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F A Q & E
 R R A T A

SPIRIT ISLAND

(BASED ON OFFICIAL FAQ ON QUERKI)

Contents is gathered from Spirit Island FAQ on Querki


Last Updated: 2018-08-12 Photo by Wolfgang Radauer
Errata / Updates ............................................................................................3

Effect Rules ...............................................................................................................3


Event Cards ..............................................................................................................3
Fear and Fear Cards .................................................................................................4
Invader Actions .........................................................................................................4
Power Cards .............................................................................................................4
Spirits and Innate Powers ...........................................................................................5
Frequently Asked Questions ..........................................................................5

Adversaries ..............................................................................................................5
Blighted Island cards .................................................................................................7
Definitions ................................................................................................................8
Elements and Elemental Thresholds ...........................................................................12
Event Cards ............................................................................................................12
Fear and Fear Cards ...............................................................................................14
General Play ...........................................................................................................16
Invader Actions .......................................................................................................18
Power Cards ...........................................................................................................20
Presence and Sacred Sites .......................................................................................26
Range and Targeting ...............................................................................................27
Scenarios ...............................................................................................................28
Setup .....................................................................................................................29
Spir ........................................................................................................................30
Spirit Phase .............................................................................................................31
Spirits and Innate Powers .........................................................................................33
~ Expansions, Promos, and Publishing ......................................................................40
~ World and Lore ...................................................................................................44
ERRATA / UPDATES
NOTE: The 4th and 5th printings of the core game and 3rd printing of Branch & Claw had some game-affecting
errors (all errata'd below) and a number of typos introduced during the process of preparing the files for foreign-
language localization. For exhaustive lists including small typos, see Core game 4th printing errors and typos and
Branch and Claw 3rd printing errors and typos.
There will be an errata pack that will cover at a bare minimum all (non-rulebook) components with game-affecting
errors - estimated arrival time for it is roughly October 2018. See Errata Pack (Core 4th/5th, B&C 3rd) for more
details.

EFFECT RULES

• Core game - 4th printing (and presumably 5th)


Errata for core Rulebook p. 19 (Repeat) -- The final line of details about Repeating a Power ("It does not count
as using a new Power") should read "It does count as using a new Power". (Spurious “not”.) Tags: Repeat,
Rulebook

• Core game - 4th printing (and presumably 5th)


Errata for core rulebook, p. 19, "Gather and Push" -- In the 2nd paragraph 4th line, there's an extra "not" - the
text should read "If Pushing multiple things, they may go to different lands or not…" Tags: Push, Rulebook

• Branch & Claw - 3rd printing


Errata for B&C rulebook, p. 15: -- A bullet-point was missed; it should read, “• Defend Powers apply each time
the Invaders do Damage in a land. • Each time the land itself is Damaged is separate ... “ Tags: Rulebook,
Defend


EVENT CARDS

• Branch & Claw - 2nd printing (and presumably 3rd)


Errata for the "Blight Spreads" Event on the card headed by "Tight-Knit Communities" -- "Add 1 Blight to a land
with Blight" should read "Add 1 Blight to a land adjacent to a land with Blight".
The "Blight Spreads" event appears on two Event Cards; the other one (headed by "Well-Prepared Explorers") is
correct.
A corrected version is planned for Errata Pack (Core 4th/5th, B&C 3rd). Tags: Events, Blight Spreads

• Branch & Claw - 3rd printing


Errata for Choice Event "War Touches the Island's Shores" -- "Discard the top Minor Power" should read
"Discard the top Major Power".

A corrected version is planned for Errata Pack (Core 4th/5th, B&C 3rd). Tags: War Touches the Island's Shores
FEAR AND FEAR CARDS

• Core game - 1st printing


Update to Dahan Enheartened Fear Card -- In the second printing, the effects for Terror Levels 2 and 3 read:
• 2: "Each player chooses a different land. In chosen lands: Gather up to 2 Dahan, then 1 Damage if Dahan are
present."

• 3: "Each player chooses a different land. In chosen lands: Gather up to 2 Dahan, then 1 Damage per Dahan
present.”
This is a minor change - mostly just a rewording for clarity (see Changes in core game second printing), but
slightly more permissive than the first printing. (You can choose a land which already has Dahan, then Gather 0
Dahan and still do Damage. The first printing requires you to Gather 1 or 2 Dahan to each chosen land, which
was not the original intent, and was confusing some players.)
Designer's recommendation: Play with whichever version is easiest or most appealing for you; the difference is so
minor it will not substantially affect game balance. (If the card hadn't wanted tweaking for clarity anyway, we
wouldn't have bothered updating it.) If you wish to make a pasteup for your first-printing copy, an image of the
new card has been uploaded here.
Fixed in core game second printing. Tags: Dahan Enheartened


I N VA D E R AC T I O N S

• Branch & Claw - 3rd printing


Errata for B&C rulebook, p. 14 -- Truncated sentence should read, "Some Fear and Event Cards may change the
usual orderly progression of Invader Cards along the Invader Action Track, causing there to be multiple - or zero
- cards on an Action Space.” Tags: Rulebook
• Core game - 1st printing
Errata for 1st printing core rulebook, p. 9 (Ravage) -- Ravaging Invaders damage Dahan and the land separately,
equally, and simultaneously. (The word "simultaneously" was accidentally omitted on p. 9, though the example
on p. 11 is correct.) 

Currently relevant in certain cases of a Ravage destroying one of Vital Strength of the Earth's Sacred Sites. (The
Defend 3 reduces overall damage done to both land and Dahan.)

Wording fixed / clarified in 2nd printing. Numbered list replaced with a bulleted list in 3rd printing.
Fixed in Core game second printing. Tags: Rulebook, Ravage, Damage, Earth's Vitality (Vital Strength of the
Earth), 0 more...


POWER CARDS

• Branch & Claw - 3rd printing


Errata for Major Power "Pent-Up Calamity" -- "Remove an Invader of" should read "Remove any number of" 

So the instructions for the 2nd option (after the "~or~") should read "Remove any number of (Beasts)/
(Disease)/(Strife)/(Wilds). For each token removed, 1 (Fear) and 3 Damage."

A corrected version is planned for Errata Pack (Core 4th/5th, B&C 3rd). Tags: Pent-Up Calamity

• Branch & Claw - 3rd printing


Errata for Minor Power "Tormenting Rotflies" -- All three "generate Fear" instructions should be grouped
together as the 2nd part of the "~or~". (I.e.: If you add Disease, you do not generate any Fear.) 

A corrected version is planned for Errata Pack (Core 4th/5th, B&C 3rd). Tags: Tormenting Rotflies

• Core game - 4th printing (and presumably 5th)


Errata for Major Power "Dissolve the Bonds of Kinship" -- Line 3 is missing an Explorer symbol; it should read
"Push all {Explorer} from target land." 

A corrected version is planned for Errata Pack (Core 4th/5th, B&C 3rd). Tags: Explorer, Push, Dissolve the
Bonds of Kinship

• Branch & Claw - 3rd printing


Errata for Major Power "Insatiable Hunger of the Swarm" -- The line starting "Each deal 1 (Fear), ..." should read
"Each (Beasts) does 1 (Fear)..." 

A corrected version is planned for Errata Pack (Core 4th/5th, B&C 3rd). Tags: Insatiable Hunger of the Swarm

• Core game - 1st and 2nd printing


Errata for timing on Vengeance of the Dead -- The base (pre-threshold) effect text should read, "3 Fear. After
each effect that destroys Town/City/Dahan in target land, 1 Damage per Town/City/Dahan destroyed." 

What the Power does is identical, but the timing is different ("after" instead of "when"). This mostly only
matters for Bringer of Dreams & Nightmares.

(Eg: A land has two Towns and a City with 1 Damage. Bringer of Dreams & Nightmares uses Vengeance of the
Dead. Lightning's Swift Strike uses max level Thundering Destruction to destroy Town, Town, City. The
rephrased version clearly does 3 "Damage" after the complete resolution of Thundering Destruction; the original
version was ambiguous.)
Fixed in Core game third printing. Tags: Damage, Timing, Vengeance of the Dead, Bringer of Dreams and
Nightmares, 0 more…

SPIRITS AND INNATE POWERS

• Core game - 4th printing (and presumably 5th)


Errata for A Spread of Rampant Green, special rule "Choke the Land with Green" -- using this ability is optional.
(A "may" was omitted.) 

A corrected version is planned for Errata Pack (Core 4th/5th, B&C 3rd). Tags: Ravage, Build, A Spread of
Rampant Green

F R E Q U E N T LY A S K E D Q U E S T I O N S
ADVERSARIES

• How does the Stage II escalation (flag) effect for Brandenburg-Prussia work? Which lands can I add a town
to?
First, you check each board (section of the map) to see if there is at least one Town or City. (Usually, there will
be.) Then pick one land on that board that doesn't currently have a Town in it, and add a Town there.
The new Town can be where the Invaders already are (with Explorers and/or Cities), or can be well away from
any existing Invaders. If there are no lands without Towns on the board, then no new Town is added.
This happens before the actual Exploration, so the Prussians might Explore from the Town that you just added.
Tags: Stage II escalation, Kingdom of Brandenburg-Prussia


• Which lands are affected by the Level 1 effect "Indentured Servants Earn Land" of the Kingdom of England?
The lands you'd normally check for Build. (Those of the Terrain type(s) showing on the Invader Card under
Build.)
The only change to how Build works is that a land without Invaders might Build (if it meets the listed
requirements), which normally is not the case.
Tags: Build, Kingdom of England


• French Plantation Colony's "Frontier Explorers" adds +1 Explorer when Exploring into a land without a
Town/City. What happens with the Promising Farmland Event? ("When Exploring, on each board, add 1
Town instead of 1 Explorer.")
You add +1 Explorer as normal for France, regardless of whether a given land got a Town instead of an
Explorer. (You check for Towns/Cities before Explore adds new pieces.)
Tags: Explore, French Plantation Colony, Promising Farmland


• On the "Slave Rebellion" Event card, what does it mean to "return this card to the Event Deck as per Setup"?
If you draw this card when not playing against France at Level 2 or higher, you should not have this card in the
deck--discard it and draw another. If you are playing against France, then there are instructions on the Kingdom
of France Adversary card; follow those.
(Discussion elsewhere)  Tags: Events, Slave Rebellion, Kingdom of Brandenburg-Prussia


• Does the order of Builds matter for Kingdom of England at Level 1 (or above)?
No. The Adversary card says to look at the board position before the Build Action. Thus Towns or Cities added
do not count for further Builds coming from the same Build action.
If there is more than one Invader Card in the Build spot, then Towns and Cities added from the first card do
count for the second card.
(Discussion elsewhere)  Tags: Build, Kingdom of England


• How does "Invaders skip all actions" in a particular land interact with a Stage II Escalation affecting that
land?
If the Stage II Escalation is an Invader Action (ie: Ravage, Build, or Explore), it's skipped. Otherwise, it's not
affected.
Specifically: Brandenburg-Prussia will still add a Town. France will still add a Town or a Blight. The Stage II
Escalation for England is a Build action, so is skipped. The Stage II Escalation for Sweden will have no effect,
since it modifies the normal Explore (which will be skipped).
(Discussion elsewhere)  Tags: Skipping Actions, Stage II escalation, A Year of Perfect Stillness (Vital Strength of
the Earth), Paralyzing Fright, 5 more…
• Does Sweden's Escalation effect happen if no Explorer was added?
No, the Invaders have to successfully Explore in order to trigger the effect.
It doesn't matter whether the Explore failed because of a lack of sources of exploration or from some other
effect (eg, the Fear card Avoid the Dahan).
(Discussion elsewhere) (Discussion elsewhere)  Tags: Stage II escalation, Explore, Avoid the Dahan,
Kingdom of Sweden, 0 more...


• Does French Plantation Colony's "Slave Labor" effect, converting Explorers into Towns, trigger if they don't
Build normally?
No, it doesn't. The effect happens "After Invaders Build", so if they are prevented from building (by Disease, or
by skipping actions for one reason or another), then it doesn't trigger.
By the same token, if the Invaders get an extra Build for any reason, the effect would trigger then.
(Discussion elsewhere)  Tags: Build, Disease, French Plantation Colony


BLIGHTED ISLAND CARDS

• The Blighted Island card Disintegrating Ecosystem reads: "Immediately, on each board destroy 1 Beast and
add 1 Blight to a land with a Town/City.” Are both effects to the same land, or can the destroyed Beast come
from anywhere on the board?
The destroyed Beast can come from anywhere. 

