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June 27, 2018

We’re Giving Away Original Art from Fate of Fantos – WINNERS SELECTED!

UPDATE:

The winners have been randomly selected from over 100 entries! Congrats to the following Savage Planet fans; we have emailed them to confirm their mailing addresses!

First Place: Matt P.  from the United States will receive Envoy

Second Place: Galen W.W. from the United States will receive Clever Ruse

Third Place: Ash E. from the United Kingdom will receive A Time of Peace

Fourth Place: Alvaro H. from the United States will receive Council

Fifth Place: Raul G. from Australia will receive Pilgrimage

(If your name is above and you have not received an email, please contact us HERE to inquire about it.)

The production of Savage Planet: Fate of Fantos is nearly finished. To celebrate, we are giving away five amazing, original pen and ink sketches created by the game’s artist, Michael LaRiccia! Each sketch is 9″ x 12″ in size (approximately 229mm x 305mm), and they have been pulled directly from Mike’s sketch book. All the details on how to enter the giveaway can be found under the images:

How to Enter the Giveaway:

Enter by emailing us through our contact form.

Subject Line: Fate of Fantos Art Giveaway

In the message body, include the following:

  • Your name.
  • Ranking order of each sketch from 1 to 5, with number 1 being the sketch you would most like to win if your name is drawn.

Giveaway Rules:

Only one entry per email, per person will be eligible for the drawing. Five entries will be randomly pulled from all emails received before 11:59pm Central Time on July 6th, 2018. Winners will be announced on July 8th, 2018. We will use the winners’ rankings to determine which sketch each will receive. We will pay the cost to ship the prizes to the winners. No purchase necessary to enter. We will use your email address to contact you if you win, but it will not be used in any other way.

May 29, 2018

An interview with Mad Love illustrator, Daryl Toh

We worked with Daryl on our previous game, Chaos of Cthulhu, as well as our newest game, Mad Love. If you’d like to read his comments about Chaos, you can find that interview HERE.
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Its been awhile since we last caught up. What are you working on now?
Indeed, it has. Two years now, isn’t it? I recently worked on another board game project, with creator John Clowdus from Small Box Games and Kolossal Games – who’s president is also named Travis. (What are the odds?!) Now, I’m working on a few comic projects at the moment, as artist and colorist at home.
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We get asked all the time if Mike Mignola did the art for our game. I always take that as a compliment and let them know we were inspired by his style, then refer them to your talented portfolio. Who and what else has been the greatest influence on your art?
Besides Mike Mignola, who is the biggest influence when it comes to my horror art, there’s also Richard Corben, Ben Stenbeck, Tyler Crook, Guy Davis, Massaki Nakayama, Junji Ito, and Masahiro Ito.
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How did you adjust your illustration style from Chaos of Cthulhu to Mad Love?
When Travis and Darth revealed to me that they were planning a spin-off from Chaos and that it was going to be a card game, the first thing I had to adjust was to make the Mythos creatures more flesh and blood, in contrast to the mural-looking depiction I did for the dice game, and treat it like comic book artwork.
The box cover art for Mad was meant to more or less match with the style of Chaos, so overall there was very little adjustment for the box cover style. 
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Which of the Mad Love cards did you have the most fun illustrating?
The Saturnian Cat comes to mind, and it’s the card that stands out the most, because of the Steve Ditko and Jack Kirby-esque colors.
The second favorite is Nyarlathotep’s card. Originally, the brief from Travis and Darth on the “Crawling Chaos” was to draw him in his Dark Pharaoh avatar – Nephren-Ka. However, along the way, we decided to work on an alternate artwork to show its true alien form, and I’m glad they chose the latter for the final card design.
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Were there any that you struggled with? If so, how did you break through?
Cthulhu, for sure. Because there are so many takes of the Great Old One I struggle to get his design or form unique. Even though I fulfilled the brief where you see Cthulhu breaks out from his prison in Ryleh, its still not very imposing unlike Nodens or Nyalarhotep. Plus, when you look back at an artwork you’ve made two years ago, obviously you gonna try to find a way how to fix it. So I did, and hopefully the alternate artwork works better for you guys.
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Have you worked on any other Lovecraftian enterprises since Chaos of Cthulhu and the ‘Outer God’ comic?
Mostly personal illustrations in digital, inspired from Arkham Horror – The Card Game which I am a big fan of. You can check them out on my Deviant Art gallery here: https://tohdraws.deviantart.com/gallery/34862226/Dark-Arts
The Necronomicon by tohdraws
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Are there any other worlds you would like to take a try at illustrating that you haven’t tried before?
Perhaps more Sci-Fi related projects? We’ll have to see what the future holds.
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Thank you to Daryl for taking some time out of his busy schedule to chat with us. It’s always great to catch up with our artists, and we wish him all the best in his future endeavors! Visit his DeviantArt page HERE.

