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Legitimacy

Legitimacy Rulebook

Table of Contents

Table of Contents

  • Playing Time
  • Game Pieces
  • Set Up
  • Object
  • Playing the Game
    • Movement
    • Actions
    • Drawing Cards
    • Discard Pile
    • Playing Cards
    • Maximum Number of Cards
    • Quests
    • Assaults
    • The Marketplace
    • Good and Evil
    • Flying
    • Miscellaneous
  • Rule Variations
  • Appendix: Card & Land Descriptions
    • Land Tiles
    • Character Cards
    • Pet Cards
    • Crown Jewel Cards
    • Draw Cards

Playing Time

20–30 minutes for 2 players. Approximately 15 minutes more for each additional player.

Game Pieces

  • 1 Standard 6-sided Die
  • 7 Hexagonal Land Tiles
  • 6 Character Cards & 6 corresponding Character Pawns
  • 8 Pet Cards
  • 7 Crown Jewel Cards
  • 44 Draw Cards, divided into 7 Decks:
    • 8 Black Castle Cards
    • 6 Blue Forest Cards
    • 6 Yellow Swamp Cards
    • 6 Brown Fields Cards
    • 6 Purple Plains Cards
    • 6 Red Mountains Cards
    • 6 Green Hills Cards

See Appendix for full list and detailed descriptions of Cards & Land Tiles.

Set Up

First, players select one Character Card each. They place it on the table in front of them with the white 'Good' side facing up, in full view of all other players.

Then they randomly pick one Pet Card each and play it down on the table, face-up next to their Character Card.

Each Character has an associated, color-coded Land Tile:

  • Wizard—Blue—Forest
  • Frog Prince—Yellow—Swamp
  • Minstrel—Brown—Fields
  • Druidess—Purple—Plains
  • Mountain Maid—Red—Mountains
  • Furfoot Princess—Green—Hills

Place the black Castle Land Tile in the center of the playing area, then place the Land Tiles corresponding to the players in the current game around it to make the game board.

Each player places their Character Pawn on their home Land Tile on the starting space defined by their Character Card.

Next take the black Castle Draw Cards and select the color-coded Draw Card decks corresponding to the Land Tiles in play for this game. Shuffle them together and deal one card for each Land Tile in use face-down onto the marked 'Marketplace' area of the Castle Land Tile. Place the rest of the stack face-down beside the board to form the 'Draw Pile'.

Finally, shuffle all the Crown Jewel Cards and put them beside the Game Board, in view of all players.

Set aside any remaining Character, Pet, or Draw Cards; they will not be used during this game.

E.g. a 3-player game with the Wizard, Mountain Maid & Druidess would use the Forest, Mountain, Plains and Castle Land Tiles and the Forest, Mountain, Plains and Castle Draw Card decks. There are 4 Land Tiles in play; so 4 cards are dealt to the Marketplace.

Object

To find and unite three of the lost Crown Jewels of Legitimant. The winner is the first player to reach the Throne Room spot on the black Castle Land Tile while carrying any three Crown Jewel Cards.

Playing the Game

Players can also acquire cards by attacking or casting spells on other players.

Your Character's ability to move, attack and cast spells on other players is modified by 3 corresponding attributes: Move, Attack and Magic. Your Character Card—and the cards that are played down next to it—determine how effective your Character is at doing these things.

Players travel around the board by rolling a single 6-sided die and counting their Pawn from spot to spot along the pathways that cross the Land Tiles.

To complete their task of finding the lost Crown Jewels, players need to pick up cards from the Draw Pile by stopping at the marked 'Encounter Black Spots', a few of which are found in each territory.

Movement

The player who last set foot in a castle starts.

To move, players roll a die and add or subtract any Move modifiers they may have.

E.g. The Frog Prince has a +2 Move modifier and he has the Fox for a pet, which has a +1 Move modifier. On his turn the Frog Prince rolls a 5, so he can move 5+2+1=8 Spaces.

Players do not need to reach any destination by exact count, nor do they need to move the full extent of their roll.

