Contents
- 1 Discovering the Intriguing Game Elements of Tainted Grail: The Fall of Avalon
- 1.1 The Quest for Knowledge
- 1.2 An Interactive World
- 1.3 The Power of Choice
- 1.4 A World of Possibilities
- 1.5 My Character Attributes
- 1.6 Resources
- 1.7 Let’s Explore Different Places
- 1.8 Menhirs and Wyrdness
- 1.9 Events, Quests, and Tasks
- 1.10 Parties and Party Actions
- 1.11 Statuses and Save Sheet
- 1.12 Let’s Explore Together!
- 1.13 Your Memorable Encounters
- 1.14 Guardians
- 1.15 Secrets
- 1.16 Becoming Even More Awesome
- 1.17 Let’s Talk about Death and Insanity
- 1.18 Allmother’s Mercy
- 1.19 Save your progress!
Discovering the Intriguing Game Elements of Tainted Grail: The Fall of Avalon
Welcome! Are you ready to embark on an exciting journey through the game world of Tainted Grail: The Fall of Avalon? Join me as we navigate the immersive elements of this captivating experience.
The Quest for Knowledge
In Tainted Grail, you’ll find yourself immersed in a world replete with mysteries and secrets. As you delve deeper into the game, you’ll uncover a multitude of fascinating stories, each waiting to be unraveled. With every step, you’ll gain new insights and discover more about the enigmatic realm of Avalon.
Prepare to meet intriguing characters who will guide you through this complex landscape. From cunning scholars to mystical sorcerers, each interaction offers a chance to further comprehend the intricacies of this mysterious world. As you engage with these characters, you’ll acquire valuable knowledge and vital clues, enhancing your understanding of the game’s lore.
An Interactive World
Tainted Grail invites you to explore a world that is as dynamic as it is unpredictable. As you traverse its terrains, you’ll encounter a range of interactive elements that will both challenge and captivate you.
Brace yourself for formidable adversaries who will test your strategic prowess. Engage in intense battles that demand quick thinking and tactical decision-making. With each triumph, you’ll forge an indomitable spirit, making you all the more resilient as you press forward in your quest.
Furthermore, as you traverse the lands of Avalon, you’ll stumble upon captivating puzzles and perplexing riddles that require your mental acuity to solve. By conquering these enigmas, you’ll unlock hidden treasures, further immersing yourself in the captivating world of Tainted Grail.
The Power of Choice
Tainted Grail places immense importance on the power of choice, enabling you to shape your own destiny. Each decision you make will have far-reaching consequences, shaping the narrative and defining your character’s journey.
Embrace the responsibility as you face morally complex dilemmas. Your choices will test your values and challenge your perceptions. Each decision matters, as they influence the outcome of the world around you, shaping the very fabric of Avalon.
A World of Possibilities
With its rich storytelling and immersive gameplay, Tainted Grail: The Fall of Avalon offers a myriad of possibilities to explore. Embark on a grand adventure where you determine the course of events, revealing the secrets of a world on the brink of destruction.
So, are you ready to uncover the mysteries of Tainted Grail? Let your journey begin!
When you play the game, you use up your energy. This means that you won’t be able to do as much if you’re injured or tired. There are two red slots at the end of the energy track. If the marker reaches one of them, you become Exhausted. This will make you perform worse and regenerate less energy. However, sometimes you have to exhaust yourself in order to avoid something even worse!
Health – your physical condition.
When your health starts to decline, so does your life. That’s why you’ll need to attach the “You Are Dying” card to your Character Tray and follow the additional rules outlined on the card. It’s important to remember that your energy should never surpass your health (the T-shaped marker). If your terror exceeds your health (meaning your terror marker is higher than the health marker), you’ll experience Panic during Combat and Diplomacy. The shape of the marker will serve as a reminder of these important thresholds!
Terror – mental trauma, stress, and insanity.
If your marker reaches one of the red slots at the top of the track, you start to go crazy. To show this, you have to attach the “You Are Going Insane” card to your Character Tray and follow the extra rules on this card. Also, if your fear level is higher than your health, you get panicked (this will hurt how well you do in combat and diplomacy).
My Character Attributes
The six basic traits, split into three opposite pairs, are what make me who I am. They come into play during different events and might lead to different story outcomes or solutions when I’m exploring places.
