• Abandoned MineG Land — Covenant C Keywords: Underground
    T: Add G to your Mana pool.
    The ore vein of this mine has long since been depleted. Lack of upkeep makes it a dangerous place, but nobody comes here so it makes for a good hiding spot. R/+0 4/183
  • Aboleth Breeding Pool 1WU Land — Covenant M Must be slotted adjacent to a River or Aquatic land.
    Advantage (free reroll) for Imaginem tests.
    T, visit Aboleth Breeding Pool: Gather W/U. It might become Locked (does not untap as normal) until end of season (on B) to repopulate.
    T: Add W/U to your Mana pool.
    R/+0 5/183
  • AipioI Land — Unique S T: Consult an Elf holding candle vigil at Aipio (attendance is up to fate).
    T: Produce a handful of cherries.
    T, Sacrifice a cherry pit: If alone, teleport to the elven isles (and back, if your business can be concluded before sunset).
    R/+0 167/183
  • Alchemy Lab1RBG Land — Covenant U Keywords: Laboratory, Occult
    Decreases the Complexity for crafting Alchemy items by 1.
    T, visit: Gather B/R/G (magic test).
    T: Introduce a common or uncommon Potion to the story.
    R/+1 6/183
  • Alchemy Shop2B/R/G Land — Merchant U T: Randomly add B, R or G to your Mana pool.
    T: Commerce (recover one resource die).
    T: Introduce an alchemist (likely with a shop of his own) to the story.
    R/+1 7/183
  • Alchemy Workshop4 Land — Covenant U Keywords: Workshop
    T, visit: Produce 1d3 (this die explodes) copper coins usable only to immediately craft alchemical items (you may supplement your own coin or resources if you want to).
    T: Reroll an Alchemy test.
    R/+1 8/183
  • Ancient Cistern2U Land — Covenant S T, visit: Gather U (magic test). If the result contains d1d1, Ancient Cistern has caved in a little more, requiring an Architecture or Engineering test to repair (if you don’t have advantage for those tests, you can bring in a contractor with a wealth test).
    T: Produce clean water.
    T: Reroll an Aquam test.
    R/+1 172/183
  • Ancient Crypt1B Land — Covenant S Keywords: Occult, Cemetery
    T: Gather B (magic test, automatic if the Vrykolakas is imprisoned).
    T: Reroll an Occult test, or an Attack or Defense test against a vampire.
    T, B: Activate the wards on the crypt, making it a passable prison for a magical being for a year and a day.
    R/+0 173/183
  • Ancient GraveyardBB Land — Covenant C Keywords: Cemetery
    You may exchange any Trump with a higher X than 13 for {Death}.
    T: Add B to your Mana pool.
    T: Gather B from a burial spot (magic test; grave robbery is highly illegal in most parts of the world).
    R/+0 9/183
  • Ancient Windmill1W Land C Keywords: Mechanical, Ruins
    T: Commerce (recover one resource die).
    T: Produce flour (with grain).
    Sacrifice Ancient Windmill: Add W to your Mana pool.
    This old windmill is still operational, but far less effective as its modern equivalent. R/+0 10/183
  • Anemone Reef1GU Land — Covenant U Keywords: Aquatic, Plantation
    T: Add G/U to your Mana Pool.
    T, visit: Make a Very Hard (18) Magic Swimming test to gather G/U. If you instead succeed in an Impossible (22) Magic test, this does not count towards your Gathering Limit.
    R/+0 11/183
  • Antiques Shop3W Land — Merchant U T: Commerce (recover one resource die).
    T: Introduce a valuable item or a rich customer to the story.
    T: Add G/W to your Mana pool.
    T: Sacrifice a {valuable antique} to gather W.
    Some of those old objects fetch quite the price for the interested party. R/+0 12/183
  • Arcane Laboratory 1BR/G Land — Covenant U Advantage (free reroll) for Laboratory and Research tests involving magical items.
    T, W/U/B/R/G, visit: Make a Laboratory Intelligence test against a difficulty equal to the Complexity of the item. Activate the item without attuning it to learn what it does. The Mana spent must be of the same type as the item. If the item is Cursed, this will cause D equal to its Complexity.
    R/+0 13/183
  • Arcane Lighthouse2W Land — Covenant C Keywords: Port
    Advantage (free reroll) for Divination tests.
    T: Reroll a Perception test (either Mundane or Astral).
    T: Reroll any test made by your (or your Covenant’s) Wards or Circles.
    T: Add W to your Mana Pool.
    R/+0 14/183
  • Arcane TowerBB Land — Covenant U Keywords: Fortification
    Adds battle tactics (Shield with Magic and Pierce with Magic) to your Battle Hand.
    T: Add h1 to your army resources. this can only be used for an arcane action.
    T: Add B to your Mana pool.
    R/+0 15/183
  • Archery Range2 Land — Covenant C Keywords: Barracks
    T: A tapped army that performed a ranged tactic counts its Army Power as if untapped at battle resolution.
    T: Reroll a Ranged attack test.
    T: Reroll an Ammo test.
    R/+0 16/183
  • Army Kitchen3 Land — Covenant U You have +1 Battle Morale in the Covenant Tier.
    T: Ignore the mundane upkeep cost (coins) of any Army, Servant or Companion.
    R/+0 17/183
  • Ba-Adenu Embassy3B/G Land — Covenant M District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
    Orc Armies slotted on this page provide +1 Army Power.
    R/+0 18/183
  • Back Roads1 Land C T: Introduce a rural shortcut to the story (decreases travel time, and you are less likely to be noticed).
    T: One use of Offensive Advantage (free reroll or replace) in a battle duel.
    I took the road less traveled by, and that has made all the difference. R/+0 19/183
  • Bandit Hideout2 Land — Criminal U Requirements: Must have slotted another Criminal card.
    Using the resource dice from Bandit Hideout is considered Illegal (when you use this card around others, risk dishonored, on B).
    T: Introduce a safehouse to the story.
    T: Q a Criminal card.
    T: Prevent an Illegal test.
    R/+1 20/183
  • Bat Caves1U Land — Covenant C Keywords: Herd
    T: Add U to your Mana pool.
    T, visit: Gather U or P (magic test).
    T: Introduce a bat to the story.
    T: Produce saltpeter or P.
    R/+0 21/183
  • Bell Tower3 Land — Covenant U Keywords: Fortification
    T, visit: You have Advantage (free reroll) for Alertness tests until the end of the scene.
    T: Introduce the ringing of a bell to the story (as a distraction, or you might make someone show up on time).
