Professional Documents
Culture Documents
Map 3: Mounthame Ridge 3 Map 1 (Start): The Southern Shore 1 Map 2: Gob Mountains 2
Skill: +1 Charm 6 No Starting Bonuses 4 Skill: +1 Survival 5
1 3 2 1
Spire of X’Argex
Rime Pass [—] (X2)
[8+] (M)
The southern shore of the Land, near the ports of Ulendi and
rough Rat Harbor. To the north, the wizard X’idlim’s tower.
1 The southwest of the Land, with the river and the
southern edge of the desert. Farther north of here are the evil and vicious Grey Lands; to
the east the Gob Mountains; westward lies Knoll.
3 The southeast part of the Land, by the shore,
with swamps and goblin infested mountains.
Barbarian Vince - Player Card v1.6 (X0) Welcome to Ulendi! X0 One Year Has Passed...
Ulendi, port city and gateway to the Land, you are Resolve the current encounter (including random draws).
Skills
well familiar with its haunts and the locals know G Then shuffle deck and put this card on the bottom.
Combat: 0 Survival: 0 Unlock/Disarm: 0 you. Captain Ulo, who knows your father, offers If you aren’t in an ongoing encounter, on your next turn
Hide: 0 Charm: 0 Recovery: 2 you a few quick jobs suitable for an aspiring adventurer! you may successfully Lay Low if you want.
Setup Keep this card as an item and choose one of these missions: If this ends your First year:
Start in Ulendi (Map 1) Boat to Bridgewater: The captain needs you to deliver The land grows restless. The air smells dire as evil creeps in
Draw one Common item as your starting loot. a skiff to a fellow captain there. from the north.
Minor Victory: Solve one Major Quest. Travel there and remain the night, then return to Ulendi. If this ends your Second year:
Major Victory: Solve all three Major Quests. Rat Dodging: The captain has a cargo of Oils on the More wolf-creatures appear in terrifying varieties from the
Turn Order: Lay Low; Travel; Encounter; Rest (and Trade) docks in notorious Rat Harbor. west; to the north, lightning flashes from the Copper Tower;
Travel there, spend the night, and return to Ulendi. to the east, Goblin war bands roam the hills.
Starting Rumours If you complete either mission, he rewards you with an item All encounters at random draw +1.
X’idlim the wizard has not returned your father’s messages of Common value. You may only do the X0 encounter If this ends your Third year:
of late, and your friend, X’argex the wizard, is missing. once: If you return to Ulendi, treat it as U, G only. The land erupts with violence, mistrust, monsters and evil.
Perhaps X’idlim knows something—the wizards are Foul clouds gather over the Wizard’s Towers, and Goblins
traditionally on good terms with each other. (G) City invade the towns of men. No place is safe.
Rumors of Knoll attacks to the west near Mounthame are 1-6: Beggars. Small children asking for a handout. They All encounters at random draw +2.
strange; Knolls usually leave humans alone. look hungry... You give them a few coppers and they begin to If this ends your Fourth year:
Goblin war parties to the east are on patrol near Goblin follow you everywhere. Wolf-abominations stalk the earth. No rest can be found.
Mines, supposedly searching for a missing Goblin. Hide check: 8+: Escape. 7 or less: Lose your Rest phase. All encounters at random draw +2; Lay Low values at +2.
7+: Bar Brawl. As you sit quietly, a drunk stumbles against End of Fifth year and beyond:
The Passage of Time you. Now he wants you to pay for his lost drink! One thing The land is in it’s final days. Every story is full of woe.
End of Year 1: No Changes. leads to another and chairs fly. Lupox’s Volcano spews hate into the air.
End of Year 2: All encounters at +1 to random draw. Combat check: 7+: You come out of the fight unscathed. All encounters at random draw +3; No Lay Low allowed
End of Year 3: All encounters at +2 to random draw. 6 or less: He’s drunk, but he’s strong! Exhaust two cards. (except this card).
End of Year 4: All encounters at +2 to random draw;
+2 to all Lay Low values indicated on maps.
