Every player shares the same outcome. At Terror I clear all Invaders; at II clear Towns and Cities; at III clear Cities. Earning the final Fear card also wins. Check only after the complete action tree. Also called: team victory; cooperative victory. River Surges in Sunlight: River wins or loses with the whole team; it has no individual score or separate victory condition. Lightning's Swift Strike: Lightning wins or loses with the whole team; destroying more buildings does not create an individual winner. Sharp Fangs Behind the Leaves: Fangs wins or loses with the whole team; Beasts and Fear contribute to the shared ending. Keeper of the Forbidden Wilds: Keeper wins or loses with the whole team; growth and island control serve the shared ending.
Rule reference: SI12; FAQ-actions
A player’s role with its own Presence, tracks, Energy, unique Powers, special rules and innates. Neither starting board belongs exclusively to that role. Also called: Spirits. River Surges in Sunlight: One own Presence in a Wetland counts as River’s Sacred Site; other lands normally need two own Presence. Lightning's Swift Strike: Lightning needs two of its own Presence for a Sacred Site; another Spirit’s Presence cannot supply it. Sharp Fangs Behind the Leaves: A Beast alone does not supply Fangs’ Power range. Its special movement can reposition Presence with Beasts. Keeper of the Forbidden Wilds: Keeper’s Wilds-based Growth placement rule is separate from the normal Presence sources of Power range.
Rule reference: SI7; SI17
Choose the permitted printed option or options and perform their effects before normal income. River and Lightning choose one; Fangs and Keeper choose two different options sequentially. Also called: Growth option. River Surges in Sunlight: Bank River’s Energy and pay cards before Boon support; uncovering plays does not also increase income. Lightning's Swift Strike: Lightning often needs banked Energy for its expensive attacks; ally support arrives after card payment. Sharp Fangs Behind the Leaves: Fangs must pay its one-Energy Reclaim option and chooses two different Growth options. Keeper of the Forbidden Wilds: Keeper must reserve three Energy for its paid Growth and may take an energy-gaining option first.
Rule reference: SI8; BC15
A negative Energy icon is a cost to choose that Growth option. Pay it before receiving its benefits; it is not a Power-card discount. Another selected option may provide Energy first. Also called: paid Growth; Growth payment. River Surges in Sunlight: Bank River’s Energy and pay cards before Boon support; uncovering plays does not also increase income. Lightning's Swift Strike: Lightning often needs banked Energy for its expensive attacks; ally support arrives after card payment. Sharp Fangs Behind the Leaves: Fangs must pay its one-Energy Reclaim option and chooses two different Growth options. Keeper of the Forbidden Wilds: Keeper must reserve three Energy for its paid Growth and may take an energy-gaining option first.
Rule reference: BC15; FAQ-spirit-phase
Expansion term
A Spirit-owned piece on the island or covering a track circle. Island Presence supplies Power range and may form Sacred Sites. Ordinary placement removes the leftmost covered circle of a chosen track. River Surges in Sunlight: One own Presence in a Wetland counts as River’s Sacred Site; other lands normally need two own Presence. Lightning's Swift Strike: Lightning needs two of its own Presence for a Sacred Site; another Spirit’s Presence cannot supply it. Sharp Fangs Behind the Leaves: A Beast alone does not supply Fangs’ Power range. Its special movement can reposition Presence with Beasts. Keeper of the Forbidden Wilds: Keeper’s Wilds-based Growth placement rule is separate from the normal Presence sources of Power range.
Rule reference: SI8; SI17
Uncovering tracks improves a Spirit’s income, plays or continuous Elements. Use the highest revealed numerical value, not the sum. Revealed Elements are counted together. Also called: track circle. River Surges in Sunlight: Bank River’s Energy and pay cards before Boon support; uncovering plays does not also increase income. Lightning's Swift Strike: Lightning often needs banked Energy for its expensive attacks; ally support arrives after card payment. Sharp Fangs Behind the Leaves: Fangs must pay its one-Energy Reclaim option and chooses two different Growth options. Keeper of the Forbidden Wilds: Keeper must reserve three Energy for its paid Growth and may take an energy-gaining option first.
Rule reference: SI8; SI17
Blight added during play destroys one island Presence of each Spirit in that land. Destroyed Presence is separate from track Presence; ordinary growth cannot simply place it again. Zero island Presence for any Spirit can lose the game. Also called: destroyed Presence. River Surges in Sunlight: River wins or loses with the whole team; it has no individual score or separate victory condition. Lightning's Swift Strike: Lightning wins or loses with the whole team; destroying more buildings does not create an individual winner. Sharp Fangs Behind the Leaves: Fangs wins or loses with the whole team; Beasts and Fear contribute to the shared ending. Keeper of the Forbidden Wilds: Keeper wins or loses with the whole team; growth and island control serve the shared ending.
Rule reference: SI15; SI17; SI12
Normally a land with at least two Presence belonging to the same Spirit. Two different owners do not combine. River treats a Wetland containing any of its own Presence as its Sacred Site. Also called: Sacred Sites. River Surges in Sunlight: One own Presence in a Wetland counts as River’s Sacred Site; other lands normally need two own Presence. Lightning's Swift Strike: Lightning needs two of its own Presence for a Sacred Site; another Spirit’s Presence cannot supply it. Sharp Fangs Behind the Leaves: A Beast alone does not supply Fangs’ Power range. Its special movement can reposition Presence with Beasts. Keeper of the Forbidden Wilds: Keeper’s Wilds-based Growth placement rule is separate from the normal Presence sources of Power range.
Rule reference: SI17; spirit:river
A Spirit’s spendable resource. Pay selected Power costs during Spirit phase and any Growth cost at its stated timing. Unspent Energy carries over; ordinary rules do not allow freely giving it to another Spirit. River Surges in Sunlight: Bank River’s Energy and pay cards before Boon support; uncovering plays does not also increase income. Lightning's Swift Strike: Lightning often needs banked Energy for its expensive attacks; ally support arrives after card payment. Sharp Fangs Behind the Leaves: Fangs must pay its one-Energy Reclaim option and chooses two different Growth options. Keeper of the Forbidden Wilds: Keeper must reserve three Energy for its paid Growth and may take an energy-gaining option first.
Rule reference: SI8; SI17
Take the highest revealed Energy-track number once each Spirit phase. Growth Energy and a Power’s Energy gain are separate additions, not changes to that number. Also called: normal income; income. River Surges in Sunlight: Bank River’s Energy and pay cards before Boon support; uncovering plays does not also increase income. Lightning's Swift Strike: Lightning often needs banked Energy for its expensive attacks; ally support arrives after card payment. Sharp Fangs Behind the Leaves: Fangs must pay its one-Energy Reclaim option and chooses two different Growth options. Keeper of the Forbidden Wilds: Keeper must reserve three Energy for its paid Growth and may take an energy-gaining option first.
Rule reference: SI8; SI17
The maximum number of Power Cards that may be played during that Spirit phase, using the highest revealed play-track number plus explicit bonuses. Innates do not consume this limit. Also called: card-play limit; play capacity. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: SI8; SI17; SI19
Return personal discarded Powers to hand when instructed. It does not recover forgotten cards or by itself uncover Presence-track circles. Also called: Reclaim All. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: SI8; SI18
Recover one personal discarded Power to hand during Spirit phase, once per turn when the track icon is uncovered. It is usable on the turn that icon is first revealed. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: SI17; FAQ-spirit-phase
Choose Minor or Major, reveal four from that common deck, keep one and put the other three in its common discard. Reshuffle that discard only when needed. A Major also requires Forgetting an owned Power. Also called: gain Power; Power gain; Power draft; draft. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: SI18
A common Power gained from the Minor deck. The complete base pool has 36; adding Branch & Claw makes 67 before any declared optional retirements. Gaining one does not require a Forget. Also called: Minor; Minors. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: SI18; BC4
A common Power gained from the Major deck, normally a larger effect with a larger cost. Draw four/keep one, then Forget any owned Power. Base has 22; base plus Branch & Claw has 43 before optional retirements. Also called: Major; Majors. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: SI18; BC4
A selected Spirit’s personal starting Power. Forgotten uniques go under that Spirit panel, out of play; they never join a common Power discard. Also called: Unique; uniques. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: SI7; SI18
Permanently give up an owned Power, even the newly gained Major if desired. Minor/Major cards go to their common discard; uniques leave play under the panel. Forgetting an in-play card removes its Elements immediately. Also called: Forgotten; Forgetting. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: SI18; BC9
A card with a cost, Elements, speed, range, target bar and ordered effect. Playing it pays the cost and supplies Elements; choosing a target and performing its effect happens later at its legal speed. Also called: Power Cards. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: SI16; SI18
A Power printed on the Spirit panel. Reached Element thresholds determine its effects; it normally costs neither Energy nor a card play. Apply reached instructions to one target, respecting replacement language. Also called: innate; innates. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: SI19
A Spirit-panel exception that modifies ordinary rules only as written. It is separate from a Power Card and from an innate’s Element thresholds. Also called: Special Rules. River Surges in Sunlight: One own Presence in a Wetland counts as River’s Sacred Site; other lands normally need two own Presence. Lightning's Swift Strike: Lightning needs two of its own Presence for a Sacred Site; another Spirit’s Presence cannot supply it. Sharp Fangs Behind the Leaves: A Beast alone does not supply Fangs’ Power range. Its special movement can reposition Presence with Beasts. Keeper of the Forbidden Wilds: Keeper’s Wilds-based Growth placement rule is separate from the normal Presence sources of Power range.
