War Touches the Island's Shores

Errata / Updates

Event Cards

Frequently Asked Questions

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." 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...
  • 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...
Event Cards
General Play
~ Expansions, Promos, and Publishing
    • Sea Monsters (Major Power in B&C) – new version in JE (capping Fear)
    • Draw Towards a Consuming Void (Major Power in JE) – new version in NI (wording – no functional changes)
    • Growth Through Sacrifice (Minor Power in B&C) – replacement Minor in NI (Roiling Bog and Snagging Thorn)
    Retired:
    • Outpaced (Event in B&C) – retired as of NI
    • War Touches the Island's Shores (Event in B&C) – retired as of NI (which has a new Event with similar theme)
    • A Strange Madness Among the Beasts (Event in B&C) – retired as of JE/NI
    • Tipping Point (Blighted Island Card in B&C) – retired as of NI
    Farmers Seek the Dahan for Aid has not yet been replaced, because that replacement would best be done as part of a Dahan-centric expansion.
    It's fine – but not required – to retire game items "early" (i.e., without buying the expansion which officially says they're retired). That's awkward for replacing game items - since you need the replacement - though some players opt to omit Growth Through Sacrifice, finding the elemental distortion from its absence to be less impactful than it seeing use in play.
    Outpaced, War Touches, Strange Madness, and Tipping Point were all retired for an overly swingy play experience. Original Sea Monsters was so good with Many Minds that it trivialized the game. Growth Through Sacrifice was nearly always game-warpingly good. Draw Towards a Consuming Void was one of the very few things that moves other Spirits' Presence without explicitly stating so, and Nature Incarnate had space on the card sheet, so we printed a replacement.
    Tags: Retired or Replaced Game Items, Expansions, Sea Monsters, Draw Towards a Consuming Void, 6 more...