7 3 Refer to The Passage of Time on the Player
Captain’s Pass
End of Year 5+: All encounters at +3 to random draw; Common Card for ongoing changes in the new year.
No Lay Low allowed (except “A Year Has Passed” card).
Barbarian Vince: Cards v1.6 (Apr 2018) Rocco Privetera & Cinnamon Curtis
(X1) X’idlim’s Tower X1 (X2) Spire of X’Argex X2 (X3) Goblin Mines X3
You stop at X’idlim’s tower, looking for information The green spire looks abandoned. The only way in You follow a passage deep into the mines. You are
and shelter. Your friend, the wizard X’argex, who P is through a magically sealed door that no amount X4 discovered by the watch and brought before the O
used to visit your town hasn’t been seen for many
moons and you are worried. X’idlim, a minor
F of forcing or picking will open. Goblin King. He appears distraught, for his only
beautiful daughter, Slobberina, was kidnapped by
If you don’t have the Iron Rune Key, play an A encounter.
wizard, is reluctant to help and, like most wizards, If you have it, you enter a twisted labyrinth and play a Z1 a troll and taken north.
resents having his privacy violated. Encounter to pass through. At the end of the encounter, ◆ If you offer to find the Princess, the King gives you the
◆ If you give him (discard) an item card, he will allow you you discover the corpse of X’Argex amidst the signs of a Mushroom of Recovery (this card), and tells you to head
to stay and rest, and will restore any exhausted cards. struggle. A note you find indicates he was waiting for the to the “Big Tree.” You must move to Hardscrabble Plains
◆ If you demand information, he casts a Glamour: head of his order, X’yzax, who normally stays at the Magic (map 5) on your next turn.
Random draw: 10+ College. Wrapped in the note is a Mystic Gem (this card). ◆ To flee, you must win a Hide 7+ check and then play a
Failure: Exhaust a card, and you are returned to your Z1 encounter as you try to escape the mines.
previous location. However if you ever return, add +1 to (X4) Magic College Fail, and you must fight to get out.
your random draw for the Glamour (add one for each try). Tall spires of crystal and secret buildings behind high walls, First the guards:
Success: Draw one Common item, and... with robed men walking in and out. The wizards look down Combat check: 2@ 7+ (Round Speed: 2, Damage: 1)
X’idlim allows you to stay and rest, restoring your their noses at you. Then the King:
exhausted cards. He also gives you an Iron Rune Key (this If you don’t have a Mystic Gem, the wizards won’t let you Combat check: 1@ 8+ (Round Speed: 3, Damage: 1)
card) and requests that you investigate the disappearance in, claiming you should talk to X’idlim instead. Play a C, G Success: Keep this card as an item and you may move
of his fellow wizard, X’argex, at the Spire of X’argex. You encounter. through here with no Encounters from now on.
will need the key to open it. If you have a Mystic Gem, they are still very wary. Either Failure: Discard a card, and you are moved to
Try to talk your way in; Charm check: 10+ Goblin Pass.
(P/F) Plains/Forest: Peaceful Travel Failure: You must play a C, G encounter as you stay the
You travel easily, the long peaceful hills and valleys of the night in the city, however, the next time you try the Charm (O) Outdoors: Peaceful Travel
land your constant companion. You hear the baying of check, you gain +1 for each failed attempt. You walk through manageable weather. No encounters.
wolves in the distance. The land has become overrun with Success: You discover X’yzax is not here. However a Right now you could use some company, maybe even your
wolves and wolf-monsters like Knolls. Where are they all functionary places a magic message in your gem that friend, the wizard X’Argex. He’s probably locked himself
coming from? Who, or what, is behind it? suggests X’yzax may be found in Dirgeness Prison. away in that spire of his along the eastern shore.