Rule reference: SI17
All Spirits perform Growth, take normal Energy, and choose/play/pay cards before any Fast effect. Players may confer; the tutorial serializes these simultaneous choices for clarity. River Surges in Sunlight: River can use Slow movement after public Invader reveals; Lightning’s Boon can make at most two of its Slow Powers Fast. Lightning's Swift Strike: Each Air lets Lightning use one Slow Power Fast, including an innate; it may deliberately leave a Power Slow. Sharp Fangs Behind the Leaves: Fangs’ Fast Hunt can prevent Build; its Slow Frenzied Assault can answer a newly revealed Explore. Keeper of the Forbidden Wilds: Keeper must finish its two selected Growth options and all card payment before Fast Powers resolve.
Rule reference: SI8
A Power resolved before the Invader phase. Targets are chosen at resolution. A printed Fast Power cannot simply be postponed to Slow; a special rule may permit a Slow Power to become Fast. Also called: Fast; Fast phase. River Surges in Sunlight: River can use Slow movement after public Invader reveals; Lightning’s Boon can make at most two of its Slow Powers Fast. Lightning's Swift Strike: Each Air lets Lightning use one Slow Power Fast, including an innate; it may deliberately leave a Power Slow. Sharp Fangs Behind the Leaves: Fangs’ Fast Hunt can prevent Build; its Slow Frenzied Assault can answer a newly revealed Explore. Keeper of the Forbidden Wilds: Keeper must finish its two selected Growth options and all card payment before Fast Powers resolve.
Rule reference: SI8; SI16; SI19
A Power resolved after the Invader phase. Its Energy was already paid during Spirit phase, but its target can respond to newly visible board contents and the revealed next terrain. Also called: Slow; Slow phase. River Surges in Sunlight: River can use Slow movement after public Invader reveals; Lightning’s Boon can make at most two of its Slow Powers Fast. Lightning's Swift Strike: Each Air lets Lightning use one Slow Power Fast, including an innate; it may deliberately leave a Power Slow. Sharp Fangs Behind the Leaves: Fangs’ Fast Hunt can prevent Build; its Slow Frenzied Assault can answer a newly revealed Explore. Keeper of the Forbidden Wilds: Keeper must finish its two selected Growth options and all card payment before Fast Powers resolve.
Rule reference: SI10; SI16
The eight symbols Sun, Moon, Fire, Air, Water, Earth, Plant and Animal. Count symbols on in-play cards and revealed track circles, including resolved cards. They are not spent when a threshold is met. Also called: Element. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: SI17; SI19
An Element requirement for an innate or extra card effect. Apply reached lines in order. A line saying instead replaces the earlier effect; extra additive lines add to it. Also called: Element threshold; thresholds. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: SI19
The maximum number of land adjacencies from an allowed own Presence source to the target. Range zero means the source land itself. A Sacred Site or terrain icon can restrict the source. Range bonuses do not extend Gather or Push distance. River Surges in Sunlight: One own Presence in a Wetland counts as River’s Sacred Site; other lands normally need two own Presence. Lightning's Swift Strike: Lightning needs two of its own Presence for a Sacred Site; another Spirit’s Presence cannot supply it. Sharp Fangs Behind the Leaves: A Beast alone does not supply Fangs’ Power range. Its special movement can reposition Presence with Beasts. Keeper of the Forbidden Wilds: Keeper’s Wilds-based Growth placement rule is separate from the normal Presence sources of Power range.
Rule reference: SI13; SI16; SI19
The one legal recipient selected when a Power resolves, such as a land or Spirit. Its printed target bar is mandatory; conditional text inside the effect is handled separately. Also called: target bar; target restriction. River Surges in Sunlight: One own Presence in a Wetland counts as River’s Sacred Site; other lands normally need two own Presence. Lightning's Swift Strike: Lightning needs two of its own Presence for a Sacred Site; another Spirit’s Presence cannot supply it. Sharp Fangs Behind the Leaves: A Beast alone does not supply Fangs’ Power range. Its special movement can reposition Presence with Beasts. Keeper of the Forbidden Wilds: Keeper’s Wilds-based Growth placement rule is separate from the normal Presence sources of Power range.
Rule reference: SI16; SI18
Move the specified pieces from adjacent lands into the single target land. It does not create copies or grant longer movement from a Range bonus. Also called: Gathering. River Surges in Sunlight: One own Presence in a Wetland counts as River’s Sacred Site; other lands normally need two own Presence. Lightning's Swift Strike: Lightning needs two of its own Presence for a Sacred Site; another Spirit’s Presence cannot supply it. Sharp Fangs Behind the Leaves: A Beast alone does not supply Fangs’ Power range. Its special movement can reposition Presence with Beasts. Keeper of the Forbidden Wilds: Keeper’s Wilds-based Growth placement rule is separate from the normal Presence sources of Power range.
Rule reference: SI19
Move pieces from the target into adjacent valid lands, splitting destinations if allowed. Fixed numbers must move that many when possible; up to permits fewer or none. Also called: Pushing. River Surges in Sunlight: One own Presence in a Wetland counts as River’s Sacred Site; other lands normally need two own Presence. Lightning's Swift Strike: Lightning needs two of its own Presence for a Sacred Site; another Spirit’s Presence cannot supply it. Sharp Fangs Behind the Leaves: A Beast alone does not supply Fangs’ Power range. Its special movement can reposition Presence with Beasts. Keeper of the Forbidden Wilds: Keeper’s Wilds-based Growth placement rule is separate from the normal Presence sources of Power range.
Rule reference: SI19; FAQ-OR
Assign damage to the specified pieces. Invaders die when accumulated damage reaches Health; a Power’s total damage pool is different from damage to each Invader. Ordinary Power damage does not cause a Dahan counterattack. River Surges in Sunlight: River can concentrate enemies for later damage; its highest Flooding deals two to each Invader, rather than two total. Lightning's Swift Strike: Lightning distinguishes printed destruction from damage; a partially damaged building still attacks at full strength. Sharp Fangs Behind the Leaves: Ranging Hunt cannot target a Blighted land; Frenzied Assault has a different target restriction. Keeper of the Forbidden Wilds: Keeper’s Punish innate can destroy Dahan. Read the entire reached effect before choosing a shared island target.
Rule reference: SI15; SI18
The destruction threshold of a piece: Explorer 1, Town 2, City 3, Dahan 2 before modifiers. A surviving damaged piece retains its ordinary attack strength. Health cannot fall below one. River Surges in Sunlight: River can concentrate enemies for later damage; its highest Flooding deals two to each Invader, rather than two total. Lightning's Swift Strike: Lightning distinguishes printed destruction from damage; a partially damaged building still attacks at full strength. Sharp Fangs Behind the Leaves: Ranging Hunt cannot target a Blighted land; Frenzied Assault has a different target restriction. Keeper of the Forbidden Wilds: Keeper’s Punish innate can destroy Dahan. Read the entire reached effect before choosing a shared island target.
