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Xanth

Xanth Rulebook

Table of Contents

Table of Contents

  • Introduction
  • Game Components
  • The Game Board
  • Cards
  • Simple and Easy Game
    • Sit Up
    • A Turn of Events
      • Beginning
      • Middle #1 (Movement)
      • Middle #2 (Encounters)
      • Combat (a pugnacious flying mammal)
      • End
    • Shedding Blood Markers
    • Special Regions
  • Still Simple and Easy but Longer Game
  • Monaural Game
    • Sit Up
    • Play
  • Stereo Game
  • Component Illustrations
  • Quest Card Reference
    • B Quest
    • Con Quest
    • Escort Quest
    • Escort Quest
    • Escort Quest
    • Escort Quest
    • Escort Quest
    • Escort Quest
    • House Quest
    • In Quest
    • Journey Quest
    • Journey Quest
    • Journey Quest
  • Encounter/Event Card Reference
  • Chair Actor Cards

Introduction

There are four versions of the game: Simple and Easy, Still Simple and Easy but Longer, Monaural, and Stereo. The Simple and Easy Game is basic, designed for three to six players. The Still Simple and Easy but Longer Game is advanced, but mostly just a series of options to lengthen the game, giving poor losers a second chance. The Monaural Game, for people without friends, can use the victory conditions of either the Simple and Easy or Still Simple and Easy but Longer Game. The Stereo Game, for somebody with only one friend, is a modified version of the Monaural Game played by two people in each other's face.

Game Components

  • 1 game board
  • 160 cards:
    • 24 Chair Actors
    • 110 Encounter/Event cards
    • 26 Quests
  • 6 tokens (black, blue, orange, red, white & yellow)
  • 12 numbered red pebbles (blood markers)
  • 12 black counters (bad guys)
  • 3 numbered cubes
  • 1 rulebook

The Game Board

The board represents the world of Xanth, which is not Florida spelled backwards, with three kinds of regions: Inland (including lakes), C Areas (ocean), and Coastly (including islands). An Inland region is one that has no path connecting it to a C Area. A Coastly region is any place connected to a C Area that is not itself a C Area. These are the most dangerous regions on the board and can be very Coastly to any party. Two kinds of paths connect these regions: Friendly Streets and Cross Streets (denoted with a do-not-enter sign). This symbol indicates that players can move along this path only in the opposite direction.

Cards

There's a bunch of cards in this box, but only three kinds. Most of them are Encounter/Event Cards, which provide nasty messes to harass your opponents and goodness graces to assist your own party. Each card has two options, but the player can choose only one or the other. Most E/E Cards, except Objects, are discarded after one use. Accidentally included in the Encounter/Event Cards are a passle of disasters (I hate it when that happens).

Chair Actor Cards represent the people and creatures of Xanth, the good guys that is. Each player gets two Chair Actor Cards for the early arrivals of his party. Each Chair Actor Card shows that individual's Cunning, for avoiding nastiness, and Strength, for use when you're outcunned. The Chair Actor Card also lists the individual's talent, for everyone in the world of Xanth has a little bit of magic. Finally, the Chair Actor Card lists the protagonist's home region, where he can be found when not out questing.

Quest Cards give each player his own victory conditions.

Simple and Easy Game

The stories about Xanth that have reached us in Mundania tell of many quests and the heroes who performed them. In the Simple and Easy Game, each player uses one hero to try to complete a quest before the other players do.

Sit Up

(Your mother told you not to slouch.) Then separate the Chair Actor Cards and the Quest Cards from the rest of the deck. Remove the Gap Dragon card from the deck as well, and set it aside.

Shuffle the Chair Actor Cards, and deal three to each player. Each player agonizes over the cards for a bit and then discards one, selects one as his Leading Chair Actor, and the other as a follow-traveler, as all secondary party-goers will be known. Reshuffle unused Chair Actor Cards, including those just discarded, and insert one per player into the Encounter/Event Deck. Set the rest aside as the Armchair Actors Deck.

Deal one Quest Card to each player, who looks at it, then places it face down under his Leading Chair Actor. Each player then places his token on the starting region on his Quest Card. Shuffle the Encounter/Event Deck (which now includes some Chair Actor Cards), and deal five cards to each player. Replace any disaster cards with new cards, and put the disaster cards back in the deck. Then follows a dicey situation to see who goes first, with play continuing counterclockwise around the table.

A Turn of Events

Each player's turn consists of a Beginning, two Middles, and an End.

Beginning

In the Beginning, the player draws one card from the Encounter/Event Deck, playing it immediately if it is a disaster card (I hate it when that happens), or adding it to his hand if it is anything else, which it probably is. Then the player and his opponents play any cards that will affect his movement. Card play, except disasters, is always optional.

Middle #1 (Movement)

In Middle #1, or the movement phase, the player moves his token from region to region following the paths. There are three kinds of movement: Walking, C Movement, and Flying. When Walking, most Chair Actors move two regions, though some have talents that allow them to move faster. A group Walks at the rate of its slowest party-goer. Certain cards speed Walking, and they apply to the entire party. Movement among any combination of Inland and Coastly regions, including lakes and islands, is considered to be Walking. Movement from a Coastly region to a C Area, or vice versa, is also considered to be Walking.

Movement from one C Area to another is called C Movement, for the cubes you roll to determine how far you go. Roll two cubes numbered 1 through 6, and subtract the smaller from the larger to determine the number of regions you can move with C Movement. If you roll doubles, you can't move. Certain cards (Bullrushes, Wind Capsule) help you move faster at C. Roll three cubes, and subtract the lowest from the highest to determine C Movement when playing these cards. You cannot combine Walking with C Movement.

Certain cards (Plane Tree, Magic Carpet) allow a party to use Flying movement, moving from a region to any adjacent region regardless of paths. A party that uses Flying can move through C Areas but may not end its movement in a C Area. Flying cannot be combined with any other kind of movement.

Upon reaching the region that would fulfill a player's quest, he must announce it to his opponents, who get one last chance to stop him from winning.

If a player chooses not to move, he goes to the End of his turn.

Middle #2 (Encounters)

After movement comes Middle #2, or the encounter phase, in which other players can hazard your party. Your opponents are free to discuss strategy or make threats and bluffs as they wish. After a brief period of bluster and agonizing over decisions that should be easy, each opponent may choose one hazard from his hand and place it face down in front of him. The player then chooses one of these cards for his party to encounter. Opponents are not required to play a card, and the player may find himself with only one card to choose, if his opponents have so conspired, or with none at all in the unlikely event that all his opponents are so enamored with their cards that they cannot part with even a single one.

Hazards with a C designation can be played in C Areas or Coastly Areas. Other hazards can be played in Coastly Areas or Inland Areas. Because so many hazards can be played there, a player may find the shoreline Coastly indeed. Creatures with Flying movement can crash any party, regardless of region.

Hazards with a specific region designation can be played in other regions as well but take priority over other Encounter/Event Cards in the region specified. As other opponents are agonizing over which hazards to play, an opponent with a hazard specific to the player's region can simply plop it out on the table face up, giving the player no choice and saving some agonizing on the part of the other opponents. If two or more players plop out hazards containing the designated region, the player must encounter each of them in turn, starting with the first one played.