Once I have raised any trait to 2, each additional point in that trait gives me a special skill card that goes next to the trait on my Character Tray (see: Character Advancement). It’s really useful!
Hint: When it comes to leveling up your Attributes, the cost of increasing them is determined individually for each of the three opposing Attribute pairs.
So, for instance, if you have more aggression points, it will be more expensive to upgrade your empathy!
Resources
There are five resources that you can gather and use as you journey through the game.
Food: At the end of each day, you need to eat one unit of Food to regenerate. Without Food, you won’t be able to regain your strength overnight (see: End of the Day).
Wealth: Gold, gems, and other valuables that can help you purchase important Items and equipment.
Reputation (Rep): This is your fame and glory. If you have a high reputation score, the people of the island will often go out of their way to assist you!
Hey there, let’s talk about magic! Magic is a special power that can give you an extra boost when you go on adventures, and it’s also really important for activating Menhirs.
Now, let’s talk about experience (Exp). This is what you use when you want to improve your skills and get new cards for combat and diplomacy. These cards can be a huge help and increase your chances of survival.
When it comes to food and wealth, you can trade them with your party members or other people in the same place as you. However, you can’t trade rep, Exp, or Magic.
Let’s Explore Different Places
In this exciting adventure through Avalon, you’ll encounter oversized cards that make up the map. These cards represent the different locations you will explore throughout your journey.
- Name: The name of the location.
- Number: This number corresponds to the section in the Exploration Journal.
- Legacy Number: Sometimes a location may change or be replaced, and this number represents its previous version.
- Seals: Look for up to three special seals next to the location’s name.
- Action: Discover what action can be taken in this location.
- Directions: Pay attention to the neighboring locations indicated by numbers.
- Description: Each location has a brief description that can give you hints about what to expect there.
Menhir – This place has a special rock called a Menhir that you can turn on. In the game, you can only turn on a Menhir if you’re in a place with this symbol!
Dreams – when you spend your nights in this special place, you’ll experience dreams that can be both prophetic or haunting nightmares.
Unfriendly Settlement – When you make your way to the Unfriendly Settlement, be prepared for an encounter that will happen as soon as you step foot inside. These encounters usually involve diplomacy, so keep that in mind. Look for the specific rules listed on the card that corresponds to this location.
Settling Disagreements Peacefully – Unfortunately, they don’t happen very often.
When you go on a journey (also known as Traveling), you’ll come across more and more places. To move between two places that are next to each other, they both need to be connected with paths.
If there are two places next to each other, but there are no paths on the edges that connect them, then that route is blocked (usually because of natural obstacles like mountains, cliffs, or rivers). You’ll have to find another way!
Every time you arrive at a new place, make sure to follow these steps:
Discover more places.
When you’re exploring a new location, it’s important to find cards that match the direction keys on the edges. These cards can be attached to the corresponding keys if the location you’re trying to attach is no further than 1 card away from an active Menhir.
- First, consider your character model.
- Think about your travel.
- Pay attention to active Menhirs.
- Attach location cards that match the direction keys when you arrive at a new location. Make sure these cards are within the range of an active Menhir.
- Repeat step 4 for each new location.
- However, don’t attach a location card if its number matches the direction key but it’s not within the range of an active Menhir.
Lastly, resolve any instant rules.
If I see a Lightning symbol () on a card, that means I have to deal with it immediately. But if there’s a Guardian around, I need to take care of any Encounters first before activating the Location’s instant rule.
Extra Way to Move
If you’re playing Tainted Grail, you might come across cards and effects that tell you to move your Character to certain types of Locations. For example, you might be asked to go to the “lowest-numbered revealed Location” or “any connected Location.” When you make this special move, it doesn’t count as Travel, and it doesn’t cost anything. It happens instantly.
However, when you move to a new Location like this, it can have some interesting consequences. You might reveal more Location cards, triggering actions or encounters with Guardians right away.
Legacy Location Numbers
In Tainted Grail, the actions you take can transform many Locations. Sometimes, your adventures will even completely change a Location card, replacing it with a new version.
When a Location card changes, its number changes too. The new version of the Location gets its own section in the Exploration Journal. However, the original Location number is still shown on the card. This original number is called the Legacy Location number, and you should use it when connecting the Direction Keys!
Example: Imagine you’re playing a game, and you come across a Location with a “190” Direction Key on its right edge. You search for Location 190, but for some reason, it’s no longer in the game.
