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SEQUENCE OF PLAY [p8] FAST POWER PHASE [p8] Build

Invaders Build either 1 City or 1 Town in each land of


Each turn has the following phases: Players resolve Fast Powers - both Innate the shown type where they are present. Do not Build in
1. Spirit Phase Powers printed on their Spirit Panel and lands without Invaders.
played Power Cards. Resolution can be
1. Growth mostly simultaneous. If timing is important, Powers may  If the land has more Towns than Cities, add a City.
2. Gain Energy be resolved in any order but may not interrupt another.  In all other cases, add a Town.
SETUP [p6]
3. Play and Pay for Power Cards If a player does not (or cannot) use a Power’s text effect Explore
 Optional - Select an Adversary and/or Scenario. 2. Fast Power Phase (Cards and Innate) they may skip it entirely. Elements are still gained.
Turn the top card of the Invader Deck face up.
Follow any specified setup instructions. 3. Invader Phase You cannot delay using Fast Powers until a later phase.
1. Blighted Island Effect (once appropriate) If the card has a flag icon and you are playing with an
 New Players: Adversary, first perform the Escalation effect.
 Choose a low-complexity Spirit (Lightning’s Swift 2. Fear Effects INVADER PHASE [p9-11,12,15-16]
Otherwise, ignore it. Escalation effects happen as soon
Strike, Vital Strength of the Earth, River Surges in 3. Invader Actions as the card is revealed, before Explore, unless the
Blighted Island (once appropriate)
Sunlight, or Shadows Flicker Like Flame). 3a. Ravage Adversary states otherwise.
 Take the Power Progression Card for your Spirit. If the Blight Card has flipped to “Blighted Island”, follow
3b. Build If there is no card to turn up, you lose.
Set aside all Major and Minor Powers listed and, the instructions there. The Blight Card never flips back.
3c. Explore Invaders Explore in accessible lands of the shown type
when gaining a new Power Card during the game, Fear
4. Advance Invader Cards only. Add an Explorer if the land:
add the next Power Card listed instead.
4. Slow Power Phase (Cards and Innate) If any Fear Cards have been earned, pick up the entire  Contains a Town or City; or
 Do not use a Blight Card, Adversary, or Scenario. stack, flip it over and resolve the cards one at a time in
5. Time Passes  Is adjacent to a Town, City, or Ocean.
Invader Board the order they were earned. For “each player” effects,
 Place to one side of play area. Play is simultaneous within each phase. Players may one player fully resolves effects, then the next, etc. Only add 1 Explorer, regardless the number of adjacent,
confer as they wish. Use only the effect listed next to the current Terror accessible lands. Explorers are added from the supply.
 Place 4 Fear Markers per player into the Fear Pool.
Level. Fear effects last only for the current turn. Advance Invader Cards
 Shuffle the Fear Cards and place 9 on the Fear Deck SPIRIT PHASE [p8,13]
Space. Divide the deck into 3 groups of 3 cards Discard them to the Fear Discard Space after use. Slide all Invader Cards left one space.
each. Place the “Terror Level 2” divider between the Each Spirit does 3 things, in order: Invader Actions
top and middle groups. Place the “Terror Level 3”
Growth The Invader Card in an Action Space determines which SLOW POWER PHASE [p10]
divider between the middle and bottom groups.
Choose 1 option (unless stated otherwise) next to land(s) will be affected by that action. If there is no
 Invader Deck - Shuffle the cards from each Stage “Growth” at the upper-right of the Spirit Panel. Each Players resolve Slow Powers - both Innate
Invader Card in a space, that action is not taken.
separately. Select 5 Stage III cards and place them section is a single choice. You must do everything Powers printed on their Spirit Panel and
on the Invader Board on the Explore Action Space. shown, but may choose the order. Ravage played Power Cards. Resolution can be
Select 4 Stage II cards and place them on top of the mostly simultaneous. If timing is important, Powers may
Examples of Common Growth Options: Invaders Ravage (deal damage simultaneously to the
Stage III cards. Then select 3 Stage I cards and place be resolved in any order but may not interrupt another.
land and Dahan) in each land of the shown type only.
them on top to complete the Invader Deck. Add 1 Presence to the board at Range 2 (up to 2 Explorers = 1 Damage If a player does not (or cannot) use a Power’s text effect
 Take a random Blight Card and cover the Blight lands away from your existing Presence). they may skip it entirely. Elements are still gained.
Space, “ Healthy Island” side up, without looking Towns = 2 Damage
Whenever you would add Presence, you may
at the back. If not using a Blight Card use the Blight choose to move 1 already on the board instead. Cities = 3 Damage
instructions printed on the board instead. Reduce Damage dealt by any Defend Powers played. TIME PASSES [p10]
Gain 2 Energy (in addition to this turn’s normal
 Place the shown amount of Blight on the card/board. Energy income). 1. Invaders Damage the Land - If 2 or more Damage Discard - Players discard all Power Cards played this
The Island and Supply is dealt, add a Blight to the land from the Blight turn to their personal discard piles.
 Randomly pick 1 Island Board per player and arrange Gain a Power Card. Card / Space. Only 1 Blight is added, no matter how Damage and Elements Clear - All Elements and
them to form the Island (see diagrams on p.6-7). much Damage is dealt. Ignore Partial Damage. Damage done during the turn go away. Any pieces on
 Populate the Island Boards with Invaders, Dahan,  Cascade - If the land already has Blight, you their sides noting partial Damage are returned upright.
and Blight (from the box, not the Blight Card) as Reclaim all played Power Cards from your must also add a Blight to 1 adjacent land. If the Remove any Reminder Tokens.
indicated by the icons in each land. personal discard pile. Return them to your hand. adjacent land has a Blight, it cascades again,
 Shuffle the Minor and Major Power Decks separately. etc.
Gain Energy VICTORY AND DEFEAT [p12]
Place them near the board with room for discards.  Destroy Presence - Adding Blight to a land
Gain an amount of Energy equal to the highest You win immediately any time you meet the current
 Put the Energy, Cities, Towns, Explorers, and destroys 1 Presence from each Spirit in that
uncovered number on your Energy Presence Track. victory condition for the Terror Level.
Dahan near the board for easy access. land. Destroyed Presence is removed from play.
Place any gained Energy on or near your Spirit Panel.
Player Setup 2. Invaders Fight the Dahan - Every 2 points of At the start of the game, Invaders are at Terror Level 1.
Energy is individual and cannot be transferred between To win at this level, you need to completely clear the
 Each player takes all Spirit Presence and Single-Turn Spirits. Unspent Energy carries over to the next turn. Damage destroys 1 Dahan. You must destroy
Dahan as efficiently as possible - damage cannot be island of Invaders. As you earn Fear Cards you will
Effect Markers of one color. Then, choose a Spirit. reach new Terror Levels with easier victory conditions.
Take its Spirit Panel and its 4 Unique Power Cards. Play and Pay for Power Cards dispersed among multiple Dahan to avoid killing
Select Power Cards (Fast and Slow) from your hand to them. If a Dahan is dealt 1 Damage, turn it over to You can lose three ways:
 Each player starts on a different Island Board,
play this turn. The maximum you can play is the highest show that it is Damaged. Surviving Damaged Dahan
following the Setup instructions on the back of their  Too Much Blight - If the last Blight comes off the
uncovered number on the Card Plays Presence Track, recover at the end of the turn.
Spirit Panel to place starting Presence (once the Blight Card, follow the instructions (often “you lose”).
even if you have enough Energy to pay for more.
game begins, Spirits are not restricted to play only on 3. Dahan Fight Back (skip this step - in this land only -  A Spirit Is Destroyed - If any Spirit has no
their starting board). Then flip the Spirit Panels and You must immediately pay Energy for all Power Cards if the Ravage action in this land was skipped or Presence left on the island, you lose.
place all remaining Presence on the dashed circles played. Energy costs are in the circle in the top left stopped) - After Invader Damage has been fully
on their Presence Tracks. corner of the card. You immediately gain all Elements  Time Runs Out - If you need to draw an Invader
resolved in a land (even if no Damage was dealt),
but do not resolve card effects at this time. Card (to Explore) but that deck is empty, you lose.
