Fear

Frequently Asked Questions

Definitions
  • 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...
Effect Rules
  • The Violence Aspect and An Ominous Dawn / Waving Resolve both check for Power Cards with specific instructions. Are there any Power Cards that use the specific words but don’t count?
    Yes, the ones that use those words as part of a different instruction – or as part of no instruction at all! The Violence Aspect checks for Powers that actively do Damage or Destroy things, while An Ominous Dawn and Wavering Resolve check for Powers that add Fear, not just reference Fear as a concept.
    The Violence Aspect has no special interactions with Powers that:
    • Change how or how much Damage is done by something else, like Concealing Shadows and Flame's Fury;
    • Save pieces from destruction, like Birds Cry Warning and Flowing and Silent Forms Dart By;
    • Check when pieces are destroyed, like Portents of Disaster;
    • Interact with damaged/destroyed pieces, like Gift of Abundance and Vanish Softly Away, Forgotten by All; or
    • Only include "Damage" or "Destroy" in their reminder text, like Dread Apparitions and Stubborn Solidity
    (Some Power Cards, like Instruments of Their Own Ruin, fit into one or more of the above categories but also Damage or Destroy pieces, so the Violence Aspect can use its extra plays on them.)
    As of the release of Nature Incarnate, there are no Power Cards with the Fear symbol that don’t generate Fear, so An Ominous Dawn and Wavering Resolve have no sneaky exceptions. Also see this FAQ about Gift of Wind-Sped Steps, which has similar conditions, but for Gather and Push.
    Tags: Checking for instructions, Damage, Destroy, Fear, 3 more...
  • When you add Fear to the Fear pool mid-game, what exactly happens?
    You add the specified number of Fear markers from the box to the top part of the Fear Pool. They behave as normal, so for the rest of the game, it takes more Fear to earn each Fear Card.
    Tags: Fear, Invaders Find the Land to Their Liking
Fear and Fear Cards
General Play
Power Cards
Spirits and Innate Powers