recursal/Fanatic-Fandom huggingface dataset:
Jack of Dust

The **Jack of Dust** is the first Court boss in *Hand of Fate*, as well as a Monster Card which can be encountered normally after his defeat.

## Lore

*In the ruins of an ancient temple, among the eternally shifting sand dunes, lives the mysterious leader of the desert bandits. Infamous for his reign of terror over any spice caravans that dare take their chances travelling through his domain, he rules as a king over the barren lands.*
## Jack of Dust Court

* **Encounter deck size:** 8 (cannot be edited before first game)
* **Equipment deck size:** 8 (cannot be edited before first game)
* **Maximum stair count:** 1
* **Maximum encounter total:** 8

### Token unlocks

* 9 Encounter cards

Jack of Skulls
Bandit Attack
Captain of the Guards
Dead King's Hall
Devil's Choice
Goblins
Local Peasant
Maze of Traps
River
* 6 Equipment cards

Chains of Rage
Desperate Measures
Fortitude's Breath
Medium Armour
Medium Armour
Mercenary Contract
## Jack of Dust enemy

The Jack of Dust is a larger-than-normal bandit, armed with a sword and accompanied by three other bandits. When encountered as a Court boss, he is accompanied by up to two additional cards worth of monsters. The Jack of Dust has about twice as many hit points as an ordinary bandit. At half health, he will power up, moving more quickly and dealing more damage.

The Jack of Dust has two attacks - a blockable attack, and an unblockable attack. The blockable attack can be blocked as normal; the unblockable attack must be dodged. After defeating the Queen of Dust he also throws knives.

When hit by Jack of Dust, the player loses 5 gold, inlcuding the knive throw.
Call for a Priest

**Call for the Priest** is an Encounter Card in *Hand of Fate*. It is one of the random Shop Cards added to the deck by The Dealer. It is the cheapest of two shops that can remove curses, the other being Travelling Healer.

## Available Services

**Buy Blessings:** The player may buy up to four blessings at their listed value.

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

**Remove Curses:** The player may spend the removal cost of any curse card to remove that curse.

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

**Buy Food:** The player may pay 11 gold to gain 3 food, or 18 gold to gain 5 food.
King of Scales

The **King of Scales** is the twelfth Court boss in *Hand of Fate*, as well as a Monster Card which can be encountered normally after his defeat.

## Lore

*He has lived since before humans came to this place, mighty and lonely and dangerous beyond measure. This creature has battle things that slithered from the Outer Darkness, from the hells themselves.*
## King of Scales Court

**Encounter deck size:** 40
**Encounter Cards added:**
**Equipment deck size:** 40
**Maximum stair count:**
### Curses

* Hungry Blades: Whenever using a weapon ability, the player consumes 1 food.
* Skin Rash: The player draws from the pain deck on every fourth step.

### Challenges

* 5 x 6 of Scales
* 6 x Rusty Axe

### Token unlocks

* 2 Encounter Cards

The Dealer
Soldiers on Leave
* 3 Equipment Cards

Blood Crescent
Master Ring
Ring of Peace

## Strategy

The King of Scales by himself is only mildly dangerous. But he has four allies, two sword lizardmen and two mage lizardmen to help him, and they are unkillable while he is alive. Also his rules make the area very difficult, so do not expect to fight him with full, maximum health. Before facing him, try to get weapons and armor that deal extra damage to lizardmen. The ice sword is very effective. You can use weapon abilities without food, so go wild against him. You won't need the food for later.

The King of Scales has a few attacks. He'll do a heavy swing with his sword that deals very heavy damage. He also has some minor strikes. Sometimes he will bear his shield and fire a cloud of needles at you, but this can be easily avoided if you dodge, and it can hit his allies.

If you do not have a way of stunning him, run behind him when he does his shield attack and hit him. Ignore the minions, as they cannot be killed even with use of the Wrath of the Old Gods blessing. However if the enemies are still damaged by attacks and if they are hurt enough when the King dies, they will die as well.
Feathered Ice

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## Description

During combat, press the corresponding button to create a blast of freezing ice, centered on the adventurer.

## Details

Buy value: $39

Sell value: $12

Number of uses: 8

Abilities: Ice

*Notes: This artefact cannot freeze hellbeasts, despite being able to freeze Lava Golems. Hellbeast can still be frozen by Frostfang's ability.*
Apprentice 3

## Event

*Returning to the training grounds you find the Captain of the Guards waving around a glowing rod. "Today all recruits will learn to use magical weapon abilities." "It's unlikely that any of you will see or use any of these in actual combat, but you never know when some overambitious hero is going to drop dead beside you." "Knowing how to activate a magical item can mean the difference between life and death." "Magical weapon abilities need time to cooldown between each usage, but can be used any number of times per battle."*

**Fight 8 Ratmen. Gain the Training 3 blessing and Thunder Stick for the duration of the combat.**
(After combat) *"Remember to use your magical weapon to its full potential if you ever get the chance."*

**Acquire card's token.**

## Token

Encounter: Battle Practice, Nymphs of the Sweetwoods (apprentice fate)
Desert Storm

## Event (token)

*You are travelling through the desert when a dust storm approaches. You may be able to reach the safety of some nearby hills before the storm hits you.*

* 1) Run for the hills.

**Success(x2):**
*You reach the hills just as the dust storm arrives.*
**Acquire card's token.**
**Failure(x1):**
*The dust storm overtakes you before you reach to safety. Some of your gold and provisions are lost to the desert sand.*
**Draw 2 Pain Cards. Acquire card's token.**
**Huge Failure(x1):**
*The storm sweeps you over and you struggle against the blasting wind and sand.*
**Draw 3 Pain Cards. Acquire card's token.**
* 2) Stay where you are.

