New Adventure Cards


These are New Adventure Cards Mister X has created to expand the game:


Arrows
You suddenly find yourself under a rain of arrows. Roll 1 die for you and for every Follower. You lose 1 Life if you roll from 1 to 4 and the same thing for EACH one of your Followers.
Autumn
The gentle warm is already abandoning the Land. Any Player must always draw at least a Card even if the space is already occupied by one or more Cards. This happens also in the Inner Region.

Boat
Every Player who lands on the space with the boat, on his next turn, can reach every space on the left or on the right side of the Storm River. The boat doesn't count as a card so the Players must draw cards as instructed.
Breakfast
Every Player lose his turn to do a big breakfast and gain 1 Life. If it was raining the the sun now shines bright in the sky.

Cauldron
You suddenly find a Witch's Cauldron. You can't resist to taste a gulp of the potion. Roll a die:
1) You become a toad.
2-3) You lose 1 Craft.
4-5) You lose 1 Strength.
6) You gain 1 Craft and 1 Strength.
Daemonium (Craft 10)
A demon suddenly grabs you from behind and brings you to the Valley of Fire where it engages you in Psichic Combat. You can't use any Spell. Every time it wins you lose 1 Talisman or 1 Life. You can't proceed until you wins.

Damnation
An horrible curse has been launched on you just before the death of one of your Enemies. You lose 1 Life per turn until you will reach the Chapel if you are Good, Ruins if you are Evil. Lives are lost forever.
Death
This is one of the 7 Eternals that are one with the Land we know. She will play dice with you and you may not escape her until you wins. If you survive the kiss of Death you may pass her in the Inner Region as she will recognize you.

Delirium
This is one of the 7 Eternals that are one with the Land we know. From now, whenever you cast a Spell, the Player who rolls higher is forced to cast the first Spell of the pile on himself, ignoring the effects if it cannot be cast.
Desire
This is one of the 7 Eternals that are one with the Land we know. (S)he will drive you crazy as (s)he represents everything you could ever desire. You must shift all your Craft to Strength. But if you are the strongest now you must drop to the Strength of the weakest Player.

Desperation
This is one of the 7 Eternals that are one with the Land we know. From now, every other Player rolling a 6 for movement may also compell you to move anywhere in the same Region during you next turn.
Destiny
This is one of the 7 Eternals that are one with the Land we know. You may read in the book of Fate and, from now, no Events (neither Black nor Green) will affect you even if you want.

Destruction
This is one of the 7 Eternals that are one with the Land we know. He will destroy any card in play: Adventure Cards, Spells, Objects, Followers, etc. then he will vanish to the land of nowhere leaving the Board as the game was just started.
Drakkars (Strength 7)
A horde of dangerous and cruel warriors attacks every Player in this Region. Every victim will lose an Object, all Gold, 1 Strength and 1 Follower.

Dream
This is one of the 7 Eternals that are one with that Land we know. Every Player MUST change his Craft Experience. He will then raise your Craft up to the highest of all. If you are the highest he will drain you to the lowest of all.
Evil Mask (Craft 5)
Roll a die for each one of your Followers. The lower will be possessed by the Evil Mask and will suddenly attack you. If you lose he will go away and the mask will possess another of your Followers.

Fall!
You have put down your feet on a lose ground and suddenly find yourself falling. You lose all your Followers and may keep only 4 Objects. If you are in the Middle Region you fall in the Outer and lose 1 Life.
Hellghost
This foul evil demon has come to take and bring you to Hell. If you are Neutral or Evil drop all your Objects, Gold and Followers and go to the Valley of Fire. You will be able to proceed only if you roll a 1. Until then, lose 1 Life per turn.

Keymaster
The Keymaster seals the Portal of Power forever. The only way to enter from now is to find the Key of Destiny.
Killed!
One of the Players dies in this turn and cannot do absolutely nothing to escape his cruel fate. Everybody rolls 3 dices and adds his Craft. Lower number is safe and then again until someone remains alone. Just a second to feel life that goes away and (s)he dies.

Madman
An old madman approaches you and speaks his foolish words. Though you dont' believe a thing his weird aura of nonsense forces you to immediately lose 1 die of Objects and 1 die of Followers.
Magic Storm
The Magic Storm will start at the end of the next 3 Turns. No Player may evade this Event. Every Player must lose 1 Life at the end of his (her) next turn. A Player must survive a whole turn alone to be declared winner.

