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Game Overview

The Premise Use Influence and Discover, Visit, and


You are wretched…but that is not the end of your story. After a life Gain Attributes (p.12-13) Control Map Regions
spent chasing wealth and excess, your cruelty and corruption have You’ll exert your influence (p.9-11)
finally caught up with you. That’s why you were thrown overboard (colored blocks) to attain the
by your shipmates—left to die in the icy black sea. But in this world of common attributes of inspiration, 2
surprises, that was not your destiny. knowledge and strength, using -2

Moments before vanishing into endless darkness, you wash ashore them to take actions that will
amid the ruins of a remote island where you are revived by a traveler. increase your honor.
As you open your eyes to your bizarre new home, you find that You can also convert these 2
something better—something stronger—has awakened inside you. common attributes to gain the LIBRAR
Y
2
ARCA
Now, there is work to be done. You have nothing but the beating of heroic attributes of courage, NE TO
WER

your heart, the breath in your lungs, and a tarnished past pleading to vision, and wisdom, to unlock
be rewritten. more powerful actions.
Each region on the island has
something unique to offer. You can
discover and visit regions to gain
the benefits offered there.
The Main Objective : Honor
Players who control these regions
You’ve led a wretched life until now. The goal is to gain honor when other players
regain as much honor as possible before the end visit them.
of the epoch. The player who has the most honor
at the end of the game wins.

Perform Quests (p.20) Vindicate Yourself (p.20)


In a Nutshell Should you choose, you may During the course of the game
perform secret quests to gain you’ll have the opportunity to
In Vindication, you’ll explore the monsters, controlling regions, and
honor that your opponents know regain your reputation as well as
various regions on the island performing secret quests, among
nothing about. They’ll never know your honor.
looking for opportunities to other things in your journey to
how ready you really are when they
expand your influence and gain attain the most honor. Doing so will grant you an honor
trigger the end of the game.
honor. boost and double your personal
Each game will evolve very
attribute-generating power.
You and your companions will differently as you and other The Power 8With
in

create a unique storyline — players pursue your own distinct


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Add Companions (p.14-15) Acquire Relics (p.17) Gain Proficiencies (p.20) Trigger the End
If you choose to visit an inn, you Using vision at the Arcane Tower If you choose, you may use of the Game (p.21)
can add companions to your party will allow you to acquire and use your various attributes to gain The game begins with 2 active
to gain new abilities. influence to charge limited-use proficiencies in those attributes. end-game triggers. Each end-game
relics with powerful abilities. trigger has unique criteria that
Each companion is unique, and Proficiencies will increase your
you can activate one of them each Once the influence is gone, you mastery totals in the hopes of could potentially end the game.
turn to gain their attributes as well can visit the tower again to gaining the substantial end-game When any player meets the
as their ability. recharge them. bonuses for each attribute. requirements of one of them, the
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Defeat Monsters (p.18) Attain Traits (p.16) Attain Mastery (p.21)


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Monster Trait
5

3
Game Setup
Initial Setup 5 Journey Cards (brown) Place all journey cards back
2
into the box.
A gametrayz ™ Randomly deal one journey
card to each player, who Companion, Relic, Trait,
Fill the gametrayz™ with
follows its instructions: 11 and Monster Cards
components as shown on
the next page. Shuffle and stack these
6 →→ Place your metal player
medallion on the cards face-down on the
1 Main Board designated map triangle. main board to the left of
the attribute sphere of the
Place the main game board 7 →→ Place your wooden matching color. Then, flip 2
in the center of the table scoring disc on the the top cards face up to the
(the beginner side has visual scoring track at space 15. PIRE
cues for initial setup). Sort
right of each sphere. HOLY S
all cards into stacks by color. 8 →→ On your power board,
place 8 of your wooden 12 Secret Quests
blocks into your
2 Power Boards & Trayz potential, and 8 into Shuffle the secret quest
your influence, and cards and deal 2 to each
Each player takes a game
2 into conviction. player, who keeps 1 of them
tray with components and
face-down, returning the 16 Trigger Tokens
the corresponding power 9 →→ Place 1 of your wooden other to the stack. Each
board. There is no strategic blocks onto the main From the community tray,
board in each of the player may look at their own
difference between colors. place the 4 round, metal
attribute circles for secret quest at any time.
trigger tokens on the scoring
3 Player Tiles inspiration, knowledge track at the 30, 45, 60, and
and strength. 13 Region Tiles & Pouch 75 spaces. It does not matter
Each player takes the
character tile from his/her 10 →→ Draw the top face-down Place the 19 hexagonal core which side goes up.
companion card of the region tiles into the cloth
tray and places it next to
color shown on your pouch. Reveal the 2 regions 17 End-Game Trigger Cards
their power board (guilt- journey card, gain its adjacent to each player and Randomly flip 2 end-game
ridden scumbag side up). honor (upper right), and then set the pouch beside trigger cards face-up next to
place it next to the main board (see p. 10 for
4 Speed Tiles your power board. the game board. Place the
list of core region tiles). rest of the stack face-down
Each player takes the next to it.
speed tile with speed “2” 14 Mastery Tiles
and places it next to their IMPORTANT Arrange the 6 large mastery 18 Community Tray
character tile, as shown.
Companions with tiles into the lid of the Leave the dice and the
this icon cannot be community game tray. extra components in the
used as starting community tray; these can
companions. 15 Proficiency Tiles be accessed when needed.
-2
→ For each color, place 1 less
Players who proficiency tile than the Expansion Cards
draw a companion number of players in a stack If playing with any expansion
with this icon on the main board beneath cards (such as loot cards, pet
should draw the related attribute circle. cards, and infused crystal
until they get (Example: in a 3-player cards), stack these cards to
a replacement game, use 2 tiles of each the side of the main board.
color, 12 total).
without this icon,
2 shuffling the
rest back into
ANC
IENT
TOM the stack. CONTINUE TO GAME PLAY ON PAGE 7
4 B
14
18

A
11
13
9
16

1
9
9

6
15

17

3 8
5

10 12 2
5
6
Game Play

Initial Placement Starting the Game Turn Summary


After the game is set up and Play begins with the player at Players may take each of these
players have placed their tokens the lowest numbered space. Play actions once, and may do so in
on the starting locations indicated continues clockwise (players, not any order:
on their journey card, reveal the tokens) until the end of the game
regions adjacent to the players by is triggered. →→ Activate (p. 15)
drawing from the pouch. →→ Move (p. 8-9)
The player on the lowest- →→ Visit a region or rest (p. 8-9)
numbered space gets the
starting player miniature (Sestra,
Lorekeeper) and goes first. Additionally, players may take
bonus actions any time during
their turn:

→→ Convert heroic attributes (p.13)


→→ Acquire a proficiency (p.20)
→→ Gain control of a region (p.11)
→→ Recover influence (p.8)
→→ Vindicate (p.20)
7
Turn Actions Bonus Actions

Perform 3 Actions in Any Activate Convert Heroic Attributes


Order: “Activating” means gaining attributes and/or →→ Converting common attributes to
Activate, Move, Visit/Rest abilities from a companion card or character tile. heroic attributes can be performed
Here’s how it works: at any time, an unlimited number of
On your turn, you may perform these times (p.13).
3 actions in the order you feel is →→ Choose either your character or a companion
most advantageous to you. You must you control. Place 1 block from your influence
move each turn, the other actions are sphere onto the companion’s sphere (p.15). Gain a Proficiency
optional. (Your character never requires influence).
→→ Using attributes to gain a proficiency
Beast Mis
tress Vero
a →→ Gain the attributes that character or can be performed once on your turn
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0 companion generates for your party. You may (p.20).
3 choose to gain as many attributes as you
2 wish, up to the total allowed. (Here, Beast- Control a Region
Mistress Veroa grants 2 strength. You may
choose to gain 0, 1, or 2 strength).
→→ When visiting a region, you may pay
→→ Optional: use the companion’s special ability the associated conviction cost to also
during your current turn. gain control of the region (p.11).
(Here, Beast-Mistress Veroa allows
you to upgrade your mount for
1 strength instead of 3.)
Recover Influence
turn, you
Once this
-1
de your
may upra
→→
: ↑

At any time on your turn, you may


ˎ

el for:
mount 1 lev
recover a block to your influence
2

POST
COMMAND

sphere from anywhere in the game —


except from your potential. You may
also dilute power from conviction to
Move influence.
→→ If you recover influence from a
→→ You must move at least 1 space each turn companion, immediately return all
→→ Move on the triangles between influence from that companion, the
the hex tiles (p.9). card is removed from the game, and
you lose that companion’s honor.
→→ Move a number of spaces on the map
→→
2 2

up to your speed. Your normal speed is 2


CRYSTAL MINE WELL OF WISHES
There is no limit for recovering
until you’ve upgraded your mount at the influence, aside from the inherent
command post (p.19). loss of value.

JEWELCRAFTER
Vindicate Yourself
2

→→ Once you’ve met the criteria, you


may flip your character tile over from
wretched to vindicated, unlocking
increased attribute gains plus a
2
1-time honor bonus (p.20).
HOLY SPIRE
Visit a Region or Rest
Additional Bonus Actions:
-2 → -1 : x1 →→ Choose 1 adjacent hex tile to perform its
associated action (p. 10-11). →→ Use Trait Abilities (p.16)
— or — →→ Activate a Relic (p.17)
2 2 →→ Do not visit a region and instead augment 1 →→ Move a Pet (p. 35)
8 ANCIENT TOMB MONASTERY
power (p.12).
Movement Visiting Regions Cards

Movement Limit Discovering Regions Acquiring Cards Card Honor


You may move a number of spaces You must reveal all open spaces Some regions offer cards (traits, When you acquire any card,
on the map up to your speed. Your discovered as you move. For relics, monsters, companions, etc). you gain (or lose) it’s honor
normal speed is 2 until you’ve each, draw 1 region from the bag immediately.
upgraded it. and place it on the open hex. To acquire a card, choose from the
Place these tiles in the order face-up card or draw blind from If you lose or abandon a card, the
Movement Rules you discovered them, after you the face-down stack. If you choose card is removed from the game,
complete your movement. the face-up card, flip a new card and you immediately lose any
→→ Movement occurs on the face-up to take its place afterward. positive honor on the card.
triangular spaces between Example: if you move 2 spaces If there are no face-up cards in
the hexagonal map tiles. revealing 2 open hexes, you must a stack, simply flip the top face- However, the reverse is not true—
first complete your movement, down card to reveal it. if you lose or abandon a card with
→→ Your normal movement speed negative honor, you do not gain
is equal to your speed tile. then draw and place the first tile
you passed, and then the second. If an effect would cause more than the honor back.
You start the game with a
speed of 2 and can upgrade one face-up card in a stack, only
your speed tile for 3 strength at the top card would be available—
the command post. -3 : ↑ if that card were to be acquired by
→→ You must move at
a player, the card below it would IMPORTANT
become available—no new cards
least 1 space per turn. would be flipped. Honor on cards is gained
→→ You may not end your turn on or lost immediately.
the same space you began on.
Empowered Draw However, if you lose or
→→ You may move through 2
abandon a card with
other players but you may MAND PO
ST If you wish to have more control
not stop on spaces occupied
COM
over your destiny you may choose negative honor, you do
by other players. to take an empowered draw not gain the honor back.
instead of a normal draw.
→→ You may move into the Visiting Regions
numbered starting spaces. If you use 1 conviction just before Tongue
The False5   ˑ    
Visiting a region allows you to take 75$,72
acquiring a card, you may draw
the action on the region tile. When -2
the top 3 cards from the face-down
Entrapment visiting a region that requires you 2
stack and all face-up cards.
to use attributes as a cost, you
→→ In the very rare case you must use the full amount to visit You may choose from any of these
become trapped with that region. If you are unable to cards. Take your chosen card and
opponents blocking all legal do so, you cannot visit that region.
movements, you may add up to shuffle all remaining cards into
2 to your movement. Region actions can be performed the stack, (including the ones that black tre
achery blo
ck to
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you to dilute 1 power (p.12). to this rule are the monastery, face-up cards. 2
25ˑ


command post, and shrine (p.10).


-2
Secret Quests: there are no
face-up cards, so simply shuffle
the cards back into the stack.
Pet Menagerie: shuffle all
Dilute
remaining cards into the to an ad
1 powe
r: add a
jacent re black tre
achery
scored gion. It
stack, then flip 3 new face-up until th
e block cannot
is remov
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be visite
ed for 1
d or

cards to create a new market. convict


ion.

9
Visiting -2 → -2 →

Regions
For your first game, we
recommend playing with 2 2 2

this 19-tile core region set. ACADEMY ANCIENT TOMB ARCANE TOWER

Once you’re familiar with


the core set of regions, Academy (x1) Ancient Tomb (x1) Arcane Tower (x1)
see Expansion Regions Roll the attribute die and Use 2 wisdom to attain either Use 2 vision: acquire either
(p.34-37) to explore new gain that attribute. Then, if you did the face-up trait or draw the top the face-up magical relic or
possibilities. not already have that attribute, face-down trait from the stack draw the top face-down magical
you may roll the die once more (p.16). relic from the stack — and/or —
and gain one additional attribute. recharge any number of your
relics (p.17).

-3 : ↑ 2 -2 → 2

2 2 2 2

COMMAND POST FORT THE GAPING MAW HOLY SPIRE

Command Post (x2) Fort (x2) The Gaping Maw (x1) Holy Spire (x2)
Use 3 strength to upgrade Train to gain Use 2 courage to confront Meditate to gain
your mount and increase your +2 strength. either the face-up monster +2 inspiration.
speed (p.19). You may repeat this or delve deeper into the cave
process as many times as you can and draw the top face-down
afford it. monster (p.18).

-2 / -2 / -2 → 2 -1 : x1 -1 :

2 2 2 2

INN LIBRARY MONASTERY SHRINE

Inn (x3) Library (x2) Monastery (x2) Shrine (x2)


Use 2 inspiration, 2 knowledge, or Study to gain Use 1 knowledge, then augment Use 1 inspiration to return up to
2 strength to add a companion of +2 knowledge. 1 power. You may repeat this 2 influence from companions you
that color to your party. process as many times as you can control to your influence sphere.
(e.g. add a red companion afford it. You may augment the You may repeat this process as
with strength, p.14-15). same blocks used to pay for the many times as you can afford it.
effect from the knowledge sphere.
10
IMPORTANT Controlling Regions
Regions can only be fortified
in the Guilds & Monuments
expansion (p.38-39). Regions are
placed with the non-fortified side Area Control Overview Gaining Control of a Region
face-up by default. This side has →→ You must visit a region in order To gain control of a region:
one small sphere: to control it, including paying
any associated attribute costs. →→ You must visit the region in order to control it.
However, you may take control of a region first,
2
→→ You immediately gain 2 honor and visit it after (this could affect honor gains).
when taking control of a
region. →→ If the region is uncontrolled, you may use 1
conviction and place it on the region to denote
→→ You gain 2 honor at the end of your control.
the game for each region you
2 still control. →→ To gain control of a region controlled by another
player, you must use 2 conviction — 1 to knock
→→
FORT
As long as you control the them out (return this conviction to your influence)
region, you gain 2 honor when and the other to denote your control (place this on
The fortified side has 3 spheres: another player visits that the region).
region.
→→ Gaining control of a region is a bonus action.
→→ If you visit a region controlled You may gain control of a region, and then
2 by another player, that player immediately visit that region, or vice versa.
gains 2 honor.
→→ If you visit a region you control, Losing Control of a Region
you gain no honor — you
cannot honor yourself. If you lose control of a region, nothing happens except
2
returning your block back to your influence sphere
FORT →→ You may not gain control of (not your conviction sphere).
one region and visit another
region on the same turn (unless
otherwise specified by an effect
or ability).

Takeover Example

→ →→ Orange uses 2 conviction


to knock green out
and take control
of this library.
2

Regions with the arrow


“→” symbol allow you to →→ Orange gains 2 honor and
perform the action only places one of the conviction
once per turn. she spent onto the region to 2

denote control, returning the RY

:
RA
LIB
other to her influence sphere.
→→ Green, dejected,
relinquishes control,
Regions with the colon “:” returning his block to
allow you to perform the the influence sphere
on his power board.
action as many times as
you can afford it. →→ Orange may now also
visit this region to study
and gain 2 knowledge.
11
The Power Board

Potential Influence Conviction


This sphere has the capacity to increase the Influence is the primary resource in the game. Conviction is your ability to overcome
number of blocks you can use in the game. Each player controls all influence (colored difficult outcomes through willpower,
Until potential is unlocked by augmenting your blocks) of one color. confidence and resolve.
power, it’s worthless.
Blocks can be moved from your influence Use conviction to gain control of regions
Rest or visit a Monastery to augment blocks sphere to the spheres on the board to track (p.11), prevent a champion from being
from potential to influence. your attributes, to the spheres on your killed by a monster (p.18), or to gain an
companions to activate them, to the spheres on empowered draw on any stack on the main
relics to track their charges, or be augmented board (p.9).
to conviction on your power board.

Augmenting Power Diluting Power IMPORTANT


→→ Augmenting your power means moving it →→ Diluting your power means moving it Any time blocks are returned to
one level up, from potential to influence, one level down, from conviction down your power board, they always
or from influence to conviction. to influence, or from influence down to go into the center sphere
potential.
→→ You may choose to augment 1 power (influence).
by resting instead of visiting a region
on your turn.

12
Attributes: Specialized Influence Conversion

Each attribute works like specialized influence. For example: when you study at a library, some of your Conversion is a key part of
influence temporarily moves from your influence sphere to the knowledge sphere on the board, where it the game—it allows you
remains until used. If you choose to use that knowledge to perform an action, those blocks return to your to upgrade your common
influence sphere to be exerted later as other attributes, or augmented into conviction. attributes to heroic attributes.
This is used to perform new
Inspiration actions and acquire different
common attribute cards.
Converting to Courage
→→ Each of the 2 colors
Courage Wisdom 1 1 1
must be present for a
heroic attribute heroic attribute + = conversion.
→→ Heroic attributes never
convert down to common
attributes. (e.g. vision
+ wisdom do not create
knowledge)
Converting to Wisdom →→ Conversion cannot be
reversed.
1 + 1 = 1
In the example to the
left, yellow and red make
orange. Therefore, 1 strength
combined with 1 inspiration
yields 1 courage.
Converting to Vision In this conversion, 1 block
goes from inspiration or
1 1 1 strength circle into the
+ = courage circle and the other
Strength Knowledge block returns to the influence
common attribute common attribute sphere.

