significant individuals in the game. All characters have allegiances to different factions within the game, which determines how much it costs to recruit them and be able to play them from hand. Most characters have some special ability that they can use as listed in their effect text. Characters have up to four abilities at various ratings: Politics (green), Intrigue (Blue), One Power (white) and Combat (Black). The numbers in these colored boxes are how many dice the character rolls of that color. Troops are like characters, but they represent large amounts of secondary characters in the game and they usually only have a Combat Ability. A player can normally only have one copy of a troop or character in the game unless they have the "Multiple" trait. Troops and characters usually participate in challenges, but do not interact with one another directly. Instead, characters interact with characters and troops interact with troops. Advantages (Including Starting Advantages) Advantages are long-term effects that a character, the player, or troops can gain. Advantages tell a player what they can affect (Character, Troop, Player, World [world affects all players]). Until discarded, the advantage remains in effect. If the card an advantage is attached to leaves play, so does the advantage. Prophecy cards are very powerful advantages, and have certain requirements that must be met before they can be played. They reflect the various concepts of the Prophecies from the Jordan novels. Challenges Challenges represent the goals a player tries to accomplish to win the game. Challenges have various effects depending on whether they are successful or not. Characters and troops must be allotted to participate in challenges in order to try to get them to succeed. Many challenges allow a player to gain Pattern, some have other effects. Events Events represent actions taken by characters or a happening that is beyond their reach. The effects are determined as soon as the card is played. Its effects must be resolved immediately and no other events can be played until after the effects of the first event have been resolved. Unless it says otherwise, effects expire at the end of the current turn. Some events are limited events that a player can only play during their action round. There are few events which specify when they can be played, and most events are simply played when appropriate. General information Ability symbols Ability symbols are marked