Factions of Fate - Locations
Hermit's Grove (#2)
The old grove hums with forgotten wisdom.
Draw an Intuition card, read it secretly, and pass it face-down to another player.
Enchanted Study (#3)
The library’s magic reveals more than you seek.
Draw two Intuition cards. Keep one, place the other at the bottom of the green deck. Secretly read your card and pass it face-down to another player.
Veil of Fate (#4)
Beyond the veil, destinies shift.
If you move here, you may reveal your identity to either heal 3 HP or deal 3 damage to another character.
Crystal Sanctum (#5)
Shards of light hold hidden power.
Draw a white card.
Blackwatch Keep (#6)
Shadows gather behind ancient walls.
Draw a black card.
Ritual Chamber (#8)
Blood and power intertwine.
Heal any character for 1 HP or deal 2 damage to any character.
Thieves' Den (#9)
What’s yours is mine.
Steal an equipment card from another character.
Underworld Gate (#10)
All paths are open, if you dare.
Draw a card from any deck.
World's End (#12)
Where the boundary between realms is thin.
Characters here can attack or be attacked from any location. On your next turn, you may move to any location without rolling.
Rolling a 7 or 11 allows you to choose your destination. You cannot stay at the same location on successive turns.