opponent.
Exhaust the shoes to immediately retreat from any creature Waylay you encounter without testing. Sluagh may use the sho
A symptom of urban development gone mad, this low-hanging Smog Cloud is one of many settling to ground throughout M
These Steam Sprites were freed from their enslavement by a terrible explosion, but not before the presssure destroyed the
Discard this card and leave it in your current League. The next character to enter that League will get stuck in the Gloo. Tre
Enter: Might Trial difficulty 6 Leave: As above Rest: You may recover 1 Art in these murky waters.
Enter: Free Leave: Free Rest: If you pass a Resolve Trial difficulty 5, you may recover 1 Ability here.
Enter: Free Leave: Free Rest: You can recover 1 Art by the River or you can search for the old Kokua wiseman. If you choo
Enter: Free Leave: Free Rest: You may recover 1 Art.
Enter: Free Leave: Free Rest: Sifing through the sand of the riverbed allows the character to recover 1 Art.
Discard this card and leave it in your current League. The next character to enter that League encounters Springheel Jack, w
Exhaust to examine any one League card adjacent to your current League. You may add 2 to your score on any entry or exi
Exhaust to create an ally of living flame to encounter one Waylay for you. This ally has Might 5 and Combat 5.
Exhaust to fly 2 Leagues for your Day's movement. You may ignore enter and exit Trials during movement. You may attemp
The result of the Mad King's "repairs" to a mortally wounded dragon, the monster known as Steelwing is a blend of dracon
A horrible threat from above, Stilt Gators ofen place themselves over wildlife trails and other pathways through the wilds,
The Treasure Rating of your Quest is +2. Because you are so rich, you may exhaust this to buy of any Waylays or Leagues th
Exhaust to force another character to make a Resolve Trial difficulty 6 in order to leave their current League. Storm Clouds
Exhaust the Storm Maker to crank up a Storm in any League of your choice. The Terrain Trial difficulties for that League are
Travel to the Slave Pits and stow aboard a barge which will take you to the great dam near Kaihikaai, the Waterfall City. The
Exhaust this Merit to add 2 to your score against any Tests and Trials on any City League.
Exhaust this Merit and roll a die: 1: +0, 2-3: +1, 4-5: +2, 6: +3. Add this number to your score in a Might Test or Trial. This m
You're about as sharp as boiled toast. Sometimes you even remember what you're doing. On every Day you wish to move
Some call you wishy-washy, but you're really a grade A wuss. All Savvy Stalemates are treasted as defeats for you. Your opp
+2 Savvy, +1 Might.
Enter: Might Trial difficulty 5 Leave: As above Special: The Marsh tends to cling to the clothes of those who pass through i
The sweltering heat of rampant industry is broiling your brains in your skull. Stumble or crawl away to get some fresh air o
A number of Tangle Vines have writhed and slithered their way around your limbs, and you know you must break free befo
Exhaust to cause another character to miss his next 2 Days. That character may make a Might Trial difficulty 7 to attempt t
You make your way across the harsh landscape of the wastelands, dazed with fatigue and exposure, yet pressing on. You m
+2 vs. Might Trials. Exhaust to retest a Combat Test.
You don't like all this untamed wilderness; someone should put a road here. You sufer a -2 to all Might and Resolve Tests w
You look like you're malingering, and the 4Man is here to see that everyone works at 300%. If you don't agree with him, he
Enter: Free Leave: Free Special: Unique. Rest: Ants and otherwise shrunken characters can enter the Anthill city. Once the
You have learned the graceful fighting arts of the Imps. You add 1 to your score in Combat Tests except when using any we
Travel to two selected Leagues, defeating a Waylay of each type (Combat, Might, Savvy & Resolve) along the way, to show
Escape the Darkening and rush to the relative safety of Qadan, the Floating City. The glow of victory is abruptly snufed out
Enter: Might Trial difficulty 4 Leave: As above Special: You cannot use or be afected by any Arts while on this League. Thi
Enter: Free Leave: Resolve Trial difficulty 6 Special: Any Naga Waylays encountered here add 2 to their score in any Tests. R
Chase down Qadan, the Floating City, get on, and meet with the Great Caliph. There is one more ally you need to help in th
Enter: Free Leave: Free Rest: You may recover 1 Ability.
This magical gemstone allows you to see into the future. Exhaust the Third Eye to gaze into the future up to 3 Days away. I
Al-Hazaz wants you nowhere near his cloud city, for your reputation as a rabble-rouser precedes you. His network of spies

The great Djinn Lord will grant you one wish. Exhaust this card and roll a die. 1-3 you can move your opponent to any Leag
Enter: Free Leave: Free Special: Unique. If you test against a Cog Waylay on this League, subtract 1 from your score. Rest:
Enter: Free Leave: Free Rest: You may recover 1 Ally or 1 Advantage.
Enter: Free Leave: Resolve Trial difficulty 6 Rest: Roll 1 die, if the result is greater than your Resolve Attribute you may reco
Enter: Free Leave: Free Special: Heavily patrolled, All Cog Waylays may add 1 to their Scores when Testing in this League. R
Enter: Free Leave: Free Rest: You may recover 1 Ability or Advantage.
Travel to the village of the sleeping giant, then to Srissan, the ruins of the Naga, to convince them to tell you how to wake h
Enter: Free Leave: Free Special: If you attempt to find the secret trail to the south, you must pass a Resolve Trial difficulty
Enter: Free Leave: Might Trial difficulty 6 Special: Unique. Mer, Selkie and Tritons automatically pass the Terrain Trial on th
Enter: Free Leave: Free Rest: You may recover 1 Advantage.
Travel to the Slave Pits beneath Middlemarch and rescue Gurthdass and Tiberius. See them safely back to your Base Camp
Enter: Free Leave: Free Special: Unique. Rest: You may recover 1 Advantage or 1 Art here.
Enter: Free Leave: Free Rest: If you pass a Savvy Trial difficulty 7 or Discard a Bag of Gold you can recover any 2 Merits.
Sneak into Mechopolis, avoiding the Steam Drake if possible. If encountered dispose of the beast once and for all. The pie
Travel to the secret burial site of the Third Eye. Excavate this Treasure. Take the Eye to another character and give it to him
Enter: Savvy Trial difficulty 7 Leave: Combat Trial difficulty 6 Special: Unique. If you encounter a Waylay here, any Test tha
Enter: Free Leave: Might Trial Difficulty 6 Special: If you fail the Might Trial to leave, your opponent may select and play a C
Enter: Free Leave: Resolve Trial difficulty 5 Special: If you fail the Leave Trial you must retreat in the direction that you cam
Your skin has hardened to form a natural armor (you may still take Armor as Treasure). Exhaust Thick-Skinned to change an
You've fallen into an old-fashioned pit trap and must clamber out if you can. You may not retreat from the Tiger Trap. Disc
Enter: Resolve Trial difficulty 4 from Forest, Might Trial difficulty 6 from Marsh Leave: As above Rest: You may Recover 1 A
You needed a time-card to get through that door, so you, er, got one. What you weren't counting on was the fact that Mid
The Tornado roars in like the hand of a vengeful god. If defeated by the Tornado, you are moved one League according to a
CLANG! You have walked into a mechanical trap set for spies. Earlier, you picked up this Torque Wrench as a potential wea
You may move diagonally from League to League.
Enter: Free Leave: Free Rest: You may recover 1 Ability.
Enter: Might Trial difficulty 6 Leave: As above Special: Mer, Selkie and Tritons automatically pass the Terrain Trial on this Le
Enter: Might Trial difficulty 7 Leave: As above Special: Mer, Selkie and Tritons automatically pass the Terrain Trial on this Le
Twist knows the ins and outs. Exhaust Twist to move up to 3 Leagues on consecutive City Leagues. You do not encounter t
Enter: Free Leave: Free Special: Unique. Cog Waylays add 1 to their score when testing on this League. Allies also add 1 t
Travel to King Ironheart's Tower and unwind the Key which powers his Cog armies. Upon rescuing the wizard Tiberius from
Enter: Free Leave: Free Rest: Unseelie can recover any 2 Merits here. Seelie must pass a Savvy Trial difficulty 7. If they su
You have a travelling companion who is more hindrance than help. Your opponent may exhaust and discard this Flaw at the
You do everything well, and look great doing it. At least you think so. Your opponent may prove you wrong by exhausting
Exhaust to avoid a Waylay for 2 Days. The Waylay remains on the League and must be encountered if the [your] character
+2 vs. Might Trials. Exhaust to retest a Might Test.
Breathing this scorching air burns your lungs. The heat is unbearable. Can you plod through? This Waylay stays in play the
Enter: Free Leave: Free Rest: Your opponent can automatically recover 1 of your Flaws if you enter this League. You can re
Enter: Free Leave: Resolve Trial difficulty 6 Rest: You may recover 1 Ability.
You are quite skilled with implements of violence. Add 1 to your score in all Combat Tests if you carry a weapon. Exhaust t
Discard to force another character into a Resolve Trial difficulty 7 when attempting to recover a Quest Treasure. As his enc
Enter: Free Leave: Free Rest: Unseelie recover 1 Art or Treasure. Seelie recover 1 Ability and 1 Flaw.
Enter: Resolve Trial difficulty 4 Leave: As above Rest: Your opponent automatically recovers 1 of your Flaws if you enter th
Enter: Might Trial difficulty 6 Leave: Might Trial difficulty 4 Rest: You may recover nothing here.
Enter: Free Leave: Free Rest: If you're Unseelie you may recover 1 Ally or 1 Ability here. Seelie characters can only recover
+1 Resolve. Exhaust to change a Might Test into a Resolve Test.
Exhaust to move the Cloud City League 2 Leagues in the direction of your choice. Exhaust to blow a character or Waylay in
Exhaust to fly 4 Leagues. You only encounter Terrain Trials or Waylays on the League you finally enter. Afer moving 4 Leag
Traveling for days through hostile environments, with no rest and little food, you feel that you cannot go on but you know y
Wyld Boars are fearsome creatures known for their esoteric scissoring techniques and the fact that no one they kill is ever
Distantly related to Dragons, the Wyverns are much smaller and as vicious as shrews. They live to eat meat, whether hunte
Shadow drifs over you as a zip of Zeppelins blots out the sky. But have they seen you? Enter into a Savvy Test to avoid the
from his petrification curse. The lord delegated the throne of Ardenmore to his regent, Bernard Assjack. Assjack now calls upon all hero
manage to pull the duty of patrolling the marshes. You hope to patrol the Sibylline Swamp and find the Prophetess Augur, the oracle fro
us, Unseelie Duke Bane and his son Sir Wrathgar seem to be behind the brewing trouble, but this can't be proven. Assjack needs you t
n the land. As heroes of the court, Assjack deputizes you to serve the Sherif of Raxis and put an end to the evil marauding Ardenmore
oughout the land and intend to take you to Middlemarch to sell you to a Fack Tory. Late one night, you manage to escape, intent to retu
The annual Celebration of Spring is at hand, and the people of the realm are dour enough with their lord missing. The court cannot afo
siting the sites in Ardenmore that can spur your old memories. Meanwhile fragments of Augur's words drif through your clouded min
een Bane and the lord's declared regent, Bernard Assjack. In service of the lord's court, Assjack insists you set aside the quest to find L
Tiberius, Lord Gamine's parting words before he disappeared were that his regent, Assjack, should continue to rule Ardenmore in his a
uins of Ardenmore, there is said to be a relic, the Wyldstone, which may empower the Noria to turn faster than its ponderous 1,000 yea
amine, you manage a little side trip north in order to search Darkreach Mountains for any sign of him. The wizard Tiberius, the last to s
sherif has collected taxes from everyone in the realm except Splendourscale the Grey Dragon. Although Splendourscale barbecued th
before his disappearance; whoever marries Sophia may claim the throne of Ardenmore. Woe to the realm if Wrathgar abducts her and
to lead Ardenmore's forces to defeat Duke Bane and end the civil war plaguing the realm. Once the League map is created, your oppon
Tiberius imprisoned the lord and his retinue in the dreaded undermountain prison of the Noria of Eternity. This giant subterranean wh
gh the realm seems relatively peaceful, still Assjack does not free you of your duties as a deputy of the realm. He asks you to recover a
Eternity. But before the mammoth wheel of stone will swing around to free Lord Gamine, it will release all of the most terrifying crimin
rmies that are invading Ardenmore. Lord Gamine, returned to his throne just as Ardenmore enters its darkest hour, marshals the realm
an searching down the missing lord. Assjack selects you to serve Ardenmore for the annual surveying done for the Royal Cartographers
not safe from the forces of Wrathgar's father, Duke Bane. Even now, scouts report that Duke Bane has dispatched a new horde of male
zard Tiberius of Ebonlique to Lord Assjack, the letter's waxen seal broke. Fae curiosity being as it is, you read in horror of the secret all
ment in the Noria of Eternity, but an enchantment from the wizard Tiberius has robbed Gamine of his sanity. Also, scouts bring word th
m the royal armory, you are sent on a reconnaissance mission to spy on the approaching Middlemarch armies. You may start the Quest
ring Assjack's conspirator, the wizard Tiberius, to justice and make him answer for Lord Gamine's disappearance. During this Quest, you
mine to his throne and have seen him wed Lady Sophia. But now, the Legions of Middlemarch are poised to invade Ardenmore. You m

