Hurling (Guide)

Hurling Summary
Limited-Length Activity
Setup Progress End
1 A 8+ A 1 A
Progress

Details

Make sure your chosen side loses while ticks down to 0.
Items Inputs/Outputs
Start-up
Boosting
Outputs
Raw EPA ? Raw SPA ?

This is a guide to Hurling with the goat-demons in the . It can be unlocked by following the storyline of the Disembarking Deviless at .

This guide is incomplete. You can help by expanding it.
What needs work: Missing Heptagoat Info

Placing a Bet

To begin a game of Hurling, you first have to place a bet on which goat-demon team will lose, which costs 15 x Hinterland Scrip. After the game, you'll be rewarded depending on whether your bet was correct or not:

Whichever goat circle wins also determines which can be enacted, regardless of which bet you made:

• First Circle wins:
• Second Circle wins:
• The circles tie:

See here for the different effects of each law. You can place your bet in accordance with which Law you want, or if you just want your Hinterland Scrip back, you can bet the opposite way instead.

Goat vs Goat

Hurling is played through opportunity cards in the , which will increase or decrease your . starts at 100, and at the end it determines who wins:

• < 100 means that the First Circle wins
• > 100 means that the Second Circle wins
• Exactly 100 means that the circles tie

You can tell which circle is winning by checking your quality, or by paying attention to the text description for changing after each play:

The First Circle… > 100 < 100
The Second Circle… < 100 > 100

If it says they're “about evenly matched”, then that means that is exactly 100.

Playing the Game

Your quality starts at 9, and the game ends when it reaches 0. All cards reduce by 4-6 CP unless indicated otherwise (with Attar of Roses and Time Doesn't Exist).

Most cards have a standard effect regardless of which circle you bet on. Other cards change based on which circle you bet on — success will help in favour of the outcome you predicted, and failure will go against the outcome you predicted. What this means for those cards is:

• With 1 (First Circle loses): success will gain , failure will lose it
• With 2 (Second Circle loses): success will lose , failure will gain it

The table below shows the cards with different effects based on your bet. If a card has a standard effect, it says if you gain or lose . If it has a varying effect, it says if it changes in favour of or against the bet you made.

Card Option Challenge Success Failure
Souls for Bait
(Requires 25 x Soul)
Bait a trap for the First Circle +5 x GvG
-25 x Soul
Bait a trap for the Second Circle -5 x GvG
-25 x Soul
Cheers! Drink to the First Circle's victory 3 -6-9 x GvG

+1 CP Nightmares
+1 x Foul!
Drink to the Second Circle's victory 3 +6-7 x GvG

+1 CP Nightmares
+1 x Foul!
Thunder in the Air Watch the storm break 2 -6-9 x GvG
+1 CP Stormy-Eyed
+3-4 x GvG
+1 x Foul!
Clash of the Ash Neglect to fan any flames 2 +6-9 x GvG
-3 x GvG
+1 x Foul!
Make Way! Cheer for the goat-demon 3 -6-9 x GvG +3-4 x GvG
+1 x Foul!
Uncooperative Push the goat-demon back into the game 3 +6-9 x GvG -4 x GvG
+1 x Foul!
Attar of Roses
(Requires 3 x Attar)
Don't scatter Attar across the field (40%) Sets to 100
-3 x Attar
-6-8 CP Hurlyburly
+4-6 x Well-Placed Pawn
-3 x Attar
-8 CP Hurlyburly
Time Doesn't Exist Allow the clock to run out (70%) -6-8 CP Hurlyburly +1 CP Nightmares
The Goat's Gambit Make a perfectly illicit move 9 6-9 x GvG in favour 3 x GvG against
+1 CP Wounds
+1 x Foul!
No Strategem Do nothing to interfere 5 7-9 x GvG in favour 3-4 x GvG against
+1 x Foul!
Frozen Study the players on the field (80%) 6-9 x GvG in favour +1 x Foul!
(Requires )
Advise the sliotar to help the (Number) Circle 18 7-9 x GvG in favour 3-4 x GvG against

+1 x Foul!
Caprine Authority
(Requires )
Unleash your Overgoat (Requires 1 x Overgoat) 4 x GvG in favour
+2 CP Nightmares
Unleash your Übergoat (Requires 1 x Übergoat) (FATE) 4 x GvG in favour
Unleash your Heptagoat (Requires 1 x Heptagoat) (FATE)  ? x GvG in favour
+? CP Nightmares
+? CP Scandal
+? CP Wounds
777 x Primordial Shriek

Foul!

Failing most challenges will accumulate , meaning that the team you picked to lose is losing suspiciously well. When you reach 5 x Fouls!, a storylet will autofire that has a small chance of just reducing and giving you , but will most likely also change against the outcome you bet on (losing if you bet on the First Circle to lose, and vice versa for the Second Circle). It will also reset your number of back to zero.

Strategy: Tying the game

Because almost every card will change by a random amount, it can be difficult to tie the game to get . The card Attar of Roses is crucial because it automatically ties the game on a success, no matter the previous value of . You will need to go into the game with at least 3 x Attar to use it.

The card Time Doesn't Exist is also useful to try and run out the clock once you have the value you want (for tying the game or otherwise), since it has no effect on its value.

A similar effect is given when failing the Cheers card. The Souls for Bait card always give +/- 5 GvG, so it can also be useful if you happen to have 95 or 105 GvG.