March 2, 2018

Fate of Fantos: A closer look at the Citadels!

In Fate of Fantos, every player represents one of the six Citadels of Fantos. Each citadel was originally founded by one of the races of Fantos, but over the eons they have become melting pots, attracting mixed populations to their unique fortresses. During setup, the Citadel Mats are shuffled and one is distributed at random to each player. (Any unused mats can simply be returned to the box.) These mats serve as a quick guide to the symbols used in the game, the Trials scale, and the Phases of Play during each turn. Plus, they offer a “Hiring Incentive” for the races that are historically associated with each. On the back, players will find a brief overview of the three Fantos Actions.

Take a closer look at the Citadel Mats included in the game (click on the images to view them larger):

DJINAAR

Originally founded by the planet’s indigenous race, the Feral, Djinaar is the oldest fortress on Fantos. Although more primitive than other citadels, the central location between the Fantosian Sea and the Iridium Trove, bordered by both plains and forest, provides the residents of this citadel with everything they need for survival.

 

PRIMA TEMPESTA

Originally founded by the Cult race, Prima Tempesta’s fortress is constructed from the head of an Overseer named Vetholo, who turned against the cosmos and was cast out by Zodraz many eons ago. When Vetholo perished, his life force poured out to create the Tempest, a one way portal from the Cult’s original planet. Those who make this citadel their home worship the Tempest.

 

KUHARIBU

Originally founded by the Marked race when they were forcibly brought to Fantos as slaves, Kuharibu’s fortress is constructed from the Cult’s ship, on the location where it crashed in the dark forests between Prima Tempesta and Djinaar. Those who choose to make this citadel their home help keep it free and independent.

 

LUMERIA

Originally founded by the Enlightened race, Lumeria’s fortress is constructed from parts of a giant carcass on the southern shores of Fantos. Its towering backbone offers peaceful vistas of the lake and the Fantosian Sea. This citadel provides a more advanced technology to its inhabitants, thanks to the innate knowledge of the mysterious android elves who built it.

 

VORDRELL

Originally founded by the Hollow race in the frozen northern tundras of Fantos, Vordrell’s fortress is an ice castle surrounded by an even icier maze. Historically mistrusted by the other races of Fantos, the gaseous vampires who originally built this citadel constructed it so that those who prefer isolation can find their haven within it.

 

ROYLLOS

Royllos is a sanctuary built on an island covered in artifacts left by the Overseers: the protectors of the cosmos who are in service to the Cosmic Warden, Zodraz. Fantosians from all races have worshipped the Overseers for time immemorial, and those who make this citadel their home are committed to its preservation.

 

ON THE BACK OF EACH CITADEL MAT:

January 3, 2018

Fate of Fantos: A Closer Look at Labor!

