Spirit Island Card Katalog
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Results: 471

Documentation | Examples: Gather Dahan, "Dahan and" major elements:plant elements:earth, description:"add 1 presence", range:sacred range:>=2 cost:<5 target:!any

Set: Basegame
Type: Unique Power: Lightning's Swift Strike
Name: Harbingers of the Lightning
Cost: 0
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Fire, Air
Description: Push up to 2 Dahan. 1 Fear if you pushed any Dahan into a land with Town / City
Artist: Rocky Hammer
FAQ
Set: Basegame
Type: Unique Power: River Surges in Sunlight
Name: Boon of Vigor
Cost: 0
Speed: Fast
Target: Any Spirit
Elements: Sun, Water, Plant
Description: If you target yourself, gain 1 Energy. If you target another Spirit, they gain 1 Energy per Power Card they played this turn.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Unique Power: River Surges in Sunlight
Name: River's Bounty
Cost: 0
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Sun, Water, Animal
Description: Gather up to 2 Dahan. If there are now at least 2 Dahan, add 1 Dahan and gain 1 Energy.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Unique Power: Shadows Flicker Like Flame
Name: Concealing Shadows
Cost: 0
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Moon, Air
Description: 1 Fear. Dahan take no damage from Ravaging Invaders this turn.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Unique Power: Thunderspeaker
Name: Voice of Thunder
Cost: 0
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Sun, Air
Description: Push up to 4 Dahan. -or- If Invaders are Present, 2 Fear.
Artist: Loic Belliau
FAQ
Set: Basegame
Type: Unique Power: Ocean's Hungry Grasp
Name: Call of the Deeps
Cost: 0
Speed: Fast
Range: Presence: 0
Target: Coastal
Elements: Moon, Air, Water
Description: Gather 1 Explorer. If target land is the Ocean, you may Gather another Explorer.
Artist: Joshua Wright
FAQ
Set: Basegame
Type: Unique Power: Ocean's Hungry Grasp
Name: Swallow the Land-Dwellers
Cost: 0
Speed: Slow
Range: Presence: 0
Target: Coastal
Elements: Water, Earth
Description: Drown 1 Explorer, 1 Town, and 1 Dahan.
Artist: Joshua Wright
FAQ
Set: Basegame
Type: Unique Power: Bringer of Dreams and Nightmares
Name: Call on Midnight's Dream
Cost: 0
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Moon, Animal
Description: If target land has Dahan, gain a Major Power. If you Forget this Power, gain Energy equal to Dahan and you may play the Major Power immediately, paying its cost. -or- If Invaders are present, 2 Fear.
Artist: Shane Tyree
FAQ
Set: Basegame
Type: Unique Power: Bringer of Dreams and Nightmares
Name: Dreams of the Dahan
Cost: 0
Speed: Fast
Range: Presence: 2
Target: Any
Elements: Moon, Air
Description: Gather up to 2 Dahan. -or- If target land has Town / City, 1 Fear for each Dahan, to a maximum of 3 Fear.
Artist: Shane Tyree
FAQ
Set: Basegame
Type: Unique Power: A Spread of Rampant Green
Name: Fields Choked with Growth
Cost: 0
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Sun, Water, Plant
Description: Push 1 Town. -or- Push 3 Dahan
Artist: Jorge Ramos
FAQ
Set: Basegame
Type: Unique Power: A Spread of Rampant Green
Name: Stem the Flow of Fresh Water
Cost: 0
Speed: Slow
Range: SacredSite: 1
Target: Any
Elements: Water, Plant
Description: 1 Damage to 1 Town / City. If target land is Mountain / Sands, instead, 1 Damage to each Town / City.
Artist: Jorge Ramos
FAQ
Set: Basegame
Type: Minor Power
Name: Savage Mawbeasts
Cost: 0
Speed: Slow
Range: SacredSite: 1
Target: Any
Elements: Fire, Animal
Description: If target land is Jungle / Wetland, 1 Fear and 1 Damage. -If you have- 3 Animal: 1 Damage.
Artist: Cari Corene
FAQ
Set: Basegame
Type: Minor Power
Name: Shadows of the Burning Forest
Cost: 0
Speed: Slow
Range: Presence: 0
Target: Invaders
Elements: Moon, Fire, Plant
Description: 2 Fear. If target land is Mountain / Jungle, Push 1 Explorer and 1 Town.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Minor Power
Name: Sap the Strength of Multitudes
Cost: 0
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Water, Animal
Description: Defend 5. -If you have- 1 Air: Increase this Power's Range by 1
Artist: Loic Belliau
FAQ
Set: Basegame
Type: Minor Power
Name: Drift down into Slumber
Cost: 0
Speed: Fast
Range: Presence: 2
Target: Any
Elements: Air, Earth, Plant
Description: Defend 1. If target land is Jungle / Sands, instead, Defend 4.
Artist: Lucas Durham
FAQ
Set: Basegame
Type: Minor Power
Name: Land of Haunts and Embers
Cost: 0
Speed: Fast
Range: Presence: 2
Target: Any
Elements: Moon, Fire, Air
Description: 2 Fear. Push up to 2 Explorer / Town. If target land has Blight, +2 Fear. Push up to 2 more Explorer / Town. Add 1 Blight.
Artist: Jorge Ramos
FAQ
Set: Basegame
Type: Minor Power
Name: Call to Isolation
Cost: 0
Speed: Fast
Range: Presence: 1
Target: Dahan
Elements: Sun, Air, Animal
Description: Push 1 Explorer / Town per Dahan. -or- Push 1 Dahan.
Artist: Graham Stermberg
FAQ
Set: Basegame
Type: Minor Power
Name: Gift of Constancy
Cost: 0
Speed: Fast
Target: Any Spirit
Elements: Sun, Earth
Description: Target Spirit gains 2 Energy. At end of turn, target Spirit may Reclaim 1 Power Card instead of discarding it. If you target another Spirit, you may also Reclaim 1 Power Card instead of discarding it.
Artist: Moro Rogers
FAQ
Set: Basegame
Type: Minor Power
Name: Enticing Splendor
Cost: 0
Speed: Fast
Range: Presence: 0
Target: No Blight
Elements: Sun, Air, Plant
Description: Gather 1 Explorer / Town. -or- Gather up to 2 Dahan.
Artist: Joshua Wright
FAQ
Set: Basegame
Type: Minor Power
Name: Gift of Living Energy
Cost: 0
Speed: Fast
Target: Any Spirit
Elements: Sun, Fire, Plant
Description: Target Spirit gains 1 Energy, +1 Energy if target Spirit is not yourself. If you have at least 2 SacredSite, target Spirit gains +1 Energy.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Minor Power
Name: Gift of Power
Cost: 0
Speed: Slow
Target: Any Spirit
Elements: Moon, Water, Earth, Plant
Description: Target Spirit gains a Minor Power Card.
Artist: Joshua Wright
FAQ
Set: Basegame
Type: Minor Power
Name: Gnawing Rootbiters
Cost: 0
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Earth, Animal
Description: Push up to 2 Town.
Artist: Moro Rogers
FAQ
Set: Basegame
Type: Minor Power
Name: Lure of the Unknown
Cost: 0
Speed: Fast
Range: Presence: 2
Target: No Invaders
Elements: Moon, Fire, Air, Plant
Description: Gather 1 Explorer / Town
Artist: Lucas Durham
FAQ
Set: Basegame
Type: Minor Power
Name: Rain of Blood
Cost: 0
Speed: Slow
Range: SacredSite: 1
Target: Invaders
Elements: Air, Water, Animal
Description: 2 Fear. If target land has at least 2 Town / City, +1 Fear.
Artist: Kat Birmelin
FAQ
Set: Basegame
Type: Minor Power
Name: Reaching Grasp
Cost: 0
Speed: Fast
Target: Any Spirit
Elements: Sun, Air, Water
Description: Target Spirit gets +2 Range with all their Powers.
Artist: Nolan Nasser
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Gold's Allure
Cost: 0
Speed: Slow
Range: Presence: 1
Target: Mountain
Elements: Fire, Earth, Animal
Description: Gather 1 Explorer. and 1 Town. Add 1 Strife.
Artist: Lucas Durham
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Here there be Monsters
Cost: 0
Speed: Slow
Range: Presence: 0
Target: Inland
Elements: Moon, Air, Animal
Description: You may Push 1 Explorer / Town / Dahan. 2 Fear. If target land has any Beasts, 1 Fear.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Portents of Disaster
Cost: 0
Speed: Fast
Range: SacredSite: 1
Target: Invaders
Elements: Sun, Moon, Air
Description: 2 Fear. The next time an Invader is destroyed in target land this turn, 1 Fear.
Artist: Nolan Nasser
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Growth through Sacrifice
Cost: 0
Speed: Fast
Target: Any Spirit
Elements: Moon, Fire, Water, Plant
Description: Destroy 1 of your Presence. Target Spirit chooses to either: Remove 1 Blight from one of their lands. -or- Add 1 Presence to one of their lands. -If you have- 2 Sun: They may do both, in the same land.
Artist: Lucas Durham
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Swarming Wasps
Cost: 0
Speed: Fast
Range: Presence: 1
Target: No Blight
Elements: Fire, Air, Animal
Description: Add 1 Beasts. -or- If target land has Beasts, Push up to 2 Explorer.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Animated Wrackroot
Cost: 0
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Moon, Fire, Plant
Description: 1 Fear. Destroy 1 Explorer. -or- Add 1 Wilds.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Promises of Protection
Cost: 0
Speed: Fast
Range: SacredSite: 2
Target: Any
Elements: Sun, Earth, Animal
Description: Gather up to 2 Dahan. Dahan have +2 Health while in target land.
Artist: Lucas Durham
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Call to Ferocity
Cost: 0
Speed: Slow
Range: Presence: 1
Target: Invaders
Elements: Sun, Fire, Earth
Description: Gather up to 3 Dahan. -or- If target land has Dahan, 1 Fear and Push 1 Explorer and 1 Town.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Twilight Fog brings Madness
Cost: 0
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Sun, Moon, Air, Water
Description: Add 1 Strife. Push 1 Dahan. Each remaining Dahan takes 1 Damage.
Artist: Loic Belliau
FAQ
Set: Branch & Claw
Type: Unique Power: Sharp Fangs behind the Leaves
Name: Too Near the Jungle
Cost: 0
Speed: Slow
Range: Presence on Jungle: 1
Target: Any
Elements: Plant, Animal
Description: 1 Fear. Destroy 1 Explorer.
Artist: Moro Rogers
FAQ
Set: Promo
Type: Unique Power: Heart of the Wildfire
Name: Flame's Fury
Cost: 0
Speed: Fast
Target: Any Spirit
Elements: Sun, Fire, Plant
Description: Target Spirit gains 1 Energy. Target Spirit does +1 Damage with each Damage dealing Power they use this turn. (Powers which damage multiple lands or each Invader only get 1 extra damage total. Repeated Powers keep the +1 boost. Destroy effects don't get any bonus.)
Artist: Nolan Nasser
FAQ
Set: Promo
Type: Unique Power: Heart of the Wildfire
Name: Threatening Flames
Cost: 0
Speed: Fast
Range: Presence: 0
Target: Blight, Invaders
Elements: Fire, Plant
Description: 2 Fear. Push 1 Explorer / Town per Terror Level from target land to adjacent lands without your Presence. If there are no such adjacent lands, +2 Fear.
Artist: Nolan Nasser
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Hazards Spread Across The Island
Cost: 0
Speed: Fast
Range: SacredSite: 2
Target: Any
Elements: Fire, Air, Earth, Plant
Description: Choose a type of token from Badlands / Beasts / Disease / Strife / Wilds that exists in an adjacent land; choosing Disease costs 1 energy. Add 1 of that type of token to target land.
Artist: Kat Guevara
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Carapaced Land
Cost: 0
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Earth, Plant, Animal
Description: If targeting a land with Beasts, this Power has +1 Range. Defend 3. -If you have- 2 Earth: Defend +3.
Artist: Kat Guevara
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Call To Guard
Cost: 0
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Sun, Air, Earth
Description: Gather up to 1 Dahan. Then, if Dahan are present, either: Defend 1 per Dahan. -or- After Invaders are added or moved to target land, 1 Damage to each added or moved Invader.
Artist: Kat Guevara
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Gift of Nature's Connection
Cost: 0
Speed: Fast
Target: Any Spirit
Elements:
Description: Target Spirit gains either 2 Energy or 2 of a single Element (their choice). If you target another Spirit, you gain an Element of your choice.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Mesmerized Tranquility
Cost: 0
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Water, Earth, Animal
Description: Isolate target land. Each Invader does -1 Damage.
Artist: Kat Guevara
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Territorial Strife
Cost: 0
Speed: Slow
Range: Presence: 1
Target: City
Elements: Sun, Fire, Animal
Description: 3 Damage to Explorer / Town. -or- Add 1 Strife.
Artist: Kat Guevara
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Sear Anger Into The Wild Lands
Cost: 0
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Sun, Fire, Plant
Description: Add 1 Badlands. -or- If Wilds and Invaders are present, 1 Fear and 1 Damage.
Artist: Kat Guevara
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Strong And Constant Currents
Cost: 0
Speed: Fast
Range: Presence: 0
Target: Coastal
Elements: Sun, Water, Earth
Description: Push 1 Explorer / Town to an adjacent Coastal land. -or- Move up to 2 Dahan between target land and one other Coastal land. -If you have- 2 Water: You may do both.
Artist: Jorge Ramos
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Sucking Ooze
Cost: 0
Speed: Fast
Range: Presence: 1
Target: Sands, Wetland
Elements: Moon, Water, Earth
Description: 2 Fear if Invaders are present. Isolate target land.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Terror Turns To Madness
Cost: 0
Speed: Slow
Range: Presence: 2
Target: Invaders
Elements: Moon, Air, Water
Description: If the Terror Level is... Terror Level 1: 3 Fear. Terror Level 2: 2 Fear or add 1 Strife. Terror Level 3: Add 1 Strife.
Artist: Shawn Daley
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Treacherous Waterways
Cost: 0
Speed: Fast
Range: Presence: 1
Target: Mountain, Wetland
Elements: Fire, Water, Earth
Description: Add 1 Wilds. -or- Push 1 Explorer.
Artist: Kat Guevara
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Flow Downriver, Blow Downwind
Cost: 0
Speed: Slow
Range: SacredSite: 2
Target: Any
Elements: Air, Water, Plant
Description: Push up to 1 Blight / Explorer / Town.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Weep For What Is Lost
Cost: 0
Speed: Slow
Range: Presence: 1
Target: Blight
Elements: Fire, Water, Animal
Description: 1 Fear per type of Invader present. Push up to 1 Explorer / Town per Blight.
Artist: Kat Guevara
FAQ
Set: Jagged Earth
Type: Unique Power: Grinning Trickster Stirs Up Trouble
Name: Unexpected Tigers
Cost: 0
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Moon, Fire, Animal
Description: 1 Fear if Invaders are present. If you can gather 1 Beasts, do so, then push 1 Explorer. Otherwise, add 1 Beasts.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Unique Power: Grinning Trickster Stirs Up Trouble
Name: Impersonate Authority
Cost: 0
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Sun, Air, Animal
Description: Add 1 Strife.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Unique Power: Shroud of Silent Mist
Name: Flowing and Silent Forms Dart By
Cost: 0
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Moon, Air, Water
Description: 2 Fear if Invaders are present. When Presence in target land would be Destroyed, its owner may, if possible, instead Push that Presence. You may Gather 1 Presence / Sacred Site of another Spirit (with their permission).
Artist: Emily Hancock
FAQ
Set: Jagged Earth
Type: Unique Power: Vengeance as a Burning Plague
Name: Fiery Vengeance
Cost: 0
Speed: Fast
Target: Any Spirit
Elements: Sun, Fire
Description: Cost to Use: Target Spirit Removes 1 of their Destroyed Presence from the game. 1 Fear and 1 Damage in one of target Spirit's lands. (This is your Power, so Blight counts as Badlands, even if target is another Spirit.)
Artist: Damon Westenhofer
FAQ
Set: Jagged Earth
Type: Unique Power: Fractured Days Split the Sky
Name: The Past Returns Again
Cost: 0
Speed: Fast
Target:
Elements: Sun, Moon
Description: Cost to Use: N Time, and Spirits jointly pay N Energy (where N = # of players). Swap the top card of the Invader Deck with a card in the Invader discard that is within 1 Invader Stage of it. (The discarded card stays face-down. You can't swap cards that don't exist.)
Artist: Lucas Durham
FAQ
Set: Jagged Earth
Type: Unique Power: Shifting Memory of Ages
Name: Elemental Teachings
Cost: 0
Speed: Fast
Target: Any Spirit
Elements: Moon, Air, Earth
Description: Prepare 1 Element Marker. Discard up to 3 Element Markers. Target Spirit gains those Elements. (They can be any combination of Elements - the same or different.)
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Unique Power: Shifting Memory of Ages
Name: Share Secrets of Survival
Cost: 0
Speed: Fast
Range: SacredSite: 1
Target: Any
Elements: Sun, Air, Earth
Description: Each time Dahan would be Destroyed in target land, Destroy 2 fewer Dahan. -or- Gather up to 2 Dahan. -If you have- 3 Air: You may do both.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Unique Power: Shifting Memory of Ages
Name: Study the Invaders' Fears
Cost: 0
Speed: Fast
Range: Presence: 0
Target: Town, City
Elements: Moon, Air, Animal
Description: 2 Fear. Turn the top card of the Fear Deck face-up.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Unique Power: Starlight Seeks its Form
Name: Gather the Scattered Light of Stars
Cost: 0
Speed: Slow
Target: Yourself
Elements: Moon
Description: At end of turn after discarding: Reclaim up to 2 cards to your hand. You may then Forget a Unique Power Card to Reclaim up to 3 additional cards.
Artist: Emily Hancock
FAQ
Set: Jagged Earth
Type: Unique Power: Starlight Seeks its Form
Name: Shape the Self Anew
Cost: 0
Speed: Slow
Target: Yourself
Elements: Moon
Description: Gain a Minor Power. You may Forget this Power Card to gain 3 Energy. -If you have- 4 Moon: You may gain a Major Power instead of a Minor Power.
Artist: Emily Hancock
FAQ
Set: Jagged Earth
Type: Unique Power: Stone's Unyielding Defiance
Name: Jagged Shards Push from the Earth
Cost: 0
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Fire, Earth
Description: Add 1 Badlands. Push up to 2 Dahan.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Unique Power: Lure of the Deep Wilderness
Name: Gift of the Untamed Wild
Cost: 0
Speed: Slow
Target: Any Spirit
Elements: Moon, Fire, Air, Plant
Description: Target Spirit chooses to either: add 1 Wilds to one of their lands. -or- Replace 1 of their Presence with 1 Disease.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Unique Power: Many Minds Move as One
Name: Pursue with Scratches, Pecks, and Stings
Cost: 0
Speed: Fast
Range: Presence: 2
Target: Beasts
Elements: Sun, Fire, Air, Animal
Description: 1 Fear. For each Beasts past the first, Push 1 Explorer / Town.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Unique Power: Many Minds Move as One
Name: A Dreadful Tide of Scurrying Flesh
Cost: 0
Speed: Fast
Range: SacredSite: 1
Target: 2 Beasts
Elements: Moon, Air, Water, Animal
Description: Remove up to half (round down) of Beasts in target land. For each Beasts Removed, 2 Fear and skip one Invader Action.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Unique Power: Many Minds Move as One
Name: Boon of Swarming Bedevilment
Cost: 0
Speed: Fast
Target: Another Spirit
Elements: Air, Water, Animal
Description: For the rest of this turn, each of target Spirit's Presence grants Defend 1 in its land. Target Spirit may Push up to 1 of their Presence.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Unique Power: Many Minds Move as One
Name: Guide the Way on Feathered Wings
Cost: 0
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Sun, Air, Animal
Description: Move 1 Beasts up to two lands. As it moves, up to 2 Dahan may move with it, for part or all of the way. (The Beasts / Dahan may move to an adjacent land and then back.)
Artist: Moro Rogers
FAQ
Set: Promo2
Type: Unique Power: Downpour Drenches the World
Name: Unbearable Deluge
Cost: 0
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Air, Water, Earth
Description: 1 fear. Push 2 Dahan. Defend 3. If target land is Wetland, Isolate it.
Artist: Damon Westenhofer
FAQ
Set: Promo2
Type: Unique Power: Finder of Paths Unseen
Name: Traveler's Boon
Cost: 0
Speed: Fast
Target: Another Spirit
Elements: Moon, Air, Water
Description: Target spirit moves up to 3 of their Presence to one of your lands. They may move up to 1 Invader, 1 Dahan and 1 Beasts along with their Presence. (Total, not for each Presence.)
Artist: Moro Rogers
FAQ
Set: Promo2
Type: Unique Power: Finder of Paths Unseen
Name: Paths Tied by Nature
Cost: 0
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Sun, Air, Earth, Plant
Description: Move up to 2 Invaders / Dahan / Presence / Beasts to a land within 2 Range that has the same terrain.
Artist: Moro Rogers
FAQ
Set: Promo2
Type: Unique Power: Finder of Paths Unseen
Name: A Circuitous and Wending Journey
Cost: 0
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Moon, Air
Description: Push up to half (round up) of Invaders from target land. Do likewise (separately) for Dahan, Presence, and Beasts.
Artist: Moro Rogers
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Eyes Watch From the Trees
Name: Boon of Watchful Guarding
Cost: 0
Speed: Fast
Target: Any Spirit
Elements: Earth, Plant, Animal
Description: In one of Target Spirit's lands, Defend 4. Target Spirit may pay 1 Energy to instead Defend 8. (This Power Defends a single land, letting you use your Special Rule "Dahan Trust the Watchers.")
Artist: Moro Rogers
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Eyes Watch From the Trees
Name: Whispered Guidance Through the Night
Cost: 0
Speed: Slow
Range: Presence on Jungle: 1
Target: Any
Elements: Moon, Air, Plant
Description: Gather up to 3 Dahan. If Invaders and Dahan are present, 1 Fear.
Artist: Moro Rogers
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Fathomless Mud of the Swamp
Name: Exaltation of Tangled Growth
Cost: 0
Speed: Slow
Target: Another Spirit
Elements: Water, Earth, Plant
Description: Target Spirit may pay 1 Energy to gain a Power Card. You may pay 2 Energy to gain a Power Card.
Artist: Moro Rogers
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Fathomless Mud of the Swamp
Name: Foul Vapors and Fetid Muck
Cost: 0
Speed: Slow
Range: SacredSite: 2
Target: Invaders
Elements: Fire, Air, Water, Earth
Description: 1 Fear. Push up to 2 Explorer
Artist: Moro Rogers
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Rising Heat of Stone and Sand
Name: Gift of Searing Heat
Cost: 0
Speed: Fast
Target: Another Spirit
Elements: Sun, Fire, Air
Description: Target Spirit gains 2 Energy. -or- Target Spirit may pay 1 Energy to do 1 Damage in one of their lands.
Artist: Lucas durham
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Sun-Bright Whirlwind
Name: Gift of the Sunlit Air
Cost: 0
Speed: Fast
Target: Any Spirit
Elements: Sun, Fire, Air
Description: Target Spirit gets +1 Range with all their Powers. If you target another Spirit, they gain 1 Energy.
Artist: Lucas Durham
FAQ
Set: Nature Incarnate
Type: Minor Power
Name: Roiling Bog and Snagging Thorn
Cost: 0
Speed: Fast
Range: SacredSite: 1
Target: Any
Elements: Moon, Fire, Water, Plant
Description: 1 Fear. Isolate. Defend 2. 1 Dahan does not participate in Ravage. (Check when ravaging; it does not take Damage and does not counterattack.)
Artist: Kat Guevara
FAQ
Set: Nature Incarnate
Type: Unique Power: Breath of Darkness Down Your Spine
Name: Reach from the Infinite Darkness
Cost: 0
Speed: Fast
Target: Yourself
Elements: Moon, Air, Animal
Description: Abduct up to 2 Presence (of any Spirits, with their permission) from any lands on the island, ignoring land type restrictions on moving Presence. Each Spirit's Presence in Endless Dark grants them +1 Range with all their Powers (this turn).
