recursal/Fanatic-Fandom huggingface dataset:
Gambits

Gambits are games of chance, and serve as a vital mechanic for *Hand of Fate 2,* having been expanded from the original *Hand of Fate.* During encounters, the player will often be required to play one of these gambits, the outcomes of which can determine whether the encounter (and subsequent tokens) are won, what rewards the player might receive, or even change the opponents for an upcoming battle.

Gambits can be affected by various blessings, curses, and pieces of equipment. They can also be retried with the aide of Companions.

*Hand of Fate 2* contains four kinds of gambits.

## Chance Cards Gambits

The Chance Cards Gambit originated in *Hand of Fate,* and was the sole gambit in the game.

This gambit works by drawing a few cards (usually four, but can vary in rare cases). These cards can be one of four types, Success, Failure, Huge Success, and Huge Failure, resulting in mild rewards, mild consequences, large rewards, and large consequences respectively. The composition of the cards used (How many failures vs successes) for any particular gambit can vary from encounter to encounter. Sometimes, this gambit can also use Gain and Pain Cards, or Encounter Cards, but this is less common than the success and failure options.

The group of cards is presented face up to the player before being turned over and shuffled. How fast they are shuffled and how many times they are shuffled will also vary from encounter to encounter. The player then must pick one card.

## Dice Gambits

The Dice Gambit is one of the three new gambits created for *Hand of Fate 2.* This is a simple dice game. The player is given three dice and a target number that the player must usually either match or exceed with the dice. The player is allowed two rolls, and with regards to the second roll, they can choose to re-roll one, two, or all three of the dice.

## Precision Gambits

The Precision Gambit is another new gambit for *Hand of Fate 2.* This gambit employs the same Success, Failure, Huge Success, and Huge Failure options as the Chance Cards Gambit.

A beam of light is swung back and forth in an arc like a pendulum, passing over a number of pegs. How many pegs, what kind of pegs they are, the size of the pegs, whether the pegs are stationary or moving, and the speed at which they move, will all vary depending on the encounter.

The object of this gambit is for the player to use the beam of light to hit one of the pegs. Silver pegs represent a regular Success, gold pegs represent a Huge Success, completely missing any pegs represents a regular Failure, and the red pegs represent a Huge Failure.

## Wheel Gambits

The Wheel Gambit is the third of the new gambits for *Hand of Fate 2.* This gambit involves a collection of cards being arranged in a circle and spun, with the player choosing when to stop the wheel.

The composition of the wheel depends on the encounter. Wheels can include Pain Cards, Gain Cards (gold or food), Success cards, Failure Cards, Huge Success cards, Huge Failure cards, unique items, Encounter cards, or Monster cards. In the event of Monster cards, that will draw the player into combat.
Dense Woods

*"Old woods and old secrets dwell here."*

## Event

*You enter a dark wood. The densely-packed trees and shadows likely hide all manner of creatures and beasts.*

1) Direct the soldiers to gather wood. (Requires 1 Food)

**Precision Gambit**
Huge Success
**The player loses 1 Food.**
**The player acquires 2.5 wood per soldier.**
Success
**The player loses 1 Food.**
**The player acquires 2 wood per soldier.**
Failure
*While harvesting wood, 2 soldiers are entranced by woodland folk and wander off into the forest.*
**The player loses 1 Food.**
**The player loses 2 soldiers.**
**The player acquires 1.5 wood per remaining soldier.**
Huge Failure
* *While harvesting wood, you are set upon by unholy spirits!*
**The player loses 1 Food.
The Dealer draws a Shade of Skulls and an 8 of Skulls.**
* *While harvesting wood, you stumble upon a band of thieves hiding in the forest!*
**The player loses 1 Food.
The Dealer draws 2 Greed Monster Cards.**

**The player enters Combat.**
**The player gains 4 Fame.**
**The player acquires 1 wood per remaining soldier.**
* *You may continue to harvest here as long as you have food and soldiers.*
* *The soldiers gather what they can and together you leave the shadows of the dark woods behind once more.*

2) Leave.
Defence

The Defence stat is found on armor, helmets, shields and on some rings. The more Defence you have the less damage you take when hit.

The defence stat is added together into a single value that gives percentage reduction of damage taken. An example quoted from one of our awesome designers:

> 10 helm, 15 armour, 3 shield = 28% damage mitigation
>
>

## References

1. ↑ https://steamcommunity.com/app/456670/discussions/0/1483235412204793578/
Amicitias Spirit

*"A simple gift for those who would help their allies along the way."*

## Artefact Ability

**Invigorate Ally:** Fully Heal or Revive your Companion and recharge their Ability, when activated.

**Camp:** Can be used at Camp to Revive a disabled Companion.

## Statistics

Artefact Type: Potion Artefact

Cooldown: 8 seconds

Uses: 4

Value: 35

Fame Required: 10

Endless Points: 10

## Notes

*Amicitia* is Latin for "friendship" or "alliance".
Dead Man's Hand

## Artefact Ability

**Last Shot:** Aim a spell that deals 50 Damage to the first enemy it hits. Causes more damage when your Life is low (more damage below 50 Life; growth is exponential; max. 500 damage).

## Statistics

Artefact Type: Artefact

Cooldown: 8 seconds

Uses: 5

Value: 50

Fame Required: 10

Endless Points: 10

## Unlocked By

Acquire the token for Rana's Remarkable Fishing.
Devil

> *"Those who travel with you are more than mere pawns in this story. They have their own goals, and their own needs. Yet their stories have ended, or they would be here by your side, would they not?"*
>
>

This is the sixteenth challenge of *Hand of Fate 2.*

## Quest Summary

Four lives hang in the balance as a mysterious stranger offers help - for a price.

