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Spirit Island

591 questions players ask about Spirit Island, answered in plain words and graded by where the answer comes from. See also the full rulebook.

Updated 2026-10-23.

  • Setup, Boards and Components
  • General Rules and Terminology
  • Growth, Presence and Energy
  • Gaining and Forgetting Power Cards
  • Resolving Powers: Range, Targets and Timing
  • Elements, Thresholds and Innate Powers
  • Invader Actions: Ravage, Build and Explore
  • Damage, Destruction and Defend
  • Gather and Push
The Dahan
  • Blight and Blight Cards
  • Fear, Terror Levels and Victory
  • Base-Game Spirits: Lightning, River and Earth
  • Base-Game Spirits: Shadows, Thunderspeaker and Green
  • Bringer of Dreams and Nightmares
  • Ocean's Hungry Grasp
  • Power Cards: A–L
  • Power Cards: M–Z
  • Adversaries
  • Scenarios
  • Solo, Player Counts and Scoring
  • Spirit Island: Branch & ClawExpansion
  • Spirit Island: Jagged EarthExpansion
  • Spirit Island: Nature IncarnateExpansion
  • Spirit Island: Promo Pack 1Expansion
  • Spirit Island: Promo Pack 2Expansion
  • Setup, Boards and Components

    Do the island boards have to be arranged exactly as the rulebook shows?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-07-28
    • darker · Designer · 2017-07-18
    • DonKidic · Community · 2024-01-30
    • grysqrl · Community · 2021-01-25
    • Benj613 · Community · 2020-09-08
    • cgarvie · Community · 2020-09-08

    No — any arrangement where the boards physically fit together is legal; the rulebook diagrams are just the standard layouts. The layout nudges difficulty a little: in a 2-player game, joining the boards top-to-top is slightly harder than the standard bottom-to-bottom, and end-to-end is slightly easier. You may also use whichever boards you like in a given layout.

    Can players choose which island board they start on, and pick their Spirit after seeing the island?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-09-16
    • biophys · Community · 2022-01-03
    • b0rsuk · Community · 2020-11-30
    • pmagnus · Community · 2019-02-17
    • NocturnalCarnivore · Community · 2019-02-17
    • Arcanist Lupus · Community · 2017-09-16

    Yes — the rules only randomize which boards make up the island, not who starts where. Choosing starting boards, assigning them by seating or dealing them out randomly are all fine, and since Spirits are set up after the island is built you may see the board before settling on a Spirit or Aspect.

    Do I have to use the specific thematic boards the rulebook lists for my player count?

    The rulebook covers this in "THEMATIC BOARD SETUP".

    • Spirit Island rulebook · Rulebook · THEMATIC BOARD SETUP
    • Migrant Programmer · Community · 2024-01-29
    • blueseqperl · Community · 2024-01-29
    • Stixidor · Community · 2020-12-21

    No — you may use whichever thematic boards you like. The per-player-count lists give the definitive geography, and the thematic boards always sit in their fixed positions relative to each other.

    When two lands of the same terrain meet across a board edge, are they one land or two?

    A publisher representative answered this directly in 2019.

    • tedv · Publisher · 2019-11-12
    • Carighan · Community · 2019-11-12
    • Tootzo · Community · 2019-11-12
    • BALZAK9999 · Community · 2018-12-30

    Two — lands never merge, even when matching terrain touches across boards. Each keeps its own number, pieces and board.

    Is a land on the edge of the island Coastal if it doesn't touch the printed Ocean?

    The rulebook covers this in "BOARDS AND LANDS".

    • Spirit Island rulebook · Rulebook · BOARDS AND LANDS
    • 42qark · Community · 2020-11-17
    • Tootzo · Community · 2020-11-17
    • Carighan · Community · 2019-11-12

    No — only lands adjacent to the Ocean shown on a board are Coastal. The other island edges are cliffs, so lands there are Inland even though they sit at the edge of the island.

    Is a Coastal land adjacent to the Ocean of a neighbouring island board?

    One experienced player's answer supports this; there is no official ruling.

    • dthurston · Community · 2018-04-03

    No — each board's Ocean touches only the Coastal lands of that same board.

    What is the difference between a marker and a token, and do reminder markers count as tokens?

    A publisher representative answered this directly in 2023.

    • Ironeye · Publisher · 2023-10-07
    • tedv · Publisher · 2022-03-27
    • AzureSparrow · Community · 2020-05-10

    Markers are memory and tracking aids (reminder, Fear, Energy, Defend and similar markers) with no rules function of their own. Tokens such as Beasts, Wilds, Disease and Strife are game pieces with effects. So reminder markers are not tokens and are not affected by effects that move or count tokens.

    What are the Element markers for?

    Several experienced players agree; there is no official ruling.

    • AzureSparrow · Community · 2020-10-06
    • dthurston · Community · 2020-10-06

    They track Elements you hold that don't come from played cards or your Presence tracks, for example Elements gained from a Growth option or granted by a Power such as Elemental Boon.

    What happens if we run out of Invader or Dahan pieces?

    The rulebook covers this in "INVADERS".

    • Spirit Island rulebook · Rulebook · INVADERS
    • Ahhbutter · Community · 2023-12-31
    • Pete_Boteman · Community · 2023-12-31
    • Benj613 · Community · 2021-10-18
    • cgarvie · Community · 2021-06-07
    • biophys · Community · 2021-06-07

    Nothing — Invaders and Dahan are not limited by the pieces in the box. Use a substitute, such as a 3-Energy marker under a piece to mean three of it, and keep Exploring, Building and Ravaging normally. The one exception is France, whose loss condition counts Towns in the supply.

    What is the extra Presence disc left over after setting up a Spirit for?

    A publisher representative answered this directly in 2021, and it matches the rulebook.

    • Ironeye · Publisher · 2021-01-01
    • Spirit Island rulebook · Rulebook · COMPONENTS
    • basejester · Community · 2022-06-17
    • Pmeckels · Community · 2021-12-31
    • biophys · Community · 2021-12-31
    • dthurston · Community · 2021-01-01

    Nothing — each Spirit uses 13 Presence and some printings include a spare. Put it back in the box.

    Where does a Spirit's starting Presence come from?

    The rulebook covers this in "THE ISLAND AND SUPPLY".

    • Spirit Island rulebook · Rulebook · THE ISLAND AND SUPPLY
    • Robrob · Community · 2025-11-05
    • Luzetski · Community · 2025-11-05
    • vilnai · Community · 2023-12-02
    • Lt_Hornblower · Community · 2023-12-02
    • biophys · Community · 2022-09-09

    From the Spirit's 13 Presence: place the setup Presence on the island first, then put all the rest on the dashed circles of the Presence tracks, leaving only the leftmost spaces uncovered. Each Spirit sets up on a different island board.

    Do Spirits with more than four Unique Power Cards start with all of them?

    Several experienced players agree; there is no official ruling.

    • Novis · Community · 2024-12-26
    • CapnMcDoom · Community · 2024-12-26

    Yes — you start with every Unique Power your Spirit comes with. Spirits such as Many Minds Move as One and Dances Up Earthquakes note on their panel that they start with six.

    How many Invader cards are there, and can we look at the ones left out of the deck?

    The rulebook covers this in "MAKING THE INVADER DECK".

    • Spirit Island rulebook · Rulebook · MAKING THE INVADER DECK
    • aidinviper · Community · 2025-10-18
    • adamisclassy · Community · 2019-03-14
    • Amnese · Community · 2019-01-07
    • shmojoe100 · Community · 2019-01-07

    There are 15: 4 Stage I, 5 Stage II and 6 Stage III, with no duplicates; the deck uses 3, 4 and 5 of them. The unused cards are meant to stay unknown, so don't look at them.

    When combining Horizons of Spirit Island with Spirit Island, should we mix the Power and Fear decks?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2025-12-19
    • Pete_Boteman · Community · 2025-12-19

    No — Horizons' decks are the same cards with updated wording, so use one set. Bring over the Horizons Spirits with their Unique Powers, and the Horizons island boards if you like.

    Are Spirits' setup instructions resolved one after another, so one Spirit can use pieces another placed?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-09-16
    • pmagnus · Community · 2026-06-12
    • biophys · Community · 2024-04-23
    • njolsson · Community · 2024-04-23
    • Entreri43 · Community · 2021-12-23

    Spirits may resolve setup in any order, so Sharp Fangs can use a Beast that Lure or Many Minds placed, and Adversary setup comes before Spirit setup. But instructions about your own board, like 'highest-numbered land with Dahan', look only at what was there before Spirit setup.

    When setup says to place pieces in the 'highest-numbered Sands', do they all go in one land?

    Several experienced players agree; there is no official ruling.

    • utabe · Community · 2023-10-26
    • AzureSparrow · Community · 2020-08-31
    • Pemik · Community · 2020-03-15
    • gagob04 · Community · 2020-03-15
    • dthurston · Community · 2018-06-30
    • 42qark · Community · 2023-10-26disagrees

    Yes — all the listed pieces go in that single land; 'Sands' is the terrain's name, not a plural. Overlapping setup instructions stack, so if the highest-numbered Jungle is also land 5, Shadows puts all three Presence there.

    General Rules and Terminology

    Are lands that touch only at a corner adjacent?

    The rulebook covers this in "BOARDS AND LANDS".

    • Spirit Island rulebook · Rulebook · BOARDS AND LANDS
    • utabe · Community · 2019-11-04
    • wpflug13 · Community · 2019-11-04
    • Ivo1994 · Community · 2019-08-03
    • DoctaWho · Community · 2019-04-20
    • dthurston · Community · 2017-09-28

    Yes — lands are adjacent whenever they touch, even at a single corner and even across different island boards. This mostly comes up at the centre of the standard 4-player island.

    Is a land adjacent to itself?

    A publisher representative answered this directly in 2023.

    • Ironeye · Publisher · 2023-12-10
    • biophys · Community · 2023-12-10
    • marioho · Community · 2023-12-10

    No — adjacency means two different lands touching. A land is at Range 0 from itself, but it is never one of its own adjacent lands.

    When an effect says 'the land with the most' and several lands tie, who chooses?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-01-07
    • Ironeye · Publisher · 2023-09-25
    • Ironeye · Publisher · 2022-11-06
    • CapnMcDoom · Community · 2026-01-08
    • nosewhoknows · Community · 2025-07-24
    • Stixidor · Community · 2022-11-06

    The players choose one of the tied lands, unless the card gives its own tiebreaker; the effect still happens in only that one land. You may pick whichever tied land suits you, even one where the effect does little. A '(min. 1)' note means a land needs at least one of the counted thing to qualify. An instruction that can't be carried out is simply skipped.

    Who makes a choice the game leaves open, such as where Blight cascades or which Invaders take Damage?

    The designer answered this directly in 2019, and it matches the rulebook.

    • darker · Designer · 2019-01-22
    • tedv · Publisher · 2018-12-09
    • Spirit Island rulebook · Rulebook · WHO DECIDES?
    • CapnMcDoom · Community · 2026-01-08
    • nosewhoknows · Community · 2025-07-24
    • adamisclassy · Community · 2019-01-14

    If the choice comes from a Power, the Spirit using that Power decides. Otherwise the players agree together; if they can't, each Spirit decides for lands on its own starting board, and the game's owner settles anything else.

    Do new rules and effects replace the normal rules or add to them?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-07-01

    They add to them by default. An effect only replaces a normal rule when it says so, usually with the word 'instead', or occasionally with wording like 'Don't X; when you would X, do Y'.

    Can the start of a phase or step trigger an effect?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-10-21

    Yes — a triggered effect fires whenever its condition is met, and entering a new phase or step can meet that condition just as another action can.

    What counts as one 'Action' in Spirit Island?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-05-13
    • darker · Designer · 2020-05-12
    • darker · Designer · 2020-05-09
    • Padraig946 · Community · 2025-02-04
    • biophys · Community · 2025-02-04
    • biophys · Community · 2021-04-26disagrees

    Each use of a Power is one Action, and each Repeat is a new Action of its own. Each triggered effect is a separate Action, and so is each Growth effect (usually one icon) and each use of a Presence-track ability. Elemental thresholds are not separate: they are part of the Power's Action. Victory and defeat are checked once the Action, and anything it triggered, has finished.

    What counts as an Invader being 'added' to a land?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-10-08
    • darker · Designer · 2018-10-08
    • Sparticuse · Community · 2018-11-15
    • dthurston · Community · 2018-10-08disagrees

    Pieces placed by a Build, an Explore, or any effect that says 'add'. Pushing and Gathering move pieces rather than adding them, and Replacing (for example a Dahan replaced by a Town) is not adding either, so none of those trigger 'when an Invader is added' effects.

    What is the difference between 'when' and 'after' in card text?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-05-29

    'When' changes the triggering event in the same instant, so it is part of that Action. 'After' happens as its own separate Action once the trigger has finished, so it can benefit from things that apply per Action, such as Badlands.

    What counts as a 'piece' for card effects?

    A publisher representative answered this directly in 2022.

    • tedv · Publisher · 2022-03-27
    • AzureSparrow · Community · 2020-05-10

    Any physical component placed in a land to track the game state: Invaders, Dahan, Presence, Blight and tokens such as Beasts, Wilds, Disease and Strife. Defend markers and other reminder markers are memory aids, not pieces.

    Is italic text in parentheses on a card a rule or just a reminder?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-05-04
    • Ironeye · Publisher · 2020-12-23
    • pmagnus · Community · 2020-12-23

    Only a reminder of an existing rule. For example, the parenthetical on Predatory Nightmares about Bringer of Dreams and Nightmares adds nothing, so if another Spirit uses that card it deals Damage normally.

    Does a slash like 'Town/City' mean 'and' or 'or'?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-11-18
    • darker · Designer · 2018-04-10
    • darker · Designer · 2017-08-16
    • biophys · Community · 2022-11-24
    • marioho · Community · 2022-11-24
    • Robrob · Community · 2020-11-18

    It means either or both: '2 Town/City' is any two pieces that are Towns or Cities, so one Town plus one City qualifies, and '1 Damage to each Town/City' hits every Town and every City. In a negative condition it means neither: 'a land without Town/Blight' has no Town and no Blight.

    Do Dahan 'outnumber' Invaders in a land that has no Invaders?

    Several experienced players agree; there is no official ruling.

    • DoctaWho · Community · 2019-07-25
    • Jonathan68 · Community · 2019-02-04

    Yes — A outnumbers B whenever there are more A than B, including when there are no B at all, so 2 Dahan outnumber 0 Invaders.

    What does 'your lands' or 'their lands' mean?

    The rulebook covers this in "PRESENCE AND SACRED SITES".

    • Spirit Island rulebook · Rulebook · PRESENCE AND SACRED SITES
    • SnarksandBoojums · Community · 2023-07-31
    • Stixidor · Community · 2023-07-31
    • vilnai · Community · 2022-11-05
    • Benj613 · Community · 2022-11-05
    • LatentOctopus · Community · 2022-08-12

    A land where that Spirit has at least one Presence, on any board. After setup, a Spirit has no special tie to its starting board.

    Do players take turns one at a time?

    A publisher representative answered this directly in 2019, and it matches the rulebook.

    • tedv · Publisher · 2019-01-01
    • Spirit Island rulebook · Rulebook · FAST POWER PHASE
    • jdludlow · Community · 2023-11-30
    • Morgal · Community · 2023-11-30
    • Suman11 · Community · 2019-01-01

    No — all Spirits act simultaneously within each phase. When order matters, the players pick the order themselves; the only limit is that one Power must finish resolving before another starts.

    When a Fear card or Event says 'each player chooses a land', can two players choose the same land?

    A publisher representative answered this directly in 2023.

    • Ironeye · Publisher · 2023-03-27
    • DoctaWho · Community · 2019-02-25
    • PerceptiveMan · Community · 2019-02-25
    • grysqrl · Community · 2017-10-09

    Yes — unless the card says the lands must be different, several players may pick the same land.

    Have any Spirit Island cards been retired or replaced?

    Several experienced players agree; there is no official ruling.

    • CapnMcDoom · Community · 2026-05-22
    • Sevelinscorner · Community · 2026-05-22
    • talzor · Community · 2025-10-30
    • jhaelen · Community · 2023-01-10
    • bwolcott · Community · 2022-11-30
    • I Eat Tables · Community · 2022-10-25

    Yes. Among them: the Tipping Point Blight Card has been retired, the Event 'Outpaced' was retired as too swingy, Jagged Earth recommends removing the Event 'A Strange Madness Among the Beasts', and Sea Monsters has a revised version. None of the retired or replaced cards come from the base game, so a base-game-only set needs no changes.

    Can a piece be moved from a land into that same land?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-07-30
    • darker · Designer · 2019-02-14
    • Ironeye · Publisher · 2023-07-09
    • AzureSparrow · Community · 2020-07-30disagrees

    Yes — moving a piece to the land it is already in is a legal move and counts as moving. It rarely matters, but it lets Wrap in Wings of Sunlight move Dahan from the target land to the target land to get its Defend, and Bargain of Coursing Paths return pieces where they started.

    When an Invader Action involves a choice, can the players pick whatever is best for them?

    The rulebook covers this in "WHO DECIDES?".

    • Spirit Island rulebook · Rulebook · WHO DECIDES?
    • AzureSparrow · Community · 2020-08-14
    • Entrox Licher · Community · 2020-08-14

    Generally yes. The exception is where the rules demand the worst outcome for you, notably Invader (and Event) Damage to Dahan, which must destroy Dahan as efficiently as possible.

    Does 'Invaders' or 'if target land has Invaders' include a single Invader?

    The rulebook covers this in "INVADERS".

    • Spirit Island rulebook · Rulebook · INVADERS
    • Schattenn · Community · 2024-01-11
    • Kokiomot · Community · 2024-01-10
    • vilnai · Community · 2024-01-10
    • Suman11 · Community · 2018-08-08
    • jsdougan · Community · 2018-08-08

    Yes — any number of Invaders, even one Explorer, makes 'a land with Invaders'. Cards use the plural by convention.

    When comparing Dahan and Invaders (e.g. 'outnumber'), does a City count as more than one Invader?

    Several experienced players agree; there is no official ruling.

    • DoctaWho · Community · 2020-03-17
    • Kha Od Dro · Community · 2020-03-17
    • PatricMarina · Community · 2019-08-07
    • utabe · Community · 2019-08-06
    • grysqrl · Community · 2019-02-04
    • dthurston · Community · 2017-08-26

    No — count pieces: every Explorer, Town and City is one Invader. A slashed group like 'Town/City' counts Towns and Cities together. Effects that care about Health say so.

    Do effects like 'Defend 2 in every land with Dahan' update as pieces move?

    The designer answered this directly in 2023.

    • darker · Designer · 2023-07-01
    • darker · Designer · 2019-10-07
    • darker · Designer · 2019-10-06
    • biophys · Community · 2023-07-01
    • dsdhornet · Community · 2020-12-24
    • djott70 · Community · 2020-12-23disagrees

    Yes — effects covering lands across the island act as temporary rules for the turn and follow the current contents of each land. An effect on a single target land is fixed when it resolves and stays there even if the land's contents change. For a few cards either reading works in practice.

    When two effects trigger at the same moment, which resolves first?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-12-10
    • I Eat Tables · Community · 2026-01-04
    • nosewhoknows · Community · 2026-01-04
    • dthurston · Community · 2024-06-21

    The players choose the order. Resolve one completely before the other; a piece removed or added by the first can change what the second does.

    Can I use more than one Aspect on the same Spirit, and what does an Aspect replace?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-10-17
    • darker · Designer · 2018-10-17
    • Dionprv · Community · 2026-02-16
    • vilnai · Community · 2026-02-16
    • biophys · Community · 2024-10-30
    • tedv · Publisher · 2018-10-16disagrees

    Officially one Aspect per Spirit. Aspects aren't designed to be mixed, so combining them may well be unbalanced, though the designer is happy for groups to do it if they enjoy it. Follow the card exactly — whatever it says it replaces (a Special Rule, an Innate, a Unique Power, setup) is gone, and everything else stays.

    How do you tell a triggered action from a modifier?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-06-16
    • darker · Designer · 2021-02-27
    • darker · Designer · 2021-01-26
    • biophys · Community · 2024-08-28
    • dthurston · Community · 2020-10-02
    • biophys · Community · 2024-08-28disagrees

    An effect worded 'after', or listed as triggered in the FAQ, is a triggered action: it happens as its own Action once the triggering Action finishes, and it can never trigger itself, even indirectly. Anything else that changes how an Action happens ('when', 'instead', 'the next time X would…') is a modifier and acts immediately inside that Action — which is why it can prevent a destruction. Players order simultaneous triggers.

    When an instruction says to add, move, destroy or push Presence, whose Presence does it mean?

    A publisher representative answered this directly in 2023.

    • Ironeye · Publisher · 2023-03-17
    • Stixidor · Community · 2023-11-30
    • dypaca · Community · 2023-11-30
    • biophys · Community · 2023-03-16

    Your own, unless it says otherwise — under the Nature Incarnate errata this holds even for Events that tell each Spirit to destroy or add Presence. The exceptions are effects that say any Spirit's (such as Finder of Paths Unseen's Powers and Draw Towards a Consuming Void). Fear cards and Events that merely check where Presence is still count every Spirit's.

    Growth, Presence and Energy

    Can I skip Growth, or skip part of the Growth option I chose?

    The designer answered this directly in 2021, and it matches the rulebook.

    • darker · Designer · 2021-08-02
    • Spirit Island rulebook · Rulebook · SPIRIT PHASE
    • dthurston · Community · 2021-07-15
    • ddhalvorsen · Community · 2018-10-21
    • NocturnalCarnivore · Community · 2018-10-21
    • grysqrl · Community · 2018-06-25

    No — every Spirit must choose a Growth option each turn and do everything in it. You may still choose an option you can only partly complete (for example Reclaim with an empty discard pile); anything impossible is simply skipped. You choose the order of the parts.

    When a Growth option adds two Presence, can the second be placed in Range of the first one I just placed?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-09-17
    • Schattenn · Community · 2023-12-18
    • evotahr · Community · 2023-12-17
    • Chromium_Man · Community · 2023-09-10
    • Steve496 · Community · 2023-09-10
    • dollarone · Community · 2023-02-20

    Yes — the parts of a Growth option resolve one at a time, in any order you like, so a Presence you just placed can be the Range source for the next. Range is a maximum, so a Range 2 placement may also go into a land at Range 1 or 0, including a land you already occupy (handy for making a Sacred Site).

    Can I add Presence to other players' island boards, and are there any placement restrictions?

    The rulebook covers this in "THE ISLAND AND SUPPLY".

    • Spirit Island rulebook · Rulebook · THE ISLAND AND SUPPLY
    • Schattenn · Community · 2024-07-01
    • dollarone · Community · 2024-06-28
    • Hexabun · Community · 2024-03-20
    • AegisToast · Community · 2024-03-20

    Yes, you can add Presence on any board. The only restrictions are the Range shown and anything printed on the specific Growth option, Power or Spirit, such as 'Jungle or Wetland'. A terrain restriction applies to the land receiving the Presence, not the land you measure from.

    When I add Presence, can I take a Presence already on the island instead of one from my tracks?

    The designer answered this directly in 2018, and it matches the rulebook.

    • darker · Designer · 2018-03-13
    • darker · Designer · 2017-07-24
    • Ironeye · Publisher · 2025-07-21
    • Spirit Island rulebook · Rulebook · MOVING PRESENCE
    • biophys · Community · 2024-06-03
    • dthurston · Community · 2017-07-24disagrees

    Yes, always. First pick a land within the given Range of any of your Presence, then either take a Presence from your tracks or pick one up from the island and put it there — even the very one you measured Range from, leaving everything where it was. This is how you keep using 'add Presence' once your tracks are empty.

    If I add Presence by picking one up from the island, does that count as moving Presence?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-07-20
    • tunnels_end · Community · 2025-07-20
    • nosewhoknows · Community · 2025-07-18
    • Lt_Hornblower · Community · 2025-07-20disagrees

    No — it is still adding Presence, even though the disc physically changes land, so 'when you move Presence' effects don't apply. Newer printings of the rulebook word the sidebar this way.

    When a Spirit picks two Growth options, can it resolve one before choosing the other, or mix their parts?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-03-13
    • TooOld4Games2 · Community · 2026-05-26
    • nosewhoknows · Community · 2026-05-26
    • biophys · Community · 2021-04-22
    • Benj613 · Community · 2021-04-09
    • Sh0rtz · Community · 2021-04-09

    You may fully resolve the first option and see the result before choosing the second, but you can't interleave parts of the two options, and you must commit to an option before doing any of it.

    Do Spirits grow one at a time, and can we look at each other's Power Card draws before choosing?

    A publisher representative answered this directly in 2022.

    • Ironeye · Publisher · 2022-12-29
    • Ironeye · Publisher · 2022-12-28
    • biophys · Community · 2026-07-14
    • CapnMcDoom · Community · 2026-07-14
    • aquillo · Community · 2020-10-31
    • wpflug13 · Community · 2020-10-01

    Growth is normally done simultaneously, and players may draw their Power Cards together and discuss them before choosing, though they can't swap cards. Strictly it happens one Spirit at a time, so when one Spirit's Growth interacts with another's you may choose the order; each Spirit must finish choosing from its own draw before doing anything else.

    Can I change where I placed Presence after seeing the Power Cards I drew?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-11
    • wpflug13 · Community · 2020-08-11
    • biophys · Community · 2020-08-11disagrees

    Take-backs aren't covered by the rules; it's a matter for your table. Many groups allow adjusting a placement you could simply have done later, but changing your Growth choice after seeing new cards changes the game's difficulty. The easy fix is to draw your Power Cards before placing Presence.

    Is Growth its own phase?

    A publisher representative answered this directly in 2026, and it matches the rulebook.

    • Ironeye · Publisher · 2026-01-17
    • Spirit Island rulebook · Rulebook · SPIRIT PHASE

    No — Growth is the first step of the Spirit Phase, followed by gaining Energy and playing Power Cards.

    Can Energy gained from a Fast Power pay for Power Cards that same turn?

    A publisher representative answered this directly in 2021, and it matches the rulebook.

    • Ironeye · Publisher · 2021-08-28
    • Spirit Island rulebook · Rulebook · SPIRIT PHASE
    • Sevelinscorner · Community · 2024-11-04
    • biophys · Community · 2024-06-17
    • DsnowMan · Community · 2024-06-17
    • wpflug13 · Community · 2023-02-17

    No — all Power Cards, Fast and Slow, are played and paid for in the Spirit Phase, before any Powers resolve. Energy you gain later stays with you for next turn, or for anything that turn that costs Energy outside card plays.

    Is unspent Energy lost at the end of the turn?

    A publisher representative answered this directly in 2021, and it matches the rulebook.

    • Ironeye · Publisher · 2021-03-30
    • Spirit Island rulebook · Rulebook · ENERGY AND CARD PLAYS
    • jdludlow · Community · 2022-09-10
    • basejester · Community · 2022-09-10
    • biophys · Community · 2021-03-30
    • Stixidor · Community · 2021-03-30

    No — unspent Energy carries over to future turns. That is why Energy gained late in a turn, for example from River's Bounty, is still useful.

    If I uncover a higher Energy number during Growth, can I use that Energy to pay for Growth?

    The rulebook covers this in "SPIRIT PHASE".

    • Spirit Island rulebook · Rulebook · SPIRIT PHASE
    • Ivo1994 · Community · 2021-04-05
    • robb8888 · Community · 2021-03-31
    • latzko · Community · 2021-03-29

    No — you gain Energy from your track in the Gain Energy step, which comes after Growth. Uncovering a number grants nothing on the spot; only Growth icons that give Energy directly give it during Growth.

    If my Energy track shows an Element or Reclaim icon after the highest number, do I still gain Energy?

    The rulebook covers this in "ANATOMY OF A SPIRIT PANEL".

    • Spirit Island rulebook · Rulebook · ANATOMY OF A SPIRIT PANEL
    • Rusvelt · Community · 2026-02-10
    • Murdoc2D96 · Community · 2026-02-10
    • Benj613 · Community · 2021-04-06
    • Ivo1994 · Community · 2021-04-05
    • Stixidor · Community · 2021-04-05

    Yes — you gain Energy equal to the highest uncovered number and also get every other uncovered icon, such as Elements or Reclaim One. Plain numbers don't add up, but '+1 Energy'-style icons are added on top of the highest number.

    Do Elements and Reclaim One on my Presence track keep working after I uncover the next space?

    A publisher representative answered this directly in 2023, and it matches the rulebook.

    • Ironeye · Publisher · 2023-07-30
    • Spirit Island rulebook · Rulebook · ANATOMY OF A SPIRIT PANEL
    • CapnMcDoom · Community · 2026-01-13
    • jdludlow · Community · 2026-01-13
    • Stixidor · Community · 2023-07-30
    • SnarksandBoojums · Community · 2022-08-14

    Yes — every uncovered icon applies every turn for as long as it stays uncovered; there is no single 'active' space. Track Elements don't pile up across turns, though: you simply have them each turn, and checking thresholds never uses them up.

    When can I use a Reclaim One or other action printed on my Presence track?

    The designer answered this directly in 2018, and it matches the rulebook.

    • darker · Designer · 2018-10-25
    • Ironeye · Publisher · 2021-04-05
    • Ironeye · Publisher · 2019-12-10
    • Spirit Island rulebook · Rulebook · ANATOMY OF A SPIRIT PANEL
    • Entreri43 · Community · 2022-10-08
    • Bone White · Community · 2021-04-05disagrees

    Any time during the Spirit Phase, including before Growth, as long as you're not partway through another action. It can't be used in later phases, so a card played this turn can only be reclaimed in a later Spirit Phase.

    If a Power adds Presence and uncovers a Card Play or Reclaim during the turn, can I use it right away?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-02-04
    • Varunwe · Community · 2021-04-13
    • lundse · Community · 2021-04-13
    • Entreri43 · Community · 2020-10-18
    • woodnoggin · Community · 2020-10-18
    • Vladvonbounce · Community · 2020-02-12

    No — Card Plays, Energy and Reclaim from your tracks are only used in the Spirit Phase, so they help next turn. Uncovered Elements are different: they count the moment they are revealed.

    Does losing Presence on the island reduce my Energy or Card Plays?

    The rulebook covers this in "ANATOMY OF A SPIRIT PANEL".

    • Spirit Island rulebook · Rulebook · ANATOMY OF A SPIRIT PANEL
    • yury1975 · Community · 2024-06-05
    • Dionprv · Community · 2024-06-05

    No — destroyed Presence comes off the island and is set aside; it never goes back onto your tracks, so your Energy and Card Plays stay the same.

    For a cost of '1 Energy per player', does every player pay or can one player pay it all?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-05-30
    • AzureSparrow · Community · 2020-05-30

    'Per player' only scales the total by the number of Spirits, so the group may split the payment however it likes. Effects worded 'each player' are handled by each player individually.

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

    The designer answered this directly in 2017, and it matches the rulebook.

    • darker · Designer · 2017-08-28
    • Spirit Island rulebook · Rulebook · PRESENCE AND SACRED SITES
    • Entreri43 · Community · 2018-11-07
    • tal342 · Community · 2018-08-06
    • dthurston · Community · 2018-08-06

    No — any number of Presence from any number of Spirits can share a land, and no other piece has a stacking limit unless a special rule says so. Presence from different Spirits never combines into a Sacred Site.

    Does a Sacred Site count as a land with my Presence?

    The rulebook covers this in "PRESENCE AND SACRED SITES".

    • Spirit Island rulebook · Rulebook · PRESENCE AND SACRED SITES
    • Wheatie · Community · 2026-02-18
    • MenuGarit · Community · 2019-01-06
    • dthurston · Community · 2019-01-06
    • SnarksandBoojums · Community · 2018-01-13

    Yes — a Sacred Site is just a land with 2 or more of your Presence, so anything that works from Presence works from it too.

    When a Power Card says 'Add 1 Presence', where does the Presence come from and does a revealed Element count right away?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-10-13
    • Yenreb · Community · 2026-06-10
    • vilnai · Community · 2026-06-10
    • Steve496 · Community · 2026-01-30
    • yury1975 · Community · 2025-01-27
    • utabe · Community · 2020-12-24

    It comes from your Presence tracks, as an extra on top of Growth, and is added as the Power resolves. If your tracks are empty you may reposition a Presence from the island instead. An Element revealed by taking it off the track counts immediately, even toward that same card's threshold (as with Indomitable Claim).

    Do Range boosts like Reaching Grasp extend Presence placement during Growth?

    Several experienced players agree; there is no official ruling.

    • utabe · Community · 2021-03-17
    • Entreri43 · Community · 2021-03-17
    • dthurston · Community · 2021-03-17

    No — a boost to the Range of your Powers only affects Powers. Growth isn't a Power, so only effects that boost Range in general change Growth placement.

    Does removed or replaced Presence count as destroyed Presence?

    The designer answered this directly in 2023.

    • darker · Designer · 2023-07-02
    • darker · Designer · 2019-12-07
    • darker · Designer · 2019-12-07
    • biophys · Community · 2024-04-04
    • MindWanderer · Community · 2024-04-04
    • Angelcollector · Community · 2024-04-04disagrees

    It goes to the same pool beside the island, so effects that return destroyed Presence (such as Blazing Renewal) can bring it back. But removing or replacing Presence isn't destroying it, so effects that trigger on destruction don't fire. Presence only leaves the game permanently when a card says so.

    When an instruction moves or affects a Sacred Site, how many Presence does that mean?

    A publisher representative answered this directly in 2023.

    • Ironeye · Publisher · 2023-02-12
    • Ironeye · Publisher · 2020-09-15
    • biophys · Community · 2021-12-23
    • simyon · Community · 2021-12-23

    Two of that Spirit's Presence. A land holds at most one Sacred Site per Spirit, so an instruction affecting it affects 2 Presence there, however many more are present.

    Gaining and Forgetting Power Cards

    When a card says 'Gain a Power Card', do I take the top card or draw 4 and keep 1?

    The designer answered this directly in 2018, and it matches the rulebook.

    • darker · Designer · 2018-01-16
    • darker · Designer · 2018-01-04
    • Ironeye · Publisher · 2020-10-04
    • Spirit Island rulebook · Rulebook · GAINING POWER CARDS
    • biophys · Community · 2024-03-19
    • jdludlow · Community · 2024-03-19

    Draw 4 and keep 1, exactly as in Growth, unless the card changes the procedure (Unlock the Gates of Deepest Power, for example, draws 2). If it doesn't say Minor or Major you choose, and gaining a Major means you must also Forget a Power Card. Majors are also drawn 4 at a time.

    When I gain a Major Power, which card can I Forget?

