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The Witcher: Path of Destiny

The Witcher: Path of Destiny Rulebook

Table of Contents

Table of Contents

  • Game Description
  • Component List
    • Solo Mode Components
    • The Edge of the World Tale Components
    • Striga Tale Components
    • The Lesser Evil Tale Components
  • Components Details
    • Symbols
    • Tale Cards
    • Player Board
    • Action Card
  • Game Setup
    • 1. Place the Playmat on the Table
    • 2. Choose a Tale
    • 3. Place the Cards
    • 4. Extra Experience Token
    • 5. Symbol Tokens
    • 6. Choose a Character
    • 7. Tale Setup
  • General Rules and Terms
    • Gameplay
    • Gaining Victory Points
    • Gaining Experience Points
    • Using Character Abilities
  • Turn Structure
    • 1. Drafting Cards
    • 2. Playing Cards
    • 3. Placing the Destiny Token
  • The End of the Chapter
    • Gain Victory Points and Experience Points
    • Gain Path Tokens
    • Clean Up Timelines and Keep Cards for the Next Chapter
    • Continue to the Following Tale Card
    • Prepare the Next Chapter
  • The End of the Game
    • Final Scoring
    • Determining the Winner of the Game
    • The Final Act in the Story
  • Solo Game
    • Setup
    • Gameplay Changes
    • Automa's Special Abilities
    • Drafting Cards
    • Placing the Destiny Token
    • Gaining Experience and Victory Points
  • Game Structure Summary
  • Glossary
  • Tales Special Rules
    • The Edge of the World
    • Striga
    • The Lesser Evil
  • Action Cards Effects

Game Description

The Witcher: Path of Destiny is a competitive 1-5 player tableau building card game where each of you becomes one of the characters taking part in the most iconic tales from The Witcher universe. But, depending on the actions players make during the game, the story will take sometimes surprising turns and will conclude differently to the original canon.

In The Witcher: Path of Destiny you are members of one team, but players compete to write their name in the story set before them. The player that has affected the story most is the winner – that character will be remembered as the main hero of the tale.

Choose a tale and see where destiny leads you.

Component List

  • 68 Action cards
  • 3 Tale Aid cards
  • 3 Destiny tokens
  • 1 Extra Experience token
  • 2 Path tokens
  • Symbol tokens: 40 Fight tokens, 40 Magic tokens, 40 Exploration tokens, 40 Diplomacy tokens, 30 Lost Symbol tokens
  • 1 Playmat

5 sets of Player components (Geralt, Yennefer, Dandelion, Ciri, Vesemir) – each containing:

  • 1 Side Quest card
  • 1 Player board
  • 5 starting Action cards
  • 1 standee
  • 4 Ability tokens
  • 5 Player tokens - one is used as a Victory Point marker
  • 1 regular Experience marker
  • 1 golden Experience marker

Solo Mode Components

  • 2 Solo Mode cards
  • 5 Solo Mode Automa boards
  • 1 Solo Mode Destiny token

The Edge of the World Tale Components

  • 23 Tale cards
  • 12 Extra Effort cards

Striga Tale Components

  • 23 Tale cards
  • 12 Secret Objective cards
  • 6 Solo Mode Objective cards
  • 4 Requirement cards
  • 2 Special Symbol tokens

The Lesser Evil Tale Components

  • 23 Tale cards
  • 32 Alliance cards
  • 3 Alliance tokens

Components Details

Symbols

There are four Symbols in the game. They represent effects of players' actions. Players gather Symbols in several ways, most often by playing Action cards with Symbols on them to their tableaus.

The four Symbols are: Magic, Diplomacy, Exploration, Fight.

Symbol tokens are used to show Symbols that a player has gained as a result of any card effects, Abilities, or Tale special rules. Whether the Symbol is on an Action card or on a Symbol token, it counts for all its effects.

Some effects require the Player to lose a Symbol. The Player may either discard the Symbol token from their token pool, or use the Lost Symbol token to cover a matching Symbol on any of their Action cards in their Timeline - a tableau of cards (more on Turn Structure, below).

Tale Cards

Each Tale consists of a set of Tale cards. Players will go through some (not all) of those cards each time they play a given Tale.