**Chance:** Be prepared for Chance Card games.

**Empire:** Prepare for Combat against Empire.

## Deck Composition

Companion: 0 (see Notes section below)

 Max Platinum
 Max Brimstone

## Objectives

* X of 4 Blessings
* Go to Rumstock
* X of 40 Fame
* X of 150 Gold
* Find Estrella

## Challenge-Specific Cards

* Ominous News
* Surprise Introduction
* Lord Apollyon
* Grey Traveller
* The High Priestess (Encounter Card)
* Shadow Over Rumstock
* Gambling Hansel
* Village of Rumstock
* Ransom
* General Store
* East Marketplace
* High Treason
* Imperial Justice

## Rewards

#### Equipment

* The Peeler
* Dionysius Revenge
* Ram Shield

#### Encounters

* Little Devil
* Dwarven Haggler
* Gambling Hansel
* Return to Rumstock

## Strategy

* To beat this mission you must get to the card Imperial Justice. However there is no path that lets you get to the end of the map. Talking to Lord Apollyon in the final map will end your run unless you have the blessing Eternal Hope which is obtained by completing Theophilus's quest.
* Just remember that at the end there will be a fight that forces you to lose half your health when you go in.

## Notes

* While you are not allowed to pick a companion for this challenge, after the first map, the player is automatically given Ariadne. She cannot be switched out for any other companion.
* Completing a map without Lord Apollyon's help doesn't change any further encounters with him.

* In this challenge, the player's deck contains 6 Encounters, 6 Equipment, and 6 Supplies. This alludes to 666, the Number of the Beast.
* This card's artwork is originally from Demon Trader and Secret Society in *Hand of Fate*.

## Gold Token Spoiler

### Token Requirements

* Rescue all companions/defeat the boss
* Help Theophilus

### Rewards

*For saving Theophilus and your Companions...*

### Strategy

If you want to get the gold token you must give up your vial to Theophilus and complete the quest while avoiding the final Lord Apollyon encounter. This is done by having the Desert Trek card in your deck and drawing it on the final map. Because of the scripted locations of the encounters, other relocation encounter such as Goblin Town do not work since you will hit them before meeting Theo. Goblin Tracker could work if it randomly spawns two goblin exits connecting the fort to the rest of the map, but the chance of that is about 1%.

The player can also add Forgotten Dreams if they have achieved that card to reencounter Desert Trek
Dealing with Thieves

This is a Platinum Encounter Card in *Hand of Fate 2.*

## Event

*Against your better judgement, you decide to appeal to the Thieves Guild for their patronage to help fund the journey ahead.*

**Chance Cards Gambit** (2 Success, 1 Failure, 1 Huge Failure)

Huge Success (only possible with Eternal Hope)

*Father Galfri himself makes an appearance to give weight to your cause. "You saved my life. The least I could do is persuade the guild to throw you a few coins".*
**The player chooses 1 of 3 Platinum Gain Cards:**
* Gain 50 Gold
* Gain 20 Food
* Gain +15% Max Life

**The Player receives the selected Gain Card.** (And it seems that the other two are added to the deck)
Success

*Some of the guild members are sympathetic toward your cause and offer support in the future.*
**The player chooses 2 of 3 Platinum Gain Cards to be added to the deck:**
* Gain 40 Gold
* Gain 20 Food
* Gain +15% Max Life

*The rest of the guild shows little interest in getting involved with your misadventures.*
**The Dealer adds the Gain Cards to the deck.**
**The player gains 2 Fame.**
Failure

*Some of the guild members are sympathetic toward your cause and offer support in the future.*
**The player chooses 2 of 3 Platinum Gain Cards to be added to the deck:**
* Gain 40 Gold
* Gain 20 Food
* Gain +15% Max Life

*The rest of the guild shows little interest in getting involved with your misadventures.*
**The Dealer adds the Gain Cards to the deck.**
*Some of the guild members are suspicious of your motives, accusing you of being an Empire spy. They threaten to hinder your journey in the future.*
**Chance Cards Gambit** (1 Lose 50% Gold, 1 Lose 50% Food, 1 Lose 50% Life, 1 Lose 25% Max Life)
Huge Success (only possible with Eternal Hope): Nothing happens (no pain card will be added)
*The rest of the guild shows little interest in getting involved with your misadventures.*

**The Dealer adds Pain Cards to the deck.**
Huge Failure

*Some of the guild members are suspicious of your motives, accusing you of being an Empire spy. They threaten to hinder your journey in the future.*
**Chance Cards Gambit** (1 Lose 50% Gold, 1 Lose 50% Food, 1 Lose 50% Life, 1 Lose 25% Max Life)
Huge Success (only possible with Eternal Hope): Nothing happens (no pain card will be added)
*The rest of the guild shows little interest in getting involved with your misadventures.*

**The Dealer adds Pain Cards to the deck.**
Colbjorn's Sword

*"A moment of silence for a fallen warrior. He was a fine ally."*

## Weapon Information

*The swords of your late Northerner companion. May his soul rest easy.*

## Weapon Ability

**Stun Northerner:** Perform a powerful strike that causes Stun to Northerners. Stunned enemies take 150% Damage when hit. Requires 7 hits.

**Riposte Charge:** Against Northerners, Riposte deals 175% Damage and counts double toward Weapon Charge.

## Statistics

Weapon Type: One-Handed

Damage: 16

Value: 25

Fame Required: None

Endless Points: 60

## Token Unlocks

*For extracting Colbjorn's soul from his swords...*

* Colbjorn's Atonement
* Colbjorn the Wanderer
Berta's Betting House

## Event

*Beside a busy Empire road, you spy a ramshackle stall whereupon a few ramshackle people are seated on stools, rolling dice.*

*You approach the stall and behind the table is a little girl practicing on a poorly-tuned violin.*

*Beside her waits a squat lady clad in a flowery apron. "Welcome! Have a seat. Do try the spice cakes - I bake them this morning."*

*"What do you fancy playing today, my dear?"*

**The player may play up to 3 games.**

(Note: bets are different each time you play this encounter. The same bets apply for the three matches you can play during the same encounter though).