hand. Your opponent must replace it with a randomly drawn Waylay from his hand. A character cannot normally benefit from more tha

avvy or a Combat Test with the Willowtree Warrior. If you decide to test Combat, you must make three Combat Tests against her each D

Might Test, you must immediately test the troll in Combat. Discard this Waylay afer it is encountered.
to any adjacent League and discards this Waylay.

in a League (meaning you don't move or have to face any other Tests or Trials) and passing a Might Trial difficulty 7. The Autumn Plag
he Test. A character cannot normally benefit from more than 1 weapon at a time.

a Resolve Trial difficulty 5. If successful you find the old treasure chambers and may recover up to 2 Treasures.

e Waylay). You sufer -1 to your score in all Might and Combat Tests and Trials until you reach a Town or Castle League to replenish you
e Waylay). You sufer -1 to your score in all Might and Combat Tests and Trials until you reach a Town or Castle League to replenish you
a Merit as normal. Instead immediateyl test Combat against the Bast. Discard this Waylay when it's defeated.

ttacks by telling the elemental a clever joke. The Imp claims the creature belched out a laugh and receded into the mire. Discard this W

Leave the boulder in place in thie League. You may move ahead to another League afer your skipped Day. Discard this Waylay when

Once you move to another League, this efect ends.


he creature. Discard this Waylay when it's defeated.

away from his command is easily tricked. Discard this Waylay when it's defeated.

y a hot bath, allowing you to recover 2 additional Abilities or Advantages of your choice.

re than 1 weapon at a time.


g deadflesh which seeks to destroy anything that comes near it. You must hack the Corporeal Ghost apart with 2 Combat Test victories
est. 8+: You discover an ancient text predicting the future of Ardenmore. You may ignore any 1 Waylay when it is played against you. Y

c.) You may even change a Waylay into something it could not normally be. If you do this the rating for its new Attribute will be 1.

y golems who go through the motions of everyday life. No Rest is possible here.
of Ardenmore. You can recover any 2 Merits.

Effigy cannot be used again this game. If the targeted character ever defeats you in any Test, he/she may reclaim his/her original Treasu

Day, the harpies attack the starved and deluded victim. The Waylay becomes a Combat Waylay. The victim can retreat from the League

ainst Might each Day to escape. Discard this Waylay when it's defeated.
ainst Might each Day to escape. Discard this Waylay when it's defeated.
ainst Might each Day to escape. Discard this Waylay when it's defeated.

gue and a snowstorm erupts around you. Test against the Might rating below to withstand the blizzard. Discard this Waylay when it's d
y card played on this League is encountered. Rest: No Rest can be taken in this hostile and inhospitable League.

nother character immediately exhaust 1 Merit of your choice. The Merit that is being forced into exhaustion geneartes no efect.
asures you have exhausted. Discard this Waylay when it's defeated.
vy Test with the sprites, exhaust all of your Arts, and discard any Arts that were already exhausted. If you win a Savvy Test against the s
opponent chooses which ones). No benefits are generated by a Merit forced into exhaustion.

more. Test against the strong mead. If you fail, exhaust a Merit as normal, and sufer -1 to your score on all Tests or Trials because of th

e to unravel the knot to unlock the Treasure. Can you? You may choose whether or not to test against this Waylay, but once put in play
e to unravel the knot to unlock the Treasure. Can you? You may choose whether or not to test against this Waylay, but once put in play

y recover 1 Merit of your choice.

m your score on your Test against this Waylay. Discard this Waylay when it's defeated.

must exhaust a Merit. 4: You may recover 2 Merits. 5: You may exhaust 1 Flaw. 6: You may add 2 to your score against the next Waylay

hen facing a Hound of Hades you may choose to attempt a Resolve Trial difficulty 8 to stare it down. If you pass the Trial, the hound lea

y recover any 2 Merits.

moves it 1 League toward its exit League. If the Hurricane moves onto a League occupied by a character, they must encounter it on the
nd this speed to be very useful to escape afer a swif raid on coastal villages. Discard this Waylay when it's defeated.
nd this speed to be very useful to escape afer a swif raid on coastal villages. Discard this Waylay when it's defeated.
nd this speed to be very useful to escape afer a swif raid on coastal villages. Discard this Waylay when it's defeated.
you from 1 League away. Test Combat as normal, but the artillery cannot sufer a Defeat (unless you also use a ranged weapon capabl

ay when it's defeated.


League with a border to force you to skip your next Day.

Knocker, this is a Might 7 attack. A character cannot normally benefit from more than 1 weapon at a time.

n Border, Marsh, Mountains, or Ocean. Resolve 3 in a Cave.


n Border, Marsh, Mountains, or Ocean. Resolve 3 in a Cave.
n Border, Marsh, Mountains, or Ocean. Resolve 3 in a Cave.

remains in play and must be encountered whenever someone enters this League.

1 of your Treasures to another League. He chooses the Treasure and the new League. 4 - You can skip 1 League the next Day. 5 - One o

d throwing axes from atop their fearsome mounts. If you fail a Combat Test with the goblin, you must exhaust 2 Merits. Discard this Wa

ay when it's defeated.

op to aid your oathfriend. Discard this Waylay afer it's encountered.


eturn to Oceanius the following Day.
hem the loser. If you fail the Savvy Test, in addition to exhausting a Merit, you must immediately test Combat against the Ogres. Disca

can move on or encounter this League on the Day following one in which they defeated an Ogre here, even if that Ogre is still in play. R

e whose verse describes a sailor's apt respect for the ocean and its bounty. If you fail a Test against the Old Man of the Sea, exhaust 2 M

usts the Page.

scard this Waylay when it's defeated.

bat or Might Test or Trial while carrying the statue on your back. The Pilgrim's Burden Waylay card stays with you everywhere you trave
bat or Might Test or Trial while carrying the statue on your back. The Pilgrim's Burden Waylay card stays with you everywhere you trave
the pirates into any League adjacent to your new one or choose to test against the pirates again. Discard this Waylay when it's defeate
the pirates into any League adjacent to your new one or choose to test against the pirates again. Discard this Waylay when it's defeate
worm in Combat each Day until you defeat it or escape from the pit. The grubworm is Combat 3. To escape the pit, pass a Resolve Tria

y Terrain Trial. This must be done before you roll.

er efects cannot increase the potency of this attack.

ou're free. If you run out of Merits to exhaust, return to Base Camp immediately the next Day. Once played, the Quicksand remains in
ou're free. If you run out of Merits to exhaust, return to Base Camp immediately the next Day. Once played, the Quicksand remains in

opponent rolls a die. If the result is a 1 or 2, the Dragonkin breathes fire on you, and its Combat score becomes 6 for this Test. Discard

ght in the Roc's talons. The Roc carries you back to its nest. You must exhaust a Merit as usual, and your opponent may move you a
se your next Day as you dig out. If you pass the Might Test you've crossed the Waylay. Once played, this Waylay remains in play and mu
se your next Day as you dig out. If you pass the Might Test you've crossed the Waylay. Once played, this Waylay remains in play and mu
r 1 Abiltiy or 1 Treasure.
ard, place this card on the warded League. Once someone passes the Trial, remove this card and the Ward from play.
eled and has no efect. This Art must be exhausted regardless of the result of the Test.

ve Trial difficulty 5 can recover up to 2 Arts.

to Unseelie or vice versa for the duration of the game. The character will return to normal later.

atically win a Test against any other noble. If two nobles do this to each other, the result is a Stalemate. A character cannot normally be

when it's defeated.


aves over the border. If you lose a Test with the Slavers, you must exhaust an Ally Merit if possible, otherwise exhaust any Merit as n

the Rosewood Keep League. This does not exhaust this Flaw. Your opponent may exhaust this Flaw to change any of your Victories to a
Combat Waylay for that character. Discard this Waylay when it's defeated.
e the attack or sufer -2 to your Combat Test with the Goblin. Discard this Waylay when it's defeated.
e the attack or sufer -2 to your Combat Test with the Goblin. Discard this Waylay when it's defeated.

r opponent's Waylay hand if he sits on a League for three consecutive Days without being encountered. Your opponent may not play Sp
Discard this Waylay when it's defeated.

e of your opponent's choice.


over 2 Might Abilities, 2 Treasures or any combination thereof.
7 to convince the Boggins to admit you. Once in, you can recover any 2 Merits.

. 6: You must exhaust 1 Merit of your opponent's choice. 7+: Return to your Base Camp.

our opponent's Days, he/she may move the thieves together with the Treasure 1 League. If you catch the thieves, you may encounter t
Thomas 1 League per Day toward another character. Discard Thomas if anyone defeats him in a Test and does not pay him.
Thomas 1 League per Day toward another character. Discard Thomas if anyone defeats him in a Test and does not pay him.
Thomas 1 League per Day toward another character. Discard Thomas if anyone defeats him in a Test and does not pay him.

d and then with Tiberius himself. The conjurations are illusory, and will automatically disappear the Day afer Tibeirus is defeated. You m
gue and make it an Ally. The Cog "Ally" may undergo a Combat Test in your place. Discard the Cog "Ally" once it fights for you.

especially at the regional outposts far from the court itself. Unless this Waylay is defeated in a Combat Test, it remains in play and afe

e Terrain Trial you recover nothing.


ou've failed the League Trial.
ou've failed the League Trial.

oving past or encountering the League.


esolve Tests and Trials. To get rid of the Imp, you must spend a Day in any League and win a Combat Test against him. The Wandering I

e before the Test.


m water elementals and such Treasure Merits cannot aid you against them. A Coral Trident in the hands of a Mer will still afect a Wate

ce of Treasure (discard 1 Treasure) and then shows you a shortcut. You may move 3 Leagues on your next Day, encountering only the t
tead Waylay the Will-o'-the-Wisp. If he plays a Waylay, it remains on the League and will afect any who move there. If he does not pla

not withstanding) you may recover up to 3 Arts or 1 Treasure.

he crone gets mad and curses you. Your opponent can select up to 3 points of Flaws to bring into the game to use against you. At the e

ttributes. For example, a Combat 5 Waylay would become Combat 3.