So, you decide to dig deeper and look into the Legacy Location numbers. What do you know? Location 195 has a Legacy Key 190! It’s like a hidden connection. You take Location 195 and put it right next to the “190” Direction Key.
In summary: When you go to any place in the game, you’ll uncover more nearby places if they meet two conditions: a) they’re connected to the current place with a matching Direction Key, and b) they’re within the range of the Menhir.
If the Location card with the number indicated by the Direction Key is no longer available, just use the number on the Legacy Location instead!
Menhirs and Wyrdness
In Avalon, whenever a Menhir stops working, parts of the land are swallowed by the primal power of the wyrdness. However, some small pockets of reality still exist around disabled Menhirs and other powerful objects. To show this, at the beginning of each day, you’ll need to get rid of any Locations that are no longer within range of an Active Menhir.
When a Location card is removed from the game, all Characters found on that card lose 2 each and gain 2
. They are then moved to the nearest remaining Location card. If there are multiple Locations at the same distance, we choose the one with the lowest number. It’s important to note that this movement does not count as a Travel Action!
If you want to Activate Menhirs, you need to use the Action specified on the back of the Location card or in the Exploration Journal for that particular location. The costs and setup for the Menhir are explained in the text of this Action. Remember, you can only Activate Menhirs in Locations that have the Menhir seal, indicated by a “Q” next to their name.
To keep Menhirs active, you can extend their remaining duration by simply activating them again. But remember, any leftover power on the Menhir Dial is lost when you do this. Just don’t add a new Menhir model to the location when you extend one.
If the last Menhir on the map goes out, don’t worry about removing the last remaining Location cards. You can still play in these locations, but there’s a catch. You’ll lose 2 ff- and gain 2 at each Start of the Day- until you die or activate one of the Menhirs.
Events, Quests, and Tasks
At the start of the game, the event card you reveal sets you off on your first quest. Quests are the big branches of the story in Tainted Grail. They’re important missions that always lead you to the end of a chapter and let you progress through the campaign.
When it comes to playing the game, quests are an important part. You can find them on Event or Secret cards, which have a special layout and a symbol in the corner. Whenever you draw a card with a quest, you should read it and put it in the Active Quests pile next to the Event deck.
Let me give you an example. The first Event card you draw may have a quest that says, “Gain the Menhir Rites Secret card.” Place this card in the Quest pile next to the Event Deck. Once any Character has obtained the Menhir Rites Secret card, follow the rules in the “Success” section of the quest.
If you’re ever unsure about what to do next, start by checking your Active Quests again. It’s always a good idea to keep track of your progress.
- Title
- Chapter and part – they help set up the Event deck correctly.
- Story description – an introduction to the Event that tells you what’s going on.
- Quest – explains what you need to do to progress the story.
- Hint – a little piece of information that might help you complete the Quest.
Remember: Never remove any cards containing a Quest, unless you’re told to do so!
Aside from the main Quests, your Party will encounter many Tasks. These are small side missions or clues that you can choose to pursue. Following Tasks can be beneficial and expand your knowledge of the world, but it’s technically possible to finish the game without completing any.
Tasks are like signposts that lead you to interesting places and stories. They’re different from quests because they’re not tied to a specific chapter and can be completed at any time, even after your actions permanently change the location they’re in.
For example, let’s say you’re exploring Titan’s Steps, and you notice that the hermits and beggars who used to live in the nearby caves have disappeared. The exploration journal for this location gives you a new task: “Find out what happened to the hermits.” If you follow the clues, you might uncover a dark secret in one of the nearby locations.
Note down: Whenever you come across a new Task, it’s a good idea to take notes. While the game gives you information about Quests through their cards, it can be challenging to remember all the Tasks you’ve discovered.
Remember: If you want to progress in the Campaign, follow your Quests. Tasks are valuable too, and they can be profitable, but they won’t take you to the end of the current Chapter.
Quest Tokens
Quests and Tasks often use Quest Tokens to keep track of their progress. It’s important to know that any Dials that have Quest Tokens on them (called Quest Dials) are not reduced at the start of the day (see: Order of the Day). Only Time Dials are automatically reduced.
Parties and Party Actions
When playing Tainted Grail, you have the freedom to team up or venture out on your own. You can travel, fight, and negotiate as a single group, and then split up to tackle different challenges.
If one character decides to take an action, others in the same location can choose to join them. If the character agrees, they form a party and complete the action together. The specific rules for each action may vary.
