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Cartaventura: Tintagel

Cartaventura: Tintagel Rulebook

Table of Contents

Table of Contents

  • Warning
  • Card 1
  • Card 2
  • Card 3
  • Card 4
  • Card 5
  • Card 6
  • Card 7
  • Card 8
  • Card 9
  • Card 10
  • Card 11
  • Card 12
  • Card 13
  • Card 14
  • Card 15
  • Card 16
  • Card 17
  • Card 18
  • Card 19
  • Card 20
  • Card 21
  • Card 22
  • Card 23
  • Card 24
  • Card 25
  • Official FAQ 1.0 (English)

Warning

DO NOT SPOIL YOURSELVES! Do not look at the back of the cards for the moment. Do not mix the cards of this pack with other Cartaventura cards.

Card 1

Front (title card): MINI-SCENARIO. Cartaventura Tintagel. Cartaventura is a narrative game in which you will live a cooperative adventure. Discover the 2 possible endings by replaying and changing your choices. DO NOT MIX THE CARDS OF THIS PACK! TO START: FLIP THIS CARD OVER.

Back (IMMEDIATE card 1): YOU HAVE JUST REVEALED YOUR FIRST "IMMEDIATE" CARD. You must read it and resolve it completely.

For this adventure, you will not need to take notes, nor to look for elements hidden on the cards: follow the instructions on the cards and let yourself be guided.

After having made the choice below together, flip this card over and place it on the bottom of the deck to avoid seeing the next cards.

  • READ THE RULES OF THE GAME: draw card 2
  • OR
  • BEGIN THE ADVENTURE (if you already know the rules): draw card 3

Card 2

Front (OBJECT card): YOU HAVE JUST REVEALED YOUR FIRST "OBJECT" CARD. Place it in front of one of the players.

Objects can be useful throughout the game.

Beware! The cards are double-sided. On the front, the number is in a coloured circle. On the back, the number is in a black square. Never flip a card over on its back if the game does not tell you to.

NOW BEGIN THE ADVENTURE BY DRAWING CARD 3.

REMINDER: when you draw an IMMEDIATE card, you must resolve it immediately and entirely before doing anything else. If nothing indicates to discard an IMMEDIATE card, leave it on the table where it is. CLARIFICATION: If you must replace a card, discard that one and place the new one in the same location.

Back (PLAN card 2): YOU HAVE JUST DRAWN YOUR FIRST PLAN CARD.

  1. Place it in the centre of the table.
  2. Draw and read the cards whose numbers appear around the compass rose.
  3. Place them around the PLAN card, at the locations indicated by the compass rose.

Several ACTION cards are now visible:

Together, the players choose one ACTION among those available and follow its instructions scrupulously. Once it is resolved, choose a new visible ACTION.

You now know the 4 types of cards: ACTION, PLAN, IMMEDIATE, OBJECT. The "?" symbol will only be useful when putting the game away.

CLARIFICATION: if an instruction says to flip over a PLAN card, do not remove the cards previously placed around it.

Card 3

Front (IMMEDIATE card): Brittany, year 487 AD. You are Arthur, son of King Uther Pendragon, who summons you to his bedside, suffering: "While my forces abandon me, I must reveal to you the great secret of Kings: The Legend. The one that you will inspire and that will be repeated and amplified. The world is nothing but torment, and the people need tales of glory. Before your coronation, which is near, roam our kingdom. Take arms and baggage and have yourself accompanied by the faithful monk Lucius, my scribe. He will witness your great deeds and magnify them for posterity. Go, my son, and may your legend feed on your faith, your cunning and your bravery!" You equip yourself, saddle your horse and leave the family castle in the company of Lucius. If Uther's qualities have inspired fabulous tales in him, he does not hide that he doubts your renown. It is certain that the monk will write nothing flattering if you fall short in his eyes.

  • YOU HAVE 1 POINT OF ESTEEM of Lucius: DRAW CARD 4 AND PLACE IT IN FRONT OF YOU SO THAT THE 1 IS AT THE TOP
  • FLIP THIS CARD OVER (3)

Back (IMMEDIATE card 3): From the very first days of travel, you are already tired of the complaints of Lucius, who bitterly regrets the great fireplace of the old castle. As the day declines, you reach the inn of a village at the edge of the kingdom. Concealing your identity, you prick up your ears to glean news and rumours of the region.

