Remove

Frequently Asked Questions

Adversaries
Aspects
Definitions
  • When does destroying a Town or City cause Fear?
    Always, regardless of how it's destroyed: directly via a Power that says to destroy one, from damage done by a Power, from damage done by Dahan counterattacking, due to a Spirit's special rules, from a Fear or Event card, etc. [p. 18]
    Fear from destruction is independent of any explicit Fear the Power does - e.g., Lightning's Shatter Homesteads reads "1 Fear. Destroy 1 Town." It will usually generate 2 Fear: 1 explicitly, and 1 for destroying a Town.
    Note that when you remove or replace a Town or City, it does NOT cause any automatic Fear. Removing Invaders happens most frequently via Fear Cards, and usually represents the Invaders fleeing, which doesn't make them any more afraid. Replacing an Invader represents some sort of transformation or change; if it's a scary change, the effect will explicitly specify how much Fear to do.
    (Discussion elsewhere)  Tags: Destroy, Fear, Dahan, Ravage, 10 more...
  • Some Fear Cards remove Invaders based on Health rather than quantity. Those consider all modifiers to current Health (from, e.g., England Level 5, or an Event/Fear card) - but not Damage, as Damage does not reduce Health. (Health is simply how much Damage it takes to destroy something.)
    (Discussion elsewhere)  Tags: Invaders, Remove, Health, Isolation (Fear card), 1 more...
Effect Rules
Event Cards
  • For the "Wavering Resolve" Event, if you have N Power Cards that add Fear, do you have to choose to Remove a set of Invaders that have exactly N Health between them?
    In most cases, yes. Keep picking more Invaders to remove until it's impossible to pick another without going over N Health. This will usually just be picking the ones you actually want off the island and then using miscellaneous Explorers to get all the way to N.
    In the rare case that it's impossible to exactly hit N Health with the pieces you want to remove, just get as close as you can with the remaining pieces. For example, if the Spirits have 4 relevant Power Cards and the island has 3 Explorers and 2 Cities, then the players can choose to remove just the 3 Explorers (3 total Health) – while this isn't exactly 4 Health worth of Invaders, it's impossible to get closer by choosing another Invader. On the other hand, the players couldn't remove just 1 City (also 3 total Health) – there's a way to get closer to 4 Health by also removing one of the Explorers.
    Tags: Health, Remove, Wavering Resolve
Power Cards
Presence and Sacred Sites
Spirits and Innate Powers