odge. You may not retreat from this Waylay. Discard this Waylay when it's defeated.
mother you with their love. You may not retreat from the Afectionate Oilslick. Discard this Waylay when it's defeated.
ic carpet and attack Ironheart's airbase, leading a swarm of cog war machines back to Qadan. Now the Djinn are in the war. Your oppo
asures. If you defeat the Waylay, any Treasures it carries are discarded.
t Aldrich is still free, and you must bring him to justice. You battle your way through the gargantuan tower, seeking the conniving wizar
er to defend him. If available, these Waylays must be cog, mechorg, or Mechopolis Security. You must defeat these Waylays before Te

r discards if the only available Allies are already exhausted. If your opponent has no Allies, he exhausts 2 Merits. If al-Sidan is defeated
ry as a rest and spend a day regaining your Treasure.

e when encountering any Combat Tests. If defeated, you may exhaust the kit to retest a Combat, Might, or Resolve Tests or Trial.

the difficulty on the Leave Trial is increased by 1.


waken him by placing the Third Eye into it's [its] place on his brow. You petition him to join in an attack on Mechopolis. He agrees. As h
ak, and perhaps you can sneak away. Each Day you encounter the Assembly Line, you must make first a Might Test and then a Resolve T

cannot be better than a stand of [standof] for the Triton (treat wins as ties). Tritons may exhaust the armor to add 4 to their score in a

Whenever the Blade of Cold Iron is unexhausted, all of your Arts stay exhausted and unusable. All characters except Humans and Rene

p. However, the camp is so nice who would want to leave? On your next Day afer using the Bliss Camp, you must pass a Resolve Trial d
and blindly fight. Rest: You may recover 1 of your opponent's Flaws here if you've faced a Waylay on this League. Otherwise you can rec

se at Irondew Keep has been crushed, and the Keep itself lies in ruins. Ironheart's cog armies seem unstoppable, and it's only a matter

ng down the nastiest Buccaneer's boot filled with homemade grog without having the substance return to light. If you lose, exhaust 2

ugh you only exhaust 1 Merit if you fail the dual tests. You may not retreat from this Waylay. Discard this Waylay when it's defeated.

to their score in any test against you. Only Unseelie characters may use the Chainblade. A character may not normally benefit from mo
est, it will attack the caster again. Waylays with no Resolve score are treasted as Resolve 1 for this Test.

t on the iron floors of the city. Alas, they weren't terribly accurate, so Ironheart tried to exterminate them, but roaches of any kind are
ithout efect.

nto it and wreck its mechanisms. Make a Might Trial difficulty 4 to leap aboard, then a Combat Test to defeat it. This Waylay is discard

west die and force your opponent or Waylay you are encountering to reroll their highest die in any one Might or Combat Test. To unexha
ter. The missile has a Combat of 8. If nothing is in the League when the Cog Hunter gets there, the missile remains in play until any cha
iscarded. If you evade them (Resolve Test), they move with you from League to League and you must retest against them before you lea

no unexhausted Abilities are available, or if they are defeated, the Marauders are discarded with no efect.
any type. If attacked by the Mortar from another League, you may move normally, but may only Test against it with Resolve. This Wayl
tely enter into a Combat Test to avoid capture. Discard this Waylay when it's defeated.

ou exhaust unless all Allies are already exhausted, then you may exhaust other Merits. Discard this Waylay when it's defeated.
ass a Resolve Trial difficulty 5 or sufer a -2 on any Tests you undertake against them. Discard this Waylay once it is defeated.
racter is on a City League of any type or on a Castle or Town League. Discard this waylay when it's defeated.
ave a fight on your hands. You may discard an Ally (who heroically throws himself at the squid, allowing your escape) to automatically d

ndup key until it breaks. You may also try to trick the Submarine into running aground or wrecking on the rocks. Discard this Waylay on
er in an adjacent League. Roll a Combat Test against the target, using a Combat rating of 5 for the Cog Tank's artillery fire. If you lose th

rning horribly. You must get through to clean air, if there still is such a thing here. Discard this Waylay when it's defeated.
fae as a result. It will not listen to protestations of your innocence as regards Ironheart's afairs, so you must berate it at the top of you

ome a Combat Test, he can no longer be faced with Savvy. Discard this Waylay when it's defeated.

in the swamp providing oil to Ironheart's cog armies. Destroy the refinery and you'll slow the armies down. The Cog Refinery Leagu
illusions obscuring Mirron while you act as a decoy to keep the cog from discovering the city. The Mirron League can't be placed during
you will need this item in your future trials, and sends you trudging through Jacko's Bog to get the key from him. The Jacko's Bog Leag
she vows to guide you against King Ironheart. She tells you that General Electric, one of Ironheart's goons, has used his Shrink Lamp on

in a Combat Test. Djinn may exhaust the Scimitar to add 5 to their score in any Combat Test. A character may not normally benefit from
ome say rivaling even those of the Eshu, and for a love of personal sport, such as wresling. You may use no Treasures in the Combat Tes

Waylay with a Savvy of 5.

the underground resistance, Pass a Savvy Trial difficulty 4 or miss your next Day; 4 - You can recover 1 Ability; 5 - You intercept and surp

moved from play. When summoned [When you hatch the Egg], you may exhaust Arts to keep the creature in play for additional Days. A

s fury, you break free and make your way through the shadows of Mechopolis to find your equipment and friends. Your opponent plac
ing to Middlemarch. Realizing that the Floating City of Qadan is the swifest way, you rush to board it, only to find the Great Caliph is n

aracter's Merits, Fairbanks steals one of their Treasures. This Treasure becomes yours to use. If they have no Treasures, they exhaust a
you may move past any Waylays in this League if you move on your very next Day. You may instead choose to Test with any of the Wayl

reasure of your opponent's choice, and is placed by your opponent on an adjacent League. Your opponent may move him 1 League eac
by cog troops, with its great waterfall dammed upstream and rerouted through Middlemarch to help power Ironheart's industry. You m

fficulty 7 to dispel the efects of this Art and resume his Quest.
eady know, he will grin in friendly conspiracy (as if to a naughty child) and let you go on your way. Discard this Waylay when it's defeate

vvy Test. "Rather than beating me into snot, how 'bout I give you a tune-up?" Exhaust to force any Cog or Mechorg Waylay to only roll
if you enter this League.

ntil you can either figure out a shortcut or until you talk people into letting you pass. You cannot retreat from this Waylay unless you h

ake Gurthdass as an Ally.

mann to add 2 to your score in a Test vs. a Waylay played against you on any League without City Terrains.

evade capture, you stumble into a place from legend: the Lost City of Mirron. The Mirron League cannot be placed during setup. Afe
n it's defeated.

ately discarded whether you win or lose.


mbat Test against the taxmen (Combat 6). If successful you may recover up to 4 Treasures. If you fail you must exhaust 3 Merits instead
rd to take a Cog Waylay card in your League and make it an Ally. This Cog 'Ally' may undergo 1 Test in your place, as long as that Test m

ylay when it's defeated.

ain cog assembly line, temporarily stopping production of his war machines. Your opponent places the Monkey Wrench Treasure and M
ng Sluagh song or a discordant round of the Gremlin song, "Breaking Things is Fun", in rder to break their hold on you. You cannot retre

ince them you're one of the good guys. This Waylay cannot be played against a Kokua character. Discard this Waylay when it's defeate
ng back their river, fight your way through the cog forces guarding it, and destroy it, freeing the river to once more flow through the cit
ou may recover up to 2 Treasures.

t Test. This must be done before you Test.


te Little Hammer God. You may exhaust the Little Hammer God right afer any Might Test and roll two dice to determine the outcome.
he Lodestone to find your Treasure in a League even if you encounter a Waylay or a Rest.
uests you undertake are increased by 4. This Flaw may never be exhausted.

nt retains the Art as well) and you may now use it against your opponent at any time, even if Lyya is exhausted. You may only use an ab
n their magical fruit may recover all Abilities and Allies, however[,] all of their Flaws are recovered as well.
you do not have to exhaust a Merit, however[,] instead of flying 3 Leagues to your intended destination, your opponent may move you
but must face Maria the next day, and may not retreat. This continues until Maria is defeated. You may move freely while Maria engag

on to that League's normal recovery. Amazing what you can find in the city.

st choose an Ally as the Merit you exhaust, and the Mechorg Assassin goes back into your opponent's hand to be reused. It cannot be
over all your exhausted Abilities or Arts (one or the other).
the lower die. You may exhaust the Monkey Wrench afer you roll.
r choice; both characters must be on the same League for this Test unless your opponent has a Merit or ability that allows him/her to e

n-weapon Treasure.
ything else on the League or move past the afected Waylay.

6, at the end of each of his/her Days. If he/she passes the Trial, the poison is overcome, if he/she fails, he/she must exhaust a Merit an

ure, which you must then find to gain any benefit. You must have an Ally to take this Flaw.

the monstrous undertow of the creature's wake. Arts and Treasures may not be used against the Kraken. Discard this Waylay when it'
nter your Treasure if a Waylay exists in your current League.

ated. Phantom Shadows must be played when the opponent's character first enters the League, instead of as an actual Waylay.
ou have no Treasures, exhaust as normal. Discard this Waylay afer the Test, whether you won or lost.
-1 to all Might Tests and Trials until you rest for 2 consecutive Days. This Waylay stays in play for the rest of the game.
he Pooka Mask allows you to exhaust this card and face a character in a Savvy Test. If you are victorious, your opponent is not defeated
s riddles. Treat the Sphinx as a Resolve Waylay with a Resolve of 5.
even Waylay you while he is in control.

to save Arcadia from this developmental apocalypse. If you fail this Test and Test again on your next Day, subtract 2 from your score
nsibility, they present a false-yet-compelling vision of the Arcadia he will bring. You must see past their lies or lose your own vision, aba
d will harry you with this vision as their less spiritual peers would harry a fleeing elk. You must outwit them in debate (they're fervent, b
is rolls a die: 1 - Qadan moves 1 League up. 2 - Qadan moves 1 League right. 3 - Qadan moves 1 League down. 4 - Qadan moves 1 Le

its walls. But first you break into the workshop of General Motors, stealing the master blueprints of the city. Your opponent selects a Le
re headed back) and halted production of more cog troops. Now it's time to sow discord among those he's enslaved. It's difficult: thei

inst the Rat Apples each Day you encounter them until you have defeated them 3 times. Resolve - Test against Resolve to eat the little c
onent's or Waylay's Combat rating. If you lose any of these tests, treat the result as a Stalemate instead. If your opponent or Waylay is

een hummingbird heartbeats, they are sucked into the gateway and sufer capricious efects. If you fail the Test, roll a die: 1: exhaust a M
the bonus you recieved [received] when exhausting the ring (2, 4 or 6) subtracted from your score to that test. You must adopt the pen

margins. Solve their problem and convince them you're who you say you are so they don't alert the authorities to your presence. Disc

exhaust the goggles before Combat to avoid this penalty.

ay to memory as well, becoming one more thin, faint voice to torment future visitors. You may not retreat from this Waylay and it rema
return to this League you must Exhaust a Merit. 3 - Ignored, Recover 1 Ability. 4 - Welcome, You may recover 1 Art or 1 Ability. 5 - Ho

s blistering fury as it throws itself at you. When you lose a Test to the Salamander, you must choose a Treasure as the Merit you exhau
haracter's driving goal in every scene, they might not believe that you truly understand what it is to be a faerie. They will make you pra
eep only has to exhaust it to use it, instead of discarding it.
s are buried and you must remain in this League one extra day per Treasure searching for your missing items. You do not have to exhau
as a mount that can fly, or uses the Art Flicker Flash, he may Enter or Leave the separated League, or he may travel directly over the res

your side exhausted. Odd: she leaves you and is discarded for the rest of the game.