Artist: David Markiwsky
FAQ
Set: Nature Incarnate
Type: Unique Power: Dances Up Earthquakes
Name: Inspire a Winding Dance
Cost: 0
Speed: Slow
Range: Presence: 1
Target: Invaders
Elements: Moon, Water, Earth, Animal
Description: Push up to 1 Explorer / Town. Gather up to 1 Dahan.
Artist: Emily Hancock
FAQ
Set: Nature Incarnate
Type: Unique Power: Ember-Eyed Behemoth
Name: Exaltation of Grasping Roots
Cost: 0
Speed: Slow
Target: Another Spirit
Elements: Moon, Fire, Earth, Plant
Description: Target Spirit may Add 1 Wilds in one of their lands. You may do likewise.
Artist: David Markiwsky
FAQ
Set: Nature Incarnate
Type: Unique Power: Hearth-Vigil
Name: Surrounded by the Dahan
Cost: 0
Speed: Fast
Range: Presence: 0
Target: Dahan
Elements: Moon, Air, Animal
Description: 2 Fear if Invaders are present. 1 Fear if Dahan outnumber Town / City. Isolate target land.
Artist: Aalaa Yassin
FAQ
Set: Nature Incarnate
Type: Unique Power: Relentless Gaze of the Sun
Name: Blinding Glare
Cost: 0
Speed: Fast
Range: SacredSite: 0
Target: Invaders
Elements: Sun, Air
Description: 2 Fear. -or- Skip up to one Ravage Action. -If you have- 5 Sun: Instead, 3 Fear. -or- Skip to one Invader Action.
Artist: Agnieszka Dąbrowiecka
FAQ
Set: Nature Incarnate
Type: Unique Power: Relentless Gaze of the Sun
Name: Focus the Sun's Rays
Cost: 0
Speed: Slow
Range: SacredSite: 2
Target: Any
Elements: Sun, Fire, Air
Description: 1 Damage. 2 Damage to Dahan. Move up to 3 Presence directly to target land (from anywhere on the island). You may Bring 1 Badlands (total) with those Presence.
Artist: Agnieszka Dąbrowiecka
FAQ
Set: Nature Incarnate
Type: Unique Power: Towering Roots of the Jungle
Name: Blooming of the Rocks and Trees
Cost: 0
Speed: Slow
Range: SacredSite: 1
Target: Any
Elements: Sun, Air, Earth, Plant
Description: If no Blight is present, Add 1 Vitality. -or- If no Invaders are present, Add 1 Wilds. -If you have- 3 Plant: You may do both.
Artist: Aalaa Yassin
FAQ
Set: Nature Incarnate
Type: Unique Power: Wandering Voice Keens Delirium
Name: Exhale Confusion and Delirium
Cost: 0
Speed: Fast
Range: Presence: 1
Target: Strfe
Elements: Sun, Animal, Air, Animal
Description: 2 Fear. Invaders with Strife don't participate in Ravage. (Check when ravaging; they don't deal Damage or take counterattack Damage.)
Artist: Emily Hancock
FAQ
Set: Nature Incarnate
Type: Unique Power: Wandering Voice Keens Delirium
Name: Turmoil's Touch
Cost: 0
Speed: Slow
Target: Another Spirit
Elements: Sun, Moon, Air, Plant
Description: Target Spirit may either pay 1 Energy or discard a Power Card (from hand) to Take a Minor Power into their discard. You may do likewise
Artist: Emily Hancock
FAQ
Set: Basegame
Type: Unique Power: Lightning's Swift Strike
Name: Lightning's Boon
Cost: 1
Speed: Fast
Target: Any Spirit
Elements: Fire, Air
Description: Target Spirit may use up to 2 Slow Powers as if they were Fast Powers this turn
Artist: Rocky Hammer
FAQ
Set: Basegame
Type: Unique Power: River Surges in Sunlight
Name: Wash Away
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Water, Earth
Description: Push up to 3 Explorer / Town
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Unique Power: Shadows Flicker Like Flame
Name: Favors Called Due
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Moon, Air, Animal
Description: Gather up to 4 Dahan. If Invaders are present and Dahan now outnumber them, 3 Fear.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Unique Power: Shadows Flicker Like Flame
Name: Mantle of Dread
Cost: 1
Speed: Slow
Target: Any Spirit
Elements: Moon, Fire, Air
Description: 2 Fear. Target Spirit may Push 1 Explorer and 1 Town from a land where it has Presence.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Unique Power: Shadows Flicker Like Flame
Name: Crops Wither and Fade
Cost: 1
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Moon, Fire, Plant
Description: 2 Fear. Replace 1 Town with 1 Explorer. -or- Replace 1 City with 1 Town.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Unique Power: Vital Strength of the Earth
Name: Draw of the Fruitful Earth
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Earth, Plant, Animal
Description: Gather up to 2 Explorer. Gather up to 2 Dahan.
Artist: Sydni Kruger
FAQ
Set: Basegame
Type: Unique Power: Thunderspeaker
Name: Words of Warning
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Dahan
Elements: Sun, Air, Animal
Description: Defend 3. During Ravage, Dahan in target land deal damage simultaneously with Invaders.
Artist: Loic Belliau
FAQ
Set: Basegame
Type: Unique Power: Ocean's Hungry Grasp
Name: Grasping Tide
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Coastal
Elements: Moon, Water
Description: 2 Fear. Defend 4.
Artist: Joshua Wright
FAQ
Set: Basegame
Type: Unique Power: Ocean's Hungry Grasp
Name: Tidal Boon
Cost: 1
Speed: Slow
Target: Another Spirit
Elements: Moon, Water, Earth
Description: Target Spirit gains 2 Energy and may Push 1 Town and up to 2 Dahan from one of their lands. If Dahan are pushed to your ocean, you may move them to any Coastal land instead of Drowning them.
Artist: Joshua Wright
FAQ
Set: Basegame
Type: Unique Power: A Spread of Rampant Green
Name: Gift of Proliferation
Cost: 1
Speed: Fast
Target: Another Spirit
Elements: Moon, Plant
Description: Target Spirit adds 1 Presence up to 1 Range from their Presence.
Artist: Jorge Ramos
FAQ
Set: Basegame
Type: Minor Power
Name: Voracious Growth
Cost: 1
Speed: Slow
Range: SacredSite: 1
Target: Jungle, Wetland
Elements: Water, Plant
Description: 2 Damage. -or- Remove 1 Blight.
Artist: Cari Corene
FAQ
Set: Basegame
Type: Minor Power
Name: Rouse the Trees and Stones
Cost: 1
Speed: Slow
Range: SacredSite: 1
Target: No Blight
Elements: Fire, Earth, Plant
Description: 2 Damage. Push 1 Explorer.
Artist: Jorge Ramos
FAQ
Set: Basegame
Type: Minor Power
Name: Encompassing Ward
Cost: 1
Speed: Fast
Target: Any Spirit
Elements: Sun, Water, Earth
Description: Target Spirit provides Defend 2 in each of its lands.
Artist: Jorge Ramos
FAQ
Set: Basegame
Type: Minor Power
Name: Song of Sanctity
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Mountain, Jungle
Elements: Sun, Water, Plant
Description: If target land has 1 Explorer, Push all Explorer. Otherwise, remove 1 Blight.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Minor Power
Name: Uncanny Melting
Cost: 1
Speed: Slow
Range: SacredSite: 1
Target: Any
Elements: Sun, Moon, Water
Description: If Invaders are present, 1 Fear. If target land is Sands / Wetland, remove 1 Blight
Artist: Joshua Wright
FAQ
Set: Basegame
Type: Minor Power
Name: Steam Vents
Cost: 1
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Fire, Air, Water, Earth
Description: Destroy 1 Explorer. -If you have- 3 Earth: You may instead destroy 1 Town.
Artist: Joshua Wright
FAQ
Set: Basegame
Type: Minor Power
Name: Veil the Night's Hunt
Cost: 1
Speed: Fast
Range: Presence: 2
Target: Dahan
Elements: Moon, Air, Animal
Description: Each Dahan deals 1 Damage to a different Invader. -or- Push up to 3 Dahan.
Artist: Loic Belliau
FAQ
Set: Basegame
Type: Minor Power
Name: Elemental Boon
Cost: 1
Speed: Fast
Target: Any Spirit
Elements:
Description: Target Spirit gains 3 different Elements of their choice. If you target another Spirit, you also gain the chosen Elements.
Artist: Moro Rogers
FAQ
Set: Basegame
Type: Minor Power
Name: Devouring Ants
Cost: 1
Speed: Slow
Range: SacredSite: 1
Target: Any
Elements: Sun, Earth, Animal
Description: 1 Fear. 1 Damage. Destroy 1 Dahan. If target land is Jungle / Sands, +1 Damage.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Minor Power
Name: Dark and Tangled Woods
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Moon, Earth, Plant
Description: 2 Fear. If target land is Mountain / Jungle, Defend 3.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Minor Power
Name: Nature's Resilience
Cost: 1
Speed: Fast
Range: SacredSite: 1
Target: Any
Elements: Earth, Plant, Animal
Description: Defend 6. -If you have- 2 Water: You may instead remove 1 Blight.
Artist: Joshua Wright
FAQ
Set: Basegame
Type: Minor Power
Name: Visions of Fiery Doom
Cost: 1
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Moon, Fire
Description: 1 Fear. Push 1 Explorer / Town. -If you have- 2 Fire: +1 Fear.
Artist: Lucas Durham
FAQ
Set: Basegame
Type: Minor Power
Name: Pull Beneath the Hungry Earth
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Moon, Water, Earth
Description: If target land has your Presence, 1 Fear and 1 Damage. If target land is Sands / Wetland, 1 Damage.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Minor Power
Name: Call of the Dahan Ways
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Dahan
Elements: Moon, Water, Animal
Description: Replace 1 Explorer with 1 Dahan. -If you have- 2 Moon: You may instead replace 1 Town with 1 Dahan.
Artist: Loic Belliau
FAQ
Set: Basegame
Type: Minor Power
Name: Call to Bloodshed
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Dahan
Elements: Sun, Fire, Animal
Description: 1 Damage per Dahan. -or- Gather up to 3 Dahan.
Artist: Jorge Ramos
FAQ
Set: Basegame
Type: Minor Power
Name: Call to Migrate
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Fire, Air, Animal
Description: Gather up to 3 Dahan. Push up to 3 Dahan.
Artist: Graham Stermberg
FAQ
Set: Basegame
Type: Minor Power
Name: Call to Tend
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Dahan
Elements: Water, Plant, Animal
Description: Remove 1 Blight. -or- Push up to 3 Dahan.
Artist: Loic Belliau
FAQ
Set: Basegame
Type: Minor Power
Name: Quicken the Earth's Struggles
Cost: 1
Speed: Fast
Range: SacredSite: 0
Target: Any
Elements: Moon, Fire, Earth, Animal
Description: 1 Damage to each Town / City. -or- Defend 10.
Artist: Lucas Durham
FAQ
Set: Basegame
Type: Minor Power
Name: Delusions of Danger
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Sun, Moon, Air
Description: Push 1 Explorer. -or- 2 Fear.
Artist: Moro Rogers
FAQ
Set: Basegame
Type: Minor Power
Name: Drought
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Sun, Fire, Earth
Description: Destroy 3 Town. 1 Damage to each Town / City. Add 1 Blight. -If you have- 3 Sun: Destroy 1 City.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Minor Power
Name: Entrancing Apparitions
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Moon, Air, Water
Description: Defend 2. If no Invaders are present, gather up to 2 Explorer.
Artist: Moro Rogers
FAQ
Set: Basegame
Type: Minor Power
Name: Purifying Flame
Cost: 1
Speed: Slow
Range: SacredSite: 1
Target: Any
Elements: Sun, Fire, Air, Plant
Description: 1 Damage per Blight. If target land is Mountain / Sands, you may instead remove 1 Blight.
Artist: Jorge Ramos
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Inflame the Fires of Life
Cost: 1
Speed: Slow
Range: SacredSite: 1
Target: Any
Elements: Moon, Fire, Plant, Animal
Description: Add 1 Disease. -or- 1 Fear. Add 1 Strife. -If you have- 3 Animal: You may do both.
Artist: Kat Birmelin
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Fire in the Sky
Cost: 1
Speed: Fast
Range: SacredSite: 1
Target: Any
Elements: Sun, Fire, Air
Description: 2 Fear. Add 1 Strife
Artist: Moro Rogers
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Fleshrot Fever
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Jungle, Sands
Elements: Fire, Air, Water, Animal
Description: 1 Fear. Add 1 Disease.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Guardian Serpents
Cost: 1
Speed: Fast
Target: Any Spirit
Elements: Sun, Moon, Earth, Animal
Description: Add 1 Beasts in one of target Spirit's lands. If target Spirit has a SacredSite in that land: Defend 4 there.
Artist: Moro Rogers
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Infested Aquifers
Cost: 1
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Moon, Water, Earth, Animal
Description: If target land has any Disease, 1 Damage to each Invader. -or- If target land is Mountain / Wetland, 1 Fear and add 1 Disease.
Artist: Nolan Nasser
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Poisoned Dew
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Fire, Water, Plant
Description: Destroy 1 Explorer. If target land is Jungle / Wetland, destroy all Explorer.
Artist: Cari Corene
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Prowling Panthers
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Mountain, Jungle
Elements: Moon, Fire, Animal
Description: 1 Fear. Add 1 Beasts. -or- If target land has Beasts, destroy 1 Explorer / Town.
Artist: Moro Rogers
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Renewing Rain
Cost: 1
Speed: Slow
Range: SacredSite: 1
Target: Any
Elements: Water, Earth, Plant
Description: If target land is Jungle / Sands, remove 1 Blight. -If you have- 3 Plant: Add 1 Wilds.
Artist: Nolan Nasser
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Rites of the Land's Rejection
Cost: 1
Speed: Fast
Range: SacredSite: 2
Target: Dahan
Elements: Moon, Fire, Earth
Description: Invaders do not Build in target land this turn. 1 Fear per Town / City or 1 Fear per Dahan, whichever is less. -or- Push up to 3 Dahan.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Pact of the Joined Hunt
Cost: 1
Speed: Slow
Target: Any Spirit
Elements: Sun, Plant, Animal
Description: Target Spirit Gathers 1 Dahan into one of their lands. 1 Damage in that land per Dahan present.
Artist: Jorge Ramos
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Razor-Sharp Undergrowth
Cost: 1
Speed: Fast
Range: Presence: 0
Target: No Blight
Elements: Moon, Plant
Description: Destroy 1 Explorer and 1 Dahan. Add 1 Wilds. Defend 2.
Artist: Cari Corene
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Scour the Land
Cost: 1
Speed: Slow
Range: SacredSite: 2
Target: Any
Elements: Air, Earth
Description: Destroy 3 Town and all Explorer. Add 1 Blight. -If you have- 3 Air: This power may be Fast.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Sky Stretches to Shore
Cost: 1
Speed: Fast
Target: Any Spirit
Elements: Sun, Air, Water, Earth
Description: This turn, target Spirit may use 1 Slow Power as if it were Fast, or vice versa. Target Spirit gains +3 Range for measuring Range to Coastal lands.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Absorb Corruption
Cost: 1
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Sun, Earth, Plant
Description: Gather 1 Blight. -or- Pay 1 Energy to remove 1 Blight. -If you have- 2 Plant: You may do both.
Artist: Nolan Nasser
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Call to Trade
Cost: 1
Speed: Fast
Range: Presence: 2
Target: Dahan
Elements: Air, Water, Earth, Plant
Description: You may Gather 1 Dahan. If the Terror Level is 2 or lower, Gather 1 Town and the first Ravage in target land this turn becomes a Build there instead.
Artist: Kat Birmelin
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Confounding Mists
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Air, Water
Description: Defend 4. -or- Each Invader added to target land this turn may be immediately Pushed to any adjacent land.
Artist: Loic Belliau
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Cycles of Time and Tide
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Coastal
Elements: Sun, Moon, Water
Description: If there are Dahan, add 1 Dahan. If there are no Dahan, remove 1 Blight.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Disorienting Landscape
Cost: 1
Speed: Fast
Range: SacredSite: 2
Target: Any
Elements: Moon, Air, Plant
Description: Push 1 Explorer. If target land is Mountain / Jungle, add 1 Wilds.
Artist: Nolan Nasser
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Elusive Ambushes
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Dahan
Elements: Sun, Fire, Water
Description: 1 Damage. -or- Defend 4.
Artist: Nolan Nasser
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Tormenting Rotflies
Cost: 1
Speed: Slow
Range: Presence: 2
Target: Sands, Wetland
Elements: Air, Plant, Animal
Description: Add 1 Disease. -or- If target land has Invaders, 2 Fear. If Disease is present, +1 Fear. If Blight is present, +1 Fear.
Artist: Kat Birmelin
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Teeming Rivers
Cost: 1
Speed: Slow
Range: SacredSite: 2
Target: Mountain, Wetland
Elements: Sun, Water, Plant, Animal
Description: If target land has no Blight, add 1 Beasts. If target land has exactly 1 Blight, remove it.
Artist: Lucas Durham
FAQ
Set: Branch & Claw
Type: Minor Power
Name: Spur on with Words of Fire
Cost: 1
Speed: Fast
Target: Any Spirit
Elements: Sun, Fire, Air
Description: If you target a Spirit other than yourself, they gain +1 Energy. Target Spirit may immediately play another Power Card by paying its cost. (If it is Slow, it does not resolve until later.)
Artist: Nolan Nasser
FAQ
Set: Branch & Claw
Type: Unique Power: Sharp Fangs behind the Leaves
Name: Prey on the Builders
Cost: 1
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Moon, Fire, Animal
Description: You may Gather 1 Beasts. If target land has Beasts, Invaders do not Build there this turn.
Artist: Moro Rogers
FAQ
Set: Branch & Claw
Type: Unique Power: Sharp Fangs behind the Leaves
Name: Teeth Gleam from Darkness
Cost: 1
Speed: Slow
Range: Presence on Jungle: 1
Target: No Blight
Elements: Moon, Plant, Animal
Description: 1 Fear. Add 1 Beasts. -or- If target land has both Beasts and Invaders: 3 Fear.
Artist: Moro Rogers
FAQ
Set: Branch & Claw
Type: Unique Power: Sharp Fangs behind the Leaves
Name: Terrifying Chase
Cost: 1
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Sun, Animal
Description: Push 2 Explorer / Town / Dahan. Push another 2 Explorer / Town / Dahan per Beasts in target land. If you Pushed any Invaders, 2 Fear.
Artist: Moro Rogers
FAQ
Set: Branch & Claw
Type: Unique Power: Keeper of the Forbidden Wilds
Name: Regrow from Roots
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Jungle, Wetland
Elements: Water, Earth, Plant
Description: If there are 2 Blight or fewer in target land, remove 1 Blight.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Unique Power: Keeper of the Forbidden Wilds
Name: Boon of Growing Power
Cost: 1
Speed: Slow
Target: Any Spirit
Elements: Sun, Moon, Plant
Description: Target Spirit gains a Power Card. If you target another Spirit, they also gain 1 Energy.
Artist: Joshua Wright
FAQ
Set: Promo
Type: Unique Power: Serpent Slumbering Beneath the Island
Name: Gift of the Primordial Deeps
Cost: 1
Speed: Fast
Target: Another Spirit
Elements: Moon, Earth
Description: Target Spirit gains a Minor Power. Target Spirit chooses to either: Play it immediately by paying its cost. -or- Gain 1 Moon and 1 Earth.
Artist: Jorge Ramos
FAQ
Set: Promo
Type: Unique Power: Serpent Slumbering Beneath the Island
Name: Gift of Flowing Power
Cost: 1
Speed: Fast
Target: Another Spirit
Elements: Fire, Water
Description: Target Spirit gains 1 Energy. Target Spirit chooses to either: Play another Power Card by paying its cost. -or- Gain 1 Fire and 1 Water.
Artist: Jorge Ramos
FAQ
Set: Promo
Type: Unique Power: Serpent Slumbering Beneath the Island
Name: Elemental Aegis
Cost: 1
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Fire, Water, Earth
Description: Defend 2 in target land and all adjacent lands. For every Presence on your "Deep Slumber" track, Defend 1 in target land and all adjacent lands.
Artist: Jorge Ramos
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Bats Scout For Raids By Darkness
Cost: 1
Speed: Slow
Range: Presence: 2
Target: Any
Elements: Moon, Air, Animal
Description: For each Dahan, 1 Damage to Town / City. -or- 1 Fear. Gather up to 2 Dahan.
Artist: Shawn Daley
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Birds Cry Warning
Cost: 1
Speed: Fast
Range: Presence: 3
Target: Dahan
Elements: Sun, Air, Animal
Description: The next time Dahan would be Destroyed in target land, Destroy 2 fewer Dahan. -or- Push up to 3 Dahan.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Blood Draws Predators
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Sun, Fire, Water, Animal
Description: After the next time Invaders are Destroyed in target land: Add 1 Beasts, then 1 Damage per Beasts (max. 3 Damage).
Artist: Kat Guevara
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Desiccating Winds
Cost: 1
Speed: Slow
Range: SacredSite: 1
Target: Mountain, Sands
Elements: Fire, Air, Earth
Description: If target land has Badlands, 1 Damage. Add 1 Badlands.
Artist: Shawn Daley
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Dry Wood Explodes In Smoldering Splinters
Cost: 1
Speed: Slow
Range: Presence: 0
Target: No Wetland
Elements: Fire, Air, Plant
Description: You may spend 1 Energy to make this Power Fast. 2 Fear. 1 Damage.
Artist: Jorge Ramos
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Entrap The Forces Of Corruption
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Earth, Plant, Animal
Description: Gather up to 1 Blight. Isolate target land. When Blight is added to target land, it doesn't cascade.
Artist: Shawn Daley
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Domesticated Animals Go Berserk
Cost: 1
Speed: Fast
Range: Presence: 0
Target: Town, City
Elements: Moon, Fire, Animal
Description: 1 Fear. Defend 5. -If you have- 3 Moon: Add 1 Beasts.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Dire Metamorphosis
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Moon, Air, Earth, Animal
Description: 1 Fear. 1 Damage. 1 Damage to Dahan. Add 1 Badlands, 1 Beasts, 1 Disease, 1 Strife, 1 Wilds, and 1 Blight.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Skies Herald The Season Of Return
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Sun, Moon, Plant, Animal
Description: A Spirit with Presence on target board may add 1 of their Destroyed Presence. Gather up to 2 Dahan. Push 1 Blight.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Gift of Twinned Days
Cost: 1
Speed: Fast
Target: Another Spirit
Elements: Sun, Moon
Description: Once this turn, target Spirit may Repeat the lowest-cost Power Card they have in play by paying it's cost again. You may do likewise.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Haunted By Primal Memories
Cost: 1
Speed: Fast
Range: SacredSite: 2
Target: Invaders
Elements: Moon, Air, Earth
Description: 1 Fear. Defend 3. If Beasts are present, +2 Fear.
Artist: Kat Guevara
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Like Calls to Like
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Sun, Water, Plant
Description: If target land has Explorer, Gather up to 1 Explorer. Do likewise for Town, Dahan, Blight, and Beasts.
Artist: Kat Guevara
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Unquenchable Flames
Cost: 1
Speed: Slow
Range: SacredSite: 2
Target: Any
Elements: Moon, Fire, Earth
Description: 1 Fear. 1 Damage to Town / City. Invaders do not heal Damage at end of turn. -If you have- 2 Fire: Add 1 Badlands.
Artist: Kat Guevara
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Renewing Boon
Cost: 1
Speed: Slow
Target: Another Spirit
Elements: Sun, Earth, Plant
Description: Choose a land where you and target Spirit both have Presence. In that land: Remove 1 Blight, and target Spirit may add 1 of their Destroyed Presence.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Scream Disease Into The Wind
Cost: 1
Speed: Fast
Target: Another Spirit
Elements: Air, Water, Animal
Description: Target Spirit gets +1 Range with all their Powers. Once this turn, after target Spirit uses a Power targeting a land, they may add 1 Disease to that land. (Hand them a Disease token as a reminder.)