(There should be a comma at the linebreak.)
Tags: Disintegrating Ecosystem


• When the Blight card is flipped to the Blighted Island side, how much Blight gets added?
If the new side says N Blight per player, you add N Blight per player more. The total amount of Blight on both
sides will then be N+2 Blight.
The amount of Blight on the base board is roughly balanced with the Blight cards - your total Blight pool is
smaller, but you have no negative effect. However, it is slightly easier to play with - first, because the certainty
of knowing exactly what will happen makes some decisions easier / clearer / less risky; second, because with
ongoing-effect Blight cards, there's an early-game pressure to not let the island go Blighted (as the earlier it
happens, the worse it is), whereas with the base blight space it doesn't matter when Blight is placed, only
whether it empties.
(The early-game pressure is also present with immediate-effect Blight cards and the Event deck from Branch &
Claw, as some Events key off the island being Blighted.)
(Discussion elsewhere)  Tags: Blight, Blighted Island


• The Blighted Island card Disintegrating Ecosystem adds Blight to the board. Where does that come from?
The Blight comes from the Blight card, from the pool of 5 Blight per player that is created when the card flips.
Unless explicitly stated otherwise, Blight is always added from the Blight card (not the box), and is returned to
the Blight card when removed from the board.
(Discussion elsewhere)  Tags: Disintegrating Ecosystem


• How often do you apply the Blighted Island effects from Branch & Claw?
If the Blight card says "Immediately", you do it once, as soon as the card is flipped.
If it says "Every Spirit Phase", you do it every turn, during the Spirit Phase.
If it says "At the start of each Invader Phase", you do it every turn, during the Blighted Island part of the Invader
Phase.
Both the effects from the base game are at the start of each Invader phase.
(Discussion elsewhere)  Tags: Blighted Island


• When exactly do you get the benefits from *Aid from Lesser Spirits*?
The new power card enters play as soon as the Blight card is flipped and the Spirits choose who gets which
Minor Power.
You gain the elements on it immediately, and can use it for thresholds that same turn. You can also use the
Power that turn, although if it is a Fast power and the Blight card flipped after the Fast phase you will not be
able to use it this turn, unless something lets you use a Fast power as a Slow power.
(Discussion elsewhere)  Tags: Speed (Fast/Slow), Elements, Aid From Lesser Spirits


• If the Blight card is <i>Aid from Lesser Spirits</i> and Bringer of Dreams and Nightmares is playing, is the
Minor Power it gets subject to To Dream a Thousand Deaths?
Yes. It says "as if played", so it obeys the Special Rules of the Spirit using it. 

Thematically, the minor spirits are working through Bringer of Dreams & Nightmares - it's why the Power
targets through Bringer's Presence and why Bringer gains the Elements from it. (An alternate version which
could target anywhere but provided no Elements might be interesting.)
(Discussion elsewhere)  Tags: Playing Power Cards, Aid From Lesser Spirits, To Dream a Thousand Deaths
(Bringer of Dreams and Nightmares)


DEFINITIONS

• When counting how many Invaders are in a land, are you counting pieces? Or do Towns count as 2 and
Cities as 3?
You're counting pieces.
"Invader" in the Glossary is defined as "A City, Town, or Explorer", so a land with three Towns and a City has
four Invaders in it.
(A few effects instead key off of "N Health worth of Invaders", and in those cases Towns and Cities generally
count for 2 and 3, respectively.)
Similarly if checking if Dahan "outnumber" Invaders, you are counting physical pieces.
(Discussion elsewhere)  Tags: Invaders, Health, Town, City, 1 more...


• When does destroying a Town or City cause Fear?


Always, regardless of how it's destroyed: directly via a Power that says to destroy one, from damage done by a
Power, from damage done by Dahan counterattacking, due to a Spirit's special rules, from a Fear or Event card,
etc. [p. 18]
Fear from destruction is independent of any explicit Fear the Power does - e.g., Lightning's Shatter Homesteads
reads "1 Fear. Destroy 1 Town." It will usually generate 2 Fear: 1 explicitly, and 1 for destroying a Town.
Note that when you remove or replace a Town or City, it does NOT cause any automatic Fear. Removing
Invaders happens most frequently via Fear Cards, and usually represents the Invaders fleeing, which doesn't
make them any more afraid. Replacing an Invader represents some sort of transformation or change; if it's a
scary change, the effect will explicitly specify how much Fear to do.
(Discussion elsewhere)  Tags: Destroy, Fear, Dahan, Ravage, 7 more...


• Are Invader components unlimited?


Yes.
Invaders are not limited by the number of figures provided with the game. If you run out of figures, you can
mark multiples by putting the Invaders on top of Energy tokens (Invaders, p. 15) You can use 1s instead of 3s if
that's more convenient to your board situation.
(Discussion elsewhere)  Tags: Invaders, Pieces


• What's the difference between an Invader and an Explorer (the stick figure)?
Explorer refers only to that type of piece, represented both on cards and on the board by a figure of a person.
Invader is a generic term, referring to any of the types of pieces representing the settlers, i.e., an Explorer (stick
figure), Town (two buildings), or City (three buildings).
If a rule tells you to do something to an 'Invader', like on Level 3 of the Fear card Isolation, it refers to any one
of the three types. If it tells you to count Invaders (like on that same Fear card), it is counting any of the three
types equally.
There is no icon referring to a generic Invader, it is always written out as a word.
(Discussion elsewhere)  Tags: Invaders, Explorer, Isolation (Fear card)


• What does it mean when a Power's effects or Target Land shows (Terrain A)(Terrain B)? A or B? A next to B?
It means "Terrain A OR Terrain B." (Back page, Targeting section.)
The division between them is supposed to be a sort of slash, but that's not especially clear.
(Discussion elsewhere)  Tags: Targeting, Terrain, Iconography, Uncanny Melting, 13 more...


• What are all the terrains on the thematic map of the island?
Here's the list. (As usual, J = Jungle, M = Mountains, S = Sands, W = Wetlands.)
Northwest: 1S 2S 3W 4J 5M 6S 7W 8M 9M
Northeast: 1S 2J 3J 4W 5J 6M 7M 8S 9W
West: 1J 2S 3S 4S 5J 6M 7W 8J 9S 10M
East: 1J 2W 3W 4W 5S 6M 7M 8M 9W 10W
Southwest: 1S 2W 3S 4J 5J 6J 7M 8M 9S 10J
Southeast: 1J 2J 3W 4M 5J 6W 7S 8M 9M
Notes: there is a firestorm raging in NW land #6. NE land #7 wraps around NE land #6. The Southwest and
Southeast boards currently appear only on the playmat.
(Discussion elsewhere)  Tags: Thematic map, Terrain


• If an effect tells you to, eg, "remove 2 Invaders" (Twisted Flowers Whisper Ultimatums), can you just
remove 2 Cities?
Yes. "An Invader" may refer to an Explorer, Town, or City. (p. 30)
Some Fear Cards remove Invaders based on Health rather than quantity. Those consider all modifiers to current
Health (from, eg, England Lvl 5, or an Event/Fear card) - but not Damage, as Damage does not reduce Health.
(Health is simply how much Damage it takes to destroy something.)
(Discussion elsewhere)  Tags: Invaders, Remove, Health, Twisted Flowers Whisper Ultimatums, 5 more...


• What does the slash mean in effects like "Push up to 3 (Explorer)/(Town)"?


It means "pieces of either or both types" - you are Pushing up to 3 pieces; those pieces may be Explorers and/or
Towns.
Similarly, "1 Damage to each [Town]/[City]" means "1 Damage to each piece that is either a Town or a City".
(Or, in theory, both - though this would require some bizarre new piece considered both a Town and a City in
order to be a relevant case.)
This is described in the reference on the back cover of the rulebook.

(Formally, the slash is a union operator.)
(Discussion elsewhere) (Discussion elsewhere)  Tags: Explorer, Town, City, Wash Away (River Surges in
Sunlight), 6 more...


• Under a Spirit's Play Style, there's a Summary of Powers with bars in 5 categories. What do those
categories mean?
Offense = Damaging/destroying Invaders
Control = Moving pieces on the board
Fear = Generating fear
Defense = Defend, Blight removal, and preventing Invader actions
Utility = Everything else
"Fear" doesn't include Fear generated by destroying buildings. Powers affecting other Spirits count based on
what they do for the other Spirit - so the +1 Damage buff of Flame's Fury is Offense, while the Push and Fear
from Mantle of Dread is Control + Fear.

Note that bar length is not absolute (comparable between Spirits) - it's relative to the other bars on the same
Spirit, to show the areas that Spirit focuses on / doesn’t.
(Discussion elsewhere)  Tags: Play Style


• When an effect reduces the Health of a piece, and it has already taken damage equal to its new health, is it
destroyed immediately?
Yes. (Branch & Claw rulebook p. 16)
Invaders and Dahan have Health and take Damage. As soon as they have taken as much Damage as their
Health, they are destroyed, whether that comes from taking more Damage or having their Health reduced.
(Discussion elsewhere)  Tags: Health, Damage, Farmers Seek the Dahan for Aid, Years of Little Rain, 3 more...


• There's an effect that applies when "[Dahan] outnumber [Town]/[City]". Can I use it in a land with no Towns
or Cities?
Yes, you can. See the glossary entry for “outnumber".
(Discussion elsewhere)  Tags: Urban Development, Distant Exploration, Outpaced, Avoid the Dahan, 0 more...

ELEMENTS AND ELEMENTAL THRESHOLDS

• Are elements personal, or can you use elements from other spirits?
Elements can only be used by the spirit that played them; they can't be shared unless an effect explicitly says so.
For example, if you are playing River Surges in Sunlight, you cannot use water generated by cards played by
Ocean's Hungry Grasp.
There are a few power cards that grant elements to other spirits, like Elemental Boon, the innate power Spirits
May Yet Dream from Bringer of Dreams and Nightmares, or several of Serpent Slumbering Beneath the Island's
powers. Powers with this effect are specifically marked.
Tags: Elements


• If you gain presence during the turn (after Growth) and uncover the "any" or another element, can you
then use it for other powers?
Yes, you can start using it as soon as it's uncovered. (p. 14)
(And if some effect were to cover an Element by returning Presence to your track, you'd immediately lose access
to it.)
(Discussion elsewhere)  Tags: "Any" element, Elements, Indomitable Claim, The Serpent Wakes in Power
(Serpent Slumbering Beneath the Island), 5 more...


• Can I use an Innate Power more than once a turn, if I meet the threshold multiple times?
In general, no.
Usually a power can only be used once a turn. Some powers (e.g. Powerstorm) allow you to repeat a power
card. Other powers let you repeat themselves, via threshold effect (e.g. Creepers Tear into Mortar, the innate
power of Spread of Rampant Green). But having extra elements doesn't let you do anything extra by itself.
Tags: Elements


• When you hit the threshold of a Major Power, is the effect in addition to the base effect?
Yes, unless the card says "instead", threshold effects are in addition to the base effect [p. 17].
(Discussion elsewhere)  Tags: Elements, The Jungle Hungers, Tsunami, Vigor of the Breaking Dawn, 0 more...


• When I Repeat a Major Power, if I got the threshold effect the first time, do I get it on the repetition as well?
Yes. 

Elements are not "used up" when you reach a threshold, so you still have the elements on the repetition.
(Discussion elsewhere)  Tags: Elements, Repeat, Powerstorm, Gift of Strength (Vital Strength of the Earth), 0
more…

EVENT CARDS

• What are 'Hills' in the Coming of Age section of the Event card Strange Tales Attract Explorers?
That should be 'Mountain'. That section should read "On Each Board: Add 1 Dahan to a Mountain or Sands
with Dahan".
This is leftover from a late terminology switch.
Tags: Terrain, Strange Tales Attract Explorers, Coming of Age


• When an Event says, "On each board: Either destroy 2 presence <i>(total)</i> OR ...", what does "total"
mean?
That you only need to destroy 2 Presence on that board, not 2 per Spirit.
So in a 4-player game, if you choose the "destroy Presence" option for every board, you'll destroy 8 Presence. If a
given board doesn't have 2 Presence on it to destroy, you must choose the other option if possible.
(Discussion elsewhere)  Tags: Events, Total, On Each Board, Presence, 5 more...


• When Event cards ask you to discard the top major or minor power and do something on each board, do
you discard just one card overall or one per board?
You discard one card for each board and follow the instructions on that board. 

This affects 'Missionaries Arrive', 'New Species Spread', 'War Touches the Island's Shores', and 'Years of Little
Rain'.
(Discussion elsewhere)  Tags: Missionaries Arrive, New Species Spread, War Touches the Island's Shores, Years
of Little Rain, 0 more...


