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.
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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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