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...
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...
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.
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, and this 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, 14 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...
What are all the terrains on the thematic map of the island?
Here's the list. (As usual, J = Jungle, M = Mountains, S = Sands, W = Wetlands.)
  • 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.)
Similarly if checking if Dahan "outnumber" Invaders, you are counting physical pieces.
(Discussion elsewhere)  Tags: Invaders, Health, Town, City, 1 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...
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...
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...
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
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...
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, 6 more...