• On the Event card Sacred Sites Under Threat, what are the choices we are choosing from?
You are choosing between the two bold-faced headings: 'Let the Island's Strength Repulse them' and 'Guard
them Yourself, for Well or Ill'. If you choose 'Guard them Yourself, for Well or Ill', then there is a further choice
for each Sacred Site with Invaders.
On the further choice, in each relevant land you basically pay 3 Energy and do 2 damage; or else pay no Energy
and destroy 1 Presence from each Spirit there. But the Energy cost is pooled and you pay it one time.
Tags: Choice Events, Sacred Sites under Threat

• For the token effect "New Diseases", you do something on half the boards. Are you allowed to choose
boards with no valid lands?
Yes, you can choose boards with no lands that have both Invaders and Dahan.

(Discussion elsewhere)  Tags: New Species Spread, Farmers Seek the Dahan for Aid


• How does a Stage II Coastal Lands card interact with the Fortification event *(After advancing Invader
Cards: Invaders Build in one terrain not shown under any Invader Action)*?
It doesn't -- it is treated as though the card were blank. 

"Coastal Lands" is not a terrain type.
(Discussion elsewhere)  Tags: Terrain, Strange Tales Attract Explorers, Fortification


• Which elements does Elemental Boon have for the purpose of Events?
It is your choice (Branch & Claw rulebook, p. 16).
This is true whether you are discarding the power as a randomizer, or discarding/forgetting it to get +2/+4
Energy for Choice Events.
(Discussion elsewhere)  Tags: Discarding Powers as a randomizer, Choice Events, Elemental Boon

• What does the Distant Exploration event card do?
In the upcoming Explore, it lets the Invaders explore further from an existing base than normal.
Precisely, for each Explore action this turn they Explore in a land (of the correct type) if there is a Town, City, or
Ocean within Range 2.
(Discussion elsewhere)  Tags: Distant Exploration


• For the Dahan Event "Retreat", are you being told to (on each board) Push 2 Dahan from a *single* land
with a City, or could you Push 1 Dahan from 2 different lands with Cities? What happens if you can't meet
the full requirements?
You're being told to Push 2 Dahan from a single land with a City to a single land without a City. If that's
impossible, but you can Push 1 Dahan following those constraints, do so. Otherwise, do nothing on that board.
"On each board" cares about the land the Dahan are currently in; it's fine to Push them onto a different board.
Like all instructions that don't involve targeting or "choose a land", if you can obey them, you must - eg, if
there's a land with 2 Dahan and a City that happens to be surrounded by Cities, you can't point at it and say "we
would Push those, but we can't because there are no legal lands", just as you couldn't subvert "Add 1 Blight to a
Sands" by pointing at a Wetland and saying "It's not a Sands, so we don't add Blight".
(Discussion elsewhere)  Tags: Dahan, Events, Retreat (Dahan Event)


• For the Event card Outpaced on the second option, can Spirits help each other pay the Energy cost?
No, each Spirit has to independently pay the cost (in Energy or Presence) for each Slow power they want to
keep.
The Event card is worded differently from other Choice Events, which is why it is different.
(Discussion elsewhere)  Tags: Outpaced

• When you resolve a Choice Event, do you have to resolve one of the two options?
Yes.
(Discussion elsewhere)  Tags: Choice Events


FEAR AND FEAR CARDS

• If the effects of a Fear Card earn you another Fear Card, does the new card resolve during that Invader
Phase or the next one?
It's resolved that Invader Phase. Add it to the bottom of the stack of cards you're resolving. (p. 9)
If earning the card causes you to reach a new Terror Level, subsequent Fear Cards immediately start using the
new Terror Level.
(Discussion elsewhere)  Tags: Fear


• When are earned Fear Cards revealed?


When resolved, during the next Invader Phase. (p. 9)
At that time, you pick up the stack of earned Fear Cards, flip it over (which means you're reading them in the
order earned), and resolve them one at a time, without looking ahead. If you earn more Fear Cards while so
doing, they go on the bottom of the stack.
(Discussion elsewhere)  Tags: Fear


• When you resolve a Fear card, do you resolve only the current level?
Yes, you only resolve the effect corresponding to the current Terror Level, not any previous levels. (p. 9)
You resolve it at the current Terror Level, regardless of whether the Terror Level was lower when the card was
earned.
(Discussion elsewhere)  Tags: Fear, Terror Level


• When Fear cards say "Each player may..." do the player choices have to happen in a space where they
have presence or can they affect any space on the board?
Any space on the board.
Thematically, Fear effects are what the Invaders do as a result of their rising terror. (Or, sometimes, what the
Dahan do when enheartened by the Invaders' faltering resolve.) While the players make the decisions, it's not
the Spirits actually taking action.
(Discussion elsewhere)  Tags: Fear


• With the Fear card Overseas Trade Seems Safer at Terror level 2, what happens if a City would be built in a
Coastal land?
Nothing is built: no City, and also no Town.
If a Town would normally be built, it is built as normal.
(Discussion elsewhere)  Tags: Overseas Trade Seems Safer


• For the Dahan Raid and Dahan Enheartened fear cards, is the damage done to each Invader?
No, the damage listed is the total damage done. For instance, Dahan Raid at Terror Level 1 does 1 damage to 1
Invader.
This is clarified in the second printing.
(Discussion elsewhere)  Tags: Dahan Raid, Dahan Enheartened


• Can the same piece be moved multiple times with the same Event or Fear card?
Yes, as long as any restrictions on the card are obeyed.
For instance, the same Explorer can move multiple times with the Fear card 'Retreat!', and the same Beast can
be moved multiple time with 'A Strange Madness among the Beasts'.

If the card says players must make different choices, this must be obeyed.
(Discussion elsewhere)  Tags: Events, Fear, Gather, Push, 11 more...


• At Terror Level III, can the Fear card Trade Suffers be used to replace a City with a Town in any land?
No, the modifier "in a Coastal land" applies whether you are downgrading a City or a Town.
Tags: Trade Suffers

G E N E R A L P L AY

• What are some more-common mistakes in your first games?


See "Rules semi-commonly misplayed".
(Discussion elsewhere)  Tags: Presence track, Targeting, Growth, Build, 2 more...


• The game is really hard and is kicking our butts. What can we do?
To lower the difficulty slightly,
For a slight difficulty decrease, give each Spirit one free Growth at the end of Setup. Then take your first turn,
which will start with Growth.
For a moderate decrease, skip the Explore that's normally at the end of Setup. Don't even reveal the Invader
Card.
For a large decrease, do both of the above.
Also worth noting: two rules can cause sudden, crushing losses if played incorrectly: when Invaders Ravage for
2+ Damage, add only one Blight to the Ravaged land. (Not 1 per 2 Damage!) When you add Blight to a land
with Blight and it cascades, you add an additional Blight to one adjacent land. (Not all of them!)
But different people cue into some of the bread-and-butter techniques for fighting the Invaders at very different
speeds.
If you want some strategy tips, there are some tips for early plays on BoardGameGeek.
Tags: Learning, Difficulty


• How do I figure out the Difficulty of a game using both an Adversary <i>and</i> a Scenario?
A good rule of thumb is "add the Difficulties together", but that's only a starting-point. 

It really depends hugely on the specifics. If the two don't interact much, it could be as low as "the higher of the
two Difficulties", perhaps +1 or 2. If they synergize, it could be much higher than additive. (And sometimes
player skill level or the Spirits involved can influence how the two combine.) Coming up with a generic,
accurate formula is more or less impossible.
If you're scoring games, go with "add them together", but trust your gut about how hard the game felt
(presumably you have some experience to go on by the time you're combining Adversaries + Scenarios) and
adjust Difficulty up or down accordingly. Not a truly satisfying answer, I realize, but I suspect it's the best one
practically possible.
(Discussion elsewhere)  Tags: Difficulty, Scoring


• If you damage an invader and then replace it with another invader, will the new invader enter the game
damaged?
Yes. (p. 18) When you replace a piece with another piece, the new piece comes in with whatever damage the
original piece had.
For example, if you deal 2 damage to a city and then replace it with a town, that town will be destroyed
immediately.
If you replace a damaged piece with two or more pieces (as when Dissolve the Bonds of Kinship replaces a City
with two Explorers), the damage (and Strife tokens, if applicable) get divided between the new pieces as you
choose.
(Discussion elsewhere)  Tags: Damage, Replace, Strife, Crops Wither and Fade (Shadows Flicker Like Flame), 3
more...


• Are there some playthroughs for beginners?


There are a number of introductory playthroughs, in video and text format.

Text format:

• Jason Kratz, River and Earth


• Brian Blankstein, River and Earth
• Carl Skutsch, Earth and Lightning
Video playthroughs:

• One-stop coop shop


• Tom Heath, Lightning and Earth
• From the Basement Gaming, Lightning, Earth, and River
• Ant Lab Games, Shadows Flicker Like Flame and Thunderspeaker (not quite introductory)
(Discussion elsewhere)  Tags: Learning

• How can damage be allocated to Invaders? Do you need to destroy the Explorers before attacking Towns?
Whenever damage is dealt to Invaders, you may allocate it as you like between Explorers, Towns, and Cities;
you do not have to destroy them in any particular order, and you may choose to leave some Towns or Cities
partially damaged (rulebook, p. 18).
Remember that partial damage heals at the end of the turn. Typically it will be to your advantage to kill Cities
or Towns when you can.
(Discussion elsewhere)  Tags: Damage, Ravage


• Can I pick the target land for a Slow power during the Slow Power phase?
Yes, and that's the recommended way to do it. All targets for Powers (Fast or Slow) are chosen when the power
is activated.
During the Spirit phase, you play and pay for Power Cards and gain their elements, but you don't actually need
to pick the targets at that point. You will find your first games go more smoothly if you trust that there will be a
useful place to use your powers.
If you plan a target at the beginning of the turn and then it is no longer a valid target, you have to pick a
different target.
(Discussion elsewhere)  Tags: Targeting, Speed (Fast/Slow)


• When you gain a new Major Power, which Power Cards can you forget?
You can Forget any power card: in your hand, in your discard, or in play. You can even Forget the Major Power
you just gained (sidebar, p. 18).
(Discussion elsewhere)  Tags: Gaining Power Cards, Forgetting


• Is there a stacking limit to how many Presence can be in a land?


No, you can have as many Presence disks as you want in a land.
Usually, there is no benefit to having more than 2 Presence in a land (making a Sacred Site), but there is no
stacking limit for any items in the game (except for particular Adversaries or Scenarios).
(Discussion elsewhere)  Tags: Presence, Sacred Sites, Stacking Limit


• Does unused energy carry over to the next turn?


Yes, it does (p. 13).
The only things cleared at the end of the turn are those listed in the "Time Passes" section (p. 10).
(Discussion elsewhere)  Tags: Energy


• Are the low complexity spirits always supposed to use a Power Progression, or is this only for beginners?
The Power Progressions are only intended for beginners.
(Discussion elsewhere)  Tags: Power Progression


• What creates a sacrifice victory? What do you finish evaluating before deciding whether you have won or
lost?
You finish evaluating the current effect, for instance a Power or a Ravage in a single land. If that triggers both a
win condition and a loss condition, it is a sacrifice victory (p. 12).
For instance, if Pillar of Living Flame does enough damage to destroy the last needed Invader and then adds the
last Blight to the island, that is a sacrifice victory. If a Ravage in a land adds the last Blight, but then the Dahan
retaliate and wipe out the last Invaders for the current victory condition, that is also a sacrifice victory.
However, Ravages are evaluated land-by-land (in an order you choose), so a Ravage in one land can cause a
victory before a Ravage in another land can add the last Blight and cause defeat.
(Discussion elsewhere) (Discussion elsewhere)  Tags: Sacrifice victory, Timing, Victory and Defeat


• When effect lets you play a card, does that count against your allowed number of card plays?
No. The number of card plays on your Presence track only effects how many cards you can play during the
Spirit Phase. Cards played after that are in addition to those limits.
(Discussion elsewhere)  Tags: Playing Power Cards, Spur on with Words of Fire, Unlock the Gates of Deepest
Power, Gift of the Primordial Deeps (Serpent Slumbering Beneath the Island), 2 more…

I N VA D E R AC T I O N S

• Does Defend guard both the land and Dahan? Eg, if the Invaders attack for 3 Damage in a land with Defend
2, does the Defend 2 block damage to both the land and the Dahan?
Yes. The Defend 2 will reduce the 3 damage to 1, which is then applied to both the land and the Dahan. (And is
not enough to add Blight / destroy a Dahan.) 

A few Powers treat damage to Dahan and to the land differently: Concealing Shadows will only protect the Dahan,
for instance.