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Set Them On An Ever-Twisting Trail
Cost: 1
Speed: Fast
Range: SacredSite: 1
Target: Any
Elements: Air, Plant, Animal
Description: Gather or Push 1 Explorer. Isolate target land.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Sunset's Fire Flows Across The Land
Cost: 1
Speed: Slow
Range: SacredSite: 1
Target: Any
Elements: Sun, Moon, Fire, Water
Description: 1 Fear. 1 Damage. You may pay 1 Energy to deal 1 Damage in an adjacent land.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Minor Power
Name: The Shore Seethes With Hatred
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Coastal
Elements: Fire, Water, Earth, Plant
Description: 1 Fear. Add 1 Badlands and 1 Wilds.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Thriving Chokefungus
Cost: 1
Speed: Slow
Range: SacredSite: 1
Target: Jungle, Wetland
Elements: Moon, Water, Plant
Description: Add 1 Disease and 1 Badlands.
Artist: Jorge Ramos
FAQ
Set: Jagged Earth
Type: Minor Power
Name: Favor Of The Sun And Star-Lit Dark
Cost: 1
Speed: Fast
Range: SacredSite: 1
Target: Any
Elements: Sun, Moon, Plant
Description: Defend 4. Push up to 1 Blight. -If you have- 2 Sun: 1 Fear
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Unique Power: Grinning Trickster Stirs Up Trouble
Name: Incite the Mob
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Invaders
Elements: Moon, Fire, Air, Animal
Description: 1 Invader with Strife deals Damage to other Invaders (not to each Invader). 1 Fear per Invader this Power Destroyed.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Unique Power: Grinning Trickster Stirs Up Trouble
Name: Overenthusiastic Arson
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Fire, Air
Description: Destroy 1 Town. Discard the top card of the Minor Power Deck. If it provides Fire: 1 Fear, 2 Damage, and add 1 Blight.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Unique Power: Volcano Looming High
Name: Lava Flows
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Fire, Earth
Description: Add 1 Badlands and 1 Wilds. -or- 1 Damage.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Unique Power: Volcano Looming High
Name: Exaltation of Molten Stone
Cost: 1
Speed: Fast
Target: Another Spirit
Elements: Moon, Fire, Earth
Description: Split 1 Energy per Fire you have between yourself and target Spirit, as evenly as possible. Target Spirit gains +1 Range with their powers that originate from a Mountain.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Unique Power: Shroud of Silent Mist
Name: The Fog Closes In
Cost: 1
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Moon, Air, Water
Description: For each adjacent land with your Presence, 1 Damage to a different Invader. Push 2 Dahan.
Artist: Emily Hancock
FAQ
Set: Jagged Earth
Type: Unique Power: Shroud of Silent Mist
Name: Unnerving Pall
Cost: 1
Speed: Fast
Range: Presence: 0
Target: Invaders
Elements: Moon, Air, Animal
Description: 1 Fear. Up to 3 damaged Invaders do not participate in Ravage. -or- 1 Fear. Defend 1 per Presence you have in target land (when this Power is used).
Artist: Emily Hancock
FAQ
Set: Jagged Earth
Type: Unique Power: Vengeance as a Burning Plague
Name: Plaguebearers
Cost: 1
Speed: Slow
Range: Presence: 2
Target: Disease
Elements: Fire, Water, Animal
Description: 1 Fear if Invaders are present. For each Disease, Push 2 Explorer / Town / Dahan. 1 Disease may move with each Pushed piece.
Artist: Damon Westenhofer
FAQ
Set: Jagged Earth
Type: Unique Power: Fractured Days Split the Sky
Name: Absolute Stasis
Cost: 1
Speed: Fast
Range: SacredSite: 2
Target: Any
Elements: Sun, Air, Earth
Description: Cost to Use: 1 Time. Until the end of the Slow phase, target land and everything in it cease to exist for all purposes except checking victory/defeat. (You cannot target into, out of, or through where the land was.) This cannot target an Ocean even if Oceans are in play.
Artist: Lucas Durham
FAQ
Set: Jagged Earth
Type: Unique Power: Fractured Days Split the Sky
Name: Pour Time Sideways
Cost: 1
Speed: Fast
Target: Yourself
Elements: Moon, Air, Water
Description: Cost to Use: 3 Time. Move 1 of your Presence to a different land with your Presence. On the board moved from: During the Invader Phase, Resolve Invader and "Each board / Each land..." Actions one fewer time. On the board moved to: During the Invader Phase, Resolve Invader and "Each board / Each Land..." Actions one more time.
Artist: Lucas Durham
FAQ
Set: Jagged Earth
Type: Unique Power: Fractured Days Split the Sky
Name: Blur the Arc of Years
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Sun, Moon, Air
Description: If no Dahan / Invaders are present: Remove 1 Blight. If invaders are present: they Build, then Ravage. If Dahan are present: Add 1 Dahan. Push up to 2 Dahan. You may repeat this power (once) on the same land by spending 1 Time.
Artist: Lucas Durham
FAQ
Set: Jagged Earth
Type: Unique Power: Shifting Memory of Ages
Name: Boon of Ancient Memories
Cost: 1
Speed: Slow
Target: Any Spirit
Elements: Moon, Water, Earth, Plant
Description: If you target yourself, gain a Minor Power. Otherwise: Target Spirit gains a Power Card. If it's a Major Power, they may pay 2 Energy instead of Forgetting a Power Card.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Unique Power: Starlight Seeks its Form
Name: Boon of Reimagining
Cost: 1
Speed: Slow
Target: Any Spirit
Elements: Moon
Description: Target Spirit may Forget a Power Card from hand or discard. If they do, they draw 6 Minor Power Cards and gain 2 of them. If you target another Spirit, they gain 1 Energy.
Artist: Emily Hancock
FAQ
Set: Jagged Earth
Type: Unique Power: Starlight Seeks its Form
Name: Peace of the Nighttime Sky
Cost: 1
Speed: Fast
Range: SacredSite: 1
Target: Any
Elements: Moon
Description: If the Terror Level is 1, Invaders do not Ravage in target land this turn. You may Repeat this Power. If you do, Forget this Power Card and Gain 1 Moon.
Artist: Emily Hancock
FAQ
Set: Jagged Earth
Type: Unique Power: Stone's Unyielding Defiance
Name: Stubborn Solidity
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Sun, Earth, Animal
Description: Defend 1 per Dahan. Dahan in target land cannot be changed. (When they would be Damaged, Destroyed, Removed, Replaced, or moved, instead don't)
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Unique Power: Lure of the Deep Wilderness
Name: Perils of the Deepest Island
Cost: 1
Speed: Slow
Range: Presence: 0
Target: Inland
Elements: Moon, Plant, Animal
Description: 1 Fear. Add 1 Badlands. Add 1 Beasts within 1 Range. Push up to 2 Dahan.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Unique Power: Lure of the Deep Wilderness
Name: Swallowed by the Wilderness
Cost: 1
Speed: Fast
Range: Presence: 0
Target: Inland
Elements: Fire, Air, Plant, Animal
Description: 2 Fear. 1 Damage per Beasts / Disease / Wilds / Badlands. (Count max. 5 tokens.)
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Unique Power: Many Minds Move as One
Name: Ever-Multiplying Swarm
Cost: 1
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Fire, Earth, Animal
Description: Add 2 Beasts.
Artist: Moro Rogers
FAQ
Set: Promo2
Type: Unique Power: Downpour Drenches the World
Name: Foundations Sink into Mud
Cost: 1
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Water, Earth
Description: 2 damage to Town. If target land is Wetland, you may instead deal 1 Damage to each Town / City.
Artist: Damon Westenhofer
FAQ
Set: Promo2
Type: Unique Power: Downpour Drenches the World
Name: Gift of Abundance
Cost: 1
Speed: Fast
Target: Another Spirit
Elements: Sun, Air, Water, Plant
Description: Target Spirit either gains 2 Energy, or may Repeat one Power Card this turn by paying its cost. Either you or target Spirit may add 1 Destroyed Presence to a Wetland where you have Presence.
Artist: Damon Westenhofer
FAQ
Set: Promo2
Type: Unique Power: Downpour Drenches the World
Name: Dark Skies Loose a Stinging Rain
Cost: 1
Speed: Fast
Range: Presence on Wetland: 1
Target: Any
Elements: Moon, Air, Water
Description: Isolate target land. Push up to 1 Explorer and up to 2 Dahan.
Artist: Damon Westenhofer
FAQ
Set: Promo2
Type: Unique Power: Finder of Paths Unseen
Name: Offer Passage Between Worlds
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Sun, Moon, Air
Description: Move up to 4 Dahan between target land and one of your lands. -or- The next time Dahan would be Destroyed in target land, Destroy 2 fewer Dahan.
Artist: Moro Rogers
FAQ
Set: Promo2
Type: Unique Power: Finder of Paths Unseen
Name: Ways of Shore and Heartland
Cost: 1
Speed: Slow
Range: Presence: 2
Target: Any
Elements: Air, Water, Earth
Description: Push up to 2 Invaders / Dahan / Presence / Beasts to a land that is also Coastal / Inland (whichever the target land is.)
Artist: Moro Rogers
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Devouring Teeth Lurk Underfoot
Name: Gift of Furious Might
Cost: 1
Speed: Fast
Target: Another Spirit
Elements: Moon, Fire, Animal
Description: Once this turn, Target Spirit may deal +3 Damage when using a Damage-dealing Power. (This adds +3 Damage total, even for a Power that Damages multiple Invaders or "each Invader".)
Artist: Moro Rogers
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Devouring Teeth Lurk Underfoot
Name: Herd Towards the Lurking Maw
Cost: 1
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Water, Earth, Animal
Description: 1 Fear. Gather up to 1 Explorer / Town.
Artist: Moro Rogers
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Eyes Watch From the Trees
Name: Mysterious Abductions
Cost: 1
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Moon, Fire, Plant
Description: 1 Fear. 1 Damage.
Artist: Moro Rogers
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Fathomless Mud of the Swamp
Name: Open Shifting Waterways
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Moon, Water, Animal
Description: Gather up to 2 Dahan. If Dahan and Invaders are present, 1 Fear and 1 Damage.
Artist: Moro Rogers
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Rising Heat of Stone and Sand
Name: Call on Herders for Aid
Cost: 1
Speed: Slow
Range: Presence: 2
Target: Any
Elements: Sun, Fire, Earth, Animal
Description: Gather up to 2 Dahan. For each Dahan present, Push up to 1 Explorer / Town / Dahan.
Artist: Lucas Durham
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Rising Heat of Stone and Sand
Name: Stinging Sandstorm
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Fire, Air, Earth
Description: Gather up to 1 of your Presence. 1 Fear and 1 Damage. (If this power makes a SacredSite, your Special Rule applies immediately, giving Invaders there -1 Health and possibly Destroying Damaged Invaders.)
Artist: Lucas Durham
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Sun-Bright Whirlwind
Name: Gift of Wind-Sped Steps
Cost: 1
Speed: Fast
Target: Any Spirit
Elements: Sun, Air, Animal
Description: Once this turn, Target Spirit may choose 1 of their Slow Powers with a "Push" or "Gather" instruction and make that Power Fast (for this turn). If you target another Spirit, they gain 1 Energy.
Artist: Lucas Durham
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Sun-Bright Whirlwind
Name: Scatter to the Winds
Cost: 1
Speed: Slow
Range: Presence: 2
Target: Any
Elements: Fire, Air, Water
Description: Choose up to 5 Explorer / Town / Dahan. Push them to as many different lands as possible.
Artist: Lucas Durham
FAQ
Set: Nature Incarnate
Type: Unique Power: Breath of Darkness Down Your Spine
Name: Emerge from the Dread Night Wind
Cost: 1
Speed: Slow
Target: Any
Elements: Moon, Air
Description: Add / Move Incarna to target land. 1 Fear. If exactly 1 Invader is present, Abduct it. Otherwise, Push up to 2 Explorer / Town to different lands. Push up to 2 Dahan.
Artist: David Markiwsky
FAQ
Set: Nature Incarnate
Type: Unique Power: Breath of Darkness Down Your Spine
Name: Swallowed by the Endless Dark
Cost: 1
Speed: Fast
Range: Presence: 0
Target: Invaders
Elements: Moon, Air, Water
Description: 2 Fear. Abduct 1 Explorer. -If you have- 3 Moon, 3 Air: Abduct 1 Invader.
Artist: David Markiwsky
FAQ
Set: Nature Incarnate
Type: Unique Power: Breath of Darkness Down Your Spine
Name: Terror of the Hunted
Cost: 1
Speed: Slow
Range: Presence: 0
Target: Invaders
Elements: Moon, Fire, Animal
Description: If Beasts are present, 1 Fear and Add 1 Strife. Add 1 Strife per Terror Level. If target land is Endless Dark, Add 1 Strife. (Strife only escapes with the Invader it's attached to.)
Artist: David Markiwsky
FAQ
Set: Nature Incarnate
Type: Unique Power: Dances Up Earthquakes
Name: Exaltation of Echoed Steps
Cost: 1
Speed: Slow
Target: Another Spirit
Elements: Moon, Water, Earth
Description: Target Spirit may Push 1 Presence, Bringing up to 1 Explorer / Town / Dahan / Beasts. You may do likewise.
Artist: Emily Hancock
FAQ
Set: Nature Incarnate
Type: Unique Power: Dances Up Earthquakes
Name: Rumblings Portend a Greater Quake
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Sun, Moon, Air, Earth
Description: If you have at least as many Impending Card as Power Cards in play, 1 Fear and Add 1 Quake. Push up to 3 Dahan.
Artist: Emily Hancock
FAQ
Set: Nature Incarnate
Type: Unique Power: Ember-Eyed Behemoth
Name: Terrifying Rampage
Cost: 1
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Moon, Fire, Earth
Description: 1 Fear. 2 Invaders don't participate in Ravage. (Choose the Invaders when ravaging; they don't deal Damage or take counterattack Damage.) Push 3 Dahan.
Artist: David Markiwsky
FAQ
Set: Nature Incarnate
Type: Unique Power: Hearth-Vigil
Name: Coordinated Raid
Cost: 1
Speed: Slow
Range: Presence with Dahan: 1
Target: Any
Elements: Sun, Earth, Animal
Description: 1 Damage. If Dahan are present, 1 Damage.
Artist: Aalaa Yassin
FAQ
Set: Nature Incarnate
Type: Unique Power: Hearth-Vigil
Name: Favors of Story and Season
Cost: 1
Speed: Fast
Target: Another Spirit
Elements: Sun, Earth, Plant, Animal
Description: Target Spirit may Gather up to 3 Dahan into one of their lands. If they have at least 3 Dahan among their lands, they gain 1 Energy and may Reclaim 1 Power Card instead of discarding it at the end of turn.
Artist: Aalaa Yassin
FAQ
Set: Nature Incarnate
Type: Unique Power: Relentless Gaze of the Sun
Name: Unbearable Gaze
Cost: 1
Speed: Slow
Range: SacredSite: 1
Target: Any
Elements: Sun, Fire
Description: 1 Fear. Push 2 Explorer / Town from origin or target land (or 1 Explorer / Town from each).
Artist: Agnieszka Dąbrowiecka
FAQ
Set: Nature Incarnate
Type: Unique Power: Relentless Gaze of the Sun
Name: Wither Bodies, Scar Stones
Cost: 1
Speed: Slow
Range: SacredSite: 2
Target: Any
Elements: Sun, Fire, Earth
Description: 1 Damage. -or- Add 1 Badlands.
Artist: Agnieszka Dąbrowiecka
FAQ
Set: Nature Incarnate
Type: Unique Power: Towering Roots of the Jungle
Name: Boon of Resilient Power
Cost: 1
Speed: Slow
Target: Any Spirit
Elements: Sun, Moon, Water, Plant
Description: Target Spirit may Add 1 Destroyed Presence to one of your lands. If you target yourself, gain a Major Power. Otherwise, target Spirits gains a Power Card.
Artist: Aalaa Yassin
FAQ
Set: Nature Incarnate
Type: Unique Power: Towering Roots of the Jungle
Name: Entwine the Fates of All
Cost: 1
Speed: Fast
Target: Any Spirit
Elements: Moon, Water, Earth, Plant
Description: In one of target Spirit's lands, Defend 2 per Presence (from all Spirits).
Artist: Aalaa Yassin
FAQ
Set: Nature Incarnate
Type: Unique Power: Wandering Voice Keens Delirium
Name: Frightful Keening
Cost: 1
Speed: Slow
Target: Incarna
Elements: Sun, Fire, Air
Description: Push Incarna. If this pushes Incarna into a land with Invaders, 2 Fear there (before adding Strife).
Artist: Emily Hancock
FAQ
Set: Nature Incarnate
Type: Unique Power: Wandering Voice Keens Delirium
Name: Twist Perceptions
Cost: 1
Speed: Slow
Range: Presence: 1
Target: Invaders
Elements: Animal, Air, Animal
Description: Add 1 Strife. You may Push the Invader you added Strife to. (If you add Strife to Explorer / Town, you can push that Invader first with Senseless Roaming before pushing it with this Power.)
Artist: Emily Hancock
FAQ
Set: Nature Incarnate
Type: Unique Power: Wounded Waters Bleeding
Name: Blood Water and Bloodlust
Cost: 1
Speed: Slow
Range: Presence with Blight: 1
Target: Any
Elements: Fire, Water, Animal
Description: Add 1 Beasts and 1 Disease.
Artist: Nolan Nasser
FAQ
Set: Nature Incarnate
Type: Unique Power: Wounded Waters Bleeding
Name: Boon of Corrupted Blood
Cost: 1
Speed: Fast
Target: Any Spirit
Elements: Sun, Fire, Animal
Description: 1 Damage in one of target Spirit's lands. If you target another Spirit, in that land also: Destroy 1 of their Presence. 1 Damage. Gather 1 Beasts.
Artist: Nolan Nasser
FAQ
Set: Nature Incarnate
Type: Unique Power: Wounded Waters Bleeding
Name: Draw to the Water's Edge
Cost: 1
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Sun, Water, Plant
Description: Gather up to 2 Town from a single land.
Artist: Nolan Nasser
FAQ
Set: Nature Incarnate
Type: Unique Power: Wounded Waters Bleeding
Name: Wrack with Pain and Grief
Cost: 1
Speed: Slow
Range: Presence with Blight: 1
Target: Invaders
Elements: Water, Plant, Animal
Description: 2 Fear. Push 1 Explorer and 1 Town.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Unique Power: Lightning's Swift Strike
Name: Shatter Homesteads
Cost: 2
Speed: Slow
Range: SacredSite: 2
Target: Any
Elements: Fire, Air
Description: 1 Fear. Destroy 1 Town.
Artist: Rocky Hammer
FAQ
Set: Basegame
Type: Unique Power: River Surges in Sunlight
Name: Flash Floods
Cost: 2
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Sun, Water
Description: 1 Damage. If target land is Coastal, +1 Damage.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Unique Power: Thunderspeaker
Name: Sudden Ambush
Cost: 2
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Fire, Air, Animal
Description: You may Gather 1 Dahan. Each Dahan destroys 1 Explorer.
Artist: Loic Belliau
FAQ
Set: Basegame
Type: Unique Power: Bringer of Dreams and Nightmares
Name: Predatory Nightmares
Cost: 2
Speed: Slow
Range: SacredSite: 1
Target: Invaders
Elements: Moon, Fire, Earth, Animal
Description: 2 Damage. Push up to 2 Dahan. (When your powers would destroy Invaders, instead they generate Fear and/or Push those Invaders.)
Artist: Shane Tyree
FAQ
Set: Basegame
Type: Unique Power: Bringer of Dreams and Nightmares
Name: Dread Apparitions
Cost: 2
Speed: Fast
Range: Presence: 1
Target: Invaders
Elements: Moon, Air
Description: When Powers generate Fear in target land, Defend 1 per Fear. 1 Fear. (Fear from To Dream a Thousand Deaths counts. Fear from destroying Town / City does not.)
Artist: Shane Tyree
FAQ
Set: Basegame
Type: Unique Power: A Spread of Rampant Green
Name: Overgrow in a Night
Cost: 2
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Moon, Plant
Description: Add 1 Presence. -or- If target land has your Presence and Invaders, 3 Fear.
Artist: Jorge Ramos
FAQ
Set: Basegame
Type: Major Power
Name: The Trees and Stones Speak of War
Cost: 2
Speed: Fast
Range: Presence: 1
Target: Dahan
Elements: Sun, Earth, Plant
Description: For each Dahan in target land, 1 Damage and Defend 2. -If you have- 2 Sun, 2 Earth, 2 Plant: You may Push up to 2 Dahan, moving each one's Defend with them.
Artist: Graham Stermberg
FAQ
Set: Basegame
Type: Major Power
Name: Entwined Power
Cost: 2
Speed: Fast
Target: Another Spirit
Elements: Moon, Water, Plant
Description: You and target Spirit may use each other's Presence to target Powers. Target Spirit gains a Power Card. You gain one of the power Cards they did not keep. -If you have- 2 Water, 4 Plant: You and target Spirit each gain 3 Energy and may gift the other 1 Power from hand.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Major Power
Name: Flow like Water, Reach like Air
Cost: 2
Speed: Fast
Target: Any Spirit
Elements: Air, Water
Description: Target Spirit gets +2 Range with all Powers. Target Spirit may Push 1 of their Presence to an adjacent land, bringing up to 2 Explorer, 2 Town and 2 Dahan along with it. -If you have- 2 Air, 2 Water: The moved Presence may also bring along up to 2 City and up to 2 Blight.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Major Power
Name: Savage Transformation
Cost: 2
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Moon, Animal
Description: 2 Fear. Replace 1 Explorer with 1 Beasts. -If you have- 2 Moon, 3 Animal: Replace 1 additional Explorer with 1 Beasts in either target or adjacent land.
Artist: Loic Belliau
FAQ
Set: Branch & Claw
Type: Major Power
Name: Tigers Hunting
Cost: 2
Speed: Fast
Range: Presence on Jungle: 1
Target: No Blight
Elements: Sun, Moon, Animal
Description: 2 Fear. Add 1 Beasts. Gather up to 1 Beasts. 1 Damage per Beasts. Push up to 2 Beasts. -If you have- 2 Sun, 2 Moon, 3 Animal: 1 Damage in an adjacent land without Blight, and +1 Damage per Beasts there.
Artist: Cari Corene
FAQ
Set: Branch & Claw
Type: Unique Power: Keeper of the Forbidden Wilds
Name: Sacrosanct Wilderness
Cost: 2
Speed: Fast
Range: Presence: 1
Target: No Blight
Elements: Sun, Earth, Plant
Description: Push 2 Dahan. 2 Damage per Wilds in target land. -or- Add 1 Wilds.
Artist: Joshua Wright
FAQ
Set: Promo
Type: Unique Power: Heart of the Wildfire
Name: Flash-Fires
Cost: 2
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Fire, Air
Description: 1 Fear. 1 Damage. -If you have- 2 Air: This Power is Fast.
Artist: Nolan Nasser
FAQ
Set: Promo
Type: Unique Power: Heart of the Wildfire
Name: Asphyxiating Smoke
Cost: 2
Speed: Slow
Range: SacredSite: 2
Target: Any
Elements: Fire, Air, Plant
Description: 1 Fear. Destroy 1 Town. Push 1 Dahan.
Artist: Nolan Nasser
FAQ
Set: Promo
Type: Unique Power: Serpent Slumbering Beneath the Island
Name: Absorb Essence
Cost: 2
Speed: Fast
Target: Another Spirit
Elements: Moon, Fire, Water, Earth
Description: Gain 3 Energy. Move 1 of target Spirit's Presence from the board to your "Deep Slumber" track. Absorbed Presence cannot be returned to play. Target Spirit gains 1 Any and 1 Energy.
Artist: Jorge Ramos
FAQ
Set: Jagged Earth
Type: Major Power
Name: Unleash a Torrent of the Self's Own Essence
Cost: 2
Speed: Fast
Target: Yourself
Elements: Sun, Moon, Fire, Water
Description: Gain 4 energy. You may forget a power card to gain 4 more energy. -or- Pay X energy (min. 1) to deal X damage in a land at 0 Range. -If you have- 2 Sun, 3 Fire: You may do both.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Major Power
Name: Bargains of Power and Protection
Cost: 2
Speed: Fast
Range: Presence: 0
Target: Dahan
Elements: Sun, Water, Earth, Animal
Description: Remove 1 of your Presence on the island from the game, setting it on the Reminder Card. From now on: each Dahan within 1 Range of your Presence provides Defend 1 in its land, and you gain 1 less Energy each turn. (This effect stacks if used multiple times) -If you have- 3 Sun, 2 Water, 2 Earth: The Presence instead comes from your Presence track.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Unique Power: Volcano Looming High
Name: Rain of Ash
Cost: 2
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Fire, Air, Earth
Description: 2 Fear if Invaders are present. Push 2 Dahan and 2 Explorer / Town to land(s) without your Presence.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Unique Power: Shroud of Silent Mist
Name: Dissolving Vapors
Cost: 2
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Air, Water
Description: 1 Fear. 1 Damage to each Invader. 1 Damage to each Dahan.
