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Connection dependent cards give you some reward or event in exchange for or because of your level in the Connected score that you have with some group. There are several kinds of connection dependent cards.
- Training Cards These cards offer you an increase in a major Quality in exchange for lowering the value of your Connected score. (And sometimes a little something extra.)
- Conflict Cards These cards offer you a choice between two opposed factions that you are connected to. Selecting one side or the other results in a major drop in your Connected with the betrayed faction, and a slight rise with the other.
- Event Cards These cards not only provide a benefit to a major Quality but also some other rewards. (In other words, these allow you to cash in on your connection.)
- Story Cards When your Connected score with a given group rises to a high enough level, stories will open up for you. (Further cards and events within a story are given on different pages in this wiki.)
Training Cards
These cards offer you an increase in a major Quality in exchange for lowering the value of your Connected score. A higher Connected score is needed when your Quality is higher, and you receive a greater benefit. All of these cards will decrease the required Connected value in exchange for an increase in the given quality. (The value of the exchange is arguable but it is one way to use a good connection that may not be as important at any given point.)
Training Cards (Series 2)
This table is a summary of the training cards available at varying levels of your main Qualities These only require you to use some of your earned favors with a certain group (your Connected score) to get an increase in one of the major Qualities (Dangerous, Persuasive, Shadowy or Watchful).
The range for a given Quality is shown in the table. Different options will be unlock, or disappear, depending on what your Quality is at the time you draw the card.
| Card Title - Option Titles |
Connected required | Quality required | |
|---|---|---|---|
| Dangerous | |||
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Learn some violent lessons at the docks - Brawl with street fighters - Knives forty feet above deck - Fencing lessons with a Dashing Captain |
The Docks 3 The Docks 5 The Docks 10 |
Dangerous 0-30 Dangerous 31-70 Dangerous 71 |
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Learn about the coming revolution - Learn the knife, the club, the brick - There are old revolutionaries and bold revolutionaries - And now…bombs! |
Revolutionaries 4 Revolutionaries 10 Revolutionaries 20 |
Dangerous 0-30 Dangerous 31-70 Dangerous 71 |
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Learn from the bandaged men and women - Go shooting with a Sharp-eyed Gamekeeper - Fence with a Veteran Sergeant of Hussars - Spar with a Black Ribbon Duellist |
The Tomb-Colonies 3 The Tomb-Colonies 5 The Tomb-Colonies 10 |
Dangerous 0-30 Dangerous 31-70 Dangerous 71 |
| Persuasive | |||
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Learn from churchmen - Take dinner with a Cheerful Curate - Take lessons at the Curates' College - Attend a private lecture given by the Bishop of Southwark |
The Church 4 The Church 10 The Church 20 |
Persuasive 0-30 Persuasive 31-70 Persuasive 71 |
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Learn about the performing arts - Learn a few tricks from a Gallows Poet - An evening with a respected actress - Take tea with a reclusive novelist |
Bohemian 4 Bohemian 25 Bohemian 40 |
Persuasive 0-30 Persuasive 31-70 Persuasive 71 |
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Learn how to operate in polite society - Attend a lively salon - Receive lessons in etiquette from a retired valet - Take port with the Veteran Privy Counsellor |
Society 4 Society 25 Society 40 |
Persuasive 0-30 Persuasive 31-70 Persuasive 71 |
| Shadowy | |||
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Learn the criminal arts - Swap gossip with cat burglars - Share a few drinks with a recently escaped recidivist - Consult the a master theif |
Criminals 4 Criminals 10 Criminals 20 |
Shadowy 0-30 Shadowy 31-70 Shadowy 71 |
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Learn urchins' tricks - Pick pockets with the urchins - Run the rooftops with the urchins - Out you go, longshanks See below |
Urchins 3 Urchins 5 Urchins 10 |
Shadowy 0-30 Shadowy 31-70 Shadowy 71 |
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Learn from your Oriental acquaintances - Learn the Indian arts of position and breathing - Learn some smuggler's tricks from the Gracious Widow's gang - Consult the Persian |
The Orient 4 The Orient 25 The Orient 40 |
Shadowy 0-30 Shadowy 31-70 Shadowy 71 |
| Watchful | |||
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Learn new tricks from the constables - Take tea at the station - Learn cutting-edge scientific techniques - Attend a class given by the Implacable Detective |
The Constables 4 The Constables 25 The Constables 40 |
Watchful 0-30 Watchful 31-70 Watchful 71 |
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Learn the spy's arts - Take a stroll around Tyrant's Gardens - Get some work done at Clathermont's tattoo parlour - Learn more at the carnival |
The Great Game 4 The Great Game 10 The Great Game 20 |
Watchful 0-30 Watchful 31-70 Watchful 71 |
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Learn some infernal tricks - Take lunch at Dante's Grill - Learn a letter in one of Hell's alphabets - Speak with a senior deviless |
Hell 4 Hell 10 Hell 20 |
Watchful 0-30 Watchful 31-70 Watchful 71 |
Training Cards (Series 2) Details
Some of the training cards in the table will require or reward more than just a Connected score or an increase to a major Quality. Those cards (and their specific options) are listed here.