Once a player finds out which hazard he is facing, the first step is to try to avoid it. There are three types of hazard, differing only in which of the party-goers must pit his cunning against the difficulty at hand. The player may choose anyone in his party to face a Designated Hazard. Everyone in the party gets to try to avoid a Group Hazard, and if anyone succeeds, he can lead the others to safety. Only one success is required. Everyone in the party also faces an Individual Hazard, but everyone who fails to avoid it must face the consequences.

The magnitude of the hazard is the number of cubes a Chair Actor must roll in his attempt to avoid it. The cubes are not totaled. Rather, each cube must be equal to or less than the Chair Actor's Cunning score for him to avoid the hazard. Thus a Chair Actor with Cunning: 3 facing a Hazard: 2, would roll two cubes and would succeed in avoiding the hazard only if neither cube is above a 3. If a party avoids the hazard, proceed to the End of the turn. Life should be so easy.

If a party or part of a party fails to avoid a hazard, they must suffer the consequences. Some hazards force a party to lose a turn or turns. This turn ends immediately, and the player may not move or have encounters on the lost turn. He may still play cards on other players and draw new cards during his lost turn, however.

Most of the other hazards threaten the well-being of the party. Some hazards, especially plants, are simply A Tax on the party, similar to a single round of combat but with the party-goers simply sustaining wounds and unable to fight back. These types of hazards are designated A Tax, as opposed to Creature. When failing to avoid a Creature hazard, party-goers had best put up their dukes, for combat is about to ensue.

Combat (a pugnacious flying mammal)

Combat consists of a series of rounds, continuing until all Creatures are vanquished, all Chair Actors are vanquished, or remaining party-goers run away. First, rummage through the box until you find enough Bad Guy Counters for the number of Creatures involved. The player who is being attacked assigns his Chair Actors to absorb the attacks of the Bad Guys. A Chair Actor may face as many Creatures as his Strength, but he can attack only one. Any remaining Chair Actors may attack whichever Creature they choose. Ignore excess Creatures for now. This distribution may be changed at the start of any round. A round consists of an initial attack by the Chair Actors, followed by an attack by the Creatures they are facing. Results of the Chair Actors' attacks take effect before the Creatures' return strike. When it comes time for the Creatures to strike back, the player who played the hazard allocates any Creatures unaccounted for in the player's Chair Actor assignments to any Chair Actor he chooses.

For each attack, roll one cube. If you roll your Strength or less, you cause one wound, symbolized by a Blood Marker. When a Creature wears a number of Blood Markers equal to its strength, it is vanquished and flushed from play. When a Chair Actor wears a number of Blood Markers equal to his Strength, he is Xonked Out. Chair Actors who are Xonked Out cannot fight or use their talents. Their Xonked Outedness slows their party's Walking speed to one region. Some Creatures have the ability to turn Chair Actors to stone. This has the same effect as Xonked Outedness.

If all party-goers are stone or Xonked Out, return all of that player's Chair Actor Cards to the bottom of the Armchair Actors Deck and his hand of Encounter/Event Cards to the discard pile. After missing one turn, the player starts over with the top two cards from the Armchair Actors Deck, a new Quest Card, and a new hand of five cards from the Encounter/Event Deck.

Before any combat round begins, the player may have his party run away. Opposing Creatures get one last round of strikes on the party, and then the person who played the hazard moves the player's pawn one region in any direction, subject to normal movement restrictions.

End

Once you have finished dealing with the hazard, successfully or not, discard the hazard card and proceed to the End of the turn. If the region where your token stands appears on any objects in your hand, you may allocate those objects among your Chair Actors. Similarly, if you are in the home region of a Chair Actor Card in your hand, play that card beside your other party-goers to show that he has joined your party. You may allocate cards from your hand to your party only if you did not end your Middle by running away. At this point, you may discard as many as one card from your hand, then replenish your hand to five cards. If you draw a disaster card, play it immediately (I hate it when that happens).

Finally, it is the next player's turn. Just keep playing like this until somebody fulfills his quest.

Shedding Blood Markers

A player can spend his whole turn in a Village or Castle, neither moving nor facing encounters, and heal all his Chair Actors of all their Blood Markers, even Chair Actors who were Xonked Out. He may still play cards on others and replenish his hand as normal. There are also various objects and plants that help Chair Actors recover.

A stone Chair Actor can be fleshed out in two ways. If a party ends its turn in Mundania, all stone Chair Actors return to normal. The other way to revive a statue is to take it to Magician Humfrey, who will try to find a way to reverse the transformation. At the end of each turn you spend in Humfrey's Castle, roll two cubes. If you roll doubles, Humfrey has found a cure. When a stone Chair Actor is turned back to flesh, he still has any Blood Markers he had before he was stoned.

Special Regions

Some regions in Xanth have special characteristics that affect any party passing through, not just players who end their movement there. These areas have a red border on the map. A normal encounter phase follows movement.

The Regions of Air, Earth, Fire, and Water halve the party's movement (round fractions up). Flying movement is not allowed through the Region of Air. A party containing the Siren Chair Actor can move through the Region of Water normally.

Treat The Void as a Designated Hazard: 2, with the party unable to leave until a Chair Actor avoids the hazard. The Chair Actor may try again each turn, but if he does not succeed within five turns, his party is lost forever, and the player must start over with two new Chair Actor cards and a new Quest. The only other way to leave The Void is to be transported out by a magical creature or device (Holey Cow, Piggy Back, Cat-a-pult).

Any party entering the Gap must face the Gap Dragon, whose card should already be sitting aside, just waiting for this very thing. A party can use Flying movement to cross the Gap without facing the Gap Dragon, but he'll still give the party an evil look. Once a party has vanquished the Gap Dragon, those Chair Actors face only normal encounters in the Gap. This does not let other parties off the hook, though. The Gap Dragon attacks every new party that enters the Gap, even if he was vanquished by another player. He attacks the new party at full strength, with no Blood Markers. Hey, nobody said this game was fair.

Treat the Everglades as a Designated Hazard: 1. If the designated Chair Actor fails his Cunning roll, the party must spend the rest of the turn here, lost, and cannot try to leave again till next turn. Chem Centaur is immune to the effects of the Everglades and can lead a party safely through.

A party that enters the Region of Madness must face an Individual Hazard: 1. Any Chair Actors that fail their Cunning rolls go temporarily insane and are treated as Xonked Out for two turns.

When a party enters Hell's Annex, it is spun around and tossed back and forth. Roll one cube and consult the map to see which path you take to leave. Chem Centaur is immune to the effects of Hell's Annex.

You can hear all sorts of information at the Rumor Mill. Each turn spent here allows you to look at any one player's hand.

You must spend one turn getting through the Deathstone Wall before you can enter Mundania. No magic works here at all, and no Encounter/Event Cards except Mundanes can be played on Chair Actors in Mundania.

Humfrey's Castle is a magical place that is difficult to reach. A party on any adjacent region must face a Group Hazard: 3 to enter Humfrey's Castle. Players can use the paths to move all around the Castle, but they cannot enter by normal movement, even Flying movement.