Vision
heroic attribute

Inspiration Knowledge Strength IMPORTANT


Inspiration is the measure of your Knowledge is the measure of your Strength is the measure of your Conversion is a bonus
imagination, creative impulse, intellectual capacity, cognitive power, toughness, intensity, action and can be
ingenuity, and leadership. ability, and expertise. resilience, and fortitude.
used at any time, any
number of times.
Courage Vision Wisdom
Courage is the measure of your Vision is the measure of your Wisdom is the measure of your
valor, and stout-heartedness, and perception, intuition, and the discernment, ability to apply
bravery in the face of danger. ability to predict future outcomes. knowledge, and make decisions. 13
Companions Add companions to your party at the Inn of the Black Dove

-2 / -2 / -2 →

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SHRINE

Party Time—Adding Companions


Companions boost the honor, attributes, and
special abilities you get to use in the game. Companion Companion Companion
They’re good—add them to your party.
Companions can only be found at the inns. Clever
folks like you will consider diversifying their
companion colors and creating combos with the
various companion abilities.
When adding a companion, players can either
take the face-up companion, or draw the face-down Yellow Blue Red
companion and add him/her to their party. The cost companions companions companions
is the same in either case.
You may use You may use You may use
2 inspiration to add a 2 knowledge to add a 2 strength to add a
yellow companion to blue companion to red companion to
your party. your party. your party.
IMPORTANT
When visiting an inn, players may
choose to add a companion of any color

14
Initiative
(This number
indicates response
time. Your champion
Card Anatomy is the companion with Starting Companions
the lowest number.
Honor gained At the start of the game, you’ll draw a journey
See defeating
Companions with this symbol immediately
card which will instruct you to draw a companion
monsters, p.18) card of a specific color and add it to your party.
may not be starting companions when this
(At the start of the game, draw until you This is the companion who revived you when
companion you washed ashore.
get a companion without this symbol) is added to
your party or
Companion name & title lost if they IMPORTANT
(Titles are flavor text only— leave it. Companions with this symbol
they have no game function) cannot be starting companions
(draw until you get a companion
without this symbol, shuffling
the rest back into the stack).

Xan, the Undaunted


&+$03,21ˑ Activating Companions
2 Here’s how it works:
Attributes 2
gained when →→ Place a block from the influence sphere on your
this companion power board to the sphere on the companion card.
is activated →→ Gain the attributes shown on the upper left
(here: strength) of the card (moving blocks from the influence
sphere on your powerboard to the attribute
spheres on the main board).
→→ Optional: use the special ability at the bottom of
the card during that turn only.
$GGH[WUDLQƌXHQFHRQ;DQ
activate 1 additional companion Notes About Companions
(you must pay the activation cost).
→→ There is no limit to the number of companions
you can have in your party.
→→ Companions count towards mastery of
Companion color (frame) their attribute at the end of the game.
(e.g. yellow companions count towards
inspiration mastery, etc.)
Influence →→ Companions who are activated repeatedly over the
sphere where course of several turns will accumulate more and
Optional companion ability more of your influence to keep them loyal; you can
1 influence
block is placed use your inspiration at the shrine (p.10) to motivate
your companions and return influence back to your
each time this power board.
IMPORTANT companion is
activated →→ Companion abilities labeled ‘passive’ are always
Companion abilities can only active, even on other players turns.
be used on the same turn →→ Some companion abilities only trigger when they
they are activated. join your party or at the end of the game. These
abilities do not require the companion
to be active. 15
Traits -2 →
Attain traits at the Ancient Tomb

About Traits
Using wisdom has the potential to gain your character
2
traits which have passive or triggered abilities that make
ANCIENT TOMB everything you do much more rewarding.

Attaining a Trait
-2 There is only 1 unique map region in the game where
traits can be attained: the Ancient Tomb.
Learn from the exalted ones who came before you in this
hallowed place to evolve your in-game powers.

→→ You must be adjacent to the Tomb of the Ancients and


Trait name use 2 wisdom to attain a trait.
Honor gained →→ When attaining a trait, you can either draw the
immediately face-up trait, or draw the face-down trait. The cost
is the same in either case.
when this trait
is attained →→ Honor is gained (or lost) immediately when a trait is
Devotion attained — it is not gained when the trait is used.
ˑ75$,7ˑ
→→ Trait abilities can be used immediately.
6 →→ Traits with triggered abilities can be used more than
once per turn.
→→ For the purposes of this game, passive traits refer to
cards with abilities that could be used on another
player’s turn. These traits can be used once per turn.
→→ There is no limit to the number of traits you
can attain.
→→ Traits count toward wisdom mastery
(YHU\WLPH\RXXVH at the end of the game (green).
1
FRQYLFWLRQJDLQ

Unique trait ability


(traits with triggered Trait
abilities happen when
triggered; traits with
passive abilities may be
used once per turn)

16
Relics -2 →
Acquire relics at the Arcane Tower

Fancy, Shiny Trinkets


Mysterious things are fun, are they not? If you choose
2
to put your heroic vision to good use, you may have the
ARCANE TOWER opportunity to get your mitts on a few of these powerful
trinkets which will help you on your quest to erase your
wretchedness and regain some semblance of honor.
Relics come with a finite number of influence. They can
-2 be activated once per turn by using that influence and
then standing back to behold the glorious effect!

Recharging Relics
When visiting the Arcane Tower, you may recharge any
Relic name Honor gained number of relics by adding influence to them.
immediately when
this relic is acquired
IMPORTANT
Yenara’s Glittery Pink Elixir When you visit the Arcane Tower, you can
ˑ5(/,&ˑ acquire a new relic and / or recharge any
or all of your relics as part of the same
6 action on the same turn. Using 2 vision is
required in all cases.

Power sphere Notes About Relics


where influence is →→ You must be adjacent to the Arcane Tower
placed to empower and use 2 vision to acquire a relic.
this relic
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH →→ When acquiring a relic, you can either draw
5HWXUQLQƌXHQFHUHWXUQXSWR the face-up relic, or draw the face-down relic.
LQƌXHQFHIURPRQHFRPSDQLRQ The cost is the same in either case.
→→ Relics require influence in order to use them.
When acquiring these relics, that influence
must immediately be placed on the relic
from the influence sphere.
→→ Honor is gained immediately when a relic is acquired
— it is not gained each time the relic is used.
→→ Relic abilities can be used immediately,
Relic but only once per turn.
Limited-use power
→→ There is no limit to the number of relics
(Once influence is consumed you can acquire or use on each turn.
you must return to the tower →→ Relics count toward vision mastery at
to recharge a relic) the end of the game (purple).
→→ A relic can hold a maximum of 3 influence.
17
Monsters -2 →
Defeat monsters at the Gaping Maw

Thrashing Brutes
If you fancy yourself the courageous one willing to
2
delve into the Gaping Maw, let’s hope you can at least
THE GAPING MAW keep your wits about you. Trouncing the evil there and
sending it shrieking back into the darkness will net you a
hulking load of honor and additional attributes to boot.

-2 Notes About Defeating Monsters


→→ Identify your champion — this is the companion in
your party with the lowest number, (see card anatomy
p.15). If you do not have any companions, you cannot
fight monsters.
Monster name
→→ You always win. So long as you have a champion, you
Honor gained will always defeat a monster, though you may take
Roll the monster’s immediately losses during the fight.
black attack die to for facing this
determine what bad →→ Honor is gained immediately.
hideous beast
things just happened →→ You must be adjacent to the Gaping Maw
to you and use 2 courage to defeat a monster.
→→ When defeating a monster, you can either draw the
face-up monster, or confront the face-down monster.

Mornak, Lost in Shadow →→ There is no limit to the number of monsters a player


ˑ02167(5ˑ
can defeat.
→→ Defeated monsters count toward courage mastery at
5 the end of the game (orange).

Losses and Ultimate Victory


(roll the black and white dice simultaneously)
The black die determines your losses:
Roll the white Fatigue. A long, grueling fight causes fatigue.
attribute die You must add 2 influence to your champion
to see what $WJDPHHQGJDLQKRQRU (you may recover influence if necessary, p.8).
attribute you 1 IRUHYHU\LQƌXHQFHLQ
Death. Eternal rest. However you want to say
\RXULQƌXHQFHVSKHUH
just gained it. Your champion and his/her honor is lost,
those blocks are returned to your influence
sphere (return the card to the box). You may
use 1 conviction to prevent this!
Miss! You somehow manage to evade the
creature’s attack.
Unique, conditional
bonus gained at the Victory! The white die determines what you learn during
end of the game the fight (you may gain that attribute immediately).

18
Monster
Speed Upgrades

Upgrading Your Speed


-3 : ↑ You may visit a command post and use
3 strength to tame a new mount and
increase your speed.
0 3
Each time you upgrade, take or flip to the
next highest speed tile and immediately
gain the honor on the bottom of the tile.

You may upgrade your mount as Pedestrian Charger Mount


many times as you can afford on Not in a hurry? Not sure Four legs are faster
2 a turn. where you’re going? than two, and it
ST Walking is for you. makes a difference.
A ND PO
COMM By default, you walk Your charger upgrade
everywhere you go, allows you to move
moving 2 spaces each 3 spaces per turn
turn with no additional and gets you 3
honor. honor immediately.

4 5

Beast Strider Giant Moth


Longer legs are faster Turns out, clumsy,
than shorter legs, flappy wings are faster
it would seem. than any number of
Imagine that. legs. Who knew?
Your strider upgrade Your moth upgrade
allows you to move 4 allows you to move 5
spaces per turn and spaces per turn and
hauls in 4 honor for you. rakes in 5 honor.
19
Secret Quests Vindication Proficiency Tiles

Secret Quests Vindication Proficiency Tiles


In the base game, you’ll have 1 There are 2 criteria which much be met Bonus Action
secret quest card to pursue during in order to vindicate your character:
the course of the game if you Once per turn (as a bonus
choose. →→ You must augment all of your potential so action, and only on your
2 turn) you may choose to use
that none remain in your potential sphere
your attributes to gain (1)
&DUSH'LHP
8(67ˑ
5(74
→→ Your scoring disc must reach or pass 25 honor proficiency tile. Simply turn
ˑ6(&

down until
in 3 of any attribute to acquire
Keep face the game.
the end of Once you’ve met these criteria, you may flip your its associated proficiency tile,
command
Control a end of
ˎ : ↑

character tile over from wretched to vindicated, if one is available.


post at the unlocking increased attribute gains and a
2

2
POST

the game.
COMMAND

one-time honor bonus. A proficiency tile counts as 2 cards for its


your moun
Upgrade by the end
t corresponding color, increasing your end game
5
5
to speed e.
of the gam 5
mastery total for that attribute by 2.
You, the Wretched
G U I LT - R I D D E N S C U M B A G →→ You can acquire a proficiency tile at any time
on your turn if you have the requisite number of
attributes.
→→ As long as tiles are available, you can accumulate
as many as possible without limitation.
1 1 1

or or

→→ You may discard a proficiency tile at any time to


Secret
Quest gain 2 of that attribute. If you discard a proficiency
tile, it is removed from the game.
You, the Vindicated
R E S P E C TA B L E H U M A N B E I N G
Example
5
On your turn, you choose to return 3 wisdom from
The primary benefit of secret the green sphere on the main board to your influence
quests is that your opponents sphere and acquire a wisdom proficiency tile. This
won’t know whether or not you’ve will increase your wisdom mastery at the end of the
completed your quests, and thus game by 2.
won’t know exactly what your
You may at any time choose to discard it and
honor total is.
immediately gain 2 wisdom back, but sacrificing its
There are 2 quests on the card, end-game mastery value.
2 2 2
each of which is optional. You may or or
complete 1 or both of them and
gain the honor for each completed
quest at the end of the game.
You do not lose honor for any
incomplete quests. IMPORTANT
Once you’re vindicated you’re
always vindicated, even if you
dilute influence back into your
potential sphere or fall below
25 honor.
20
Mastery Tiles Ending the Game

Mastery Tiles End-Game Triggers


At the beginning of the game, 2 trigger cards are flipped face-up;
At the end of the game, mastery they are considered active. When a player meets the requirements
tiles will be awarded for each of of one of them, the next round becomes the final round.
the 6 attributes.
When a player advances to a trigger token on the scoring track
The single player who has (located on the 30, 45, 60, and 75 spots) that player takes the token
accumulated the most cards and and a new trigger is added to the active triggers.
proficiency tiles associated with
a particular attribute will win the Regions
mastery tile. In a tie, nobody gets
ˑ(1'

7
*$0(
75,**
(5ˑ

it. Life is hard. Work harder.

Mastery tiles are awarded to the


player who has the combined
If you’ve been the most
highest total of: ger
:KHQSO
me Trig
End-Ga
D\HU
WKDQHDF FRQWUROVUHJLRQ
KRWKHUS
visionary player, you’ll VPRUH
→→ URXQGE OD\HUWK
Cards of that color HFRPHV
WKHƋQD
HQH[W
OURXQG
get 7 honor at the end
of the game. →→ Proficiency tile values
of that color
Ending the Game
→→ Any mastery bonuses
from other cards When the conditions on one or more of the active end-game trigger
cards are met, remove any remaining trigger tokens from the honor
track, finish the current round and then the next round becomes
the final round. This affect cannot be “untriggered”. In this way,
all players get an equal number of turns. The player with the most
honor at the end wins.
Calculating Mastery Totals
Simply count the number of cards you control of that color, plus
proficiency tiles of that attribute and bonuses from other cards.
End-Game Honor Bonuses
→→ Award honor for mastery tiles (p.21)
This vision mastery total is 4:
→→ Award honor for end-game bonuses (i.e. monsters, p.18)
Timeworn Mask of the Invader
→→ Award honor for secret quests (p.20)
ˑ5(/,&ˑ

2
→→ Award 2 honor for each region controlled
2
Glimmering Orb of Conundrums
ˑ5(/,&ˑ Tiebreakers
4
In the event of a tie, the following criteria should be applied
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
8VHLQƌXHQFHIURPWKLVUHOLFWRJDLQ
(in order) until a winner is determined:
FRQWURORIDQDGMDFHQWXQFRQWUROOHGUHJLRQ

→→ The player with the most conviction


→→
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
5HWXUQLQƌXHQFHWRWKHFRQYLFWLRQ The player with the least amount of potential remaining
VSKHUHRQ\RXUSRZHUERDUG

1 Proficiency Tile →→ The player with the least amount of end-game trigger tokens
(counts as 2 cards) Relics (1 each) 21
INDEX Elina, Scribe of Moderate Worth
6&5,%(ˑ
Elina, Scribe of Moderate Worth
Scribe. Initiative = 44.
Sestra, Lorekeeper
6 $9$ 1 7   ˑ     Sestra, Lorekeeper
1 2 2 Savant. Initiative = 29.
Companions: Blue
1

When you activate Elina, If adjacent to a library, gain 1


activate your character. You may knowledge.
convert 3 influence on Elina to 1 Visiting the library is not required.
knowledge.
When you activate Elina, activate
2

If adjacent to 1
your character. You may convert a library, gain:

Note: Companion abilities can only be Illustration by Simon Tjong.


2

LQƌXHQFHRQ(OLQDWRNQRZOHGJH LIBRARY

During conversion, 1 influence


used on the same turn they are activated. on Elina goes into the knowledge Storytellers Hira and Gan Storytellers Hira and Gan
sphere on the board and the other 2
(/'(56ˑ

Elders. Initiative = 67.


¤ This cannot be a starting companion.
2

to your influence sphere.


2

Return 3 influence from Hira


Illustration by Matt Olson. and Gan to your influence sphere:
Empress Rhun, the Violet Sun Empress Rhun, the Violet Sun 5HWXUQLQƌXHQFHIURP+LUD
roll the white attribute die.
Gain the attribute rolled, of course.
(035(66ˑ DQG*DQWR\RXULQƌXHQFHVSKHUH

Adena, the Living Journal Adena, the Living Journal ¤ 2 3 Empress. Initiative = 59. roll the white attribute die.

Illustration by Matt Olson.


+,6725,$1ˑ

2 4 Historian. Initiative = 15. Once per turn, convert


Adena counts toward both vision 1 vision to 1 honor. Trader Elyas Trader Elyas
and knowledge mastery. This block moves from the vision
(/,;,50(5&+$17ˑ

1 2 2 Elixir Merchant. Initiative = 45.


sphere on the board to the influence
Once per turn, convert to 1 .

At game end, this card counts as if it For each influence on Trader


sphere on your power board.
Adena counts toward

were purple as well as blue.


both vision and

Elyas, you may return 1 influence


knowledge mastery.
7 5

Illustration by Matt Olson. Illustration by Matt Olson. from another companion to your
influence sphere.
)RUHDFKLQƌXHQFHRQ7UDGHU(O\DV

Fynnok, the Forked Branch ¤


\RXPD\UHWXUQLQƌXHQFHIURPDQRWKHU

Adren, the Methodical


FRPSDQLRQWR\RXULQƌXHQFHVSKHUH
Fynnok, the Forked Branch

Does not affect the companions


Adren, the Methodical

Guru of Harmony. Initiative = 58.


*8582)+$5021<ˑ
$5&+,7(&7ˑ

2 2 Architect. Initiative = 68. 2 4

of other players. Can affect one or


If you gain control of one or When Fynnok joins multiple companions. Elyas cannot
more regions this turn, your party, gain 1 vision. affect himself.
gain 1 honor. When Fynnok joins
This companion has increased Illustration by Matt Olson.
immediate value. He grants no
1
If you gain control of one or your party, gain:

Only 1 honor can be gained each


1
more regions this turn, gain:

turn in this way. optional activation ability; the vision Ursula, the Mind Star Ursula, the Mind Star
is a 1-time gain.
3523+(7(66ˑ

Illustration by Bartek.
2 2 Prophetess. Initiative = 47.
Illustration by Emiliano H. Córdoba. Look at the top card on
Anazi’birin, Seeker of the Name ¤ any of the 6 face-down card
Igor and Senna
Anazi’birin, Seeker of the Name
6&+2/$5ˑ

Scholar. Initiative = 60. Igor and Senna


& + , / '  :2 1 '( 5 6   ˑ    
stacks on the board. Put it back,
Child Wonders. Initiative = 16.
2 3

or flip it face-up.
2 /RRNDWWKHWRSFDUGRQDQ\RIWKH

Use 5 knowledge and return


2 face-down card stacks on the board.
3XWLWEDFNRUƌLSLWIDFHXS

5 influence from Anazi’birin Augment 1 potential to This card does not need
to your influence sphere: take conviction for free when to be revealed to other players
-5
8VHNQRZOHGJHDQGUHWXUQ
LQƌXHQFHIURP$QD]LŚELULQWR\RXU
an extra turn. Augment 1 potential to
visiting a monastery. unless flipped.
LQƌXHQFHVSKHUHWDNHDQH[WUDWXUQ ˎ : x1

When visiting a monastery, you


conviction for free when

Return 5 blocks from Anazi’birin plus Illustration by Phu Thieu.


visiting a monastery.
2

MONASTERY

5 blocks from the knowledge sphere may move 1 block from potential
on the main board to your influence to conviction. This ability does not Yenara, the Inquisitive Mind Yenara, the Inquisitive Mind ¤
require knowledge.
$/&+(0,67ˑ

sphere to take the extra turn. 2 2 Alchemist. Initiative = 48.