Players may not occupy the same space. The two exceptions to this are the Marketplace and the Throne Room, which may be occupied by multiple players.

Players may choose not to move at all.

Actions

After movement, a player may perform any of the following Actions:

  • Draw a Card
  • Fulfill a Quest
  • Assault another player
  • Search the Marketplace

After performing one of these Actions, any remaining movement the player may have had is forfeited.

Players may perform more than one of these actions on their turn more than once, but they may not Assault the same player on the same turn more than once.

Drawing Cards

In order to pick up a card from the Draw Pile, players need to stop at one of the solid Black Spots on the board.

After drawing a card at a Black Spot a player must visit and draw from another spot before they can draw from the same one again.

Cards drawn from the Draw Pile need not be immediately revealed to other players; they may be held in the hand until played.

There are several kinds of Draw Card:

Quest Cards

Quest Cards reveal the location of Crown Jewels. See 'quests'.

Creature Cards

Represent the characters and beasts players encounter on their journey.

When played down to the table next to a player's Character Card they have joined that character as a member of their 'entourage'. Creatures enhance and modify a character's abilities, and some also have magical abilities. Creatures are designated as 'Good', 'Evil' or 'Neutral'.

See good and evil below for more details.

Magic Spells

The effects of Magic Spells tend to be instantaneous, and spell cards are placed on the Discard Pile once used.

Magic Objects

Magic Objects have positive permanent effects and are played down to the table in much the same way as creatures.

Cursed Objects

Are cast upon other players in much the same way as spells. They have long-lasting negative effects.

Discard Pile

As the game progresses various spell and creature cards will be discarded. Discarded cards are placed face-up on a Discard Pile beside the game board.

If all the cards on the Draw Pile are used up, any cards on the Discard Pile are shuffled to form a new Draw Pile.

Character Cards, Pet Cards, Crown Jewel Cards and Quest Cards may never be put on the Discard Pile.

Cursed Objects that have been played on a Character (e.g. Wooden Leg) may not be discarded, unless or until they are dispelled (e.g. by playing the Herbal Tea). Unplayed Cursed Objects held in the hand may be discarded.

Playing Cards

At any time, a player may play Creature or Magic Object cards from their hand down to table, face-up, next to their Character and Pet cards; where they remain until stolen, discarded or lost. These cards that are played to the table modify a Character's abilities—cards that are held in the hand have no effect until played.

Similarly, players may cast Magic Spell Cards upon themselves at any time, these are then usually discarded right away.

Once played, a card may not be returned to the hand, only discarded.

Certain Spell cards may be cast out of turn, most notably ones that are played by a defender to block or in other ways modify the effects of a spell being cast upon them. E.g. the Royal Codpiece Card.

A few Creatures have special magical abilities which, when used, cause that Creature Card to be played like a Spell Card. E.g. the Dragon gives its holder the ability to fly. Once these special abilities are used, the card goes straight to the Discard Pile. These cards may be played as spells either from the hand, or from the table.

Players may also cast Magic Spells and Cursed Objects onto their opponents—see 'assaults'.

Maximum Number of Cards

Players may not have more than a total of seven cards, either on the table or held in their hands, at any one time. This includes their Character Card and Pet Card. If, at any time, a player finds they have more than seven cards, they must choose which to discard to bring their total back down to seven.

Players may examine a newly drawn or stolen card before deciding whether to keep or discard it.

After picking up a card that exceeds the maximum, a card must be discarded; it is not possible to cast a Spell or otherwise use a card in order to reduce the total number of cards.

Since Character, Pet, Quest and Crown Jewel Cards may not be discarded, in rare circumstances, a player may not be able to reduce their hand to 7, E.g. if they hold more than 5 Crown Jewel or Quest Cards. In that case, players must just discard the cards that they are able to.

Similarly, an unwanted Cursed Object cast upon a player does count towards the maximum number of cards that player may hold and may not be discarded.

Quests

Players fulfill Quests by travelling to the location specified by the Quest Card and exchanging it for the next Crown Jewel Card on the stack beside the board. This Crown Jewel Card is then placed face-up on the table next to the player's Character and Pet Card, in full view of all other players.

