Fortification

Errata / Updates

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.

Frequently Asked Questions

Adversaries
Event Cards
General Play
  • When an effect checks for lands that don't match a Ravage Card / Build Card, but there are currently multiple Invader Cards of that type, do you choose a specific Invader Card?
    No, find lands that match none of the Invader Cards / that match at least one of the Invaders Cards. So, e.g., if the current Build Cards are "Coastal Lands" and "Jungles," then the "Extensive Building" Event ("On Each Board: Build in a land with Invaders not matching a Build Card.") must Build on each board in a land that is neither Coastal nor a Jungle.
    The top option of "Hard-Working Settlers" ("Immediately Ravage in the land with the most Invaders that matches a Ravage Card.") works in a similar way: players aren't choosing a Ravage Card and finding the most-populated land matching that card (allowing them to choose a card with a favorable Ravage); they're looking at all lands that match at least one of the Ravage Cards and finding the most-populated land amongst all of those lands.
    If there's a card in an extra Invader Space (such as a Build Card in the "High Immigration" tile from the Kingdom of England Level 3) or an effect that changes the type of an Invader Card (like the "Farmers Seek the Dahan for Aid" Event), then be sure to check that card too! For example, if the card in the High Immigration space is "Sands" and the card in the Build Space is "Mountains + Wetlands," then "a land that doesn't match a Build Card" can't be Sands, Mountains, or Wetlands – you have to pick a Jungle. (The "Migratory Herders" effect of The Habsburg Monarchy (Livestock Colony) is intended to be an exception, but strictly speaking isn't written as one.)
    Don't forget effects that change which lands match each card! For example, "Competition Among Hunters" (The Tsardom of Russia Level 3) makes lands with 3+ Explorers match all Ravage Cards, such such lands don't count as lands "not matching a Ravage Card" unless there are no Raavge Cards. Similarly, if "Weave Together the Fabric of Place" joins two lands of different terrains, then that land only counts as not matching a Build Card if neither of its terrains match any of the Build Cards.
    Tags: Build Cards, Combining Adversaries, Matches, Kingdom of England, 13 more...
Invader Actions