Artist: Emily Hancock
FAQ
Set: Jagged Earth
Type: Unique Power: Vengeance as a Burning Plague
Name: Fetid Breath Spreads Infection
Cost: 2
Speed: Slow
Range: Presence: 1
Target: Invaders
Elements: Air, Water, Animal
Description: 1 Fear. Add 1 Disease.
Artist: Damon Westenhofer
FAQ
Set: Jagged Earth
Type: Unique Power: Vengeance as a Burning Plague
Name: Strike Low with Sudden Fevers
Cost: 2
Speed: Fast
Range: Presence: 1
Target: Disease
Elements: Fire, Air, Earth, Animal
Description: 1 Fear. Invaders skip Ravage Actions.
Artist: Damon Westenhofer
FAQ
Set: Jagged Earth
Type: Unique Power: Stone's Unyielding Defiance
Name: Scarred and Stony Land
Cost: 2
Speed: Slow
Range: SacredSite: 1
Target: Blight
Elements: Moon, Earth
Description: 2 Damage. Add 1 Badlands. Remove 1 Blight in target land from the game. (It goes to the box, not the Blight Card.)
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Unique Power: Stone's Unyielding Defiance
Name: Plows Shatter on Rocky Ground
Cost: 2
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Earth
Description: 1 Damage to each Town / City. Push up to 1 Town. -or- Destroy 1 Town.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Unique Power: Lure of the Deep Wilderness
Name: Softly Beckon Ever Inward
Cost: 2
Speed: Slow
Range: Presence: 0
Target: Inland
Elements: Moon, Air
Description: Gather up to 2 Explorer. Gather up to 2 Town. Gather up to 2 Beasts. Gather up to 2 Dahan.
Artist: Joshua Wright
FAQ
Set: Promo2
Type: Unique Power: Finder of Paths Unseen
Name: Aid from the Spirit-Speakers
Cost: 2
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Sun, Fire, Air, Animal
Description: For each Dahan, you may move 1 Invader / Dahan / Presence / Beasts to a land within 2 Range that has Dahan.
Artist: Moro Rogers
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Devouring Teeth Lurk Underfoot
Name: Ferocious Rampage
Cost: 2
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Fire, Animal
Description: 1 Fear. 3 Damage to Explorer / Town only. (+1 Damage to Explorer / Town from your "Territorial Aggression" Special Rule.)
Artist: Moro Rogers
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Devouring Teeth Lurk Underfoot
Name: Mark Territory with Scars and Teeth
Cost: 2
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Sun, Earth, Animal
Description: Defend 9. 2 Fear if Invaders are present. Push 2 Dahan.
Artist: Moro Rogers
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Eyes Watch From the Trees
Name: Eerie Noises and Moving Trees
Cost: 2
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Moon, Air, Plant
Description: 2 Fear. Push up to 2 Explorer / Town.
Artist: Moro Rogers
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Fathomless Mud of the Swamp
Name: Intractable Thickets and Thorns
Cost: 2
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Moon, Water, Earth, Plant
Description: 1 Fear. Defend 5.
Artist: Moro Rogers
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Rising Heat of Stone and Sand
Name: Sweltering Exhaustion
Cost: 2
Speed: Fast
Range: SacredSite: 2
Target: Any
Elements: Fire, Air
Description: 1 Fear. Skip up to 1 Ravage / Build Action.
Artist: Lucas Durham
FAQ
Set: Horizons of Spirit Island
Type: Unique Power: Sun-Bright Whirlwind
Name: Tempest of Leaves and Branches
Cost: 2
Speed: Fast
Range: SacredSite: 1
Target: Any
Elements: Sun, Air, Plant
Description: Choose up to 5 different Invaders (in target land). 1 Damage to each of them.
Artist: Lucas Durham
FAQ
Set: Nature Incarnate
Type: Major Power
Name: Bargain of Coursing Paths
Cost: 2
Speed: Fast
Range: Presence: 0
Target: 2 Dahan
Elements: Moon, Air, Water, Earth
Description: Bargain: 1 Presence now and -1 Energy / turn. Now: Mark both target land and another land with 2 or more Dahan. Ongoing: After pieces are added or moved into the marked lands: choose any land, then Move those pieces directly to that land. -If you have- 3 Air, 2 Water, 2 Earth: The Presence cost comes from your Presence tracks.
Artist: Agnieszka Dąbrowiecka
FAQ
Set: Nature Incarnate
Type: Major Power
Name: Bombard with Boulders and Stinging Seeds
Cost: 2
Speed: Slow
Range: Presence on Mountain,Jungle: 2
Target: Any
Elements: Air, Earth, Plant
Description: 1 Fear. 2 Damage. Add 1 Badlands. -If you have- 2 Air, 2 Earth, 3 Plant: 1 Fear. 2 Damage. Add 1 Wilds.
Artist: Kat Guevara
FAQ
Set: Nature Incarnate
Type: Unique Power: Dances Up Earthquakes
Name: Radiating Tremors
Cost: 2
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Moon, Fire, Earth
Description: 2 Damage. You may Push any number of Quake, dividing them as evenly as possible between adjacent lands.
Artist: Emily Hancock
FAQ
Set: Nature Incarnate
Type: Unique Power: Ember-Eyed Behemoth
Name: Blazing Intimidation
Cost: 2
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Fire, Plant, Animal
Description: 1 Fear. Push 2 Explorer / Town to a land without Incarna.
Artist: David Markiwsky
FAQ
Set: Nature Incarnate
Type: Unique Power: Ember-Eyed Behemoth
Name: Surging Lahar
Cost: 2
Speed: Slow
Range: SacredSite: 1
Target: Any
Elements: Fire, Water, Earth
Description: 2 Damage. If your Presence is present, Add 1 Badlands.
Artist: David Markiwsky
FAQ
Set: Nature Incarnate
Type: Unique Power: Hearth-Vigil
Name: Call to Vigilance
Cost: 2
Speed: Slow
Range: Presence with Dahan: 1
Target: Any
Elements: Sun, Air, Animal
Description: 2 Fear if Invaders are present. For each Dahan in origin land, Push up to 1 Explorer / Town.
Artist: Aalaa Yassin
FAQ
Set: Nature Incarnate
Type: Unique Power: Towering Roots of the Jungle
Name: Radiant and Hallowed Grove
Cost: 2
Speed: Fast
Target: Incarna
Elements: Sun, Moon, Fire, Plant
Description: 2 Fear if Invaders are present or adjacent. In both target and one adjacent land, you may Remove an Invader with Health less than or equal to the Terror Level. (Damage doesn't reduce Health.)
Artist: Aalaa Yassin
FAQ
Set: Basegame
Type: Unique Power: Lightning's Swift Strike
Name: Raging Storm
Cost: 3
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Fire, Air, Water
Description: 1 Damage to each Invader.
Artist: Rocky Hammer
FAQ
Set: Basegame
Type: Unique Power: Vital Strength of the Earth
Name: Guard the Healing Land
Cost: 3
Speed: Fast
Range: SacredSite: 1
Target: Any
Elements: Water, Earth, Plant
Description: Remove 1 Blight. Defend 4.
Artist: Sydni Kruger
FAQ
Set: Basegame
Type: Unique Power: Vital Strength of the Earth
Name: A Year of Perfect Stillness
Cost: 3
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Sun, Earth
Description: Invaders skip all Actions in target land this turn.
Artist: Sydni Kruger
FAQ
Set: Basegame
Type: Unique Power: Vital Strength of the Earth
Name: Rituals of Destruction
Cost: 3
Speed: Slow
Range: SacredSite: 1
Target: Dahan
Elements: Sun, Moon, Fire, Earth, Plant
Description: 2 Damage. If target land has at least 3 Dahan, +3 Damage and 2 Fear.
Artist: Sydni Kruger
FAQ
Set: Basegame
Type: Unique Power: Thunderspeaker
Name: Manifestation of Power and Glory
Cost: 3
Speed: Slow
Range: Presence: 0
Target: Dahan
Elements: Sun, Fire, Air
Description: 1 Fear. Each Dahan deals damage equal to the number of your Presence in target land.
Artist: Loic Belliau
FAQ
Set: Basegame
Type: Major Power
Name: Poisoned Land
Cost: 3
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Earth, Plant, Animal
Description: 1 Fear. 7 Damage. Add 1 Blight and destroy all Dahan. -If you have- 3 Earth, 2 Plant, 2 Animal: For each Blight then present, +1 Fear and +4 Damage.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Major Power
Name: Powerstorm
Cost: 3
Speed: Fast
Target: Any Spirit
Elements: Sun, Fire, Air
Description: Target Spirit gains 3 Energy. Once this turn, target may Repeat a Power Card by paying its cost again. -If you have- 2 Sun, 2 Fire, 3 Air: Target may Repeat up to 2 more Power Cards by paying their costs.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Major Power
Name: The Jungle Hungers
Cost: 3
Speed: Slow
Range: Presence on Jungle: 1
Target: Any
Elements: Moon, Plant
Description: Destroy all Explorer and all Town. Destroy all Dahan. -If you have- 2 Moon, 3 Plant: Destroy 1 City. Do not destroy any Dahan.
Artist: Joshua Wright
FAQ
Set: Basegame
Type: Major Power
Name: Vigor of the Breaking Dawn
Cost: 3
Speed: Fast
Range: Presence: 2
Target: Dahan
Elements: Sun, Animal
Description: 2 Damage per Dahan in target land. -If you have- 3 Sun, 2 Animal: You may Push up to 2 Dahan. In lands you Pushed Dahan to, 2 Damage per Dahan.
Artist: Loic Belliau
FAQ
Set: Basegame
Type: Major Power
Name: Vengeance of the Dead
Cost: 3
Speed: Fast
Range: Presence: 3
Target: Any
Elements: Moon, Fire, Animal
Description: 3 Fear. After each effect that destroys Town / City / Dahan in target land, 1 Damage per Town / City / Dahan destroyed. -If you have- 3 Animal: Damage from this Power may be dealt into adjacent lands.
Artist: Kat Birmelin
FAQ
Set: Basegame
Type: Major Power
Name: Wrap in Wings of Sunlight
Cost: 3
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Sun, Air, Animal
Description: Move up to 5 Dahan from target land to any land. Defend 5 in that land. -If you have- 2 Sun, 2 Air, 2 Animal: First, Gather up to 3 Dahan.
Artist: Loic Belliau
FAQ
Set: Basegame
Type: Major Power
Name: Winds of Rust and Atrophy
Cost: 3
Speed: Fast
Range: SacredSite: 3
Target: Any
Elements: Air, Water, Animal
Description: 1 Fear and Defend 6. Replace 1 City with 1 Town or 1 Town with 1 Explorer. -If you have- 3 Air, 3 Water, 2 Animal: Repeat this Power.
Artist: Joshua Wright
FAQ
Set: Basegame
Type: Major Power
Name: Infinite Vitality
Cost: 3
Speed: Fast
Range: SacredSite: 1
Target: Any
Elements: Earth, Plant, Animal
Description: Dahan have +4 Health while in target land. Whenever Blight would be added to target land, instead leave it on the card. -If you have- 4 Earth: Dahan ignore Damage and Destruction effects. Remove 1 Blight from target or adjacent land.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Major Power
Name: Pent-Up Calamity
Cost: 3
Speed: Fast
Range: Presence: 2
Target: Any
Elements: Moon, Fire, Earth, Plant, Animal
Description: Add 1 Disease and 1 Strife. -or- Remove any number of Beasts / Disease / Strife / Wilds. For each token removed, 1 Fear and 3 Damage. -If you have- 2 Moon, 3 Fire: If you have removed tokens, return up to 2 of them. Otherwise, add 2 Strife.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Major Power
Name: Pyroclastic Flow
Cost: 3
Speed: Fast
Range: Presence on Mountain: 1
Target: Any
Elements: Fire, Air, Earth
Description: 2 Damage. Destroy all Explorer. If target land is Jungle / Wetland, add 1 Blight. -If you have- 2 Fire, 3 Air, 2 Earth: +4 Damage. Add 1 Wilds.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Major Power
Name: Smothering Infestation
Cost: 3
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Water, Plant
Description: Add 1 Disease. If target land is Jungle / Wetland, 2 Fear and 3 Damage. -If you have- 2 Water, 2 Plant: 1 Damage to each Invader.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Unique Power: Keeper of the Forbidden Wilds
Name: Towering Wrath
Cost: 3
Speed: Slow
Range: SacredSite: 1
Target: Any
Elements: Sun, Fire, Plant
Description: 2 Fear. For each of your SacredSite in / adjacent to target land, 2 Damage. Destroy all Dahan.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Major Power
Name: Angry Bears
Cost: 3
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Sun, Fire, Animal
Description: 2 Fear. 2 Damage. If no Beasts are present, add 1 Beasts. Otherwise, +2 Damage, and Push up to 1 Beasts. -If you have- 2 Fire, 3 Animal: 1 Fear and destroy 1 Explorer / Town in an adjacent land with Beasts.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Major Power
Name: Vanish Softly Away, Forgotten by All
Cost: 3
Speed: Slow
Range: Presence: 2
Target: Any
Elements: Moon, Air
Description: Remove 1 Invader and 1 Explorer / Town. -or- Remove all Damaged Invaders. Adversary or Scenario rules that prevent or alter Removal do not affect this Power. -If you have- 3 Moon, 3 Air: In any 2 lands with 4 or more Invaders: Remove 1 Invader.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Major Power
Name: Settle Into Hunting-Grounds
Cost: 3
Speed: Fast
Target: Yourself
Elements: Moon, Fire, Plant, Animal
Description: Your Presence may count as Badlands and Beasts. (Decide per Presence, per action.) Your Presence cannot move. -If you have- 2 Plant, 3 Animal: 2 Fear and 2 Damage in one of your lands.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Major Power
Name: Voice of Command
Cost: 3
Speed: Fast
Range: SacredSite: 1
Target: Dahan
Elements: Sun, Air
Description: 1 Damage per Dahan / Explorer, to Town / City only. Defend 2. During Ravage actions, Explorer fight alongside Dahan. (Deal / take damage at the same time, and to / from the same sources.) -If you have- 3 Sun, 2 Air: First, Gather up to 2 Explorer / Town / Dahan
Artist: Lucas Durham
FAQ
Set: Jagged Earth
Type: Major Power
Name: Storm-Swath
Cost: 3
Speed: Slow
Range: SacredSite: 1
Target: Any
Elements: Fire, Air, Water
Description: 2 Fear. In both origin land and target land: 1 Damage to each Invader. -If you have- 2 Fire, 3 Air, 2 Water: +1 Fear. This Power has +1 Range. In a land adjacent to both origin and target, 1 Damage to each Invader. In lands where you did Damage, destroy 1 town.
Artist: Jorge Ramos
FAQ
Set: Jagged Earth
Type: Major Power
Name: Sleep and Never Waken
Cost: 3
Speed: Fast
Range: Presence on Sands: 2
Target: Any
Elements: Moon, Air, Earth, Animal
Description: Invaders skip all Actions in target land. 1 Fear per 2 Explorer this Power removes. Remove up to 2 Explorer. -If you have- 3 Moon, 2 Air, 2 Animal: Remove up to 6 Explorer from among your lands.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Major Power
Name: Trees Radiate Celestial Brilliance
Cost: 3
Speed: Fast
Range: Presence: 1
Target: Jungle, No Blight
Elements: Sun, Moon, Plant
Description: 3 Fear. Defend 6. Invaders skip the next build. (In target land this turn.) -If you have- 3 Sun, 2 Moon, 2 Plant: 1 Damage per Sun you have.
Artist: Shawn Daley
FAQ
Set: Jagged Earth
Type: Major Power
Name: Thickets Erupt with Every Touch of Breeze
Cost: 3
Speed: Fast
Range: SacredSite: 2
Target: Inland
Elements: Air, Plant
Description: 2 Damage. Then either: Add 3 Wilds. -or- Remove 1 Blight. -If you have- 3 Plant: 1 Fear. +2 Damage.
Artist: Jorge Ramos
FAQ
Set: Jagged Earth
Type: Unique Power: Volcano Looming High
Name: Pyroclastic Bombardment
Cost: 3
Speed: Fast
Range: SacredSite: 2
Target: Any
Elements: Fire, Air, Earth
Description: 1 Damage to each Town / City / Dahan. 1 Damage. 1 Damage to Dahan.
Artist: Moro Rogers
FAQ
Set: Nature Incarnate
Type: Major Power
Name: Flocking Red-Talons
Cost: 3
Speed: Fast
Range: Presence on Wetland: 3
Target: Any
Elements: Air, Water, Plant, Animal
Description: Add 1 Beasts. Move up to 2 Beasts within 3 Range to target land. For each Beasts presents, choose a different Invader. 1 Damage to each of those Invaders. Push 1 Explorer / Town per Beasts. -If you have- 2 Air, 2 Plant, 3 Animal: Repeat this Power on a different land within 3 Range (of target land).
Artist: Kat Guevara
FAQ
Set: Nature Incarnate
Type: Major Power
Name: Ravaged Undergrowth Slithers Back to Life
Cost: 3
Speed: Slow
Range: SacredSite: 1
Target: Blight
Elements: Water, Plant, Animal
Description: Replace 1 Blight with 1 Wilds. 1 Fear. 3 Damage. Push that Wilds. -If you have- 3 Water, 2 Plant: Add 1 Wilds. You may Push it. In each land with Wilds within 1 Range (of target land): Push 1 Explorer and 1 Town to lands without Wilds.
Artist: Kat Guevara
FAQ
Set: Nature Incarnate
Type: Major Power
Name: Transformative Sacrifice
Cost: 3
Speed: Fast
Target: Any Spirit
Elements: Moon, Fire, Water, Plant
Description: Target Spirit may Remove up to 3 Presence (from anywhere on the island). Then for each removed Presence, they Take a Minor Power and play it (for free). -If you have- 2 Moon, 3 Fire, 2 Plant: Before taking cards, they may also Remove 1 Presence from their Presence track to Take a Minor Power and play it.
Artist: Kat Guevara
FAQ
Set: Nature Incarnate
Type: Unique Power: Dances Up Earthquakes
Name: Gift of Seismic Energy
Cost: 3
Speed: Fast
Target: Any Spirit
Elements: Sun, Fire, Earth, Plant
Description: If you target yourself, gain 3 Energy. Otherwise, target Spirit gains 1 Energy per Power Card you have in play (max. 6). (Don't count Impending Card.)
Artist: Emily Hancock
FAQ
Set: Nature Incarnate
Type: Unique Power: Dances Up Earthquakes
Name: Resounding Footfalls Sow Dismay
Cost: 3
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Fire, Air, Earth
Description: 1 Fear. Add 1 Quake. Skip all Ravage Actions.
Artist: Emily Hancock
FAQ
Set: Basegame
Type: Major Power
Name: Accelerated Rot
Cost: 4
Speed: Slow
Range: Presence: 2
Target: Jungle, Wetland
Elements: Sun, Water, Plant
Description: 2 Fear. 4 Damage. -If you have- 3 Sun, 2 Water, 3 Plant: +5 Damage. Remove 1 Blight.
Artist: Graham Stermberg
FAQ
Set: Basegame
Type: Major Power
Name: Terrifying Nightmares
Cost: 4
Speed: Fast
Range: Presence: 2
Target: Any
Elements: Moon, Air
Description: 2 Fear. Push up to 4 Explorer / Town. -If you have- 4 Moon: +4 Fear.
Artist: Loic Belliau
FAQ
Set: Basegame
Type: Major Power
Name: Paralyzing Fright
Cost: 4
Speed: Fast
Range: SacredSite: 1
Target: Any
Elements: Air, Earth
Description: 4 Fear. Invaders skip all Actions in target land this turn. -If you have- 2 Air, 3 Earth: +4 Fear.
Artist: Joshua Wright
FAQ
Set: Basegame
Type: Major Power
Name: The Land Thrashes in Furious Pain
Cost: 4
Speed: Slow
Range: Presence: 2
Target: Blight
Elements: Moon, Fire, Earth
Description: 2 Damage per Blight in target land. +1 Damage per Blight in adjacent lands. -If you have- 3 Moon, 3 Earth: Repeat on an adjacent land.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Major Power
Name: Indomitable Claim
Cost: 4
Speed: Fast
Range: Presence: 1
Target: Any
Elements: Sun, Earth
Description: Add 1 Presence in target land even if you normally could not due to land type. Defend 20. -If you have- 2 Sun, 3 Earth: 3 Fear if Invaders are present. Invaders skip all Actions in target land this turn.
Artist: Jorge Ramos
FAQ
Set: Basegame
Type: Major Power
Name: Mists of Oblivion
Cost: 4
Speed: Slow
Range: Presence: 3
Target: Any
Elements: Moon, Air, Water
Description: 1 Fear per Town / City this Power destroys (to a maximum of 4). 1 Damage to each Invader. -If you have- 2 Moon, 3 Air, 2 Water: 3 Damage.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Major Power
Name: Dissolve the Bonds of Kinship
Cost: 4
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Fire, Water, Animal
Description: Replace 1 City with 2 Explorer. Replace 1 Town with 1 Explorer. Replace 1 Dahan with 1 Explorer. Push all Explorer from target land to as many different lands as possible. -If you have- 2 Fire, 2 Water, 3 Animal: Before Pushing, Explorer and Town / City do Damage to each other.
Artist: Jorge Ramos
FAQ
Set: Branch & Claw
Type: Major Power
Name: Strangling Firevine
Cost: 4
Speed: Slow
Range: Presence on Sands: 1
Target: Any
Elements: Fire, Plant
Description: Destroy all Explorer. Add 1 Wilds. Add 1 Wilds in the originating Sands. 1 Damage per Wilds in / adjacent to target land. -If you have- 2 Fire, 3 Plant: +1 Damage per Wilds in / adjacent to target land.
Artist: Nolan Nasser
FAQ
Set: Branch & Claw
Type: Major Power
Name: Bloodwrack Plague
Cost: 4
Speed: Fast
Range: SacredSite: 1
Target: Any
Elements: Water, Earth, Animal
Description: Add 2 Disease. For each Disease in target land, Defend 1 in target and all adjacent lands. -If you have- 2 Earth, 4 Animal: 2 Fear. For each Disease in target land do 1 Damage in target or an adjacent land.
Artist: Jorge Ramos
FAQ
Set: Branch & Claw
Type: Major Power
Name: Death Falls Gently from Open Blossoms
Cost: 4
Speed: Slow
Range: Presence: 3
Target: Jungle, Sands
Elements: Moon, Air, Plant
Description: 4 Damage. If any Invaders remain, add 1 Disease. -If you have- 3 Air, 3 Plant: 3 Fear. Add 1 Disease to 2 adjacent lands with Invaders.
Artist: Graham Stermberg
FAQ
Set: Branch & Claw
Type: Major Power
Name: Grant Hatred a Ravenous Form
Cost: 4
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Moon, Fire
Description: For each Strife / Blight in target land, 1 Fear and 2 Damage. If this destroys all invaders in target land, add 1 Beasts. -If you have- 4 Moon, 2 Fire: Add 1 Strife in up to 3 adjacent lands.
Artist: Nolan Nasser
FAQ
Set: Branch & Claw
Type: Major Power
Name: Insatiable Hunger of the Swarm
Cost: 4
Speed: Fast
Range: SacredSite: 2
Target: Any
Elements: Air, Plant, Animal
Description: Add 1 Blight. Add 2 Beasts. Gather up to 2 Beasts. Each Beasts deal 1 Fear, 2 Damage to Invaders and 2 Damage to Dahan. Destroy 1 Beasts. -If you have- 2 Air, 4 Animal: Repeat this Power on an adjacent land.