Tale cards provide Players with a thematic introduction, organize the 3 Game Chapters (rounds), and contain different thematic endings. Tale cards are numbered and must not be shuffled. They should always be kept in order, corresponding to the number in the bottom corner of the card.

Symbols on Tale Cards. In each Chapter (round), Players will gather Symbols of 4 types. The Tale cards will show which Symbols are Active during a particular Chapter.

Active Symbols – indicated on the Tale cards are two out of four symbols that Players can gather during the game. After each Chapter, one (the Dominating one) awards Victory Points and the other (Non-Dominating) - Experience Points. Non-Active symbols will not award any Victory or Experience Points.

Active Symbols are assigned the icons of arrows, one pointing to the left and the other pointing to the right.

The bottom part of the Tale card shows the Symbols that will be active during the next Chapter. This helps Players to prepare for the upcoming Chapter.

Player Board

Each Player board contains the character's artwork & name, Abilities, and Experience Points track.

After reaching a certain point on the track, the corresponding Ability is unlocked and the Player may use it once per game (see Using Character Abilities, below).

Each character also has a special Side Quest Card (awarding end-game Victory Points, see The End of the Game, below) that should be slid under the Player board.

Side Quests remain visible during the game, and Players may inspect them freely.

Action Card

Each Action card shows: its color/banner, Symbols, artwork, and an Effect (with a condition and a result).

Treat multicolor cards as having all the banners' colors simultaneously. For all purposes, unless otherwise stated, the multicolor card always has all its colors.

Game Setup

1. Place the Playmat on the Table

The Playmat organizes the main play area; each Player should have space for their Player board as well as their Timeline - a tableau of Action cards played in one Chapter. Also ensure there is enough space for components specific to a particular Tale.

2. Choose a Tale

You can choose any of the three Tales available in the base game. Each Tale has a difficulty level marked in their section in this rulebook. The difficulty level points to the complexity of the special rules in a particular Tale — the easiest tale requires no special rules; the most complex adds the most special rules.

If you want a smooth introduction for your first game, or when you teach it to new Players – we advise you to choose "The Edge of the World" Tale, but ignore the setup and rules for the Extra Effort cards and Side Quests.

2a. Place the deck of Tale cards in the designated place on the Playmat. Place them with the cover face-up, like a book you are about to read.

2b. Place the Destiny tokens and Path tokens next to the Tale cards. Place the Destiny token III on the bottom, then the token II and then, the token I on top.

2c. The Tale also specifies the initial Player order on the Initiative track. Players will place their standees after choosing the Characters, with the Character highest on the Initiative being closer to the Tale cards.

3. Place the Cards

Shuffle the Main deck with Action cards and place it face-down on the designated spot on the Playmat. Then draw and place face-up a pair of cards from the top of the Deck on each of the designated spots (rows) on the Playmat, preparing a Pool of available Action cards' pairs.

  • For 1, 2, and 3 Players – there are 4 spots available.
  • For 4 and 5 Players – there are 5 spots available.

4. Extra Experience Token

Place the Extra Experience token next to the bottom available spot on the Playmat.

  • For 1, 2, and 3 Players – on the fourth spot.
  • For 4 and 5 Players – on the fifth spot.

5. Symbol Tokens

Place Symbol tokens on the table.

6. Choose a Character

  1. The Player who most recently read any "The Witcher" book chooses their Character first. Then, Players go in a clockwise order.
  2. Shuffle all the Player boards face down. Deal 2 to the first Player, who then looks at them and keeps one, returning the other to the available pool.
  3. Then the next Player repeats the process, and so on. In a 5-Player game, the last Player will receive the last remaining Character.
  4. All Players get the corresponding Player Components, listed below.