**Success(x2):**
*You hunker down and the dust storm passes quickly. You continue on your way.*
**Acquire card's token.**
**Failure(x2):**
*The dust storm rages for hours. You spend much time afterwards recovering your gear, but fear some of it may be missing.*
**Acquire card's token. Lose random equipment.**
## Event (no token)

* 1) Run for the hills.

**Success(x2):**
*You reach the hills just as the dust storm arrives.*
**Event ends**
**Failure(x1):**
*The dust storm overtakes you before you reach to safety. Some of your gold and provisions are lost to the desert sand.*
Draw 2 Pain Cards.
**Huge Failure(x1):**
*The storm sweeps you over and you struggle against the blasting wind and sand.*
**Draw 3 Pain Cards.**
* 2) Stay where you are.

**Success(x2):**
*You hunker down and the dust storm passes quickly. You continue on your way.*
**Failure(x2):**
*The dust storm rages for hours. You spend much time afterwards recovering your gear, but fear some of it may be missing.*
**Acquire card's token. Lose random equipment.**

## Token

*For surviving a desert storm, you receive:*

Encounter: Lost in Desert
Nomad's Desert 2

## Event

*You're inexplicably drawn towards the bleak and unforgiving desert, drawn by a powerful desire to find something that was once lost...You don't know what you're searching for or where it is but you know you must press on. What direction do you go in?* **Correct path: SEESS**

* A)North.
* B)East.
* C)South.
* D)West.

*You travel (Direcetion) further into the desert...*
**Correct Choice 1:**
*You travel(Direction) further into the desert...You've yet to find what you're searching for but you must press on. What direction do you go in?*
**Choose Direction.**
**Correct Choice 2:**
*You travel(Direction) further into the desert...The sun beats down on you, draining you of strength.*
**Lose some health.**
*You've yet to find what you're searching for but you must press on. What direction do you go in?*
**Choose Direction.**
**Correct Direction 3:**
*You travel (Direction) further into the desert...The toil of your journey means you require more food.*
**Eat 3 Food.**
*You've yet to find what you're searching for but you must press on. What direction do you go in?*
**Choose Direction.**
**Correct Choice 4:**
*You travel (Direction) further into the desert...You are buffeted by sandstorms, bitten by scorpions and deceived by mirages.*
**Draw 1 Pain Card.**
''*You've yet to find what you're searching for but you must press on. What direction do you go in?*
**Choose Direction.**
**Wrong Choice 1:**
*You leave the desert behind you having not found what you desire. You're beyond lost, with no idea where to find yourself.*
**Move to another tile.**
**Wrong Choice 2:**
*After travelling around the desert for what may be hours or days, you cannot tell, you come across a caravan of traders. You hitch a ride with them to safety away from the desert. You can still feel the pull of the desert behind you in the setting sun.*
**Wrong Choice 3:**
*You travel (Direction) further into the desert...You leave the desert behind but along with it you leave behind the hope that you can find the truth about why the desert calls you.*
**Correct Choice 4:**
*You travel (Direction) further into the desert...You're drawn to a spot where you find a weapon buried in the sand. Holding it, you are filled with the memory of a child you do not recognise.*
**Draw 3 Gold Gain cards. Acquire card's token.**
Fumble

## Event

*While climbing through the ruins of an ancient fortress, your weapon slips from your fingers and dissapears down a grate. You hear it clang and clatter its way to the lower levels of the fortress, stirring up the monsters that dwell in the darkness.*

* A) Search the fortress for your weapon.

**Huge Success:**
*You make your way to the first level of the dungeon an, luckily, find your sword within minutes! Inside the chamber, you discover a pile of 50 gold and some equipment.*
**Draw 2 Equipment cards. Gain 50 gold.**
**Success:**
*You make your way to the first level of the dungeon an, luckily, find your sword within minutes!*
(Sometimes) *Unfortunately, some things have also found you.*
**Draw 1 Monster Card.**
(After Combat) *You search the corpses for loot, then leave the fortress.*
**Draw 3 Gain cards.**
**Failure:**???
**Huge Failure:**
*You spend days wandering the maze of halls and setting off traps, in a fruitless search for your weapon, before, eventually, giving it up for lost. As you attempt to fin the exit again, you are attacked.*
**Draw 2 Pain cards. Draw 2 Monster cards. Lose current weapon.**
(After Combat) *You search the corpses for loot, then leave the fortress.*
**Draw 3 Gain cards.**
* B) Abandon your weapon.

*Your weapon is lost to the inhabitants of the fortress.*
Lost in Swamp

*"You become lost in a swamp. In all directions, you see nothing but murky water, twisted trees and mist. The smell is apalling."*

*"You hear a muffled movement and can just make out a humanoid figure in the mist, beckoning to you."*

1) Approach the figure.

