Alternatively, a card may be played to the 'journey deck' - following either suit or number of the preceding card, or laying a major arcana and declaring a new suit. If you play a light side card there is no problem. Neutrals can be played as dark or light, as described, depending on your tactical situation. The ringbearer will often have the say in where the dark points end up, so it is a much coveted role. Victory is determined in a rather neat mechanic, that means the ring is always important and that each of the three hands is important in two different ways.
Bonus points are on offer if the ring is held by the dark or light sides.
These points are logged on the scoresheet, as well as the cumulative dark points earned. At the end of the game, the player with the most dark points gains an extra five victory points, and the same applies for the best Free People performance. So as you can see, there are several ways to score points both tactically within a hand, and with a strategic eye on the running totals. One of the oddest omissions is that there doesn't seem to be a rule for splitting ties. I think those that 'won' the draw were aware of the fact, but we really need some sort of ruling here.