All members of a party are referred to as party members.
While in a party, members can trade food, wealth, items, and secrets, as long as the party is not currently involved in a confrontation.
Hey there! Did you know that when you’re in a Party with another Character, you have the option to spend your or Magic instead of a fellow party member? That’s pretty cool, right? You can even cover the full cost of the Action for everyone in your Party.
When I’m playing the game, there’s only one rule I need to remember: if I want to perform the Character Action, my Active Character has to spend at least one resource. Simple, right?
But here’s a tip: when you’re traveling with a Party, it’s usually safer. But sometimes, you’re in a rush and want to cover more ground, explore more, and get more rewards. In that case, splitting up might be a good idea!
Now, here’s something important: if you want to join a Party, you have to do it before the Action starts. Once the Action begins, you can’t form or disband a Party, unless there are some special cards or rules that say otherwise.
Leaving or Disbanding a Party
Okay, here’s the deal: if you don’t want to be part of a specific action with the rest of the Party, you need to leave before it starts. You can’t just leave in the middle of an action. But as long as the Party isn’t resolving an action, you can leave whenever you want.
Have you ever been in a situation where you and your friends wanted to do something together, but not everyone was able to contribute? Maybe you were planning a day at the amusement park, and one of your friends couldn’t afford to go. It can be tough when you’re all excited about an activity, but someone can’t join in because they don’t have enough money.
Well, it turns out that this can happen in a game called “Party Quest” too. In Party Quest, each character in a group has to pay a certain amount of points to take part in an action. These points are called Action costs. So, if one or more characters in the party can’t pay the Action cost, they have to drop out of the party.
Imagine you and your friends are on a quest to defeat a powerful boss monster. In order to defeat the boss, you all have to work together and use special abilities. But here’s the catch – each ability has an Action cost, and if a character can’t pay that cost, they can’t participate in the action. They have to sit out and watch while the rest of the party takes on the boss.
It can be really frustrating when this happens. You’ve spent time leveling up your character, learning new abilities, and building a strategy with your friends. And then, all of a sudden, one of your friends can’t join in because they don’t have enough points. It feels unfair, like they’re being left behind while the rest of you move forward.
But don’t worry, there is a silver lining. The remaining characters in the party can still continue with the action. So even if one person can’t join in, the rest of you can still work together and try to defeat the boss. It might be a bit harder without everyone’s abilities, but it’s not impossible. You’ll just have to come up with a new plan and make the best of the situation.
It’s important to remember that situations like this can happen in both games and real life. Not everyone will always be able to participate in every activity. But that doesn’t mean you should give up or exclude people. Instead, you can find alternate solutions or ways to include everyone. Maybe you can choose an activity that everyone can afford, or find a way to help each other out so that everyone can participate.
So, the next time you’re playing a game like Party Quest or planning an outing with friends, keep in mind that not everyone may be able to afford the same things. It’s okay if someone can’t participate – just make sure to find a way to include them and make them feel valued. After all, the most important thing is spending time together and having fun, not how much money you have in your pocket.
Example: In my Exploration Journal, we have a rule that each Party member needs to pay 2 coins. Me and my friend, let’s call them Player B, pay up, but our other friend, Player C, can’t afford it. Player C is dropped from the Exploration right away while me and Player B continue together.
If you’re in a Combat or Diplomacy situation, you can only leave if you manage to Escape (check out the “Escaping Combat and Diplomacy” section) or if you’re forced out by the “You Are Dying” card.
Statuses and Save Sheet
While we’re on our journey, completing Quests and solving Tasks, we’ll often come across situations where we need to mark or check off a certain Status (or a numbered part of the Status) on our Save Sheet.
Statuses are interesting things. They’re like little clues that show how I’m affecting the world. But they’re not just about me – they affect everyone. If a status is marked on a Save Sheet, it affects all the Characters. But if it’s something more personal, like being sick or having a special magic power, that’s handled with personal Secret cards.
Let’s Explore Together!
When you embark on an exploration adventure, you’ll need a trusty companion – the Exploration Journal. Filled to the brim with captivating stories and crucial interactions, this thick book serves as your guide through the game. But before delving into its depths, make sure to read the handy “How to Use the Exploration Journal” section at the beginning!