You learn that a small advance camp of Saxons, your hereditary enemies, has been spotted in the forests of the north. People criticise the inaction of Accolon, the local lord, who knows only how to impose his exorbitant taxes. As a vassal of your father, it would doubtless be good to make sure of his loyalty. Others relay the predictions of Myrddin, a bard and soothsayer, who has announced an imminent calamity. You let the night bring its counsel and, in the morning, you decide on the route to follow...

  • DRAW CARD 5 AND PLACE IT IN THE CENTRE OF THE TABLE
  • IF CARD 2 IS VISIBLE, FLIP IT OVER AND READ IT IMMEDIATELY
  • DISCARD THIS CARD (3)

Card 4

Front (OBJECT card): ESTEEM OF LUCIUS: YOU CANNOT CHOOSE AN ACTION THAT WOULD BRING YOU BELOW 0. (The card shows the numbers 1, 2, 3 and 0 around a feather; it is turned so that the current value is at the top. See the FAQ at the end.)

Back (ending): YOU HAVE NOT REACHED ONE OF THE TWO VICTORIOUS ENDINGS OF THIS ADVENTURE. DO NOT HESITATE TO START AGAIN AND MAKE OTHER CHOICES.

TO PUT THE GAME AWAY:

  1. Gather the cards placed on the table and those of the discard pile: flip over all those showing a black square at the top left.
  2. If any cards show the "?" symbol: flip them over.
  3. Rebuild the complete deck by sorting the cards from 1 to 25. Note: to make sorting easier, first sort the cards according to their coloured disc (three coloured discs are shown: olive, blue-grey, purple...).
  4. You are ready to relive the adventure, with different choices.

Card 5

Front (PLAN card): Illustration of a castle by a bridge. A compass rose shows the numbers 7 (top), 8 (left) and 6 (right).

Back: Illustration of the castle. Compass number: 12.

Card 6

Front (ACTION card): Château d'Accolon.

  • PRESENT YOURSELF AS THE SON OF UTHER: DRAW 9
  • OR
  • PRESENT YOURSELF ANONYMOUSLY: LOSE 1 esteem. FLIP THIS CARD OVER (6)

Back (IMMEDIATE card 6): You present yourself as a young wandering knight begging hospitality and fodder for your mounts.

At nightfall, you receive the discreet visit of a young woman. She is receptive to your handsome figure and invites you to make use of her apartments, more comfortable than the stables. The woman, named Morgane, is one of the many mistresses of Lord Accolon, of whom she paints an unflattering portrait. Violent, cunning and disloyal, he would only be employed to satisfy his appetites for wealth and luxury. As proof, she tells you how to take a secret passage that would lead you to the treasures unduly amassed by the felon.

Lucius disapproves of the courtesan's proposal and casts doubt on her word. Spying on your host is dishonourable and can only be a trick of sorcery.

  • FLIP OVER 5
  • DISCARD THIS CARD (6)

Card 7

Front (ACTION card): Forêt du nord (Northern Forest).

  • ATTACK THE SAXON CAMP: FLIP THIS CARD OVER (7)

Back (IMMEDIATE card 7):

  • IF YOU HAVE LANCELOT: DRAW 13
  • OTHERWISE:

Advancing carefully under cover of the undergrowth, you discover about fifteen men with Saxon coats of arms gathered around a fire. You ask Lucius to stay back while you draw your sword and charge the enemy. You manage to surprise and eliminate the first ones, but you are then overwhelmed, blows raining from all sides. You are put on one knee when the sound of a horn rings out. The few men around you hesitate, then decide to flee at the announcement of your reinforcements. Lucius is happy that his trick saved you from a bitter defeat, even if he laments that you confused courage with naive recklessness. A bit battered, you cross the forest and approach the village of Tintagel. A monastery overlooks the valley but you are advised against approaching it because an epidemic is ravaging its occupants.

  • LOSE 1 esteem
  • REPLACE THIS CARD (7) WITH 14

Card 8

Front (ACTION card): Repaire de Myrddin (Myrddin's Lair).

