1
Advance time marker
Before the first player's turn (except the very first turn), advance the time of day marker
2
Gain Life Experience
Every time the marker advances from "Night" to "Morning," all players with fewer than seven skills may either gain a new talent-level skill or gain mastery in an existing skill they used on a prior turn
3
Draw encounter cards
When you draw a City Card, keep the card and have no encounter this turn
4
Handle Terrain Cards
When drawing a Terrain Card (e.g., Barber, Magnetic Mountain), always roll the +/- fate die to alter the printed encounter matrix number
5
Use City Apothecaries
At end of turn in a city, spend 1 Wealth Level (free in Baghdad) to remove: Beast Form, Diseased, Insane, Lost, Ensorcelled, or Wounded
6
Manage Accursed status
Add one status die each time gained; roll all dice using lowest result during encounters
7
Manage Blessed status
Add one status die each time gained; roll all dice using highest result during encounters
8
Handle Crippled status
Land movement cannot exceed 2, gain +S1, cannot gain Appearance skills; lose if you gain Respected or Blessed
9
Apply Determined status
Gain +1 Movement for both sea and land
10
Manage Diseased status
Add status die each time gained; roll all dice (lowest result) when entering a city
11
Manage Fated status
Add status die each time gained; roll with every Encounter and total results; gain +D1; lose status die when using Master skill; lose when card empty or gaining Married
12
Handle Grief-Stricken status
Place half your skill tokens (round up) on card; covered skills cannot be used; remove one token at end of turn
13
Manage Imprisoned status
Cannot move or draw encounters; roll one die instead
14
Use Respected status
Add status die each time gained; once per turn substitute one status die result for a normal die; lose one die when gaining Scorned, Envious, Beast Form, or Enslaved
15
Gain Robe of Honor
Receive +1 Destiny, Respected, and Wisdom; may discard Robe of Honor and take -3S to lose any status at any time