Invaders’ Starting Action each surviving Dahan there deals 2 Damage to the
Card Plays are individual and cannot be shared with Invaders, divided how you choose. If an effect causes you to both win and lose, you
 Reveal the top card of the Invader Deck, complete
other Spirits. Unused Card Plays do NOT carry over to  Destroying a Town generates 1 Fear. win a Sacrifice Victory. You are destroyed but the
the Explore action in that land type, then place that
future turns. island, Dahan, and many other Spirits survive.
card face-up in the “Build” Action Space.  Destroying a City generates 2 Fear.
FEAR AND TERROR [p12] Each Spirit Panel contains 2 Presence Tracks. The top Innate Powers (printed on a Spirit Panel) Repeat
one is Energy Gained per turn and the bottom one is Function similarly to Power Cards, except they are Repeating a Power lets you activate its effects again.
Fear is generated by Spirit Powers with the Card Plays. To start, all but the leftmost space on automatically available every turn and require having Repeated Powers are Slow or Fast, matching the
Fear symbol and by destruction (either directly by each track is covered by Presence. When placing certain Elements rather than spending Energy. original Power. Elements are not gained again. Repeats
an effect or by Damage). Presence on the island, you can choose which track to cannot be chained.
take it from, but always take it from left to right. Spirits Unless specified, Innate Powers never cost Energy or
 Destroying a Town generates 1 Fear. use Card Plays. Like all Powers, they target a single Changes to a Power carry over to the Repeat use. You
use only the highest revealed number for their Energy
 Destroying a City generates 2 Fear. Gains or Card Plays. The benefits are not additive. land or Spirit, unless otherwise stated. may make different choices when Repeating a Power. If
the Repeat does not specify where it can be used you
For each Fear generated, advance one Fear Marker Some Spirits have a “Reclaim One” space. While this A few Powers have temporary can choose any valid target, including same target as its
from the Fear Pool to the Generated Fear area. space is revealed, the Spirit may return 1 Power Card to effects on a land. You can use first use. Repeat does NOT count as playing another
their hand any time during the Spirit Phase. This ability the colored Reminder Tokens Power Card but DOES count as using a new Power.
When all of the Fear Markers have advanced:
can be used the same turn it is revealed. to mark those lands. Remove them during “Time
 Move the top card of the Fear Deck face-down Passes”.
into the Earned Fear Cards area. If this reveals Some Spirits have bonus Elements on their Presence INVADERS [p15]
a Terror Level divider, move it to cover the old Tracks. These constantly provide 1 of the shown Gaining Power Cards
Elements for as long as the space is revealed. A space There are 3 types of Invaders - Explorers, Towns, and
Terror Level. The new Terror Level and victory Choose whether to gain a Minor or Major Power. Draw
marked “Any” grants one Element each turn. The Spirit Cities. A land containing any number of these is “ a
conditions take effect immediately. 4 cards (reshuffle the discard pile, if needed) and add 1
may choose which Element to get at any time, but then land with Invaders”. Their number is not limited by the
 Move the Fear Markers back to the Fear Pool. drawn card to your hand. Discard the others.
cannot change it until the next turn. supply of pieces.
Leftover Fear after earning a card is moved back If you are playing with a Power Progression take the
to the Generated Fear area. next card in your Progression instead of drawing. Explorers have 1 Health and deal 1 Damage
POWERS [p16-19]
during Ravage.
Cards in the Earned Fear Cards space are flipped and After you gain a Major Power you must Forget
resolved during the next Invader Phase. Fear Card Spirits affect the game using Powers - either Power
(permanently lose) one of your Power Cards. Discard Towns have 2 Health and deal 2 Damage
effects last the current turn only, unless they change the Cards or Innate Powers printed on a Spirit Panel.
the Forgotten Power Card (or, for Unique Powers, place during Ravage. Towns act as an Invader source
board in some way. After each Fear Card is resolved, Elements - When you play a Power Card you gain it under your Spirit Panel). during Explore. They generate 1 Fear when
move it to the Fear Discard space. the Elements shown down the left side of the card. Destroyed.
You may Forget any card (Major or Minor Power) from
If a new Fear Card is earned from a Fear effect, place it There are 8 Elements: Sun, Moon, Fire, Air,
your hand, discard, or cards in play. If you Forget a Cities have 3 Health and deal 3 Damage
at the bottom of the stack you’re currently resolving. Water, Earth, Plant, and Animal. You gain the
Power Card from play you immediately lose its during Ravage. Cities act as an Invader source
Elements the moment you pay for a Power Card,
Elements. If you have already used it, its effects during Explore. They generate 2 Fear when
regardless whether the Power is Fast or Slow, and
BOARDS AND LANDS [p13] continue as normal. Otherwise, you cannot use it. Destroyed.
they go away as soon as the Power Card leaves
play (usually during Time Passes). Elements do not Power and Fear Effects
The game is played with 1 island board per player, laid BLIGHT [p15]
out to make an island. Each island board is divided into carry over from turn to turn. Damage, Destruction, and Removal
8 numbered lands, with 2 of each terrain (Jungle, Elemental Thresholds are optional effects which If an effect removes Invaders, return them to the When Blight is added during play, take it from the
Mountain, Sands, and Wetland). Most pieces only can only be used on Turns you have gained all the Supply. If an effect replaces Invaders, first remove it Blight Card / Space. If you remove Blight from the
affect other pieces in the same land, unless specified. required Elements. Innate Powers require specific and then put something else in its place (a replaced island, return it to the Blight Card / Space.
Two lands are adjacent when they touch, even if they’re Elements. Some Power Cards have extra effects if Invader keeps any Damage it had). If an effect destroys If you run out of Blight on the card / space, follow
not on the same board or meet only at a corner. you have gained specific Elements. an Invader, return it to the Supply. its instructions. Flipped Blight Cards never flip back.
Each board also shows a swath of Ocean, to indicate Elements are never spent, only checked to see if they Destroying a Town generates 1 Fear. Destroying a City After Setup, when Blight is added to a land (including
which lands are readily accessible by sea. Lands are in play. You may always resolve a Power as if you generates 2 Fear. Removing or replacing Towns and when it Cascades) it has two effects:
adjacent to the Ocean are Coastal. Lands not adjacent had fewer elements than you actually do. If you meet Cities does not generate Fear.
more than one threshold under a Power, do each of  Cascade - If the land already has Blight, you must
to the Ocean are Inland. The Ocean itself is not a land Unless specified, “Damage” means “Damage to
them in order, from top to bottom. Invaders”. Damage is dealt to any Invaders in the target also add a Blight to 1 adjacent land. If the adjacent
and is not in play.
land, divided how you choose. If an Invader takes land has a Blight, it Cascades again, etc.
Energy Cost (Power Cards only) -
PRESENCE AND SACRED SITES [p13-14] Displayed in the circle in the top-left corner Damage >= its Health it is immediately Destroyed.  Destroy Presence - Adding Blight to a land
of the card. A red circle designates a Fast Damage may be combined from multiple Powers. destroys 1 Presence from each Spirit in that land.
Spirit Presence marks the lands a Spirit occupies. Power. A blue circle designates a Slow Power. Destroyed Presence is removed from play.
Lands with your Presence are sometimes referred to as Defend
“your lands”. Speed - Fast Powers resolve their effects This effect reduces the total Damage done by Invaders When Blight is Removed, return it to the Blight Card /
before the Invader Phase. Slow Powers to the land and Dahan by the specified amount. Multiple Space. Once flipped, the Blight Card never flips back.
Destroyed Presence is removed and placed next to resolve their effects afterwards.
the island. It is not returned to the Spirit Panels. If Defend effects used in one land are added together.