Once the Quest is fulfilled the Quest Card is removed from the game entirely, and the Crown Jewel remains in play until the end of the game.

Quest Cards may never be put on the Discard Pile, though they may be traded at the Marketplace.

Players do not have to fulfill their Quests immediately, and may do so when they see fit.

Fulfilling a Quest is regarded as a 'purifying act'—if an 'Evil' character completes a quest he becomes 'Good' and any 'Evil' creatures in his hand must be discarded. See 'good and evil' below for more details.

Assaults

There are two ways to Assault another player, either via direct Attack or by Casting Magic. Players may never Assault the same player more than once on the same turn.

Attacking

To attack another player, a player must move to a space adjacent to their target. First, the attacker rolls a die, adding any Attack modifiers they have. Then the defender rolls, adding their Attack modifiers. Whoever scores the highest gets to take a card from the loser. It can be any card other than the Character Card or the Pet Card, either chosen from cards on the table in front of the loser, or randomly picked from their hand.

The stolen card may either go into the winner's hand, be played down to the table next to their Character Card, or be immediately discarded. Crown Jewels MUST be played down to the table.

If both scores are equal, the blow parries and there is no net result.

On his or her own turn, the defending player may choose to continue the fight, or move away and/or cast a spell.

See also 'good and evil' below.

Casting Magic

The Magic attribute modifier affects the distance over which a Spell or Object can be cast on another player, i.e. the range.

To cast a Spell or Object on another player, the caster first completes any movement they may have, then plays down the spell they wish to cast. Next they roll two dice and add any Magic Modifiers they may have. If the number of spaces of distance is less than the calculated range, then the spell hits its target, taking effect immediately. If not, then the spell is lost and placed on the Discard Pile; the Assault has failed.

The spell must reach the space the target is on, not the adjacent space. E.g. the Wizard has a +4 Magic Range modifier, his pet is the Black Cat with another +4, and he also carries the Chicken of Wisdom Crown Jewel for +6 more. He is 17 spaces away from his opponent, but only rolls a 2 on the dice. 2+4+4+6=16, so his spell fails and is placed on the Discard Pile.

The Marketplace

If a player stops at the Marketplace space on the black Castle Land Tile, they may pick up and look through the cards placed there. They may exchange cards (either from their hand or from the table), for Marketplace cards. Any cards picked up from the market may either go to the player's hand, or be played down to the table.

Crown Jewel Cards may NOT be traded at the Marketplace. Quest cards may be.

Players may be attacked or have spells cast on them in the Marketplace.

For movement and in the case of Spells, count the Marketplace as a single spot.

When attacking a player in the Marketplace, you can either be in the Marketplace also, or in a spot adjacent to it.

Good and Evil

Every Character in the game sets out with the presumption of youthful goodly innocence. However their actions and circumstance may cause them to leave the path of righteousness, and turn to a course of evil. Ultimately, the way you play the game will determine whether the kingdom ends up with a benevolent dictator or a ruthless despot on throne.

Character Cards have two faces, the white 'Good' side and the black 'Evil' side—used to display that character's current alignment.

Players start with the 'Good' side face up, but if they commit an 'Evil' act the card must be flipped over to show the black side.

Creatures are marked as being Good (white), Evil (black) or Neutral (grey).

Attacking or casting a Spell or Object with unwanted effects on a 'Good' player automatically means your character has turned 'Evil'. Any 'Good' creatures played down next to the attacker's Character Card will not participate in such an attack and immediately leave the attacker for the Discard Pile.

An 'Evil' player cannot play any 'Good' creatures down next to their Character Card, but may hold them in their hand. Likewise, a 'Good' player may hold Evil creatures in their hand and remain 'Good'.

A 'Good' player may, if they choose, play an 'Evil' Creature down next to their Character Card, but this will automatically turn their character 'Evil' and cause any 'Good' creatures played down next to that player's Character Card to desert to the Discard Pile.