(Discussion elsewhere)  Tags: Defend, Ravage


• When Invaders Ravage, do they damage the land and Dahan simultaneously? Or one after the other?
Simultaneously. If they do 3 damage, they do 3 damage to the Dahan and 3 damage to the land (adding a
Blight), applied at the same time.
This usually isn't relevant, but it can be if the Ravage is destroying a Presence that affects Dahan survival.

(p. 9 in 2nd printing rulebook. 1st printing incorrectly omitted "simultaneously" on p. 9, though the example on p. 11 is
correct.)

(Discussion elsewhere)  Tags: Ravage, Earth's Vitality (Vital Strength of the Earth)


• What does the symbol on most of the Stage II Invader Cards mean?
It is an Escalation symbol [p. 10 sidebar], with an effect depending on the Adversary. If you are playing without
an Adversary, as in an introductory game, ignore it.

(Discussion elsewhere)  Tags: Stage II escalation


• During Explore, do you still add an Explorer if there is already an Explorer, Town, or City in that land?
Yes, if there is a source of invaders, you add one Explorer, whether or not there is anything there already.
A Town or City in the land itself does count as a source of Invaders. (See Explore Example A on p. 11.)

(Discussion elsewhere)  Tags: Explore, Explorer


• If a region is adjacent to or contains more than one source of Invaders, do you add more than one
Explorer?
No, you only add one Explorer if there is a source of Invaders, regardless of how many Cities, Towns, or Oceans
are around or in it. (See p. 10 and Explore Examples C and D on p. 11)

(Discussion elsewhere)  Tags: Explore


• When an Invader card shows two terrain types, do they Explore (or Build, or Ravage) in every region of
both terrains?
Yes, they will act in every terrain of the shown type, subject to the usual restrictions that the region be
accessible for Explore or that invaders be present for Build or Ravage.

(Discussion elsewhere)  Tags: Explore, Terrain


• If a Ravage is prevented (by, e.g., A Year of Perfect Stillness or Choke the Land with Green) do the Dahan
still fight back?
No. See 'Ravage' on p. 9 of the rulebook.
There are many other ways the Ravage can be prevented entirely. Note that Defense by itself does not prevent
the Ravage, just reduces the damage.
(Discussion elsewhere)  Tags: Ravage, Dahan, Choke the Land with Green (A Spread of Rampant Green), A
Year of Perfect Stillness (Vital Strength of the Earth), 1 more...


• What does the "Coastal" invader card do? Is it worse than the other Stage II cards?
It means that you Explore (and later Build and Ravage) in all Coastal lands on each board, 3 lands per board on
the standard size.
If you are playing against an Adversary, the flag effect on the other Stage II cards is meant to make them
approximately equal. Without an Adversary, this card is worse than the other Stage II cards.

(Discussion elsewhere)  Tags: Explore, Flag Effect, Coastal Lands invader card


• When doing an Invader action *(Explore, Build, or Ravage)*, can you choose which lands they act in first?
Yes. The card tells you which lands to act in, but then the players can choose which of those lands happen first.
Usually the order doesn't matter. It frequently matters for Ravage (since Blight might cascade into another land, or the
Island might become Blighted during the Ravage), and rarely matters for Build or Explore.
At Invader Stage III, you can do lands of the two shown terrains in any order.
The order of Builds does not matter for England Level 1, due to the wording on the Kingdom of England card.
(Discussion elsewhere)  Tags: Explore, Build, Ravage

• What happens if one effect modifies "the next normal Ravage" and another effect skips it?
If the next normal Ravage is skipped, then the effect that modifies the Ravage remains in effect until a Ravage
actually occurs.

This can happen, eg, if the event Farmers Seek the Dahan for Aid (the next normal Ravage becomes a Build) occurs
on a turn when there is no card in the Ravage slot, and on the next turn the event Urban Development (during
the next normal Ravage, each City does +2 damage) occurs. Because of Farmers Seek the Dahan for Aid, the Ravage
is skipped, so Urban Development remains active until the next turn.

Note that this only applies if the Ravage is effected globally, and not if the Ravage is modified in only some
lands.

(Discussion elsewhere)  Tags: Ravage, Skipping Actions, Events, Farmers Seek the Dahan for Aid, 4 more...


• Can the "next normal" Ravage or Build be on a future turn?


Yes. 

If the Ravage or Build slot is empty, leave the relevant card in that space until the effect is triggered.

(Discussion elsewhere)  Tags: Ravage, Build, Events, Heavy Farming, 5 more...


• Does a damaged Invader or Dahan deal less damage?


No. 

The damage a piece does doesn't depend on how much damage it has taken - it's 1 per Explorer, 2 per Town, 3
per City, and 2 per Dahan, unless explicitly modified. (Rulebook, p. 9)
(Discussion elsewhere)  Tags: Damage, Invaders, Health, Ravage, 0 more...

POWER CARDS

• If I have one Presence in a land, and I play Entwined Power on another Spirit who has one Presence there,
do we have a Sacred Site?
You may each target Powers as if you had a Sacred Site there. But for all other purposes, no, because Entwined
Power only lets you use each others' Presence for targeting Powers - not for anything else, including resolving
Powers.
For instance, Gift of Living Energy (a Minor Power) wouldn't count it towards "If you have at least 2 Sacred
Sites...", nor would Fear of the Unseen (a Fear Card) treat it as a Sacred Site for scaring away Invaders.

Tags: Sacred Sites, Presence, Entwined Power


• Can Powerstorm or Gift of Strength let someone Repeat Innate Powers?


No. Powerstorm (Major Power) and Gift of Strength (Innate for Vital Strength of the Earth) both specifically
say "Repeat a Power Card". (If they said "Repeat a Power", the answer would be yes.)

Tags: Repeat, Powerstorm, Gift of Strength (Vital Strength of the Earth)


• Does Entwined Power (you and target Spirit may use each others’ Presence to target Powers) also allow
you to count the other spirit's presence for effects like Serpent Rouses in Anger or Threatening Flames?
No. Those are effects of Powers; Entwined Power only helps targeting - i.e., "Where can you use this Power?"

(Discussion elsewhere)  Tags: Targeting, Entwined Power


• What happens if you destroy the entire island with Cast Down into the Briny Deep?
You win a Sacrifice Victory (p. 12). You have won (since all the Invaders are destroyed) but you have also lost
(since there is no Spirit presence left on the island).
Thematically, it's also something of a Pyrrhic victory - but some Spirits of water and deep earth would survive.

(Discussion elsewhere)  Tags: Sacrifice victory, Cast Down into the Briny Deep


• Can Gift of Strength or Powerstorm (both Fast powers) be used on a Slow power card?
Yes. Gift of Strength targets a Spirit, not a Power Card. At any point during the turn, that Spirit may choose to
Repeat a power card (of the specified Energy cost or lower), whether it is a fast power or a slow power.
They need not choose which power card to Repeat until they actually use the ability. The repeated power
activates with the same speed as the first use of the power. See the description of Repeat [p. 19]
(Discussion elsewhere)  Tags: Repeat, Speed (Fast/Slow), Gift of Strength (Vital Strength of the Earth),
Powerstorm, 0 more...


• When a Power (say, Mists of Oblivion) does damage to each Invader, then its threshold effect says "+3
Damage", is that +3 overall Damage, or +3 Damage to each Invader?
+3 overall Damage, done at the same time as the "to each Invader" Damage. If it were a per-Invader
improvement, the text would read "+3 Damage to each Invader".
Generally, the "+" in threshold effects is just to remind players that the damage is in addition to the damage up
in the normal effects. In the specific case of Mists of Oblivion, it's also because the additional Damage happens
at the same time as the normal damage, which means it's applied prior to the instruction "1 Fear per Town/City
destroyed by this Power".

Tags: Damage, Mists of Oblivion, Blazing Renewal


• If A Year of Perfect Stillness or Paralyzing Fright is used on a land, can that land still be a source for
Exploration?
Yes. (If it has a Town or City, of course.)
The cards say to "Skip all actions in target land". The Explore Action is performed only in lands of the type
shown on the Invader Card. The process of resolving an Explore Action checks to see what's in adjacent lands -
but the Explore Action isn't happening there, so can't be skipped there.

Tags: Explore, Paralyzing Fright, A Year of Perfect Stillness (Vital Strength of the Earth)


• What happens if you use Entwined Power to give another Spirit a card with Spirit-specific effects? (Eg:
Absorb Essence, Swallow the Land-Dwellers)
As usual, do as much as you legally can, skipping instructions you can't perform. However, Special Rules can
define new types of effect (like "Drown") usable by anyone with a Power referencing it.
More specifically:

• Absorb Essence effectively becomes "Gain 3 Energy. Target Spirit gains Any Element and 1 Energy." (You
cannot follow the instruction "Move 1 of target Spirit's Presence to your "Deep Slumber" track", because you
do not have a Deep Slumber track.)

• Ocean's Special Rules define what "Drown" means: "Destroy Drowned pieces, placing Drowned Invaders
here [on Ocean's playmat]." So if another Spirit Drowns an Invader, it is Destroyed (by that Spirit), then goes
onto Ocean's playmat.
Tags: Transferring Power Cards, Drowning (Ocean's Hungry Grasp), Entwined Power, Swallow the Land-
Dwellers (Ocean's Hungry Grasp), 1 more...

• How much Fear does Tsunami's threshold effect generate?


If you have the elements for Tsunami, you will get an extra fear for each other coastal land, typically +2 Fear.

(Discussion elsewhere)  Tags: Tsunami


• If you reach the threshold effect of Instruments of their Own Ruin, can the ravaging Invaders destroy
adjacent Invaders before they ravage?
Yes, the Invaders in the targeted land can destroy Invaders in adjacent lands before they get a chance to Ravage.
In general, you can choose in what order to resolve effects, including Invader Actions.

(Discussion elsewhere)  Tags: Instruments of their Own Ruin


• If you use Entwined Power and the other Spirit gains a Major Power, then you take one of the remaining 3,
do you have to Forget a card?
Yes.
As usual, you may Forget the Major Power you just gained, if you'd prefer that to losing any of your other Power
Cards.
If you trigger the threshold effect and gift each other Major Powers, you do not have to Forget cards then.

(Discussion elsewhere)  Tags: Gaining Power Cards, Entwined Power


• When a Power generates Fear directly and also destroys a Town or City, do you get Fear both times?
Yes. For instance, on Lightning Swift Strike's power card Shatter Homesteads, you get 1 Fear directly, then (if
you successfully destroyed a Town), get an extra Fear from that. Similarly if you trigger the more powerful
effect of Rituals of Destruction (Vital Strength of the Earth).
(Discussion elsewhere)  Tags: Fear, Destroy, Shatter Homesteads (Lightning's Swift Strike), Rituals of
Destruction (Vital Strength of the Earth), 0 more...


• Can you choose a land protected by Infinite Vitality as a place to add Blight? (Due to cascade, Power, Event
Card, etc.)
Yes, you can.
Infinite Vitality only changes what happens when you would add Blight to a land. It doesn't restrict in any way
your ability to choose the land as a place Blight is added to.

Tags: Blight, Infinite Vitality


• If you meet the threshold bonuses on Poisoned Land (Per Blight, +1 Fear and +4 Damage), do they count
the Blight added by Poisoned Land itself?
Yes.
You perform a Power's instructions in order, so the Blight is added before the extra Fear/Damage are done.

(Discussion elsewhere)  Tags: Poisoned Land


• If you meet the elemental threshold for Powerstorm, can the target spirit pay for and repeat the same
power multiple times?
No, they can't.
The elemental threshold on Powerstorm allows the target spirit to repeat up to three different power cards.

Tags: Repeat, Powerstorm


• In Veil the Night's Hunt, if there are fewer Invaders than Dahan, how much damage is done?
If there are fewer Invaders than Dahan, each Invader will take 1 damage and the remaining damage will be
wasted.

(Discussion elsewhere)  Tags: Veil the Night's Hunt


• How much damage is done with the threshold effect of Instruments of their Own Ruin? Is full damage done
in each adjacent land, or is it split up among the adjacent lands?
The damage the Invaders do is split up however you like between Invaders in adjacent lands.
As a general rule, "X deals damage to Y" merely specifies what you're allowed assign the damage to. Effects
which damage every-one-of-a-thing will explicitly use the word "each", "every", or "all" - e.g., "to each Invader",
"in every adjacent land", "destroy all Invaders", etc.

(Discussion elsewhere)  Tags: Damage, Instruments of their Own Ruin


• Can Strangling Firevine target at Range 0 to add two Wilds to the same land?
Yes.
You add 1 Wilds to both the originating land (the land from which you're measuring Range) and the target
land. At Range 0, these will be the same, so both Wilds tokens are added to the same land.