Illustration by Martin Sickree. Illustration by Matt Olson. Convert 1 knowledge to either 1
Card name and story by Christopher Leiyha, the Lost Dream Leiyha, the Lost Dream ¤ inspiration or 1 strength.
Park-Thomas. 1
352',*<2)0,1'ˑ

2 Prodigy of Mind. Initiative = 36. 1 1 1


Illustration by Phu Thieu.
Convert to either or .
Belac, the Potent Mind

Belac, the Potent Mind Add an extra influence on Leiyha:


6$* (   ˑ    

2 1
2

Sage. Initiative = 27. return 2 influence from


companions you control to your Yohna, the Eccentric Yohna, the Eccentric
Augment 1 additional power
, / /8 6 , 2 1 , 6 7   ˑ    

$GGDQH[WUDLQƌXHQFHRQ/HL\KD
influence sphere. 2 2 Illusionist. Initiative = 46.
at a monastery.
UHWXUQLQƌXHQFHIURPFRPSDQLRQV
\RXFRQWUROWR\RXULQƌXHQFHVSKHUH

ˎ : x1 Augment 1
Illustration by Martin Sickree. Convert 1 conviction to
When visiting a monastery, gain one
additonal power
at a monastery.
1 vision or vice versa.
2

MONASTERY

bonus augmentation for free. Paid Nyra, the Gilded Eye Nyra, the Gilded Eye Illustration by Matt Olson.
augmentations are not required. 2
5(/,&+817(5ˑ

3
Relic Hunter. Initiative = 4. Convert 1 conviction to 1
or vice versa.

Illustration by Reza Afshar. Move 1 influence from your


Dealmaker Gha-Kein
'($/(5ˑ

Dealmaker Gha-Kein ¤ influence sphere to a relic you Zaya, the Untamed


Zaya, the Untamed
control.
$'(37ˑ

Adept. Initiative = 28.


2 3

Dealer. Initiative = 43. 0RYHLQƌXHQFHIURP\RXULQƌXHQFH


2 3

sphere to a relic you control.


Illustration by Inkary. Acquiring relics
Remove 1 card you control from
the game. Gain half of it’s honor, costs you 1 vision.
Remove 1 card you control from
WKHJDPH*DLQKDOIRILWŚVKRQRU
rounded down.
rounded down. ˎ :

Acquiring relics -1 Relics cost you only 1 vision when


visiting the Arcane Tower this turn.
costs you:

There is no honor loss for


2

ARCANE TOWER

removing a card. Cannot be Illustration by Emiliano H. Córdoba.


used on treachery cards.
Durgle, the Determined Illustration by Simon Tjong. Zinh, Wind in the Trees Zinh, Wind in the Trees
Spy. Initiative = 5.
63<ˑ
$335(17,&(ˑ

2 2
2

Durgle the Determined


3

Other players gain no honor when


Apprentice. Initiative = 26. you visit regions they control.
Augment 1 potential to influence Illustration by Emiliano H. Córdoba.
for each proficiency you have
Other players gain no honor when
Augment 1 potential to you visit regions they control.
LQƌXHQFHIRUHDFKSURƋFLHQF\

attained.
you have attained.

Illustration by Matt Olson.


22
INDEX Herk
:,17(5)5(6+*2/(0ˑ Herk ¤
Winterfresh Golem. Initiative = 33.
Ruak, Defender of the Sacred Spirit
0 $67( 5  + 8 1 7( 5   ˑ   Ruak, Defender of
2 4 2 2
the Sacred Spirit
Companions: Red Herk counts toward both courage
and strength mastery.
Master Hunter. Initiative = 1.
When attacking a monster with
Herk counts toward At game end, this card counts as if it When attacking a monster with Ruak Ruak as your champion, roll the
white attribute die twice instead
both courage and as your champion, roll the white attribute

Note: Companion abilities can only be


strength mastery.
were orange as well as red. die twice instead of rolling both dice.
7 5

Illustration by Addison Rankin. of rolling both dice.


used on the same turn they are activated. Illustration by Bartek.
Izah, the Tireless
Izah, the Tireless
¤ This cannot be a starting companion. Wim, Sprightly Squire
:$ 1 ' ( 5 ( 5   ˑ    

2 2 Wanderer. Initiative = 52. Wim, Sprightly Squire


648,5(ˑ

Squire. Initiative = 38.


If there are 3 or more influence
1 1

on Izah, augment 1 influence to When you activate Wim,


conviction. activate your character. You may
Arn, First-Son of Steel Arn, First Son of Steel If there are 3 or more
LQƌXHQFHRQ,]DKDXJPHQW

Illustration by Emiliano H. Córdoba. convert 3 influence on Wim to 1


strength.
&200$1'(5ˑ LQƌXHQFHWRFRQYLFWLRQ

Commander. Initiative = 11.


When you activate Wim, activate
your character. You may convert
2 2 LQƌXHQFHRQ:LPWRVWUHQJWK

If adjacent to a fort, gain 1 Jerno, the Breathless Jerno, the Breathless During conversion, 1 influence on
Wim goes into the strength sphere
7 5 $& .( 5   ˑ    

strength. 2 2 Tracker. Initiative = 39.


on the board and the other 2 to your
2

If adjacent to 1
Visiting the fort is not required. Add 1 to your movement. influence sphere.
a fort, gain:

Illustration by Brett Carville. Extends normal movement


2

FORT

Illustration by Matt Olson.


Add 1 to your movement. this turn by one.
Beast Mistress Veroa Beast Mistress Veroa Illustration by Olie Boldador. Xan, the Undaunted Xan, the Undaunted ¤
Beast Mistress. Initiative = 53.
% ( $67  0 , 67 5 ( 66   ˑ    
&+$03,21ˑ

2 3 2 Champion. Initiative = 10.


Krajik, the Unruly ¤
2

This turn, you may upgrade your Krajik, the Unruly


Add 2 extra influence on
Savage. Initiative = 21.
6 $9$ * (   ˑ    

mount 1 level for 1 strength. 2 3


Xan: activate 1 additional
Mount upgrades cost you only 1 Lose all attributes. companion (you must pay the
Gain 1 honor for each.
Once this turn, you

strength per level when visiting the activation cost).


ˎ : ↑

may uprade your


-1 $GGH[WUDLQƌXHQFHRQ;DQ
2

COMMAND POST mount 1 level for: activate 1 additional companion


(you must pay the activation cost).

command post this turn. Return all of your attributes from Requires the addition of 3 influence;
the main board to your influence 1 to activate Xan and the other 2
Lose all attributes. Gain 1 for each.

Illustration by Phu Thieu.


sphere: gain 1 honor for each to trigger the ability. If the ability
Dregun, Long Forgotten
Dregun, Long Forgotten attribute returned in this way. is triggered, you may then activate
Partial returns are not allowed.
%2817<+817(5ˑ

2 3 Bounty Hunter. Initiative = 2. another of your companions this


Defeating monsters Illustration by Matt Olson. turn (at the normal influence cost,
costs you 1 courage. including gaining their attributes
Nalin, Dangerously Debonair Nalin, Dangerously Debonair and their optional ability).
ˎ :
Defeating Defeating monsters costs you 2
6 7$7 ( 6 0 $ 1   ˑ    

Statesman. Initiative = 62. Illustration by Bartek.


only 1 courage when visiting
-1
monsters 3
costs you:
2

THE GAPING MAW

the Gaping Maw this turn. Taking control of an occupied


region requires only 1 conviction Yanos, the Lost Aspiration
3 52 ' , * <  2)  % 2 '<   ˑ    
Yanos, the Lost Aspiration ¤
Illustration by Reza Afshar. and grants 1 additional honor. 1 2 Prodigy of Body. Initiative = 34.
If you have 2 or more
Taking control of an occupied

Only affects occupied regions.


region requires only 1 conviction 1

Drokk, Stone Whisperer ¤


and grants 1 additional: 1

Drokk, Stone Whisperer


proficiencies, activating Yanos
Illustration by Matt Olson.
*,$17ˑ

2 3
Use 5 strength and return does not require influence.
5 influence from Drokk to
,I\RXKDYHRUPRUHSURƋFLHQFLHV

Nilo, Twice Forged in Flame


activating Yanos does not
UHTXLUHLQƌXHQFH Illustration by Phu Thieu.
your influence sphere:
Nilo, Twice Forged in Flame

Man-at-arms. Initiative = 19.


0 $ 1 ˎ $7 ˎ $ 5 0 6   ˑ    

take an extra turn. 2 2


Yok-No, the Sharpened Mind Yok-No, the Sharpened Mind ¤
Convert 1 conviction to
* 8 5 8  2 )  :$ 5   ˑ   

Return 5 blocks from Drokk plus 5 Guru of War. Initiative = 8.


8VHVWUHQJWKDQGUHWXUQ
-5
LQƌXHQFHIURP'URNNWR\RXU
2

courage or vice versa.


LQƌXHQFHVSKHUHWDNHDQH[WUDWXUQ 4

blocks from the strength sphere on When Yok-No joins your party,
the main board to your influence Illustration by Matt Olson. gain 1 courage.
sphere to take the extra turn. Convert 1 conviction to 1 or vice versa.

This companion has increased


Giant. Initiative = 63. When Yok-No joins
your party, gain:
1

immediate value. He grants no


Illustration by Matt Olson. One-Shot Dara One-Shot Dara optional activation ability; the
Deadeye. Initiative = 7.
'( $ '( <(   ˑ  

2 3
courage is a 1-time gain.
Ga’nok, Son of Ve’nok If there are 2 or more influence Illustration by Matt Olson.
Ga’nok, Son of Ve’nok

Tribesman. Initiative = 32.


75,%(60$1ˑ

2 2
on Dara, move 1 to your influence
If you roll a die, you may sphere and another to your Zharah, Daughter of Flame Zharah, Daughter of Flame
instead roll twice and conviction sphere.
7$ & 7 , & , $ 1   ˑ    

Tactician. Initiative = 31.


,IWKHUHDUHRUPRUHLQƌXHQFHRQ
'DUDPRYHWR\RXULQƌXHQFHVSKHUH
and another to your conviction sphere. 2 2

choose from the results. Illustration by Inkary. You may split your movement
This affect works any time you
If you roll a die, you may instead

before and/or after your other


roll twice and choose from the results.

would roll 1 die—either the black or Qu’ara, the Unshakable Qu’ara, the Unshakable actions however you wish.
white die, this turn, for any reason. Shield Maiden. Initiative = 9.
6+,(/'0$,'(1ˑ

You may split your movement before


2

For example, if your movement


2 and/or after your other actions
however you wish.

Illustration by Inkary. Convert 1 conviction into 2 is 3: you may move 1, activate


inspiration or 2 knowledge. Zharah, move 1, visit a region,
Groll, Heart of Flame
$ '9( 1 7 8 5 ( 5  ˑ    
Groll, Heart of Flame Move 1 conviction to your influence and then move 1.
Adventurer. Initiative = 18. Convert 1 conviction into 2 or 2 .
sphere, then move 2 influence Illustration by Martin Sickree.
2 2

At the end of the game, each into either to the inspiration or


completed quest reward you’ve knowledge sphere on the main
attained gains you 2 honor. board. Cannot be split 1 each.
Illustration by Matt Olson.
At the end of the game,
each completed quest reward
\RXŚYHDWWDLQHGJDLQV\RX
2

Gain 2 honor for each completed


quest, up to 4 honor per card.
Illustration by Matt Olson.

23
INDEX 2
Elya, the Faithful
% ( / , ( 9( 5  ˑ    

3
Elya, the Faithful ¤
Believer. Initiative = 65. 2
Nyei, of the Folded Leaf
' , 3 / 2 0 $7   ˑ    

2
Nyei, of the Folded Leaf
Diplomat. Initiative = 57.

Companions: Yellow Use 5 inspiration and return


5 influence from Elya to
your influence sphere:
Gain 1 strength or 1 knowledge
if you have none.
Example: if you have 1 strength
take an extra turn.
8VHLQVSLUDWLRQDQGUHWXUQ
-5 Gain 1 or 1 if you have none.

and 0 knowledge at the time of


LQƌXHQFHIURP(O\DWR\RXU

Note: Companion abilities can only be


LQƌXHQFHVSKHUHWDNHDQH[WUDWXUQ

Return 5 blocks from Elya plus 5 activation, this ability could grant
used on the same turn they are activated. blocks from the inspiration sphere you knowledge, but not strength.
on the main board to your influence Illustration by Phu Thieu.
¤ This cannot be a starting companion. sphere to take the extra turn.
Illustration by Matt Olson. Oneth, of the Folded Leaf Oneth, of the Folded Leaf
Lookout. Initiative = 3.
/ 2 2 .2 8 7  ˑ  

2 2

Grenn, Prodigy of Rhymes Grenn, Prodigy of Rhymes Passive Ability: Players cannot
Bard. Initiative = 56.
%$5'ˑ

Ambassador Kaladre
$ 0 %$66$ '2 5  ˑ    
Ambassador Kaladre ¤ 2 2
gain control of any of your regions
2 4 Ambassador. Initiative = 66. When you add a companion if you are adjacent to one of them.
Kaladre counts toward both from an inn, gain 2 honor. Passive ability:
Players cannot gain control of any of your
regions if you are adjacent to one of them.
Passive abilities such as this one
wisdom and inspiration mastery. ˎ / ˎ / ˎ :
When you add a This effect is not limited to 1 per turn persist as long as the companion is
if you can create a combo to add in your party—activating a passive
companion from 2

At game end, this card counts as if it


an inn, gain:
2

INN

more than 1 companion. ability is not required.


Kaladre counts toward

were green as well as yellow.


both wisdom and
inspiration mastery.
7 5

Illustration by Emiliano H. Córdoba. Illustration by Hilary Aurelia. Illustration by Phu Thieu.


The Black Dove
The Black Dove
Jika, the Brazen
120$'ˑ
Jika, the Brazen ¤ Oog’Teh, the Water’s Touch Oog’Teh, the Water’s Touch
Nomad. Initiative = 22. Healer. Initiative = 55.
+($/(5ˑ
9$ * $ % 2 1 '   ˑ    

Vagabond. Initiative = 12.


2 3 2 2
2 3

When you visit a region controlled When Jika joins your Convert up to 2 inspiration
by another player, augment 1 party, augment 3 to knowledge.
influence to conviction. :KHQ-LNDMRLQV\RXU
influence to conviction. Illustration by Bartek.
This companion has increased
When you visit a region party, augment 3 &RQYHUWXSWRWR
LQƌXHQFHWRFRQYLFWLRQ

That player still gains the honor


controlled by another player,
DXJPHQWLQƌXHQFHWRFRQYLFWLRQ

bonus when you visit that region. immediate value. She grants no
optional activation ability; the Tirynn, Spirit Unbroken Tirynn, Spirit Unbroken
Illustration by Phu Thieu. conviction is a 1-time gain. 2
$6 & ( 7 , &   ˑ   

3 Ascetic. Initiative = 24.


Dahlia, Queen of Bloom Haven Dahlia, Queen of Bloom Haven Illustration by Bartek. Attaining traits costs
Herbalist. Initiative = 64.
+(5%$/,67ˑ

2 3
Johann, the Tinkerer Johann, the Tinkerer you 1 wisdom.
Return 2 influence from Dahlia
, 1 9( 1 72 5   ˑ    

2 2 Inventor. Initiative = 42. ˎ :

Attaining traits Traits cost you only


to your influence sphere:
-1

Add 1 extra influence to Johann:


2

ANCIENT TOMB
costs you:
1 wisdom when visiting the
5HWXUQLQƌXHQFHIURP
augment 1 potential to influence. roll the white attribute die. Ancient Tomb this turn.
Illustration by Brett Carville. Illustration by Phu Thieu.
'DKOLDWR\RXULQƌXHQFHVSKHUH
DXJPHQWSRWHQWLDOWRLQƌXHQFH

$GGH[WUDLQƌXHQFHWR-RKDQQ Requires the addition of 2 influence


Dawn, the Lost Hope
352',*<2)63,5,7ˑ
Dawn, the Lost Hope ¤
roll the white attribute die.
on the same turn to gain the ability. Xina, Pithy Mage Xina, Pity Mage ¤
Prodigy of Spirit. Initiative = 35. Enchantress. Initiative = 14.
(1&+$175(66ˑ

1 2
Illustration by Bartek. 2 2

1 Add an extra influence on Dawn: Kealith, Oathkeeper Dilute 1 power: visit an


proficiencies cost you 2 attributes additional region this turn.
Kealith, Oathkeeper
=($/27ˑ

instead of 3. 2 2 Zealot. Initiative = 13.


$GGDQH[WUDLQƌXHQFHRQ
Return 2 influence from Kealith: You must be adjacent to the region,
Requires the addition of 2 influence
Dilute 1 power: visit an

and it must be a different region


'DZQSURƋFLHQFLHVFRVW\RX
DWWULEXWHVLQVWHDGRI additional region this turn.

on the same turn to gain the ability. your next empowered draw this than the first. The additional visit
turn does not require conviction. action is independent of your
Illustration by Duy Phan. Card name 5HWXUQLQƌXHQFHIURP.HDOLWK

Illustration by Matt Olson. normal visit action; you may not


\RXUQH[WHPSRZHUHGGUDZ
this turn does not require conviction.

by Thorsten Schleer. gain control of this region during


Kheya, the Ascended this visit.
Dryn, the Night’s Beacon ¤
Kheya, the Ascended

Mentor. Initiative = 40.


0(1725ˑ
Dryn, the Night’s Beacon

Guru of Peace. Initiative = 69.


* 8 5 8  2)  3 ( $& (   ˑ    
2

Illustration by Phu Thieu.


2
2 4

Add an extra influence on Kheya:


When Dryn joins your party, use another player’s heroic trait The Zharyan Sisters
gain 1 wisdom.
The Zharyan Sisters

ability this turn (you must pay


75,3/(76ˑ

3 3 Triplets. Initiative = 23.


When Dryn joins
This companion has increased $GGDQH[WUDLQƌXHQFHRQ.KH\D
XVHDQRWKHUSOD\HUŚVKHURLFWUDLWDELOLW\
this turn (you must pay any costs).
any costs). Passive ability: Other players
immediate value. He grants no
1
your party, gain:

Allows you to use another cannot affect your yellow


optional activation ability; the player’s trait ability for yourself.
wisdom is a 1-time gain. companions, or their influence,
Works on any trait, including Passive ability:
Other players cannot affect your yellow
FRPSDQLRQVRUWKHLULQƌXHQFHLQDQ\ZD\ in any way.
Illustration by Martin Sickree. treacherous traits. Passive abilities such as this one
Eila, Flicker of Days to Come
Eila, Flicker of Days to Come Illustration by Simon Tjong. persist as long as the companion is
in your party—activating a passive
, 1 , 7 , $7 (   ˑ    

1 1 Initiate. Initiative = 54. Miara, Song of the Woods


Miara, Song of the Woods
ability is not required.
When you activate Eila, activate Minstrel. Initiative = 41.
0,1675(/ˑ

your character. You may convert Illustration by Matt Olson.


