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