Player Components. After choosing their characters the Players set up their Character components:

  1. Experience markers. The Regular Experience marker is placed on the 0 spot of the Experience Points track on the Player board. The Golden Experience marker is placed on the spot indicated on the right of the Track.
  2. Ability tokens. 1 is placed on the first Ability from the left, active side up (the side with an icon), which indicates the Ability is available from the beginning of the game. The remaining 3 are placed next to the Player board.
  3. Character standee. Used on the Initiative track, it is placed according to the Initiative shown at the beginning of the corresponding Tale's section in the rulebook.
  4. 4 Player tokens. Use 1 as your Victory Point marker and place it on 0 of the Victory Point track. The remaining ones have no further use, unless a special rule says otherwise.
  5. 5 starting Action cards. They form your starting hand.
  6. Side Quest card. The Side Quest card is tucked under the side of the Player board face-up.

7. Tale Setup

Finish the Tale setup according to the rules described in the section dedicated to the selected Tale.

General Rules and Terms

Gameplay

The gameplay revolves around Tale cards that lead the gameplay through 3 Chapters, each of them divided into 3 Turns.

At the end of the Chapter, one of the Active Symbols will become the Dominating Symbol (played by the majority of Players), which earns you Victory Points and affects the story and its special rules. The other Active Symbol will become the Non-Dominating Symbol, which earns you Experience Points that help you unlock your special, unique Abilities, and award Victory Points at the end of the game.

The game begins with turning over the first card in the Tale card deck. It contains the introduction. You will turn these cards, read the story, apply special gameplay effects, and end with one of different epilogues.

In each Chapter you collect Symbols on Action cards you play and tokens you gain. There are always two Active Symbols that you aim to gather – each one corresponds to either the light arrow pointing left, or the dark one pointing right.

After reading the introductory cards, you may also need to read special rules for that Tale in the rulebook. Once you finish that, turn over the next (or specified) card, as you would turn over a page in a book.

Some Tales may reference their specific rules. In this case follow instructions in the Tale's rules, and on its Player Aid card.

The two remaining Symbols are called Non-Active Symbols. Even though these do not bring any direct benefits, they can still be used by cards' effects or Player Abilities.

Gaining Victory Points

Whenever a Player gains any Victory Points, they move their token on the Victory Point track.

Gaining Experience Points

Whenever the Player gains any Experience Points, the Player moves their marker on the Experience Points track.

After the Player reaches or moves over a new Ability spot, they place the Ability token on it with the active side up (the side with an icon). The Ability is now available for the Player to use.

When the Player reaches the 20 Experience spot, they get a Golden Experience marker and place it on the 0 spot of the Experience track.

Any additional Experience they gain for the remainder of the game is tracked by the Golden marker. It does not affect the Abilities in any way, but grants the Player additional Victory Points at the end of the game.

When the Player reaches the 20 Experience spot again, they do not move the Golden Experience marker anymore and cannot get any more Experience Points.

Using Character Abilities

The Player begins the game with one Ability (first from the left) available to them.

Each Ability can only be used once per game and the Ability description indicates when it can be used.

After using the Ability, the Player turns the Ability marker to the non-active side to show that it has already been used.

If two or more Players want to use their abilities at the same time, they should be able to do that simultaneously. If there is a need to resolve them in a particular order, follow the initiative order on the Initiative track.

Turn Structure

Each Chapter (game round) is divided into 3 Turns, and each Turn is divided into 3 Steps:

  1. Drafting cards
  2. Playing cards
  3. Placing the Destiny token

Some Tales may slightly modify the above structure. Details on such modifications are explained in the particular Tale's rules.

At the end of a Chapter, and before the next one, there are Tale cards to be read. Follow the instructions in them carefully.

1. Drafting Cards

Following the Initiative order (top to bottom), Players take their turns Drafting cards from the available pool.

  • If this is not your first Turn in the game, discard the topmost pair of Action cards onto the face-up Discard pile next to the Main deck.
  • Then, move all the remaining pairs of cards (if any) up, filling the topmost spots, and reveal new Action cards to refill the available spots in the Pool.
  • The Player on the topmost Initiative spot moves their Standee to any available space and takes two corresponding Action Cards to their hand. Then the next Player chooses their cards, and so on.

If at any time the deck runs out, shuffle the entire discard pile and form a new Main deck.

All other spots can be chosen only by one Player each. Those spots have 2 face-up cards assigned to them. The topmost spot can be chosen by multiple Players, and each subsequent Player places their standee below the others already present in that space. After placing their standee here, the Player draws 2 cards from the top of the Main deck.