    A publisher representative answered this directly in 2018, and it matches the rulebook.

    • tedv · Publisher · 2018-01-31
    • Spirit Island rulebook · Rulebook · WHAT POWER CARDS CAN I FORGET?
    • vilnai · Community · 2021-08-12
    • dthurston · Community · 2021-08-12
    • Arctem · Community · 2020-10-26
    • Dulkal · Community · 2020-10-26

    Any of your Power Cards: in hand, in your discard, or in play this turn — including the Major you just took. Draw and keep the Major first, then Forget. Forgetting a card in play loses its Elements at once, and if it hadn't been used yet it can't be. You must keep one of the four drawn, but Forgetting it afterwards amounts to taking none.

    Where do the cards I don't keep go, and does Reclaim return gained Minors and Majors too?

    The rulebook covers this in "GAINING POWER CARDS".

    • Spirit Island rulebook · Rulebook · GAINING POWER CARDS
    • vilnai · Community · 2022-02-14
    • Robrob · Community · 2022-02-14
    • NB10 · Community · 2021-06-21
    • cgarvie · Community · 2021-06-21
    • sigmazero13 · Community · 2020-07-15

    The cards you don't keep go to that deck's shared discard pile, not yours. Every Power Card you gain becomes part of your own cards, so it goes to your personal discard when played and Reclaim All returns everything there — Unique, Minor and Major — until you Forget it.

    Is there a hand limit, and do I have to keep my hand secret?

    Several experienced players agree; there is no official ruling.

    • thinkn · Community · 2025-08-26
    • I Eat Tables · Community · 2025-08-26
    • djott70 · Community · 2023-09-08
    • chins · Community · 2023-09-08
    • vilnai · Community · 2023-08-26
    • Morgal · Community · 2023-08-26

    No hand limit, and no rule about hiding cards — open hands and table talk are fine. You play any number of cards up to your Card Plays (even none) and keep the rest; only played cards are discarded at Time Passes, whether or not you used them.

    What happens if the Minor or Major Power deck runs out?

    The designer answered this directly in 2017, and it matches the rulebook.

    • darker · Designer · 2017-08-26
    • Spirit Island rulebook · Rulebook · GAINING POWER CARDS
    • Arctem · Community · 2020-10-26
    • Kha Od Dro · Community · 2018-12-19
    • dthurston · Community · 2018-10-21

    Shuffle that deck's discard pile into a new deck. In the very unlikely case that the deck and its discard are both empty (possible in big games), no one can gain from that deck until someone Forgets one of its cards.

    Are Power Progressions required for the low-complexity Spirits, and do I still start with the four Unique Powers?

    The rulebook covers this in "FIRST-TIME PLAYERS".

    • Spirit Island rulebook · Rulebook · FIRST-TIME PLAYERS
    • I Eat Tables · Community · 2026-02-22
    • stenole · Community · 2026-02-22
    • Althax · Community · 2022-03-30
    • biophys · Community · 2022-03-30
    • DD68 · Community · 2020-12-06

    Progressions are an optional aid for first games; any Spirit can gain Powers the normal way, and one player can use a progression while others draft. Either way you start with your Spirit's four Unique Power Cards — the progression only replaces 'draw 4, keep 1' with taking the next listed card.

    If we don't use Power Progressions, do the progression's cards go into the Power decks?

    A publisher representative answered this directly in 2022.

    • Ironeye · Publisher · 2022-01-01
    • nosewhoknows · Community · 2024-07-31
    • Rosannen · Community · 2024-07-31
    • biophys · Community · 2021-12-31
    • basejester · Community · 2021-12-31
    • Bone White · Community · 2018-09-27

    Yes — the cards a progression lists are normal Minor and Major Powers and are shuffled into their decks. Only pull them out for a Spirit actually using its progression; effects like Entwined Power or Gift of Power still draw from the normal decks.

    When using a Power Progression, do I still Forget a card when I gain a Major Power, and what if the progression runs out?

    Several experienced players agree; there is no official ruling.

    • jhaelen · Community · 2022-06-15
    • Robrob · Community · 2022-06-15
    • utabe · Community · 2020-12-22
    • dthurston · Community · 2020-12-22
    • leanderk · Community · 2018-10-28
    • emptierset · Community · 2018-10-28

    Yes — gaining a Major by any means requires Forgetting a Power Card, and the progression cards say so. If the progression runs out, go back to the normal draw-4-keep-1 method.

    Can a Spirit get back a Unique Power it Forgot?

    The designer answered this directly in 2020, and it matches the rulebook.

    • darker · Designer · 2020-10-09
    • darker · Designer · 2018-07-04
    • Ironeye · Publisher · 2019-11-17
    • Spirit Island rulebook · Rulebook · GAINING POWER CARDS
    • Doublelift · Community · 2026-04-11
    • dthurston · Community · 2020-10-09disagrees

    Not through Powers or Growth — a Forgotten Unique Power goes under your Spirit Panel rather than into a discard pile. The one exception is an Event such as Tell the Old Stories that explicitly returns a forgotten Unique Power, which can bring back any of yours, whoever made you Forget it.

    When an effect says 'discard a Power Card', where does the card come from?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-12-28
    • Stixidor · Community · 2024-12-28

    From your hand, into your own discard pile, unless the effect says otherwise.

    If I Forget a Slow Power I played before it resolves, does it still happen?

    The rulebook covers this in "WHAT POWER CARDS CAN I FORGET?".

    • Spirit Island rulebook · Rulebook · WHAT POWER CARDS CAN I FORGET?
    • dypaca · Community · 2020-06-02
    • dsdhornet · Community · 2020-06-02
    • SavageOx · Community · 2018-05-31
    • TakeWalker · Community · 2018-05-27
    • dthurston · Community · 2017-08-28

    No — a Forgotten card is gone, so it never resolves and its Elements vanish immediately. A card that already resolved keeps its effect for the turn.

    Should we draw more than 4 cards when gaining Powers with expansion cards mixed in?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-04-29

    No — the game is balanced around drawing 4 even with the larger combined decks. Drawing 5 is a house rule.

    What is the difference between Taking and Gaining a Power Card?

    Several experienced players agree; there is no official ruling.

    • tin04ka · Community · 2025-05-16
    • Novis · Community · 2024-06-14
    • Schelmon · Community · 2024-06-14
    • tunnels_end · Community · 2023-09-01
    • LatentOctopus · Community · 2023-08-31
    • Stixidor · Community · 2023-07-27

    Gaining is the usual draw 4, keep 1 (Forgetting if it's a Major). Taking, a Nature Incarnate keyword, puts the top card of the named deck straight where the effect says — hand, discard or play — with no choice, so effects that trigger on gaining don't apply.

    Can a Reclaim take a Power Card that is in play rather than in my discard?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-10-23
    • Ironeye · Publisher · 2025-08-17
    • Ironeye · Publisher · 2020-11-22
    • nosewhoknows · Community · 2026-02-02
    • Benj613 · Community · 2026-02-02
    • Angelcollector · Community · 2025-08-17disagrees

    Only if the effect explicitly says so (as Fractured Days' Innate does). Otherwise Reclaim always takes cards from your personal discard pile, including Reclaims from Fear cards or Events during the Invader Phase.

    Resolving Powers: Range, Targets and Timing

    Do I pay a Power Card's cost again when I Repeat it?

    Several experienced players agree; there is no official ruling.

    • TwoShedsJackson · Community · 2019-04-08
    • dthurston · Community · 2019-04-08
    • Entreri43 · Community · 2019-03-17
    • owll · Community · 2017-12-28
    • Yostage · Community · 2015-10-05

    No — a Repeat is free unless the effect granting it says to pay, as Powerstorm does. With Powerstorm, Energy it grants is gained before you pay for the Repeat, so it can help cover that payment.

    If a Power Card returns to my hand during a turn and I play it again, can it be used again?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-07-23
    • darker · Designer · 2019-10-22
    • Talamare · Community · 2020-08-23
    • dthurston · Community · 2020-07-22

    Yes — pay its cost again and it is a brand-new use; a card remembers nothing once it leaves play. The same holds if it ends up in another Spirit's hand and is played that turn.

    Is Range measured from a land of the target's terrain, or from my Presence?

    The rulebook covers this in "ANATOMY OF POWERS".

    • Spirit Island rulebook · Rulebook · ANATOMY OF POWERS
    • mtyree1972 · Community · 2022-04-15
    • Stixidor · Community · 2021-12-18
    • TwoShedsJackson · Community · 2019-01-20

    From any land with your Presence. A terrain or other restriction in the target bar applies to the land you target; restrictions on the origin land, such as 'from a Sacred Site', are printed left of the Range icon.

    Do I choose a Power's target land when I play the card or when I resolve it?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-06-15
    • toskk · Community · 2026-01-30
    • vilnai · Community · 2025-03-19
    • baurfamily · Community · 2025-03-19
    • biophys · Community · 2025-03-19
    • basejester · Community · 2023-05-31

    When you resolve it. In the Spirit Phase you only play and pay for cards; Range and targets are checked when you use each Power in the Fast or Slow phase. So one Power can create a valid target for another, and if a Slow Power's intended land no longer qualifies, you must pick another target or the Power does nothing.

    Can players alternate resolving their Powers in any order during a phase?

    A publisher representative answered this directly in 2018, and it matches the rulebook.

    • tedv · Publisher · 2018-06-19
    • Spirit Island rulebook · Rulebook · FAST POWER PHASE
    • jdludlow · Community · 2025-11-14
    • Sevelinscorner · Community · 2024-10-21
    • I Eat Tables · Community · 2024-10-20
    • Sleffie · Community · 2023-02-19

    Yes — within the Fast or Slow phase, all Spirits' Powers (cards and Innates) can be resolved in any order the group likes, switching between players freely. The one restriction is that a Power must be completely resolved before another starts; you can't pause halfway to use a different Power.

    Can I hold a Fast Power and use it in the Slow phase or during the Invader Phase instead?

    The rulebook covers this in "FAST POWER PHASE".

    • Spirit Island rulebook · Rulebook · FAST POWER PHASE
    • arioch82 · Community · 2022-08-05
    • Stixidor · Community · 2022-08-05
    • vilnai · Community · 2022-07-10
    • mccrispy · Community · 2022-07-10
    • 42qark · Community · 2020-11-13

    No — a Fast Power is used in the Fast phase or not at all, and Powers can't be used during the Invader Phase in response to events. Only an effect that changes a Power's speed lets you move it.

    Can I play a Power Card just for its Elements and not use its effect?

    A publisher representative answered this directly in 2020, and it matches the rulebook.

    • Ironeye · Publisher · 2020-02-17
    • Spirit Island rulebook · Rulebook · GENERAL PRINCIPLE: YOU CAN SKIP USING A POWER'S EFFECT
    • wpflug13 · Community · 2023-11-12
    • bunderscore · Community · 2023-11-12
    • SnarksandBoojums · Community · 2021-08-08
    • Tongar1234 · Community · 2021-08-08

    Yes — you may skip a played Power's effect entirely, as if its text box were blank. You still pay its Energy cost when you play it, you still get its Elements from the moment it is played, and it is discarded at Time Passes like any played card. This works even if the card could never have been used, such as Purifying Flame without a Sacred Site.

    Can I use only part of a Power Card's effect and skip the rest?

    The rulebook covers this in "GENERAL PRINCIPLE: DO AS MUCH AS YOU CAN".

    • Spirit Island rulebook · Rulebook · GENERAL PRINCIPLE: DO AS MUCH AS YOU CAN
    • Ceiv · Community · 2025-09-15
    • Ptitepeluche05 · Community · 2025-09-09
    • mbagsh55 · Community · 2025-03-19
    • SnarksandBoojums · Community · 2025-03-19
    • Dionprv · Community · 2024-04-23disagrees

    No — a Power is all or nothing. You may decline to use it at all, but if you use it you must do as much of its text as you can. Only instructions with 'may' or 'up to' (where you can pick 0) are optional, and you can avoid a threshold by resolving the Power as if you had fewer Elements.

    Are a Power Card's effects resolved in the printed order, even with thresholds?

    The designer answered this directly in 2017, and it matches the rulebook.

    • darker · Designer · 2017-09-17
    • Spirit Island rulebook · Rulebook · ANATOMY OF POWERS
    • vilnai · Community · 2024-03-21
    • biophys · Community · 2021-06-04
    • NB10 · Community · 2021-06-04
    • cgarvie · Community · 2021-03-31

    Yes — top to bottom, skipping anything you can't do, so a threshold effect comes after the base effect and you can't use the threshold first. The only exceptions are modifiers such as Range or speed changes, which apply when they become relevant, and anything the card itself calls out.

    On a Power with '-or-', can I choose an option that can't do anything, or one whose 'if' isn't met?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-07-20
    • darker · Designer · 2019-06-08
    • darker · Designer · 2018-10-20
    • utabe · Community · 2021-05-30

    Yes, for a swirly '-or-' between two paragraphs of a Power: you freely choose either paragraph, whatever it contains, even if it turns out to do nothing (for example 'Replace 1 City' in a land with no City); you then do as much of it as you can. A condition inside an option doesn't stop you choosing it. Cards meant to depend on the land are worded 'If X, do this; otherwise, do that' instead. A plain inline choice such as 'Push or Gather 1 Explorer' is different: you must do whichever one is possible.

    Does a Power that targets a terrain or a Coastal land affect every such land?

    A publisher representative answered this directly in 2020, and it matches the rulebook.

    • tedv · Publisher · 2020-10-05
    • Ironeye · Publisher · 2020-03-21
    • Spirit Island rulebook · Rulebook · GENERAL PRINCIPLE: ONE LAND! ONE TURN! ONE USE!
    • CapnMcDoom · Community · 2025-11-06
    • Murdoc2D96 · Community · 2025-10-15
    • evotahr · Community · 2023-12-17

    No — a Power affects one single target land unless it explicitly says otherwise; the terrain or Coastal requirement only limits which land you may pick. Each Power you use chooses its own target independently. Only Invader cards act on every land of a terrain.

    Can I target a land where the Power's instructions would do nothing?

    The rulebook covers this in "DO AS MUCH AS YOU CAN".

    • Spirit Island rulebook · Rulebook · DO AS MUCH AS YOU CAN
    • utabe · Community · 2021-01-04
    • Monadology · Community · 2021-01-04

    Yes — any land that meets the target bar is a legal target, even if nothing in the text applies there. Only requirements in the target bar restrict targeting.

    Is Range a maximum, and does 'within Range 1' include the land itself?

    A publisher representative answered this directly in 2023, and it matches the rulebook.

    • Ironeye · Publisher · 2023-09-06
    • Ironeye · Publisher · 2021-05-09
    • Spirit Island rulebook · Rulebook · ANATOMY OF POWERS
    • Ravendas · Community · 2018-07-20

    Yes to both — Range is 'up to', so a Range 2 Power can target lands at Range 0 or 1, and 'within Range X' and 'up to Range X' mean the same thing, including Range 0.

    Is 'adjacent' the same as Range 1, and do Range boosts change it?

    A publisher representative answered this directly in 2020, and it matches the rulebook.

    • Ironeye · Publisher · 2020-09-17
    • Spirit Island rulebook · Rulebook · GATHER AND PUSH
    • biophys · Community · 2021-08-30
    • lundse · Community · 2021-08-30
    • Mikeschneck · Community · 2021-08-30
    • dthurston · Community · 2021-08-30

    Adjacent lands are at Range 1, but 'adjacent' is fixed — Range boosts never widen it. That is also why boosts don't affect how far you Push or Gather.

    What do Range boosts like Reaching Grasp actually affect?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-03-05
    • Ironeye · Publisher · 2024-11-14
    • Ironeye · Publisher · 2023-01-08
    • Stixidor · Community · 2024-01-29
    • biophys · Community · 2024-01-29
    • Stixidor · Community · 2023-01-09disagrees

    Every Power with a numeric Range — played cards and Innates — including Range 0 Powers and a Range written in a Power's text (as on Unleash a Torrent of the Self's Own Essence). They don't affect Spirit-targeting Powers, 'your lands', Push or Gather distance, or the target requirements: a Coastal-only Power can reach farther Coastal lands, but still only Coastal ones.

    When a Power is Repeated, does its own Repeat effect trigger again?

    The designer answered this directly in 2018, and it matches the rulebook.

    • darker · Designer · 2018-05-28
    • darker · Designer · 2018-01-28
    • darker · Designer · 2018-01-23
    • Spirit Island rulebook · Rulebook · REPEAT
    • Doublelift · Community · 2026-01-14
    • Bowmangr · Community · 2018-01-27disagrees

    No — Repeats can't be chained: a Repeated Power ignores any Repeat instructions on it, whatever caused the Repeat. So a Repeated Powerstorm only gives its Energy, a Repeated Gift of Twinned Days does nothing, and meeting a card's own Repeat threshold plus Powerstorm gives three uses, not four. Threshold effects that aren't Repeats still happen on the Repeat.

    Must a Repeat be used immediately, or can I save it for later in the turn?

    The designer answered this directly in 2019.

    • darker · Designer · 2019-10-22
    • darker · Designer · 2018-10-05
    • darker · Designer · 2017-08-22
    • Stixidor · Community · 2026-02-05
    • Steve496 · Community · 2026-02-05
    • biophys · Community · 2023-12-10

    'Repeat this Power' is mandatory and happens right after the Power finishes. A Repeat granted for 'this turn' or 'once this turn' — as from Powerstorm, Gift of Abundance or Vital Strength of the Earth's innate — can be saved and used any time later that turn, including on a Slow Power in the Slow phase. You can only Repeat a Power that is still in play and has already been used.

    When I Repeat a Power, can I pick a new target and do I gain its Elements again?

    The designer answered this directly in 2021, and it matches the rulebook.

    • darker · Designer · 2021-02-25
    • darker · Designer · 2020-10-09
    • darker · Designer · 2019-10-24
    • Spirit Island rulebook · Rulebook · REPEAT
    • biophys · Community · 2022-02-17
    • djmcave · Community · 2020-10-20disagrees

    A Repeat is using the same Power again, not a copy: you may choose a new origin and target (or the same one) under its normal rules unless the Repeat says where, and make different choices, even counting fewer Elements. You don't gain its Elements again, and any modifiers on the Power carry over.

    If a Slow Power was made Fast, is its Repeat also Fast?

    The designer answered this directly in 2019, and it matches the rulebook.

    • darker · Designer · 2019-10-22
    • Ironeye · Publisher · 2019-10-22
    • Spirit Island rulebook · Rulebook · REPEAT
    • CapnMcDoom · Community · 2025-01-17
    • Sevelinscorner · Community · 2025-01-17
    • NocturnalCarnivore · Community · 2019-10-22disagrees

    Yes — changes made to a Power, such as speed or extra Range, stay with it and apply to its Repeat too.

    When are a Power's speed, Range and targeting modifiers applied, and does using only them count as using the Power?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-04-15
    • darker · Designer · 2020-04-14

    Modifiers that change speed, Range or legal targets are checked when they become relevant — when choosing or targeting the Power — before its effects resolve. Text that does nothing by itself, like 'this Power may be Fast' or a Range change, doesn't count as using a Power.

    Is my Card Plays limit per phase, and do cards played by other effects count against it?

    The rulebook covers this in "SPIRIT PHASE".

    • Spirit Island rulebook · Rulebook · SPIRIT PHASE
    • baurfamily · Community · 2024-04-24
    • nosewhoknows · Community · 2024-04-24
    • biophys · Community · 2022-02-09
    • basejester · Community · 2022-02-09
    • AndyP123 · Community · 2018-09-09

    It covers the whole turn: you play all your cards, Fast and Slow, together in the Spirit Phase. Cards played later through an effect (Call on Midnight's Dream, Gift of Flowing Power and the like) are extra and don't use your track's Card Plays.

    If an effect lets me play a Power Card during the Fast phase, is it resolved in the Fast phase?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-05-11
    • Zlarp · Community · 2018-03-13
    • PerceptiveMan · Community · 2018-03-13

    Only if it is Fast. Playing a card and using it are separate: you get its Elements at once, but a Slow card played then still waits for the Slow phase.

    When are played Power Cards discarded, including Unique Powers?

    The rulebook covers this in "TIME PASSES".

    • Spirit Island rulebook · Rulebook · TIME PASSES
    • Lt_Hornblower · Community · 2024-03-07
    • jdludlow · Community · 2024-03-07
    • Angelcollector · Community · 2022-12-26
    • vilnai · Community · 2022-12-26
    • dthurston · Community · 2019-08-09

    At Time Passes. Played cards stay in play all turn, used or not, then go to your personal discard — Unique Powers included — and return only when you Reclaim them.

    If my Sacred Site is destroyed before my Slow Power resolves, can I still use the Power from it?

    Several experienced players agree; there is no official ruling.

    • Morgal · Community · 2026-08-06
    • nosewhoknows · Community · 2026-08-06
    • dsdhornet · Community · 2020-09-20
    • dthurston · Community · 2020-09-20
    • AndyP123 · Community · 2020-01-29
    • DsnowMan · Community · 2020-01-29

    No — targeting is checked when the Power resolves, so a Slow Power needs a valid source in the Slow phase or it does nothing (Fear included). You keep the card's Elements, and an effect already applied by a Fast Power stays.

    If my Presence is destroyed mid-Power, can a Repeat still target the same land?

    The rulebook covers this in "REPEAT".

    • Spirit Island rulebook · Rulebook · REPEAT
    • dthurston · Community · 2020-10-13
    • jhaelen · Community · 2020-10-13

    It depends on the wording. A Repeat that says where to go ('in the same land', 'in an adjacent land') is followed even without Presence. A plain 'Repeat this Power' needs a new legal target, which may be the same land if it is still in Range.

    If a Power's effects change the thing that made its target legal (such as moving the Presence it targeted from), does it still finish?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-04-12
    • Ironeye · Publisher · 2023-12-09
    • Ironeye · Publisher · 2020-12-14
    • I Eat Tables · Community · 2025-08-19
    • biophys · Community · 2024-08-02
    • davypi · Community · 2024-08-02

    Yes — speed, origin, Range and target requirements are checked once, before the Power resolves; after that you follow its instructions even if they undo what made the targeting legal. Likewise an effect that has already happened, such as Defend, stays for the turn if your Sacred Site later moves or is destroyed, unless the effect itself depends on your Presence.

    With a Range boost, can a Power that brings my Presence to the target land move it from far away?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-07-28
    • Ironeye · Publisher · 2023-03-28
    • dypaca · Community · 2026-05-28
    • nosewhoknows · Community · 2026-05-28
    • Benj613 · Community · 2025-07-28
    • biophys · Community · 2025-07-27

    It depends on the verb. 'Move' has no distance limit, so the Presence can go straight from the land you measured Range from to a distant target. 'Gather' and 'Push' only work between adjacent lands, so gathering Presence into a far target needs Presence adjacent to it.

    If a Power has no legal target land, can I still get its Fear?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-03-07
    • Ironeye · Publisher · 2021-01-03
    • NB10 · Community · 2021-01-03
    • Carighan · Community · 2020-07-09
    • PerceptiveMan · Community · 2018-03-07
    • SolarJ · Community · 2018-03-07

    No — every Power must target a land or Spirit, and without a legal target none of its text happens (you keep its Elements). With a legal target, you can use a Power just for its Fear even where its other parts do nothing.

    Does 'do as much as you can' mean I must choose targets and options that make the rest of the card do the most?

    A publisher representative answered this directly in 2022.

    • Ironeye · Publisher · 2022-10-11
    • Ironeye · Publisher · 2021-03-25
    • Ironeye · Publisher · 2021-03-25
    • biophys · Community · 2021-03-25
    • basejester · Community · 2020-04-26
    • dsdhornet · Community · 2020-04-26

    No — resolve the text one instruction at a time, doing as much of each as you can. Choices made earlier (the target, which land or boards to pick) don't have to set up later instructions to do the most, and later instructions don't depend on earlier ones succeeding unless the card says so or marks a cost. (Fear and Event cards that say 'do X in a land with Y' are the exception.)

    Elements, Thresholds and Innate Powers

    Are Elements used up when a Power's threshold uses them?

    The designer answered this directly in 2021, and it matches the rulebook.

    • darker · Designer · 2021-12-29
    • darker · Designer · 2017-09-03
    • Spirit Island rulebook · Rulebook · ANATOMY OF POWERS
    • Show_ME_Games · Community · 2026-09-10
    • MasterDinadan · Community · 2026-09-10
    • purvisa · Community · 2025-09-25

    No — thresholds only check what you have, so the same Elements count toward every Power and Innate that turn. Elements from Growth or played cards last until Time Passes; only those on Presence tracks are there every turn.

    Are Elements shared between Spirits?

    Several experienced players agree; there is no official ruling.

    • Show_ME_Games · Community · 2026-09-10
    • MasterDinadan · Community · 2026-09-10
    • Bernaar · Community · 2026-05-31
    • Doublelift · Community · 2026-05-31
    • picklethehutt · Community · 2021-08-28
    • Angelcollector · Community · 2021-08-28

    No — each Spirit counts only its own Elements: its played cards, its uncovered Presence-track Elements and anything granted to it (such as by Elemental Boon). Cards still in hand don't count, and another Spirit's played cards never give you Elements unless an effect says so.

    Can Elements I gain partway through a turn count toward thresholds right away?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-23
    • darker · Designer · 2020-04-15
    • darker · Designer · 2017-08-11
    • iamJFD · Community · 2024-12-11
    • I Eat Tables · Community · 2024-12-07
    • purvisa · Community · 2024-12-07disagrees

    Yes — Elements count the moment you have them, even partway through resolving a Power, whether they come from a newly revealed track space or a newly played card. Losing them works the same way: Forget or Reclaim a card in play and its Elements vanish at once, which can make you miss a later threshold.

    If I gain Elements after using a Power, does that Power's threshold or ongoing effect get stronger?

    A publisher representative answered this directly in 2022.

    • Ironeye · Publisher · 2022-02-28
    • Ironeye · Publisher · 2021-01-26
    • Ironeye · Publisher · 2020-09-23
    • biophys · Community · 2024-03-30
    • TakeWalker · Community · 2024-03-30
    • Entreri43 · Community · 2021-01-26

    No — thresholds are checked when you use the Power. An ongoing effect keeps the strength it had then, and Elements gained later can't retroactively trigger a threshold or a higher tier of an Innate you already used.

    When do I choose which Element an 'Any' Element is?

    The designer answered this directly in 2017, and it matches the rulebook.

    • darker · Designer · 2017-07-21
    • Ironeye · Publisher · 2021-02-05
    • Ironeye · Publisher · 2021-02-05
    • Spirit Island rulebook · Rulebook · ANATOMY OF A SPIRIT PANEL
    • InfiniteSpace · Community · 2026-02-05
    • Steve496 · Community · 2023-08-05

    For an 'Any' Element on a Presence track, whenever it first matters during the turn; once picked it stays that Element until next turn. An 'Any' Element granted by a Power is chosen immediately when that Power resolves.

    If an Innate Power level shows an Energy cost, can I pay Energy instead of meeting its Elements?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2020-08-21
    • latzko · Community · 2020-08-21
    • cgarvie · Community · 2020-08-21

    No — paying the Energy doesn't replace the Elements. A level with an Energy cost needs you to meet its Elemental threshold and also pay the Energy, and the cost applies only to that level, not to using the Innate's lower levels.

    Can I use a higher Innate Power level if I don't meet a lower one?

    A publisher representative answered this directly in 2022.

    • Ironeye · Publisher · 2022-02-23
    • cgarvie · Community · 2024-11-11
    • Ivo1994 · Community · 2023-11-04
    • pinkzeppelincult · Community · 2022-09-24
    • SnarksandBoojums · Community · 2022-08-22
    • LatentOctopus · Community · 2022-08-22

    Yes — each level is checked on its own, top to bottom. Skip any level whose Elements you lack and still resolve later levels you do meet. You need every Element shown on a level, not just one of them.

    Can I choose not to trigger a threshold or Innate level that I meet?

    The designer answered this directly in 2021, and it matches the rulebook.

    • darker · Designer · 2021-02-25
    • Ironeye · Publisher · 2022-02-15
    • Ironeye · Publisher · 2021-04-30
    • Spirit Island rulebook · Rulebook · GENERAL PRINCIPLE: YOU CAN SKIP USING A POWER'S EFFECT
    • Padraig946 · Community · 2025-05-19
    • Tongar1234 · Community · 2022-02-15disagrees

    Only by counting fewer Elements. When you use a Power you choose which of your Elements to apply, and that choice holds for the whole Power; every threshold those Elements meet then happens. So you can stop short of a top level, but you can't skip a middle level that your chosen Elements satisfy. Each Power, and each Repeat, makes this choice separately.

    Can different levels of an Innate Power target different lands?

    A publisher representative answered this directly in 2024, and it matches the rulebook.

    • Ironeye · Publisher · 2024-02-25
    • Ironeye · Publisher · 2021-04-30
    • Ironeye · Publisher · 2021-01-14
    • Spirit Island rulebook · Rulebook · ANATOMY OF A SPIRIT PANEL
    • BoardGamesDev · Community · 2024-11-11
    • Hizoja · Community · 2023-07-08

    No — an Innate Power is one Power, used once, on one target: all levels you meet resolve in that land, top to bottom, as a single Action, and you can't use other Powers in between. Only a level that says to Repeat the Power gets a new target.

    Can I use an Innate Power more than once per turn if I have extra Elements?

    The rulebook covers this in "GENERAL PRINCIPLE: ONE LAND! ONE TURN! ONE USE!".

    • Spirit Island rulebook · Rulebook · GENERAL PRINCIPLE: ONE LAND! ONE TURN! ONE USE!
    • vilnai · Community · 2022-02-14
    • Robrob · Community · 2022-02-14
    • robb8888 · Community · 2021-04-13
    • Lunatic Calm · Community · 2020-04-10
    • AzureSparrow · Community · 2020-04-10

    No — each Innate is used at most once per turn no matter how many Elements you have, and gaining Elements after using it doesn't let you use it again. Using two different Innates in the same turn is fine.

    Is a threshold effect added to the base effect, or does it replace it?

    A publisher representative answered this directly in 2025, and it matches the rulebook.

    • Ironeye · Publisher · 2025-05-19
    • Ironeye · Publisher · 2020-07-09
    • Spirit Island rulebook · Rulebook · ANATOMY OF POWERS
    • vilnai · Community · 2025-10-25
    • biophys · Community · 2025-10-25
    • Pashootan · Community · 2025-07-16

    It is added, unless the threshold says 'Instead', in which case it replaces the earlier effects and you do everything on the 'Instead' line. Bonuses from several met levels stack, and '+X Damage' and 'X Damage' in a threshold work the same.

    Do a Power Card's own Elements count toward its threshold?

    The rulebook covers this in "ANATOMY OF POWERS".

    • Spirit Island rulebook · Rulebook · ANATOMY OF POWERS
    • SnarksandBoojums · Community · 2022-08-18
    • Schmoopy77 · Community · 2022-08-18
    • SavageOx · Community · 2019-01-11
    • dthurston · Community · 2018-11-09

    Yes — every card in play counts, including the one with the threshold, along with your other played cards and track Elements. You have a card's Elements from the moment you pay for it, so two cards can enable each other's thresholds.

    If I play a Power Card that targets another Spirit, who gets its Elements?

    A publisher representative answered this directly in 2021.

    • Ironeye · Publisher · 2021-01-26
    • Mizerak · Community · 2021-01-26

    You do — the Spirit who played the card has it in play, gets its Elements and is the one using it, even when it targets another Spirit. The target gets only what the text gives it.

    Invader Actions: Ravage, Build and Explore

    Which lands get an Explorer when Invaders Explore?

    A publisher representative answered this directly in 2018, and it matches the rulebook.

    • tedv · Publisher · 2018-05-02
    • Spirit Island rulebook · Rulebook · 3c. EXPLORE
    • Hexabun · Community · 2024-04-03
    • I Eat Tables · Community · 2024-04-03
    • biophys · Community · 2023-07-26

    Every land of the card's terrain that either contains a Town or City, or is adjacent to a Town, City or the Ocean. Explorers are not a source, so an Inland land next to only Explorers is skipped. A source never runs out — one Town can send Explorers into every matching neighbour — but each land gets just one Explorer however many sources it has.

    Do Invaders Explore into a land that already has Invaders?

    The rulebook covers this in "3c. EXPLORE".

    • Spirit Island rulebook · Rulebook · 3c. EXPLORE
    • biophys · Community · 2025-11-10
    • wpflug13 · Community · 2023-11-27
    • The Professor · Community · 2023-11-27
    • tal342 · Community · 2021-02-05
    • jsdougan · Community · 2021-02-05

    Yes — a matching land with a source gets an Explorer regardless of what is already there, and there is no limit on Invaders in a land.

    If Invaders skip all Actions in a land with a Town, does that stop the Town's neighbours from being Explored?

    Several experienced players agree; there is no official ruling.

    • Biaxident · Community · 2021-03-01
    • Lodrie · Community · 2021-03-01

    No — an Explore is an Action in the land being explored, not in the source land, so you'd have to stop the Explore in each neighbouring land (or cut the adjacency) instead.

    Do Invaders Build in a land that has only Towns or Cities and no Explorers?

    The designer answered this directly in 2018, and it matches the rulebook.

    • darker · Designer · 2018-06-28
    • darker · Designer · 2018-06-24
    • Spirit Island rulebook · Rulebook · 3b. BUILD
    • vilnai · Community · 2022-07-19
    • cgarvie · Community · 2022-07-19

    Yes — any Invader at all, Explorer, Town or City, makes a matching land Build, and every Invader Ravages for its full Damage. Only lands with no Invaders skip the Build.

    How many pieces does a Build add, and is it a Town or a City?

    The rulebook covers this in "3b. BUILD".

    • Spirit Island rulebook · Rulebook · 3b. BUILD
    • Benj613 · Community · 2023-04-28
    • Kittibop · Community · 2023-04-28
    • Stixidor · Community · 2022-11-20
    • Arcanist Lupus · Community · 2022-02-28
    • DoctaWho · Community · 2019-08-17

    Exactly one per land per Build, however many Invaders are there: a City if the land has more Towns than Cities, otherwise a Town. The new piece comes from the supply; Explorers don't turn into Towns. A lone Explorer therefore builds a Town, and a lone Town builds a City.

    Do damaged Towns and Cities deal less Damage when they Ravage?

    The rulebook covers this in "3a. RAVAGE".

