recursal/Fanatic-Fandom huggingface dataset:
Soldier's Training

## Description

Highly skilled at combat but unlucky.

For the encounter by the same name, see Soldier's Training (Encounter)

## Rule Changes

**Unlucky**

Chance card events are more difficult.
**Trained For Combat**

You do increased damage as your combo rises.

## Starting Resources

Health: 100

Max Health: 100

Food: 20 + x

Gold: 0

Health gained from eating: 5

Health lost from starving: -10

## Starting Cards

Heavy Armour

Soldier's Furore
Suit of Skulls

The **Suit of Skulls** is the second enemy type encountered in the game, and one of the four court members. They are skeletons. They come in two varieties: swordsmen, and riflemen.

## Upgrades

* The Goblet: Skeletons deal more damage
* The Pentacle: Skeletons now have more health. Skeletons will revive after a certain amount of time. The exact time is unknown and if conditions apply is also unknown.

## Tactics

The Suit of Skulls is fairly easy to fight. The swordsmen can be easily countered with a shield, but they have a shield as well and can block the players attacks and counters. The riflemen cannot be blocked, however they attack infrequently and are easy to dodge if the player is moving. They only have a ranged attack so the best tactic if they are alone is to run in and unleash a flurry of blows.

## Trivia

While the symbols of the four court suits are designed to resemble the four suits of playing cards (spades, clubs, hearts, and diamonds), something that ties to the game's Minor Arcana theme, the Skulls suit is something of an oddity. The heart-shaped skull symbol is only seen on the tokens related to the Jack, Queen, and King of this suit, while the pips on all of the cards are normally-shaped skulls.
Apprentice

## Description

Provides an all around easier game experience

## Rule Changes

**Stronger**

Player is stronger in combat.

**Weaker Enemies**

Enemies are weaker.

**Limited Achievements**

Some achievements cannot be unlocked.
## Deck Changes

**Encounter Cards**

Apprentice 1

**Monster Cards**

2 of Dust

**Gain Cards**

Supplies: Gain 10 food.
Great Fortune: Gain 40 Gold
Health Elixer: Gain 15% Max Health
Health Potion: Gain 50 Health
Armoury: Draw 3, select 1 to keep.
Shield

## Description

The **Shield** is a shield equipment card. It is available from the start of the game. It becomes the player's starting shield after defeating the Queen of Dust and acquiring The Goblet.

As the most basic form of shield, it has no special abilities, but like all shields, it can be used to block and counter attacks which use the green attack symbol.

*A Standard Wooden shield-it has seen better days.*

## Details

Buy value:

Sell value: 3-4

Abilities: None

The player does not initially start out with a shield, forcing them to dodge any enemy attack and not highlighting attacks made against them. As such, the shield is possibly the most important piece of equipment to acquire prior to the acquisition of The Goblet. After The Goblet has been acquired, basic shield cards should be removed from the equipment deck.
The White Council 1

## Event

*You arrive at a small village known as Lesser Dimsgate at dusk. The locals are gathered in a small inn. "Something must be done!" you hear a voice raised in anger. "They took all our gold and food!" one peasant wails. "Will nobody stand up to them?"*

* A) Offer to help.

*"They went that way, not an hour ago!" You easily catch up to the band of ruffians - they seem overly confident and in no rush. As you approach, the one who seems to be their leader notices you. "Kill him!" he gestures towards you, "He looks like a troublemaker!"*
**Draw 2 Monster Cards.**
(After Combat)*You gather the supplies stolen by the men and return them to the village, saying "Those bandits will trouble you no longer." "Oh, those were not bandits", a child explains "They worked for the White Council - it was our turn to give tribute."*
**Acquire card's token.**
* B) Ignore their plight.

*The locals stare at you sullenly until you leave.*

## Token

*For helping the people of Lesser Dimsgate, you receive:*

Encounter: The White Council 2
The Pentacle

**The Pentacle** is the reward for defeating the third set of Courts: the Queen of Skulls, the Queen of Plague, and the King of Skulls. The effects it grants are permanent.

## Upgrades

* New Starting Gear

Your starting equipment has been upgraded.
* Deadly Combatant

You advance to powerful blows more quickly.
* Blessing Bonus

At the start of your adventure, you will be blessed.
* Skeleton Regeneration

Skeletons will now reanimate.
* Ratmen Leap Attack

Ratmen warriors will perform leap attacks.
* Skeleton Health Increase

Skeletons have had their health increased.
## Starting Equipment

The Pentacle affects Starting Equipment in the following ways:

* Trinket: add Merchant's Ring
Local Peasant

## Event

*While crossing a forest clearing, you meet a peasant woman.*

*"Greetings, stranger. The winter has been hard on my family this year."*

*In the forest behind her, you sense movement.*

*"In exchange for some food, I will tell you everything I know about these lands."*

Choice:

    Give the woman 1 food.

        *The woman takes your food eagerly, passing it to some children who suddenly rush from the forest, hands outstretched.*

        *While the children eat, the woman speaks briefly of what she has seen and heard recently.*

        **Reveal 3 map cards.**

    Give the woman 2 food.

        *While the children eat, the woman speaks at length of what she has seen and heard recently.*

        **Reveal 5-6(?) map cards.**

    Give the woman 5 food.