any League other than a City Sewer or a River League, subtract 1 from your Might rating to lug around the cumbersome raf. Alternate
ing the Sharktooth Sword. Exhaust the Sharktooth Sword to reroll your lowest die in any one Combat Test. You may choose to do this a
our final League of movement, however[,] your movement for the Day is halted if you encounter any Waylays already in play.
d League. If this would put you of the map, then your character stays in place and the Merit remains exhausted.

e size and squish it. A character may not normally benefit from more than one weapon at a time.

t's defeated.

ncountered, he acts as a Combat Waylay. If defeated, Slammer is discarded for the rest of the game.

is Waylay remains on the League it is played on the rest of this game.


skins and leaving them writhing in agony. If you can somehow appeal to their lost compassion, scalding them with the memory of thei
ut are stuck and cannot retreat. They must Test again each Day at one higher Might (Might 4 on the second Day, Might 5 on the third

g his hospitality - recover any 2 Merits.


eague you wish to travel. You may not Exhaust more than 2 Resolve Abilities in this fashion. Renegade Cogs or [and] Mechorg character
she now devotedly protects Ironheart without hesitation. If you do not defeat the Steam Drake, her steam blast exhausts 2 Merits inste

haracter or Waylay is struck by lightning and must Pass a Might Trial difficulty 7. If he fails he must exhaust 2 Merits or recover 2 Flaws
ll City of the Kokua, to ferry slaves back and forth. You slip aboard one of these barges and maek your way out of the city. Once the Lea

onent may exhaust this Flaw at the beginning of any Day, automatically forcing you to lose that Day.
g Enter and Leave Trials.

may recover 2 Abilities, however, you will subtract 2 from your score on your next Test instead of 1.

pocket of paradise, a perfect place, except that it's not actually real. You must realize this and not wander from your path. If you fail a

him in a fight, or talk fast and try to get his heads arguing amongst themselves, giving you a chance to slip away. This Waylay is discard

myth. She sees to your wounds and feeds you, but then ensorcels you. You find yourself undertaking a quest across a bizarre dream lan
, and the humming warmth of the Blood Key at your throat indicates that it is through its magic that you have been preserved. But you

convince those above to drop one of their lif-baskets for you. Afer several days, you convince them to let you see the Great Caliph. A

hing since you had seen the encounter through the Eye. If you are defeated a second time, you must exhaust a Merit as normal.
ories to a defeat. Your opponent may exhaust this Flaw at any time to cause a cloud city patrol to move you to any adjacent league.

Ardenmore, you travel to the town to ask the giant to attack the city. The dwarves cannot wake him, and say the Naga put him to sleep

's slaves, particularly the allies he has ripped from your side. You battle your way in, inciting the slaves to fight, and when you get to Gu
elow. You sneak back into Mechopolis; in all the chaos, you will free the slaves and find a way to permanently stop Ironheart. But while
den, and you go there and dig it up, finding an enormous gemstone. You lug it across the landscape, growing ever wearier, until luckily
ce when you enter this League.
Waylay like this on you every time you fail to pass the Leave Trial. Heh! Rest: No rest is possible here.

ou're a worker, or get ready for the Slave Pits, hero. Discard this Waylay when it's defeated.
eated. No other Waylays may be played against a character caught in a Tornado, and if a Tornado moves into a League occupied by a W
n. Discard this Waylay when it's defeated.

cover anything if you've failed the League Trial.


ecover anything if you've failed the League Trial.
uns of down a dark allyway and is discarded for the rest of the game.

of his previous allies. He tells you that Ironheart is not the mastermind behind the expansion of Middlemarch, but is merely a puppet

er be used to force you to *discard* a Merit, however.

difficulties on the League's Enter and Leave Trials are increased by 1.

move 1 extra League if you're currently on an Ocean League. A character may not normally benefit from more than one weapon at a tim
his Trial, you will encounter any Waylays on that League before you may Rest.
ated in this Waylay, keep this card with your character. You may, as your encounter, Test each Day to defeat it, but until you do, sufer a

Sufer a -1 penalty on all Tests and Trials while the Zeppelins monitor you. Discard this Waylay when it's defeated.
k. Assjack now calls upon all heroes to assemble to find the lost lord. Heroes must first prove themselves worthy of serving the Ardenm
Prophetess Augur, the oracle from whom Lord Gamine sought advice at the start of his quest. At the beginning of the Quest, place all o
be proven. Assjack needs you to carry out a diplomatic mission to quell the growing rebellion in 2 towns. Your opponent selects 2 Tow
the evil marauding Ardenmore. At the start of your Quest, your opponent places any Combat Waylays he/she has chosen for your Que
manage to escape, intent to return and exact vengeance on the slavers.Your opponent places both your Quest's Treasures and your cha
d missing. The court cannot aford to miss having the celebration, complete with a Glamour Orchid. Afer all Leagues are played, your
s drif through your clouded mind... "two who are not of stone, one who is a traitor turned friend and another who is a friend turned tr
you set aside the quest to find Lord Gamine. He enlists you to travel the realm conscripting troops and finding treasures to bolster the
tinue to rule Ardenmore in his absence. Should Gamine not return within a year, his betrothed, Lady Sophia, was to marry another and
ter than its ponderous 1,000 year cycle. But the winds of malice blow once more through the realm, and enemies roam the land seekin
The wizard Tiberius, the last to see Gamine before he disappeared, reported that the lord's quest was to take him north to Darkreach an
gh Splendourscale barbecued the last deputy sent to collect taxes from him, the sherif is confident of your bravery and ability. You are
lm if Wrathgar abducts her and forces marriage. Afer the League map is laid out, your opponent may add the Rosewood Keep League
ague map is created, your opponent adds the Bane Tower and Eidolon Leagues (or other Leagues to represent them). Eidolon is your B
nity. This giant subterranean wheel revolves but once every thousand years, accepting or disgorging prisoners from its single cave entra
realm. He asks you to recover an item stolen from the court and courier it along with important correspondence to Tiberius, the wizard
e all of the most terrifying criminals Arcadia has imprisoned over the past 1,000 years. If the Noria of Eternity League is not in play, then
darkest hour, marshals the realm's troops. However, the size of Middlemarch's mechanized armies is staggering. There seems to be litt
one for the Royal Cartographers of Arcadia. Your opponent selects 7 Leagues. You must visit or pass over or through all of these and th
dispatched a new horde of malevolent fiends to capture Lady Sophia and destroy Rosewood Keep. You must escort Lady Sophia to safe
u read in horror of the secret alliance between Assjack and Tiberius. Since Lord Gamine's disappearance, Assjack and Tiberius have con
anity. Also, scouts bring word that the mechanized armies of Middlemarch mass to attack Ardenmore. Lord Gamine's sanity must be re
armies. You may start the Quest with your Quest's Treasure cards already in your possession. Once the League map is laid out, your op
pearance. During this Quest, your opponent may select up to 6 points of Arts or Flaws to use against you as Tibeirus uses his wizardry t
ed to invade Ardenmore. You must once again help rally the realm's troops to defend it. Lord Gamine gives you Treasures from the Ard

normally benefit from more than 1 weapon at a time.

Combat Tests against her each Day as she lashes you from all sides. As long as you win at least one of these, you drive of the Arborian

al difficulty 7. The Autumn Plague Waylay is discarded once it is encountered, whether the Test against it is successful or not (though c
r Castle League to replenish your supplies. Discard this Waylay when it's defeated.
r Castle League to replenish your supplies. Discard this Waylay when it's defeated.

ed into the mire. Discard this Waylay when it's defeated.

Day. Discard this Waylay when it's defeated.

art with 2 Combat Test victories to destroy it. You may keep testing against it multiple times each Day until you sufer a Defeat. Discard
when it is played against you. You can only rest on thie League once per game.

its new Attribute will be 1.


ay reclaim his/her original Treasure.

tim can retreat from the League afer the first Day of Combat against the harpies. Discard this Waylay when it's defeated.

. Discard this Waylay when it's defeated. If you have the proper Merits, you may turn this Waylay into a Combat or Savvy Test if you cho

ustion geneartes no efect.


ou win a Savvy Test against the sprites, you may recover any Arts you have exhausted. Discard this Waylay when it's defeated.

n all Tests or Trials because of the hangover. You may attempt a Might Trial of 7 at the end of each of your Days to overcome the hango

his Waylay, but once put in play, the Waylay stays in place until defeated. The Treasure sealed by Gord's Knot cannot be recovered unti
his Waylay, but once put in play, the Waylay stays in place until defeated. The Treasure sealed by Gord's Knot cannot be recovered unti

ur score against the next Waylay you face.

you pass the Trial, the hound leaves. If you fail, you must immediately engage in Combat with the hound, sufering a -2 on your score f

er, they must encounter it on their next Day or retreat. Flying or hopping mounts or creatures cannot pass over a League occupied by a
n it's defeated.
n it's defeated.
n it's defeated.
lso use a ranged weapon capable of damaging opponents in an adjacent League). Discard this Waylay when it's defeated.

1 League the next Day. 5 - One of your Treasures of your choice is moved to your current League. 6 - You may take two Days in a row.

xhaust 2 Merits. Discard this Waylay when it's defeated.


Combat against the Ogres. Discard this Waylay afer it's encountered.

even if that Ogre is still in play. Rest: You may recover 1 Ally here.

Old Man of the Sea, exhaust 2 Merits. Discard this Waylay when it's defeated.

with you everywhere you travel. If you share a League with another character and defeat that character in a Savvy Test, they must tak
with you everywhere you travel. If you share a League with another character and defeat that character in a Savvy Test, they must tak
rd this Waylay when it's defeated.
rd this Waylay when it's defeated.
cape the pit, pass a Resolve Trial of 6 on any Day afer you fall in. If the grubworm is defeated in Combat, discard this Waylay. Otherw

ayed, the Quicksand remains in play and must be encountered by anyone moving onto the League.
ayed, the Quicksand remains in play and must be encountered by anyone moving onto the League.

ecomes 6 for this Test. Discard this Waylay when it's defeated.

your opponent may move you and the Roc Attack Waylay card to any Mountain League in play. Discard the Roc Attack Waylay card as t
s Waylay remains in play and must be encountered whenever someone enters this League.
s Waylay remains in play and must be encountered whenever someone enters this League.
Ward from play.

. A character cannot normally benefit from more than 1 weapon at a time.

therwise exhaust any Merit as normal. The Slavers add +1 to their Tests against Knockers. It is said that the Fack Tories pay extra for Kn

change any of your Victories to a Defeat.

Your opponent may not play Splendourscale again; however Splendourscale may not be played on the same League twice. Discard thi
he thieves, you may encounter them in a Combat Test. If you defeat them, you regain all of your Treasures. Any Treasure belonging to
nd does not pay him.
nd does not pay him.
nd does not pay him.

y afer Tibeirus is defeated. You may choose to mentally resist the illusions (1 attempt only) by testing Tiberius in Resolve, before you te
y" once it fights for you.

Test, it remains in play and afects any who travel to this League.

st against him. The Wandering Imp Waylay card travels with your character League to League until you get rid of the obnoxious bugger.
s of a Mer will still afect a Water Elemental. Discard this Waylay when it's defeated.

ext Day, encountering only the third.


o move there. If he does not play a Waylay, he cannot play one if you move to that League on the following Day.

ame to use against you. At the end of the game the Flaws are discarded. Discard this Waylay afer it's encountered.

n it's defeated.
Djinn are in the war. Your opponent places a counter on your Base Camp to represent Qadan, the Floating City. He/She chooses anoth

wer, seeking the conniving wizard. When you find him, he is not pleased at your interloping. You are shocked to see duplicates of you a
defeat these Waylays before Testing against Aldrich himself. Discard this Waylay when it's defeated.