    • Spirit Island rulebook · Rulebook · 3a. RAVAGE
    • dollarone · Community · 2025-10-09
    • eeyogre · Community · 2025-10-09
    • Biaxident · Community · 2022-01-13
    • CoryLovec14 · Community · 2022-01-13
    • Benj613 · Community · 2021-10-18

    No — Invaders always deal their full Damage (Explorer 1, Town 2, City 3) however much Damage they've taken, and damaged Dahan still deal 2 back. Damage only brings a piece closer to destruction, and it heals at Time Passes.

    Can we choose the order in which lands Ravage, Build or Explore?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-09-05
    • DrHummer · Community · 2022-03-28
    • biophys · Community · 2022-03-28
    • Zangzabar · Community · 2018-11-03
    • NocturnalCarnivore · Community · 2018-11-03
    • dthurston · Community · 2017-09-05

    Yes — each matching land gets its own Action, and the players choose the order. That can matter for victory checks and for effects keyed to 'the first Ravage'.

    When two Invader cards sit in the same Action space, how are they resolved?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-09-05
    • Ironeye · Publisher · 2023-12-10
    • biophys · Community · 2022-10-28
    • Benj613 · Community · 2022-10-28
    • Pmeckels · Community · 2022-08-14
    • dthurston · Community · 2019-11-03

    One card at a time, in the order they arrived, each fully resolved before the next. A land matching both cards acts twice, and pieces added by the first card count for the second (for example for England's Build rule).

    When does the Invaders' initial Explore happen, and does it hit every land of that terrain?

    The designer answered this directly in 2018, and it matches the rulebook.

    • darker · Designer · 2018-05-02
    • Ironeye · Publisher · 2022-08-05
    • Spirit Island rulebook · Rulebook · INVADERS' STARTING ACTION
    • dypaca · Community · 2026-08-02
    • Angelcollector · Community · 2024-01-29
    • Entreri43 · Community · 2023-11-19

    It is the last step of setup, after Spirits have placed their starting Presence. It works like any Explore: every matching land with a source gets an Explorer (on the balanced boards that is every matching land; on thematic boards some may lack a source). The card then moves to Build, so turn 1 has a Build and an Explore but no Ravage.

    Do effects that trigger on 'the Explore Step' apply to the Explore during setup?

    A publisher representative answered this directly in 2022.

    • Ironeye · Publisher · 2022-10-25

    No — the setup Explore is not part of an Invader Phase, so abilities tied to the Explore Step do nothing then.

    Does 'Invaders do not Ravage in target land' stop only one Ravage or every Ravage there that turn?

    The rulebook covers this in "GENERAL PRINCIPLE: ONE LAND! ONE TURN! ONE USE!".

    • Spirit Island rulebook · Rulebook · GENERAL PRINCIPLE: ONE LAND! ONE TURN! ONE USE!
    • jkglife · Community · 2022-11-28
    • teh_duke · Community · 2022-11-28
    • LessonIsNeverTry · Community · 2020-09-04
    • Koocy · Community · 2020-09-04

    Every Ravage there that turn — effects that don't change the board last for the whole turn and apply to each such Action in that land.

    If a Power makes Invaders skip all Actions in a land, can I let one of them (say a Defended Ravage) happen anyway?

    A publisher representative answered this directly in 2023.

    • Ironeye · Publisher · 2023-08-08
    • Lt_Hornblower · Community · 2023-08-08
    • Schattenn · Community · 2023-08-08
    • biophys · Community · 2023-08-08

    No — once you use the Power, every Invader Action there is skipped. Powers that skip just one Action, such as Infestation of Venomous Spiders, are different: you choose which Action to apply them to and are never forced to use them on the last possible one.

    Does an effect on 'the next normal Ravage' carry over to a later turn if there is no Ravage this turn?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-11-21
    • darker · Designer · 2018-06-02
    • Ironeye · Publisher · 2020-11-21
    • Mizerak · Community · 2022-08-08
    • Entreri43 · Community · 2022-08-08
    • Stixidor · Community · 2020-11-21disagrees

    Yes — effects worded around the next normal Ravage (or Build/Explore) deliberately override the end-of-turn rule and wait until that Action actually happens. Other 'the next time' effects from Powers still expire at Time Passes.

    If an effect replaces the next Ravage with a Build, do effects that modify 'the next Ravage' apply?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-06-07

    No — a replaced Action never happens, so modifiers to it don't apply; an effect waiting for 'the next Ravage' keeps waiting until a Ravage actually occurs.

    If two effects would each skip the same Ravage, which one applies?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-01-12
    • Hizoja · Community · 2022-02-27
    • Entreri43 · Community · 2021-01-11

    The players choose. Both are modifiers applied when the Ravage would happen, so you can apply Infestation of Venomous Spiders first and get its Damage, leaving the other skip effect nothing to skip.

    If a land's Invaders are all destroyed partway through the Ravage step, does that land still Ravage?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-05-22
    • Koeppe · Community · 2025-06-07
    • thepov · Community · 2025-05-22disagrees

    Technically yes — it qualified when the Ravage card began resolving, but with no Invaders it deals 0 Damage. This matters for effects that check whether a Ravage happened there.

    What does the flag symbol on Stage II Invader cards mean?

    The rulebook covers this in "STAGE II ESCALATION".

    • Spirit Island rulebook · Rulebook · STAGE II ESCALATION
    • grysqrl · Community · 2017-07-22
    • jkayati · Community · 2017-07-22

    It triggers the Adversary's Escalation, printed on the Adversary panel, as soon as the card is revealed and before it Explores. Without an Adversary it does nothing.

    Does the Coastal Lands Invader card affect every Coastal land or just one?

    Several experienced players agree; there is no official ruling.

    • Pmeckels · Community · 2022-07-25
    • Mizerak · Community · 2022-07-24
    • dthurston · Community · 2017-12-25
    • anwei · Community · 2017-12-25

    Every Coastal land on every board. Since each one is adjacent to the Ocean, they all get an Explorer and later Build and Ravage.

    If Invaders are added to a land partway through the Ravage step, does that land Ravage?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-02-25
    • darker · Designer · 2020-10-15
    • darker · Designer · 2020-08-24
    • utabe · Community · 2020-08-31
    • dthurston · Community · 2020-08-23
    • dthurston · Community · 2020-10-13disagrees

    Which lands Ravage, Build or Explore is fixed when each Invader card starts resolving. A land that didn't qualify then doesn't act even if Invaders arrive, while Invaders added to a qualifying land that hasn't resolved yet join in. Clearing a land after that doesn't cancel its Build or Explore (a Ravage with no Invaders just deals nothing), and the Ravage card still resolves even if no land ends up Ravaging.

    How do you know which Invader Stage you are in, for Events and Adversaries?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2022-04-06
    • cgarvie · Community · 2022-04-06
    • utabe · Community · 2020-12-24
    • Ritchell · Community · 2020-12-24
    • lundse · Community · 2020-10-06
    • AzureSparrow · Community · 2020-10-06

    It is the Stage of the top card of the Invader deck, so it can go back and forth if the deck alternates Stages. Cards an Adversary places early (like Brandenburg-Prussia's early Stage III card) don't count: Stage III starts when the first regular Stage III card is on top.

    Damage, Destruction and Defend

    How do I divide a Power's Damage among Invaders, and can I waste it on one Invader?

    The designer answered this directly in 2021, and it matches the rulebook.

    • darker · Designer · 2021-10-27
    • darker · Designer · 2018-09-29
    • Spirit Island rulebook · Rulebook · DAMAGE, DESTRUCTION, AND REMOVAL
    • Simonjohn · Community · 2025-02-22
    • Octavian · Community · 2024-11-19
    • dthurston · Community · 2018-09-28disagrees

    Split it however you like among Invaders in the target land, combining with Damage they already have. You can't deliberately overkill, though: keep assigning Damage to Invaders not yet destroyed until all are destroyed, and you can't choose to deal less than the Power gives if there are Invaders to take it. Only Invader Damage to Dahan has to be assigned efficiently against you.

    If a Power says 'Destroy 3 Towns' and the land has only 1, what happens?

    The rulebook covers this in "GENERAL PRINCIPLE: DO AS MUCH AS YOU CAN".

    • Spirit Island rulebook · Rulebook · GENERAL PRINCIPLE: DO AS MUCH AS YOU CAN
    • biophys · Community · 2023-12-27
    • Stixidor · Community · 2023-07-13
    • wpflug13 · Community · 2022-07-23
    • SnarksandBoojums · Community · 2022-07-23
    • Dulkal · Community · 2021-02-13

    You destroy the 1 Town. You do as much as you can, the land doesn't need 3 Towns to be targeted, and without 'up to' you must destroy everything you can. You can't swap in a different effect, such as destroying an Explorer instead.

    Are separate Damage instructions on the same Power pooled together?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-08-08
    • darker · Designer · 2017-07-20
    • Ironeye · Publisher · 2023-03-31
    • biophys · Community · 2023-01-19
    • Sipricy · Community · 2023-01-19
    • Luke the Flaming · Community · 2018-11-11

    No — each is dealt separately, in printed order. So with '2 Damage. 2 Damage to Towns.' you may spend the first 2 Damage on the only Town even if the Town-only Damage then has nothing to hit. A '+N Damage' on a threshold is likewise its own instruction and a total, not per Invader; the '+' only shows that it adds to the base effect.

    Does Defend reduce each Invader's Damage separately or the total, and do multiple Defends add up?

    A publisher representative answered this directly in 2020, and it matches the rulebook.

    • Ironeye · Publisher · 2020-12-30
    • Spirit Island rulebook · Rulebook · DEFEND
    • vilnai · Community · 2025-12-03
    • Tongar1234 · Community · 2025-12-03
    • Aminar · Community · 2023-08-07
    • Steve496 · Community · 2023-08-07

    The total. Add up all the Invaders' Damage in the land (City 3 + Town 2 + Explorer 1 = 6), then subtract Defend; Defend 4 would leave 2, still enough to Blight the land. Defend effects in the same land add together, including a repeated Defend Power, and surplus Defend does nothing to the Invaders.

    Is Defend used up if a land Ravages twice in one turn?

    A publisher representative answered this directly in 2020, and it matches the rulebook.

    • Ironeye · Publisher · 2020-09-26
    • Spirit Island rulebook · Rulebook · DEFEND
    • Lt_Hornblower · Community · 2025-05-31
    • biophys · Community · 2020-12-12
    • Vladvonbounce · Community · 2020-12-12
    • Shiztastic · Community · 2020-10-31

    No — Defend is never depleted. It applies in full every time Invaders deal Damage in that land that turn, including extra Ravages from Powers or Events. (Strife, by contrast, is used up.)

    How long does Defend last, and what Damage does it stop?

    The designer answered this directly in 2017, and it matches the rulebook.

    • darker · Designer · 2017-08-23
    • Spirit Island rulebook · Rulebook · DEFEND
    • Morgal · Community · 2026-08-06
    • nosewhoknows · Community · 2026-08-06

    It starts when the Power resolves and lasts until Time Passes, so a Fast Defend covers that turn's Ravage. It reduces only Damage that Invaders deal to the land and Dahan; it doesn't stop Invaders damaging each other or Spirits damaging Dahan. It stays even if you later lose the Presence you targeted from or Forget the card, and you can Defend a land with no Invaders.

    If a damaged City or Town is replaced by another piece, does the Damage carry over?

    The designer answered this directly in 2017, and it matches the rulebook.

    • darker · Designer · 2017-09-07
    • darker · Designer · 2017-09-07
    • Ironeye · Publisher · 2024-11-30
    • Spirit Island rulebook · Rulebook · DAMAGE, DESTRUCTION, AND REMOVAL
    • njolsson · Community · 2024-12-01
    • wpflug13 · Community · 2023-07-19

    Yes — the replacing piece keeps the Damage. A City with 2 Damage replaced by a Town is destroyed at once (giving Fear as normal), and a damaged Town replaced by an Explorer is destroyed too. When one piece is replaced by several, split its Damage among them as you like.

    How do Health changes interact with Damage?

    The designer answered this directly in 2023.

    • darker · Designer · 2023-06-27
    • darker · Designer · 2023-06-27
    • Ironeye · Publisher · 2020-06-05
    • Mizerak · Community · 2022-10-26
    • Stixidor · Community · 2022-10-26
    • Santiago · Community · 2022-02-20

    Health modifiers apply to each piece individually, and Health never drops below 1. Health and the Damage a piece deals are separate, so extra Health doesn't make Invaders or Dahan hit harder. A piece is destroyed the moment its Damage equals or exceeds its Health, so lowering Health can destroy an already damaged piece. Both the Damage and the Health changes clear at Time Passes.

    When a temporary +Health bonus ends, are damaged Invaders destroyed?

    The designer answered this directly in 2023.

    • darker · Designer · 2023-07-09
    • darker · Designer · 2020-07-25
    • darker · Designer · 2020-07-24
    • jdludlow · Community · 2023-05-14
    • Benj613 · Community · 2022-04-01
    • SavageOx · Community · 2020-07-24disagrees

    Normally no — Damage clears and the bonus ends at the same moment in Time Passes, so a piece goes straight from damaged-with-extra-Health to undamaged. But if something keeps the Damage from healing (Shroud of Silent Mist), the piece is destroyed right then once its Health drops to its Damage, and a Health penalty next turn (All Things Weaken) can likewise destroy pieces that kept Damage.

    Does a 'Destroy' effect still work on a Town with extra Health?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-10-30
    • Lodrie · Community · 2020-10-30

    Yes — Health only matters for Damage. Destroy effects ignore it; only something that explicitly prevents destruction (such as Habsburg's Durable Towns) stops them.

    What is the difference between removing and destroying Invaders?

    The rulebook covers this in "FEAR FROM DESTRUCTION".

    • Spirit Island rulebook · Rulebook · FEAR FROM DESTRUCTION
    • vilnai · Community · 2023-12-02
    • wpflug13 · Community · 2019-12-23
    • Bone White · Community · 2019-12-23
    • NocturnalCarnivore · Community · 2019-12-15
    • lundse · Community · 2019-12-15

    Destroying a Town gives 1 Fear and a City 2 Fear; removing or replacing them gives none. Some effects also trigger on only one of the two.

    Can destroyed Presence ever come back?

    A publisher representative answered this directly in 2024, and it matches the rulebook.

    • Ironeye · Publisher · 2024-06-18
    • Spirit Island rulebook · Rulebook · PRESENCE AND SACRED SITES
    • Tongar1234 · Community · 2025-08-05
    • Stixidor · Community · 2025-07-29
    • biophys · Community · 2024-06-18
    • ThimbleRogue · Community · 2020-06-28

    Only when an effect specifically adds destroyed Presence, such as Blazing Renewal or A Spread of Rampant Green's special rule. Destroyed Presence sits beside the island, never back on your tracks; once returned it is normal Presence and can be destroyed again. If you have none, that part of the effect does nothing.

    For 'remove up to X Health worth of Invaders', does a damaged Invader count as having less Health?

    A publisher representative answered this directly in 2021.

    • Ironeye · Publisher · 2021-11-09
    • simyon · Community · 2022-02-27
    • dypaca · Community · 2022-02-26
    • Ivo1994 · Community · 2021-11-09
    • biophys · Community · 2020-08-11
    • dukedave10 · Community · 2018-07-12disagrees

    No — Damage doesn't lower Health, so a City with 2 Damage still counts as 3 Health. Health modifiers from Adversaries or Events do change the count.

    Does a Power's 'Damage in a land' hurt the land and cause Blight?

    The rulebook covers this in "DAMAGE HURTS INVADERS".

    • Spirit Island rulebook · Rulebook · DAMAGE HURTS INVADERS
    • Palencia93 · Community · 2023-06-23
    • Benj613 · Community · 2023-06-23
    • grysqrl · Community · 2022-09-13
    • biophys · Community · 2022-09-13
    • Angelcollector · Community · 2022-02-27

    No — Damage from Powers and other effects always means Damage to Invaders unless it explicitly says otherwise. Damage 'in' a land is not Damage 'to' the land.

    Does '1 Damage to each Invader' give a pool of Damage I can assign freely?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-01-01
    • tedv · Publisher · 2020-10-05
    • jsdougan · Community · 2018-11-11
    • ddhalvorsen · Community · 2018-10-27

    No — each Invader in the land takes exactly that much, and no excess carries over to others; River's '2 Damage to each Invader' kills Explorers and Towns but leaves Cities with 1 Health. Plain 'X Damage' is the one you divide as you like.

    When a piece is saved from destruction, is its Damage cleared?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-11-09
    • Ironeye · Publisher · 2024-06-25
    • Ironeye · Publisher · 2024-06-25
    • Sh0rtz · Community · 2022-01-31
    • biophys · Community · 2022-01-30
    • Entreri43 · Community · 2021-09-06disagrees

    Yes — a piece saved from destruction loses all its Damage at that moment, whether the destruction came from Damage or a 'Destroy' instruction, and it can't be damaged or destroyed again by that same Action. (A Jagged Earth wording implying otherwise was an oversight.)

    Gather and Push

    Does a Power's Range limit where pieces can be Pushed to or Gathered from?

    A publisher representative answered this directly in 2021, and it matches the rulebook.

    • Ironeye · Publisher · 2021-01-16
    • Ironeye · Publisher · 2021-01-16
    • Ironeye · Publisher · 2021-01-16
    • Spirit Island rulebook · Rulebook · GATHER AND PUSH
    • Pmeckels · Community · 2023-07-19
    • Stixidor · Community · 2023-07-19

    No — Range only decides which land you may target. Gather pulls pieces into the target land from any adjacent land, and Push sends them to any adjacent land, even if those lands are out of Range or contain your Presence. Range boosts never increase Push or Gather distance, so a Range 0 Power can still Gather from neighbouring lands.

    When I Push or Gather several pieces, can they go to or come from different lands?

    The rulebook covers this in "GATHER AND PUSH".

    • Spirit Island rulebook · Rulebook · GATHER AND PUSH
    • Lorkenpeist · Community · 2019-04-04
    • Squidd · Community · 2019-04-04
    • dthurston · Community · 2018-07-04
    • frekol · Community · 2018-06-24

    Yes — each pushed piece may go to the same or a different adjacent land, and each gathered piece may come from a different adjacent land. A rulebook printing that reads as if they can't is a typo. Pieces can never be pushed off the board or into the Ocean (outside Ocean's Hungry Grasp's rules).

    Must a Push or Gather move the full number of pieces printed?

    The designer answered this directly in 2018, and it matches the rulebook.

    • darker · Designer · 2018-07-04
    • Ironeye · Publisher · 2020-01-11
    • Spirit Island rulebook · Rulebook · GENERAL PRINCIPLE: DO AS MUCH AS YOU CAN
    • AegisToast · Community · 2025-03-19
    • vilnai · Community · 2025-03-19
    • toskk · Community · 2025-03-19

    Yes, if it just says a number: move that many if they are there, or as many as there are. 'Up to X' lets you choose any number from 0 to X, while 'you may Push X' means all X (as many as possible) or none. You still don't have to pick the target land that lets you move the most, and you can always decline the whole Power.

    Can the same piece be Pushed more than once in a turn, or twice by one Power?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-06-27
    • Ironeye · Publisher · 2023-07-16
    • bankzzzgtr · Community · 2019-05-16
    • NocturnalCarnivore · Community · 2019-05-16

    Yes, by separate Powers or separate instructions, as long as each move is legal — and a Power already being resolved keeps going even if the piece has left its Range. A single numbered instruction like 'Push 2 Towns' picks its pieces and moves them all at once, though; it isn't repeated one piece at a time.

    Do 'move to a land within Range' effects pass through the lands in between?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-01-12

    No — 'move to a land within Range' goes straight there without entering the lands between. Effects that say 'move up to 2 lands' (like Call to Migrate or Guide the Way on Feathered Wings) really move land by land, so they can trigger effects in a land they pass through.

    The Dahan

    During a Ravage, do Dahan absorb Damage that would otherwise Blight the land?

    The designer answered this directly in 2017, and it matches the rulebook.

    • darker · Designer · 2017-07-19
    • Spirit Island rulebook · Rulebook · 3a. RAVAGE
    • Scolopacidae · Community · 2023-09-29
    • Angelcollector · Community · 2023-09-29
    • cgarvie · Community · 2022-07-19
    • robb8888 · Community · 2022-02-16

    No — the Invaders' total Damage (after Defend) is dealt to the land and to the Dahan at the same time, in full to each. Five Damage can destroy two Dahan and still Blight the land, and protecting the Dahan doesn't stop the Blight.

    Does Defend protect the land, the Dahan, or both?

    A publisher representative answered this directly in 2024, and it matches the rulebook.

    • Ironeye · Publisher · 2024-10-08
    • Spirit Island rulebook · Rulebook · DEFEND
    • nosewhoknows · Community · 2024-10-08
    • Steve496 · Community · 2024-06-19
    • biophys · Community · 2024-06-19
    • vilnai · Community · 2023-12-30

    Both. Total the Invaders' Damage, subtract Defend once, and deal what's left to the land and to the Dahan. With 6 Damage and Defend 6 neither takes anything; with 3 Damage and Defend 2, 1 Damage hits both.

    Can Ravage Damage be spread across Dahan so that none of them die?

    The rulebook covers this in "3a. RAVAGE".

    • Spirit Island rulebook · Rulebook · 3a. RAVAGE
    • vilnai · Community · 2026-09-14
    • The Professor · Community · 2026-09-14
    • dsdhornet · Community · 2020-06-22
    • Benj613 · Community · 2020-06-22

    No — Invader Damage to Dahan must destroy as many Dahan as possible: every 2 Damage destroys one, and only a leftover 1 Damage marks a Dahan as damaged. Two Explorers therefore destroy one Dahan rather than wounding two.

    Can the Dahan's counterattack Damage be split among several Invaders?

    A publisher representative answered this directly in 2021.

    • Ironeye · Publisher · 2021-01-31
    • Ironeye · Publisher · 2021-01-30
    • Ironeye · Publisher · 2020-09-27
    • utabe · Community · 2025-06-02
    • nosewhoknows · Community · 2025-06-02
    • Stixidor · Community · 2021-01-30

    Yes — the surviving Dahan deal 2 Damage each as a group, and the players assign it however they like, so one Dahan can destroy two Explorers or 4 Damage can kill a City and an Explorer. Towns and Cities destroyed this way give Fear as usual.

    Do Dahan still fight back if Defend prevents all of the Ravage Damage?

    The rulebook covers this in "3a. RAVAGE".

    • Spirit Island rulebook · Rulebook · 3a. RAVAGE
    • biophys · Community · 2025-12-04
    • vilnai · Community · 2025-06-26
    • DonKidic · Community · 2023-11-29
    • wpflug13 · Community · 2023-11-27
    • Mizerak · Community · 2023-08-10

    Yes — Dahan respond to the Ravage, not to being hurt. As long as the Ravage happens, surviving Dahan counterattack even if the Invaders dealt 0 Damage.

    Do Dahan fight back if the Ravage in their land is skipped?

    A publisher representative answered this directly in 2023, and it matches the rulebook.

    • Ironeye · Publisher · 2023-11-27
    • Spirit Island rulebook · Rulebook · 3a. RAVAGE
    • I Eat Tables · Community · 2026-05-30
    • Steve496 · Community · 2024-11-03
    • DragonsDream · Community · 2024-06-14
    • biophys · Community · 2024-06-14

    No — the counterattack is part of the Ravage Action, so if that Ravage is skipped or stopped, the Dahan deal no Damage and effects that modify their counterattack have nothing to do. Dahan and Invaders never fight outside a Ravage unless an effect says so.

    Which Dahan fight back after a Ravage?

    The rulebook covers this in "THE DAHAN".

    • Spirit Island rulebook · Rulebook · THE DAHAN
    • _j0hn_ · Community · 2026-07-10
    • Doublelift · Community · 2026-07-10
    • nosewhoknows · Community · 2026-03-24
    • cgarvie · Community · 2026-03-24
    • vilnai · Community · 2021-03-31

    Only Dahan in the Ravaged land that survive the Invaders' Damage. Dahan destroyed in the Ravage don't strike back, and Dahan elsewhere on the island only deal Damage when a Power tells them to; they don't add to Spirits' Power Damage otherwise.

    If I Gather Dahan into a land after it Ravaged, do they fight back?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-06-13
    • AegisToast · Community · 2024-11-13
    • CapnMcDoom · Community · 2024-11-13
    • basejester · Community · 2020-06-13

    No — the counterattack happens immediately after the Invaders deal their Damage, so only Dahan present then take part. Moving Dahan in with a Slow Power sets up next turn instead.

    If a land Ravages twice in one turn, do the Dahan fight back after each Ravage?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2022-10-31
    • bunderscore · Community · 2022-10-31
    • Angelcollector · Community · 2021-04-10
    • Tsetesen Muur · Community · 2020-09-05
    • AzureSparrow · Community · 2020-09-05

    Yes — each Ravage is resolved completely, including the counterattack, before the next one, and Defend applies in full to both.

    Why track Damage on Dahan if they heal at the end of the turn?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-03-31
    • darker · Designer · 2017-12-31
    • Jake11Simon · Community · 2018-03-30
    • grysqrl · Community · 2017-12-31

    Because they can be damaged again in the same turn — by a second Ravage, Events or other effects, which mostly come with the expansions. The rule is in the base game so players learn it from the start.

    Do we lose if every Dahan on the island is destroyed?

    The rulebook covers this in "VICTORY AND DEFEAT".

    • Spirit Island rulebook · Rulebook · VICTORY AND DEFEAT
    • Novis · Community · 2023-11-29
    • tonksey · Community · 2023-11-29
    • jsdougan · Community · 2023-07-15
    • Cyan001 · Community · 2023-07-15

    No — that isn't a loss condition, though it hurts Spirits and Fear cards that rely on Dahan. The only ways to lose are the Blight card running out, a Spirit losing all its Presence, and the Invader deck running out.

    Does a Power saying 'Dahan have +X Health' still apply after those Dahan leave the target land?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-02-23
    • darker · Designer · 2018-02-20
    • vilnai · Community · 2021-12-07
    • biophys · Community · 2021-12-07
    • loki37 · Community · 2021-12-07

    No — it means Dahan in the target land have the bonus while they stay there, unless the card says otherwise. Within that land it lasts the turn even if the card leaves play.

    When a Spirit Power damages Dahan, must the Damage be assigned efficiently?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-09-25
    • teh_duke · Community · 2021-03-19
    • RichieJ · Community · 2021-03-10
    • mccrispy · Community · 2020-09-28
    • PerceptiveMan · Community · 2020-09-28disagrees

    No — Spirits allocate their own Damage to Dahan however they like, even spreading it so none die. Only Invader and Event Damage must destroy Dahan as efficiently as possible.

    Do Dahan counterattack Invaders that 'do not participate in the Ravage'?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2023-07-01
    • utabe · Community · 2020-10-05
    • Arcanist Lupus · Community · 2020-10-05
    • AzureSparrow · Community · 2020-08-21
    • dthurston · Community · 2020-08-21

    No — non-participating Invaders are ignored for the whole Ravage: they deal no Damage and the Dahan can't damage them. If every Invader in a land sits out, there's no Ravage there at all. Invaders with Strife are different: they still participate (dealing 0) and can be hit.

    Blight and Blight Cards

    How much Blight goes on the Healthy Island Blight Card at setup?

    The designer answered this directly in 2022.

    • darker · Designer · 2022-10-17
    • darker · Designer · 2021-03-21
    • darker · Designer · 2021-01-12
    • Sevelinscorner · Community · 2025-12-18
    • purvisa · Community · 2025-12-17
    • odditie · Community · 2025-11-11

    The number printed for your player count plus exactly 1 extra Blight in total, under an official erratum from early 2021 (printed in later rulebooks, not on the cards). It applies to every game, including base-game-only play and games using the Invader Board's Blight space instead of a card, and doesn't scale with player count: a card showing 2 per Spirit starts with 3 Blight solo and 5 with two Spirits. The extra Blight is added only at setup, never when the card flips.

    When the Blight Card flips to Blighted Island, how much Blight goes on it?

    The designer answered this directly in 2021, and it matches the rulebook.

    • darker · Designer · 2021-01-12
    • darker · Designer · 2021-01-12
    • Ironeye · Publisher · 2025-05-19
    • Spirit Island rulebook · Rulebook · BLIGHT
    • dthurston · Community · 2025-05-19
    • cgarvie · Community · 2025-05-18

    Exactly the amount printed on the Blighted Island side for your player count. The +1 erratum Blight is a setup-only rule and isn't added again on the flip. Load the card right away and keep playing.

    If the Blight Card runs out partway through a cascade or a Ravage, when does the Blighted Island side take effect?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-11-29
    • darker · Designer · 2018-11-29
    • Ironeye · Publisher · 2021-01-14
    • Steve496 · Community · 2022-11-19
    • Ogid · Community · 2022-11-19
    • jsdougan · Community · 2018-11-29disagrees

    Immediately. The card flips before the added Blight's consequences resolve: take the last Blight from the Healthy side, flip the card and load it, resolve any 'Immediately' effect, then finish placing Blight — further cascading Blight comes from the newly loaded card. Each land's Ravage is a separate Action, so the flip applies before the next land Ravages.

    Do Blighted Island effects happen every turn or only when the card flips?

    The designer answered this directly in 2020, and it matches the rulebook.

    • darker · Designer · 2020-08-17
    • Ironeye · Publisher · 2020-10-03
    • Spirit Island rulebook · Rulebook · 1. BLIGHTED ISLAND
    • jkglife · Community · 2025-01-28
    • Angelcollector · Community · 2024-08-21
    • biophys · Community · 2024-08-21

    It depends on the wording. 'Immediately' effects (including 'Immediately: On Each Board') happen once, when the card flips. Cards that repeat say so, such as 'each Invader Phase', and resolve at the start of every Invader Phase; a few give ongoing modifiers.

    Can I add Presence to a land that already has Blight?

    The rulebook covers this in "EFFECTS OF BLIGHT".

    • Spirit Island rulebook · Rulebook · EFFECTS OF BLIGHT
    • TooOld4Games2 · Community · 2025-12-27
    • purvisa · Community · 2025-12-27
    • toskk · Community · 2025-04-15
    • biophys · Community · 2025-04-11
    • Green_Ranger · Community · 2025-04-11disagrees

    Yes — Blight already in a land does nothing to Presence; Presence is only destroyed at the moment Blight is added. The exceptions are effects that forbid it themselves, such as some Growth options of Serpent Slumbering Beneath the Island that can't add Presence to a land with Blight.

    When Blight is added to my Sacred Site, do I lose all my Presence there?

    The rulebook covers this in "BLIGHT".

    • Spirit Island rulebook · Rulebook · BLIGHT
    • wpflug13 · Community · 2023-11-27
    • darthnice · Community · 2021-07-26
    • Biaxident · Community · 2021-04-16
    • amachno · Community · 2021-04-16
    • emilizz1 · Community · 2019-01-06

    No — each Blight added destroys one Presence of each Spirit in that land, so a Sacred Site with 2 Presence keeps one. A cascade destroys one in each land it adds Blight to.

    How does a Blight cascade work, and can it chain or bounce back?

    The designer answered this directly in 2018, and it matches the rulebook.

    • darker · Designer · 2018-05-08
    • Spirit Island rulebook · Rulebook · EFFECTS OF BLIGHT
    • Steve496 · Community · 2026-07-04
    • evotahr · Community · 2025-06-13
    • alexdesouza · Community · 2023-09-17disagrees

    When Blight is added to a land that already has Blight, that land still gets the Blight, and 1 more Blight goes into one adjacent land the players choose. If that land already had Blight, it cascades again, and so on — even back into the land it came from, and even if every land is already Blighted. Each step adds one Blight to one land.

    Is there a limit to how much Blight a land can hold?

    Several experienced players agree; there is no official ruling.

    • Norbert666 · Community · 2022-04-16
    • cgarvie · Community · 2022-04-16
    • SnarksandBoojums · Community · 2020-09-04
    • biophys · Community · 2020-09-04
    • emilizz1 · Community · 2019-01-06

    No — a land can have any amount, and every Blight added to an already-Blighted land cascades again.

    Does a big Ravage add one Blight for every 2 Damage to the land?

    The rulebook covers this in "3a. RAVAGE".

    • Spirit Island rulebook · Rulebook · 3a. RAVAGE
    • dthurston · Community · 2021-05-31
    • Lorkenpeist · Community · 2019-02-08
    • emilizz1 · Community · 2019-01-06
    • jsdougan · Community · 2018-11-02

    No — a Ravage that deals 2 or more Damage to the land adds just 1 Blight (plus any cascade), however much Damage there is. Less than 2 Damage adds none, though it can still hurt a Dahan.

    Does Damage to the land add up across a turn for adding Blight?

    A publisher representative answered this directly in 2025, and it matches the rulebook.

    • Ironeye · Publisher · 2025-05-31
    • Spirit Island rulebook · Rulebook · 3a. RAVAGE
    • dthurston · Community · 2020-08-14
    • Lorkenpeist · Community · 2018-10-02
    • dthurston · Community · 2020-01-07disagrees

    No — unlike Invaders and Dahan, the land only cares about each single instance. 2 or more Damage at once adds Blight; several separate 1-Damage instances never do, while two separate 2-Damage Ravages add Blight twice.

    When an effect adds Blight, does it come from the Blight Card or the box?

    A publisher representative answered this directly in 2023, and it matches the rulebook.

    • Ironeye · Publisher · 2023-08-01
    • Spirit Island rulebook · Rulebook · BLIGHT
    • biophys · Community · 2023-12-04
    • vilnai · Community · 2023-08-14
    • samsullivan09 · Community · 2023-08-14
    • jdludlow · Community · 2023-08-01

    From the Blight Card (or the Invader Board's Blight space), unless the effect explicitly says the box — including cascades, Powers like Land of Haunts and Embers, and Blighted Island effects. Only the Blight placed on the island at setup comes from the box.

    Does the Blight placed on the island at setup come out of the Blight Card's pool?

    The designer answered this directly in 2020, and it matches the rulebook.

    • darker · Designer · 2020-12-04
    • Spirit Island rulebook · Rulebook · THE ISLAND AND SUPPLY
    • SavageOx · Community · 2019-08-16
    • Squidd · Community · 2019-08-14
    • Ruduen · Community · 2018-11-15
    • dthurston · Community · 2017-07-04

    No — setup Blight comes from the box, so the Blight Card starts with its full amount. Blight added during setup also doesn't cascade or destroy Presence.

    Where does removed Blight go, and can the Blight Card hold more than it started with?

    The designer answered this directly in 2017, and it matches the rulebook.

