General
Card text and dialogue override the rulebook.
Card text and the Dialogue Book override this rulebook. When in doubt about a rule or in-game effect, interpret it in the most logical way, or, if you cannot resolve it, interpret it in the way most favorable to the players.
General
You may not look at card contents, Threat Booklets, or Dialogue Book unless invited to do so.
Players may not look at the contents of cards (face-down), Threat Booklets, or the Dialogue Book until the game explicitly instructs them to do so. This preserves hidden information and narrative surprise.
Setup
Green Adventure cards must be placed before gold Adventure cards of the same number in the Adventure Deck.
When storing and sorting the Adventure Deck, green Adventure cards must always be placed before (on top of / in front of) any gold Adventure cards bearing the same number. Among cards of the same color and number, variant cards marked with a lower-priority icon must be placed after higher-priority variant cards of the same number.
General
Scenario-linked Adventure cards (with a scenario icon) must be taken over others if the pictograph matches your current scenario or a card you possess.
Any Adventure card whose numbox (on its back) is associated with a scenario-link icon is tied to a specific scenario or card. If the pictograph inside that icon matches the scenario you are playing, or matches a pictograph visible on another card you possess, you MUST take that scenario-linked card instead of any other card with the same number. If no match exists, you may not take that card and must instead take another card bearing the same number with the standard shape.
Restriction
A player may only take a gold Adventure card if no green Adventure card with the same number is available in the Adventure Deck.
When a player would take an Adventure card from the deck, they may only take a gold-bordered Adventure card if there are no available green-bordered Adventure cards bearing the same number currently in the Adventure Deck. Green cards always take priority over gold cards of the same number.
Restriction
A player may not voluntarily discard a Quest card, nor give it to another player.
Quest cards (marked with the relevant icon) are binding. A player may not decide on their own to discard a Quest card. Additionally, Quest cards may not be given to another player.
Special
When giving an item card to another character on the same Terrain card, one of them must perform an action costing X, where X equals the item's weight.
When a character gives an item card to another character who is on the same Terrain card, one of the two involved characters must perform an action (such as an effort or movement action) whose cost is equal to the weight value of the item being transferred. This represents the physical effort of passing the item.
Turn structure
At the start of each turn, choose the active player and the action to be taken.
At the start of every turn, the group chooses which player will be the active player for that turn, and which action that player will take. The active player is the one who leads the resolution of the chosen action.