Completing a Quest to find a Crown Jewel is considered a 'purifying act' and automatically makes a player 'Good', causing their Character Card to be flipped white-side up. 'Evil' creatures that are played down next to that player's Character Card walk off to the Discard Pile in disgust.

An 'Evil' character may assail another 'Evil' character without changing alignment, and a 'Good' character may freely assault an 'Evil' character with moral impunity.

'Evil' Players may NOT use the special abilities of 'Good' creatures—E.g. Use the Dragon or Pegasus to fly.

Neutral Creatures and Pets remain indifferent to all this and will attack anyone they are told to.

Flying

Some cards allow a player to Fly to another spot on the board e.g. Flying Carpet, Dragon, Pegasus, Genie.

Flying may occur instead of, or after a player's regular movement.

Flying may allow a player to perform more than one action on their turn. (E.g. Move, Attack another player, then Fly to Fulfil a Quest) However, a player may never Assault the same player more than once in the same turn.

Flying may be cast onto another player as an Assault. E.g. to annoy them, or if they are annoying you by refusing to move from a space you wish to visit.

Flying must take place on a players turn; i.e. it is not possible to use a flying card to escape an attack made on you by another player during their turn.

Miscellaneous

Players are free to form alliances, but in the end there can be only one winner.

You snooze, you lose, and no do-overs! If at any time you forget about any ability or card that is to your advantage, too bad—Try to remember next time! However, in the case of forgetting to turn from Good to Evil or vice versa (e.g. after Fulfilling a Quest to find a Crown Jewel), or noticing that you or an opponent are carrying too many cards, steps should be taken to remedy the situation as quickly as possible.

These rules have been designed to be as concise as possible, however, there are a few rule exceptions brought about by the effects of certain cards. As you play the game and familiarize yourself with cards, please refer to the individual card descriptions in the Appendix that detail these effects.

Rule Variations

For a longer & more combative game use only 3 Crown Jewel cards and remove the 'Family Heirloom' and 'Fishwife' cards from the deck of black Castle Draw Cards.

Also or alternatively if there are only 2 or 3 players you may include additional Land Tiles & their card decks, again making for a longer game.

Instead of randomly selecting pets at the start, they can be chosen face up. This rule may be used to make for fairer starting positions or be used to handicap the game for more experienced players.

Appendix: Card & Land Descriptions

Land Tiles

Castle—Black

Cold, draughty and in bad repair. It's not much of a kingdom, but it's yours. The castle is surrounded by a small market town, that includes a bustling Marketplace.

This tile forms part of the Gameboard in every game played. It is the seat of the power and contains the Throne Room of Legitimant. Once they collect three Crown Jewels, players must return here to claim their birthright and win the game. Multiple players may occupy the Throne Room. The first to hold 3 Crown Jewels while there is the winner. The Marketplace is found here.

Fields—Brown

Home to a ramshackle peasant village and surrounding farmlands. The locals are a simple, superstitious but goodly folk who live off the land. This region is famed for it's many vegetable-based homeopathic remedies.

Forest—Blue

Dark and seldom visited, the forest is a strange and beautiful place filled with magical creatures of all types. It is rumored that elves once lived here. Hidden in the forest is the tower of the Great Wizard Prenderghast.

Players ending their turn in the tangle of Giant Spider webs in part of the forest (green spots) must forfeit their next turn.

Hills—Green

Somewhat cut-off from the human kingdom that surrounds them, a small tribe of Furfoots have burrows in these hills, near the shores of Lake Windymere. The Furfoots tend to avoid the larger hills on the far side of the lake, known to be treacherous and harboring giants.

Swamp—Yellow

The dank and murky waters of the Blasted Swamp are hard to navigate. Death and disease plague this part of the kingdom and it is rarely visited. A small castle and cluster of tiny huts mark the domain of the rarely seen Baroness Frogmilla.

Players forced to end their turn in the waters of the swamp (green spots) will become mired there and must miss their next turn.

Mountains—Red

Goblins and wolves roam freely about this cold and forbidding land. A small community of hardy alpine warrior shepherds eke out a living up here, in the shadow of the Icedeath Mountains.