Learn urchins' tricks
If you have the connections (needs Connected: Urchins). You'll be trading in some of your earned favours, so Connected: Urchins will drop.
Out you go, longshanks
Occasionally, an urchin survives long enough to be too old for the gangs. Perhaps you can buy their secrets before they graduate to the enterprises of adult criminals.
Unlocked with Connected: Urchins 10, Shadowy 71, Rostygold 200
Conflict Cards
These cards show up when you have Connected 10 each in two opposed factions. Selecting one side or the other results in a major drop with the betrayed faction, and a slight rise with the other.

A contact in the Great Game has a tale for you
A spy was ordered to join the church. He studied at Summerset College, was ordained, and eventually made rector of a noteworthy parish. But just as he was placed to report on the Church's secrets, he began to believe. Now he won't talk.
Unlocked with 10 each in Connected: The Great Game and Connected: The ChurchEveryone deserves a second chance
Burn his dossier and pull some strings to buy his exemption from the Great Game. [Major loss of Connected: The Great Game, some gain of Connected: The Church]
Make clear that no-one leaves the Game
It doesn't work like that. Your crimes aren’t forgotten because you put on a cassock, and nor are your debts. [Major loss of Connected: The Church, some gain of Connected: The Great Game]
Of course, he needn't get his own hands dirty…
Convince him to host a quiet service for St Joshua, patron saint of intriguers, where spies can pray, confess, do a little business… [This will use 5 actions but earn you Maniac's Prayers and Incendiary Gossip even if you fail]
Shadowy challenge.

Crime or Punishment?
Thus far you've managed to stay friendly with those on both sides of the law. But now you've had a visit from the Special Constables. Give evidence against a Smuggler of Dangerous Texts, they say, and they'll overlook your past offences…
Unlocked with 10 Connected each with Criminals and ConstablesGive evidence
Secrets can be more dangerous than knives or bullets. You should be responsible. [Major loss of favour with Criminals, small gain of favour with Constables. Warning: at higher levels of Connected, this may be less optional!]
Get word to the Smuggler
The Special Constables are the strong arm of the Ministry of Public Decency. Who are, let's be frank, appalling killjoys. [Major loss of favour with the Constables, small gain of favour with Criminals. Warning: at higher levels of Connected, this may be less optional!]

Brimstone or Frankincense?
You have friends at the Brass Embassy, and friends among the Church hierarchy. How exotic! And how useful to a devil who'd like your assistance with a 'harmless practical joke'.
Unlocked with Connected 5 both Hell and the Church was 10Firecrackers in the thurible!
Conceal tiny fireworks in the incense-burner, at the behest of your infernal masters. It'll make the next service rather more entertaining.
[Major loss of Connected: Church, some increase in Connected: Hell.]
Shadowy challenge, Straightforward < 35Alert the vicar
You won't be party to infernal conspiracies against the Church. Perhaps you're pious; perhaps you simply don't trust the Brass Embassy's motives.
[Major loss of Connected: Hell, some increase in Connected: Church.]No time for pranks! This is a chance to settle the matter of St Meliflua's Thurible
Saint Meliflua is patron saint of anarchists and devils, and both Church and Hell lay claim to her relics.
[This takes 5 actions but will earn you Maniac's Prayers and Tales of Terror, even on a failure]
Watchful challenge, Chancy at 80