Still Simple and Easy but Longer Game

Some Quests are far more difficult than others, duplicating life's inherent unfairness. For players who think a game should be fairer than life, we present the Still Simple and Easy but Longer Game, actually a series of optional rules to reduce the likelihood that one player will gain an easy victory from a less demanding Quest.

The first thing you can do is change the victory conditions to completing two or more Quests. After completing a Quest, draw a new Quest Card, use normal movement to reach its starting location, and go on from there. A player could still get easier Quests than his opponents, but it is unlikely that a single player would get a series of easy Quests.

An interesting variation on this idea is for Good Magician Humfrey to give players their second and subsequent Quests. After completing a Quest, go to Humfrey's Castle for a new one, moving normally to the starting location listed on the new Quest Card.

Another option is to deal each player two or more Quest Cards during Sit Up. Each player could complete the Quests in any order he desires.

If you have some serious time on your hands, you might want to try the fairest one of all: the Novel Adventure. This variation provides victory conditions like those in many of the Xanth novels. To win, a player must complete three Quests. After completing the first Quest, he must go to Humfrey's Castle, meeting the normal requirements for entry. Good Magician Humfrey then gives the player three challenges, which take the form of three successive encounter phases. Humfrey then assigns the party a second Quest. The party follows the same procedure for obtaining the third and final Quest.

Monaural Game

The better you do in the Monaural Game, the longer it takes, temporarily taking your mind off the fact that you have no friends.

Sit Up

(You still shouldn't slouch, even if there's nobody else around.) Prepare for play as in the Simple and Easy Game, except shuffle five Chair Actor Cards into the Encounter/Event Deck instead of one for each player. Also, remove the Question Quest and the Chosen Quest from the Quest Card Deck.

Play

Start by drawing a Quest Card. Once you complete this Quest, draw another Quest Card, travel to its starting location, and proceed from there. Repeat the process until all of your Chair Actors are Xonked Out or until you finish all the Quests in the deck.

During the encounter phase, draw one card at a time until you find an applicable hazard or draw a maximum of three cards. All events that come up and could be used against you should be treated as having been played by your opponents (if you had friends). If they affect movement, they take effect next turn. If they affect combat, they take effect during the next combat you have. When you finally get a hazard, face it normally, just as you would in the Simple and Easy Game. The only other difference from the Simple and Easy Game is that when one of your party-goers is Xonked Out, you must take him to the nearest Village or Castle, where you leave him.

Victory is a relative thing, depending on how many Quests you complete. A score of 8 is very good, 10 is excellent, and 24 is perfect.

Stereo Game

The Stereo Game, for a person with only one friend or for real excitement on a honeymoon, is just like the Monaural Game only twice as much fun. The rules for Sit Up and Play are the same as for the Monaural Game. The winner is the player who completes more Quests.

Component Illustrations

(Heading added here: the printed page carries only the captions below beside the component photos.)

  • 12 numbered red pebbles
  • You need 12 black counters
  • 6 colored pawns
  • You need three 6-sided dice

Quest Card Reference

(Heading added here: the printed pages carry no heading over the Quest card art. The card text is transcribed below in printed order; the card-back images carry no text.)

B Quest

Start: Faun & Nymph Retreat

Travel to the Dead Forest for the reading of the will. Then draw from the Encounter/Event Deck until you find an object, discarding anything else. Give this object to your Leading Chair Actor for him to take to his home region.

Con Quest

Start: Centaur Isle

Defeat a C Creature and the Gap Dragon in combat.

Escort Quest

Start: Gap Village

Draw a card from the Armchair Actors Deck. Travel to that Chair Actor's home region, where he joins your party. Then escort him to Castle Roogna. If the Chair Actor you draw is from Gap Village, take him to North Village instead.

Escort Quest

Start: Magic Dust Village

Draw a card from the Armchair Actors Deck and travel to that Chair Actor's home region, where he joins your party. Then bring him back to Magic Dust Village. If his home region is Magic Dust Village, go to Mundania and bring him back to Magic Dust Village.

Escort Quest

Start: New Castle Zombie

Travel to the North Village where a Chair Actor (drawn from the Armchair Actors Deck) joins your party. Take him to his home region. If his home region is North Village, take him to Magic Dust Village instead.

Escort Quest

Start: North Village

Travel to South Village, where a Chair Actor (drawn from the Armchair Actors Deck) joins your party. Take him to his home region.

Escort Quest

Start: Goblin Land

Travel to North Village to escort a Chair Actor (drawn from the Armchair Actors Deck) to his home region. If his home region is North Village, take him to Magic Dust Village instead.

Escort Quest

Start: Magic Dust Village

Travel to Castle Roogna, where a Chair Actor (drawn from the Armchair Actors Deck) joins your party. Take that Chair Actor to his home region. If his home region is Castle Roogna, take him to North Village instead.

House Quest

Start: Elfland

Visit the home regions of each of your party-goers and return to Elfland.

In Quest

Start: Key Stone Copse

Go to The Void to investigate and return to Key Stone Copse with a report.

Journey Quest

Start: Gap Village

Travel to each of the four monstrous regions as an envoy of the King. (Birdland, the Region of Griffins, Goblin Land and Dragon Land)

Journey Quest

Start: Elfland

Travel to any four of Xanth's lake regions: Lake Ogre-Chobee, Lake Wails, Volcano Lake, Spectre Lake, Siren Lake, and Tsoda Popka Lakes.

Journey Quest

Start: North Village

Travel to Centaur Isle to carry a message of good will from the King.

Journey Quest

Start: South Village

Travel to the two northern islands: The Isle of Illusion and the Isle of View.

Journey Quest

Start: West Stockade

Travel to Mundania to bring back an artifact for the Com-pewter.

Journey Quest

Start: Castle Roogna

Travel to the five forbidden regions: The Region of Air, The Region of Earth, The Region of Water, The Region of Fire, and the Void.

Journey Quest

Start: Goblin Land

The Goblins give you an important message for the Zombie Master. Travel to New Castle Zombie and give it to him.

Journey Quest

Start: Faun & Nymph Retreat

Search the other four wooded lands of Xanth: the Musical Forest, the Dead Forest, the Key Stone Copse, and the Ash Forest.

Journey Quest

Start: West Stockade

Travel to the Ivory Tower to visit your Pun-Pal.

Journey Quest

Start: South Village

Investigate trouble at Xanth's two pious regions: The Temple of the Oracle and Deer Abbey.

Journey Quest

Start: N/A (printed as "NIA" in the scan)

You may look through unused Quest Cards and choose one that you want.

Journey Quest

Start: Key Stone Copse

The King has asked you to inspect Xanth's four fortresses: Castle Roogna, New Castle Zombie, Nameless Castle, and the Ivory Tower.

Journey Quest

Start: New Castle Zombie

The Zombie Master gives you a message to take to the centaurs in Centaur Village. Travel to Centaur Village and bring back their reply to New Castle Zombie.

Journey Quest

Start: North Village

Travel to the infamous Mount Parnassus.

