Kingdom of France

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
Effect Rules
  • By default, as long as you're resolving everything on a particular board, you can split the effect. For example, "On Each Board: Remove 1 Beasts. Add 1 Disease" (part of the first choice of the "Life's Balance Tilts" Event) can remove a Beasts token from one land and add a Disease token to a different land on the same board. And similarly, "On Each Board: Push up to 2 Dahan" (part of the first choice of the "Hard-Working Settlers" Event) can Push 2 Dahan from different lands on the same board.
    Nevertheless, many of these effects specify that they happen in a single land on the board, which means that they can't be split. For example, if "On Each Board: Gather 1 or 2 Dahan into a land with Dahan Setup Symbols." (the "Return to Old Pillars" Dahan Event) moves two Dahan, it must move them into the same single land, since the Dahan are gathered into "a land" (singular).
    Tags: Fear Cards, Events, Seek Company, Distracted by Local Troubles, 35 more...
  • What happens to pieces when they get replaced? Do they go back to the box?
    During setup, they're removed from the game and returned to the box. [Nature Incarnate, page 14]
    During play, they return to the supply unless the effect explicitly says otherwise. (The exact formatting of "Call Forth Predators" in earlier printings of Branch and Claw implies otherwise, but the Jagged Earth rulebook explicitly states on page 28 that this is the general rule going forward.)
    Most pieces aren't component-limited, so this doesn't usually matter one way or the other. Nevertheless, it's occasionally relevant for a few cases with piece limits:
General Play
  • When instructed to count multiple piece types separated by slashes (e.g., "the fewest Towns/Cities"), do players choose which piece type to count?
    No. Count all pieces that are at least one of the types on the list. So in the example, if there are 2 Towns and 1 City in the land, the total for that land is 3 Towns/Cities. In the unlikely case that a piece is on the list multiple ways, it only gets counted once.
    Tags: Counts As, Swallowed by the Wilderness (Lure of the Deep Wilderness), Lure of the Deep Wilderness, Beset by Many Troubles, 28 more...
  • How are ties handled when checking for the "most," "least," or "fewest"? How about if there's an all-way tie for 0?
    Players break ties every time there's a check for most, least, or fewest. So, for example, if there are multiple lands that tie for "the land with the most Invaders," the players choose which single land land counts for this specific effect. If they later have to check again for the land with the most Invaders, they are not required to break the tie in the same way.
    Unless an explicit minimum is given, 0 is a valid amount for both "most" and "fewest." So when "Ports Sprawl Outward" (Escalation of The Kingdom of Scotland) checks for "the single board with the most Coastal Towns/Cities," players could break the tie in favor of a board with no Coastal Towns/Cities if none of the other boards have any Coastal Towns/Cities either.
    In the less common case where an effect checks for multiple things ranked in a particular way, keep choosing things until you have the requisite number, breaking ties as needed along the way. So for example, when "Wave of Immigration" (Level 5 of The Habsburg Monarchy Livestock Colony) checks for "the 3 Inland lands with the fewest Blight" on a board where 2 Inland lands have 0 Blight and 3 Inland lands have 1 Blight, the Adversary affects:
    • Both lands with 0 Blight, since one of them is the land with the fewest Blight and one is the land with the second-fewest Blight (though it doesn't matter which is which);
    • One player-chosen land with 1 Blight, since the remaining lands are all equally-valid choices for having the third-fewest Blight.
    That is, it affects 3 total Inland lands, prioritizing lands with fewer Blight, rather than affecting Inland lands that are mutually tied for the fewest Blight (max. 3 lands). In the rare case that you don't even have enough items to rank (in this case, having fewer than 3 Inland lands), affect all qualifying lands.
    Tags: Stage II escalation, Kingdom of Scotland, Kingdom of England, Kingdom of Sweden, 22 more...
Play Options
Scenarios
  • When the Invaders do an extra set of actions during Setup in the Blitz Scenario, does that include any Adversary effects that happen during or trigger after the Build/Explore Step?
    No, while the Invaders are resolving a Build Card and two Explore Cards, they are doing so during Setup, not during the Build Step or Explore Step (which are part of the Invader Phase).
    In particular, the following effects don't apply during Blitz setup because they reference specific steps of the Invader Phase or explicitly exclude setup.
    • "Frontier Explorers" (The Kingdom of France Plantation Colony Level 1) and "Trading Port" (The Kingdom of Scotland Level 1) don't change which pieces are added during or after Exploring – not even from the second Explore Card – because they don't apply during setup.
    • "Migratory Herders" (The Habsburg Monarchy Livestock Colony Level 1) doesn't gather Towns.
    • "More Rural Than Urban" (The Habsburg Monarchy Livestock Colony Level 2) doesn't build 2 Towns in place of building an Inland City, since play hasn't started yet.
    • "Ceaseless Mining" (Habsburg Mining Expedition Level 1) doesn't cause Ravage Actions in Mining lands.
    • "Mining Boom" (Habsburg Mining Expedition Levels 3 & 5) doesn't upgrade or build anything.
    ... but these effects do happen during setup:
    • "Slave Labor" (The Kingdom of France Plantation Colony Level 2) does upgrade Explorers after Building in lands with 2+ Explorers.
    • "Persistent Explorers" (The Kingdom of France Plantation Colony Level 6) does add an Explorer after each of the two Explore Cards.
    • "The Empire Ascendant" (Habsburg Mining Expedition Level 6) does add extra Explorers (and stack with the extra Explorer from Blitz!), since it explicitly applies during Setup.
    ... and these effects can happen during setup, but are unlikely to do so:
    • "Triangle Trade" (The Kingdom of France Plantation Colony Level 4) does add a Town as part of Building a Coastal City, though this only happens if the first Explore Card matches a land with a Coastal Town.
    • "Indentured Servants Earn Land" (The Kingdom of England Level 1) and "Chart the Coastline" (The Kingdom of Scotland Level 3) both allow building in lands without Invaders, albeit in a way that's unlikely to matter unless the first Invader Card matches a land that has a Wilds in it during Setup.
Setup
Spirits and Innate Powers