Defend effects last the entire turn. THE DAHAN [p16]
any Spirit ever has no Presence left on the island, the Range - The maximum number of lands away
players immediately lose. from your Presence this Power can reach. You Optional - use Reminder Tokens to designate a land as Each island board starts with 6 Dahan. Their
can always use a shorter Range. A Range of 0 Defended. number is not limited by the supply of pieces.
A land can hold any number of Presence from any means a land where you have a Presence. Some
number of Spirits. Powers have limitations on what sort of land you can Gather Dahan only attack Invaders when a Spirit Power
Unless stated, game effects which do things with use them from (such as a Sacred Site or specific prompts them to do so, or when attacked themselves.
This effect “moves that many things into the target land
Presence always affect Presence on the island. terrain). These are shown left of the range icon. After Invaders Ravage a land, any surviving Dahan in
from land(s) adjacent to it”. Boosts to a Power’s Range
that land each deal 2 Damage to the Invaders in that
Target - The land type this Power can do not affect Gathering distance. Multiple Gathered
land, divided how you choose.
target. “ANY” Powers can target any land things can come from the same or different lands.
type. Powers always target a single land Each Dahan has 2 Health. They are Destroyed by 2
Push Damage from Invaders. Damage from Spirits does not
unless specified. Some Powers target a Spirit instead of
a land. This effect “moves that many things out of the target hurt Dahan, although some Spirit Powers cause Dahan
A Spirit’s Sacred Sites are lands where that Spirit has land, to adjacent land(s)” - only 1 land away. Boosts to casualties as a side effect.
Effects (Power Cards only) - What the Power does. All a Power’s Range do not affect Push distance. Multiple
more than 1 Presence. Some Powers can only be used effects take place in the single target land unless
from Sacred Sites. Pushed things can go to the same or different lands.
specified. Perform effects in order, skipping any that You cannot Push off the board or into the Ocean.
cannot be followed. Effects that do not change anything
on the board last only for the current turn.
TRACKING DAMAGE [p15] SOLO PLAYER MODE [p22] Invader population is large.
 This Adversary is notably easier for Spirits which
Town and City models are designed to track how much Solo games work much like normal games, but with a can prevent Ravages (e.g. A Spread of Rampant
Damage will destroy them. single board as the whole island. Green or Vital Strength of the Earth).
CITIES: 3 Health The only difference is that you can target yourself with  A Note Regarding Setup: The Kingdom of Sweden
Cities take 3 Damage to destroy. You can remember Powers that specifically target “Another Spirit”, though can add Blight during Setup. Blight added during
this by counting the number of buildings on its base as it you do not gain extra benefits from Powers that are Setup does NOT Cascade or destroy Presence.
stands up (3). better when used on another Spirit (like Gift of
Constancy or Elemental Boon). SCENARIOS (Optional) [p23]
If a City takes 1 Damage, lay it on its side
with 2 buildings facing up. 2 more Damage Also, the luck of the draw is high, and you have no
fellow Spirits to compensate for your Spirit’s Scenarios change the situation the Spirits find
will destroy it. themselves in, or the capabilities of the Spirits. They
weaknesses or limitations.
may involve different victory conditions or additional
If a City takes 2 Damage, lay it on its side prerequisites for the standard victory condition, in
with 1 building facing up. 1 more Damage ADVERSARIES (Optional) [p22] addition to other rules changes.
will destroy it.
Adversaries are specific colonizing Powers. If using All Scenarios have a number in the upper-right corner
TOWNS: 2 Health one, choose it before Setup begins as some may that denotes their difficulty rating on a scale of 0 (No
change the Setup rules. Change) to 10 (Insanely Difficult).
Towns take 2 Damage to destroy. The model has 2
buildings to remind you of this. The Adversary panel specifies an Escalation Effect, You may play a game with an Adversary and a
which is performed when the Escalation symbol is Scenario or just using one or the other. If rules changes
If a Town takes 1 Damage, lay it on its side. revealed on Stage II Invader Cards. from an Adversary or Scenario contradict each other,
1 more Damage will destroy it. the Scenario takes precedence.
Some Adversaries also include additional loss
conditions.
THEMATIC MAP (Optional) [p23]
DAHAN: 2 Health In addition, each Adversary offers multiple increased
difficulty levels, indicated by the number on the left. All The thematic boards have a fixed layout relative to each
Dahan take 2 Damage to destroy.
listed game effects are cumulative: if you’re fighting vs. other. You can use any of them that you want but for
If a Dahan takes 1 Damage, flip it upside Level 3, you also use the effects from Levels 1 and 2. the definitive geography at each player count:
down. 1 more Damage will destroy it.
Some Adversaries modify the Invader actions. There  1 Player - Use Northeast.
are Reminder Tiles to place below the Invader Action  2 Players - Use West and East, touching on the side
When a piece has taken Damage >= its Health it is spaces on the Invader Board to remind you those rules opposite the Ocean.
Destroyed. Return it to the Supply. At the end of each are modified.
 3 Players - Use West and East as above, plus
turn, when Time Passes, Damage clears and all models
Fear Cards Northeast above East.
are reset.
As the difficulty increases, reaching higher Terror levels  4 Players - Use West, East, Northwest, and
Earn 1 Fear for Destroying a Town. becomes harder. Each level shows how many Fear Northeast in the usual 4 player layout.
Earn 2 Fear for Destroying a City. cards to use and how many cards go in the top/middle/
Some lands overlap slightly onto other boards. A land is
bottom of the Fear Deck.
always considered to be on a board where its land
GENERAL POWER PRINCIPLES [p17] number and Setup icons are. Ignore any unattached
The Kingdom of Brandenberg-Prussia
land fragments. They aren’t in play.
DO AS MUCH AS YOU CAN  Excellent first Adversary with few new rules; most of
When resolving a Power’s effects do as much as you the changes occur during Setup. Some lands have Setup icons for tokens from the
can. If one part does not apply or cannot be done, skip Branch & Claw expansion. Ignore them when
 Speed is the name of the game: the Invaders do
it and do the rest. The only targeting restrictions are playing with just the core game.
everything at a faster tempo. Cards with 2 land types
those in the target bar. come up much earlier, often before the Spirits have Illustrations for Spirits, rivers, and wildfires are for flavor
YOU CAN SKIP USING A POWER’S EFFECT had time to prepare. and do not alter gameplay.
If you cannot or do not want to use a Power you’ve  This Adversary is notably harder for Spirits which
need substantial time to develop. SCORING (Optional) [p23]
played you may skip its effects entirely. If it was a
Power Card, you do NOT get your Energy back but you The Kingdom of England  Victory - Score:
do still get to use the Elements granted by the card.  5x Difficulty.
 Buildings, buildings, and more buildings - England
Similarly, when resolving a Power with thresholds, you sends so many immigrants that the colonies spill  +10 Bonus for winning.
may act as if you have fewer Elements than you really over into unexplored lands. It doesn’t start out fast,  +2 per Invader Card remaining in the deck.
do, to avoid hitting thresholds. but constantly pushes its borders forward. They will  +1 per X living Dahan, where X is the number of
ONE LAND! ONE TURN! ONE USE! push hard to found a capital during Stage II. players in the game.
 England is notably easier for Spirits good at  -1 per X Blight on the island, where X is the
Unless a Power explicitly says otherwise:
wrecking Towns (e.g. Lightning’s Swift Strike). number of players in the game.
 It only affects 1 target land. If a Power has multiple
effects, they ALL apply to the same land.  This Adversary is notably harder for Spirits which  Defeat - Score:
rely on moving/killing Explorers to prevent Invader  2x Difficulty.
 It only affects the current turn. Any permanent Builds (e.g. Shadows Flicker Like Flame).
changes to the game will be represented by  +1 per Invader Card not in the deck (both in the
changes to the board. The Kingdom of Sweden discard and face-up under Invader Actions).
 Sweden’s Ravages are more dangerous than most,  +1 per X living Dahan, where X is the number of
 It can only be used once this turn. You cannot pay players in the game.
for a Power Card twice and use it twice. Innate with advanced military tactics and a large population
interested in farming and mining. The Crown’s  -1 per X Blight on the island, where X is the
Powers only trigger once even if you have available
policies favor assimilating the Dahan where number of players in the game.