    R/+0 22/183
  • Bird Menagerie2U Land — Herd C Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative) for birds.
    T: Prevent an Injury on a bird in your aura (5 paces).
    T, sacrifice Bird Menagerie: Prevent a bird in your aura (5 paces) from dying.
    R/+0 23/183
  • Bitter Cold3 Land — Curse S It becomes and remains very cold (as appropriate for the season) wherever you travel (lasts a year and a day).
    T: You may add W/U to your Mana pool or reroll an Auram or Aquam test.
    T, Sacrifice a gold coin: Make a Fellowship test. If successful, Q and flip Bitter Cold.
    The winter princess is not pleased. R/-1 174/183
  • Blessing of Winter3 Land — Blessing S Winter becomes and remains gentle wherever you travel (lasts a year and a day).
    T: Counter an Environmental effect, then Risk a copper coin (lose it on W/U) or flip this.
    T: You may add W/U to your Mana pool, then Risk a resource die (lose it on R/G) or flip this.
    And now our life of love is through
    For next I must bring death to you
    R/+0 175/183
  • Business Interests3 Land — Merchant U T: Chance to produce a silver coin (not on B, as an investment does not work out well).
    T: Q a Merchant card.
    Tulips are the next big thing! R/+1 24/183
  • Cactus Preserve2G/U Land — Covenant U Keywords: Plantation, Desert
    T: Add G to your Mana pool.
    T: Reroll an attack with a Piercing weapon.
    U: Q Cactus Preserve.
    R/+0 25/183
  • Cannery4 Land — Merchant U T: Commerce (recover one resource die).
    T: Produce canned food.
    Peaches come from a can,
    They were put there by a man
    In a factory downtown
    If I had my little way,
    I’d eat peaches every day
    R/+2 26/183
  • Caravanserai3 Land — Merchant U Keywords: Desert
    T: Commerce (recover one resource die).
    T: Introduce a traveling merchant to the story.
    T: Reroll a Toughness test.
    A welcome respite from the sweltering heat of the desert... R/+0 27/183
  • Castle5 Land — Fortification R T, visit this or another fortified structure: One use of Defensive Advantage (free reroll or replace) in a battle duel.
    T: Reroll a Social, Resistance or Tactics test.
    A private fortified residence of a lord or noble, capable of housing hundreds. R/+2 28/183
  • Castle Barracks3 Land — Covenant U Army cards can be slotted in Covenant pages.
    T: Move an Army to a different tier (where it can be assigned). If it has already participated in a battle duel, it might perish from exhaustion (on B).
    T: Reroll any combat test by any Servant or Companion within 5 paces.
    R/+0 29/183
  • Castle Moat2U Land — Covenant U Keywords: Fortification, River
    You have +1 Army Power in all Melee Tiers.
    T: Add U to your Mana pool.
    R/+0 30/183
  • Caverns Untouched by Man 1U Land — Underground M T: Add G to your Mana pool.
    T: Reroll a Terram or Geology test.
    T, visit: Gather GG (magic test). This might deplete the Cavern. If so, it becomes Exiled (return the card to the storyteller).
    R/+0 31/183
  • Cemetery2 Land C T: Introduce a corpse, grave robber or undertaker to the story.
    T, E: Add B to your Mana pool.
    T: Recover EE at a cemetery, tomb, or similar area.
    Something eerie about this place...
    R/+0 32/183
  • Charted RavineG Land — Mountain C T: Produce a sympathetic link to a Mountain land.
    T: Reroll a Climbing or Mining test.
    The depths will cloak themselves in darkness uninviting. R/+0 33/183
  • Clay Pits3 Land U Keywords: Underground
    T: Commerce (recover one resource die).
    T: Produce (normal) clay.
    T: Reroll a Durability test for a clay building or creature.
    R/+1 34/183
  • Clotho’s Thoughts2UWB Land — Covenant S Keywords: Occult, Untraditional
    Enhances Fate Hand [+1/6].
    T: Use the Fated effect when discarding an {Arcana} to influence the story.
    T: Reroll a Luck or Last Chance test.
    T: Introduce a coincidence to the story.
    T: Convert a d1d2d3d4d5d6 result to a d6d6d6 result for any test
    R/+0 176/183
  • Cobblestone Roads3 Land — Covenant U Decreases travel time and increases prosperity in your lands.
    T: Commerce (recover one resource die).
    T: Prevent the Knocked Down condition (you don’t have to be on a cobblestone road for this).
    In restless dreams I walked alone.
    Narrow streets of cobblestone.
    R/+0 35/183
  • Commercial District3 Land — Covenant R Keywords: Merchant
    District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
    T, T any amount of Commerce actions on same page: Produce two copper coins for every three Commerce actions tapped.
    R/+1 36/183
  • Coniferous Forest2 Land — Forest C T: Add G to your Mana pool.
    T: Produce berries, mushrooms, onions or timber.
    T: Reroll a Sanity test, just by thinking of these woods.
    There is something soothing about the smell of the forest after it has rained...
    R/+0 37/183
  • Copper Mine4 Land — Mine U Keywords: Underground, Workshop
    T: Commerce (recover one resource die).
    T: Produce copper ore.
    T: Reroll a Magic test.
    Copper sees use as a reagent for some of the more esoteric magical effects. R/+1 38/183
  • Covenant RuinsI Land — Covenant S You must spend a copper coin and succeed in a Masonry Strength test to flip this card. The Complexity of this test depends on the land that is being repaired. Where there is a ruin, there is hope for a treasure. R/+0 177/183
  • Crematorium1B/R Land — Covenant C T: Add B/R to your Mana pool.
    T: Add A to your Mana pool.
    T: Commerce (recover one resource die).
    T: Produce ashes, bones, coal or firewood.
    R/+0 39/183
  • Crime Syndicate8 Land M Keywords: Criminal
    T: co Commerce (recover two resource dice).
    T: Introduce a crime to the story (including, but not limited to, assassination, blackmailing, bribery, electoral fraud, espionage, forgery, kidnapping, smuggling or theft).
    T, Sacrifice a silver coin: Produce X copper coins (not on B).
    R/+5 40/183
  • Crosshaven Orchards2G Land — Farm U Keywords: Forest
    T: Commerce (recover one resource die).
    T: Introduce a magical tree to the story (it can be used as a source of G).
    T: Produce apples or lumber.
    R/+1 41/183
  • Crossroads4 Land — Covenant C Requirements: Can only be slotted in a Covenant page.