1) Play cards.

*"How much are you looking to bet? These are our rates today..."*
A) Bet 4 gold.
B) Bet 9 gold.
C) Bet 15 gold.
D) Play another game.
2) Play dice.

*"How much are you looking to bet? These are our rates today..."*
A) Bet 4 gold.
B) Bet 9 gold.
C) Bet 15 gold.
D) Play another game.
3) Attempt to steal from patrons.

*You pull up a stool between two gamblers, smiling as you sit down. Pretending to be interested in their card game, you attempt to pick their pockets.*
**Precision Gambit** (1 tiny Huge Success, 1 tiny Success, 3 medium Huge Failure, all moving)
Huge Success
*You flip over a duplicate of the highest winning card. Berta frowns in confusion for a moment then chuckles. "Ah, a way around the game? Here, you deserve the winnings for the effort you've put into this ruse."*
**You gain double your wager.**
Success
You manage to swipe a purse but to your dismay and bewilderment, it mostly holds pieces of sticky honeycomb.
**You gain 2 Fame.**
**The player draws a Gold Gain Card.**
Failure
*Your target notices as you slide your hand into their pocket. The scandalized look on their face suggests that they think you to be committing an altogether different crime.*
*They slap you, hard, across the face and kick you out of the gambling stall.*
**The player draws a Life Pain Card.**
**Encounter ends.**
Huge Failure
**You gain 1 Curse.**
4) Leave.

(insert text here)
## Options and rewards

You can play 3 times before the house closes, you can choose between 3 varying amounts of gold.

1. Play Cards: 50% Failure, 25% to win 1.5x your bet, 25% to win 2x your bet.
2. Play Dice: win 2x your bet if the 3rd of your dice rolls is the highest.
	* 1st roll with target 0 so you can not reroll any dice.
	* 2nd roll with target "1st roll" so you can reroll if you stay below 1st roll - try to roll low/reroll high dice!
	* 3rd roll as usual, just try to roll high
3. Steal from the patrons: Precision Gambit with very small targets. Can steal up to 6x.
	* Huge Success: 2 Fame + 2x Gold Gain Cards
	* Success: 2 Fame + Gold Gain Card
	* Failure: Life Pain Card + get kicked out
	* Huge Failure: Curse + get kicked out
Berserker's Creed

*"The power rage grants is often misunderstood."*

This is a piece of armor in *Hand of Fate 2.*

## Armor Ability

**Stun Bash:** Charged Bash causes Stun to a single target when activated. Basic Bash causes a brief Stun. Requires 6 defends.

**Damage Buff:** Deal more damage the more Life you lose in Combat (up to 150% damage at roughly 50 Life lost).

**Extra Gold:** Gain +3 Gold, whenever you draw a Gold Gain card.

## Statistics

Armor Type: Light

Defence: 5

Value: 24

Fame Required: 6

Endless Points: 30

## Shard Requirements

Take 50 hits in combat to unlock this Shard.
River Crossing

## Event

*Sure enough, you find the goblin by the side of the river.*

*He points to a small wooden raft moored by the bank. "Here."*

1) Ask for more information.

*The goblin gives an evil smile. "The current is strong, you may sink."*
*Malaclypse makes a strangled croak. "That thing's merely a raft! How can we hope to make it to the other side?"*
2) Board the boat.

*The goblin stops you as you approach the raft. "You will soon have few cards to play," he grumbles. "Gerald must get something shiny while he still can."*
*In a flash, the goblin snatches at your belongings...*
**The goblin snatches 2 Equipment Cards.**
*He looks them over in his stubby little hands. "Hmm, it will do."*
A) Accept the offer. (Discard 2 Equipment Cards)
**The Dealer discards the 2 Equipment Cards.**
*He hands you a pair of weathered old oars, then wanders back into the rushes.*
*You push off and the water begins to move you downstream.*
*"The current is strong," Colbjorn calls over the roar of the river. "Get to the far bank before we wash up at the bridge down river!"*
*Together you and your companions attempt to steer the raft to the other side...*
**Dice Gambit** (Target: 14)
Success
*The current is strong, but you row hard...*
**The Dealer moves the player 2 spaces downstream.**
*With some effort you manage to steer the raft to the far bank before you're swept too far down stream.*
**The player moves to the West. Encounter ends.**
Failure
*The current is strong. A surge of water rushes over the raft as you hit some rapids and you lose your oar...*
**The Dealer moves the player 4 spaces downstream.**
*Unable to navigate the current you find yourself at the bridge.*
**The player reaches Deadly Crossing.**
*The thieves surround you...*
**The Dealer draws 7 Greed Monster Cards.**
*Ariadne winds her hammer above her head as she rushes towards the enemy...*
**Chance Cards Gambit** (1 Huge Success, 1 Success, 2 Failure)
Huge Success
**The player chooses 1 Greed Monster Card to discard.**
*Ariadne defeats her target before being overrun by enemies.*
Success
(insert text here)
Failure
(insert text here)
*Estrella dashes towards a group of enemies, sword drawn...*
**Precision Gambit** (1 small Huge Success, 1 medium Success, 3 small Huge Failure, 1 medium Huge Failure, all moving)
Huge Success
(insert text here)
Success
Estrella defeats her target.
**A Greed Monster Card is discarded.**
Failure
(insert text here)
Huge Failure
(insert text here)
*Malaclypse's book glows as he summons a spell...*
**Wheel Gambit** (4 Greed Monsters, 6 Failure)
Greed Monster
Malaclypse defeats his target.
**The drawn Greed Monster Card is discarded.**
Failure
(insert text here)
**The player enters Combat.**
*Trumpets sound in the distance as Imperial soldiers press through the wetlands toward the bridge.*
"We must make ourselves scarce," [your Companion] shouts.
**Encounter ends.**
B) Ask why he's helping.
*"Gerald was ordered to." The goblin looks positively sulky about it.*
C) Trade something else.
D) Decline the offer.
3) Turn back.