The bottom spot also has a bonus – after the Player places their standee there, they immediately get one Experience Point (some Tales affect this rule).

After all Players have drafted their cards, move their standees back to the Initiative track, keeping their new order. Then go to the Playing cards Step.

2. Playing Cards

Each Player chooses 2 Action cards from their hand to play. Once the Player has chosen their cards, they hold them face-down, keeping their order, and waits for the other Players.

Once all Players have chosen their cards, they reveal them simultaneously and add them to their Timeline, resolving any effects.

Most cards show Symbols on the top left part of the card. These Symbols may match the Active Symbols on the Tale card or they may be Non-Active Symbols. The Symbols may also be gathered as Symbol tokens through various effects.

Many of the Action cards have an effect (effects are described in detail in the Action Cards Effects section below).

  • Effects of the two cards just added to the Timeline are resolved one by one, starting from the card on the left.
  • If the Player gains any Symbols, they place the corresponding token on the left side of their Timeline, thus creating their own Token pool.
  • If the Player has to lose a Symbol, they may either choose to discard a Symbol token, or they use the Lost Symbol token to cover the proper Symbol on any card in their Timeline.
  • Effects on played cards affect the Symbols in the Token pool, all the cards played earlier in the Timeline, as well as the card they are on. For example, if an effect refers to the Non-Active Symbol, and it so happens that the proper Symbol is present on this card, the Player may use it.
  • If the Player is able to resolve the effect of the card, they must do so to the maximum extent possible.

Most effects are single use, but the result of the 1-3 multiple effect, depends on the level the condition is met (up to 3 times). Summary of icons can be found at the end of the rulebook.

After all Players have resolved the effects of the cards played, go to Step 3.

3. Placing the Destiny Token

Based on the Symbols collected by all Players, the Destiny token with the current Turn number is assigned to one of the Active Symbols. Players will select the Left or Right Path to follow.

  • Each Player counts the number of Active Symbols they have on the Action cards in their Timeline and in their Token pool, and announces which of the Symbols they have more of.
  • If the Player has the same amount of both Active Symbols, they announce a tie.
  • The Destiny token is placed on the Tale card corresponding to the Symbol the majority of Players have. If there is a tie among Players, do not place the Destiny token this Turn. Put it aside until the next Chapter begins.

Active Symbols matching the left Tale card will be referred to as the Left Path Symbol, matching the right Tale cards – the Right Path Symbol.

Example 1. Player 1 had 3 Left Path Symbols and 0 Right Path Symbols, which means a Left Path majority. Player 2 had 1 Left Path Symbol and 2 Right Path Symbols, which means a Right Path majority. Player 3 had 1 Left Path Symbol and 2 Right Path Symbols, which means a Right Path majority. Player 1 had a majority of Left, Player 2 and 3 had a majority of Right. Since two Players had a majority of Right, place the Destiny token on the Right Path.

Example 2. Player 1: 2 Left, 3 Right. Player 2: 2 Left, 1 Right. Player 3: 4 Left, 1 Right. Player 4: 0 Left, 5 Right. Players 1 and 4 had a majority of Right, Players 2 and 3 had a majority of Left. Place the Destiny token on the side with a tie among Players (do not place it this Turn).

Example 3. Player 1: 4 Left, 5 Right. Player 2: 4 Left, 4 Right (a tie). Player 3: 6 Left, 2 Right. Players 1 and 3 chose different Symbols, and Player 2 has a tie between theirs. Place the Destiny token aside (there is a tie among Players).

2-Player Exception. In a 2-Player game, only when placing the Destiny token, treat all the Action Cards still left on the Playmat as a 3rd Player. Count all the Symbols on the cards (not using any effects) and then determine where to place the Destiny token.

Example: Player 1: 1 Left, 2 Right. Player 2: 3 Left, 0 Right. Symbols on the available face-up cards: 0 Left, 1 Right. Place the Destiny token on the Right Path.

The End of the Chapter

After the third Turn, the Chapter ends.