Rule reference: SI15; BC13
Damage below Health remains on that particular piece until Time Passes, allowing another effect to finish it. Damage does not reduce its Ravage strength or the counterattack of a surviving Dahan. Also called: damaged. River Surges in Sunlight: River can concentrate enemies for later damage; its highest Flooding deals two to each Invader, rather than two total. Lightning's Swift Strike: Lightning distinguishes printed destruction from damage; a partially damaged building still attacks at full strength. Sharp Fangs Behind the Leaves: Ranging Hunt cannot target a Blighted land; Frenzied Assault has a different target restriction. Keeper of the Forbidden Wilds: Keeper’s Punish innate can destroy Dahan. Read the entire reached effect before choosing a shared island target.
Rule reference: SI15; SI18
Reduce the specified incoming damage to land and Dahan for the turn. Multiple Defend effects add. It does not damage Invaders or remove Blight; surviving Dahan can counterattack after a Ravage, even after zero damage. Also called: Defense. River Surges in Sunlight: River can concentrate enemies for later damage; its highest Flooding deals two to each Invader, rather than two total. Lightning's Swift Strike: Lightning distinguishes printed destruction from damage; a partially damaged building still attacks at full strength. Sharp Fangs Behind the Leaves: Ranging Hunt cannot target a Blighted land; Frenzied Assault has a different target restriction. Keeper of the Forbidden Wilds: Keeper’s Punish innate can destroy Dahan. Read the entire reached effect before choosing a shared island target.
Rule reference: SI9; SI18
The island’s autonomous inhabitants, not player-owned units. They have two Health and counterattack for two damage each after a Ravage if they survive. They do not absorb damage meant for land. River Surges in Sunlight: River can concentrate enemies for later damage; its highest Flooding deals two to each Invader, rather than two total. Lightning's Swift Strike: Lightning distinguishes printed destruction from damage; a partially damaged building still attacks at full strength. Sharp Fangs Behind the Leaves: Ranging Hunt cannot target a Blighted land; Frenzied Assault has a different target restriction. Keeper of the Forbidden Wilds: Keeper’s Punish innate can destroy Dahan. Read the entire reached effect before choosing a shared island target.
Rule reference: SI9; SI15
After a Ravage’s damage, Blight and casualties, each surviving Dahan deals two damage to Invaders. Damaged survivors still deal two. A skipped Ravage provides no counterattack. Also called: counterattack; retaliate. River Surges in Sunlight: River can concentrate enemies for later damage; its highest Flooding deals two to each Invader, rather than two total. Lightning's Swift Strike: Lightning distinguishes printed destruction from damage; a partially damaged building still attacks at full strength. Sharp Fangs Behind the Leaves: Ranging Hunt cannot target a Blighted land; Frenzied Assault has a different target restriction. Keeper of the Forbidden Wilds: Keeper’s Punish innate can destroy Dahan. Read the entire reached effect before choosing a shared island target.
Rule reference: SI9; FAQ-actions
Island damage added from the current Blight card during play. Each addition destroys one Presence per Spirit in that land and cascades if it already contained Blight. Setup Blight comes from the box and has neither consequence. River Surges in Sunlight: River can concentrate enemies for later damage; its highest Flooding deals two to each Invader, rather than two total. Lightning's Swift Strike: Lightning distinguishes printed destruction from damage; a partially damaged building still attacks at full strength. Sharp Fangs Behind the Leaves: Ranging Hunt cannot target a Blighted land; Frenzied Assault has a different target restriction. Keeper of the Forbidden Wilds: Keeper’s Punish innate can destroy Dahan. Read the entire reached effect before choosing a shared island target.
Rule reference: SI6; SI15; FAQ-blight
Begins Healthy side up with two Blight per player plus one for the entire game: five for two players. Its reverse stays hidden until empty; on flipping load the printed amount without another setup +1. River Surges in Sunlight: River can concentrate enemies for later damage; its highest Flooding deals two to each Invader, rather than two total. Lightning's Swift Strike: Lightning distinguishes printed destruction from damage; a partially damaged building still attacks at full strength. Sharp Fangs Behind the Leaves: Ranging Hunt cannot target a Blighted land; Frenzied Assault has a different target restriction. Keeper of the Forbidden Wilds: Keeper’s Punish innate can destroy Dahan. Read the entire reached effect before choosing a shared island target.
Rule reference: SI6; SI15; FAQ-setup-blight
The unflipped side of the selected Blight card. It can already coexist with Blight on the board. Removing board Blight returns it to the current card. Also called: Healthy. River Surges in Sunlight: River can concentrate enemies for later damage; its highest Flooding deals two to each Invader, rather than two total. Lightning's Swift Strike: Lightning distinguishes printed destruction from damage; a partially damaged building still attacks at full strength. Sharp Fangs Behind the Leaves: Ranging Hunt cannot target a Blighted land; Frenzied Assault has a different target restriction. Keeper of the Forbidden Wilds: Keeper’s Punish innate can destroy Dahan. Read the entire reached effect before choosing a shared island target.
Rule reference: SI15
The state after the Healthy Blight card runs out and flips. Apply its printed immediate or ongoing instructions at the stated timing. Removing board Blight does not turn the card Healthy again. Also called: Blighted. River Surges in Sunlight: River can concentrate enemies for later damage; its highest Flooding deals two to each Invader, rather than two total. Lightning's Swift Strike: Lightning distinguishes printed destruction from damage; a partially damaged building still attacks at full strength. Sharp Fangs Behind the Leaves: Ranging Hunt cannot target a Blighted land; Frenzied Assault has a different target restriction. Keeper of the Forbidden Wilds: Keeper’s Punish innate can destroy Dahan. Read the entire reached effect before choosing a shared island target.
Rule reference: SI15; FAQ-blight
Adding Blight to a land that already has it also adds one to one chosen adjacent land. That addition can cascade again if its destination was already Blighted. It does not spread to every neighbor. Also called: cascade; cascading. River Surges in Sunlight: River can concentrate enemies for later damage; its highest Flooding deals two to each Invader, rather than two total. Lightning's Swift Strike: Lightning distinguishes printed destruction from damage; a partially damaged building still attacks at full strength. Sharp Fangs Behind the Leaves: Ranging Hunt cannot target a Blighted land; Frenzied Assault has a different target restriction. Keeper of the Forbidden Wilds: Keeper’s Punish innate can destroy Dahan. Read the entire reached effect before choosing a shared island target.
Rule reference: SI15; FAQ-blight
Remove a piece because of destruction. Destroying a Town gives one Fear, a City two; destroying an Explorer gives none. Strife attached to the removed Invader returns to supply. Also called: destruction; destroyed. River Surges in Sunlight: River can concentrate enemies for later damage; its highest Flooding deals two to each Invader, rather than two total. Lightning's Swift Strike: Lightning distinguishes printed destruction from damage; a partially damaged building still attacks at full strength. Sharp Fangs Behind the Leaves: Ranging Hunt cannot target a Blighted land; Frenzied Assault has a different target restriction. Keeper of the Forbidden Wilds: Keeper’s Punish innate can destroy Dahan. Read the entire reached effect before choosing a shared island target.
Rule reference: SI15; SI18; BC11
Take the named piece off the island without destroying it. Removing a Town or City gives no automatic destruction Fear. Removing Blight returns it to the current card without Presence loss or cascade. Also called: removal. River Surges in Sunlight: River can concentrate enemies for later damage; its highest Flooding deals two to each Invader, rather than two total. Lightning's Swift Strike: Lightning distinguishes printed destruction from damage; a partially damaged building still attacks at full strength. Sharp Fangs Behind the Leaves: Ranging Hunt cannot target a Blighted land; Frenzied Assault has a different target restriction. Keeper of the Forbidden Wilds: Keeper’s Punish innate can destroy Dahan. Read the entire reached effect before choosing a shared island target.
Rule reference: SI15; SI18
Exchange a piece for another specified type rather than destroy it. No automatic building Fear is generated. An Invader-to-Invader replacement keeps damage and attached Strife unless a rule says otherwise. Also called: replacement. River Surges in Sunlight: River can concentrate enemies for later damage; its highest Flooding deals two to each Invader, rather than two total. Lightning's Swift Strike: Lightning distinguishes printed destruction from damage; a partially damaged building still attacks at full strength. Sharp Fangs Behind the Leaves: Ranging Hunt cannot target a Blighted land; Frenzied Assault has a different target restriction. Keeper of the Forbidden Wilds: Keeper’s Punish innate can destroy Dahan. Read the entire reached effect before choosing a shared island target.