  • VISIT THE SOOTHSAYER: DRAW 10

Back (OBJECT card 8): Clé de Myrddin (Myrddin's Key). Once alone, Myrddin confides in you: "Men like Lucius need artifices to see the magic of the world. Uther, your father, once asked me to help him enchant his meeting with your mother. He warned me of your coming and, once again, we are going to give the incredulous an enchantment that the times will remember. Go to the place called Tintagel; not far from there you will find a granite rock with a fissure in which your father asked me to drive a sword of fine workmanship. With this little key, you will activate the mechanism concealed in the head of the pommel. It makes it possible to retract a spike at the tip of the sword that prevents it from coming back out. Go, the legend of the sword of the rock awaits you!" You leave the hermit with a small key which you doubt can really open the paths of renown to you.

Card 9

Front (IMMEDIATE card): On the announcement of your name and your title, you are received by Lord Accolon, who opens his table to you, and that of Morgane, his young courtesan. You savour their company. The only price to pay is to hear him complain about the royal tithe that strangles the small lords. Lucius does not take part in the feast. When you finally find him, he lectures you: "Shame on you, young Arthur. Your idleness is an insult to your name. Moreover, it compromises you with a very poor lord. Your father entrusted me with the heavy task of detecting in you the inheritance of his greatness and, to this day, I do not see the slightest trace of it." Faced with these harsh words, you can make honourable amends, ask forgiveness and leave this castle immediately, or remind Lucius that you will soon be his lord and master and that he owes you obedience, respect and gratitude.

  • ASK FORGIVENESS: DRAW 11. DISCARD 6. DISCARD THIS CARD (9)
  • OR
  • REMIND HIM OF YOUR AUTHORITY: FLIP THIS CARD OVER (9)

Back (IMMEDIATE card 9): You show authority before the old man, going so far as to threaten him if he does not swear allegiance to you immediately. He eyes you coldly, then puts on an enigmatic smile. "Well, if such is the will of the young squire. I would doubtless have had to stay at the bedside of your father to gather his last words. They were worth far more than the arrogance and the fatuity of his progeny. You may bark about your legitimacy, I will not grant you any more for it. And there are doubtless more important things to discover in this castle than the bottom of your glasses."

Leaving the old man to his bile, it is with a feeling of anger mixed with remorse that you rejoin your hosts. You prefer to think no more about it and decide to drown your doubts in the cup of wine that the beautiful Morgane holds out to you with a teasing smile.

  • LOSE 1 esteem
  • DISCARD 6
  • DISCARD THIS CARD (9)

Card 10

Front (IMMEDIATE card): You find the one called Myrddin, surrounded by bird cages, secluded in a hut at the edge of the forest. You introduce yourself and ask him for details about the calamity he prophesies. "This world, young Arthur, is the source of numerous calamities. There is no need to be a great soothsayer to announce that another will come soon. And if, against all expectation, the times are clement, I will be congratulated for having countered the calamities with my enchantments. On the other hand, I had read your coming in the auguries. I am ready to confide to you what I saw of your destiny. But not in front of the man who accompanies you. He does not believe in magical worlds." At these words, Lucius confirms that he lends no faith to this enlightened extravagance. He begs you not to dishonour yourself with these devilries and would be most grateful if you decided to go on your way.

  • LISTEN TO MYRDDIN AND ASK LUCIUS TO WAIT: FLIP OVER 8. DISCARD THIS CARD (10)
  • OR
  • LISTEN TO LUCIUS AND GO ON YOUR WAY: DISCARD 8. FLIP THIS CARD OVER (10)

Back (IMMEDIATE card 10): Lucius is sensitive to your choice. Not lending an ear to pagan superstitions is proof of great discernment. He assures you that Uther would be proud of you, for the great Kings do not wallow in the folklore of lost souls.

You wisely listen to this florilegium of compliments, which confirms that Lucius now has a much better idea of your legitimacy.

  • GAIN 1 esteem
  • DISCARD THIS CARD (10)

Card 11

Front (IMMEDIATE card): As you leave the castle of Accolon, a man of wretched appearance presents himself to you.

He says he is a landless knight and the orphan son of a cursed king. He has followed you since the inn because he believes he recognised your father's features in you. If you are indeed the son of Uther Pendragon, he is ready to put his sword, from today, at the service of his future King, to drive the Saxons out of the kingdom.

