General Play

Frequently Asked Questions

What's the timing of ongoing effects expiring?
All "this turn" effects wear off at the same time. For now, assume all normal Time Passes activity (discard, lose elements, clear damage, ongoing effects expire) is simultaneous. Cards like Gift of Constancy (which modify discarding Powers) or Unquenchable Flames work because they explicitly specify a timing.
Rules for non-standard things that happen during Time Passes (like Shroud of Silent Mist's Slow and Silent Death) can be done before or after effects wearing off unless otherwise specified.
If it ever becomes clear that there really ought to be some sort of internal ordering to Time Passes, we'll call out that ordering in whatever expansion / FAQ it becomes relevant.
Tags: Time Passes, Timing, Defend, Action Modifiers, 33 more...
Can you Forget one Power Card to pay for multiple Forgetting requirements? (eg, a self-targeted Entwined Power in solo)
No. Each Major Power gained must be paid for by Forgetting one Power Card, and that card can't be something you're Forgetting for some other benefit (like a different Major Power, or 3 Energy with Shape the Self Anew).
Tags: Forgetting, Entwined Power, Starlight Seeks Its Form, Shape the Self Anew, 0 more...
What is the timing of Victory / Defeat?
Check Victory/Defeat after each action tree is entirely complete – i.e., when you're not in the middle of an action, and there are no pending triggered actions. Example: if a Ravage action destroys a Spirit's last Presence, you still finish the Ravage action (which might involve a Dahan counterattack), plus any actions it triggers (eg: Blood Draws Predators), but you do not resolve any further Ravages from the same Ravage Card.
This is a slight rules change; the intent is that it be formally published in a future expansion, but FAQs will treat it as true starting immediately. (The core game rules say to check after each and every action, which could be in the middle of a tree of actions - eg, between the Ravage action and Blood Draws Predators.)
For loss conditions which key off of "you try to do something but can't" (e.g: The Kingdom of France's loss condition, when you are unable to add a Town), the loss is noted as soon as that happens, but you may play out the rest of the action tree to see if you achieve a Sacrifice Victory. Other loss conditions, like The Kingdom of England, are only checked when the tree is complete.
Tags: Victory and Defeat, Sacrifice victory, Changed rulings, Ravage, 2 more...
The only things cleared at the end of the turn are those listed in the "Time Passes" section (p. 10).
(Discussion elsewhere)  Tags: Energy
The effect of Vengeance of the Dead (extra Damage when Towns/Cities are Destroyed) and the Health boost wear off at the same time in Time Passes, so you don't get the extra Damage. (Health bonuses also wear off during Time Passes, so you need Shroud of Silent Mists to prevent the healing for the Invaders to actually die.)
Similar comments apply to other effects that wear off at the end of the turn.
(Discussion elsewhere)  Tags: Time Passes, Weave Together the Fabric of Place, Vengeance of the Dead, Infinite Vitality, 3 more...
Normally, the Stage is shown by the top card of the Invader Deck, but on the last turn of the game (before the game ends when you attempt to draw an Invader Card and fail), the Invader Deck is empty. It is Stage III for the purpose of Event Cards and similar.
(Discussion elsewhere)  Tags: Invader deck
How can damage be allocated to Invaders? Do you need to destroy the Explorers before attacking Towns?
Whenever damage is dealt to Invaders, you may allocate it as you like between Explorers, Towns, and Cities; you do not have to destroy them in any particular order, and you may choose to leave some Towns or Cities partially damaged (rulebook, p. 18).
Remember that partial damage heals at the end of the turn. Typically it will be to your advantage to kill Cities or Towns when you can.
(Discussion elsewhere)  Tags: Damage, Ravage
Is there a stacking limit to how many Presence can be in a land? Can a large stack count as more than one Sacred Site?
No, you can have as many Presence disks as you want in a land, but it can only count as one Sacred Site.
More generally, there is no stacking limit for any piece in the game unless an Adversary or Scenario adds one. (However, there is usually no benefit to having more than 2 Presence in a land, unless you expect to lose some of it shortly.)
(Discussion elsewhere)  Tags: Presence, Sacred Sites, Stacking Limit, Earth's Vitality (Vital Strength of the Earth), 1 more...