Unlock/Disarm +1 Charm +1 Recovery +1
2 9 10
Iron Rune Key Mystic Gem of Leadership Mushroom of Recovery
Unique Unique Unique, Skill bonus
6 3 11
Warhammer Silver Compass Feather Snares and Lures
Common Unique Common
(X8) Cave of Doom X8 (X10) The Grey Lands X10 (X11) Dwarven Mine X11
This is the Troll’s kingdom lair. You fight past the Filled with grey mist, the sounds of moaning, and The swamp laps up against the mountains edge,
guards and work your way through the dungeons. A hungry ghosts, the Grey Lands are twisted, O and you see the caves and tunnels of the sinister
You burst into a wedding chamber to discover that capricious, and full of chaos. No light penetrates dwarves. You hear the clank of hammers and smell
the Troll Prince and the Goblin Princess have been secretly the mists, save the magical light of a Relic. the smoke of the forges. The dwarves are in full armor and
wed! It turns out it was a secret elopement all along. Sadly, Make a random draw (+4 if you have a Relic): numerous—more than a match for your fighting skills.
the Trolls are not happy about this and attempt to kill to the 1-4: Hungry Ghosts nip at your soul as you try to walk. But perhaps there is a way through a side passage?
newlyweds. Exhaust two cards and skip your Rest phase. If you don’t have a Silver Compass Feather:
The Troll Prince escapes by a different route, telling you to 5-8: Wolarpies (wolves with eagle wings and the heads of You search but can find no way in.
meet him in Ulendi. He is going to escape to charter a boat. women) taunt and claw you! Play an A, M, or O encounter instead.
You agree to meet him there. But first: escape. Combat check: 2@ 6+ (Round Speed: 2)
First you must successfully play a Z2 encounter to escape If you have a Silver Compass Feather:
Failure: Discard a card, you return to your last location. You need to navigate the Maze of the Mine.
the cave with the Princess (this card) in your care. Success: Draw one Common item.
Unfortunately she doesn’t trust humans and continually To do this, you must draw a single card.
9+: Quicksand! Survival check (+4 if you have a Relic): Then you need to make four more draws, each time stating
tries to escape, lowering your ability to rest and fight. 7+: You escape the sand.
Then you must return to Ulendi with the Princess. before each draw whether the next card will be higher or
6 or less: You are pulled under and drown. lower (so you will make 4 guesses).
If you succeed, the happy couple escapes the land and you
win the Quest. After the encounter: You may modify the drawn card’s value by 2× the Survival
Should you fail (run out of cards), the Goblin Princess If you do not have a Relic: modifier of any card you exhaust.
perishes. You are considered cursed by the Goblins, and if You awaken at the gate of Stonefoot City. You must take a Failure in any of them: You become lost and finish the turn.
you didn’t die, you soon wish you had. turn in Stonefoot before moving to a new location. If you try the maze again next turn, you only need to
If you have a Relic: succeed at 3 guesses, then two guesses, etc. (You must
(A) Swamp: Peaceful Travel You Rest and may move as you wish tomorrow. always make at least one guess to succeed.)
You slosh through the swamp, and find a dry hill to make Success: You find a hidden room containing the legendary
camp on. No encounters tonight. The croaking of the frogs (O) Outdoors: Peaceful Travel magical Longsword Wolfsbane (this card), and a map to
remind you of Goblins. Goblins are family-minded and The weather is crisp and clear, you make camp easily. Lupox’s Volcano. There appears to be only one navigable
value their children above all else. Restore one extra exhausted card during the Rest phase. path—via the dreaded Grey Lands.
12 2 7
Goblin Princess Bag of Copper Coins Longsword WolfsBane
Unique, Curse Common Unique, Relic, Reusable
Barbarian Vince: Cards v1.6 (Apr 2018) Rocco Privetera & Cinnamon Curtis
(Z1) Dungeon Z1 (Z2) Dungeon Z2 (Z2) Dungeon Z2
1-3: Toxic Vapor. A sickly smelling, purple gas 1-4: Red Slime. A pile of stinking slime oozes 1-4: Spike Traps. Entering a corridor, you hear a
hisses through cracks in the floor... from the ceiling. Quick, get it off! click as you step on a stone. Damn.