Lucius draws you aside and warns you: "If this man is a Saxon spy coming from the neighbouring camp and you have admitted your lineage to him, he will not fail to assassinate us at the first opportunity." He implores you to follow his wise counsel.

  • ACCEPT THE COMPANY: FLIP THIS CARD OVER (11)
  • OR
  • REFUSE THE COMPANY: GAIN 1 esteem. DISCARD THIS CARD (11)

Back (OBJECT card 11): Lancelot. You accept the company of this strange knight with the droll look. He says he is called Galahad, son of the cursed King Ban of Benoïc. He now asks that he be called Lancelot, knight serving the future King Arthur.

Card 12

Front (ACTION card): Passage secret (Secret Passage).

  • TAKE THE SECRET PASSAGE: LOSE 2 esteem. FLIP THIS CARD OVER (12)

Back (OBJECT card 12): Secret de Lucius (Lucius's Secret). Despite Lucius's disapproval, you ask Morgane to open for you the secret passage that reveals an occult room. Gold pieces, jewels, precious fabrics confirm that Lord Accolon accumulates and conceals his riches. Once King, you will make it a point to ask him for accounts. Before leaving the premises, a small chest attracts your attention. You find in it parchments relating some precious secrets and gossip concerning the figures of the kingdom. One text, in particular, alludes to a Roman named Lucius Juvenus. He would have come from the East and would now be in the service of Uther Pendragon. Could it be the old monk who accompanies you? And what mystery would have brought him to your lands?

Card 13

Front (IMMEDIATE card): While you are thinking about the best way to attack the camp, Lancelot gets ahead of you and rushes without waiting upon the Saxons. You are as surprised as your enemies, whom he begins to cut to pieces. You join him in the melee and, rivalling in vigour, you defeat the camp without great difficulty.

Crowned with this dazzling victory, you return to the nearby inn where Lancelot recounts your bravery before a large enthusiastic table.

This victory opens to you the lands of the north and the village of Tintagel. A monastery is also to be found there, but no one is allowed to enter it because of a terrible epidemic that strikes it.

  • REPLACE 7 WITH 14
  • FLIP THIS CARD OVER (13)

Back (OBJECT card 13): Légende de la Table Ronde (Legend of the Round Table). When Arthur was warned of the presence of the Saxons at the gates of the kingdom, he went there without waiting. Listening only to his courage, he rushed upon the enemy army, bringing along the knight Lancelot and his followers. One against a hundred, they fought from the break of day until the last glimmers of evening, cutting to pieces the enemy seized with fright. The victory was worthily celebrated around a large table where all the knights of the region recognised in Arthur the stuff of a prestigious fighter. Arthur gave this assembly the name of "Knights of the Round Table".

  • GAIN 2 esteem

Card 14

Front (PLAN card): Illustration of a hilltop fortress above a village by the sea. Compass rose: 15, 16.

Back (PLAN card 14): Same illustration seen from another angle. Compass rose: 18.

Card 15

Front (ACTION card): Monastère (Monastery).

  • ENTER THE MONASTERY: FLIP THIS CARD OVER (15)

Back (IMMEDIATE card 15): The monastery of Tintagel is built on the ruins of an ancient fortification atop a rocky peak. The impressive fortress overlooks the immense and magnificent lake with deep waters.

You knock at the doors. A sinister face appears at the peephole and orders you to go your way. A contagious disease is decimating the community of monks, who receive no one.

You turn back, rebuffed and powerless, but convinced that dark secrets hide behind these heavily closed doors.

  • LOSE 1 esteem
  • FLIP THIS CARD OVER (15)

Card 16

Front (ACTION card): Village de Tintagel (Tintagel Village).

  • GO TO TINTAGEL: FLIP THIS CARD OVER (16)

Back (IMMEDIATE card 16): You arrive in the village of Tintagel in full effervescence. Bandits who are ravaging the region have just stolen most of the horses. The tracks are still fresh and the men of the village are preparing to rush off in pursuit. With your weapons and mounts, you could be of valuable help to them.