Gain Victory Points and Experience Points

The Dominating Symbol is determined: the Symbol that has more Destiny tokens is Dominating. The other Symbol is Non-Dominating.

If both Symbols have an equal number of Destiny tokens, the Symbol with the higher-numbered Destiny token is Dominating.

On the rare occasion that no Destiny tokens were placed during the Chapter (all three Turns ended with a tie between Players), the topmost Player on the Initiative Track chooses the Dominating Symbol. It does not need to be the Symbol they have the most of.

Each Player gets 1 Victory Point for each Dominating Symbol they have - in their Timeline visible on cards, and in their Token pool.

Each Player gets 1 Experience Point for each Non-Dominating Symbol they have.

Example: Diplomacy is the Dominating Symbol, Fight is the Non-Dominating Symbol. A Player gathered 3 Fight and 4 Diplomacy. They gain 4 Victory Points and 3 Experience Points.

Gain Path Tokens

The Player with the highest number of Symbols corresponding to the left Tale card receives the Left Path token. Resolve a tie according to the Initiative track. Do the same for the Right Path token.

These tokens provide Players with bonuses, described on the Tale cards.

Clean Up Timelines and Keep Cards for the Next Chapter

Players discard all tokens (Symbols and Lost Symbols) from their pools.

Players perform the following step simultaneously and reveal the chosen card(s) at the same time.

  • After the 1st Chapter, each Player chooses any 1 Action card from their Timeline to keep and discards all the remaining ones. The chosen card is placed as the first card played for the next Chapter.
  • After the 2nd Chapter, each Player chooses any 2 Action cards from their Timeline to keep and discards all the remaining ones. They don't need to keep the card chosen after the 1st Chapter. The chosen cards are placed in a freely chosen order as the first cards played for the next Chapter.

If any of the kept cards has an effect that can be applied, it is resolved immediately.

Continue to the Following Tale Card

Put all Destiny tokens aside. The bottom of the Tale card with the Dominating Symbol points the Players to the next Tale card that has to be read.

Players flip through the Tale until the appropriate card is revealed.

Different Paths have a varying story and special gameplay effects.

Read the Tale cards, apply all the effects (Players discard the Left and Right Path tokens after any bonuses are awarded). Stop reading when the Tale card asks you to prepare the next Chapter.

Prepare the Next Chapter

Unless the Players reached the end of the Tale, a new Chapter begins. Read the Tale cards which describe what happens next in the Tale and which Symbols are Active. You may start the first Turn of the next Chapter.

The End of the Game

After the 3rd Chapter, Players do not discard any cards from their hands and Timelines, or Symbols from their Token pool, until they reach the epilogue of the Tale.

Players read the Tale card that describes:

  • final scoring
  • determining the winner of the game
  • the final act in the story

Final Scoring

  1. After the 3rd Chapter, Players gain Victory Points, Experience Points, and Left/Right Path Tokens normally, depending on the amount of Active symbols gathered (1 Victory Point for each Dominating Symbol, 1 Experience Point for each Non-Dominating Symbol).
  2. Players score Victory Points for Side Quests. Each Player shows cards in their hand and compares them to the condition on their Side Quest.
  3. Players score Victory Points according to the last spot reached by their Golden Experience marker on the Experience Points track. If the Player has not gained at least 20 Experience Points, they get no Victory Points (see Gaining Experience Points, above). In the following example, the Player gains 8 Victory Points.
  4. Some Tales have their own, special Victory Points scoring condition.

Determining the Winner of the Game

After awarding Victory Points, the Player with the most Victory Points is declared the winner.

If there is a tie, the Player higher on the Initiative track wins.

The Final Act in the Story

Read the Tale cards until you reach the Epilogue. The winner of the game will be remembered as the main hero of the story. To change the path of destiny, play again and see what new ending you reach and who the hero will be!

Solo Game

All three Tales allow the Player to challenge themselves in a Solo Mode against a virtual opponent called Automa.

Set up the game as you would for a regular 2-player game, with the changes described below and on the Tale specific Solo Rules cards.

