Slave Rebellion

Frequently Asked Questions

Adversaries
Definitions
  • When instructed to discard a card, which cards can you choose from? Where do those cards go?
    "Discard a card" without any other qualifiers means "put a Power Card from your hand into your discard pile." This most commonly occurs as part of paying for a Choice Event, but can also appear as a cost or detrimental effect.
    Some effects (most notably, the standard effects of Time Passes) discard Power Cards from play because they interact with a specific card that's in play or with cards in play in general. In that case, put the Power Card(s) from play into your discard pile. You can't discard a Power Card from play unless otherwise instructed to do so.
    If instructed to discard a card not controlled by a player, the card goes to that deck's discard pile. This most commonly occurs when gaining a Power Card, discarding the top card of the Event Deck on Turn 1, and when discarding a Minor Power as a randomizer.
    Tags: Discarding Powers as a randomizer, Choice Events, Turmoil's Touch (Wandering Voice Keens Delirium), Wandering Voice Keens Delirium, 19 more...
  • 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." usually generates 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, 51 more...
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...
Fear and Fear Cards
General Play
Power Cards