Hurling (Guide)

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Ubergoat.png
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[edit]

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

  • and if you were right
  • if you were wrong
  • if the goat circles tied

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[edit]

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:

…is pulling ahead …is taking the lead
The First Circle… GvG > 100 GvG < 100
The Second Circle… GvG < 100 GvG > 100

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

Playing the Game[edit]

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 )
Bait a trap for the First Circle +5 x  GvG
Bait a trap for the Second Circle -5 x  GvG
Cheers! Drink to the First Circle's victory 3 -6-9 x  GvG


Drink to the Second Circle's victory 3 +6-7 x  GvG


Thunder in the Air Watch the storm break 2 -6-9 x  GvG
+3-4 x  GvG
Clash of the Ash Neglect to fan any flames 2 +6-9 x  GvG
-3 x  GvG
Make Way! Cheer for the goat-demon 3 -6-9 x  GvG +3-4 x  GvG
Uncooperative Push the goat-demon back into the game 3 +6-9 x  GvG -4 x  GvG
Attar of Roses
(Requires )
Don't scatter Attar across the field (40%) Sets GvG to 100



Time Doesn't Exist Allow the clock to run out (70%)
The Goat's Gambit Make a perfectly illicit move 9 6-9 x  GvG in favour 3 x  GvG against

No Strategem Do nothing to interfere 5 7-9 x  GvG in favour 3-4 x  GvG against
Frozen Study the players on the field (80%) 6-9 x  GvG in favour
A Word of Advice
(Requires )
Advise the sliotar to help the (Number) Circle 18 7-9 x  GvG in favour 3-4 x  GvG against

Caprine Authority
(Requires )
Unleash your Overgoat (Requires ) 4 x  GvG in favour
Unleash your Übergoat (Requires ) (FATE) 4 x  GvG in favour
Unleash your Heptagoat (Requires ) (FATE)  ? x  GvG in favour



Foul![edit]

Failing most challenges will accumulate Fouls!, 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 Fouls! back to zero.

Strategy: Tying the game[edit]

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 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.