    T: co Commerce (recover two resource dice) for any Lands slotted on the same Covenant page.
    T, visit: You visit all other Lands on the same Covenant page simultaneously.
    Following a path might get you to where you want to go, but also where you need to go? R/+0 42/183
  • Crystal Mine3G Land — Mine U Keywords: Underground
    T: Commerce (recover one resource die).
    T, visit: Gather G (magic test).
    T: Produce mundane crystals.
    T: Reroll a Durability test for a crystal item.
    R/+1 43/183
  • Deep Woods2 Land — Forest C T, visit: Gather G/U (magic test).
    T: Introduce an ambush or hiding spot (in woodlands) to the story.
    T: Produce berries, mushrooms, onions or timber.
    R/+0 44/183
  • Desolate Lighthouse2 Land — Ruins C Risk Copper Coin: Make an Extremely Hard (20)) Architecture or Engineering test to upgrade this Land to a Lighthouse. Lose the copper coin on B.
    T: Reroll a History, Astronomy or Archeology test.
    R/+0 45/183
  • Dilapidated Library3 Land — Covenant C Keywords: Occult
    T, visit: Higher Learning for Mundane passives and techniques. If the result contains d1d1, Dilapidated Library has suffered damage, requiring an Extremely Hard (20) Architecture or Engineering test to repair.
    T, visit: Introduce some research on any topic the Dilapidated Library might reasonably contain.
    T: Q a tome or book.
    R/+0 46/183
  • Dog Kennel2U Land — Herd C Spiritual +2 (increase fellowship by two for purposes of maximum servants, cumulative) for dogs.
    T, and T a dog: Prevent a Condition.
    T: Prevent a Condition on a dog in your aura (5 paces).
    R/+0 47/183
  • Dragon Falls1H/UH/UH/U Land — Aquatic M Cursed (you cannot remove this card once attuned).
    T: Add U to your Mana pool.
    T: Introduce a drake, dragon or wurm to the story (sometimes this activates by itself).
    T: One use of Offensive Advantage (free reroll or replace) against a dragon (in a duel or melee).
    Dragon bones known only as “the prince” lie here, forgotten beneath the shallow waters. R/+1 48/183
  • Dragon Roost1H/R Land — Mountain M Cursed (you cannot remove this card once attuned).
    T: Add R to your Mana pool.
    T, visit: Gather R (magic test, if you fail, introduce the dragon to the story).
    T: Introduce a dragon to the story.
    A dragon has made your lands its home, burning fields and eating livestock. R/-1 49/183
  • Emperor of Green4 Land — Covenant R Keywords: Forest, Sealed
    T, visit: Gather D (magic test)
    T, risk any Trump: Discard a condition
    Towering far above all other trees in the Westwood, this majestic view did dim somewhat in luster as it is scorched by intense lightning.
    R/+0 50/183
  • Enchanted Hen Coop2U Land — Covenant U Keywords: Herd, Occult
    T: Commerce (recover one resource die).
    T, visit: Gather U from any chicken coop. This may be stealing (don’t roll d1d1!).
    R/+1 51/183
  • Farmstead3 Land — Farm C Keywords: Herd
    T: Commerce (recover one resource die).
    T: Produce beans, beets, carrots, corn, cucumbers, lettuce, onions, peppers, potatoes, soybeans, tomatoes or wheat. Enough for a single meal with up to 4 people.
    R/+1 52/183
  • Fields of Grain1G Land — Covenant C Keywords: Plantation
    Produces an additional resource die if slotted adjacent to a Farm Land.
    T, visit: Produce Vegetable Stew.
    T:
    Produce grain.
    T: Add G to your Mana pool.
    R/+0* 53/183
  • Fire Squid Farm1UR Land — Covenant M Must be slotted adjacent to a River land.
    T, visit Fire Squid Farm: Gather R. It might become Locked (does not untap as normal) until end of season (on B) to repopulate.
    T, FF: Add RR to your Mana pool (slightly burning your hands in the process).
    T: Produce around a liter of boiling water or ink.
    T: Reroll a Contortion or Hunting test.
    R/+0 54/183
  • Fishing Barges4 Land — Covenant C Keywords: Vehicle
    Aquatic, River or Port lands adjacent to Fishing Barges produce an additional resource die.
    T: Reroll a Hunting (fishing), Navigation or Tracking (naval) test.
    A bad day of fishing is better than a good day at work. Unless it is work. R/+0 55/183
  • Floating Islands2 Land — Mythic M T: You may reroll an Auram or Terram test, or add G/W to your Mana pool. Introduce floating islands to the story (these islands follow no discernible movement pattern and are rarely inhabited, but the larger ones are sometimes dotted with ancient ruins). 56/183
  • Flymonger Nest1U Land — Covenant M Each time you visit Flymonger Nest you must make a successful Animal Handling or Poison test. If you fail, you becomes Poisoned (Flymonger Venom).
    T, visit Flymonger Nest: Produce Flymonger Venom.
    T, visit Flymonger Nest: You sell some of the eggs that are considered a delicacy in these parts. Produce a Copper Coin (on U/B).
    T, E: Add U to your Mana pool.
    R/+0 57/183
  • Food Markets3G Land — Covenant R Keywords: Merchant
    District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
    T: Produce Standard Rations.
    T: co Commerce (recover two resource dice) for Lands on the same page.
    R/+0 58/183
  • Forester’s Lodge2G Land — Forest C You cannot use this card in Winter season.
    T: Add G to your Mana pool.
    T: Commerce (recover one resource die).
    T: Introduce a hunt or an animal to be hunted to the story.
    The base of operations for any Forester that tends to a certain forest.
    R/+0 59/183
  • Forgotten Shrine3W Land M Keywords: Faith, Ruins
    T: Add W or chaos to your Mana pool.
    T: Reroll a History or Theology test.
    T: Introduce a church legend or archaeologist to the story.
    R/+0 60/183
  • Foundation Stone3 Land — Covenant S Keywords: Underground
    Unlocks an additional page (four slots) for your Covenant resources. Foundation Stone must be slotted in the first slot of this new page.
    T: Add G/U to your Mana pool.
    R/+0 178/183
  • Foundry4 Land — Workshop U T, visit: You are considered Skilled (+1 die) for a single crafting test.
    T: Reroll a Metallurgy test.
    Sacrifice a copper coin: Q Foundry.
    The heat of the forge improves the quality of the steel.
    R/+0 61/183
  • Fountainhead Garden2GU Land — Covenant U Keywords: Aquatic
    T: Add G/U to your Mana pool.