  • For a slight difficulty decrease, give each Spirit one free Growth at the end of Setup. Then take your first turn, which will start with Growth.
  • For a moderate decrease, skip the Explore that's normally at the end of Setup. Don't even reveal the Invader Card.
  • For a large decrease, do both of the above.
Also worth noting: a few rules can cause sudden, crushing losses if played incorrectly. When Invaders Ravage for 2+ Damage, add only one Blight to the Ravaged land. (Not 1 per 2 Damage!) When you add Blight to a land with Blight and it cascades, you add an additional Blight to one adjacent land. (Not all of them!) You start with your four unique Power cards in hand. (You do not have to gain them!) See also the Rules semi-commonly misplayed.
But different people cue into some of the bread-and-butter techniques for fighting the Invaders at very different speeds.
If you want some strategy tips, there are some tips for early plays on BoardGameGeek.
Tags: Learning, Difficulty
Is the table of actions on p. 24 of Jagged Earth comprehensive, or examples?
Examples. For instance, Scenario actions aren't listed (though they probably should have been; apologies). We're still figuring out all the types we need, though the default of "whatever component it's printed on" seems to be working really well thus far.
Note: Spirit Rituals (Rituals of Terror, Rituals of the Destroying Flame) should be Spirit Actions.
Tags: Actions, Rituals of the Destroying Flame, Rituals of Terror
Can a single Action cause a trigger to happen multiple times? Eg, if Wildfire's Presence moves to multiple lands in one action, or if Scotland 5 cascades Blight from one Coastal land to another?
No. A single action invokes a trigger exactly once or not at all. If the effects of a trigger are variable, it will say so in the trigger's effects (eg, Vengeance of the Dead deals "1 Damage per (piece) destroyed" rather than a flat amount).
If Finder of Paths Unseen moves Wildfire's Presence to many different lands, "in the land it goes to" is ambiguous and Wildfire's player chooses which it applies to. If Scotland 5 adds Blight to two Coastal lands in a single Ravage Action (by cascading), a single blight is added to that board's Ocean; if the two lands were on different boards, "that board's Ocean" is ambiguous and the players choose which it applies to.
A single action can cause many separate triggers to fire, including separate triggers that come from the same Power Card - eg, if Vengeance of the Dead is Repeated on a land, each use of the power sets up a separate trigger.
Tags: Triggered Actions, Blazing Presence (Heart of the Wildfire), Kingdom of Scotland, Vengeance of the Dead, 0 more...
If an Event or Fear Card has multiple instructions, only *some* of which are "each", how many actions is that? Eg: Dahan Threaten has each player add a Strife, then applies a rule where Strife lowers Invader Health.
Then the whole Fear Card / Event is one action, with one nested action per "each". (So for Dahan Threaten, each player adding Strife is a nested action within the initial Fear Action.)
The entire "how many actions is it?" determination is:
  • If it just does 1 thing, it's 1 action.
  • If it has only "each" instructions, it's 1 action per "each".
  • Otherwise, it's 1 action, and "each" instructions cause 1 nested action per "each".
Up-front conditionals (like on Foreign Dignitaries Visit, Harvest Bounty Harvest Dust, and the "choose one" in Choice Events) aren't part of the action - you check the conditional, figure out which one to do, then proceed as above.
Tags: Actions, Choice Events, Harvest Bounty, Harvest Dust, Foreign Dignitaries Visit, 1 more...
What creates a sacrifice victory? What do you finish evaluating before deciding whether you have won or lost?
You finish evaluating the current action - for instance a Power, or a Ravage in a single land - until you are not in the middle of an action, and have no triggered actions left to resolve. If you meet both a win condition and a loss condition, it is a sacrifice victory (p. 12).
For instance, if Pillar of Living Flame does enough damage to destroy the last needed Invader and then adds the last Blight to the island, that is a sacrifice victory. If a Ravage in a land adds the last Blight, but then the Dahan retaliate and wipe out the last Invaders for the current victory condition, that is also a sacrifice victory.
However, Ravages are evaluated land-by-land (in an order you choose), so a Ravage in one land can cause a victory before a Ravage in another land can add the last Blight and cause defeat.