Artist: Lucas Durham
FAQ
Set: Branch & Claw
Type: Major Power
Name: Instruments of their own Ruin
Cost: 4
Speed: Fast
Range: SacredSite: 1
Target: Any
Elements: Sun, Fire, Air, Animal
Description: Add 1 Strife. Each Invader with Strife deals Damage to other Invaders in target land. -If you have- 4 Sun, 2 Fire, 2 Animal: Instead, if Invaders Ravage in target land, they damage Invaders in adjacent lands instead of Dahan and the land. Dahan in target land do not fight back.
Artist: Lucas Durham
FAQ
Set: Branch & Claw
Type: Major Power
Name: Unrelenting Growth
Cost: 4
Speed: Slow
Target: Any Spirit
Elements: Sun, Fire, Water, Plant
Description: Target Spirit adds 2 Presence and 1 Wilds to a land at 1 Range of their Presence. -If you have- 3 Sun, 3 Plant: In that land, add 1 additional Wilds and remove 1 Blight. Target Spirit gains a Power Card.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Major Power
Name: Sweep into the Sea
Cost: 4
Speed: Slow
Range: Presence: 2
Target: Any
Elements: Sun, Air, Water
Description: Push all Explorer and Town one land towards the nearest Ocean. -or- If target land is Coastal, destroy all Explorer and Town. -If you have- 3 Sun, 2 Water: Repeat on an adjacent land.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Major Power
Name: Unlock the Gates of Deepest Power
Cost: 4
Speed: Fast
Target: Any Spirit
Elements: Sun, Moon, Fire, Air, Water, Earth, Plant, Animal
Description: Target Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget another Power Card. -If you have- 2 Sun, 2 Moon, 2 Fire, 2 Air, 2 Water, 2 Earth, 2 Plant, 2 Animal: Target Spirit may now play the Major Power they keep by paying half its cost (round up) OR by Forgetting it at the end of turn. It gains all elemental thresholds.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Major Power
Name: Forests of Living Obsidian
Cost: 4
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Sun, Fire, Earth, Plant
Description: Add 1 Badlands. Push all Dahan. 1 Damage to each Invader. If the origin land is your Sacred Site, +1 Damage to each Invader. -If you have- 2 Sun, 3 Fire, 3 Earth: Repeat this Power.
Artist: Lucas Durham
FAQ
Set: Jagged Earth
Type: Major Power
Name: Infestation of Venomous Spiders
Cost: 4
Speed: Fast
Range: SacredSite: 2
Target: Invaders
Elements: Air, Earth, Plant, Animal
Description: Add 1 Beasts. Gather up to 1 Beasts. For each Beasts, 1 Fear (max. 4) and Invaders skip one Action in target land. -If you have- 2 Air, 2 Earth, 3 Animal: After this Power causes Invaders to skip an Action, 4 Damage.
Artist: Lucas Durham
FAQ
Set: Jagged Earth
Type: Major Power
Name: Walls of Rock and Thorn
Cost: 4
Speed: Fast
Range: SacredSite: 2
Target: Mountain, Jungle
Elements: Sun, Earth, Plant
Description: 2 Damage. Defend 8. Add 1 Wilds. Isolate target land. -If you have- 2 Earth, 2 Plant: +2 Damage. +2 Defend. Add 1 Badlands.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Major Power
Name: The Wounded Wild Turns on its Assailants
Cost: 4
Speed: Slow
Range: Presence: 1
Target: Blight
Elements: Fire, Plant, Animal
Description: Add 2 Badlands. Gather up to 2 Beasts. 1 Damage per Blight / Beasts / Wilds. -If you have- 2 Fire, 3 Plant, 2 Animal: 2 Fear per Invader destroyed by the Power (max. 8 Fear).
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Major Power
Name: Utter a Curse of Dread and Bone
Cost: 4
Speed: Slow
Range: SacredSite: 1
Target: Any
Elements: Moon, Animal
Description: For each Blight in / adjacent to target land, add 1 Badlands, 1 Disease, or 1 Strife. (Max. +3 of each.) Then: 2 Fear. 1 Damage. -If you have- 3 Moon, 2 Animal: For each type of token you added, add 1 more within 1 Range. 1 Damage in an adjacent land.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Major Power
Name: Weave Together the Fabric of Place
Cost: 4
Speed: Fast
Range: SacredSite: 1
Target: Any
Elements: Sun, Moon, Air, Water, Earth
Description: Target land and a land adjacent to it become a single land for this turn. (It has the terrain and land # of both lands. When this effect expires, divide pieces as you wish; all of them are considered moved.) -If you have- 4 Air: Isolate the joined land. If it has Invaders, 2 Fear, and remove up to 2 Invaders.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Major Power
Name: Melt Earth into Quicksand
Cost: 4
Speed: Fast
Range: Presence: 1
Target: Sands, Wetland
Elements: Moon, Water, Earth
Description: 1 Fear. 2 Damage. Isolate target land. After Invaders / Dahan are Moved into target land, Destroy them. -If you have- 2 Moon, 4 Water, 2 Earth: +4 Damage. Add 1 Badlands. Add 1 Wilds.
Artist: Lucas Durham
FAQ
Set: Nature Incarnate
Type: Major Power
Name: Inspire the Release of Stolen Lands
Cost: 4
Speed: Slow
Range: Presence: 2
Target: No Blight
Elements: Sun, Water, Plant, Animal
Description: Gather up to 3 Dahan. Remove up to 3 Health worth of Invaders per Dahan. -If you have- 3 Sun, 3 Water, 2 Animal: This Power can target lands with Blight. If Dahan are present, Remove 1 Blight from target land, then Remove 1 Explorer, 1 Town, and 1 City from a land within 1 Range (of target land).
Artist: Agnieszka Dąbrowiecka
FAQ
Set: Nature Incarnate
Type: Major Power
Name: Plague Ships Sail to Distant Ports
Cost: 4
Speed: Fast
Range: Presence: 1
Target: Coastal, City
Elements: Fire, Air, Water, Animal
Description: 1 Fear. Add 4 Disease among Coastal lands (on any boards) other than target land. -If you have- 2 Fire, 2 Water, 2 Animal: Instead: 1 Fear. 3 Damage. Spirits may jointly spend 3 Energy per player (aided by removing Disease from the island for 3 Energy each) to remove the top card of the Fear Deck from the game. Add 1 Disease.
Artist: Kat Guevara
FAQ
Set: Nature Incarnate
Type: Major Power
Name: Solidify Echoes of Majesty Past
Cost: 4
Speed: Fast
Target: Any Spirit
Elements: Sun, Moon, Air, Earth
Description: Choose one of target Spirit's lands. In that land and each adjacent land, Defend 3. They Add 1 Destroyed Presence to each adjacent land. Skip up to 1 Invader Action at each added Destroyed Presence. -If you have- 2 Sun, 2 Moon, 2 Earth: Target Spirit either Reclaims 1 Power Card or re-gains a Unique Power they previously forgot. They may play it by paying its cost.
Artist: Emily Hancock
FAQ
Set: Basegame
Type: Major Power
Name: Cleansing Floods
Cost: 5
Speed: Slow
Range: Presence on Wetland: 1
Target: Any
Elements: Sun, Water
Description: 4 Damage. Remove 1 Blight. -If you have- 4 Water: +10 Damage.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Major Power
Name: Pillar of Living Flame
Cost: 5
Speed: Slow
Range: SacredSite: 2
Target: Any
Elements: Fire
Description: 3 Fear. 5 Damage. If target land is Jungle / Wetland, add 1 Blight. -If you have- 4 Fire: +2 Fear and +5 Damage.
Artist: Jorge Ramos
FAQ
Set: Basegame
Type: Major Power
Name: Blazing Renewal
Cost: 5
Speed: Fast
Target: Any Spirit
Elements: Fire, Earth, Plant
Description: Target Spirit adds 2 of their destroyed Presence into a single land, up to 2 Range from your Presence. If any Presence was added, 2 damage to each Town / City in that land. -If you have- 3 Fire, 3 Earth, 2 Plant: 4 Damage in that land.
Artist: Nolan Nasser
FAQ
Set: Branch & Claw
Type: Major Power
Name: Sea Monsters
Cost: 5
Speed: Slow
Range: Presence: 1
Target: Coastal, Wetland
Elements: Water, Animal
Description: Add 1 Beasts. If Invaders are present, 2 Fear per Beasts (max. 8 Fear). 3 Damage per Beasts. 1 Damage per Blight. -If you have- 3 Water, 3 Animal: Repeat this power.
Artist: Moro Rogers
FAQ
Set: Branch & Claw
Type: Major Power
Name: Twisted Flowers Murmur Ultimatums
Cost: 5
Speed: Slow
Range: SacredSite: 1
Target: Invaders
Elements: Sun, Moon, Air, Earth, Plant
Description: 4 Fear. Add 1 Strife. If the Terror Level is 2 or higher, remove 2 Invaders. -If you have- 3 Moon, 2 Air, 3 Plant: +3 Fear, before the Terror Level check. 3 Damage.
Artist: Kat Birmelin
FAQ
Set: Jagged Earth
Type: Major Power
Name: Focus the Land's Anguish
Cost: 5
Speed: Slow
Range: Presence: 1
Target: Any
Elements: Sun
Description: If this Power Destroys any Town / City, 5 Fear. Gather up to 5 Blight. 1 Damage per Blight. -If you have- 3 Sun: +1 Damage per Blight.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Major Power
Name: Spill Bitterness into the Earth
Cost: 5
Speed: Fast
Range: Presence: 0
Target: Any
Elements: Fire, Water, Earth
Description: 6 Damage. Add 2 Badlands / Strife and 1 Blight. In up to 3 adjacent lands with Blight, add 1 Badlands / Strife. -If you have- 3 Fire, 3 Water: In up to 3 adjacent lands, 1 Damage to each Invader.
Artist: Moro Rogers
FAQ
Set: Nature Incarnate
Type: Major Power
Name: Unearth a Beast of Wrathful Stone
Cost: 5
Speed: Fast
Range: SacredSite: 1
Target: Invaders
Elements: Moon, Fire, Earth, Animal
Description: After the next Invader Phase (on any turn) with no Ravage / Build Actions in target land: 3 Fear. 12 Damage. Add 1 Beasts. You may Push that Beasts. 1 Fear and 2 Damage in its land. -If you have- 2 Moon, 3 Earth, 3 Animal: Mark it (Marked). Marked can't leave the island. Each Slow Phase: You may Push Marked. 1 Fear and 2 Damage at Marked.
Artist: David Markiwsky
FAQ
Set: Basegame
Type: Major Power
Name: Talons of Lightning
Cost: 6
Speed: Fast
Range: Presence: 1
Target: Mountain, Wetland
Elements: Fire, Air
Description: 3 Fear. 5 Damage. -If you have- 3 Fire, 3 Air: Destroy 1 Town in each adjacent land. Increase this power's Range to 3 Range.
Artist: Nolan Nasser
FAQ
Set: Basegame
Type: Major Power
Name: Tsunami
Cost: 6
Speed: Slow
Range: SacredSite: 2
Target: Coastal
Elements: Water, Earth
Description: 2 Fear. 8 Damage. Destroy 2 Dahan. -If you have- 3 Water, 2 Earth: In each other Coastal land on the same board: 1 Fear, 4 Damage, and Destroy 1 Dahan.
Artist: Jason Behnke
FAQ
Set: Branch & Claw
Type: Major Power
Name: Manifest Incarnation
Cost: 6
Speed: Slow
Range: Presence: 0
Target: City
Elements: Sun, Moon, Earth, Animal
Description: 6 Fear. +1 Fear for each Town / City and for each of your Presence in target land. Remove 1 City, 1 Town and 1 Explorer. Then Invaders in target land Ravage. -If you have- 3 Sun, 3 Moon: +3 Fear. Invaders do -6 Damage on their Ravage.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Major Power
Name: Dream of the Untouched Land
Cost: 6
Speed: Fast
Range: SacredSite: 1
Target: Any
Elements: Moon, Water, Earth, Plant, Animal
Description: Remove up to 3 Blight and up to 3 Health worth of Invaders. -If you have- 3 Moon, 2 Water, 3 Earth, 2 Plant: (Max. 1x/game) Add a random new Island Board next to target board. Ignore its Setup icons; add 2 Beasts, 2 Wilds, 2 Badlands and up to 2 Presence (from any Spirits) anywhere on it. From now on, Build cards and "Each board / Each land" Adversary Actions skip 1 Board.
Artist: Joshua Wright
FAQ
Set: Jagged Earth
Type: Major Power
Name: Transform to a Murderous Darkness
Cost: 6
Speed: Slow
Target: Any Spirit
Elements: Moon, Fire, Air, Water, Plant
Description: Target Spirit may choose one of their Sacred Sites. In that land: Replace all their Presence with Badlands; the replaced Presence leave the game. Push any number of those Badlands. 3 Fear. 3 Damage per Presence replaced. -If you have- 3 Moon, 2 Fire, 2 Air: 1 Damage in an adjacent land. 1 Damage in an adjacent land.
Artist: Moro Rogers
FAQ
Set: Jagged Earth
Type: Major Power
Name: Irresistible Call
Cost: 6
Speed: Fast
Range: SacredSite: 2
Target: Inland
Elements: Sun, Air, Plant
Description: Gather 5 Town, 5 Dahan, 5 Beasts, and 15 Explorer. -If you have- 2 Sun, 3 Air, 2 Plant: Invaders skip all Actions in target land. Isolate target land.
Artist: Lucas Durham
FAQ
Set: Nature Incarnate
Type: Major Power
Name: Rumbling Earthquakes
Cost: 6
Speed: Slow
Range: SacredSite: 1
Target: Any
Elements: Fire, Earth
Description: This Power ignores Health bonuses. 3 Fear. 6 Damage, to Town / City only. 6 Damage among adjacent lands, to Town / City only. -If you have- 4 Earth: 6 Damage among target / adjacent lands, to Town / City only.
Artist: Emily Hancock
FAQ
Set: Branch & Claw
Type: Major Power
Name: Fire and Flood
Cost: 7
Speed: Slow
Range: SacredSite: 1 & 2
Target: Any
Elements: Sun, Fire, Water
Description: 4 Damage in each target land. (Range must be measured from the same SacredSite.) -If you have- 3 Fire: +4 Damage in either target land. 3 Water: +4 Damage in either target land.
Artist: Jason Behnke
FAQ
Set: Nature Incarnate
Type: Major Power
Name: Exaltation of the Incandescent Sky
Cost: 7
Speed: Fast
Target: Another Spirit
Elements: Sun, Fire, Air, Water
Description: Target Spirit may play 1 Power Card by paying its cost, make up to 2 of their Powers Fast this turn, and do 3 Damage in one of their lands. You may do likewise. -If you have- 3 Sun, 3 Fire, 4 Air, 2 Water: In any 4 lands of the island, Skip 1 Invader Action. 5 Fear (total).
Artist: Kat Guevara
FAQ
Set: Nature Incarnate
Type: Major Power
Name: Fragments of Yesteryear
Cost: 7
Speed: Slow
Range: Presence: 0
Target: Any
Elements: Sun, Moon
Description: Remove all pieces, then Add the pieces matching target land's Setup symbols. -If you have- 3 Sun: This power may be Fast. 3 Moon: Don't remove Dahan, any Spirit's Presence, or Spirit Tokens. Don't add Invaders / Blight.
Artist: David Markiwsky
FAQ
Set: Branch & Claw
Type: Major Power
Name: Volcanic Eruption
Cost: 8
Speed: Slow
Range: Presence on Mountain: 1
Target: Any
Elements: Fire, Earth
Description: 6 Fear. 20 Damage. Destroy all Dahan and Beasts. Add 1 Blight. -If you have- 4 Fire, 3 Earth: Destroy all Invaders. Add 1 Wilds. In each adjacent land: 10 Damage. Destroy all Dahan and Beasts. If there are no Blight, add 1 Blight.
Artist: Nolan Nasser
FAQ
Set: Jagged Earth
Type: Major Power
Name: Draw Towards a Consuming Void
Cost: 8
Speed: Slow
Range: Presence: 0
Target: Any
Elements:
Description: Gather 1 Explorer, 1 Town, 1 City, 1 Dahan, 1 Beasts, and 1 Presence (from any Spirit) from each adjacent land. 4 Fear. 15 Damage. 5 Damage to Dahan. Destroy 1 Presence from each Spirit. Destroy 2 Beasts. -If you have no other power cards in play-: Any number of times: Forget a Minor Power, and Major Power, and a Unique Power to perform the above effects again.
Artist: Joshua Wright
FAQ
Set: Branch & Claw
Type: Major Power
Name: Cast down into the Briny Deep
Cost: 9
Speed: Slow
Range: SacredSite: 1
Target: Coastal
Elements: Sun, Moon, Water, Earth
Description: 6 Fear. Destroy all Invaders. -If you have- 2 Sun, 2 Moon, 4 Water, 4 Earth: Destroy the board containing target land and everything on that board. All destroyed Blight is removed from the game instead of being returned to the Blight Card.
Artist: Jason Behnke
FAQ
Set: Basegame
Type: Fear
Name: Fear of the Unseen
Level 1: Each player removes 1 Explorer / Town from a land with SacredSite.
Level 2: Each player removes 1 Explorer / Town from a land with Presence.
Level 3: Each player removes 1 Explorer / Town from a land with Presence, or 1 City from a land with SacredSite.
FAQ
Set: Basegame
Type: Fear
Name: Scapegoats
Level 1: Each Town destroys 1 Explorer in its land.
Level 2: Each Town destroys 1 Explorer in its land. Each City destroys 2 Explorer in its land.
Level 3: Destroy all Explorer in lands with Town / City. Each City destroys 1 Town in its land.
FAQ
Set: Basegame
Type: Fear
Name: Emigration Accelerates
Level 1: Each player removes 1 Explorer from a Coastal land.
Level 2: Each player removes 1 Explorer / Town from a Coastal land.
Level 3: Each player removes 1 Explorer / Town from any land.
FAQ
Set: Basegame
Type: Fear
Name: Dahan on their Guard
Level 1: In each land, Defend 1 per Dahan.
Level 2: In each land with Dahan, Defend 1, plus an additional Defend 1 per Dahan.
Level 3: In each land, Defend 2 per Dahan.
FAQ
Set: Basegame
Type: Fear
Name: Tall Tales of Savagery
Level 1: Each player removes 1 Explorer from a land with Dahan.
Level 2: Each player removes 2 Explorer or 1 Town from a land with Dahan.
Level 3: Remove 2 Explorer or 1 Town from each land with Dahan. Then, remove 1 City from each land with at least 2 Dahan.
FAQ
Set: Basegame
Type: Fear
Name: Retreat!
Level 1: Each player may Push up to 2 Explorer from an Inland land.
Level 2: Each player may Push up to 3 Explorer / Town from an Inland land.
Level 3: Each player may Push any number of Explorer / Town from one land.
FAQ
Set: Basegame
Type: Fear
Name: Dahan Raid
Level 1: Each player chooses a different land with Dahan. 1 Damage there.
Level 2: Each player chooses a different land with Dahan. 1 Damage per Dahan there.
Level 3: Each player chooses a different land with Dahan. 2 Damage per Dahan there.
FAQ
Set: Basegame
Type: Fear
Name: Dahan Enheartened
Level 1: Each player may Push 1 Dahan from a land with Invaders or Gather 1 Dahan into a land with Invaders.
Level 2: Each player chooses a different land. In chosen lands: Gather up to 2 Dahan, then 1 Damage if Dahan are present.
Level 3: Each player chooses a different land. In chosen lands: Gather up to 2 Dahan, then 1 Damage per Dahan present.
FAQ
Set: Basegame
Type: Fear
Name: Avoid the Dahan
Level 1: Invaders do not Explore into lands with at least 2 Dahan.
Level 2: Invaders do not Build in lands where Dahan outnumber Town / City.
Level 3: Invaders do not Build in lands with Dahan.
FAQ
Set: Basegame
Type: Fear
Name: Seek Safety
Level 1: Each player may Push 1 Explorer into a land with more Town / City than the land it came from.
Level 2: Each player may Gather 1 Explorer into a land with Town / City, or Gather 1 Town into a land with City.
Level 3: Each player may remove up to 3 Health worth of Invaders from a land without City.
FAQ
Set: Basegame
Type: Fear
Name: Wary of the Interior
Level 1: Each player removes 1 Explorer from an Inland land.
Level 2: Each player removes 1 Explorer / Town from an Inland land.
Level 3: Each player removes 1 Explorer / Town from any land.
FAQ
Set: Basegame
Type: Fear
Name: Belief Takes Root
Level 1: Defend 2 in all lands with Presence.
Level 2: Defend 2 in all lands with Presence. Each Spirit gains 1 Energy per SacredSite they have in lands with Invaders.
Level 3: Each player chooses a different land and removes up to 2 Health worth of Invaders per Presence there.
FAQ
Set: Basegame
Type: Fear
Name: Isolation
Level 1: Each player removes 1 Explorer / Town from a land where it is the only Invader.
Level 2: Each player removes 1 Explorer / Town from a land with 2 or fewer Invaders.
Level 3: Each player removes an Invader from a land with 2 or fewer Invaders.
FAQ
Set: Basegame
Type: Fear
Name: Overseas Trade Seem Safer
Level 1: Defend 3 in all Coastal lands.
Level 2: Defend 6 in all Coastal lands. Invaders do not Build City in Coastal lands this turn.
Level 3: Defend 9 in all Coastal lands. Invaders do not Build in Coastal lands this turn.
FAQ
Set: Basegame
Type: Fear
Name: Trade Suffers
Level 1: Invaders do not Build in lands with City.
Level 2: Each player may replace 1 Town with 1 Explorer in a Coastal land.
Level 3: Each player may replace 1 City with 1 Town or 1 Town with 1 Explorer in a Coastal land.
FAQ
Set: Branch & Claw
Type: Fear
Name: Demoralized
Level 1: Defend 1 in all lands.
Level 2: Defend 2 in all lands.
Level 3: Defend 3 in all lands.
FAQ
Set: Branch & Claw
Type: Fear
Name: Plan for Departure
Level 1: Each player may Gather 1 Town into a Coastal land.
Level 2: Each player may Gather 1 Explorer / Town into a Coastal land. Defend 2 in all Coastal lands.
Level 3: Each player may Gather up to 2 Explorer / Town into a Coastal land. Defend 4 in all Coastal lands.
FAQ
Set: Branch & Claw
Type: Fear
Name: Tread Carefully
Level 1: Each player may choose a land with Dahan or adjacent to at least 5 Dahan. Invaders do not Ravage there this turn.
Level 2: Each player may choose a land with Dahan or adjacent to at least 3 Dahan. Invaders do not Ravage there this turn.
Level 3: Each player may choose a land with Dahan or adjacent to Dahan. Invaders do not Ravage there this turn.
FAQ
Set: Branch & Claw
Type: Fear
Name: Dahan Attack
Level 1: Each player removes 1 Explorer from a land with Dahan.
Level 2: Each player chooses a different land with Dahan. 1 Damager per Dahan there.
Level 3: Each player chooses a different land with Town / City. Gather 1 Dahan into that land. Then, 2 Damage per Dahan there.
FAQ
Set: Branch & Claw
Type: Fear
Name: Explorers are Reluctant
Level 1: During the next normal Explore, skip the lowest-numbered land matching the Invader Card on each board.
Level 2: Skip the next normal Explore. During the next invader Phase, draw an additional Explore card.
Level 3: Skip the next normal Explore, but still reveal a card. (Perform the Escalation if relevant.) Cards shift left as usual.
FAQ
Set: Branch & Claw
Type: Fear
Name: Immigration Slows
Level 1: During the next normal Build, skip the lowest-numbered land matching the Invader Card on each board.
Level 2: Skip the next normal Build. The Build Card remains in place instead of shifting left.
Level 3: Skip the next normal Build. The Build Card shifts left as usual.
FAQ
Set: Branch & Claw
Type: Fear
Name: Flee the Pestilent Land
Level 1: Each player removes 1 Explorer / Town from a land with Disease.
Level 2: Each player removes up to 3 Health of Invaders from a land with Disease or 1 Explorer from an Inland land.
Level 3: Each player removes up to 5 Health of Invaders from a land with Disease, or 1 Explorer / Town from an Inland land.