2

If adjacent to a shrine,
When you activate Eila, activate
3 influence on Eila to 1 inspiration. return 2 influence from Zho, Barrier to Darkness Zho, Barrier to Darkness
During conversion, 1 influence on companions.
your character. You may convert ',6&,3/(ˑ
LQƌXHQFHRQ(LODWRLQVSLUDWLRQ
2 2 Disciple. Initiative = 25.
Eila goes into the inspiration sphere If adjacent to a shrine,

Visiting a shrine is not required. If adjacent to a holy spire,


ˎ :

UHWXUQXSWRLQƌXHQFH

on the board and the other 2 to your


from companions.
2

SHRINE

Can affect one or more of your gain 1 inspiration.


influence sphere. companions.
Illustration by Matt Olson.
2

If adjacent to a
Visiting a holy spire is not required.
Illustration by Emiliano H. Córdoba.
1
holy spire, gain:

Illustration by Brett Carville.


2

HOLY SPIRE

24
INDEX Leadership
ˑ75$,7ˑ
Leadership INDEX
5
Gain 2 honor each turn you
Traits convert to courage.
This trait gains you a maximum
Infused Crystals
*DLQHDFKWXUQ\RXFRQYHUWWR
2
of 2 honor per turn.
Note: Traits with triggered abilities can be Illustration by Emiliano H. Córdoba. Note: Infused crystals allow you to use
used more than once per turn. Passive traits Loyalty Loyalty attributes without using influence blocks.
can be used once per turn. They can be used once per turn.
ˑ75$,7ˑ

6
When you activate your
character, you may return 1
influence from a companion to
:KHQ\RXDFWLYDWH\RXUFKDUDFWHU\RX
your influence sphere.
Illustration by Tomas Panavas.
PD\UHWXUQLQƌXHQFHIURPDFRPSDQLRQ
WR\RXULQƌXHQFHVSKHUH

Creativity
ˑ75$,7ˑ
Creativity Courage-Infused Crystal
ˑ*(06721(ˑ
Courage-Infused Crystal
5
Gain 2 honor each turn you 4
Once per turn, you may use
convert to wisdom. Patience
ˑ75$,7ˑ
Patience Courage-Infused Crystal in place
This trait gains you a maximum
6
Skip a turn. Gain 1 courage, 1 of 1 courage.
of 2 honor per turn. vision, and 1 wisdom. 2QFHSHUWXUQ\RXPD\XVH Illustration by Emiliano H. Córdoba.
*DLQHDFKWXUQ\RXFRQYHUWWR
2 &RXUDJH,QIXVHG&U\VWDO

Illustration by Emiliano H. Córdoba. Gain these attributes—you may not LQSODFHRIFRXUDJH

take any other actions this turn.


Devotion
6NLSDWXUQ*DLQ
1 1 1
Inspiration-Infused Crystal Inspiration-Infused Crystal
Illustration by Emiliano H. Córdoba.
Devotion ˑ*(06721(ˑ
ˑ75$,7ˑ

6
Each time you use conviction,
4
Once per turn, you may use
gain 1 honor. Persistence
Persistence Inspiration-Infused Crystal in
place of 1 inspiration.
ˑ75$,7ˑ

Can be used for separate abilities


4
When you gain honor from 2 or
or separate instances of the same more sources on a single turn, 2QFHSHUWXUQ\RXPD\XVH Illustration by Emiliano H. Córdoba.
gain 2 honor.
,QVSLUDWLRQ,QIXVHG&U\VWDO
(YHU\WLPH\RXXVH

ability on a single turn.


1 LQSODFHRILQVSLUDWLRQ
FRQYLFWLRQJDLQ

Illustration by Nguyen Dang Hoang Tri . :KHQ\RXJDLQKRQRU This persistence ability does not Knowledge-Infused Crystal Knowledge-Infused Crystal
count as one of the sources.
IURPRUPRUHVRXUFHV 2
ˑ*(06721(ˑ
RQDVLQJOHWXUQJDLQ

Diligence
4
Once per turn, you may use
Illustration by Martin Sickree. Inspired
Diligence
ˑ75$,7ˑ

Knowledge-Infused Crystal in
4
When you attain a trait, acquire a by the persistent Matthew Weekly. place of 1 knowledge.
relic or defeat a monster, you may
augment 1 influence to conviction. Preparation
ˑ75$,7ˑ
Preparation 2QFHSHUWXUQ\RXPD\XVH
.QRZOHGJH,QIXVHG&U\VWDO
Illustration by Emiliano H. Córdoba.
LQSODFHRINQRZOHGJH

:KHQ\RXDWWDLQDWUDLWDFTXLUHD Illustration by Ruo Yu Chen.


4
Each time you gain a card,
UHOLFRUGHIHDWDPRQVWHU\RXPD\
DXJPHQWLQƌXHQFHWRFRQYLFWLRQ increase its honor yield Strength-Infused Crystal Strength-Infused Crystal
(in the upper-right corner) by 1. ˑ*(06721(ˑ

4
Once per turn, you may use
Expertise
ˑ75$,7ˑ
Expertise (DFKWLPH\RXJDLQDFDUG
LQFUHDVHLWVKRQRU\LHOG 1
Illustration by Inkary. Strength-Infused Crystal in place
of 1 strength.
(in the upper-right corner) E\
5
Gain 2 honor each turn you
convert to vision. Illustration by Emiliano H. Córdoba.
Purpose
2QFHSHUWXUQ\RXPD\XVH
6WUHQJWK,QIXVHG&U\VWDO

This trait gains you a maximum


Purpose LQSODFHRIVWUHQJWK
ˑ75$,7ˑ

of 2 honor per turn. 4


When you activate yourself,
*DLQHDFKWXUQ\RXFRQYHUWWR
2

gain 1 extra of the chosen Vision-Infused Crystal Vision-Infused Crystal


Illustration by Emiliano H. Córdoba.
ˑ*(06721(ˑ

attribute. 4
Once per turn, you may use
Gallantry Gallantry Adds 1 to the attribute yield. These Vision-Infused Crystal in place of
1 vision.
ˑ75$,7ˑ :KHQ\RXDFWLYDWH\RXUFKDUDFWHU

attributes must be the same type.


JDLQH[WUDRIWKHFKRVHQDWWULEXWH
5
When you defeat a monster
or gain control of an opponent’s Illustration by Reza Afshar. 2QFHSHUWXUQ\RXPD\XVH Illustration by Emiliano H. Córdoba.
region, gain 2 honor.
9LVLRQ,QIXVHG&U\VWDO
LQSODFHRIYLVLRQ

Resilience
Illustration by Matt Olson.
Resilience
:KHQ\RXGHIHDWDPRQVWHU
ˑ75$,7ˑ
Wisdom-Infused Crystal Wisdom-Infused Crystal
It is not necessary to add more
RUJDLQFRQWURORIDQ 2
ˑ*(06721(ˑ
RSSRQHQWŚVPDSUHJLRQJDLQ 6

than 4 influence to any of your


4
Once per turn, you may use
Humility companions. Wisdom-Infused Crystal in place of
1 wisdom.
Humility
ˑ75$,7ˑ

7
Passive: when a player with ,WLVQRWQHFHVVDU\WRDGGPRUHWKDQ As long as one of your companions
more honor than you gains honor,
LQƌXHQFHWRDQ\RI\RXUFRPSDQLRQV

has 4 or more influence blocks on it, 2QFHSHUWXUQ\RXPD\XVH


:LVGRP,QIXVHG&U\VWDO
Illustration by Emiliano H. Córdoba.
augment 1 potential to influence. you may activate that companion LQSODFHRIZLVGRP

without adding more influence.


Passive: ZKHQDSOD\HUZLWKPRUH This passive ability occurs on other
KRQRUWKDQ\RXJDLQVKRQRUDXJPHQW
SRWHQWLDOWRLQƌXHQFH
players’ turns. Does not apply to Illustration by Emiliano H. Córdoba.
an honor gain that would cause a Wanderlust
Wanderlust
player to pass you from equal or ˑ75$,7ˑ

lesser honor.
4
When you move 4 or more
on one turn, gain 1 honor.
Illustration by Brett Carville.
Illustration by Tomas Pavanas.
Impunity
ˑ75$,7ˑ
Impunity :KHQ\RXPRYHRU
1
PRUHRQRQHWXUQJDLQ
6
Passive: other players must pay
double, rounded up, for abilities Wonder
Wonder
that affect any of your cards or
ˑ75$,7ˑ

blocks.
5
When activated, each of your
Passive: RWKHUSOD\HUVPXVWSD\GRXEOH companions may produce the
This includes the control of regions.
URXQGHGXSIRUDELOLWLHVWKDWDIIHFW
DQ\RI\RXUFDUGVRUEORFNV
attributes of 1 of your other
Illustration by Matt Olson. :KHQDFWLYDWHGHDFKRI\RXU
companions.
FRPSDQLRQVPD\SURGXFHWKHDWWULEXWHV
RIRI\RXURWKHUFRPSDQLRQV
Illustration by Emiliano H. Córdoba.
25
INDEX Mornak, Lost in Shadow
ˑ02167(5ˑ
Mornak, Lost in Shadow INDEX
5
At game end, gain 1 honor for
Monsters every 2 influence you possess.
This refers to unused influence in
Relics
$WJDPHHQGJDLQKRQRU the influence sphere on your power
board.
1 IRUHYHU\LQƌXHQFHLQ

Note: The honor in the upper-right is gained Note: Relic abilities can only be used once
\RXULQƌXHQFHVSKHUH

immediately when a monster is defeated, Illustration by Duy Phan. per turn. You can use more than
but monster bonuses only apply at the end Ogun, the Living Bark
ˑ02167(5ˑ
Ogun, the Living Bark one relic per turn.
of the game during final scoring. 4
At game end, gain 2 honor
for each of your traits.
Includes treacherous traits.
&UD]HG%XWWHUƌ\6PDVKHU
Ambassador Kaladre
$ 0ˑ% $
062
6$1'
672(55 ˑ
  ˑ  
Crazed Butterfly Smasher 2
Trait
$WJDPHHQGJDLQ
KRQRUIRUHDFK
RI\RXUWUDLWV
Illustration by Ryan J. Lowe. Armguards
Ambassador
of the Beast
$ 0 %ˑ
Kaladre
$6
Mistress
  65$
('/ ,2&5 ˑ
ˑ
Armguards of the Beast Mistress
2 4
5
At game end, gain 1 honor for 2 4
Move 1 influence from this relic
each of your companions. 2\D&DUQLYRURXV%ORVVRP
ˑ02167(5ˑ
Oya, Carnivorous Blossom to your speed tile. Gain +1 speed.
Includes treacherous companions. 5
At game end, gain 7 honor These bonuses stack and persist
Kaladre counts toward
$WJDPHHQGJDLQ
Illustration by Duy Phan. if there are no blocks in your :KHQDFTXLUHGSODFHLQƌXHQFHKHUH
Kaladre counts toward after upgrading your mount. You
lose the speed increase if you
both wisdom
KRQRUIRUHDFKRI
and 0RYHLQƌXHQFHIURPWKLVUHOLF
both wisdom and

power board’s potential sphere.


1
WR\RXUVSHHGWLOH*DLQVSHHG
CompanionCompanionCompanion

inspiration mastery.
\RXUFRPSDQLRQV inspiration mastery.
7 5 7 5

recover influence from speed tiles.


Illustration by Matt Olson.
Custodian of the Inner Tomb
$WJDPHHQGJDLQKRQRU

Illustration by Matt Olson.


7 LIWKHUHDUHQREORFNVLQ\RXU
Custodian of the Dead
SRZHUERDUGŚVSRWHQWLDOVSKHUH
ˑ02167(5ˑ

5
At game end, gain 2 honor for Ceremonial Alter Knife (Ethereal)
each wisdom you possess. Sentinel of the Gaping Maw
Ceremonial Altar Knife (Ethereal)
ˑ5(/,&ˑ
Sentinel of the Gaping Maw

Return 1 influence from this relic


ˑ02167(5ˑ
6

This refers to unused wisdom 5


At game end, gain 2 honor for to your potential and gain 3 honor.
$WJDPHHQGJDLQKRQRU on the main board. each courage you possess.
Illustration by Emiliano H. Córdoba.
3 IRUHDFKRI\RXUWULJJHUWRNHQV
RUJDLQKRQRULI\RXKDYHQRQH

Illustration by Brett Carville. This refers to unused courage


on the main board.
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
5HWXUQLQƌXHQFHIURPWKLV
Inspired by the amazing community
Dro’zol, Overlord of the Vortex of backers on Kickstarter.
$WJDPHHQGJDLQ 3
1 UHOLFWR\RXUSRWHQWLDODQGJDLQ
2 KRQRUIRUHDFKRI\RXU
Dro’zol, Overlord of the Vortex FRXUDJHRQWKHERDUG

Illustration by Matt Olson.


ˑ02167(5ˑ

5
At game end, gain 2 honor for Charged Portal Stone Charged Portal Stone
every 2 conviction you possess. Smoldering Fright Crawler
ˑ5(/,&ˑ

Return 1 influence: teleport to


Smoldering Fright Crawler
ˑ02167(5ˑ 5

This refers to unused conviction 6


At game end, gain 2 honor for each any unoccupied space.
on your power board. Must be of your proficiencies (any color).
Illustration by Brett Carville.
$WJDPHHQGJDLQKRQRU

scored in pairs (1 conviction = 0


2 IRUHYHU\FRQYLFWLRQLQ
\RXUFRQYLFWLRQVSKHUH

honor). Illustration by Noémi Konkoly. :KHQDFTXLUHGSODFHLQƌXHQFHKHUH


5HWXUQLQƌXHQFHWHOHSRUWWRDQ\
XQRFFXSLHGVSDFH
$WJDPHHQGJDLQ

Illustration by Matt Sadler.


2 2 2
KRQRUIRUHDFKRI\RXU
SURƋFLHQFLHV.

Drogas, the Living Darkness


ˑ02167(5ˑ

Drogas, the Living Darkness Dawn-Seeker Signet Dawn-Seeker Signet


Sula, Mutated Pond Thrasher
4 ˑ5(/,&ˑ

Return 1 influence: convert


Sula, Mutated Pond Thrasher

At game end, gain 1 honor for 4


ˑ02167(5ˑ

each card color in your possession.


5
At game end, gain honor 1 inspiration to 1 wisdom.
equal to your speed +2.
Does not include journey cards. Illustration by Inkary.
Base speed without upgrades
$WJDPHHQGJDLQ

Includes secret quest cards so long


1 KRQRUIRUHDFKFDUG
FRORULQ\RXUSRVVHVVLRQ :KHQDFTXLUHGSODFHLQƌXHQFHKHUH

as a portion of the card has been 2


$WJDPHHQGJDLQKRQRU
would yield 4 honor, etc. 5HWXUQLQƌXHQFHFRQYHUW
LQVSLUDWLRQWRZLVGRP
1 → 1

completed; if none of the quests on


HTXDOWR\RXUVSHHG

Illustration by Duy Phan.


3

your secret quest cards have been Glimmering Orb of Conundrums Glimmering Orb of Conundrums
completed, this does not count as a Twin Voices of Fear and Despair ˑ5(/,&ˑ

Return 1 influence to the


Twin Voices of Fear and Despair
ˑ02167(5ˑ

card color.
4

4
At game end, gain 3 honor for each conviction sphere on your power
Illustration by Phu Thieu. of your end-game trigger tokens. board.
Drurg, Wanton Smasher
ˑ02167(5ˑ

Drurg, Wanton Smasher Illustration by Simon Tjong. :KHQDFTXLUHGSODFHLQƌXHQFHKHUH Influence moves from this relic to
your conviction sphere instead of
5 5HWXUQLQƌXHQFHWRWKHFRQYLFWLRQ
VSKHUHRQ\RXUSRZHUERDUG

At game end, gain 1 honor for


$WJDPHHQGJDLQ
KRQRUIRUHDFKRI\RXU

your influence sphere.


3
HQGJDPHWULJJHUWRNHQV

each region you control.


Illustration by Brett Carville.
$WJDPHHQGJDLQ Illustration by Duy Phan. The Unspeakable The Unspeakable
Mirror of Alternate Realities
ˑ02167(5ˑ
1 KRQRUIRUHDFK

At game end, gain 2 honor


UHJLRQ\RXFRQWURO
6 Mirror of Alternate Realities
ˑ5(/,&ˑ

for each of your relics. 4


Return 1 influence: gain the
Hideous Purple Slime

Illustration by Matt Olson. attributes of another player’s


Hideous Purple Slime
ˑ02167(5ˑ

6
$WJDPHHQGJDLQ
companion this turn.
At game end, gain 2 honor 2
Relic
KRQRUIRUHDFKRI
\RXUUHOLFV
Does not grant the ability of that
for each vision you possess.
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
5HWXUQLQƌXHQFHJDLQWKHDWWULEXWHVRI
DQRWKHUSOD\HUŚVFRPSDQLRQWKLVWXUQ.
companion—just the attributes.
$WJDPHHQGJDLQ This refers to unused vision Vish’ne, Warden of the Crags
Vish’ne, Warden of the Crags Illustration by Martin Sickree. Card
on the main board.
1 ˑ02167(5ˑ
2 KRQRUIRUHDFKRI\RXU

name and concept by Chris Weinert.


YLVLRQRQWKHERDUG
6
At game end, gain 6 honor
Illustration by Matt Olson. if you have at least 1 relic, Pendant of Potency
1 trait, and 1 monster card.
The Invigorated Dead Pendant of Potency

The Invigorated Dead


ˑ02167(5ˑ ˑ5(/,&ˑ

This card counts toward


4
Return 1 influence: convert
At game end, gain 2 honor for 6
Relic Trait Monster
$WJDPHHQGJDLQKRQRU
LI\RXKDYHDWOHDVWUHOLF
WUDLWDQGPRQVWHUFDUG
the monster requirement. 1 strength to 1 courage.
each monster you have defeated. Illustration by Matt Sadler.
Illustration by Martin Sickree.
2
$WJDPHHQGJDLQ
KRQRUIRUHDFKPRQVWHU
Illustration by Phu Thieu. :KHQDFTXLUHGSODFHLQƌXHQFHKHUH
5HWXUQLQƌXHQFHFRQYHUW 1 → 1
VWUHQJWKWRFRXUDJH
Monster

\RXKDYHGHIHDWHG

26
Pouch of Glowberries
ˑ5(/,&ˑ
Pouch of Glowberries INDEX Relics
ˑ(1'*$0(75,**(5ˑ
Relics
6
Return 1 influence: When 1 relic more than the
End-Game Triggers
Shield of
Dread and
ˑ5(/,
Wonder
&ˑ

roll the attribute die. Yenara’s ˑ5(/


Pink Elixir
Glittery :KHQDFTXLUHGSO
&ˑ
, DFHLQƌXHQFHK number of players has been
acquired, the next round becomes
0RYHLQƌXHQFH HUH
FRPSDQLRQ\RXF 6 IURPWKLVUHOLFWR
RQWUROJDLQLWVDW D
Relic WULEXWHV

Gain the attributes of the roll. :KHQDFTXLUHG


SODFHLQƌX
HQFHKHUH
SWR
HQFHUHWXUQX RQ
5HWXUQLQƌX RQHFRPSDQL
LQƌXHQFHIURP

the final round.