        *The woman takes your food eagerly, passing it to some children who suddenly rush from the forest, hands outstretched.*

        *"You have given us enough food to survive the winter, stranger!" She retrieves a sack from behind a bush. "This was my husband's, before he died - please accept it as thanks."*

        **Gain Mace or (if you have gloves in your deck) gain a Gloves equipment card.**

        **Gain card's token.**

        *While the children eat, the woman speaks briefly of what she has seen and heard recently.*

        **Reveal current level.**

    Tell her you have no food.

        *"Goodbye then, stranger." the woman says, waiting for you to move on.*

## Token

*For feeding the local peasant woman, you receive:*

Equipment: Great Helm of Reinforcement

(DLC Only: Gain Card: Map Draw 3 Inspect and put back)
Underworld Totem

## Event (token)

*You eventually find the second Underworld totem.*

*The totem is covered in markings, including spaces for three rings.*

*Place 3 rings into the totem?*

* 1) Place 3 rings.

*You place 3 rings into the totem and it hums with magical energy.*
*The totem splinters apart to reveal a pathway down into the Underworld.*
**Acquire card's token.**
* 2) Leave.

???
## Event (no token)

*You discover a totem of the Underworld, these magical pillars of stone unleash Hellbeasts onto the lands and turn your allies against you.*

*The stone edifice has a hollow for 1 ring to be placed into the totem.*

*Place 1 ring into the totem?*

* 1) Place 1 ring into the totem.

*As soon as the ring nestles into position, the totem shudders and crumbles.*
*In the swirling void left behind from the totems destruction, the path ahead is revealed to you.*
**Draw 1 Peek Gain Card** (e.g. reveal map cards)
**Card remains active on map.**
* 2) Leave.

*You refuse to give over a ring to the Underworld totem. More Hellbeasts roam the land and your allies turn against you.*
**Dealer shuffles several 4 of Hell cards into his deck.**
Adds Hellbeasts Attack card to your encounter deck: two 4 of Hell cards that give one Gain card.
**Card remains active on map, but repeating this choice gives:**
*As long as these totems stand, Hellbeasts will roam the land and your allies will offer little help.*
## Unlocked By

Greenborough Forest (with token)

Descent into the Underworld (without token)

## Token

*For filling the Underworld totem with rings, you receive:*

Encounter: Descent into the Underworld
Veteran's Ring

## Description

After being hit by the same enemy 3 times, that enemy is marked and receives double damage from the player on all future hits.

*A mercenary named Umbra Dragonbridge survived three wars and countless adventures while roaming the kingdoms of the land, using this ring to deliver lethally precise blows to anything foolish enough to offer challenge.*
The Hanged Man

## Description

*One day, while travelling through a forest, you come across a man hanging by his ankle.*

*You enquire about his current predicament, but he explains that he does not want any help.*

*"I have accepted the destiny that Fate has decreed for me, just like you should accept yours."*

**Draw 1 blessing and 1 curse**

*You leave the - clearly deranged - man to his fate, since that is what he wants.*

## Rewards/Penalties

The player receives one blessing and one curse.
Secret Society

## Event

*Down a dark alleyway, in the slums of an ancient city, you find a door covered in strange markings.*
* A) Knock on the door.

If you have more blessings than curses:
*The house-demon sniffs and then wrinkles its nose. "You have the stink of the holy about you!" He slams the door shut again.*
If you have no curses or blessings:
*The house-demon sniffs and then says, "Begone, mortal! Only the hellish lords and their accursed minions may enter this establishment."*
If you have 3 or less curses more than blessings:
*The house-demon sniffs and then says, "Begone, mortal! You have a taint of evil about you, but only the hellish lords and their truly-accursed minions may enter this establishment."*
If you have at least 4 more curses than blessings:
*The house-demon sniffs and then says, approvingly, "You have the stench of the truly-accursed about you. You may enter.*"
*Inside, you discover a labyrinth of dark, smoke-filled rooms occupied by devils, demons, vampires and all manner of ungodly creatures.*
*You end up seated at a table with a scaled figure, risking your soul in a game of chance.*
**Huge Success:**
*You roll the bones and hope for the best. Great success!*
**Lose 50% of Health but double Max Health, acquire card's token** *Your opponent hands you a tiny vial of liquid. Drinking it causes you to vomit uncontrollably for a few hours.*
*Afterwards though, you feel more hardy for having survived the experience. Your maximum health is doubled.*
**Success:**
*You roll the bones and hope for the best. Success!*
*You are offered a choice of many fine items by your opponent.*
**3 (or 4) equipment cards of which you can choose 2 cards, acquire card's token**
**Failure:**
*You roll the bones and hope for the best, but Lady Luck is not with you.*
*Your opponent looks you over and decides against enslaving your soul. You are merely given to the minions, who feed off you for a while.*
**Lose 50% Health**
**Huge Failure:**
*You roll the bones and hope for the best, but Lady Luck has abandoned you completely.*
*Your opponent gestures to his minions and you are lost to humanity.*
**Instant death**

*In the morning, you stumble out into the sunlight. You turn to say goodbye to the little house-demon, but the door has vanished.*
* B) Walk away.

*A shudder runs through you and you turn away from the door. Soon, you are walking in the sunshine once more and its warmth gradually dispels your sense of unease.*
## Token

Equipment:
Detonator
Armour of the Watcher
Suit of Dust

The **Suit of Dust** is the first enemy type encountered in the game, and one of the four court members. They are bandits. After defeating the Queen of Dust, they carry throwing knives that can be deflected back as long as they player has a shield. The knives do little damage, but it is still wise to deflect them. This upgrade applies to the Jack, Queen, and King as well. They can come in groups of 2, 3, or 4.