> *"You splash through the murky water towards the shape."*
>
>

> *"As you draw near, you realise that it's just a tree; a torn old banner is stuck on one branch, waving in the cold wind."*
>
>

OR

> *"As you approach, you make out the figure of a clocked man. He suddenly leaps forward, as other men spring from behind the trees.."*
>
>

> *The dealer draws you 2 Monster Cards.*
>
>

> **[CYCLE A]** *"The dank, misty forest that surrounds you is eerily quiet as you struggle through the foetid waters."*
>
>

> A) Attempt to find a way out of the swamp.
>
>

> Huge success: *"You are pleasantly surprised to find that you were very close to the outskirts without realising it." **(Cycle ends)***
>
>

> Success: *"You find your way out of the swamp after only a day of wandering."* **(Lose 1 food, cycle ends)**
>
>

> Failure: *"You wander through the mist for a day." "You find yourself no closer to getting out of the swamp."* **(Lose 1 food, back to [CYCLE A])**
>
>

> Huge failure: *"The creatures of the swamp discover you, as you continue to search for a way out of the mist."* **(Draw 2 monster cards.)**
>
>

> *"You loot the bodies for anything useful."* **(The Dealer Draws you 3 Gain Cards.)**
>
>

> "*You find your way out of the swamp after only a day of wandering."* **(Lose 1 food, cycle ends)**
>
>

> B) Use your Oracle's Diadem helm to find your way out of the swamp. **(Requires Oracle's Diadem helm)**
>
>

> *"The magic of the diadem leads you swiftly to safety."* **(Cycle ends)**
>
>

OR

> As you approach, you make out the form of an old man, wrapped in a cloak.
>
>

> *"Are you lost, stranger? I can lead you from this place in exchange for some supplies."* You negotiate a price.
>
>

> 1) Pay him 5 food.
>
>

> *"This will suffice. Follow me."*
>
>

> You follow him for several hours, finally arriving in a dry field. Gasping with relief, you turn around to thank him, but he is gone.
>
>

> 2) Pay him 20 gold.
>
>

> You follow him for several hours, finally arriving in a dry field. Gasping with relief, you turn around to thank him, but he is gone.
>
>

> 3) Refuse help.
>
>

> *"No need of my help? Well, good luck to you!"*
>
>

> He wanders away, seeming to melt into the mist. **(Go to [CYCLE A])**
>
>

2) Move away in the opposite direction.

> You carefully move away from the figure, as silently as the mire allows. **(Go to [CYCLE A])**
>
>
Iron Hunger 6

## Event

*You return to the hut of the strange old alchemist. As you approach the building you find him digging a large hole. "Hmmph? Oh, hello," he says, barely glancing up from his toil. "Have you the Ore that I require?"*

* A) Give him 100 Ore.

*"Good, good," he mutters, fully engaged with his task. "Look, I've got to get five barrels buried before the full moon rises tonight. Would you mind grabbing a shovel?" Hours later you leave the Ore in the only clear space you can find on his workbench and say goodbye to the alchemist. "Come back in a week," the old man says, settling down to watch the burial site with a large crossbow across his lap. "Should be done with this lot by then," he adds.*
**Lose 100 Iron Ore. Acquire card's token.**
* B) Tell him no.

*"Good, good," he mutters, fully engaged with his task. "Look, I've got to get five barrels buried before the full moon rises tonight. Would you mind grabbing a shovel?" Hours later you continue your journey, a little dustier than before.*
Harpy Queen, Raynare

**Raynare** is a Hardmode boss summoned using the Queen's Rose at night anywhere in the world.

She acts very similarly in AI to Jensen, the Grand Harpy as well as looking very similar and being of royal Harpy blood, and can be considered the Hardmode equivalent of Jensen.

Defeating her is required to upgrade the Harpy Weapons.
It will also allow the Scavenger to sell the Music Box (Red-Winged Menace), which is the track that plays while fighting her.

## Behavior

### Phase 1

* Fires splitting red feathers
* Dashes at the player
* Has a chance to summon a Royal Harpy when being hit

### Phase 2

Raynare's second phase is initiated when she falls below 50% of her health, similar to Jensen, she will remain invulnerable for a short while and empower herself, dealing more damage, gaining more defense and changing her attack pattern. She will also summon 10 more Royal Harpies and Yofaress to aid her in battle.
Her attacks change to the following:

* Fires fast moving wallbreaking spirit feathers
* Dashes at the player with increased speed
* Summons a ring of feathers that all fire at the player if not destroyed in time
* Fires multiple homing spells at the player which break on collision with blocks

In **Expert Mode**

* While Yofaress is alive, Raynare remains invulnerable.

## Trivia

* Harpy Queen Raynare's theme is **Red Winged Menace**, which was composed by the artist Turquoise.
* Raynare is Jensen's older sister, ruling over the kingdom of Winterfloat.

## History

* **1.0.4**: Revamped.
* **1.0.1**: Rebalanced.
* **0.23.3.1**: Expert-exclusive attacks added.
* **0.23.3**: Sprite changed.
* **0.23.2**: Nerfed again.
* **0.20.0**: Nerfed.
* **0.10.0**: Introduced.
A Winding Trail

## Details

Getting event 1 or 2 seems to depend on the level depth of your current run.

Event 3 is labeled "Pax Event" in the gamefiles. Information on how to get it is needed.

## Event 1

*Suddenly, a tree falls across your path, blocking the way ahead!*

*Weapons bristle from the trees around you, their wielders' faces obscured by the undergrowth.*

"Give us all your gold, or die!"

**Reveal 1-2 monster cards.**

**Choice:**

* A) Give them all your gold.

**If you have enough gold:**

*You spill the contents of your money bag onto the ground and back away. They let you pass unharmed.*

**Lose all gold.**

**Otherwise:**

*You open your money bag and present it to the thieves.*

*"That's not enough - he's holding out on us!" one of them yells, right before they rush you.*

**Fight the revealed monsters.**

**Draw 3 Gain Cards.**

* B) Attack the cowardly band for daring to threaten you.