Illustration by Emiliano H. Córdoba.
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
:KHQUHOLFPRUHWKDQWKHQXPEHU

Example: this means that in a 3


5HWXUQLQƌXHQFH RISOD\HUVKDVEHHQREWDLQHGWKH

Note: When the criteria has been met on


UROOWKHDWWULEXWHGLH QH[WURXQGEHFRPHVWKHƋQDOURXQG

player game, 4 relics have been


one or more end-game trigger cards, the acquireed collectively.
Scepter of Blue Blazes
Scepter of Blue Blazes
next round becomes the final round.
ˑ5(/,&ˑ

4
Return 1 influence: convert
Supremacy
ˑ(1'*$0(75,**(5ˑ Supremacy
1 knowledge to 1 vision. When 1 player has 6 or more:
Illustration by Tomas Panavas. courage or vision or wisdom, the
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH next round becomes the final
5HWXUQLQƌXHQFHFRQYHUW 1 → 1
:KHQSOD\HUKDVRUPRUH
round.
All In
NQRZOHGJHWRYLVLRQ
All InKaladre RURU
Ambassador

The player who triggers this must


ˑ $
(01'
% $*6$60
$('27 5
5 , ˑ
**  (5 ˑ
WKHQH[WURXQGEHFRPHVWKHƋQDOURXQG
2 4
When 1 player has zero blocks have 6 more of a single heroic
Scroll of the High-Born
Scroll of the High-Born on his/her power board, the next attribute at the same time (courage,
ˑ5(/,&ˑ

5
Return 1 influence: augment round becomes the final round. wisdom, or vision).
1 potential to influence. :KHQSOD\HUKDV]HUREORFNV
This means that all of these blocks
Swiftness
Kaladre counts toward
RQKLVKHUSRZHUERDUGWKHQH[W Swiftness

Illustration by Addison Rankin. are currently in the attribute


both wisdom and
URXQGEHFRPHVWKHƋQDOURXQG ˑ(1'*$0(75,**(5ˑ
inspiration mastery.
7 5

:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
5HWXUQLQƌXHQFHDXJPHQW
spheres, on companions, on relics, When all players have upgraded
SRWHQWLDOWRLQƌXHQFH
or on region tiles. their mount to at least speed 4
(or speed 5 in a 2-player game),
Balance
5
4

the next round becomes the final


Balance

Shield of Dread and Wonder


ˑ(1'*$0(75,**(5ˑ
Shield of Dread and Wonder :KHQDOOSOD\HUVKDYHXSJUDGHG

When 1 player has acquired a round.


ˑ5(/,&ˑ WKHLUPRXQWWRDWOHDVWVSHHG
(or speed 5 in a 2-player game)

Move 1 influence from this


WKHQH[WURXQGEHFRPHVWKHƋQDOURXQG
5

card of each of the 6 colors on the


Relic

Trait

Monster

relic to a companion you Companion

board, the next round becomes


control: gain its attributes. Traits
Companion
Traits

the final round.


Companion
ˑ(1'*$0(75,**(5ˑ

When 1 trait more than the


Wonder

:KHQSOD\HUKDVDFTXLUHGDFDUG

Illustration by Emiliano H. Córdoba.


ˑ75$,
7ˑ

This can include the companion


:KHQDFTXLUHGSODFHLQƌXHQFHKHUH RIHDFKRIWKHFRORUVRQWKHERDUG 5

WKHQH[WURXQGEHFRPHVWKHƋQDOURXQG

number of players has been


0RYHLQƌXHQFHIURPWKLVUHOLFWRD
FRPSDQLRQ\RXFRQWUROJDLQLWVDWWULEXWHV

you started with at the beginning


Loyalty
,7 ˑ :KHQDFWLYDWHG
ˑ75$
FRPSDQLRQVPD\ HDFKRI\RXU
6
SURGXFHWKHDWWU
RIRI\RXURWKHU LEXWHV
Trait FRPSDQLRQV

of the game. UDFWHU\RX 


LYDWH\RXUFKDDFRPSDQLRQ acquired, the next round becomes
the final round.
:KHQ\RXDFW LQƌXHQFHIURP
PD\UHWXUQ QFHVSKHUH
WR\RXULQƌXH

Taker of Stars
Taker of Stars :KHQWUDLWPRUHWKDQWKH

Companions
ˑ5(/,&ˑ
QXPEHURISOD\HUVKDVEHHQDWWDLQHG
Companions

Example: this means that in a 3


WKHQH[WURXQGEHFRPHVWKHƋQDOURXQG

Return 1 influence: if there are 3


ˑ(1'*$0(75,**(5ˑ
4

or more end-game triggers active, When 1 player has acquired 6 or player game, 4 traits have been
Beast Mistress Veroa
% ( $67  0 , 67 5 ( 66   ˑ    
Igor
&+
,/' and
2 :
21 Senna
2 3 '(
56
ˑ


more companions, the next round


2

remove one. ˎ : ↑

Upgrading your
2
Miara,

-1
Song of
0,16
75(/
the Woods
ˑ

ˎ
:
x1

Augm

attained collectively.
becomes the final round.
mount costs: 2

convic ent 1
potent
MONASTERY
2

visiting tion for


COMMAND POST

ial
2 a monasfree to
when
tery.

n
Companio

:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
You may choose which to remove. ˎ

SHRINE
:

If adjacent
UHWXUQXSWRto a shrine,
LQƌXHQFH
from companions
Trigger Tokens
Trigger Tokens
Companions who were lost or
.

5HWXUQLQƌXHQFHLIWKHUHDUHRUPRUH ˑ(1'*$0(75,**(5ˑ
HQGJDPHWULJJHUVDFWLYHUHPRYHRQH
:KHQSOD\HUKDVDFTXLUHGRU

Illustration by Brett Carville. PRUHFRPSDQLRQVWKHQH[WURXQG


EHFRPHVWKHƋQDOURXQG
abandoned do not count towards When the last end-game
That Which Was Broken
That Which Was Broken this total. trigger token is acquireed
ˑ5(/,&ˑ
by a player, the next round
4
Influence here counts ˑ(1'*$0(75,**(5ˑ
Monsters
Monsters becomes the final round.
toward Vision mastery.
:KHQWKHODVWHQGJDPHWULJJHUWRNHQ

When 1 monster more than the LVREWDLQHGE\DSOD\HUWKHQH[W


Sentinel of
the Gaping
ˑ021 Maw
67(5ˑ

5
URXQGEHFRPHVWKHƋQDOURXQG

With 3 influence on this card, it Drurg, Wanton


0216
ˑ
Smasher
7(5ˑ
2
5 1
$WJDPHHQGJDLQ
KRQRUIRUHDFKRI 
number of players has been
defeated, the next round becomes Vindication
FRXUDJHRQWKHER\RXU
Monster

would count 4 towards vision


DUG

:KHQDFTXLUHGSODFHLQƌXHQFHKHUH Vindication

the final round.


,QƌXHQFHKHUHFRXQWV
JDLQ
ˑ(1'*$0(75,**(5ˑ

mastery (one for the card itself).


$WJDPHHQG FK
1 KRQRUIRUHD QWURO
UHJLRQ\RXFR

WRZDUGYLVLRQPDVWHU\

When all players have been


7

You,
RES
PEC
the Vindi
TA B
LE H cated
UMA

:KHQPRQVWHUPRUHWKDQWKHQXPEHU
N B
EING

You, the EVindicated


HUMAN
BEING 5

Example: this means that in a 4


BL

RISOD\HUVKDVEHHQGHIHDWHGWKH R E S P E C TA

Illustration by Emiliano H. Córdoba. vindicated, (vindicate by


5
QH[WURXQGEHFRPHVWKHƋQDOURXQG

player game, 5 monsters have been 2


2

augmenting all potential


Timeworn Mask of the Invader
or 2

defeated collectively. and having at least 25 honor)


or
2
2
2

Timeworn Mask of the Invader or


or

ˑ5(/,&ˑ
:KHQDOOSOD\HUVKDYHEHHQYLQGLFDWHG

the next round becomes the


3URƋFLHQFLHV

Use 1 influence from this relic


(vindicate by augmenting all potential

Proficiencies
2 ˑ(1'*$0(75,**(5ˑ
and having at least 25 honor)WKH

final round.
QH[WURXQGEHFRPHVWKHƋQDOURXQG

to gain control of an adjacent,


When 2 proficiencies more than
2

uncontrolled region.
2
2

2
the number of players have been
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
8VHLQƌXHQFHIURPWKLVUHOLFWRJDLQ
Influence moves from this relic to acquired, the next round becomes
FRQWURORIDQDGMDFHQWXQFRQWUROOHGUHJLRQ
the region instead of your influence :KHQSURƋFLHQFLHVPRUHWKDQWKH
QXPEHURISOD\HUVKDYHEHHQDFTXLUHG the final round.
sphere. WKHQH[WURXQGEHFRPHVWKHƋQDOURXQG

Example: this means that in a 4


Illustration by Emiliano H. Córdoba. player game,6 proficiencies have
Tome of Elemental Mastery Tome of Elemental Mastery
ˑ(1'*$0(75,**(5ˑ
Regions
been acquired collectively.
ˑ5(/,&ˑ

5
Return 1 influence: redistribute Regions
your inspiration, knowledge, and When 1 player controls 4 regions
strength. more than each other player,
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH You may pick up and move your
:KHQSOD\HUFRQWUROVUHJLRQVPRUH
WKDQHDFKRWKHUSOD\HUWKHQH[W
URXQGEHFRPHVWKHƋQDOURXQG
the next round becomes the
5HWXUQLQƌXHQFH
UHGLVWULEXWH\RXU
blocks freely within these attribute final round.
spheres on the main board. The player who triggers this must
Illustration by Reza Afshar. have 4 more regions than all other
players, compared individually.
Yenara’s Glittery Pink Elixir
ˑ5(/,&ˑ
Yenara’s Glittery Pink Elixir
6
Return 1 influence: return up to 2
influence from one companion.
Influence moves from one
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
5HWXUQLQƌXHQFHUHWXUQXSWR
companion to your influence sphere.
LQƌXHQFHIURPRQHFRPSDQLRQ

Illustration by Emiliano H. Córdoba.


27
INDEX Ketena, the Ancient
ˑ3(7ˑ
Ketena, the Ancient Yi’qua, of Mighty Wind and Cloud
ˑ3(7ˑ
Yi’Qua, of Mighty Wind and Cloud
3
Attach this pet to a companion 3
Attach this pet to a companion
Pets you control. While that companion
is active, you may visit a region 1
extra space away.
you control. While that companion
is active, flip a face-down card on
the main board.
$WWDFKWKLVSHWWRDFRPSDQLRQ\RX $WWDFKWKLVSHWWRDFRPSDQLRQ\RX

You may visit any region that you Choose one of the 6 face-down card
FRQWURO:KLOHWKDWFRPSDQLRQLVDFWLYH FRQWURO:KLOHWKDWFRPSDQLRQLVDFWLYH

Note: Pet cards are only used when


\RXPD\YLVLWDUHJLRQH[WUDVSDFHDZD\ ƌLSDIDFHGRZQFDUGRQWKHPDLQERDUG

would be adjacent to if you were 1 stacks on the main board and flip
playing with the exotic pet menagerie tile space away from your current space; the top card face-up, on top of the
expansion. Using pet abilities is always this gives you 5-6 region options previous face-up card.
instead of 3.
optional. Illustration by Matt Olson.
Illustration by Duy Phan. Zea, Guardian of the Noble Mind
Zea, Guardian of the Noble Mind
Ostrah, First of the Order
ˑ3(7ˑ

Attach this pet to a companion


Ostrah, First of the Order
3
ˑ3(7ˑ

Brokk,
Ambassador
Defender of
Kaladre
the Order Brokk, Defender of the Order 3
Attach this pet to a companion you control. While that companion
you control. That companion is active, you may augment 1
$ 0 % $ˑ66 3
$('72 5
 ˑ ˑ    

2 43
Attach this pet to a companion requires no influence to activate. influence to conviction.
you control. While you control $WWDFKWKLVSHWWRDFRPSDQLRQ\RX

Brokk, that companion cannot Illustration by Matt Olson. Illustration by Phu Thieu.
FRQWURO:KLOHWKDWFRPSDQLRQLVDFWLYH
\RXPD\DXJPHQWLQƌXHQFHWRFRQYLFWLRQ
$WWDFKWKLVSHWWRDFRPSDQLRQ\RX

be killed.
FRQWURO7KDWFRPSDQLRQUHTXLUHV
QRLQƌXHQFHWRDFWLYDWH

Kaladre
$WWDFKWKLVSHWWRDFRPSDQLRQ\RX
counts toward

Illustration by Bartek.
FRQWURO:KLOH\RXFRQWURO%URNNWKDW
both wisdom and
inspiration
FRPSDQLRQFDQQRWEHNLOOHG
mastery.
7 5

Shonah, the Gilded Claw


ˑ3(7ˑ Shonah, the Gilded Claw
3
Attach this pet to a companion
Claude
ˑ3(7ˑ
Claude you control. While that companion
3
Attach this pet to a companion is active, augment 1 potential to
you control. While that companion $WWDFKWKLVSHWWRDFRPSDQLRQ\RX
influence.
is active, empowered draws no FRQWURO:KLOHWKDWFRPSDQLRQLV
DFWLYHDXJPHQWSRWHQWLDOWRLQƌXHQFH
Illustration by Duy Phan.
conviction.
Slyrk, Grand-Daddy of the Marsh
$WWDFKWKLVSHWWRDFRPSDQLRQ\RX

Your empowered draws are free


FRQWURO:KLOHWKDWFRPSDQLRQLVDFWLYH Slyrk, Grand-Daddy of the Marsh
HPSRZHUHGGUDZVFRVWQRFRQYLFWLRQ ˑ3(7ˑ

while Claude’s companion is active. 3


Attach this pet to a companion
Illustration by Simon Tjong. you control. While that companion
is active, proficiencies
Dryad Gremlin Gang
ˑ3(7ˑ Dryad Gremlin Gang $WWDFKWKLVSHWWRDFRPSDQLRQ\RX
cost you 1 less.
Attach this pet to a companion Illustration by Duy Phan.
3 FRQWURO:KLOHWKDWFRPSDQLRQLV
DFWLYHSURƋFLHQFLHVFRVW\RXOHVV

you control. While that companion


is active, you may add 1 influence Twerbs, the Jittery
ˑ3(7ˑ
Twerbs, the Jittery
$WWDFKWKLVSHWWRDFRPSDQLRQ\RX
to a relic. 3
Attach this pet to a companion
FRQWURO:KLOHWKDWFRPSDQLRQLV
DFWLYH\RXPD\DGGLQƌXHQFHWRDUHOLF

Illustration by Matt Sadler. you control. While that companion


is active, use 1 conviction to draw
a secret quest.
Ghak, Minion of the Brotherhood
$WWDFKWKLVSHWWRDFRPSDQLRQ\RX
Ghak, Minion of the Brotherhood

This ability is optional.


FRQWURO:KLOHWKDWFRPSDQLRQLVDFWLYH
ˑ3(7ˑ
XVHFRQYLFWLRQWRGUDZDVHFUHWTXHVW

Attach this pet to a companion


3

Illustration by Matt Olson.


you control. While that companion
is active, move an end-game Vak’Ikk, Warden of the Coast Vak’Ikk, Warden of the Coast
trigger token 2 spaces.
ˑ3(7ˑ

$WWDFKWKLVSHWWRDFRPSDQLRQ\RX
FRQWURO:KLOHWKDWFRPSDQLRQLVDFWLYH
3
Attach this pet to a companion
You may move the token 2 spaces you control. While that companion
PRYHDQHQGJDPHWULJJHUWRNHQVSDFHV

in either direction — forward or is active, you may move along the


backward. numbered coast spaces.
$WWDFKWKLVSHWWRDFRPSDQLRQ\RX

Illustration by Matt Olson. This pet allows you to move


FRQWURO:KLOHWKDWFRPSDQLRQLVDFWLYH\RX
PD\PRYHDORQJWKHQXPEHUHGFRDVWVSDFHV

along the coastline. Your normal


Jaike and Zoba
Jaike and Zoba
ˑ3(7ˑ

movement may now include moving


from numbered spaces on the edge
3

Attach these pets to a companion


you control. Gain 1 honor if of the map to adjacent ones.
another player passes through For example, if your speed is 3, you
$WWDFKWKHVHSHWVWRDFRPSDQLRQ
\RXFRQWURO*DLQKRQRULIDQRWKHU 1
your space. may move directly from numbered
SOD\HUSDVVHVWKURXJK\RXUVSDFH

This is a passive ability that is active space 3, to numbered space 4, to 5,


as long as Jaike and Zoba are and then to 6.
attached to a master. Illustration by Duy Phan.
Illustration by Matt Olson. Vosh, Matriarch of the Tusk Vosh, Matriarch of the Tusk
ˑ3(7ˑ

Kajek, Ageless and Esteemed


ˑ3(7ˑ Kajek, Ageless and Esteemed 3
Attach this pet to a companion
3
Attach this pet to a companion you control. While that companion
you control. While that companion is active, gain 1 additional of it’s
is active, other players cannot attributes.
gain honor.
$WWDFKWKLVSHWWRDFRPSDQLRQ\RX

Example: if this pet’s master


FRQWURO:KLOHWKDWFRPSDQLRQLV
DFWLYHJDLQDGGLWLRQDORILWVDWWULEXWHV
$WWDFKWKLVSHWWRDFRPSDQLRQ\RX

generates 2 inspiration, it now


FRQWURO:KLOHWKDWFRPSDQLRQLVDFWLYH

Illustration by Duy Phan.


RWKHUSOD\HUVFDQQRWJDLQKRQRU

generates 3 inspiration.
Illustration by Phu Thieu.