(Discussion elsewhere)  Tags: Targeting, Strangling Firevine


• What speed is Song of Sanctity?


It is a Slow power.
(The card was misprinted in the 2nd and 3rd printings of the core game, without the circle around the energy
cost. It still has the turtle icon.)

(Discussion elsewhere)  Tags: Song of Sanctity


• What happens if you play Entwined Power in a solo game?


As usual, you can use it on yourself. As the power is worded, you can gain two powers and, if you hit the
threshold, gain 6 Energy.
(Discussion elsewhere)  Tags: Solo games, Entwined Power

• When Invaders deal Damage to each other, is that damage dealt simultaneously?
Yes, Invaders can destroy each other this way. 

Damage from a single effect is done simultaneously. For instance, with the threshold effect of Dissolve the
Bonds of Kinship, a City, a Town, and 5 Explorers can wipe each other out.

(Discussion elsewhere)  Tags: Damage, Dissolve the Bonds of Kinship, Instruments of their Own Ruin


• Do I need to forget two cards to trigger the conditional on Call on Midnight's Dreams?
No. 

If you choose Call on Midnight's Dreams as the usual card to forget when you gain the Major Power, then you
may follow the conditional and put the card in play.

(Discussion elsewhere)  Tags: Forgetting, Call on Midnight's Dreams (Bringer of Dreams and Nightmares)


• If you use Encompassing Ward ("Defend 2 in every land where Target Spirit has Presence"), then the target
Spirit moves some of their Presence, does the Defend move/change?
No. The Power affects the lands where the target Spirit had Presence when it was resolved. 

This is for consistency with other effects (eg: Bloodwrack Plague; Prey On the Builders) - in general, effects
check things at the moment they resolve. A version of Encompassing Ward which did otherwise would say
something like "If its Presence moves, the Defend effect also moves", like The Trees and Stones Speak of War
does.

(That being said, if tracking where a Spirit used to have Presence is too confusing, it's balanced to play it the
other way.)

Tags: Defend, Encompassing Ward


• What does the Range boost on Reaching Grasp affect?


It affects all range arrows on Powers, including the targeting arrow and also any other arrows in the text. 

It doesn't affect any other arrows that boost range (eg, on Sky Reaches to Shore).
Tags: Range, Reaching Grasp, Flow Like Water, Reach Like Air, Gift of Proliferation (A Spread of Rampant
Green), 3 more...


• On Call to Trade, what can I Gather if the Terror Level is 2 or lower? The icon doesn't look quite right.
You can gather a Town.
The icon is an older version of the Town icon that snuck through. (It was changed because it looked too much
like the City icon.)

Tags: Iconography, Call to Trade


• If I use the "forget this Power" option on Call on Midnight's Dreams, can I still Repeat the Power Card?
(With, e.g., Powerstorm, or Gift of Strength.)
No.

The Power Card leaves play when you Forget it, so is no longer available to be Repeated.
(Discussion elsewhere)  Tags: Repeat, Entwined Power, Gift of Strength (Vital Strength of the Earth), Call on
Midnight's Dreams (Bringer of Dreams and Nightmares), 0 more...


• Why do some of the Power cards have colored corners?


These are the cards that match the Power Progression Cards for the starting Spirits. You may ignore them after
your first games.

(Discussion elsewhere)  Tags: Corners of Power Cards, Learning


• If you Repeat a Power card with Powerstorm or Gift of Strength, do you get double the elements?
No, you only get the elements once, when you play the card (p. 19, under Repeat).
(Discussion elsewhere)  Tags: Repeat, Elements, Powerstorm, Gift of Strength (Vital Strength of the Earth), 0
more...


• When using Sweep Into the Sea, what does "Push... one land towards the nearest Ocean" mean?
The land you Push to must be closer to the nearest Ocean than the land they're currently in, measuring by
Range.
So a land 2 away from its closest Ocean could only Push to lands 1 away from that Ocean (Coastal to it). As
with all ambiguous cases, if multiple Oceans are closest, you decide which one to consider “nearest".
All game notions of "closer" and "further" use Range - you never need a ruler!

(Discussion elsewhere)  Tags: Range, Sweep into the Sea


• For the base effect of Instruments of Their Own Ruin, if there are multiple Invaders with Strife, do they deal
Damage simultaneously?
Yes.
So if you had a City, a Town, and an Explorer all with Strife, the Town + Explorer could destroy the City while
the City destroyed the Town + Explorer.
(Discussion elsewhere)  Tags: Strife, Instruments of their Own Ruin


• Does an "or" line on a power divide the entire card?


No. The "or" line only applies to the clauses immediately above and below the line, without extra whitespace.
For example, if you use Crops Wither and Fade, you always gain 2 fear and then you may choose whether you
are replacing a City or a Town. On the other hand, on Tormenting Rotflies, you either choose everything above
the "or" or everything below it.
(Discussion elsewhere)  Tags: Crops Wither and Fade (Shadows Flicker Like Flame), Growth Through
Sacrifice, Sacrosanct Wilderness (Keeper of the Forbidden Wilds), Gift of the Primordial Deeps (Serpent
Slumbering Beneath the Island), 2 more…

• For the unique power Call On Midnight's Dreams, does "this Power" refer to Call On Midnight's Dreams, or
to the just-gained Power Card?
Call On Midnight's Dreams.

Tags: Call on Midnight's Dreams (Bringer of Dreams and Nightmares)


• Can you use Blazing Renewal on a Spirit with no destroyed Presence just to do 4 Damage somewhere if you
have the threshold elements?
No. The threshold effect should specify "4 Damage in that land." (The Power doesn't target a land, so there's not
any other place one could deal the Damage anyhow.)

(Discussion elsewhere)  Tags: Blazing Renewal


• On the threshold effect of "The Trees and Stones Speak of War", do the Pushed Dahan each bring "Defend
2" with them, or "Defend 2 per Dahan"?
Defend 2. If you have 5 Dahan in the target land, then Push 2 of them to two different adjacent lands, you'll end
up with a Defend 6, a Defend 2, and a Defend 2, no matter how many/few Dahan are in the Pushed-to lands. (If
you'd Pushed both Dahan to the same land, you'd end up with a Defend 6 and a Defend 4.)

(Discussion elsewhere)  Tags: Defend, Push, Dahan, The Trees and Stones Speak of War, 0 more...


• What does the threshold effect of Infinite Vitality protect against?


Anything that would Damage or Destroy Dahan in that land, whether Powers, invader Ravages, Events, etc.
It does not protect against effects that "remove" or "replace" the Dahan.

If the threshold effect of Cast Down into the Briny Deep is used, the Dahan can survive. They would then be
moved to the nearest legal land (as per anytime a piece is left in an illegal place).
(Discussion elsewhere)  Tags: Infinite Vitality, Cast Down into the Briny Deep

PRESENCE AND SACRED SITES

• Can you place Presence into lands with Blight?


Yes. Blight destroys Presence only when it's added.
If a Spirit is so sensitive to Blight that it has trouble adding Presence to lands having any, its Growth choices
will explicitly reflect that. (eg: Keeper of the Forbidden Wilds, Serpent Slumbering Beneath the Island.)
To draw a parallel: if you're in a house when it catches fire, you can die. But if you move into the half-charred
ruin a year later, you don't suddenly burn to death.

(Discussion elsewhere)  Tags: Presence, Blight, Growth


• Can Presence tokens destroyed by Blight return to the game?


No, unless an effect explicitly says to place "destroyed Presence".
Only a few effects currently return destroyed Presence, like the Steady Regeneration special rule for A Spread of
Rampant Green or the major power Blazing Renewal.

(Discussion elsewhere)  Tags: Presence, Growth


• Can cascading Blight kill Presence twice?


Yes, it can. Each time you add one or more Blight to a given land - including cascades - destroy 1 Presence from
every Spirit there. (p. 15)
So if you had a hideously bad cascade that added Blight to 4 different lands, in each of those 4 lands you'd
destroy a Presence from each Spirit.
In the very odd case that you decided to double-back a Blight cascade to hit the same land a second time, you'd
again destroy 1 Presence from every Spirit there then continue cascading. This is nearly always a terrible idea.

(Discussion elsewhere)  Tags: Blight, Presence


• If all my Presence from my Spirit Panel is placed on the board, how do I add more?
Whenever adding Presence, instead of taking from your Presence Tracks you can use Presence (of yours) already
on the island instead. [sidebar, p. 14]. You can take it out of any land.
While this option is most often relevant if your Presence tracks are empty, it's not a requirement for doing so.
You cannot place destroyed Presence unless an effect explicitly says so.

(Discussion elsewhere)  Tags: Presence, Growth


• When Blight is moved into a land, does it destroy Presence?


No, Blight only destroys Presence when it is added to the board, not when it is moved from one land to
another. [B&C p. 15]

(Discussion elsewhere)  Tags: Presence, Blight, Absorb Corruption, Flow Like Water, Reach Like Air, 0 more...


RANGE AND TARGETING

• Do Range buffs apply to Powers that affect "a land with your Presence" or "one of your lands"?
No. "A land with your Presence" specifies a requirement for the land you're affecting (similar to, eg, "a land with
Dahan" or "a land with Blight"), not a numeric Range. While it is usually the same in practice as "a land at Range
0", when using effects that modify Range the distinction matters.
For powers like Punish Those Who Trespass or Firestorm that have a base effect with normal range and a
further effect referring to "lands where you have presence", the range on the base effect can be extended, but the
further part cannot.

For instance, if you reach all the thresholds of Punish Those Who Trespass and have extended range, you can
use the base effect to deal damage in a distant land and use the further part to deal damage where you have
presence (without extension).

(Discussion elsewhere)  Tags: Range, Presence, Targeting, Reaching Grasp, 10 more...


• Does Shadows of the Dahan ("...you may pay 1 Energy to target a land with Dahan regardless of the
Power's Range") let you ignore other targeting requirements?
No. Only Range - the number of lands distant - is ignored.
All other targeting requirements still apply. This includes source restrictions, so if, e.g., a Power must be
targeted from a Sacred Site and you have none, Shadows of the Dahan won't let you use it, or if it needs to be
targeted from a Jungle, you need Presence in a Jungle to use it. The same applies for target restrictions other
than Range, like lands with Invaders, unblighted lands, or restrictions on the target terrain; these must also be
obeyed.

Tags: Range, Targeting, Shadows of the Dahan (Shadows Flicker Like Flame)


SCENARIOS

• What is prevented by the Invader benefit #8 of Powers Long Forgotten?


The land cannot be selected as a target for Powers (Cards or Innate). There are no other restrictions.
For instance, you could target an adjacent land and Gather Invaders there, or you could place Presence there as
part of Growth.
(Discussion elsewhere)  Tags: Powers Long Forgotten

• In Rituals of the Destroying Flame, if you Repeat a Power (and aren't targeting near a Flame Marker), do
you need to pay 2 Energy again in order to Damage/Destroy Invaders?
Yes. The original Power use and the Repeat are considered separately.
This might mean you only need to pay the 2 Energy for one or the other, if one targets a land within 1 of a
Flame Marker but the other doesn't.

Tags: Repeat, Rituals of the Destroying Flame


• In Powers Long Forgotten, how long do the effects of a token discovered by the Spirits or Invaders last for?
Unless otherwise specified, the effects last for the rest of the game.

(Discussion elsewhere)  Tags: Powers Long Forgotten


• In the scenario Guard the Isle's Heart, does the extra Presence added during Setup come from your player
mat?
Yes, it comes from the player mat, not from the board.

(Discussion elsewhere)  Tags: Guard the Isle's Heart



• In the scenario Ward the Shores, do the Warding Patterns added by the special power come from the
supply of 4 Warding Patterns per player?
Yes. As a result, you won't have more than 4 Wards per player on the Island at one time. 

Remember that you can re-use destroyed Warding Patterns or move existing ones.

(Discussion elsewhere)  Tags: Ward the Shores


• In the Dahan Insurrection scenario, if Bringer of Dreams and Nightmares moves Dahan do they do real
damage or shadow damage?
They deal real damage.
It is the scenario that is causing the damage, not Bringer of Dreams and Nightmares, so its special rule does not
apply.
(Discussion elsewhere)  Tags: Bringer of Dreams and Nightmares, Dahan Insurrection, To Dream a Thousand
Deaths (Bringer of Dreams and Nightmares)

• When setting up for the later rounds in Second Wave, should you place the initial Beasts and Disease on
each board?
No.
The only Tokens at the start of the game should be one of each type per board from the previous wave.