## Upgrades

* The Goblet: Bandits now have throwing knives. Bandits deal more damage.
* The Sceptre: Bandits now have additional health.

## Tactics

The Suit of Dust is one of the easiest suits to deal with. All their attacks can be blocked or countered as long as the player has a shield. The easiest way to defeat them is to wait for one to attack, then counter. They tend to have a lot of health, but it is risky to perform a finisher on a prone Dust as the others may attack the player during the animation. Just counter until they are defeated.
The Apprentice

## Event

*One day, you happen upon a young wizard practicing his magic in the forest. He greets you in a friendly manner and beckons you closer.*

*"I am but an apprentice wizard, with many debts to my mentors. For a small fee, I could transport you to a destination in a far-away land."*

* A) Pay 15 gold for a teleportation spell.

*You hand over the gold an the wizard prepares himself for casting.*
**Acquire card's token.**
* B) Pay 5 food for a teleportation spell.

*You hand over the food an the wizard prepares himself for casting.*
**Acquire card's token.**
*The young wizard waves his wand, saying, "Don't worry, I'm almost always successful in transporting myself to other places. Luggage... is a little trickier."*
*After arriving at your destination, you continue on your journey.*

(or)

*After arriving at your destination, you continue on your journey. Although your pack feels a little lighter.*

**Lose 1 random equipment.**
(Either)**Go down 1 floor.**

* C) Decline.

*The wizard shrugs and goes back to practising his wand swing.*
If you meet the apprentice while wearing the Clairvoiyant Helm, the entire event changes.

"I am but an apprentice wizard with... " the young wizard begins, but then stops, looking at you intently. Suddenly, he waves his wand excitedly.

"You carry the Clairvoyant Helm! The guild has been very interested in obtaining it."

The wizard approaches you, saying, "Will you sell it to me now?"

1) Sell the Clairvoyant Helm.

"Excellent!" he exclaims, conjuring a bag of coins from the air. As soon as the helmet is in his hands he summons a portal and vanishes through it.

The dealer draws you 1 Gold Gain Card.

2) Refuse to sell it.

"Ah, how unfortunate that we could not settle this in a civilized manner." Magical portals appear all around you, and mages step out of them.

"We must kill this wandering thug," the apprentice explains to the others, "I'll explain why afterwards." (attacked by 3 mages)

(after combat) You search the bodies of the dead wizards.

The dealer draws you 1 Gain Card.

## Token

*For purchasing a portal to another land, you receive:*

Encounter: Surprise Portal
Suit of Plague

The **Suit of Plague** is the third enemy type encountered in the game, and one of the four court members. They are ratmen. They come in two varieties. Melee, and ranged. The melee ones use their claws, while the ranged ones throw spears.

Warning when killed, any Suit of Plague member will drop a poison cloud that persists for several seconds. If the player lingers in the cloud for long, they will be poisoned and lose several health over time.

## Upgrades

* The Sceptre: Ratmen deal more damage.
* The Pentacle: The melee ratmen can now perform a leaping attack that can be countered with a shield.
* The Dagger: Ratmen have more health.

## Tactics

The Suit of Plague can be a dangerous suit to face. The melee have two starting attacks, and gain a third after the King of Skulls is defeated. The first is a swipe, the second is several swipes that cannot be blocked or countered. The indicator comes up just before the attack happens, so it is hard to avoid. The best way to predict the attack is to watch their movements. If they raise their hand without a green 'counter' indicator appearing, they are performing the unblockable attack. The leaping attack can be countered, but it does have a bit of range and you can get multiple ratmen using it at the same time so be quick on the counter button.

The ranged ratmen have two attacks. They will either throw one spear at you, or several in a row. The player must press the button to deflect for each spear, and they come quickly.
The Tavern Attack

## Event

*The Land Locked Lubber is a hive of activity when you return. The sounds of boisterous drinking and frivolity echoing throughout. You make your way to the bar to find Carlo, who seems displeased with this upturn in business. You fear the news for The Highbinder will not improve his mood. After hearing your news, he says "Dark times indeed my friend, not only is that foul beast back in our waters, but I fear that not all of my patrons this night are here for my generous hospitality. I'll wager that we've got mor bandits and brigands in here than at Bilgewater stockade. I hope you've got your fighting boots on..."*

Draw 1 Monster Card.
*More unsavoury characters enter through the doors and an eerie silence spreads across the room. Almost everyone present rises to their feet, although a few obviously have no stomach for the coming fight and bail for the exits.*

Draw 1 Monster Card.
*One of their number pipes up "Such a shame that such terrible things could happen in such a nice place. If only people knew how to curb their curiosity."*

(After combat)*Once the fighting inside has stopped, you start to think about repairing the damage. Just as you attempt to right the first table, a voice booms from outside. "You've meddled with affairs that are beyond your remit. The Knollwich docks are under Mage Council protection, and whatever is happening to our ships is wholly our concern."*

**Draw 3 of mage card.**
*"We're aware of the owner's obsession with the Kraken, and there is clearly no point in asking you to cease your disruptions. You and your ramshackle tavern shall burn in our righteous fire."*

**Draw Jack of Dust(?).**
(After second combat)*When you return inside, you find Carlo hiding under the bar. He obviously fears Mages and their power. Clearing up can wait until tomorrow. You both find a spot by the hearth and enjoy a strong drink. Carlo tell you about the locals in the area, and the sorry tale of how he came to fear the Kraken so.*

**Acquire card's token.**

## Token

*For defending the Land Locked Lubber you receive these cards.*

Encounter: The Land Locked Lubber 4, Help The Locals, Ghost Of The Sea
Suit of Mages

The **Suit of Mages** is a special suit. It is not a member of the Court. They are unlocked after the player finds the Mages Tower encounter card, and decides to enter. After this encounter, they can be found anywhere in any encounter that doesn't have specific enemy types attached to it. They are typically encountered in groups of three.