Your Memorable Encounters
As you journey through the game, you’ll encounter different scenarios that will test your mettle. These encounters fall into four distinct categories:
The deck called GREEN is usually used in the wild and has things like wild animals or legendary beasts. When you defeat these Encounters, you often get Food as a reward.
The GRAY deck has dangers that are related to people, like robbers, bad knights, or folks who’ve gone mad. When you defeat these Encounters, you often get Items as a reward.
The PURPLE deck has mysterious and supernatural dangers. You’ll have to figure out what they mean on your own.
The BLUE deck is a special deck that’s not about fighting. It’s used when you visit a place where people aren’t friendly. The deck has situations that can be dangerous, as well as challenges that are personal or diplomatic.
The cards in each deck are divided into four levels of difficulty. This means the game gets harder as you go along.
When you engage in an Encounter, it kicks off either Combat or Diplomacy, depending on what the Encounter card says (check the Combat and Diplomacy sections of this Rulebook).
For players who are colorblind, the quarter-circles on the corners of the card backs can help you distinguish between the decks. The lower left corner is gray, the lower right is green, the upper right is purple, and the upper left is blue.
Guardians
These are formidable foes that will continue to wander the area even if you manage to escape from them (see: Escaping Combat). If you are unable to defeat a Guardian Encounter, place its card on the Location where it was triggered. At the beginning of each day, roll a Guardian die:
When it comes to navigating in the game, you have a few options to choose from. Here are the cardinal direction commands you can use to move the Guardian:
- North – move the Guardian to the north.
- South – move the Guardian to the south.
- East – move the Guardian to the east.
- West – move the Guardian to the west.
Alternatively, you can choose not to move the Guardian at all and stay in the current location. Just select the Nothing option.
If you want to remove the Guardian from play and put its card back to the bottom of its Encounter deck, choose the Discard option.
It’s important to note that if the Guardian should move to an unrevealed or unconnected location, it will instead be moved to the highest-numbered connected location.
Now, let’s talk about what happens when the Guardian stays in the same location or enters a new one. If the Guardian remains in the same location and there are Characters present, an Encounter will immediately commence. All the Characters in that location will have to fight together.
On the other hand, if the Guardian enters a location with any Character, an Encounter will be triggered right away. Once the Guardian is defeated, its card should be discarded.
Remember, navigating and encountering the Guardian are essential aspects of the game. By mastering these mechanics, you’ll be well on your way to victory!
If you come across a Guardian at a Location, get ready for an Encounter. If there’s more than one Guardian, you can choose which Encounter to trigger first.
If there’s a Guardian and an instant Action at a Location, start with the Guardian Encounter and then follow the rules on the Location card.
In the Monsters of Avalon expansion, each Guardian Encounter has its own unique model. Sometimes, there might be more Encounters of a certain type than available models. In that case, use cards to represent the extra Encounters.
Let’s talk about Items and Equipment now.
In Tainted Grail, some Item cards have specific keywords.
You may possess numerous Items, but you are only allowed to use one Item or Secret that corresponds to a specific keyword at any given time. When the day begins, you must choose which of your various Items or Secrets with the same keyword you want to use, and the rest must be turned face down.
This process must be repeated each time you acquire a new Item or Secret that shares a keyword with one of your face-up Items or Secrets. As a result, you can have just one active Weapon, Shield, Armor, Companion, and Relic at any moment.
Hey there! Did you know that some items have a special symbol on them? It’s a “C” symbol and it means that those items can be made by players like you. Pretty cool, right? If a crafting action or a reward tells you to draw a craftable item, just keep drawing cards from the item deck until you find one with the “C” sign. Take that card and then shuffle the rest of the deck. The same goes for drawing companion items or weapon items and so on.
Oh, and here’s another fun fact! When you and another player are in the same place and you’re not doing anything important, you can freely trade items. It’s like a little swap meet!
Flipping Cards
Some items want you to do a little trick with their cards during combat or diplomacy. They ask you to flip the card to show that it’s been used. No magic tricks here, just turn the card over. And remember, at the end of your combat or diplomacy, you’ve got to flip the card back again!
Secrets
Let me tell you about secrets. They’re like hidden treasures that you can find in a story. They’re special numbered objects and powers that are separate from the regular items you collect. Unlike regular items, you can’t lose or sell secrets, unless the rules say otherwise. And here’s a cool thing: secrets don’t count towards any limits on the number of items you can have.