Setup

Set up Player Components for 1 Player according to the regular rules. Replace the second Player board with an Automa board of any of the remaining characters. Take 1 Solo Mode Destiny token and place it nearby. Place Automa's Experience markers and the matching Victory Point token according to the standard rules. Follow the Tale Initiative order when placing standees on the Initiative track. Put the rest of Automa's Character's components back in the box.

Difficulty Level. Choose a difficulty level and place the Regular Experience marker on the indicated spot on Automa's Experience Points track.

DifficultyStarting Experience
Just the Story0
Normal2
Story and Swords4
Blood and Broken Bones6
Death March!8

Gameplay Changes

At the start of each Chapter, Automa gains Symbols:

  • Flip the Solo Mode token in the air a number of times, corresponding to the Chapter's number. Automa gains the corresponding Symbols.
  • Each Automa board shows 2 Symbols (the Character's areas of expertise). Automa gains 1 Symbol token for each of these, matching any Active Symbol.

Automa's Special Abilities

Automa has 2 Special Abilities. They are not one-time use, and activate whenever the condition is met.

The first Special Ability is active from the beginning of the game and describes how Automa gains Experience Points.

After Automa reaches the 8th Experience Point, put its Regular Experience marker on a corresponding spot above the second Special Ability to make it available (exception: the Death March! difficulty level makes it available from the beginning). Place the Golden Experience marker on the 0 spot.

Drafting Cards

When Automa drafts cards from the pool, it selects the pair of cards with the biggest number of Active Symbols (ignoring card effects).

In case of a tie, Automa drafts the pair of cards higher in the available Action Cards pairs pool.

If there is no pair of cards with at least 1 Active Symbol available, Automa draws 2 cards from the Main deck.

Automa immediately plays the drafted cards to their Timeline. Automa ignores all effects on Action cards.

Example 1. There are two pairs with the most (2) Active Symbols. Automa selects the pair of cards with the most (2) Active Symbols — the topmost pair when tied.

Example 2. There are two pairs with the most (1) Active Symbols. Automa selects the topmost pair.

Placing the Destiny Token

After the Player plays their cards, flip the Solo Mode Destiny token in the air. The result shows which Active Symbol is added to Automa's Token Pool.

The Destiny Token for the Turn is assigned to the Active Symbol Automa has the most of.

If there's a tie between Automa's Active Symbols, place the Destiny token aside.

Gaining Experience and Victory Points

At the end of each Chapter, Experience and Victory Points are awarded according to standard rules (both to the Player and Automa).

Automa doesn't receive Path tokens.

Game Structure Summary

Game Setup

  • Choose a Tale
  • Choose Characters

1st Chapter

  • Read the Tale cards
  • Play 3 Turns:
    • Drafting cards: refill the spots; choose cards in the Initiative order; move Characters back to the Initiative track
    • Playing cards: choose 2 cards in hand; reveal and play them on your Timeline; resolve cards' effects
    • Placing the Destiny token: determine the most frequent Active Symbol for each Player; determine the majority of Players with one of the Active Symbols; place the Destiny token
  • The End of the Chapter: determine the Dominating Symbol; gain Victory Points and Experience Points; give Left and Right Path tokens; clean up Timelines
  • Read the Tale cards: award bonuses for Left and Right Path tokens

2nd and 3rd Chapter — repeat the above.

The End of the Game

  • Score Side Quests, Experience Points
  • Score Tale-specific conditions
  • Determine the winner
  • Read the Epilogue

Glossary

  • Abilities
  • Action cards — discarding, drafting, multicolor cards, playing
  • Experience Points — unlocking an Ability, gaining, scoring
  • Initiative — order, starting
  • Path, Path token
  • Scoring
  • Side Quest
  • Symbols — Active, Non-Active; Dominating, Non-Dominating; gaining; losing Symbols; Symbol tokens
  • Tale cards
  • Timeline

Tales Special Rules

The Edge of the World

Starting Initiative Order: Letho, Triss, Ciri, Yennefer, Geralt, Regis, Dijkstra, Yarpen, Dandelion, Vesemir.

The Initiative Order lists always include all released Characters. This Core Game includes Geralt, Yennefer, Dandelion, Ciri, and Vesemir.