Rule reference: SI18; BC11
Generated by printed effects and destruction of Towns/Cities. Move markers from pool to generated area; filling the pool earns the next face-down Fear card, resets markers and carries excess. River Surges in Sunlight: River wins or loses with the whole team; it has no individual score or separate victory condition. Lightning's Swift Strike: Lightning wins or loses with the whole team; destroying more buildings does not create an individual winner. Sharp Fangs Behind the Leaves: Fangs wins or loses with the whole team; Beasts and Fear contribute to the shared ending. Keeper of the Forbidden Wilds: Keeper wins or loses with the whole team; growth and island control serve the shared ending.
Rule reference: SI9; SI12; SI18
Here the pool holds eight markers for two players. Its size is the earning threshold, not a cap on total Fear. Markers recycle each time a Fear card is earned. Also called: generated Fear. River Surges in Sunlight: River wins or loses with the whole team; it has no individual score or separate victory condition. Lightning's Swift Strike: Lightning wins or loses with the whole team; destroying more buildings does not create an individual winner. Sharp Fangs Behind the Leaves: Fangs wins or loses with the whole team; Beasts and Fear contribute to the shared ending. Keeper of the Forbidden Wilds: Keeper wins or loses with the whole team; growth and island control serve the shared ending.
Rule reference: SI6; SI12
Earned face down, then revealed in earned order during the Fear step. Use the current Terror level’s effect, including a divider exposed after it was earned. Fear earned during this step joins its queue. Also called: earned Fear; earned Fear card. River Surges in Sunlight: River wins or loses with the whole team; it has no individual score or separate victory condition. Lightning's Swift Strike: Lightning wins or loses with the whole team; destroying more buildings does not create an individual winner. Sharp Fangs Behind the Leaves: Fangs wins or loses with the whole team; Beasts and Fear contribute to the shared ending. Keeper of the Forbidden Wilds: Keeper wins or loses with the whole team; growth and island control serve the shared ending.
Rule reference: SI9; SI12
The current Fear-deck level controls Fear effects and the shared victory requirement. Expose a divider immediately when enough cards are earned, even if their faces have not yet resolved. Also called: Terror; Terror divider. River Surges in Sunlight: River wins or loses with the whole team; it has no individual score or separate victory condition. Lightning's Swift Strike: Lightning wins or loses with the whole team; destroying more buildings does not create an individual winner. Sharp Fangs Behind the Leaves: Fangs wins or loses with the whole team; Beasts and Fear contribute to the shared ending. Keeper of the Forbidden Wilds: Keeper wins or loses with the whole team; growth and island control serve the shared ending.
Rule reference: SI12
Initial victory condition: no Explorers, Towns or Cities anywhere on the island. Raising Terror can make a different ending achievable. Also called: Terror 1. River Surges in Sunlight: River wins or loses with the whole team; it has no individual score or separate victory condition. Lightning's Swift Strike: Lightning wins or loses with the whole team; destroying more buildings does not create an individual winner. Sharp Fangs Behind the Leaves: Fangs wins or loses with the whole team; Beasts and Fear contribute to the shared ending. Keeper of the Forbidden Wilds: Keeper wins or loses with the whole team; growth and island control serve the shared ending.
Rule reference: SI12
Victory requires no Towns or Cities; Explorers may remain. The third earned Fear card exposes this divider in the normal nine-card setup. Also called: Terror 2. River Surges in Sunlight: River wins or loses with the whole team; it has no individual score or separate victory condition. Lightning's Swift Strike: Lightning wins or loses with the whole team; destroying more buildings does not create an individual winner. Sharp Fangs Behind the Leaves: Fangs wins or loses with the whole team; Beasts and Fear contribute to the shared ending. Keeper of the Forbidden Wilds: Keeper wins or loses with the whole team; growth and island control serve the shared ending.
Rule reference: SI12
Victory requires no Cities; Towns and Explorers may remain. The sixth earned Fear card exposes this divider in the normal nine-card setup. Also called: Terror 3. River Surges in Sunlight: River wins or loses with the whole team; it has no individual score or separate victory condition. Lightning's Swift Strike: Lightning wins or loses with the whole team; destroying more buildings does not create an individual winner. Sharp Fangs Behind the Leaves: Fangs wins or loses with the whole team; Beasts and Fear contribute to the shared ending. Keeper of the Forbidden Wilds: Keeper wins or loses with the whole team; growth and island control serve the shared ending.
Rule reference: SI12
When the same completed action tree meets victory and a loss condition, the shared result is Sacrifice Victory. Do not stop a Ravage before its surviving Dahan counterattack merely because Presence was lost. River Surges in Sunlight: River wins or loses with the whole team; it has no individual score or separate victory condition. Lightning's Swift Strike: Lightning wins or loses with the whole team; destroying more buildings does not create an individual winner. Sharp Fangs Behind the Leaves: Fangs wins or loses with the whole team; Beasts and Fear contribute to the shared ending. Keeper of the Forbidden Wilds: Keeper wins or loses with the whole team; growth and island control serve the shared ending.
Rule reference: SI12; FAQ-actions
The whole team loses if any Spirit has no island Presence, the Blight card’s loss condition is met, or a required Explore draw cannot be made. Optional Adversaries can add a loss condition; neither route uses one. Also called: loss condition; lose. River Surges in Sunlight: River wins or loses with the whole team; it has no individual score or separate victory condition. Lightning's Swift Strike: Lightning wins or loses with the whole team; destroying more buildings does not create an individual winner. Sharp Fangs Behind the Leaves: Fangs wins or loses with the whole team; Beasts and Fear contribute to the shared ending. Keeper of the Forbidden Wilds: Keeper wins or loses with the whole team; growth and island control serve the shared ending.
Rule reference: SI12; FAQ-actions
A root action plus its triggered and nested actions. Finish the whole tree before checking victory and ordinary loss. Substeps of a Power or Ravage are not permission to stop midway. Also called: complete action; action boundary. River Surges in Sunlight: River can use Slow movement after public Invader reveals; Lightning’s Boon can make at most two of its Slow Powers Fast. Lightning's Swift Strike: Each Air lets Lightning use one Slow Power Fast, including an innate; it may deliberately leave a Power Slow. Sharp Fangs Behind the Leaves: Fangs’ Fast Hunt can prevent Build; its Slow Frenzied Assault can answer a newly revealed Explore. Keeper of the Forbidden Wilds: Keeper must finish its two selected Growth options and all card payment before Fast Powers resolve.
Rule reference: FAQ-actions; SI12
An additional action caused by a stated condition. It belongs to the original action tree for ending checks and cannot arbitrarily interrupt an unrelated Power. Also called: trigger. River Surges in Sunlight: River can use Slow movement after public Invader reveals; Lightning’s Boon can make at most two of its Slow Powers Fast. Lightning's Swift Strike: Each Air lets Lightning use one Slow Power Fast, including an innate; it may deliberately leave a Power Slow. Sharp Fangs Behind the Leaves: Fangs’ Fast Hunt can prevent Build; its Slow Frenzied Assault can answer a newly revealed Explore. Keeper of the Forbidden Wilds: Keeper must finish its two selected Growth options and all card payment before Fast Powers resolve.
Rule reference: FAQ-actions
Resolve the instructed Power again with retained speed/range changes and a new legal target if desired. It adds no Elements or card play and cannot repeat its own Repeat instruction. Explicit repeat-use costs are paid again. Also called: repeated Power. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: SI19; FAQ-errata
Discard played cards, heal partial damage and end turn-long effects/Elements. Keep Energy, board pieces, Fear, deck position and track progress. A printed end-turn card recovery is an exception. River Surges in Sunlight: River can use Slow movement after public Invader reveals; Lightning’s Boon can make at most two of its Slow Powers Fast. Lightning's Swift Strike: Each Air lets Lightning use one Slow Power Fast, including an innate; it may deliberately leave a Power Slow. Sharp Fangs Behind the Leaves: Fangs’ Fast Hunt can prevent Build; its Slow Frenzied Assault can answer a newly revealed Explore. Keeper of the Forbidden Wilds: Keeper must finish its two selected Growth options and all card payment before Fast Powers resolve.