**Fight the revealed monsters.**

**Draw 1-3 Gain Cards. OR**
**Draw 1 Equipment Card** (Basic Sword?)

## Event 2

*Suddenly, a tree falls across your path, blocking the way ahead! An ambush! You must fight for your life!*

**Draw 2 monster cards.**

*You search the bodies for loot.*

**Gain ???**

## Event 3

*Deep in the forest, you find a bridge, guarded by the undead servants of gods-knows-who.*

*Knowing that you cannot reason with the unliving creatures, you attack!*

**Fight undead**

*You search the bodies for loot.*

**Gain ???**
Apprentice 2

## Event

*You return to your training with the Captain of the Guards. "Your shield," he declares to the assembled soldiers, "Is more than mere defence. A skilled warrior may even use it to turn an opponent's ranged attacks back against themselves." A group of Ratmen are herded in. "Your weapon will not be required - concentrate on reflecting their thrown blades."*

**Gain Training 2 blessing for the combat. Draw 2x 4 of Plague and proceed to fight 8 Ratmen.**
*"In combat, always be aware of your ranged opponents. Keep your shield up and you can wear them down over time."*

**Acquire card's token.**
Jack of Plague

The **Jack of Plague** is the fourth Court boss in *Hand of Fate*, as well as a Monster Card which can be encountered normally after his defeat. He is the first Court fought after acquiring The Goblet.

## Lore

*Here is a beast who hates your kind, and has grown fat and evil with that hatred. The Jack of Plague will kill you and suck the marrow from your bones.*
## Jack of Plague Court

**Encounter deck size:** 20
**Encounter Cards added:** 3x random Merchant Cards, 3x Ratmen Hunting, 3x Angry Mob
**Equipment deck size:** 20
**Maximum stair count:** 3 - two short floors, a long floor, and a final floor
### Curses

* Twice the Fail: The player loses 5 gold for every Fail, and 10 gold for every Huge Failure chance card.

### Challenges

* 3 x Ratmen Hunting
* 3 x Angry Mob

### Token unlocks

* 7 Encounter cards

King of Dust
Embertown Hero
Devil's Carnival
Culling the Ratmen
Ratmen Hunting (locked until Culling the Ratmen is completed)
Ratmen Hunting (locked until Culling the Ratmen is completed)
Ratmen Hunting (locked until Culling the Ratmen is completed)
* 2 Equipment cards

Berserker Armour
Scorching Zeal
## Jack of Plague enemy

The Jack of Plague is a giant ratman that spawns alone. When fought as a boss, he is accompanied by 4 ratmen.

Surprisingly, the Jack of Plague does not hit all that hard and he doesn't have any more hit points than the Jack of Dust or the Jack of Bones. Like smaller ratmen, he has both a blockable and an unblockable attack. His special ability is to make other enemies around him attack more quickly when he is damaged, encouraging the player to either ignore him initially or kill him as fast as possible to deny his passive benefits to others. Like other ratmen, he releases a toxic cloud upon death.

### Strategy

The Jack of Plague's Court is significantly more difficult than previous Courts, despite the player's vastly superior starting gear. It is difficult to retain money due to the curse, meaning that all money should be spent as soon as possible (on equipment if nothing else), and the Court is considerably longer, even compared to the Queen of Dust's Court. The Angry Mobs are particularly troublesome due to their tendency to steal food; satiating a mob for good takes an enormous amount of food, but it is generally wise to pay up in favor of the damage that they can deal if they are denied.
Blood Crescent

"Countless use as a sacrificial blade during ceremonies to the Dark gods has left this blade steeped in corruption and sorrow."

## Description

Press the corresponding button to perform a killing blow that also drains your health.

## Details

Buy value: $55

Sell value: $14

Damage: 25

Abilities: Finishers

Blood Crescent inflicts 20% Max Health as damage to the player and instantly kills the target regardless of its health, ignoring shields.
Axe

## Description

In combat, press the corresponding button to swing your axe.

*An axe is an effective, yet unremarkable weapon in this land.*

After acquiring The Goblet, this becomes the player's default weapon. This card should be removed from their deck as it is now only useful to sell.

## Details

Buy value: $10

Sell value: $4-5

Damage: 25

Abilities: None
Merchant Guard

## Description

Must visit every shop, and will be ambushed more often.

## Rule Changes

**Reveal Merchants**

Merchants are always revealed when you enter a level.
**Ambush Curse**

Leaving a level with ambushes unencountered causes you to be cursed.
**Reduced Prices**

Shops always offer reduced prices.
**Shop Combat**

You will always be ambushed at the Tinker, Shop, and Jeweler.
## Deck Changes

Encounter: Merchants In Distress 1

Gain: Supplies: Gain 5 food.

## Starting Resources

Health: 100

Max Health: 100

Food: 5 + x

Gold: 10

Health gained from eating: 5

Health lost from starving: -10

## Special Starting Equipment

Heavy Armour

Merchant's Guard Helm
Iron Hunger 5

## Event

*You return to the hut of the strange old alchemist. Walking in the front door, you momentarily cannot locate him. "Ah! Hello again my unusual friend," the alchemist says, drawing your eyes to the ceiling. The old man is pressed against the ceiling where a layer of odd coloured gas swirls around him. "Still feeling the full effects of this one," he explains helpfully, but then points at a corner desk. "Your potion is over there." You find a green vial and inspect it. "If you can get pas the smell and actually drink it, you'll find that eating food becomes more rewarding."*

**Gain Alchemist Potion blessing.**
*"Another interesting result to be sure, but not what I was looking for. Any chance you can get more of that ore for me?" "Just bring it in next week when I'm not as high," he says, indicating his current predicament.*

**Acquire card's token.**
Dark Ritual

## Event

*While searching the sacred tombs of Wandermere, you come across a group of skeletons conducting a dark ritual.*

**Draw 3 Monster cards.**
*Their attention seems to be focused on a closed, stone sarcophagus.*

* 1)Attack!