Your First Play! This Tale can be played with no special rules added. That is the best way to learn and introduce new Players to the game. To do so, simply ignore the Extra Effort rules described below.

Contents: 12 Extra Effort cards (4 for each of the 3 Chapters); 23 Tale cards.

Setup. Place 1 random Extra Effort card for each Chapter face-up next to the playmat.

Playing Cards. Extra Effort cards show a condition Players may fulfill after the Playing Cards Step. After Playing cards, Players receive a bonus if colors of the Action cards in their Timeline allow them to create a sequence indicated on the Extra Effort card for the current Chapter, but only if at least 1 of their cards played this Turn is a part of the sequence.

Multicolor cards are considered as one card of any of their color.

Note that a card can be used to complete one sequence and to start another one in the next turn.

The End of the Chapter. At the end of the Chapter, flip the Extra Effort card for the current Chapter face-down.

Striga

Starting Initiative Order: Letho, Geralt, Vesemir, Ciri, Regis, Yarpen, Triss, Yennefer, Dandelion, Dijkstra.

Tale note: Striga story is called "The Witcher" in the book.

Contents: 12 Secret Objective cards; 6 Solo Mode Secret Objective cards; 23 Tale cards; 4 Requirement cards; 2 Special Symbol tokens.

Secret Objectives contain information about the additional Victory Points scoring at the end of the game. Depending on the 3rd Chapter's Dominating Symbol, 2 out of 4 Secret Objective cards will be revealed. Players will be able to peek at some of the Secret Objective Cards during the game to gain an advantage.

The Secret Objective and Requirement cards are each tied to specific Dominating Symbol outcomes: one card is resolved if the Fight Symbol is Dominating after the end of the 3rd Chapter; one is resolved if the Magic Symbol is Dominating; one is resolved if the Fight, Diplomacy, or Exploration Symbol is Dominating; and one is resolved if the Magic, Diplomacy, or Exploration Symbol is Dominating.

Setup. Randomly choose one Secret Objective card of each type and place the 4 cards on the table face down. Place one random Requirement card next to each Secret Objective card.

Playing Cards. After the Playing Cards Step, if a Player meets a requirement of any Requirement card (has anywhere in their Timeline 3 cards in a given color), they can peek at the corresponding Secret Objective card. If more than one Player meets the requirement they all can look at the card.

The Player gains 1 Experience Point and also places their Player token on the left side of the Requirement card to show that from now on they can look at the Secret Objective card at any point during the game.

From now on, the requirement is 4 cards in a given color and any Player places their tokens on the right side of the Requirement card. There is an additional reward of 2 Experience Points for doing so.

The top section of the Secret Objective card describes the type of cards the Players need to collect in their Timeline or hand at the end of the 3rd Chapter. They either provide the same amount of Victory Points to all Players who meet the condition, or check who has the most cards or Symbols.

Example: the Player (or Players) who has the most of a given Symbol shown on cards in their hand scores 5 Victory Points. If any Player(s) has 1 Symbol fewer – they score 3 Victory Points. Any Player(s) who have 2 Symbols fewer scores 1 Victory Point. Players need to have at least 1 shown Symbol or card to score any points for these conditions.

Solo Mode. Replace 6 Secret Objective cards with Fight and Magic on their back with the Solo mode ones.

The End of the Game. Flip face-up two Secret Objectives cards that match the Dominating Symbol. Score Victory Points following the rules on the cards.

The other two Secret Objectives remain face-down and do not provide any Victory Points.

If Magic was the Dominating Symbol, only the Secret Objective cards with Magic on the back are resolved.

Players don't need to have their tokens placed on the Requirement card to score the corresponding Secret Objective. Tokens are only used during the game to peek at the face-down Secret Objective cards.

The Lesser Evil

Starting Initiative Order: Dandelion, Vesemir, Yarpen, Dijkstra, Regis, Geralt, Yennefer, Letho, Ciri, Triss.

In this scenario, the Player who has the most Dominating Symbols doesn't receive a reward; instead, they suffer a penalty as described on the Tale cards. That Player's character has had the biggest influence on choosing the Evil. Lesser, but still Evil.

For the Player with the most Non-Dominating Symbols, there are no changes; they still receive a reward.