You only check at the end of the action tree, so, for instance, Confounding Mists can prevent loss against the Kingdom of England by pushing out a building the moment it is built.
The loss condition of The Kingdom of France (Plantation Colony) is based off of "try to add a Town and fail" rather than the game state. If you try to add a Town and fail, note that you've done so; you will lose (or get a Sacrifice Victory) at the end of the action tree.
(Discussion elsewhere) (Discussion elsewhere) (Discussion elsewhere)  Tags: Sacrifice victory, Timing, Victory and Defeat, Effect, 1 more...
When an effect lets you play a card, does that count against your allowed number of card plays?
No. The number of card plays on your Presence track only effects how many cards you can play during the Spirit Phase. Cards played after that are in addition to those limits.
(Discussion elsewhere)  Tags: Playing Power Cards, Spur on with Words of Fire, Unlock the Gates of Deepest Power, Gift of the Primordial Deeps (Serpent Slumbering Beneath the Island), 10 more...
Can Strife be added to a land without Invaders?
No, Strife can only be added directly to an Invader. If no Invaders are present, any instruction to add Strife is skipped.
Tags: Strife, Bargain of Coursing Paths, A Real Flair for Discord (Grinning Trickster Stirs Up Trouble), Grinning Trickster Stirs Up Trouble, 0 more...
If you're told do something for "Each land that..." / "Each board that..." / "Each Spirit which...", do you check which lands/boards/Spirits to affect at the beginning and then not change that list (like figuring out which lands Ravage)?
Yes. Selectors like "On each board with Cities" or "In each land with Explorers" or "Each Spirit with 3 or more Dahan among its lands" select the set of affected items before resolving any of them.
(Discussion elsewhere)  Tags: On Each Board, Rouse the Spirits (Dahan Event)
When you gain a new Major Power, which Power Cards can you forget?
You can Forget any power card: in your hand, in your discard, or in play. You can even Forget the Major Power you just gained (sidebar, p. 18).
(Discussion elsewhere)  Tags: Gaining Power Cards, Forgetting
How do I figure out the Difficulty of a game using both an Adversary <i>and</i> a Scenario?
A good rule of thumb is "add the Difficulties together", but that's only a starting-point.
It really depends hugely on the specifics. If the two don't interact much, it could be as low as "the higher of the two Difficulties", perhaps +1 or 2. If they synergize, it could be much higher than additive. (And sometimes player skill level or the Spirits involved can influence how the two combine.) Coming up with a generic, accurate formula is more or less impossible.
If you're scoring games, go with "add them together", but trust your gut about how hard the game felt (presumably you have some experience to go on by the time you're combining Adversaries + Scenarios) and adjust Difficulty up or down accordingly. Not a truly satisfying answer, I realize, but I suspect it's the best one practically possible.
(Discussion elsewhere)  Tags: Difficulty, Scoring
If you damage an invader and then replace it with another invader, will the new invader enter the game damaged?
Yes. (Rulebook p. 18) When you replace a piece with another piece, the new piece comes in with whatever damage the original piece had.
For example, if you deal 2 damage to a city and then replace it with a town, that town will be destroyed immediately.
If you replace a damaged piece with two or more pieces (as when Dissolve the Bonds of Kinship replaces a City with two Explorers), the damage (and Strife tokens, if applicable) get divided between the new pieces as you choose.
(Discussion elsewhere)  Tags: Damage, Replace, Strife, Crops Wither and Fade (Shadows Flicker Like Flame), 14 more...
What happens if a piece winds up in a place or state it's not allowed to be?
Pieces representing humans (Dahan / Invaders) are cleaned up to the closest legal land — this is not considered a move, is not an action, and does not trigger anything, it is simply a correction of the game state. This happens only once you are not in the middle of an action, and there are no pending triggered actions (i.e., after each action tree), just before checking for victory/defeat. All other pieces remain where they are, but are considered out of play unless/until they're no longer in an illegal state.
This sort of thing can happen if pieces survive the sinking of a board (like Dahan via Infinite Vitality with threshold or Explorers via the Tsardom of Russia's A Sense for Impending Disaster), if an Ocean stops being a land (by Ocean's Hungry Grasp losing its Presence there) while other Spirits' Presence is there, or if Invaders/Dahan are left in the Ocean after an action but manage not to Drown in some way.