Elements. If something makes a Slow Power Fast,
you may only use it in the Fast Power Phase. possible, though these efforts will only work where
GLOSSARY / INDEX [p30-31] Explore: An Invader Action. Adds Explorers to Land with (Blight / Dahan / Invaders): A land having Threshold Effects: Part of a Power’s effects which
accessible lands. [p10] at least one Blight / Dahan / Invader. depend on having certain Elements that turn. [p14]
Explorer: A type of Invader piece. Does 1 Damage, Move: To put into a land from somewhere else on Town: A type of Invader piece. Does 2 Damage, has
Action: see Invader Action.
has 1 Health. [p15] the island via Pushing, Gathering, or other means. 2 Health. Destroying a Town causes 1 Fear. [p15]
Add: To put onto the board from the supply.
Fear: Fright done to Invaders. Advances Fear Ocean: Where the Invaders sail in. The stretch of Type of Land: see Land Type.
Adjacent Land: Sharing a border or corner. [p13] Markers, earning Fear Cards. [p12] Ocean on each island board determines which lands
Up To: May be zero. “ Up to 3” means “ 0, 1, 2, or 3” .
are Coastal. Oceans are not lands. [p13]
Adversary: A specific colonizer to fight against. Fear Card: A card from the Fear Deck, earned by
Your Land: A land with your Presence in it. [p13]
Boosts difficulty and changes how the game plays. doing Fear to the Invaders. The Terror Level dividers Outnumber: “ where A outnumbers B” can be true in
[p22] are not Fear Cards. [p9,12] lands where there is no B. For instance, “where Dahan
outnumbers Cities” is true in lands with no Cities, so
Any: Any one element, chosen anew each turn. Fear Effect: Anything done by an earned Fear Card.
long as there’s 1 or more Dahan.
Once set for a turn, cannot be changed until the next [p12,18]
turn. [p14] Permanent Element: An Element shown on a
Forget a Power Card: Permanently lose a Power
Presence Track. While uncovered, it gives an Element
Blight: A piece showing environmental/spiritual Card from your hand, discard pile, or in play. Put it in
of that type. [p14]
harm to the island. [p15] the discard pile for its deck, or out of the game if it’s
Unique to your Spirit. [p18] Power: A Power Card or Innate Power. [p16]
Blight Card: A card that holds the Blight pieces that
are not on the island. Starts off on the Healthy side, and Gain a Power Card: In a normal game, draw 4 Minor Power Card: A Power on a card. May be a Minor
may flip to the Blighted side during the game. [p15] Powers OR 4 Major Powers and keep one. If using a Power, a Major Power, or a Unique Power. [p16]
Power Progression, take your next Power Card. When
Blighted Island: The island becomes Blighted when Power Progression: A fixed sequence of Power
you gain a Major Power by any means, you must Forget
all the Blight on the front of the Blight Card goes onto Cards a Spirit gains instead of the usual “Draw 4, Keep
(lose) a Power Card. [p3,18]
the board. If all Blight on the Blighted side runs out, the 1” from a Power Card Deck. Used in introductory games
players lose. [p15] Gather: Move into a land from adjacent land(s). only. [p3,6]
[p19]
Board: See Island Board or Invader Board. Presence: A piece showing where your Spirit lives
Growth: The first part of the Spirit Phase. Lets you in the land. [p13]
Build: An Invader Action. Adds a Town or City. [p10]
place Presence, gain new Powers, and reclaim played
Push: Move to adjacent land(s). [p19]
Card Plays: The number of Power Cards a Spirit Power Cards. [p8,14]
may play each turn, determined by the highest revealed Range: The maximum number of lands away you
Health: How much Damage an Invader or Dahan can
number on a Spirit’s lower Presence Track. [p14] can use a Power or effect. You may always act closer!
take before it is Destroyed. [p15,16]
Measured from your Presence unless otherwise
Cascade: Upon adding Blight to an already-Blighted
Healthy Island: The island starts the game Healthy. specified. [p16]
land, you must also add Blight to one adjacent land.
It becomes Blighted when the first pool of Blight on the
[p15] Ravage: An Invader action. Invaders simultaneously
Blight Card is emptied and the card flips to the Blighted
deal Damage to the land and Dahan; surviving Dahan
City: A type of Invader piece. Does 3 Damage, has 3 side. [p15]
then fight back. [p9]
Health. Destroying a City causes 2 Fear. [p15]
Inland Land: A land not adjacent to the printed
Reclaim: Take all played Power Cards from your
Coastal Land: A land readily accessible to ships, Ocean area. [p13]
personal discard pile into your hand of available Power
adjacent to the printed Ocean area. [p13]
Innate Power: A Power printed on your Spirit Panel. Cards. [p14]
Dahan: A piece representing a clan/village of local [p14,16]
Reclaim One: Take a single Power Card from your
islanders. Does 2 Damage, has 2 Health. [p16]
Invader: A City, Town, or Explorer. [p15] personal discard pile into your hand of available Power
Damage: Harm done to Invaders, the land, or Cards. When revealed on a Presence Track, may be
Invader Action: One of three bad things the
Dahan. Whenever a card doesn’t specify, it always done once every Spirit Phase, starting immediately.
Invaders do during the Invader Phase - Ravage, Build,
means “to Invaders”. Damage equal to an Invader’s or [p14]
or Explore. [p9-11]
Dahan’s Health Destroys it. Dealing 2 or more Damage
Remove: Take off the board and return to the
to a land adds one Blight to the land. [p9,18] Invader Board: The board which governs the
supply. Distinct from Destroy; Removing Invaders does
Actions of the Invaders, including spaces for the Invader
Defend: Guard a land against Invaders. Reduces the not cause Fear. [p18]
Deck and each of their three Actions. Additionally, the
Damage done by Invaders to the land and Dahan by the
Invader Board features the Fear Pool, the Fear Deck, Repeat: Use the text effects of a Power again. Does
specified amount. [p18]
and the Blight space where a Blight Card is placed not grant additional Elements. Repeats never chain.
Destroy: Take off of the board and return to the during Setup. [p6] [p19]
supply. Destroying a Town causes 1 Fear. Destroying a
Invader Card: Cards in the Invader Deck, indicating Replace: Remove one piece and put another piece
City causes 2 Fear. [p18]
where the Invaders will act. Divided into Stage I, Stage in its place. [p18]
Effect: The text instructions of a card or other game II, and Stage III. [p6]
Sacred Site: A land where a Spirit has 2 or more
element.
Island: The entire playing area of the game Presence. [p13]
Element: Affinity with an aspect of nature, usually comprised of one or more island boards. [p6-7,13]
Scenario: A situation providing alternate rules/
granted by a Power Card. Lets you use Threshold
Island Board: An individual punchboard piece that victory conditions. Boosts difficulty and changes how
Effects. [p16,32]
comprises the island. The reverse has a thematic map the game plays. [p23]
Elemental Thresholds: see Threshold Effects. for experienced players. [p6-7,13]
Target: The land or Spirit a Power affects. [p16]
Energy: Pays for Power Cards. Carries over from Land: A bordered area on the island map (other
Terrain: Jungle, Mountain, Sands, or Wetland. Each
turn to turn. [p13] than Ocean). Whenever a land takes 2 Damage, you
land has one terrain. [p13]
add Blight to it. [p13,15]
Escalation Effect: Something an Adversary does
Terror Level (“Margie, pack your bags!”): A number
each time Exploring reveals an Invade Card with an Land Type: A description of what sort of land to act
from 1-3, representing how frightened the Invaders are.