The kaleidoscopic church
Unlocked with 10 Connected each with Church and Bohemian
Secure the artists’ work
Damn the Church's offer. Art is art. [Major loss of Connected: the Church, some increase in Connected: Bohemian.]
Make clear the Bohemians aren’t welcome anymore
A couple of bruises and some meaningful looming ought to do it. [Major loss of Connected: Bohemian, some increase in Connected: the Church.]
Seduce the group’s leader and convince them to leave
Of course they insist they have no leader, but one has that fascinating flame of destructive genius that draws others like moths. [Major loss of Connected: Bohemian, some increase in Connected: the Church.]
Convince both parties that they are spiritual allies
It will take time. And committees. Lots of committees. [This will take 5 actions but will reward you with Romantic Notions and Incendiary Gossip even on a failure]
A Persuasive challenge

The Acacia and the Butterfly
A midnight war is raging between the Gracious Widow's smugglers and the city’s dock-gangs. The smugglers want to move their contraband; the gangs want their cut.
Unlocked with 10 Connected each with Orient and The DocksSettle in the Orient’s favour
The smugglers' wares are delightful, and must not be discouraged. [Major loss of Connected: The Docks, some increase in Connected: The Orient.]
Make an agreement favouring the dock-gangs
The Widow's people should pay the same dues as everyone else. That's just the way it works. [Major loss of Connected: The Orient, some increase in Connected: The Docks.]
Work long into the night forging a compromise solution
Both sides will consider a compromise a failure, but there’s more room for the person in the middle to profit… [Some loss of both Connected: Orient and Connected: the Docks] Persuasive challenge.

The Devil and the Child
Taking a shortcut through the alleys, you have blundered into the most private of exchanges: the trade of a soul. An elegant deviless leans against a lamp-post: an urchin perches at the top. The trade is almost concluded, but the urchin hesitates.
Unlocked with 10 Connected each with Hell and UrchinsTake the Devil's side
A soul is a heavy weight to carry. [Major loss of Connected: Urchins, some gain in Connected: Hell]
Convince the urchin to keep his soul
Even if it means the disfavour of Hell. [Major loss of Connected: Hell, some gain in Connected: Urchins]
Propose an alliance
Getting them to see the benefits will take time. [This will use 5 actions but earn you Mysteries of the Elder Continent and Romantic Notions even if you fail.]
Persuasive challenge.

A misfortune at the Carnival
A day at Mrs Plenty's Carnival is interrupted by a crash, then screams! You force your way through the crowd, to see a tent has collapsed and caught fire. Two people are trapped in wreckage: a Rubbery Man and a Tomb-Colonist. The flames leap! There is time to save only one of them!
Unlocked with 10 Connected each with the Rubbery Men and Tomb ColoniesSave the Rubbery Man
His tentacles wave, plaintively. [Major loss of Connected: Tomb Colonies, some increase in Connected: Rubbery Men.]
(A straightforward challenge for your Dangerous quality. [?])Save the Tomb-Colonist!
And quickly! His bandages are already smouldering! [Major loss of Connected: Rubbery Men, some increase in Connected: The Tomb-Colonies.]
(A straightforward challenge for your Dangerous quality. [?])

Going gentle
The letter bears the seal of an Elderly Baronet. He has lived a life long and eventful, and had his fill of it. He wishes to retire to the Tomb-Colonies to live out his days without agitation. His family do not approve. They have locked him in the attic. In a faltering hand he begs your assistance.
Unlocked with 10 Connected each with Society and Tomb ColoniesDiscreetly inform the family about the baronet's communication
It is they that stand to lose, here. [Major loss of Connected: Tomb-Colonies, some increase in Connected: Society.]
Sneak the old gentleman out
It's a bad business, to imprison a fellow in his own home. The house has stout doors and beefy butlers, but there are ways and there are means. [Major loss of Connected: Society, some increase in Connected: the Tomb Colonies.]
Shadowy challenge, straightforward < 78Break him out!
He has made his choice. It will be respected. [Major loss of Connected: Society, some increase in Connected: the Tomb Colonies.]
Dangerous challenge, straightforward < 61

Amber in the well
A whole babble of Rubbery Men have commandeered the well in Charley Square, displacing the revolutionaries who normally meet here. An odd crooning begins. Are the Rubbery Men singing to the well?
Unlocked with 10 Connected each with Rubbery Men and RevolutionariesConvince the Rubbery Men to move on
Surely they can find somewhere else to…do whatever it is they're doing? [Some loss of Connected: Rubbery Men, greater gain in Connected: Revolutionaries.]
Convince the Revolutionaries to find somewhere else
It shouldn't take too long for the Rubbery Men to finish…that. Surely. [Some loss in Connected: Revolutionaries, greater gain in Connected: Rubbery Men.]
Spend the night in the well to prove there's nothing to be scared of.
There is nothing to be scared of, isn't there? [This will use 5 actions but will grant Tales of Terror!! and Mysteries of the Elder Continent even on a failure]
Dangerous challenge.

