Promo 2

Errata / Updates

Adversaries
  • Promo 2 - 1st printing
    Errata for Kingdom of Scotland Lvl 1 -- Scotland's Level 1 "Trading Port" ability is missing a "1" in front of the Explorer. It should read "...in Coastal lands, Explore cards add 1 Town instead of 1 Explorer".
    So if an Explore would normally add 2 Explorers - due to an Event, or combining Scotland with France - it would instead add 1 Town and 1 Explorer.
    Tags: Explorer, Kingdom of Scotland
Spirits and Innate Powers

Frequently Asked Questions

Adversaries
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), 10 more...
  • A strict reading of the rules would say "only for Powers and Blight" (Ocean's Hungry Grasp) or "only for Blight removal/movement" (Scotland 5), because the joined land is not adjacent to itself, and "Coastal" means "adjacent to the Ocean". But that's super-wrong thematically, so it gets an exception-case.
    Tags: Land Types, Ocean In Play (Ocean's Hungry Grasp), Kingdom of Scotland, Weave Together the Fabric of Place, 1 more...
Effect Rules
  • When a Power like "Powerstorm" grants target Spirit the option to repeat a Power Card of their choice "once this turn," do they have to immediately choose which Power Card will later be repeated?
    No, the Spirit is granted the option to repeat a Power Card in the general sense, rather than a specific Power Card being granted the option of being repeated. This is particularly relevant if Target Spirit has multiple Slow Power Cards in play, since they can see the outcome of the Invader Phase before choosing which of those Power Cards to repeat. The chosen Power Card does not need to have even been in play when the repeat-granting Power was used – if target Spirit is granted the option to play a Power Card later in the turn, the granted repeat can be spent on that Power Card.
    If the granted repeat has a restriction on which Power Cards can be chosen, such as "lowest-cost Power Card they have in play" (from "Gift of Twinned Days"), that condition is checked when repeating the chosen Power Card, not when the option to repeat is granted. Which Power Cards can be repeated this way can thus change over the course of the turn in the uncommon case that Power Cards enter or leave play.
    Tags: Repeat, Gift of Strength (Vital Strength of the Earth), Vital Strength of the Earth, Gift of Twinned Days, 4 more...
  • Can Blight/Event/Fear Card effects add or move pieces to locations that aren't lands if those locations are in play (e.g., adding pieces to the Ocean if Ocean's Hungry Grasp is in play)?
    Generally no, pieces can only be added to a non-land location if explicitly allowed by whatever puts that location into play or temporarily lets that location be treated as a land. So, for example, an Event can add Blight to an Ocean if Ocean's Hungry Grasp has Presence on that board or the Kingdom of Scotland is the Adversary, since both of those let the Ocean be a land for the purpose of Blight. However, an Event can't add or move an Invader into an Ocean, even if an Ocean otherwise met the qualifications on adding that Invader, since the "Ocean in Play" special rule doesn't make the Ocean a land for Events in general.
    However, Ocean's Hungry Grasp can add or move Presence to an Ocean via a Blight/Event/Fear Card despite that Ocean not being a land for such effects, since "Ocean in Play" lets Ocean's Hungry Grasp add and move Presence into Oceans. So for example, Ocean's Hungry Grasp:
    • Can move Presence into an Ocean on a board where they have Presence during the "Clever Cooperation" Event or if they choose to leave behind that which restrains them during the "The Struggles of Growth" Event; and
    • Can add destroyed Presence to an Ocean with their Presence when choosing to focus their will towards wholeness during the "Dissolution Threatens" Event, or as part of flipping the "Burn Brightest Before the End" or "Unnatural Proliferation" Blighted Island Cards.
    On the other hand, even if another Spirit legally gets Presence into such an Ocean, they can't take advantage of these Event and Blight Cards, since they have no ability to bypass the Ocean not being a land for those Actions. (And similarly, these Event and Blight Cards can't add Presence to The Endless Dark, even if a Spirit has Presence there, since no Spirit is granted the ability to do so.)
    Tags: Ocean In Play (Ocean's Hungry Grasp), Ocean's Hungry Grasp, Kingdom of Scotland, The Struggles of Growth, 6 more...
  • Does a cascade count as part of the action that added the original Blight (e.g., for effects that care about Blight being added during a Ravage Action)?
    Yes. This means that a Ravage in one land can, via cascading, add Blight into another land, even one on another board.
    For specific examples:
    • The "Destructive Nature" special rule of Heart of the Wildfire protects its Presence from cascades caused by Spirit Actions.
    • Against the Habsburg Monarchy (Livestock Colony), if a single Ravage Action causes 8+ Damage to a land, then all of the Blight cascading from that Ravage also counts towards the Adversary's "Irreparable Damage" loss condition. (In solo play, this causes an immediate loss.)
    • Against the Tsardom of Russia Level 1+, Blight cascading from a Ravage destroys Beasts tokens due to "Hunters Bring Home Shell and Hide," possibly harvesting multiple Beasts tokens from a single Ravage Action.
    • Against the Kingdom of Scotland Level 5+, Blight cascading into a Coastal land from a Ravage triggers the extra Blight from "Runoff and Bilgewater" even if the Ravage Action was in an Inland land or on a different board. If Blight is added into multiple Coastal lands this way due to a single Ravage Action (e.g., if a Ravage in a Coastal land cascades into another Coastal land), only trigger "Runoff and Bilgewater" once. (Thus if a single Ravage Action adds Blight into Coastal lands on multiple boards, player choose which of those boards is "that board" for "Runoff and Bilgewater.")
    However, cascading Blight against the Kingdom of Sweden Level 5+ doesn't activate the "Mining Rush" effect, since "Mining Rush" explicitly excludes cascades.
    Tags: Ravage, Blight, Victory and Defeat, Solo games, 6 more...
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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