Rule reference: SI10
After Fast: apply Blighted Island effects, then Events if using B&C, Fear, Ravage, Build, Explore and card advance. Stop when a complete action produces the actual ending. River Surges in Sunlight: River’s pushes can empty a Build land or move threats toward a planned defended counterattack. Lightning's Swift Strike: Lightning can remove a building before its action or leave an attack Slow for a newly created target. Sharp Fangs Behind the Leaves: Fangs can clear small unblighted sources before Build with Beasts-powered Hunt. Keeper of the Forbidden Wilds: Keeper uses Wilds to prevent an eligible Explore, but must still answer existing Invaders.
Rule reference: SI9; SI10; BC8
An Explorer, Town or City. They follow terrain cards and autonomous rules; their pieces are not controlled by an individual player. Also called: Invaders. River Surges in Sunlight: River’s pushes can empty a Build land or move threats toward a planned defended counterattack. Lightning's Swift Strike: Lightning can remove a building before its action or leave an attack Slow for a newly created target. Sharp Fangs Behind the Leaves: Fangs can clear small unblighted sources before Build with Beasts-powered Hunt. Keeper of the Forbidden Wilds: Keeper uses Wilds to prevent an eligible Explore, but must still answer existing Invaders.
Rule reference: SI9; SI15
One Health, one Ravage damage, no destruction Fear. Explorers permit a Build when present but are not themselves a source for inland Explore. Also called: Explorers. River Surges in Sunlight: River’s pushes can empty a Build land or move threats toward a planned defended counterattack. Lightning's Swift Strike: Lightning can remove a building before its action or leave an attack Slow for a newly created target. Sharp Fangs Behind the Leaves: Fangs can clear small unblighted sources before Build with Beasts-powered Hunt. Keeper of the Forbidden Wilds: Keeper uses Wilds to prevent an eligible Explore, but must still answer existing Invaders.
Rule reference: SI9; SI10; SI15
Two Health, two Ravage damage, one Fear if destroyed. A Town is an Explore source; adding a City during Build does not remove the Town. Also called: Towns. River Surges in Sunlight: River’s pushes can empty a Build land or move threats toward a planned defended counterattack. Lightning's Swift Strike: Lightning can remove a building before its action or leave an attack Slow for a newly created target. Sharp Fangs Behind the Leaves: Fangs can clear small unblighted sources before Build with Beasts-powered Hunt. Keeper of the Forbidden Wilds: Keeper uses Wilds to prevent an eligible Explore, but must still answer existing Invaders.
Rule reference: SI9; SI10; SI15
Three Health, three Ravage damage, two Fear if destroyed. Cities are Explore sources and cannot be pushed by an effect naming only Explorers/Towns. Also called: Cities. River Surges in Sunlight: River’s pushes can empty a Build land or move threats toward a planned defended counterattack. Lightning's Swift Strike: Lightning can remove a building before its action or leave an attack Slow for a newly created target. Sharp Fangs Behind the Leaves: Fangs can clear small unblighted sources before Build with Beasts-powered Hunt. Keeper of the Forbidden Wilds: Keeper uses Wilds to prevent an eligible Explore, but must still answer existing Invaders.
Rule reference: SI9; SI10; SI15
Each eligible land totals Invader damage, applies modifiers and Defend, then damages land and Dahan simultaneously. Two or more land damage adds one Blight; after casualties, surviving Dahan counterattack. River Surges in Sunlight: River’s pushes can empty a Build land or move threats toward a planned defended counterattack. Lightning's Swift Strike: Lightning can remove a building before its action or leave an attack Slow for a newly created target. Sharp Fangs Behind the Leaves: Fangs can clear small unblighted sources before Build with Beasts-powered Hunt. Keeper of the Forbidden Wilds: Keeper uses Wilds to prevent an eligible Explore, but must still answer existing Invaders.
Rule reference: SI9; JE7
In each eligible land with Invaders, add one City if Towns outnumber Cities; otherwise add one Town. This adds a piece rather than upgrading an existing Town. River Surges in Sunlight: River’s pushes can empty a Build land or move threats toward a planned defended counterattack. Lightning's Swift Strike: Lightning can remove a building before its action or leave an attack Slow for a newly created target. Sharp Fangs Behind the Leaves: Fangs can clear small unblighted sources before Build with Beasts-powered Hunt. Keeper of the Forbidden Wilds: Keeper uses Wilds to prevent an eligible Explore, but must still answer existing Invaders.
Rule reference: SI10
Reveal the next Invader terrain and add one Explorer to each eligible accessible land. Access comes from Ocean or a Town/City in or adjacent to the land. Multiple sources still add only one. River Surges in Sunlight: River’s pushes can empty a Build land or move threats toward a planned defended counterattack. Lightning's Swift Strike: Lightning can remove a building before its action or leave an attack Slow for a newly created target. Sharp Fangs Behind the Leaves: Fangs can clear small unblighted sources before Build with Beasts-powered Hunt. Keeper of the Forbidden Wilds: Keeper uses Wilds to prevent an eligible Explore, but must still answer existing Invaders.
Rule reference: SI10; FAQ-invader-queue
Ocean or a Town/City in or adjacent to the targeted land. An Explorer, Dahan, Presence or Beast is not such a source. Removing inland buildings can close future access. Also called: source of Explore. River Surges in Sunlight: River’s pushes can empty a Build land or move threats toward a planned defended counterattack. Lightning's Swift Strike: Lightning can remove a building before its action or leave an attack Slow for a newly created target. Sharp Fangs Behind the Leaves: Fangs can clear small unblighted sources before Build with Beasts-powered Hunt. Keeper of the Forbidden Wilds: Keeper uses Wilds to prevent an eligible Explore, but must still answer existing Invaders.
Rule reference: SI10
Public terrain cards move Explore→Build→Ravage, then discard after Ravage. Each terrain normally acts in those successive turns. Empty slots do nothing. Also called: card advance; Advance Invader cards. River Surges in Sunlight: River’s pushes can empty a Build land or move threats toward a planned defended counterattack. Lightning's Swift Strike: Lightning can remove a building before its action or leave an attack Slow for a newly created target. Sharp Fangs Behind the Leaves: Fangs can clear small unblighted sources before Build with Beasts-powered Hunt. Keeper of the Forbidden Wilds: Keeper uses Wilds to prevent an eligible Explore, but must still answer existing Invaders.
Rule reference: SI10
The first three cards in this normal twelve-card Invader deck each name one terrain. One of the four printed Stage I cards was removed unseen at setup. Also called: Stage 1. River Surges in Sunlight: River’s pushes can empty a Build land or move threats toward a planned defended counterattack. Lightning's Swift Strike: Lightning can remove a building before its action or leave an attack Slow for a newly created target. Sharp Fangs Behind the Leaves: Fangs can clear small unblighted sources before Build with Beasts-powered Hunt. Keeper of the Forbidden Wilds: Keeper uses Wilds to prevent an eligible Explore, but must still answer existing Invaders.
Rule reference: SI6; SI10
The next four cards include single terrains and a Coastal card. A flag invokes the chosen Adversary’s escalation only when one is used; these routes have none. Also called: Stage 2. River Surges in Sunlight: River’s pushes can empty a Build land or move threats toward a planned defended counterattack. Lightning's Swift Strike: Lightning can remove a building before its action or leave an attack Slow for a newly created target. Sharp Fangs Behind the Leaves: Fangs can clear small unblighted sources before Build with Beasts-powered Hunt. Keeper of the Forbidden Wilds: Keeper uses Wilds to prevent an eligible Explore, but must still answer existing Invaders.
Rule reference: SI6; SI10
The final five cards each name two terrain types. Queue all eligible lands of both types for that card’s action; do not treat the two terrains as alternating cards. Also called: Stage 3. River Surges in Sunlight: River’s pushes can empty a Build land or move threats toward a planned defended counterattack. Lightning's Swift Strike: Lightning can remove a building before its action or leave an attack Slow for a newly created target. Sharp Fangs Behind the Leaves: Fangs can clear small unblighted sources before Build with Beasts-powered Hunt. Keeper of the Forbidden Wilds: Keeper uses Wilds to prevent an eligible Explore, but must still answer existing Invaders.
Rule reference: SI6; SI10
An optional Adversary-specific addition triggered by relevant Stage II cards. Neither tutorial route selects an Adversary, so the flag has no extra effect here. Also called: Stage II flag. River Surges in Sunlight: River’s pushes can empty a Build land or move threats toward a planned defended counterattack. Lightning's Swift Strike: Lightning can remove a building before its action or leave an attack Slow for a newly created target. Sharp Fangs Behind the Leaves: Fangs can clear small unblighted sources before Build with Beasts-powered Hunt. Keeper of the Forbidden Wilds: Keeper uses Wilds to prevent an eligible Explore, but must still answer existing Invaders.