*You approach the undead fiends carefully, the charge into their midst!*
(After battle)*As the last broken bone clatters to the stone floor, you realise that your intervention has come too late - the sarcophagus is slowly cracking open! You quickly grab what you can and flee from the chamber.*
**Gain 2 equipment cards and the token.**
*Standing outside a moment later, you hear an unholy shriek that will haunt your dreams forever.*
* 2)Leave before they notice you.

*You leave the undead to their dark business.*
Merchants In Distress 2

## Event

*After weeks of following merchants from the shadows you finally catch an attack in progress. You could swear that through the darkness and shadow you can see a giant rat creeping along with the bandits. While the bandits continue towards the unaware merchant the 'Rat Bandit' sniffs the air for a moment before disappearing into the night.*

**Draw 2 monster cards.**
(After Combat)*With the attack on the merchant prevented you notice one of the bandits who hasn't yet died from your assault. What do you do?*

* A) Put him out of his misery.

*A swift blow to the head is all it takes.*
* B) Ask him about his gang.

**Huge Success(x1):**
*He squeals in pain "Alright, I'll tell you, just let me die in peace. We're holed up in a cavern in the mountains." He points you toward their hideout.*
**Acquire card's token.**
**Success(x2):**
*"Death from you holds no fear for me. I have served the Rat King and will be reborn when the plague sends your kind to the grave."*
**Failure(x1):**
*The bandit speaks in a foreign language before smiling at you as life slips from his eyes.*
**Draw 1 curse card.**
Devil's Choice

The Devil's text varies. Sometimes he wants to test your "might", sometimes your "strength". However, this is not related to whether you have to fight the chosen monster or the other two.

## Event

*A cloaked devil appears in your path. "I'm here to test your might, so-called hero." Choose your foe.*

**Choose 1 of 3 monster cards.**

**Either:**

    *“You're no mighty hero. I will let you live with your choice.”*

    **Fight the chosen monster.**

**Or:**

    *"Hmmm, since that is whom you wish to fight, I think today I shall make you fight the others instead. Just for fun."*

    **Fight the other two monsters.**

*"Excellent!" the devil cries. "You have passed my cunning test. Have some treasure! Perhaps next time our paths cross I will kill you myself."*

**Draw 1-3 Gain Cards.**

## Token

*For surviving the devil's choice you receive:*

Encounter: Devil's Wager
Holy Quest 3

## Event

(Before defeating Queen of Skulls)*The abbot stops you before you enter the tombs. "You lack the experience to fight undead such as these, come back when you've show another such Skeleton Queen death."*

*You enter the tomb of Saint Rodero, the monk who founded the town to stop the undead prospering. You search the tomb for the stone tablets that will lead you to the Skeleton King.*

*You must search the tome for the maps to the crypts below.*

**Failure(x3):**
*Your search leaves you empty handed but there are still many places to be searched.*
**Huge Failure(x1):**
*While searching through rubble, you inadvertently knock loose a decrepit statue of your patron saint, it falls on top of you. Aside from the crushing pain, this has alerted the undead to your presence.*
**Draw 1 Health Pain Card**
**Draw 1 Monster Card**
*You assess your surroundings before deciding what to do next.*
*Continuing to search may attract the undead.*

* 1) You search the tomb.

**Huge Success(x1):**
*Beneath a smashed altar and carefully wrapped in a long dead warriors cloak, you find the stone tablet map of the crypts below.*

*As soon as you touch the tablet you hear a piercing scream ring out that echoes through the crypt, it sounds like the Skeleton Queen wants to prevent you from finding her King's hiding place.*
**Draw [[Queen of Skulls] and 1 Skulls Card**
*You make your way to the tomb exit when the Skeleton King's voice booms out once again "You think a map will allow you to best me, perhaps you are more foolish than brave".*
**Acquire card's token**
**Failure(x2):**
*You have yet to find the map but you also remain alone in the tomb.*

(repeat choice to search again)

**Huge Failure(x1):**
*You cannot locate the map and the undead occupants have become aware of your search.*
**Draw 1 Monster Card** (always draws Queen of Skulls - but without the queen?)
(After Combat) Repeat choice to search or not.
* 2) Leave

**Ends encounter**
Dark Dweller

## Event

*Your path is blocked by an evil mass of tentacles and eyes.*
*Even as you watch, the thing sprouts new limbs, eagerly reaching for you.*
(Choice:)
* A) Attempt to get around the creature.

***Success*** (x1 dealt) (x2 on second pass):
*With a combination of skill, daring and luck you weave between the probing tentacles.*
***Failure*** (x3 dealt) (x2 on second pass):
*Your luck lasts only so long before the tentacles get hold of you.*
**Draw 2 Pain Cards.**
* B) (*if you have 'Lightning Crash' equipped*) Use your 'Lightning Crash' artefact.

*You summon enchanted lightning to stun the unnatural beast, allowing you to move past it unharmed.*
this does NOT reduce the number of uses this artifact has

* C)*(if you have 'Spirit Walk' equipped)* Use your 'Spirit Walk' artefact.

*Calling upon the power of 'Spirit Walk', you move through the grasping tentacles unharmed.*

this does NOT reduce the number of uses this artifact has

* D) (*if you have 'Eye of the Storm' equipped*) Use your 'Eye of the Storm' artefact.

*The power of the eye generates a whirling force of wind and fire, keeping the beast at bay as you move past it.*

this does NOT reduce the number of uses this artifact has
* E) Flee back the way you came.

*The unnatural terror that grips your soul lingers for hours after you flee to safety.*
Royal Treasury

Note that this is one of the most punishing encounters in the game, with only a 1/4 chance of success and gigantic penalties for failure.