But at the same moment, a merchant frightened by the threat of the bandits asks you to escort him to a place where a legendary sword planted in a rock is said to be. Lucius reminds you that the first virtue of a knight is to lend assistance when the situation demands it.

  • HELP THE VILLAGERS FIND THE HORSES: DRAW 17. DISCARD THIS CARD (16)
  • OR
  • ESCORT THE MAN TO THE SWORD IN THE ROCK: LOSE 1 esteem. FLIP OVER 14. DISCARD THIS CARD (16)

Card 17

Front (IMMEDIATE card; also bearing the "?" symbol, see Card 4 back): You take the head of the expedition in pursuit of the thieves, following their tracks that lead deep into the forest. A poor choice for an escape, because their progress has been slowed by the thickness of the undergrowth. You catch up with them in a vast clearing where they seem convinced they will get the better of the few villagers on their heels. That is without counting on your presence.

You lead the assault with strength and bravery and quickly get the better of the thieves. The survivors admit to you that their lair is in the monastery of Tintagel, which they have put under their yoke. The villagers, now entirely devoted to your cause, are ready to accompany you there to take the building back from the hands of these brigands.

  • GAIN 1 esteem
  • REPLACE 15 WITH 20
  • DISCARD THIS CARD (17)

Other side (IMMEDIATE card 17): You lead the villagers on the trail of the thieves. After a long day of forced march, you spot them in a vast clearing where they have set up their camp. The villagers, poorly armed, seem to hesitate to attack them head-on. Listening only to your bravery, you draw your sword and engage in the fight alone. Surprised and inexperienced, you eliminate those who do not flee before your vigour. A survivor admits to you that their lair is in the monastery of Tintagel, which they have put under their yoke. The villagers, carried away by joy, then seize large walnuts, brought from a faraway land, and strike them against each other, miming the gallop of the horses you have just saved. It is at this farce that the wretched fugitives bolt, without honour or mounts. After this incongruous episode, the villagers say they are ready to accompany you to the monastery to take the building back from the hands of these brigands.

  • GAIN 2 esteem
  • REPLACE 15 WITH 20
  • DISCARD THIS CARD (17)

Card 18

Front (IMMEDIATE card): You escort the merchant far along the shores of the great lake. Camps and stalls have been set up around an imposing rock in which a magnificent sword is planted.

The nascent legend says it is the Lady of the Lake who deposited here the sword already named Caliburn, "the hard slit". He who succeeds in freeing it from the rock will have the glory of Kings.

Coming from all around, many are those who try, without success. At each new attempt, you feel the hope animating the assembly, so thirsty for marvels is it. You present yourself in turn before the sword.

  • FLIP THIS CARD OVER (18)

Back (PLAN card 18): Illustration of the sword planted in a rock by the sea. Compass rose: 19.

Card 19

Front (IMMEDIATE card):

  • IF YOU HAVE THE KEY OF MYRDDIN (card 8):

Discreetly, you insert the small key into the opening of the pommel. The blade freed, you solemnly pull it out and brandish it high in the sky. The assembly is seized with admiration: some put a knee to the ground and, learning of your lineage, all acclaim you as their great King. Lucius himself seems stupefied, while a handful of men-at-arms form your new escort.

  • REPLACE 15 WITH 20

  • FLIP THIS CARD OVER (19)

  • OTHERWISE:

You seize the sword and, despite your efforts, it remains hopelessly stuck in the rock. Hurt in your pride, you take a firmer stance, you push with all your body weight and ... you break the tip of the sword. After a moment of hesitation, the assembly nonetheless salutes your feat as you brandish the sword. Some even see in you their future king and decide to follow you on your journey.

  • REPLACE 15 WITH 20
  • DISCARD THIS CARD (19)

Back (OBJECT card 19): Légende de Caliburne (Legend of Caliburn). Arthur went to a secluded place on the shore of the Lake of Tintagel. There stood a large rock where the Lady of the Lake had planted the magical sword of glory and power, Caliburn. Symbol of glory and power, only the purest knight at heart would be able to pull it out. Nobles and commoners, all tried to take it out, but none was virtuous enough to accomplish the miracle. Arthur presented himself before the sword and, without the slightest effort, promptly pulled it out and raised it high above his head, the heavens opening then upon a glorious sun. Great was his renown, which spread in all the kingdoms, and even greater was the fear of facing Caliburn, the magical sword drawn from the rock.