(Discussion elsewhere)  Tags: Second Wave


• With the "Blitz" scenario, can you use the Energy gained from playing an already-Fast 0-cost Power Card
to help pay for another Power Card?
Yes. The intent is that already-Fast 0-cost cards effectively cost "negative 1 energy".

(Discussion elsewhere)  Tags: Energy, Playing Power Cards, Blitz


SETUP

• Can every Spirit be played in a solo game?


Yes, it is possible to play and win with each Spirit in a solo game.
It is possible to win even with Spirits with special restrictions like Ocean's Hungry Grasp or Bringer of Dreams
and Nightmares. Some Spirits will be harder to win with than others (particularly against certain Adversaries),
but the difficult Spirits may not be the ones you expect.

Tags: Solo games, Ocean's Hungry Grasp, Bringer of Dreams and Nightmares


• Can you play 5-6 players with two copies of the game?
Yes, with some caveats. You will need Presence disks and reminder tokens in different player colors. We also
strongly recommend your first play or two be with 4 or fewer players per game. 5-6p games are fine when everyone
involved knows the game well, but with newer players there's just an overwhelming amount of board to parse.
If 5+ people want to learn together, we suggest two side-by-side games, to let everyone use a low-complexity
spirit and keep the visual complexity of the island reasonable. (You can share some of your experience by using
identical island layouts and spirits for each game, and seeing where they diverge based on player choice and
Invader exploration.)
Once you know the game and want to play 5-6p, basically any way you puzzle the boards together is fine, with
some changes in dynamics. (If you string everything out into a long line, spirits starting at one end will have a
rough time getting to where they can help out on the other end of the board.) Official "standard" layouts for
5-6p have not yet been established.

(Discussion elsewhere) (Discussion elsewhere)  Tags: Player count, Island setup


• What are the options for making the map for a 2-player game?
On the balanced maps, the standard layout given in the rulebook might be called "bottom to bottom", with one
ocean in the upper-left and one in the bottom-right. But you can put together the maps any way they fit, with
some variation in the game dynamics and (slightly) overall difficulty.
Some examples: if you put the boards together "top to top", with one ocean in the bottom-left and one in the
upper-right, the difficulty will be slightly increased, since you lose the potential backcourts to clear of Invaders
around land #8 on each board, and the corners around land #3 become hazards for Blight cascades - though
land #1 on each board does become less dangerous in that regard. If you put the boards together "end to end",
with oceans on the far left and far right (as in the thematic 2-player setup), the difficulty will be slightly
decreased since it is easier to clear out the center of the board, which more than compensates for both land #1
and #3 having fewer adjacencies to cascade Blight to.

The difficulty change from these dynamics is fairly minor relative to, e.g., the Difficulty boost of Adversaries
and Scenarios.
If you are playing the scenario Guard the Isle's Heart, the "end to end" layout results in a more natural "heart" of
the island, with the two lands #7 touching each other.

(Discussion elsewhere)  Tags: Board layout, 2-player games, Guard the Isle's Heart


• Does Blight added during Setup come from the box or from the Blight Pool?
All Blight added during Setup comes from the box. Unless specifically stated otherwise, the Blight Pool does
not start out depleted.
This applies to Blight added due to printed icons on the board (p. 6), an Invader's setup (like Sweden level 6) or
a Spirit's setup (like Heart of the Wildfire).

(Discussion elsewhere)  Tags: Blight, Kingdom of Sweden, Heart of the Wildfire


• Are some Island tiles better than others for your first games?
As long as you are using the balanced (non-thematic) side, the Island tiles are all pretty equivalent, and you
should just pick them randomly.

(Discussion elsewhere)  Tags: Island setup


SPIR

• If a Spirit reveals two 'Reclaim 1' spaces on their Presence tracks, can they Reclaim two cards?
Yes, you get the benefit of both spaces during the Spirit phase.
(Discussion elsewhere)  Tags: Reclaim 1, Sharp Fangs behind the Leaves, Serpent Slumbering Beneath the
Island


SPIRIT PHASE

• Do I have to do everything shown in a Growth option I pick?


Yes. You can do them in any order, but must do everything shown if possible.
Usually, there's no downside: Reclaiming, gaining Energy/Power Cards, and adding Presence are strictly good.
(You can always move a Presence already on the island when adding Presence [p. 14], so "running out" isn't a
concern.) Spirits with "Move a Presence up to Range N" Growth effects can Move it 0. However, a few Spirits do
include things you'll have to work around - eg:

• Ocean's Hungry Grasp often requires you to Push or Gather Presence;


• Heart of the Wildfire often adds Blight along with Presence, so being required to add Presence can be
dangerous. If you can't do something in a Growth option, you do as much as you can and skip the rest. (Eg:
if you're supposed to Push Presence from each Ocean, and there's a board where none of your Presence is in
the Ocean, you don't Push on that board.)

(Discussion elsewhere)  Tags: Growth, Ocean's Hungry Grasp, Heart of the Wildfire


• Can I wait to see the results of another Spirit's Growth before making my own Growth choice? E.g., see if
they draw into a Power Card which handles a bad situation before making my own choices?
Yes.
The only rules constraints are that each individual Spirit must Grow / Gain Energy / Play Power Cards in that
order, and that all Spirits must complete the Spirit Phase before anyone starts resolving Fast Powers. [p. 8]
Other than that, players play simultaneously and may confer as they wish, so for instance, one Spirit could plan
out their whole turn before another decides which Growth they're taking, or two Spirits gaining Power Cards
could base their decisions on what to keep based on each others' draws. How lenient you are about individual
Spirits rewinding - eg, going back to choose a different Growth option - is ultimately a playgroup decision, but
most people seem to be fine with it so long as you're not rewinding "gain a Power Card".

Tags: Growth, Timing


• How does one move Presence during Growth?


When a Growth choice says "Move Presence" (with a curved arrow), move one of your Presence up to the
shown number of lands away from where it currently lies. When the Growth option says "Add Presence", but
instead of adding from your Presence track you choose to add one already on the board (per the p. 14 sidebar),
you can take it from anywhere. (This is still considered "adding a Presence", not "moving a Presence"; later
reprints of the rulebook use the term repositioning.)
Ocean's Hungry Grasp also has Growth choices with "Push Presence" and "Gather Presence"; these work just as
Gather and Push usually do (to/from an adjacent land). They are mandatory.
As of 2017, only Serpent Slumbering Beneath the Island has a "Move Presence" Growth choice.
(Discussion elsewhere)  Tags: Growth, Presence, Ocean's Hungry Grasp, Serpent Slumbering Beneath the
Island, 0 more...

• If you have a Growth option which lets place two Presence, can you chain them, placing the second one
within range of the first one?
Yes, you can do this. In general, after you choose a Growth option, you do everything under that option, in any
order you wish. (p. 8)

(Discussion elsewhere)  Tags: Presence, Growth, Thunderspeaker, Lightning's Swift Strike, 1 more...


• When your Presence board gives you "any" element, when do you have to choose what element that is?
Can you change what it is during the turn?
You can wait until the middle of your turn to choose what it is, but once you've set it for a turn, it can't change
that turn [p. 14, last item under Presence Tracks]

(Discussion elsewhere)  Tags: Elements, "Any" element


• Can you use Energy you gain during the Fast Power Phase <i>(e.g., from Boon of Vigor)</i> to pay for cards
you play that turn?
No, you cannot. You need to pay for all Powers when you play them, during the 'Play and pay for Power Cards'
part of the Spirit Phase at the beginning of the turn. The Spirit Phase needs to be entirely completed before you
start the Fast Power Phase, when you would gain the energy from cards like Boon of Vigor.
Typically the Energy you gain from powers like this will only be useful on the following turn, unless something
makes you use Energy in the middle of the turn.

(Discussion elsewhere)  Tags: Energy, Playing Power Cards, Boon of Vigor (River Surges in Sunlight)


• What happens if Serpent Slumbering Beneath the Island is at its Presence limit and attempts to add
Presence?
It cannot add more Presence, by its special rule, so nothing happens. (True for both Growth and Presence-
adding Powers.)
It may choose to instead reposition a Presence already on the island (sidebar, p. 14).
(Discussion elsewhere)  Tags: Growth, Serpent Slumbering Beneath the Island, Unrelenting Growth, Gift of
Proliferation (A Spread of Rampant Green), 0 more...


• With Spirits that choose more than 1 Growth option, can I see the results of one choice before picking the
next?
Yes - you completely finish resolving your first Growth choice before making your second choice.

(Discussion elsewhere)  Tags: Growth, Sharp Fangs behind the Leaves, Keeper of the Forbidden Wilds


• With Spirits that get to choose multiple Growth options, if more than one option has "Gain Power Card", can
I gain a Power Card *then* pick which Growth choice I was using?
No. You choose a set of things to do, then do them all. If you have multiple Growth choices, you then do this
again, and cannot choose one you already picked this turn.

(Discussion elsewhere)  Tags: Growth, Keeper of the Forbidden Wilds, Sharp Fangs behind the Leaves

• When you reposition Presence on the board rather than adding new Presence, where can you measure the
range from?
You can measure the range from any Presence, including the one you are about to reposition.
The sequence of events for adding Presence during growth, you
1. Choose a land to add Presence to. This must be measured from your Presence on the board at that
moment.
2. Add a Presence to that land. Normally this is picked up from your Presence track, but you can pick it up
from anywhere on the island instead if you want. The sequence is similar when a Power lets you add
Presence.
(Discussion elsewhere)  Tags: Growth, Repositioning Presence, Presence, Gift of Proliferation (A Spread of
Rampant Green), 3 more...

SPIRITS AND INNATE POWERS

• Can you get around the Serpent's presence limitation using Indomitable Claim? (Add a Presence, even if
target land is a type of land you can’t normally have Presence in)
No. The Serpent's limit isn't a restriction based on land type, so Indomitable Claim doesn't help.
The only published Spirit (as of 2017) for whom getting around land-type restrictions is relevant is Ocean's
Hungry Grasp, which cannot normally have Presence in inland lands. It's been relevant for other playtested
Spirits, but none which made it to publication with those limits still in place. It may of course be relevant for
future Spirits!

(Discussion elsewhere)  Tags: Presence, Indomitable Claim, Serpent Slumbering Beneath the Island


• Can Bringer of Dreams and Nightmares combine Damage-dealing Powers usefully with Damage from
other Spirits?
It depends on ordering. Bringer of Dreams and Nightmares can take advantage of partially Damaged Invaders:
e.g.: if another Spirit does 2 Damage to a City, then Bringer of Dreams and Nightmares could afterwards use a
1-Damage Power to earn 5 Fear (because 1 Damage would have destroyed the City). It could even use several
Damaging Powers in a row to earn 5 Fear for each! But if Bringer plays a 1-Damage Power on an unhurt City, it
will do nothing, and have no lingering effects that would interact with anything done later.
For each Power Bringer uses, briefly imagine a universe where you resolve the entire Power normally. Whenever
it would destroy an Invader in that universe, in the real game you earn 0/2/5 Fear and Push it if it's an Explorer
or Town.
Tags: Damage, Bringer of Dreams and Nightmares, To Dream a Thousand Deaths (Bringer of Dreams and
Nightmares)


• Can Bringer of Dreams and Nightmares combine Damage from multiple Powers - eg, use a "2 Damage"
Power and a "1 Damage" Power to earn 5 Fear for an unhurt City?
No. First the "2 Damage" Power resolves and does nothing (because that Power would not have destroyed an
unhurt City). Then the "1 Damage" Power resolves and does nothing (because it would not have destroyed an
unhurt City). Neither has any lingering effect of any kind.
If it were a single Power doing 2 Damage then 1 Damage, it would earn the Fear, because then that Power would
have destroyed an unhurt City. For each Power Bringer uses, briefly imagine a universe where you resolve the
entire Power normally. Whenever it would destroy an Invader in that universe, in the real game you earn 0/2/5
Fear and Push it if it's an Explorer or Town.
Tags: Damage, Bringer of Dreams and Nightmares, To Dream a Thousand Deaths (Bringer of Dreams and
Nightmares)


• How does Serpent Slumbering Beneath the Island work in a solo game?
The Presence limit from its special rule Deep Slumber still applies. It can use Absorb Essence on itself [p. 22].
Presence on its Deep Slumber track is not "on the Island" and does not count against the limit. It cannot get a
double benefit from the Serpent Wakes in Power innate power.