    • darker · Designer · 2017-07-18
    • Ironeye · Publisher · 2021-01-14
    • Ironeye · Publisher · 2019-04-02
    • Spirit Island rulebook · Rulebook · REMOVING BLIGHT
    • broggi · Community · 2025-09-07
    • lundse · Community · 2022-01-30

    Back onto the Blight Card, on whichever side is face up, unless the effect says otherwise — including Blight that started on the island from the box. There is no cap, so the card can end up above its starting amount, but it never flips back from Blighted to Healthy.

    Is Blight removed when all the Invaders leave a land?

    Several experienced players agree; there is no official ruling.

    • jhaelen · Community · 2022-07-25
    • Undvik · Community · 2022-07-25
    • Pascal_K · Community · 2020-12-22
    • SnarksandBoojums · Community · 2020-06-15
    • basejester · Community · 2020-06-15
    • Arcanist Lupus · Community · 2018-07-26

    No — Blight stays until an effect specifically removes it, such as a Power, an Innate or an Event. Clearing the Invaders doesn't heal the land.

    Does moving Blight into a land cause a cascade or destroy Presence?

    Several experienced players agree; there is no official ruling.

    • Stixidor · Community · 2026-06-10
    • SilentMonotone · Community · 2025-09-29
    • Rosannen · Community · 2025-09-28
    • Schattenn · Community · 2023-09-06
    • Paradox74 · Community · 2023-09-05
    • Lodrie · Community · 2020-12-22

    No — only adding Blight to the island has those consequences. Pushing, Gathering or otherwise moving Blight between lands never cascades or destroys Presence.

    Does Blight added by a Power, Event or Fear card cascade and destroy Presence?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-05-17
    • Ironeye · Publisher · 2026-01-03
    • Ironeye · Publisher · 2022-01-24
    • nosewhoknows · Community · 2026-01-04
    • vilnai · Community · 2026-01-03
    • pmagnus · Community · 2020-05-17disagrees

    Yes — all added Blight follows the normal rules, whatever added it, even your own Power. Those consequences are part of the same Action as whatever added the Blight, and they happen once per addition: adding 2 Blight at once (as Sweden can) destroys one Presence per Spirit and cascades at most once.

    If we play without a Blight Card, is the island Healthy or Blighted, and where does removed Blight go?

    Several experienced players agree; there is no official ruling.

    • gordielightfoot124 · Community · 2021-03-08
    • teh_duke · Community · 2021-03-08
    • AzureSparrow · Community · 2020-06-30
    • anwei · Community · 2017-12-11

    The island counts as Healthy for effects that check it, and removed Blight goes back to the Blight space on the Invader Board as usual.

    If the number of boards changes mid-game, does the Blight Card's per-player amount change?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-11-05
    • Steve496 · Community · 2024-11-05

    No — Blight scaling is set at setup. Sinking or adding boards (Cast Down into the Briny Deep, Dream of the Untouched Land) doesn't change the amount on the card or how much is loaded when it flips.

    Can we choose which Blight Cards to use?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-07-21
    • biophys · Community · 2021-07-11

    Within limits — you shouldn't know in advance which effect and Blight pool you'll get. Playing without Events, include a card with an ongoing harmful effect. Removing a few cards changes little.

    Where does Blight cascade from a land with no adjacent lands left (after Cast Down or Absolute Stasis)?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-13
    • darker · Designer · 2020-08-12superseded

    The cascading Blight goes into that cut-off land itself and doesn't cascade further. An earlier ruling had it simply removed from the Blight Card.

    Fear, Terror Levels and Victory

    If one player's Spirit is destroyed, is only that player out?

    The designer answered this directly in 2014, and it matches the rulebook.

    • darker · Designer · 2014-08-21
    • Spirit Island rulebook · Rulebook · VICTORY AND DEFEAT
    • biophys · Community · 2020-07-07
    • sigmazero13 · Community · 2020-07-07

    No — the game is fully cooperative, so if any Spirit has no Presence left on the island, all players lose together.

    Are Fear card effects mandatory, even when they would hurt us?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-09-20
    • tedv · Publisher · 2021-08-16
    • grysqrl · Community · 2024-09-24
    • pmagnus · Community · 2024-09-23
    • biophys · Community · 2024-09-23
    • njolsson · Community · 2024-09-23

    Yes — unlike Powers, you can't skip or save a Fear card; resolve it when it's flipped and do as much as it says. Only parts worded 'may' or 'up to' are optional, and if no land qualifies at that moment the effect is simply lost.

    Is a Fear card resolved at the Terror Level when it was earned or the current one, and do lower levels apply too?

    A publisher representative answered this directly in 2021, and it matches the rulebook.

    • Ironeye · Publisher · 2021-01-14
    • Spirit Island rulebook · Rulebook · 2. FEAR
    • CapnMcDoom · Community · 2025-06-10
    • nosewhoknows · Community · 2025-03-28
    • biophys · Community · 2023-08-14
    • cgarvie · Community · 2023-08-14

    The current one, when you start resolving the card — which may be higher than when it was earned. You use only that level's effect; lower levels are not added. A card already being resolved finishes at its level even if it raises the Terror Level, and a later Terror Level change in the turn doesn't alter Fear effects already resolved.

    Can I look at all the earned Fear cards before resolving them, and in what order are they resolved?

    The designer answered this directly in 2015, and it matches the rulebook.

    • darker · Designer · 2015-10-01
    • Spirit Island rulebook · Rulebook · 2. FEAR
    • Stixidor · Community · 2023-12-08
    • wpflug13 · Community · 2023-11-27
    • 42qark · Community · 2023-11-27
    • AegisToast · Community · 2023-11-27disagrees

    No — flip the earned stack and resolve the cards one at a time in the order they were earned, oldest first, without looking ahead. Every earned card is resolved in that Fear step.

    If resolving a Fear card earns another Fear card, when is the new one resolved?

    The rulebook covers this in "FEAR EARNED THROUGH FEAR EFFECTS".

    • Spirit Island rulebook · Rulebook · FEAR EARNED THROUGH FEAR EFFECTS
    • CapnMcDoom · Community · 2025-10-27
    • biophys · Community · 2025-05-14
    • vilnai · Community · 2025-05-14
    • jsdougan · Community · 2020-12-12
    • DsnowMan · Community · 2020-12-12

    In the same Fear step — put it at the bottom of the stack you're resolving. If the new card revealed a Terror Level divider, the remaining cards use the new Terror Level.

    If I earn a Fear card during the Fast phase or the Ravage, does it take effect immediately?

    The rulebook covers this in "FEAR AND TERROR".

    • Spirit Island rulebook · Rulebook · FEAR AND TERROR
    • Rane27 · Community · 2024-03-14
    • biophys · Community · 2024-03-14
    • cgarvie · Community · 2022-10-01
    • vilnai · Community · 2022-10-01
    • nukesniper · Community · 2022-01-04

    No — earned Fear cards wait face down until the Fear step of the next Invader Phase. A card earned in the Fast phase is resolved that same turn; one earned during the Invader Actions or the Slow phase waits until next turn. Several can pile up and are all resolved then.

    How much Fear does it take to earn a Fear card, and what happens to leftover Fear?

    The designer answered this directly in 2021, and it matches the rulebook.

    • darker · Designer · 2021-02-25
    • Spirit Island rulebook · Rulebook · FEAR AND TERROR
    • biophys · Community · 2024-09-20
    • Rane27 · Community · 2024-03-14
    • jsdougan · Community · 2020-08-25
    • dthurston · Community · 2020-08-25

    The pool holds 4 Fear per Spirit, and you earn a card each time it empties. Leftover Fear carries over: earn the card, reset the markers, then keep moving markers for the rest — a big burst can earn several cards.

    Do Towns and Cities destroyed by Dahan or by Fear cards still generate Fear?

    The rulebook covers this in "FEAR FROM DESTRUCTION".

    • Spirit Island rulebook · Rulebook · FEAR FROM DESTRUCTION
    • Luke the Flaming · Community · 2019-09-02
    • latzko · Community · 2019-06-12
    • rarroyo · Community · 2019-03-18
    • dthurston · Community · 2018-06-25
    • Karahkwa · Community · 2018-03-10

    Yes — destroying a Town always gives 1 Fear and a City 2, whatever destroyed it: Powers, Damage, Dahan counterattacks, Fear or Event cards. Removing or replacing them gives none.

    If a Power says '1 Fear. Destroy 1 Town', do I also get the normal Fear for destroying the Town?

    The designer answered this directly in 2020, and it matches the rulebook.

    • darker · Designer · 2020-08-08
    • Spirit Island rulebook · Rulebook · FEAR FROM DESTRUCTION
    • broggi · Community · 2025-09-07
    • albieback · Community · 2025-09-07
    • MasterDinadan · Community · 2023-09-10
    • Steve496 · Community · 2023-09-09

    Yes — the printed Fear and the automatic Fear for destruction are separate, so '5 Fear, destroy 2 Towns' gives 7 Fear.

    Do you ever resolve the last Fear card in the deck?

    The rulebook covers this in "WIN CONDITIONS".

    • Spirit Island rulebook · Rulebook · WIN CONDITIONS
    • yury1975 · Community · 2024-03-11
    • Stixidor · Community · 2024-03-11
    • cgarvie · Community · 2023-07-03
    • Duxa · Community · 2022-01-09
    • Diggle_duggle · Community · 2018-02-02disagrees

    No — earning the last Fear card takes you to Terror Level Victory and you win at once, so its effect never happens. With 9 Fear cards, normally only 8 are ever resolved.

    Does a new Terror Level take effect as soon as its divider is revealed, even in the middle of a Power?

    The designer answered this directly in 2020, and it matches the rulebook.

    • darker · Designer · 2020-02-09
    • Ironeye · Publisher · 2020-12-19
    • Spirit Island rulebook · Rulebook · FEAR AND TERROR
    • cgarvie · Community · 2021-03-01
    • amachno · Community · 2021-03-01
    • utabe · Community · 2020-12-19

    Yes — the new Terror Level and its victory condition apply the moment the divider is exposed, even partway through a Power. So a later part of the same Power, such as Threatening Flames' Push, uses the new level, and you may win on the spot.

    When is victory checked — immediately or at the end of the turn?

    The designer answered this directly in 2018, and it matches the rulebook.

    • darker · Designer · 2018-02-05
    • Ironeye · Publisher · 2021-07-28
    • Ironeye · Publisher · 2021-02-05
    • Spirit Island rulebook · Rulebook · VICTORY AND DEFEAT
    • CapnMcDoom · Community · 2025-03-12
    • Woodenman · Community · 2023-08-02

    After each Action finishes, including anything it triggers, at any point in the turn. Each land's Ravage is its own Action, so you can win mid-Ravage before other lands act, and a Fear card or Power that meets the condition wins before the Invader Phase continues. Defeat uses the same timing.

    If one Power or Ravage both meets the victory condition and uses up the last Blight, do we win or lose?

    The designer answered this directly in 2020, and it matches the rulebook.

    • darker · Designer · 2020-12-14
    • darker · Designer · 2018-09-12
    • darker · Designer · 2018-07-26
    • Spirit Island rulebook · Rulebook · WIN CONDITIONS
    • biophys · Community · 2024-07-12
    • Robrob · Community · 2018-11-16disagrees

    It's a Sacrifice Victory, which counts as a win. Always finish the whole Action — a Power, or one land's Ravage including the Dahan fighting back — before checking; a loss triggered and undone within the same Action doesn't count. If that one Action meets both a victory and a loss condition, the Spirits win a Sacrifice Victory.

    If one land's Ravage would win the game and another's would add the final Blight, which happens?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-11-07
    • frotes · Community · 2017-11-06

    Whichever you resolve first. Players choose the order of Ravaging lands and each is a separate Action, so resolving the winning land first wins outright before the losing Ravage. (An older designer intent of calling this a Sacrifice Victory was replaced by this rule.)

    If destroying the last City also earns the last Fear card, is it a Terror Level 3 victory or a Fear victory?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-07-02
    • biophys · Community · 2021-01-17
    • utabe · Community · 2021-01-17disagrees

    A Fear victory (Terror Level Victory). The Fear is earned during the Action that destroys the City, so by the time the Action finishes and you check for victory, the game is already past Terror Level 3.

    Do we lose as soon as the last Blight leaves the Blight Card, even mid-Ravage?

    The rulebook covers this in "VICTORY AND DEFEAT".

    • Spirit Island rulebook · Rulebook · VICTORY AND DEFEAT
    • biophys · Community · 2020-07-25
    • pmagnus · Community · 2020-07-25
    • AzureSparrow · Community · 2020-07-25
    • DsnowMan · Community · 2018-03-20
    • PerceptiveMan · Community · 2018-03-20

    You follow the card the moment its last Blight comes off — usually flip to Blighted Island, or lose if the card says so — not only when you later need Blight and can't get it. As with all game-ending conditions, the current Action is finished before the loss takes effect.

    When exactly do we lose for running out of Invader cards, and can we still win that turn?

    A publisher representative answered this directly in 2021, and it matches the rulebook.

    • Ironeye · Publisher · 2021-01-14
    • Spirit Island rulebook · Rulebook · VICTORY AND DEFEAT
    • Tongar1234 · Community · 2021-04-09
    • jsdougan · Community · 2021-04-08
    • bwolcott · Community · 2021-04-08
    • grysqrl · Community · 2018-02-10

    Only when you need to draw an Invader card to Explore and the deck is empty. Until then you can still win, including during that turn's Ravage or Build.

    Does a land I choose for a Fear card have to be on my starting board or near my Presence?

    Several experienced players agree; there is no official ruling.

    • rent13579 · Community · 2023-06-01
    • biophys · Community · 2023-06-01
    • jdludlow · Community · 2023-04-27
    • I Eat Tables · Community · 2022-10-23
    • LudoH · Community · 2022-10-23

    No — Fear cards have no Range and can affect any land on the island; only the card's own restrictions apply. 'Each player ... from a land' means one land per player, not every qualifying land.

    Is Avoid the Dahan checked when the Fear card resolves or when the Invaders act?

    The designer answered this directly in 2019.

    • darker · Designer · 2019-10-06
    • darker · Designer · 2019-01-13
    • nosewhoknows · Community · 2026-10-19
    • grysqrl · Community · 2020-04-05
    • Tootzo · Community · 2019-10-04

    When the Invaders act. It modifies the upcoming Explore or Build, so it looks at the Dahan in each land at that moment — Dahan gathered by a later Fear card count, and it also covers other Builds that turn.

    For Tall Tales of Savagery, can I remove a lone Explorer when a land with 2 Explorers or a Town is available?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-02-11
    • bunderscore · Community · 2023-12-02
    • Infil · Community · 2022-10-02
    • wpflug13 · Community · 2022-10-02
    • Entreri43 · Community · 2022-10-02
    • SavageOx · Community · 2020-02-11disagrees

    No, as written — each removal must take 2 Explorers or 1 Town from a land with Dahan if any land allows it; a single Explorer is removed only when nothing better exists anywhere. Playing it as 'up to' won't break the game but isn't the rule. At Terror Level III, resolve both parts independently: the Explorer/Town removal in every Dahan land, then a City from each land with 2+ Dahan.

    How does Immigration Slows' delayed Build work?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-02-10
    • Ironeye · Publisher · 2023-03-23
    • Ironeye · Publisher · 2020-02-05
    • jsdougan · Community · 2024-02-10
    • biophys · Community · 2024-02-07
    • Tootzo · Community · 2019-05-08disagrees

    The skipped Build card stays in the Build space while the other cards advance, so the Explore card joins it and next turn there are two Build cards; resolve the older one fully first. They then Ravage together the turn after. If the Build space is empty when the card is resolved, the skip waits for the next Build that actually happens.

    With Explorers are Reluctant skipping the Explore, do I still reveal an Invader card?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-10-09
    • Ironeye · Publisher · 2024-09-17
    • I Eat Tables · Community · 2024-09-15
    • biophys · Community · 2022-04-15
    • simyon · Community · 2022-02-27
    • dypaca · Community · 2022-02-27

    No — you skip the Explore without revealing a card, so next turn's Build space is empty and the following Invader Phase reveals an extra card. With an empty Invader deck this can buy an extra turn at Terror Level II. The 'lowest-numbered land' it spares is any land of that terrain, whether or not it would have been explored.

    With Overseas Trade Seems Safer, what happens in a Coastal land that would build a City?

    Several experienced players agree; there is no official ruling.

    • dthurston · Community · 2020-12-21
    • robb8888 · Community · 2020-12-21
    • DeadMoney · Community · 2018-07-17

    Nothing is built there — the City isn't replaced by a Town. Coastal lands that would build a Town build normally.

    Does the Scapegoats Fear card affect every land, and does it give Fear?

    Several experienced players agree; there is no official ruling.

    • Luke the Flaming · Community · 2019-09-02
    • DoctaWho · Community · 2018-09-13
    • grysqrl · Community · 2018-09-13

    It affects every land, but each Town or City only destroys Invaders in its own land; the 'one land' guideline is for Powers, not Fear cards. Towns and Cities destroyed this way still give Fear.

    How does Seek Safety's Push work?

    Several experienced players agree; there is no official ruling.

    • Pete_Boteman · Community · 2023-06-06
    • Horatio Humblestumps · Community · 2023-06-06
    • jdludlow · Community · 2021-05-12
    • dthurston · Community · 2019-04-11

    Players may push Explorers into a land with more Towns and Cities (counted together) than the land they leave; a land with none counts as 0, so any land with a Town or City is a valid destination. The Push is optional ('may').

    When a Fear card lets each player Gather Dahan, can players chain their Gathers to move the same Dahan further?

    Several experienced players agree; there is no official ruling.

    • bankzzzgtr · Community · 2019-07-22
    • wpflug13 · Community · 2019-07-21
    • Arcanist Lupus · Community · 2018-12-01

    Yes — players resolve their parts one after another, so the same Dahan can be gathered onward, and each player's effect then happens in its own land. Where the card requires different lands, players can't reuse one.

    When a Fear card or Event says to do something 'in a land with X', can we pick a land where it does less?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-05-28
    • darker · Designer · 2020-02-11
    • darker · Designer · 2019-09-06
    • Pmeckels · Community · 2023-02-12
    • dthurston · Community · 2021-01-11
    • hi1hi1hi1hi1 · Community · 2019-09-06disagrees

    No — Fear and Event cards have no targeting step. If a land exists where the instruction can be carried out in full, you must pick one; only if none exists do you use a land where it partly works. The exception is a card that first says to choose a land freely (for example 'each Spirit chooses a land'), then do as much as you can there.

    Base-Game Spirits: Lightning, River and Earth

    What do the Offense, Control, Fear, Defense and Utility ratings on a Spirit panel mean?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-10-17
    • PerceptiveMan · Community · 2019-01-07
    • Helikoputtrik · Community · 2017-10-17

    Offense is destroying Invaders (including boosting Damage); Control is moving things around, tokens included; Fear is generating Fear; Defense covers Defend, Blight removal, cancelling Invader Actions and protective tokens; Utility is everything else, such as giving Energy, Elements or cards to others.

    How does Lightning's Swift Strike's Swiftness of Lightning work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-07-30
    • darker · Designer · 2019-12-06
    • darker · Designer · 2019-10-25
    • Ivo1994 · Community · 2021-11-09
    • cgarvie · Community · 2020-09-23
    • bwolcott · Community · 2020-07-30disagrees

    For each Air you have, you may make one of your Slow Powers Fast — any Slow Power, including your Innate, not only cards showing Air. It's optional, and a Slow card's own Air counts because you have its Elements as soon as it is played. The same Air also counts for thresholds. If you lose Air mid-turn, you can speed up another Power only while your Air exceeds the number already sped up.

    Can Lightning's Boon make Innate Powers Fast or target Lightning itself, and can it give extra uses?

    Several experienced players agree; there is no official ruling.

    • SnarksandBoojums · Community · 2025-05-11
    • baurfamily · Community · 2025-05-11
    • biophys · Community · 2025-05-11
    • Lt_Hornblower · Community · 2025-05-11
    • utabe · Community · 2020-09-02
    • Oogarasu · Community · 2020-09-02

    Yes, it can make Innates Fast (they are Powers) and it can target any Spirit, Lightning included. Making a Power Fast only changes when it resolves — a Power used in the Fast phase isn't used again in the Slow phase.

    When does Lightning's Immense aspect give its Elements, and what counts as an unused Card Play?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-06-26
    • Ironeye · Publisher · 2024-06-26
    • biophys · Community · 2021-03-25
    • dypaca · Community · 2021-03-25

    You gain its Elements when you play each Major Power, and the unused-play Element at the end of the Spirit Phase, choosing them at that moment. Unused Card Plays count from all your available plays (extras included), so a single one left over after paying 2 per card counts.

    Does River's single Presence in a Wetland count as a Sacred Site for everything?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-09-03
    • Ironeye · Publisher · 2023-10-06
    • Ironeye · Publisher · 2023-05-16
    • nosewhoknows · Community · 2024-09-03
    • Stixidor · Community · 2021-01-26
    • Kmelkon · Community · 2021-01-26disagrees

    Yes, for all purposes — including Fear cards like Fear of the Unseen, which any player can resolve there. It is still only one Presence: Blight destroys that one disc, and you don't mark it with spares. The rule is River's alone, so it doesn't make another Spirit's lone Presence a Sacred Site.

    Does River's Bounty need to Gather Dahan to give its bonus?

    Several experienced players agree; there is no official ruling.

    • vilnai · Community · 2025-03-13
    • tal342 · Community · 2025-03-13
    • Steve496 · Community · 2023-10-01
    • biophys · Community · 2023-10-01
    • basejester · Community · 2023-05-04
    • jhaelen · Community · 2023-05-04

    No — 'up to 2' lets you Gather none, so if the target already has 2 Dahan you still get the Energy and added Dahan, which go into the target land. Range 0 only fixes which land you target; the Gather still pulls from adjacent lands.

    When does Boon of Vigor give its Energy, and what does it count?

    Several experienced players agree; there is no official ruling.

    • HBAxJWAG · Community · 2020-09-16
    • dthurston · Community · 2020-09-16
    • pmagnus · Community · 2018-11-11
    • bobacles · Community · 2018-02-09
    • Eeeville · Community · 2017-08-27
    • Arcanist Lupus · Community · 2017-08-27

    When it resolves in the Fast phase, so it can't fund more cards that turn. It counts only the target Spirit's own Powers, and in solo you get just the 1 Energy, not the per-card bonus meant for another Spirit.

    How does Vital Strength of the Earth's Gift of Strength work?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-07-04
    • CapnMcDoom · Community · 2025-10-27
    • Sevelinscorner · Community · 2025-10-27
    • vilnai · Community · 2025-06-23
    • Lt_Hornblower · Community · 2025-01-24
    • jsdougan · Community · 2018-07-04disagrees

    It costs no Energy: target any Spirit (Earth included), which may once this turn Repeat one of its Power Cards costing no more than the level allows — the higher levels say 'Instead' and just raise that limit (1, 3, then 6). The target chooses the card when it Repeats, so a Slow card can be Repeated in the Slow phase. The Repeat is free, isn't a Card Play, and can't Repeat an Innate.

    How does Vital Strength of the Earth's Defend 3 special rule work?

    A publisher representative answered this directly in 2018.

    • tedv · Publisher · 2018-04-12
    • Eightfingers · Community · 2025-11-10
    • nosewhoknows · Community · 2025-06-20
    • jdludlow · Community · 2025-06-19
    • Diggle_duggle · Community · 2019-11-03
    • Zubon · Community · 2019-11-03

    Every land where Earth has a Sacred Site has Defend 3, every turn, adding to any other Defend there. It's a static rule: it follows Earth's Presence as it changes and applies whenever Defend matters. It's the same Defend 3 however many Presence are there, and it doesn't apply to lands with a single Presence.

    What does A Year of Perfect Stillness stop?

    Several experienced players agree; there is no official ruling.

    • Angelcollector · Community · 2023-09-28
    • dthurston · Community · 2020-10-13
    • grysqrl · Community · 2020-09-24
    • Vladvonbounce · Community · 2020-09-24
    • tedv · Publisher · 2018-08-21disagrees

    Every Invader Action in its one target land that turn: Ravage, Build and Explore, including extra ones from Events, Powers or England's Escalation. Effects that merely add pieces aren't Invader Actions and still happen, and skipped Actions never come back later.

    Can Rituals of Destruction target a land with no Invaders, and does its +3 Damage add to the base?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-03-13
    • vilnai · Community · 2025-10-25
    • biophys · Community · 2025-10-25
    • Tobl · Community · 2018-03-11

    Yes to both — the target bar doesn't require Invaders, so you can take its Fear, and with 3 or more Dahan its extra Damage adds to the base for 5 in total.

    With 'up to' instructions like Draw of the Fruitful Earth, can I choose 0 for one part?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-01-11
    • robb8888 · Community · 2020-10-27
    • 42qark · Community · 2020-10-23
    • VernoWhitney · Community · 2020-02-10
    • SavageOx · Community · 2020-02-10
    • grysqrl · Community · 2019-12-01

    Yes — each 'up to' line allows any number from 0 to its maximum, so you can gather 0 Explorers and just Dahan. Gather only moves pieces in from adjacent lands; pieces already in the target don't matter.

    How do River Surges in Sunlight's Sunshine and Travel aspects work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-12
    • Ironeye · Publisher · 2023-03-25
    • Ironeye · Publisher · 2021-01-04
    • I Eat Tables · Community · 2025-06-19
    • nosewhoknows · Community · 2025-06-19
    • bwolcott · Community · 2020-09-11

    Sunshine removes Boon of Vigor before the game, so it can never be regained; in solo River gets both its target-Spirit and self bonuses. Travel's Defend applies only in lands with 4 or more Dahan — its Sacred Site rule doesn't grant Defend — and with Entwined Power a partner's 4-Dahan land counts only for targeting.

    How do Vital Strength of the Earth's Might and Resilience aspects work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-05
    • Ironeye · Publisher · 2020-10-11
    • biophys · Community · 2022-01-21
    • Carighan · Community · 2020-10-11disagrees

    Might's '+1 Damage with each damage-dealing Power' adds once per use of a Power, not per land or Damage instance (each Repeat is a new use); its first level can't play the card it gains that same use. Resilience raises how much Damage it takes to Blight its lands, which also raises thresholds like Sweden's Heavy Mining (10 becomes 14 for the extra Blight).

    Does Lightning's Immense aspect give its Elements again when a Major is Repeated?

    A publisher representative answered this directly in 2021.

    • Ironeye · Publisher · 2021-01-22

    No — its Elements come when you play a Major Power in the Spirit Phase; using or Repeating it later isn't playing it.

    Base-Game Spirits: Shadows, Thunderspeaker and Green

    How does Shadows Flicker Like Flame's Shadows of the Dahan work?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-04-29
    • darker · Designer · 2021-03-15
    • Ironeye · Publisher · 2025-06-03
    • biophys · Community · 2025-06-03
    • Biaxident · Community · 2021-01-23
    • Stixidor · Community · 2021-01-22

    When you use one of Shadows' land-targeting Powers you may pay 1 Energy to ignore its Range and target any land with Dahan. Everything else still applies: target-land restrictions, and source requirements like needing a Sacred Site or Presence in a Jungle somewhere. It doesn't work on Spirit-targeting Powers and doesn't change the Power's effects. You pay when you use the Power.

    Does Concealing Shadows stop the land being Blighted or the Dahan fighting back?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-08-30
    • Biaxident · Community · 2019-07-03
    • dthurston · Community · 2019-03-12
    • PKamahl · Community · 2019-03-12
    • Yostage · Community · 2018-01-19
    • Aganerral · Community · 2017-08-30

    Neither. It protects only the Dahan: the land still takes the full Ravage Damage and gets Blight at 2 or more (destroying Presence there), while the Dahan take none, so they all survive to fight back. Its effect stays for the turn even if your Presence there is lost.

    With Mantle of Dread, must the target Spirit push both an Explorer and a Town, and from where?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-07-15
    • darker · Designer · 2020-03-31
    • dthurston · Community · 2020-07-14
    • PenumbraPenguin · Community · 2020-03-31
    • mathematics1 · Community · 2020-03-28
    • wpflug13 · Community · 2019-09-22disagrees

    The Push is optional. If the target Spirit pushes, it chooses one of its own lands — any of them, even one with only an Explorer or only a Town — and pushes 1 Explorer and 1 Town from it, as many of those as are there. It isn't Range 0 from the caster.

    Does Favors Called Due need the Gather to make Dahan outnumber Invaders, and how is it counted?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-01-08
    • CapnMcDoom · Community · 2026-02-10
    • vilnai · Community · 2026-02-09
    • frotes · Community · 2017-12-27
    • bobacles · Community · 2017-12-27
    • ldd23 · Community · 2017-09-09

    No — 'now outnumber' just means you check after the Gather, which can be 0 Dahan, so a land already outnumbered still gives the Fear. Count pieces, not Health: 2 Dahan outnumber one City.

    Does Crops Wither and Fade always give its Fear, and what happens to a damaged Town it replaces?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-10-20
    • darker · Designer · 2018-01-28
    • evotahr · Community · 2023-12-17
    • biophys · Community · 2023-12-17
    • dthurston · Community · 2018-10-20
    • Arcanist Lupus · Community · 2018-01-07

    Yes, the 2 Fear always happens; the '-or-' only chooses which replacement you make, and you may pick either even if it can't happen. A damaged Town replaced by an Explorer passes its Damage on, so the Explorer is destroyed.

    How does Thunderspeaker's Ally of the Dahan work?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-01-26
    • darker · Designer · 2017-09-17
    • vilnai · Community · 2022-05-15
    • SnarksandBoojums · Community · 2021-09-02
    • cgarvie · Community · 2021-09-02
    • robb8888 · Community · 2020-01-27

    Whenever a Dahan moves out of one of Thunderspeaker's lands — by anyone's Power — she may move one Presence along with it, one per Dahan moved, each time it moves. Other Spirits' Presence never travels with Dahan.

    When does Thunderspeaker's Sworn to Victory destroy Presence?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-06-22
    • darker · Designer · 2017-09-14
    • Ironeye · Publisher · 2021-02-14
    • middlemodernearth · Community · 2026-06-18
    • Dionprv · Community · 2026-06-18
    • PerceptiveMan · Community · 2020-06-22disagrees

    After a Ravage destroys Dahan: once that Ravage's Blight and cascades have resolved, destroy one of her Presence within Range 1 of that land for each Dahan the Ravage destroyed. It triggers even if no Blight was added, and Presence the Blight already took doesn't count. Dahan destroyed by other effects don't trigger it.

    Can Thunderspeaker's Gather the Warriors gather into one land and push from another, or pause for another Power?

    Several experienced players agree; there is no official ruling.

    • vilnai · Community · 2024-05-06
    • ni_se · Community · 2024-04-25
    • biophys · Community · 2022-05-15
    • basejester · Community · 2020-08-04
    • SavageOx · Community · 2019-10-21

    No — it's one Power with one target: Gather Dahan into that land (per Air), then Push from the same land (per Sun), in that order. You can't stop between the two to use another Power such as Manifestation of Power and Glory, though you can choose to Push nothing.

    How much does Lead the Furious Assault destroy?

    Several experienced players agree; there is no official ruling.

    • Steve496 · Community · 2024-08-10
    • Robrob · Community · 2023-01-01
    • Stixidor · Community · 2023-01-01
    • fynikz · Community · 2022-09-24
    • biophys · Community · 2022-04-03

    1 Town per 2 Dahan in the target land, with no cap; with its higher level also met, both effects apply, so 6 Dahan could destroy 3 Towns and 2 Cities. It's still one use, in one land, per turn.

    How much Damage does Manifestation of Power and Glory deal, and does it give Fear?

    Several experienced players agree; there is no official ruling.

    • Jowanson · Community · 2019-09-12
    • Octavian · Community · 2019-09-12
    • dthurston · Community · 2017-08-27

    Each Dahan deals Damage equal to your Presence in the land, so the total is Dahan × Presence. Towns and Cities destroyed this way give Fear as usual.

    With Sudden Ambush, do Dahan already in the land destroy Explorers, or only gathered ones?

    Several experienced players agree; there is no official ruling.

    • Wiles37 · Community · 2022-07-02
    • biophys · Community · 2022-07-02
    • DrHummer · Community · 2022-02-08
    • SnarksandBoojums · Community · 2018-02-10

    Every Dahan in the target land after the optional Gather destroys an Explorer, including those that were already there.

    Does Words of Warning stop Blight, and what does its simultaneous Damage do?

    A publisher representative answered this directly in 2022.

    • Ironeye · Publisher · 2022-04-12
    • I Eat Tables · Community · 2023-12-23
    • SnarksandBoojums · Community · 2022-04-12
    • dypaca · Community · 2021-02-18
    • jsdougan · Community · 2019-01-26
    • dthurston · Community · 2018-03-23

    It doesn't stop Blight — it adds its Defend, and then makes the Dahan deal their Damage at the same moment as the Invaders, so Dahan that are destroyed still strike back. The land still Blights if 2 or more Damage gets through. The Defend stays even if Dahan later leave.

    When Thunderspeaker's Growth gains two Power Cards, do I draw 4 and keep 2?

    Several experienced players agree; there is no official ruling.

    • Biaxident · Community · 2021-02-27
    • Andreloha · Community · 2020-01-26
    • grysqrl · Community · 2020-01-26

    No — each gain is separate: choose a deck, draw 4 and keep 1 (Forgetting if it's a Major), then do the second gain, choosing its deck after seeing the first.

    How does A Spread of Rampant Green's mandatory Jungle/Wetland Presence work?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-07-25
    • darker · Designer · 2017-07-24
    • biophys · Community · 2025-06-25
    • vilnai · Community · 2025-06-24
    • pmagnus · Community · 2023-03-12
    • Steve496 · Community · 2023-03-12

    Every turn, in addition to its chosen Growth option, it must add a Presence to a Jungle or Wetland within Range 2, before or after the other option. It may reposition a Presence from the island instead, even picking one up and putting it back where it was, so the requirement never forces a cost.

    How does A Spread of Rampant Green's Steady Regeneration work?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-08-04
    • darker · Designer · 2017-07-24
    • Ironeye · Publisher · 2024-07-23
    • pmagnus · Community · 2024-07-26
    • biophys · Community · 2021-10-12
    • Arcanist Lupus · Community · 2018-04-12disagrees

    When Green adds Presence during Growth it may use destroyed Presence instead — free while the Blight Card is on its Healthy side, 1 Energy each once the island is Blighted. It's optional, and it doesn't work for Presence added by Power Cards. Without a Blight Card the island never becomes Blighted, so strictly you never pay.