They all look the same to me
A spate of book-thefts has the Constables baffled. Witnesses say that the culprit is a Rubbery Man, but the tentacled fiends have closed ranks. A Well-Intentioned Constable has arranged a line-up, and as an authority on homo cephalopoda you have been called.
Unlocked with Connected: Rubbery Men 10 and the Connected: Constables 10Finger the guilty party
No-one understands the liquid language of the Rubbery Men, so you'll have to try and read their body language. Not that that's much clearer. [Major loss of Connected: The Rubbery Men, some gain of Connected: The Constables] (Watchful challenge)
Finger a scapegoat.
It's hard to be certain with Rubbery Men, but you suspect they're colluding to confuse. They'd probably prefer you to pick an innocent. [Major loss of Connected: The Constables. Some gain of Connected: Rubbery Men.] (Persuasive)

Youthful high spirits
An urchin-gang, tired of life at the bottom of London's pecking order, has taken over an old clocktower near the docks and, excitingly, a cannon.
Unlocked with 10 Connected each with Docks and UrchinsSabotage the cannon
The cannon is the problem here. Remove that from the equation and the natural order will be restored. [Major loss of Connected: Urchins, some increase in Connected: The Docks] (Shadowy challenge)
Convince the residents to pay their protection fees to the urchins instead
There's a simple solution to this. Besides, it does the world good to be turned on its head every now and again. [Major loss of Connected: The Docks, some increase in Connected: Urchins.] (Persuasive)

A familiar face by the school railings
You last saw this girl racing across rooftops with an urchin-gang. What's she doing here, all respectable? 'I got caught robbin' the Gracious Widow, didn't I? Got lucky, though. She took a shine to me. Thing is, the Widow's lookin' for a daughter, but I've already got a mum, and I ain't goin' to replace her just 'cause she died. Don't know what to do.'
Unlocked with 10 Connected each with the Orient and UrchinsAdvise the girl to return to the Widow
The Widow is offering more than just comforts. With continued care and schooling, the girl might have a chance to make something of herself. [Major loss of Connected: Urchins, some increase in Connected: Orient.]
Arrange for the girl to return to the urchin-gangs
It's not her responsibility to plug a gap in someone else's life. [Major loss of Connected: The Orient, some increase in Connected: Urchins.]
Event Cards
These are events that result from increasing your Connected scores.

A rather decadent evening
A select occasion. But if you can get an invite, the wine and honey should be flowing freely
Engineer an invitation
You'll use up a substantial amount of your Connected: Bohemian quality.
Unlocked with Connected: Bohemian 10 was 5
Persuasive challenge, Connected:Bohemian challenge, high-risk at 13

A consideration for services rendered
Hell likes to recognise those who've done it service. Would you like to be recognised?
Attend the ceremony
You'll use up a substantial amount of your Connected: Hell quality. You will also be required to provide a single soul. No, it doesn't have to be yours, silly. Although if you're offering…
Unlocked with Connected: Hell 5, 1 x Soul
Shadowy challenge