Plains—Purple

No-one now knows who carved the famed 'Rampant Rabbit of Burpington' into the chalky downs; odds are it was something to do with the druids who favor this high, airy region for their mystical rites. The burial mounds of ancient kings dot the landscape, no doubt containing fabulous hordes of treasure for those foolish enough to risk angering the spirits that guard them. Above the plains lies the placid Lake Inferior, said to reflect the world of the gods in its glass-like surface.

Character Cards

Minstrel—Brown

Son of the local barmaid, raised in the local pub. Learned his craft from the traveling bards who would ply their trade there of an evening. Has a positive outlook on life and finds it hard to take anything very seriously. The Minstrel is nimble and quick, giving him +1 to his attack rolls, and +1 to his movement rolls. He starts at the Pub in the brown Fields Land Tile.

Young Wizard—Blue

Socially awkward and scruffy of appearance, he was apprenticed to the Great Wizard Prenderghast at a young age. He remembers little of his mother who was a bramble picker at the royal palace. The Great Wizard Prenderghast has not been seen since he set out last summer for an invigorating walking tour of the Icedeath Mountains.

The Young Wizard has taken his study of magic very seriously and gets +4 to his rolls for Magical Range. He starts at the Wizard's Tower on the blue Forest Land Tile.

Furfoot Princess—Green

At 3 foot 5 inches she is a little on the tall side for a Furfoot. Her mother, who died in childbirth, was one of the fairest and most lovely of all the Furfoot race. Sadly the Princess looks more like her father.

Furfoots are naturally magical and fleet of foot, so the Furfoot Princess gets +1 to her Move rolls and +2 to rolls for Magical Range. She starts at the Furfoot Burrows in the green Hills Land Tile.

Frog Prince—Yellow

How his mother, Baroness Frogmilla, ever seduced the old king remains a mystery. With his pallid green complexion and copious blotches and warts it is true to say that the Prince takes after his mother in looks at least.

Evolution in the Swamps of Legitimant naturally favors the long, springy-legged, web-footed type. The Frog Prince gets +2 to his Move rolls. He starts at the Swamp Castle on the yellow Swamp Land Tile.

Mountain Maid—Red

Like her mother, she is tall, muscular and quick to anger. Her tribe is matriarchal in nature and tends to regard men as being somewhat superfluous. Growing up in the alpine pastures of the Icedeath Mountains leaves little time for fun and games.

Fierceness and skill with a crook are what give the Mountain Maid +2 on her attack rolls. She starts at the Alpine Village on the red Mountains Land Tile.

Druidess—Purple

Like her mother before her, the Druidess is a devout follower of the fertility goddess and always ready to expound on the joys of naturism.

The Druidess' large, earthy thighs contain powerful muscles developed running naked across the plains on moonlit nights and she knows how to wield a sickle. This, along with her skill in the mystical arts, give her +1 to her Attack rolls and +2 to her rolls for Magical Range. She starts at the Standing Stones on the purple Plains Land Tile.

Pet Cards

Owl

The power of flight and innate wisdom impart +1 Move +2 Magic Range to this pet's master.

Fox

Cunning + sharp teeth = +1 Attack; +1 Move.

Hare

The way of the hare is to run, fast: +2 Move.

Raven

This black bird must have once belonged to a wizard as it imparts +2 to the Magic Range of it's owner, as well as being able to peck at an enemy's eyes for +1 Attack.

Black Cat

The most magical of all animals: +4 Magic.

Cow

You can ride her into battle: +2 Attack.

Pig

Gives a +1 move bonus and lets you carry one extra card for a total of 8 (including the Pig himself).

Giant Tortoise

Negates the attack modifier of your opponent's weakest Creature Card. Note: this does not include Pets, Magic Objects or Crown Jewels ONLY Creatures.

Crown Jewel Cards

Essential to the game, as the first player to carry any three Crown Jewel Cards to the Throne Room wins the game. Some also add powerful bonuses to your character's abilities. The rest only serve to reduce the number of useful items a character can carry.