28
INDEX Ring of Blind Ambition
ˑ/227ˑ
Ring of Blind Ambition INDEX
4
Dilute 1 power: the next card
Loot you acquire this turn costs
1 less attribute of your choice. Journey Cards
'LOXWHSRZHUWKHQH[WFDUG
\RXDFTXLUHWKLVWXUQFRVWV
Illustration by Inkary.
Note: Loot cards are only used when playing Note: Journey cards are only used at the
OHVVDWWULEXWHRI\RXUFKRLFH

with the Myths & Wonders expansion. They Sacred Plume Sacred Plume start of the game. Once used, they can be
can be used once per turn. ˑ/227ˑ

4
Dilute 1 power: replace an active placed back in the box.
end-game trigger with the top
end-game trigger from the deck.
'LOXWHSRZHUUHSODFHDQDFWLYH The previous end-game trigger
HQGJDPHWULJJHUZLWKWKHWRS
is no longer active and goes
Ceremonial Spear of the Owl Thrown Overboard for Treachery
HQGJDPHWULJJHUIURPWKHGHFN

back into the box.


Ceremonial
Ambassador
SpearKaladre
of the Owl Thrown Overboard for Treachery
$0%$
ˑ6 6/$2'
2275
 ˑˑ     A NEW JOURNEY BEGINS

2 44
Dilute 1 power: replace a relic you Your body washes ashore.
A New Journey Begins
Illustration by Emiliano H. Córdoba.
Place your medallion on this
map triangle and your scoring

control with the face-up or top


2
disc on track space 15.

A traveler revives you.

face-down relic on the board.


Randomly draw a yellow

Scepter of the Night Watcher


companion card. (draw

Your body washes ashore.


until you get a card that
Companion

Sceptre of the Night Watcher does not have this icon: )


ˑ/227ˑ

The previous relic goes back into the


Something inside you awakens.

Dilute 1 power: exchange


Place 8 of your blocks into

Place your medallion on this


Kaladre
'LOXWHSRZHUUHSODFHDUHOLF
counts toward 3 potential, 8LQWRLQƌXHQFH2
into conviction, and 1 each into

game box and the influence moves


both
\RXFRQWUROZLWKWKHIDFHXSRU
wisdom and

one of your proficiencies for


inspiration, knowledge, and
inspiration
WRSIDFHGRZQUHOLFRQWKHERDUG
mastery. strength on the main board.
7 5

to the new relic. There is no loss or map triangle and your scoring
any other available proficiency disc on track space 15.
gain of honor in this exchange. on the board.
'LOXWHSRZHUH[FKDQJHRQH
A traveler revives you.
Illustration by Martin Sickree. RI\RXUSURƋFLHQFLHVIRUDQ\RWKHU
DYDLODEOHSURƋFLHQF\RQWKHERDUG
Return your proficiency to the
appropriate location on the board, Randomly draw a (color)
Dust of Vanished Eons
ˑ/227ˑ Dust of Vanished Eons then take any other available one companion card. (draw
2
Dilute 1 power: replace one of from the board. until you get a card that
your companions with any face-up does not have this icon: )
companion on the board. Illustration by Matt Olson.
Something inside you awakens.
'LOXWHSRZHUUHSODFHRQHRI
\RXUFRPSDQLRQVZLWKDQ\
There is no loss or gain of honor Scroll of Boundless Learning
ˑ/227ˑ
Scroll of Boundless Learning Place 8 of your blocks into
IDFHXSFRPSDQLRQRQWKHERDUG
in this exchange. The previous 4
Dilute 1 power: gain the potential, 8 into influence, 2
companion goes back into the box attributes of any face-up into conviction, and 1 each into
and all influence on it moves to the companion in the game. inspiration, knowledge, and
new companion. strength on the main board.
'LOXWHSRZHUJDLQWKH Can be used on a companion
Illustration by Tomas Pavanas. DWWULEXWHVRIDQ\IDFHXS
FRPSDQLRQLQWKHJDPH
either on the board or controlled
by another player.
Enchanted Sky Rug
ˑ/227ˑ Enchanted Sky Rug Players must choose a companion
3
Dilute 1 power: teleport to any Illustration by Simon Tjong. of the matching color on their
space adjacent to a tile you journey card.
8QLGHQWLƋHG0DJLF Unidentified Magic
control instead of your normal ˑ/227ˑ

movement.
2
Dilute 1 power: remove this card
'LOXWHSRZHUWHOHSRUWWRDVSDFH
from the game, then acquire the
The destination must be
DGMDFHQWWRDUHJLRQ\RXFRQWURO

face-down relic on the board.


LQVWHDGRI\RXUQRUPDOPRYHPHQW

unoccupied.
Gain the honor on the new relic as
Illustration by Nguyen Dang Hoang Tri.
'LOXWHSRZHUUHPRYHWKLVFDUG
IURPWKHJDPHWKHQDFTXLUHWKH
IDFHGRZQUHOLFRQWKHERDUG normal. The new relic comes with
no influence.
0HGDOOLRQRIWKH(YHUOLW
ˑ/227ˑ Medallion of the Everlit
2
Dilute 1 power: visit 1 additional Illustration by Matt Olson.
region this turn. Wand of Hypnotic Grip
ˑ/227ˑ Wand of Hypnotic Grip
You can visit a second region, but 3
Dilute 1 power: teleport to
'LOXWHSRZHUYLVLWDGGLWLRQDO
DGMDFHQWUHJLRQWKLVWXUQ
not the same region twice. any space adjacent to another
Illustration by Matt Olson. player instead of your normal
movement.
Peculiar Island Standard
'LOXWHSRZHUWHOHSRUWWRD
Peculiar Island Standard VSDFHDGMDFHQWWRDQRWKHUSOD\HU
ˑ/227ˑ LQVWHDGRI\RXUQRUPDOPRYHPHQW
Illustration by Emiliano H. Córdoba.
2
Dilute 1 power: remove this card
from the game, then acquire the
face-down trait on the board.
'LOXWHSRZHUUHPRYHWKLVFDUG
IURPWKHJDPHWKHQDFTXLUHWKH
Gain the honor on the
IDFHGRZQWUDLWRQWKHERDUG
new trait as normal.
Illustration by Matt Olson.
Prismatic Amulet of the Ages
ˑ/227ˑ
Prismatic Amulet of the Ages
3
Dilute 1 power: convert 1
influence to any attribute
of your choice.
'LOXWHSRZHUJDLQ
DWWULEXWHRI\RXUFKRLFH
Illustration by Simon Tjong.

29
INDEX The False Tongue
75$,725ˑ
The False Tongue ¤ Kuvot, the Mind Thief
'$ 5 .  : , = $ 5 '   ˑ    
Kuvot, the Mind Thief ¤
2 -2
2 -2

Treachery Cards Companion
Blue Companion Companion
Blue Companion

Traitor. Initiative = 49. Dark Wizard. Initiative = 37.


Dilute 1 power: add a black treachery block to Lose 1 honor: JDLQDSURƋFLHQF\
DQDGMDFHQWPDSSOD\HUŚVFRPSDQLRQ,WFDQQRWEH tile from an adjacent map player 2

Note: Treachery cards are only used when


activated until the block is removed for 1 conviction. of their choice. That player gains:

Dilute 1 power: add a black Lose 1 honor: gain a proficiency


playing with the Treachery expansion (p.33). treachery block to an adjacent tile from an adjacent map player
map player’s companion. It of their choice. That player gains
¤ This cannot be a starting companion. cannot be activated until the 2 honor.
block is removed for 1 conviction. The other player must be
The other player must be adjacent adjacent to you on the map.
to you on the map. Any player may Illustration by Phu Thieu.
Boots of Mad Dashing pay the conviction cost to remove
Card concept by Joey Hicklin.
Boots
Ambassador
of Mad Kaladre
Dashing

the treachery block.


$0
ˑ   &%8
$56 6 (
$''255(/ˑ, &
  ˑ


2 4
6

Illustration by Matt Olson. Seven Quills, Highland Vandal ¤
Cursed Relic
Seven Quills, Highland Vandal
62/',(52))25781(ˑ

Relic

Feth, the Vengeful


Feth, the Vengeful ¤
2 -2

Red Companion
% 8 / /<   ˑ    


:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
Kaladre counts toward 2
/RVHKRQRUDQGUHWXUQLQƌXHQFH -2

When acquired, place 1-3 influence


both wisdom and Companion
PRYHDOOSOD\HUVXSWRVSDFHVRQWKHPDS
inspiration mastery.
7 5

here. Lose 1 honor and return 1 Red Companion


Soldier of Fortune. Initiative = 6.
Dilute 1 power: add a black treachery block to

influence: move all players


Companion
DQDGMDFHQWPDSSOD\HUŚVUHOLFRUWUDLW,WFDQQRWEH
used until the block is removed for 1 conviction.

up to 4 spaces on the map. Dilute 1 power: add a black


Bully. Initiative = 30.
You may displace an adjacent
2
player on the map by moving

treachery block to an adjacent


them 1 space. If you do, gain:

Includes yourself. May be zero.


You may displace another player map player’s relic or trait. It
Illustration by Inkary. on the map by moving them 1 cannot be used until the block is
Conviction Siphon
Conviction Siphon space. If you do, gain 2 strength. removed for 1 conviction.
When you move into or through a
ˑ&856('5(/,&ˑ

4
The other player must be adjacent
space with another player, move to you on the map. Any player may
Cursed Relic their medallion 1 space in any pay the conviction cost to remove
direction (unoccupied). If there are the treachery block.
Relic

:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
no legal movements available for
/RVHKRQRUDQGUHWXUQLQƌXHQFHXVH
DQRWKHUSOD\HUŚVFRQYLFWLRQ(1)IRU\RXUVHOI
When acquired, place 1-3 influence you or the other player, you may not Illustration by Nguyen Dang Hoang Tri.
here. Lose 1 honor and return 1 use this ability. Sidney, the Undisciplined Sidney, the Undisciplined ¤
influence: use another player’s Illustration by Nguyen Dang Hoang Tri.
7,1<7(5525ˑ

conviction (1) for yourself.


2 -2

The other player must dilute 1 Greed
ˑ75$,7ˑ
Greed Yellow Companion
conviction to influence on their
Companion

6

power board. You may use influence Trait
Dilute 1 power: add a black treachery block
to an adjacent region. It cannot be visited or
Tiny Terror. Initiative = 61.
to denote control of a region.
scored until the block is removed for 1 conviction.

Dilute 1 power: add a black


Trait

Illustration by Matt Olson. Card $QDGMDFHQWPDSSOD\HUORVHVDQ


treachery block to an adjacent
concept by Sebastian Zarzycki. Lose 1 honor: an adjacent map
DWWULEXWHRIWKHLUFKRLFH
<RXJDLQRIWKDWDWWULEXWH
region. It cannot be visited or
player loses an attribute of scored until the block is removed
Deception
Deception their choice. You gain 3 of that
ˑ75$,7ˑ
for 1 conviction.
4
attribute.
Any player may pay the conviction
Trait The other player must be adjacent cost to remove the treachery block.
to you on the map. If the other
Trait

Lose 1 honor and 1 conviction: player has no attributes, there is Illustration by Matt Olson.
Lose 1 honor: use only 1 no effect.
JDLQFRQWURORIDQRWKHUSOD\HUŚVPDS

Strann, the Oppressor ¤


UHJLRQLI\RXŚUHDGMDFHQWWRLW
Strann, the Oppressor

conviction to gain control of


728*+*8<ˑ

Illustration by Emiliano H. Córdoba. 2



another player’s map region if
-2

you’re adjacent to it. Hubris


ˑ75$,7ˑ
Hubris Red Companion
This loss of honor and conviction
Companion

5

represents the entire cost. No honor Trait
If you move through another
SOD\HUDXJPHQWLQƌXHQFHWR
-1

Tough Guy. Initiative = 17.


is gained for the new region.
conviction. That player suffers:
Trait

If you move through another


Illustration by Matt Sadler. Lose 1 honor: DXJPHQW
SRWHQWLDOWRLQƌXHQFH$QDGMDFHQW player, augment 1 influence to
PDSSOD\HUPXVWGLOXWHSRZHU
Lose 1 honor: augment 2 conviction. That player suffers
potential to influence. An adjacent -1 inspiration.
map player must dilute 1 power.
Illustration by Phu Thieu.
The other player must be adjacent
to you on the map.
Illustration by Inkary.

30
Toule, the Underhanded
7+,()ˑ
Toule, the Underhanded ¤ INDEX Ambassador Kaladre
0RWLYDWLRQDO/HDGHUVKLS
$ˑ0
%
6($&656($7' 4285( ˑ
6 7  
 ˑ
Motivational Leadership
2 -2
2
2 Control a shrine at the
Secret Quests
Keep face down until 4
the end of the game.

Yellow Companion 2
Control a shrine at
the end of the game.
ˎ :
end of the game.
Have more conviction than
2

Companion SHRINE

Have more conviction on

any other player at the


your power board
5 than any
5
Thief. Initiative = 51.
$XJPHQWSRWHQWLDOWRLQƌXHQFH Kaladre counts
other toward
player

end of the game.


An adjacent map player loses 1 both wisdom
at the end and

Note: Secret Quest cards remain face-down


attribute of their choice. of the game.
inspiration mastery.
7 5
CONVICTION

INFLUENCE

POTENTIAL

Augment 1 potential to influence.


An adjacent map player loses 1 during the game. See page 13. The Power Within
ˑ6(&5(748(67ˑ
The Power Within
attribute of their choice. Keep face down until
the end of the game. Control the Ancient Tomb
You may use this ability if there 2
Control the Ancient
Tomb at the end
ˎ →
2 at the end of the game.
of the game.

are no players adjacent to you 5 Attain any 3 traits by the


2

ANCIENT TOMB

Impunity

on the map. end of the game.


Attain any 3
ˑ75$,7ˑ

traits by the
5 end of Resilience
ˑ75
ˑ
$,7
2WKHUSOD\HUVPXVWSD\GRXEOH
URXQGHGXSIRUDELOLWLHVWKDWDIIHFW
Loyalty
ˑ7
5$,
7ˑ

6 DQ\RI\RXUFDUGVRUEORFNV

the game.
6

:KHQ\RXDFW
PD\UHWXUQ
LYDWH\RXUFKD
LQƌXHQFHIURP

Illustration by Inkary.
WR\RXULQƌXH UDFWHU\RX
DFRPSDQLRQ
QFHVSKHUH
DGGPRUHWKDQ

,WLVQRWQHFHVVDU\WR\RXUFRPSDQLRQV
LQƌXHQFHWRDQ\RI

Awakening the Dawn


The Prized Crackerjack
Ambassador Kaladre
$ZDNHQLQJWKH'DZQ
$ˑ0
% $&656($7' 4285( ˑ
6 7  
 ˑ

Vrix, Monarch of Frost ¤


6(
7KH3UL]HG&UDFNHUMDFN

2 Control a holy spire at the


ˑ6(&5(748(67ˑ
Vrix, Monarch of Frost 2 Keep face down until 4

Have at least 5 potential


'$ 5 .  0 $ * (   ˑ     the end of the game.
Keep face down until
2 -2
end of the game. the end of the game.
Control a holy spire
3 in your potential sphere
2

2 Have at least 5
at the end of the game.
potential in your

Possess the most wisdom


2

Blue Companion at the end of the game.


3
HOLY SPIRE

potential sphere at
the end of the game.

5 on the main board at the


Possess the most
Companion wisdom on the
5

Attain 3 or more
main
Kaladre board
counts at the
toward Attain 3 or more
end of the game.

end of the game.


SURƋFLHQFLHVE\WKH
2

both wisdom and 4


inspiration mastery.
7 5
end of the game. 2

4 proficiencies by the
2

Dark Mage. Initiative = 50.


Switch places with another player
ZLWKLQVSDFHVRQWKHPDS

Carpe Diem end of the game.


Switch places with another
&DUSH'LHP
ˑ6(&5(748(67ˑ

player within 2 spaces Keep face down until


the end of the game. 2 Control a command post 7KH3URƋWRI'LVFLSOLQH The Profit of Discipline
on the map. at the end of the game.
ˑ6(&5(748(67ˑ

2 Control a fort at
Control a command ˎ : ↑

2 post at the end of Keep face down until


the game. the end of the game.

Upgrade your mount to


2

Illustration by Duy Phan. the end of the game.


COMMAND POST

Control a fort at the


2

5 speed 5 by the end


Upgrade your mount 2
end of the game.
5 to speed 5 by the end

Possess the most courage


2

FORT

Yenara’s Murky Green Toxin


of the game.

of the game.
5

Yenara’s Murky Green Toxin Possess the most


ˑ&856('5(/,&ˑ 5
courage on the
main board at the
5 on the main board at

end of the game.
5

&RQWURO,VVXHV Control Issues the end of the game.


Cursed Relic
ˑ6(&5(748(67ˑ

Keep face down until


the end of the game. 2 Control a library 7KH3URPLVH<RX0DGHWR<RXUVHOI The Promise You
at the end of the game.
Relic ˑ6(&5(748(67ˑ

:KHQDFTXLUHGSODFHLQƌXHQFHKHUH
2
Control a library at the
end of the game.
2

Keep face down until


the end of the game. Made to Yourself
Possess the most vision
2

When acquired, place 1-3 influence


LIBRARY

2 Control a monastery at
/RVHKRQRUDQGUHWXUQLQƌXHQFHDOORWKHU
SOD\HUVDGGLQƌXHQFHWRDFRPSDQLRQ :

Control a monastery
ˎ
x1

5 on the main board at the


Possess the most 2
at the end of the game.

here. Lose 1 honor and return 1 the end of the game.


vision on the
5
2

MONASTERY

main board at the

end of the game.


end of the game.

influence: all other players add 2


Have zero potential

Have zero potential in your


in your potential
5 sphere at the end

influence to a companion.
of the game.

'RQŚW%ULQJ<RXU(YLO+HUH Don’t Bring Your Evil Here 5 potential sphere at the end
Each other player places 2 influence
ˑ6(&5(748(67ˑ

Keep face down until


2 Control the Gaping Maw of the game.
on a companion they control. If they
the end of the game.

at the end of the game. Rise of the Polymath


have no influence in the influence
:

Control the Gaping Maw


ˎ

2 5LVHRIWKH3RO\PDWK
at the end of the game. ˑ6(&5(748(67ˑ

5 Defeat any 3 monsters


2

sphere on their power board, they


THE GAPING MAW

Sula, Mutated Pond


Thrasher
Keep face down until
the end of the game.
3 Control any 2 regions at
by the end of the game.
Defeat any 3
ˑ02167(5
ˑ

must recover influence (p.8).


monsters

the end of the game.