Journey Quest

Start: Centaur Isle

Travel to these four human settlements (North Village, Gap Village, South Village, and Castle Roogna) bringing a message of peace from the Centaurs.

Question Quest

Start: Castle Roogna

You have no immediate quest. At some point during the game, reveal this card and take over another player's Quest. Simply finish the Quest to win the game. If it is an Escort Quest, the Chair Actor being escorted stays where he is until you arrive in that region to finish escorting him to his destination. The other player draws a new Quest Card and ignores the starting location.

Encounter/Event Card Reference

(Heading added here: the printed pages carry no heading over the card art. Each card is transcribed as printed, with its type line and, where printed, its region line. Cards are listed in printed order, in the order they appear on the printed pages.)

Centaur Vest (Object) This fine armor adds one to the attacks of Creatures or A Tax against the Chair Actor who is wearing it. Centaur Isle

Mistaken ID (Event) Exchange one of your follow-travelers with one belonging to another player. Play anytime.

Hypnogourd (Group Hazard: 1, Plant) Any party that cannot get out of this gourd is entranced and unable to move for 1-6 turns.

Ogre (Designated Hazard: 2, Creature: Strength 5) This Creature has incredible strength, inflicting two Blood Markers for every successful attack. Its tough hide adds 1 to the attack roll of all opposing Chair Actors. Ogre-Fen-Ogre Fen

Wyverns (Designated Hazard: 3, Creature: Strength 3) 1-6 of these flying beasties do battle, adding 1 to the attack rolls of opposing Chair Actors.

Dragon (flamer) (Designated Hazard: 3, Creature: Strength 5) The fiery breath inflicts two Blood Markers for each successful attack. The scales add 1 to opposing Chair Actors' attacks. Dragon Land

Bazilisk (Designated Hazard: 1, Creature: Strength 1) Meeting this creature's gaze turns a Chair Actor to stone. Because of this, the Bazilisk attacks at Strength 3, and add 2 to Chair Actors' attacks because they cannot look at the Bazilisk. Land of the Basks

Cactus Cat (Designated Hazard: 2, Creature: Strength 2) This prickly feline plant launches a needle barrage during the first round of combat, making a Strength 3 attack against each opponent. It attacks normally during subsequent rounds. Region of Cats

Ogre (Designated Hazard: 2, Creature: Strength 5) This Creature has incredible strength, inflicting two Blood Markers for every successful attack. Its tough hide adds 1 to the attack roll of all opposing Chair Actors. Ogre-Fen-Ogre Fen

Cat Burglar (Event) The ultimate in petty theft. Use this feline to steal three cards from the hand of an opponent who is within one region of you. Play during the Beginning of your turn.

Overflight (Event) Retreat two regions instead of one. Play as opponent is about to flee.

Agent Orange (Event) Eliminate one plant hazard. Play when hazard is revealed, before attempting to avoid it.

Concealment Spell (Event) Hazard surprises party and cannot be avoided. Play after an opponent reveals a hazard but before he tries to avoid it.

You-Call-Yptus Tree (Plant) Friendly flora warns you of danger. Avoid one encounter. Not usable at C. Play after revealing a hazard but before trying to avoid it.

Storms at Sea (Event) Go ashore instead of making your normal move. Play during the Beginning of an opponent's turn.

Hoard (Event) Raid the lair of your fallen foe. Play any object from your hand, regardless of region. Play after defeating any Creature of Strength 3 or higher.

Lucky Strike (Event) Your attack automatically hits. Play before any Chair Actor's attack roll.

Cherry Bomb (Plant) This weapon causes one Strength 4 attack against all opponents. Play instead of one Chair Actor's attack at the start of any combat round.

Harpies (Designated Hazard: 2, Creature: Strength 2) If your designated Chair Actor fails, do combat with 1-6 of these ex-wives or ex-girlfriends. Mount Rushmost

Healing Draught (Object) Cure all Blood Markers from one Chair Actor. Use once and discard. Any Village

Copperhead (Designated Hazard: 2, Creature: Strength 3) This Creature's razor fangs attack at Strength 5, and its tough scales add 1 to all Chair Actors' attack rolls.

Goblins (Designated Hazard: 2, Creature: Strength 2) If your designated Chair Actor fails, 2-12 of these Bad Guys do battle. Goblin Land

Hell's Bells (Group Hazard: 2, Plant) Lose your next turn smashing these deafening blossoms.

Switchback (Designated Hazard: 3, Creature: Strength 3) The sharp sideswiper attacks as Strength 5.

Needle Cactus (Group Hazard: 2, A Tax, Plant) This plant launches 1-6 attacks, Strength 2, against each party-goer if none of the lot can avoid it.

Dragon (flamer) (Designated Hazard: 3, Creature: Strength 4) Fiery breath inflicts two Blood Markers for each successful hit. Thick scales add 1 to the attack roll of each opposing Chair Actor. Dragon Land

Mundanes (Designated Hazard: 3, Creature: Strength 4) 2-12 of these Creatures show up for battle. They are well-armed, fighting at Strength 4, and well-armored, adding one to the attack rolls of opposing Chair Actors. Mundania ONLY

Mortal Wound Your Chair Actor is near death. He is escorted to a village and unable to return to your party. Remove his card from the game. Play during the Beginning of an opponent's turn on any one of his follow-travelers who is Xonked Out.

Deus Ex Machina (Event) Automatically overcome one hazard. Play any time during the encounter or combat sequence. This card even cancels lost turns but does not remove Blood Markers.

Lucky Strike (Event) Your attack hits automatically. Play before rolling to hit.

Quicksand (Event) Move one extra region this turn (Walking only). Play during the Beginning of your turn.

Healing Spring (Event) Spend one turn here to cure all Blood Markers from all Chair Actors, even those who are Xonked Out. Play at the Beginning of your turn.

Holey Cow This stupid steed gives your party a ride. Move up to three regions instead of Walking. Discard after use. Play during the Beginning of your turn.

Overflight (Event) Retreat two regions instead of one. Play as an opponent is about to flee.

Coffee Beans This plant negates the effect of the Lethargy Tree. Play as required.

Hand of Fate (Event) Draw three cards at the Beginning of your turn. Play before you draw.

Infant Trees (Designated Hazard: 1, Creature: Strength 1, Plant) 2-12 of these babies break free and force you into combat.

Trance Plant (Group Hazard: 2) You are dazed, losing the next two turns.

C Nettle (Designated Hazard: 2, Creature: Strength 3) This Creature's poison stingers can cause extra grief. For every Blood Marker received, a Chair Actor must roll his Strength or less or take a second Blood Marker. C designation

Abominable Snowman (Designated Hazard: 2, Creature: Strength 4) Region of Water

Manticore (Designated Hazard: 3, Creature: Strength 4) This fiend has a poison stinger. For each Blood Marker received, a Chair Actor must roll his Strength or less or take a second Blood Marker. Mount Rushmost

Dragon Horse (Designated Hazard: 2, Creature: Strength 4) This creature's armor adds 1 to the attacks of all opposing Chair Actors.

Blackjack Oaks (Individual Hazard: 2, A Tax, Plant) These acorn muggers make 1-6 attacks, Strength 2, on any Chair Actor failing his Cunning roll.