Escalation icon on it. This icon appears only on Stage II upon. This may be a terrain, Coastal/Inland, or a
Sets the current Victory Condition. [p12]
cards. [p10,22] requirement of what’s in/not in the land (e.g. “a land with
Invaders”). [p13,16]
SEQUENCE OF PLAY [p8] FAST POWER PHASE [p8] Build
Invaders Build either 1 City or 1 Town in each land of
Each turn has the following phases: Players resolve Fast Powers - both Innate the shown type where they are present. Do not Build in
1. Spirit Phase Powers printed on their Spirit Panel and lands without Invaders.
played Power Cards. Resolution can be
1. Growth mostly simultaneous. If timing is important, Powers may  If the land has more Towns than Cities, add a City.
2. Gain Energy be resolved in any order but may not interrupt another.  In all other cases, add a Town.
SETUP [p6]
3. Play and Pay for Power Cards If a player does not (or cannot) use a Power’s text effect Explore
 Optional - Select an Adversary and/or Scenario. 2. Fast Power Phase (Cards and Innate) they may skip it entirely. Elements are still gained.
Turn the top card of the Invader Deck face up.
Follow any specified setup instructions. 3. Invader Phase You cannot delay using Fast Powers until a later phase.
1. Blighted Island Effect (once appropriate) If the card has a flag icon and you are playing with an
 New Players: Adversary, first perform the Escalation effect.
 Choose a low-complexity Spirit (Lightning’s Swift 2. Fear Effects INVADER PHASE [p9-11,12,15-16]
Otherwise, ignore it. Escalation effects happen as soon
Strike, Vital Strength of the Earth, River Surges in 3. Invader Actions as the card is revealed, before Explore, unless the
Blighted Island (once appropriate)
Sunlight, or Shadows Flicker Like Flame). 3a. Ravage Adversary states otherwise.
 Take the Power Progression Card for your Spirit. If the Blight Card has flipped to “Blighted Island”, follow
3b. Build If there is no card to turn up, you lose.
Set aside all Major and Minor Powers listed and, the instructions there. The Blight Card never flips back.
3c. Explore Invaders Explore in accessible lands of the shown type
when gaining a new Power Card during the game, Fear
4. Advance Invader Cards only. Add an Explorer if the land:
add the next Power Card listed instead.
4. Slow Power Phase (Cards and Innate) If any Fear Cards have been earned, pick up the entire  Contains a Town or City; or
 Do not use a Blight Card, Adversary, or Scenario. stack, flip it over and resolve the cards one at a time in
5. Time Passes  Is adjacent to a Town, City, or Ocean.
Invader Board the order they were earned. For “each player” effects,
 Place to one side of play area. Play is simultaneous within each phase. Players may one player fully resolves effects, then the next, etc. Only add 1 Explorer, regardless the number of adjacent,
confer as they wish. Use only the effect listed next to the current Terror accessible lands. Explorers are added from the supply.
 Place 4 Fear Markers per player into the Fear Pool.
Level. Fear effects last only for the current turn. Advance Invader Cards
 Shuffle the Fear Cards and place 9 on the Fear Deck SPIRIT PHASE [p8,13]
Space. Divide the deck into 3 groups of 3 cards Discard them to the Fear Discard Space after use. Slide all Invader Cards left one space.
each. Place the “Terror Level 2” divider between the Each Spirit does 3 things, in order: Invader Actions
top and middle groups. Place the “Terror Level 3”
Growth The Invader Card in an Action Space determines which SLOW POWER PHASE [p10]
divider between the middle and bottom groups.
Choose 1 option (unless stated otherwise) next to land(s) will be affected by that action. If there is no
 Invader Deck - Shuffle the cards from each Stage “Growth” at the upper-right of the Spirit Panel. Each Players resolve Slow Powers - both Innate
Invader Card in a space, that action is not taken.
separately. Select 5 Stage III cards and place them section is a single choice. You must do everything Powers printed on their Spirit Panel and
on the Invader Board on the Explore Action Space. shown, but may choose the order. Ravage played Power Cards. Resolution can be
Select 4 Stage II cards and place them on top of the mostly simultaneous. If timing is important, Powers may
Examples of Common Growth Options: Invaders Ravage (deal damage simultaneously to the
Stage III cards. Then select 3 Stage I cards and place be resolved in any order but may not interrupt another.
land and Dahan) in each land of the shown type only.
them on top to complete the Invader Deck. Add 1 Presence to the board at Range 2 (up to 2 Explorers = 1 Damage If a player does not (or cannot) use a Power’s text effect
 Take a random Blight Card and cover the Blight lands away from your existing Presence). they may skip it entirely. Elements are still gained.
Space, “ Healthy Island” side up, without looking Towns = 2 Damage
Whenever you would add Presence, you may
at the back. If not using a Blight Card use the Blight choose to move 1 already on the board instead. Cities = 3 Damage
instructions printed on the board instead. Reduce Damage dealt by any Defend Powers played. TIME PASSES [p10]
Gain 2 Energy (in addition to this turn’s normal
 Place the shown amount of Blight on the card/board. Energy income). 1. Invaders Damage the Land - If 2 or more Damage Discard - Players discard all Power Cards played this
The Island and Supply is dealt, add a Blight to the land from the Blight turn to their personal discard piles.
 Randomly pick 1 Island Board per player and arrange Gain a Power Card. Card / Space. Only 1 Blight is added, no matter how Damage and Elements Clear - All Elements and
them to form the Island (see diagrams on p.6-7). much Damage is dealt. Ignore Partial Damage. Damage done during the turn go away. Any pieces on
 Populate the Island Boards with Invaders, Dahan,  Cascade - If the land already has Blight, you their sides noting partial Damage are returned upright.
and Blight (from the box, not the Blight Card) as Reclaim all played Power Cards from your must also add a Blight to 1 adjacent land. If the Remove any Reminder Tokens.
indicated by the icons in each land. personal discard pile. Return them to your hand. adjacent land has a Blight, it cascades again,
 Shuffle the Minor and Major Power Decks separately. etc.
Gain Energy VICTORY AND DEFEAT [p12]
Place them near the board with room for discards.  Destroy Presence - Adding Blight to a land
Gain an amount of Energy equal to the highest You win immediately any time you meet the current
 Put the Energy, Cities, Towns, Explorers, and destroys 1 Presence from each Spirit in that
uncovered number on your Energy Presence Track. victory condition for the Terror Level.
Dahan near the board for easy access. land. Destroyed Presence is removed from play.
Place any gained Energy on or near your Spirit Panel.
Player Setup 2. Invaders Fight the Dahan - Every 2 points of At the start of the game, Invaders are at Terror Level 1.
Energy is individual and cannot be transferred between To win at this level, you need to completely clear the
 Each player takes all Spirit Presence and Single-Turn Spirits. Unspent Energy carries over to the next turn. Damage destroys 1 Dahan. You must destroy
Dahan as efficiently as possible - damage cannot be island of Invaders. As you earn Fear Cards you will
Effect Markers of one color. Then, choose a Spirit. reach new Terror Levels with easier victory conditions.
Take its Spirit Panel and its 4 Unique Power Cards. Play and Pay for Power Cards dispersed among multiple Dahan to avoid killing
Select Power Cards (Fast and Slow) from your hand to them. If a Dahan is dealt 1 Damage, turn it over to You can lose three ways:
 Each player starts on a different Island Board,
play this turn. The maximum you can play is the highest show that it is Damaged. Surviving Damaged Dahan
following the Setup instructions on the back of their  Too Much Blight - If the last Blight comes off the
uncovered number on the Card Plays Presence Track, recover at the end of the turn.
Spirit Panel to place starting Presence (once the Blight Card, follow the instructions (often “you lose”).
even if you have enough Energy to pay for more.
game begins, Spirits are not restricted to play only on 3. Dahan Fight Back (skip this step - in this land only -  A Spirit Is Destroyed - If any Spirit has no
their starting board). Then flip the Spirit Panels and You must immediately pay Energy for all Power Cards if the Ravage action in this land was skipped or Presence left on the island, you lose.
place all remaining Presence on the dashed circles played. Energy costs are in the circle in the top left stopped) - After Invader Damage has been fully
on their Presence Tracks. corner of the card. You immediately gain all Elements  Time Runs Out - If you need to draw an Invader
resolved in a land (even if no Damage was dealt),
but do not resolve card effects at this time. Card (to Explore) but that deck is empty, you lose.