    T: Increase the Battle Morale of a single Tier (your choice) by 1.
    T, visit: Decreases the Complexity for Crafting U items by 1.
    R/+0 62/183
  • Geisha House4 Land — Covenant U T: Introduce a geisha or an opportunity for a compromising situation to the story.
    T: Reroll a Disguise, Drinking, Music or Seduction test.
    R/+1 63/183
  • Gem Pit7 Land — Mine M Keywords: Underground
    Advantage (free reroll) for Wealth tests.
    T: co Commerce (recover two resource dice).
    T: Produce a non-magical gemstone.
    T: Reroll a Wealth test, twice.
    R/+3 64/183
  • Geode Grotto1G/WG/W Land — Underground U W: Add G to your Mana pool.
    T: Add G to your Mana pool.
    T: Reroll a Mining or Terram test.
    T, visit, sacrifice a Crystal: Gather G (no magic test needed).
    R/+1 65/183
  • Gnarled Tree1BG Land — Forest U T: When you visit a Forest Land, you can form a sympathetic link to this Forest. This drops any other sympathetic links created by Gnarled Tree.
    T: Reroll any test performed by a Plant Servant or Plant Companion.
    T: Add B to your Mana pool.
    R/+0 66/183
  • Gold Mine8 Land — Mine M Keywords: Underground, Workshop
    Advantage (free reroll) for Wealth tests.
    T: co Commerce (recover two resource dice).
    T: Produce gold ore.
    T: Reroll a Wealth test, twice.
    R/+3 67/183
  • Grapple GrassG Land — Forest C T, visit: Gather G (magic test), but there is a chance (on d1d1) that Grapple Grass spreads to a slot on your equipment or land pages (it destroys other cards).
    T, visit: One use of Defensive Advantage (free reroll or replace) in a battle duel. R/+0 68/183
  • Graveyard2 Land — Cemetery C Any graveyard, crypt or similar area is considered consecrated when you enter it (this ends when you leave).
    T: Introduce a follower of the light or a funeral to the story.
    T: Add A to your Mana pool.
    R/+0 69/183
  • Guild District4 Land — Covenant R District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
    Lands that produce at least one resource die can be slotted on this page (even if they do not have the Covenant keyword).
    R/+1 70/183
  • Heart of Onnotangu5 Land — Covenant M Keywords: Crystal
    District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks). Only Spirit, Phantasm, Planar or Moon cards can be slotted on this page. If there are 4 cards slotted on this page, it produces +1 Resource Die.
    Wanderlust (you can slot a land adjacent to this card) for Moon lands.
    R/+* 71/183
  • Hellfire Club1RR Land — Covenant U Keywords: Infernal
    T, visit: Higher Learning (reduce the complexity by either 2 or W/U/B/R/G for the purpose of learning or slotting) — Infernal.
    T, FF: Add RR to your Mana pool.
    T: Change a spell or technique with an Infernal card of the same type from your grimoire for free.
    Something about this club feels off... R/+1 72/183
  • Henna Plantation4 Land — Covenant U Keywords: Plantation
    T: Produce a bribe. This might be Illegal (when you use this card around others, risk dishonored, on B).
    T, sacrifice 2 Addictive cards: Produce a copper coin.
    R/+1 73/183
  • Herb Shop3G Land — Merchant U T: Add G to your Mana pool.
    T: Commerce (recover one resource die).
    T: Introduce a herbalist or useful herb to the story.
    R/+1 74/183
  • Herb Storage2G Land — Covenant U Advantage (free reroll) for Crafting (herbal items) tests.
    T: Gather G (magic test).
    T: Produce a copper coin, usable only to immediately craft herbal items (you may supplement your own coin if you want to).
    R/+1 75/183
  • Hidden Bookcase2 Land — Covenant C All cards on the same Covenant page as Hidden Bookcase gain Concealable (disadvantage to find this item).
    T: Introduce a secret passage or hiding place to the story.
    R/+0 76/183
  • Homestead1 Land C T: Introduce a safe space to the story (often the home of a sympathetic commoner).
    T: Produce clothing, food, household tools or textiles on a small scale.
    R/+1 77/183
  • Honey Comb2U Land — Covenant U Keywords: Invae, Herd.
    T: Produce a copper coin. Honey Comb becomes Locked (does not untap as normal) for the next two weeks.
    T, FF: Add W/U to your Mana pool.
    T: One use of Offensive Advantage (free reroll or replace) in any astral duel.
    R/+0 78/183
  • Horse Pasture4 Land — Herd U T: Commerce (recover one resource die).
    T: Introduce horses (for the entire party) to the story.
    T: Reroll any test made by a horse or in relation to horses.
    R/+1 79/183
  • Incense Mill3 Land — Covenant U Keywords: Workshop
    T: Add W to your Mana pool.
    T: Shrouded +1 (increase the difficulty of being astrally detected by 1) until the end of the scene.
    T: Introduce a new fragrance to the story.
    Kodo, the art of fragrance, is highly valued by all, even the most savage warrior. R/+1 80/183
  • Inn4 Land — Merchant U T: Commerce (recover one resource die).
    T: Introduce an adventure hook (that starts in your inn), or introduce an interesting employee or patron.
    T: Reroll a Fellowship test.
    T, visit Inn: Halve the healing time for Injuries and Wounds.
    R/+1 81/183
  • Inquisitor's Tower4 Land — Unique S Keywords: Fortification, Faith
    Advantage (free reroll) for Intimidate tests.
    T: Send someone “to the tower” for questioning. Very few people resist.
    T: Reroll a Torture, Interrogation or Theology test.
    R/+0 179/183
  • Iron Mine4 Land — Mine U Keywords: Underground, Workshop
    T: Commerce (recover one resource die).
    T: Produce iron ore.
    T: Reroll a Durability test with an iron or steel item.
    R/+1 82/183
  • Island Lair6 Land S Keywords: Criminal
    T: co Commerce (recover two resource dice).
    T, Sacrifice a copper coin: Introduce a secret plot to the story. This conflicts with your schemes and should be stopped. When you foil it, gain a gold coin.
    T: Add U to your Mana Pool.
    R/+2 180/183
  • Jade Bazaar4 Land — Merchant U Keywords: Jade
    T: Reroll a Resistance or Willpower test against Corruption.
    T: Produce some Jade ore.
    T: Reroll a Durability test with a jade item.
    R/+1 83/183
  • Kasbah2 Land — Desert U Keywords: Fortification
    Produces an additional resource die if you have another Desert land slotted.