Ghastlies (Designated Hazard: 2, Creature: Strength 2) 1-6 of these Creatures battle any party unlucky enough to fail its Cunning roll, adding 2 to opposing Chair Actors' attack rolls.

Bull Spruces (Individual Hazard: 2, A Tax, Plant) These bovine firs make a Strength 3 attack on any Chair Actors failing their Cunning roll.

Aversion Spell (Event) You may not enter the designated region this turn. Play on an opponent as he is about to move, designating one region that he may not enter.

Glitch (Event) Death, taxes, and bad dice. You fail your next roll automatically. Play just before an opponent rolls for any reason.

Chance Encounter (Event) Play one Chair Actor card from your hand to your party, regardless of region. Play at the Beginning of your turn.

Hiding Place (Event) End combat without running away. Play before any combat round. Attacking Creatures still get one last round, but your party need not move away.

Illusion (Event) The hazard you face isn't real. Treat it as a Group Hazard: 1. If you fail anyway, you face the original hazard. Play after revealing a hazard.

Edit (Event) Cancel any event or disaster card just played. Play immediately after the play of the card to be canceled.

Mighty Blow (Event) Your attack inflicts an extra Blood Marker. Play after any successful attack.

Strong Winds (Event) Roll three cubes, using the best two for C Movement. Play during the Beginning of your turn.

Healing Spring (Event) Spend one turn here to heal all the Blood Markers of all your Chair Actors, even those who are Xonked Out. Play at the Beginning of your turn.

Chimera (Designated Hazard: 2, Creature: Strength 4) This three-headed beastie gets three attacks per combat round.

Hornworm (Designated Hazard: 3, Creature: Strength 4) This slippery devil's venom causes two Blood Markers for every wound.

Argus (Designated Hazard: 2, Creature: Strength 5) C designation

As Xanth Turns (Event) All players must leave their cards behind and move one seat to the right or left (card player's option). Players begin using the other players' tokens, picking up on the Quest where the other player left off. Play anytime.

Tangle Tree (Designated Hazard: 1, Creature: Strength 1, Plant) This plant's 2-12 tentacles fight as Creatures.

Windbag (Object) Open after failing to avoid a hazard but before combat, unleashing a gale. Opposing Creatures must roll their Strength or less on one cube or be blown away. Humfrey's Castle / Region of Air

Needle Pine (Group Hazard: 1, A Tax, Plant) This testy tree launches a needle barrage of 1-6 attacks, Strength 3, against all of your party-goers if none of them can avoid it.

Sphinx (Designated Hazard: 2, Creature: Strength 5) The mighty Sphinx rears up and asks you a question. Face another Designated Hazard 2 to see if you can answer and avoid combat.

Bugbear (Designated Hazard: 2, Creature: Strength 4) This beast makes two attacks per combat round and has thick hide, adding 1 to the rolls of Chair Actors' attacks upon him.

Chance Encounter (Event) Play one Chair Actor card from your hand to your party, regardless of region. Play at the Beginning of your turn.

Plane Tree (Plant) Take a ride on a vegetable. Fly up to four regions instead of taking your normal move. Discard after use. Play during the Beginning of your turn.

Finders Keepers (Event) Allocate any object from your hand to one of your Chair Actors, regardless of region. Play during the Beginning of your turn.

Pineapple Thrown into combat, this plant makes a Strength 3 attack against three opponents. Use instead of a Chair Actor's normal attack. Discard after use.

Quicksand (Event) Move one extra region this turn (Walking only). Play during the Beginning of your turn.

Humfrey's Answer (Event) The Good Magician answers your question, allowing you to peek at any other player's Quest Card. Play anytime.

Cameo Appearance (Event) Draw a card from the Armchair Actor Deck to join your party for one turn, after which he is returned to the bottom of the Armchair Actor Deck. Play at the Beginning of your turn.

Hoard (Event) Raid the lair of your fallen foe. Play any Object from your hand, regardless of region. Play after defeating any Creature of Strength 3 or higher.

Chameleon (Event) You see through your current hazard as a harmless lizard with illusions of grandeur. Ignore the reptile and discard the hazard. Play after revealing a Creature card but before the Cunning roll.

African Violents (Individual Hazard: 2, A Tax) The Violents make 1-6 attacks, Strength 1, on each Chair Actor failing his Cunning roll. Plant

Magic Armor (Object) Add 1 to the attack roll of anything attacking a Chair Actor wearing this armor. Humfrey's Castle

Lost Shopping Isles (Event) You may allocate any object from your hand to your Chair Actors, regardless of region. Play during the Beginning of your turn. C designation

Goblins (Designated Hazard: 2, Creature: Strength 2) If your designated Chair Actor fails, 1-6 of these Bad Guys do battle. Goblin Land

Cat-a-pult (Event) Your party vaults four regions in any direction instead of normal movement.

Dragon (steamer) (Designated Hazard: 2, Creature: Strength 4) This quick beastie gets two attacks each combat round, and its scales add 1 to the attacks of opposing Chair Actors. Dragon Land

Firedog (Designated Hazard: 2, Creature: Strength 2) This horrible critter radiates fire, attacking each opposing Chair Actor individually every round. Region of Fire

Harpy Egg (Object) Throw during combat in place of one Chair Actor's usual attack. The explosion acts as a Strength 5 attack against each opposing Creature. Goblin Land

Potion of Speed (Object) This allows you to take another turn. Play during the End of your turn, and start your next turn immediately. Discard after use. Temple of the Oracle

Edit (Event) This cancels any event or disaster card just played. Play immediately after play of the card to be canceled.

Armordillo This metallic plant provides armor that adds 1 to attacks on the Chair Actor wearing it. Assign to Chair Actor at any time.

Glancing Blow (Event) It looked worse than it was. Avoid all Blood Markers from a single attack. Play instead of applying Blood Markers.

Forget Whorl (Event) Lose a turn and one of your follow-travelers, who goes to the bottom of the Armchair Actors Deck. Play at the Beginning of an opponent's turn.

Distraction (Event) Cause an opposing Chair Actor to lose his talent for one turn. Play anytime.

Hand of Fate (Event) Draw three cards at the Beginning of your turn. Play before you draw.

Pressing Business (Event) One of your follow-travelers has a Quest of his own, which he leaves to pursue. The opponent playing this card chooses one to return to the bottom of the Armchair Actors Deck. Discard any objects he was carrying. Play during the Beginning of an opponent's turn.

Spongemoss This plant removes one Blood Marker. Discard after use. Play anytime.

Edit (Event) Cancel any event or disaster card just played. Play immediately after the play of the card to be canceled.

Mistaken ID (Event) Exchange one of your follow-travelers with one belonging to another player. Play anytime.

Clutchroot (Group Hazard: 3, Plant) Creeping tentacles tie up your party for one turn if none of your Chair Actors can avoid the root.

Stunflower (Individual Hazard: 1, Plant) Any Chair Actor who fails to avoid the hazard must roll his Strength or less or be Xonked Out.