(insert text here)
Fork in the Road

*"In your life you will have wondered endless intersections, yet this one sticks with you. Why? What is it in your memory that catches here?"*

## Event

If there are unrevealed Encounters in this card's row:

*You arrive at a signpost detailing the possible path East and West.*
**All Encounters in this card's row are revealed.**
Otherwise:

*You arrive at a signpost detailing the possible path North and South.*
**All Encounters in this card's column are revealed.**
* *Malaclypse sniffs the air. "My magical senses are pulling me toward the North...." It smells like someone is baking cinnamon pie somewhere up ahead.*
* *Ariadne peers at the sign behind you and booms, "I fought a fella there once - it was a fist fight like you'd never seen!"*
* *Colbjorn bends down and feels the earth by the signpost. He looks this way, then that. Then points South with a grunt.*
* *"Are we lost?" Oswin is attempting to pull up some sort of roadside root vegetable. "I've never been down this way before."*
Eternal Gratitude

This Encounter occurs when the player uses the Mark Of Damnation from Camp.

If the player has the following spell components, they can trade them for Eternal Hope:

* A devil's horn from the Little Devil
* An angel's feather from the Dwarven Haggler
* 3 Blessings

## Event

*Late one night, on the eve of a full moon, you summon Theophilus, the apparition you helped free from enslavement by a dark lord.*

*"Greetings, mortal," he rasps, emerging from the embers of the campfire.*

*"The blessing that I now possess could be yours also... in theory," Theophilus says. "I have no means to transfer the power to you, but we could craft the spell again."*

*"We will require the same components as before, however, and they are not easily found."*

1) Provide the required spell components.

**The player must choose 3 Blessings to discard.**
*Theophilus adds your components to the magic vial and completes the spell.*
*"May this blessing help you on your quest as much as it helped me," Theophilus says, before fading away once more.*
**The player gains 8 Fame.**
**The player is blessed with Eternal Hope.**
2) Admit you don't have all the required components.

*"Of course," Theophilus replies. "How a mortal could assemble them not once, but twice in one lifetime, escapes me."*
*"Perhaps another time..." he says, fading like a half forgotten dream.*
Colbjorn's Atonement

*"All should fear the barbarian's return."*

## Event

*The villagers of Clan Crowfoot scream in terror at the sight of Colbjorn, reborn.*

*He strides calmly through the village, no anger in his face.*

**The player is blessed with Unwavering Ally.**

*The Skald approaches with his band of warriors. He shakes his head in disbelief.*

**The Dealer draws a Brimstone Frost Tyrant, a 4 of Frost, a Berserker of Frost, and a Trapper of Frost.**

*Rogvir watches your companion carefully. "We buried you, you were dead." You see him wave away a Northerner who is preparing to throw a bolas.*

*Colbjorn draws his swords - the flame-touched tips sizzle in the cold air. "They watch over me. I fear death no more."*

**Colbjorn the Wanderer becomes Colbjorn the Ally.**

Skald Rogvir raises his eyebrows in alarm.

**The player enters Combat.**

*Colbjorn removes the enchanted armour from Rogvir's body and hands it to you. "You honoured me in battle. Take the spoils with my blessing."*

**The player acquires the Suit of Ice.**

**The player gains this card's Token.**

*The fearful villagers of Clan Crowfoot peer out from their huts as Colbjorn throws a torch on the body of the Skald and his warriors. "It is done, we are avenged."*

**The player gains 12 Fame.**

1) Ask what will become of him.

*"The North does not welcome me, the Empire wishes me dead. I will wander and seek honour where it comes."*
2) Ask what will become of Clan Eyebright.

*"I will return after this is done, but first, I must repay my debt to you."*
3) Ask why Clan Eyebright defied the High Priestess.

*"The Empire culled many bloodlines from the land - the North feared that it was next. The High Priestess wanted us to kill before being killed."*
*"Our Elder believed there was no honour in needless bloodshed, and so the High Priestess sent our clans to their deaths. Those that stayed, she burned."*
4) Continue on your journey

*Colbjorn empties Aramoor spirits over the burning bodies and bends his head in prayer. After a moment of silence, he strides in his usual mournful slowness to the city gates, the remaining members of Clan Crowfoot cowering in his wake.*

## Token Unlocks

*For helping Colbjorn avenge Clan Eyebright...*

* Suit of Ice
* Shaman of Eyebright Weald (Normal Encounter)
* Colbjorn the Ally
Friendly Innkeeper

*"A simple part of every story, especially a tale spent in the company of allies and boon companions."*

This is an Encounter Card in *Hand of Fate 2.*

 Event

*As night draws in, you return to The Rusty Razor.*

*The proprietor greets you warmly. "What can I provide to the saviour of The Rusty Razor?"*

*"Heal, buy a meal or rest? What do you require?"*

1) Buy healing.

*"I'll do what I can to patch up your wounds."*
A) Pay 10 gold for healing. (Draw 1 Life Gain Card)
**Wheel Gambit** (Life Gain Cards)
**The player loses 10 Gold.**
B) Decline.
2) Buy food.

*"Hungry?"*
A) Buy 1 food for 6 gold.
B) Buy 3 food for 12 gold.
C) Buy 5 food for 16 gold.
3) Ask about lodging.

*"Looking for lodgings, eh? We have some fresh-made beds for travellers such as yourself. It's free, of course, assuming you have some provisions."*
A) Rest. (1 Food heals X Life).
B) Not right now.
4) Discuss the latest rumours.