Nidhogg
The foulish evil God of the North suddenly cause everyone to become Evil and then visits every Strenger, convincing them to leave to the discard pile.
Poisoned!
You were hungry and had a dinner but food was poisoned. If you don't have a Meal you lose 1 die of Lives.

Sabotage
You were tired and sleeped a few in this once comfortable little house. Unfortunately someone Evil has set it on fire. You lose 1 Life and all your Objects and all Horses are vanished to the discard pile.
Smoke
You see a column of Smoke rising far away. Roll a die for each card in this Region of the Table. Even it's burnt, odd it's still there.

Spring
Happy birds sing to hail the arrival of the merry season. From now any Player must draw and additional card when instructed to draw one. card.
Summer
The hot sun is high in the sky. From now, whenever a Player is instructed to draw one card, he must draw an additional card of the same kind and any kind of die roll is increased by 1.

The Crow
This evil omen cause fear in your Follower. Roll a die for each one of them, with an odd result they will abandon you (you can't Pray).
Theft!
A band of thieves operate in this area. Every Player may spend 1 Gold (up to 3) per Object (s)he wants to steal to the next Player. Bags of Gold may not be stealed.

Wolfriders
The terrible worfriders attack the whole Region. They will kill everyone: Players (lose 1 Life), Followers, Monsters, Animals and Strangers. They will also destroy every Place.
Warlord (Strength 9 Craft 8)
The warlord has arrived to the Throne through the Valley of Fire to conquer the Land. He will start to cast the Command Spell to the Player who rolls higher at the start of any turn:
1-4) Nothing.
5) Lose 1 Life.
6) Lose 2 Lives.

Winter
A cool wind from the North has announced the shift to the next season. From now the Inner Region is frozen and any Player must lose an additional turn while trying to proceed.


Bone Dragon (Craft 11)
A Skeletal Dragon will bite everyone in this area. He will attack every Character who will see and if he wins, the victim will lose 2 Lives forever.
Gazer (Craft 6)
A foul creature of Hell has established Chaos in this area. The Gazer paralyzes you until you win the fight with him and you can't use any Spell against him.

Gremlins (Craft 4)
These funny creatures have caused Chaos in this area. every Player that fights with them must lose 1 Object (randomly) that will be placed within 3 spaces from the space of the fight.
Shadowmaster (Craft 12)
This Darklord is here to summon the evil forces of Hell. Everytime a poor soul will try to resist him. If he wins the victim will lose all of his Craft and extra Lives and will become Evil. If he's already Evil he will lose the Craft only.

Soul Eater (Craft 10)
This orrible servant of Choas will spread anger and rage across the Land. He will attack every Good or Neutral Character. If he wins he will corrupt his victim who will also lose 1 Craft.
Spectre (Craft 8)
An horrible Spectre haunts this area. His bloody breath will blow upon every soul in this place. If he wins he will drain all the Experience made by the Character and he will cause him to forget his Spells.

Will o' the Wisps (Craft 10)
These amazing lights will attack every Player who is not Neutral. They are immune to every normal weapon as swords or arrows. They won't die even if defeated but they will suddenly teleport to another Woods space.


Acid Slug (Strength 6)
The stinky Acid Slug is crawling out from the ground of this area. It will attack everything that moves and, if it wins the Combat, the victim will lose 1 die of Objects.
Black Dragon (Strength 9)
An amazing Black Dragon will disintegrate anything in this area. He will attack everyone who will dare to pass from here. If he wins the victim will lose 1 Life and 1 die of Objects.

Blue Dragon (Strength 8)
An horrible Blue Dragon will poison everyone in this area. He will blow upon everyone who venture here. If he wins the victim will lose 1 Life and 1 turn.
Captain (Strength 8)
The Captain of the guards is patrolling this area. If you are Good and don't have a Warrant he will let you leave, otherwise he will attack you. If you lose, you are suddenly imprisoned in the City (Donjon).

Corpser (Strength 7)
The too often menaced Corpser has established its nest here. It will attack everything that weights more than a plume and the victim cannot escape its crawling tentacles until (s)he wins or draws.
Crocodiles (Strength 4 each)
These dangerous creatures attack in groups or three. The victim will be immobilized in the mud until he wins all of the three. The Crocodiles' Strength is added every turn.

