Call to Adventure: The Name of the Wind
Call to Adventure: The Name of the Wind Rulebook
Table of Contents
Table of Contents
Objective
Call to Adventure: The Name of the Wind does not change the core objective of the game. Your goal is still to become the hero with the greatest Destiny. This expansion includes new cards that change the game's theme and setting to match the Heroic Fantasy world of the Kingkiller Chronicle™. It also adds one new rule: Naming.
Components
- 9 Character cards: 3 Origin, 1 Motivation, 5 Destiny
- 53 Story cards: 12 Act I, 20 Act II, 21 Act III
- 16 Hero and Antihero cards: 8 Hero, 8 Antihero
- 5 Adversary Quests
- 1 Naming Rules reminder card
- 12 Name tokens: 4 Wind, 4 Iron, 4 Fire
Preparing the Game
To accurately convey the setting of the Kingkiller Chronicle™ and provide a fresh play experience, this expansion includes many cards that replace cards in the core game. Before you play a game of Call to Adventure: The Name of the Wind, set aside the following cards from the core game:
Destiny:
- Blood of the Dragon
- High Arcanist
- Intrepid Explorer
- One With Nature
Act I:
- Adventurous
- Animal Companion
- Armed Robbery
- Cruel Winter
- Dangerous Artifact
- Magical Test
- Mentor
- Missing Person
- Raging Inferno
- Restless Spirit
- The Academy
- Thieves' Guild
Act II:
- Daring Heist
- Desert Caravan
- Distant Lands
- Enlightened
- Naval Battle
- Perilous Dungeon
- Savage Beast
- Sidekick
- Street Gang
- Trench Warfare
- The Crime Lord
- The Dark Rider
- The Mad Cultist
- The Warlock
- The Wolf
Act III:
- Ancient Evil
- Army of the Dead
- Assassins' Guild
- Crypt of Horrors
- Dark Colossus
- Dark Revelation
- Demon Horde
- Divine Calling
- Dragon's Hoard
- Force of Nature
- Into the Abyss
- Queen's Chambers
- Rogue Elemental
- Supernatural
- Sword of Darkness
- Trial of the Magi
- Witch's Den
- The Demon
- The High Priest
- The Sorceress
- The Warlord
Adversary Quests:
- Crime Wave
- Demon's Curse
- Doomsday Cult
- Hunted by the Rider
- Madness of the Sorceress
- Night of the Wolf
- High Priest's Inquisition
- War for the Throne
- Warlock's Blight
New Story Icon
In Call to Adventure: The Name of the Wind, the Nature story icon is not available. Instead, players may earn the Music icon. The story icons available in this set are:
- Divinity
- Justice
- Music
- Arcana
- Royalty
- Villainy
Gaining more than one copy of a Story Icon will give you extra Destiny points at end of game. All sets of Story Icons are scored in the same way, adding directly to your Destiny score at end of game:
- Two Music icons = 2 Destiny
- Three Music icons = 4 Destiny
- Four Music icons, followed by "+" = 8 Destiny (the printed example shows "+ =8" after the fourth icon; the "+" is transcribed as printed)
Naming
This expansion adds one new rule to Call to Adventure. Naming is the profound and volatile art of understanding a thing so deeply that it is yours to command. In Call to Adventure, you can learn the name of the Wind, Fire, and Iron.
- Once per turn, if you fail a challenge, you may attempt a Name.
- Check to see if you have a bonus to the attempt.
- Each Name has an associated pair of Ability icons that gives you a +1 to your attempt. You may only gain this bonus once per attempt. (The rulebook text does not name the icon pair for each Name.)
- Each copy of the corresponding Name icon in your story gives you an additional +1 to your attempt. (The Name icons are Wind, Fire, and Iron.)
- The only Hero/Antihero cards that you may apply to a Name attempt are Bind With Iron, Command the Flame, and Call the Wind.
- Cast the core runes only.
- You may not add Dark runes to your attempt, or any Ability runes.