But there’s a twist! If you’re told to discard item cards, you should ignore any secrets you have. Even if a secret has a specific keyword that makes it an item, it’s still off the chopping block.
Let’s say you’re in a tough spot where Disembodied Voracity is about to chow down on your stuff. You have one regular item and one secret that happens to be a weapon. In this case, you only have to toss out the regular item. The secret weapon is safe.
Now, here’s something you can do. When you and another player are in the same location and not busy doing anything important, you can trade secret cards with each other. It’s a fun way to share the excitement. But remember, there are some secrets with a “Personal” keyword that can’t be traded. They’re only meant for the character who found them!
Becoming Even More Awesome
Exp points are what help me level up my character. At the end of each day, I can use them to improve my abilities, get more combat or diplomacy cards, or learn new skills.
Growing my Combat or Diplomacy Decks
For 2 Exp, I can draw three cards from my Advancement Pool. I choose one of them and add it to my deck, then put the other two back in the pool.
It’s important to have at least 15 cards in my Combat and Diplomacy decks at all times.
At the end of the day, I can switch cards in and out of my deck. The cards that I don’t use don’t go back to the Advancement Pool. They stay by my Character Tray or in the Save compartment of my Character.
Improving my Attributes
Raising Attributes can be expensive, and the cost depends on the total value of the Attribute pair. But what exactly is an Attribute pair? Well, let me explain.
When you have a pair of opposing Attributes, the first point in that pair will cost you 2 Experience points. So, if you want to increase both strength and agility, the first point for each of those attributes will cost you 2 Experience points.
The second point in the pair will cost you 4 Experience points. The third point will cost you 6 Experience points. And the fourth point will cost you 8 Experience points. These increases can really add up!
Once you hit the fifth point and beyond for a pair of opposing Attributes, each point will cost you 10 Experience points. So if you’re really dedicated to leveling up those attributes, you better be ready to spend some serious experience.
But what about buying Skills?
Well, here’s the deal. Whenever you earn a third point (or any subsequent point) in any single Attribute, you get to attach a Skill card to your Character Tray. This Skill will have the same Attribute that you just earned the point in.
So, let’s say you earn a third point in strength. You would then attach a Skill card that has the strength attribute to the appropriate edge of your Character Tray. This will boost your character’s abilities in that area, giving you an extra edge.
Hey there! Let’s talk about the amazing Skill cards in the game. They are super cool because they have two different Skills on each card. However, here’s the catch – you can only choose one side of the card and give up the other side. It’s like making a tough decision and sacrificing something awesome.
There are a total of 72 unique Skills in the game. So, it’s a good idea to have a chat with your fellow players to figure out the best combination of Skills for your team. Teamwork makes the dream work, right?
One important thing to remember is that every Skill card has a number printed on it, which represents its Attribute. Let me give you an example. If you have two markers in the aggression slots of your Character Tray, and you also have two aggression Skill cards, your total aggression would be 4.
Let’s Talk about Death and Insanity
When You’re at Death’s Door
If your health reaches 0 during the game, you’ll attach the “You Are Dying” card to your Character Tray. This means you have a limited amount of time left before you meet your demise. The card will also allow you to immediately Escape any current Encounter and trigger additional rules found on the card.
From this moment forward, every Action you take could be your last. The “You Are Dying” status gives your Character some extra time to recover, but eventually, you’ll have to accept your fate.
Death
In single-player mode, the game ends when your character dies. However, the single-player “You Are Dying” card is a bit more forgiving, giving you multiple chances to make a recovery.
In cooperative mode, your death doesn’t mean the end of the game. Instead, follow these steps:
- First, choose a Character Tray diagram from the Save Sheet and write your Character’s name on it. Then, grab a pencil and mark down your Attributes, Resource numbers, and the status of your Survival Tracks on the diagram.
- If you have any Skills, jot down their unique numbers next to the corresponding Attributes.
- Take note of any other important information, like the state of the Quest Dials or Secret card Dials (if you have any).
- Clear your Character Tray of any markers and put them back in the box.
- Gather all your Items and Secrets and place them in one of the Save compartments in the box.
- Combine your Diplomacy cards with your Combat cards. Place the separator cards labeled “Advancement Pool” on top of your Combat and Diplomacy Advancement Pools. Stack the two decks together and put them in your Save compartment.
- Take your Save Sheet and keep track of where all your Character models, Guardian models, Menhir models, and special Dials are currently located. Jot down the current value of each Dial as well.