Combat check (may use skills but not items): Combat check: 1@ 7+ (One attempt only) Unlock/Disarm check: 10+ to wedge the trigger,
9+: You tough it out, holding breath until you find an exit. Failure: Discard a card. otherwise add your Combat skill to the previous Check
8 or less: Poisoned! Exhaust two cards. Success: Draw one Common item. value and:
4-6: Puzzle Lock. An intricate lock seals a dungeon door 5-7: Wolfbats. A swarm of tiny, black, leathery-winged 2-3: Discard two cards. 4-9: Discard one card.
shut. Whatever lays behind it must be valuable... wolves swoop and screech, attacking you with pointy teeth! 10+: Exhaust two cards.
Make a random draw. Now guess if a second draw is going Check: Combat 2@ 6+ (Round Speed: 2, Damage: 1) 5-7: Acid Gas Trap. As you enter a long hallway, purple
to be higher or lower and then make it. If you: 8-10: Tunnel Worm. A massive worm bursts through the gas begins to seep through cracks in the floor and ceiling!
...are correct: You discover a random Common item. floor, devouring everything in its path! These subterranean Survival check: 10+. Each random draw you make, exhaust
...are incorrect: You cannot defeat it and you are forced to beasts sense vibrations—remain silent and you might live. 1 extra card. Each draw after the first, add +1 to the
return to your previous location. ◆ If you try to outrun it, make a Survival check: 9+ random draw (e.g. on your third check, the draw is +2).
...draw the same number: A trap explodes! Exhaust all Fail and you must fight. Failure: Asphyxiation and a slow, choking death!
your cards and return to your previous location. ◆ If you tiptoe past, make an Unlock/Disarm check: 8+ 8-10: Rolling Boulder. As you traverse a bridge, a giant
7-10: Knolls. Wolfmen charge you out of the darkness. Fail and you must fight. stone exits the arch, rolling towards you!
They swing crude axes, yelling terrifying war cries! ◆ If you fight it: You can try to outrun it (Survival: 9+) or Dodge it
Combat check: 2@ 8+ (Round Speed: 3, Damage: 1) Combat check: 2@ 8+ (Round Speed: 3, Damage: 1) (Combat: 9+). Fail either and you must discard two cards.
Failure: Discard a card. Success: Draw a Common item. Failure: Death! 11+: Clockwork Man. A giant automaton pounds the exit
11+: Bone Spider. As you enter a labyrinth, you hear a gate at regular intervals with a large hammer. Timing is key.
11+: Floating Eye. A mystical sentry of the depths Unlock/Disarm check as you study the device:
clacking sound—a hideous undead spider skeleton appears! slumbers in the passage, blocking your way. You’ve a single
If you can navigate the maze quickly, you may avoid it. 9+: You get a bonus of +5. 4-8: You get a bonus of +3.
chance to kill it before it awakens. 3 or less: You get no bonus.
Pass three Survival checks at 4+, 7+, and 9+. You may Combat check: 1@ 7+ (rises to 9+ after the first round)
continue to try until you run of cards. Then make a random draw, adding the bonus and your
(Round Speed: 2, Damage: 1) combat skill: 11+: Your timing is flawless. You exit easily.
Success: Exit dungeon with a random Uncommon item. Failure: Discard a card and return to your last location.
Failure: Too slow! The spider grabs at you. Discard a card 8-10: Discard a card, as the hammer clips you.
Success: Draw one Common/Uncommon item. 7 or less: The hammer hits you with full force. Death!
and return to your previous location.
Discard to redraw a random draw. Combat +1 on random draws over 7 Discard for Charm +2
5 6 4
Luck Pendant Club Rare Spices
Uncommon Common Common
1 10 4
Healing Herbs Lucky Fetish Bag Chainmail
Common Uncommon Uncommon, Reusable*
9 8 8
Rod of Power Oak Ring of Unearthly Beauty Rusty Dagger
Unique, Relic Unique, Relic Common
Barbarian Vince: Cards v1.6 (Apr 2018) Rocco Privetera & Cinnamon Curtis
(C) Rough City C (C) Rough City C (F) Forest F
1-4: Shady Priest. A priest of dubious character 1-3: Pick Pocket. A pick pocket slips through 1-4: Gnome Spoor. Uh oh. Gnomes.
offers a blessing if you pray hard enough. your purse. Survival check:
Charm check: 7+: You get an extra Recovery. Unlock/Disarm check: 7+: You steer clear of the little psychopaths.