Sword of Swinging

Watch where you wave that thing: +4 Attack.

Helm of Help

When you wear the Helm your opponent in battle must disregard the Attack modifier of their most powerful Creature Card. Note: this does not include Pets, Magic Objects or Crown Jewels ONLY Creatures.

Boots of Lightning

Zip around the countryside like Mercules himself with +4 Move. Snazzy logo too.

Chicken of Wisdom

This all-knowing bird will triple your Magic Range Modifier. Multiply the sum of your blue Magic Range Modifiers by 3, then roll as normal.

Crown, Scepter, Royal Ring, Majestic Breastplate, Golden Duck

No special properties.

Draw Cards

The printed card list does not label the decks of two cards, Run Away and Unicorn; they are shown after the Red Mountain entries and before the Purple Plains heading, as printed. Bifocal Glasses is printed twice, once under the Blue Forest Deck and once under the Red Mountain Deck, with different text; both are shown as printed.

Black Castle Deck

Book of Legends—Quest Card May be traded for a Crown Jewel Card at the Burial Mound on the Castle Land Tile.

Family Heirloom—Quest Card May be traded for a Crown Jewel Card on the holder's own Starting Space.

Fishwife—Quest Card May be traded for a Crown Jewel Card at the Starting Space of the player to the holder's right.

Dragon—Creature Card—Good +4 Attack. The dragon can also fly, if played as a Spell Card it will transport the owner or an opponent to any square on the board, but must then be placed on the Discard Pile. An Evil player may NOT use the Dragon as a spell.

Genie—Creature Card—Neutral The Genie gives +2 Attack, but also has the very powerful ability to grant the holder a Wish. The Wish essentially performs the actions of any other Spell Card but over unlimited range (e.g. steal a card, fly, etc.). This includes Spells from decks not being used in the current game. It can also be used to remove the Treasure Chest and the Wooden Leg, but not the Potato of Doom. Anyone with the Potato of Doom played upon them cannot use the Genie's magic. The Genie's wish can be countered by the Royal Codpiece or Herbal Tea Cards. Once the Wish is granted, the Genie is placed on the Discard Pile.

Wicked Uncle—Creature Card—Evil This guy claims to be a long-lost uncle of yours. He's cunning and certainly knows his way about, making him a bit of a bad influence to have around. +2 Attack, +2 Move

Herbal Tea—Magic Spell May be played out of turn to block the effect of any spell cast at you, or played on your turn to remove any one unwanted card that has been placed on you, e.g. Love Philter. Also works on ALL Cursed Objects (Potato of Doom, Wooden Leg, &Treasure Chest) and the Genie.

Magpie—Magic Spell Summon up this crafty bird to pinch a card from another player. The stolen card must be a card that has been played down.

Brown Fields Deck

Goddess of Dreams—Quest Card May be traded for a Crown Jewel Card at the Ruined Tower in the fields.

Catnip—Magic Spell Coveting thy neighbor's ass? Use this potent combination of herbs to lure away an opponent's pet and give them yours in return.

Cyclops—Creature Card—Evil Strong but stupid. +3 Attack, -2 Magic Range, +1 Move.

Fairy—Creature Card—Neutral +1 Attack, +2 Magic Range. May also be used as a spell to steal a Crown Jewel card from an opponent and then discarded. You may include the Fairy's own Magic Range Bonus when casting as a spell.

Potato of Doom—Cursed Object Whoever has the Potato placed down in front of them cannot use or be affected by Magic Spells, other than those intended to remove it (e.g. Herbal Tea, White Hart). It blocks the Genie and Grim Reaper unless they are specifically being used to remove (not steal) it. Whoever draws it may discard it, or hold it in their hand and cast it onto another player. The Royal Codpiece can be used to deflect the Potato back on its caster, but only if presented at the time it is cast. The Potato may also be removed by exchanging it in the Marketplace. It may be stolen by another player following an attack. The holder of the Potato cannot use the Dragon or Pegasus to fly, but they CAN use the Headless Horseman or the Centaur. Magic or Cursed Objects (e.g. Fungal Footbalm, Wooden Leg) or Crown Jewels (e.g. Helm of Help) are not affected, only Magic Spells. You may cast the Potato on yourself.

