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Vindication: Wintertide Promo Pack

Expansion for Vindication

Vindication: Wintertide Promo Pack Rulebook

Table of Contents

Table of Contents

  • Relics
    • Amulet of Preserved Fealty
    • Blade of Glaciated Spite
  • Companions
    • Zánni, Elder of Chilling Wind
    • The Stewmaster
    • Chilling Apparitions
  • Pets
    • Courier of Hope
    • Courier of Dread
  • Traits
    • Vanity
    • Sovereignty
    • Tenacity
  • Loot
    • Shivering Crystals
  • Monsters
    • The White Horror
    • Dreadwidow
    • Sunbane
    • The Ice-sworn

Relics

Amulet of Preserved Fealty

Equippable Relic

Equip on a companion you control. Equipped companion requires no influence to activate.

Honor: 4

Blade of Glaciated Spite

Cursed Relic

When acquired, place 1-3 influence here. Lose 1 honor and return 1 influence: remove a player's control of an adjacent map region.

Honor: 3

Companions

Zánni, Elder of Chilling Wind

Companion, Ice Liege

You may not move on a turn when you activate Zánni. If you have already moved, you may not activate Zánni.

Initiative: 206 Attributes: 1 Vision Honor: 2

The Stewmaster

Companion, Veteran Cook

All players may return 2 influence from companions. For each other player who does, augment 1 power.

Initiative: 205 Attributes: 2 Inspiration Honor: 2

Chilling Apparitions

Companion, Frozen Souls

Choose 3 face-down stacks on the main board. On each of those stacks, you may flip the top card face-up.

Initiative: 204 Attributes: 2 Wisdom Honor: 2

Pets

Courier of Hope

Lost Pet Spirit

This pet does not attach to a companion. Discard this card: replace one of your companions with a face-up companion from the main board.

Honor: 2

Courier of Dread

Cursed Pet Spirit

This pet does not attach to a companion. After another player activates a relic, you may destroy it, then discard this card and lose 2 honor.

Honor: 0

Traits

Vanity

Trait

Lose 1 honor: augment 1 power. All players with more conviction than you must dilute 1 conviction to influence.

Honor: 4

Sovereignty

Trait

Once per turn, you may permanently add up to 2 influence to this card. At game end, gain 1 honor for each influence on it.

Honor: 4

Tenacity

Trait

You gain 1 additional honor when taking over a region, and 1 honor when another player takes over a region you control.

Honor: 5

Loot

Shivering Crystals

Loot

Dilute 1 power: roll the attribute die twice, and gain your choice from the results.

Honor: 3

Gap: the Ability Cost slot on this card is an icon, which the database does not transcribe. The card photo shows it as a cost pictogram, but its meaning is not explained on the card face. The base rulebook covers the cost icons.

Monsters

The White Horror

Monster

At game end, If you have 3 or more companions with no influence on them, gain:

Honor: 5 End Game Honor: 5

Gap: the reward after "gain:" is an icon on the card. The database gives only the End Game Honor value (5).

Dreadwidow

Monster

At game end, roll the attribute die and gain the attribute. If you then have 3 or more of it, gain:

Honor: 4 End Game Honor: 8

Gap: the reward after "gain:" is an icon on the card. The database gives only the End Game Honor value (8).

Sunbane

Monster

On your turn, you may forfeit 1 relic to Sunbane. For each, at game end, gain: Tuck Forfeit cards face down under this card.

Honor: 5 End Game Honor: 3

Gap: the reward after "gain:" is an icon on the card. The database gives only the End Game Honor value (3).

The Ice-sworn

Monster

On your turn, you may forfeit 1 companion to the Ice-sworn. For each, at game end, gain: Tuck Forfeit cards face down under this card.

Honor: 5 End Game Honor: 3

Gap: the reward after "gain:" is an icon on the card. The database gives only the End Game Honor value (3).