    T: Introduce a safe route through deserts.
    T: Reroll a Riding, Bargain or Survival test.
    T, EE: Add W to your Mana pool.
    R/+0* 84/183
  • Kelp Forest3G/U Land U Keywords: Aquatic, Forest
    Your Snaring items have Durability +1 (to a maximum of 6) and are considered Masterwork items.
    T, visit: Make a Hard (16) Foraging Strength test to produce Sea Food Ramen.
    T: Add G/U to your Mana Pool.
    R/+0 85/183
  • LeylineG Land — Covenant C Keywords: Occult
    T: Produce a sympathetic link to a land.
    T: Reroll a Magic test.
    Your covenant is built on, or close to, a significant leyline. R/+0 86/183
  • Lighthouse2 Land — Port C T: Introduce a safe path across waterways or a light at night to the story.
    T: Reroll a Navigation, Sailing or Searching test.
    R/+0 87/183
  • Lojan’s Forge1RBG Land — Covenant S Keywords: Workshop, Mechanical
    Requirements: Lojan Cube
    You have a Wealth Rating of 5.
    T, visit: You are considered Skilled (+1 die) for a single Craft test. Items made on Lojan’s Forge cost one less R/G to craft and only cause complications on d1d1.
    T: Reroll a Metallurgy test twice.
    R/+0 181/183
  • Lumberyard3 Land — Merchant U T: Commerce (recover one resource die).
    T: Produce lumber or introduce a lumberjack to the story.
    Sacrifice Lumberyard: Add R to your Mana pool.
    R/+1 1/183
  • Majestic Woods2 Land — Forest C T, visit: Gather G/U (magic test).
    T: Produce berries, mushrooms, onions or timber.
    T: Recover E, just by thinking of these woods.
    R/+0 88/183
  • Mana Crypt1B Land — Covenant C Keywords: Occult
    Whenever you sacrifice a land to gather Mana, you may choose not to sacrifice it and T Mana Crypt (if you cannot, suffer FFF).
    T: Produce a sympathetic link to a land.
    R/+0 89/183
  • Mana Tower2W Land — Covenant U Keywords: Occult, Fortification
    T: Reroll a Perception test, or a Durability test for any covenant building.
    T, visit: One use of Offensive Advantage (free reroll or replace) in a battle duel, or any duel on covenant grounds.
    T: Produce a sympathetic link to a land.
    R/+0 90/183
  • Mana VaultWUBRG Land — Covenant R Keywords: Occult
    Up to four Mana tokens can be stored in the Covenant. You may Q Mana Vault whenever you visit it.
    T: Retrieve up to three Mana from the vault.
    R/+1 91/183
  • Mansion (City)5 Land R If your mansion is featured (creatively) in the story, you may draw a Trump.
    T: Introduce a party (or other social gathering) to the story.
    R/-1 92/183
  • Mansion (Rural)5 Land R If your mansion is featured (creatively) in the story, you may draw a Trump.
    T: Introduce a party (or other social gathering) to the story.
    A large dwelling house, able to accommodate multiple generations of one family. R/+1 93/183
  • Map Room2 Land — Covenant U Keywords: Workshop
    T: Produce a shortcut through any mundane terrain (with a map).
    T: Reroll an Astronomy, Cartography, Geography or Navigation test (with a map).
    R/+0 94/183
  • Mercenary Company4 Land — Retainer U T: Commerce (recover one resource die) or produce some of your own mercenaries.
    T: Reroll an Attack, Defense or Tactics test.
    R/+1 95/183
  • Merchant Ship 4 Land — Vehicle U Advantage (free reroll) for attuning any water-related Lands (such as islands).
    T: Commerce (recover one resource die).
    T: Ignore the Exotic trait of any item.
    T: Introduce quick travel by sea or any waterway.
    R/+1 96/183
  • Misty ForestsI Land — Unique S Keywords: Forest
    T: Gather G/U (magic test) from mist.
    T: Introduce an astral dweller or mist to the story.
    T: Reroll a test with an Assegai, Hide Shield or Ikwla. Alternatively, reroll a Stealth test, twice.
    R/+0 169/183
  • Monastery4 Land — Faith C T: Add chaos to your Mana pool.
    T: Commerce (recover one resource die).
    T, visit Monastery: Every day rested here counts double towards recovery times.
    T: Introduce a fellow monk or scribe to the story.
    R/+0 97/183
  • Monastery Dojo4 Land — Covenant U Keywords: Barracks
    T: Increase Battle Morale by 1 in a single Tier.
    T: Q a mundane stance.
    T, FF: Add B to your Mana pool.
    chaos or W/BW/B: Q Monastery Dojo.
    R/+0 98/183
  • Mushroom Caves1R/G Land — Covenant U Keywords: Plantation, Underground
    T: Commerce (recover one resource die) if you are a Dwarf or Myconid (or there is one in your Covenant).
    T: Produce a copper coin that can only be used to craft a Herbalism item.
    R/+1 99/183
  • Nagarajah Enclave1UU Land — Covenant M District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
    Reduces the cost to slot other cards on the same page by U.
    R/+0 100/183
  • Natural Aviary2U Land — Covenant U
    T: Add W/U/B/R/G to your Mana pool. Use this only for Avian cards or for paying the Upkeep of a Bird servant.
    T, visit, risk a copper: If no player has one, add a Kestrel Companion to your grimoire. (lose copper on B).
    R/+0 101/183
  • Oasis3 Land — Desert U T, visit: Gather U/R, if you succeed in a Magic test (difficulty increases with distance).
    T: Introduce fresh water to the story.
    T: Recover E.
    R/+1 102/183
  • Offsite Campus2B Land — Covenant U You can slot Companions on the same Covenant page as Offsite Campus. All Companions on the same Covenant page as Offsite Campus lose their abilities, but gain the following trait:
    • T: Companion becomes Locked (does not untap as normal) for an entire season while training in an arcane ability (players’ choice).
    An campus associated with the Academy, it has some allowances for training in the Hermetic arts. R/+0 103/183
  • Old Cherry TreeG Land — Covenant C Keywords: Forest
    T: Prevent E from any source.
    T: You have Advantage (free reroll) and Flourish (halve the E this action causes, rounding up) for a single Teleport action or spell.
    R/+0 104/183
  • Opium Den4 Land U Keywords: Criminal
    T: co Commerce (recover two resource dice).
    T: Introduce an addict, Easterling or drug dealer to the story.
    T: Produce opium (or heroin).