6 or less: The priest’s curses trouble your sleep. 1-2: Discard a card. 6 or less: Go to ‘11+: Murderous Gnomes’ on this card.
Exhaust a card 3-4: You manage to chase him down. Exhaust two cards. 5-7: Bees! You come across a beehive. Precious honey!
5-8: Illegal Alchemist. A back-alley Alchemist offers 5-10: He takes nothing. Unlock/Disarm check:
healing potions. They’re cheap, and look real enough... 11+: You pickpocket him! Draw a Common item. 8-12: You remove a honeycomb. Take an extra Recovery.
If you decide to buy one, discard a Common item and 4-6: Mugged. You are jumped by ruffians. 1-7: You anger the bees and they chase you for hours. Lose
keep this card as an item. Combat check: 2@ 5+ (Round Speed: 2, Damage: 1) your Rest phase.
9+: Mob Justice. A mob angrily chases a merchant, Failure: You are left bleeding in the street. Discard a card. 8-10: Rangers. A party of crafty rangers tracks you for
accused of selling bread made from dirt, down the street 7-9: Black Market. You wander amidst the stalls and sport. Do your best to outfox them!
—he begs for help. mistrustful watch of the underground market. Make a Hide check: 7+, then a Survival check: 7+
◆ If you speak on his behalf, make Charm check: If you have an unspent ‘favor’ from the Thieves Guild, you Succeed in both: You evade them and surprise them later
7+: The villagers leave him be. He gives you food in may make a Common item draw, which repays the favor. that night. In appreciation, they give you this card.
gratitude. Gain a free Recovery. 10+: Leg Breaking. Members of the Thieves Guild 11+: Murderous Gnomes. You step on some leaves and
6 or less: The villagers assume it’s a scam, and attack you. approach you. They make you an offer to accompany them feel a sharp sting in your feet. You are surrounded by
◆ If you run away, make a Hide check: on a “job” to recover some money from a merchant who hundreds of Murder Gnomes, all sticking you with tiny
6+: You are safe. owes them. spears and ululating wildly!
5 or less: The Villagers assume you ran because you were ◆ If you turn them down, the encounter ends. The Gnomes aren’t tough, but there are a lot of them.
in on the scam, and attack you. You must fight. ◆ If you do it, you burst in on the merchant’s bodyguards. Combat check: 3@ 4+ (Round Speed: 2, Damage: 1)
◆ If you fight them: Draw a card to determine the Combat number, x (max 10) Failure: Discard a card—they rip it from you with tiny
Combat check: 2@ 5+ (Round Speed: 2, Damage: 1) Combat check: 2@ x+ (Round Speed: 3, Damage: 1) grapples as you run for your life.
Failure: Discard a card and return to your last location. Failure: Discard a card and you are returned to the streets. Success: After stomping all the Gnomes, you notice a
Success: Draw one Common item and gain a free Recovery No Rest phase this turn. Gnome Mushroom house. You know this mushroom when
from the baker. Success: One ‘favor’ to be redeemed at a later date. boiled produces a decent healing potion. Keep this card.
On a 7+ restore all exhausted cards. *Reusable only after an even random draw. a discarded card after an encounter.
Discard to drink. Make a random draw: Exhaust to reduce a damage result by 1. Discard to take a Recovery, or to return
3 6 12
Dubious Potion Chainmail Healing Potion
Common Uncommon, Reusable* Common
11 7 3
Bag of Copper Coins Magical Shield Healing Herbs
Common Uncommon Uncommon
6 1 7
Skeleton Key Leather Armor Fine Clothing
Common Uncommon Uncommon
Barbarian Vince: Cards v1.6 (Apr 2018) Rocco Privetera & Cinnamon Curtis
(M) Mountains M (M) Mountains M (M) Mountains M
1-4: Fallen Climbers. The remains of unlucky 1-3: Dangerous Bridge. A rope bridge spanning 1-3: Ominous Caves. Black caves lead into many
adventurers lay at the bottom of a deep ravine. the chasm in front of you looks slightly... old. tunnels. Any one of them could be a shortcut...