Rule reference: SI10; SI22
An optional named opponent panel altering setup, actions, escalation or loss conditions at its selected level. Neither teaching route uses one. River Surges in Sunlight: River’s pushes can empty a Build land or move threats toward a planned defended counterattack. Lightning's Swift Strike: Lightning can remove a building before its action or leave an attack Slow for a newly created target. Sharp Fangs Behind the Leaves: Fangs can clear small unblighted sources before Build with Beasts-powered Hunt. Keeper of the Forbidden Wilds: Keeper uses Wilds to prevent an eligible Explore, but must still answer existing Invaders.
Rule reference: SI22
An optional set of altered objectives or rules. Neither teaching route uses one; they use the ordinary shared Fear/Terror ending. River Surges in Sunlight: River wins or loses with the whole team; it has no individual score or separate victory condition. Lightning's Swift Strike: Lightning wins or loses with the whole team; destroying more buildings does not create an individual winner. Sharp Fangs Behind the Leaves: Fangs wins or loses with the whole team; Beasts and Fear contribute to the shared ending. Keeper of the Forbidden Wilds: Keeper wins or loses with the whole team; growth and island control serve the shared ending.
Rule reference: SI22
A land touching the printed Ocean of its board. Other island edges or a board seam do not create Coast. A Coastal Invader card affects these lands across the whole island. Also called: Coast. River Surges in Sunlight: One own Presence in a Wetland counts as River’s Sacred Site; other lands normally need two own Presence. Lightning's Swift Strike: Lightning needs two of its own Presence for a Sacred Site; another Spirit’s Presence cannot supply it. Sharp Fangs Behind the Leaves: A Beast alone does not supply Fangs’ Power range. Its special movement can reposition Presence with Beasts. Keeper of the Forbidden Wilds: Keeper’s Wilds-based Growth placement rule is separate from the normal Presence sources of Power range.
Rule reference: SI13
A land not touching printed Ocean. A building source is needed for its ordinary Explore access, and particular Powers or Fear cards may select inland lands. River Surges in Sunlight: One own Presence in a Wetland counts as River’s Sacred Site; other lands normally need two own Presence. Lightning's Swift Strike: Lightning needs two of its own Presence for a Sacred Site; another Spirit’s Presence cannot supply it. Sharp Fangs Behind the Leaves: A Beast alone does not supply Fangs’ Power range. Its special movement can reposition Presence with Beasts. Keeper of the Forbidden Wilds: Keeper’s Wilds-based Growth placement rule is separate from the normal Presence sources of Power range.
Rule reference: SI10; SI13
Lands sharing a border or corner are adjacent, including exact joined-board seam contacts. Use the source-verified map rather than apparent distance in the 3D view. Also called: adjacency; board seam. River Surges in Sunlight: One own Presence in a Wetland counts as River’s Sacred Site; other lands normally need two own Presence. Lightning's Swift Strike: Lightning needs two of its own Presence for a Sacred Site; another Spirit’s Presence cannot supply it. Sharp Fangs Behind the Leaves: A Beast alone does not supply Fangs’ Power range. Its special movement can reposition Presence with Beasts. Keeper of the Forbidden Wilds: Keeper’s Wilds-based Growth placement rule is separate from the normal Presence sources of Power range.
Rule reference: SI13
Each land has one of four printed terrain types. Invader cards select terrain; Power target/source bars may restrict it. A terrain name is not the number printed in the land. Also called: Jungle; Mountain; Sands; Wetland. River Surges in Sunlight: One own Presence in a Wetland counts as River’s Sacred Site; other lands normally need two own Presence. Lightning's Swift Strike: Lightning needs two of its own Presence for a Sacred Site; another Spirit’s Presence cannot supply it. Sharp Fangs Behind the Leaves: A Beast alone does not supply Fangs’ Power range. Its special movement can reposition Presence with Beasts. Keeper of the Forbidden Wilds: Keeper’s Wilds-based Growth placement rule is separate from the normal Presence sources of Power range.
Rule reference: SI13; SI16
An expansion hazard token with no automatic damage or movement. A particular Power or Event tells it to act. Beasts Attack processes each token and consumes the one that destroys a building. Also called: Beast. River Surges in Sunlight: River’s base route has no hazard tokens. These definitions apply to the separate Branch & Claw route. Lightning's Swift Strike: Lightning’s base route has no hazard tokens. The expansion route demonstrates each token’s distinct timing. Sharp Fangs Behind the Leaves: Fangs depends on positioned Beasts, but must preserve island Presence and respect Blight restrictions. Keeper of the Forbidden Wilds: Keeper produces Wilds and can use a gained Power to handle Disease or Strife; tokens are shared island pieces.
Rule reference: BC10; BC12; FAQ-events
Expansion term
Skip one eligible Build action in its land and remove one Disease. It does not remove existing Invaders. If no eligible Build would occur, the token is not consumed. River Surges in Sunlight: River’s base route has no hazard tokens. These definitions apply to the separate Branch & Claw route. Lightning's Swift Strike: Lightning’s base route has no hazard tokens. The expansion route demonstrates each token’s distinct timing. Sharp Fangs Behind the Leaves: Fangs depends on positioned Beasts, but must preserve island Presence and respect Blight restrictions. Keeper of the Forbidden Wilds: Keeper produces Wilds and can use a gained Power to handle Disease or Strife; tokens are shared island pieces.
Rule reference: BC10; SI10
Expansion term
Skip one eligible Explore in its land and remove one Wilds. It can apply to the initial setup Explore. It neither removes existing Explorers nor stops a Build. River Surges in Sunlight: River’s base route has no hazard tokens. These definitions apply to the separate Branch & Claw route. Lightning's Swift Strike: Lightning’s base route has no hazard tokens. The expansion route demonstrates each token’s distinct timing. Sharp Fangs Behind the Leaves: Fangs depends on positioned Beasts, but must preserve island Presence and respect Blight restrictions. Keeper of the Forbidden Wilds: Keeper produces Wilds and can use a gained Power to handle Disease or Strife; tokens are shared island pieces.
Rule reference: BC10; FAQ-island-setup
Expansion term
Attach to an individual Invader. When it deals damage to land/Dahan, consume one Strife and make that piece’s damage zero, even if Defend also suffices. It travels with that Invader and is not land-wide protection. River Surges in Sunlight: River’s base route has no hazard tokens. These definitions apply to the separate Branch & Claw route. Lightning's Swift Strike: Lightning’s base route has no hazard tokens. The expansion route demonstrates each token’s distinct timing. Sharp Fangs Behind the Leaves: Fangs depends on positioned Beasts, but must preserve island Presence and respect Blight restrictions. Keeper of the Forbidden Wilds: Keeper produces Wilds and can use a gained Power to handle Disease or Strife; tokens are shared island pieces.
Rule reference: BC11; JE7
Expansion term
B&C card revealed after Blighted Island effects and before Fear. Resolve its applicable main, token and Dahan sections in printed order. Draw/discard the first-turn Event without any effects under current timing. Also called: Event phase. River Surges in Sunlight: River’s base game has no Event phase. The expansion route teaches these rules separately. Lightning's Swift Strike: Lightning’s base game has no Event phase. Event effects do not spend card plays. Sharp Fangs Behind the Leaves: Fangs can help pay a Choice jointly, using actual in-play Elements or permitted cards; unknown Events cannot guide its earlier choices. Keeper of the Forbidden Wilds: Keeper can contribute Energy and Element credits to a Choice; paying a growth cost earlier changes what remains affordable.
Rule reference: BC8; JE12; FAQ-events
Expansion term
On turn one draw the Event, then discard it without resolving its main, token or Dahan sections. This current correction supersedes older B&C timing while preserving deck order. River Surges in Sunlight: River’s base game has no Event phase. The expansion route teaches these rules separately. Lightning's Swift Strike: Lightning’s base game has no Event phase. Event effects do not spend card plays. Sharp Fangs Behind the Leaves: Fangs can help pay a Choice jointly, using actual in-play Elements or permitted cards; unknown Events cannot guide its earlier choices. Keeper of the Forbidden Wilds: Keeper can contribute Energy and Element credits to a Choice; paying a growth cost earlier changes what remains affordable.