## Event

*In the depths of the deepest cave in the remote wilderness, you stumble upon the old king's fabled treasure chamber.*

*Legend claims that it is filled with treasure collected over 100 years, but guarded by a plethora of lethal spells and traps. Only the bravest, or most foolish, would enter.*

Choice:

    Attempt to reach the treasure.

        **1 Huge Success:**

            *With great skill and daring, you make it through without a scratch!*

            *The royal treasure is yours!*

            If you already have the card's token:

                *Inside the chamber, you discover a pile of 100 gold and some equipment.*

                **Draw 2-4 equipment cards.**

                **Gain 100 gold.**

            Otherwise:

                *Inside the chamber, you discover a pile of 50 gold and some equipment.*

                **Gain card's token.**

                **Gain 50 gold.**

                **Draw 4 equipment cards.**

                *You also find a scroll with directions to some sort of sacred artefact, high in the remote mountains. It is vague about the object's abilities.*

        3 Huge Failure:

            *Blades from all directions cut you to ribbons. You manage to drag your broken body back to the entrance, where you rest for several days, trying to heal.*

            **Max Health reduced by 66%**

    Leave the royal treasure chamber.

        *You turn and leave, with visions of treasure haunting you.*

## Token

For exploring the Royal Treasury, you receive:

New Encounter: Wheel of the Gods

New Items: Alchemical Silver, Chain Bomb
Gain Cards: Good Fortune - Gain 25 Gold
Jack of Scales

The **Jack of Scales** is the sixth Court boss in *Hand of Fate*, as well as a Monster Card which can be encountered normally after his defeat.

Note: His lore states that he nullifies weapon abilities and artefacts. This is not true, and they can be used against him in battle.

## Lore

*Their latent magical abilities mean these lizardmen are feared by all, even their own kind.*
## Jack of Scales Court

**Encounter deck size: 25**
**Encounter Cards added: 3 x Deadman's Gorge**
**Equipment deck size: 25**
**Maximum stair count:**
### Curses

* Heavy Arrows: In combat, projectiles travel at half their usual speed, but inflict twice the damage.
* Mana Drain: Cooldown times for weapons and artefacts are doubled.

### Challenges

* 3 x Deadman's Gorge
* 2 x Supplies

### Token unlocks

* 4 Encounter cards

Queen of Skulls
Holy Forge
Dark Ritual
Metal Ore
* 2 Equipment cards

Herne's Antlers
Undead Bane

## Jack of Scales enemy

The Jack of Scales is a larger variation of the standard lizardman, except his attacks deal more damage. He has three attacks. A tail smash that cannot be blocked and strikes twice, damaging everyone, a tail swipe that cannot be blocked, and a sword strike that can be countered. The tail attacks are obvious and can be interrupted with a shield bash provided the player does it before the indicator appears.
Iron Hunger 2

## Event

*You return to the hut of the strange old alchemist. Walking in the front door, you find him hunched over a bubbling potion. "Ah, you have returned!" he cries, looking up gleefully. "Have you brought the required Ore?"*

* A) Give him 25 Ore.

*"Good, good! Just put it down there on that table." He looks the specimens over before nodding, "This will do nicely. Come back in 3 days and I will have your payment."*
**Lose 25 Iron Ore. Acquire card's token.**
* B) Tell him no.

*"What?!" he exclaims in fury. "Then get out! Get out of my castle!" he screams, and begins throwing glass beakers in your direction. You narrowly avoid having an interesting array of chemicals splashed on you as you as you flee the small hut.*
The Dagger

**The Dagger** is the reward for defeating the fourth and last set of Courts: the Queen of Scales, the King of Plague, and the King of Scales. The effects it grants are permanent.

## Upgrades

* New Starting Gear

Your starting equipment has been upgraded.
* Food or Gold Bonus

Each area you enter will be strewn with food or gold.
* Equipment Bonus

At the start of your adventure, you gain an equipment card.
* Lizardman Fire Armour

Lizardmen Fire-Breathers will protect themselves with Flame Armour.
* Ratman Health Increase

Ratmen have had their health increased.
* Lizardman Health Increase

Lizardmen have had their health increased.
## Starting Equipment

The Dagger affects Starting Equipment in the following ways:

* Weapon: Fine Blade
* Trinkets: Killing Streak
Meet The Highbinder

## Event

*Your meet is arranged to happen by the cliffs outside Knollwich. However, when you arrive, you are greeted only by the icy cold embrace of the sea breeze.*
Just as you're wondering if you've been swindled, a young street urchin comes rushing towards you. He hands you a note before disappearing down the cliff face with a speed and grace you would not dare match.

The note is from The Highbinder:

"Paranoia is always well founded. There is a Kraken attacking the ships leaving Knollwich, and the local smugglers are keen that nobody hears their services are at risk. I'm sorry that we couldn't meet in person, but I do detest violence. Especially when it may happen to me."

By the time you stuff the note in your pocket, you can already hear the approaching rabble.

"We don't like nobody stickin' their noses in where it don't belong. That include you and that sneaky git that were here before."

**Draw 2 Monster Cards.**
(After combat)*With your pursuers defeated, you plan to return to Carlo to give him the bad news regarding the Kraken.*

**Acquire card's token.**

## Token

*For discovering the truth behind the attacks on Knollwich port you receive these cards.*

Encounters: The Tavern Attack, The Land Locked Lubber 3
Petward the Monk

## Event

*You return to the village of Petward the monk.*
Everything seems normal as you approach the church.