Invaders’ Starting Action each surviving Dahan there deals 2 Damage to the
Card Plays are individual and cannot be shared with Invaders, divided how you choose. If an effect causes you to both win and lose, you
 Reveal the top card of the Invader Deck, complete
other Spirits. Unused Card Plays do NOT carry over to  Destroying a Town generates 1 Fear. win a Sacrifice Victory. You are destroyed but the
the Explore action in that land type, then place that
future turns. island, Dahan, and many other Spirits survive.
card face-up in the “Build” Action Space.  Destroying a City generates 2 Fear.
FEAR AND TERROR [p12] Each Spirit Panel contains 2 Presence Tracks. The top Innate Powers (printed on a Spirit Panel) Repeat
one is Energy Gained per turn and the bottom one is Function similarly to Power Cards, except they are Repeating a Power lets you activate its effects again.
Fear is generated by Spirit Powers with the Card Plays. To start, all but the leftmost space on automatically available every turn and require having Repeated Powers are Slow or Fast, matching the
Fear symbol and by destruction (either directly by each track is covered by Presence. When placing certain Elements rather than spending Energy. original Power. Elements are not gained again. Repeats
an effect or by Damage). Presence on the island, you can choose which track to cannot be chained.
take it from, but always take it from left to right. Spirits Unless specified, Innate Powers never cost Energy or
 Destroying a Town generates 1 Fear. use Card Plays. Like all Powers, they target a single Changes to a Power carry over to the Repeat use. You
use only the highest revealed number for their Energy
 Destroying a City generates 2 Fear. Gains or Card Plays. The benefits are not additive. land or Spirit, unless otherwise stated. may make different choices when Repeating a Power. If
the Repeat does not specify where it can be used you
For each Fear generated, advance one Fear Marker Some Spirits have a “Reclaim One” space. While this A few Powers have temporary can choose any valid target, including same target as its
from the Fear Pool to the Generated Fear area. space is revealed, the Spirit may return 1 Power Card to effects on a land. You can use first use. Repeat does NOT count as playing another
their hand any time during the Spirit Phase. This ability the colored Reminder Tokens Power Card but DOES count as using a new Power.
When all of the Fear Markers have advanced:
can be used the same turn it is revealed. to mark those lands. Remove them during “Time
 Move the top card of the Fear Deck face-down Passes”.
into the Earned Fear Cards area. If this reveals Some Spirits have bonus Elements on their Presence INVADERS [p15]
a Terror Level divider, move it to cover the old Tracks. These constantly provide 1 of the shown Gaining Power Cards
Elements for as long as the space is revealed. A space There are 3 types of Invaders - Explorers, Towns, and
Terror Level. The new Terror Level and victory Choose whether to gain a Minor or Major Power. Draw
marked “Any” grants one Element each turn. The Spirit Cities. A land containing any number of these is “ a
conditions take effect immediately. 4 cards (reshuffle the discard pile, if needed) and add 1
may choose which Element to get at any time, but then land with Invaders”. Their number is not limited by the
 Move the Fear Markers back to the Fear Pool. drawn card to your hand. Discard the others.
cannot change it until the next turn. supply of pieces.
Leftover Fear after earning a card is moved back If you are playing with a Power Progression take the
to the Generated Fear area. next card in your Progression instead of drawing. Explorers have 1 Health and deal 1 Damage
POWERS [p16-19]
during Ravage.
Cards in the Earned Fear Cards space are flipped and After you gain a Major Power you must Forget
resolved during the next Invader Phase. Fear Card Spirits affect the game using Powers - either Power
(permanently lose) one of your Power Cards. Discard Towns have 2 Health and deal 2 Damage
effects last the current turn only, unless they change the Cards or Innate Powers printed on a Spirit Panel.
the Forgotten Power Card (or, for Unique Powers, place during Ravage. Towns act as an Invader source
board in some way. After each Fear Card is resolved, Elements - When you play a Power Card you gain it under your Spirit Panel). during Explore. They generate 1 Fear when
move it to the Fear Discard space. the Elements shown down the left side of the card. Destroyed.
You may Forget any card (Major or Minor Power) from
If a new Fear Card is earned from a Fear effect, place it There are 8 Elements: Sun, Moon, Fire, Air,
your hand, discard, or cards in play. If you Forget a Cities have 3 Health and deal 3 Damage
at the bottom of the stack you’re currently resolving. Water, Earth, Plant, and Animal. You gain the
Power Card from play you immediately lose its during Ravage. Cities act as an Invader source
Elements the moment you pay for a Power Card,
Elements. If you have already used it, its effects during Explore. They generate 2 Fear when
regardless whether the Power is Fast or Slow, and
BOARDS AND LANDS [p13] continue as normal. Otherwise, you cannot use it. Destroyed.
they go away as soon as the Power Card leaves
play (usually during Time Passes). Elements do not Power and Fear Effects
The game is played with 1 island board per player, laid BLIGHT [p15]
out to make an island. Each island board is divided into carry over from turn to turn. Damage, Destruction, and Removal
8 numbered lands, with 2 of each terrain (Jungle, Elemental Thresholds are optional effects which If an effect removes Invaders, return them to the When Blight is added during play, take it from the
Mountain, Sands, and Wetland). Most pieces only can only be used on Turns you have gained all the Supply. If an effect replaces Invaders, first remove it Blight Card / Space. If you remove Blight from the
affect other pieces in the same land, unless specified. required Elements. Innate Powers require specific and then put something else in its place (a replaced island, return it to the Blight Card / Space.
Two lands are adjacent when they touch, even if they’re Elements. Some Power Cards have extra effects if Invader keeps any Damage it had). If an effect destroys If you run out of Blight on the card / space, follow
not on the same board or meet only at a corner. you have gained specific Elements. an Invader, return it to the Supply. its instructions. Flipped Blight Cards never flip back.
Each board also shows a swath of Ocean, to indicate Elements are never spent, only checked to see if they Destroying a Town generates 1 Fear. Destroying a City After Setup, when Blight is added to a land (including
which lands are readily accessible by sea. Lands are in play. You may always resolve a Power as if you generates 2 Fear. Removing or replacing Towns and when it Cascades) it has two effects:
adjacent to the Ocean are Coastal. Lands not adjacent had fewer elements than you actually do. If you meet Cities does not generate Fear.
more than one threshold under a Power, do each of  Cascade - If the land already has Blight, you must
to the Ocean are Inland. The Ocean itself is not a land Unless specified, “Damage” means “Damage to
them in order, from top to bottom. Invaders”. Damage is dealt to any Invaders in the target also add a Blight to 1 adjacent land. If the adjacent
and is not in play.
land, divided how you choose. If an Invader takes land has a Blight, it Cascades again, etc.
Energy Cost (Power Cards only) -
PRESENCE AND SACRED SITES [p13-14] Displayed in the circle in the top-left corner Damage >= its Health it is immediately Destroyed.  Destroy Presence - Adding Blight to a land
of the card. A red circle designates a Fast Damage may be combined from multiple Powers. destroys 1 Presence from each Spirit in that land.
Spirit Presence marks the lands a Spirit occupies. Power. A blue circle designates a Slow Power. Destroyed Presence is removed from play.
Lands with your Presence are sometimes referred to as Defend
“your lands”. Speed - Fast Powers resolve their effects This effect reduces the total Damage done by Invaders When Blight is Removed, return it to the Blight Card /
before the Invader Phase. Slow Powers to the land and Dahan by the specified amount. Multiple Space. Once flipped, the Blight Card never flips back.
Destroyed Presence is removed and placed next to resolve their effects afterwards.
the island. It is not returned to the Spirit Panels. If Defend effects used in one land are added together.