2 Merits. If al-Sidan is defeated, he is removed from play.

or Resolve Tests or Trial.

on Mechopolis. He agrees. As he wrecks the city, Ironheart is forced to call his troops back from Ardenmore to face this new threat. A
Might Test and then a Resolve Test. Losing the Resolve Test is a stalemate. You must succeed on both Tests in a single Day to defeat th

rmor to add 4 to their score in any Combat Test afer the Test is made or to reroll their lowest die.

acters except Humans and Renegade Cogs must also roll a Might Trial difficulty 6 any time the blade is used in a Combat Test. If the cha

, you must pass a Resolve Trial difficulty 6 to do anything but rest again that Day. You must attempt the Trial each Day until you pass it.
s League. Otherwise you can recover nothing.

stoppable, and it's only a matter of time before they reach Eidolon itself. Lord Gamine sends you on a mission into Middlemarch, to fin

n to light. If you lose, exhaust 2 Merits and discard this Waylay as they toss you out on your head. Discard this Waylay when it's defeate

his Waylay when it's defeated.

ay not normally benefit from more than one weapon at a time.

em, but roaches of any kind are impossible to get rid of once you have them. When encountered, Clock Roaches will engage you in a d

defeat it. This Waylay is discarded when it's defeated.

Might or Combat Test. To unexhaust the Exoskeleton, you must pass a Resolve Trial of difficulty 7.
sile remains in play until any character moves into the League and defeats it. The Cog Hunter is encountered before any other Waylays
etest against them before you leave any League. Retesting does not count as your encounter for a Day. You may opt on any Day to enco

gainst it with Resolve. This Waylay remains in play the rest of the game [until defeated in Combat?].

ylay when it's defeated.


y once it is defeated.

your escape) to automatically defeat the Cog Squid. Discard this Waylay when it's defeated.

he rocks. Discard this Waylay once it's been defeated.


Tank's artillery fire. If you lose the Test, treat the result as a Stalemate instead.

hen it's defeated.


u must berate it at the top of your lungs until you frighten it back into its spout. Discard this Waylay when it's defeated.

s down. The Cog Refinery League cannot be placed during set up. Afer the League map is placed, your opponent places the Cog Refin
on League can't be placed during setup. Once Base Camps are selected, your opponent places the Mirron League, and a Cog Waylay 2
from him. The Jacko's Bog League may not be placed during setup. Afer the map is placed, your opponent places the Jacko's Bog Leag
ns, has used his Shrink Lamp on cog soldiers which are attacking the Army Ants in their nest. You must get the Lamp and make the cog

er may not normally benefit from more than one weapon at a time.
no Treasures in the Combat Test. If you lose either Test, they challenge you to the other type the following Day. Alternate challenges

Ability; 5 - You intercept and surprise a Lone Cog with a package, recover 1 Treasure; 6 - You come across a groups [group] of Slaves on o

re in play for additional Days. Any Arts exhausted when the creature is summoned will keep it in play (as your Ally) for two additional D

and friends. Your opponent places your Allies and Treasure under Leagues of his choice, and selects a City League (or a League to repre
only to find the Great Caliph is not forgiving of your tricking the Djinn into the war. He insists you bring him 2 Treasures from Middlema

ave no Treasures, they exhaust a Merit of your choice.


ose to Test with any of the Waylays or characters in the League. Blinded opponents lose one die in Tests during the Day they were blind

ent may move him 1 League each of his/her Days. If you choose to pursue, and encounter the Footpad again, he becomes a Combat T
ower Ironheart's industry. You make contact with the Ali'i, the regal leaders of the Kokua, and help them inspire an uprising against the

rd this Waylay when it's defeated.

or Mechorg Waylay to only roll one die when facing you in a Test.

at from this Waylay unless you have a Merit that allows you to fly. This Waylay remains in play until the end of the game.

ot be placed during setup. Afer the League map is placed, your opponent adds the Mirron League (or a League to represent it), and se
u must exhaust 3 Merits instead of 1.
our place, as long as that Test matches the Cog's Test (i.e., a Combat Waylay faces a Combat Waylay, a Savvy Waylay faces a Savvy Wayl

Monkey Wrench Treasure and Murch, Renegade Gremlin Ally (or cards to represent them) under Leagues of his/her choice, and choose
ir hold on you. You cannot retreat from Jungle Sirens. Discard this Waylay when it's defeated.

rd this Waylay when it's defeated.


once more flow through the city. Afer the map is placed, your opponent places the Dam League (or a League to represent it) and 2 Co

dice to determine the outcome. 2: Ignore your highest die. 3-5: add 4 to your Score. 6-8: reroll your lowest die. 9-11: ignore your opp

hausted. You may only use an absorbed Art once.

n, your opponent may move you 2 Leagues in any direction of his choice.
y move freely while Maria engages your opponent. Once defeated, Maria is discarded for the rest of the game.

hand to be reused. It cannot be used again for another 2 Days, and may not be used to attack when you have no Allies to exhaust. Disc
r ability that allows him/her to encounter you from somewhere else.

he/she must exhaust a Merit and make the Trial again on his/her next Day. If he/she fails twice, he/she loses one die from all Tests unti

en. Discard this Waylay when it's defeated.

d of as an actual Waylay.

st of the game.
s, your opponent is not defeated, but instead heads of in a direction you specify for his/her next 2 Days.

Day, subtract 2 from your score. If you retreat, it may only be to a League with no Castle, City or Town Terrains, then you must rest the
ies or lose your own vision, abandoning your vital mission to remain in Mechopolis as a slave. Discard this Waylay when it's defeated.
hem in debate (they're fervent, but not very bright), making their eyes cross with thoughts too complex for their small, reptilian brains,
ue down. 4 - Qadan moves 1 League lef. 5 - The player rolling this Day moves Qadan 1 League in the Direction of his/her choice. 6 - A

e city. Your opponent selects a League to represent General Motors' Workshop (preferably a City League), placing the Mechopolis Bluep
he's enslaved. It's difficult: their spirits are nearly broken. But with the help of your friends in the resistance, you reignite the spark of

against Resolve to eat the little creatures.


. If your opponent or Waylay is still around afer the three bolts have been fired, you must engage them in a standard Combat Test. A c

he Test, roll a die: 1: exhaust a Merit, 2: exhaust one of your Flaws, 3: return to Base Camp, 4: recover a Merit, 5: recover a Flaw, 6:
at test. You must adopt the penalty before rolling for the Test. Once the penalized Test or Trial is passed, the ring may be recovered as

thorities to your presence. Discard this Waylay when it's defeated.

eat from this Waylay and it remains in play for the rest of the game.
recover 1 Art or 1 Ability. 5 - Honored Guest, You may Recover any 2 Treasures, Arts or Advantages. 6 - Accepted, Recover any 3 Merits

Treasure as the Merit you exhaust if possible. Discard this Waylay when it's defeated.
a faerie. They will make you practice and practice the role until you have it perfect enough for someone to believe that you are one of

tems. You do not have to exhaust a Merit when you lose. Discard this Waylay once it is encountered.
e may travel directly over the resulting gap in the map.

he cumbersome raf. Alternately, you may exhaust the raf and not sufer the penalty.
est. You may choose to do this afer you roll. A character may not normally benefit from more than one weapon at a time.
Waylays already in play.

g them with the memory of their stolen past, they may leave you alone. Discard this Waylay when it's defeated.
econd Day, Might 5 on the third Day, etc.) as the Gloo dries around them, until they break free.
ogs or [and] Mechorg characters may Exhaust up to 3 Resolve Abilities instead of the normal 2.
am blast exhausts 2 Merits instead of 1. Also, if Steelwing remains on a League for 3 Days, she goes back into your opponent's hand an

aust 2 Merits or recover 2 Flaws (opponent's choice). The Storm lasts for 2 Days[,] not counting the Day during which it is played.
way out of the city. Once the Leagues are placed your opponent selects your Base Camp, the Slave Pit League and the Dam League. If t

nder from your path. If you fail a Test against the Tempting Illusion, lose your next Day instead of exhausting a Merit. Discard this Wayla

lip away. This Waylay is discarded if defeated in Combat, but if defeated with Savvy will remain in play and afect any who travel to this

quest across a bizarre dream landscape. Afer the map is placed, your opponent adds the Mirron League (or a League to represent it) a
u have been preserved. But your bonding with the key isn't yet complete, and you feel the stifness seep into your flesh. Grimly makin

o let you see the Great Caliph. Afer the map is placed, but before Base Camps are chosen, your opponent places a counter to represen

xhaust a Merit as normal.


you to any adjacent league.

nd say the Naga put him to sleep and only they know how to wake him. You go to the Wastelands, to the ruins of Srissan, and convince

to fight, and when you get to Gurthdass's cell, are surprised to find the wizard Tiberius locked up there as well. Afer the map is placed
nently stop Ironheart. But while sneaking through the tunnels beneath the city, you encounter the Steam Drake...a vicious beast of Co
owing ever wearier, until luckily encountering a caravan that carries you and the Eye back to the Giant. Your opponent places a Treasure

es into a League occupied by a Waylay, that Waylay is discarded. Discard this Waylay when it's defeated.

emarch, but is merely a puppet to another wizard, Aldrich, who was also part of the conspiracy that imprisoned Lord Gamine. He furth

m more than one weapon at a time.

efeat it, but until you do, sufer a -1 penalty on all Tests and Trials. Discard this Waylay when it's defeated.

s defeated.
es worthy of serving the Ardenmore court before they will be entrusted with the noble quest of finding Lord Gamine. As all or part of th
ginning of the Quest, place all of your Treasure cards as normal except for 1, which you give to your opponent to hold in reserve. You m
ns. Your opponent selects 2 Town Leagues (or any other League(s) if 1 or no Towns are in play). To complete the mission, you must visit
he/she has chosen for your Quest face-up on the League map (maximum 1 Waylay per League). To complete your Quest, at least 4 (or
r Quest's Treasures and your character's regular Treasure and Ally Merits under diferent Leagues. You begin the game with all of your o
fer all Leagues are played, your opponent may add the Orchid Isle League to the map (or any other League if the Isle is not available). I
nother who is a friend turned traitor... beware the hydra with heads of ebony, gold, and fey-fell cold iron." At the beginning of the Ques
finding treasures to bolster the royal armory for the coming war. At the beginning of the Quest, give your opponet your Quest Treasure
ophia, was to marry another and take the throne. The recent civil war has convinced Sophia to marry before the one year deadline t
nd enemies roam the land seeking to prevent you from freeing the imprisoned lord. As part of your Quest's Waylay rating, your oppone
o take him north to Darkreach and then beyond. Your opponent selects 4 connecting Leagues (1 of which must be Darkreach Mountain
our bravery and ability. You are a hero of the court, afer all. Start the Quest as normal. Afer Treasures are placed, your opponent sele
add the Rosewood Keep League (or another League to represent it if Rosewood Keep is not available) to the map. If Rosewood Keep is
present them). Eidolon is your Base Camp. March to Bane Tower and lay siege to it by staying on the Bane Tower League for 2 consecu
soners from its single cave entrance as the pockets on the rim of the wheel pass by the mouth of the cave. You must find a way to free
pondence to Tiberius, the wizard of Ebonlique. Afer the League map is constructed and Treasure are placed, your opponent adds
ernity League is not in play, then your opponent selects a League to represent it. You start the Quest with the Wyldstone Treasure ca
aggering. There seems to be little hope for Ardenmore's valiant defenders against the mindless legions of King Ironheart. Nevertheless
er or through all of these and then return to Base Camp to complete your mapping duties and this Quest.
must escort Lady Sophia to safety at the court of Eidolon as Duke Bane's troops harass you along the way. Afer the League map is plac
e, Assjack and Tiberius have conspired to secure Assjack's position as the new Lord of Ardenmore with Lady Sophia at his side. You
Lord Gamine's sanity must be restored by the healing waters at the Nowhere Glade, so he can return to Eidolon and rally the realm's fo
League map is laid out, your opponent selects any 3 Leagues on the edge of the map. You must visit these and then return to Eidolon
u as Tibeirus uses his wizardry to hinder your assault. Afer all other Leagues are placed, your opponent may place the Eidolon and Eb
ives you Treasures from the Ardenmore armory and asks you to take them to the heroes of the land to better arm them for the coming

these, you drive of the Arborian and defeat the Waylay. However, you would still exhaust 1 Merit for every Test you lose as normal. Di

it is successful or not (though characters afflicted may keep the card next to their Merits to mark their affliction). Characters cannot su
ntil you sufer a Defeat. Discard this Waylay when it's defeated.
when it's defeated.