* *You and the innkeeper discuss local points of interest.*
**1 Encounter is revealed on the map.**
* *You ask whether any interesting guests have stayed at the inn. The innkeeper lets you look through the lost property box to see if anything useful has been left behind.*
**The player gains 1 of 3 Equipment Cards?**
* *The innkeeper tells you that the recent cheese festival has kept the inn busy and his coffers full.*

5) Leave.

*You leave the inn.*
Cardinal Blade

This is a weapon in *Hand of Fate 2.*

## Weapon Information

*Prepared for violence in every major direction.*

## Weapon Ability

**Eight Blades:** Fire magical blades in 8 directions when activated. Blades cause 15 Damage or 30 Damage to Corrupted. Requires 8 hits.

**Armour Breaker:** Bash causes additional damage to Armour.

## Statistics

Weapon Type: One-Handed

Damage: 18

Value: 34

Fame Required: None

Endless Points: 70

## Shard Requirements

Activate your Weapon Ability 20 times to unlock this Shard.
Desert Trek

## Event

Before acquiring this card's token:

*Meric relaxes aback one of two camels resting under a grove of palms. A dry heat blows from the west.*
*"Climb aboard and lead the way," he says, tossing you the map. "Sorry for taking it before, but you really can't be too trusting of people these days."*
**The player acquires the Treasure Map.**
*You take a moment to consult the map you discovered while raiding caravans.*

*It traces the merchant routes that criss-cross the desert lands skirting the nation.*

**The empty spaces on the map are filled with Desert Crossing Encounters.**

*The deserts hide many forgotten paths, but only the most prepared - or most desperate - risk trying to find them.*

## Notes

The token on this card cannot actually be acquired, but the token for Desert Crossing unlocks Cave of Wonders.
Flintlock Pistol

## Artefact Ability

**Damage Shot:** Aim and shoot through multiple enemies when activated. Shot causes 20 Damage. Ignores Defence.

**Recharge:** Item restores charge(s) after Combat.

## Statistics

Artefact Type: Gun Artefact

Cooldown: 5 seconds

Uses: 3

Value: 8

Fame Required: None

Endless Points: 15

## Unlocked By

Acquire the token for Ironpeak Ballistics (Keturah).

## Bounty Shard Requirements

Defeat 25 enemies with this item to unlock this Shard.
Entering the Wilds

*"Still, you find yourself hunting relics. Do you not wonder why, or what they may do?"*

 This is a challenge-specific encounter for The Emperor. It is the initial card for the second map, and starts the challenge in earnest after the first, scripted map.

## Event

*Your quest takes you far away from the city. Vast wildlands stretch out before you.*

*Your companion reminds you of the Emperor's mission.*

*"One relic was stolen by brazen thieves. Another is in the clutches of a shady merchant. One is enshrined in a tiny northern village. As for the last," Malaclypse shrugs, "who knows?"*
Blessed Ground

## Event (Opening)

*You accept a task to personally deliver a message from the head of the League of Goblins to the Sacred Oracle who resides in the Hallowed Forest of the Knight's Redemption.*

*You must relay the message directly to the Oracle.*

**X Blessing Cards required to enter the temple.**

## Event (Closing)

*You have enough blessings to enter the Hallowed Forest of the Knight's Redemption and deliver the message directly to the Sacred Oracle.*

**Trial completed.**

*You go on to speak at length with the Oracle about your past, future and destiny.*

**The player gains the Trial Reward.**

*You leave the Hallowed Forest of the Knight's Redemption at dawn the next day.*

**The player gains X Endless Points.**
Empire Captain Bellmare

*"Allies and enemies... it is all a matter of time."*

## Event

*Estrella meets with her old friend and ally, Captain Bellmare, hoping to get him to stand with the town of Far Water against the Empire.*

*"It will be a hard sell, but he will do what is just, that I know."*

*A bearded man with a bright smile waves as you approach.*

*"Bellmare!" Estrella embraces the man, two old friends. "I will waste no time, I am here to-"*

*Estrella stops in her tracks. Bellmare's troops have captured an ogre. The creature struggles against its chains as the soldiers taunt it with their weapons.*

*"What is the meaning of this! Stand down!" Estrella strides forward and Bellmare's soldiers brandish their swords at her.*

*"Usual business," Bellmare chuckles. "I've been assigned to sweep this forest of any undesirables, such as this ogre, or Northerners."*

*Bellmare draws his polished sword and pokes at the ogre, drawing some blood.*

*"Bellmare!" Estrella's face remains stern, but her voice shakes as she challenges her old friend. "Think about what you're doing."*

*"The land is filthy, Fiore." Captain Bellmare frowns. "The Emperor wills it. I will end this creature's abominable life, and we can put all this behind us."*

*Estrella glances from the chained ogre to Captain Bellmare, her old friend and ally. "I won't let you do this."*

**The Dealer draws a Steel Captain and 2 Steel Monster Cards.**

**The player enters Combat.**

*You are unclear who landed the final blow. Estrella lays the soldiers' bodies out, side by side, with their swords on their chest, then lights a signal fire.*

*The ogre watches Estrella carefully as she removes his bindings. Her eyes are wet, but her face is set in grim determination.*

*Freed, the ogre hefts his discarded club over one shoulder in preparation for a mighty overhead blow...*

*Then thinks better of it. "Thou hast saved me from the maw of death. A boon, I owe unto you."*

*Estrella and the great ogre exchange a bow. "I ask you to fight in the battle for Far Water - we plan to defend it against the Empire."*

**The player gains 4 Fame.**

**The player gains this card's token.**

*"Against the Empire?" The ogre grins menacingly, teeth jutting at all angles. "Thou ask of me what I would most enjoy."*

## Token Unlocks

*For recruiting an ogre to defend Far Water...*

Battle for Far Water
Dread Caverns

## Event

*You sight the end of your quest...*

1) Advance.