Defend effects last the entire turn. THE DAHAN [p16]
any Spirit ever has no Presence left on the island, the Range - The maximum number of lands away
players immediately lose. from your Presence this Power can reach. You Optional - use Reminder Tokens to designate a land as Each island board starts with 6 Dahan. Their
can always use a shorter Range. A Range of 0 Defended. number is not limited by the supply of pieces.
A land can hold any number of Presence from any means a land where you have a Presence. Some
number of Spirits. Powers have limitations on what sort of land you can Gather Dahan only attack Invaders when a Spirit Power
Unless stated, game effects which do things with use them from (such as a Sacred Site or specific prompts them to do so, or when attacked themselves.
This effect “moves that many things into the target land
Presence always affect Presence on the island. terrain). These are shown left of the range icon. After Invaders Ravage a land, any surviving Dahan in
from land(s) adjacent to it”. Boosts to a Power’s Range
that land each deal 2 Damage to the Invaders in that
Target - The land type this Power can do not affect Gathering distance. Multiple Gathered
land, divided how you choose.
target. “ANY” Powers can target any land things can come from the same or different lands.
type. Powers always target a single land Each Dahan has 2 Health. They are Destroyed by 2
Push Damage from Invaders. Damage from Spirits does not
unless specified. Some Powers target a Spirit instead of
a land. This effect “moves that many things out of the target hurt Dahan, although some Spirit Powers cause Dahan
A Spirit’s Sacred Sites are lands where that Spirit has land, to adjacent land(s)” - only 1 land away. Boosts to casualties as a side effect.
Effects (Power Cards only) - What the Power does. All a Power’s Range do not affect Push distance. Multiple
more than 1 Presence. Some Powers can only be used effects take place in the single target land unless
from Sacred Sites. Pushed things can go to the same or different lands.
specified. Perform effects in order, skipping any that You cannot Push off the board or into the Ocean.
cannot be followed. Effects that do not change anything
on the board last only for the current turn.
TRACKING DAMAGE [p15] SOLO PLAYER MODE [p22] Invader population is large.
 This Adversary is notably easier for Spirits which
Town and City models are designed to track how much Solo games work much like normal games, but with a can prevent Ravages (e.g. A Spread of Rampant
Damage will destroy them. single board as the whole island. Green or Vital Strength of the Earth).
CITIES: 3 Health The only difference is that you can target yourself with  A Note Regarding Setup: The Kingdom of Sweden
Cities take 3 Damage to destroy. You can remember Powers that specifically target “Another Spirit”, though can add Blight during Setup. Blight added during
this by counting the number of buildings on its base as it you do not gain extra benefits from Powers that are Setup does NOT Cascade or destroy Presence.
stands up (3). better when used on another Spirit (like Gift of
Constancy or Elemental Boon). SCENARIOS (Optional) [p23]
If a City takes 1 Damage, lay it on its side
with 2 buildings facing up. 2 more Damage Also, the luck of the draw is high, and you have no
fellow Spirits to compensate for your Spirit’s Scenarios change the situation the Spirits find
will destroy it. themselves in, or the capabilities of the Spirits. They
weaknesses or limitations.
may involve different victory conditions or additional
If a City takes 2 Damage, lay it on its side prerequisites for the standard victory condition, in
with 1 building facing up. 1 more Damage ADVERSARIES (Optional) [p22] addition to other rules changes.
will destroy it.
Adversaries are specific colonizing Powers. If using All Scenarios have a number in the upper-right corner
TOWNS: 2 Health one, choose it before Setup begins as some may that denotes their difficulty rating on a scale of 0 (No
change the Setup rules. Change) to 10 (Insanely Difficult).
Towns take 2 Damage to destroy. The model has 2
buildings to remind you of this. The Adversary panel specifies an Escalation Effect, You may play a game with an Adversary and a
which is performed when the Escalation symbol is Scenario or just using one or the other. If rules changes
If a Town takes 1 Damage, lay it on its side. revealed on Stage II Invader Cards. from an Adversary or Scenario contradict each other,
1 more Damage will destroy it. the Scenario takes precedence.
Some Adversaries also include additional loss
conditions.
THEMATIC MAP (Optional) [p23]
DAHAN: 2 Health In addition, each Adversary offers multiple increased
difficulty levels, indicated by the number on the left. All The thematic boards have a fixed layout relative to each
Dahan take 2 Damage to destroy.
listed game effects are cumulative: if you’re fighting vs. other. You can use any of them that you want but for
If a Dahan takes 1 Damage, flip it upside Level 3, you also use the effects from Levels 1 and 2. the definitive geography at each player count:
down. 1 more Damage will destroy it.
Some Adversaries modify the Invader actions. There  1 Player - Use Northeast.
are Reminder Tiles to place below the Invader Action  2 Players - Use West and East, touching on the side
When a piece has taken Damage >= its Health it is spaces on the Invader Board to remind you those rules opposite the Ocean.
Destroyed. Return it to the Supply. At the end of each are modified.
 3 Players - Use West and East as above, plus
turn, when Time Passes, Damage clears and all models
Fear Cards Northeast above East.
are reset.
As the difficulty increases, reaching higher Terror levels  4 Players - Use West, East, Northwest, and
Earn 1 Fear for Destroying a Town. becomes harder. Each level shows how many Fear Northeast in the usual 4 player layout.
Earn 2 Fear for Destroying a City. cards to use and how many cards go in the top/middle/
Some lands overlap slightly onto other boards. A land is
bottom of the Fear Deck.
always considered to be on a board where its land
GENERAL POWER PRINCIPLES [p17] number and Setup icons are. Ignore any unattached
The Kingdom of Brandenberg-Prussia
land fragments. They aren’t in play.
DO AS MUCH AS YOU CAN  Excellent first Adversary with few new rules; most of
When resolving a Power’s effects do as much as you the changes occur during Setup. Some lands have Setup icons for tokens from the
can. If one part does not apply or cannot be done, skip Branch & Claw expansion. Ignore them when
 Speed is the name of the game: the Invaders do
it and do the rest. The only targeting restrictions are playing with just the core game.
everything at a faster tempo. Cards with 2 land types
those in the target bar. come up much earlier, often before the Spirits have Illustrations for Spirits, rivers, and wildfires are for flavor
YOU CAN SKIP USING A POWER’S EFFECT had time to prepare. and do not alter gameplay.
If you cannot or do not want to use a Power you’ve  This Adversary is notably harder for Spirits which
need substantial time to develop. SCORING (Optional) [p23]
played you may skip its effects entirely. If it was a
Power Card, you do NOT get your Energy back but you The Kingdom of England  Victory - Score:
do still get to use the Elements granted by the card.  5x Difficulty.
 Buildings, buildings, and more buildings - England
Similarly, when resolving a Power with thresholds, you sends so many immigrants that the colonies spill  +10 Bonus for winning.
may act as if you have fewer Elements than you really over into unexplored lands. It doesn’t start out fast,  +2 per Invader Card remaining in the deck.
do, to avoid hitting thresholds. but constantly pushes its borders forward. They will  +1 per X living Dahan, where X is the number of
ONE LAND! ONE TURN! ONE USE! push hard to found a capital during Stage II. players in the game.
 England is notably easier for Spirits good at  -1 per X Blight on the island, where X is the
Unless a Power explicitly says otherwise:
wrecking Towns (e.g. Lightning’s Swift Strike). number of players in the game.
 It only affects 1 target land. If a Power has multiple
effects, they ALL apply to the same land.  This Adversary is notably harder for Spirits which  Defeat - Score:
rely on moving/killing Explorers to prevent Invader  2x Difficulty.
 It only affects the current turn. Any permanent Builds (e.g. Shadows Flicker Like Flame).
changes to the game will be represented by  +1 per Invader Card not in the deck (both in the
changes to the board. The Kingdom of Sweden discard and face-up under Invader Actions).
 Sweden’s Ravages are more dangerous than most,  +1 per X living Dahan, where X is the number of
 It can only be used once this turn. You cannot pay players in the game.
for a Power Card twice and use it twice. Innate with advanced military tactics and a large population
interested in farming and mining. The Crown’s  -1 per X Blight on the island, where X is the
Powers only trigger once even if you have available
policies favor assimilating the Dahan where number of players in the game.