Rule reference: JE12; FAQ-events
Expansion term
Players inspect the revealed choices and agree on one path. If that path has a joint cost, pay it fully using permitted shares and discounts. The first option is the default when players cannot agree. Also called: joint Choice. River Surges in Sunlight: River’s base game has no Event phase. The expansion route teaches these rules separately. Lightning's Swift Strike: Lightning’s base game has no Event phase. Event effects do not spend card plays. Sharp Fangs Behind the Leaves: Fangs can help pay a Choice jointly, using actual in-play Elements or permitted cards; unknown Events cannot guide its earlier choices. Keeper of the Forbidden Wilds: Keeper can contribute Energy and Element credits to a Choice; paying a growth cost earlier changes what remains affordable.
Rule reference: BC9
Expansion term
An Event payment discount: each matching in-play/track Element counts one, discarding a matching hand card counts two, Forgetting a matching owned card counts four. Credits reduce a joint cost; they are not gained Energy. Also called: Aided-by; Element credit. River Surges in Sunlight: River’s base game has no Event phase. The expansion route teaches these rules separately. Lightning's Swift Strike: Lightning’s base game has no Event phase. Event effects do not spend card plays. Sharp Fangs Behind the Leaves: Fangs can help pay a Choice jointly, using actual in-play Elements or permitted cards; unknown Events cannot guide its earlier choices. Keeper of the Forbidden Wilds: Keeper can contribute Energy and Element credits to a Choice; paying a growth cost earlier changes what remains affordable.
Rule reference: BC9
Expansion term
For an Event that checks Stage, use the stage of the top card remaining in the Invader deck at that moment, rather than the latest Ravage card. Also called: current Invader stage. River Surges in Sunlight: River’s base game has no Event phase. The expansion route teaches these rules separately. Lightning's Swift Strike: Lightning’s base game has no Event phase. Event effects do not spend card plays. Sharp Fangs Behind the Leaves: Fangs can help pay a Choice jointly, using actual in-play Elements or permitted cards; unknown Events cannot guide its earlier choices. Keeper of the Forbidden Wilds: Keeper can contribute Energy and Element credits to a Choice; paying a growth cost earlier changes what remains affordable.
Rule reference: BC8; FAQ-events
Expansion term
An eligible action is prevented by a stated effect. A skipped Ravage has neither damage nor Dahan counterattack. A matching Disease/Wilds is consumed only when it stops an eligible action. Also called: skipped Ravage; skipped Build; skipped Explore. River Surges in Sunlight: River’s pushes can empty a Build land or move threats toward a planned defended counterattack. Lightning's Swift Strike: Lightning can remove a building before its action or leave an attack Slow for a newly created target. Sharp Fangs Behind the Leaves: Fangs can clear small unblighted sources before Build with Beasts-powered Hunt. Keeper of the Forbidden Wilds: Keeper uses Wilds to prevent an eligible Explore, but must still answer existing Invaders.
Rule reference: SI9; BC10; FAQ-invader-queue
Future Invader order, unearned Fear faces and the Blight reverse are not known until revealed. The authored route records draws for reproducibility; player rationale uses only information public at that point. Also called: face down; unrevealed. River Surges in Sunlight: River can use Slow movement after public Invader reveals; Lightning’s Boon can make at most two of its Slow Powers Fast. Lightning's Swift Strike: Each Air lets Lightning use one Slow Power Fast, including an innate; it may deliberately leave a Power Slow. Sharp Fangs Behind the Leaves: Fangs’ Fast Hunt can prevent Build; its Slow Frenzied Assault can answer a newly revealed Explore. Keeper of the Forbidden Wilds: Keeper must finish its two selected Growth options and all card payment before Fast Powers resolve.
Rule reference: SI6; SI9
A Fast support card. When targeting River it gives one Energy; an ally instead gains Energy equal to its actual number of played Power Cards, after card payment. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:boon-of-vigor; SI16; SI18
A Slow range-zero Dahan gather. If the resulting target contains at least two Dahan, add one more and gain one Energy; it is not unlimited Dahan creation. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:river-s-bounty; SI16; SI18
Slow movement of up to three Explorers/Towns from one target to adjacent lands. It cannot push a City, and can answer pieces created by the preceding Build. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:wash-away; SI16; SI18
Fast single-target damage, with one additional damage at a Coastal target. Assign that damage to actual pieces; a surviving City still attacks normally. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:flash-floods; SI16; SI18
A Sacred-Site-sourced Slow attack with its own Fear and one Town destruction. The Town’s destruction gives its separate Fear as well. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:shatter-homesteads; SI16; SI18
Slow damage to each Invader in one target. One damage to each is different from a total pool, and can finish a City damaged by a separate Power. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:raging-storm; SI16; SI18
Fast support permitting the target Spirit to make up to two Slow Powers Fast, including innates. It does not create card plays, Energy or unlimited conversions. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:lightning-s-boon; SI16; SI18
Slow push of up to two Dahan. A Dahan entering a land with a Town/City can satisfy its Fear condition; moving Dahan alone does not start a counterattack. Also called: Harbingers of Lightning. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:harbingers-of-the-lightning; SI16; SI18
Fangs’ Slow Beast support: choose its actual add-Beast or conditional Fear branch. A Beast remains a token that needs an instructed effect to attack. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:teeth-gleam-from-darkness; SI16; SI18
Expansion term
A Slow Jungle-sourced response against Explorers, with its printed Fear. It must still respect its source and target restriction after an unexpected Event. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:too-near-the-jungle; SI16; SI18
Expansion term
Push two Explorers/Towns/Dahan, plus two more per Beast, then generate two Fear if any Invader was pushed. This fixed movement is attempted when possible and can affect several piece types. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:terrifying-chase; SI16; SI18
Expansion term
A Fast conditional Build prevention for the selected land. The created skip lasts as instructed even if a Beast used to qualify the land moves afterward. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:prey-on-the-builders; SI16; SI18
Expansion term
Keeper’s Slow support for a real Power gain and printed Energy benefit. The draw still uses four cards, common discard and Major Forget rules. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:boon-of-growing-power; SI16; SI18
Expansion term
Keeper’s Slow Blight removal restricted to the printed Wetland/Jungle target. Removing Blight heals the card pool but does not destroy Presence or cause cascade. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:regrow-from-roots; SI16; SI18
Expansion term
Keeper first Pushes two Dahan if possible, then selects its damage clause or Wilds clause. The printed OR does not make the independent Dahan Push optional. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:sacrosanct-wilderness; SI16; SI18
Expansion term
Keeper’s costly Sacred-Site-linked attack. Check its actual target and Sacred-Site calculation; its ownership can be surrendered as a Major Forget instead of treating it as always playable. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:towering-wrath; SI16; SI18
Expansion term
Zero-cost Fast Defend5; its range-zero Presence source becomes one with enough Air. It protects both land and Dahan without destroying any Invader. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:sap-the-strength-of-multitudes; SI16; SI18
Fast Energy support with a specified end-turn recovery of one played card. When another Spirit is targeted, the giver may also recover one; this is separate from track Reclaim One. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:gift-of-constancy; SI16; SI18
Fast defense with a terrain-sensitive amount. A Wetland receives its lower defense; do not display the Jungle/Sands amount in every land. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:drift-down-into-slumber; SI16; SI18
A support Power modifying Power range for the turn when actually resolved. Merely drafting or holding it grants no range, and bonuses do not extend Push/Gather movement. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:reaching-grasp; SI16; SI18
A Minor that can defend a printed eligible terrain and help generate Fear. A useful defensive Element draw is not proof every available target needs it now. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:dark-and-tangled-woods; SI16; SI18
A low-cost direct attack with its printed target/extra-effect requirements. Check the actual land contents; Beasts shown nearby are not implicit damage sources. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:savage-mawbeasts; SI16; SI18
A Dahan-directed attack or movement Power. Follow its selected printed branch; Dahan do not attack merely because they are present elsewhere on the island. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:call-to-bloodshed; SI16; SI18
A Fast Major whose damage and Defend scale with Dahan in the target. Its threshold can move Dahan with the defense; below threshold, moving Dahan later does not move that land’s defense. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:the-trees-and-stones-speak-of-war; SI16; SI18
A Wetland-Presence-sourced Slow Major: apply base damage, then Remove Blight, then its reached extra-damage threshold in printed order. Four Water adds ten damage; the whole Power is one action tree. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:cleansing-floods; SI16; SI18
A Fast Major: choose to add one Disease and one Strife without Fear, or Remove any number of tokens and gain one Fear plus three damage per removed token. Current errata does not require consuming every token. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:pent-up-calamity; SI16; SI18
Expansion term
A Major directing Dahan through its printed movement and attack. It is a Spirit Power effect, not a Ravage counterattack; follow its threshold and current targets. River Surges in Sunlight: Water and Sun drive River’s Flooding; the highest tier also needs Earth. Draft for the visible problem. Lightning's Swift Strike: Fire and Air drive Lightning’s destruction and speed choice. A support or defensive draft can change its hand rhythm. Sharp Fangs Behind the Leaves: Animal and Plant unlock Fangs’ Hunt; consider useful printed effects as well as those Elements. Keeper of the Forbidden Wilds: Sun and Plant support Keeper’s control; gained Powers still need affordable costs and legal targets.