In Fate of Fantos, additional resources are called “Labor” and must be paid for by the Legacies that have been hired by the game’s Citadels (the players), using the Legacies’ Iridium Shard currency. Legacies “spend” their Shards on Labor by transferring the currency to the planet’s Trove. There are a total of 54 Labor cards (33 unique) included in the game. Each Citadel begins with a hand of 5 randomly dealt Labor cards. This hand is kept secret from others, and the Citadel can use its untasked Legacies to pay for in-hand Labor as needed, during the Phase Condition specified on the bottom left corner of each Labor card. (Labor can even be played out of turn, during other Citadel’s phases.) Once paid for by an untasked Legacy, Labor takes effect immediately and can be assigned/given to any Citadel or Legacy to use, unless otherwise noted – even to a tasked Legacy and/or a Legacy that has been hired by another Citadel. Labor cards are one-time use only and must be discarded after being played, unless the card notes that it should be “attached” to a Legacy. Once assigned to a Legacy, attached Labor continues to give resources to that Legacy and/or its Citadel, until the Legacy is discarded for any reason (at which time the attached Labor is discarded as well), or another card or ability is played that cancels the attached Labor. During each Citadel’s turn, there is a chance to both draw up and discard down to keep in-hand Labor fresh and ready for use.

Playing Labor strategically, for your own advancement and/or to help or hinder other Citadels, can alter the fate of Fantos in countless ways. Use your Legacies to manage your Labor wisely, and you will increase your chances of attracting Zodraz’s favor in the end!

Take a closer look at all of the Labor included in the game (click on the images to view them larger):

A Time of Peace – Spend 3 Shards from one of your untasked Legacies to play this card and cancel any War. (1 card)

Alms – During any Secondary Actions Phase, you may have one of your untasked Legacies play this card to help any Citadel that is falling behind. In case of a tie or ties: If there is a tie for the Citadel with the most Shards in its Reserve, each with the most must give 1 Shard to the one with the least. If there is a tie for the Citadel with the least Shards in its Reserve, the one with the most must give 1 Shard to each tied for least. If there are ties for both the most and the least, each Citadel tied for the most must give 1 Shard to each Citadel tied for the least. (1 card)

Bled Dry – Spend 2 Shards from one of your untasked Legacies to play this card and cancel any Tribute. (1 card)

Camp Followers – During any War, spend 1 Shard from one of your untasked Legacies to play this card and task one of your currently untasked Legacies to collect Shards for your Reserve from the warring Citadels’ Reserves. (1 card)

Clever Ruse – You may have one of your untasked Legacies play this card to instantly cancel any roll of the Shard Die and force a re-roll. (3 cards)

Consecrated – Spend 3 Shards from one of your untasked Legacies to play this card and add 5 to any Legacy’s Tribute Stat for one action. (1 card)

Council – Spend 2 Shards from one of your untasked Legacies to play this card and add 3 to any Legacy’s Tribute Stat for one action. (2 cards)

Duel – During any Secondary Actions Phase, you may have one of your untasked Legacies play this card to challenge any other Legacy to a Duel. Dueling can be a good strategy to weaken a powerful Legacy, and/or it can be used as a way to refresh the Shards on your Legacy if they are running low. (5 cards)

Envoy – Spend 1 Shard from one of your untasked Legacies to play this card and allow any Citadel to roll the Shard Die 2 extra times when defending against War, IF the Citadel has not tasked any of its Legacies to aid in its defense. (1 card)

 

Faith & Fervor – Spend 3 Shards from one of your untasked Legacies to play this card and add 5 to any Legacy’s War Stat for one action, including Duel. (1 card)

Full Stores – Spend 3 Shards from one of your untasked Legacies to play this card and add 5 to any Legacy’s Harvest Stat for one action. (1 card)

Hearth Tax – Spend 2 Shards from one of your untasked Legacies to play this card and add 3 to any Legacy’s Harvest Stat for one action. (2 cards)

Hogs of War – Spend 3 Shards from one of your untasked Legacies to play this card and increase the War Stat for all of your warring Legacies to 3 during the current War. (1 card)

Hunting Party – Spend 4 Shards from one of your untasked Legacies to play this card and double the Harvest Score of any Harvest, IF the harvesting Citadel has only tasked one Legacy to the Harvest. (1 card)