a Combat or Savvy Test if you choose. Fjordur's Combat is 70 and his Savvy is 2.
ay when it's defeated.

our Days to overcome the hangover. Discard this Waylay afer it is encountered.

s Knot cannot be recovered until this Waylay is defeated. Discard this Waylay when it's defeated.
s Knot cannot be recovered until this Waylay is defeated. Discard this Waylay when it's defeated.

nd, sufering a -2 on your score for the Combat Test. Discard this Waylay when it's defeated.

ss over a League occupied by a Hurricane.


when it's defeated.

u may take two Days in a row.


er in a Savvy Test, they must take on the Pilgrim's Burden in your place.
er in a Savvy Test, they must take on the Pilgrim's Burden in your place.

at, discard this Waylay. Otherwise the grubworm remains on the League and must be encountered by anyone who lands on it.

the Roc Attack Waylay card as the giant bird flies away and leaves you in its nest to snack on later. If there are no Mountain Leagues in
t the Fack Tories pay extra for Knockers. Discard this Waylay when it's defeated.

e same League twice. Discard this Waylay when it's defeated.


res. Any Treasure belonging to another character must be lef on the League you're occupying. Discard this Waylay when it's defeated

berius in Resolve, before you test Combat. If you succeed, the additional Waylay(s) disappear. If you fail, they stay until destroyed, eve

get rid of the obnoxious bugger. Discard this Waylay when it's defeated.
ncountered.

ting City. He/She chooses another League to represent the airbase, and places 3 Quest Combat Waylays of Rating 5 or less on it. Trave

ocked to see duplicates of you and your allies at his side, exactly like you except for the whirring clatter of the cogs within them as they

nmore to face this new threat. Alas, the might of his cog machines is great, and they destroy the giant, sending you scrambling to avoid
Tests in a single Day to defeat the Waylay, and may not retreat. Discard this Waylay once it's been defeated.

used in a Combat Test. If the character fails this Trial, the Blade is exhausted. A character may not normally benefit from more than one

e Trial each Day until you pass it. Once passed, you may pack up the camp and move on as normal that Day. The Resolve Trial difficulty
mission into Middlemarch, to find the secret to stopping Ironheart's forces before it's too late. Your opponent selects a League. You mu

ard this Waylay when it's defeated.

k Roaches will engage you in a discussion of chrono-science, but their arguments tend to be rather circular. Discard this Waylay when it

ntered before any other Waylays are played on the Day a character enters its League.
You may opt on any Day to encounter the dogs in a Combat Test rather than the retest of Resolve.
en it's defeated.

r opponent places the Cog Refinery or another League to represent it. You must travel to this League, pass a Resolve Trial difficulty 6 to
on League, and a Cog Waylay 2 Leagues away from Mirron[,] but between you and Mirron. Other cards can represent Mirron or the Co
nent places the Jacko's Bog League (or a League to represent it). You must travel to the Bog without the aid of any transportation-o
get the Lamp and make the cogs grow in the tunnels, crushing themselves. No player may place the Ant Hill League during set up. Afe

wing Day. Alternate challenges until you win a Test or retreat. Discard this Waylay once it is defeated.

s a groups [group] of Slaves on outdoor work detail, recover 1 Ally.

as your Ally) for two additional Days per Art exhausted.

ity League (or a League to represent it if none are available) as your Base Camp. Your opponent also selects a league which will be y
him 2 Treasures from Middlemarch before he will take you to Eidolon. Your opponent places 2 of your Quest Treasures where he/she c
s during the Day they were blinded.

d again, he becomes a Combat Test, and if you beat him, you regain your Treasure. Discard this Waylay when it's defeated.
m inspire an uprising against their oppressors, freeing the city. The Kaihikaai League may not be placed during setup. Afer the map is p

end of the game.

a League to represent it), and selects 3 Combat Waylays which he places at edge Leagues; he moves each of these Waylays one League
avvy Waylay faces a Savvy Waylay, etc.). Afer this Test, the Ally is discarded.

es of his/her choice, and chooses a City League (or a League to represent it) that is your final destination. Recover the Monkeywrench

League to represent it) and 2 Combat Waylays (cog Waylays if available) on 2 other Leagues; these Waylays count as part of your Quest

west die. 9-11: ignore your opponent's (or Waylay's) lowest die. 12: halve your opponent's (or Waylay's) total Score.

u have no Allies to exhaust. Discard this Waylay when it's defeated.


e loses one die from all Tests until the poison is overcome. Multiple poisonous wounds are not cumulative. Naga may exhaust a Might A

Terrains, then you must rest the next Day. Discard this Waylay when it's defeated.
this Waylay when it's defeated.
for their small, reptilian brains, and slip away whilst they recover. Discard this Waylay when it's defeated.
Direction of his/her choice. 6 - As above, except the rolling player's opponent chooses the direction. Rest: You may recover any 2 Abiliti

e), placing the Mechopolis Blueprints (or a Treasure to represent it) beneath it as a Quest Treasure. You must recover the Blueprints an
tance, you reignite the spark of hope. Your opponent places the Kenu, Escaped Kokua Slave Ally (or any card to represent him) under a
m in a standard Combat Test. A character may not normally benefit from more than one weapon at a time.

r a Merit, 5: recover a Flaw, 6: move 2 Leagues in the direction your opponent chooses. This Waylay is discarded once it is encountere
d, the ring may be recovered as normal.

Accepted, Recover any 3 Merits.

e to believe that you are one of the fae. Discard this Waylay when it's defeated.

e weapon at a time.
ck into your opponent's hand and may be played again. Discard this Waylay when it's defeated.

y during which it is played.


eague and the Dam League. If these Leagues are already in play your opponent can rearrange the Map so that both your Base Camp a

ting a Merit. Discard this Waylay when it's defeated.

and afect any who travel to this League.

ue (or a League to represent it) as your Base Camp. He/She selects 1 Waylay of each type, and 2 Leagues you must visit. You must trav
ep into your flesh. Grimly making your way out of the Tower, you come upon King Ironheart himself, fallen from his mechanical throne

ent places a counter to represent the Qadan League atop another League. Every Day, the player whose Day it is rolls a die and Qadan m

he ruins of Srissan, and convince the Naga to give you the secret. Afer the map is placed, your opponent places the Sleeping Giant (or

as well. Afer the map is placed, your opponent places the Slave Pit League (or a League to represent it). You must go from your Base c
am Drake...a vicious beast of Cold Iron, and your blood runs cold. Your opponent places the Steam Drake Waylay (or any other Combat
Your opponent places a Treasure card under a League of his/her choice to represent the Third Eye. You must go to this League, underg

prisoned Lord Gamine. He further says that to stop the cog armies in their tracks, you must unwind the great mechanical key at the cen
Lord Gamine. As all or part of this Quest's Waylay rating, your opponent must select one Wayaly of each type (Combat, Might, Resolve
ponent to hold in reserve. You must travel to the Sibylline Swamp (or any League designated by your opponent if the Sibylline Swamp i
plete the mission, you must visit the towns and pass a Savvy Trial difficulty 6 in each one to convince the people of peace. Since this is
mplete your Quest, at least 4 (or all of them if less than 4) of these Marauder Waylays must be defeated. On each of his/her Days, your
begin the game with all of your other Merits exhausted. You must recover at least 3 Allies or Treasure (if there are less than 3 scattered
gue if the Isle is not available). If the Isle is already in play your opponent may move it to any other legal position on the board. You mu
n." At the beginning of the Quest, your opponent places all of your Ability and Art Merits under diferent Leagues as if they were Treasu
ur opponet your Quest Treasure card along with 3 Ally cards for him/her to place under Leagues of his/her choice. If you don't have 3 A
y before the one year deadline to bring order to the kingdom. However, to keep faith with her lost true love, Sophia will wed Assjack, t
est's Waylay rating, your opponent selects one Combat Waylay of rating 3 or less to be your "Enemy" for the Quest. Afer the League m
ch must be Darkreach Mountains if that League is in play). You must visit all 4 Leagues and spend an extra Day in each looking for signs
s are placed, your opponent selects the League where Splendourscale lives. You must travel to this League and confront the Dragon be
o the map. If Rosewood Keep is already in play your opponent may move the Keep to a legal space of his/her choice. You must race to
ane Tower League for 2 consecutive Days afer you arrive. Afer your second Day assaulting the Tower, Duke Bane escapes from the sieg
ave. You must find a way to free Lord Gamine from the Noria lest he be trapped there for 1,000 years. To complete this Quest, you mus
are placed, your opponent adds the Eidolon and Ebonlique Leagues (or other Leagues to represent them). If these Leagues are already
t with the Wyldstone Treasure card (or any other Treasure card to represent it, but ignore the powers of substitute Treasure cards). You
of King Ironheart. Nevertheless, you take up sword and shield to defend your homeland as the first wave of invaders approaches. Your

way. Afer the League map is placed, your opponent adds the Rosewood Keep and Eidolon Leagues (or other Leagues to represent them
ith Lady Sophia at his side. You must venture to Eidolon and accuse Lord Assjack of treachery in his own throne room. If the Eidolon Le
o Eidolon and rally the realm's forces. Afer the League map is laid out, your opponent may adjust the cards so that the Nowhere Glade
hese and then return to Eidolon (or another League of your opponent's choosing if Eidolon is not in play) to complete your Quest. If th
nt may place the Eidolon and Ebonlique Leagues (or other Leagues to represent them). Journey to Ebonlique; once there, pass a Resolv
better arm them for the coming war. Your Base Camp must be Eidolon if it is in play. Do not place either [any] of your Quest Treasures

very Test you lose as normal. Discard this Waylay when it's defeated.

affliction). Characters cannot sufer from more than 1 Autumn Plague at a time.
anyone who lands on it.

ere are no Mountain Leagues in play, the Roc deposits its prey on a League of your opponent's choice.
d this Waylay when it's defeated. If the thieves stole a non-Quest Treasure you will have it back for the next game.

il, they stay until destroyed, even if Tiberius is beaten. Discard this Waylay when it's defeated.
s of Rating 5 or less on it. Travel to the air base then back to Qadan. Ignore the Combat Waylays while on the air base; on each of your

of the cogs within them as they attack you. Barely, you manage to defeat this dark version of yourself, only to find yourself in battle wi

sending you scrambling to avoid being crushed as he falls. Your opponent designates four Leagues as city Leagues. Go to each and mak

ally benefit from more than one weapon at a time.