Rule reference: card:vigor-of-the-breaking-dawn; SI16; SI18
River turns one own Wetland Presence into a Sacred Site, uses Slow movement and can fund an ally. Its strongest Flooding replaces lower tiers with two damage to each Invader; its printed maximum is five card plays. Also called: River. River Surges in Sunlight: River wins or loses with the whole team; it has no individual score or separate victory condition. Lightning's Swift Strike: Lightning wins or loses with the whole team; destroying more buildings does not create an individual winner. Sharp Fangs Behind the Leaves: Fangs wins or loses with the whole team; Beasts and Fear contribute to the shared ending. Keeper of the Forbidden Wilds: Keeper wins or loses with the whole team; growth and island control serve the shared ending.
Rule reference: spirit:river; SI17; BC15
Lightning uses one Air for each Slow Power it chooses to make Fast, including its innate. The allowance is limited; three Air cannot convert four Powers. Also called: Lightning. River Surges in Sunlight: River wins or loses with the whole team; it has no individual score or separate victory condition. Lightning's Swift Strike: Lightning wins or loses with the whole team; destroying more buildings does not create an individual winner. Sharp Fangs Behind the Leaves: Fangs wins or loses with the whole team; Beasts and Fear contribute to the shared ending. Keeper of the Forbidden Wilds: Keeper wins or loses with the whole team; growth and island control serve the shared ending.
Rule reference: spirit:lightning; SI17; BC15
Fangs chooses two different Growth options, positions Beasts and may reposition Presence through its special rule. Its two innates have different target bars; only Hunt forbids Blight. Also called: Fangs. River Surges in Sunlight: River wins or loses with the whole team; it has no individual score or separate victory condition. Lightning's Swift Strike: Lightning wins or loses with the whole team; destroying more buildings does not create an individual winner. Sharp Fangs Behind the Leaves: Fangs wins or loses with the whole team; Beasts and Fear contribute to the shared ending. Keeper of the Forbidden Wilds: Keeper wins or loses with the whole team; growth and island control serve the shared ending.
Rule reference: spirit:fangs; SI17; BC15
Expansion term
Keeper chooses two different Growth options, protects the island with Wilds and can pay for extra development. Sacred Sites and Wilds-based Growth restrictions remain distinct from Power range. Also called: Keeper. River Surges in Sunlight: River wins or loses with the whole team; it has no individual score or separate victory condition. Lightning's Swift Strike: Lightning wins or loses with the whole team; destroying more buildings does not create an individual winner. Sharp Fangs Behind the Leaves: Fangs wins or loses with the whole team; Beasts and Fear contribute to the shared ending. Keeper of the Forbidden Wilds: Keeper wins or loses with the whole team; growth and island control serve the shared ending.
Rule reference: spirit:keeper; SI17; BC15
Expansion term
River’s Slow innate uses its Sacred Sites. The middle replacement tier has two total damage plus a push; the highest replacement tier has two damage to every Invader, with no push. The latter needs three Sun, four Water and one Earth. River Surges in Sunlight: River can use Slow movement after public Invader reveals; Lightning’s Boon can make at most two of its Slow Powers Fast. Lightning's Swift Strike: Each Air lets Lightning use one Slow Power Fast, including an innate; it may deliberately leave a Power Slow. Sharp Fangs Behind the Leaves: Fangs’ Fast Hunt can prevent Build; its Slow Frenzied Assault can answer a newly revealed Explore. Keeper of the Forbidden Wilds: Keeper must finish its two selected Growth options and all card payment before Fast Powers resolve.
Rule reference: spirit:river; SI19
Lightning’s Slow Sacred-Site innate destroys a Town at its first threshold. Higher Fire/Air thresholds permit Cities and more buildings. A Fast use consumes one Air allowance. River Surges in Sunlight: River can use Slow movement after public Invader reveals; Lightning’s Boon can make at most two of its Slow Powers Fast. Lightning's Swift Strike: Each Air lets Lightning use one Slow Power Fast, including an innate; it may deliberately leave a Power Slow. Sharp Fangs Behind the Leaves: Fangs’ Fast Hunt can prevent Build; its Slow Frenzied Assault can answer a newly revealed Explore. Keeper of the Forbidden Wilds: Keeper must finish its two selected Growth options and all card payment before Fast Powers resolve.
Rule reference: spirit:lightning; SI19
Fangs’ Fast innate may gather a Beast, damage through Beasts, then push Beasts as thresholds permit. It cannot target Blight. Its special rule can move Presence with instructed Beast movement. River Surges in Sunlight: River can use Slow movement after public Invader reveals; Lightning’s Boon can make at most two of its Slow Powers Fast. Lightning's Swift Strike: Each Air lets Lightning use one Slow Power Fast, including an innate; it may deliberately leave a Power Slow. Sharp Fangs Behind the Leaves: Fangs’ Fast Hunt can prevent Build; its Slow Frenzied Assault can answer a newly revealed Explore. Keeper of the Forbidden Wilds: Keeper must finish its two selected Growth options and all card payment before Fast Powers resolve.
Rule reference: spirit:fangs; SI19
Expansion term
Fangs’ Slow innate targets a land with Beasts, gives Fear/damage and consumes a Beast as printed. Its target bar does not contain Hunt’s no-Blight restriction. River Surges in Sunlight: River can use Slow movement after public Invader reveals; Lightning’s Boon can make at most two of its Slow Powers Fast. Lightning's Swift Strike: Each Air lets Lightning use one Slow Power Fast, including an innate; it may deliberately leave a Power Slow. Sharp Fangs Behind the Leaves: Fangs’ Fast Hunt can prevent Build; its Slow Frenzied Assault can answer a newly revealed Explore. Keeper of the Forbidden Wilds: Keeper must finish its two selected Growth options and all card payment before Fast Powers resolve.
Rule reference: spirit:fangs; SI19
Expansion term
Keeper’s Slow innate deals its reached damage and destroys Dahan as printed. A reached threshold is not free to ignore unless using one consistent reduced Element total for the whole innate. River Surges in Sunlight: River can use Slow movement after public Invader reveals; Lightning’s Boon can make at most two of its Slow Powers Fast. Lightning's Swift Strike: Each Air lets Lightning use one Slow Power Fast, including an innate; it may deliberately leave a Power Slow. Sharp Fangs Behind the Leaves: Fangs’ Fast Hunt can prevent Build; its Slow Frenzied Assault can answer a newly revealed Explore. Keeper of the Forbidden Wilds: Keeper must finish its two selected Growth options and all card payment before Fast Powers resolve.
Rule reference: spirit:keeper; SI19
Expansion term
Keeper’s Slow innate can push Explorers and add Wilds when its condition is met. Plant/Air can extend its innate range; its no-Blight target restriction still applies. River Surges in Sunlight: River can use Slow movement after public Invader reveals; Lightning’s Boon can make at most two of its Slow Powers Fast. Lightning's Swift Strike: Each Air lets Lightning use one Slow Power Fast, including an innate; it may deliberately leave a Power Slow. Sharp Fangs Behind the Leaves: Fangs’ Fast Hunt can prevent Build; its Slow Frenzied Assault can answer a newly revealed Explore. Keeper of the Forbidden Wilds: Keeper must finish its two selected Growth options and all card payment before Fast Powers resolve.
Rule reference: spirit:keeper; SI19
Expansion term