Intrigue – Spend 1 Shard from one of your untasked Legacies to play this card and add 1 to any Legacy’s Tribute Stat for one action. (3 cards)

Journeyman – Spend 1 Shard from one of your untasked Legacies to instantly attach this card to any Legacy, which adds 1 to that Legacy’s Harvest Stat for as long as it is attached. (2 cards)

Kolath’s Paw – Spend 1 Shard from one of your untasked Legacies to instantly attach this card to one of your Legacies, which discounts all of your Citadel’s Legacy hires by 1 Shard for as long as it is attached. The discounted Shard is paid to the hired Legacy from the Trove. (1 card)

Mill Fee – During any War, spend 1 Shard from one of your untasked Legacies to play this card and task one of your currently untasked Legacies to collect Shards for your Reserve from the harvesting Citadel’s Reserve. (1 card)

 

Misdirection – During any Secondary Actions Phase, spend 3 Shards from one of your untasked Legacies to play this card and weaken all of the other Citadels’ Legacies. (1 card)

Mishap – Spend 2 Shards from one of your untasked Legacies to play this card and instantly Disable any Legacy. (2 cards)

Noble Lineage – Spend 1 Shard from one of your untasked Legacies to instantly attach this card to any Legacy, which adds 1 to that Legacy’s Tribute Stat for as long as it is attached. (2 cards)

Orb of Azsasek – Spend 4 Shards from one of your untasked Legacies to play this card and instantly Disable a Legacy of your choice from each other Citadel. (1 card)

Pagehood – Spend 1 Shard from one of your untasked Legacies to instantly attach this card to any Legacy, which adds 1 to that Legacy’s War Stat for as long as it is attached. (2 cards)

Pilgrimage – You may have one of your untasked Legacies play this card to help you hire a valuable Legacy for less cost than usual. (1 card)

Raid – During any Secondary Actions Phase, spend 2 Shards from one of your untasked Legacies to play this card and take 2 rolls of the Shard Die. Then, force another Citadel to transfer the rolled total from its Reserve to your Reserve. (2 cards)

Revolt – Spend 3 Shards from one of your untasked Legacies to play this card and cancel any Harvest. (1 card)

Shell Game – Spend X Shards from one of your untasked Legacies to play this card and instantly cancel any one Labor card as it’s being played or while it’s in play, including “attached” Labor. X is equal to the cost of the cancelled Labor. (4 cards)

 

Siege Works – Spend 2 Shards from one of your untasked Legacies to play this card and add 3 to any Legacy’s War Stat for one action, including Duel. (2 cards)

Skull of Lodan – Spend 2 Shards from one of your untasked Legacies to instantly attach this card to any Legacy. For as long as it is attached, the Legacy’s Citadel may task this Legacy after any Duel to discard the loser of the Duel, if the Legacy is not already tasked to something else. (1 card)

Supply Line – Spend 2 Shards from one of your untasked Legacies to play this card and instantly take 2 extra rolls of the Shard Die. (1 card)

Thacko – You may have one of your untasked Legacies instantly attach this card to any Legacy. For as long as it is attached, this Legacy may spend 1 Shard to add 2 to any of its Fantos Stats for one action. The Shard must be spent before the Legacy is tasked and the effect cannot be compounded by spending more Shards. (1 card)

Well Rested – Spend 1 Shard from one of your untasked Legacies to play this card and instantly untask any currently tasked Legacy. Depending on your strategy, you may use this to relieve one of your own Legacies, or you may use it to mess with another Citadel’s plans by untasking one of their Legacies in the middle of an action. (3 cards)

Zradas – Spend 2 Shards from one of your untasked Legacies to instantly attach Zradas to one of your Legacies. For as long as it is attached, your Citadel’s voting power is greatly enhanced; any Citadel that opposes your vote during a Diplomacy Trial must give 3 Shards to your Reserve. However, you must vote first. (1 card)

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This completes our inside look at all 3 of the card types included in Savage Planet: The Fate of Fantos. Be sure to check out the Legacy and Trial cards, too!