*The canyon winds carry the wailing from the Dread Caverns to you long before you see the grotto mouth.*
*Cautiously, you step into the darkness and quickly discover what befell the missing townsfolk.*
* *The broken bodies of the townspeople stumble towards you, their twisted features failing to comprehend your words at all.*
**The Dealer draws a Spire of Blight and 1 more Blight Monster Card.**
* *A gang of thieves stands by a pile of stolen loot.
"Well done," one of them says. "You've found the treasure of the Dread Caverns! Pity you won't live to enjoy it."*
**The Dealer draws 2 Greed Monster Cards.**
* *A renegade band of Imperial soldiers looks to have been hiding out in the cave for some time.
"Nobody can know we're here," one of them snarls. "We're never going back!"*
**The Dealer draws 2 Steel Monster Cards.**

*You reach for your weapon and enter the fray.*

**The player is ambushed into Combat.**
*You recover what you can from the remains of the townsfolk and return to the village.*
**Trial completed.**
*The mayor grimly thanks you for laying the poor souls to rest and bids you to leave, adding that there is little else for you to do here.*
**[Faction] are now stronger in combat.**
2) Leave.
A Fair Fight

## Event

*You sight the end of your quest...*

1) Advance.

*A woman in dark robes leans against the door of an old, disused tavern. "You've done well to follow my clues, hero! I wasn't sure you had it in you!" She laughs heartily, and the bone charms at her wrists and waist rattle together.*
*"I've been well-paid to end your adventures here and now. As you savour your final moments, know that the Fellowship of the Crippling Ibis sends its regards."*
**The Dealer draws a Necromancer of Skulls and 2 more Skulls Monster Cards.**
*Your weapon is already in your hand as you begin your charge.*
**The player enters Combat.**
*You search the assassin's body for clues but find only their payment - a black velvet bag of sapphires. You toss the gems to your companion for safekeeping.*
*A cursory examination of the tavern unearths a few more items of value which you slip into your haversack.*
**Trial completed.**
**The player gains Endless Points.**
*Your companion stares at the body and retorts, "Another attempt on your life, and another mystery! Just how many enemies can one person accrue in a single lifetime?"*
**Undead are now stronger in combat.**
2) Leave.
Hretha's Ire

This is a Platinum Equipment Card in *Hand of Fate 2.*

## Weapon Information

*Bestowed to the people of the western fishing villages by the clans of the North in a time of peace and prosperity.*

## Weapon Ability

**Shockwave:** Perform a powerful strike that deals 125% damage and causes knockdown to a single target. Impact generates 3 shockwaves which deal 10 damage, track enemies and cause stun. Requires 7 hits.

**Armour Breaker:** Bash causes additional damage to Armour.

## Statistics

Weapon Type: Heavy

Damage: 26

Value: 52

Fame Required: 20

Endless Points: 200

## Notes

* *Hretha* is a modern Anglicization of the Anglo-Saxon goddess *Rheda*.
Hired Hand

*"The Usurper managed this with hardly a kind word to a passerby. You seem to accumulate followers with every step."*

## Event

How to get shard: You need to have 3 pieces of equipment valued higher than 40, then you should pick one. Vagrant wont let you equipment and instead will provide you gold. Getting gold unlocks shard.

*While passing through a small town, a young vagrant bumps into you with a jolt.*

*"Please, they're after me!" he cries, pointing over his shoulder. "Please help me!"*

*He opens his rucksack and gestures within. "Take whichever one you want, just stop them chasing me!"*

**The player may choose any of 3 Equipment Cards, or 40 Gold.**

*The young man looks at the [Equipment], then back at you. "You look like a sneaky sort." He snatches it back.*

*"Let me just hold onto that until the job is done!"*

*He cowers in an alley and points wildly at the street behind you.*

1) Assist the vagrant.

*You confront the vagrant's pursuers...*
**Chance Cards Gambit** (Chief of Mischief, Tyrant of Frost, Shade of Skulls, Failure)
The Dealer draws 2 more Monster cards from the drawn faction.
**The player enters Combat (ambushed).**
*With your enemies subdued, you return to the vagabond. You find him cowering behind a barrel, crunching an apple.*
*"That was too easy. You tricked me!" He looks at the [equipment], then back at you again. He scowls and tosses it to you. "Here. I guess you earned this."*
**The player gains the chosen Card.**
*As you stash your payment, the man scurries off down the street.*
*You continue on your way.*
**The player gains 4 Fame.**
2) Leave the vagrant to his troubles.

*Faced with skepticism, you decide to leave the vagrant to deal with his problems, alone.*
**Encounter ends.**
## Options and rewards (to be deleted when appropriate)

Pick any of 3 Equipment Cards or 40 gold. If you pick *something worth more than 40 gold you will get the gold* instead. [no: Armor of Gluttony(32) gave 40 gold, Lion Heart(40) gave Frontier Barbut(30)]

Get the 40 gold to get the shard
Helpful Priest

*"I hate them even when they're helpful. You could have easily kept the priests out of this, you know."*

## Event

If the player has at least 5 Food:

*You meet a wandering priest who greets you in a friendly manner.*
*"For a small share of your provisions, I will bless you in the name of the old gods."*
1) Give the priest half your food.
**Chance Cards Gambit** (1 Huge Success, 3 Success)
Huge Success
*He speaks in the language of the old religion for several minutes and then gently touches your forehead.*
*"It is done."*
**The player loses half of their Food.**
**The player gains 2 Fame.**
**The player gains 2 Blessings.**
Success
*He speaks in the language of the old religion for several minutes and then gently touches your forehead.*
*"It is done."*
**The player loses half of their Food.**
**The player gains 2 Fame.**
**The player gains a Blessing.**
2) Decline.
*No? Well, I'm sure you won't need the help of the gods where you're going. Farewell!"*
If the player has less than 5 Food but at least 12 Gold:

*You meet a wandering priest who greets you in a friendly manner.*
*"Are you hungry?"*
1) Pay 12 gold for 3 food.
**The player loses 12 Gold.**
**The player gains 3 Food.**
**The player gains 2 Fame.**
*"Truly, the gods smile upon our meeting here this day," the priest says, as he takes your gold.*
2) Decline.
*"No? Well, best of luck to you, stranger. Farewell."*
If the player has less than 5 Food, less than 12 Gold, but more than 50 Life:

*"You look down on your luck. Here - have my lucky coin. Perhaps it will bring you greater fortune than it did me."*
**The player gains 12 Gold.**
If the player has less than 5 Food, less than 12 Gold, and 50 or less Life:

*"You look like you've been in a bit of a scrap! Let me tend to those wounds while I pray for your soul."*
**The player draws 1 Gain Card.**

## Notes

This Encounter is similar to a card of the same name in *Hand of Fate*.
Knight's Sword (Weapon)

## Weapon Information

*When he accused the mayor of being a shadow beast in disguise they thought him mad.*

## Weapon Ability

**Damage Area:** Create a powerful blast that causes 80% Damage to enemies in an area when activated. Requires 9 hits.

**Riposte Counter-Attacks:** Against Shadows, Riposte deals 150% Damage and causes Stun if they Counter-Attack.

## Statistics

Weapon Type: One-Handed

Damage: 14

Value: 8

Fame Required: None

Endless Points: 20

## Token Requirements

Riposte 40 Shadows attacks to unlock this Token.

## Token Unlocks

*For deftly disposing of shadow beasts with the Knight's Sword...*

Sword of Light
Rotting Cave

*"With power comes consequence. Can you hold The Dagger without being cut?"*

## Event

*Investigating a curious radiance leads you to a cavern strewn with candles. The stalactites looks like monstrous teeth in the flickering light.*

*In the depths of the cave, you find a young woman bound with ropes. A mage raises a dagger menacingly over her heart.*

*You cry out in protest, your voice echoing through the chamber.*

*The mage looks up without a hint of surprise on his face. "Ah, the hero has come. But what will he do? I require a sacrifice either way..."*

*With the dagger poised above the maiden's heart, your hands are tied.*

*"What will you sacrifice to the gods?" The mage licks his lips in anticipation.*

1) Your blood. (Draw 3 Life Pain Cards)

*Strangely compelled, you take the proffered dagger and cut deeply into your arm, spilling blood onto the cave floor.*
**The player draws 3 Life Pain Cards.**
2) Your gold. (Draw 3 Gold Pain Cards)

*The mage instructs you to throw your gold into a deep cleft in the earth.*
**The player draws 3 Gold Pain Cards.**
3) Your glory. (Lose 20 Fame)

*The mage hums his exaltations to the gods. Satisfied, he unbinds the woman and offers you the dagger. "It will disrupt a portal, if such things interest you," he says before blinking away.*

**The player gains 2 Fame.**

**The player acquires The Dagger.**

**The player acquires the Dagger's Curse.**

*The dagger is uncomfortably warm but you are compelled to keep it.*

*The maiden bows gratefully.*

1) Leave.

**Encounter ends.**
2) Ask her about closing the portal.

*"The magical doorways have been opening everywhere since last Solstice." The maiden swishes her skirts like a little girl and giggles. "I think the dagger will close it - it's powerful and dangerous."*
3) Ask her about the dagger.

*"It's cursed, you know." The maiden's brown eyes are unsettlingly dark in the dim cave. "... but it's beautiful and rare."*
Passage of Time

## Event 1

*Dusk falls upon the forest.*

1) Continue. (Go to next level)

*A half moon stands high in the night sky as you make your way through the pass.*
*"Time moves ever on. Do not disappoint me."*
**The player moves to the next map.**
*The stranger stops abruptly, and stands tall.*
*"Prepare yourself, servant. My kin lie ahead."*
**The player enters Shadow Feud.**
2) Turn back.

## Event 2

*Dusk falls upon the forest.*

1) Continue.

*A waxing moon lights the way as you continue through the pass.*
*"I still hunger, mortal. Do not forget our wager, the blood moon will soon be upon us. I dislike being disappointed."*
**The player moves to the next map.**
*The shadow beast's eyes snap to the trees ahead.*
**The player enters Shadow Feud.**
2) Turn back.
Pauper Dilemma

*"These are the choices that make the hero... or the villain."*

This is an Encounter Card in *Hand of Fate 2.*

## Event

*The town crier announces the Empire seeks mercenaries to join the battle against corruption. You seek out the watchtower where recruitment is taking place.*

**The player draws 2 Steel Monster Cards.**

*You arrive in time to hear Sir Malifowel's plan to wipe out the Paupers District. "The outbreak began there and we cannot risk sparing any of their lives," he says.*

*Sir Malifowel the Green leads the mercenaries to the Pauper District where the poor and sick have been walled off from the rest of the city. As you hear the wailing of the corrupted, Sir Malifowel gives his command to charge.*

1) Fight the corrupted.

*You find yourself surrounded by corrupted.*
**The Dealer draws 2 Blight Monster Cards.**
*You draw your weapon and set your feet.*
**The player enters Combat.**
*Sir Malifowel commends you for your bravery and offers you a reward.*
**The player gains 2 Fame.**
**The player draws 2 Gold Gain Cards.**
2) Refuse to kill the paupers.