* A) Go inside and confront Petward.
*The church is dark inside. It takes a moment for you to make out the form of Petward standing before the altar at the far end.*
*"Welcome great warrior." Petward says, as you approach. "I assume you still seek the Dragon Relics?"*
*"I discovered them after years of research , hidden in a tomb on a remote island. They could have stayed there safely, were it not for a curious thief."*
*"On the way home, all my notes, including the map, were stolen. I knew that I had to go back and empty the tomb to keep the relics safe!"*
*"I also realized that might not be enough; that desperate men might still attempt to trace them. So i left the parchment as an obvious clue - a guide for any relic-hunters to seek my counsel."*
*"Unfortunately, those ridiculous tasks I created did not kill you ! Now you know too much for me to let you go, so I must kill you myself!"*
*You ready yourself to fight Petward, although he seems unarmed. Suddenly, he opens his mouth and a huge burst of fire erupts from within!*
	+ **Failure:**

*The cone of dragon fire catches you side-on, as you attempt to dive out of the way.*

**Lose 110 health**. Should you survive:
*With flames still flickering across your body, you leap towards Petward and strike him down. He crumples easily beneath your onslaught.*
*"The relics... were never meant for a violent thug... like you." Petward gasps, as he draws his final breath.*
*With the building now ablaze, you quickly search the altar and discover a secret entrance to a chamber beneath the church. Inside, you find the body of Drak Torrin, the Dragon Slayer, and the Dragon Relics!*
*You gather up the relics as quickly as possible and exit the church. The villagers, who are gathering to put out the fire, do not try to stop you.*
this **cards token** is now yours.
* + **Huge Failure:**

*Taken by surprise, the full blast of the dragon fire engulfs your head and upper torso, killing you instantly.*

**Instant death.**
* B) Leave the village.
*You turn and walk out of the village without incident.*

## Token

Equipment: Dragon Helm, Dragon Armour, Dragon Claws, Dragon Tongue, Dragon Shield, Dragon Breath
Nymphs of the Sweetwoods

## Event

*One day, in a far-away forest, you meet the Nymphs of the Sweetwoods*

*They offer you a journey to the lands of childhood dreams.*

* A) Accept. *The magic of the wood rises and you are filled with visions of your early life.* *An unknown time later, you wake up alone in the forest, with nothing but your own thoughts and a blissful feeling of being reborn.* *You leave the forest with a renewed sense of hope in the future* **Removes all equipment, curses, blessings, resets health and food to as if you had just started. Gain a rusty axe and shield. Gain** Sweetwood Blessing.

**This Token is yours**

* B) Decline. *The nymphs fade back into the forest.*
Curse of the Lion Prince

## Description

Weak, but becomes stronger through battle.

## Rule Changes

**Max Health**

Start with low max health, but increases with each defeated enemy.
Note: Not specificied by the game, but it is important to note that Max health is capped at 200, after which you don't gain any more max health per kill.

## Starting Resources

Health: 40

Max Health: 40

Food: 10 + x

Gold: 25

Health gained from eating: 5

Health lost from starving: -10

## Special Starting Equipment

Lion Prince Helm

Sword
Blacksmith's Gratitude

## Event

*You return to Gravenvale's blacksmith.*

*Would you like to pay to have an item crafted?*

**Choice:**

    Pay 20/30 gold for materials.

        *You hand over the gold and make your selection from the items the blacksmith can make.*

        **Gain card's token.**

        **Choose 1 of 2-3 equipment cards.**

    Decline

        *You leave the blacksmith.*
Apprentice 1

## Event

*Inexperienced in war, you seek out a place to learn how to handle a blade. In a local tavern you manage to corner a guardsmen captain willing to allow you to train with his new recruits. The next morning you quietly file in next to the other recruits as the captain prepares to address them. "Watch your opponents. Wait until they are about to strike and then make your own counterstrike."*

**Draw 4 of Dust. Gain Training 1 Blessing for the combat.**
Combat can only be completed by countering enemies.
*"Remember - keep you wits about you in combat and watch for signs that an enemy is about to attack. Then turn it to your advantage."*

**Acquire card's token.**
Great Eagle

## Event

*You are crossing a grassy field one day, when a huge shadow passes over you. A moment late, a great eagel swoops down and lands nearby. You notice an arrow lodged in the beast's feathers. The eagle watches you with a steady gaze.*

* A) Try to remove the arrow.

**Success:**
*The eagle's enormous beak stays poised to strike, as you slowly approach and gently grasp the arrow. It comes free easily and the bird relaxes. With a beat of its mighty wings, the eagle takes to the air. It grabs you with its claws and launches into the sky! You fly over the hills and rivers, watching the land pass by, far below.*
**Jump to a random tile.**
*The great eagle's head twists down to inspect you.*
* A) Point to the ground.

*The eagle immediately swoops downwards. Minutes later, you are dropped carefully onto solid ground, and watch in wonderment as the mighty bird flies away into the distance.*
**Stay on tile.**
* B) Do nothing.

**Success:**
*The eagle beats its mighty wings and continues its journey.*
**Repeat process.**
**Failure:**
*The eagle suddenly screeches loudly and dives towards the ground. Moments later, you are dropped over a forest, just as a burst of fire erupts close to the eagle and an enormous dark shape rushes past.*
**Draw 1 pain card**
**Failure:**
*The eagle's enormous beak stays poised to strike, as you slowly approach and clumsily grasp the arrow. Your unsteady hands rip it free, accidentally tearing the eagle's wing! With a cry of pain and anger, the bird reacts by stabbing at you with its razor-sharp beak, before lurching into the air and flying unsteadily away.*
**Draw 1 Pain card.**
* B) Avoid the bird.

