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Tainted Grail: The Fall of Avalon – War Runes thumbnail

Tainted Grail: The Fall of Avalon – War Runes

Expansion for Tainted Grail: The Fall of Avalon

Tainted Grail: The Fall of Avalon – War Runes Rulebook

Table of Contents

Table of Contents

  • War Runes
    • Runestones
  • Effects (card back)

War Runes

War Runes are a set of 3 Runestones with various symbols on their sides. You may choose to cast the War Runes at the start of your Activation, before playing any cards. The result will alter the Encounter - sometimes for better, sometimes for worse.

You always have to throw all 3 Runestones, and you can do this only once per Activation. Once the runes are cast, spend them to trigger the effects described on the backside of this card.

You HAVE to spend all the runes - even if some results may not be to your liking.

Runestones

The card shows three Runestones. Each Runestone has one symbol on each of its two sides, shown as a pair on the card.

RunestoneSide ASide B
1DiamondStar
2HookLattice
3LatticeStar

Effects (card back)

You choose the order and combinations in which the runes are spent.

You may pick the same effect twice.

All results are instant, unless marked otherwise.

Runes spentEffect
Diamond, Hook, LatticeYou may add a card from your hand to the Sequence as if it had [lightning card icon] bonus connected. All bonus Keys on this card count as connected.
Diamond, Lattice, LatticeGain 1 Magic.
Hook, LatticeDraw 1 card.
Lattice, Lattice[skull icon] Ignore 1 [claw icon].
Star1 [claw icon] and [red card icon].
Star, Star2 [claw icon].
Diamond[red die icon] OR [down arrow icon].
HookImmediately go to [skull icon] step.
LatticeImmediately go to [skull icon] step.