## Description

The mages of Korran are the last human magic-users. They are worshipped and feared in equal measure.

*They hide in their towers, which they build ever-upwards, to grow closer to the gods they hope to usurp.*

## Upgrades

* None. Only Court members receive upgrades.

## Tactics

Mages can easily defeat an ill prepared player. They have two attacks. They can send out a slow moving spell that tracks the player and should be deflected as dodging is very hard. They also have a charged attack. This one has a music cue, and when the player hears that, they should immediately take note of the location of all the mages. They will charge the attack, then send out three lines of fire that persist for a couple seconds and cause constant damage to the player if they touch it. Multiple mages can do this at once and when they do, they tend to cast it at each other to form a triangle.

Mages also have a shield that they will summon if attacked with a melee strike. If the player performs a shield bash, the mage will drop the shield for a few seconds and can be attacked normally.

It is strongly recommended to perform a finisher on a downed mage, as they tend to attack infrequently and are few in number. They also have low health so they may die the first time they are knocked down.
Shadow Agent 3

## Event

*You return to the small tavern outside of Steigal.*

*The members of the merchant guild greet you once more. "We have another task for you, if you are willing."*

*"Thanks to your help we were able to get that greedy devil removed as Guild Master. However, now the mayor is looking for a replacement and we would like one of us to be chosen."*

*"In order to keep the system fair!" someone chimes in. "Yes, that is of course our primary goal," the first speaker continues, annoyed at the interruption.*

*"But some other members of our guild have their own agenda and are putting pressure on the mayor to pick their man, someone who is just as corrupt as the previous Guild Master."*

*"We want you to visit their places of business and plant some evidence - contraband trade goods, that sort of thing. We'll tip off the mayor's office and then they'll lose their license to trade inside the town."*

*"After that they'll have to leave the guild and we will be able to decide who amongst ourselves would be best to put in the job as Guild Master."*

*"We should get back to discussing that," one of the others comments, "I still don't think your proposal has merit..."*

*You collect the goods to be planted as evidence and leave the guild members to their discussions. Raised voices can be heard as you leave the tavern.*

**Acquire card's token.**
Treasure Trove 1

## Event

If Hoarder's Desire Helm is equipped:

*As you explore some caves your helm seems to guide you towards a secret entrance that would have otherwise gone unnoticed.*

*As soon as you enter this second cave you are greeted by a goblin who is visibly surprised to see anyone other than their own kind.*

*"Thinks you could just walk in here and take, take, take with your huge grubby hands did you? I've no idea how you found us here but you must first give before you can take."*

*"Give us all the gear you've got on you and maybe we'll allow you to come back here one day.*

*Give the goblin all of your equipment?*
* 1) Give all your equipment

*The goblin looks over your equipment.*
*"Many thanks, this will add to our collection nicely. See you again sometime."*
**Acquire card's token.**
**OR** (if worn equipment is the starting equipment)
*The goblin snorts in disgust "This stuff is so basic it would just be wasting space. Get out of here and stop wasting my time.*
* 2) Keep your equipment

You keep your equipment to yourself.
"That's typical of you lot, always keep all your shinies to yourself, shove off then".

If Hoarder's Desire Helm is not equipped:

*While exploring some caves you get a faint sense that there is more than meets the eye but you have no way to know what.*

## Token

*For depositing treasure with goblins of the Treasure Trove you receive this card:*

Treasure Trove 2
Twilight Ritual

## Event

*You arrive back at the sacred stone as dusk falls. The robed druids are already waiting for you."Stand watch, warrior, while we complete our task." A storm rolls in as the, now familiar, chanting begins once more. A noise in the trees draws your attention and you quickly find yourself in battle again.*

**Draw 2 Monster Cards.**
(After Combat) *Just as you butcher the last lizard, more of them rise from the waters! The druids pay no heed to the danger.*

* A)Fight.

*You bravely approach the new threats, weapon held high, and wade into the skirmish!*
**Draw 2 Monster Cards.**
(After Combat) *You continue to kill Lizardmen until well into the night. Eventually, the druids cease their ritual and their leader approaches you. "Your reward for the carnage you have unleashed."*
**Draw 3 Gain cards. Acquire card's token.**
*"The final act will take place on a moonlit night. You will be here when you are summoned. I have foreseen it."*
* B)Enough! You leave the druids to their fate.

*Cursing, you run into the forest, abandoning the druids to whatever atrocities the Lizardmen may inflict upon them.*
The Elder Lizard

## Event

*The Elder Lizard awaits what you have to offer her. Appearing emotionless, almost statuesque, her vault abounds with gold and finery that show no sign of affection from her.*

**Outcome 1:**

*You appear to have nothing of interest to the Elder Lizard.*

**With metal ore:**

*"I sense you bring me something precious?"*
* A) Give the Elder Lizard your ore.