November 28, 2017

Fate of Fantos: A closer look at the Legacies!

Arguably the most important cards in Fate of Fantos, the Legacies act as a Citadel’s managers throughout the game by completing actions, activating abilities, and paying for Labor. Six races of beings live together on the planet, and the Legacy Deck is made up from an even selection of characters from all six, for a total of 48 Legacies. To start the game, every Citadel takes turns hiring 3 Legacies of their choice from the Legacy Pool, and they will get the chance to hire more at the end of their turns throughout the game. As a Citadel, you may either task your hired Legacies to a Fantos Action during your turn (using their Fantos Stats, as noted on the top left of the Legacy cards), or task them to their abilities during any Citadel’s turn. In order to task them to their abilities, they must meet the conditions noted in bold (tasking, spending, etc) during the phase specified by the Phase Condition noted on the bottom left of the Legacy cards. (A small number of Legacies possess “native” abilities that do not require tasking; these can be very helpful.) Make your Legacy hires thoughtfully, manage them well, and you will set your Citadel up to win the favor of Zodraz at the end of the game!

Here is a closer look at each of the Legacy cards (click on the images to view them larger):

 

THE FERAL

As the planet’s indigenous race, the Feral existed in peace with Fantos for millennia. Iridium was mined out of necessity, not greed. When the Tempest opened and introduced the Cult to the planet, these newcomers saw weakness and opportunity. Shirazad, the queen of Fantos, sent her Vizier to broker an uneasy alliance with the Cult. Driven by greed and power, the Vizier betrayed his people, selling them to The Cult as Iridium-mining slaves. Over time, a deadly gas from the Iridium Fields blanketed the Feral Citadel. Those that survived faced horrible deformities and mutations.

Notes about the Feral Legacy Abilities:

Brigands – A Tribute has been selected, Shards have been paid, and the Brigands are drawn to the spoils. The Brigands’ ability may be activated by their Citadel during any Fantos Action Phase, if a Tribute action was completed during that phase, and if they are not already tasked.

Executioner – When the Executioner wins a Duel, the loser dies. This ability is only activated when the Executioner wins a Duel.

Freeman – Cancel any Harvest. The Freeman’s ability may be activated by his Citadel during any Fantos Action Phase, if Harvest is declared, and if he is not already tasked and can spend 1 Shard.

Gravedigger – Bury the Legacy Pool in uncertainty. The Gravedigger’s ability may be activated by his Citadel during any Secondary Actions Phase, if the he is not already tasked. The Gravedigger’s Citadel chooses how to rearrange the cards currently in the Legacy Pool, face down, and future hires of those cards will be “blind.” As hires are made, new additions to the Pool are placed face up, as normal.

Highwayman – Steal Labor from another Citadel. The Highwayman’s ability may be activated by his Citadel during any Secondary Actions Phase, if the he is not already tasked. The Highwayman’s Citadel chooses which Citadel to target.

Mercenaries – Bring extra Iridium strength to War.  This ability is only activated when the Mercenaries’ Citadel tasks them to attack or defend in War.

Shirazad – The Feral remain faithful to their queen. Shirazad’s ability may be activated by her Citadel at any time, instantly, if she is not already tasked. You can use this ability to untask your own or another Citadel’s Feral cards, or both, depending on your strategy and which hired Legacies are currently tasked. (For instance, if another Citadel has tasked one or more Feral Legacies to an action, it can foil those plans since Legacies cannot be re-tasked to the same action.)

Vizier A Vizier’s advice is very valuable. If the Vizier’s Shard currency is exhausted, he must be disabled by his Citadel. The Vizier’s Citadel may choose to revive him during its next Hiring Phase using Shards from its Reserve. (Another Legacy may also be hired as normal.) If the Citadel chooses not to revive the Vizier at that time, he must be discarded.

