The Wildman

Resisting the compulsion, we clutch our packs tighter. The leaves of the trees hiss, as if in anger. We hurry into the dusk.

  • The Wildman disapproves of the travellers’ materialism. The party suffers the Curse of the Wildman. Place the Wildman’s card in a designated area reserved for Curses. If this is the party's third Curse, click here.

  • When a spirit is displeased by the party, it will lay its Curse upon them. Curses have dire consequences. The more Curses a party gathers, the more lives will be claimed in the Heart of the Wood. Furthermore, if a party incurs three Curses, the Wood's spirits will reject them and they will be forced to flee for their lives, ending the game.

    When you incur a Curse, place it in a designated area of the table so that all travellers are aware of it.

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