Cyclops (Strength 10)
A strong Cyclops has spread terror in this area. He will remain here until killed. He counts as a Dragon if you have the Holy Lance.
Drake (Strength 6)
The little Dragon will bite everyone in this area. He will attack every Character who will see and if it wins the victim will lose 1 Life that the Drake will drain for himself.

Drakkar Lord (Strength 10+?)
The legendary lord of Drakkars caused the death of the ancient ruler of the Land. He will suddenly attack you and will gain 1 more Strength per every Object you are carrying. If you lose you lose also 1 die of Objects.
Gang (Strength 12)
An evil gang of criminals has stroke fear in this area. It will remain here until defeated. Every Player who pass through this space must lose 1 Object randomly chosen and 1 Life.

Gargoyles (Strength 6 each)
The dreadlords have placed their nest here. You must fight both of them until you win. Then you are free to go or continue the fight when it's your turn.
Giant Ant (Strength 8)
This enormous insect is running in this area. It will attack everyone that breaths and, in case of victory, will force its poor victim to lose 1 Life.

Giant Bat (Strength 10)
This foul mammal is flying near this area. It will attack everything that moves and, if he wins, the victim will lose 1 Strength, 1 Craft and 1 Life due to its poisonous bites.
Giant Spider (Strength 5)
This orrible symmetric creature has built its net in this area. Everyone that tries to pass through this place must fight it and cannot proceed until (s)he wins the Combat.

Giant Squid (Strength 6)
This water nightmare will capture with its tentacles everything that will pass near this space. Until the victim wins the Combat (s)he cannot get away free.
Gold Dragon (Strength 12)
An incredible Gold Dragon will annihilate everything in this area. He will attack every Evil or Neutral Character who try to pass from here. If he wins the victim loses 1 Life and 2 Magic Objects (or 2 Lives).

Headless (Strength 5)
This wizard's failed experiment has established its house here. It will attack anyone that lands here and it must be beated twice due to its resistance.
Hydra (Strength 6)
This putrid botanical monster has eaten everything in this area. It will stay here until killed. The winner will also gain 1 Craft due to the smell of Nightshade.

Reaper (Strength 6)
This remnant nightmare will capture with its branches everything that will pass near this area. When the victim win the Combat (s)he can get away free with 2 Bags of Gold.
Red Dragon (Strength 10)
An angry Red Dragon will burn down everything in this area. He will attack everyone who will dare to disturb him. If he wins the victim will lose 1 Life and 1 Magic Object.

Rotworms (Strength 8)
These loathsome invertebrates cause nuisance in this area. They will remain here until killed.
Scorpion (Strength 2)
A sneakly little scorpion has set up its nest in this area. This little creature is very dangerous. Roll a die:
1-2) It ignores you.
3-4) You must fight with him.
5-6) You lose 1 Life.

Skeleton (Strenght 6)
This terrible warrior of the night now haunts this area. It will attack every Player who lands here and will remain here until killed.
Silver Dragon (Strenght 11)
A shining Silver Dragon will burn down everyone in this area. He will attack every Good Character who will see and if he wins, the victim will lose 3 Lives.

Silver Serpent (Strength 5)
This poisonous creature will attack everyone in this area. If it wins the victim will lose 1 Life per turn until (s)he reaches a healer where to be cured at the cost of 2 Lives.
Snake (Strength 6)
This big reptile sparced fear in this area. It will attack everyone until killed. Every victim can be poisoned. Roll a die:
1-3) Nothing happens.
4-5) Lose another Life.
6) Lose other 2 Lives.

Troll (Strength 8)
This incredibly strong Monster will attack everyone in this area. He will try to eat its victims, causing them the loss of another Life. It will remain here until killed.
White Dragon (Strength 6)
A terrible White Dragon will freeze up everyone in this area. He will attack everyone who will pass from here. If he wins the victim will lose 1 Life or 1 Magic Object.

Zombie Captain (Strength 8)
An horrible Zombie haunts this area. Whenever a Player is involvd in Combat with him, (s)he is forced to discard one of his Spells (randomly chosen) or one (Magic) Object (at random).