*Suddenly animated, the Elder Lizard takes the ore and examines it closely. "Very precious indeed, thank you." "We have many things here that you foolish humans value."*
**Draw 4 equipment, choose 1.**
**Draw 4 gain cards.**
* B) Keep your ore.

*You notice the Elder Lizard's eyes glint with anger for a moment, but she remains majestically silent and still. You leave her vault.*
Skeleton King Shield

## Description

A shield bash can kill regular skeletons and stun other targets.

*A trophy you recovered after slaying the Undead King*

## Details

Buy value: $30

Sell value:

Abilities: Stun / Reflect / Counter

## Notes

An enchanted shield. It can shield bash, and grants the player coins when they kill skeletons. Unfortunately it does not have the beam attack the King of Skulls used.
Grand Harpy set

The **Grand Harpy Set** is a purchasable vanity set that is sold by the Scavenger after Jensen, the Grand Harpy has been defeated.

It consists of the **Grand Harpy Feather Suit** and **Grand Harpy Talons**.

The Grand Harpy Mask is considered part of this set, however it is instead dropped by Jensen, the Grand Harpy, thus meaning one has to perform multiple activities to obtain the full set.

## Trivia

* The Grand Harpy set bears a striking resemblance to Jensen, the Grand Harpy. Its name also gives a clear reference to her, as the set's name is the suffix of the boss itself.

## History

* **1.1**: Now sold from Scavenger.
* **1.0.5.20**: Introduced.
Suit of Hell

## Description

The **Suit of Hell** is a new enemy type added by the "Portals to the Underworld" DLC. These are essentially re-skinned Ratmen, but with increased power. They often appear in groups of 4, and behave identically to Ratmen.

## Tactics

Behavior matches Melee Ratman, so react accordingly. However, they do not deal damage within proximity after death.
Gain Cards

**Gain Cards** are cards found in the "Gain Deck". They are awarded to the player after winning certain Encounters, and some of them can be purchased at Shops. With the release of the Wildcards DLC, additional gain cards can be added to the deck through token unlocks.

## Types

**Armoury:** Draw 1 Equipment Card, Draw 2 or 3 and choose 1, Draw 3 or 4 and choose to place on top or bottom of Equipment Deck.

**Blessed:** Draw 1 Blessing Card.

**Supplies:** Gain 1, 3, 5, 10, or 20 Food.

**Good Fortune:** Gain 5, 10, 15, 20, or 25 Gold.

**Great Fortune:** Gain 30, 40 or 50 gold.

**Healing Potion:** Regain 5, 10, 15, or 50 Health.

**Health Tonic:** Gain 5, 10 or 15 Max Health.

**Map:** Reveal 3 and replace.

## Gain Cards added by the Wildcards DLC

**Holy Order:** Gain 10 gold per blessing.

**Hero Festival:** Draw one Gain card per blessing.

**Health Elixir:** +15% Max Health.
Twisted Canyon

## Event

*You see a weapon, glinting in the sunlight and lying next to a skeleton at the bottom of the canyon.*

* A) Climb down to retrieve the weapon.

Seemingly dependent on armor tier. (Further research is advised)
**Light Armor:** 3x Success, 1x Failure
**Medium Armor:** 2x Success, 2x Failure
**Heavy Armor:** 1x Success, 2x Failure, 1x Huge Failure
During the last suit, regardless of armor (dealer level): 1x Success, 2x Failure, 1x Huge Failure
* Success:

*Very carefully, you make your way to the bottom of the canyon.*
*You retrieve the weapon from the ancient corpse.*
Draw 1 Weapon Card.
* Failure:

*You begin to make your way down the cliff face, but soon slip and fall painfully onto the rocks below.*
**Draw 2 Health Pain Cards.**
*You retrieve the weapon from the ancient corpse.*
Draw 1 Weapon Card.
* Huge failure:

*Almost immediately, your hands slip on the rocky cliff face and you fall to the bottom, sustaining serious injuries.*
**Draw 3 Pain Cards.**
* B) Leave it.

*You leave the ravine.*

*Note: when being presented with the option to take the weapon or pass it by, the text that appears tells of the difficulity, and if it says "The walls of the canyon are rocky cliffs, steep and treacherous" then the cards will be one Success and three Huge failure.*
Suit of Minotaurs

The **Suit of Minotaurs** is a special suit and not a member of the court. They are encountered when the player encounters the labyrinth card.

## Tactics

Minotaurs are a chore to defeat but not too hard if you are careful. They have two attacks, charging you, and attacking repeatedly with a massive flail. The easiest way to beat them is to wait for them to charge and side step it so they hit a wall. They will be stunned for a second so you can run in and hit them, but only hit them once and dodge roll away because they will immediately start attacking with the flail. Or hit them with a ranged ability, if you can.
The Maiden

## Event

*One day in a shady forest you encounter an Elf maiden. She stops to greet you.*

**If Goblin King's Halls 1 is inactive (complete):**

*I am Mereth, of the forest folk. My people have long helped the mortals of this realm. What boon would you ask of me?*

* A) Ask for longer life.

*"As you wish. Mereth mutters and waves her hand. A light shines from your skin.*
**Draw 1-2 Max Health Gain Cards.**
* B) Ask for supplies.

*This bread will sustain you for many days.*
**Draw 2 Food Gain Cards.**
* C) Ask for gold.