*Your refusal does not sit well with the Imperial soldiers. "Traitor!" one of the soldiers shouts.*
**The Steel Monster Cards move to the enemy side.**
*Imperial soldiers surround you, shackles at the ready.*
*You draw your weapon and prepare for their wrath.*
**The player enters Combat.**
*Fearful of your wrath, the rest of the soldiers retreat.*
*You spot a peasant woman with a child hiding behind some barrels. You lead them past the wall, past gatekeepers who look pointedly in the other direction.*
*"Bless your heart," she says, holding back tears. "Please accept this token of our appreciation."*
**The player gains 2 Fame.**
**The player draws 2 Food Gain Cards.**
**The player gains this card's Shard.**

## Notes

* This card replaces Pauper Plague when it is unlocked. It is effectively an upgraded version of the Encounter, with a Shard and an option to refuse to kill the Paupers.
* This card shares its illustration with Westwend's Plague and Recruitment Drive.
Recruitment Drive

This is a challenge-specific encounter card for The Emperor. It also serves as the initial card for the challenge.

## Event

*The shrill voice of the town crier rings out across the market square. "The Emperor himself seeks Adventurer's Guild members. Urgent expedition, vital to the safety of the Empire!"*

*You spot a crowd of travelers, weighed down with weapons and tools, lingering nearby.*

*"The Empire is offering a reward just to set off on the expedition, even more if we make it back. That's how desperate they are for help."*

**The Dealer adds a Gold counter to the map.**

**Encounter ends. Proceed to Royal Palace.**

## Notes

* This card shares its illustration with Westwend's Plague and Pauper Dilemma.
Pious Robes

*"Think about what has been lost simply to grant you comfort."*

This is a piece of armor in *Hand of Fate 2.*

## Armor Ability

**Confuse Bash:** Charged Bash causes Confuse to a single target when activated. Excludes Elite enemies and Shadows. Basic Bash causes a brief Stun. Requires 5 defends.

**Resist Corrupted:** Corrupted inflict 25% less damage.

**Don't Starve:** Lose 1 Max Life instead of taking starvation damage.

## Statistics

Armor Type: Light

Defense: 5

Value: 28

Fame Required: 7

Endless Points: 40

## Token Requirements

Perform 25 Charged Bash abilities against any enemies to unlock this Token.

## Token Unlocks

*For turning non-believers with sheer force of will while wearing Pious Robes...*

Inquisitor's Raiment
Scouts Report

This Encounter occurs immediately whenever all of the Corrupted have been cleared on a map in The Chariot.

## Event

*"We bring word from Captain Fiore," the soldier explains with a salute. "The infected horde at the next gatehouse has subsided."*

**The Dealer removes the corruption counter from the map.**

*"But there is a problem. Corruption grows from the ground itself, blocking all passage for the wagons. It must be destroyed."*

*"She asked that we join you in your efforts," the soldier continues. "Should you require our assistance, you need only ask."*

**The player acquires Estrella's Allegiance.**
Gnomes

The suit of Gnomes are a minor suit in *Hand of Fate 2.* They represent all gnomes in the game. Gnomes were added to the game as part of the Goblins Content Update.

## Information

*Fiercely territorial. Trespass in gnomish lands and face the consequences.*

**Gnomes:** From the Gnomes faction. Can only be stopped with a Finisher.

**Snare:** Prevents movement and other actions. Struggle to break free. Damage while snared Ignores Defence.

Gnomes are tiny humanoid creatures with spears. Thanks to their small size, they are impossible to hit. They come in groups and will initially all leap at the player, causing snare, similar to the Trapper of Frost. The player must either evade or break free.

The **only** attack that will connect with gnomes is a Finisher. There are two ways to cause knockdown to gnomes, and therefore use a Finisher on them. First, if the player is snared by a gnome or group of gnomes, breaking free will throw them to the ground and cause knockdown. Second, individual gnomes will try to leap at the player. Evading these attacks will cause the gnome to be knocked down when they crash back to the ground.

Gnomes primarily appear in the Gnomish Exchange encounter. Their card has no pips, merely a reversible illustration, though the number of gnome enemies is always eight.

## Trivia

The Finisher animation is different for gnomes than any other enemy type. Rather than striking them with a weapon, the player will kick the gnome in the stomach.
Northern Pass

*"This card is not lightly called 'Judgement'. Here you must pay the price for your regicide... and also for your decisions."*

## Event

*You join your companions at the foot of the pass as planned.*

*As you begin your ascent, Northerner warriors emerge from the craggy rocks and block your path.*

*"Clan Crowfoot," Colbjorn growls. "They who burned my village and my people to ash."*

*Rogvir's successor, a smaller, much younger Northerner, steps forward as you approach.*

*"Colbjorn of Clan Eyebright," he calls. "You bested us in battle and as right, we bear no qualms with you. But you cannot bring the Empire here. Turn back!"*

*There is only one way forward to the Marigold Fields and to the caravan. The other directions only spell death.*

*You must send someone to parley with Clan Crowfoot.*

**The player must choose a Companion to negotiate.**

Colbjorn the Ally:

*Colbjorn approaches Clan Crowfoot - they bow to him, and he in turn bows. They talk quietly to one another.*
*In a tense moment, you fear it will turn to blows, but Rogvir's successor merely clasps Colbjorn by the neck. "Rogvir was right to fear your return!" he shouts. "The Emperor is dead! It is as the High Priestess desired!"*
*"It would be Clan Crowfoot's honour to hold the pass while you and your comrades make your escape."*
*Together you make your way over the pass while the Northerners move back into hiding, to wait for your pursuers.*
**The player moves to the next map.**
*You descend the mountain pass and enter a forest dotted with blooms of red flowers.*
*"The Marigold Fields," Malaclypse shouts. "There! The caravan!"*
*In a clearing you spy a lone wooden caravan.*
Reach the Caravan.
*A mournful horn and shouting behind you signals the Empire is closer than ever!*
*"They're here!" Estrella stops Ariadne from pulling out her hammer. "No, it is no use, we must run. Now go!"*
**A New Beginning Encounter is revealed on the map.**