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Twisted Fables: Flood and Flame

Expansion for Twisted Fables

Twisted Fables: Flood and Flame Rulebook

Table of Contents

Table of Contents

  • Little Mermaid
    • Little Mermaid Components
    • Little Mermaid Advantages
    • Little Mermaid Disadvantages
    • Little Mermaid Tips
  • Match Girl
    • Match Girl Components
    • Match Girl Advantages
    • Match Girl Disadvantages
    • Match Girl Tips
    • Match Girl Defeat Note

Little Mermaid

Generations ago, humans drove the Rusalii people from their homes into the depths of the sea. The exile meant that those who had once been able to transform at will, for land or for the sea's depths, gradually lost the ability to change, and it became nothing more than a memory. The Rusalii withdrew to live in the darkest depths of the sea. For many years their society flourished, but gradually they began to notice that they were degenerating mentally, physically and culturally. They needed to take back the world that Humans had stolen from them. Stories told of a secret temple which, when activated, would bring about the apocalypse of humanity and the ascension of the Rusalii. It would all begin with a Flood from unending rains and end with the appearance of the Kraken. However, activating the temple presented two problems: first, it was hidden deep within the world of Humans; second, it required the blood of both Humans and Rusalii to be spilled.

The plan was to be carried out by a cruel Rusalii princess whom the people jokingly called the Little Mermaid. First, the priests performed an ancient rite that merged her DNA with human DNA, restoring the lost connection that allowed her to transform again. There was one catch: the metamorphosis was excruciatingly painful, and every step she took on land was like walking on broken glass. The Little Mermaid accepted this pain and swam a long, dangerous journey to the shores of Humans before transforming. She survived the transformation and came out of the water, stepping onto agonizing sand. She knew nothing of human culture and had only a vague idea where the temple was, but she did not let this stop her. At first she was surprised by the strange enemy world of concrete, steel and glass, but she kept moving forward. Then something strange happened: at first she saw only the dark side of Humans, but the longer she lived among them, the more she saw the kindness and beauty of their world. Although she could not speak their language, she began to sympathize with them and, unthinkably, even to love them. Nevertheless, the princess heard the call of her people and remembered her oath. She could not allow her people to die out. The Kraken could not be refused.

Little Mermaid Components

  • 27 Little Mermaid cards, numbered 301–327.
  • 4 Tentacle tokens (plastic tokens may replace the cardboard ones).
  • 3 epic cards for the Little Mermaid (the 30 epic cards are three per Legend; plastic epic cards may replace the cardboard ones).

Little Mermaid Advantages

The tentacles controlled by the Little Mermaid can punish her opponent or benefit her. Sometimes she can do both at once, which allows a very flexible strategy. More tentacles can be summoned during the game by revealing the bottom twist card of any of her skill-supply decks. Unlike other Legends, her epic cards are used as twist cards rather than entering the deck. Each of her epic cards unlocks a powerful ability that significantly changes the game.

Little Mermaid Disadvantages

The Little Mermaid depends on her tentacles. Therefore, when they are used for skills, her power is strongly limited. Although her epic cards are strong, they do not take effect immediately as they would if they were played from hand. They provide only a constant passive ability.

Little Mermaid Tips

Most of your skills have two effects: one positive effect that may benefit you, and another, negative effect that affects your opponent. After more tentacles are unlocked through twist cards, you will be able to activate both effects of your skills at the same time.

If you choose the epic card "The Kraken Stirs" (327), you will no longer have any skills.

Tentacles are vital to you. You need to keep a high degree of mobility not only for yourself but also for your tentacles.

Match Girl

The Match Girl was bored with this world. Her parents, her school and her life were... ordinary. To dispel the boredom, she plunged into darkness and mystery. She surrounded herself with skulls, strange and funny ones, and everything else that could upset her parents. Perhaps it was only a matter of time before a demon appeared. When the beast arrived, it was a disgusting, enormous creature with a head like an alien bull's skull. And it was amazing. The demon said it was looking for a vessel like her, and asked whether she would like to burn the world; she would only have to help it fulfil other people's wishes. The Match Girl thought this sounded fun. So the demon filled her with its essence, pouring itself into her until nothing was left of it but its strange skull. In its eye sockets an unearthly green fire still burned, a match dangled between its teeth, and it still levitated. Giggling, the Girl climbed astride the skull.

The Match Girl used her new hellish abilities to race around the world on roller skates and the demon's skull, finding those who were desperately overcome by desire. She offered them one of her matches which, when lit, gave them exactly what they asked for. But there was always a price, and the people's payments were often not quite what they had expected. The Match Girl was happy as she travelled the world, blew bubble gum, listened to punk rock and brought chaos wherever she went. Some might think that what she did was a little bit evil or even utterly vile. But the Match Girl did not think so. She just had fun and gave people what they asked for. It was not her fault that their wishes always ended badly. Nor was it her problem that the price they paid was usually their eternal soul, or suffering a funny, contemptible misfortune. Everyone knew that you would not make a deal with a demon if you had nothing to lose or simply did not care. As far as she could tell, their blind stupidity was entirely on their own conscience.

Match Girl Components

  • 39 Match Girl cards, numbered 328–366, including 12 match cards.

Match Girl Advantages

The Match Girl's strongest ability is to gain energy from the match cards she has given to her opponent, filling the opponent's deck with them. Most of her skills can use the benefits of match cards in the opponent's discard pile. After more twists are revealed from the bottom of her skill-supply decks, match cards become more and more useless to her opponent, which can significantly reduce the effectiveness of their deck. The Match Girl is the Legend that most easily disrupts her opponent's plans.

Match Girl Disadvantages

The Match Girl relies very heavily on her match cards. If she cannot systematically hand cards to her opponent because of distance, her energy will be strongly limited. In the early stage of the game, match cards can be very useful to the opponent. The Match Girl should get through this stage as quickly as possible.

Match Girl Tips

Match cards are not basic cards. Match cards cannot be destroyed for any reason.

Maintaining a healthy balance between the number of match cards in your opponent's deck (to fill their deck) and in your discard pile (to strengthen your skills) is the key to your success.

In 2 on 2 mode, after you are defeated, your opponents must remove match cards from their hands, discard pile and deck, and then shuffle the remaining cards in them.

Match Girl Defeat Note

Printed in the 2 on 2 section (p. 18), in a note that covers both Snow White and the Match Girl. Only the Match Girl part is transcribed here.

After the Match Girl is defeated, her opponents must remove match cards from their hands, discard pile and deck, and then shuffle their deck.