These cards tend to be easily generated, and will expire if left outside an Action.Ĭontentment - 1 Lantern, 1 Heart. Dreaming it with 1 funds will have you rest and recover, turning it back into Health.1 knock. 1 grail.Īn Injury - What Health becomes if ill. Dreaming it with 1 funds will have you rest and recover, turning it back into Health. Glimmerings - Used to gain Passion, along with Poetry.Īffliction - What Health becomes if ill. Turned into Reason by Dreaming it with Contentment or Fleeting Memory.įunds - Used to buy books and stave off starvation when Time Passes.Įrudition - Used to gain Reason, when combined with Essays. Turned into Reason by Dreaming it with Contentment or Fleeting Memory. Can become various Unreason cards instead.įascination - 1 lantern. Necessary to work Glover and Glover jobs. Combining with a Senior Glover and Glover Position ends the game in grim acceptance of a mundane life. It's also your buffer against starvation and illness. Can be used to Work manual labor for 1 Funds, sometimes injures you. They represent how you spend your time and energies. These cards are generally not lost upon use, but they can be changed. Currently, card uses are connected directly to the card name rather than aspect, but that is expected to change. Many of these have Aspects, which will determine where they can be used. Also, my names will probably be slightly wrong, feel free to correct me. But it's a 30 minute prototype, so I guess you could just read it if you want, it's not that big a deal. If you're stuck, just ask on the subreddit, or have someone read this guide for you. This guide is pure spoilers meant more for testers to reference so you don't have to go "which book gives that one lore again?", it is NOT meant to gently unstick you. You should be able to beat the game with little trouble at all. Hello everyone, this is really little more than my own gameplay notes written up with a little extra explanation. IF YOU HAVE SIMPLE CORRECTIONS, PM ME TO AVOID CLUTTERING THE THREAD
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