If the nearest legal land is unclear, use your best judgment, based on physical distance if necessary. If there is literally no legal land to put the pieces in, return them to the supply; this is still considered cleaning up (not an action, not a move/remove/destroy, does not trigger anything).
Tags: Pieces, Illegally placed pieces, Victory and Defeat, Action tree, 6 more...
Similarly, "Bonus" spaces, which start uncovered, can never be covered.
Tags: Presence track, Bonus Spaces, Volcano Looming High, Fractured Days Split the Sky, 5 more...
Does Damage to the land accumulate? If something does 1 damage to the land, and later on something else does another 1 damage, does it Blight?
No, each instance of Damage to the land is evaluated separately; if it does at least 2 Damage, you add a Blight, and otherwise the Damage is ignored. (core rulebook, p. 9)
This never happens in the base game, but some Events can cause this to happen.
(Discussion elsewhere)  Tags: Damage, Blight, Heart of the Wildfire
On p. 28, the Jagged Earth rules say, "The bad effects of Blight happen each time Blight is added to a land, regardless of the quantity of Blight." Does that mean once per *action* that adds Blight, or literally every time you put Blight down?
Literally every time you put 1 or more Blight into a land, including when you cascade. Presence destruction and cascading happen immediately, as a part of placing 1 or more Blight, they're not triggered actions. What this is saying is that the general rule works just like The Kingdom of Sweden Lvl 1: if you add 2 Blight at once, you only destroy Presence once and cascade if there was already Blight there. If you add 1 Blight, then anytime later add another Blight - eg, if you were to cascade out of a land, then back in - the bad effects of Blight happen again.
Tags: Blight, Kingdom of Sweden
How do you score a sacrifice victory?
You can either score it as a victory, or subtract 5 points from your score.
(Discussion elsewhere)  Tags: Sacrifice victory, Scoring
How does "resolve powers in the order they're written" work for things like "If you have (elements), +1 Range"?
Internal modifiers like this – a Power changing its own Speed, Range, or other targeting – are looked at when they're relevant (like during targeting), not during normal Power resolution. This is an exception to "do things strictly in order once using the Power".
This is also the case for Powers like The Jungle Hungers, where a threshold modifies the instructions earlier in the Power. Technically, every use of "Instead..." in an innate power works this way; it's pretty simple for human minds to understand the intent, but the formal specification is messier.
If you "move" a piece to where it was (Range 0), does it still trigger effects like Wildfire's Blazing Presence?
Yes, the piece has still formally moved. It never leaves the land, however, so would not trigger, e.g., Shifting Memory's Observe the Ever-Changing World, because the pieces in the land have not changed.
Thematically, the piece has moved within the land.
Note that if you use "add Presence" to instead reposition Presence already on the island (usually because you have run out – sidebar p.14 core rules), that is still considered an "add" rather than a "move".
The Glossary entry for "move" was written before considering these cases.
(Discussion elsewhere)  Tags: Repositioning Presence, Move, Blazing Presence (Heart of the Wildfire), Wrap in Wings of Sunlight, 6 more...
If an effect says that you may X to Y (e.g., paying Energy to gain a Power Card, Destroying Presence to skip an Event on a board), are you allowed to get the second half for free if you can't do the first half?
No, the second half is gated behind paying the cost in the first half. Similarly, "you may Y by X" requires paying the cost in the second half to get the effect in the first half.
While this tends to be pretty obvious when the cost is paying Energy, it's less clear if the cost is performing some other effect, like discarding a card or removing Presence.
While you must be able to pay the cost in order to get the bonus, ongoing effects can alter the final result of the cost being paid. For example, you can successfully pay the cost of "Destroy 2 Presence" even if Flowing and Silent Forms Dart By will end up saving that Presence from destruction if you do so. On the other hand, you can't attempt to pay the cost with Presence under Absolute Stasis, since that Presence only exists for Victory/Defeat – it doesn't exist as far as the Event is concerned.
Tags: Action Modifiers, Flowing and Silent Forms Dart By, Absolute Stasis (Fractured Days Split the Sky), Turmoil's Touch (Wandering Voice Keens Delirium), 11 more...
  • There are no adjacent lands to add Blight to, so Blight does not cascade.