Day. The Resolve Trial difficulty to leave the Bliss Camp is only 5 for Eshu.
onent selects a League. You must go from Base Camp to that League, facing a Waylay on each League you enter along the way. Your op

ular. Discard this Waylay when it's been defeated.


ass a Resolve Trial difficulty 6 to blow it up, then pass a Might Trial difficulty 4 to avoid being overcome by the resulting toxic fumes. If y
s can represent Mirron or the Cog Waylay. The Cog Waylay remains in place until you encounter it, when you can engage it in a Savvy T
the aid of any transportation-oriented Merit or power (it's tough getting through that swamp!). Once there, defeat Jacko in Combat (h
nt Hill League during set up. Afer the map is placed, your opponent places the Ant Hill League and selects any City League in play. You

selects a league which will be your destination League. Before attempting to leave your Base Camp, or Resting, you must pass a Might
Quest Treasures where he/she chooses, and places a counter representing Qadan on a League of his/her choice. Qadan is your Base Ca
when it's defeated.
during setup. Afer the map is placed, your opponent places the Waterfall City League (or a League to represent it). You must go to thi

ch of these Waylays one League a day (ignore Waylay terrain restrictions), hunting you across the map. When one of these Waylays is d
n. Recover the Monkeywrench and Murch, then go to the specified City League and pass a Might Trial difficulty 7 to wreck it.

lays count as part of your Quest's Waylay rating. You must defeat the 2 Waylays, then go to the Dam and pass a Resolve Trial difficulty

s) total Score.
tive. Naga may exhaust a Might Ability instead of the Fangspear to make poisonous attacks with it. A character may not normally benefi

est: You may recover any 2 Abilities, Treasrues, Arts or Advantages.

must recover the Blueprints and return to Base Camp. But as soon as you have the Blueprints, and are 2 Leagues away from the Works
y card to represent him) under a League of his choice. You must go to this League, make a Savvy Test against Kenu's Savvy of 3 to convin
s discarded once it is encountered.
p so that both your Base Camp and the Dam League are each at least 4 Leagues away from the Slave Pits. You must go from Base Camp

es you must visit. You must travel to each League, then return to Mirron and pass a Resolve Trial difficulty 5 to awaken, finishing the Qu
len from his mechanical throne and broken to pieces like a discarded toy. Your best avenue of escape is to leave Middlemarch as quick

Day it is rolls a die and Qadan move 1 League, 1: up, 2: right, 3: down, 4: lef, 5: in the direction the player chooses, 6: in the directi

nt places the Sleeping Giant (or a League to represent it) and chooses a League to represent Srissan. Go to the Giant, then the Naga, w

). You must go from your Base camp [Camp] to the Slave Pits, where you must pass 3 successive Might Trials difficulty 5 to break down
ke Waylay (or any other Combat Waylay of rating 9 or less) on a League of his/her choice, but not within 3 Leagues of your Base Camp.
must go to this League, undergo a Might Trial difficulty 6 to gain the Eye, then take the Eye to another character and defeat him/her in

great mechanical key at the center of Ironheart's Tower, so you fight your way to the key and set about the mighty task. Afer the map
h type (Combat, Might, Resolve and Savvy). Afer the League map is created, your opponent selects four diferent Leagues where you w
pponent if the Sibylline Swamp is not in play) and pass a Resolve Trial difficulty 6 to find the oracle. Once found, Augur informs you tha
e people of peace. Since this is a Peace Mission, you may not engage in any Combat Tests except against rival players. If a Combat Wa
. On each of his/her Days, your opponent may move 1 of the Marauder Waylays 1 League (ignore Waylay terrain restrictions), but cann
f there are less than 3 scattered on the board, you opponent selects a League you must visit for every card less than 3) and then return
al position on the board. You must travel to the League, pick a Glamour Orchid (Resolve Trial difficulty 6 to find one), and return the blo
nt Leagues as if they were Treasures. You must recover at least 3 of your lost Merits (piecing together your memories), and return to
her choice. If you don't have 3 Ally cards, use dummy cards; but you will not benefit from their abilities. You must recover all 4 cards a
e love, Sophia will wed Assjack, the mule Satyr widely known to be incapable of anything but courtly love. Your opponent places your Q
r the Quest. Afer the League map is set, your opponent places the Wyldstone Treasure card (or another card to represent it) on a Leag
tra Day in each looking for signs of Lord Gamine or his retinue. You may not look for Gamine during a Day in which you have already re
gue and confront the Dragon before gathering any Quest Treasures. You may elect to fight or smoothtalk the Dragon for his taxes (win
is/her choice. You must race to this League and hold it for 4 consecutive Days afer you arrive to break Wrathgar's siege and complete t
Duke Bane escapes from the siege. Your opponent places the Duke Bane Waylay (or another Combat Waylay of rating 3 or less to rep
To complete this Quest, you must search the ruins of Ardenmore for secrets to the Noria's origin and power. Your opponent selects 3 Le
m). If these Leagues are already in play, your opponent can move them to another legal location. To complete your Quest, you must re
f substitute Treasure cards). You must travel to the Noria, and invoke the power of the Wyldstone to speed the wheel. Each Day the W
ave of invaders approaches. Your Base Camp is Eidolon if it is in play. Afer everything else is set on the playing map, you place all of the

other Leagues to represent them). Eidolon is your Base Camp. Travel to Rosewood Keep, retrieve Lady Sophia and return to Base Camp
n throne room. If the Eidolon League is not in play, your opponent selects a League to represent it. You must travel to Eidolon and pass
ards so that the Nowhere Glade and Eidolon Leagues are at least 4 Leagues apart. If these Leagues are not in play, your opponent sele
y) to complete your Quest. If there are any Border Leagues in play, your opponent must select them as part of the 3 Leagues chosen fo
nlique; once there, pass a Resolve Trial difficulty 7 to solve the magical puzzle of the black tower's gate. On the Day afer you open the
er [any] of your Quest Treasures before play begins. Once play has begun, arm yourself with one of your Quest Treasures. You must no
on the air base; on each of your Days following the Day you lef the Airbase, your opponent may move each of the 3 Combat Waylays 1

only to find yourself in battle with the Mechician himself... and he is a frightening foe indeed. Your opponent chooses 3 Leagues (City L

ty Leagues. Go to each and make a Might Trial difficulty 85 to destroy it. Use the Giant's Might 80 for any Might Tests or Trials. Dest
you enter along the way. Your opponent may choose only Waylays of rating 6 or lower, but may disregard their Terrain restrictions. You
by the resulting toxic fumes. If you fail this might Trial, you are at -1 on any die roll until the Quest is completed. Return to Base Camp
en you can engage it in a Savvy Test (The Cog Waylay has Savvy 3). If successful, you may move the Cog 1 League in the direction of you
there, defeat Jacko in Combat (his Combat is 5), and return to Base Camp to complete your Quest.
cts any City League in play. You must go to the City League, break into General Electric's Control Room and steal the Shrink Lamp (Savv

r Resting, you must pass a Might Trial difficulty 5 to bust out of your chains. You them must recover at least 3 of your Allies or Treasures
er choice. Qadan is your Base Camp. You must go from Qadan, recover the Treasures, then successfully reenter Qadan (Resolve Trial di
epresent it). You must go to this League, and pass a Savvy Trial difficulty 7 to contact the Ali'i. The day afer you do this, your opponen

When one of these Waylays is defeated, it will reappear afer 2 Days at its starting League and resume movement. When one of these
difficulty 7 to wreck it.

nd pass a Resolve Trial difficulty 7 to destroy it.


aracter may not normally benefit from more than one weapon at a time.

2 Leagues away from the Workshop, your opponent places the General Motors Waylay (or a Combat Waylay of Rating 8 or less to repre
ainst Kenu's Savvy of 3 to convince him to fight, then return to Base Camp with Kenu unexhausted to complete your Quest.
ts. You must go from Base Camp to the Slave Pits. Once there, pass a Resolve Trial difficulty 5 to stow aboard a slave barge. The barge

lty 5 to awaken, finishing the Quest. The dreamscape is diferent though: You use your Savvy against Might Tests and Trials, Resolve ag
s to leave Middlemarch as quickly as possible - via the Floating City of Qadan. Your opponent selects a League which you must travel to

player chooses, 6: in the direction the player's opponent chooses. You must land on the same League as Qadan, then pass a Resolve T

o to the Giant, then the Naga, where you undergo a Savvy Test against their wisemen (Savvy 6) each day until you convince them to tell

Trials difficulty 5 to break down the door and rescue Gurthdass and Tibeirus. You begin this Quest with all Allies exhausted. You must
n 3 Leagues of your Base Camp. our opponent rolls a die each of his/her Days to move the Steam Drake 1 League, ignoring Terrain: 1: t
character and defeat him/her in a Savvy Test, convincing him/her to take it.

t the mighty task. Afer the map is placed, your opponent places the Ironheart's Tower League (or a League to represent it). You must r
ur diferent Leagues where you will encounter 1 of the 4 selected Waylays. You must venture to these 4 Leagues and then defeat the W
e found, Augur informs you that there is a price you must pay before she will give you advice. Your opponent now places the Treasure
st rival players. If a Combat Waylay is played against you, you immediately retreat instead of facing it. Your opponent may not play Com
lay terrain restrictions), but cannot stack more than 1 Waylay per League. Other characters can choose whether or not they want to en
ard less than 3) and then return to Base Camp and defeat the slavers in a Combat Waylay. The slavers have Combat 2. At the start of yo
6 to find one), and return the blossom safely to Eidolon (or Base Camp if the Eidolon League is not in play). The blossoms are fragile. Ea
r your memories), and return to Raxis (if that League is not in play then return to Base Camp) to complete your Quest. If there are less
s. You must recover all 4 cards and bring them, unexhausted, back to Eidolon (or Base Camp if Eidolon is not in play) to finish this Ques
e. Your opponent places your Quest Treasures. You must recover 1 of your Quest Treasures and then pass a Resolve Trial difficulty 8 to
er card to represent it) on a League of his/her choice, and then selects a Base Camp for you and your "Enemy" Waylay. On each of your
Day in which you have already rested or faced a Waylay.
lk the Dragon for his taxes (win 2 Combat or 3 Savvy Tests; Splendourscale has Combat 9 and Savvy 6), then return to Base Camp to com
Wrathgar's siege and complete the Quest. Your opponent can ignore terrain restrictions to play Waylays on you while you hold the Lea
Waylay of rating 3 or less to represent him) in a League adjacent to Bane Tower. You must move to Duke Bane and defeat him in a C
wer. Your opponent selects 3 Leagues containing ruins. You must travel to each one and pass a Resolve Trial difficulty 6 there to decip
mplete your Quest, you must recover one of your Quest Treasures and carry Assjack's letter to Tiberius in Ebonlique. At Ebonlique, you
eed the wheel. Each Day the Wyldstone is not exhausted, you decide how fast the Noria spins and therefore how many points of Wayl
playing map, you place all of the Combat Waylays selected by your opponent for your Quest, face-up on diferent edge Leagues of the m

Sophia and return to Base Camp. Lady Sophia is treated as an Ally card (add her card as a Merit if available, otherwise use any other M
must travel to Eidolon and pass a Savvy Trial difficulty 7 to convince the court of Assjack's guilt. Once exposed, Assjack flees the court
not in play, your opponent selects Leagues to represent them. You must take Lord Gamine to the Nowhere Glade, where the waters w
part of the 3 Leagues chosen for your reconnaissance. Any Middlemarch creatures you face on this Quest add 1 to their scores when t
On the Day afer you open the gate, you must begin fighting your way through the tower to face Tiberius. Your opponent selects 3 Co
r Quest Treasures. You must now seek out any other character in play and give the Quest Treasure to that character. As long as the Qu
each of the 3 Combat Waylays 1 League. Return to Qadan to complete the Quest. Qadan moves on each player's Day. The player who

onent chooses 3 Leagues (City Leagues if possible) that you must visit. You must then return to Base Camp and encounter a cog versio

r any Might Tests or Trials. Destroyed Leagues remain on the map with no change in game efects. When the last League is destroyed,
d their Terrain restrictions. You may not use any Merits to advance your movement or to skip Leagues entirely. Other characters canno
mpleted. Return to Base Camp to complete the Quest.
1 League in the direction of your choice. If you fail, your opponent may move the Cog 1 League in the direction of his choice. This Way

and steal the Shrink Lamp (Savvy Trial difficulty 7), then go to the Ant Hill, shrink yourself, and use the Lamp on the cogs (Resolve Trial d

east 3 of your Allies or Treasures, and reach your destination League.