Fungal Foot Balm—Magic Object Made from real fungus: +3 Move.

Blue Forest Deck

Woodland Creatures—Quest Card May be traded for a Crown Jewel Card at Nimrond's Seat in the Forest.

Tree Spirit—Creature Card—Neutral Mighty and magical, old Twigears is a powerful ally (despite the fact that a family of cuckoos have made a nest in his head). +2 Attack, +2 Magic Range, +1 Move.

Flying Carpet—Magic Spell Never mind the moths, this old rug can whisk the holder or an opponent to any spot on the board, but must then be discarded.

Bifocal Glasses—Magic Object These glasses are all that now remain of The Great Wizard Prenderghast. They double the Magic Range Modifier of whoever wears them. Multiply the sum of your blue Magic Range Modifiers by 2, then roll as normal.

Imp—Creature Card—Evil This repulsive little fellow can be of great assistance to anyone who would dabble in the dark arts. +1 Attack, +1 Move, +2 Magic Range. Can be used as a spell card to steal any Magic Object card (i.e. Bifocal Glasses, Fungal Footbalm, Book of Tactics) from another player. Must then be discarded. You may include the Imp's own Magic Range Bonus when casting as a spell.

All-Seeing Eye—Magic Spell This rather creepy orb lets you take a peek at the cards in ONE other player's hand, and then steal one. Since the card taken MUST be one from an opponent's hand (not the cards played down in front of them), the caster will never be able to steal a Crown Jewel card using this spell.

Green Hills Deck

Strange Old Man—Quest Card May be traded for a Crown Jewel Card at the Hermit's Cave in the Hills.

Giantess—Creature Card—Neutral Love her or fear her, she takes quite some pounding. +3 Attack, +3 Move

The Royal Codpiece—Magic Spell Believed to have once belonged to the old king. Presenting the Royal Codpiece will cause any spell to rebound onto its caster. Unfortunately, like its former owner, the Codpiece has a way of getting around and must be placed on the Discard Pile once used. Probably for the best—who wants a used Codpiece after all? It will not work on any Object or Spell that has already been placed on a player, only one that is cast after the player picks up the codpiece. The Codpiece DOES work on ALL Cursed Objects and the Genie, if presented at the time they are cast. The holder may choose whether to wear it openly (i.e. played down as a deterrent) or not (i.e. held in the hand as a secret weapon).

Deserter—Magic Spell When played, this card causes one of your opponent's creatures to desert to your hand. The caster may choose which creature, but it must be one that is face up and in play. The stolen card may either go to the caster's hand, be played down immediately or discarded. Does not affect pets.

Treasure Chest—Cursed Object This is really a very unhelpful card, giving -1 Move. Whoever draws it may discard it, or hold it in their hand and cast it onto another player. Uniquely, a Good character may cast the Treasure Chest onto another Good player without turning Evil (after all, what's evil about giving someone treasure?). Like all Cursed Objects, The Treasure Chest may be dispelled by The Herbal Tea, the White Hart or the Genie and removed from the game entirely by the Grim Reaper. The Royal Codpiece can be used to deflect it back on its caster, if presented at the time it is cast. It may also be removed by trading it at the Marketplace. Note: it is possible that with this negative movement modifier a player may not be able to move at all on their turn.

White Hart—Creature Card—Good +1 Attack. May be used as a Spell card to dispel ANY Cursed Object, then discarded.

Yellow Swamp Deck

Wizened Hag—Quest Card May be traded for a Crown Jewel Card at the Black Lagoon in the Swamp.

Ogre—Creature Card—Neutral Apparently, Ogres live in swamps. +3 Attack.

Centaur—Creature Card—Good +2 Attack Strength, +2 Magic Range. The centaur also carries a bow and arrow that allow the holder to attack opponents up to 7 spaces away. Does not need to be discarded after use.