    How does A Spread of Rampant Green's Choke the Land with Green work?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-06-15
    • tedv · Publisher · 2018-06-15
    • cgarvie · Community · 2023-08-02
    • Stixidor · Community · 2023-08-02
    • DragonsDream · Community · 2023-05-28
    • Steve496 · Community · 2022-12-17

    It's optional (the 'may' missing from one printing is errata). Right before a Ravage or Build in a land with its Sacred Site, Green may destroy one of its Presence there to stop that one Action, and it can do so in any number of lands. Stopping a second Action in the same land needs the land to still be a Sacred Site, so it takes 3 Presence there to stop both. A stopped Ravage means the Dahan don't fight back either.

    Must Fields Choked with Growth push exactly 3 Dahan?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-07-17
    • Ironeye · Publisher · 2020-01-11
    • Steve496 · Community · 2024-11-03
    • ZeroProgress · Community · 2024-11-03
    • grysqrl · Community · 2017-07-17
    • dthurston · Community · 2017-07-17

    Yes, if you choose that option — 3 Dahan, or all of them if there are fewer. It deliberately doesn't say 'up to', but you can pick the other option or not use the Power.

    Can each Repeat of Creepers Tear into Mortar target a different land, and does Flame's Fury boost each?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-09-04
    • darker · Designer · 2018-09-02
    • darker · Designer · 2017-09-05
    • dthurston · Community · 2017-09-05
    • Kha Od Dro · Community · 2017-09-05
    • PerceptiveMan · Community · 2018-09-04disagrees

    Yes to both — each Repeat is a separate use with its own target, so Flame's Fury's +1 applies to every use. The bonus Damage keeps the card's restriction and goes to the same single Town or City as that use.

    How many Presence does A Spread of Rampant Green start with on the island?

    Several experienced players agree; there is no official ruling.

    • AzureSparrow · Community · 2020-07-25
    • grysqrl · Community · 2018-09-17
    • DoctaWho · Community · 2018-08-03
    • Suman11 · Community · 2018-08-03
    • abredon · Community · 2017-08-18
    • DamonH · Community · 2017-08-09

    Two — one in the highest-numbered Wetland and one in a Jungle without Dahan (players choose on ties). With 11 track spaces to fill, that uses all 13 Presence.

    How do Shadows Flicker Like Flame's Madness and Reach aspects work?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-03-15
    • darker · Designer · 2021-01-07
    • darker · Designer · 2020-12-16
    • biophys · Community · 2021-03-15disagrees

    Madness's Glimpse of the Shadowed Void gives Fear for any Spirit's Presence destroyed, as written (the intent was only Shadows' own, but the designer is happy to play it as written). Reach ignores Range for one of Shadows' own actions, and as a Range modification it carries over to a Repeat.

    How does Shadows Flicker Like Flame's Dark Fire aspect work?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-01-12
    • Ironeye · Publisher · 2026-01-11
    • Sevelinscorner · Community · 2026-01-12
    • Stixidor · Community · 2026-01-12
    • biophys · Community · 2024-05-01

    Each Moon or Fire you have counts as either, chosen per Action, never both. For effects that check Elements printed on cards (Choice Events, some Scenarios), a card with Moon or Fire counts as having both. Frightful Shadows Elude Destruction protects Presence from any destruction, including Ravage Blight.

    Does Thunderspeaker's Warrior aspect deal Damage when another Spirit moves its Dahan or Presence?

    A publisher representative answered this directly in 2023.

    • Ironeye · Publisher · 2023-08-28
    • clintryan · Community · 2025-01-12
    • CapnMcDoom · Community · 2025-01-12
    • pmagnus · Community · 2023-08-28
    • utabe · Community · 2023-08-28
    • blueseqperl · Community · 2023-08-28disagrees

    No — Raiding Party and the Warrior Incarna only act on Thunderspeaker's own Actions; another Spirit's Power, an Event or a Fear card moving Dahan or Presence doesn't count.

    Bringer of Dreams and Nightmares

    Do the '+1 Fear' levels on Bringer's Night Terror add to the earlier levels, and do they need them?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-11-11
    • SepiaPenguin03 · Community · 2018-07-21
    • dthurston · Community · 2018-07-21

    Each level you meet adds its own Fear to the earlier ones, so all three levels give 3 Fear, not 6. The '+' is just a reminder that it's additional, and you can use a later level without meeting an earlier one.

    How does Bringer of Dreams and Nightmares' To Dream a Thousand Deaths work?

    Several experienced players agree; there is no official ruling.

    • Dionprv · Community · 2026-06-18
    • biophys · Community · 2021-11-17
    • loki37 · Community · 2021-11-10
    • LatentOctopus · Community · 2020-09-20
    • schmerztablette · Community · 2019-11-25

    Bringer's Powers never deal real Damage or destroy anything except Bringer's own Presence. Assign the Power's Damage as usual; each Invader it would destroy instead generates the Fear on Bringer's panel, and Explorers and Towns must be Pushed (Cities stay put). This applies even to Bringer Powers worded as Dahan dealing Damage, and Dahan are never harmed by them.

    Does Bringer's dream Damage combine across instructions or with real Damage?

    Players disagree; this is the better-supported reading, with no official ruling.

    • I Eat Tables · Community · 2026-07-03
    • biophys · Community · 2026-07-03
    • Mellalint · Community · 2023-03-31disagrees

    Within one Power, yes: all its Damage instructions, thresholds included, add up, and they combine with real Damage already on a piece — a City with 1 real Damage is dream-destroyed by 2 more. The dream Damage vanishes when that Power finishes, so two Bringer Powers can't add together, and the real Damage stays.

    Can one Bringer Power 'destroy' the same Invader twice by pushing it into another affected land?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-05-21
    • darker · Designer · 2020-03-25
    • tedv · Publisher · 2018-05-01
    • biophys · Community · 2022-09-29
    • ploe · Community · 2020-12-01
    • MisterJingko · Community · 2019-12-01disagrees

    No — a single Power can't Destroy a given Invader more than once, so you can't push it along and scare it again for more Fear (for example with Tsunami or Talons of Lightning's threshold). A Repeat or a separate trigger, such as a second Vengeance of the Dead, is a separate use and can.

    Which effects are still real when Bringer of Dreams and Nightmares is involved?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-05-09
    • darker · Designer · 2019-07-26
    • darker · Designer · 2018-02-15
    • biophys · Community · 2024-04-29
    • Novis · Community · 2023-12-22
    • dypaca · Community · 2022-01-23disagrees

    Only Damage and Destroy instructions on Bringer's own Powers are changed. Blight Bringer adds is real and destroys Presence; Remove, Replace, Defend and token effects work normally; and Damage from Dahan counterattacks, Fear cards, Events, Scenarios and other Spirits is real.

    What happens when Bringer of Dreams and Nightmares uses Cast Down into the Briny Deep's threshold?

    Several experienced players agree; there is no official ruling.

    • Sevelinscorner · Community · 2026-03-31
    • Santiago · Community · 2020-11-28
    • dthurston · Community · 2017-07-25

    The board isn't destroyed and nothing on it is except Bringer's own Presence there. Invaders that would be destroyed generate Fear and Explorers and Towns are pushed as usual.

    Which Fear card can Spirits May Yet Dream turn face up, and is it earned or resolved?

    A publisher representative answered this directly in 2022.

    • tedv · Publisher · 2022-05-17
    • Ironeye · Publisher · 2020-06-28
    • Stixidor · Community · 2024-04-29
    • biophys · Community · 2024-04-26
    • Angelcollector · Community · 2024-04-26
    • bunderscore · Community · 2023-01-24

    Any face-down Fear card — earned, next up, or deep in the deck. It only reveals the card: it stays where it is and is earned and resolved normally. It's usable only once the Fast phase begins, so Card Plays are already locked in.

    Can Bringer of Dreams and Nightmares push Invaders into Ocean's Hungry Grasp's Ocean to drown them?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-05-09
    • Ironeye · Publisher · 2020-10-14
    • Ironeye · Publisher · 2020-10-14
    • bankzzzgtr · Community · 2022-09-09
    • biophys · Community · 2022-09-09
    • dypaca · Community · 2020-05-29

    Yes — Bringer's Pushes can go into an in-play Ocean, and Ocean's Drowning (its own triggered action) really destroys them, with the normal Fear. Bringer gets no extra Fear for those Invaders unless its Power would have destroyed them first.

    Does Dread Apparitions' own Fear count toward its Defend, and does Fear from destroying Towns?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2023-06-09
    • Horatio Humblestumps · Community · 2023-06-09
    • StarWars_board_gamer · Community · 2020-12-23
    • AzureSparrow · Community · 2020-04-23
    • SavageOx · Community · 2019-06-09
    • NocturnalCarnivore · Community · 2019-05-11

    Its own Fear counts — the card sets up 'Defend 1 per Fear' before generating it, so you start with Defend 1. Fear that Powers later generate in that land adds more, but the automatic Fear for destroying Towns and Cities doesn't.

    For Bringer's Violence aspect, does a Power count as having Damage if you won't actually deal it?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-05-12
    • Ironeye · Publisher · 2024-05-12
    • nosewhoknows · Community · 2024-05-13

    Yes — check the text on the card, threshold and alternate-mode text included, regardless of what you'll resolve or target.

    Ocean's Hungry Grasp

    Can other Spirits push or gather Invaders into the Ocean when Ocean's Hungry Grasp is in play?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-02-25
    • darker · Designer · 2018-07-10
    • tedv · Publisher · 2018-07-10
    • fuchstraum · Community · 2025-11-16
    • biophys · Community · 2025-01-09
    • FinalAttack · Community · 2020-05-04disagrees

    Yes — on any board where Ocean has Presence (anywhere on that board, not necessarily in the Ocean), that board's Ocean counts as a Coastal Wetland for every Spirit's Powers and special rules. Invaders or Dahan any Spirit moves there are Drowned, feeding Ocean's Energy. On boards without Ocean's Presence, or without Ocean in the game, the Ocean isn't a land and nothing can enter it.

    Do Oceans count as lands for Invader Actions, Fear cards, Events or Adversaries?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-06-09
    • darker · Designer · 2018-05-24
    • darker · Designer · 2018-01-20
    • I Eat Tables · Community · 2026-10-10
    • Steve496 · Community · 2024-11-12
    • Benj613 · Community · 2024-11-12

    No — Ocean's rule covers only Spirit Powers, Spirit special rules and Blight. Invaders never Explore, Build or Ravage in an Ocean, and Fear cards, Events and Adversary effects can't put pieces there or drown them.

    Do drowned Invaders generate Fear, and when?

    Players disagree; this is the better-supported reading, with no official ruling.

    • Santiago · Community · 2021-09-25
    • SourCreamSuicide · Community · 2021-09-25
    • LatentOctopus · Community · 2020-08-29disagrees

    Yes — Drowning destroys the piece, so Towns and Cities give their normal Fear when they drown. Trading the drowned pieces for Energy later gives nothing more.

    How does Ocean's Hungry Grasp turn drowned Invaders into Energy?

    The designer answered this directly in 2019.

    • darker · Designer · 2019-06-08
    • darker · Designer · 2017-08-23
    • tedv · Publisher · 2018-12-07
    • yury1975 · Community · 2024-04-10
    • Parafly · Community · 2021-05-21
    • Santiago · Community · 2018-01-09superseded

    Add up the printed Health of drowned Invaders and trade Health equal to the number of players (Spirits) for 1 Energy, any time, as often as you like — solo, a Town is simply 2 Energy. Health modifiers are ignored. You may save drowned pieces and trade several together. Strictly you can't make change (cash in more Health than you need and keep the rest), though the developer tested it that way and doesn't mind if you do.

    Can Ocean's Hungry Grasp ever get Presence into an Inland land?

    The designer answered this directly in 2019.

    • darker · Designer · 2019-02-14
    • darker · Designer · 2018-03-18
    • darker · Designer · 2017-09-03
    • Steve496 · Community · 2024-05-19
    • mtyree1972 · Community · 2024-05-19
    • Arah · Community · 2020-01-01

    Only through an effect that explicitly ignores land restrictions, such as Indomitable Claim. Ocean's rule blocks every way of placing or moving its Presence inland — Growth, Power Cards like Unrelenting Growth or Blazing Renewal, Pushes, and other Spirits' Powers — despite the older wording on the panel.

    Do Growth options or setup that say 'Coastal land' let Presence go into the Ocean?

    Several experienced players agree; there is no official ruling.

    • I Eat Tables · Community · 2023-04-19
    • utabe · Community · 2021-03-15
    • cgarvie · Community · 2021-03-15
    • jsdougan · Community · 2021-01-24
    • Entreri43 · Community · 2020-12-05
    • biophys · Community · 2020-12-05

    No — Growth and setup aren't Powers, so 'Coastal land' there means a real Coastal land, and no Spirit can Grow Presence into an Ocean. Ocean puts Presence in the Ocean through its own Growth that names Oceans, and other Spirits only via Powers that add or move Presence. Two of Ocean's Presence in one Ocean do form a Sacred Site.

    Must Ocean's Hungry Grasp gather or push Presence in every Ocean when it takes those Growth options?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-12-28
    • I Eat Tables · Community · 2023-04-19
    • FateTriarrii · Community · 2022-01-09
    • biophys · Community · 2022-01-09
    • Ritchell · Community · 2021-01-22
    • Benj613 · Community · 2021-01-21

    In every Ocean where it can — the moves are mandatory but not costs, so you may take the option and skip Oceans where it's impossible. They move only Ocean's own Presence, one per board.

    Do Swallow the Land-Dwellers and Ocean Breaks the Shore need to push pieces into the Ocean to drown them?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-09-17
    • Ironeye · Publisher · 2025-04-30
    • SpitzNevus · Community · 2025-04-30
    • cgarvie · Community · 2021-12-20
    • biophys · Community · 2021-08-23
    • Angelcollector · Community · 2021-08-23

    No — they drown pieces directly in the targeted Coastal land: destroy them and put them on Ocean's panel, using the definition in Ocean's Drowning rule. Pieces merely pushed into a Coastal land with Ocean's Presence don't drown; only pieces moved into an in-play Ocean drown automatically.

    With Tidal Boon, where can Dahan pushed into the Ocean go, and what does 'your Ocean' require?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-04-29
    • Ironeye · Publisher · 2020-05-05
    • Ironeye · Publisher · 2020-03-08
    • Alkor1 · Community · 2025-12-01
    • chins · Community · 2025-12-01
    • basejester · Community · 2023-03-03

    'Your Ocean' means an Ocean that actually contains Ocean's Presence — unlike the drowning rule, Presence elsewhere on the board isn't enough. Dahan pushed there then go to a Coastal land — all to one land, though it can be on another board. 'Their lands' isn't Range 0, so Range boosts don't extend it.

    What happens to pieces in an Ocean when Ocean's Hungry Grasp loses all its Presence on that board?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-06-09
    • darker · Designer · 2020-05-25
    • darker · Designer · 2020-04-30
    • darker · Designer · 2018-01-21superseded

    The Ocean stops being a land. Dahan and Invaders there go to the nearest legal land; other pieces, such as another Spirit's Presence, are out of play — unusable for anything — until Ocean returns to that board. If that was all of a Spirit's Presence, the game is lost. This 2020 ruling replaced an older one that destroyed everything in the Ocean.

    Can an in-play Ocean get Blight, and what does it do there?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-09-25
    • Ironeye · Publisher · 2020-01-23
    • Ironeye · Publisher · 2018-12-14
    • bwolcott · Community · 2021-10-10
    • pmagnus · Community · 2019-01-03
    • Dormammu · Community · 2019-01-03

    Yes — mostly through cascades, plus the odd Power, Event or Adversary that adds or moves Blight there. It works like any land: added Blight destroys Presence in that Ocean, and it stays until something removes it.

    Are the Oceans on different boards one land, and are other board edges Ocean?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-02-17
    • darker · Designer · 2017-08-26
    • vilnai · Community · 2021-12-16
    • cbow54 · Community · 2021-12-16
    • rbeall · Community · 2020-06-21
    • Dormammu · Community · 2017-12-14

    No to both — each board's Ocean is its own separate land, and only the marked Ocean counts; other edges of a solo board are not Ocean. On the thematic map, treat East land 1 as adjacent to the Northeast board's Ocean when both are used.

    How does Ocean's Hungry Grasp's Deeps aspect sinking a land work?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-08-20
    • Ironeye · Publisher · 2025-05-24
    • Ironeye · Publisher · 2025-05-12
    • dypaca · Community · 2026-10-10
    • I Eat Tables · Community · 2026-10-10
    • Sevelinscorner · Community · 2026-08-20disagrees

    The sunk land joins that board's Ocean, which stays one land; other pieces there (Presence, tokens, Blight) stay put, now in the Ocean, and ongoing effects carry over. Lands adjacent to it become Coastal. Invaders never Build there. The change is permanent, though for balance revert it between Second Wave games.

    Power Cards: A–L

    In a solo game, what happens if Cast Down into the Briny Deep destroys my only board?

    The rulebook covers this in "WIN CONDITIONS".

    • Spirit Island rulebook · Rulebook · WIN CONDITIONS
    • dthurston · Community · 2018-08-11
    • Beancake12 · Community · 2018-08-11

    You win a sacrifice victory: every Invader is gone, which wins, while your last Presence is gone too, which would lose. When one effect causes both, the Spirits win a sacrifice victory.

    If Cast Down into the Briny Deep sinks a board and splits the island in two, can pieces still move between the halves?

    Several experienced players agree; there is no official ruling.

    • dypaca · Community · 2020-07-29
    • Dormammu · Community · 2020-07-29

    Only if the remaining boards still touch. In the standard layouts the boards stay linked diagonally, but if sinking a board leaves parts of the island disconnected, treat them as separate with no adjacency between them.

    On Call on Midnight's Dream, what does 'If you Forget this Power' refer to, and must I still Forget a card?

    Several experienced players agree; there is no official ruling.

    • I Eat Tables · Community · 2024-01-14
    • TakeWalker · Community · 2024-01-14
    • Ivo1994 · Community · 2019-08-27
    • AzureSparrow · Community · 2019-08-27
    • SavageOx · Community · 2019-06-09

    'This Power' is Call on Midnight's Dream itself. Gaining the Major still requires Forgetting a card as usual; if the card you Forget is Call on Midnight's Dream, you also gain Energy per Dahan and may play the new Major immediately by paying its cost. Forget anything else and the Major simply goes to your hand.

    Does a Major played through Call on Midnight's Dream use a Card Play, and when does it resolve?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-01-26
    • AzureSparrow · Community · 2020-05-15
    • jsdougan · Community · 2020-05-14
    • dthurston · Community · 2018-09-16
    • DoctaWho · Community · 2018-03-18
    • grysqrl · Community · 2017-12-11

    It doesn't use a Card Play — those only limit the Spirit Phase. The Major resolves at its own speed: a Fast one can be used right away, a Slow one waits for the Slow phase. It is targeted when used, so it needn't hit the same land as Call on Midnight's Dream.

    How does Entwined Power's shared Presence work, and how long does it last?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-09-08
    • Ironeye · Publisher · 2025-05-26
    • jdludlow · Community · 2026-03-18
    • purvisa · Community · 2026-03-18
    • Steve496 · Community · 2023-12-18
    • CapnMcDoom · Community · 2023-12-18

    For the rest of the turn, both Spirits may use either Spirit's Presence for the Range and targeting of their Powers, Innates included, even to meet a Sacred Site requirement (1 Presence of each colour counts). It does not count for anything else: "your lands", "your Presence" and checks like "if you have 2 Sacred Sites" still mean only your own, and it doesn't pass on the other Spirit's special targeting bonuses.

    If Entwined Power gives me a Major Power, do I have to Forget a card?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-07-28
    • Doublelift · Community · 2026-01-14
    • rpvt · Community · 2019-08-28
    • dthurston · Community · 2019-08-28
    • Lorkenpeist · Community · 2018-11-18
    • Arcanist Lupus · Community · 2018-11-18

    Yes — taking one of the Majors the other Spirit didn't keep counts as gaining a Major, so you Forget a card as usual (it may be the Major itself). Giving the other Spirit a Major you already owned is not gaining one, so neither of you Forgets for that.

    Which card can Gift of Constancy keep, and can it keep itself?

    Several experienced players agree; there is no official ruling.

    • utabe · Community · 2020-11-20
    • Stixidor · Community · 2020-11-20
    • dypaca · Community · 2020-03-29
    • SnarksandBoojums · Community · 2018-07-17

    Only a card the target would discard at the end of this turn — that is, one played this turn, not one already in the discard. Gift of Constancy itself is a valid choice, and if it has already resolved, its effect still happens even if the card is later Forgotten.

    For Gift of Living Energy, who needs the Sacred Sites for the extra Energy?

    A publisher representative answered this directly in 2019.

    • Ironeye · Publisher · 2019-11-17
    • desocupado · Community · 2019-11-17

    The Spirit using the Power, not the Spirit it targets.

    Can Gift of Twinned Days Repeat a more expensive card when it is itself the cheapest card in play?

    The designer answered this directly in 2022.

    • darker · Designer · 2022-05-27
    • Ironeye · Publisher · 2026-02-03
    • rchandra · Community · 2026-02-23
    • fabiobucco · Community · 2026-02-02
    • tunnels_end · Community · 2024-09-04
    • Tongar1234 · Community · 2022-05-28disagrees

    Normally no — it must Repeat your lowest-cost Power in play, and if that is Gift of Twinned Days itself, the Repeat does nothing. It only works if Twinned Days leaves play after being used (for example Forgotten when gaining a Major mid-turn) before you take the Repeat.

    With both Fire and Flood thresholds met, can all the extra Damage go into one land?

    Several experienced players agree; there is no official ruling.

    • jsdougan · Community · 2020-11-21
    • Entreri43 · Community · 2020-11-21
    • dthurston · Community · 2020-04-06
    • Carighan · Community · 2020-04-06
    • robb8888 · Community · 2020-04-06
    • Ritchell · Community · 2020-04-06disagrees

    Yes — each threshold's bonus goes to one of the two target lands, and both bonuses may go to the same one, giving 12 and 4 Damage instead of 8 and 8. The two targets must be different lands.

    How much extra Damage does Flame's Fury add to a Power with several Damage instructions or lands?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-06-09
    • darker · Designer · 2020-05-21
    • darker · Designer · 2020-05-21
    • lundse · Community · 2021-06-08
    • darker · Designer · 2018-10-29superseded
    • PerceptiveMan · Community · 2019-07-11disagrees

    Exactly +1 Damage in total to the Power's own instructions, placed wherever you choose, however many Damage clauses or lands the Power has. Each time a triggered Damage effect set up by the Power (such as Vengeance of the Dead) resolves, that is a separate Action and gets its own +1 — a 2020 designer ruling that replaced a 2018 answer giving only the first trigger the bonus. Two uses of Flame's Fury on the same Spirit stack for +2.

    How does Dissolve the Bonds of Kinship's threshold resolve?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-07-13
    • darker · Designer · 2018-07-12
    • darker · Designer · 2017-09-07
    • teh_duke · Community · 2021-04-20
    • Innsbruck · Community · 2018-11-30
    • SavageOx · Community · 2018-07-12disagrees

    Top to bottom: replace the City, Town and Dahan with Explorers; then, at the threshold, those Explorers and the Towns/Cities damage each other simultaneously; finally Push Explorers. Per the erratum, that Push moves all Explorers in the land, not just the new ones, into as many different lands as possible — at least one into each land you can, with the rest wherever you like. Damage already on a replaced piece carries over: a City with 1 Damage becomes 2 Explorers, one of which is destroyed.

    What is the Range of Emerge from the Dread Night Wind, which shows no Range?

    Several experienced players agree; there is no official ruling.

    • fabiobucco · Community · 2026-05-10
    • utabe · Community · 2026-05-10

    It has no Range limit — you may target any land.

    What happens when another Spirit uses a Spirit-specific Power, such as Absorb Essence, through Entwined Power?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-07-28
    • biophys · Community · 2024-07-28

    Do as much as you legally can and skip what you can't. Keeper of the Forbidden Wilds using Absorb Essence would gain the Energy and grant Serpent its Element and Energy, but can't use Serpent's own track effects.

    With Entwined Power's threshold, can one Spirit give a Power without getting one back?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-05-21
    • Shoone · Community · 2020-07-05
    • DeadMoney · Community · 2018-05-18
    • Antistone · Community · 2018-05-18disagrees

    Yes — the card says 'gift', not 'exchange', on purpose; one Spirit may give a card and receive nothing.

    Where can bonus Damage from cards like Gift of Furious Might go?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-09-02
    • Ironeye · Publisher · 2026-03-10
    • Ironeye · Publisher · 2025-03-01
    • Steve496 · Community · 2026-03-10
    • nosewhoknows · Community · 2025-03-28
    • biophys · Community · 2026-03-10disagrees

    Only where the boosted Power's Damage could go — it keeps that Damage's restrictions, so a Power that damages only Explorers and Towns can't send the bonus to a City. When a Power has several Damage instructions you choose which the bonus joins, and the current ruling lets a multi-point bonus such as Gift of Furious Might's +3 be spread across them within a single use.

    How does Blazing Renewal work if the Spirit has fewer than 2 destroyed Presence, and where does its threshold Damage go?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-05-12
    • darker · Designer · 2017-10-09
    • darker · Designer · 2017-09-24
    • Doublelift · Community · 2026-01-14
    • kitsunesuit · Community · 2025-11-28
    • SavageOx · Community · 2020-05-12disagrees

    Add 2 destroyed Presence if you can, or as many as you have — it isn't 'up to', so with 2 or more destroyed Presence you can't choose to add just 1. Its Damage happens as long as at least one was added. The threshold Damage goes into the land where the Presence was placed, and only if Presence was added there.

    For Damage that may go into the target or adjacent lands, can I send it to a land with no Invaders?

    The designer gave only a provisional answer in 2021; there is no firm ruling.

    • darker · Designer · 2021-07-08
    • darker · Designer · 2018-02-06
    • SavageOx · Community · 2021-07-08
    • dthurston · Community · 2021-07-06disagrees

    Probably yes. The designer's provisional answer is that when a Power lets you choose which lands its Damage goes into, you aren't obliged to pick lands with Invaders, but Damage dealt in a land must go to Invaders there. If the land has sunk (for example after Cast Down into the Briny Deep), it is no longer adjacent to anything.

    With Instruments of Their Own Ruin's threshold, is Damage split among adjacent lands, and is it simultaneous?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-11-24
    • darker · Designer · 2017-09-02
    • darker · Designer · 2017-07-28
    • biophys · Community · 2021-01-02

    Its threshold Damage is a total divided among the adjacent lands as you choose, not dealt in full to each. It isn't simultaneous between lands: you choose the order in which Ravaging lands resolve, so Invaders in one land can destroy those next door before that land Ravages.

    Does Encompassing Ward's Defend use where the target Spirit's Presence is when it is played, or when Invaders Ravage?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2021-01-27
    • Ritchell · Community · 2021-01-27

    When the Damage happens. Unlike most Defend effects it follows the target Spirit's Presence, so check where that Presence is at the time of the Ravage.

    With The Jungle Hungers' threshold met, what is destroyed?

    Several experienced players agree; there is no official ruling.

    • chins · Community · 2020-12-04
    • Toriel · Community · 2020-12-04
    • biophys · Community · 2020-12-04
    • Eeeville · Community · 2017-08-27

    The threshold adds to the base effect: all Explorers, all Towns and 1 City are destroyed, and its 'do not destroy any Dahan' overrides the base Dahan destruction.

    Does Land of Haunts and Embers always add Blight, and does its threshold let me pick a new land?

    A publisher representative answered this directly in 2018.

    • Ironeye · Publisher · 2018-01-03
    • Ogid · Community · 2025-07-14
    • vilnai · Community · 2025-07-12
    • Carighan · Community · 2020-12-23
    • anwei · Community · 2018-01-03
    • dthurston · Community · 2016-02-07

    Yes, it always adds its Blight from the Blight Card to the target land, cascading if Blight was already there — you can't use the rest of the card and skip the Blight. Its 'perform the above effects again' isn't a Repeat, so it stays in the same land, and that happens before the Blight is added.

    Where does The Land Thrashes in Furious Pain deal its Damage, and what does its Repeat require?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-07-01
    • Ironeye · Publisher · 2020-12-28
    • utabe · Community · 2020-12-26
    • Stixidor · Community · 2020-12-26
    • Entreri43 · Community · 2020-06-30
    • Gudradain · Community · 2020-06-30

    All of it goes into the target land: 2 per Blight there plus 1 per Blight in adjacent lands. The threshold's Repeat on an adjacent land only needs that land to be adjacent to the first target — the Range and 'has Blight' restrictions don't apply to it.

    Can Growth Through Sacrifice save a Spirit with 1 Presence left, or reveal a second Sun to do both options?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-09
    • darker · Designer · 2020-06-24
    • tedv · Publisher · 2018-10-05
    • Entreri43 · Community · 2021-01-22
    • dark_dar · Community · 2018-10-05
    • AzureSparrow · Community · 2020-08-09disagrees

    No to both. It adds Presence to one of the target's lands, so after destroying your last Presence there is nowhere to add it. And its threshold is checked before the options resolve, so a Sun uncovered by the added Presence doesn't let you do both.

    Can Gift of Proliferation or Overgrow in a Night add Presence once the tracks are empty, or return destroyed Presence?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-12-21
    • Steve496 · Community · 2022-12-18
    • NocturnalCarnivore · Community · 2019-01-09
    • dthurston · Community · 2019-01-09
    • ldd23 · Community · 2019-01-08

    They can move a Presence already on the island, like any 'add Presence', but they can't use destroyed Presence — only effects that say so can. A Spirit can also put Presence into an Ocean with them when Ocean's Hungry Grasp is on that board.

    Can Confounding Mists push Cities?

    A publisher representative answered this directly in 2018.

    • tedv · Publisher · 2018-08-31
    • AzureNarwhal · Community · 2018-08-31

    Yes, as printed. The publisher considers that a design slip but chose not to issue errata, so it works as written.

    Does Infinite Vitality's threshold stop cascading Blight, and does anything die when it wears off?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-07-25
    • darker · Designer · 2020-07-24
    • darker · Designer · 2020-07-23
    • AzureSparrow · Community · 2023-01-30
    • chins · Community · 2023-01-30
    • dthurston · Community · 2022-02-18

    With its threshold, Blight can't be added to the target land from any source, including Blight cascading into it, so no cascade starts from it either. All turn-long effects end together at Time Passes, at the same moment Damage clears, so Dahan don't die just because it wears off.

    How does Fragments of Yesteryear work?

    Several experienced players agree; there is no official ruling.

    • dthurston · Community · 2024-02-21
    • Eeeville · Community · 2023-11-08

    Remove every piece from the target land (no Fear) and add pieces per its setup icons; Presence that wasn't there originally is destroyed. With the threshold, Dahan, Presence and Spirit tokens stay and only non-Invader, non-Blight setup pieces are added.

    Power Cards: M–Z

    Does Unrelenting Growth add Presence using my Presence or the target Spirit's?

    The designer answered this directly in 2019.

    • darker · Designer · 2019-04-23
    • tedv · Publisher · 2019-04-23
    • cgarvie · Community · 2022-01-19
    • teh_duke · Community · 2022-01-19

    The target Spirit's — the Presence belongs to that Spirit, so its Range is measured from that Spirit's Presence. 'A land at Range 1' means within Range 1, so Range 0 works too.

    How do Powerstorm's Repeats work?

    Several experienced players agree; there is no official ruling.

    • Sevelinscorner · Community · 2026-03-21
    • Entreri43 · Community · 2022-12-25
    • jdludlow · Community · 2022-09-23
    • Pmeckels · Community · 2022-09-23
    • biophys · Community · 2022-09-23
    • dthurston · Community · 2020-10-19

    The target Spirit may Repeat a Power Card it has in play, paying that card's cost again; with the threshold it may make up to three Repeats, each on a different Power Card. Repeats can come later in the turn, give no extra Elements, and a Repeated card ignores its own Repeat text. Different Repeat effects (say Powerstorm and Gift of Twinned Days) can each Repeat the same Power.

    If Powerstorm Repeats Elemental Boon, do I gain Elements again, and do they count for Powerstorm's threshold?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-05-28
    • Steve496 · Community · 2023-03-24
    • Pmeckels · Community · 2023-03-24
    • ploe · Community · 2020-06-30
    • utabe · Community · 2020-06-30
    • LatentOctopus · Community · 2020-06-30

    Yes, the Repeat grants a new set of three Elements (the same or different ones, even to a different Spirit), because Elemental Boon grants Elements through its text. But they arrive after Powerstorm's threshold was checked, so they can't help Powerstorm itself.

    What does Sky Stretches to Shore's +3 Range cover, and can it set up a later Repeat?

    The designer answered the Repeat part directly in 2019; experienced players agree on the Range part.

    • Son of Frankenstein · Community · 2022-01-03
    • Gmaestro43 · Community · 2022-01-03
    • SavageOx · Community · 2019-12-08disagrees
    • darker · Designer · 2019-10-22

    The +3 Range applies to the target Spirit's Powers when they target a Coastal land this turn, cards and Innates alike, even those whose target bar says 'Any'. Its speed change can also be used on a Power you already used: make it Slow in the Slow phase, and a 'may Repeat this turn' effect such as Vital Strength's Gift of Strength can then Repeat it.

    In what order does Twisted Flowers Murmur Ultimatums resolve when its threshold is met?

    Several experienced players agree; there is no official ruling.

    • Entreri43 · Community · 2021-04-16
    • dthurston · Community · 2021-04-16
    • teh_duke · Community · 2021-04-15
    • jsdougan · Community · 2019-04-24
    • lundse · Community · 2021-04-16disagrees

    The threshold's +3 Fear happens before the Terror Level check, as the card says, but its 3 Damage comes at the end, after the removal. A '+' on a threshold adds a new instance of an effect rather than modifying the earlier one.

    What does Savage Mawbeasts do if the target land isn't Jungle or Wetland?

    Several experienced players agree; there is no official ruling.

    • desocupado · Community · 2018-06-28
    • sheeted_kid · Community · 2018-06-28

    Its Fear and Damage only happen in a Jungle or Wetland, but it can target any land, and its 3 Animal threshold deals 1 Damage wherever you target, so outside those terrains it only does something with the threshold.

    For Paths Tied by Nature, is the Range for moving measured from the target land?

    Several experienced players agree; there is no official ruling.

    • vilnai · Community · 2023-09-24
    • Talos_Truthseeker · Community · 2020-09-11

    Yes — a land-targeting Power's effects are relative to its target land unless the card mentions the origin land.

    For Sweep into the Sea's 'Repeat on an adjacent land', adjacent to what?

    Several experienced players agree; there is no official ruling.

    • robb8888 · Community · 2020-07-02
    • utabe · Community · 2020-07-01

    To the original target land.

