Special Abilities |
You may never have more than 1 Spell under any circumstances. |
You never have any Followers. Discard them when you draw and draw another card instead. | 1. You may take force a character you defeat in Combat to discard a Follower rather than lose a Life. If you choose this them to gain a Life. | Bonus: +1 Strength, +1 Life | 2. You may heal 1 Life when you enter the Marsh. | Bonus: +1 Strength, +1 Life |
3. You may miss a turn while in a Fields space next to a bridge and extort money from travellers. Roll a die: 1-2: no one comes, 3-5: Gain 1 Gold 6: Gain 2 Gold. |
Bonus: +1 Strength, +1 Life | 4. You can must a turn to attempt to heal yourself. 1-4: no effect. 5-6: heal 1 Life. You lose this ability if someone is at the Crown of Command space. | Bonus: +2 Strength , +1 Life |
5. Your healing grows even stronger. Roll a die, 1-3: no effect. 4-6: heal 1 Life. |