  • GAIN 2 esteem

Card 20

Front (ACTION card): Monastère (Monastery).

  • ENTER THE MONASTERY: FLIP THIS CARD OVER (20)

Back (IMMEDIATE card 20): Helped by the men who now make up your retinue, you turn a massive trunk into a solid battering ram and break down the doors of the monastery.

What you discover there is nothing but treachery and villainy. Brigands have turned the blessed place into a dark lair for their plunder, killing the monks, defiling the sanctuary. You discover standards and doublets of Saxon soldiers, the thieves having pushed their scheming to the point of disguising themselves as enemies to hide their true nature.

You have no pity for these murderers and you eliminate them to the last man. Lucius, at your side, rejoices that you have freed this sacred place.

  • DRAW 21
  • DISCARD THIS CARD (20)

Card 21

Front (IMMEDIATE card; also bearing the "?" symbol):

  • IF YOU HAVE 3 esteem: DRAW 22. DISCARD THIS CARD (21)
  • OTHERWISE:

You are called back to the bedside of your dying father. Your journey has not conferred upon you the glory you hoped for, and Lucius seems saddened by it for the renown of your illustrious family. Once the funeral of your illustrious father has passed, you are crowned without particular fervour. You will now have to try to embody your future story more honourably. May destiny, sometimes dull and cruel, grant you new opportunities to write the story of King Arthur.

  • FLIP OVER 4 (LUCIUS'S ESTEEM)

Back (IMMEDIATE card 21):

  • IF YOU HAVE THE SECRET OF LUCIUS (card 12): DRAW 24. DISCARD THIS CARD (21)
  • OTHERWISE:

Once calm has returned to the monastery, you surprise Lucius in the crypt, detailing and inventorying the relics. When you question him about his actions, he says he just wants to make a precise record of the thefts and damage by the brigands. His uncertain tone and his evasive gaze surely betray another reason that he is concealing: an annoyance, a disappointment at not finding what he was really looking for. You do not pester him any further, without piercing the old man's enigma.

  • GAIN 1 esteem
  • FLIP THIS CARD OVER (21)

Card 22

Front (IMMEDIATE card): The monastery, once cleansed of the infamous passage of the brigands, proves to be an exceptional place. The thickness of its fortifications, its elevated position above the lake, and the number and size of its outbuildings make it a far nobler and more prestigious building than your small family castle. You decide that, once King, you will restore to this place the strength of its origins and make it your domain. The great ceremonial hall could, moreover, easily accommodate all of your knights. As for the numerous bedchambers, you hope they will fill with a fine progeny: children of Arthur Pendragon who may, in their turn, prolong the legend.

  • IF YOU HAVE THE LEGEND OF THE ROUND TABLE (card 13) AND THE LEGEND OF CALIBURN (card 19): FLIP THIS CARD OVER (22)
  • OTHERWISE: DRAW 23. DISCARD THIS CARD (22)

Back (OBJECT card 22): Légende de Camelot (Legend of Camelot). Arthur presented himself at the Monastery of Tintagel struck by a terrible curse. He was not long in seeing the work of the evil one there. At the head of his valiant Knights of the Round Table, he forced its doors and discovered the diabolical truth. A horde of demons had invested the place, massacring the monks, replacing faith and fervour with sins and turpitudes. His anger was equal to the sacrilege. Brandishing his legendary sword Caliburn, he exterminated without pity the cursed creatures, making himself the armed arm of divine punishment. He decided that this place would be the new shrine of his devotion to the almighty. The old fortification, overlooking with its splendour the deep waters of the lake of Tintagel, became the castle of all virtues. And its ancient Roman name of Camulodunum soon transformed into Camelot, glittering fortress of the prestigious King Arthur.

  • DRAW 23

Card 23

Front (IMMEDIATE card): You return to the bedside of your father, haloed with the laudatory accounts Lucius has given of you. Between two bouts of pain, Uther cannot help shedding tears of joy and pride. His son having forged the continuity of the family legend, he can now depart in peace.

After having worthily celebrated his funeral and honoured his memory, you are crowned King Arthur of Brittany. Informed of your great deeds, an enthusiastic crowd comes to salute the placing of the crown on your head by the hands of a moved and admiring Lucius.

