Triggered Actions

Errata / Updates

Effect Rules
  • Core game, Branch & Claw, Promo, Jagged Earth - all printings
    Errata / Clarification on which items are triggered actions -- Jagged Earth formalized how triggered actions work. The following earlier items are triggered actions ("after X, do Y") even though their wording doesn't use "after":
    • Vengeance of the Dead (Major Power, core game);
    • Ocean In Play (Ocean's Hungry Grasp special rule, core game);
    • Sworn to Victory1 (Thunderspeaker special rule, core game);
    • Blazing Presence2 (Heart of the Wildfire special rule, promo 1);
    • Constant Raiding (Dahan Insurrection Scenario rule, core game);
    • Military Response (Dahan Insurrection Scenario rule, core game).
    The following items are also triggered actions ("after X, do Y") even though their wording doesn't use "after" (but practically speaking it doesn't matter much):
    • Portents of Disaster (Minor Power - Branch & Claw);
    • Forbidden Ground3 (Keeper of the Forbidden Wilds special rule - Branch & Claw);
    • Deep Layers Exposed to the Surface (Stone's Unyielding Defiance special rule - Jagged Earth)
    1 = The trigger is "After a Ravage destroys 1 or more Dahan..." and does not involve Blight; see this FAQ entry for elaboration.
    2 = This rule used to say "When you add or move Presence...". More recent printings of the Spirit correctly say "After you add or move [Presence] after Setup...".
    3 = Read as, "After one or more lands become a Sacred Site for you, Push all Dahan from those lands."
    See Summary of Action rules for more details on how triggered actions work in general.
    Adversary instructions saying "After Setup:" are not triggered actions, but just a specification of when that rule applies ("not during Setup"). We apologize for the wording overlap, and will be using "During Play:" or "Post-Setup:" moving forward.
    Tags: Triggered Actions, Vengeance of the Dead, Portents of Disaster, Sworn to Victory (Thunderspeaker), 5 more...

Frequently Asked Questions

Adversaries
Aspects
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), 8 more...
  • This can matter if one Action Tree will win the game and another will lose the game — the players can choose which Action Tree resolves first and check for Victory after that one.
    For instance, the Triggered Actions from Russia Level 6 each start their own Action Tree, each potentially winning the game (e.g., with Call to Guard) or losing the game (e.g., combined with France or England).
    Tags: Action tree, Triggered Actions, Victory and Defeat, Visions Out of Time, 0 more...
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