Grim Reaper—Magic Spell Causes the victim to lose ANY card of the caster's choice, other than their Character Card. This includes a Pet, Quest, Crown Jewel or ANY Cursed Object. May be cast on self, or on an opponent, but to euthanize your own good creature or pet would be considered an act of Evil. Once used, the Grim Reaper card itself is also removed from the game entirely.

Pox—Magic Spell Forces a player to reduce the total number of cards in their hand and in play to 5 (or as close to 5 as possible since The Pox will not affect Crown Jewel, Quest, Character or Pet Cards, or Cursed Objects).

Love Philter—Magic Spell Causes the victim to fall in love with any player of the caster's choice. The victim must follow the object of their affection around the board until they land on an adjacent space and 'kiss' their amour. In return they may well receive a punch in the face. Lovestruck victims must move the maximum amount they are able, along the shortest route toward their intended, even if this means ending their turn in a swamp or spiderweb and missing their next turn. They may not stop on Black Spots unless their move happens to end on one, in which case they may draw a card. The spell may be broken in the usual way (e.g. Herbal Tea) at any time, by the victim or by another player. The victim can defend from attacks by other players, and may still cast spells. If the victim happens to end their turn adjacent to another player they may attack that player. In a 2 player game, the victim must always pursue the caster. On arriving next to the object of their affection the spell is broken and they may choose to immediately attack. When cast, the Love Philter Card may be placed down in front of the player who is affected by it as a reminder that they are under its influence. It does NOT count towards their Maximum number of allowed cards.

Red Mountain Deck

Ancient Map—Quest Card May be traded for a Crown Jewel Card at the Lost Valley in the mountains.

Goblin—Creature Card—Evil A nasty piece of work, the goblin will steal an extra card from his victim if on the winning side of an attack. +1 Attack.

Bifocal Glasses—Magic Object These glasses are all that now remain of The Great Wizard Prenderghast. +4 Magic Range.

General Disorder's Book of Tactics—Magic Object Legitimant's greatest war-leader finally met his doom at the hands of an alpine warrior shepherdess. This card allows the player who has it down in front of them to carry one extra card, so long as one of them is a creature card, played down in front of that player.

Wolf—Creature Card—Neutral +1 Attack, +2 Move. If both the wolf and the goblin are combined in a player's hand the goblin will ride the wolf for double the trouble; the two will have combined Attack of +4.

Wooden Leg—Cursed Object Having a wooden leg does not do much for one's ability in Combat. -1 Attack. Whoever draws this drunken old pirate may discard him, or hold him in their hand and cast him onto another player.

Run Away—Magic Spell This page torn from the legendary but long lost writings of General Disorder, Legitimant's greatest warlord, reveals the greatest secret to his military success. When attacked the caster may play this card to escape to any other spot on the board. The card is then returned to the Discard Pile.

Unicorn—Creature Card—Good The ultimate symbol of goodness is also a useful ally. +2 Attack, +2 Magic Range, +1 Move.

Purple Plains Deck

Singing Stones—Quest Card May be traded for a Crown Jewel Card at the Barrows on the Plains.

Pegasus—Creature Card—Good Most at home up on the airy plains, this equine airplane will whisk the owner or an opponent to any spot on the board, after which it must be discarded. It can be called on from the hand or first be played down where it lends +1 to your Attack. An Evil player may NOT use Pegasus as a spell.

Divine Inspiration—Magic Spell This spell must be cast on an evil player, instantly turning them good—at least for as long as it takes for all their evil creature cohorts to desert them. Caster may cast it upon self.

Headless Horseman—+1 Move +1 Attack The Horseman has a seemingly limitless supply of pumpkin-like heads to hurl at his enemies. Allows the holder to attack opponents up to 7 spaces away. Does not need to be discarded after use.

Call of Nature—Magic Spell Nothing can stand against the power of nature. One victim is forced to miss a turn and the caster immediately takes an extra turn. When cast, the Call of Nature Card may be placed down in front of the player who is affected by it as a reminder that they are under its influence. It does NOT count towards their maximum number of allowed cards. Once they have missed their turn, the Spell Card is discarded.