    Is Vigor of the Breaking Dawn's threshold added to its base effect, and does it apply again on a Repeat?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-01-28
    • tedv · Publisher · 2017-12-13
    • Mizerak · Community · 2020-04-06
    • SavageOx · Community · 2020-04-06
    • dthurston · Community · 2018-01-28
    • Bowmangr · Community · 2018-01-27disagrees

    Yes on both — it resolves in order and adds to the base effect: 2 Damage per Dahan in the target land, then Push up to 2 Dahan, then 2 Damage per Dahan in each land you pushed Dahan into, counting every Dahan there after the Push. When the whole Power is Repeated (for example by Vital Strength of the Earth's innate) both parts happen again, because the threshold isn't a Repeat effect.

    When does Vengeance of the Dead deal its Damage, and can it trigger itself?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-05-21
    • darker · Designer · 2020-05-21
    • darker · Designer · 2020-05-21
    • Doublelift · Community · 2026-01-14
    • Robrob · Community · 2025-11-05
    • biophys · Community · 2025-11-05

    It lasts the rest of the turn and deals its Damage immediately after each effect that destroys Towns, Cities or Dahan in the land, including Ravage and Dahan counterattacks and Fear or Event 'destroy' effects. A single use can never trigger itself, even indirectly, though two separate uses can trigger each other once each. With its threshold the Damage may be split among adjacent lands.

    Does Volcanic Eruption's threshold deal 10 Damage in each adjacent land or 10 split among them?

    Several experienced players agree; there is no official ruling.

    • mathematics1 · Community · 2020-08-19
    • yudantaiteki · Community · 2020-08-19

    10 in each adjacent land — the bracketed effect happens separately in every adjacent land.

    Is Mists of Oblivion's threshold '+3 Damage' per Invader or 3 in total, and does it count for the Fear?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-08-08
    • darker · Designer · 2017-07-20
    • Ironeye · Publisher · 2022-01-24
    • Biaxident · Community · 2021-01-23
    • dthurston · Community · 2021-01-23
    • Zangzabar · Community · 2019-01-07

    3 Damage in total, dealt as you like. It is part of the same Power, so Towns and Cities it destroys count toward the card's Fear (up to its cap).

    Can Twisted Flowers Murmur Ultimatums' removal take Cities?

    One experienced player's answer supports this; there is no official ruling.

    • grysqrl · Community · 2017-09-04

    Yes — any 2 Invaders of any type, as long as both are in the target land.

    Does 'Invaders do not heal' from Unquenchable Flames follow a damaged Invader that is Pushed away?

    Several experienced players agree; there is no official ruling.

    • lundse · Community · 2023-06-10
    • biophys · Community · 2023-06-10

    No — unless a Power says otherwise its effects stay in the target land, so an Invader pushed out heals normally.

    How does The Trees and Stones Speak of War's Defend work when Dahan are pushed?

    The designer answered this directly in 2019.

    • darker · Designer · 2019-01-13
    • darker · Designer · 2018-06-15
    • darker · Designer · 2018-02-13
    • CapnMcDoom · Community · 2024-03-21
    • vilnai · Community · 2024-03-21
    • robb8888 · Community · 2020-12-24disagrees

    The Damage and Defend 2 per Dahan happen as soon as the Power resolves, no Ravage needed, and the Defend stays in the land even if Dahan later leave or die. With the threshold, each Dahan the card pushes carries a flat Defend 2 to its new land (the original land loses 2 per pushed Dahan), regardless of Dahan already there. Dahan moved later by another Power leave their Defend behind.

    With Veil the Night's Hunt, can several Dahan damage the same Invader?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-08-23
    • Ironeye · Publisher · 2020-08-23
    • Benj613 · Community · 2024-12-27
    • mtyree1972 · Community · 2024-12-26
    • Sevelinscorner · Community · 2024-12-26
    • cgarvie · Community · 2023-12-24

    No — each Dahan deals 1 Damage to a different Invader of your choice (they can be the same type). If there are more Dahan than Invaders, the extra Damage is lost.

    Can Wrap in Wings of Sunlight Defend the land the Dahan are already in, and can it move Dahan anywhere?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-01-13
    • mathematics1 · Community · 2021-01-13
    • basejester · Community · 2020-04-23
    • Dormammu · Community · 2017-12-31

    Yes to both. It says Move rather than Push, so Dahan can go to any land, and moving pieces from a land into that same land still counts as a move, so you can Defend 5 where they already stand.

    Does Wrap in Wings of Sunlight still Defend 5 if you move no Dahan?

    Several experienced players agree; there is no official ruling.

    • Doublelift · Community · 2026-01-14
    • Languste · Community · 2025-10-16
    • nyrang · Community · 2022-02-23
    • dthurston · Community · 2020-03-30disagrees

    No, by the later ruling — the Defend goes to the land the Dahan are moved to, so moving 0 Dahan chooses no land and gives no Defend; the digital version was updated to match. Earlier, many players read the two sentences as independent and used it as 'Defend 5 anywhere', which is why you'll still see that advice.

    Can Pact of the Joined Hunt's target Spirit choose a land where no Dahan can be Gathered?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-02-25
    • darker · Designer · 2020-07-15
    • dthurston · Community · 2020-07-14
    • darker · Designer · 2020-03-31superseded

    Yes — the designer ruled in July 2020 that the target Spirit may choose any of its lands even if no Dahan can be Gathered there, and the Damage then happens per Dahan present. This reversed his March 2020 answer, which followed the strict wording that the Gather defines the land. The same applies to similar Spirit-targeting cards such as Mantle of Dread and Tidal Boon.

    How does Share Secrets of Survival work when a Ravage would destroy several Dahan?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-09-02
    • Ironeye · Publisher · 2024-11-09
    • biophys · Community · 2021-08-31
    • PerceptiveMan · Community · 2020-11-16

    The whole Ravage counts as one time Dahan would be destroyed, so it destroys 2 fewer Dahan than it otherwise would. The prevention happens as the destruction occurs, not after the Action has finished, and a saved Dahan's Damage is cleared.

    Does Tsunami affect every Coastal land, and which Dahan does it destroy?

    A publisher representative answered this directly in 2018.

    • tedv · Publisher · 2018-04-05
    • bankzzzgtr · Community · 2019-07-15
    • wpflug13 · Community · 2019-07-15
    • fredd13 · Community · 2019-03-05
    • grysqrl · Community · 2017-07-28
    • dthurston · Community · 2017-07-28

    It targets one Coastal land and destroys Dahan only there. Its threshold then also affects each other Coastal land on the same board, with the reduced effects printed (including 1 Dahan in each).

    How much Fear does Rites of the Land's Rejection give in a land with Dahan but no Towns or Cities?

    Several experienced players agree; there is no official ruling.

    • I Eat Tables · Community · 2024-01-28
    • nosewhoknows · Community · 2024-01-28
    • biophys · Community · 2021-12-24
    • dypaca · Community · 2021-03-25
    • SnarksandBoojums · Community · 2021-03-25

    None — it gives the lesser of the number of Towns/Cities and the number of Dahan, and 0 is the lesser.

    Does Talons of Lightning's threshold destroy a Town in every adjacent land or only matching terrains?

    Several experienced players agree; there is no official ruling.

    • 42qark · Community · 2019-07-14
    • ZeroZealotry · Community · 2019-07-14

    Every adjacent land — target restrictions apply only to the target land, not to effects in adjacent lands.

    With Ocean's Hungry Grasp in play, does Sweep into the Sea drown the pieces?

    Several experienced players agree; there is no official ruling.

    • dthurston · Community · 2020-10-20
    • Entreri43 · Community · 2020-10-20
    • Arcanist Lupus · Community · 2017-08-24

    Only those it pushes into an in-play Ocean. Its destroy option simply destroys Explorers and Towns — they aren't Drowned — and you may always choose the push instead.

    Does Mesmerized Tranquility affect Invaders that arrive later, and Damage they deal to other Invaders?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-12-19
    • darker · Designer · 2020-10-15
    • biophys · Community · 2024-05-23
    • Stixidor · Community · 2021-05-03

    Yes to both — it modifies the target land, so every Invader there has -1 Damage, including ones added later, and it applies to Damage they deal to other Invaders or during Dahan events, not just Ravages.

    How does Unearth a Beast of Wrathful Stone work?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-05-08
    • Ironeye · Publisher · 2025-07-14
    • Ironeye · Publisher · 2025-04-28
    • Stixidor · Community · 2026-05-09
    • voydangel · Community · 2025-04-13
    • biophys · Community · 2025-04-13

    Used in the Fast phase, it waits for the next Invader Phase — this turn or later — in which no Ravage or Build Action actually happens in the target land (one stopped by Disease or skipped doesn't count). Then, once, add a Beast. With the threshold you get both effects: that one Beast is marked and can push and deal its Fear and Damage every Slow phase, starting that turn. Its Push only applies to Beasts this Power added.

    Is Presence replaced by Transform to a Murderous Darkness destroyed, and where does its Damage go?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-07-29
    • Sevelinscorner · Community · 2025-07-29
    • vilnai · Community · 2025-07-29
    • Steve496 · Community · 2025-07-29

    It's replaced and removed from the game, not destroyed, so it can never return and 'when destroyed' effects don't fire. Its 3 Damage per replaced Presence goes only into the target land (plus Badlands still there, once per Action); pushed Badlands matter only for the threshold's adjacent Damage.

    How does Transformative Sacrifice take its Minor Powers?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-04-18
    • Ironeye · Publisher · 2024-04-18
    • I Eat Tables · Community · 2026-07-29
    • chins · Community · 2026-07-29
    • tin04ka · Community · 2025-05-16
    • InfiniteSpace · Community · 2024-04-18disagrees

    It Takes them from the top of the deck straight into play (not draw-4-keep-1); you keep them, and they give Elements that turn, though too late for its own threshold. The threshold's extra card needs you to actually remove Presence from your tracks.

    When Manifest Incarnation causes a Ravage, is that Ravage part of the Power?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-02-15
    • Ironeye · Publisher · 2020-09-25
    • vilnai · Community · 2025-12-03
    • Steve496 · Community · 2025-12-03

    No — it creates a separate Ravage Action: pause the Power, resolve the whole Ravage with the Dahan counterattack, then continue. Its Damage isn't the Power's (relevant for Bringer and Ocean). Victory is still only checked once the whole Power finishes.

    Can I choose not to replace anything with Winds of Rust and Atrophy?

    A publisher representative answered this directly in 2019.

    • tedv · Publisher · 2019-08-01
    • dypaca · Community · 2019-09-16
    • Bone White · Community · 2019-09-16
    • latzko · Community · 2019-08-01disagrees

    No — its replacements are mandatory; if only one of the two can be done, you must do that one.

    How much Fear and Damage does Poisoned Land deal with its threshold?

    A publisher representative answered this directly in 2023.

    • Ironeye · Publisher · 2023-05-18
    • Padraig946 · Community · 2025-02-04
    • biophys · Community · 2025-02-04
    • Lt_Hornblower · Community · 2023-12-29
    • vilnai · Community · 2023-12-29
    • Ivo1994 · Community · 2022-06-10

    In a land with no Blight, 2 Fear and 11 Damage in total, plus the normal Fear for buildings it destroys — and it still adds its Blight, which counts before victory is checked.

    Adversaries

    Are Adversary levels cumulative, and what does level 0 include?

    The designer answered this directly in 2018, and it matches the rulebook.

    • darker · Designer · 2018-09-12
    • darker · Designer · 2017-06-25
    • tedv · Publisher · 2019-02-11
    • Spirit Island rulebook · Rulebook · ADVERSARIES
    • purvisa · Community · 2026-03-18
    • vilnai · Community · 2026-03-17

    Yes — playing at a level applies that level's rules and every lower level's. Level 0 (base level) is just the Escalation and the additional loss condition, which apply at every level. Tiles or cards that list only some levels (like England's High Immigration '3, 4 & 6') mark where the rule changes; it still applies at the levels in between.

    Does an Adversary's Escalation happen on every flagged Stage II card, and when?

    The designer answered this directly in 2017, and it matches the rulebook.

    • darker · Designer · 2017-08-03
    • Ironeye · Publisher · 2026-06-01
    • Ironeye · Publisher · 2024-07-20
    • Spirit Island rulebook · Rulebook · STAGE II ESCALATION
    • Benj613 · Community · 2026-06-02
    • biophys · Community · 2026-06-02

    Every Stage II card with the Escalation flag triggers it — typically 2 to 4 times a game (the Coastal Lands card has no flag). It happens as soon as the card is revealed, before its Explore, unless the Adversary says otherwise (Sweden's, for example, happens after Exploring).

    How do I read an Adversary's Fear card numbers like 4/4/3?

    The rulebook covers this in "FEAR CARDS".

    • Spirit Island rulebook · Rulebook · FEAR CARDS
    • cgarvie · Community · 2020-08-25
    • dthurston · Community · 2020-08-25
    • DoctaWho · Community · 2020-01-13
    • Antistone · Community · 2018-01-31
    • Dormammu · Community · 2018-01-31

    Top to bottom they are Terror Level I, II and III: 4/4/3 means 4 cards before the Terror Level II divider, 4 more before Terror Level III, and 3 to Fear victory. These numbers are for the Fear deck, not the Invader deck.

    How does Brandenburg-Prussia's Land Rush Escalation work?

    The designer answered this directly in 2019.

    • darker · Designer · 2019-01-22
    • Ironeye · Publisher · 2020-10-27
    • Benj613 · Community · 2026-03-18
    • wpflug13 · Community · 2020-05-01
    • Bone White · Community · 2020-05-01
    • PerceptiveMan · Community · 2018-01-13

    Each time it triggers, on each board that has any Towns or Cities, add a Town to a land without a Town — any qualifying land on that board, chosen by the players, regardless of terrain or the printed setup icons. It adds a Town rather than Building, so effects that stop Builds or Invader Actions don't affect it.

    Against Brandenburg-Prussia, what Stage is the early Stage III Invader card?

    Several experienced players agree; there is no official ruling.

    • Arcanist Lupus · Community · 2022-07-26
    • biophys · Community · 2022-04-06
    • cgarvie · Community · 2022-04-06
    • Biaxident · Community · 2019-08-02
    • Ivo1994 · Community · 2019-08-02

    For effects that ask which Stage you are in, it counts as Stage II while it sits among the Stage II cards. It is not treated as a Stage II card for England's High Immigration tile when the two are combined.

    How does England's level 1 (Indentured Servants Earn Land) work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-09-25
    • darker · Designer · 2020-09-25
    • Ironeye · Publisher · 2024-07-01
    • basejester · Community · 2024-08-31
    • vilnai · Community · 2024-06-27
    • evotahr · Community · 2024-06-27

    The Build card also builds in matching lands with no Invaders if they are adjacent to 2 or more Towns/Cities in total (spread across any adjacent lands). It doesn't make non-matching lands build, and normal Builds still happen. Which lands qualify is fixed before that card's Builds resolve, so new Towns don't add lands mid-Build. It applies to every Build card, including High Immigration, and effects that stop Builds in a land stop it too.

    How does England's High Immigration tile work, and when does it Build?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-07
    • darker · Designer · 2020-07-08
    • Ironeye · Publisher · 2022-02-24
    • biophys · Community · 2023-08-01
    • Lt_Hornblower · Community · 2023-08-01
    • DonKidic · Community · 2023-07-05

    It is an extra Build space to the left of Ravage. A card leaving Ravage slides onto it instead of being discarded, and next turn it Builds there first: High Immigration Build, then Ravage, Build and Explore, left to right. It builds in every qualifying land like a normal Build card, but it isn't a 'normal' Build, so effects that skip the next normal Build (Immigration Slows and the like) don't stop it. At level 6 the two cards there are separate Builds, and Towns from the first count for the second.

    Where does England's Escalation Build happen?

    Several experienced players agree; there is no official ruling.

    • I Eat Tables · Community · 2024-04-23
    • Stixidor · Community · 2023-10-06
    • AzureSparrow · Community · 2023-01-28
    • TooOld4Games2 · Community · 2023-01-27
    • Entreri43 · Community · 2023-01-27
    • Stunna · Community · 2023-01-27

    On each board, in the land with the most Towns and Cities combined, whatever its terrain and even if it already built this turn; the players pick among tied lands, even one where the Build will be prevented. It is a real Build, so anything that stops Builds there stops it. Boards with no Towns or Cities skip it, and it happens once per flagged card, when revealed.

    Does England level 5's extra Health change Ravage Damage, Fear, or Destroy effects?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2023-11-21
    • basejester · Community · 2023-09-14
    • Pashootan · Community · 2023-09-14
    • ploe · Community · 2021-11-10

    No — only Health goes up. Towns and Cities deal the same Damage when they Ravage and give the same Fear when destroyed, and Destroy effects still destroy them outright.

    Where does Sweden's extra Ravage Blight come from, and is it added separately?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-05-22
    • Ironeye · Publisher · 2021-07-12
    • Ironeye · Publisher · 2021-07-01
    • biophys · Community · 2021-07-01
    • dypaca · Community · 2020-07-06
    • grysqrl · Community · 2020-07-06

    From the Blight Card, like all Blight added during play. Both Blight are added together as one addition, so Presence destruction and cascading are checked once; if the card runs short, flip it, resolve any Immediately effect, then add them.

    When and where does Sweden's Escalation replace Dahan?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-06-16
    • desocupado · Community · 2021-08-10
    • utabe · Community · 2021-08-10
    • dthurston · Community · 2019-09-04
    • cgarvie · Community · 2021-08-10disagrees

    Right after the Invaders Explore, in lands they actually explored into that turn (not a turn later, and not the whole board). A land with no Dahan, or where the Explore was stopped, is unaffected. It is meant to apply only to Explores from the flagged card itself.

    Does Sweden level 4's Royal Backing happen before or after the initial Explore?

    Several experienced players agree; there is no official ruling.

    • I Eat Tables · Community · 2023-09-24
    • rchandra · Community · 2023-09-24
    • chins · Community · 2023-07-02
    • biophys · Community · 2022-08-30
    • Lorkenpeist · Community · 2019-01-03disagrees

    After. Spirits place Presence and the initial Explore happens first; then discard the top card of the Invader deck and add the Town as its setup instruction says.

    How does Sweden's Mining Rush work?

    The designer answered this directly in 2019.

    • darker · Designer · 2019-04-08
    • Doublelift · Community · 2026-01-14
    • biophys · Community · 2022-01-21
    • dthurston · Community · 2019-04-07
    • Tootzo · Community · 2019-04-07

    When a Ravage adds Blight to a land, add 1 Town to an adjacent land without Towns/Cities — just one even if the Ravage added 2 Blight, and none if every adjacent land already has a Town or City. If the Town lands where a Ravage is still to come this step, it joins that Ravage, but it never creates a new one.

    Do effects that change how much Damage Blights a land also shift Sweden's and Habsburg's Damage thresholds?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-03-09
    • teh_duke · Community · 2021-03-11
    • utabe · Community · 2021-03-09
    • teh_duke · Community · 2021-03-09disagrees

    Yes — think of the land as having Health. Sweden's extra Blight and the Habsburg Monarchy loss condition count Damage above that Health, so raising it (for example in a land protected that way) raises those thresholds too.

    Scenarios

    Can Scenarios be combined with each other?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-11-11
    • darker · Designer · 2018-03-09

    Yes, but combinations aren't tested: judge the difficulty yourself and tweak anything that turns degenerate (Guard the Isle's Heart with high-level Second Wave or Blitz, for example). Modifier-style Scenarios mix more cleanly than goal-driven ones.

    In the Blitz Scenario, what is the order of the extra setup Build and Explore?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-08-09
    • Nyarthlotep · Community · 2018-04-10

    Explore with the first Invader card, advance it to Build and Build there, then reveal a second card and Explore, then advance both — so on turn 1 the first card is in Ravage and the second in Build.

    In Blitz, which Powers get the 1-Energy rebate, and when do I get it?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-01-07
    • darker · Designer · 2020-12-16
    • darker · Designer · 2018-10-30
    • I Eat Tables · Community · 2025-11-08
    • purvisa · Community · 2025-11-08
    • Lorkenpeist · Community · 2018-10-29disagrees

    Only Fast Powers. For a Fast Power Card, it lowers the cost as you play it — so a 0-cost Fast card gives you Energy you can spend on other cards that turn. For a Fast Innate (once per use, however many levels) or a Slow Power made Fast during the Powers phase, you gain it when it is used or becomes Fast, too late to pay for that turn's cards. Effects that use 'its cost', like Powerstorm, see the reduced cost.

    How does Blitz's extra Explorer work?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-01-26
    • Ironeye · Publisher · 2020-11-17
    • Mizerak · Community · 2018-06-07

    Each time an Invader card is resolved for Explore (setup included), add one extra Explorer per board, in one of that board's explored lands of your choice.

    How does Blitz change the Blight Card?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2022-12-20
    • cgarvie · Community · 2022-12-20
    • vica8081 · Community · 2020-03-30
    • AzureSparrow · Community · 2020-03-30

    When the card flips to Blighted Island, put 1 fewer Blight per player on it than it shows. The setup Blight (including the +1 erratum) is unchanged.

    In Guard the Isle's Heart, do I Forget a card for the starting Major, and does the inner land designation change which lands are Coastal?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-08-09
    • Ironeye · Publisher · 2020-10-04
    • Ironeye · Publisher · 2020-10-03
    • CapnMcDoom · Community · 2025-02-04
    • CoryLovec14 · Community · 2022-01-16
    • biophys · Community · 2022-01-16

    No to both. Each Spirit simply takes the top card of the Minor and Major decks, which isn't a 'gain', so you don't Forget a card for the Major. The inner lands are only a Scenario designation; Coastal and Inland work as normal.

    In Rituals of Terror, how do the Rituals work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-05-02
    • darker · Designer · 2019-05-11
    • darker · Designer · 2017-08-29
    • biophys · Community · 2022-08-12
    • mathematics1 · Community · 2020-11-15
    • Robrob · Community · 2020-05-02disagrees

    You must meet every condition in full: destroy the required number of Presence in the land (a total, so one Spirit may destroy more to cover for another), have the Dahan there, and pay the Energy. As printed nothing stops you performing a Ritual more than once a turn. Fear cards it earns are resolved at the Terror Level you reach; doing it in the Fast phase gets more out of them, while the Slow phase lets you see their results before planning next turn or win on the spot by reaching a new Terror Level.

    Can you win the Dahan Insurrection Scenario at Terror Level I?

    Several experienced players agree; there is no official ruling.

    • jkglife · Community · 2022-08-02
    • Dulkal · Community · 2022-08-02
    • dypaca · Community · 2022-02-01
    • Benj613 · Community · 2021-01-17
    • FrivYeti · Community · 2018-02-07disagrees

    Not as written — the Scenario replaces the normal Fear-based victory and gives no Terror Level I condition, so you need to reach Terror Level II. Some players argue clearing every Invader should still win, but the printed rules don't support it.

    In Dahan Insurrection, where does Military Response place its pieces?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-06-19
    • darker · Designer · 2020-06-19
    • darker · Designer · 2018-06-21
    • dthurston · Community · 2024-02-21
    • nosewhoknows · Community · 2024-02-20
    • Pete_Boteman · Community · 2023-02-13

    In the nearest land with Dahan, which can be the very land where the Town or City was destroyed; players break ties. It also triggers on Towns and Cities destroyed by Coordinated Insurrection, and the Insurrection is a separate Action in each land with Dahan. Dahan Damage from the Scenario hits Invaders, not the land.

    In Guard the Isle's Heart, what if an Event or Adversary effect adds a Town to a Heart land?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-11-21
    • darker · Designer · 2020-07-19
    • MasterDinadan · Community · 2025-09-18
    • I Eat Tables · Community · 2025-09-17
    • dthurston · Community · 2020-11-20
    • Aminar · Community · 2025-09-17disagrees

    There's no printed fix. The designer's suggested ruling is to place the Town or City in the nearest non-Heart land instead, for any non-Spirit effect that would unavoidably add or move one into a Heart land. A City placed there at setup by an Adversary stays by the rules as written.

    Solo, Player Counts and Scoring

    In a solo game, can I target myself with Powers that say 'Target: Another Spirit'?

    A publisher representative answered this directly in 2021, and it matches the rulebook.

    • Ironeye · Publisher · 2021-04-28
    • Ironeye · Publisher · 2021-01-04
    • Ironeye · Publisher · 2020-11-03
    • Spirit Island rulebook · Rulebook · SOLO PLAYER MODE
    • jdludlow · Community · 2023-08-15
    • ToastyBird · Community · 2023-08-15

    Yes — solo players may target themselves with those Powers. You don't get bonuses that only apply when you target a Spirit other than yourself, so Spur On with Words of Fire still lets you play another card but without the +1 Energy, while parts of a card with no such condition apply normally.

    In a solo game, if a Power gives a benefit to both 'you' and 'target Spirit', do I get it twice?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-01-31
    • Ironeye · Publisher · 2023-07-10
    • Lt_Hornblower · Community · 2023-10-03
    • biophys · Community · 2023-06-13
    • sheeted_kid · Community · 2018-01-31
    • dthurston · Community · 2018-01-31disagrees

    Yes — when you target yourself you are both 'you' and the target Spirit, so you get both halves. Entwined Power then gains you two Power Cards (and 6 Energy at its threshold), and cards like Gift of Twinned Days or Exaltation of the Incandescent Sky resolve once for each role.

    How many island boards does a solo game use?

    The rulebook covers this in "SOLO PLAYER MODE".

    • Spirit Island rulebook · Rulebook · SOLO PLAYER MODE
    • nosewhoknows · Community · 2024-09-03
    • jsdougan · Community · 2024-09-03

    One — the island always has one board per Spirit, so a single Spirit plays on a single board.

    When one person plays several Spirits, does the game count each Spirit as a player?

    A publisher representative answered this directly in 2023.

    • Ironeye · Publisher · 2023-10-07
    • jdludlow · Community · 2023-10-07
    • basejester · Community · 2023-10-07
    • bad63rfx · Community · 2022-04-09
    • lundse · Community · 2022-04-09
    • TheRubexCube · Community · 2020-06-27

    Yes, in the standard way of playing it. Multi-handed play is technically a house rule, but the usual version changes as little as possible: set up and play exactly as a multiplayer game, with one person sitting in several seats. Fear, Blight and every 'each player' effect use the number of Spirits, and each Spirit keeps its own Energy, Elements and card plays. The special solo targeting rule only applies when there is a single Spirit.

    Does the game get harder or easier with more Spirits?

    The designer answered this directly in 2024.

    • darker · Designer · 2024-09-25

    Not by design — there is no player-count adjustment. Playtesting found that the extra complexity of larger games roughly cancels out the extra synergy, so a given Difficulty is meant to feel similar from 1 to 6 Spirits.

    How is a game of Spirit Island scored?

    The rulebook covers this in "SCORING".

    • Spirit Island rulebook · Rulebook · SCORING
    • vilnai · Community · 2023-09-29
    • jdludlow · Community · 2023-09-29
    • jhaelen · Community · 2022-02-21
    • Aqualicy · Community · 2022-02-21
    • dypaca · Community · 2020-06-28

    A win scores 5 × Difficulty, +10, and +2 per Invader card left in the deck; a loss scores 2 × Difficulty and +1 per Invader card no longer in the deck (discards plus the cards in the Action spaces). Either way add 1 per X living Dahan and subtract 1 per X Blight on the island, where X is the number of players. So even a Difficulty 0 win scores points.

    How do I combine Adversary, Scenario and thematic-map difficulty, and can it go above 10?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-12-13
    • darker · Designer · 2017-08-16
    • Ironeye · Publisher · 2021-01-03
    • biophys · Community · 2021-10-06
    • Benj613 · Community · 2021-10-06
    • grysqrl · Community · 2021-01-03

    Add them together as a rough guide: the Adversary's Difficulty at the level played, plus the Scenario's, plus 3 for thematic maps. The total can exceed 10 and is what people use for scoring, but there is no official formula — some pairings make each other much harder than the sum, others barely interact, and a few (like Guard the Isle's Heart for experienced players) can even make things easier.

    When scoring a game with extra boards, do you divide Dahan and Blight by players or by boards?

    The designer answered this directly in 2022.

    • darker · Designer · 2022-10-27
    • jhaelen · Community · 2022-10-26

    By players, as the rules are written; no erratum changes it. Dividing by boards arguably fits better, but the score is only a rough measure anyway.

    Can we keep playing after meeting a victory condition to raise our score?

    A publisher representative answered this directly in 2023, and it matches the rulebook.

    • Ironeye · Publisher · 2023-06-26
    • Spirit Island rulebook · Rulebook · VICTORY AND DEFEAT

    No — you win as soon as you meet the current victory condition. Spirits and Adversaries are balanced around the game ending then, so stretching a game for points is a house rule that changes how they play.

    Can 6 players use the base rules with 6 boards?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2025-04-19
    • cgarvie · Community · 2025-04-19

    Yes — the base rules work with 6 boards, and Jagged Earth adds optional archipelago layouts.

    Spirit Island: Branch & ClawExpansion

    What does the Quarantine Fear card's 'Explore does not affect Coastal lands' mean?

    Several experienced players agree; there is no official ruling.

    • Stixidor · Community · 2023-04-02
    • Entreri43 · Community · 2023-04-02
    • dypaca · Community · 2022-02-26
    • PerceptiveMan · Community · 2019-02-14
    • NocturnalCarnivore · Community · 2019-02-13

    No Explore happens in Coastal lands that turn — not just that the Ocean stops being a source. At Terror Level III, Invaders also take no Actions in lands with Disease, which makes those lands valid Explore sources again, so it isn't strictly stronger than Level II.

    When an Event or Power makes Beasts destroy or damage pieces, can they affect other lands?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-11-16
    • Ironeye · Publisher · 2019-04-13
    • Robrob · Community · 2025-09-27
    • bad63rfx · Community · 2025-09-27
    • cgarvie · Community · 2023-11-05
    • Benj613 · Community · 2023-11-05

    No — each Beast acts only in its own land, like all tokens, so you can't pool Beasts from around the board to hit one land. Damage from Beasts goes to Invaders unless the card says otherwise, and you assign it as you like.

    Are Beasts removed after they act?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-08-30
    • biophys · Community · 2023-12-06
    • Maghd · Community · 2023-12-06
    • dthurston · Community · 2019-07-01
    • Lorkenpeist · Community · 2019-07-01
    • Arcanist Lupus · Community · 2018-07-03

    No — unlike Wilds, Disease and Strife, Beasts stay unless an effect explicitly removes them (as Beasts Attack does). When an effect removes only the Beasts that deal the destroying Damage, you can arrange the Damage so only one Beast finishes the job.

    Where do the Beasts and Disease tokens go at setup with Branch & Claw?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-12-28
    • Ironeye · Publisher · 2020-12-24
    • vilnai · Community · 2024-01-05
    • biophys · Community · 2024-01-05
    • Ahdiomer · Community · 2022-10-29
    • Entreri43 · Community · 2021-10-05

    On each balanced board, Disease in land 2 and Beasts in the lowest-numbered land without setup icons, from the unlimited supply. Placement only looks at the printed icons, so Adversary setup changes don't move it, and you place them even without Events. On thematic boards follow the land icons instead of adding the extra Beasts and Disease.

    Does adding Branch & Claw change a game's Difficulty?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-08-06
    • cgarvie · Community · 2023-10-31
    • AegisToast · Community · 2023-10-30
    • Arcanist Lupus · Community · 2017-08-06

    No — it adds no net Difficulty, so a game without an Adversary or Scenario is still Difficulty 0. The one change is that thematic boards add +1 instead of +3, since their setup includes extra tokens.

    Which Builds does a Disease token stop, and can I choose not to use it?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-05-28
    • Ironeye · Publisher · 2021-05-25
    • Ironeye · Publisher · 2021-03-18
    • biophys · Community · 2026-07-19
    • Benj613 · Community · 2026-07-19
    • Robrob · Community · 2024-02-18

    The next Build Action in its land for any reason — Build cards, England's Escalation or extra Builds, Event Builds — after which the Disease is removed; it isn't optional. It stops only one Build, so a second Build that turn happens. It doesn't stop effects that merely add a Town, and it stays if another effect already skipped the Build. You may steer tied choices into a Disease land to use it.

    Which Explores does a Wilds token stop?

    A publisher representative answered this directly in 2021.

    • Ironeye · Publisher · 2021-03-18
    • jsdougan · Community · 2024-02-10
    • biophys · Community · 2021-10-25
    • basejester · Community · 2021-10-25
    • Biaxident · Community · 2021-03-18
    • Parafly · Community · 2020-12-31

    The next Explore that would add Explorers to its land, whatever is already there — including the setup Explore, so a Wilds already in a land at setup blocks it. The token is then removed and isn't optional. It stops only one Explore Action (a second Explore card that turn goes ahead) and doesn't block effects that simply add an Explorer.

    When an Event says to ignore Disease this turn, is the Disease removed?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-06-07
    • Stixidor · Community · 2023-04-02
    • Entreri43 · Community · 2023-04-02
    • Angelcollector · Community · 2021-09-28
    • Talamare · Community · 2020-08-16

    No — every Disease token is ignored for that turn (not just new ones) and stays in its land; Invaders Build as if it weren't there. Other effects tied to Disease, like Quarantine's, still apply.

    How does Strife work during a Ravage?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-11
    • darker · Designer · 2018-09-29
    • Ironeye · Publisher · 2021-05-09
    • nosewhoknows · Community · 2026-05-30
    • biophys · Community · 2021-03-22
    • almostcyclops · Community · 2021-03-22disagrees

    An Invader with Strife deals 0 Damage the next time it would damage the land or Dahan, then loses one Strife. It still takes part in the Ravage, so the Dahan still fight back and can hit it. Strife works on any Invader Damage to land or Dahan, not just Ravages, but not on Invaders damaging each other or on Event Damage the Invaders don't deal. An Invader can carry several Strife.

    What happens to Strife when its Invader is replaced, removed or destroyed?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-09-07
    • tedv · Publisher · 2017-09-07
    • Angelcollector · Community · 2024-03-25
    • nosewhoknows · Community · 2024-03-25
    • dthurston · Community · 2019-01-07
    • anwei · Community · 2018-02-08

    If another Invader replaces it, the Strife moves to the new piece — to only one of them if several replace it (you split multiple Strife as you like). If it's replaced by something that isn't an Invader (Dahan, Beasts) or is removed or destroyed, the Strife goes back to the supply.

