Definitions

Frequently Asked Questions

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, 13 more...
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...
"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...
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." It will usually generate 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, 10 more...
This can matter if one Action Tree will win the game and another will lose the game — the players can choose which Action Tree resolves first and check for Victory after that one.
For instance, the Triggered Actions from Russia Level 6 each start their own Action Tree, each potentially winning the game (e.g., with Call to Guard) or losing the game (e.g., combined with France or England).
Tags: Action tree, Triggered Actions, Victory and Defeat, Visions Out of Time, 0 more...
What are "your Actions"? (e.g., for Responsibilities to the Dead or Spread Tumult and Delusion)
As a general guideline, anything done by your Spirit Panel or Power Cards, including any consequences directly following from the game rules (e.g., destroying Invaders/Dahan that have taken Damage equal to or greater than their Health, earning Fear from destroying Towns/Cities, destroying Presence / cascading when adding Blight).
In particular, the following are your Actions.
  • Using one icon in a Growth option during the Spirit Phase [*]
  • Gaining Energy from your Presence track during the Spirit Phase
  • Playing and paying for all of your cards during the Spirit Phase
  • Using one Presence Track icon during the Spirit Phase [†]
  • Using one Power, whether the original use or repeating that Power (even if other Spirits make choices as part of resolving that Power)
  • Performing a triggered Action set up by one of your Powers (e.g., Vengeance of the Dead) or Special Rules (e.g., Ocean in Play)
  • Using a special rule that has an immediate, stand-alone effect (e.g., Sharp Fangs Behind the Leaves replacing its Presence with Call Forth Predators)
  • Doing something a Power grants you the option to do later at your discretion (e.g., adding a Disease with Scream Disease Into the Wind, dealing Damage with the stone Beasts created by Unearth a Beast of Wrathful Stone)
Note that some special rules refer to "your Powers", which is more restrictive than "your Actions".
[*] If a Growth icon has an "xN" (e.g., for Fractured Days Split the Sky) it means that you have N copies of that Growth icon; each one is its own action. If a Growth icon does something in "each" land that meets a condition (e.g., for Ocean's Hungry Grasp), it's one action in each of those lands.
[†] Passive bonuses on Presence tracks, like Elements and Range bonuses, are always available; there is no action to gain them.
Tags: Actions, Presence track, Triggered Actions, Responsibilities to the Dead (Finder of Paths Unseen), 8 more...
What does the slash mean in effects like "Push up to 3 (Explorer)/(Town)"?
It means "pieces of either or both types" - you are Pushing up to 3 pieces; those pieces may be Explorers and/or Towns.
Similarly, "1 Damage to each [Town]/[City]" means "1 Damage to each piece that is either a Town or a City". (Or, in theory, both - though this would require some bizarre new piece considered both a Town and a City in order to be a relevant case.)
This is described in the reference on the back cover of the rulebook.
What are all the terrains on the thematic map of the island?
Here's the list. (As usual, J = Jungle, M = Mountain, S = Sands, W = Wetland.)
  • Northwest: 1S 2S 3W 4J 5M 6S 7W 8M 9M
  • Northeast: 1S 2J 3J 4W 5J 6M 7M 8S 9W
  • West: 1J 2S 3S 4S 5J 6M 7W 8J 9S 10M
  • East: 1J 2W 3W 4W 5S 6M 7M 8M 9W 10W
  • Southwest: 1S 2W 3S 4J 5J 6J 7M 8M 9S 10J
  • Southeast: 1J 2J 3W 4M 5J 6W 7S 8M 9M
Notes: there is a firestorm raging in NW land #6. NE land #7 wraps around NE land #6. The Southwest and Southeast boards are on the backs of boards shipping with Jagged Earth.
(Discussion elsewhere)  Tags: Thematic map, Terrain
Can you "move" pieces from a land to that same land (e.g., with Wrap in Wings of Sunlight)? If so, is it considered a move?
Yes and yes, assuming the instructions don't restrict where you're allowed to move, the way that Push and Gather do. (Wrap in Wings of Sunlight doesn't.)
Thematically, pieces moved to the land they're already in are moving around within that land.
Tags: Move, Wrap in Wings of Sunlight, Bargain of Coursing Paths, Paths Tied by Nature (Finder of Paths Unseen), 1 more...
What does it mean that a land "matches" an Invader card? Most places, it seems to mean "has the land type shown on the card" and nothing else, but the Notes on England (p. 27 JE) use it differently.
The p. 27 note on England (first JE printing) is incorrect - all "match" means is "matches the land type shown on the card". Limitations from the Invader Action are separate.
The England example should instead say, "Invader Build Cards affect matching lands without Invaders if they are adjacent to at least 2 (town)/(city)".
(Discussion elsewhere)  Tags: Invader deck, Matches, Build, Kingdom of England, 0 more...
Invaders are not limited by the number of figures provided with the game. If you run out of figures, you can mark multiples by putting the Invaders on top of Energy tokens (Invaders, p. 15) You can use 1s instead of 3s if that's more convenient to your board situation.
(Discussion elsewhere)  Tags: Invaders, Pieces
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
What's the difference between an Invader and an Explorer (the stick figure)?
Explorer refers only to that type of piece, represented both on cards and on the board by a figure of a person. Invader is a generic term, referring to any of the types of pieces representing the settlers, i.e., an Explorer (stick figure), Town (two buildings), or City (three buildings).
If a rule tells you to do something to an 'Invader', like on Level 3 of the Fear card Isolation, it refers to any one of the three types. If it tells you to count Invaders (like on that same Fear card), it is counting any of the three types equally.
There is no icon referring to a generic Invader, it is always written out as a word.
(Discussion elsewhere)  Tags: Invaders, Explorer, Isolation (Fear card)
A strict reading of the rules would say "only for Powers and Blight" (Ocean's Hungry Grasp) or "only for Blight removal/movement" (Scotland 5), because the joined land is not adjacent to itself, and "Coastal" means "adjacent to the Ocean". But that's super-wrong thematically, so it gets an exception-case.
Tags: Land Types, Ocean In Play (Ocean's Hungry Grasp), Kingdom of Scotland, Weave Together the Fabric of Place, 1 more...
Some Fear Cards remove Invaders based on Health rather than quantity. Those consider all modifiers to current Health (from, e.g., England Level 5, or an Event/Fear card) - but not Damage, as Damage does not reduce Health. (Health is simply how much Damage it takes to destroy something.)
(Discussion elsewhere)  Tags: Invaders, Remove, Health, Isolation (Fear card), 1 more...
  • Offense = Damaging/destroying Invaders
  • Control = Moving pieces on the board
  • Fear = Generating fear
  • Defense = Defend, Blight removal, and preventing Invader actions
  • Utility = Everything else
"Fear" doesn't include Fear generated by destroying buildings. Powers affecting other Spirits count based on what they do for the other Spirit - so the +1 Damage buff of Flame's Fury is Offense, while the Push and Fear from Mantle of Dread is Control + Fear.
Note that bar length is not absolute (comparable between Spirits) - it's relative to the other bars on the same Spirit, to show the areas that Spirit focuses on / doesn't.
(Discussion elsewhere)  Tags: Play Style
Invaders and Dahan have Health and take Damage. As soon as they have taken as much Damage as their Health, they are destroyed, whether that comes from taking more Damage or having their Health reduced.
Unlike in some other games, doing Damage normally doesn't reduce the Health of the Invaders; there are two separate totals.
(Discussion elsewhere)  Tags: Health, Damage, Farmers Seek the Dahan for Aid, Years of Little Rain, 7 more...