After days and nights of rejoicing, everyone returns home, spreading your glory and nascent renown to the four corners of the kingdoms.

  • FLIP THIS CARD OVER (23)

Back (ending; "Un Roi de Légende" - A King of Legend): Whatever your choices and decisions now, the seeds of the legend have been sown.

The words of Lucius will now be passed on, rewritten. From monks to copyists, from bards to pages, many will be those who will transmit your story, who will recount your legend.

Perhaps they will transform it. Perhaps they will add other deeds, other mysteries. But one thing is certain: King Arthur and his great deeds will be spoken of through the ages and your quest is already accomplished. Glory to Arthur!

  • DRAW 25

Card 24

Front (IMMEDIATE card): Once the tumult of events has subsided, you find Lucius in the calm and satisfaction of duty accomplished. You thank him for having so nobly accompanied you in your quest. He returns the gratitude and says he is proud to have witnessed your great deeds.

Encouraged by the complicity of this privileged moment, you then question him about the text you discovered. Is he indeed the Lucius it speaks of, the one who lived in the East?

Surprised by your discovery, he hesitates to answer you. But like Uther, his old companion now gone, the old man feels that his flame is also beginning to flicker and that it is perhaps time to pass on his heavy secret. Lucius begins to speak...

  • FLIP THIS CARD OVER (24)

Back (ending; "La Quête de Lucius" - The Quest of Lucius): "I was a young Roman patrician, born and living in Jerusalem. The times, like my soul, were troubled. I vaguely sensed the end of one world and the advent of a new one. I was desperately seeking, in ancient texts, answers to my spiritual questions. It is there that I found mention of the artefact, the ultimate sacred object: the one that, once found by a pure being, will sign the end of miseries and of adventurous times. If the form and nature of the object remained unclear, a text taught me that it had been moved to the land of Brittany. Hence my coming. I have ceaselessly searched for it without ever coming close. As I shall soon leave this world without any descendants, perhaps you, young King Arthur, can prolong my quest. May your virtue and determination lead you onto the trail of what can finally guide this world toward peace and serenity... This object that some call... the Grail."

  • DRAW 25

Card 25

Front (conclusion): CONGRATULATIONS, YOU HAVE FINISHED YOUR ADVENTURE.

There are 2 different endings in this mini-scenario. A full scenario has 70 cards and 5 endings! Replay by making other choices, in order to discover all the endings.

Note: if during a game you revealed cards showing the "?" symbol, you have unlocked new game options for your next game.

  • FLIP THIS CARD OVER

The legends of King Arthur have been written and rewritten by very many authors (Geoffrey of Monmouth, Chrétien de Troyes, Robert de Boron, Thomas Malory, ...). Each author enriching and sometimes contradicting the preceding works. It is still impossible today to know whether King Arthur really existed or whether he is a purely fictional character.

Back: WARNING: YOU ARE HERE ON THE LAST CARD OF THE GAME.

TO PUT THE GAME AWAY:

  1. Gather the cards placed on the table and those of the discard pile. Flip over all those showing a black square at the top left.
  2. If any cards show the "?" symbol: flip them over.
  3. Sort all the cards from 1 to 25. To make sorting easier, first sort the cards according to their coloured disc (olive, blue-grey, purple...).
  4. You are ready to relive the adventure, with different choices.

Official FAQ 1.0 (English)

"Put the card into the deck" Put the designated card back into the deck without flipping it over. You may potentially be asked to draw this card again later during the adventure.

"Discard" Place the designated card in the discard pile. You will no longer be able to read nor use this card.

Card 4 This card shows the extent to which Lucius holds you in esteem. Place it so the appropriate number is positioned at the top. Whenever you earn or lose Lucius's respect, rotate the card to increase or decrease the value shown at the top.

  • If you ever reach more than 3 points of esteem, leave the card on 3.
  • You cannot choose to take any action that would lower Lucius's esteem for you below 0. For instance, if you have 1 point of esteem, you cannot take any action that would cost you 2 points or more of esteem. However, you may be faced with situations that will have you lose more points of esteem than what you actually have. In such case, just keep the card positioned on 0.