*Mereth seems surprised. "It is unlike an adventurer to beg for coin, but very well, if that is your wish."*
**Draw 2-3 Gold Gain Cards.**
* D) Ask to be blessed. (not available when playing as Warlord)

*"By whatever strength my people yet hold, may you be protected on your journey."*
**Draw 1 Blessing.**

**If Goblin King's Halls 1 is active (incomplete):**

*Your thoughts turn to Mr. Lionel and his need for some elven hair.*

* A) Request a lock of hair from the elf maiden.

*The maiden considers this for a moment before slicing a few strands from her hair. "As you wish, but be cautious, mortal: you have the taint of a goblin about you, and they may never be trusted."*
**Acquire card's token.**
* B) Take a swing at the elf maiden's hair with your dagger.

*With a graceful movement, the maiden brushes your attack aside. "You should be more careful with your blade, mortal: it almost looked like you were trying to attack me."*
*"The elders of our kind often say that we must retread paths we once took in order to gain an advantage of the present. Farewell mortal."*

(or)

*"The greatest of magical artefacts were forged long ago and only have limited uses before their power is spent. Use them wisely and they may guide you to victory. Farewell mortal."*

(or)

*"Many enchanted weapons have powerful abilities that can turn the tide of battle - but only if their wielder remembers to use them. Farewell mortal."*

(or)

*"Remember mortal, that bold heroes make for great ballads. But survivors think twice before meddling in the affairs of gods and monsters."*

(or)

*"It is said that sharp-eyed adventurers may protect themselves from the worst of Lady Luck's contrary nature. Farewell mortal."*

## Token

None normally. Acquires token from Goblin King's Halls 1.

*For gaining the elf maiden's hair, you receive:*

Encounter: Goblin King's Halls 2
Shadow Agent 1

## Event

*You are summoned to a secret meeting in a small tavern outside the town of Steigel, to talk business with several members of the town's Merchant guild.*

*"We have a job opportunity for you," one of them begins hesitantly.*

*"We don't normally deal with people of your unique skill set, but we're in a bit of a bind."*

*"The master of our guild is little more than a crook. He has hired goons to keep us all in line, while he lives very well from the coffers of the guild's treasury."*

*"We don't want to have him killed," another member interjects, "Just out of his position of power."*

*"So we want you to steal the Guild Master's ring from him. It is his symbol of office and without it he cannot authorize any guild business - which includes withdrawing money from the treasury!"*

*"Bring us the Guild Master's ring and we will reward you well with coin."*

"He carries the ring on his person at all times and these days he never leaves his house, which is in the wealthy district of Steigal. Perhaps you can find a way to lure him out?"
*"Of course, if the town guards or anyone else asks, we've never met you."*

**Acquire card's token.**

## Token

*For meeting with the merchant guild, you receive:*

Encounter: Shadow Agent 2
The Kraken Cult

## Event

*Your information takes you through swamp and marsh to lands lost in a fog of decay and ruin. You smell the pyre long before you can see or hear it. Something unquestionably outlandish awaits.*

* A) Get Closer

**Success(x3):**
*With their focus elsewhere, it is easy for you to make your way closer to the ritual.*
*Despite the foreboding burning Kraken that towers over the proceedings, as you creep closer you realise there's a sense of frivolity among the assembled Lizardmen.*
* A) Get Closer

**Success(x1):**
*You stay hidden for hours as the ritual winds down, and eventually the Lizardmen depart leaving smouldering ash as the only testament to their presence.*
**Failure(x3):**
*Getting closer to the fiercest fires causes reflections to bounce of elements of your armour and weapons, alerting the gathering to your presence.*
*The revelation of an interloper alarms the gathered lizardmen, and they scream and writhe and spit but do not attack. You are forcibly bundled toward the feet of the great Kraken statue and into an audience with a leader who appears older than any Lizardman you've ever seen.*
*"We do not welcome strangers to this place but do not fear, we will not kill an adventurous sort like you. We are in need of champions in dire times such as these. We've always know mages to be disdainful and cruel but now they take to capturing our kind and shipping them off."*
*"We pray to the Kraken to stop these ships and free the captives. Our faith is strong and it is that faith that brought you here to aid us. Will you help?"*
* A) Aid the Lizardmen

*"We are grateful, but it is not I who will grant you this honour. A trial by combat is required for you to prove your worth to the Kraken."*
**Acquire card's token.**
* B) Refuse

*"Your lack of faith is disturbing, leave this place." You are swiftly removed and they care not for your personal safety.*
**Draw 1 pain card.**
* B) Turn around

*You sneak back out of the cult meeting.*
**Failure(x1):**
*Your attempts at stealth are foiled as you attempt to squeeze between a Lizardman and a brazier. Although the Lizardman is lost in chanting to the Kraken, you neglect to account for his tail. You trip, sending yourself and the brazier spilling to the ground.*
* B) Turn around

*You sneak back out of the cult meeting.*

## Token

*For finding the Kraken cult you receive this card.*

Encounter: Trial by Combat
Soul Gem

## Event

*You make your way into the chamber of the Soul Gem, fashioned by Bazagra the Wizard.*

*How will you employ the power of the Soul Gem?*

* A) Use the gem to fully heal yourself (if you aren’t at full health)

You are fully healed.
* B) Use the gem to raise your maximum health

*In the cleansing light of the gem, you find your heart lifted and your body filled with new energy and potency!*
**Draw 1 Max Health Gain Card**
* C) Spend 5 (/10/20) food to remove a random curse (if you have a curse)

*In the cleansing light of the gem, you feel your soul purified as it is freed from a curse.*
**One random curse is removed.** The amount of food seems to double each time you encounter the Soul Gem.
Suit of Liches

## Description

The Suit of Liches is a special suit and not a member of the court. They are encountered if the player decides to interrupt the skeleton ritual, then encounter the follow up card that unlocks the liches (and you must also defeat one in the second encounter). They resemble very tall skeletal women with an elaborate headdress. They are typically found as a single member, and most commonly as part of a quest line.