- You do not draw a Hero or Antihero card on a result of the omen symbol. (The rulebook shows this result as an icon; it is named here as the omen result used in the core rules.)
- If the result of your attempt is 4 or higher, you learn that Name.
Each Name token you gain is worth 3 at end of game. For the rest of the game, when you would attempt a path of that type, you automatically succeed without casting the runes for that challenge. You may learn each Name only once.
Play Example: Gaining a Name Icon
A challenge may have a Name icon on one or both of its paths. In this example, the "Navigate to Safety" path has the Name of the Wind icon.
If you don't have the Name of the Wind and wish to take the top path, face the challenge as normal. The top path of this card grants you one Intelligence icon and one Wind icon. Each Wind icon in your Story gives you +1 to any future attempts to learn the Name of the Wind.
If you prefer to take the "Ship's Only Survivor" path, face this challenge as normal. Any Name icons you have will not help this attempt, and you do not gain a Name icon for overcoming this path.
If you already have the Name of the Wind and want to take the "Navigate to Safety" path, you do not attempt the Challenge. You simply gain the card, adding it to your Story with that path revealed.
And remember, any time you fail a Challenge, you may attempt one of the three Names (see page 3).
New Cards, New Adventures
All other cards in The Name of the Wind expansion follow the rules specified in the core Call to Adventure rulebook. We hope you enjoy this expanded experience and the chance to tell your story in one of the greatest worlds in fantasy fiction! For questions and expanded FAQs, please visit www.brotherwisegames.com.
FAQs
Rune and icon symbols that appear inline in these FAQ answers are images in the printed rulebook and are described in words here.
When a Hero or Antihero card (or other game effect) makes me re-attempt a challenge I have just attempted, do I have to repurchase the Dark runes I have just thrown?
No, you do not. Any Dark runes previously purchased via Experience, or extra runes or advantages earned through previously played Hero or Antihero cards, may be used in the second attempt. Note: If the runes cast in your first attempt showed a special rune icon, they are gained immediately. Resolve those before your re-attempt. You do not gain corruption from any icons that were part of your initial result.
Can I customize my Call To Adventure decks by mixing and matching cards from the core game and the expansion?
Yes! Every new expansion gives you the opportunity to craft a custom deck that features the kind of stories you want to tell. But when crafting your own deck, we recommend that you take care to keep the number of Ability runes balanced.
Can a Hero or Antihero card like Comrade in Arms or Parting of Ways give you a bonus to a Name attempt?
No. The only Hero cards that can apply to a Name attempt are Bind With Iron, Command the Flames, or Call the Wind. The Kingkiller destiny, Namer destiny, and the Re'lar trait can also affect Name attempts. Other effects that affect your Challenge attempts do not affect your name attempts.
When I use a Name to gain a challenge card without needing to make an attempt, can I gain either path?
No. You may only gain the path with the corresponding Name icon.
Traits like Broken and Rags to Riches can be gained if you fail a Challenge. Can you gain more than one of these Traits in a turn?
No. You may never gain more than one Challenge or Trait card per turn, so you must choose one or the other.
For cards that say "reveal this Destiny," how and when do I do that?
Kingkiller, Prodigy, and Namer each have a one-time ability that you can use at any time. To mark that you have used this ability, turn your Destiny card face-up. It remains visible through the end of the game.
If I have the Loyal Friends Ally card, and I gain Corruption from Dark runes, does using the ability cancel the Corruption?
This ability allows you to cancel one Corruption, so you still move one level down the Corruption track.
Can I use a card like Inner Strength to give myself an ability icon to qualify for a Name attempt bonus?
No, Inner Strength (and related cards) are only useable "before you attempt a challenge," not a Name attempt.
Can a Hero with the Fae Origin still take paths that have Iron icons?
Yes. They may never learn the Name of Iron, but they may acquire Iron paths, and even score those paths with a Destiny like Namer.
If someone plays Dangerous Truth on me, can I select another challenge to attempt?
You may not. You must attempt the path you declared.