They might have valuables... ◆ If you avoid it, return to your previous location. or lead to danger.
◆ If you choose to, you may climb down. Survival check: ◆ If you brave crossing it, make a Survival check: 9+, then Survival check:
9+: You climb down safely. Gain a random Common item. make a random draw: 7+: You find a safe tunnel. You rest easy.
8 or less: You fall! Discard a card, but you find a random If the draw is odd: The bridge holds and you cross safely. 6 or less: Play a Z1 encounter as you accidentally stumble
Common item. If the draw is even, and you passed the check: You spot upon a dungeon.
5-7: Rock Slide. The ground falls from under you! the fraying ropes and go around the bridge instead. 4-5: Mountain Climbing. Loose rock makes the cliff face a
Survival check: 7+, or exhaust one card. If the random draw is even, and you failed the check: hard climb, offering a difficult ascent.
8-9: Outcropping. A moment to gaze upon the vista of the Discard one card as you fall when the ropes snap. Survival check: 10+ (One attempt).
land from a hidden outcropping fills you with awe. 4-6: Rock Troll Pass. A troll hurls rocks at you from afar. Failure: Exhaust all your cards.
Get an extra Recovery during Rest. Maybe your trusty bow can dissuade it? 6-7: Wolfgoats. Treacherous mountain beasts hop from
10: Twisting Paths. No clear way up the mountainside Combat check: You need a 5-8 to hit the troll. You may ledge to ledge, biting and snarling!
appears as you ponder. adjust the draw up or down with your combat skill. Combat check: 2@ 6+ (Round Speed: 3, Damage: 1)
Survival check: 7+: You find a path. You may try as many times as you like. Failure: Exhaust all your cards, and return to your previous
6 or less: You remain lost. You may not move next turn. Failure: Return to your previous location. location, as they chase you down the mountain.
11+: Troll Bridge. You come across a bridge guarded by a Success: The troll is suitably dissuaded. 8+: Barrelclaw Dwarves. As you travel, you are stopped by
Troll, demanding a toll. 7-8: Hard Climb. Hours of sweat to climb but a few feet... the Barrelclaw clan of dwarves. They demand to trade.
◆ If you turn back, return to your last location for a turn. Exhaust all your cards. ◆ If you trade, discard one item of uncommon value (or
◆ If you pay the toll, discard a card and he lets you pass. 9-10: Aerie. You chance upon an Eaglewolf nest. It attacks! two items of common value) for one random Common
◆ If you attempt to outwit the troll, make a Charm check: Combat check: 1@ 9+ (Round Speed: 2, Damage: 1) item. You may draw the item first to see what it is.
1-8: You must fight. 9+: You fool him and cross for free. Failure: Return to your previous location. ◆ If you don’t trade, you must fight them:
◆ If you fight the troll: 11+: Earthquake. Rumbling boulders fall from above! Combat check: 2@ 8+ (Round Speed: 2, Damage: 1)
Combat check: 2@ 9+ (Round Speed: 2, Damage: 1) Combat check (add skills but no items): Failure: They return you to the your previous location.
Failure: returned to last location. 1: Discard two cards. 2-3: Discard one card. Success: Draw one Common item.
Success: Draw one Common item. 4-8: Exhaust three cards. 9+: No effect.
Combat +1 Discard to restore all exhausted cards. Combat +1
12 7 12
Steel Shield Healing Herbs Throwing Axe
Common Uncommon Common
2 11 1
Hunting Wolf Barbed Spear Provisions and Supplies
Common Uncommon Common
8 8 4
Jeweler’s Tool Archery and Snaring Bag of Copper Coins
Uncommon Uncommon, Skill Common
Barbarian Vince: Cards v1.6 (Apr 2018) Rocco Privetera & Cinnamon Curtis
(T) Tundra T (U) Port U (U) Port U
1-4: Ice Fishing. You find a lake. That means 1-4: Bad Clam. They seemed okay. 1-4: Conflagration. You find a cheap inn to
fish. Oily, yummy fish. Combat check: 6+: You soldier on regardless. spend the night, swilling mead and fish stew. As
Survival check: 5+ to catch a fish and get an extra 5 or less: Spend another turn here, dealing with you sleep you smell smoke. Probably not important.