FAQ
Set: Branch & Claw
Type: Fear
Name: Quarantine
Level 1: Explore does not affect Coastal lands.
Level 2: Explore does not affect Coastal lands. Lands with Disease are not a source of Invaders when Exploring.
Level 3: Explore does not affect Coastal lands. Invaders do not act in lands with Disease.
FAQ
Set: Branch & Claw
Type: Fear
Name: Too Many Monsters
Level 1: Each player removes 1 Explorer / Town from a land with Beasts.
Level 2: Each player removes 1 Explorer and 1 Town from a land with Beasts, or 1 Explorer from a land adjacent to Beasts.
Level 3: Each player removes 2 Explorer and 2 Town from a land with Beasts or 1 Explorer / Town from a land adjacent to Beasts.
FAQ
Set: Branch & Claw
Type: Fear
Name: Panicked by Wild Beasts
Level 1: Each player adds 1 Strife in a land with or adjacent to Beasts.
Level 2: Each player adds 1 Strife in a land with or adjacent to Beasts. Invaders skip their normal Explore and Build in lands with Beasts.
Level 3: Each player adds 1 Strife in a land with or adjacent to Beasts. Invaders skip all normal Actions in lands with Beasts.
FAQ
Set: Branch & Claw
Type: Fear
Name: Depart the Dangerous Land
Level 1: Each player removes 1 Explorer from a land with Beasts, Disease, or at least 2 Dahan.
Level 2: Each player removes 1 Explorer / town from a land with Beasts, Disease, or at least 2 Dahan.
Level 3: Each player removes up to 4 Health worth of Invaders from a land with Beasts, Disease, or at least 2 Dahan.
FAQ
Set: Branch & Claw
Type: Fear
Name: Unrest
Level 1: Each player adds 1 Strife to a Town.
Level 2: Each player adds 1 Strife to a Town. For the rest of this turn, Invaders have -1 Health per Strife to a minimum of 1.
Level 3: Each player adds 1 Strife to an Invader. For the rest of this turn, Invaders have -1 Health per Strife to a minimum of 1.
FAQ
Set: Branch & Claw
Type: Fear
Name: Panic
Level 1: Each player adds 1 Strife in a land with Beasts / Disease / Dahan.
Level 2: Each player adds 1 Strife in a land with Beasts / Disease / Dahan. For the rest of this turn, Invaders have -1 Health per Strife to a minimum of 1.
Level 3: Each player adds 1 Strife to an Invader. For the rest of this turn, Invaders have -1 Health per Strife to a minimum of 1.
FAQ
Set: Branch & Claw
Type: Fear
Name: Discord
Level 1: Each player adds 1 Strife in a different land with at least 2 Invaders.
Level 2: Each player adds 1 Strife in a different land with at least 2 Invaders. Then, each Invader takes 1 Damage per Strife it has.
Level 3: Each player adds 1 Strife in a different land with at least 2 Invaders. Then, each Invader with Strife deals Damage to other Invaders in its land.
FAQ
Set: Branch & Claw
Type: Fear
Name: Dahan Threaten
Level 1: Each player adds 1 Strife in a land with Dahan.
Level 2: Each player adds 1 Strife in a land with Dahan. For the rest of this turn, Invaders have -1 Health per Strife to a minimum of 1.
Level 3: Each player adds 1 Strife in a land with Dahan. In every land with Strife, 1 Damage per Dahan.
FAQ
Set: Jagged Earth
Type: Fear
Name: Sense of Dread
Level 1: Terror Level 1: On Each Board: Remove 1 Explorer from a land matching a Ravage card.
Level 2: Terror Level 2: On Each Board: Remove 1 Explorer / Town from a land matching a Ravage card.
Level 3: Terror Level 3: On Each Board: Remove 1 Invader from a land matching a Ravage card.
FAQ
Set: Jagged Earth
Type: Fear
Name: Flee from Dangerous Lands
Level 1: Terror Level 1: On Each Board: Push 1 Explorer / Town from a land with Badlands / Wilds / Dahan.
Level 2: Terror Level 2: On Each Board: Remove 1 Explorer / Town from a land with Badlands / Wilds / Dahan.
Level 3: Terror Level 3: On Each Board: Remove 1 Explorer / Town from any land, or Remove 1 City from a land with Badlands / Wilds / Dahan.
FAQ
Set: Jagged Earth
Type: Fear
Name: Dahan Reclaim Fishing Grounds
Level 1: Terror Level 1: Each player chooses a different Coastal land with Dahan. In each: 1 Damage per Dahan.
Level 2: Terror Level 2: Each player chooses a different Coastal land. In each: Gather up to 1 Dahan. 1 Damage per Dahan.
Level 3: Terror Level 3: Each player chooses a different Coastal land. In each: Gather up to 1 Dahan. 2 Damage per Dahan.
FAQ
Set: Jagged Earth
Type: Fear
Name: Beset by Many Troubles
Level 1: Terror Level 1: In each land with Badlands / Beasts / Disease / Wilds / Strife, Defend 3.
Level 2: Terror Level 2: In each land with Badlands / Beasts / Disease / Wilds / Strife, or adjacent to 3 or more such tokens, Defend 5.
Level 3: Terror Level 3: Every Badlands / Beasts / Disease / Wilds / Strife grants Defend 3 in its land and adjacent lands.
FAQ
Set: Jagged Earth
Type: Fear
Name: Nerves Fray
Level 1: Terror Level 1: Each player adds 1 Strife in a land not matching a Ravage Card.
Level 2: Terror Level 2: Each player adds 2 Strife in a single land not matching a Ravage Card.
Level 3: Terror Level 3: Each player adds 2 Strife in a single land not matching a Ravage Card. 1 Fear per player.
FAQ
Set: Jagged Earth
Type: Fear
Name: Theological Strife
Level 1: Terror Level 1: Each player adds 1 Strife in a land with Presence.
Level 2: Terror Level 2: Each player adds 1 Strife in a land with Presence. Each Spirit gains 1 Energy per SacredSite they have in lands with Invaders.
Level 3: Terror Level 3: Each player adds 1 Strife in a land with Presence. Then, each Invader with Strife deals Damage to other Invaders in its land.
FAQ
Set: Promo2
Type: Fear
Name: Angry Mobs
Level 1: Terror Level 1: Each player may replace 1 Town with 2 Explorer. 1 Fear per player who does.
Level 2: Terror Level 2: In each land with 2 or more Explorer, destroy 1 Explorer / Town per 2 Explorer.
Level 3: Terror Level 3: In each land with 2 or more Explorer, destroy 1 Invader per 2 Explorer.
FAQ
Set: Promo2
Type: Fear
Name: Mimic the Dahan
Level 1: Terror Level 1: Each player removes 1 Explorer / Town from a land with 2 or more Dahan.
Level 2: Terror Level 2: Each player replaces 1 Explorer / Town with 1 Dahan in a land with 2 or more Dahan.
Level 3: Terror Level 3: Each player replaces 1 Explorer / Town with 1 Dahan in a land with Dahan, or adjacent to 3 or more Dahan.
FAQ
Set: Promo2
Type: Fear
Name: Depopulation
Level 1: Terror Level 1: On Each Board: Replace 1 Town with 1 Explorer.
Level 2: Terror Level 2: On Each Board: Remove 1 Town.
Level 3: Terror Level 3: On Each Board: Remove 1 Town, or Replace 1 City with 1 Town.
FAQ
Set: Promo2
Type: Fear
Name: Communities in Disarray
Level 1: Terror Level 1: City each deal -1 Damage during Ravage. Invaders do not heal Damage at the end of this turn.
Level 2: Terror Level 2: Town / City each deal -1 Damage during Ravage. Invaders do not heal Damage at the end of this turn.
Level 3: Terror Level 3: Town / City each deal -2 Damage during Ravage. Invaders do not heal Damage at the end of this turn.
FAQ
Set: Promo2
Type: Fear
Name: Spreading Timidity
Level 1: Terror Level 1: Each player chooses a land to Isolate.
Level 2: Terror Level 2: Each player chooses a different land to Isolate. Also, Defend 2 in those lands.
Level 3: Terror Level 3: Each player chooses a different land to Isolate. Also, Defend 4 in those lands.
FAQ
Set: Nature Incarnate
Type: Fear
Name: Civil Unrest
Level 1: Terror Level 1: On Each Board: Add 1 Strife to a Town / City in a land not matching a Ravage Card.
Level 2: Terror Level 2: On Each Board: Add 1 Strife to a Town / City in a land not matching a Ravage Card. Each Invader takes 1 Damage per Strife it has.
Level 3: Terror Level 3: On Each Board: Add 1 Strife. Each Invader takes 1 Damage per Strife it has.
FAQ
Set: Nature Incarnate
Type: Fear
Name: Dahan Gain the Edge
Level 1: Terror Level 1: Each player chooses a different land with Dahan. In Each: Defend 2.
Level 2: Terror Level 2: Each player chooses a different land with Dahan. In Each: 1 Damage and Defend 3.
Level 3: Terror Level 3: Each player chooses a different land with Dahan. In Each: 2 Damage and Defend 4.
FAQ
Set: Nature Incarnate
Type: Fear
Name: Daunted by the Dahan
Level 1: Terror Level 1: 1 Fear per board with both Invaders and Dahan. Invaders do -6 Damage to Dahan (per land) during Ravage.
Level 2: Terror Level 2: 1 Fear per board with both Invaders and Dahan. Lands with Dahan have Defend 3. Invaders do -6 Damage to Dahan (per land) during Ravage.
Level 3: Terror Level 3: 1 Fear per board with both Invaders and Dahan. Lands with Dahan have Defend 3. Invaders do -6 Damage to Dahan (per land) during Ravage. Isolate all lands with Dahan.
FAQ
Set: Nature Incarnate
Type: Fear
Name: Distracted by Local Troubles
Level 1: Terror Level 1: On Each Board, in a land matching a Ravage Card: 1 Damage.
Level 2: Terror Level 2: Invaders do -1 Damage per Damage they have taken. On Each Board, in a land matching a Ravage Card: 1 Damage each to up to 2 Invaders.
Level 3: Terror Level 3: Invaders do -1 Damage per Damage they have taken. On Each Board, in two lands matching a Ravage Card: 2 Damage (per land).
FAQ
Set: Nature Incarnate
Type: Fear
Name: Restlessness
Level 1: Terror Level 1: Each player Pushes up to 1 Explorer / Town from a land not matching a Build card.
Level 2: Terror Level 2: Each player Pushes up to 3 Explorer / Town from a land not matching a Build card.
Level 3: Terror Level 3: Each player Removes up to 3 Explorer / Town from a land not matching a Build card.
FAQ
Set: Nature Incarnate
Type: Fear
Name: Seek Company
Level 1: Terror Level 1: On Each Board: Gather up to 1 Explorer into a land with 2 or more Invaders.
Level 2: Terror Level 2: On Each Board: Gather up to 3 Explorer / Town from a single land into a land with 2 or more Invaders.
Level 3: Terror Level 3: On Each Board: Gather up to 4 Explorer / Town (total) into lands with 2 or more Invaders.
FAQ
Set: Nature Incarnate
Type: Fear
Name: Struggles over Farmland
Level 1: Terror Level 1: Each player Adds 1 Strife in a land with Blight.
Level 2: Terror Level 2: Each player Adds 1 Strife to a Town or Adds 1 Strife in a land with Blight.
Level 3: Terror Level 3: Each player Adds 1 Strife. In each land with Blight, 1 Invader with Strife does Damage to other Invaders.
FAQ
Set: Nature Incarnate
Type: Fear
Name: Supply Chains Abandoned
Level 1: Terror Level 1: On Each Board: Isolate one land.
Level 2: Terror Level 2: On Each Board: Isolate one land. If Town / City are present, skip all Build Actions (in that land).
Level 3: Terror Level 3: On Each Board: Isolate two lands. In each of those lands, if Town / City are present, skip all Build Actions (in that land).
FAQ
Set: Nature Incarnate
Type: Fear
Name: Unsettled
Level 1: Terror Level 1: On Each Board: Choose a land with Beasts / Strife / Dahan. Downgrade 1 Town / City there.
Level 2: Terror Level 2: On Each Board: Choose a land with Beasts / Strife / Dahan. Downgrade 1 Town / City there ore skip the next Build Action there (this turn).
Level 3: Terror Level 3: On Each Board: Choose a land with Beasts / Strife / Dahan. Remove 1 Invader there or skip the next Build Action there (this turn).
FAQ
Set: Branch & Claw
Type: Choice Event
Name: Years of Little Rain
Description: A terrible drought parches the island. You may:
Choice0: Let the Plants Die and the Land Wither
• For each board, discard the top Minor Power. If it lacks Water, add 1 Blight to a Sands.
• Town, City and Dahan have -1 Health (min. 1) until the end of the turn.
Choice1: Act to ease the Drought
Cost: 4 Energy per player. Aided by Water.
• Each Spirit may add 1 Presence to one of their lands with Dahan.
Token Event: Beasts Attack: Each Beasts deals 2 Damage. Remove any token that destroys Town / City.
Dahan Event: Canny Defense: During Ravage, in every land, Defend 1 per Dahan in the land.
FAQ
Set: Branch & Claw
Type: Choice Event
Name: Farmers Seek the Dahan for Aid
Description: The Dahan are uncertain whether to teach the Invaders farming techniques more in tune with the island's life. You recommend they:
Choice0: Spurn the Invaders
• On Each Board: 2 Damage to Dahan in a land with Town / City and Dahan.
• On Each Board: Add 1 Blight to a land with at least 2 Town / City.
• Town / City have -1 Health (min 1) until the end of the turn.
Choice1: Teach the Invaders
• On Each Board: add 1 Town to a land with Dahan.
• The next normal Ravage becomes a Build (This could be on a future turn.)
Token Event: New Diseases: On half of the boards (rounding up) add 1 Disease to a land with both Dahan and Invaders. Do 2 Damage to Dahan there.
FAQ
Set: Branch & Claw
Type: Choice Event
Name: New Species Spread
Description: New plants and animals brought by the Invaders damage the local ecology. You may:
Choice0: Let the Invasive Species Bloom
• For each board, discard the top Minor Power. If it is Fast, add 1 Blight to a land with Town / City.
• After resolving this card, return it to the Event Deck under the top 2 cards.
Choice1: Transmute the Worst of the Species
Cost: 4 Energy per player. Aided by Moon.
• 1 Fear per player. On Each Board: Add 1 Beasts to a land with Town / City.
Token Event: New Diseases: On half of the boards (rounding up) add 1 Disease to a land with both Dahan and Invaders. Do 2 Damage to Dahan there.
Dahan Event: Offerings of Pattern and Dance: Each Spirit with at least 2 Dahan among all its lands gains 1 Energy.
FAQ
Set: Branch & Claw
Type: Choice Event
Name: War Touches the Island's Shores
Description: Invaders from a different faraway land assault the ones here, torching farms and bombarding Cities. You may:
Choice0: Allow the Attacks
• For each board, discard the top Major Power. Deal its Energy in Damage to Invaders and the land in the Coastal land with the most Town / City (minimum 1). Defend reduces the Damage to both Invaders and the Land.
Choice1: Help Repel the Newcomers
Cost: 1 Energy per player.
• Add a Fear Card to the top of the Fear Deck.
Token Event: Beasts Find New Homes: On Each Board: Push 1 Beasts to an adjacent land without Blight. 1 Fear if Invaders are present there.
Dahan Event: Reclaim Territory: Each player may Push 1 Dahan to an adjacent land, doing 1 Damage there.
FAQ
Set: Branch & Claw
Type: Choice Event
Name: Sacred Sites under Threat
Description: Invaders have begun to find hidden places of natural power. You may:
Choice0: Let the Island's Strength Repulse Them
• Each SacredSite Pushes 1 Explorer / Town to an adjacent land.
• Remove 1 Blight per player from the Blight Card, returning it to the box.
Choice1: Guard them Yourself, for Well or Ill
Cost: 3 Energy per land where you do damage. Aided by Fire.
• In each land with SacredSite and Invaders: Either do 2 Damage. -or- Destroy 1 Presence from each Spirit.
Token Event: Beasts Prowl: Each Beasts generates 1 Fear if Invaders are present, and moves to an adjacent land if not.
Dahan Event: Spirit-Speakers Solve Riddles of Power: Each Spirit with at least 4 Dahan among its lands gains a Minor Power.
FAQ
Set: Branch & Claw
Type: Choice Event
Name: Outpaced
Description: Humanity has always been faster than you, but the Invaders' terrifying speed catches you off-guard. Each Spirit chooses independently for each of their Slow Power Cards played this turn:
Choice0: Stay Steady and Slow
• Discard the Power Card.
• Gain 1 Energy, plus the card's printed Energy cost.
Choice1: Work to Match their Pace
• Pay 3 Energy -or- destroy 2 Presence.
• You may choose to resolve the Power Card now. (Instead of during the Slow Phase.)
Token Event: Lingering Plagues: On Each Board: Add 1 Disease. Disease doesn't prevent Builds this Invader Phase.
Dahan Event: Raids in Force: Each Spirit chooses a different land where Dahan outnumber Town / City. Each Dahan there does 1 Damage.
FAQ
Set: Branch & Claw
Type: Choice Event
Name: Missionaries Arrive
Description: They teach and spread lessons of a foreign god. You may:
Choice0: Ignore their Contact with the Dahan
• For each board, discard the top Minor Power. If it has Sun, Push 1 Explorer from a land with Dahan. Otherwise. replace 1 Dahan with 1 Town.
• After resolving this card, return it to the Event Deck under the top 2 cards.
Choice1: Curse the Tongues of the Foreigners
Cost: 4 Energy per player. Aided by Sun.
• Each Spirit adds 1 Disease to a land with City.
• 2 Fear per Player.
• During the next normal Ravage, City do +3 Damage.
Token Event: Prey on the Unwary: Each Beasts destroys 1 Explorer. Add 1 Beasts on a board without one.
FAQ
Set: Branch & Claw
Type: Choice Event
Name: A Strange Madness among the Beasts
Description: They grow even wilder and more savage. You may:
Choice0: Let them Rampage unto Death
• Each Beasts destroys 1 Dahan.
• Remove 1 Beasts from each board.
Choice1: Guide the Madness
Cost: 3 Energy per Beasts you decide to keep on the island. (min 3 Energy).. Aided by Animal.
• Remove any number of Beasts.
• Each Spirit may Push 1 Beasts to an adjacent land
Token Event: Savage Frenzy: Each Beasts destroys 1 Explorer and deals 2 Damage.
Dahan Event: Seek a Safer Home: On Each Board: Push 2 Dahan from a land with Beasts / Disease / Wilds to a land without any of these tokens.
FAQ
Set: Branch & Claw
Type: Stage Event
Name: Seeking the Interior,Local Diaspora
Level1: Seeking the Interior: In each Coastal land, Push 1 Explorer one land Inland.
Level2: Local Diaspora: In the single land with the most Invaders, Push 1 Explorer / Town to each adjacent land.
Level3: Local Diaspora: In the single land with the most Invaders, Push 1 Explorer / Town to each adjacent land.
Token Event: Beasts Prowl: Each Beasts generates 1 Fear if Invaders are present, and moves to an adjacent land if not.
Dahan Event: Forsake the Barren Land: On Each Board: Push 2 Dahan from a land with Blight to a land without Blight.
FAQ: Seeking the Interior
FAQ: Local Diaspora
Set: Branch & Claw
Type: Stage Event
Name: Wave of Reconnaissance,Urbanization
Level1: Wave of Reconnaissance: When Exploring: Add 1 additional Explorer to each land Explored.
Level2: Urbanization: In each land with at least 2 Town, replace half the Town (rounding up) with City.
Level3: Urbanization: In each land with at least 2 Town, replace half the Town (rounding up) with City.
Token Event: Stricken: In lands with Disease / Strife, Invaders skip Ravage Actions.
Dahan Event: Retreat: On Each Board: Push 2 Dahan from a land with City to a land without City.
FAQ: Wave of Reconnaissance
FAQ: Urbanization
Set: Branch & Claw
Type: Stage Event
Name: Interesting Discoveries,Increasing Aggression
Level1: Interesting Discoveries: On Each Board: Choose a SacredSite. Gather 1 Explorer into its land, and add 1 additional Explorer.
Level2: Increasing Aggression: Invaders do +1 Damage (per land) when Ravaging.
Level3: Increasing Aggression: Invaders do +1 Damage (per land) when Ravaging.
Token Event: Wheezelung Outbreak: On Each Board: Add Disease to the Jungle / Wetland with the most Town / City (minimum 1).
Dahan Event: Tend the Land: On Each Board: Remove 1 Blight from a land with at least 2 Dahan.
FAQ: Interesting Discoveries
FAQ: Increasing Aggression
Set: Branch & Claw
Type: Stage Event
Name: Strange Tales attract Explorers,Fortification
Level1: Strange Tales attract Explorers: Now: 1 Fear per Spirit that has at least 1 SacredSite. After advancing Invader Cards: Add 1 Explorer to each land with SacredSite.
Level2: Fortification: After advancing Invader Cards: Invaders Build in one terrain not shown under any Invader Action. (If there's no such terrain, nothing happens.)
Level3: Fortification: After advancing Invader Cards: Invaders Build in one terrain not shown under any Invader Action. (If there's no such terrain, nothing happens.)
Token Event: Beasts Attack: Each Beasts deals 2 Damage. Remove any token that destroys Town / City.
Dahan Event: Coming of Age: On Each Board: Add 1 Dahan to a Mountain or Sands with Dahan.
FAQ: Strange Tales attract Explorers
FAQ: Fortification
Set: Branch & Claw
Type: Terror Level Event
Name: Cultural Assimilation,Reprisal Against the Dahan
Level1: Cultural Assimilation: On Each Board: In a land with exactly 1 Dahan that has or is adjacent to a City, replace that Dahan with 1 Town.
Level2: Cultural Assimilation: On Each Board: In a land with exactly 1 Dahan that has or is adjacent to a City, replace that Dahan with 1 Town.
Level3: Reprisal Against the Dahan: On Each Board: choose a land with Dahan and Town / City. Invaders do 3 Damage to Dahan there, ignoring Defend Powers.
Token Event: Beasts Attack: Each Beasts deals 2 Damage. Remove any token that destroys Town / City.
Dahan Event: Reckless Offensive: On Each Board: Choose a land with at least 2 Dahan and at least 2 Town / City. Each Dahan destroys 1 Town / City. Add 1 Blight.
FAQ: Cultural Assimilation
FAQ: Reprisal Against the Dahan
Set: Branch & Claw
Type: Terror Level Event
Name: Investigation of Dangers,Destroy the unnatural!
Level1: Investigation of Dangers: On Each Board: Add 1 Explorer to a land without Invaders or Dahan.
Level2: Destroy the unnatural!: Invaders do +3 Damage (per land) when Ravaging in lands with Presence.
Level3: Destroy the unnatural!: Invaders do +3 Damage (per land) when Ravaging in lands with Presence.
Token Event: Prey on the Unwary: Each Beasts destroys 1 Explorer. Add 1 Beasts on a board without one.
Dahan Event: Rouse the Spirits: Each Spirit with at least 3 Dahan among all its lands may use a Slow Power now (instead of later).
FAQ: Investigation of Dangers
FAQ: Destroy the unnatural!
Set: Branch & Claw
Type: Terror Level Event
Name: Distant Exploration,Fearful Mobs
Level1: Distant Exploration: During the Explore step, Invaders Explore at +1 distance. (So a land 2 away from a Town / City / Ocean will be Explored into.)
Level2: Fearful Mobs: When Ravaging, Invaders do +3 Damage (per land) in lands with 3 or more Invaders.
Level3: Fearful Mobs: When Ravaging, Invaders do +3 Damage (per land) in lands with 3 or more Invaders.
Token Event: Grim Toll: On Each Board: Choose a land with Disease. In that land, do 2 Damage to Invaders and 2 Damage to Dahan.
Dahan Event: Fierce Mien: 1 Fear per land with Invaders where Dahan outnumber Town / City.
FAQ: Distant Exploration
FAQ: Fearful Mobs
Set: Branch & Claw
Type: Choice Event
Name: Rising Interest in the Island
Description: Your island is unlike any the Invaders have seen. Their leaders begin to take interest in tales of strangeness. You may:
Choice0: Ignore the Curiosity
• Return the top card of the Invader Deck to the box. (Skip cards specially placed during Setup.)