*The eagle waits until it is clear that you have no interest in it, then, with an ear-splitting screech, it spreads its vast wings and takes to the sky once more.*
Iron Hunger 4

## Event

*You return to the hut of the strange old alchemist. Walking in the front door, you find him carefully applying drops of liquid to his eyes. "Ah, you have returned!" he cries, blinking rapidly and looking almost in your direction. "Have you brought the required Ore?"*

* A) Give him 50 Ore.

*"Excellent! Just put it down there on that table. Also, can you pass me some water from the jug in the corner? I appear to have gone blind." You bring him some water to wash his eyes with. "Many thanks!" he says, pouring water on his face, "And don't worry! I'm sure this is just temporary. Come back in a few days would you?"*
**Lose 50 Ore. Acquire card's token.**
* B) Tell him no.

*"Ah, well," he replies, carefully feeling along the edge of his work bench. "Bring it in when you can. Also, can you pass me some water from the jug in the corner? I appear to have gone blind."*
Lost Island

## Event

*The Lost Island is fabled to have unparalleled riches and be covered in enough natural food to feed an army but the trip is dangerous and often unsuccessful. Taking the trip will cost you 15 food and 25 gold. Do you want to try to sail to the Lost Island?*

* A) Set sail.

*You start on a mysterious journey towards Lost Island.*
**Lose 25 gold and 15 food.**
**Part 1**
*Your journey is frought with danger and mishap.*
**Success (3):** You continue on your mysterious journey.
**Failure:** You continue on your mysterious journey.
**Part 2**
*You sail through dangerous waters.*
**Huge Success:** You continue on your mysterious journey.
**Success:** You continue on your mysterious journey.
**Failure:** You continue on your mysterious journey.
**Huge Failure:** You continue on your mysterious journey.
**Part 3**
*You pass friend and foe on your way to Lost Island.*
**Success (2):** You continue on your mysterious journey.
**Huge Failure (2):** You continue on your mysterious journey.
**Result**
Probably after 3 **Success:**
*You find your way to the Lost Island and rewarded with an abundance of resource.*
**The dealer draws you 5 Gain Cards.**
*—or—*
After 2 **Success** and 1 **Huge Failure:**
*The Lost Island doesn't hold all the riches that the stories speak of but it is a fertile ground that grows fruit that will sustain you on your adventure.*
**The dealer draws you 2 Food Gain Cards.**
*—or—*
*Your ship is caught in a violent storm and smashed to pieces, you spend days afloat on the wreckage before being saved by a merchant boat.*
**Draw 2 Pain cards.**
* B) Do not take the trip.

*You keep your feet on dry land.*
Hoarder's Desire

## Rule Changes

**Hoarding Strength**

The more spare equipment in your hoard the more health you have.
**Hoarding Power**

You do more damage in combat when you have more spare equipment.
## Deck Changes

Encounter: Treasure Trove 1

Gain: Supplies(x4): Gain 5 food.

## Starting Resources

Health: 40

Max Health: 40

Food: 5 + x

Gold: 10

Health gained from eating: 5

Health lost from starving: -10
A Merchant's Favour

## Event

*Whilst browsing the wares at a trading post, you are approached by the proprietor.*
*"You look like a trustworthy sort. I'm in debt to an acquaintance in Orrinshire."*
*"He is holding some items of my collateral. If you deliver this gold to him, an item of equipment can be yours, as payment."*

* A) Accept the offer and take the gold.

*The shop-keeper makes sure the other customers have gone, before lifting a floorboard and taking out a small wooden chest.*
*"You have my thanks. Please make sure all of the money makes it there safely."*
*"Beware of thieves and bandits on the way - and stay out of the taverns!"*
**You gain 100 gold.**
**You gain Heavy Burden.**
**One card on the current floor becomes Return Policy.**
* B) Decline the offer.

*"I'm not surprised - you'd probably steal the money anyway."*
## Token

*For delivering the gold to Orrinshire, you receive:*

Encounter: Food Wagon
Soldier's Training 1

## Event

*You arrive outside the barracks where you are approached by a Sword Liege of The Duke's army. "You look good with a weapon. Get in here and show these wastrels how to survive on the field of battle."*

* A) Show them how it's done.

*"We've rounded up some local brigands for you to practice on." You stride confidently into the combat practice area.*
**Draw 2 Monster cards.**
*I want to see you chain together consecutive attacks without getting hit." Get your combo meter up to 15.*
(after combat)*Thanks for your services soldier. We need well trained fighter's in times like these. I can't offer you much payment but go see Gerald at our stores and he'll see what we might be able to spare.*
**Draw 1 Gain card. Acquire card's token.**
* B) Pretend you're not a very good warrior.

*The sword Liege interrupts your protests "I know a warrior whne I see one. No fool carries gear like yours and doesn't know how to fight. Get in there before I deal with you myself!"*
The rest is like choice A, starting with the Monster Card draw, but you **DO NOT acquire the token!**
* C) Decline.

*You attempt to evade your duty. The Sword Liege replies, "My apologies soldier, did I suggest you had a choice? Get in there before I handle you myself!"*
The rest is like choice A, starting with the Monster Card draw, but you **DO NOT acquire the token!**
Merchants In Distress 3

## Event

*You head towards the cavern that the wounded bandit told you about. When you enter it appears that all the bandits are praying towards a bandit dressed as a giant rat.*

**Draw 1 monster card.**
*As you get closer you realise that it isn't a bandit at all, it's a Rat King! He's obviously been using the bandits to hide his intentions.*

**Draw King of Plague.**
(After Combat)*As the dust settles from the brawl you realise that the Rat King is nowhere to be seen. This probably isn't the last time the Rat King will try this plan.*

**Acquire card's token.**

## Token

Encounter: Merchants In Distress

Equipment: Merchant's Guard Helm