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12 Cards in this Set

  • Front
  • Back
Call to Adventure
The hero is presented with a problem, challenege or adventure to take which will remove him from his ordinary world.
Refuse to Call
The hero may refuse the call or be reluctant at first.
Meeting the Mentor
A wise guidance councelor who tries to train or help the hero, the person looks out for the hero.
Crossing the 1st Threshold
The 1st event/battle that the hero has to overcome it marks the hero's entry into his jouney.
Test
A series of obstacles the hero has to face on his jouney. This is what the hero must endure on his journey.
Enemies
The one/ones who are evil and perform "bad" actions. They are the ones causing the trouble that the hero wants to stop.
Approach to the Supremen Test
The last things the hero does before he meets the main "bad guy"
The Supreme Test
The hero meets the villain this is the last big last big battle, the biggest conflict.
Reward
(passed the supreme test)
The result of passing the supreme test usually evil has been conquered.
The Road back to the Ordinary World
The hero goes back to family, friends and mentor.
Ressurection/New World
The hero has proven himself worthy and is "re-born" spiritually or emotionally. He/she has learned from his experiences and is a different person because of his journey.
Return with the prize
The hero returns to the "ordinary world" bearing whatever the object of the quest happens to be. Usually the hero "gets the girl"