Feather & Flame

Errata / Updates

Spirits and Innate Powers

Frequently Asked Questions

Adversaries
Aspects
Blighted Island cards
Definitions
  • What are "your Actions"? (e.g., for Responsibilities to the Dead or Spread Tumult and Delusion)
    As a general guideline, anything done by your Spirit Panel or Power Cards, including any consequences directly following from the game rules (e.g., destroying Invaders/Dahan that have taken Damage equal to or greater than their Health, earning Fear from destroying Towns/Cities, destroying Presence / cascading when adding Blight).
    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.
    [†] Passive bonuses on Presence tracks, like Elements and Range bonuses, are always available; there is no action to gain them.
    Tags: Actions, Presence track, Triggered Actions, Responsibilities to the Dead (Finder of Paths Unseen), 8 more...
Effect Rules
Elements and Elemental Thresholds
General Play
Invader Actions
Play Options
Power Cards
Presence and Sacred Sites
Range and Targeting
Scenarios
Setup
  • Can one person play more than one Spirit?
    Practically speaking, sure. Because the game doesn’t usually have secret information that only one player knows, one person can play as many Spirits as they’d like. However, that one person is taking on the roles of multiple Players, e.g., simultaneously being the Red Player, the Blue Player, and the Yellow Player. The game mechanics scale with the number of Players, not the number of people who are participating.
    Two scenarios involve secrets and thus get easier if a person plays multi-handed:
    • A Diversity of Spirits introduces communication barriers between the people playing the game. When playing multiple Spirits, only gain the Strength in Diversity benefits when a Spirit you are playing adds Presence to the land of a Spirit being played by a different person. If you are the only person playing, don’t play this Scenario — it will have no effect on the game.
    • Destiny Unfolds adds extra setup steps where no communication is allowed. Playing multi-handed considerably reduces the Difficulty of this Scenario and changes the dynamics of the extra setup. If some of the participants are each playing multiple Spirits, it is strongly recommended that there be at least three people participating, e.g., by each playing 2 Spirits using the 6-Player rules.
      Tags: Player count, A Diversity of Spirits, Destiny Unfolds
Spirit Phase
Spirits and Innate Powers
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