The Convict
Approaching the wolf from behind, we carefully release the trap. The wolf lunges once for us, then flees into the trees.
Shuffle and place the deck in the middle. Reveal the card on the top.
If the card’s value is even, the wolf’s lunge is aimless and it flees without incident.
If the value is odd, the terrified beast lands a bite on the first traveller who chose to release it. That traveller must discard one Blessing.
The first traveller to vote to free the wolf wins the Bargain of the Convict.
HELP FROM AN ITEM
If the winning traveller carries a KEY, they may immediately convert the Convict’s Bargain into a Blessing.
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Blessings and Bargains symbolise the support of a spirit of the Elder Wood. Both offer protection against death for the traveller who wins them.
Blessings: When a spirit is pleased, it might grant its special protection to a particular traveller. Spirits who have bestowed a member of the party with their Blessing travel invisibly with them and will help to protect them when they reach the Heart of the Wood.
Travellers who win a Blessing should place the Blessing behind their Character Card so that the spirit's name and number are still visible.
Bargains: Sometimes, instead of granting its Blessing to a traveller, a spirit might instead offer a conditional protection called a Bargain. Bargains symbolise a trade between spirit and traveller; the spirit protects the traveller, but its influence affects the traveller's behaviour. The traveller must obey the Bargain rules written on the spirit's card so long as they possess the Bargain. In return, the spirit will convert its Bargain to a Blessing in the Heart of the Wood, thus helping the traveller survive.
Travellers who win a Bargain should place the Bargain card face-up to one side of their Character Card, so that they can read the card's Bargain rules.