Beggars
Every Player who lands here may show compassion giving them 2 Golds. Roll a die then:
1-2) Gain 1 Craft.
3-4) Gain 1 Strength.
5) Gain 1 Dragon's Bone.
6) Gain 2 Craft.
Enchanted Hamster
The magical King of Hamsters has established his nest here. Every Player who lands here must interact with one die of Adventure Cards just as (s)he had drawn them all togheter.

General
Place 5 Bags of Gold, 1, 2, 3, 4 Strength on this space. The General of the Royal Army stands in front of any Player who lands here. Anyone may enroll and will receive 1 counter for every Enemy killed or defeated.
Horseman
This renegade soldier of the partol will sellll any kind of Horse:
Warhorse: 5 Golds.
Horse and Cart: 4 Golds.
Horse: 3 Golds.
Mule: 2 Golds.
He will remain here for the rest of the game.

Land Lord
The Land Lord has set up his office here. He will give a quest to any Player who visits him. When (s)he will bring him a total of 14 Experience points of Strength, (s)he will gain 1 die of points to be distributed between Strength, Craft and Lives.
Magistrate
The City magistrate has stopped here. You may send him to capture any Player who has receiveed a Warrant. He will suddenly imprison him in the City (Donjon) and you will be payed 3 Golds for your service.

Rat
A little rat has swirled out from nowhere and will remain here for the rest of the game. Every Player who lands here must lose (drop) any female Follower (except Hag). Then the Rat will happily escape 1 die clockwise.
The Seer
The misterious Seer has set up her shoppe here. When you visit her you can buy:
1 Spell: 1 Gold.
The next 3 cards: 1 Gold.
1 Strength: 2 Golds.
1 Craft: 2 Golds.
1 Life 3 Golds.
Spell from discard pile: 3 Golds.

Watermouse
This swift and furry creature has established his house here. For only 1 Bag of Gold he will let you trade one of your Objects with one owned by a Player in the same Region.


Royal Seal
You are asked to take this Royal Seal to any Castle. If you bring it to the Queen, she will declare you Noble as it contains really vital and important news. (Take the Noble card). If you break the Seal you suddenly become Evil and wanted. Take a Warrant Card.


Athena's Helm
This legendary artifact is said to be the helm of a goddess. It will DOUBLE your Craft (not in Psychic Combat) and will let you have always at least ONE Spell. It can't be destroyed by any means.
Azure Potion
When you quaff this potion roll a die:
1) You gain 2 Craft.
2) You gain 1 Craft.
3) You gain nausea.
4) You lose 1 Craft.
5) You lose 1 Life.
6) You lose 1 Craft and 1 Life.

Azure Talisman
Only if you have a Talisman you may enter the Valley of Fire. While you hold the Azure Talisman you may never lose any point of Craft.
Blood Talisman
Only if you have a Talisman you may enter the Valley of Fire. While you have the Blood Talisman you gain 1 Life every time a Player suffer a Command Spell (you too).

Bloody Red Gem
You can get rid of the Red Gem only by rolling 5 or 6 while visiting the Chapel (even if you are Evil). Until you hold it you can't lose any Life in any way but you NEVER gain any Life, Strength or Craft and any Experience is lost. You will lose Lives only by the Command Spell.
Bloodthirsty Sword
While this ancient artifact, said to be owned to Gengis Khan, is in your hands it will add 1 to your Strength in Combat and whenever you will win one, you will be able to cause your victim the loss of TWO Lives.

Blue Gem
Any Player that sees the Blue Gem is cursed and must take it. He will believe it to be the most precious treasure of the Land and he won't ged rid of it. Only the Mystic in the Village can convince you to discard it. Until that you won't possess any Bag of Gold.
Blue Talisman
Only if you have a Talisman you may enter the Valley of Fire. While you have the Blue Talisman you may ignore the effects of the Magical Storm.

Crystal Ball
This Magic Object will allow you to know your future. Look at the top Adventure Card at the start of your turn before moving.
Dark Green Gem
Until you are the owner of the Green Gem you are Enchanted. Whenever you land on a Player you MUST trade with him but you will always take one Bag of Gold for one (Magic) Object. At last you will give away the foolish Green Gem.