Elements. If something makes a Slow Power Fast,
you may only use it in the Fast Power Phase. possible, though these efforts will only work where
GLOSSARY / INDEX [p30-31] Explore: An Invader Action. Adds Explorers to Land with (Blight / Dahan / Invaders): A land having Threshold Effects: Part of a Power’s effects which
accessible lands. [p10] at least one Blight / Dahan / Invader. depend on having certain Elements that turn. [p14]
Explorer: A type of Invader piece. Does 1 Damage, Move: To put into a land from somewhere else on Town: A type of Invader piece. Does 2 Damage, has
Action: see Invader Action.
has 1 Health. [p15] the island via Pushing, Gathering, or other means. 2 Health. Destroying a Town causes 1 Fear. [p15]
Add: To put onto the board from the supply.
Fear: Fright done to Invaders. Advances Fear Ocean: Where the Invaders sail in. The stretch of Type of Land: see Land Type.
Adjacent Land: Sharing a border or corner. [p13] Markers, earning Fear Cards. [p12] Ocean on each island board determines which lands
Up To: May be zero. “ Up to 3” means “ 0, 1, 2, or 3” .
are Coastal. Oceans are not lands. [p13]
Adversary: A specific colonizer to fight against. Fear Card: A card from the Fear Deck, earned by
Your Land: A land with your Presence in it. [p13]
Boosts difficulty and changes how the game plays. doing Fear to the Invaders. The Terror Level dividers Outnumber: “ where A outnumbers B” can be true in
[p22] are not Fear Cards. [p9,12] lands where there is no B. For instance, “where Dahan
outnumbers Cities” is true in lands with no Cities, so
Any: Any one element, chosen anew each turn. Fear Effect: Anything done by an earned Fear Card.
long as there’s 1 or more Dahan.
Once set for a turn, cannot be changed until the next [p12,18]
turn. [p14] Permanent Element: An Element shown on a
Forget a Power Card: Permanently lose a Power
Presence Track. While uncovered, it gives an Element
Blight: A piece showing environmental/spiritual Card from your hand, discard pile, or in play. Put it in
of that type. [p14]
harm to the island. [p15] the discard pile for its deck, or out of the game if it’s
Unique to your Spirit. [p18] Power: A Power Card or Innate Power. [p16]
Blight Card: A card that holds the Blight pieces that
are not on the island. Starts off on the Healthy side, and Gain a Power Card: In a normal game, draw 4 Minor Power Card: A Power on a card. May be a Minor
may flip to the Blighted side during the game. [p15] Powers OR 4 Major Powers and keep one. If using a Power, a Major Power, or a Unique Power. [p16]
Power Progression, take your next Power Card. When
Blighted Island: The island becomes Blighted when Power Progression: A fixed sequence of Power
you gain a Major Power by any means, you must Forget
all the Blight on the front of the Blight Card goes onto Cards a Spirit gains instead of the usual “Draw 4, Keep
(lose) a Power Card. [p3,18]
the board. If all Blight on the Blighted side runs out, the 1” from a Power Card Deck. Used in introductory games
players lose. [p15] Gather: Move into a land from adjacent land(s). only. [p3,6]
[p19]
Board: See Island Board or Invader Board. Presence: A piece showing where your Spirit lives
Growth: The first part of the Spirit Phase. Lets you in the land. [p13]
Build: An Invader Action. Adds a Town or City. [p10]
place Presence, gain new Powers, and reclaim played
Push: Move to adjacent land(s). [p19]
Card Plays: The number of Power Cards a Spirit Power Cards. [p8,14]
may play each turn, determined by the highest revealed Range: The maximum number of lands away you
Health: How much Damage an Invader or Dahan can
number on a Spirit’s lower Presence Track. [p14] can use a Power or effect. You may always act closer!
take before it is Destroyed. [p15,16]
Measured from your Presence unless otherwise
Cascade: Upon adding Blight to an already-Blighted
Healthy Island: The island starts the game Healthy. specified. [p16]
land, you must also add Blight to one adjacent land.
It becomes Blighted when the first pool of Blight on the
[p15] Ravage: An Invader action. Invaders simultaneously
Blight Card is emptied and the card flips to the Blighted
deal Damage to the land and Dahan; surviving Dahan
City: A type of Invader piece. Does 3 Damage, has 3 side. [p15]
then fight back. [p9]
Health. Destroying a City causes 2 Fear. [p15]
Inland Land: A land not adjacent to the printed
Reclaim: Take all played Power Cards from your
Coastal Land: A land readily accessible to ships, Ocean area. [p13]
personal discard pile into your hand of available Power
adjacent to the printed Ocean area. [p13]
Innate Power: A Power printed on your Spirit Panel. Cards. [p14]
Dahan: A piece representing a clan/village of local [p14,16]
Reclaim One: Take a single Power Card from your
islanders. Does 2 Damage, has 2 Health. [p16]
Invader: A City, Town, or Explorer. [p15] personal discard pile into your hand of available Power
Damage: Harm done to Invaders, the land, or Cards. When revealed on a Presence Track, may be
Invader Action: One of three bad things the
Dahan. Whenever a card doesn’t specify, it always done once every Spirit Phase, starting immediately.
Invaders do during the Invader Phase - Ravage, Build,
means “to Invaders”. Damage equal to an Invader’s or [p14]
or Explore. [p9-11]
Dahan’s Health Destroys it. Dealing 2 or more Damage
Remove: Take off the board and return to the
to a land adds one Blight to the land. [p9,18] Invader Board: The board which governs the
supply. Distinct from Destroy; Removing Invaders does
Actions of the Invaders, including spaces for the Invader
Defend: Guard a land against Invaders. Reduces the not cause Fear. [p18]
Deck and each of their three Actions. Additionally, the
Damage done by Invaders to the land and Dahan by the
Invader Board features the Fear Pool, the Fear Deck, Repeat: Use the text effects of a Power again. Does
specified amount. [p18]
and the Blight space where a Blight Card is placed not grant additional Elements. Repeats never chain.
Destroy: Take off of the board and return to the during Setup. [p6] [p19]
supply. Destroying a Town causes 1 Fear. Destroying a
Invader Card: Cards in the Invader Deck, indicating Replace: Remove one piece and put another piece
City causes 2 Fear. [p18]
where the Invaders will act. Divided into Stage I, Stage in its place. [p18]
Effect: The text instructions of a card or other game II, and Stage III. [p6]
Sacred Site: A land where a Spirit has 2 or more
element.
Island: The entire playing area of the game Presence. [p13]
Element: Affinity with an aspect of nature, usually comprised of one or more island boards. [p6-7,13]
Scenario: A situation providing alternate rules/
granted by a Power Card. Lets you use Threshold
Island Board: An individual punchboard piece that victory conditions. Boosts difficulty and changes how
Effects. [p16,32]
comprises the island. The reverse has a thematic map the game plays. [p23]
Elemental Thresholds: see Threshold Effects. for experienced players. [p6-7,13]
Target: The land or Spirit a Power affects. [p16]
Energy: Pays for Power Cards. Carries over from Land: A bordered area on the island map (other
Terrain: Jungle, Mountain, Sands, or Wetland. Each
turn to turn. [p13] than Ocean). Whenever a land takes 2 Damage, you
land has one terrain. [p13]
add Blight to it. [p13,15]
Escalation Effect: Something an Adversary does
Terror Level (“Margie, pack your bags!”): A number
each time Exploring reveals an Invade Card with an Land Type: A description of what sort of land to act
from 1-3, representing how frightened the Invaders are.
Escalation icon on it. This icon appears only on Stage II upon. This may be a terrain, Coastal/Inland, or a
Sets the current Victory Condition. [p12]
cards. [p10,22] requirement of what’s in/not in the land (e.g. “a land with
Invaders”). [p13,16]

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