## Tactics

The Liches are fairly easy to defeat if the player pays attention, and have only two attacks. The first is a magic missile like attack that can be deflected. It is a fairly fast attack so it is best to deflect it. The second attack is a teleport attack, that the Lich will perform whenever it takes damage from any source. It will leave behind a vortex of fire that will damage anything in its radius.
Culling the Ratmen

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## Event

*"All the lands in the kingdom are being overrun with Ratmen! Merchants in my land are attacked on the road, as are any travellers, such as yourself."*

*"My guards are needed here, with me, but if I had just 50 gold I would hire a mercenary army to find their nest and cull their numbers."*

* A) Pay the duke 50 gold.

*"A wise decision! I shall begin a campaign against the filthy rats immediately."*
*"Also, you may take this blade. With my mercenary army, I won't need to rely on it to protect me."*
**Acquire card's token.**
**Gain Rat Cleaver.**
* B) Refuse.

*"I understand that contributing to the common good may be... unfamiliar, to your sort, but I urge you to return immediately if you change your mind."*
If you do not have the 50 gold, but acquire it later on the floor, you may return to the card to donate it to him.

## Remove Requirement

This card will be removed as soon as it is completed.

## Token

*For culling the ratmen,'Ratmen Hunting' is unlocked, and you receive:*

Equipment: Rat Cleaver
Warlord 1

## Event

*Rumours of a temple to a long forgotten god lure you to a desolate wasteland. You complete the necessary blood ritual in order to gain the attention of the deity. Its presence fills your mind, bringing you to your knees. "What do you seek, mortal?" a thunderous voice in your mind demands. "Power!" you respond with what determination you can muster in the face of such a being, "Power to crush my enemies!" "Many a mortal has begged for my favour," the entity responds. "I will tell you where power may be found. But you must recover it yourself." "Hidden in the valley of hill giants there is a cave. Inside that cave lies what you seek." Suddenly it withdraws to its own realm, leaving you breathless and alone.*

**Acquire card's token.**
The Labyrinth

## Event

*You follow the Huntsman's voice further into the stone structure, at first seemingly decrepit, signs emerge that it is still in use. Fresh torches hanging in sconces on the wall and you can make out a mess of footprints in the dust. Passageways splinter and twist away in every direction. "When I first started hunting the beast, I considered just that, a mindless animal with an unquenchable thirst for blood." The Huntsman's voice now appears to be coming from all around you. It fought, rampaged and devoured with seemingly no focus." "In time I came to discover that there was a meaning to the beast's madness. The White Minotaur is singular in its power but it pursues its own kind, much like I pursue it." The branching pathways of the labyrinth begin to confuse and disorientate you. "I cannot tell you to the why, whether it be for family or for food." The Huntsman's voice echoes weakly out of the dark as if now further away. "I shall not bore you with more of the details, it should suffice to say that this place makes the perfect trap. However a trap needs a lure and my problem is that my lure, is hungry." "Ol' Whitey didn't take the bait this time, but you are my consolation prize." Off in the dark you the scrape of steel and stone, followed by a blood curdling roar. "Just so I'm clear, I'm locking you in here with them. You did better than most but now we must part ways." You ready yourself for combat.*

**Fight a minotaur.**
(After combat)*After defeating the Minotaur, you become aware of more noises in the dark. Knowing that you cannot defeat more foes, your only optio is to try to escape the labyrinth. You tear through the maze in desperate bid to find the way out.*

* A) Continue.

**Success(x2):**
*You think that you're seeing familiar territory as you dash through the maze.*
**Failure(x2):**
*You don't recognise anything you pass as you try to escape.*
**If enough successess:**

*You eventually find your way to the exit but as promised it has been locked. You hear the sounds of your imminent demise approaching. You throw yourself against the door in the hope that it can be broken. The sounds of your attackers grow closer. You throw yourself against the door in the hope that it can be broken.*

* A) Continue.

**Huge Success(x1):**
*The door buckles against under your assault.*
**Success(x1):**
*The door appears to give a little under the force of your body slam*
**Failure(x1):**
*You bounce off the door with little obvious effect.*
**Draw 1 Health Pain Cards.**
**Huge Failure(x1):**
*You bounce off the door with little obvious effect, hurting yourself in the process.*
**Draw 2 Health Pain Card.**
**If enough successess:**

*The hinges of the door finally give way under your assault. You burst out of the labyrinth and into the cold night and to your escape. You don't stop to notice that many Minotaurs escape into the wild.*

**Acquire card's token.**

## Token

*For escaping the Labyrinth, you receive:*

Encounter: The White Minotaur

Equipment: Lightning Crash

Gain: 5 food
Shadow Agent 8

## Event

*Dawn is breaking as you arrive on the east side of the river Ernst, just outside the town of Steigal. Bartley and his companion are already waiting for you. "About time!" Bartley admonishes you, slapping an insect on his arm. "I cannot stand being near the river this time of year." He indicates a sack on the ground.*

**Draw 4 gold gain cards.**
*"Good work on the job though. with that lot out of the way I - uh," Bartley pauses to glance at his companion, "We can finally get this town oraganised." Bartley's companion frowns at him as you take up the sack and look inside. "It's all there, you needn't count it!" exclaims Bartley as he sets off for the town entrance. His companion pauses for a moment before following. You hear cheers rise from the arena as you walk away from Steigal, your business there concluded.*

**Acquire card's token.**
Suit of Scales

The **Suit of Scales** is the fourth enemy type encountered in the game, and one of the four court members. They are lizard men. They come in two types, swordsmen, and firebreathers.