  • Push can't Push anything (unless you can Push to a land 2 away - eg, Many Minds Move as One - and there's a land 2 away, see below).
  • Whether you can target the land depends on whether you can measure Range from your Presence to it. If you made a disjoint land via Cast Down into the Briny Deep + Absolute Stasis, yes, because the land is Range 2 from other lands. But if you completely wall off a land via Repeats of Absolute Stasis, then there's no way to measure Range to it, so the only way to target Powers there would be to either have Presence in the land or the ability to ignore range (eg, Finder of Paths Unseen).
Note that Isolate is NOT usually sufficient to generate any of these situations, since it only affects adjacency for Invader pieces (JE rules, p. 10).
Tags: Island Boards, Push, Range, Targeting, 2 more...
Can Strife move independently of the Invader piece it is attached to?
No, the Strife only moves with that Invader and stays attached the entire way.
For instance, Strife can not be divided separately from the Invader it's attached to when Weave Together the Fabric of Place expires, nor can it be moved independently by Bargain of Coursing Paths.
Tags: Strife, Weave Together the Fabric of Place, Terror Stalks the Land (Breath of Darkness Down Your Spine), Bargain of Coursing Paths, 1 more...
Can I pick the target land for a Slow power during the Slow Power phase?
Yes, and that's the recommended way to do it. All targets for Powers (Fast or Slow) are chosen when the power is activated.
During the Spirit phase, you play and pay for Power Cards and gain their elements, but you don't actually need to pick the targets at that point. You will find your first games go more smoothly if you trust that there will be a useful place to use your powers.
If you plan a target at the beginning of the turn and then it is no longer a valid target, you have to pick a different target.
(Discussion elsewhere)  Tags: Targeting, Speed (Fast/Slow)
The practical upshot of this is mostly "you can't both prevent something from happening and do extra stuff because it's happening" - eg, if Volcano Looming High's Presence would be destroyed, but it's saved somehow, you don't get to deal damage.
If a modifier cancels just part of something, modifiers to that part don't apply. Eg: Entrap the Forces of Corruption doesn't stop Blight from being added, but it does stop it from cascading, so another modifier which changed how cascades worked wouldn't apply.
As before, if you have multiple modifiers with no clear order, you get to pick which happens first. For instance: you play Infestation of Venomous Spiders with threshold on a land with Dahan about to Ravage. A Fear Card says "Invaders do not Ravage in lands with Dahan". When that Ravage would happen, there are two different "skip this Ravage" modifiers. You get to decide which one to do first, so can choose it to be the Venomous Spiders. This wouldn't be true if the entire Ravage Step got skipped, or if the Ravage Card were changed to match different lands - those happen before you ever reach the individual Ravage Action – but as of JE, the only Fear cards that work this way are Explorers Are Reluctant and Immigration Slows, levels 2 and 3.
This is an addition to published rules – the intent is that it will be included in the rulebook of a future expansion.
Tags: Action Modifiers, Skipping Actions, Pour Time Sideways (Fractured Days Split the Sky), Flowing and Silent Forms Dart By, 19 more...
Is revealing a Fear or Event card part of the Fear / Event action(s), or does it happen first? Eg: with Finder of Paths Unseen, do I have to guess about adjacencies, or can I see the card first?
Revealing the card happens before the Fear/Event actions, not as part of it. (It's part of basic game structure.) So you can indeed look at the card prior to making adjacency decisions for Finder of Paths Unseen.
Actions are everything the card does - turning it over to read it isn't something the card does. (Also, Event Cards always result in multiple actions, and Fear cards often will as well; including "turn over the card" as part of the first action on the card would make "what's involved in an action?" a little inconsistent.)
Tags: Actions, Events, Fear Cards, Open the Ways (Finder of Paths Unseen), 0 more...
If you skip using the text effects of a Power *(p. 17 core rules)*, are you still considered to have targeted / used that Power? (For, eg, Shroud of Silent Mist.)
No, if you target a Power you must actually attempt to perform its text effects. (It need not actually have any game effect.)
The core rules would be better phrased as "you may forego using a Power".
Tags: Targeting, Shroud of Silent Mist, Scream Disease Into the Wind, Blitz, 1 more...