Friendship Spell (Object, Scroll) Befriend a Creature that is about to attack you. Play after failing a hazard roll but before combat begins. This Creature will fight for you in any one combat thereafter. Discard the scroll after use. Keep the Creature card until you choose to use it. Humfrey's Castle

Magic Carpet (Object) Use Flying movement to move up to four regions instead of taking your normal movement. Use once and discard. Any Castle

Flee Market (Event) Allocate any number of objects from your hand to your Chair Actors. Play anytime.

Spy I's (Object) Sneak a peek at another player's hand. Use once and discard. Humfrey's Castle

Slash Pine (Individual Hazard: 3, A Tax, Plant) No more Mr. Knife's Guy, this pugnacious plant makes 1-6 attacks, Strength 3, against any Chair Actors failing their Cunning roll.

Griffin (Designated Hazard: 3, Creature: Strength 5) This beastie gets two attacks per combat round. Region of Griffins

Hot Pursuit (Event) The Creature pursues you. Combat continues in the region you fled to. Play after an opponent attempts to flee combat.

Trapped (Event) You cannot flee the combat in progress until you inflict at least one more Blood Marker on your opponents. Play at the start of any opponent's combat round.

Currants (Plant) Throw these juicy tidbits into battle, making a Strength 5 attack against one Creature. Discard after use. Use instead of a Chair Actor's normal attack.

Murphy's Curse (Event) Cause any Chair Actor or Creature to fail the roll he just made. Play anytime.

Asparagus Spear Using this plant as a weapon adds 1 to the Strength of any Chair Actor for one combat. Play before beginning combat.

Bullrushes Roll three cubes at C, using the best two for movement. Play just before C Movement.

True Love (Event) One of your party-goers (your choice) leaves to join the Adult Conspiracy. Place the card at the bottom of the Armchair Actors Deck. Play during the Beginning of an opponent's turn.

Frenzy (Event) One Chair Actor gets an extra attack this round. Play at the start of any combat round.

Bare Country (Event) Your party stumbles into Bare Country. Each Chair Actor must face a Hazard 1 or lose all of his possessions. Xonked Out Chair Actors automatically lose their possessions. Play anytime.

Bananananana (Group Hazard: 1, Plant) If none of your Chair Actors can avoid this slippery hazard, lose your next turn.

Magic Sword (Object) This enchanted sword makes the bearer fight as if he had Strength 5. Castle Roogna / West Village

Aimbush (Event) The Creature takes the party by surprise, and the Chair Actors get no chance to avoid. Play as a Creature is revealed, before the Cunning roll.

Rock Maple (Individual Hazard: 3, A Tax, Plant) This petrified plant makes 1-6 attacks, Strength 2, against any Chair Actor failing his Cunning roll.

Rock Hound (Designated Hazard: 3, Creature: Strength 2) This hard dog adds 2 to the attack rolls of opposing Chair Actors. Region of Earth

Mighty Blow (Event) Your attack inflicts an extra Blood Marker. Play after any successful attack.

Eye Queue Vine This plant adds one to a Chair Actor's Cunning for one roll. Discard after use. Play after the roll.

Technicolor Hailstorm (Event) Take cover and lose your turn or expose each of your Chair Actors to a Strength 2 attack. You cannot take cover at C. Play during the Beginning of an opponent's turn.

Foot Ball (Event) Follow the bouncing ball as merrily it rolls along, automatically avoiding one hazard. Play during an encounter phase instead of choosing an encounter.

Dragon (smoker) (Designated Hazard: 2, Creature: Strength 4) His attacks negate the effect of Chair Actors' armor, and the Dragon's scales add 1 to the Chair Actors' attacks. Dragon Land

C Monster (Designated Hazard: 2, Creature: Strength 4) This buoyant bad guy adds 1 to the attack rolls of opposing Chair Actors. C designation

Healing Draught (Object) Cure all Blood Markers from one Chair Actor. Use once and discard. Any Village

Stinkweed (Group Hazard: 2, Plant) Flee the horrible stench. This is the same as retreating from combat.

Piggy Back (Event) Big ham gives your party a ride. Move up to three regions instead of Walking. Play during the Beginning of your turn.

Plane Tree (Plant) Take a ride on a vegetable. Fly up to four regions instead of taking your normal move. Discard after use. Play during the Beginning of your turn.

C Monster (Designated Hazard: 2, Creature: Strength 5) This buoyant bad guy adds 1 to the attack rolls of opposing Chair Actors. C designation

Cherry Bomb (Plant) This causes a Strength 4 attack against all opposing Creatures. Use instead of one Chair Actor's normal attack.

Frenzy (Event) One of your Chair Actors may make an extra attack this round. Play at the beginning of any combat round.

Quicksand (Event) Move one extra region this turn (Walking only). Play during the Beginning of your turn.

Cameo Appearance (Event) Draw one card from the Armchair Actors Deck to join your party for one turn, after which he returns to the bottom of the Armchair Actors Deck. Play at the Beginning of your turn.

Illusion (Event) The hazard you face isn't real. Treat it as a Group Hazard: 1. If you fail anyway, you face the original hazard. Play after revealing a hazard.

Edit (Event) Cancel any event or disaster card just played. Play immediately after play of the card to be canceled.

Lost (Event) Move an opponent's token for one turn as he blunders about trying to find the trail. Play during the Beginning of an opponent's turn.

Magic Sword (Object) The bearer of this sword, which is enchanted for speed, gets an extra attack every round. Castle Roogna or Zombie

Lucky Strike (Event) Your attack automatically hits. Play before rolling to hit.

Coffee Beans This plant negates the effects of the Lethargy Tree. Play as required.

Roll Reversal (Event) Reroll all cubes of any roll just made. This cancels the effects of a Glitch. Use once and discard.

Power Plant This plant adds 1 to the Strength of any Chair Actor for one combat. Play before combat begins.

Magic Sword (Object) This sword, enchanted for sharpness, inflicts two Blood Markers for every hit. Castle Roogna / North Village

Kraken Weed (Designated Hazard: 1, Creature: Strength 1) This plant's tentacles fight as 2-12 creatures. C designation

Coral Sponge This plant removes one Blood Marker. Discard after use. Play anytime.

Lethargy Tree (Group Hazard: 2, Plant) Lose three turns.

Centaur Vest (Object) This fine armor adds one to the attacks of Creatures or A Tax against the Chair Actor who is wearing it. Centaur Isle or Village

Kraken Weed (Designated Hazard: 1, Creature: Strength 2) This plant's tentacles fight as 2-12 creatures. C designation

Bayonet Plant (Individual Hazard: 1, A Tax) This vicious vegetable makes 1-6 attacks, Strength 3, against every Chair Actor who fails his Cunning roll.

Tritons (Designated Hazard: 2, Creature: Strength 2) 1-6 of these Creatures do battle with your party. C designation

Mundanes (Designated Hazard: 2, Creature: Strength 3) 1-6 of these Creatures show up for battle. They are well-armed, fighting at Strength 4, and well-armored, adding one to the attack rolls of opposing Chair Actors. Mundania ONLY

Roc (Designated Hazard: 3, Creature: Strength 5) Birdland

Robber Flies (Group Hazard: 2) These insolent insects steal one object (opponent's choice) and fly off with it. Kingdom of the Flies

Carnivorous Rabbits (Designated Hazard: 2, Creature: Strength 1) 2-12 of these hungry hares swarm over any party whose Designated Chair Actor failed his Cunning roll.