## Upgrades

* The Sceptre: Lizardmen deal more damage.
* The Dagger: Lizardmen have more health. Fire breathers have flame armor.

## Tactics

The Scales suit is fairly dangerous. The swords men have two attacks, a sword swipe that can be blocked, and a tail attack that cannot. They also carry large shields that can block most of the players attacks, included counters. The easiest way to defeat them is to perform a kick or shield bash, which knocks their shield out of the way, allowing the player to get in a few hits.

The ranged types have a fairly fast attack that can be hard to block when the player is dealing with other enemies. A suggested tactic is to run around the arena to attack them while the other enemies try to follow the player, and defeat them first. The flame armour the ranged Scales have appears as a grey-ish aura cast by a warcry, similar to that of Jack of Dust. When the armour is active, every hit they sustain will also damage the attacked, the damage varies from 2 to 5, depending on the player's armour.

## Notes

One of the available Blessings allows the player to gain food every time they kill a Scales.
Shop

The **Shop** is an Encounter Card in *Hand of Fate*. It is one of the random Shop Cards added to the deck by The Dealer.

## Available Services

**Buy Items:** Up to four random items from the equipment deck are for sale. Items can be purchased for their listed value.

**Sell Items:** Items can be sold for their listed value.

**Heal Wounds:** The player may pay 8 gold to regain 10 health, or 10 gold to regain 15 health.

**Buy Food:** The player may pay 12 gold to gain 3 food, or 18 gold to gain 5 food.
The Land Locked Lubber 2

## Event

*You return to The Land Locked Lubber and find it somehow even emptier than before. Carlo is entertained by the story of your time in Knollwich. You explain that you were told you'll need a "Highbinder" to find the missing ships. Carlo laughs "It's not 'A Highbinder', its 'The Highbinder'.He's a broker of information. If he knows anything about the missing boats then he'll tell us, if we can pay his price." "I'll contribute what I can towards The Highbinder but as you can see, the tavern business hasn't made me a rich man. He* accept any currency, but we'll have to provide enough to make it worth his while."

* A) Pay 20 food
* B) Pay 50 gold
* C) Pay 1 Iron Ore

*"Alright then, I'll send word along with our payment and The Highbinder will set a meet."*
**Lose chosen resource. Acquire card's token.**
* D) Refuse to pay anything.

*"The Highbinder is our only avenue at thus point, we'll need to pay his price to find out more."*

## Token

*For paying the fee to The Highbinder you receive this card.*

Meet The Highbinder
Sunken Treasure

## Event

Option given to pay gold to dive in search of treasure. If accepted, chance draws are given in sequence. Player can choose to stop and go back up at any time. The more chance draws are used, the harder it becomes to go back up without drawing pain cards on the final chance draw.

There are two types of chance draws:

2x Success and 2x Failure OR 1x Huge Success, 1x Success, 1x Failure, 1x Huge Failure

Failure results in no penalty or reward.
Huge Failure results in a pain card draw.
Huge Success results in an equipment draw or draw 5 gold gain cards.
Success results in various rewards, such as:

* Mermaid - extends air supply (improves chance cards upon going back up)
* Gain Card draws
* Ore (as Iron Hunger fate) - either +3 or +12

NOTE: If you have the Curse of the Kraken, the sailors will shudder, and refuse to speak with you.
Traps

This page lists the different types of **Traps** encountered in *Hand of Fate*, many of which are only found in the Maze of Traps Encounter.

##### Bush trap

This trap is commonly found in natural terrains. It is hidden in a bush and activates once it is stepped on.

Hardly avoidable, it deals a great amount on damage and crushes whoever is near it when it activates. It resets after a few seconds.

##### Arrow launcher

Usually in groups, the arrow launcher sends an arrow flying on a straight line whenever the player is in front of it, no matter the distance.

##### Spinning spikes

Mounted on a large spinning log, those spikes generally branch on 1 to 4 sides of the log. Their slow speed makes them easy to avoid, but their size sometimes reveals quite a challenge.

##### Flamethrower

The flamethrower continuously throws flames in front of it, generally blocking the way to the player. However, it stops from time to time, letting the fast player go past it.

##### Crusher (wall version)

This trap consists of a huge moving wall, mounted with small spikes. If the player is to close to it when it hastly pushes forward, they are likely to get really hurt. The trap however has a safe zone, because it never reaches the wall on the other side.

##### Crusher (ceiling version)

This is exaclty like the wall version, excepts it crashes on the ground and can be avoided with a good timing.

##### Floor spikes

These spikes are hidden in the ground. When the player walks above them, they empale him and deal huge amounts of damage each. They can be avoided by running past them before they pop out.