Cinderella and her glass, the emperor and his swindlers, the sleeping keep behind its thorns. The Court plays the long game of gowns, godmothers and midnight bargains, scoring at Dusk and slipping free of every trap.
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Snow Bees
Spirit · Court · Cost 1 · Power 1 · Common
Omen: an enemy Spirit gets -2 Power until end of turn.
The Queen's scouts sting first and report never.
The True Princess
Spirit · Court · Cost 1 · Power 2 · Common
Vigil: you win Power ties at this Site.
Twenty mattresses down, one pea. She felt it. That settles that.
The Frog King
Spirit · Court · Cost 1 · Power 1 · Common
On Turn 4 and later, his Power is 5.
Thrown hard against the wall, he got up much improved.
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Beauty, the Merchant's Daughter
Spirit · Court · Cost 1 · Power 2 · Common
Step. Omen: a friendly Spirit here with Power 7 or more gains Ward this turn.
She stays of her own free will. That is the entire enchantment.
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Stepsister in Silk
Spirit · Court · Cost 2 · Power 3 · Common
Omen: she gets +4 Power until your next Dawn. At that Dawn, she gets -2 Power, permanently.
Cut off the toe; when you are queen, you will not need to walk.
The Straw-Gold Spinner
Spirit · Court · Cost 2 · Power 3 · Rare
Omen: gain 3 Embers this turn. At your next Dawn, the enemy gains 1 Slava.
First the ring, then the necklace. He will name the third price later.
The Troll-Mirror Shard
Spirit · Court · Cost 2 · Power 3 · Common
Omen: an enemy Spirit gets -3 Power until end of turn.
In this glass every rose shows its worm and every heart its ledger.
The Robber Girl
Spirit · Court · Cost 2 · Power 3 · Common
Omen: a friendly Spirit gains Step this turn.
Take the reindeer. Steal something nice on the way.
The Twelfth Princess
Spirit · Court · Cost 2 · Power 3 · Common
Step. At each Dawn, you may Step her to any Site (back from the dance).
Twelve beds, twelve worn-through slippers, and no one saw a thing.
Falada, the Faithful Head
Spirit · Court · Cost 2 · Power 3 · Common
Omen: draw a card. Reborn: draw 2 cards.
If this thy mother knew, her heart would break in two.
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The Swindler Tailors
Spirit · Court · Cost 2 · Power 2 · Common
Omen: gain 2 Embers this turn; the enemy draws a card.
Paid in gold, twice, for cloth that weighs exactly nothing.
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The Emperor's Nightingale
Spirit · Court · Cost 2 · Power 2 · Common
Omen: return a friendly Spirit from your Nav to your hand.
Death himself handed back the crown to hear one more verse.
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The King's Herald
Spirit · Court · Cost 2 · Power 3 · Common
Omen: you take initiative next turn.
He carries the slipper on a velvet cushion, the way one carries a verdict.
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Briar Rose
Spirit · Court · Cost 2 · Power 9 · Rare
Rooted. She may only arrive on Turn 1 or 2. Until Turn 5 she sleeps: she counts as Power 0 (this cannot be changed by any effect) and cannot be defeated.
A hundred years passed. The kettle had only just come to a boil.
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The Pumpkin Coach
Spirit · Court · Cost 3 · Power 5 · Common
Step. At your next Dawn, its Power becomes 1, permanently.
Ride it somewhere worth being before the clock gets opinions.
The Booted Cat
Spirit · Court · Cost 3 · Power 4 · Rare
Omen: an enemy Spirit with Power 8 or more has Power 1 until end of turn.
'A mouse, surely, is beyond you,' said the cat, and dinner agreed.
The Marquis of Carabas
Spirit · Court · Cost 3 · Power 3 · Uncommon
Vigil: at Dusk, if you control another Spirit here, he gets +4 Power.
The fields, the mill, the river: all his, swears everyone the cat has met.
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Gerda the Faithful
Spirit · Court · Cost 3 · Power 4 · Uncommon
Step. Omen: a friendly Spirit's Power becomes its printed Power.
She walked barefoot to the top of the map and asked winter to give him back.
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The Old Soldier, Unseen
Spirit · Court · Cost 3 · Power 5 · Uncommon
Vigil: at this Site, your cards are revealed last.
He drank nothing, saw everything, and said so at breakfast.
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Rapunzel of the Tower
Spirit · Court · Cost 3 · Power 5 · Uncommon
Rooted. Omen: Step a friendly Spirit from any Site to here.
The tower has no door. It has never once needed one.
The Goose Girl
Spirit · Court · Cost 3 · Power 2 · Rare
Omen: swap her Power with another Spirit's at this Site until end of turn.
The maid wears the crown. The crown is not fooled.
Doves of the Hazel Tree
Spirit · Court · Cost 3 · Power 4 · Uncommon
Omen: remove all Power bonuses from an enemy Spirit.
Roo-coo, roo-coo, there's blood within the shoe.