5
2\D&DUQLYR

by the end
ˑ0 URXV%ORVVR
216
Vortex 7(5 P
of the ˑ
Overlord7 ( 5   ˑ $WJDPHHQGJDLQKRQRU
Dro’zol, ˑ02
16 2
HTXDOWR\RXUVSHHG

Control any 2
5 3

of the game.
5

3 regions at the end


2

$WJDPHHQG ACADEMY
7
LIWKHUHDUHQRJDLQKRQRU

of the game
SRZHUERDUGŚ
RQRU EORFNVLQ\RX
VSRWHQWLDOVS
$WJDPHHQGJDLQKQLQ U
IRUHYHU\FRQYLFWLR UH KHUH

Illustration by Can Başdoğan.


2

Attain 1 trait, acquire 1 relic,


\RXUFRQYLFWLRQVSKH
2

WELL OF WISHES

Attain 1 trait, obtain Wonder

Exoneration of the Wretched


ˑ75$,7ˑ

4 and defeat 1 monster by


1 relic, and defeat
5

4 1 monster Pendant
of Potency

Zula, the Wretched ¤


([RQHUDWLRQRIWKH:UHWFKHG
ˑ5
(/,&
Maw ˑ
Gaping

by the end
of the :KHQDFWLYDWHGHDFKRI\RXU
Sentinelˑ   0 2 1 6 7 ( 5   ˑ FRPSDQLRQVPD\SURGXFHWKHDWWULEXWHV
5 RIRI\RXURWKHUFRPSDQLRQV
4

ˑ6(&5(748(67ˑ
of the game.

the end of the game.


Zula, the Wretched
:KHQDFTXLUHG
5HWXUQLQƌX

Have at least 1 blue, 1 red,


SODFHLQƌX
HQFHFRQYHUW
VWUHQJWKWR HQFHKHUH
FRXUDJH
$WJDPHHQGJDLQ U
1
→ 1

52*8(ˑ
1 KRQRUIRUHDFKRI\RX
2
FRXUDJHRQWKHERDUG

Keep face down until


the end of the game.
2

3 and 1 yellow companion


-2

Trinkets of the Tower


Gilded Eye
Nyra, the8 1 7 ( 5   ˑ  

Have at least 1 blue,


5(/,&+

3
Ruak,
2 Defender
0 $6 of the
7(5
+81 Sacred
2 7(5
ˑ Spirit

1 red, and 1 yellow

at the end of the game.


7ULQNHWVRIWKH7RZHU
2

3 

companion at the
Elya,

Yellow Companion
control. the Faithful
0RYHLQƌXHQFHIURP\RXULQƌXHQFH
a relic you
sphere to %( / , ( 9( 5  ˑ


2 When
as your attacking

ˑ6(&5(748(67ˑ
3 a monster
champion,
die twice roll the with
instead white Ruak

end of the game.


of rolling attribute
both
dice.

2 Control the Arcane Tower at


-5
8VHLQVSLUDWLRQDQGUHWXUQ
LQƌXHQFHIURP(O\DWR\RXU
LQƌXHQFHVSKHUHWDNHDQH[WUDWXUQ

Keep face down until

4 Vindicate yourself by the


Companion the end of the game.
Vindicate yourself
You, the Vindicated
RESPEC
TA B L E

the end of the game.


HUMAN
BEING

4 by the end of
5

the game.

end of the game.


Control the Arcane ˎ :

2 Tower at the end

Rogue. Initiative = 20.


5HWXUQLQƌXHQFHIURP=XOD
2
2
2

of the game.
or
or

-1

5 Acquire any 3 relics by the


WR\RXULQƌXHQFHVSKHUH$Q
2

ARCANE TOWER

adjacent map player suffers:

The Genius of Innovation


Taker of Stars

Obtain any 3
ˑ5(/,&ˑ

Return 2 influence from Zula end of the game.


4

relics by the
5
Pouch

7KH*HQLXVRI,QQRYDWLRQ
of Glowberries

end of
ˑ5
(/,&
:KHQDFTXLUHGSODFHLQƌXHQFHKHUH ˑ
High-Born
of the
Scroll /,&ˑ 5HWXUQLQƌXHQFHLIWKHUHDUHRUPRUH
ˑ5(
HQGJDPHWULJJHUVDFWLYHUHPRYHRQH
5

the game.
6

ˑ6(&5(748(67ˑ

to your influence sphere. Possess an inspiration


:KHQDFTXLUHG
SODFHLQƌX
5HWXUQLQƌX
UROOWKHDWWULE HQFHKHUH
HQFH
LQƌXHQFHKHUH
XWHGLH
:KHQDFTXLUHGSODFH JPHQW
H
5HWXUQLQƌXHQFHDX

Keep face down until


SRWHQWLDOWRLQƌXHQF

An adjacent map player suffers


the end of the game.

1 proficiency at the end Vigorous Brawny Bulk


-1 inspiration.
Possess an inspiration
9LJRURXV%UDZQ\%XON

of the game.
1 SURƋFLHQF\DWWKH 2
ˑ6(&5(748(67ˑ
end of the game.

You may use this ability if there


Keep face down until
the end of the game.
Possess a strength
7 Win inspiration mastery
at the end of the game. 7 Win inspiration mastery 1 proficiency at the
are no players adjacent to you
Possess a strength

at the end of the game.


5

1 SURƋFLHQF\DWWKH

end of the game.


2

end of the game.

on the map.
Intellectual Superiority 7 Win strength mastery
7 Win strength mastery at
Illustration by Inkary.
,QWHOOHFWXDO6XSHULRULW\ at the end of the game.
5
ˑ6(&5(748(67ˑ

Keep face down until


the end of the game. Possess a knowledge the end of the game.
Possess a knowledge 1 proficiency at the end
of the game.
1 SURƋFLHQF\DWWKH 2

end of the game.

7 Win knowledge mastery


at the end of the game. 7 Win knowledge mastery
at the end of the game.
5

,WŚV3DUW\7LPH
ˑ6(&5(748(67ˑ
It’s Party Time
Keep face down until
the end of the game. 2 Control an inn at
2
Control an inn at the
end of the game.
ˎ / ˎ / ˎ :
the end of the game.
Have 4 or more companions
2

INN

5 in your party at the end


of Flame

Have 4 or more
Zharah, Daughter
7,&,$1
ˑ
7$ &
Storytellers
2 Hira and
(/'(5
6ˑ Gan
2 
2

companions in your
2

5
party at the end
before
your movement
You may split your other actions
and/or after wish. Oneth, 5HWXUQLQƌXHQFHIURP+LUD
however you of the
DQG*DQWR\RXULQƌXHQFHVSKH
/22 Folded
2
.2 roll
8 7  ˑthe Leaf
 white attribute UH

of the game.
die.
the Oppressor

of the game.
Strann, ˑ
*8<
728*+
-2 2

Players Passive
regions cannot gain ability:
if you control
are adjacent of
any
another -1
to one of your
move through R of them.
If you
suffers:
SOD\HUDXJPHQWLQƌXHQFHW
That player
conviction.

31
Expanded Content
Explore Deeper
Each of our journeys are unique, even the most basic experiences bringing great challenges, variety, and
satisfaction. In some souls though, churns a hunger for something more. A desire pulsing in their spirit for new
experiences, for fresh opportunities. Different paths to new horizons. To go deeper.
They needn’t worry. The island affords options enough for even the most adventurous traveler. This is your
experience, make it the one you want it to be.

32
Treachery Expansion

Optional 15-Card
Treachery Expansion
Ahhh, the joys of making others miserable. The
Treachery expansion allows you to disrupt others
while often making more significant personal gains…
at the expense of honor.

Distribution of Treachery Cards


After all players have completed their journey
cards at the start of the game, treachery cards can be
shuffled into the card stacks with matching backs.
It’s that simple.
Toule, the Underhanded
Treacherous For example, treacherous traits have normal green
7+,()ˑ companions cause trait backs, and are simply shuffled into the trait stack
a 1-time loss of at the beginning of the game.
2 -2 honor when they
join your party Messin’ With Your Mojo
The primary benefit of treachery is the ability to
affect other players directly. Doing so is of course
dishonorable, so the loss of honor is part of the cost.

→→ Acquiring a treachery card is no different than any


other card in the game.
$XJPHQWSRWHQWLDOWRLQƌXHQFH →→ Only the cards in the stack are the limit to the
An adjacent map player loses 1 number of treachery cards you can acquire.
attribute of their choice.
→→ Treachery cards DO NOT count toward mastery at
the end of the game (any color).
→→ You DO NOT lose or gain honor when you lose a
treacherous companion.
Deception
ˑ75$,7ˑ

4
IMPORTANT: ADJACENCY
Your companions who are treacherous
primarily disrupt other players who
are adjacent to them on the map, so
getting close to other players is
Some treachery important.
cards require the Lose 1 honor and 1 conviction:
loss of honor each JDLQFRQWURORIDQRWKHUSOD\HUŚVPDS Conversely, if other players are
time they are used UHJLRQLI\RXŚUHDGMDFHQWWRLW using treachery, it’s best to steer
clear and don’t let them anywhere
near you on the map.
33
Expansion Regions

Using 1 or 2 Expansion Regions Using 4 or 5


IMPORTANT Expansion Regions
If you want to add the exotic pet menagerie, the
To maintain the balance of the game, it is temple ruins, the wishing well, a combination of 2 of Follow the same
important to follow these 4 rules when those, or the sacred stones 2-tile set, do the following: recommendations to end up with
choosing which region tiles to remove your 19 tiles.
To Swap 1 Tile:
from a game:
Swap your expansion tile for the Academy or an inn. For example, if you wish to play
with the jewelcrafter 3-tile set and
the temple ruins 1-tile expansion,
-2 / -2 / -2 →
you’d need to swap out 4 tiles:
Rule 1:
4-Tile Basic Option:
Always Use the Arcane Tower, the
2 2

Remove the Academy or one of the


INN ACADEMY

Ancient Tomb, and the Gaping Maw inns. Then, remove 1 holy spire, 1
Acquiring magical relics, defeating monsters, and To Swap 2 Tiles: fort ,and 1 library.
attaining traits are critical to the game, so these 3
Swap your expansion tiles for both the 4-Tile Advanced Option:
tiles should always be used.
Academy and an inn. Remove the Academy or one of the
Rule 2: inns. Then, remove 1 command
Using 3 Regions post, 1 monastery, and 1 shrine.
Always Use an Equal Number of
Holy Spires, Forts, and Libraries If you want to use the 3-tile jewelcrafter expansion
(or the 2-tile sacred stones plus a 1-tile expansion), 5-Tile Basic Option:
To maintain an equal balance of attributes, use choose one of the following: Remove the Academy and one
these tiles in equal numbers. of the inns. Then, remove 1 holy
Basic Option: spire, 1 fort, and 1 library.
Rule 3:
Swap your tiles in for 1 holy spire, 1 fort, and 1
5-Tile Advanced Option:
Always Use an Equal Number of Command library. This option requires players to rely more on
Posts, Shrines, and Monasteries companions to gain attributes. Remove the Academy and one
of the inns. Then, remove 1
These regions are also tied to the balance of command post, 1 monastery, and
2 2 2

attributes, so be sure to use them in equal numbers. 1 shrine.


Rule 4:
Using 6 Expansion
2 2 2

HOLY SPIRE FORT LIBRARY

Always Use at Least 2 Inns


Regions
There should always be at least 2 inns on the board Advanced Option:
to allow players access to new companions. 5 tiles just weren’t enough, were
Swap your tiles in for 1 command post, 1 monastery, they? You want it all, and you want
Note: and 1 shrine. This option makes it more difficult it right now. You want it, you got it!
to augment power, upgrade mounts, and return
Having a third inn is helpful for the first game or 6-Tile Advanced-Only
influence from companions.
when players are still learning. After that, it can be Option:
swapped out in favor of a region replacement.
-3 : ↑ -1 : -1 : Remove 1 holy spire, 1 fort,
Like the region expansions, the Academy has an
x1

1 library, 1 command post,


independent ability and therefore is a first choice 1 monastery, and 1 shrine.
for swapping out in favor of a region expansion. 2 2 2

COMMAND POST MONASTERY SHRINE

34
Jewelcrafter Expansion Exotic Pet Menagerie Expansion

1-Tile Expansion
Setting up the Market
2
When setting up a game with
the exotic pet menagerie, flip 3
CRYSTAL MINE 2
pets face up next to the face-down
stack. This is known as the MENAGERIE

2 pet market.
JEWELCRAFTER
Vosh, Matriarch of the Tusk Shonah, the Gilded Claw Dryad Gremlin Gang
ˑ3(7ˑ ˑ3(7ˑ ˑ3(7ˑ

3 3 3

CRYSTAL MINE Pet

3-Tile Set $WWDFKWKLVSHWWRDFRPSDQLRQ\RX


FRQWURO:KLOHWKDWFRPSDQLRQLV
DFWLYHJDLQDGGLWLRQDORILWVDWWULEXWHV
$WWDFKWKLVSHWWRDFRPSDQLRQ\RX
FRQWURO:KLOHWKDWFRPSDQLRQLV
DFWLYHDXJPHQWSRWHQWLDOWRLQƌXHQFH
$WWDFKWKLVSHWWRDFRPSDQLRQ\RX
FRQWURO:KLOHWKDWFRPSDQLRQLV
DFWLYH\RXPD\DGGLQƌXHQFHWRDUHOLF

The jewelcrafter 3-tile set includes 1 jewelcrafter tile and 2 crystal


mines. It is important to play with these tiles as a complete set.
When visiting the exotic pet menagerie:
When visiting the crystal mine, gain 1 crystal, plus 1 crystal for
each mine you control. When used, return all crystals to the
supply on the board. →→ Use 1 inspiration , 1 knowledge , and 1 strength .
Crystals →→ Choose 1 pet from the market, or draw the top face-down pet.
Crystals can be used as many times as you can Pets
afford at the Jewelcrafter map region:
Pets attach permanently to your companions. When you gain a new pet,
→→ Use 1 crystal to pay off a companion and attach that pet to a companion you control, who becomes its master.
return 2 influence from that companion Some pet abilities activate when you activate their master, and
back to your influence sphere.
some are passive, staying active as long as both the pet and its master
→→ Turn in 3 crystals to the jewelcrafter to gain 2 honor. are in your party. Things to note:
→→ Turn in 3 attributes of the same type and 1 crystal at the →→ You may move a pet to a new master by adding 1 influence to the
jewelcrafter to create an infused crystal (gemstone). new master. In this way, you may trade pets between companions by
adding 1 influence to each master. You may repeat this any number of
times, with any number of pets.
Infused Crystals Coura
g e-Infu
(Gemstones)
ˑ*(
sed Cry
0672
1(ˑ
stal →→ If you lose control of a pet’s master due to the treachery or other effect
from another player, or it is killed by a monster, you may move the pet
Infused crystals count as to another companion you control for free.
permanent attributes. For 4
example, you could defeat If it was the only companion in your party, you may assign it
a monster using 1 courage temporarily to your character, but its abilities cannot be used until the
from the board, and the pet finds a new master (another companion).
courage-infused crystal in →→ If you abandon a pet’s master, you abandon the pet also—it cannot be
place of the other courage. moved to your character or another companion. Doing so causes you
2QFHS
They can also be used to &RXUD
HUWXUQ
\RXP to lose the honor of both the companion and the pet.
JH,Q D\X
convert heroic attributes. LQSODFH IXVHG&U\VW VH
RIFR
XUDJH
DO →→ A companion can have any number of pets.
35
Sacred Stones Expansion Temple Ruins Expansion

1-Tile Expansion
When visiting the temple ruins,
you may draw 2 secret quests and
keep 1, shuffling the other back
into the stack.
2 There is no limit to the amount of
SACRED 2
STONES secret quests you can accept, and
there is no penalty for incomplete TEMPLE RUINS

2-Tile Set quest cards.


When visiting the sacred stones,
you may teleport to any space
$ZDNHQLQ
adjacent to either sacred stones 2 JWKH
ˑ6(&5
(748(
'DZQ
67ˑ
region in place of your normal SACRED STONES
Keep face
movement. do
the end of wn until
the game.

→→ If you are adjacent to one of the


2 Control a
sacred stones regions and control ho
at the end ly spire 2

of the gam
one of them, you may teleport e.
to any space adjacent to either
2

HOLY SPIRE

sacred stones region—and then Possess th


e
wisdom on most
take your normal movement in 5
main boar the
d at the
addition. end of the
game.

→→ If you are adjacent to one of the


sacred stones regions and control
both of them, you may teleport
anywhere on the map—and then t
Secret Ques
take your normal movement.

36
Well of Wishes Expansion Building Site Expansion

Adjustable Tile Set


Building sites allow players
to affect when certain region
expansion tiles come out during
game play instead of drawing
blind.
2 Drawing a building site tile
WELL OF WISHES BUILDING SITE
merely reveals the opportunity to
build it. However, building on this
tile replaces your visit action.
1-Tile Expansion Setting Up
Setting Up At the beginning of the game, select the expansion tiles
When setting up a game with the well of wishes, turn all 15 wish tokens you wish to make available and place them face-up next
so that the wishing well side is up beside the main board. Then randomly to the game board.
flip 3 wish tokens over and place them on the well of wishes region tile. Then, use the guide (p.34) to remove an equal number of
core tiles from the bag and replace them with an equal
Wish Tokens number of building site tiles.
When visiting the well of
wishes, you may select 1 of
the 3 available wish tokens
Example:
and immediately gain the Available to Build Face-Up on the Table: (4)
attributes or honor.
Then, randomize the selected
token back into the pool of
2 tokens and place a new wish
WELL OF WISHES
token on the well, so that there 2

MENAGERIE
2

TEMPLE RUINS
2

SACRED STONES
2

SACRED STONES

are always 3 tokens there.

Building Site Tiles Put Into the Cloth Bag: (4)

BUILDING SITE BUILDING SITE BUILDING SITE BUILDING SITE

Using Building Sites


When a player draws a building site tile from the bag, it
is placed normally. As a visit action, that player may then
use 1 conviction to choose one of the available expansion
region tiles and build it there. Doing so automatically
grants that player control of that region (and honor).
If that player does not build on the site,
another player may use their map action
(on their turn) to build there. 37
Guilds & Monuments Expansion

Using Guild Favor Fortifying Regions


Setting Up
You have somehow earned the favor of one of the Place your guild favor token on
After the basic setup of the game, island’s guilds, wretched as you may be. Perhaps a region you control, then flip
each player takes the Guilds & it was due to the whisperings of the companion the region tile to the side with
Monuments expansion board who revived you. Perhaps it’s due to manipulative 3 spheres to indicate that it is
matching their color and the discussions from a sealed room somewhere—all to fortified.
triangular medallion with the same seize your talents for…another agenda. In any event,
you may now utilize the favor of your guild. Fortified regions cannot be
guild symbol. There are no strategic controlled by another player for
differences between the guilds. the duration of the game, even
You now have a 4th action each turn—
after your guild favor token is
placing your guild favor token.
Fellowship of the Light removed.
→→ You may not place your guild favor token in the
The monks of the Light are diplomatic same place 2 turns in a row —you must move it. Non-fortified side (1 sphere):
with strong leadership skill. They
are zealous protectors of light and →→ The token remains active where it is placed until
generally seek peaceful outcomes. it is moved—even during other players’ turns. 2

→→ You may not place your guild favor token


Circle of the Unbound Mind where another one exists.
Wise and mysterious, the mages of
the Circle are masters of illusion and 2

magic. Their towering intellect allows FORT

them to control complex outcomes.