Displacer Cloak
This Magic Object will make you impossible to hit with a Bow or by a Fireball and will protect you when you are instructed to lose 1 Life just like an Armor. It doesn't count like an Object for encumbrance.
Dragon Blood
When you drink the smelly blood of the Dragon you suddenly gain 1 die of Lives, Strength or Craft. But you lose 1 die total of the remaining 2.

Enchanted Mace
This legendary artifact will add 1 in combat to his owner, will drain 1 Craft from its victim insted of 1 Life and will always grant you 1 Spell if you win the fight.
Girdle of Strength
This powerful item will grant to his wearer TWICE his Strength in Combat only up to a maximum of 18. It can be destroyed only by dropping it into the Chasm.

Golden Talisman
Only if you have a Talisman you may enter the Valley of Fire. While you have the Golden Talisman you gain protection from the Command Spell. Roll a die:
1-3) you don't lose any Life.
4-6) You suffer the effect as normal.
Green Potion
When you quaff this potion you heal 4 of your Lives. If you quaff it when you are perfectly healed you will gain 2 Lives. The potion is usable only once and it must be discarded after its use.

Grimoire
Until the Grimoire is in your possession you will be able to hold 1 Spell per every 4 points of Craft. However any time you cast a Spell you must roll a die:
1-4) Normal effect.
5) Nothing happens.
6) Madness, you lose 2 Craft and suddenly drop the Grimoire.
Jade Talisman
Only if you have a Talisman you may enter the Valley of Fire. With the Jade Talisman you may be healed everywhere for free.

Lightning Sword
When using this aged artifact made by the force of thunder you may add 2 to your Strength in Combat and you will cause your victim to lose 1 Life and 1 turn in case of victory.
Medallion
Until this Medallion is in your possession you will not be Enchanted, Mesmerized, Immobilized, Cursed or Corrupted by any Object or Player.

Magic Potion
The Magic Potion grants you whatever you wish: 2 more Strength, Craft or Lives. When you quaff it you must lose 1 Turn.
Magic Quill
Anyone who holds this Magic Objects and at least 1 Scroll can copy his Spells on a Scroll. Scrolls are exactly as Spells but can't be taken from the discard pile as they are discarded in another pile. To copy a Spell you must spend a whole turn.

Mandrake Liquor
When you quaff this Strong liquor you lose 1 Craft and 1 Strength but you gain 3 Lives.
Mithril Sword
While you fight in Combat with the Mithril Sword you will add 3 to your total Strength.

Potion of Truemind
When you quaff this potion you suddenly double your Craft for 6 whole turns (use a die to remember). Your Craft becomes so much for every action, Spell, fight, etc.
Red Talisman
Only if you have a Talisman you may enter the Valley of Fire. While you hold the Red Talisman you may never lose any point of Strength.

Ring of Protection +1
Until this Magic Object is in your possession it will allow you to add 1 to your die roll for every action except movement and casting the Command Spell.
Ring of Protection +2
Until this Magic Object is in your possession it will allow you to add 2 to your die roll for every action except movement and casting the Command Spell.

Scroll
With this Magic Object and the Magic Quill you may copy 1 die of your Spells, one per turn and you may not do anything else during that turn.
Sword of the Sun
The mighty power of the sword is to add to your Strength in Combat the Craft of the less clever Player, but every time you use this power you are forced to discard 1 Object and 2 Bags of Gold.

The One Talisman
Only if you have a Talisman you may enter the Valley of Fire. While you have the One Talisman you may never lose any Life but roll a die:
1-5) It works fine (phew!).
6) It breaks. Place it on the discard pile.
Wooden Talisman
Only if you have a Talisman you may enter the Valley of Fire. While you have the Wooden Talisman you don't suffer the Command Spell effect if you are in Woods, Forest, Cursed Glade and Oasis.


Avatar
The Avatar will become your Follower only if you are Good. He will add 2 to your Craft and Strength.
Bard
The bard will help you in your quest. She will add 1 to your Craft and will let you evade any human Enemy that challenges you in Combat in the Outer Region.

Bowgirl
This noble archer will become your Follower adding 2 to your Strength in Combat. She may also bring 4 of your Objects with her to help you.
Bully
This bulky mountain of muscles will aid you in your quest as a Follower. He will add to your Strength: 1 if you are Evil, 2 if you are Neutral and 3 if you are Good. You may also order him to sacrifice for you and you will win a Combat with another Player.