Recovery. food poisoning. Survival check: 4+ to wake up. Combat check: 6+ to escape
5-7: Frozen Cave. You find the frozen remains of a body 5-7: Wharf Casino. A game of chance in a seaside shack the burning Inn.
near some caves. Perhaps others are nearby? beckons! Do you play honestly, or engage in a little Fail either: Discard a card for each failed check.
Survival check: sleight-of-hand? 5-6: Crew a Boat. A grizzled captain offers you a chance to
1-8: You find nothing other than ice and snow. Choose a card from your hand to gamble with (either an crew a boat for a week. It’s hard work but pays off in
9-11: You find the remains of a small party, but it’s mostly item, or a card to exhaust). Then make a random draw. valuable experience.
tatters. Some frozen meat gives you an extra Recovery. You may add +1 to the draw if your Unlock/Disarm skill is Make a random draw at –6. If this is equal to or higher
12+: You find a dead trader. Draw a Common item. greater than zero (excluding item modifiers): than your Survival skill, you gain this card. If not, draw a
8-10: Ice Wolves. Blue crackling wolves fall from the 1-7: You lose. Discard the item or exhaust the card. random Common item instead.
ceiling of a cave to crash at your feet! 8+: You win. Draw a similar value item or restore an 7-9: Wharf Wolves. Suddenly, slimy wolves burst from the
Ice Wolves get one chance to bite a victim before exhausted card. muck under the docks and bite at your heels!
shattering. They have a very unique life cycle. Not tough, ◆ If you want to cheat to alter the draw result, make an Combat check: 2@ 5+ (Round Speed: 3, Damage: 1)
but there are lots of them. Unlock/Disarm check (again, ignoring item modifiers): Failure: They eventually grow weary and leave you be.
Combat check: 4@ 4+ (Round Speed: 2) 9+: You may adjust the original gambling draw by 3 points. 10+: Storm Turtle. During a storm, the port is besieged by
Failure: Discard a card as you run away dropping gear. 8 or less: You are caught. You lose the bet and all your a Storm Turtle. All are pressed into fighting.
11+: Winter Wonderland. The beguiling lights of a cards are exhausted after a savage beating. ◆ If you try to flee without fighting, make a Hide check: 9+
twinkling forest lure you. You rest near a frozen tree. It’s all 8+: Gone Fishing. You take a day to fish and stock up on Failure: Discard a card and you must fight anyway.
so peaceful. You hear beautiful music. Maybe some sleep... provisions. Success: You manage to slink away.
Survival check: 1-2: You sleep... and never awaken. Gain an extra Recovery during Rest due to the good eating ◆ If you fight:
3-7: You sleep and awaken frozen half to death. Exhaust all and peace. But, make a Survival check: On an 8+, you land Combat check: 2@ 9+ (Round Speed: 3, Damage: 1)
your cards and skip the Rest phase. a vicious Wolf-Mouth Bass, which puts up quite a fight. Failure: Make a random draw: 1-8: Discard a card.
8+: You resist the Snow Sirens’ call. As they pout and Combat check: 1@ 7+ (Round Speed: 2, Damage: 1) 9+: You are killed and devoured by the sea-beast.
depart, you discover a frozen body with a Common item. Success: Restore two exhausted cards. Success: Draw a random Uncommon item.
Combat +2 Combat +1
1 9 5
Bag of Copper Coins Magic Broadsword Steel Sword
Common Uncommon Common, Reusable
4 10 5
Storm Ring Plate Mail Long Bow
Uncommon Uncommon, Reusable Uncommon
10 5 2
Healing Herbs Spunky Girl Sidekick Wolfstooth Curse
Common Uncommon, Unique, Curse
Barbarian Vince: Cards v1.6 (Apr 2018) Rocco Privetera & Cinnamon Curtis