    How do Fear cards that give '-1 Health per Strife' work?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-09-13
    • Ironeye · Publisher · 2020-09-13
    • Benj613 · Community · 2024-07-23
    • stormburns · Community · 2024-07-22
    • Pmeckels · Community · 2023-12-26
    • wpflug13 · Community · 2019-12-18disagrees

    Each Invader anywhere on the island loses 1 Health per Strife on itself, to a minimum of 1, and penalties from several such cards stack. It's a temporary rule: if the Strife is removed, the Health comes back. Lowering Health isn't Damage, but a piece already carrying enough Damage is destroyed at once.

    How does the Discord Fear card's Strife Damage work?

    Several experienced players agree; there is no official ruling.

    • Doublelift · Community · 2026-01-14
    • biophys · Community · 2023-02-08
    • wpflug13 · Community · 2023-02-08
    • flyingtable83 · Community · 2023-02-08
    • Stixidor · Community · 2022-07-13
    • Dream of Rust · Community · 2022-07-10

    At Terror Level II, each Invader takes 1 Damage per Strife on itself, island-wide. At Terror Level III, every Invader with Strife anywhere deals its normal Damage (City 3, Town 2, Explorer 1), split among the other Invaders in its land, all simultaneously — so a Strifed Invader deals its Damage even if another destroys it.

    Does Defend reduce Damage that Events deal to Dahan or the land?

    The designer answered this directly in 2019.

    • darker · Designer · 2019-06-05
    • darker · Designer · 2017-08-23
    • tedv · Publisher · 2018-08-28
    • vilnai · Community · 2024-07-09
    • Steve496 · Community · 2024-07-09
    • SavageOx · Community · 2018-08-31disagrees

    No — Defend only reduces Damage that the Invaders deal. Event or Disease Damage with no Invader source ignores it, unless the card says Defend applies (as War Touches the Island's Shores does, for both the land and the Invaders). Event Damage to Dahan doesn't Blight the land either.

    When an Event deals '2 Damage to Dahan', is that 2 Damage to each Dahan?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-09-25
    • Siruglypants · Community · 2020-09-27
    • Anny48 · Community · 2020-06-05
    • Ritchell · Community · 2020-06-05
    • TheRubexCube · Community · 2018-07-26
    • dthurston · Community · 2018-07-26

    No — it's 2 Damage in total; per-piece Damage always says 'each'. Event (and Invader) Damage to Dahan must destroy them as efficiently as possible, so this normally destroys one Dahan.

    On a choice Event, can different Spirits pick different options, or the group skip both?

    Several experienced players agree; there is no official ruling.

    • vilnai · Community · 2026-08-05
    • nosewhoknows · Community · 2026-08-05
    • I Eat Tables · Community · 2025-09-30
    • CapnMcDoom · Community · 2025-09-30
    • Zlarp · Community · 2021-10-21
    • biophys · Community · 2021-07-14

    Neither — the group makes one choice for everyone (unless the card says otherwise) and must take one of the options. You may pick an option even if it does nothing right now, as long as you pay any listed cost, and the Spirits can split a cost however they like.

    How does 'Aided by' an Element work on Event costs?

    Several experienced players agree; there is no official ruling.

    • CapnMcDoom · Community · 2024-11-07
    • dypaca · Community · 2024-03-18
    • vilnai · Community · 2023-03-13
    • Biaxident · Community · 2021-05-26
    • Zeeceb · Community · 2020-02-10
    • whoolzyourdaddy · Community · 2020-02-02

    It reduces only that option's Energy cost: each matching Element you have in play counts 1, each matching card discarded from hand counts 2, and each matching card Forgotten counts 4; Energy paid counts 1. A card counts once, and a card Forgotten from play loses its Elements immediately (though effects it already resolved stay). It never affects thresholds.

    Do you resolve an Event on the first turn?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-02-27
    • darker · Designer · 2019-03-11
    • Ironeye · Publisher · 2026-03-16
    • nosewhoknows · Community · 2026-03-16
    • AegisToast · Community · 2025-12-17
    • PKamahl · Community · 2019-03-11superseded

    No — under the rule introduced with Jagged Earth (recommended even with Branch & Claw alone), flip and discard the first Event without resolving it, which keeps the deck's timing for things like France's Slave Rebellion. Older rulebooks resolved it, or only its lower part.

    When an Event says 'on each board, in a land with X, do Y', does it hit every such land?

    Several experienced players agree; there is no official ruling.

    • nosewhoknows · Community · 2026-08-24
    • chins · Community · 2026-08-24
    • yetikeeper · Community · 2025-03-17
    • Stixidor · Community · 2025-03-17
    • jdludlow · Community · 2023-07-31
    • Arcanist Lupus · Community · 2018-03-21

    No — 'a land' means one land per board, chosen by the players; 'each land' is used when every qualifying land is meant.

    Is an Event card one Action, and when are victory and defeat checked during it?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-05-18
    • darker · Designer · 2018-09-12
    • Ironeye · Publisher · 2023-07-16
    • biophys · Community · 2023-05-29
    • Greeniguana · Community · 2023-05-28
    • schmerztablette · Community · 2020-12-13disagrees

    Each separate Event on a card (main, token and Dahan events) is its own effect. 'For each board' or 'each Spirit' parts become one Action per board or Spirit, and win and loss are checked after each of those as well as after the whole Event.

    Do 'skip Invader Actions' effects stop Events?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-01-12
    • darker · Designer · 2021-01-12
    • Ironeye · Publisher · 2025-01-22
    • Ethereality · Community · 2025-01-23
    • biophys · Community · 2025-01-22
    • Chabster · Community · 2018-01-13disagrees

    Only the parts that are Invader Actions. An Event that says to Ravage or Build causes an Invader Action, which skip effects cancel — and you may choose such a land for it. An Event that adds or replaces pieces, or deals Damage itself, isn't an Invader Action and still happens.

    For 'on each board' Events, are the boards resolved simultaneously, and can pieces cross boards?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-02-25
    • darker · Designer · 2020-07-23
    • darker · Designer · 2019-08-09
    • Lt_Hornblower · Community · 2023-09-09
    • simyon · Community · 2022-02-27
    • vilnai · Community · 2022-02-25disagrees

    Pieces can be pushed or gathered across boards. Nothing is simultaneous: first determine everywhere the Event applies, then resolve those places one at a time in your chosen order — later results don't change where it applies, but each step uses the board as it is then.

    Should Outpaced, War Touches the Island's Shores or A Strange Madness Among the Beasts be removed?

    The designer answered this directly in 2022.

    • darker · Designer · 2022-01-10
    • tedv · Publisher · 2020-09-11
    • tedv · Publisher · 2020-09-11
    • RvE85 · Community · 2025-10-30
    • talzor · Community · 2025-10-30
    • Sh0rtz · Community · 2022-01-09

    Strange Madness is taken out by the Jagged Earth rules, and Outpaced has since been retired. War Touches has no errata, though the designer had the digital version leave all three out as too swingy; removing it is optional. There's no official way to trim the deck further — to drop Events, use Jagged Earth's no-Events option.

    How does the Sacred Sites Under Threat Event work?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-11-25
    • RvE85 · Community · 2026-10-06
    • Alkor1 · Community · 2026-10-06
    • Benj613 · Community · 2026-10-06
    • vilnai · Community · 2025-07-23
    • Alkor1 · Community · 2026-10-06disagrees

    The group picks one option for everyone. With 'Guard Them Yourself', go land by land through Sacred Sites with Invaders: pay 3 Energy (aided by Fire, paid jointly) to deal 2 Damage to Invaders there, or destroy 1 Presence of each Spirit there. You may pick it even if no land qualifies, and then nothing happens.

    How does Farmers Seek the Dahan for Aid's 'next normal Ravage becomes a Build' work?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-10-23
    • nosewhoknows · Community · 2025-08-10
    • cgarvie · Community · 2024-03-17
    • biophys · Community · 2024-03-17
    • Stixidor · Community · 2020-12-30
    • djott70 · Community · 2020-12-28

    The Ravage card stays in its space; during the next normal Ravage, Invaders Build in all its lands instead, then the usual Build and Explore follow and the cards advance normally. A Disease there stops the first Build in that land. The card has not been retired, though the official FAQ says it will be replaced in a future expansion and you may drop it early.

    What does War Touches the Island's Shores do?

    A publisher representative answered this directly in 2018.

    • tedv · Publisher · 2018-08-28
    • MirkkuV · Community · 2026-01-18
    • utabe · Community · 2020-12-09
    • dthurston · Community · 2020-04-19
    • grysqrl · Community · 2019-09-23
    • SavageOx · Community · 2018-08-31disagrees

    With 'Allow the Attacks', on each board take the top card of the Major Power deck, discard it, and use its Energy cost (at least 1) as the Damage, dealt both to the Invaders and to the land itself in whichever Coastal land holds the most Towns/Cities (players break ties); Defend reduces it for both. That can Blight the land, and destroyed Towns/Cities give Fear.

    How does the Outpaced Event work?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-06-02
    • Ironeye · Publisher · 2020-12-11
    • tedv · Publisher · 2019-08-13
    • utabe · Community · 2020-10-07
    • darker · Designer · 2018-06-02superseded
    • Vladvonbounce · Community · 2020-07-19disagrees

    It's now retired, but if you use it: each Spirit handles each of its played Slow Power Cards in any order — pay to keep it for the Slow phase, or take the other choice (such as discarding it for Energy, which can fund the next card). It never forces a Power to resolve early, doesn't touch Innates or the card from Aid from Lesser Spirits, and a discarded card's Elements are gone.

    How does A Strange Madness Among the Beasts resolve?

    A publisher representative answered this directly in 2017.

    • tedv · Publisher · 2017-09-21
    • Biaxident · Community · 2021-05-26
    • SavageOx · Community · 2019-04-13
    • DoctaWho · Community · 2019-04-11
    • Penguinton · Community · 2019-02-13
    • Tootzo · Community · 2019-04-11disagrees

    Choose one option for all boards. If you let the Beasts rampage, they destroy Dahan in their lands. If you guide them, first decide how many Beasts to keep, then pay 3 Energy per kept Beast — a total cost, minimum 3, that the Animal element aids — and remove the rest. Jagged Earth recommends removing this card.

    On Hard-Working Settlers, how do the Dahan pushes and skipped Ravages work?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-12-26
    • biophys · Community · 2025-12-26
    • CapnMcDoom · Community · 2025-12-25
    • dypaca · Community · 2022-02-26
    • lundse · Community · 2021-02-22
    • RvE85 · Community · 2025-12-25disagrees

    'Push 2 Dahan on each board' can take them from different lands, since Events have no target land. 'Create Unnerving Distractions' lets you skip one matching land per board for each Ravage card, choosing the land again for each card.

    How does the Fortification Event choose where to Build?

    Several experienced players agree; there is no official ruling.

    • TooOld4Games2 · Community · 2022-01-03
    • biophys · Community · 2021-07-28
    • dthurston · Community · 2021-05-26
    • grysqrl · Community · 2019-04-15
    • Lorkenpeist · Community · 2019-04-15
    • Antistone · Community · 2018-05-21

    Pick a terrain not shown on any Invader card in play — Coastal isn't a terrain, and a just-discarded card doesn't count as shown — and do a full Build in that terrain: only its lands with Invaders Build. If every terrain is shown, nothing happens. Its 'after advancing Invader cards' part waits until that point in the Invader Phase.

    For Interesting Discoveries, do you add the Explorer if none can be Gathered into the Sacred Site?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2024-06-13
    • Stixidor · Community · 2024-06-13
    • dypaca · Community · 2021-04-24
    • basejester · Community · 2021-04-23
    • dthurston · Community · 2019-12-09
    • AzureSparrow · Community · 2019-12-08

    Yes — choose a Sacred Site on each board, Gather if you can, and add the extra Explorer regardless. Boards with no Sacred Site are unaffected.

    How does Invaders Surge Inland move the Town?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-10-15
    • Doublelift · Community · 2026-01-19
    • Lorkenpeist · Community · 2018-12-21
    • dthurston · Community · 2018-12-21
    • Arcanist Lupus · Community · 2018-10-15
    • PerceptiveMan · Community · 2018-10-15disagrees

    You must move a Town from a Coastal land if any can be moved, 1 or 2 lands inland, and each step must take it farther from the Ocean (distance measured as the shortest path) — no sideways steps along the coast.

    Which Ravages does Urban Development's City bonus apply to?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-04-12
    • biophys · Community · 2024-04-12
    • njolsson · Community · 2024-04-11
    • I Eat Tables · Community · 2024-04-11

    Only Ravages from the first Ravage card resolved in the next Ravage step — not Ravages caused by Powers, Adversaries or Events. It's used up then even if that card causes no Ravages; it waits only if the Ravage space is empty.

    For Promising Farmland, which explored land gets a Town instead of an Explorer?

    Several experienced players agree; there is no official ruling.

    • CapnMcDoom · Community · 2025-11-22
    • jdludlow · Community · 2023-02-17
    • Benj613 · Community · 2022-02-10
    • Benji68 · Community · 2022-02-10
    • dthurston · Community · 2018-09-16

    One land per board of your choice among those that actually explore — even with two Explore terrains it's once per board. If Wilds stops an Explore, that land can't be chosen. The eligible lands are fixed before the Explore, so the new Town doesn't spread Explorers.

    How do the Minor Powers from the Aid from Lesser Spirits Blight Card work?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-06-02
    • darker · Designer · 2018-04-04
    • darker · Designer · 2018-03-25
    • I Eat Tables · Community · 2026-01-07
    • darker · Designer · 2018-06-02superseded
    • Vladvonbounce · Community · 2020-07-19disagrees

    Each Spirit's card goes straight into play, not your hand, as if played at no cost and with no Card Play, and stays there for every turn. You get its Elements immediately and it counts as your Power (your Presence for targeting, Bringer's rule applies). A Fast one gained after the Fast phase can't be used that turn.

    When does All Things Weaken start, and what counts as 'each time Blight is added'?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-03-09
    • darker · Designer · 2021-01-14
    • Ironeye · Publisher · 2021-06-02
    • utabe · Community · 2021-03-09
    • dypaca · Community · 2021-03-09
    • mathematics1 · Community · 2021-01-14

    It starts the turn after it flips, so the Blight that flipped it is unaffected, and from then on a land is Blighted by 1 Damage instead of 2 for the rest of the game (still never by 0 — modifiers like Earth's Resilience adjust it). Each Blight addition counts once: 2 Blight added together (as with Sweden) is one, while each step of a cascade is separate.

    For Disintegrating Ecosystem, must the destroyed Beast be in the land that gets Blight?

    Several experienced players agree; there is no official ruling.

    • MirkkuV · Community · 2026-01-18
    • Doublelift · Community · 2026-01-14
    • DoctaWho · Community · 2018-10-27
    • dthurston · Community · 2017-08-10
    • grysqrl · Community · 2017-07-28

    No — on each board, once when it flips, destroy 1 Beast from any land and add 1 Blight to a land with a Town/City; they needn't be the same land.

    What happens with Erosion of Will if a Spirit has no Energy to lose?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2020-12-13
    • utabe · Community · 2020-12-12
    • 42qark · Community · 2020-09-30
    • dthurston · Community · 2020-09-30
    • Skozen · Community · 2020-01-15
    • Siruglypants · Community · 2020-09-30disagrees

    Nothing more — do as much as you can; there's no other penalty. Ocean isn't forced to cash in drowned Invaders to pay.

    In a solo game, can I redraw a punishing Blight Card?

    A publisher representative answered this directly in 2021.

    • Ironeye · Publisher · 2021-01-31
    • Tongar1234 · Community · 2021-10-24
    • dthurston · Community · 2021-10-22
    • biophys · Community · 2021-10-18
    • Simonjohn · Community · 2021-01-31

    Yes — an optional Branch & Claw rule lets a solo player redraw a Blight Card with only 2 Blight per player on its Blighted side. It doesn't cover Still Healthy cards, which came later.

    How does Keeper of the Forbidden Wilds' Forbidden Ground work?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-03-05
    • darker · Designer · 2020-09-27
    • dthurston · Community · 2020-04-12
    • Vladvonbounce · Community · 2019-07-13
    • Tootzo · Community · 2019-11-03disagrees

    Whenever a land becomes Keeper's Sacred Site, however that happens (including moving Presence), Dahan there are pushed out. Afterwards, Fear cards and other effects may move Dahan back in, and adding Dahan there (rather than moving them in) is never restricted.

    What does a negative Energy number on a Growth option (Keeper's -3, Sharp Fangs' -1) mean?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-11-11
    • tedv · Publisher · 2018-09-12
    • biophys · Community · 2025-03-14
    • MindWanderer · Community · 2025-03-14
    • mathematics1 · Community · 2020-11-11
    • Sh0rtz · Community · 2020-08-27

    It's a cost: pay that much Energy to take the option, for all of its parts — if you can't pay, you can't take it. It isn't a discount on Power Cards. You can take a cheaper Growth option first to gain the Energy.

    How does Keeper's 'add a Presence to a land with Wilds or your Presence, Range 3' work?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2025-01-07
    • nosewhoknows · Community · 2025-01-07
    • CapnMcDoom · Community · 2025-01-07
    • Biaxident · Community · 2021-07-08
    • SavageOx · Community · 2021-07-08

    The land must be within Range 3 of your Presence and contain Wilds or your Presence, so you can reach a distant Wilds land. Indomitable Claim doesn't lift these Growth restrictions.

    With Keeper's Spreading Wilds, can the Push empty the land so the Wilds level applies?

    Several experienced players agree; there is no official ruling.

    • brusazorzo · Community · 2025-05-06
    • SnarksandBoojums · Community · 2025-05-06
    • pmagnus · Community · 2021-03-16
    • Antistone · Community · 2019-06-24
    • ryusora · Community · 2019-05-08
    • Lorkenpeist · Community · 2019-05-08

    Yes — levels resolve in order on the same target, and each level's condition is checked when you reach it, so pushing out the Explorers lets the 'no Explorers' level add Wilds. Towns or Cities don't block that level, and 1 Plant alone can add Wilds to a land without Explorers.

    How is Punish Those Who Trespass's '+1 Damage per Sun Plant' counted?

    A publisher representative answered this directly in 2022.

    • Ironeye · Publisher · 2022-02-13
    • biophys · Community · 2024-02-10
    • pinoeppel · Community · 2022-02-13
    • jsdougan · Community · 2018-08-24
    • nobody82b · Community · 2018-08-23
    • bobacles · Community · 2018-03-02

    Count every matched Sun-and-Plant pair you have — not just the extras — and add that much Damage to the first level's 2; 3 Sun, 2 Fire and 3 Plant gives 5. The Damage may be split between the target land and another of your lands.

    Can Sharp Fangs resolve Ranging Hunt's lines in any order?

    A publisher representative answered this directly in 2023.

    • Ironeye · Publisher · 2023-06-06
    • Ironeye · Publisher · 2020-12-25
    • biophys · Community · 2023-06-06
    • Biaxident · Community · 2021-05-06
    • Stixidor · Community · 2021-05-06
    • robb8888 · Community · 2020-12-25

    No — Gather, then Damage, then Push, top to bottom in the target land; the Gather and Push are 'may', and you can use a later level without an earlier one. Beasts may be pushed to different lands, and targeting isn't rechecked if the Beast leaves.

    How do Sharp Fangs' Presence-to-Beast Growth and Jungle/Beasts placement work?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-10-23
    • Ironeye · Publisher · 2021-01-24
    • utabe · Community · 2020-12-26
    • Stixidor · Community · 2020-12-26
    • Netslummer · Community · 2019-09-16
    • tedv · Publisher · 2017-10-23disagrees

    Replacing a Presence with a Beast costs nothing and can use any of its Presence on the island. Its other Growth adds Presence to a land that is a Jungle or has Beasts, within Range 3; the condition is on the destination. Call Forth Predators is used during the Spirit Phase.

    Where does Sharp Fangs place its second starting Presence?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2024-04-23
    • njolsson · Community · 2024-04-23
    • Xarien · Community · 2020-02-26
    • Flamethrower49 · Community · 2017-09-02

    In any land with Beasts anywhere on the island, including other boards — Adversary setup comes first, so a Beast Russia adds counts. Solo with no other Beasts, that is the Jungle with your first Beasts.

    How does France's limited Town supply work?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-09-13
    • Ironeye · Publisher · 2025-12-30
    • Ironeye · Publisher · 2021-08-28
    • biophys · Community · 2024-02-07
    • Itlazonix · Community · 2021-06-11
    • Andreloha · Community · 2020-01-08disagrees

    Reduce the supply before setup; starting Towns come from it and destroyed or replaced Towns return to it, while Towns that left the island don't count. You lose only when you must place a Town and none is left — pushing or drowning it afterwards doesn't help.

    Does France's Frontier Explorers apply to the setup Explore, and to how many lands?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-10-29
    • darker · Designer · 2017-11-24
    • Doublelift · Community · 2026-01-14
    • dthurston · Community · 2021-11-29
    • AzureSparrow · Community · 2019-12-15

    No — Frontier Explorers says 'Except during Setup', and the initial Explore is part of setup, so it doesn't apply there. After that, after each successful Explore every explored land that had no Town/City gets the extra Explorer. Use the current 'After Invaders successfully Explore' wording.

    Are Towns that replace Explorers under France's Slave Labor 'added', and when does it apply?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-05-14
    • Ironeye · Publisher · 2024-06-19
    • dypaca · Community · 2021-05-13
    • dthurston · Community · 2018-03-09

    It applies after a Build, but not where Disease stopped the Build. The Towns that replace Explorers are replacements, not additions, so 'when a Town is added' effects like Call to Guard ignore them.

    How does France's Slave Rebellion Event work?

    Several experienced players agree; there is no official ruling.

    • Sevelinscorner · Community · 2026-06-01
    • Ivo1994 · Community · 2026-05-31
    • BrazenPrune · Community · 2026-05-30
    • MirkkuV · Community · 2026-01-18
    • Languste · Community · 2025-05-15
    • Steve496 · Community · 2024-05-27

    After resolving it, draw another Event, then put Slave Rebellion back under the top 3 cards of the Event deck so it comes round again. Its Damage resolves as a separate Action in each land, so Badlands in a land boost that land's Damage once.

    Does France's Escalation place a Town on a board where nothing was explored?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2022-04-30
    • Pmeckels · Community · 2022-04-30
    • DoctaWho · Community · 2019-01-15
    • Vladvonbounce · Community · 2019-01-14
    • dthurston · Community · 2019-01-13

    Yes — it happens after the Explore step on every board, whether or not anything was explored there, in any land of the shown terrain (even one where Wilds stopped the Explore).

    In the Second Wave Scenario, what carries over to the next game?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-11-26
    • darker · Designer · 2020-03-01
    • darker · Designer · 2020-02-28
    • MirkkuV · Community · 2026-01-18
    • Doublelift · Community · 2026-01-14
    • tunnels_end · Community · 2024-05-30

    The first game is normal. For the next, flip the same Blight Card back to Healthy with 2 Blight per player +1 on it, taken from the Blight set aside; Blight removed from the game stays gone. Leave one of each Spirit token type per player on the board, and don't place printed setup tokens, Blight or Dahan.

    How are carried-over Powers used in Second Wave?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-04-29
    • darker · Designer · 2020-12-04
    • darker · Designer · 2019-06-22
    • biophys · Community · 2024-03-31
    • Pmeckels · Community · 2024-03-31
    • dthurston · Community · 2021-11-05

    Only the one Power set aside from the immediately previous game carries over. It's used once, as if the earlier Spirit played it: it costs no Energy, uses no Card Play and gives none of its printed Elements, though its text still resolves. The designer's suggested rule is to treat the earlier Spirit as having 2 Presence in each land for targeting and resolution.

    Does a Second Wave game need an Adversary, and does a Sacrifice Victory let you continue?

    Several experienced players agree; there is no official ruling.

    • bunderscore · Community · 2022-05-26
    • biophys · Community · 2022-05-25
    • utabe · Community · 2021-03-02
    • dthurston · Community · 2018-09-13
    • Tendrepie · Community · 2018-09-13

    No Adversary is required. A Sacrifice Victory is a victory, so continuing is the suggested approach. Base the difficulty on the Adversary you face, nudged ±1 for how the previous game went.

    In Powers Long Forgotten, when are the extra Energy costs paid, and how long do discoveries last?

    The designer answered this directly in 2022.

    • darker · Designer · 2022-07-26
    • darker · Designer · 2019-10-06
    • mccrispy · Community · 2022-07-04
    • dthurston · Community · 2020-09-22
    • Steve496 · Community · 2022-07-04disagrees

    The extra costs are paid when the Power is used, once per Power, so Repeats are free; players order them with other substitution effects (Bringer still pays, treating its effect as real Damage). Discoveries last the rest of the game unless marked 'now' or 'next turn', and a found Power can be held for later.

    In Powers Long Forgotten, can a search happen in the middle of a Power, and who goes first if Dahan and Invaders both search?

    Several experienced players agree; there is no official ruling.

    • dthurston · Community · 2024-06-21
    • Stixidor · Community · 2021-01-25
    • utabe · Community · 2021-01-25
    • AzureSparrow · Community · 2019-12-15
    • Arcanist Lupus · Community · 2018-04-16
    • Zetan · Community · 2022-08-04disagrees

    Searches happen whenever their conditions are met, even partway through a Power, and the players choose the order if Dahan and Invaders would search at the same time.

    How do Powers Long Forgotten's Sands results work?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-03-15
    • darker · Designer · 2019-04-02
    • Ironeye · Publisher · 2019-12-16
    • MirkkuV · Community · 2026-01-18
    • Doublelift · Community · 2026-01-14
    • dthurston · Community · 2019-12-16

    The Spirit benefit is a move to any other Sands, not a push, and Heart of the Wildfire really does deal Damage each time it uses it. With the Invader benefit, Invaders in any Sands count as being in all Sands for Explore and Build, so as written an empty Sands can even build a City.

    In Ward the Shores, can you win by clearing the Invaders or other Terror Level conditions?

    Players disagree; this is the better-supported reading, with no official ruling.

    • jkglife · Community · 2022-07-19
    • grysqrl · Community · 2018-07-14
    • 42qark · Community · 2018-12-15disagrees

    No — ignore the Terror Level victory conditions. You can't win at Terror Level I; from Terror Level II on, the only way is a Warding Pattern in every Coastal land. Patterns may go in any land, but with 4 markers per player most need to be on the coast.

    How do Ward the Shores' face-down Warding Patterns work?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-09-12
    • Ironeye · Publisher · 2024-09-10
    • I Eat Tables · Community · 2025-09-28
    • purvisa · Community · 2025-09-28
    • dthurston · Community · 2025-08-11
    • biophys · Community · 2024-09-04disagrees

    The face-down card costs 0 to play and counts as no card type (so it isn't a Major). Its Slow effect targets one land, chosen then, and you pay 2 Energy per Blight and per Town/City in that land at that moment. Only its face-down side is available.

    If Prey on the Builders stops a Build because Beasts are present, do Invaders Build if the Beasts later leave?

    The designer answered this directly in 2019.

    • darker · Designer · 2019-01-13
    • Ironeye · Publisher · 2020-12-14
    • Ironeye · Publisher · 2020-12-14
    • utabe · Community · 2020-12-14
    • dthurston · Community · 2019-01-11
    • Suman11 · Community · 2019-01-11disagrees

    No — the condition is checked when you reach that line of the Power, after its Gather, and the effect then stays even if the Beasts move away.

    How long does Blood Draws Predators wait, and when does its Damage happen?

    A publisher representative answered this directly in 2022.

    • Ironeye · Publisher · 2022-03-19
    • Ironeye · Publisher · 2020-12-25
    • biophys · Community · 2021-07-14
    • Angelcollector · Community · 2021-07-14
    • robb8888 · Community · 2020-12-25

    Only until Time Passes — 'next' just means it fires once that turn. It's a triggered effect that waits for the destroying Action to finish (so a Ranging Hunt's Push happens first), and two copies on one land resolve one after the other.

    Can Unexpected Tigers 'gather' a Beast already in the target land to get its Push?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-12-19
    • biophys · Community · 2022-09-10
    • basejester · Community · 2022-09-10
    • Stixidor · Community · 2020-12-18
    • AzureSparrow · Community · 2020-08-17

    No — a piece already in the land isn't gathered. If no adjacent Beast can be gathered, you take the 'otherwise' result and add a Beast, without the Push.

    Does Here There Be Monsters give Fear in a land with Beasts but no Invaders?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-10-29
    • tedv · Publisher · 2019-08-14
    • Arcanist Lupus · Community · 2018-10-28

    Yes — its Fear needs no Invaders, and you don't have to push anything to get it.

    How does Infestation of Venomous Spiders' skip work?

    A publisher representative answered this directly in 2021.

    • Ironeye · Publisher · 2021-01-27
    • Pmeckels · Community · 2022-02-15
    • biophys · Community · 2022-02-15
    • dypaca · Community · 2022-01-27
    • Benj613 · Community · 2021-01-27
    • dthurston · Community · 2020-08-04

    Count Beasts when it resolves. You choose which Invader Actions to skip as they come up, in any order, and needn't use them all.

    On Too Many Monsters, if lands with Beasts have Towns but no Explorers, must I use the adjacent-Explorer option?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-06-04
    • tedv · Publisher · 2020-06-04
    • wpflug13 · Community · 2020-06-03disagrees

    Not as intended — treat Terror Levels II and III as 'remove up to': choose a land with Beasts and remove what you can there, or optionally an Explorer from an adjacent land instead.

    Where do the Strife returned by Pent-Up Calamity go?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-07-30
    • darker · Designer · 2020-01-28
    • biophys · Community · 2021-07-30
    • Entreri43 · Community · 2021-07-30
    • Zeeceb · Community · 2020-01-28

    Onto any Invaders in the target land — not necessarily the ones they came from, and even a City that Bringer 'destroyed' — and returning them counts as adding Strife.

    Why are there two Sea Monsters cards?

    Several experienced players agree; there is no official ruling.

    • Dormammu · Community · 2022-10-02
    • Pmeckels · Community · 2022-10-02
    • biophys · Community · 2022-06-08
    • jkglife · Community · 2022-06-08

    Jagged Earth includes a revised Sea Monsters that replaces the Branch & Claw original; it caps the Beast-based Fear (at 8), which the original didn't.

    With Voice of Command, how do Explorers fighting alongside the Dahan count?

    The designer answered this directly in 2022.

    • darker · Designer · 2022-12-12
    • darker · Designer · 2021-06-01
    • darker · Designer · 2020-08-12
    • biophys · Community · 2023-08-25
    • Aqualicy · Community · 2021-12-29
    • cgarvie · Community · 2021-12-29

    They're on the Dahan's side for the turn: the Dahan don't damage them, they don't count toward Event conditions about Invaders, and Invader Damage boosts don't apply to them. Towns and Cities still deal their own bonuses to the Dahan side. Their Damage comes from the Ravage, so it's real even with Bringer.

    Can Strangling Firevine target its originating Sands, and where does it deal Damage?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-08-18
    • tedv · Publisher · 2017-08-18

    Yes — both Wilds then go there. Damage is dealt only in the target land, counting Wilds in and adjacent to it, and the threshold doubles it.

    Spirit Island: Jagged EarthExpansion

    How do Badlands work?

    The designer answered this directly in 2022.

    • darker · Designer · 2022-04-19
    • darker · Designer · 2019-07-18
    • darker · Designer · 2019-07-18
    • vilnai · Community · 2025-12-19
    • biophys · Community · 2025-12-19
    • nwoij · Community · 2024-10-21disagrees

    Badlands stay in their land. In each Action that deals at least 1 Damage to Invaders there, add 1 more per Badlands token, and separately the same for Damage to Dahan — whatever the source: Powers, Ravage, Dahan, Beasts, Events. They never add Damage to the land, and they add nothing if no Damage is actually dealt. In a Ravage the bonus is part of the Invaders' Damage, so it is still assigned efficiently to Dahan; a Spirit's own Damage to Dahan you assign as you like.

    How often do Badlands add Damage — per instruction, per Invader, or per Action?

    A publisher representative answered this directly in 2021.

    • Ironeye · Publisher · 2021-01-27
    • Ironeye · Publisher · 2020-08-26
    • Ironeye · Publisher · 2020-05-29
    • rchandra · Community · 2025-06-09
    • biophys · Community · 2024-09-18
    • biophys · Community · 2023-10-21disagrees

    Once per Action per Badlands token: a Power with several Damage lines, or '1 Damage to each Invader', still gets just +1 in total per token. Separate Actions each get it — two different Powers, each Repeat, a triggered effect like Vengeance of the Dead, or a Ravage.

    Can Badlands' extra Damage go to a different Invader or a later Damage instruction?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-12-16
    • darker · Designer · 2021-12-16
    • darker · Designer · 2021-01-16
    • biophys · Community · 2024-03-09
    • Stixidor · Community · 2023-06-22
    • Tootzo · Community · 2021-01-16disagrees

    Yes, within the boosted Damage's restrictions. Under the errata you choose which Damage in the Action it boosts (not just the first), and it can go to any Invader that Damage was allowed to hit — so plain '1 Damage' plus Badlands can kill two Explorers, while '1 Damage to 1 Town/City' puts all of it on that one piece.

    In Despicable Theft, how do the Thieves interact with Powers and other effects?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-01-07
    • darker · Designer · 2020-12-16
    • darker · Designer · 2020-12-04
    • CapnMcDoom · Community · 2024-07-12
    • utabe · Community · 2022-01-13
    • dthurston · Community · 2022-01-13

    For Spirit actions only, players may treat Thieves as Explorers, piece by piece — so your Powers can damage, push or Strife them. Invader, Adversary, Fear and Event actions never treat them as Invaders. A Thief can only be destroyed, removed or replaced in a land with no Towns/Cities and at least 2 Dahan; anywhere else such an effect pushes it instead (Bringer can only move them).

    In Despicable Theft, when are Thieves added and when do they move?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-12-16
    • Steve496 · Community · 2024-06-29
    • I Eat Tables · Community · 2024-06-29

    They're added only on Explores after setup, not the setup Explore. They move every Ravage step — there is always a Ravage step even if every Ravage is skipped or converted — and each move must bring them closer to the Ocean. Pour Time Sideways doesn't change their movement.

    In Elemental Invocation, which Powers gain a land's Elements?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-01-24
    • darker · Designer · 2020-10-15
    • darker · Designer · 2020-10-15
    • Benj613 · Community · 2023-08-15
    • biophys · Community · 2022-08-11
    • dthurston · Community · 2020-10-13

    Only the Power that targets that land gains its corner Elements, for its own thresholds — even ones it already shows — and they never join your Elements for Innates or other Powers. One land per Power use: with two targets (Fire and Flood) you pick one, effects in other lands don't count, and each Repeat gets only its own target's Elements. Check after any Weave, since thresholds are checked when they matter.

