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Encountering
Alternative Endings
Alternative Ending Cards replace the base game’s victory condi-
tions, offering players new ways to win the game. When using the
Alternative Ending Cards, characters on the Crown of Command
must encounter the Alternative Ending Card and follow the rules
printed on the card – they cannot cast the Command Spell or
encounter other characters on the Crown of Command unless the
Alternative Ending Card specifically states otherwise.
All other rules regarding the Inner Region still apply when playing
with Alternative Ending Cards:
None of the creatures in the Inner Region (nor any of the
Alternative Ending Cards) can be affected by any Spell. They
also cannot be evaded.
Characters on the Crown of Command cannot move and must
remain on that space unless the Alternative Ending Card
specifically states otherwise.
Once any character has reached the Crown of Command, any
character who is killed automatically loses the game.
Alternative Ending Cards generally only
affect characters on the Crown of Command.
However, instructions that have a star icon
at the start of their text affect all characters,
no matter what Region they are in, including
characters on the Crown of Command.
Other Rules
This section clarifies rules regarding new cards, special abilities,
and space instructions for the City Region.
Trinkets
Some Objects feature the
Trinket keyword printed
above the card’s special
ability. Trinkets are treated
in all respects like normal
Objects, except they do not
count towards a charac-
ter’s carrying capacity.
A character may have 4
normal Objects in addition
to any number of Trinkets.
Trinkets may be ditched,
discarded, stolen, or sold
like normal Objects.
Moving Clockwise or
Counterclockwise
If a character or card on a street space is instructed to move
clockwise, it must move to the next street space by following the
direction indicated by the arrows on each street space.
If a character or card on a street space is instructed to move coun-
teRclockwise, it must move to the previous street space by moving
against the direction indicated by the arrows on each street space.
Thrown In Jail
The Jail space is not a shop or street space and cannot be entered
unless an effect or encounter throws a character in Jail. When a
character is thrown in Jail, his turn immediately ends.
When a character starts his turn in Jail, he does not roll a die for
his movement. Instead, the character must roll 1 die and consult
the chart on the Jail space. If a character fails to escape the Jail, he
must roll again on his next turn. Characters cannot use effects or
special abilities to move out of the Jail; characters can only escape
by following the instructions on the Jail space.
Characters in Jail cannot encounter each other. However, char-
acters in Jail can still be targeted by Spells and are affected by
Events as normal.
Shop Decks
The Armoury, Magic Emporium, Pet, Potion, Stables, Wanted
Poster, and Purchase decks are also referred to as shop decks.
Cards from shop decks are treated in all respects like Adventure
Cards, except that when they are discarded, they are returned to
the bottom of their appropriate deck and are available to other
characters once more. Should there be no cards left of a particular
item, then that item is not available at that time.
If an encounter allows a character to gain or take a card from the
Potion, Pet, or Wanted Poster deck for free, he must draw the top
card of the deck.
If an encounter allows a character gain or take a card from the
Armoury, Magic Emporium, Stables, or Purchase deck for free, he
chooses which card to receive.
Star Icon
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