The Harbingers/Card List

***Note:** this list only covers the Fate cards and does not include the character or Duel Cards. for more on the latter, see here*
* The Host has decreed that all players must return one **<color>** Keystone to where it was found in the Province or Sewer OR roll one die and miss that many turns. If you do not have a **<color>** Keystone you must roll the die. (x6)

* The Host has decreed the player on my left pick a number between 1 and 6.

1. Roll your number to play again/You are Banished to the nearest Black Hole (x2)/Draw another Fate card/Return one Keystone to the place you found it.
2. You are Banished to the nearest Black Hole/Roll your number to play again (x2)/Roll one die then return that many Keystones to the places you found them/Draw another Fate card.
3. Collect one Keystone from any player/Return one Keystone to the place you found it/Miss a turn/Return to your Headstone/Roll your number to play again.
4. Return one Keystone to the place you found it (x2)/Collect one Keystone from any player (x2)/Roll one die and receive that many free turns.
5. Return to your Headstone/Miss a turn (x2)/Collect one Keystone from any player/You are Banished to the nearest Black Hole.
6. Roll one die and miss that many turns/Return to your Headstone (x2)/You are Banished to the nearest Black Hole/Collect one Keystone from any player.
* The Host has decreed the Maggot on my left roll one die and be asked a question corresponding to the number rolled. Receive a free turn for a correct answer or be Banished to the nearest Black Hole for an incorrect answer.

1. What does Anne de Chantraine live in?
A Mutant 'Punkin'.
2. What is the name of Elizabeth Bathory's castle?
Castle Cathrice.
3. Where does Gevaudan live?
In the forest of Le Gévaudan.
4. Where does Baron Samedi hold court?
The Cathedral of Jive.
5. Into what did Khufu turn the Valley of Kings?
Hollywood on the Nile.
6. What does Hellin haunt?
A toy box.
* **CLOCKWISE./ANTI CLOCKWISE** The Host has decreed all players can journey only between Provinces and Sewers in a clock-wise/an anti clockwise direction for the remainder of the game. If ANY player is caught trying to gain access to a Province or Sewer by moving in an anti-clockwise/a clockwise direction they must return all Keystones to the places they found them.

* **DO NOT READ THIS CARD OUT LOUD!** SCREAM! If you frighten the living daylights out of any player, steal a Keystone from them.

* **PERPETUAL PASS CARD.** The Host has decreed this card be given to the player on my left for use at any time during the game to ward off any penalty imposed by the Host or any other player. Once used it must be immediately passed to the player on the left.

* **ACCESS ALL AREAS.** The Host has decreed all Harbingers be given special access to use the Ring Road to gain access from one Province or Sewer to another for the remainder of the game - on the condition each Harbinger returns one Keystone to the place they found it. Only Harbingers who are prepared to pay this price can access the Ring Road without having to collect all six different Keystones.

* **AN INFECTED MAGGOT** Let it be known the Maggot on my left is infected with the plague and has lost the **Power of Flight** and the **power to roll two dice.** It can only limp around using one die until it can pass on the plague and this card to another player by landing on the same square. Place this card directly in front of the Maggot.

* **CLIPPED WINGS** The Host has decreed the player on my right be stripped of the Power of Flight for the duration of the game. Place this card directly in front of the player.

* **CHAOS.** The Host has decreed all Harbingers immediately move to a Duel symbol in the Province or Sewer to their left and can attack one another if they desire.

* **DOUBLE TROUBLE** The Host has decreed the Maggot on my right must collect **two** Keystones of each colour before they can return home. Place this card directly in front of the player.

* **HURT ME PLENTY!** The Host has decreed the player on my right be persecuted throughout the game. In return, any opponent who inflicts damage to this player can receive one free turn. Place this card directly in front of the player.

* The Host has decreed all players turn their Keystones around so that all may see OR roll one die and return that many Keystones to where they found them in the Provinces or Sewers.

* The Host has decreed I should place one Gate in a position where it will do the most damage OR that I be given the freedom to re-arrange Gates already on the board.

* The Host has decreed all Harbingers must return to their Headstones and roll their number before playing again OR return one Keystone to the place they found it.

* The Host has decreed the players on my left and right 'Dice Duel' each other. Both are instructed to roll one die; whoever rolls the highest wins a Keystone from the loser.

* The Host has decreed that I can select one Keystone from each opponent and return them to where they found them in the Provinces or Sewers.

* The Host has decreed the player on my left be Banished to the nearest Black Hole and the player on my right return to its Headstone. I am also instructed to draw another Fate card.

* The Host has decreed I Banish the player of my choice to the nearest Black Hole and then draw another Fate card.

* The Host has decreed I be Banished immediately to a Black Hole on the opposite side of the board - a Black Hole in the most distant Province or Sewer to where I am now.

* The Host has decreed I take one Keystone from all other players and remove the Keystones from the game.

* The Host has decreed two Keystones be removed from each Province or Sewer and immediately removed from the game.

* The Host has decreed all Soul Rangers are released from the Sewers and can ignore any curfews imposed for the remainder of the game.

* The Host has decreed Soul Rangers be Banned from using the Ring Road to gain access to other Provinces or Sewers for the duration of the game. They must journey from one place to another using the tracks only.

* The Host has decreed all Soul Rangers return one Keystone to the Province or Sewer where it belongs OR roll their number to play again.

* **GATE CRASHERS** The Host has decreed Soul Rangers be given the power to pass through any Gates for the remainder of the game.