    R/+1 105/183
  • Papyrus Plantation2G/U Land — Covenant U Keywords: Plantation, River
    T: Add U to your Mana pool.
    T: Produce a copper coin that can only be used to acquire or repair an Exotic item.
    R/+0 106/183
  • Pasture3 Land — Herd U T: Commerce (recover one resource die).
    T: Produce cattle or dairy.
    T: Reroll a Durability test for a leather item.
    R/+1 107/183
  • Pawn Shop2 Land — Merchant C Enhances Storage page [+2].
    T: Commerce (recover one resource die).
    T: Produce a useful item to the story.
    T, sacrifice 2 items from storage: Gather a random W/U/B/R/G (magic test).
    Its contents are an invitation to endless wonder.
    R/+0 108/183
  • Pearl Bed1UU Land — Covenant U Keywords: Aquatic
    Once per session, you may have one of your Aquatic, River or Port lands gain:
    T: Commerce (recover one resource die).
    T: Produce a Pearl Potion.
    T: Reroll a Durability or Repair test for a Pearl item.
    R/+1 109/183
  • Pet Sematary1U/B Land — Cemetery C T, E: Add U/B to your Mana pool.
    T: Prevent an animal Companion or Servant from dying. It becomes Incapacitated instead. There is a chance this fails and you become Cursed (on a B). Flip this card.
    It genuinely creeps people out. R/+0 110/183
  • Petrified Forest2G Land — Forest U T, visit: Gather G/U (magic test).
    T: Produce Ironwood timber.
    T: Reroll a Durability test.
    R/+0 111/183
  • Pine Forests2 Land — Forest C T: Add G to your Mana pool.
    T: Introduce a hunting trip or hunter to the story.
    T: Produce boar, deer, furs, quail, timber or turkey.
    R/+0 112/183
  • Planar Lighthouse2WW Land — Covenant R Keywords: Planar, Port
    Requirements: Must be constructed off world.
    Advantage (free reroll) for planar travel tests.
    T: Add W to your Mana Pool.
    T: Guarantee a safe landing site when planar traveling (as safe as possible).
    T: Q a Planar card.
    R/+0 113/183
  • Pleasure District3R Land — Covenant R Keywords: Criminal.
    District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
    T, RR, visit: Gather R.
    T a resource die on same page: Add R to your Mana pool.
    R/+0 114/183
  • Poultry Farm2 Land — Farm C Keywords: Herd
    Sacrifice Poultry Farm: Produce a copper coin and Commerce (recover one resource die).
    T: Produce eggs, feathers or chicken (bones or meat).
    R/+1 115/183
  • Progenitor Gardens1DG Land — Covenant M Keywords: Alien, Forest
    District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
    Other Alien cards on the same page do not count for Corruption tests.
    R/+0 116/183
  • Prostitution Ring3 Land U Keywords: Criminal
    T: co Commerce (recover two resource dice).
    T: Produce a prostitute (usually not a happy one) or a thug.
    Fancy a tumble, guv’nor? R/+1 117/183
  • Protection Racket2 Land C Keywords: Criminal
    T: Commerce (recover one resource die).
    T: Produce a loyal thug.
    T: Limit Break (set a single combat pool to 7 until the end of your next turn) for your Social pool.
    R/+0 118/183
  • Quarry4 Land — Mine U Keywords: Underground
    T: Commerce (recover one resource die).
    T: Produce a cart or mundane stone.
    T: Reroll a Durability test for a stone building or creature.
    R/+1 119/183
  • Railroad Connection5 Land — Covenant R Keywords: Workshop, Mechanical
    T: Introduce quick travel by rail (only magical transportation will beat the train).
    T: co Commerce (recover two resource dice).
    The railroad runs through your lands, improving prosperity and travel times. R/+2 120/183
  • Ramparts1 Land — Covenant C Keywords: Fortification
    Covenant buildings have Advantage (free reroll) for Durability tests.
    T, visit: In a battle duel, add +2 to your duel total result.
    Peering down the army looked tiny and inconspicuous. R/+0 121/183
  • Red Light District6 Land R Keywords: Criminal
    T: co Commerce (recover two resource dice).
    T: Introduce one of your whorehouses, madams, employees or a criminal contact to the story.
    A collection of brothels (often entire streets) in different cities. R/+1 122/183
  • Refugee Camp3 Land — Covenant M Keywords: Settlement, Ruins
    Upkeep: 1 copper coin per month
    T: Add B to your Mana pool.
    Survivors from a large scale conflict with to massive casualties and unfathomable economic loss. R/+0 123/183
  • Restless Bivouac3 Land — Covenant C Keywords: Barracks
    Requirements: Can only be slotted in a Covenant.
    Adds an army (Taurus Unchained) to your Battle Hand.
    T: Prevent Intimidated or Fleeing.
    T: Add B to your Mana pool if your Covenant has an army slotted.
    R/+0 124/183
  • Rock of Ages3GRW Land — Covenant S Keywords: Occult, Underground
    Advantage (free reroll) for history and occult tests.
    T, visit: Gather G/W (magic test).
    T: Reroll a Terram or geology test.
    T: Absorb 6 (if a source would deal damage, prevent 6 of that damage) for electric damage (such as lightning) or conductive damage.
    R/+0 171/183
  • Rootbearing TreesGG Land — Covenant C Keywords: Forest
    You can slot Forest lands in your Covenant pages, and the cost to slot them is reduced by G.
    T: Add G to your Mana pool.
    T, U: When you Gather G, you may have it not count towards your Gathering Limit.
    A strong foundation to support any forest. R/+0 125/183
  • Rosemary Gardens3 Land — Covenant U Keywords: Plantation
    T: Prevent a Condition caused by Food.
    T: Prevent Nauseated or Sickened.
    T, risk a {Trump of your suit}: Prevent the effects of a fumble for a Poison or Disease test.
    R/+0 126/183
  • Sea Vents2W/U Land — Aquatic C T: Add W/U to your Mana Pool.
    T, 2AP: Cast the Breathe Water spell (even if you don’t have it). Sea Vents becomes Locked (does not untap as normal). You can Q it by performing a visit action.
    R/+0 127/183
  • Secluded Cottage2U Land — Forest C You cannot use this card in Winter season.
    T: Add U to your Mana pool.
    T: Chance for Wealth +1 (on U).
    T: Produce berries, pipe weed or a hearty meal for one person.
    A place to relax from the toils of the world, surrounding with nothing but green...