Centycore (Designated Hazard: 3, Creature: Strength 5) The Centycore gets two attacks per combat round.

Bare Country (Event) Your party stumbles into Bare Country. Each Chair Actor must avoid a Hazard 1 or lose all his possessions. Xonked Out Chair Actors automatically lose their possessions. Play anytime.

Magic Armor (Object) Add 1 to the attack roll of anything attacking a Chair Actor wearing this armor. Castle Roogna

Ant-Lions (Designated Hazard: 2, Creature: Strength 1) 2-12 Ant-Lions, wearing +1 armor, attack the party if the Designated Chair Actor fails to avoid the hazard. Add 1 to each roll attempting to hit the Ant-Lions.

Giant (Designated Hazard: 2, Creature: Strength 5)

Holey Cow This stupid steed gives your party a ride. Move up to three regions instead of Walking. Discard after use. Play during the Beginning of your turn.

Edit (Event) Cancel any event or disaster card just played. Play immediately after the play of the card to be canceled.

Quackgrass (Plant) Call odd or even and roll one cube. If you are correct, heal one Blood Marker from one Chair Actor. Discard after use. Play anytime.

Nicklepedes (Designated Hazard: 3, Creature: Strength 1) 2-12 little buggers force the party into combat.

Befriend This spell makes one Creature your friend, who will fight for you in one combat at your request. Play on any Creature before beginning combat.

Frenzy (Event) One of your Chair Actors can make an extra attack this round. Play at the start of any round of combat.

Mighty Blow (Event) Your attack inflicts an extra Blood Marker. Play after any successful attack.

Roll Reversal (Event) Reroll all cubes of any roll you flubbed. Play after rolling poorly.

Piggy Back (Event) Big ham gives your party a ride. Move up to three regions instead of Walking. Play during the Beginning of your turn.

Dragon (smoker) (Designated Hazard: 2, Creature: Strength 5) His attacks negate the effect of Chair Actors' armor, and the Dragon's scales add 1 to the Chair Actors' attacks. Dragon Land

Drake (Designated Hazard: 3, Creature: Strength 3) The fiery breath attacks at Strength 5, and the tough hide adds 1 to the attacks of opposing Chair Actors.

Griffin (Designated Hazard: 3, Creature: Strength 5) This beastie gets two attacks per combat round. Region of Griffins

Wind Capsule (Object) Break this open before you move, creating a gust of wind that allows you to roll three cubes, using the best two for C Movement. Discard after use. Humfrey's Castle

Healing Draught (Object) Cure all Blood Markers from one Chair Actor. Use once and discard. Any Village

Magic Armor (Object) Add 1 to the attack roll of anything attacking a Chair Actor wearing this armor. New Castle Zombie

Magic Sword (Object) This sword, enchanted for accuracy, adds 1 to the bearer's Strength when attacking. Castle Roogna / Gap Village

Tangle Tree (Designated Hazard: 1, Creature: Strength 1, Plant) This plant's 2-12 tentacles fight as Creatures.

Hawkweed (Individual Hazard: 3, A Tax, Plant) This ferocious fern makes 1-6 attacks, Strength 1, against any Chair Actor who fails his Cunning roll.

Healing Spring (Event) Spend one turn here to heal all Blood Markers on all your Chair Actors, even those who are Xonked Out. Play at the Beginning of your turn.

Strong Winds (Event) Roll three cubes, using the best two for C Movement. Play during the Beginning of your turn.

Bullrushes Roll three cubes, using the best two to determine C Movement. Play before you move by C.

Flee Market (Event) Allocate any number of objects from your hand to your party, regardless of region. Play anytime.

Currants (Object) Throw these juicy tidbits into combat, causing one Strength 5 attack against one Creature. Use instead of one Chair Actor's normal attack.

Eye Queue Vine (Plant) Add 1 to a Chair Actor's Cunning for one roll. Discard after use. Play after the roll.

Lightning Storm (Event) Take cover and lose one turn dodging bolts or expose each Chair Actor to 1-6 attacks, Strength 3. Your party cannot take cover at C. Play during the Beginning of an opponent's turn.

Hiding Place (Event) End combat without running away. Play before any combat round. Attacking Creatures still get one last round, but your party need not move away.

Confusion Spell Move an opponent's token for him using normal movement. Play at the Beginning of any opponent's turn.

Healing Feather (Object) Heal one Blood Marker from one Chair Actor per turn. Use as often as you like. Mount Parnassus

Dime (Object) The Dime prevents pursuit, canceling a Creature's final attack on your fleeing Chair Actors. It also cancels the Hot Pursuit event. Nameless Castle / Mundania

Crabapple Tree (Individual Hazard: 1, A Tax, Plant) This out-of-sorts sapling makes 1-6 attacks, Strength 2, on each Chair Actor who fails to avoid it.

Dandelions (Individual Hazard: 1, A Tax, Plant) This plant makes 1-6 attacks, Strength 1, on each Chair Actor who fails his Cunning roll.

Coral Sponge This plant heals one Blood Marker. Play anytime.

Poison Ivy (Group Hazard: 2, A Tax, Plant) If none of your party-goers can spot this weed, it makes 1-6 attacks, Strength 2, on each of your Chair Actors, negating the effects of armor.

Troll (Designated Hazard: 2, Creature: Strength 5) This thick-skinned ugly adds 1 to the attack rolls of all opposing Chair Actors.

Flying Snakes (Designated Hazard: 3, Creature: Strength 1) 1-6 of these beasties attack, possibly poisoning Chair Actors with each bite. For every Blood Marker inflicted the Chair Actor must roll his Strength or less or be Xonked Out for the duration of combat.

Catoblepas (Designated Hazard: 2, Creature: Strength 4) In addition to its normal attack each round, the Catoblepas makes a gaze attack, Strength 2, turning a Chair Actor to stone with a single wound. C designation

Becalmed (Event) Make no movement this turn, except by Bullrushes. Play on opponent after he rolls for C Movement but before he starts to move.

Hand of Fate (Event) Draw three cards at the Beginning of your turn instead of one. Play before you draw.

Befriend This spell makes one Creature your friend, who will fight for you in one combat at your request. Keep the Creature with your party-goers until you choose to use it. Play on any Creature after you fail your Cunning roll but before beginning combat.

Finders Keepers (Event) Allocate any object from your hand to one of your Chair Actors, regardless of region. Play during the Beginning of your turn.

Healing Draught (Object) Cure all Blood Markers from one Chair Actor. Use once and discard. Any Village

Glancing Blow (Event) It looked worse than it was. Avoid all Blood from one attack. Play instead of applying Blood Markers to your Chair Actor.

Glancing Blow (Event) It looked worse than it was. Avoid damage from any one attack. Play instead of applying Blood Markers to your Chair Actor.

Asparagus Spear Using this plant as a weapon adds 1 to a Chair Actor's Strength for one combat.