y reenter Qadan (Resolve Trial difficulty 6) and give the Treasures to the Great Caliph to placate him. Qadan moves on each player's Day
afer you do this, your opponent may play 2 Combat Waylays of Rating 4 or less against you in addition to your Quest Waylays. You mu

movement. When one of these 3 Waylays is defeated, your opponent may move Mirron to a new location of his choice. You[r] Oppon
Waylay of Rating 8 or less to represent him) on the Workshop League and on each of your opponent's Days he may move General Motor
omplete your Quest.
board a slave barge. The barge moves at 1 League per day toward the Dam, ignoring Terrain Trials. If you encounter a Waylay you mus

Might Tests and Trials, Resolve against Savvy[,] and Might against Resolve. If you encounter a Combat Waylay roll 1 die. The result is you
League which you must travel to, representing the League over which Qadan floats, Each Day, you must roll a die to travel. On a 1 the D

as Qadan, then pass a Resolve Trial difficulty 6 to get up to it. You must then pass a Savvy Trial difficulty 7 to meet with the Great Caliph

y until you convince them to tell the secret.

h all Allies exhausted. You must then escape with these two new Allies (use other cards to represent them if neccessary [necessary]) an
1 League, ignoring Terrain: 1: the Drake goes north, 2: south, 3: east, 4: west, 5: remains in the same League, 6: your opponent cho

gue to represent it). You must reach this League, then pass Might Trials difficulty 6 on 3 consecutive days to unwind the key. If you fail
Leagues and then defeat the Waylay played there. You cannot use Allies to test for you on any of the 4 "Prove Yourself" Waylays. Afer
ponent now places the Treasure card held in reserve under any League in play. You must recover that Treasure and return it to Augur (fi
Your opponent may not play Combat Waylays that trap you with no possible detour around them or that completely block you from yo
whether or not they want to encounter or ignore the Marauder Waylays.
have Combat 2. At the start of your Quest, your opponent cannot play a Waylay on you until you travel more than 2 Leagues from Base
ay). The blossoms are fragile. Each time you are forced to test Combat or Might, you must also pass a Resolve Trial difficulty 6 to keep t
ete your Quest. If there are less than 3 Merits scattered on the board to be recovered, then your opponent selects a League you must
s not in play) to finish this Quest.
ass a Resolve Trial difficulty 8 to see if the Treasure is worthy enough to be your royal wedding gif. If you fail this Trial, you must seek o
nemy" Waylay. On each of your opponent's Days, he/she may move the Enemy Waylay 1 League. If you defeat the Enemy, it immediat

then return to Base Camp to complete the Quest. Or, Splendourscale agrees that if you bring him 2 Treasures, he will pick 1 to keep and
s on you while you hold the League. If your opponent runs out of Waylay cards, he may draw extra Combat Waylays of rating 2 or less
Duke Bane and defeat him in a Combat Test to capture him and complete your Quest. On each of your opponent's Days afer he first p
e Trial difficulty 6 there to decipher the glyphs on the ruin walls. If there are less than 3 Ruins Leagues in play, your opponent can se
in Ebonlique. At Ebonlique, you turn the letter and a Quest Treasure of your choice over to Tiberius (discard the TReasure from play).
refore how many points of Waylays (from 0 to 5) are released. Your opponent then puts that many points of Combat Waylays into play
n diferent edge Leagues of the map. On each of his/her Days, your opponent may more each Waylay one League toward your Base Ca

able, otherwise use any other Merit card to represent her but ignore that Merit's powers). You must return her to Eidolon without disc
exposed, Assjack flees the court. On the Day you pass the Savvy Trial, your opponent places the Assjack Waylay (or any Combat Waylay
here Glade, where the waters will heal him. Then return with Gamine to Eidolon to complete the Quest. While Gamine is crazed, he is
est add 1 to their scores when testing against you.
us. Your opponent selects 3 Combat Waylays of rating 3 or less and plays all of them on the tower. Once you defeat the Waylays, you m
hat character. As long as the Quest Treasure card is not exhausted, you may give it to another character (they cannot refuse it) who sha
ch player's Day. The player whose Day it is rolls a die and Qadan moves 1 League, 1: up, 2: right, 3: down, 4: lef, 5: in a direction the

amp and encounter a cog version of yourself whose Combat rating is your Might +2. When you have succeeded, defeat Aldrich, Comba

en the last League is destroyed, pass a Resolve Trial difficulty 4 to avoid the falling giant. If you pass this Resolve Trial, your Quest is com
entirely. Other characters cannot encounter the Waylays played against you.
direction of his choice. This Waylay can never be a Combat Waylay. Other Waylays may be played on the same League as the Cog. You

Lamp on the cogs (Resolve Trial difficulty 6), destroying them.

dan moves on each player's Day. The player whose Day it is rolls a die and Qadan moves 1 League, 1: up, 2: right, 3: down, 4: lef, 5:
to your Quest Waylays. You must defeat each to leave the City, then return to Base Camp.

tion of his choice. You[r] Opponent can ignore the usual placement rules and place Mirron next to any other League. You must travel f
ays he may move General Motors 1 League. If encountered, General Motors is a Combat Waylay. General Motors pursues you each Day
ou encounter a Waylay you must also pass a Resolve Trial difficulty 4 to avoid being spotted. If you fail, the Barge automatically returns

aylay roll 1 die. The result is your Combat Attribute for that Test only. You may not encounter other Characters nor may they encounter
t roll a die to travel. On a 1 the Darkening creeps upon you, forcing you to skip the Day and take no action. You must Travel to the Leag

y 7 to meet with the Great Caliph. You Quest is complete when your audience has been granted.

em if neccessary [necessary]) and return with them unexhausted to your Base Camp.
e League, 6: your opponent chooses the direction of movement. You must go from Base Camp to the Slave Pits (a League chosen by yo

ays to unwind the key. If you fail a Trial, you lose your grip on the key and must restart the process. Appropriate Waylays may be played
4 "Prove Yourself" Waylays. Afer you have defeated the fourth "Prove Yourself" Waylay, return to Eidolon (or your Base Camp if the Eid
reasure and return it to Augur (finding her again) to complete your Quest.
at completely block you from your destination Leagues (such as playing a Combat Waylay on one of the Town Leagues).

more than 2 Leagues from Base Camp. You Base Camp must be the Darkreach Mountains if that League is in play.
esolve Trial difficulty 6 to keep the blossom from wilting. If a blossom wilts, you must return to the Isle and pick a new one.
nent selects a League you must visit for every card less than 3. Your Base Camp must be the Sibylline Swamp if it is in play.

ou fail this Trial, you must seek out another Treasure and pass a Resolve Trial difficulty 7 to see if it is worthy. Keep seeking Treasures an
u defeat the Enemy, it immediately returns to its Base Camp and begins to hunt you again. To finish the Quest, recover the Wyldstone

asures, he will pick 1 to keep and you can take the other back as his tax payment (becoming the first to[] ever to collect taxes from a Dr
mbat Waylays of rating 2 or less to play on you while you hold the League. If the Sir Wrathgar Waylay is played, he tests at +1 against yo
opponent's Days afer he first places Duke Bane, he may move Bane 1 League in any direction (ignoring Terrain Trials) as the Duke attem
in play, your opponent can select any League(s) to make up the remainder of the 3 you must visit.
iscard the TReasure from play). You must then return to Eidolon with Tiberius' reply message to finish the Quest.
nts of Combat Waylays into play on the Noria League. If the Wyldstone is exhausted, no Waylays are released. These Waylays will accu
one League toward your Base Camp. If any of the Waylays reach your Base Camp, you opponent may select an additional Combat Wayl

turn her to Eidolon without discarding her.


k Waylay (or any Combat Waylay of rating 2 or less) within 2 Leagues of Eidolon. You must hunt down Assjack and defeat him in a Comb
t. While Gamine is crazed, he is a burden to your journey. Before you roll for any Test or Trial, first roll a die to determine whether Lord

ce you defeat the Waylays, you may face Tiberius the next Day. Defeat Tibeirus in a Combat or Resolve Test (he is Combat 5, Resolve 4)
r (they cannot refuse it) who shares your League on your Day. Return to Eidolon and repeat the process 2 more times to complete you
own, 4: lef, 5: in a direction the player chooses, 6: in a direction the player's opponent chooses.

cceeded, defeat Aldrich, Combat rating 5, to complete the Quest.

s Resolve Trial, your Quest is complete. If you fail you must dig out from underneath the giant (pass a Might Trial difficulty 8; use your o
he same League as the Cog. Your opponent cannot encounter this Waylay. Your Quest is complete when you lure the Cog back to your

up, 2: right, 3: down, 4: lef, 5: in a direction the player chooses, 6: in a direction the player's opponent chooses.
other League. You must travel from your Base Camp to Mirron.
al Motors pursues you each Day until defeated or you reach Base Camp and complete the Quest.
the Barge automatically returns to the Slave Pits and you must attempt to stow away again.

aracters nor may they encounter you while you're on this Quest.
on. You must Travel to the League where Qadan is and pass its Enter (Resolve Trial difficulty 6) to board it, completing your Quest. If T
Slave Pits (a League chosen by your opponent). Once at the Slave Pits you must pass a Resolve Trial difficulty 6 and remain in that Leagu

propriate Waylays may be played against you each day you are in the Tower.
on (or your Base Camp if the Eidolon League is not in play) to finish your Quest.

Town Leagues).

e is in play.
and pick a new one.
wamp if it is in play.

orthy. Keep seeking Treasures and engaging in Resolve Trials (the Trial difficulty drops by 1 each time) until you find a worthy gif and th
e Quest, recover the Wyldstone and return to your Base Camp. Your Base Camp and your enemy's Base Camp can never be the same L

] ever to collect taxes from a Dragon). Collect 2 Quest Treasures and return to the Dragon's League. Your opponent selects which Trea
played, he tests at +1 against you. If all your Merits are exhausted, you must retreat from Rosewood Keep.
g Terrain Trials) as the Duke attempts to flee from justice.

the Quest.
eased. These Waylays will accumulate on this League and each one must be encountered every Day. As soon as you release 21 points
elect an additional Combat Waylay (equal or lower rating to the one that reached Base Camp) and then you must place it on an edge Le

Assjack and defeat him in a Combat or Savvy Test (your choice). On each of your opponent's Days, he may move Assjack 1 League in any
a die to determine whether Lord Gamine helps or hinders you in his confused state. Roll 1-2 Modifier = -2; Roll 3-4 Modifier = -1; Roll 5

Test (he is Combat 5, Resolve 4) to finish the Quest.


s 2 more times to complete your Quest. If there is more than one other character in play, you must give the Treasure to diferent chara
Might Trial difficulty 8; use your own Might for this one, the giant's dead).
en you lure the Cog back to your Base Camp.

nt chooses.
d it, completing your Quest. If The Floating City is in play, use its rules for movement during your Quest.
fficulty 6 and remain in that League for 3 consecutive Days. If the Drake catches you, you must defeat it before you may complete your Q
ntil you find a worthy gif and then return it to Eidolon (or Base Camp if Eidolon is not in play) to complete the Quest.
e Camp can never be the same League.

our opponent selects which Treasure the Dragon keeps. You must return the other (unexhausted) to Base Camp to complete the Que

As soon as you release 21 points of Combat Waylays, Gamine is freed and your Quest is successful.
you must place it on an edge League of the map. To succeed in your Quest, you must destroy all of the Quest's Combat Waylays.

ay move Assjack 1 League in any direction.


= -2; Roll 3-4 Modifier = -1; Roll 5 Modifier = 0,[;] Roll 6 Modifier = +1.

e the Treasure to diferent characters.


before you may complete your Quest.
ete the Quest.

Base Camp to complete the Quest.

Quest's Combat Waylays.