    R/+1 128/183
  • Serpentarium1U Land — Herd U Spiritual +1 (increase fellowship by one for purposes of maximum servants, cumulative) for serpents.
    T: Until the end of the scene, one of your Serpent servants or companions has sp Poisonous ([Court, Cups]: target is poisoned) instead of Poisonous.
    R/+0 129/183
  • Shadow Forest2G/WG/W Land — Covenant R Adds an army (Shadow Legion) to your Covenant.
    Your Phantasm servants have Injury Threshold +2.
    Your Phantasm armies have Army Power +1.
    T: Pay the upkeep cost of a Phantasm servant.
    T: Reroll a Nethermancy test.
    R/+0 3/183
  • Shadow Lair2W/B Land — Occult U Adds a servant (Ink Familiar) to your grimoire.
    T: Add W to your Mana pool.
    T: Introduce a spirit sighting to the story.
    T: Reroll a test made by a Phantasm servant or Phantasm companion.
    R/+0 130/183
  • Ship Graveyard2B Land — Cemetery U T, E: Add G/U to your Mana pool.
    T: Produce lumber (soaked).
    T: Reroll a Navigation or Sailing test.
    T: Introduce a naval myth or sailor’s legend to the story.
    Tales of the drowned haunts the masts protruding from darkened waters. R/+0 131/183
  • Silver Mine6 Land — Mine R Keywords: Underground, Workshop
    T: co Commerce (recover two resource dice).
    T: Produce silver ore.
    T: Reroll a Wealth test, or an Attack test with a silver weapon.
    R/+2 132/183
  • Skull IslandRR/WR/W Land — Mythic M Keywords: Covenant, Planar
    This location represents a permanent gateway from the physical world to the Dreamlands, and vice versa.
    T: Reroll any test while in the Dreamlands.
    T, visit: Open a portal between the Dreamlands and the waking world.
    R/+0 134/183
  • Skyrise Towers3W/U Land — Covenant R District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
    Wanderlust (you can slot a land adjacent to this card) for Environmental lands (need not have the Covenant keyword).
    T: Add W to your Mana pool.
    R/+0 135/183
  • Slave Market3 Land — Merchant U Keywords: Criminal
    T: co Commerce (recover two resource dice).
    T: Produce a slave (with a useful skill).
    R/+1 136/183
  • Smuggler Route3 Land C Keywords: Criminal, Underground
    Generates +1 Resource Die when you have another Criminal Land slotted.
    T: Spend a free copper coin during a Wealth test (only usable to gain additional Resource Dice). This is Illegal (when you use this card around others, risk dishonored, on B).
    T: Introduce an unconventional escape route to the story.
    R/+* 137/183
  • Snow-Covered Mountain Peak 2U/R Land — Covenant U Adds a battle tactic (Altitude Training) to your Battle Hand.
    Your Catch Your Breath checks are considered Atmospheric Science checks (can be rerolled).
    T: Add U/R to your Mana pool.
    A majestic sight with eternal snow. R/+0 138/183
  • Sorrow's PathH/R Land — Curse C Free (no coin or mana to purchase or slot).
    T, when an opponent attacks you, before defense: Redirect the attack to any ally in reach of your opponent. Then give Sorrow’s Path to that player.
    Higher and higher the flames roared, until only sorrow remained. R/+0 139/183
  • Spirit Lodestone2WB Land — Covenant S Keywords: Occult
    T, visit: Gather W/B (magic test).
    T: Introduce the spirit of someone recently deceased to the story.
    T: Reroll a Vim or Necromancy spell.
    T: Offensive Advantage (free reroll or replace) against a spirit.
    R/+0 182/183
  • Spiritual Refuge3 Land — Covenant U Keywords: Temple, Faith
    Concealable (disadvantage to find this land).
    T an army on the same page: Add W/B to your Mana Pool.
    T: You gain +1 Battle Morale in any Tier.
    Hidden in plain sight. R/+0 140/183
  • Star TreeGW Land — Forest C T, visit: Gather G/W (magic test).
    T: Reroll an Astronomy or Auram test, or any test on an astral quest.
    There is a pale tree, deep in the forest, that blooms with starlight. R/+0 141/183
  • Stellar Observatory8WW Land — Covenant S X is equal to the number of planar lands you have slotted in your covenant.
    T: Gather W (magic test, planar).
    T: Travel in or out of the Dragon’s Veil. Make an Extremely Hard (20) Astronomy test to “dial” the desired coordinates (any result of d1d1 indicates an event).
    R/+X 183/183
  • Sulfurous Springs3 Land — Covenant C Keywords: Infernal
    Up to two times each session you may use R in your Mana pool as B.
    T: Add R to your Mana pool.
    T, FF: Add B to your Mana pool.
    T: Reduce an Ammo check by P.
    A land defiled, diseased beyond healing. R/+0 142/183
  • Sunken Settlement1UB Land — Covenant U Keywords: Ruins, Aquatic
    T: Add U/B to your Mana pool.
    T, visit: Gather B (magic test). There is chance you are attacked by Drowned Zombies (on B).
    T: Introduce a quiet fishing opportunity to the story.
    The peace and quiet of the dead... R/+0 143/183
  • Symphonic SylvestriumRG Land — Forest U T: Add R/G to your Mana pool.
    T, visit: Gather R/G (magic test).
    T: Reroll an Imaginem, Music or Song test, or any test that will break a silence.
    R/+0 144/183
  • Temple District3W Land — Covenant R District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
    T: Produce a number of resource dice equal to the Faith and Temple cards slotted on the same page.
    T: Produces chaos equal to the Faith and Temple cards slotted on the same page.
    R/+* 145/183
  • Temple of the MoonBBB Land — Covenant M Keywords: Faith
    T: Add B to your Mana pool or BB with Onnotangu’s Blessing.
    T: Until the end of the scene, one opponent has Vulnerable (injury threshold is halved) for Obsidian damage.
    T: Introduce a follower of Onnotangu to the story.
    R/+0 146/183
  • Temple of the SunWWW Land — Covenant M Keywords: Faith
    T: Add W to your Mana pool.
    T, reveal {The Sun}: Limit Break (set a single combat pool to 7 until the end of your next turn) for a Warding test. You need not reveal {The Sun} if you have Amaterasu’s Blessing.
    T: Introduce a follower of Amaterasu to the story.
    R/+0 147/183
  • The BridgeI Land — Unique S Keywords: Port
    If you “bring in” a witch, you may T The Bridge to produce a copper coin.
    T: Introduce a witch hunter (or at least a supporter of the cause) to the story.
