Errata

NOTE: This lists only Errata / Updates from Fall 2018 onward (6th printing core / Branch & Claw) - the majority of copies now in circulation are at least that recent, usually much more so.
If you have the 5th or earlier printing of the core game or Branch & Claw, please see Older Errata and Updates. (Note that the 6th printing failed to increment the printing number on the back of the box, so erroneously says "5th edition". For how to distinguish the two, see "How can I tell what printing I have (from looking at the outside of the box)?")

Adversaries

  • Promo 2 - 1st printing
    Errata for Kingdom of Scotland Lvl 1 -- Scotland's Level 1 "Trading Port" ability is missing a "1" in front of the Explorer. It should read "...in Coastal lands, Explore cards add 1 Town instead of 1 Explorer".
    So if an Explore would normally add 2 Explorers - due to an Event, or combining Scotland with France - it would instead add 1 Town and 1 Explorer.
    Tags: Explorer, Kingdom of Scotland

Effect Rules

  • Branch & Claw, Core game - all printings
    Errata / clarification on older materials with imprecise wording -- Some earlier game materials use terms that are now ambiguous with the more precise terminology introduced in Jagged Earth. For the most part, they work just as they always have, but in case additional clarity is needed:
    • Bringer of Dreams and Nightmares - their Special Rule is a modifier - when your Power would Destroy Invaders, instead generate Fear (and perhaps Push them).
    • France lvl 6 - "After the normal Explore Phase," should read "After resolving an Explore Card,"
    • Event: Fortification - first sentence should read: After advancing Invader Cards: perform a Build Step for one terrain not shown under any Invader Action.
    • Event: Cash Crops Take Hold - first sentence should read: Perform a Ravage Step for one terrain not shown under any Invader Action.
    The only mechanical change is that France 6 will behave slightly differently if there are 0 or 2+ Explore cards in a turn, adding one Explorer per card instead of a flat 1.
  • Jagged Earth - 1st and 2nd printings
    Update for Badlands tokens -- Instead of "the first time an action damages Invaders", each Badlands token boosts damage "one time an action damages Invaders". (So it could be the 2nd time, 3rd time, etc.)
    This is relevant only rarely - eg, on Pyroclastic Bombardment (which deals damage to Invaders multiple times with different restrictions on which Invaders can take Damage), or Voice of Command (which causes a Ravage to deal damage to Invaders multiple times with different restrictions).
    (Badlands works the same way for Dahan - boosting damage one time, rather than the first time - but there are no actions where that makes much of a practical difference.)
    Tags: Badlands, Pyroclastic Bombardment, Voice of Command
  • Core game, Branch & Claw, Promo, Jagged Earth - all printings
    Errata / Clarification on which items are triggered actions -- Jagged Earth formalized how triggered actions work. The following earlier items are triggered actions ("after X, do Y") even though their wording doesn't use "after":
    • Vengeance of the Dead (Major Power, core game);
    • Ocean In Play (Ocean's Hungry Grasp special rule, core game);
    • Sworn to Victory1 (Thunderspeaker special rule, core game);
    • Blazing Presence2 (Heart of the Wildfire special rule, promo 1);
    • Constant Raiding (Dahan Insurrection Scenario rule, core game);
    • Military Response (Dahan Insurrection Scenario rule, core game).
    The following items are also triggered actions ("after X, do Y") even though their wording doesn't use "after" (but practically speaking it doesn't matter much):
    • Portents of Disaster (Minor Power - Branch & Claw);
    • Forbidden Ground3 (Keeper of the Forbidden Wilds special rule - Branch & Claw);
    • Deep Layers Exposed to the Surface (Stone's Unyielding Defiance special rule - Jagged Earth)
    1 = The trigger is "After a Ravage destroys 1 or more Dahan..." and does not involve Blight; see this FAQ entry for elaboration.
    2 = This rule used to say "When you add or move Presence...". More recent printings of the Spirit correctly say "After you add or move [Presence] after Setup...".
    3 = Read as, "After one or more lands become a Sacred Site for you, Push all Dahan from those lands."
    See Summary of Action rules for more details on how triggered actions work in general.
    Adversary instructions saying "After Setup:" are not triggered actions, but just a specification of when that rule applies ("not during Setup"). We apologize for the wording overlap, and will be using "During Play:" or "Post-Setup:" moving forward.
    Tags: Triggered Actions, Vengeance of the Dead, Portents of Disaster, Sworn to Victory (Thunderspeaker), 5 more...

Setup

  • Jagged Earth - 1st printing
    Errata for Badlands setup on Thematic Boards (JE p. 6) -- Land #9 on the West board should have 2 Badlands tokens, not just 1.
    Tags: Badlands, Thematic map
  • Core game - all printings
    Erratum for setting up the Healthy Island Card -- During Setup, you get exactly 1 additional Blight in your Blight pool.
    (i.e.: If you are using a Healthy Island card, treat it as if it said “2 per player, +1". If you are not using a Healthy Island card, treat the Blight space as if it said “5 per player, +1".)
    This does NOT apply after Setup (i.e., when Blight Cards flip) - just at the start of the game.
    This also applies to any Scenarios (e.g., Blitz) or other effects (e.g., Sweden level 6) that change the amount of initial Blight. In all cases, add one additional Blight.
    Blight Cards in future expansions will not fix this, as doing so would make them distinguishable from previously-printed Blight Cards.
    Note that this does not affect the board from Horizons of Spirit Island, only the core game Invader Board and all Healthy Island cards. The rulebook in core game 14th printing and onwards mentions this errata, as does Nature Incarnate.

    Explanation, for the curious: The Blight system has a fencepost error which makes smaller games harder. While the # of Blight sitting on the card scales proportionally to the number of players, the number of usable Blight ("how much Blight can we let happen without the Blight Card flipping?") does not:
    • Players: 1, 2, 3, 4, 5, 6
    • Blight on card: 2, 4, 6, 8, 10, 12
    • Usable Blight without flip : 1, 3, 5, 7, 9, 11
    • Blight per player: 2, 2, 2, 2, 2, 2
    • Usable Blight per player: 1, 1.5, 1.666, 1.75, 1.8, 1.833
    This erratum adds 1 extra blight on setup, which has the usable Blight per player scale proportionally with the number of players, and makes the experience / Difficulty of smaller (1-2p) games more in-line with that of larger games. (In some ways the change very slightly disadvantages larger games relative to smaller games, but practically speaking that impact is much lower than the upside from multiple Spirits cooperating.)
    No changes are needed for flipped Blight cards (whether Still-Healthy or Blighted); if you want a deeper look into why see these comments.
    Likewise when setting up for the Second Wave scenario, do not add an additional Blight, since it was already added in the first wave.
    Tags: Blighted Island

Spirits and Innate Powers