• On Each Board: Add 1 Town to a land without one.
Choice1: Weave Lies in the Minds of their Observers
Cost: 4 Energy per player. Aided by Air.
• Return the top Fear Card to the Box.
• During the next normal Ravage, each Town / City does +1 Damage.
Token Event: Beasts of the Jungle: On Each Board: Add 1 Beasts to a Jungle without Blight. 1 Fear if Invaders are present.
Dahan Event: Traps and Snares: On Each Board: Add 1 Wilds to a land with Dahan.
FAQ
Set: Branch & Claw
Type: Healthy Blighted Island Event
Name: Putting down Roots,The Center Crumbles
Healthy: Putting down Roots: On an Inland Land on Each Board: Replace 1 Explorer with 1 Town.
Blighted: The Center Crumbles: On Each Board With Invaders: Add 1 Blight to an Inland land. Spirits may prevent this on any / all boards by destroying 3 Presence from each board to be protected.
Token Event: Stricken: In lands with Disease / Strife, Invaders skip Ravage Actions.
Dahan Event: Drive off the Interlopers: Each player may Push 1 Explorer / Town from a land with Dahan.
FAQ: Putting down Roots
FAQ: The Center Crumbles
Set: Branch & Claw
Type: Healthy Blighted Island Event
Name: Search for new Lands,Devastated Shores
Healthy: Search for new Lands: In Each Land With at least 2 Explorer: Push 1 Explorer to an adjacent land without Invaders.
Blighted: Devastated Shores: On Each Board With Invaders: Add 1 Blight to a Coastal land. Spirits may prevent this on any / all boards by destroying 2 Presence from each board to be protected.
Token Event: Distant Hunt: On Each Board: Push 1 Beasts to an adjacent land with no Blight. It deals 1 Damage there.
Dahan Event: Canny Defense: During Ravage, in every land, Defend 1 per Dahan in the land.
FAQ: Search for new Lands
FAQ: Devastated Shores
Set: Branch & Claw
Type: Healthy Blighted Island Event
Name: Invaders Surge Inland,Widening Destruction
Healthy: Invaders Surge Inland: On a Coastal land on Each Board: Move 1 Town one or two lands inland.
Blighted: Widening Destruction: On Each Board: add 1 Blight to a land with / adjacent to Town / City. Spirits may prevent this on any / all boards by destroying 2 Presence from each board to be protected.
Token Event: Grim Toll: On Each Board: Choose a land with Disease. In that land, do 2 Damage to Invaders and 2 Damage to Dahan.
Dahan Event: Canny Defense: During Ravage, in every land, Defend 1 per Dahan in the land.
FAQ: Invaders Surge Inland
FAQ: Widening Destruction
Set: Branch & Claw
Type: Healthy Blighted Island Event
Name: Tight-Knit Communities,Blight Spreads
Healthy: Tight-Knit Communities: For the rest of this turn, Town / City have +1 Health.
Blighted: Blight Spreads: On Each Board: Add 1 Blight to a land adjacent to a land with Blight. Spirits may prevent this on any / all boards by destroying 2 Presence from each board to be protected.
Token Event: Prey on the Unwary: Each Beasts destroys 1 Explorer. Add 1 Beasts on a board without one.
Dahan Event: Coming of Age: On Each Board: Add 1 Dahan to a Coastal land with Dahan.
FAQ: Tight-Knit Communities
FAQ: Blight Spreads
Set: Branch & Claw
Type: Healthy Blighted Island Event
Name: Well-Prepared Explorers,Blight Spreads
Healthy: Well-Prepared Explorers: For the rest of this turn, Explorer have +1 Health.
Blighted: Blight Spreads: On Each Board: Add 1 Blight to a land adjacent to a land with Blight. Spirits may prevent this on any / all boards by destroying 2 Presence from each board to be protected.
Token Event: Beasts Prowl: Each Beasts generates 1 Fear if Invaders are present, and moves to an adjacent land if not.
Dahan Event: Coming of Age: On Each Board: Add 1 Dahan to an Inland land with Dahan.
FAQ: Well-Prepared Explorers
FAQ: Blight Spreads
Set: Branch & Claw
Type: Healthy Blighted Island Event
Name: Population Rises,Power Fades
Healthy: Population Rises: On Each Board: Add 1 Town to a land with Explorer / Town.
Blighted: Power Fades: Each Spirit chooses independently to: Destroy 2 of their Presence, -or- Forget 2 of their Powers, -or- Take 1 Blight from the Blight Card and remove it from the game.
Token Event: Sandfever Outbreak: On Each Board: Add 1 Disease to the Sands or Mountains with the most Town / City (minimum 1).
Dahan Event: Offerings of Pattern and Dance: Each Spirit with at least 2 Dahan among all its lands gains 1 Energy.
FAQ: Population Rises
FAQ: Power Fades
Set: Branch & Claw
Type: Healthy Blighted Island Event
Name: Urban Development,Festering Pits of Blight
Healthy: Urban Development: During the next normal Ravage, each City does +2 Damage. (If there is no Ravage this phase, leave this card by the Ravage space until one happens.)
Blighted: Festering Pits of Blight: On Each Board With Invaders: Add 1 Blight to a land with at least 2 Blight, but do not cascade.
Token Event: Lingering Plagues: On Each Board: Add 1 Disease. Disease doesn't prevent Builds this Invader Phase.
Dahan Event: Fierce Mien: 1 Fear per land with Invaders where Dahan outnumber Town / City.
FAQ: Urban Development
FAQ: Festering Pits of Blight
Set: Branch & Claw
Type: Healthy Blighted Island Event
Name: Heavy Farming,Overcrowded Cities
Healthy: Heavy Farming: During the next normal Ravage, each Town does +1 Damage. (If there is no Ravage this phase, leave this card by the Ravage space until one happens.)
Blighted: Overcrowded Cities: On Each Board with City: Add 1 Blight to a land with City. Spirits may prevent this on any / all boards by destroying 2 Presence from each board to be protected.
Token Event: Prey on the Unwary: Each Beasts destroys 1 Explorer. Add 1 Beasts on a board without one.
Dahan Event: Coming of Age: On Each Board: Add 1 Dahan to a Jungle or Wetland with Dahan.
FAQ: Heavy Farming
FAQ: Overcrowded Cities
Set: Branch & Claw
Type: Healthy Blighted Island Event
Name: Promising Farmland,New Cash Crops Take Hold
Healthy: Promising Farmland: When Exploring, once per board, place 1 Town instead of 1 Explorer.
Blighted: New Cash Crops Take Hold: Invaders immediately Ravage in 1 terrain type not showing under any Invader Action. Spirits may prevent this Ravage on any / all boards by destroying 2 Presence from each board to be protected.
Token Event: Beasts Provoked: On Each Board: Add 1 Beasts to a land without Blight that has Town.
Dahan Event: Canny Defense: During Ravage, in every land, Defend 1 per Dahan in the land.
FAQ: Promising Farmland
FAQ: New Cash Crops Take Hold
Set: Branch & Claw
Type: Adversary Event,Stage Event
Name: Slave Rebellion,Small Uprising,Rebellion!
(Adversary Event - include only if specified)
Discard and redraw if not playing against Kingdom of France
Set: Branch & Claw
Type: Stage Event
Name: Small Uprising,Rebellion!
Level1: Small Uprising: On Each Board: add 1 Strife to 1 Town. After finishing this Event Card, draw another one, then return this card to the Event Deck as per Setup.
Level2: Small Uprising: On Each Board: add 1 Strife to 1 Town. After finishing this Event Card, draw another one, then return this card to the Event Deck as per Setup.
Level3: Rebellion!: On Each Board: Destroy 1 Town. Add 1 Strife to any 2 Town / City. Then, every Invader takes 1 Damage per Strife it has. After finishing this Event card, draw another one. This card is discarded.
Dahan Event: Aid the Uprising: Invaders with Strife take 1 Damage per Dahan present. Add 1 Dahan per Town / City this destroys.
FAQ: Small Uprising
FAQ: Rebellion!
FAQ: Slave Rebellion
Set: Jagged Earth
Type: Choice Event
Name: Lesser Spirits Imperiled
Description: The Invaders' spread is threatening many of the island's smaller Spirits. You may:
Choice0: Tend to Your Own Strength
• Each Spirit gains 1 Energy.
• Discard 1 Minor Power per player from the deck. For each with Plant, Remove 1 Blight from the Blight Card, returning it to the box. For each with Animal, Destroy 1 Dahan in a land with Blight.
Choice1: Forge a Web of Mutual Support
Cost: 4 Energy per player. Aided by Plant.
• Each Spirit Destroys 1 of their Presence.
• Each Spirit gains 1 permanent Element for the rest of the game. (Choose separately, now.)
Token Event: Quit the Farmed Lands: On Each Board: Push 1 Beasts to a land without Town / City. 1 Fear if Explorer are present there.
Dahan Event: Return to Old Pillars: On Each Board: Gather 1 or 2 Dahan into a land with Dahan Setup symbols.
FAQ
Set: Jagged Earth
Type: Choice Event
Name: Remnants of a Spirit's Heart
Description: A group of Dahan find a stony ridge with lingering blessings from an ancient mountain-Spirit. You may:
Choice0: Leave Its Strength With the Dahan
• Dahan have +10 Health this turn.
• In lands with Dahan, Invaders have +1 Health this turn.
Choice1: With Patient Focus Craft a Great Warding
Cost: 4 Energy per player. Aided by Earth.
• Defend from Spirits is 4 lower per land this turn (min. 0).
• During one future Spirit Phase, players may jointly decide to grant Defend 4 to all lands that turn. (There is a Reminder Card for this.)
Token Event: Hunting Parties: For each land with Beasts and City: 1 Fear and Destroy 1 Beasts there.
Dahan Event: A Thousand Small Struggles: On Each Board with 4 or more Town / City and 4 or fewer Dahan: Add 1 Blight to a land without Dahan.
FAQ
Set: Jagged Earth
Type: Choice Event
Name: Numinous Crisis
Description: The spiritual energy of the island weakens as life's connections grow ever more tattered. You may:
Choice0: Draw Strength From It While You Can
• Remove 1 Blight per player from the Blight Card. Then, if the Blight Card has not flipped, keep Removing Blight until it flips. Gain 3 Energy per Blight Removed, divided as evenly as possible among all Spirits.
Choice1: Pour Your Strength Into the Island
• Each Spirit either pays 3 Energy, Forgets 2 Power Cards, or returns 1 Presence to their Presence tracks.
• Add 1 Blight per Spirit to the Blight Card (From the box).
Token Event: Plagues Bring Fear and Death: 1 Fear per board with Disease. On Each Board: 2 Damage to Dahan in a land with Disease.
Dahan Event: Careful Defense: When Invaders Ravage, if the land has Dahan, Defend 2.
FAQ
Set: Jagged Earth
Type: Choice Event
Name: Hard-Working Settlers
Description: The latest round of settlers are regrettably diligent, focused and curious. You may:
Choice0: Act Cautiously in the Background
• On Each Board: Push up to 2 Dahan.
• On Each Board: Add 1 Town to a land without Town.
• On Each Board: Immediately Ravage in the land with the most Invaders that matches a Ravage Card.
Choice1: Create Unnerving Distractions ...at the cost of piquing their interest.
• Ravage Cards skip up to one matching land on each board. (Players choose which.)
• 1 Fear per player.
• Remove the bottommost Stage II and Stage III Cards in the Invader Deck from the game.
Token Event: Beasts Prey on the Injured: This turn, Beasts also count as Badlands. On Each Board: Destroy a Damaged Invader in a land with Beasts.
FAQ
Set: Jagged Earth
Type: Choice Event
Name: Dahan Trade with the Invaders
Description: Some seek knowledge, others are interested in tools and trade goods, still others simply curious. All hope to avoid violence, and the Invaders seem amenable - at least for now. You may:
Choice0: Ignore Their Interest
• Dahan do not participate in Ravages this turn.
Choice1: Display Your Wrath at This Betrayal
Cost: 2 Energy per player. Aided by Fire.
• Each Spirit with Dahan in their lands Destroys 1 of them and generates 1 Fear.
Choice2: Change and Help Them Learn From the Enemy
Cost: 6 Energy per player. Aided by Air.
• Dahan do not participate in Ravages this turn.
• Each Spirit Forgets a Power Card.
• From next turn on, each Dahan provides Defend 1 in its land. (There is a Reminder Card for this.)
Token Event: Outbreaks Shift: On Each Board: Push 1 Disease to the adjacent land with the most Invaders (min. 1).
FAQ
Set: Jagged Earth
Type: Choice Event
Name: Life's Balance Tilts
Description: The energies of life shift towards destruction, bringing wasting and disease to the animals of the island. Death is a part of life, but does this go too far? You may:
Choice0: Let Destruction Have Its Day
• On Each Board: Remove 1 Beasts. Add 1 Disease.
• For Each Board: Discard the top Minor Power. If it is Fast, add 1 Blight.
• Invaders and Dahan have -1 Health (min. 1) this turn.
Choice1: Fortify the Resilience of Life
Cost: 4 Energy per Player. Aided by Animal.
• On Each Board: Add 1 Beasts. Remove 1 Disease.
• For Each Board: Discard the top Minor Power. If it is Slow, Remove 1 Blight.
• Invaders and Dahan have +1 Health this turn.
Dahan Event: A Thousand Small Struggles: On Each Board with 4 or more Town / City and 4 or fewer Dahan: Add 1 Blight to a land without Dahan.
FAQ
Set: Jagged Earth
Type: Stage Event
Name: Harvest Bounty, Harvest Dust,Widespread Clearcutting
Level1: Harvest Bounty, Harvest Dust: If the island is Healthy, On Each Board: Choose a land with Town / City. Ravage there. If the island is Blighted, On Each Board: Push 1 Town from a land with 2 or more Town / City to a land without Town / City.
Level2: Harvest Bounty, Harvest Dust: If the island is Healthy, On Each Board: Choose a land with Town / City. Ravage there. If the island is Blighted, On Each Board: Push 1 Town from a land with 2 or more Town / City to a land without Town / City.
Level3: Widespread Clearcutting: On Each Board: Choose a land with Town / City. Add 1 Blight there, without cascading. Players may destroy 2 Presence / Dahan in that land to prevent adding Blight.
Token Event: Explorers Blunder: On Each Board: Destroy 2 Explorer among lands with Beasts.
Dahan Event: Coordinated Strikes: In each land with 3 or more Dahan, 2 Damage and Defend 2.
FAQ: Harvest Bounty, Harvest Dust
FAQ: Widespread Clearcutting
Set: Jagged Earth
Type: Stage Event
Name: Invested Aristocracy,Foreign Dignitaries Visit
Level1: Invested Aristocracy: After the Ravage Step, On Each Board where it added no Blight: Add 1 Town to the highest-numbered land with no Invaders.
Level2: Invested Aristocracy: After the Ravage Step, On Each Board where it added no Blight: Add 1 Town to the highest-numbered land with no Invaders.
Level3: Foreign Dignitaries Visit: If the island is Healthy, Ravages do +2 Damage (total) in the lowest-numbered matching land on each board. If the island is Blighted, add 1 Fear Card to the top of the Fear Deck.
Token Event: Prey on the Heedless: In each land with Beasts, 1 Damage per Beasts.
Dahan Event: Coming of Age: On Each Board: Add 1 Dahan to a land with 2 or more Dahan.
FAQ: Invested Aristocracy
FAQ: Foreign Dignitaries Visit
Set: Jagged Earth
Type: Stage Event
Name: Mapmakers Chart the Wild,Increasing Aggression
Level1: Mapmakers Chart the Wild: Ignore Wilds during the Explore Step. On Each Board without Wilds: Explore Actions add +1 Explorer (in each land successfully Explored).
Level2: Mapmakers Chart the Wild: Ignore Wilds during the Explore Step. On Each Board without Wilds: Explore Actions add +1 Explorer (in each land successfully Explored).
Level3: Increasing Aggression: Invaders do +1 Damage (per land) when Ravaging.
Token Event: Prey on the Heedless: In each land with Beasts, 1 Damage per Beasts.
Dahan Event: Coming of Age: On Each Board: Add 1 Dahan to a land with Dahan and no Badlands / Beasts / Disease / Wilds.
FAQ: Mapmakers Chart the Wild
FAQ: Increasing Aggression
Set: Jagged Earth
Type: Stage Event
Name: No Bravery without Numbers,Courage of the Crowd
Level1: No Bravery without Numbers: Invaders do not Ravage in lands unless there are more Invaders than the current Terror Level.
Level2: No Bravery without Numbers: Invaders do not Ravage in lands unless there are more Invaders than the current Terror Level.
Level3: Courage of the Crowd: Invaders do not Ravage in lands unless there are more Invaders than the current Terror Level. Ravage actions do +2 Damage (per land).
Token Event: Prey on the Heedless: In each land with Beasts, 1 Damage per Beasts.
Dahan Event: Leave The Hostile Land: In each land, Push 1 Dahan per Badlands / Disease to lands without Badlands / Disease.
FAQ: No Bravery without Numbers
FAQ: Courage of the Crowd
Set: Jagged Earth
Type: Stage Event
Name: Smaller Ports Spring Up,Extensive Building
Level1: Smaller Ports Spring Up: On Each Board with exactly 1 Coastal City: Add 1 Town to a Coastal land without City.
Level2: Smaller Ports Spring Up: On Each Board with exactly 1 Coastal City: Add 1 Town to a Coastal land without City.
Level3: Extensive Building: On Each Board: Build in a land with Invaders not matching a Build Card.
Token Event: Stricken: In lands with Disease / Strife, Invaders skip Ravage Actions.
Dahan Event: Settlers Encroach Too Far: On Each Board: Choose a land with Town and Dahan. Push 1 Town per 2 Dahan there.
FAQ: Smaller Ports Spring Up
FAQ: Extensive Building
Set: Jagged Earth
Type: Healthy Blighted Island Event
Name: The Frontier Calls,Self-Sacrifice Buys Time.
Healthy: The Frontier Calls: Explore Actions add +1 Explorer to lands without Town / City.
Blighted: Self-Sacrifice Buys Time.: Destroy 1 Presence from each Spirit. The next X Blight added to the island this turn come from the box instead of the Blight Card, where X is the number of Spirits. (Place this card on the Blight Card as reminder.)
Token Event: Lair in Untamed Lands: On Each Board: Add 1 Beasts to a land without Town / City / Blight.
Dahan Event: Seek Out New Grounds: On Each Board: Gather 1 or 2 Dahan into a land without Dahan Setup symbols.
FAQ: The Frontier Calls
FAQ: Self-Sacrifice Buys Time.
Set: Jagged Earth
Type: Healthy Blighted Island Event
Name: Seek New Farmland,Voracious Consumption
Healthy: Seek New Farmland: In each land with 2 or more Town, Push 1 Town to a land without Town.
Blighted: Voracious Consumption: On Each Board: After the Ravage Step, add 1 Blight to a land with City and no Blight. Spirits may prevent this on any/all boards by Destroying 2 Presence from each board to be protected.
Token Event: Plagues Bring Fear and Death: 1 Fear per board with Disease. On Each Board: 2 Damage to Dahan in a land with Disease.
Dahan Event: Engage on Their Own Terms: During Ravage, Dahan only do 1 Damage each, but deal Damage before Invaders.
FAQ: Seek New Farmland
FAQ: Voracious Consumption
Set: Jagged Earth
Type: Healthy Blighted Island Event
Name: Gradual Corruption,Ravaged Wilderness
Healthy: Gradual Corruption: On Each Board: Add 1 Blight to a land with Town / City. Spirits may prevent this on any/all boards by paying X Energy per board to protect, where X is the number of cards in the Invader discard. (This may be 0.)
Blighted: Ravaged Wilderness: On Each Board: Remove 1 Beasts from a land with Blight. Remove 1 Wilds from a land with Blight.
Token Event: Fatalities Rise: In each land with Disease, 1 Damage to each Invader and 1 Damage to each Dahan. Remove 1 Disease from each land where this Destroys any Town / City.
Dahan Event: Blessings of Bounty and Health: Each Spirit may add 1 Dahan to one of its lands with Dahan.
FAQ: Gradual Corruption
FAQ: Ravaged Wilderness
Set: Jagged Earth
Type: Healthy Blighted Island Event
Name: Fortune-Seekers,The Land's Bounty Exhausted
Healthy: Fortune-Seekers: The next Explore Card matches all lands without Town / City instead of the printed land type. (you still check for sources of Explorers.) Ignore any Escalation on it.
Blighted: The Land's Bounty Exhausted: In lands without Presence, it only takes 1 Damage to add Blight.
Token Event: Grim Toll: On Each Board: Choose a land with Disease. In that land, do 2 Damage to Invaders and 2 Damage to Dahan.
Dahan Event: Tell the Old Stories: Each Spirit with at least 2 Dahan among its lands either Reclaims 1 Power Card or re-gains a Unique Power it previously Forgot.
FAQ: Fortune-Seekers
FAQ: The Land's Bounty Exhausted
Set: Jagged Earth
Type: Healthy Blighted Island Event
Name: Provincial Seat,Lands Hollow of Promise
Healthy: Provincial Seat: On Each Board: Choose a land with City. Build there.
Blighted: Lands Hollow of Promise: On Each Board: Add 1 Blight to a land without Presence. Spirits may prevent this on any/all boards by Destroying 2 Presence from each board to be protected.
Token Event: Beasts Chase Off Homesteaders: On Each Board: Push up to 2 Explorer or 1 Town from a land with Beasts.
Dahan Event: Rally to the Defense of Distant Kin: On Each Board: Gather 1 Dahan into a land with Dahan. In that land, Defend 1 per Dahan.
FAQ: Provincial Seat
FAQ: Lands Hollow of Promise
Set: Jagged Earth
Type: Healthy Blighted Island Event
Name: Cities Rise,Depleted Soil
Healthy: Cities Rise: On Each Board: In the land with the most Town, Replace 2 Town with 2 City. (If there is only 1 Town, instead Replace it with 1 City.)
Blighted: Depleted Soil: In lands with Town / City, it only takes 1 Damage to add Blight.
Token Event: Beasts Chase Off Homesteaders: On Each Board: Push up to 2 Explorer or 1 Town from a land with Beasts.
Dahan Event: Careful Defense: When Invaders Ravage, if the land has Dahan, Defend 2.
FAQ: Cities Rise
FAQ: Depleted Soil
Set: Jagged Earth
Type: Healthy Blighted Island Event
Name: Thriving Trade,Partitioned Wilderness
Healthy: Thriving Trade: On Each Board: Add 1 City to a Coastal land with City
Blighted: Partitioned Wilderness: On Each Board: If there are 4 or more lands with Town, add 1 Blight to a land with or adjacent to Town. Spirits may prevent this on any/all boards by Destroying 3 Presence from each board to be protected.
Token Event: Pestilence Arrives on Canvas Sails: On Each Board: Add 1 Disease to the Coastal land with the most Town / City (min. 1). In that land, 3 Damage to Dahan.
Dahan Event: Clever Cooperation: Each Spirit may Push 1 of their Presence from a land with Dahan. 2 Damage in the land Pushed to.
FAQ: Thriving Trade
FAQ: Partitioned Wilderness
Set: Jagged Earth
Type: Healthy Blighted Island Event
Name: Wounded Lands Attract Explorers,The World's Vibrance Fades
Healthy: Wounded Lands Attract Explorers: On Each Board: Add 1 Explorer to a land with Blight.
Blighted: The World's Vibrance Fades: Remove 1 Blight per player from the Blight Card, returning it to the box. Each Spirit may prevent 1 Blight from being Removed by Destroying 2 of their Presence.
Token Event: Beasts Chase Off Homesteaders: On Each Board: Push up to 2 Explorer or 1 Town from a land with Beasts.
Dahan Event: Raiding and Retaliation: In each land with Town / City: 1 Damage per Dahan, then each surviving Town / City deals 1 Damage to Dahan. (Defend / Strife apply normally.)
FAQ: Wounded Lands Attract Explorers
FAQ: The World's Vibrance Fades
Set: Jagged Earth
Type: Healthy Blighted Island Event
Name: Coastal Towns Multiply,Cooperation Among Towns
Healthy: Coastal Towns Multiply: On Each Board: Add 1 Town to a Coastal land adjacent to a Coastal Town.