 

THE CULT

The Cult are clever reptilian creatures from another dimension. They came to the Savage Planet through a swirling whirlpool called the Tempest that created a one way portal from their world to Fantos. When they entered the portal they believed they were transcending, and when they came out they were reborn. Now they worship the Tempest and wish to possess all the Iridium on Fantos in order to share the glory with all.

Notes about the Cult Legacy Abilities:

Bailiff – Arrest a Legacy, with or without cause. The Bailiff’s ability may be activated by his Citadel at any time, instantly, if he is not already tasked and can spend 1 Shard. The Bailiff’s Citadel chooses which Legacy, from any Citadel, to target.

Bishop – The Bishop can sense another Legacy’s weakness. The Bishop’s ability may be activated by his Citadel during any Secondary Actions Phase, if he is not already tasked. The Bishop’s Citadel chooses which qualifying Legacy, from any Citadel, to target.

Countess – The Cult are beholden to their Countess. The Countess’ ability may be activated by her Citadel during any Secondary Actions Phase, if she is not already tasked. The Countess’ Citadel chooses which Cult Legacy, from any Citadel, to target.

Priestess – Legacies are seduced by blessings. The Priestess’ ability may be activated by her Citadel during any Secondary Actions Phase, if she is not already tasked. The Priestess’ Citadel chooses which Legacy, from any Citadel, to target.

Reeve – The best harvests require administration and leadership. The Reeve’s ability may be activated by his Citadel during any Fantos Action Phase to affect the Harvest score, if Harvest is declared, and if he is not already tasked.

Sheriff – A Reigning Tribute has been selected, and the Sheriff requires the payment of a bribe. The Sheriff’s ability may be activated by his Citadel during any Fantos Action Phase, if a Tribute action is completed during that phase, and if he is not already tasked. The Sheriff’s Citadel chooses which Legacy, from any Citadel, to target.

Spy – Gain inside information about Labor available to another Citadel. The Spy’s ability may be activated by his Citadel during any Secondary Actions Phase, if he is not already tasked. The Spy’s Citadel chooses which Citadel to target.

Villein – Drum up more help for a Citadel, or foil another Citadel’s plans. The Villein’s ability may be activated by his Citadel at any time, instantly, if he is not already tasked. The Villein’s Citadel chooses which higher-cost Legacy, from any Citadel, to target.


THE MARKED

The Marked are a powerful race from a nearby planet. They did not come to Fantos by choice, but were kidnapped, branded, shackled, and enslaved by the Cult. The Cult’s plan was to have them work the Iridium fields for them, but on the journey back to Fantos, the Marked broke free and took over the ship. Not knowing how to pilot it, the Marked crashed into mountainous forest area of Fantos and have made their home there.

Notes about the Marked Legacy Abilities:

Apiarist – Bees help make a harvest more productive. This ability is only activated when the Apiarist’s Citadel tasks her to Harvest.

Beast Ward – Beasts bring additional strength to battle. This ability is only activated when the Beast Ward’s Citadel tasks him to attack or defend in War.

Blacksmith – Provide quality weapons for Marked soldiers. The Blacksmith’s ability may be activated by his Citadel during any Fantos Action Phase to affect the War score of other warring Marked Legacies, from any Citadel, if he is not already tasked.

Bowman – Repay the Bowman for the arrows used to help win a War. This ability is only activated when the Bowman’s Citadel tasks him to attack or defend in War, and his Citadel wins.

Chieftan – The leader of the Marked receives help during Tribute. This ability is only activated when Chieftan spends 1 Shard and is tasked to Tribute by his Citadel.

Gong Farmer – Make a sacrifice to pay for valuable Labor. Gong Farmer’s ability may activated by his Citadel at any time, instantly, if it chooses to discard him. (The ability does not take effect if the Gong Farmer is forced to be discarded by another Citadel or Legacy.)