Crossbow Man
Until the Crossbow Man stays with your party, you will be able to add 2 to the total of your Strength in Combat.
Doppleganger
This mysterious Follower will copy one of the card powers owned by another Player. If this Player should die, Doppleganger must change power to copy. This Follower can't leave the Player if not Mesmerized and cannot be copied.

Falconist
The misterious Hawk Master will become your Follower. Whenever you move you may choose to ask the Falconist the right way. Lose 1 turn and then reach every place distant up to 6 Spaces from you.
Fighter
The Fighter will help you in your quest. He will add 1 to your Strenght in Combat and will let you fight using 2 weapons like a Warrior. When you are defeated he will pass with your foe if he accepts him.

Knight
While the Knight is your Follower he will add 4 to your Strength and Craft in combat but no Followers nor any (Magic) Object can be used. Also he won't attack any Good Player.
Mage
The Mage will become your Follower only if you are Evil. He will let you have always one Spell and will add 1 to your Craft. You can't have the Unicorn, Maiden, Princess and Prince as your Followers.

Veteran
An aged Veteran of the past wars arrives here and becomes your Follower. If you pay him 1 Magic Object (discard) he will add 3 to your Strength in Combat and 1 to your Craft in Psychic Combat.
Wizard's Cat
You find this nice cat once belonged to the Wizard that ruled the Land. It becomes your Follower and add 1 to your Craft, grants you always 1 Spell and whenever you are instructed to lose something due to a Spell you can lose the (poor) Cat. It stays in the Space you occupied.


Armoury
The Armoury will repair every broken armor for 1 Bag of Gold. Every broken armor must be placed here instead that in the discard pile. There are also:
Helm: 1 Gold.
Shield: 1 Gold.
Full Face Helm: 2 Golds.
Kite Shield: 2 Golds.
Armor: 3 Golds.
Plate Armor: 4 Golds.
Forge
Every Player who visits the Forge may strenghten one of his weapons (add +1 Strength, maximum 4) but not Magic Objects. It will cost him 3 Bags of Gold.

Gateway
You have found the Gateway. It will remain here for the rest of the game. Whenever you pass through it you must roll a die to know where you arrive:
1) Field Space.
2) Hills Space.
3) Plains Space.
4) Runes Space.
5) Desert Space.
6) Hidden Valley.
Herbalist
The herbalist has opened his little shop here. You can buy:
Poison (for your weapons): 1 Gold.
Vigorilla (+1 Strength): 2 Golds.
Nightshade (+1 Craft): 2 Golds.
Ginseng (+1 Life): 3 Golds.

Hidden Passageway
You find this Hidden Passage under some trees. You can enter. Roll a die to find out where you will arrive next turn:
1) Ruins.
2) Cursed Glade.
3) Hidden Valley.
4) Oasis.
5) Portal of Power.
6) Plain of Peril.
Mage Laboratory
The Mage Laboratory will remain here for the rest of the game. If you want to visit it roll a die:
1) Spell.
2) Talisman.
3) 1 Craft.
4) 1 Strength.
5) You lose all your Spells.
6) You suddenly become a toad.

Moongate
A Moongate suddenly grows up in front of you. Every Player that pass through it will be able to teleport everywhere in the same Region. Then it will fade away one die clockwise.
Pentargarn Ruins
You discovered the ruins of the mighty temple of Pentargarn. This area is full of legends and misteries. From now, every Player who lands here must draw twice Cards as normal.

Weaponry
The Weaponry will repair every broken weapon for 1 Bag of Gold. Every broken weapon must be placed here instead that in the discard pile. There are also:
Sword: 1 Gold.
Axe: 1 Gold.
Two Handed Sword: 2 Golds.
Greataxe: 3 Golds.
White Castle
This Castle has been built ere for the Princess and the Prince. Anyone who will take them here and will let them crown their dreams of love will become Noble (take the card).

Wizard's Tower
You have found the secret tower of an ancient mage. Roll a die:
1) Gain your full Spell potential.
2) Gain 1 Craft.
3) Mind Steal on another Player.
4) Cast Acquisition on another Player.
5) Interact with next 6 Adventure Cards.
6) Become a slimy, little TOAD.


If you have any ideas for new cards or modifies to those already existent, feel free to send me an e-mail


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