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Frequently Asked Questions

Definitions
  • "Invader" in the Glossary is defined as "A City, Town, or Explorer", so a land with three Towns and a City has four Invaders in it.
    (A few effects instead key off of "N Health worth of Invaders", and in those cases Towns and Cities generally count for 2 and 3, respectively.)
    Similarly if checking if Dahan "outnumber" Invaders, you are counting physical pieces.
    (Discussion elsewhere)  Tags: Invaders, Health, Town, City, 11 more...
  • What does it mean for a ruling to "be under examination"?
    The ruling is preliminary and might be changed later.
    Sometimes there's only one good example of an uncommon interaction, so it's hard to extrapolate how that sort of interaction ought to work in general. What seems right in the moment for that particular case might turn out to be a poor fit when the design space is explored further. (For a simple example of this, consider the game Stage caused by the early-placed Stage III card against The Kingdom of Brandenburg-Prussia Level 2+.) Changing the ruling later comes with the cost of players having to re-learn the interaction when the ruling changes, with many not even realizing that it ever changed.
    Nevertheless, not having a ruling leaves the question unanswered for years while waiting for more examples to arise. A ruling tagged "Rulings Under Examination" gives players a workable answer in the short term, but signals to players that they should be prepared for the possibility they'll eventually get a different answer.
    Once such a ruling has been changed, it gets tagged as one of the few Changed rulings.
    Tags: Rulings Under Examination
  • When you "Remove 3 Health worth of Invaders," can you Remove 3 damaged Towns?
    No, the Health of an Invader doesn't change when it takes Damage. Damaged Towns still count for 2 Health each.
    A few effects (e.g., Kingdom of England Level 5, or some Event/Fear cards) modify Health, which does affect how many Invaders you can Remove. But Damage does not reduce Health. (Health is simply the total amount of Damage it takes to destroy something.)
    (Discussion elsewhere)  Tags: Damage, Health, Seek Safety, Belief Takes Root, 16 more...
  • When does destroying a Town or City cause Fear?
    Always, regardless of how it's destroyed: directly via a Power that says to destroy one, from damage done by a Power, from damage done by Dahan counterattacking, due to a Spirit's special rules, from a Fear or Event card, etc. [p. 18]
    Fear from destruction is independent of any explicit Fear the Power does – e.g., Lightning's "Shatter Homesteads" reads "1 Fear. Destroy 1 Town." usually generates 2 Fear: 1 explicitly, and 1 for destroying a Town.
    Note that when you remove or replace a Town or City, it does NOT cause any automatic Fear. Removing Invaders happens most frequently via Fear Cards, and usually represents the Invaders fleeing, which doesn't make them any more afraid. Replacing an Invader represents some sort of transformation or change; if it's a scary change, the effect will explicitly specify how much Fear to do.
    (Discussion elsewhere)  Tags: Destroy, Fear, Dahan, Ravage, 51 more...
  • The division between them is supposed to be a sort of slash, but that's not especially clear.
    (Discussion elsewhere)  Tags: Targeting, Terrain, Iconography, Uncanny Melting, 35 more...
Effect Rules
Elements and Elemental Thresholds
Fear and Fear Cards
  • Are the effects of Fear Cards mandatory?
    Yes, the effects of Fear Cards are not under the control of the Spirits, and players only get to break ties between equally-effective ways of resolving the card.
    That being said, some effects give the players a bit more control:
    • If a choice is explicitly granted to the a player (e.g., "Each player chooses a different land"), then they may choose any valid land, even one where the Fear Card won't do anything.
    • If an effect is explicitly optional (e.g., "Each player may ..."), then a player may choose to do nothing.
    • In an effect lets a player choose a number (e.g., "Push up to 2 Explorers," "remove up to 3 Health worth of Invaders"), then they may choose 0 (effectively doing nothing) unless there's an explicit minimum.
      Tags: Fear Cards
General Play
Invader Actions
Power Cards
Range and Targeting