Knight – The Knight is well-trained in the art of dueling. This ability is only activated when the Knight is involved in a Duel during any Secondary Actions Phase.

Quarryman – Gain extra defense from well-quarried stone. The Quarryman’s ability may be activated if his Citadel is attacked during War, if he is not already tasked.

 

THE ENLIGHTENED

The Enlightened do not know where they come from, nor do they know why they are living on Fantos. They have no memory of their past. What they do know is that they are not of the living or the dead. They are androids made in the form of elves, and they wish to find their creator. They are constantly searching for clues to their origin and believe their story is buried somewhere in the native history of Fantos.

Notes about the Enlightened Legacy Abilities:

Alchemist – Concoct an elemental potion to control another Citadel’s Fantos Action. The Alchemist’s ability may be activated by his Citadel during any Secondary Actions Phase, if he is not already tasked. (The targeted Citadel may decide not to take a Fantos Action at all.)

Chandler – Distract a weak Legacy with oil and candles to ward off the darkness. The Chandler’s ability may be activated by her Citadel at any time, instantly, if she is not already tasked. The Chandler’s Citadel chooses which lower-cost Legacy, from any Citadel, to target.

Chirurgeon – Bring a Legacy back to life with surgical magic. The Chirurgeon’s ability may be activated by his Citadel during any Secondary Actions Phase, if he is not already tasked.

Cook – Provide nourishment to your Legacies. The Cook’s ability may be activated by his Citadel during any Secondary Actions Phase, if he is not already tasked.

Marquis – Exert control over other Enlightened Legacies. The Marquis’ ability may be activated by his Citadel at any time, instantly, to foil other Citadels’ plans, if he not already tasked.

Sapper – Sacrifice the Sapper to commit an assassination. The Sapper’s ability may be activated by his Citadel during any Secondary Actions Phase, if it chooses to discard him. The Sapper’s Citadel chooses which Legacy, from any Citadel, that it will pay to discard. (The ability does not take effect if the Sapper is forced to be discarded by another Citadel or Legacy.)

Sperviter The flying machine can make sneak attacks on other Citadels. The Sperviter’s ability may be activated by his Citadel during any Secondary Actions Phase, if he is not already tasked. The Sperviter’s Citadel chooses which Citadel to target, and the Shard(s) won are transferred from its Reserve. 

Vintner – The Vintner distracts the Reigning Tribute with his potent wine. The Vintner’s ability may be activated by his Citadel at any time, instantly, if the he is not already tasked.

 

THE HOLLOW

The Hollow are gaseous Iridium vampires who travel the cosmos sucking up Iridium gas wherever they find it. When they discovered Fantos and its Iridium mines, they made a home in the northern ice mazes. Most of the other races do not care much for the Hollow; they find them to be parasitic and untrustworthy.

Notes about the Hollow Legacy Abilities:

Apothecary – Sacrifice Apothecary to concoct a medicinal potion, restoring health to another Legacy. The Apothecary’s ability may be activated by his Citadel at any time, instantly, if it chooses to discard him. The Apothecary’s Citadel chooses which Legacy, from any Citadel, to restore. (The ability does not take effect if the Apothecary is forced to be discarded by another Citadel or Legacy.)

Arbalester – The powerful crossbow damages other Legacies from afar. The Arbalester’s ability may be activated by his Citadel during any Secondary Actions Phase, if he is not already tasked. The Arbalester’s Citadel chooses which Legacy, from any Citadel, to target.

Astrologers – By studying the movement of the celestial bodies, the Astrologers can predict the future. The Astrologers’ ability may be activated by their Citadel at any time, instantly, if they are not already tasked. The Astrologers’ Citadel decides which die roll, by any Citadel, to affect, before the roll takes place.

Baroness The Baroness delights in watching Duels. The Baroness’ ability may be activated by her Citadel during any Secondary Actions Phase, if she is not already tasked, and if you have another untasked Legacy that can issue the challenge.