Tags: Solo games, Serpent Slumbering Beneath the Island


• Must Gather/Push effects which don't say "up to" move exactly that many things? Eg: Does Fields Choked
with Growth move exactly 3 Dahan?
Yes, if possible. If a card gives a number of pieces to move, you must move that number if you can, or as many
as possible if there aren't enough of those pieces there.
Most "move some Dahan" powers represent the Spirit asking/working with the Dahan or calling in favors. A
few, like this one, are more "the Dahan decide to get the heck out of Dodge". This applies to other kinds of
pushes, as well.
Other cards with similar wording are Terrifying Chase (Sharp Fangs behind the Leaves), Sacrosanct Wilderness
(Keeper of the Forbidden Wilds), and Twilight Fog Brings Madness.
(Discussion elsewhere)  Tags: Gather, Push, Fields Choked with Growth (A Spread of Rampant Green),
Terrifying Chase (Sharp Fangs behind the Leaves), 2 more...


• What happens if Bringer of Dreams and Nightmares uses the threshold effect of Cast Down into the Briny
Deep?
Per its special rule, Bringer of Dreams and Nightmares will not destroy the targeted board, nor anything on the
targeted board other than its own Presence. Since all the Invaders there would be destroyed, they instead are
pushed and/or generate Fear, per Bringer of Dreams and Nightmares' usual rules.
(Discussion elsewhere)  Tags: Cast Down into the Briny Deep, Bringer of Dreams and Nightmares, To Dream
a Thousand Deaths (Bringer of Dreams and Nightmares)


• Does the Presence limit for Serpent Slumbering Beneath the Island count destroyed Presence?
No, the Presence limit only counts Presence that is actually on the island, not destroyed Presence.
It is possible to get all the way to the end of your Presence track without ever using Absorb Essence, if you
never have more than 5 Presence on the board. Thematically, this is the Serpent being stung towards greater
wakefulness.

(Discussion elsewhere)  Tags: Serpent Slumbering Beneath the Island


• How much energy can Ocean's Hungry Grasp gain for Drowned invaders?
For every X health worth of invaders, Ocean gains 1 energy, where X is the number of players. For instance, in a
4-player game, Ocean can trade 1 Town and 2 Explorers for 1 energy.
You can make change as needed. For instance, in a 2-player game, Ocean can trade 1 City for 1 energy and 1
Explorer.

Tags: Ocean's Hungry Grasp, Drowning (Ocean's Hungry Grasp)


• What happens if Bringer of Dreams and Nightmares uses its special rule to push a Town into the sea on a
board where Ocean's Hungry Grasp has presence?
The Invader is Drowned, by Ocean's Hungry Grasp's special rule. It is Ocean's Hungry Grasp doing the
destroying, so that works as normal.
This generates 3 total Fear: two for the "destruction" by Bringer of Dreams and Nightmares, plus another 1 Fear
for the actual destruction by Ocean's Hungry Grasp.

(Discussion elsewhere)  Tags: Ocean's Hungry Grasp, Bringer of Dreams and Nightmares


• If Bringer of Dreams and Nightmares Repeats a Power (eg, The Land Thrashes in Furious Pain), can the
Repeat "destroy" Invaders that were "destroyed" by the original Power use?
Yes. The Repeat is considered a separate effect from the original.
This also means the Repeat cannot usefully combine Damage with its original - for instance a Repeated "2
Damage" Power couldn't do anything to an undamaged City. The original effect would resolve, and 2 Damage
isn't enough to destroy the City, so nothing happens. Then the Repeated effect resolves, and 2 Damage isn't
enough to destroy the City, so nothing happens.
(Discussion elsewhere)  Tags: Repeat, To Dream a Thousand Deaths (Bringer of Dreams and Nightmares),
Bringer of Dreams and Nightmares


• When do you pay the extra Energy for Shadows of the Dahan? ("Whenever you use a Power, you may pay
1 Energy to target a land with Dahan...")
When you use the Power - i.e., resolve its text effects. You don't have to choose a Power's target until you
actually use it.

(Discussion elsewhere)  Tags: Energy, Targeting, Shadows of the Dahan (Shadows Flicker Like Flame)


• When can Sharp Fangs behind the Leaves use the Call Forth Predators special rule, turning a Presence into
a Beast token?
This can be used during the Spirit Phase, anytime during the Growth, Gain Energy, or Play Powers phases.
Once players have started activating Fast Powers, it can no longer be used.

(Discussion elsewhere)  Tags: Sharp Fangs behind the Leaves


• What happens when Bringer of Dreams and Nightmares uses Instruments of their Own Ruin?
The normal effect (Invaders with Strife deal damage), works like all damage-dealing powers used by Bringer of
Dreams and Nightmares: it causes Fear and/or Pushing but does no actual Damage.
However, the threshold effect (Invaders do Ravage damage to Invaders in adjacent lands) is not actually causing
damage - it's modifying an upcoming Ravage Action - and therefore works normally.

(Discussion elsewhere)  Tags: Bringer of Dreams and Nightmares, Instruments of their Own Ruin

• When does Ocean's Hungry Grasp get to Drown invaders?
Apart from specific power cards, Invaders are Drowned when they are moved into the ocean on a board where
Ocean's Hungry Grasp has any Presence. They do not get drowned when moved in to any other land, and
Ocean's Hungry Grasp does not need to have Presence that is actually in the ocean, just on the same board.

(Discussion elsewhere)  Tags: Drowning (Ocean's Hungry Grasp), Ocean's Hungry Grasp


• A Spread of Rampant Green's "Steady Regeneration" rule says "If the land is Healthy..." and "If the land is
Blighted...". Does that mean the Blight Card, or the land into which you'd put Presence?
The Blight Card.

(Discussion elsewhere)  Tags: Blighted Island, Steady Regeneration (A Spread of Rampant Green)


• Does Drowning Dahan give energy to Ocean's Hungry Grasp?


No. If Dahan are Drowned they are destroyed with no benefit.
Thematically, the Energy gained is canceled out by the loss of propitiation from other Dahan.

(Discussion elsewhere)  Tags: Dahan, Ocean's Hungry Grasp, Drowning (Ocean's Hungry Grasp)


• When Ocean's Hungry Grasp is in play, can Blight, other Spirit Presence, Beasts, or other tokens end up in
the Ocean?
Yes, the Ocean is a Coastal Wetland for many purposes, and Blight and any of the tokens from Branch & Claw
can end up there. Spirit Presence from other spirits cannot be placed there during the Growth phase, but can
end up there as a result of cards like Indomitable Claim or Flow Like Water, Reach Like Air.
Invaders will never take actions there, so many of the tokens will have no effect.

(Discussion elsewhere)  Tags: Ocean's Hungry Grasp


• If Shadows Repeats a Power that it range-boosted with Shadows of the Dahan, does it have to pay Energy
again?
No. Modifications to a Power carry over to its Repeat. (p. 19)
Remember that if there are explicit instructions about where to Repeat a Power, those take priority. So if a
Power Card says "Repeat this Power in an adjacent land", you may (and must) target a land adjacent to the
original, rather than choosing a new target the usual way.

(Discussion elsewhere)  Tags: Repeat, Targeting, Shadows of the Dahan (Shadows Flicker Like Flame)


• Can Spirits May Yet Dream be used to flip any Fear card?
Yes, Bringer of Dreams and Nightmares can use the first effect of Spirits May Yet Dream to flip any Fear card.
The Fear card could be already earned, on top of the Fear deck, or further down in the Fear deck.

(Discussion elsewhere)  Tags: Spirits May Yet Dream (Bringer of Dreams and Nightmares)

• When Ocean's Hungry Grasp is in play against Brandenburg-Prussia, can the extra Towns from the Stage II
Escalation be placed in the Ocean (and drowned immediately)?
No. The Ocean is only a land for the purpose of Powers and Blight, and not, for instance, for Events, Fear cards,
or Stage II escalation effects.
(Discussion elsewhere)  Tags: Fear, Events, Ocean's Hungry Grasp, Kingdom of Brandenburg-Prussia, 0
more...


• Can Bringer of Dreams and Nightmares do real damage (destroying cities, etc) with Power X?
The answer, in general, is 'no'. If the Power says "damage" or "destroy", it doesn't matter if it also says that
Dahan, Beasts, Invaders, or anything else are doing that damage, the source is still ultimately Bringer of
Dreams and Nightmares and is only nightmare damage.
But note that Bringer of Dreams and Nightmares can "remove" or "replace" Invaders without restriction, can
trigger Invader Actions (ie, cause a Ravage), and can modify how Invader actions work.
(Discussion elsewhere)  Tags: Veil the Night's Hunt, Manifestation of Power and Glory (Thunderspeaker),
Instruments of their Own Ruin, Insatiable Hunger of the Swarm, 4 more...


• What is the strange icon on the special rule for Heart of the Wildfire?
The paw print represents a Beasts token, part of the Branch & Claw expansion. 

Ignore that part of the effect if you are not using the expansion.

(Discussion elsewhere)  Tags: Heart of the Wildfire


• If a Fear or Event effect causes damage, can Bringer of Dreams and Nightmares still use it?
A Fear card is not a Power, so the special rule To Dream a Thousand Deaths does not apply. Thus the player
who is playing Bringer of Dreams and Nightmares can, for instance, do real damage with the Dahan Raid fear
card.
Thematically, the Dahan are actually doing a raid in the real world, it is not just a nightmare caused by Bringer.
(Discussion elsewhere)  Tags: Fear, To Dream a Thousand Deaths (Bringer of Dreams and Nightmares),
Bringer of Dreams and Nightmares


• With Sweep into the Sea, can you push Invaders into the Ocean on a board where Ocean's Hungry Grasp
has presence?
Yes, absolutely.
If the Invaders are in a Coastal land, with Sweep into the Sea you can choose to either push them into the
nearest Ocean (which is right there) or destroy them; with Ocean's Hungry Grasp in play, it will usually be
better to push and Drown them.

(Discussion elsewhere)  Tags: Ocean's Hungry Grasp, Sweep into the Sea


• Can the Event card "Outpaced" be used to resolve a power that has been made fast by Lightning's Swift
Strike's special rule?
No. Once a power has been made Fast, it is Fast for the rest of the turn, including for Events like Outpaced.
(Discussion elsewhere)  Tags: Speed (Fast/Slow), Outpaced, Swiftness of Lightning (Lightning's Swift Strike)


• When Invaders have increased health, does Ocean's Hungry Grasp get a bonus when exchanging them for
Energy?
No. As the Special Rule says, ignore modifiers to Invader Health when trading Invaders for Energy.
This applies to all modifiers, whether permanent (e.g., England Level 5) or temporary (e.g., the Event card Tight-Knit
Communities).
(Discussion elsewhere) (Discussion elsewhere)  Tags: Health, Kingdom of England, Tight-Knit
Communities, Drowning (Ocean's Hungry Grasp), 2 more...


• Can you use the threshold effects of innate powers, even if you can't use the effects above them?
Yes, each line is evaluated independently.
(Discussion elsewhere)  Tags: Elements, Thunderspeaker, Spreading Wilds (Keeper of the Forbidden Wilds),
Serpent Slumbering Beneath the Island, 0 more...


• How can Ocean's Hungry Grasp get Presence on inland lands?


Currently (as of Fall 2017) only by using Indomitable Claim.
Indomitable Claim says to ignore land-type restrictions. Other powers that allow you to place presence do not
allow you to ignore the restriction.

(Discussion elsewhere)  Tags: Ocean's Hungry Grasp, Indomitable Claim


• If Bringer of Dreams and Nightmares uses Mists of Oblivion, do they get the Power Card's bonus fear for
destroying Towns/Cities? (Relatedly, can they trigger Vengeance of the Dead?)
No. No Towns/Cities are actually destroyed, so Mists of Oblivion grants no bonus Fear. Similarly for Vengeance
of the Dead.
To Dream a Thousand Deaths only changes what happens when Bringer of Dreams and Nightmares would destroy/
damage Invaders. It doesn't change what happens if an effect checks whether or not Invaders got destroyed.
(Discussion elsewhere) (Discussion elsewhere)  Tags: Fear, Bringer of Dreams and Nightmares, Mists of
Oblivion, To Dream a Thousand Deaths (Bringer of Dreams and Nightmares), 1 more...


• What happens to items left in the ocean if the last Presence of Ocean's Hungry Grasp is removed from the
Island Board?
Anything left in the Ocean at that point is destroyed.
Spirit Presence and tokens are destroyed as normal. Blight is removed from the game entirely, not put back on
the Blight acrd.