    T: Reroll an Investigation, Occult or Warding test.
    The headquarters of the hunters. R/+0 168/183
  • The NetherworldsI Land — Unique S T: Introduce a spirit to the story (be careful).
    T: You may Q any card in your aura (5 paces). Then either pay E equal to the card’s Complexity or Risk D (on B, netherworld corruption).
    R/+0 170/183
  • The Silver Record3 Land — Covenant M Requirements: Werewolf
    Encumbrance: 2 (reduces quickness by 2).
    Each time you recover a piece of werewolf lore that was lost in time, you may Gather B. This does not count against your Gathering Limit.
    T: Reroll a History, Occult or Veering test.
    R/+0 133/183
  • The Witch's Son2 Land — Retainer C T: Introduce a black cat to the story (is that the witch’s cat? What’s it doing out here?).
    T: Reroll a Healing, Occult or Warding test.
    A witch lives on your lands, but like most of her kind she is cantankerous, rarely seen and not much help. However, her son is a kind soul and usually has a bit of advice or a cantrip. R/+0 165/183
  • Tiger’s Teeth3 Land — Covenant U Keywords: Fortification
    You have +1 Army Power in all Melee Tiers.
    T: During a battle duel, add d4 to your duel result (Melee Tier).
    R/+0 148/183
  • Toll Bridge3 Land — Covenant C Requirements: Must have slotted a River card on the same page.
    The difficulty for detecting intrusions into your Covenant is decreased by 2.
    T: Reroll an Alertness, Bargain, Economics or Smuggling test.
    R/+1 149/183
  • Tower2 Land — Covenant C Keywords: Fortification
    Covenant buildings never roll less than 6 dice for Durability tests.
    T, visit: One use of Offensive Advantage (free reroll or replace) in a battle duel.
    R/+0 150/183
  • Tower House2 Land — Fortification U T: Introduce a safe (or at least defensible) place to rest to the story.
    T: One use of Offensive Advantage (free reroll or replace) in a battle duel.
    T: Reroll an Auram, Imaginem or Perception test.
    R/+0 151/183
  • Townhouse5 Land R Enhances Fatigue Threshold [+1/16].
    If your townhouse is featured (creatively) in the story, you may draw a Trump.
    T: Reroll a Social or Resistance test.
    A multiple story brick house with a basement, lighting, running water, sanitation, a small garden and one or two servants. R/+1 152/183
  • Training Chamber2 Land — Covenant C Keywords: Barracks
    T: Set a single combat pool of an ally, character or servant to 6 for the rest of the scene.
    T: Limit Break (set a single combat pool to 7 until the end of your next turn).
    R/+0 153/183
  • Tree Root Basin3GU Land — Covenant R Keywords: Forest
    T: Reroll a Herbam or Natural test.
    T, visit: Until the end of the session, enhance Size [+1/3].
    T, 2AP: You cast the Plant Talk spell (even if you do not possess it). Tree Root Basin becomes Locked (does not untap as normal). You can Q it by spending G.
    R/+1 154/183
  • Trophy Room2U Land U Trophy Room produces an additional resource die when you have a Hunter card slotted.
    Enhances Trophy page [+2/8].
    T, sacrifice a Trophy: Gain a copper coin. This could be Illegal (when you use this card around others, risk dishonored, on B) as it turns out you sold an endangered species.
    R/+0* 2/183
  • Undiscovered Caern2GU Land — Covenant M Keywords: Forest, River
    Sacred Oath (breaking it has dire consequences) to protect it. While slotted, you have Purity +1 (Reduce the amount of D for any Corruption test by one).
    T, visit: Produce 1 week worth of rations.
    T, visit: Gather G/U (magic test).
    T, E: Add G/U to your Mana pool.
    A single patch of respite out of the cold. R/+0 155/183
  • Village: Foresthaven3 Land — Settlement M T: Reroll a History or Agriculture test.
    T: Reroll a Herbalism test involving mushrooms.
    T: Introduce a patch of mushrooms to the story.
    D: Twice per season gather U (magic test).
    You can’t “own” a settlement, but have great influence here. The Kodama are grateful for leading them to a promised land that is free of corruption and bountiful in food. R/+0 156/183
  • Warehouse3 Land — Merchant C Enhances Storage page [+4].
    T: Commerce (recover one resource die).
    T: Use the introduction option of another card (even if it is already tapped).
    R/+0 157/183
  • Waterwheel2 Land — Workshop U Requires a River or Waterfall slotted directly adjacent.
    T: Commerce (recover one resource die).
    T: Produce electricity or flour (with grain).
    R/+1 158/183
  • Wave Breaker District2U Land — Covenant R Keywords: Port.
    Requirements: Covenant must be near water.
    District (Unlocks four slots for Covenant. Must be slotted on the page it unlocks).
    T, visit, T two Ports on same page: Gather U. This counts towards your Gathering Limit.
    T another Port on same page: Add U to your Mana pool.
    R/+0 159/183
  • Weather Station1G/W Land — Covenant U Keywords: Laboratory
    Wanderlust (you can slot a land adjacent to this card) for Environmental Lands.
    At start of session, reveal a random Environmental Land that will be played.
    T: Reroll an Atmospheric Science test.
    R/+0 160/183
  • Whiteleaf Fields1 Land — Forest C T: Your magic attack has at least Penetration: 1 (ignore one point of armor) and Offensive Advantage (free reroll or replace).
    T: Commerce (recover one resource die).
    R/+0 161/183
  • Whorehouse3 Land U Keywords: Criminal (usually tolerated)
    T: Introduce a prostitute to the story or produce a bribe for another criminal enterprise.
    T: Reroll a Fellowship, Social or Resistance test.
    R/+0 162/183
  • Windmill3 Land U Keywords: Mechanical
    T: co Commerce (recover two resource dice).
    T: Produce electricity, flour (requires grain) or pump up clean ground water.
    R/+1 163/183
  • Wine Cellar3 Land C Keywords: Brewery
    Fashionable (may provide advantage in social situations).
    T: Introduce a fine vintage or drinking establishment to the story.
    T: Reroll a Fellowship or Social test.
    T: Prevent the Drunk condition. (you are used to consuming large amounts)
    R/+0 164/183
  • Zinc Mine2 Land — Mine U Keywords: Underground
    T: Commerce (recover one resource die).
    T: Produce some zinc ore.
    While brass is no longer very current in arms crafting, it is still used for crafting tools such as cutlery among the common folk. R/+1 166/183