Colporteur – While traveling around Fantos selling books, the Colporteur often comes across valuable laborers discarded by their Citadels. The Colporteur’s ability may be activated by his Citadel during any Secondary Actions Phase, if he is not already tasked and can spend 1 Shard.

Diver – Well-practiced in pick-pocketing, the Diver is quick to target recently enriched Citadels. The Diver’s ability may be activated by his Citadel during any Fantos Action Phase, if a Harvest action was completed during that phase, and if he is not already tasked. The Shards are transferred from the harvesting Citadel’s Reserve.

Drayman – Tempt another Citadel to part with some of its Shards. The Drayman’s ability may be activated by his Citadel at any time, instantly, if he is not already tasked and can spend 1 Shard. The Drayman’s Citadel chooses which Citadel to target.

Mummers – Acting together, the Mummers lend aid to another Hollow Legacy. The Mummers’ ability may be activated by their Citadel at any time, instantly, if they are not already tasked. The Mummers’ Citadel chooses which Hollow Legacy, from any Citadel, to aid. Mummers cannot aid in Harvest.

 

THE OVERSEERS

The Overseers are protectors of the cosmos and are in service to the Cosmic Warden, Zodraz. Not much is known about them, but it is believed they were carved by Zodraz from the purest Iridium in all existence and were brought to life using the power harnessed from 1,000 black holes. Granted extraordinary capabilities such as flight and telekinesis, all of the Overseers possess unique abilities that range from weather control to telepathy.

Notes about the Overseers Legacy Abilities:

Astronomer – Knowledge of the universe aids the Overseers. The Astronomer’s ability may be activated by its Citadel during any Secondary Actions Phase, if the Astronomer is not already tasked and can spend 1 Shard.

Famulus – Aid comes in the form of the opportunity to complete an additional Fantos Action. Famulus’ ability may be activated by its Citadel during its Fantos Action Phase, if Famulus is not already tasked. Your Famulus may be sent, alone, to either War or Harvest (your choice) in addition to any other Fantos Action taken by your other Legacies during this turn.

Herzog – The ancient cosmic nobility of the Herzog allows it to mimic another Legacy’s ability. Herzog’s ability may be activated by its Citadel at any time, instantly, if Herzog is not already tasked and can spend 1 Shard. Herzog’s Citadel chooses which Legacy ability to copy, from any Citadel. The mirrored Legacy must be currently hired (not in the Legacy Deck, Pool, or discard pile), and it may be in either the tasked or untasked position (but not disabled). The mirroring of the ability is exact, so Herzog must act as the Legacy that is being copied. (For instance, if the ability requires spending and tasking, Herzog must spend the additional amount and be tasked to the ability.)

Merchant – Commerce negates a Citadel’s Labor. The Merchant’s ability may be activated by its Citadel during any Secondary Actions Phase, if the Merchant is not already tasked and can spend 1 Shard. The Merchant’s Citadel chooses which Citadel to target.

Navigator – An untasked Navigator helps its Citadel stay on course. This ability is only activated if the Navigator’s Citadel ends its turn with the Navigator untasked. (In other words, you may either try to keep your Navigator untasked throughout your Citadel’s entire turn, or you may play a card or ability that untasks it before your turn ends.)

Pioneer – War may not be aided by Labor if the Pioneer proclaims it to be so. The Pioneer’s ability may be activated by its Citadel during any Fantos Action Phase, if War is declared, and if the Pioneer is not already tasked. Any “attached” Labor that was paid for and attached during this War is affected, but if it was attached before the War started, it is unaffected.

Sacristan – Saving on Labor requires less sacred Iridium to be wasted. This ability is only activated when the Sacristan’s Citadel uses it to pay for Labor while untasked.

Troubadour – The Troubadour’s dulcet tones lull the cosmos into providing extra aid. The Troubador’s ability may be activated by its Citadel during any action or ability involving the Shard Die, instantly, if the Troubadour is not already tasked. The Troubadour’s Citadel decides which action, taken by any Citadel, to affect.