Fortified side (3 spheres):
Order of the Folded Leaf
The Order has a deep connectedness 2 2

to nature. They live in harmony with


things organic and wild, although they
prefer to keep to themselves.
2
Clan of the Echoing Blade -2

2
PIR
E FORT
YS
OL
The soldiers of the Echoing Blade H

find strength in numbers, can be


aggressive and fearless, but have little
Diplomacy
understanding of all things magical. Use guild favor on an opponent’s
AN 2 x1 tile: until your next turn, when you
CIE
The Twilight Brotherhood NT
TO
MB
-1
: or any other player visit this tile,
The Brotherhood is a network of you and the player who controls
rogues and mercenaries. Operating the region split the honor—1 each.
mostly at night, their covert
activities create disruptions 2
Barricade
Y
ER
everywhere they go. NA
ST
Use guild favor on an open space:
MO

Thinking the world cursed, they as long as your guild favor token
secretly work to destroy all civilization is here, gain 2 honor whenever
and bring an end to human existence an opponent lands on, or passes
so that everyone may enjoy the WE 2 -1 through, this space.
L LO
FW
:
paradise that awaits. ISH
ES

38

2
SH
RIN
E
Leadership Monument
Use guild favor on your power board: augment 1 block from potential Reconstruction
to influence, or from influence to conviction (depending on where Use guild favor on your
you place the guild favor token). monument: this turn, you
may contribute any number
Guild favor also acts in your favor against treachery. of proficiencies and attributes
Effects controlled by other players cannot cause you to dilute power towards the reconstruction of this
in the area where your guild favor token is. monument to honor your guild. 15

In the example below: if an effect controlled by another player would Attributes are taken directly from
cause you to dilute influence to potential, your guild favor token the main board, and conviction is
1 1
(placed in the lower left of the power board) would prevent it. placed from your power board.

→→ The 2 proficiencies used here 1 1


cannot be the same.
→→ You may not use, score, or
recover influence, attributes, 1 1

proficiencies or conviction from CONVICTION

an incomplete monument.

Once all spaces are filled, score ≠


15 honor and return all assets
back to their original locations
(proficiencies to your personal
POTENTIAL INFLUENCE CONVICTION supply and attributes to the
spheres on the main board).

Allegiance Empowerment Commendation Destiny’s Fate


Use guild favor on a companion Use guild favor on a relic you Use guild favor on one of your Use guild favor on a monster you
you control: this turn, that control: this turn, you may add traits: gain 1 honor whenever it is have defeated: instead of rolling
companion returns 1 influence to 1 charge to the relic when using used or triggered while the guild a die (for any reason), roll it twice
your pool when activated instead its power instead of returning 1 favor token is on it. and choose from the results. This
of requiring you to add 1 from your influence back to your influence effect does not stack with other
influence sphere. sphere. reroll effects.

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derin
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ion Monster
Compan
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39
Myths & Wonders Expansion

Preparations
Setting Up The Objective Once Ronak is active, a sub-game
begins. All players remain
stationary on the map and
After the basic setup of the game: The objective of the event is
to provoke Ronak, the Earth
Provoking Ronak participate in the event until it is
→→ Set the Myths & Wonders board complete. Once Ronak has been
Trembler, attack him, and The game is played as normal with defeated, play resumes as normal,
next to the main board. survive until you are rescued the following exception: when a starting with the player who has
by Tuuk-Tuuk, Boulder Hulk — player ends his/her movement on the Sestra, Lorekeeper miniature.
Use the side appropriate to
the number of players — the Guardian of the Ancients. an intersection with a treachery
red flag in the upper right for block, move it onto the Ronak The event begins as follows:
2-3 players and the blue flag Once all of the areas on the region tile (passing over a block
for 4-5 players. Myths & Wonders board are does not move the block). →→ The player who
would be next
→→ Remove either the Academy filled by player attributes and takes the Sestra,
When all 6 blocks have been
region tile or one of the inn conviction, Tuuk-Tuuk arrives Lorekeeper
moved onto the Ronak region tile,
region tiles from the game so to deal the final blows, sending miniature to
that there are only 18 region he emerges, ready to unleash his
Ronak on a permanent vacation. denote their
tiles in the bag. wrath upon you and the rest of starting player
humanity. Move Ronak’s miniature status once
-2 / -2 / -2 →
onto his region tile to signify that the event
he is active. is over.
or
The player who triggers the
→→
2 2

INN ACADEMY
emergence of Ronak may finish All players may augment
their turn. up to 3 additional influence
to conviction at the start of
→→ Place the Myths & Wonders the event.
region tile — Ronak, the Earth
Trembler side up — on the
center of the map on the game
Determining Initiative
board. To determine initiative, place
a black treachery block on the
(Ronak is the giant dragon- companion in your party with
looking-thing. Tuuk-Tuuk,
Boulder Hulk is the rock- the lowest initiative — this is
monster-looking-thing. your champion.
That side goes
face-down). The champion with the
lowest initiative plays first.
→→ Place 6 black
treachery Play then continues clockwise.
blocks on the
intersections Initiative is located beneath
surrounding the companion name,e Unruly
Ronak. to the rightKof jik, th
ratheir 
$* (   ˑ  
→→ Start the game. title. (Krajik’s 6 $9
initiative is 21). 3
2 Krajik, the
Unruly
 ˑ
6 $9$ * ( 

3
2

40

in 1 for each.
ributes. Ga
Lose all att
Fighting Ronak The Guardian Returns
Unlike normal play, you will not move on the board or Once all of the spheres on the
visit regions until Ronak has been defeated. Instead, battle board are filled, return all
you will take these 3 actions per turn: influence back to it’s original main
board and power board spheres.
1) Generate Attributes (optional, once per turn) Tuuk-Tuuk, Boulder Hulk returns
Each turn, generate attributes by activating any 1 to deliver the final
of your companions (or your character). You may blows to Ronak,
convert attributes at any time as normal. You may not sending him
recover influence from the Myths & Wonders board. sprawling into the
Gaping Maw.
2) Contribute an Attribute (optional, once per turn) Flip the tile on the
To contribute an attribute to the battle, move 1 center of the map
attribute from the main board (or conviction from from Ronak to
your power board) onto the Myths & Wonders battle Tuuk-Tuuk.
board into a corresponding sphere of your choice. For
example, you may contribute 1 of your courage from Visiting Tuuk-Tuuk
the main board into the bottom sphere in the courage
For the duration of the game, you
ring to gain 2 honor. Only courage can be used in the 3
may visit this tile as you would any
spheres in the courage ring.
other region. This region cannot
be controlled by players.
Return 2 influence from
companions to your power board. When you visit Tuuk-Tuuk, you
may gain 1 of any attribute that
you don’t already have.
Augment 1 potential to influence on
your power board. Dispersing Loot
Flip loot cards face up — two
Augment 1 influence to conviction on more than the number of players.
your power board. 3) Roll the Dice Players now take turns selecting
Whether or not you contribute to the battle, loot from this market. In 4-player
you will gain bonus attributes for being in the and 5-player games, the player
Take a teleportation token.
fight—and Ronak will counterattack (he will not who selected the pick first loot
This can be used only once to
counterattack after the final space is filled). sphere picks first. The player with
teleport to any unoccupied space.
the highest initiative companion
Each turn, your champion will lead your attack: picks next, then the next highest,
Pick first when loot is awarded after roll both dice. Gain the attribute on the white and so on. In a 2 or
the event (only available in 4-player die, and suffer the consequence on the black die. 3-player games, the Prism
atic Am
ulet of

If your champion dies, the companion in your companion with the


ˑ the Ag

and 5-player games).


/2
27
ˑ es

party with the next lowest initiative becomes highest initiative 3

your new champion. If all of your companions are picks first. Players
Clone an effect that is no longer all killed, you must skip your turns until Ronak with no companions
available in the attribute rings. For has been defeated. Remember, conviction can pick last, in turn
'LOXWH
DWWULE
SRZ
HU
XWHRI JDLQ
\RXU

example, if both teleport token spheres


FKRLF

order. After each


H

be used to prevent the death of a champion. If


were already taken in the strength ring, all companions are killed, Ronak wins and the player has selected
you could contribute to the upper left event completely resets. Return all blocks from 1 loot, place all remaining loot
sphere in the wisdom ring to gain a the Myths & Wonders board to players’ influence cards back into the box and return
teleport token. spheres and reset the treachery blocks. to the main game! 41
GAME COMPONENTS DIE-CUT CARDS (196)

Companion Relic

117 Wooden Blocks


(21 Each of 5 Colors + 12 Black) (20) Companions (Red) (16) Relics (Purple)

1 Hexagonal Game Board Companion Trait

5 Wooden Scoring Discs (20) Companions (Blue) (16) Traits (Green)


(1 Each of 5 Colors)

Companion Monster

1 Visual Guide (Rulebook) (20) Companions (Yellow) (16) Monsters (Orange)

5 Metal Player Medallions


with Stands
(1 Each of 5 Metallic Tones) Loot Infused Crystal

(12) Loot Cards (Teal) (6) Infused Crystals (Burgundy)

1 Lore/Art Book

Pet Journey

4 Metal End-Game
Trigger Tokens
(15) Pets (White) (12) Journey Cards (Brown)

1 Black Monster Die


and 1 White Attribute Die
(actual dice will vary from sample shown) Secret Quest End-Game Trigger

MAPVREG
ERVI
— O
IONS
EW —
(16) Secret Quests (Lime) (12) End-Game Triggers (Grey)
: ↑

A PLAYER
-3

’S TUR
-2 →

— AC T
-2 →
2
IO N S OV
ER
N

5 Metal Guild Favor Tokens


POST
COMMAND
VIEW

and Post
2

Comm
TOWER

th to .
ARCANE

e Tower Use 3 streng speed Activat 3 ACTION


S IN ANY
Arcan to obtain se your
e ORDER
TOMB
ANCIENT

increa ed
nt Tomb Use 2 vision t be repeat
Move
2

ACADEMY
Ancie to a relic. Canno turn. Move
this compan1 influence onto
Acade
my Use 2 wisdom
a trait. ion, then
her attribut a Visit or
Rest

te attain gain his/ Move a
-2
-2 /
/

(1 Each Of 5 Metallic Tones)**


attribu
-2

optiona es
Roll theen roll again l ability and use their to your number of spaces
y if you choose speed.
Must move up
2
die—th not alread . least 1 space. Visit an
if you did attribu
te. — or —
After movem
at adjacen
on the map t region
have that
2

-2
INN Gain the reveal any ent is comple (p.8, 10).
your charact attribut
es on the order open hex regionste, — or —
vindica er
2

Inn ted) tile; (wretched/


2

drawin you passed them in


SPIRE
HOLY

tion,
require no influence bag andg region tiles from Rest and
Use 2 inspira or d (p.8). by
1 poweraugment
Holy Spire
2

placing
knowledge, the
MAW

(15) Treachery Cards


them (p.8-9). (p.12).
th to add
THE GAPING

te to gain streng nion of


2
Maw Medita tion.
FORT
Gaping to hunt 2 inspira a compacolor.
e that
Fort Use 2 courag er.
Control BONUS
a monst ACTION
Region a
:
gain S
Train to th.
-1

2 streng 1 for Gain


Profi a
x1
See p.10-1 ation
-1 :

more inform
Use 1 convict ciency Vindicate
2
2
these base gain control ion to
Yourself
about regions. Use 3 attribut
adjacen of an Recover
SHRINE

t
2 game 2 convictregion; use one type
to
es of
Influence
Shrine region is ion if the proficie gain a If you meet
tion to
MONASTERY

control limit 1 per ncy; the

(These cards have the same backs as companions, traits,


criteria
Use 1 inspira ce by anothe led
charact , flip your
Monastery to
2

2 influen r player turn (p.20). Recove


to your r a block

1 Embroidered
er tile over
LIBRARY

edge . return nions. (p.11). from wretche


y Use 1 knowl
nt 1 power from comparepeat
ed.
vindica d to sphere
influence
Librar Can be ted (p.20).
to gain augme repeated. anywhe from
Study edge. Can be re except
your potenti
2 knowl S recover al. If you
influence
EXPANSION Conver Convert from a compan
(courag t 2 differen Heroi c Attrib
the card
honor are and it’s
ion,
e, vision, t commo

and relics, but have a black border on the front)


other returns wisdom n attribut
es (inspira
utes lost (p.8).
to your ). 1 block moves

Cloth Tile Pouch


influence tion, knowle
sphere. into the heroic dge, strengt
Can be
2

& Wond &


ers used at attribute sphere h) to 1 heroic
any time, on the main attribute
Myths
JEWELCRAFTER

r the Myths Inspira


tion
any numbe board—
Use withrs expansion r of times the
2

Jewelcrafte (p.13).
MINE
CRYSTAL
for
crystals Wonde
(p.40-4
1). Courag
Mine Trade or create e
Crystal
SITE

+1 honor (p.35).
BUILDING

crystal, crystal +
ng Site Gain 1 each mine infused Wisdom

(not pictured)
for (p.35).
Buildi
region
of your crystal l
Build a (p.37). you contro
choice 2

WELL
OF WISHES
+
s
Wishe
2

Well of of the 3
RUINS
TEMPLE
Streng
th
2

e Ruins Take one tokens


SACRED
STONES
Templ quests p wish
face-u (p.37). Knowle
s secret
d Stone Draw 2 one (p.36). dge
2

MENAGERIE
Sacre space and keep Vision
erie rt to a
Telepo to the other
Pet Menagtion, 1 adjace
nt
stones
Use 1 inspira and 1 sacred (p.36).
knowledge, a pet region
th to add
streng party (p.35).
to your

Component GameTrayz™
5 Quick-Reference Sheets (not pictured)

42
BOARDS & TILES

-2 →

-3 : ↑
2 2

ACADEMY THE GAPING MAW

5 Player Power Boards


(1 Each of 5 Colors)
2 2
2

COMMAND POST
1 Myths & Wonders 5 Guilds & Monuments Expansion
2
Expansion Board Boards (1 Each of 5 Colors)
2 2

FORT LIBRARY

-1 :

PLASTIC MINIATURES
x1
2

HOLY SPIRE

-1 :
2 2

6 Mastery Tiles and


MENAGERIE MONASTERY

24 Proficiency Tiles -2 →
2
-2 →

SHRINE

2 2

ANCIENT TOMB ARCANE TOWER

2 1 Sestra, Lorekeeper 1 Ronak, The Earth Trembler


JEWELCRAFTER

2 2

10 Speed/Mount Tiles CRYSTAL MINE WELL OF WISHES

-2 / -2 / -2 →
2

SACRED STONES

2 2

TEMPLE RUINS INN

27 Hexagonal Map 1 Order Of The Folded Leaf 1 Brotherhood Of Twilight


Region Tiles Monument Monument
(17 Different Types)
5 Wretched/Vindicated
Player Tiles

BUILDING SITE BUILDING SITE BUILDING SITE

BUILDING SITE BUILDING SITE BUILDING SITE 1 Circle Of The Unbound Mind 1 Fellowship Of The Light
Monument Monument
6 Build Site Tiles
15 Octagonal Attribute Tokens,
20 Round Crystal Tokens, and
5 Round Teleport Tokens

5 Triangular Guild Favor Tokens 1 Myths & Wonders Tile 1 Clan Of The Echoing Blade
(1 Each Of 5 Colors) Monument

43
Game design, story & concept: Cards Actions Proficiency
Marc Neidlinger
Base card types Bonus actions............. 8 Proficiency Tiles........... 20
Game lore: Attribute conversion.... 13
Tom “Big Tom Casual” Mattson Companions............ 14-15 Regions
Controlling regions...... 11
Core set of 19 regions... 10
Companion

Graphic design: Index (blue)............ 22


Gain proficiency........... 20
Marc Neidlinger Controlling regions...... 11
Index (red)............. 23 Recover influence........... 8
Companion

Miniature sculptures: Discovering regions........ 9


Index (yellow)........ 24 Vindication................... 20
Raul Manuel Furtado Tavares Companion

Fortifying regions......... 38

Iconography: Journey .......................... 4 Visiting regions............... 9
Ty Palmer (lead)
Turn actions............... 8
Kevin Butler (additional) Journey Index...................... 29 Activate........................... 8 Speed
Lead illustrators: Monsters....................... 18 Movement....................... 8 Speed............................ 19
Bartek Visit a region / rest.......... 8 Increasing speed.......... 19
Emiliano H. Córdoba Monster Index...................... 26
Matt Olson
Duy Phan Nguyen Trinh Relics............................. 17 Attributes & conversion
Expanded Content
Phu Thieu Attribute types.............. 13
Index...................... 26 Guilds & Monuments
Converting attributes... 13
Relic

Additional illustrators:
Secret quests................ 20 Play rules.......... 38-39
Reza Afshar
Hilary Aurelia
Index...................... 31 Card terms & usage
Can Başdoğan
Myths & Wonders..........
Secret Quest

Olie Boldador Empowered draw........... 9


Brett Carville Traits............................. 16 Play rules.......... 40-41
Ruo Yu Chen
Card honor...................... 9
Maria Gandolfo Trait Index...................... 25 Champion................15, 18
Inkary Expansion Regions........
Noémi Konkoly End-game triggers........ 21 Initiative...................15, 18
Ryan J. Lowe General Usage.............. 34
Tomas Panavas End-Game Trigger
Index...................... 27 Honor Building sites................ 37
Addison Rankin
Mat Sadler
Honor (general).............. 2 Jewelcrafter.................. 35
Martin Sickree Crystal mine.......... 35
Simon Tjong Expansion Card Types Mastery
Nguyen Dang Hoang Tri Infused crystals..... 35
Mastery tiles................. 21
Loot............................... 41 Exotic pet menagerie... 35
Loot Index...................... 29 Power board Sacred stones............... 36
Influence.................. 12 Temple ruins................. 36
Pets............................... 35
Augment / dilute.......... 12 Well of wishes............... 37
Index...................... 28
Conviction.................... 12
Pet

Infused crystals............ 35 Potential....................... 12 Treachery................. 33


Vindication® is a registered trademark
of Orange Nebula, LLC. All content, Infused Crystal Index...................... 25 Recovering influence..... 8
illustrations, sculptures, artwork, and
designs are ©2018 Orange Nebula, LLC.
All rights reserved. Any reproduction
without written permission is strictly
prohibited.

44

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