Pineapple Throwing this plant into combat does a Strength 3 attack against three opposing Creatures. Use instead of one Chair Actor's normal attack. Discard after use.

Murphy's Curse (Event) Cause any Chair Actor or Creature to fail the roll he just made. Play anytime.

Used Card Salesman (Event) Trade this card for any just played. Play immediately after a card has been discarded.

Cat Burglar (Event) The ultimate in petty theft. Use this feline to steal three cards from the hand of a player within one region of you. Play during the Beginning of your turn.

Lost Shopping Isles (Event) You may allocate any object from your hand to your Chair Actors, regardless of region. Play during the Beginning of your turn. C designation

Roll Reversal (Event) Reroll all cubes of any roll you want to change. Play immediately after you roll poorly.

Mundanes (Designated Hazard: 3, Creature: Strength 4) 2-12 of these Creatures show up for battle. They are well-armed, fighting as Strength 4. Mundania ONLY

D-Tour (Event) Take an opponent down the garden path as you move his token for him at his normal rate (Walking only). Play at the Beginning of an opponent's turn.

Dragon (steamer) (Designated Hazard: 2, Creature: Strength 5) This quick beastie gets two attacks each combat round, and its scales add 1 to the attacks of opposing Chair Actors. Dragon Land

Gap Dragon (Designated Hazard: 3, Creature: Strength 5) The Gap Dragon's scales add 1 to attack rolls of opposing Chair Actors. Its fiery breath inflicts two Blood Markers for every successful attack. The Gap ONLY

Deja Vu (Event) All players return their tokens to their original starting regions.

Major Rewrite All players put their Quest Cards in a pile, shuffle, and redeal them. Players are presumed to be on the last leg of their journeys, needing only to go to the end point to fulfill the Quest.

A New Deal All players discard their entire hands, receiving five new cards.

Nextwave If every player discards three cards from his hand, all avoid the wave. If not, Mundanes may be found anywhere in Xanth until a Mundane is defeated in combat.

Wiggle Swarm (Event) If every player discards two cards from his hand, all avoid the swarm. If not, every active Chair Actor faces 1-6 attacks, Strength 2, with armor providing no benefit.

Xanth Quake (Event) Shuffle the entire deck of cards, including one additional card from the Armchair Actors Deck. Players keep the cards in their hands.

Chair Actor Cards

(Heading added here: the printed pages carry no heading over the Chair Actor art. Each card gives Strength, Cunning, talent where printed, and the home region.)

Irene — Strength 2, Cunning 3, home region Castle Roogna TALENT: Green Thumb. Irene can use a beneficial plant twice before discarding it. Irene can roll to avoid plants with a Cunning 4.

Tandy — Strength 2, Cunning 2, home region Fawn & Nymph Retreat TALENT: Tantrums. Once per turn, Tandy can make a tantrum attack, Strength 5, which stuns the opponent as well as inflicting a Blood Marker. The stunned Creature misses its next attack.

Grundy Golem — Strength 1, Cunning 3, home region Castle Roogna The miniature man can ride on anyone's shoulder without counting as a rider. He may move only one region per turn if not being carried. TALENT: Translation. Grundy can roll to avoid Creatures as if Cunning 5.

Iris — Strength 3, Cunning 2, home region Isle of Illusion TALENT: Illusion. Using illusion to confuse her opponents, Iris gets two attacks per combat round.

Ichabod the Archivist — Strength 2, Cunning 4, home region Mundania TALENT: Research. Ichabod can examine any player's Quest Card at any time. He may use this talent only once per turn.

Glory Goblin — Strength 2, Cunning 2, home region Gap Village TALENT: Ugly. Glory gets two Cunning rolls to avoid an encounter.

Ivy — Strength 1, Cunning 3, home region Magic Dust Village TALENT: Enhantment. Ivy plays the game with six cards instead of five.

Hugo — Strength 2, Cunning 2, home region West Stockade TALENT: Conjure Fruit. Hugo can retrieve plants that other players use or discard. He cannot retrieve plant hazards.

Bink — Strength 2, Cunning 3, home region North Village TALENT: Resistant to Magic. Once per turn, he can cause a reroll of any roll he makes or any roll made against him. This does not apply to other members of his party.

Goldy Goblin — Strength 2, Cunning 3, home region Goblin Land TALENT: Levitate Objects. Once per combat, Goldy can levitate an opponent, making it miss one attack.

Xavier — Strength 3, Cunning 2, home region Coven-Tree TALENT: Xap. Xavier can project magical bolts, attacking as Strength 4.

Chester Centaur — Strength 4, Cunning 3, home region Centaur Village Can Walk three regions per turn and carry one rider while moving at this speed. TALENT: Silver Flute. Once per combat, Chester may distract one opponent and attack it at Strength 5.

Chem Centaur — Strength 3, Cunning 4, home region Centaur Village Can Walk three regions per turn and carry one rider while moving at this speed. TALENT: Map Projection. Chem is not affected by Lost or D-Tour events.

The Siren — Strength 2, Cunning 3, home region Siren Lake TALENT: Magic Dulcimer. The Siren rolls three cubes for C Movement, using the best two.

Zora Zombie — Strength 2, Cunning 3, home region New Castle Zombie TALENT: Aging. Zora's dead flesh can absorb six Blood Markers before she is Xonked Out.

Dolph — Strength 3, Cunning 3, home region Castle Roogna TALENT: Shape Change. Dolph can discard any number of cards during the End of his turn before replenishing his hand.

Crombie the Soldier — Strength 4, Cunning 2, home region Isles of Joey TALENT: Spin and Point to Anything. Crombie can use any object from the player's hand, regardless of region.

Chet Centaur — Strength 4, Cunning 4, home region Centaur Village Can Walk three regions per turn and carry one rider while moving at this speed. TALENT: Calculus. Once per combat, Chet may reduce the number of attackers facing his party by half (round fractions up).

Jordan the Barbarian — Strength 4, Cunning 2, home region West Stockade TALENT: Regeneration. Jordan removes one Blood Marker from himself at the Beginning of his turn. Jordan cannot use his talent if he is Xonked Out.

Millie the Maid — Strength 2, Cunning 3, home region West Stockade TALENT: Sex Appeal. Millie can summon any Chair Actor from the player's hand to the party, regardless of region.

Smash Ogre — Strength 3, Cunning 2, home region Ogre-Fen-Ogre Fen TALENT: Ogre Form. In ogre form, Smash adds 1 to opposing attack rolls. He also fights as Strength 5, inflicting two Blood Markers per hit.

Stanley Steamer — Strength 3, Cunning 2, home region Castle Roogna Stanley's scales add 1 to opposing attack rolls. If Stanley is with your party, you need not face the Gap Dragon. TALENT: Stanley shoots jets of superheated steam, attacking as if Strength 5.

Dor — Strength 3, Cunning 4, home region Castle Roogna TALENT: Talk to Inanimate Objects. Dor can examine face-down cards played for encounters before choosing one.

Electra — Strength 3, Cunning 4, home region Vale of the Vole TALENT: Electricity. Once per combat, Electra can deliver a shock, Strength 5.

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