- Clear the board by removing all models, Dials, and tokens and place them back in the box.
- Gather all the revealed Locations, stack them up, and put the “Revealed Locations” separator card on top. Add the unrevealed Locations to the pile, but facing the other way around. Store all these cards in the oversized cards compartment of the box.
- Don’t forget to explore! Many valuable items and interesting storylines can only be found through Exploration. You may need to explore the same place multiple times to uncover everything.
- Make sure you always have enough food and resources for the next few days.
- Check all the menhirs in revealed locations and come up with a plan to activate your next menhir early. If an encounter goes wrong or you make a bad decision, it could set you back a day or two!
- Resolving encounters or exploring dangerous locations with others can greatly increase your chances of success. However, the more people you have, the faster you’ll need to move! Sometimes it’s necessary to split up to cover more ground.
- Keep in mind that characters in the same location can help each other by sharing costs.
If there’s an unclaimed Character left in the box, you can claim this Character. Just follow the standard Character Setup and place their model in the lowest-numbered revealed Location. Don’t worry about items left by the dead Character; they will be placed on the Location where the Character died. Other players can pick them up until the Location disappears. Secrets belonging to the dead Character are divided among the remaining Characters however the owner wishes, except for some rare Secrets with a “Personal” keyword – these disappear forever when their owner is killed! If all other Characters are in use or dead when a Character dies, the game ends in failure, even for the alive ones. So, make sure to save each other at all costs!
If you fail at the game, don’t worry! I’ve got a solution for you – the Allmother’s Mercy. It’s a special ability that can help you salvage your game and keep playing.
Insanity
When your character’s sanity reaches the two red slots on the track, something serious happens. You become insane, and this is not a good thing. Your character tray will have a card attached to it that says “You Are Going Insane.” This card will give you some instructions to follow. It also means that nightmares will start to haunt you, and exploring or traveling becomes much more difficult and risky.
Allmother’s Mercy
If you and your party all die in the game and you don’t want to start over from the beginning, there’s another option. The Allmother herself can save you. You just need to decide that her intervention saved your characters.
When you choose this option, mark the status “Saved by the Goddess” on your save sheet. Then, turn to Verse 500 in the Book of Secrets. This will allow you to restart the game at the beginning of the chapter with some pre-determined resources. You can continue playing from there.
Hey there! Just a quick heads up – relying on divine intervention to keep you alive is not the way to go when playing this game. If you find yourself constantly begging for divine mercy, you might want to consider starting over and trying the Story Mode instead. Trust me, it’s a lot easier that way.
Save your progress!
Here’s a handy tip: it’s a good idea to save your game after you finish a chapter. That way, if you need to take a break or forget what you were doing, you can always pick up where you left off. Plus, those “once-per-day” actions won’t refresh too soon and mess up your plans. Of course, if you’re in a real pinch, you can save the game at any time. Just follow these simple steps:
Each player should save their character’s state:
Hey there, it’s your friendly Chronicler here to help you save the state of the world:
Important: Don’t forget to keep any Locations you’ve taken out of the game separate. Put them in the smaller compartment!
To restore a saved game, just follow these steps in reverse.
Adding or Removing players:
Every time you start a new game, you can easily add or remove players and Characters as needed. Just remember, there’s a limit of 1-4 Characters per game.
If you decide to remove a Character from the game, make sure to distribute any Secret cards they have to the remaining Characters. It’s important to keep the Secrets within the ongoing Campaign, unless told otherwise.
When you introduce new Characters, place them in the same location as one of the existing Characters. These fresh Characters are reinforcements from Cuanacht and will start the game with their standard Resources and decks.
Now, let’s talk about discarding and removing cards. In Tainted Grail, most cards don’t have separate discard piles. When you’re instructed to discard a Location, Random Event, Encounter, Secret, or Item card, simply put it back at the bottom of its respective deck.
When an Encounter comes to an end, any Combat and Diplomacy cards that were discarded or destroyed during the Encounter should be shuffled back into your Combat or Diplomacy deck.
It’s important to keep track of time and ensure that the Event deck is used properly. So, the Event deck does have its own discard pile.
Removing Cards from the Game
Occasionally, you may be instructed to remove a card from the game instead of discarding it. In these cases, place the card back in the game box outside of the Save Compartments. This card is no longer part of this Campaign and should not be returned to any deck unless specifically instructed.