Contents: 23 Tale cards; 32 Alliance cards; 3 Alliance tokens.

Setup. Replace the Extra Experience token with the Renfri/Stregobor Alliance token. Place Renfri Alliance token and Stregobor Alliance token in a random order at the next spots from the bottom on the playmat. Shuffle and place the Alliance cards in two face-down decks corresponding to Renfri and Stregobor nearby.

Drafting Cards. When a Player picks a spot next to an Alliance token, they must also draw an Alliance card from the corresponding deck.

The Renfri/Stregobor token allows the Player to choose the deck to draw a card.

Players keep their Alliance cards next to their Player board, face-down, but may look at their cards at any time.

At any point of the game, a Player may only have 3 Alliance cards of each side. If they ever draw a 4th one, they immediately must discard down to 3.

The End of the Chapter. After placing the last Destiny token for the Chapter, the Dominating Symbol also corresponds to the side of the conflict (Renfri or Stregobor) who the Players are supporting.

If the left Path is Dominating, all Players reveal and apply the effects of all Renfri Alliance cards they have.

If the right Path is Dominating, all Players reveal and apply the effects of all Stregobor Alliance cards they have.

After resolving the effects of revealed Alliance cards, they are discarded.

The Alliance cards of the unresolved side stay face down next to the Players' boards for the next Chapters.

The End of the Game. Discard all face-down Alliance cards without any effect.

Losing Experience Points. When playing this Tale, some effects may cause Players to lose Experience Points. In that case, move the marker on the track to the left.

Losing Experience Points past the spot unlocking an Ability does not cause the Player to lose that Ability. Re-gaining Experience Points to the spot unlocking an already used Ability does not refresh it to use again.

Alliance card effects. The Alliance cards may have the following effects:

  • Gain 1 Experience Point.
  • Gain 1 shown Active Symbol.
  • Lose 1 Active Symbol to gain 2 Active Symbols of a different type.
  • Lose 1 Non-Active Symbol to gain 2 Experience Points.

Action Cards Effects

A card with an effect affects:

  • itself,
  • all previous cards in the Timeline,
  • all Symbols in the Token pool.

The result of the card's effect is applied only if its condition is met.

A condition may require:

  • having a specific Symbol or card color,
  • the loss of a specific Symbol.

The Player must always apply the effect of the played Action card, to the maximum possible extent. They may not forfeit it.

In contrast to a single effect, the result of the 1-3 multiple effect is variable and depends on the level the condition is met.

If the effect removes any Symbol, the Player chooses any corresponding one, discarding Symbol tokens or marking Symbols on cards with Lost Symbol tokens. Note: if the condition requires the player to have the exact number of Symbols or colors indicated, and the player exceeds it, the player does not meet the condition.

Summary of conditions and results:

ConditionResult
Lose a Symbol (e.g. Exploration).Gain 3 Experience Points.
Lose 1/2/3 Symbols (e.g. Exploration).Gain 1/2/3 (depending on the level the condition is met) Experience Points.
Lose 1/2/3 Non-Active Symbols.Gain 1/2/3 (depending on the level the condition is met) Active Symbols corresponding to the Left Path.
Have 2 or more cards of a specific color (e.g. red) in your Timeline.Gain 1/2/3 (depending on the level the condition is met) Active Symbols corresponding to the Right Path.
Have 3 or more cards of a specific color (e.g. red) in your Timeline.Gain 2 Active Symbols corresponding to the Left Path.
Have exactly 1 card of a specific color (e.g. green) in your Timeline.Gain 2 Active Symbols corresponding to the Right Path.
Have exactly 2 cards of a specific color (e.g. red) in your Timeline.Gain 1 of each Active Symbol.
Have 1/2/3 cards of a specific color (e.g. green) in your Timeline.Gain 2 shown Symbols (e.g. 2 Fight).
Have 1/2/3 Non-Active Symbols in your Timeline.Gain 1/2/3 (depending on the level the condition is met) Symbols (e.g. Fight).
Have 2 or more Non-Active Symbols in your Timeline.Gain shown Symbols: 1 Fight, 1 Exploration, and 1 Magic.