Special Abilities | 1. You must be beaten by at least two points in Combat or Psychic Combat. If you are beaten only by one then the result is a Stand Off. | Bonus: +1 Strength, +1 Craft |
2. You may choose not to roll a die in the Crags, Forest, Chasm, or Graveyard. 3. You can Evade Enemies while in the Hills. |
Bonus: +1 Craft, +1 Life |
4. You may draw two cards when you enter a Fields space and discard one of your choice. If there is already a card there then draw a second and discard one of your choice. 5. You can sneak past the Sentinel without having to fight it. |
Bonus: +1 Life |
6. You can take an extra Turn if you end a turn in a Plains space. You can only do this once per turn. 7. You sneak past the Black Knight and end a turn in its space without having to encounter it. |
Bonus: +1 Craft | 8. You learn of a secret path in the Valley of Fire and can enter it even if you do not have a Talisman. |