Definitions
Frequently Asked Questions
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...
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.
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.
- 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
"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.)
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.
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...
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
- 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.