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Cinderella, Ash and Glass
Spirit · Court · Cost 4 · Power 4 · Legendary
Omen: she gets +5 Power and Ward until your next Dawn. At that Dawn the bonus ends; if she is still in play, gain 2 Slava (counts toward the Slava-per-turn cap).
Rags by day, royalty till the twelfth bell; the slipper knows which was true.
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The Fairy Godmother
Spirit · Court · Cost 4 · Power 4 · Uncommon
Omen: another friendly Spirit gets +5 Power until end of turn.
Pumpkins, rats, rags: everything is something better for one evening.
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The Uninvited Fairy
Spirit · Court · Cost 4 · Power 5 · Rare
Omen: choose an enemy Spirit here with Power 7 or less; at your next Dawn, send it to its Nav (the curse lands).
Twelve golden plates were laid. She counted.
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Dame Gothel
Spirit · Court · Cost 4 · Power 6 · Uncommon
Omen: you may send another friendly Spirit here to Nav; if you do, draw 2 cards and gain 2 Embers this turn.
The rampion was excellent, to be fair. The bill was a child.
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The Emperor in Procession
Spirit · Court · Cost 4 · Power 6 · Rare
Vigil: at Dusk he counts as Power 10, unless an enemy Spirit with Power 3 or less is here.
'But he has nothing on at all,' said the child, and that ended the parade.
The Swan Brothers
Spirit · Court · Cost 4 · Power 5 · Uncommon
Step. At your next Dawn, they get +3 Power, permanently, and lose Step.
Swans by daylight, men by dark, and six nettle shirts to settle it.
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Mother Holle, Gold and Pitch
Spirit · Court · Cost 4 · Power 5 · Uncommon
Omen: choose one: a friendly Spirit gets +2 Power permanently, or an enemy Spirit gets -2 Power permanently.
Shake the featherbed till it snows. Diligence wears gold; sloth wears pitch.
Bluebeard
Spirit · Court · Cost 5 · Power 8 · Rare
Omen: at your next Dawn, defeat the lowest-Power enemy Spirit here.
Every wife receives every key and one small rule. He is always obeyed, eventually.
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The Beast of the Rose Court
Spirit · Court · Cost 5 · Power 7 · Legendary
Omen: you may Step a friendly Spirit from another Site to here. Vigil: while another friendly Spirit is here, he gets +2 Power and Ward.
He sets the table for two every night. Hope is a kind of hunger.
The Saucer-Eyed Dog
Spirit · Court · Cost 6 · Power 11 · Uncommon
Step. Omen: Clash 4.
Eyes like teacups, like mill-wheels, like the Round Tower, and all three on you.
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The Snow Queen
Spirit · Court · Cost 6 · Power 10 · Legendary
Omen: choose an enemy Spirit at any Site; its Power becomes 2 for as long as she remains in play.
One kiss to numb the cold, one to make him forget. She never needs the third.
The Golden Ball
Charm · Court · Cost 1 · Common
Draw 2 cards; the enemy draws 1.
Fetched from the well, good as new, plus one frog at dinner.
Spun Gold
Charm · Court · Cost 1 · Common
Gain 2 Embers this turn; the enemy gains 1 Ember next turn.
Straw goes in, gold comes out, and the price stays politely unstated.
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The First Dance
Charm · Court · Cost 1 · Common
Draw a card; you take initiative next turn.
Whoever moves first owns the evening.
A Rose from the Garden
Charm · Court · Cost 1 · Uncommon
Draw 2 cards; the enemy gains 1 Ember next turn.
Take the flower. Its owner will want a word.
An Invitation to the Ball
Charm · Court · Cost 2 · Uncommon
Step up to 2 friendly Spirits to one Site.
Everyone who matters will be there. Everyone else will hear about it.
The Hedge of Thorns
Charm · Court · Cost 2 · Uncommon
Choose a Site: enemy Spirits cannot Step to or from it this turn, and enemy Clash there gets -2.
A hundred princes tried. The roses keep them still.
Torn in Two
Charm · Court · Cost 2 · Uncommon
Defeat an enemy Spirit whose Power is higher than its printed Power.
Guess the name and watch the seams.
The Swindlers' Loom
Charm · Court · Cost 2 · Common
A friendly Spirit gets +5 Power until end of turn.
You can see the cloth, can't you? Only fools can't.
The Brothers at the Gate
Charm · Court · Cost 3 · Uncommon
Defeat an enemy Spirit with Power 7 or less at a Site where you have a Spirit.
One minute more and the sword would have fallen. They did not need the minute.
The Glass Slipper
Charm · Court · Cost 3 · Rare
A friendly Spirit with printed Power 3 or less gets +4 Power, permanently.
Glass does not stretch, does not lie, and does not forgive.
The Stroke of Midnight
Charm · Court · Cost 4 · Rare
All enemy Spirits get -2 Power until end of turn.
Coaches to pumpkins, silk to soot. The clock is fair and utterly merciless.