Stealth watch repair
A Near-Sighted Horologist is repairing an antique watch for a prominent citizen. The Brass Embassy wants you to replace the mainspring with another - indistinguishable by sight, just a little warmer to the touch. This calls for an accomplice.
Unlocked with Watchful 35, Connected: Hell 5Let's make this sporting
The Talkative Rattus Faber is a liability; the spice of unpredictability in an otherwise routine housebreaking. He's bound to chatter about the watch, though. You might learn something.
Unlocked with 1 x Talkative Rattus FaberA calculated risk
More experienced than most rats, but not too proud for this kind of work. If his old wounds don't trouble him that night, it should go without a hitch. If it goes badly and the devils hear you took an inappropriate companion, however, your reputation will suffer.
Unlocked with 1 x Disgraced Rattus Faber Bandit-ChiefIt's beneath his dignity, but…
You've never known him to be particularly interested in watches, let alone ones made by human fingers. Still, the Bandit-Chief has a way of making things profitable.
Unlocked with 1 x Rattus Faber Bandit-ChiefYou'll have to stand guard
The Working Rat can do the job, given time. You'll have to guard the corridors for him. Make sure the cats don't wake and the clocks don't chime.
Unlocked with 1 x Working Rat
Maybe she'll find it comforting
This is the sort of thing she was born to do. Of course, an all-white rat does show up better in the darkness. [Success here is not guaranteed.]
unlocked with Albino Rat 1
Shadowy challenge, straightforward < 99Requires 1 Fate
Fate-locked content must not be placed on the wiki, per the developers.

A limping figure in a top hat beckons
A Rubbery Man! What does he want with you?
Unlocked with Connected: Rubbery Men 5Accept a damp gift
He's proffering something that looks like…a human wrapped in muddy muslins? An internal organ from some tremendous insect? An egg sac? He seems reluctant, though. [Accepting will cost some Connected: Rubbery Men]

A new piece in the Game
She's quick-witted. And she looks respectable, which is half the battle. She'll work for nothing if you can teach her something.
Unlocked with Shadowy 81, Connected: The Great Game 1Set her an interesting challenge
Give her a day and see what she can find out about the Cheesemonger.
Have her help out with your current job
There is no teacher like experience. She can help you out with what you're planning this evening. [This will only help you if you are currently Seeking… or Investigating…]

Tea with the Inspector
The tea is strong to a point just short of savagery, but the fire in the Inspector's office crackles merrily. Conversation turns to business.
Unlocked with Watchful 81, Connected: The Constables 1Offer your help with their case
'It's always the same with your sort, isn't it? The Constables are baffled and you consulting detectives swoop in and save the day. Well, let's see what you make of this…'
Ask for help with your case
Oh, spit it out, would you? We're all friends here and I doubt that you could shock me…'
Unlocked with Investigating… 1
(Watchful challenge)
Story Cards
When your Connected level with a given faction is high enough, opportunities for beginning new stories become available.

The Revolutionary Firebrand
He's a mysterious figure in Fallen London, known for his reserve as much as for his good looks. It's rare that he attends social events, so when you spot him at a gathering you should seize the opportunity.
Unlocked with Connected: Revolutionaries 5
(The rest of this storylet, Intimate with a Revolutionary Firebrand, is on its own page.)

A day at the library
It's one of the university's more accessible libraries. Nothing too radical here, but a pleasant way to pass a day.
Unlocked with Watchful 24, Connected: the Great Game 3
(The rest of this storylet, On the Trail of the Cheesemonger, is on its own page.)
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Lose: 200 x Rostygold
Gain: 1 x Sapphire
Gain: 1 x Hastily Scrawled Warning Note
Gain: 1 x Sudden Insight
Gain: 1 x Hard-Earned Lesson
Gain: 1 x Confident Smile
Austere increase (1 change point) OR Austere hasn't changed, because it's higher than 5
Gain: 15 x Cryptic Clue
Gain: 10 x
Gain: 6 x
Hedonist increase
Gain: 30 x Proscribed Material
Gain: 100 x
Heartless increase OR Heartless hasn't changed, because it's higher than 5
Watchful increase
Gain: 2 x
Gain: 45 x Glim
Gain: 60 x Firefox Candle Stub
You now have 20 x
Gain: 40 x Jade Fragment
Gain: 6 x
Connected: Rubbery Men decrease significant
Gain: 32 x Deep Amber
Dangerous increase
Gain: 45 x Jade Fragment
Gain: 7 x Drop of Prisoner's Honey
Gain: 15 x Greyfields 1879
Gain: 2 x Morelways 1872
Gain: 1 x Strangling Willow Absinthe
1 x Eager Glove (I've also instead recieved Magician's Gloves)
Lose: 1 x Soul
Gain: 2 x Appaling Secret
Gain: 30 x Nevercold Brass Sliver
Gain: 1 x Diamond
Gain: 25 x Moon-pearl
1 x Collated Research
Seeking… increase (4 change points)
Investigating… increase (4 change points)
(The rest of this storylet, Intimate with a Revolutionary Firebrand, is