Blighted: Cooperation Among Towns: Invaders do +1 Damage (per land) when Ravaging in lands with Town / City and no Strife.
Token Event: Explorers Blunder: On Each Board: Destroy 2 Explorer among lands with Beasts.
Dahan Event: Coming of Age: On Each Board: Add 1 Dahan to a land with Dahan and no Blight / Disease.
FAQ: Coastal Towns Multiply
FAQ: Cooperation Among Towns
Set: Jagged Earth
Type: Healthy Blighted Island Event
Name: Civic Engagement,Life's Web Torn Asunder
Healthy: Civic Engagement: On Each Board: Remove 1 Strife. If you can't, on that board Invaders do +1 Damage (per land) when Ravaging in lands with Town / City.
Blighted: Life's Web Torn Asunder: On Each Board with 6 or more Blight: Add 1 Blight to a land adjacent to Blight.
Token Event: Casualties of Fang and Sting: On Each Board: Destroy 1 Explorer / Town in a land with Beasts.
Dahan Event: Keep Far From the Lands of Plague: On Each Board: Push 3 Dahan from lands with Disease to lands without Disease.
FAQ: Civic Engagement
FAQ: Life's Web Torn Asunder
Set: Jagged Earth
Type: Healthy Blighted Island Event
Name: Sprawl Contained by the Wilds,Dissolution Threatens
Healthy: Sprawl Contained by the Wilds: On Each Board: Add 1 Wilds to a land without Invaders. Build in the land with the most Town / City (min 1).
Blighted: Dissolution Threatens: Spirits are losing awareness and control of pieces of themselves. Each Spirit chooses: ACCEPT THIS FRAGMENTATION: Destroy 2 Presence, adding 1 Wilds in place of each. -or- FOCUS YOUR WILL TOWARDS WHOLENESS: Add 1 of your Destroyed Presence to one of your lands. Next turn, all your Powers are Slow and cannot be made Fast.
Token Event: Explorers Blunder: On Each Board: Destroy 2 Explorer among lands with Beasts.
Dahan Event: Lay Ambushes: During Ravage, Dahan deal Damage at the same time as Invaders.
FAQ: Sprawl Contained by the Wilds
FAQ: Dissolution Threatens
Set: Jagged Earth
Type: Healthy Blighted Island Event
Name: The Struggles of Growth,Blight Deepens
Healthy: The Struggles of Growth: A painful crux-point. Each Spirit chooses: TRADE REACH FOR DEEPER NATURE: Destroy 2 of your Presence. Gain a Power Card. -or- LEAVE BEHIND THAT WHICH RESTRAINS YOU: Forget a Power Card. Gain 2 Energy. Move up to 2 of your Presence up to 4 Range.
Blighted: Blight Deepens: On Each Board: Add 1 Blight to a land with Blight, but do not cascade. Spirits may prevent this on any/all boards by Destroying 1 Presence from each board to be protected.
Token Event: Irregular Outbreaks: Disease doesn't prevent Builds this Invader Phase. 1 Fear per board with Disease.
Dahan Event: Careful Defense: When Invaders Ravage, if the land has Dahan, Defend 2.
FAQ: The Struggles of Growth
FAQ: Blight Deepens
Set: Jagged Earth
Type: Terror Level Event
Name: Eager Explorers,Xenophobia
Level1: Eager Explorers: On Each Board: After the first successful Build Action, add 1 Explorer to an adjacent land without Invaders.
Level2: Xenophobia: When Ravaging in lands with Dahan, each individual Invader does -1 Damage to the land and +1 Damage to Dahan.
Level3: Xenophobia: When Ravaging in lands with Dahan, each individual Invader does -1 Damage to the land and +1 Damage to Dahan.
Token Event: Beasts Chase Off Homesteaders: On Each Board: Push up to 2 Explorer or 1 Town from a land with Beasts.
Dahan Event: At Their Gates Demanding Redress: 2 Fear per land with Dahan and City.
FAQ: Eager Explorers
FAQ: Xenophobia
Set: Jagged Earth
Type: Terror Level Event
Name: Bureaucrats Adjust Funding,Ransack and Run
Level1: Bureaucrats Adjust Funding: On Each Board with 9 or more Town / City: Build Cards skip the highest-numbered matching land. On Each Board with 3 or fewer Town / City: Build Cards cause 1 extra Build Action in the highest-numbered matching land. (This can affect a land without Invaders.)
Level2: Bureaucrats Adjust Funding: On Each Board with 9 or more Town / City: Build Cards skip the highest-numbered matching land. On Each Board with 3 or fewer Town / City: Build Cards cause 1 extra Build Action in the highest-numbered matching land. (This can affect a land without Invaders.)
Level3: Ransack and Run: After the Ravage Step, On Each Board: In the land with the most City (min 1), Ravage, then remove 1 City.
Token Event: Terrifying Beasts: 2 Fear per board with 2 or more Beasts.
Dahan Event: Coordinated Defense: When Invaders Ravage, if the land has both Dahan and Presence, Defend 5.
FAQ: Bureaucrats Adjust Funding
FAQ: Ransack and Run
Set: Jagged Earth
Type: Terror Level Event
Name: Resourceful Populace,Strip the Land Bare
Level1: Resourceful Populace: For the rest of this turn, after an Action Destroys 1 or more Town / City, add 1 Town to an adjacent land. (If there are no adjacent lands - e.g., due to Isolate - don't add anything.)
Level2: Strip the Land Bare: Town each do +1 Damage when Ravaging. After a Ravage Action adds Blight, Remove 1 Explorer and 1 Town from the Ravaged land.
Level3: Strip the Land Bare: Town each do +1 Damage when Ravaging. After a Ravage Action adds Blight, Remove 1 Explorer and 1 Town from the Ravaged land.
Token Event: Virulence Among Close-Packed Homes: On Each Board: Add 1 Disease to the Inland land with the most Town / City (min. 1).
Dahan Event: Offerings of Story and Season: Each Spirit with at least 3 Dahan among all its lands gains 1 Energy and may Reclaim 1 Card.
FAQ: Resourceful Populace
FAQ: Strip the Land Bare
Set: Jagged Earth
Type: Terror Level Event
Name: Relentless Optimism,Cultures Mix and Clash
Level1: Relentless Optimism: For the rest of this turn, don't generate Fear for Destroying Town / City.
Level2: Cultures Mix and Clash: On Each Board: If Dahan outnumber Town / City by 2 or more, Replace 1 Town with 1 Dahan. If Town / City outnumber Dahan by 2 or more, Replace 1 Dahan with 1 Town.
Level3: Cultures Mix and Clash: On Each Board: If Dahan outnumber Town / City by 2 or more, Replace 1 Town with 1 Dahan. If Town / City outnumber Dahan by 2 or more, Replace 1 Dahan with 1 Town.
Token Event: Foreign Diseases: On Each Board, in the land with the most combined Invaders + Dahan (min. 1 of each): Add 1 Disease. 2 Damage to Dahan.
Dahan Event: Offerings of Pattern and Dance: Each Spirit with at least 2 Dahan among all its lands gains 1 Energy.
FAQ: Relentless Optimism
FAQ: Cultures Mix and Clash
Set: Jagged Earth
Type: Terror Level Event
Name: Pull Together in Adversity,Purge the Land with Salt and Fire
Level1: Pull Together in Adversity: For the rest of this turn, ignore 1 Strife on each Invader. (This includes not removing that Strife.)
Level2: Pull Together in Adversity: For the rest of this turn, ignore 1 Strife on each Invader. (This includes not removing that Strife.)
Level3: Purge the Land with Salt and Fire: On Each Board in a land with 2 or more Town: Add 1 Blight without cascading. Add 2 Badlands. Remove all Town.
Token Event: Explorers Blunder: On Each Board: Destroy 2 Explorer among lands with Beasts.
Dahan Event: Careful Defense: When Invaders Ravage, if the land has Dahan, Defend 2.
FAQ: Pull Together in Adversity
FAQ: Purge the Land with Salt and Fire
Set: Jagged Earth
Type: Terror Level Event
Name: Temporary Truce,Temporary Caution
Level1: Temporary Truce: In lands with Dahan: 1 Dahan and 1 Town / City do not participate in Ravages. (They neither take nor deal Damage.)
Level2: Temporary Caution: During the Ravage Step, On Each Board: Skip 1 Ravage Action in a land where Dahan outnumber Town / City.
Level3: Temporary Caution: During the Ravage Step, On Each Board: Skip 1 Ravage Action in a land where Dahan outnumber Town / City.
Token Event: Prey on the Heedless: In each land with Beasts, 1 Damage per Beasts.
Dahan Event: Speak of the Spirits' Anger: For each board, 1 Fear if any Dahan are in lands with Town / City.
FAQ: Temporary Truce
FAQ: Temporary Caution
Set: Jagged Earth
Type: Terror Level Event
Name: Overconfidence,Terror Breeds Aggression
Level1: Overconfidence: If you have any Earned Fear Cards, discard 2 of them now (so you don't get their text benefits). Otherwise, move 2 Earned Fear Markers per player to the top of the Fear pool.
Level2: Terror Breeds Aggression: For every 2 Fear Cards currently in the Earned Fear Cards pile, Invaders do +1 Damage (per land) when Ravaging.
Level3: Terror Breeds Aggression: For every 2 Fear Cards currently in the Earned Fear Cards pile, Invaders do +1 Damage (per land) when Ravaging.
Token Event: Beasts Multiply: On Each Board: Add 1 Beasts to a land adjacent to Beasts, then Destroy 1 Dahan in a land with Beasts.
Dahan Event: Coordinated Defense: When Invaders Ravage, if the land has both Dahan and Presence, Defend 5.
FAQ: Overconfidence
FAQ: Terror Breeds Aggression
Set: Nature Incarnate
Type: Choice Event
Name: Ethereal Conjunction
Description: A confluence of spiritual forces gathers into an unformed maelstrom. Each Spirit chooses:
Choice0: Endure Its Forces As Best You Can
• Destroy 1 Presence and lose 1 Energy.
Choice1: Seek To Control It, Though It Exhausts You
• Choose any non-Major Power Card of yours (in hand, play, or discard). Put it into play (without paying its cost); use it immediately (even if already used this turn); and then Forget it.
• Discard all Power Cards (from hand).
Token Event: Irregular Outbreaks: Disease doesn't prevent Builds this Invader Phase. 1 Fear per board with Disease.
Dahan Event: Tend to the Living Earth: On Each Board with 5 or more Dahan: Remove 1 Blight in a land with Dahan.
FAQ
Set: Nature Incarnate
Type: Choice Event
Name: Far-Off Wars Touch the Island
Description: Invaders from a different, distant land launch an assault upon the island while the invaders here rally together in a wave of nationalism. Defending the island with them might come at too high a price.
• Add a fear Card to the top of the Fear Deck.
• On Each Board, in the land with the most Town / City, choose (for that board) either:
Choice0: Encourage the Destruction
• 4 Fear. Destroy half of Town (round up) and half of City (round up). Add 2 Blight without cascading.
Choice1: Blunt the Offensive
• Destroy 1 Town but do not gain Fear.
Token Event: Ecosystem Damage: On Each Board: Add 1 Badlands to a land with Blight.
Dahan Event: Return to Old Pillars: On Each Board: Gather 1 or 2 Dahan into a land with Dahan Setup symbols.
FAQ
Set: Nature Incarnate
Type: Choice Event
Name: Visions Out of Time
Description: A Spirit more loosely time-moored than most warns of catastrophe's subtle seeds. Each Spirit chooses:
Choice0: Let the Warning waft into Days Past
• Lose 1 Energy and replace your most expensive non-Unique Power Card in hand or discard pile (combined) with one of the same type: Reveal the top 4 cards of the deck, Take 1, put it where your card is, then put your card in that deck's discard.
Choice1: Head off the Problems Yourself
• Add 1 Omen token (Scenario Marker) to the land without Omens that has the most Invaders (min. 1). After the Ravage Step next turn, at each Omen: 2 Fear. Invaders Ravage. Remove 1 Omen.
Token Event: Prey on the Heedless: In each land with Beasts: 1 Damage per Beasts.
Dahan Event: Strength from Trade: Lands with Dahan have Defend 2. In lands with Town / City and no Dahan, Ravage Actions do +1 Damage.
FAQ
Set: Nature Incarnate
Type: Healthy Blighted Island Event
Name: Accumulated Devastation,The World's Vibrance Fades
Healthy: Accumulated Devastation: On Each Board: During the first successful Ravage Action (in one land) this Invader Phase, increase the total Damage ravaging Invaders deal to each land (but not to Dahan) by the current Invader Stage. Do this for at most one Ravage Action per board (for one Ravage Action in one land).
Blighted: The World's Vibrance Fades: Remove 1 Blight per player from the Blight Card, returning it to the box. Each Spirit may prevent 1 Blight from being Removed by Destroying 2 of their Presence.
Token Event: Territorial Beasts: On Each Board: Isolate a land with Beasts. 1 Fear if Invaders are present.
Dahan Event: Years of Health and Harmony: On Each Board with 5 or more Dahan: Add 1 Dahan to the land with the most Dahan.
FAQ: Accumulated Devastation
FAQ: The World's Vibrance Fades
Set: Nature Incarnate
Type: Healthy Blighted Island Event
Name: Focused Farming,Essence Disperses
Healthy: Focused Farming: On Each Board: Add 1 Explorer and 1 Town to a land with Town / Blight.
Blighted: Essence Disperses: Each Spirit chooses independently to: Forget 1 Power Card. -or- Lose 2 Energy (to min. 0) and Destroy 1 Presence. In the land where you destroyed Presence, return 1 Blight to the box (if possible).
Token Event: Explorers Blunder: On Each Board: Destroy 2 Explorer among lands with Beasts.
Dahan Event: Offerings of Story and Season: Each Spirit with at least 3 Dahan among all its lands gains 1 Energy and may Reclaim 1 Card.
FAQ: Focused Farming
FAQ: Essence Disperses
Set: Nature Incarnate
Type: Healthy Blighted Island Event
Name: Influx of Settlers,Lethargy and Degeneration
Healthy: Influx of Settlers: On the single board with the most Town / City: Add 1 Town per player, split between as many different lands as possible. (This will usually be 1 Town per chosen land.)
Blighted: Lethargy and Degeneration: On Each Board: Skip the first Ravage Action (in one land). Add 1 Blight to a land with Town / City. Spirits may prevent either / both effects on any / all boards (choose per board) by Destroying 2 Presence from each board to be protected.
Token Event: Sand Stalkers: On Each Board: Add 1 Beasts to the Sands with the most Invaders. 1 Fear if Invaders are present there.
Dahan Event: Network of Support and Trade: When Invaders Ravage, if the land has Dahan, Defend 1 + Defend 1 per adjacent Dahan.
FAQ: Influx of Settlers
FAQ: Lethargy and Degeneration
Set: Nature Incarnate
Type: Healthy Blighted Island Event
Name: Search for Unclaimed Land,Widespread Hunting
Healthy: Search for Unclaimed Land: On Each Board: Explore in the land with the fewest total Invaders / Dahan (no source required).
Blighted: Widespread Hunting: When Town / City Ravage in a land: If no Beasts are present, Invaders do +2 Damage (total). Otherwise, Destroy 1 Beasts. Do this at most once per board (for one Ravage Action in one land).
Token Event: Plagues in Populous Lands: On Each Board: Add 1 Disease to a land with 3 or more Invaders.
Dahan Event: Spreading Conflict Prompts Caution: On Each Board: Push up to 3 Dahan from a land matching a Ravage card to a land not matching a Ravage card.
FAQ: Search for Unclaimed Land
FAQ: Widespread Hunting
Set: Nature Incarnate
Type: Terror Level Event
Name: An Ominous Dawn,Wavering Resolve
Level1: An Ominous Dawn: 1 Fear per Power Card in play that generates Fear. (In its instructions, not by destroying Town / City. Count thresholds even if you don't have the Elements. Generated Fear can't cause Wavering Resolve.)
Level2: Wavering Resolve: Remove 1 Health worth of Invaders per Power Card in play that generates Fear. (In its instructions, not by destroying Town / City. Count thresholds even if you don't have the Elements.)
Level3: Wavering Resolve: Remove 1 Health worth of Invaders per Power Card in play that generates Fear. (In its instructions, not by destroying Town / City. Count thresholds even if you don't have the Elements.)
Token Event: Dangerous Lands: On Each Board: 1 Damage in a land with Badlands / Beasts. 1 Damage to Dahan in a land with Badlands / Beasts and Dahan.
Dahan Event: Waning Support: On Each Board with Town / City ...and 5 or fewer Dahan: Destroy 1 Presence. ...and 3 or fewer Dahan: Also: Add 1 Blight to a land with Town / City.
FAQ: An Ominous Dawn
FAQ: Wavering Resolve
Set: Nature Incarnate
Type: Terror Level Event
Name: Terror Spikes Upwards,Final Harvest
Level1: Terror Spikes Upwards: If you have any Earned Fear Cards, resolve the first one now as if the Terror Level were 1 higher (then discard it). Otherwise, 1 Fear per player. (Generated Fear can't cause Final Harvest.)
Level2: Terror Spikes Upwards: If you have any Earned Fear Cards, resolve the first one now as if the Terror Level were 1 higher (then discard it). Otherwise, 1 Fear per player. (Generated Fear can't cause Final Harvest.)
Level3: Final Harvest: Each City does +3 Damage during Ravage Actions. After each Ravage Action, Remove 1 Town / City from that land.
Token Event: Secure Settled Territory: On Each Board: In a land with Badlands / Beasts and Town / City: Destroy 1 Badlands / Beasts. 1 Damage to Dahan. 1 Damage.
Dahan Event: War Among the Dahan: On Each Board: In the land with the most Dahan (min. 2), Push half the Dahan (round down).
FAQ: Terror Spikes Upwards
FAQ: Final Harvest
Set: Basegame
Type: Blighted Island
Name: Downward Spiral
Effect: At the start of each Invader Phase each Spirit destroys 1 of their Presence.
Blight per player: 5
FAQ
Set: Basegame
Type: Blighted Island
Name: Memory Fades to Dust
Effect: At the start of each Invader Phase each Spirit Forgets a Power or destroys 1 of their Presence.
Blight per player: 4
FAQ
Set: Branch & Claw
Type: Blighted Island
Name: Back Against the Wall
Effect: Every Spirit Phase each Spirit gains +1 Energy and +1 Card Play.
Blight per player: 2
FAQ
Set: Branch & Claw
Type: Blighted Island
Name: Promising Farmlands
Effect: Immediately, on each board: Add 1 Town and 1 City to an Inland land with no Town / City.
Blight per player: 4
FAQ
Set: Branch & Claw
Type: Blighted Island
Name: Disintegrating Ecosystem
Effect: Immediately, on each board: Destroy 1 Beasts, then add 1Blight to a land with Town / City.
Blight per player: 5
FAQ
Set: Branch & Claw
Type: Blighted Island
Name: Aid from Lesser Spirits
Effect: Immediately, draw 1 Minor Power Card per player plus 1 more. Give 1 to each Spirit. They may be used every turn as if played, but cost no Card Plays / Energy. Place unselected card in Minor Powers discard pile.
Blight per player: 2
FAQ
Set: Branch & Claw
Type: Blighted Island
Name: Tipping Point
Effect: Immediately, destroy 3 resence from each Spirit.
Blight per player: 5
FAQ
Set: Branch & Claw
Type: Blighted Island
Name: Erosion of Will
Effect: Immediately, 2 Fear per player. Each Spirit destroys 1 of their Presence and loses 1 Energy.
Blight per player: 3
FAQ
Set: Branch & Claw
Type: Blighted Island
Name: A Pall upon the Land
Effect: Immediately, on each board: destroy 1 Presence and remove 1 Town.
Blight per player: 3
FAQ
Set: Jagged Earth
Type: Blighted Island
Name: Unnatural Proliferation
Effect: Immediately: Each Spirit adds 1 Presence to a land with their Presence. On Each Board: Add 1 Dahan to a land with Dahan, and 2 City to the land with fewest Town / City (min. 1).
Blight per player: 3
FAQ
Set: Jagged Earth
Type: Blighted Island
Name: All Things Weaken
Effect: Ongoing, starting next turn: Invaders and Dahan have -1 Health (min. 1). The land takes Blight on 1 less Damage (normally 1). When you add Blight, it Destroys all Presence / Beasts in that land and 1 Presence (total) in an adjacent land.
Blight per player: 3
FAQ
Set: Jagged Earth
Type: Blighted Island
Name: Thriving Communities
Effect: Immediately, on each board: In 4 different lands with Explorer / Town, Replace 1 Town with1 City or Replace 1 Explorer with 1 Town.
Blight per player: 4
FAQ
Set: Jagged Earth
Type: Blighted Island
Name: Power Corrodes the Spirit
Effect: At the start of each Invader Phase each Spirit Destroys 1 of their Presence if they have 3 or more Power Cards in play, or have a Power Card in play costing 4 or more (printed) Energy.
Blight per player: 4
FAQ
Set: Jagged Earth
Type: Blighted Island
Name: Untended Land Crumbles
Effect: At the start of each Invader Phase, On Each Board: Add 1 Blight to a land adjacent to Blight. Spirits may prevent this on any / all boards; each board to be protected requires jointly paying 3 Energy or Destroying 1 Presence from that board.
Blight per player: 4
FAQ
Set: Jagged Earth
Type: Still-Healthy Island (for now)
Name: Invaders find the Land to their Liking
Effect: Immediately: If the Terror Level is I / II / III, add 1 / 1.5 / 2 Fear Markers per player to the Fear pool. (Round down at Terror Level II.)
Blight per player: 2
FAQ
Set: Jagged Earth
Type: Still-Healthy Island (for now)
Name: Strong Earth Shatters Slowly
Effect: Immediately: Each player adds 1 Blight (from this card) to a land adjacent to Blight.
Blight per player: 2
FAQ
Set: Nature Incarnate
Type: Blighted Island
Name: Attenuated Essence
Effect: Each Invader Phase: Each Spirit with at least 5 Presence on the island Destroys 1 Presence.
Blight per player: 4
FAQ
Set: Nature Incarnate
Type: Blighted Island
Name: Blight Corrodes the Spirit
Effect: Each Invader Phase: On Each Board, Destroy 1 Presence in a land with Blight.
Blight per player: 4
FAQ
Set: Nature Incarnate
Type: Blighted Island
Name: Burn Brightest Before the End
Effect: Immediately: Each Spirit Adds 1 Presence to one of their lands or removes 1 Presence from their Presence Tracks. (Presence removed from Presence Tracks goes to the Destroyed Presence supply.)
Blight per player: 2
FAQ
Set: Nature Incarnate
Type: Blighted Island
Name: Intensifying Exploitation
Effect: Ongoing, starting next turn: During Ravage Actions, Invaders deal +2 Damage (per land).
Blight per player: 5
FAQ
Set: Nature Incarnate
Type: Blighted Island
Name: Shattered Fragments of Power
Effect: Immediately: Draw 1 Major Power Card per Spirit plus 2 more. Each Spirit Takes 1 and gains 2 Energy. (Discard the 2 unselected cards.)
Blight per player: 2
FAQ
Set: Nature Incarnate
Type: Blighted Island
Name: Slow Dissolution of Will
Effect: Immediately: Each Spirit chooses one of Badlands, Beasts or Wilds. (Put some of the chose Tokens next to your Spirit Panel as a reminder.) Each Invader Phase: Each Spirit Replaces 1 Presence with their chosen type of Spirit Token. (The Presence goes to the Destroyed Presence supply.)
Blight per player: 3
FAQ
Set: Nature Incarnate
Type: Still-Healthy Island (for now)
Name: The Border of Live and Death
Effect: Now and Each Invader Phase (until this card is replaced): Each Spirit with at least 2 Presence on the island Destroys 1 Presence and may discard a Power Card to gain 1 Energy.
Blight per player: 1
FAQ
Set: Nature Incarnate
Type: Still-Healthy Island (for now)
Name: Thriving Crops
Effect: Immediately: On Each Board, Build in 3 lands. (Build Actions in lands without Invaders normally Build 1 Town.)
Blight per player: 2
FAQ