(Discussion elsewhere)  Tags: Ocean's Hungry Grasp


• When Ocean's Hungry Grasps drowns a Town or a City, is the Fear earned immediately?
Yes.
The Fear is earned immediately, not when the invader piece is eventually spent for Energy.
(Discussion elsewhere)  Tags: Ocean's Hungry Grasp, Drowning (Ocean's Hungry Grasp)


• When playing against England, can A Spread of Rampant Green prevent the escalation effect or High
Immigration Builds?
Yes.
Those are both Builds, so A Spread of Rampant Green's special ability Choke the Land with Green can prevent
them.
England can build multiple times in the same land, and A Spread of Rampant Green would need to decide each
time whether to sacrifice a Presence to prevent it.
(Discussion elsewhere)  Tags: Kingdom of England, Choke the Land with Green (A Spread of Rampant
Green), A Spread of Rampant Green

• Can you activate the second (or later) threshold effect of an innate power if you don't have the elements for
the first level?
Yes, each threshold is checked separately.
(Discussion elsewhere)  Tags: Keeper of the Forbidden Wilds, Thunderspeaker, Serpent Slumbering Beneath
the Island


• If you Forget one of your starting Unique Power Cards, is there any way to get it back?

Not currently, no. Tags: Forgetting, Gaining Power Cards


• If a Power moves Dahan into the Ocean when Ocean's Hungry Grasp is in play, can Thunderspeaker move
its Presence with them into the Ocean?
Yes, Presence can end up in the Ocean this way. The same is true with Sharp Fangs Behind the Leaves moving
with Beasts. 

These special rules modify the action of the Power, which is allowed to to target the Ocean as a Coastal
Wetland by the special rule Ocean's Home.

(Discussion elsewhere)  Tags: Ocean's Hungry Grasp, Thunderspeaker, Sharp Fangs behind the Leaves


• If Bringer of Dreams and Nightmares uses a Power that Damages/Destroys Dahan, what happens?
Nothing happens to the Dahan. Bringer's Powers cannot Destroy anything other than its own Presence, so you
ignore that instruction.
The rest of the Power takes effect normally. ("General Principle: Do as much as you can", p. 17)

Tags: Dahan, To Dream a Thousand Deaths (Bringer of Dreams and Nightmares)


• Can Thunderspeaker keep its Presence with Dahan when they are "moved" rather than Gathered or
Pushed?
Yes.

Tags: Thunderspeaker, Ally of the Dahan (Thunderspeaker), Sharp Fangs behind the Leaves

• If I Gather/Push/otherwise move 2 Dahan at once, can I move 2 of Thunderspeaker's Presence along with
them?
Yes.
The special rule says "whenever a Dahan moves ... you may move 1 Presence ...". Had you been limited to a
single Presence, the rule would have been phrased, "whenever 1 or more Dahan move ... you may move 1
Presence ...".

(Discussion elsewhere)  Tags: Move, Dahan, Gather, Push, 1 more...


• When Heart of the Wildfire places Presence, does it immediately get the effect of any newly-revealed Fire
element?
Yes.
For instance, when you place Presence on the very first turn, you reveal one Fire icon and so get to do 1 damage
when placing the Presence.

(Discussion elsewhere)  Tags: Heart of the Wildfire


• Can the different thresholds of an innate power be used separately?


No, the thresholds are all part of a single power. All effects must be used on the same target land (or same
target Spirit), and you use the effects of every threshold you meet{1}, in the order they're printed{2}.
For example, Lightning's Swift Strike's innate power of Thundering Destruction used with 5 Fire, 4 Air, and 1
Water can destroy two buildings in the same land, but it cannot destroy two buildings in different lands. Even
the final threshold on Serpent Slumbering Beneath the Island's Serpent Rouses in Anger targets a single land,
although it affects all lands on the board in addition to the one that it targets.
One sort-of-exception: A Spread of Rampant Green's innate Creepers Tear into Mortar has two levels which say
"Repeat this Power". When a power is Repeated, you use the power from the beginning, which means you can
target a new land.
{1} = You are allowed to pretend you have fewer elements than you really do - eg, to activate only the lower
level of an innate - but that decision is made for the entire Power, not each threshold individually. Once you've
chosen, you must activate every threshold those elements qualify for. Particularly, for Shadows Flicker Like
Flames' innate power Darkness Swallows the Unwary, there is no set of elements which can activate the second
threshold without also activating the first threshold. If you destroy 2 explorers to earn fear, you must first
gather an explorer (if able).
{2} = Effects which modify Range or targeting obviously apply when you check Range / targeting.
(Discussion elsewhere)  Tags: Thresholds, Lightning's Swift Strike, A Spread of Rampant Green, Serpent
Slumbering Beneath the Island, 1 more...


~ EXPANSIONS, PROMOS, AND PUBLISHIN G

• When is a good time to add the expansion materials from Branch & Claw to the core game?
The only firm answer is "not right away!" - it adds extra complexity while you're learning the core rules, makes
some core Invader dynamics more variable (and thus harder to learn), and the awesome variety it offers isn't
nearly so awesome without understanding of the core game.
As a rough gauge, the more of the below questions you'd say "yes" to, the more natural it'd be to start using the
expansion:
• Are you comfortable with the core game's mechanics? (No longer need to use the player aid cards / look up
basic rules in the rulebook while playing, though you might consult the FAQ for edge cases. This question is
the most important of the lot.)
• Have you played some of the Medium/High-complexity Spirits?
• Have you seen much of the core game's diversity? (Played many of the Spirits / played alongside all of them;
taken or considered-taking all of the Minor Powers and many of the Major Powers.)
• Are you winning games with Difficulty higher than 0? (Playing against Adversaries, or the more difficult
Scenarios.)

• Do you REALLY REALLY like new stuff and want to add the expansion materials as soon as possible?
• Are there more-experienced players in the game with you? (Particularly if they're already familiar with the
expansion materials.)

• Are you able to predict victory more than a turn in advance? (With the only Invader randomness being the
new Explore card, seasoned players can reach a point where they foresee victory multiple turns ahead of
time, even when playing on a good difficulty level for them. If you've hit this point, I actively recommend
breaking out the expansion, as its Event deck returns an edge of uncertainty - and thus, tension - to such
situations.)
If you can say "yes" to at least 2-3 of these - definitely including the first one - then introducing the expansion is
reasonable. If you can say "yes" to 4 or more of them, then by all means, break it out!
(Another reasonable POV someone expressed: "Events - added in the expansion - are best when you have
enough of the game system internalized that it's easy to predict what the Invaders will do. The Event Deck
combats this by adding some randomness. But if you're not yet at the stage where you feel like you can picture
the board 1 or 2 turns in advance, adding Events will just make it harder to do that. So waiting on the
expansion until then isn't a bad idea." Though some folks like the Events more for their theme and occasional
hard choices than their effects on the Invaders per se, so this may not be universal.)

(Discussion elsewhere) (Discussion elsewhere) (Discussion elsewhere)  Tags: Learning


• How can I get the promotional Spirits from the 2015 Kickstarter? (Serpent Slumbering Beneath the Island
and Heart of the Wildfire)
As of GenCon 2017, Greater Than Games has blown through most of their stock, but the remainder is available
via their webstore. A reprint of the promos is planned and should arrive roughly February 2018, at which point
they will hopefully be available through other channels as well. (Eg, via the BGG store.)
In addition, images of the promo spirit panels and their Power Cards have been uploaded to BoardGameGeek
here, so even if you can't get hold of physical copies you can still print-and-play them. (The cards are never
shuffled into any decks, so don't need to match backs or cardstock.)
(Discussion elsewhere) (Discussion elsewhere)  Tags: Serpent Slumbering Beneath the Island, Heart of the
Wildfire



• What happens if you just add some of the Branch & Claw expansion cards / elements to the game? Do you
think you could play with everything from the expansion but the Event Cards?
Many expansion elements rely on each other to a greater or lesser extent. Mixing in some without others won't
break the game, but may skew it. 

Going item-by-item:

• Scenarios: Are fine to use. Most of these are in the expansion purely because they use the expansion's
Scenario Tokens.
• Adversary: France can be used at Level 1 and below without any trouble, but Level 2+ will be harder
without the Event Deck and Strife tokens.

• Events: Most of them should be usable by skipping the token Event... but this will make the game harder.
• New Fear Cards: There are about half a dozen fear cards that don't reference tokens. (They're in the
expansion because of new rules, or just to keep effect distribution even.) Including just those 6 will slightly
skew the effects of the fear deck, but not in any way that you're apt to notice unless you're a very
experienced player.
• New Blight Cards: The expansion Blight cards don't have a negative ongoing effect, because the Event deck
handles that: About 1/3 of the Event cards involve adding Blight / destroying Presence if the island is
Blighted. So using the new Blight cards without the Event deck lowers the incentive to keep the Blight Card
from flipping early, which in turn slightly lowers difficulty / early-game tension. Doing so also makes the
small-pool Blight cards better (especially "Back Against the Wall" / "Aid from Lesser Spirits") because they're less
risky.
• Spirits: Keeper of the Forbidden Wilds needs Wilds tokens. It may have a slightly harder time of it without
the possibility of players gaining Minor/Major Powers that add Wilds, but is probably fine. Sharp Fangs
Behind the Leaves needs Beasts tokens to function well, and Beasts need Event Cards to be good; without
Events, Sharp Fangs is almost certainly underpowered.
• New Power Cards: Adding only a subset of new Power Cards is likely to change the distribution of
different types of effects, and near-certain to change the elemental distribution (both how often each
element appears, and how often each pair of elements appears). The game will absolutely still work, but
some Spirits will be invisibly penalized / rewarded (because Power Card draws will on average be lousier/
better for their elements), and it may skew strategy depending on what types of effects get added to the
deck. This isn't apt to be a big deal if you're just adding a few cards, but if you're adding half the new cards it
could be more pronounced. Also, some Major Powers are in the expansion because they shouldn't be part of
a small Major Power deck.
And finally, "Everything except the Event Cards": If you omit the starting Disease from each board, and don't
use the "Aid from Lesser Spirits" / "Back Against the Wall" Blight cards, my educated guess is that using
everything but the Event Cards wouldn't mess with game difficulty too much - Beast tokens will be much worse
(mild difficulty boost), and the Blight Card changes will make things slightly easier. (You could also use Event Cards
for token Events only, in which case you're probably making your game easier by 1 or 2 Difficulty?) It's totally untested that
way, but if you want to give it a shot, please go for it - and if you have a chance, post to BGG or the >G forums
to let me know how it went!

(Discussion elsewhere)  Tags: Events, Learning, Difficulty


• Can you post an electronic PDF of the rulebook?


Here are temporary links that Greater than Games provided to the core rulebook and the Branch & Claw
rulebook, as printed. Unfortunately they are not searchable.
The problem is partly that the rulebook is inconveniently large - larger than the 20MB limit for uploads to
BoardGameGeek. We are currently working on reducing the size, fixing typos and adding some new wording /
sidebars in response to online questions, making a searchable copy, and posting a copy at the
greaterthangames.com website.

(Discussion elsewhere)  Tags: Rulebook


• Can I create my own Spirits / Adversaries / Scenarios / etc? What about sharing them online?
For your own use: of course! For posting online, see Creating your own game elements.

*Tags: *


• Is Branch & Claw required for the Promo spirits (Serpent Slumbering Beneath the Island and Heart of the
Wildfire)?
No, those Spirits do not require the Branch & Claw expansion.
The Special Rule for Heart of the Wildfire refers to Beasts tokens. Ignore that clause if you are playing without
Beasts tokens.

(Discussion elsewhere)  Tags: Heart of the Wildfire, Serpent Slumbering Beneath the Island


• What changed between different printings of the game?


Mostly small typo/clarity changes, plus some rewording / additional sidebars in the rulebook based on
questions answered online. For a full list, see:

• Changes in core game second printing


• Changes in core game third printing
• Changes in Branch & Claw / 2015 Promos second printing

Tags: Printing changes


• I got one of the fancy canonical-island playmats. How do I use it? And what are those new setup icons?
See the Playmat instructions page for full notes. Most of it is pretty straightforward.

(Discussion elsewhere)  Tags: Island setup, Playmat


• How can I tell what printing I have (from looking at the outside of the box)?
• Core game first printing has both the >G and Fabled Nexus logos.
• Core game second printing has only the >G logo.
• Core game third and fourth printing say the printing number underneath the bar code.
• Branch & Claw second printing and later says the printing number underneath the bar code.
• Promo Spirits (Wildfire and Serpent) second printing have "Add a Presence" instead of "Add Presence" as
reminder text under Growth options.
See also: What changed between different printings of the game?

(Discussion elsewhere)  Tags: Printing changes



~ WORLD AND LORE

• How do you pronounce "Dahan", anyway?


da-HAN, with long As. (The closest English equivalent is the "a" in "father".) There is slightly more stress on
the second syllable.
(Discussion elsewhere) (Discussion elsewhere)  Tags: Dahan

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