    Does a Build or Explore caused by an Event or Power need Invaders or an Explore source in that land?

    A publisher representative answered this directly in 2021.

    • Ironeye · Publisher · 2021-12-21
    • Ironeye · Publisher · 2021-05-09
    • Ironeye · Publisher · 2020-08-05
    • biophys · Community · 2024-03-21
    • TooOld4Games2 · Community · 2021-07-01
    • jhaelen · Community · 2022-02-24disagrees

    No — only Invader cards check whether a land qualifies. An Event or Power that directly causes a Build or Explore in a land skips that check, so it can build in an empty land. An effect that creates a whole new Build or Explore step in a terrain (like Fortification) uses the normal check.

    How do Beasts work if you play without Event cards?

    Several experienced players agree; there is no official ruling.

    • Pmeckels · Community · 2023-01-28
    • dthurston · Community · 2021-07-27
    • Biaxident · Community · 2020-12-24
    • Stixidor · Community · 2020-12-24
    • StormKnight · Community · 2019-12-02

    Jagged Earth's no-Events option replaces them with Command the Beasts: the Spirits may command the Beasts twice per game, once during Invader Stage II and once in Stage III, during the Fast phase. Each Beast acts once per command.

    Do land-wide Ravage Damage bonuses apply if the Invaders deal 0 Damage (e.g. all have Strife)?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-10-15
    • dypaca · Community · 2025-06-07
    • cgarvie · Community · 2022-10-18
    • dollarone · Community · 2022-10-18
    • biophys · Community · 2021-05-15
    • robb8888 · Community · 2019-05-06disagrees

    No — under the Jagged Earth Ravage rules, a bonus to a land's Ravage Damage (such as Habsburg's Far-Flung Herds) applies only if the Invaders' combined Damage before Defend is at least 1. Branch & Claw's older timing allowed it.

    How does Fractured Days Split the Sky's Time work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-30
    • Ironeye · Publisher · 2023-11-12
    • Ironeye · Publisher · 2023-04-01
    • MindWanderer · Community · 2024-06-17
    • nosewhoknows · Community · 2024-06-17
    • biophys · Community · 2023-11-12

    Gaining Time moves a Presence from your tracks or the island onto the special rule; spending Time moves one back onto a track. Track spaces uncovered this way take effect. Covering a Card Play space after cards are played doesn't take any back. If no track space is free for returned Time, that Presence is destroyed.

    What do the x2 and x3 icons on Fractured Days' Growth mean?

    A publisher representative answered this directly in 2020.

    • tedv · Publisher · 2020-08-24
    • I Eat Tables · Community · 2023-09-06
    • 42qark · Community · 2023-09-06
    • SnarksandBoojums · Community · 2020-10-02
    • utabe · Community · 2020-10-02
    • grysqrl · Community · 2020-08-24

    Do that part that many times, choosing freely each time — for example some Time and some Energy (up to 6 Energy from three 2-Energy picks).

    How do Fractured Days' Days That Never Were cards work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-09-25
    • Ironeye · Publisher · 2020-08-21
    • biophys · Community · 2023-11-12
    • Lt_Hornblower · Community · 2023-11-12
    • dthurston · Community · 2022-08-20
    • Entreri43 · Community · 2022-07-18

    Gaining a Major from them still requires Forgetting a card, but the set-aside cards themselves aren't in your hand, play or discard, so they can't be Forgotten. Boon of Reimagining on Fractured Days lets it keep 2 and set aside 2 of the unkept cards.

    How does Fractured Days' Slip the Flow of Time work?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-01-10
    • Ironeye · Publisher · 2023-09-05
    • Ironeye · Publisher · 2020-09-26
    • biophys · Community · 2023-09-05
    • dthurston · Community · 2022-08-20
    • Flips13 · Community · 2021-05-23disagrees

    Its first use each turn costs no Time however many levels you meet; each later use costs 1 more Time than the last. Using a Power 'now' doesn't make it Fast, and a Slow card resolved early doesn't resolve again later. A card reclaimed and replayed is a new Power, losing earlier speed changes.

    How does Pour Time Sideways work?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-08-02
    • darker · Designer · 2021-04-29
    • darker · Designer · 2020-10-09
    • biophys · Community · 2025-04-22
    • Entreri43 · Community · 2023-11-13
    • dypaca · Community · 2021-09-04disagrees

    On one board, each Invader Action (each Ravage, Build or Explore in a land) and each 'each board' action during the Invader Phase — Adversary Escalations included — happens one fewer time; on another board, one more time. It doesn't affect Actions outside the Invader Phase. Its Time cost is paid when you use it, not when you play the card.

    How does Range work around a land in Absolute Stasis?

    The designer answered this directly in 2022.

    • darker · Designer · 2022-04-19
    • darker · Designer · 2020-08-13
    • Pmeckels · Community · 2024-08-19
    • dypaca · Community · 2024-08-18
    • biophys · Community · 2023-11-28

    The land is a hole in the board until Stasis ends: it can't be targeted and Range can't be counted through it, so you must go around. Pieces can't move into it.

    Can Fractured Days look at the Invader card it discards, and which cards are 'specially placed during setup'?

    A publisher representative answered this directly in 2021.

    • Ironeye · Publisher · 2021-05-29
    • dthurston · Community · 2020-08-18
    • Yenreb · Community · 2020-08-18

    No looking — the discarded card stays unseen. 'Specially placed' cards are those an Adversary's setup text moves into a set position (for example Russia's early Stage III cards or Scotland's moved Coastal Lands), not the deck orders listed as reminders.

    In The Great River, how do migrating Towns move?

    The designer answered this directly in 2022.

    • darker · Designer · 2022-04-19
    • Ironeye · Publisher · 2023-02-12
    • Ironeye · Publisher · 2022-02-25
    • biophys · Community · 2023-02-12
    • dthurston · Community · 2021-04-26
    • utabe · Community · 2020-09-21

    Each Town must move to an adjacent land farther Inland (farther from the Ocean), even onto another board. Only if it can't, and it's on its board's eastern edge, does it leave onto the Scenario panel; otherwise it moves to an equally Inland neighbour. Split Towns evenly among eligible lands, extras to the northernmost first; moves in one range band are simultaneous, so a Town isn't moved twice.

    Does The Great River add extra Explores during setup, and do Adversary rules apply to its extra actions?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-12-30
    • Ironeye · Publisher · 2022-10-25
    • Ironeye · Publisher · 2022-10-25
    • dypaca · Community · 2026-01-17
    • tunnels_end · Community · 2025-12-30
    • AzureSparrow · Community · 2020-08-18disagrees

    No extra Explores in setup — the Scenario's extra Explores happen only in the Invader Phase. Adversary rules such as France's levels 1 and 2 do apply to the Scenario's extra Explores and Builds.

    What is the real difficulty of The Great River?

    The designer answered this directly in 2026.

    • darker · Designer · 2026-02-23

    It's printed as +3, but the designer has said he thinks it should be +4, possibly +5.

    How does Grinning Trickster's Let's See What Happens work?

    The designer answered this directly in 2022.

    • darker · Designer · 2022-12-12
    • darker · Designer · 2021-10-28
    • darker · Designer · 2021-10-27
    • I Eat Tables · Community · 2026-01-28
    • purvisa · Community · 2026-01-02
    • boomingsooner · Community · 2022-08-19disagrees

    Choose the target land first, then discard Minor Powers until one targets a land (any Power not targeting a Spirit counts) and resolve its text there, ignoring its Speed, Range and target bar. Conditions written in its text still apply. You must decide which Elements you're using at the start of the Innate, before the card is revealed.

    Can Grinning Trickster's A Real Flair for Discord chain off its own Strife?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-07-15
    • Ironeye · Publisher · 2024-03-07
    • purvisa · Community · 2025-02-08
    • nosewhoknows · Community · 2025-02-08
    • Ivo1994 · Community · 2022-09-07
    • Dormammu · Community · 2021-05-26

    No — it triggers only when one of Trickster's Powers adds Strife, once per Power (if that Power added Strife in several lands, pick which to measure Range from), and the Strife the rule adds isn't from a Power. Being a Special Rule rather than a Power, it isn't extended by Power-only Range boosts and doesn't target a land.

    How do Grinning Trickster's Growth Energy, Push Dahan track space and Any Element work?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-04-29
    • Ironeye · Publisher · 2020-08-09
    • vilnai · Community · 2023-12-23
    • Lt_Hornblower · Community · 2023-09-17
    • biophys · Community · 2021-02-17
    • Benj613 · Community · 2021-02-17

    Its last Growth gives 1 Energy per Card Play shown on your track (not bonus plays). The 'Push 1 Dahan' track space is usable once every Spirit Phase from any of your lands, starting the turn it's uncovered. The Any Element is chosen each turn, whenever it matters, and holds for that turn.

    How does Grinning Trickster's Why Don't You and Them Fight work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-10-09
    • darker · Designer · 2020-08-12
    • darker · Designer · 2020-08-12
    • I Eat Tables · Community · 2026-01-28
    • dthurston · Community · 2020-10-09
    • Entreri43 · Community · 2020-08-12

    The Invader and the Dahan damage each other simultaneously, so both can be destroyed; Badlands don't extend it past 1 Invader and 1 Dahan. Its 3 Moon 'may be Slow' is checked in the Slow phase, so it can be used Slow if you have 3 Moon then and haven't used it yet.

    Does destroying Blight count as removing it for Grinning Trickster's Cleaning Up Messes Is a Drag?

    The designer answered this directly in 2019.

    • darker · Designer · 2019-12-07
    • darker · Designer · 2019-12-07

    No — Destroy and Remove are different, even when the piece ends up in the same place.

    How do Habsburg Monarchy's Durable Towns interact with Destroy effects?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-04-14
    • darker · Designer · 2021-01-15
    • darker · Designer · 2021-01-14
    • biophys · Community · 2024-09-23
    • jdludlow · Community · 2023-05-12
    • Entreri43 · Community · 2021-01-12disagrees

    Against Durable Towns, a Destroy instruction becomes 2 Damage to each Town it would destroy; those amounts can be pooled on one of those Towns but not given to Towns the effect couldn't have destroyed. Durability ends once the land has Blight, so a Town with 2 Damage dies when Blight arrives. Bringer can push damaged Towns into Blighted lands to finish them.

    How does Habsburg Monarchy's Migratory Herders work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-12-16
    • darker · Designer · 2020-09-09
    • darker · Designer · 2020-09-06
    • Pmeckels · Community · 2023-01-07
    • biophys · Community · 2022-12-14
    • mccrispy · Community · 2021-01-21disagrees

    After the whole Build step, every land matching any Build card — whether or not it built or has Invaders — Gathers 1 Town from an adjacent land that matched none. It's a separate Action in each land, and players choose its order against other 'after the Build step' effects.

    How is Habsburg Monarchy's Irreparable Damage loss condition counted?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-12-16
    • darker · Designer · 2020-09-04
    • darker · Designer · 2020-08-14
    • biophys · Community · 2024-11-05
    • Steve496 · Community · 2024-11-05
    • vilnai · Community · 2024-11-05disagrees

    Over the whole game, keep a running total of Blight taken from the Blight Card by Ravages that deal the threshold Damage to a single land — per Ravage in one land, never summed across lands — cascades and Sweden's extra Blight included. Blight from a flipped Blight Card's effect or other triggered actions doesn't count. It uses the number of players, not boards.

    How does Habsburg level 5's Wave of Immigration work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-10-09
    • Ironeye · Publisher · 2023-06-02
    • Ironeye · Publisher · 2020-11-13
    • dypaca · Community · 2021-07-06
    • biophys · Community · 2021-07-05
    • Benj613 · Community · 2020-11-12

    Its reminder card counts as revealed when it becomes the top card of the Invader deck after cards advance, not when glimpsed earlier. Then add a Town to the three Inland lands with the least Blight, even if some of them have Blight; players break ties but must place all three.

    What does Isolate do?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-10-28
    • darker · Designer · 2021-10-27
    • darker · Designer · 2019-08-18
    • biophys · Community · 2024-10-27
    • Lt_Hornblower · Community · 2024-10-27
    • Robrob · Community · 2022-10-30

    For the rest of the turn, Invaders don't Explore in the Isolated land at all (even with its own Town or City), and for Invader purposes it isn't adjacent to anything — so it can't be an Explore source and adjacency rules can't reach it. You decide per Action whether to apply each adjacency cut. It isn't used up, so a Wilds there stays unless you choose to spend it.

    Does Isolate affect Spirits, Dahan, Blight or whether a land is Coastal?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-03
    • darker · Designer · 2019-09-02
    • tedv · Publisher · 2020-07-29
    • biophys · Community · 2022-04-24
    • tedv · Publisher · 2019-08-30superseded
    • simyon · Community · 2022-04-24disagrees

    No — it only changes how Invader pieces treat adjacency. Powers target and count Range normally, Dahan still move, Blight still cascades, Spirits may still push Invaders out, and a Coastal land stays Coastal (an Ocean can be Isolated, but that doesn't make lands Inland).

    How does Lure of the Deep Wilderness ignoring Explorers during a Ravage work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-12
    • Ironeye · Publisher · 2020-08-29
    • tedv · Publisher · 2020-01-22
    • robb8888 · Community · 2022-02-04
    • biophys · Community · 2022-02-04
    • Blackklemi · Community · 2021-03-29disagrees

    Choose at the start of the Ravage step which Explorers (up to its limit) to ignore; they take no part in that step at all — they deal no Damage, the Dahan can't hit them, and they don't count toward whether a land Ravages, which can stop Russia's 3-Explorer Ravage. It also applies to Ravages outside the step, such as one caused by Manifest Incarnation. It only covers Ravages, not other actions.

    Why does Lure's Forsake Society to Chase After Dreams 'replace 1 Explorer with 1 Explorer'?

    The designer answered this directly in 2022.

    • darker · Designer · 2022-01-14
    • darker · Designer · 2020-04-02
    • Ironeye · Publisher · 2022-03-20
    • Schaden · Community · 2026-07-31
    • biophys · Community · 2022-11-10
    • SnarksandBoojums · Community · 2022-11-10

    It isn't a misprint: the replaced Explorer is what the Innate then lets you Gather into Lure's lands (adjacent lands with its Presence, split as you like). Only Explorers created by that replacement can be gathered. The Fear depends only on a Town/City remaining. It can replace a Thief.

    How many Explorers does Lure's Never Heard From Again destroy?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2021-07-24
    • Stixidor · Community · 2020-12-26
    • utabe · Community · 2020-12-26

    2 per qualifying token (Badlands, Beasts, Disease, Wilds) in the target land, with no overall cap. Its Fear counts Explorers actually destroyed, so one Russia saves doesn't count.

    Can Lure of the Deep Wilderness count Range through Coastal lands, and must its Presence leave a land that becomes Coastal?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-10-04
    • Ironeye · Publisher · 2022-04-27

    Range can pass through any lands — the Inland restriction is only on the destination. Lure's rule stops adding or moving Presence into Coastal lands, so Presence already in a land that Weave Together the Fabric of Place makes Coastal can stay; when the Weave ends, pieces count as moved, so it must return to the Inland land.

    How does Many Minds Move as One's Sacred Site counting as Beasts work?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-01-12
    • darker · Designer · 2021-01-07
    • darker · Designer · 2020-07-18
    • shomarq · Community · 2022-01-05
    • biophys · Community · 2022-01-05
    • biophys · Community · 2022-05-29disagrees

    You choose per Action whether each Sacred Site counts as one Beasts token; it stays Presence too. A land has only one Sacred Site however many Presence are there, so 4 Presence is still one Beast, and removing that Beast removes 2 Presence.

    How does Many Minds Move as One's Fly Fast as Thought work?

    A publisher representative answered this directly in 2021.

    • Ironeye · Publisher · 2021-01-16
    • Ironeye · Publisher · 2021-01-16
    • Ironeye · Publisher · 2021-01-16
    • Stixidor · Community · 2024-11-12
    • tal342 · Community · 2020-09-16
    • Ivo1994 · Community · 2020-09-16

    When Many Minds' Powers Gather or Push Beasts, they may come from or go to lands up to 2 away from the target instead of only adjacent ones; gathered Beasts must end in the target land. The Power's Range still only decides which land you target.

    Does Many Minds' Defend move with its Presence, and must A Dreadful Tide of Scurrying Flesh pick its skips in advance?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-09-06
    • darker · Designer · 2020-08-10
    • darker · Designer · 2020-07-18
    • Languste · Community · 2025-10-16
    • jdludlow · Community · 2023-08-17
    • Stixidor · Community · 2021-02-27

    The Defend from its starting Power comes from each Presence, so it moves with that Presence. A Dreadful Tide lets you decide as each Invader Action comes up, and you're never forced to skip. Beset and Confound the Invaders is fixed when used: moving the Beasts away later doesn't reduce its Defend, nor do new Beasts raise it.

    Do Presence counting as Beasts affect Russia's loss condition?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-09-04
    • darker · Designer · 2020-08-14
    • Yenreb · Community · 2020-09-02

    While on the island they count as Beasts and help; once destroyed they're just Presence again and don't count as destroyed Beasts for Russia.

    How does Russia's A Sense for Impending Disaster (level 2) work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-25
    • darker · Designer · 2020-08-25
    • darker · Designer · 2020-08-03
    • CapnMcDoom · Community · 2025-08-11
    • LatentOctopus · Community · 2023-09-18
    • biophys · Community · 2023-09-17

    The first time each Action would destroy Explorers, one of them is pushed instead (if a push is possible), with 1 Fear. One Explorer per Action: one use of a Power is one Action even across several lands or instructions (a Repeat or triggered effect is a new Action), and one land's whole Ravage, Dahan counterattack included, is one Action. The saved Explorer can't be damaged or destroyed again by that Action. If it can't be pushed — Isolate can block every route — it's simply destroyed. Loops can't form, because an Action never triggers itself.

    Against Russia, can an 'in each land with Beasts' Event or Fear card push one Explorer from land to land for Fear each time?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-17
    • darker · Designer · 2020-08-17
    • Ironeye · Publisher · 2020-11-08
    • biophys · Community · 2022-12-13
    • Pmeckels · Community · 2022-12-13
    • skies · Community · 2022-12-13disagrees

    Sometimes. The affected lands are fixed before resolving any of them, and each land is its own Action. With 'in each land with Beasts', a lone Explorer pushed into a Beast land that hasn't resolved yet can be hit again there, fleeing for Fear each time. With a condition like 'each land with Beasts and Explorers' or 'with 2+ Invaders', a land that only qualifies after the push isn't on the list.

    Against Russia, what happens when Ocean's Hungry Grasp drowns an Explorer?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-02-21
    • Ironeye · Publisher · 2025-06-28
    • Ironeye · Publisher · 2021-06-18
    • Steve496 · Community · 2026-02-20
    • biophys · Community · 2026-02-20
    • to_mars · Community · 2021-01-20disagrees

    Drowning destroys, so Russia's rule saves one Explorer each time: a lone Explorer drowned by a Power is pushed out instead (1 Fear). If a Power pushes Explorers into the Ocean, the drowning afterwards is a separate triggered Action, so one escapes back to a Coastal land with another Fear; the chain then stops. A saved Explorer can be pushed into the Ocean only when the saving modified a Spirit Power — not an Event, Fear card or Ravage.

    How does Russia's Competition Among Hunters (level 3) decide which lands Ravage?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-02-05
    • Ironeye · Publisher · 2021-04-09
    • biophys · Community · 2024-06-28
    • I Eat Tables · Community · 2024-03-28
    • Steve496 · Community · 2022-10-08

    Each Ravage card also matches lands with 3 or more Explorers, checked when that card starts resolving; with two Ravage cards each is checked in turn, so such a land can Ravage twice. With no Ravage card nothing happens. Lands matched this way count as matching the Ravage card for other effects.

    When does Russia's Pressure for Fast Profit (level 6) trigger?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-01-20
    • Ironeye · Publisher · 2023-03-25
    • jdludlow · Community · 2022-10-09
    • Aqualicy · Community · 2022-03-26
    • biophys · Community · 2022-03-22
    • simyon · Community · 2021-12-16

    On each board where no Blight was added during the Ravage step, from turn 2 on — even if there was no Ravage card or the Ravage became a Build. Blight from a Blight Card flipped during the Ravage step counts as added. It's an Adversary Action, so 'skip Invader Actions' effects don't stop it.

    How does Russia's Escalation add Explorers?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-09-16
    • Ironeye · Publisher · 2021-01-30
    • Ironeye · Publisher · 2020-10-31
    • cgarvie · Community · 2021-12-16
    • biophys · Community · 2021-07-12
    • Stixidor · Community · 2021-01-30

    On each board, add 2 Explorers among lands with Beasts — it isn't an Explore, so no source is needed. With no Beasts on the island it does nothing, and losing all Beasts isn't a loss by itself (though Events can bring new ones).

    How do Russia's Invader cards placed in the Fear deck or the Build space work?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-06-01
    • biophys · Community · 2026-06-02
    • rchandra · Community · 2026-06-01
    • dthurston · Community · 2021-08-02
    • talzor · Community · 2026-06-01disagrees

    A card revealed during the Build step is placed in the Build space and Builds after the current card; one revealed during Explore moves on to Ravage and never Builds. An Escalation card triggers its Escalation the first time it's resolved, wherever that is.

    Can Russia, Habsburg Monarchy or Scotland be played without Jagged Earth?

    Several experienced players agree; there is no official ruling.

    • jkglife · Community · 2023-01-09
    • I Eat Tables · Community · 2023-01-09

    Scotland works with just the base game, as it uses no tokens. Habsburg Monarchy needs a stand-in for its level 5+ reminder card. Russia needs Beasts tokens, so it requires Branch & Claw or Jagged Earth.

    How do Shifting Memory of Ages' Element markers work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-22
    • darker · Designer · 2020-08-14
    • Ironeye · Publisher · 2021-03-08
    • Entreri43 · Community · 2024-04-02
    • Pmeckels · Community · 2022-09-08
    • biophys · Community · 2022-09-08

    Memory spends markers only for its own Actions, and each spent marker gives its Element for that one Action — so a threshold met with markers doesn't carry to a Repeat, and one marker can't serve two Powers. They are discarded once spent and aren't limited by components. They can count toward Event costs that use Elements.

    Do Elements given by Shifting Memory's Elemental Teachings work like normal Elements?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-07-24
    • Ironeye · Publisher · 2021-03-09

    Yes — they're ordinary Elements for the target until the end of the turn, usable for any number of checks. Only Memory's own spending of markers is limited to one Action. Another Spirit holding the card can prepare and use markers too.

    How does Shifting Memory's Observe the Ever-Changing World work?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-01-12
    • darker · Designer · 2020-10-09
    • darker · Designer · 2020-09-04
    • biophys · Community · 2025-05-03
    • dthurston · Community · 2025-05-03
    • Tongar1234 · Community · 2023-01-03

    After each Action in the target land, if its pieces changed at any point during that Action — even if they changed back — prepare one Element marker of your choice, up to three this turn; triggered actions like an added Disease count. It ends at Time Passes.

    Can Shifting Memory of Ages discard a card instead of Forgetting it, including a Major it just gained?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-22
    • TiltedLibra · Community · 2020-09-16
    • WhiteBocks · Community · 2020-09-09
    • AzureSparrow · Community · 2020-09-09
    • wpflug13 · Community · 2020-08-21
    • robb8888 · Community · 2020-05-04

    Yes — a gained Major goes to your hand first, so its special rule can discard it rather than Forget it. Players also allow discarding to cover an Event's 'Forget a Power Card' cost, since the rule isn't limited to gaining Powers.

    Do Shifting Memory's track bonuses, like Prepare 1 Element, work every turn?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-22
    • biophys · Community · 2023-10-27
    • Lt_Hornblower · Community · 2023-10-27
    • LatentOctopus · Community · 2020-08-22
    • grysqrl · Community · 2020-06-25

    Yes, every Spirit Phase once uncovered, even after later spaces are uncovered. A space uncovered outside the Spirit Phase can't be used until the next one; only the small icons offset to a space's upper-left are one-time gains.

    Does Grinning Trickster's Let's See What Happens use the revealed card's Elements, and when do I commit my Elements?

    The designer answered this directly in 2022.

    • darker · Designer · 2022-12-12
    • darker · Designer · 2021-10-28
    • darker · Designer · 2021-10-27
    • biophys · Community · 2022-08-19
    • Stixidor · Community · 2022-08-14
    • boomingsooner · Community · 2022-08-19disagrees

    No — the revealed card gives no Elements; your own Elements decide its thresholds. You set which Elements apply at the start of the Power and are locked in, even if the revealed card would change your mind. Its 'or'-to-'and' only affects capitalized OR choices between instructions, not a lowercase 'or' inside one (such as 'Gather or Push 1 Explorer').

    How does Shroud of Silent Mist's Flowing and Silent Forms Dart By work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-09-17
    • darker · Designer · 2020-08-19
    • Ironeye · Publisher · 2021-12-30
    • dypaca · Community · 2022-02-01
    • biophys · Community · 2022-02-01
    • lundse · Community · 2021-06-30

    Whenever Shroud's Presence would be destroyed, it may be pushed instead if possible — from any source, including Blight Cards, Events, or Rampant Green's Choke the Land (whose prevention still works). Only the Presence actually chosen for destruction is pushed. Pushed Presence isn't destroyed, so 'when destroyed' effects (like Volcano's) don't trigger, though you may pick protected Presence to satisfy an Event's 'destroy Presence' option.

    How does Shroud of Silent Mist's Mists Shift and Flow interact with Range and targeting?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-09-15
    • Ironeye · Publisher · 2020-09-13
    • CapnMcDoom · Community · 2025-06-08
    • biophys · Community · 2023-03-22
    • Pmeckels · Community · 2022-02-15
    • robb8888 · Community · 2021-02-12

    It adds no Range. While targeting, you may Gather 1 of your Presence into the target land or a land adjacent to it, which lets a Range 0 Power effectively reach one land farther; you can do this even if already in Range and move any Presence, but the target must still be legal afterwards, and it doesn't help 'in target Spirit's land' requirements. After the Power has started, moving Presence away doesn't undo it.

    How do Shroud of Silent Mist's lingering Damage and Energy-for-cards rules work?

    The designer answered this directly in 2022.

    • darker · Designer · 2022-04-19
    • darker · Designer · 2021-04-29
    • darker · Designer · 2020-08-14
    • tunnels_end · Community · 2023-09-01
    • LatentOctopus · Community · 2023-08-31
    • biophys · Community · 2022-06-01

    Shroud keeps Damage on Invaders in its lands through Time Passes; if a Health bonus ends while Damage stays, the piece is destroyed then, and you may count damaged Invaders for its Fear/Energy before or after effects wear off. Gaining a Power without Fire gives Energy at the moment it's gained, usable to play that very card.

    Does a Shroud Power that resolves but does nothing still count as targeting the land, and how do its 'different Invader' Damages cap?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2022-03-31
    • dthurston · Community · 2021-11-21
    • lundse · Community · 2021-11-21
    • Greeniguana · Community · 2020-08-04

    Yes — resolving a Power targets its land even if nothing happens; only declining it entirely doesn't. Damage that must go to different Invaders is capped by how many Invaders are there. Unnerving Pall counts Presence when it resolves.

    How does Starlight Seeks Its Form's Growth work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-04-02
    • darker · Designer · 2019-12-11
    • njolsson · Community · 2026-02-09
    • biophys · Community · 2021-04-22
    • Benj613 · Community · 2021-04-09
    • Sh0rtz · Community · 2021-04-09

    With 'Growth (Pick #)' each choice must be a different option. A '+1 Energy' Presence space gives Energy once, when you add Presence from it. 'Make 1 Power Fast' works on Power Cards or Innates, and 'Reclaim Half' reclaims half your discard pile instead of all of it.

    Where does Starlight start, and can Gather the Scattered Light of Stars Forget itself?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-12-05
    • biophys · Community · 2021-01-02
    • dthurston · Community · 2020-12-06
    • SnarksandBoojums · Community · 2020-12-05
    • lundse · Community · 2020-04-02
    • grysqrl · Community · 2020-01-28

    Its Presence goes in the land on your starting board that has setup Blight — no extra Blight is added; on thematic boards pick a fitting land (the Jagged Earth rulebook has a sidebar for this). Gather the Scattered Light of Stars can Forget itself, since a Power keeps resolving after it's Forgotten.

    How does Stone's Unyielding Defiance's Hold the Island Fast with a Bulwark of Will work?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-01-12
    • darker · Designer · 2020-05-22
    • darker · Designer · 2019-12-19
    • purvisa · Community · 2025-09-22
    • biophys · Community · 2024-09-27
    • Novis · Community · 2024-09-27

    Once used, for the rest of the turn, whenever Blight would be added to one of Stone's lands, Stone may pay 2 Energy per Blight to take it from the box instead — choosing which of the incoming Blight to pay for. When Blight would destroy Stone's last Presence in a land, you choose the order of the two modifications, so the innate can still apply.

    Is Stone's protection optional, and does prevented destruction trigger 'when destroyed' effects?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2022-03-06
    • dthurston · Community · 2021-05-29
    • Tootzo · Community · 2020-11-08
    • Entreri43 · Community · 2020-11-07

    Stone's special rule isn't optional, so another Spirit can't decline it to have its Presence destroyed. Presence saved from destruction was never destroyed, so effects that trigger on destruction (like Vengeance's Disease) don't happen. Destroying Presence to stop an Event is direct destruction, which its top innate level covers.

    How does Stone's Let Them Break Themselves Against the Stone work?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2022-08-12
    • thepov · Community · 2022-08-12
    • schmerztablette · Community · 2021-07-26
    • Thip · Community · 2021-07-04
    • Stixidor · Community · 2021-07-03
    • Entreri43 · Community · 2021-02-04

    Once used in the Fast phase it lasts the turn, whatever happens to Stone's Presence there, and triggers every time Invaders deal Damage to that land (each Ravage). Repeated on the same land, the two effects stack (each with its own Badlands bonus); a Repeat never repeats again.

    When does Stone gain the Minor Power from Deep Layers Exposed to the Surface, and how do its +1 Card Play spaces work?

    Several experienced players agree; there is no official ruling.

    • SnarksandBoojums · Community · 2020-12-19
    • grysqrl · Community · 2020-07-15
    • dsdhornet · Community · 2020-07-15

    After the Presence is placed — removing it from the track and placing it is one step. Each uncovered '+1 Card Play' adds a play on top of the bottom track's number.

    Do Range bonuses stack, such as Exaltation of Molten Stone with Volcano's own bonus?

    Several experienced players agree; there is no official ruling.

    • dypaca · Community · 2024-11-30
    • biophys · Community · 2024-11-30
    • Stixidor · Community · 2021-06-03

    Yes — Range increases add together and apply to every stated Range, card text included, but not to 'in one of target Spirit's lands'. Explosive Eruption's ranges can't be boosted, because the Power itself forbids it.

    How does Unlock the Gates of Deepest Power work?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-04-29
    • darker · Designer · 2021-01-24
    • darker · Designer · 2020-08-17
    • LatentOctopus · Community · 2020-09-09
    • dthurston · Community · 2020-09-09
    • biophys · Community · 2020-08-16disagrees

    The kept Major may be played at once for free (optional), gaining all its purely elemental thresholds whether you want them or not — though thresholds needing other Elements still check what you have. To keep it afterwards pay half its cost; otherwise Forget it at end of turn, which you may do earlier for something else. Forgetting another card for the Major is allowed but not required. A Repeat doesn't give its Elements again.

    How do the Varied Terrains Scenario's rules work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-12-16
    • darker · Designer · 2020-12-16
    • biophys · Community · 2026-01-02
    • pmagnus · Community · 2026-01-02
    • I Eat Tables · Community · 2025-07-02
    • Lt_Hornblower · Community · 2025-07-02

    Fertile Wetlands adds a separate Build after every Build that actually happens there (any Build, including England's and Events'), so if Disease stops the first there's no second. Sands always cascade when Blight is added, even with no Blight already, and cascades chain normally.

    How does Vengeance as a Burning Plague's Disease rule work?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-08-18
    • Ironeye · Publisher · 2021-03-19
    • Languste · Community · 2025-10-16
    • biophys · Community · 2024-12-30
    • dthurston · Community · 2021-07-11
    • Stixidor · Community · 2021-07-11

    Whenever Disease would prevent a Build on a board where Vengeance has Presence (anywhere on that board, not that land), Vengeance may let the Build happen and gain 1 Fear — once per Build Action, however many Disease are there. If an effect says to ignore Disease, the Disease prevents nothing and gives no Fear; but under 'Disease doesn't prevent Builds' effects like Lingering Plagues you choose the order and can still take the Fear.

    What counts as Vengeance as a Burning Plague's own Actions, for treating Blight as Badlands?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-06
    • Ironeye · Publisher · 2020-08-31
    • tedv · Publisher · 2020-08-05
    • biophys · Community · 2025-05-25
    • rchandra · Community · 2025-05-25
    • jdludlow · Community · 2024-01-08

    Your Growth, Presence-track bonuses, Power Cards and Innates, and triggered actions set up by your Powers or special rules. Events, Fear cards, Blight Card effects and other Spirits' Powers that move or add your Presence aren't. Presence destroyed by Blight your own Power adds is part of your Action, so it isn't replaced with Disease. Blight treated as Badlands is never used up, and Hazards Spread Across the Island can copy it into a real Badlands.

    How much Damage do Vengeance as a Burning Plague's Savage Revenge and Epidemics Run Rampant deal?

    A publisher representative answered this directly in 2023.

    • Ironeye · Publisher · 2023-09-20
    • Ironeye · Publisher · 2020-11-16
    • tedv · Publisher · 2019-09-05
    • SnarksandBoojums · Community · 2023-09-20
    • Carighan · Community · 2023-09-20
    • dthurston · Community · 2019-09-05

    Savage Revenge's levels are cumulative: all three give 6 Damage. Epidemics Run Rampant deals its Damage per Disease once to Invaders and separately the same amount to Dahan, which Vengeance may assign inefficiently.

    How does Vengeance as a Burning Plague set up?

    Several experienced players agree; there is no official ruling.

    • Aqualicy · Community · 2022-01-07
    • Thip · Community · 2022-01-05
    • Maghd · Community · 2020-12-12
    • utabe · Community · 2020-12-03

    After filling its tracks it has 3 Presence left: put 2 on the island as instructed and set 1 aside as destroyed. If the only Blighted land is also the only Wetland without Dahan (board E), both go in that land. On thematic boards without a fitting land, choose freely or start it elsewhere.

    How does Volcano Looming High's Explosive Eruption work?

    A publisher representative answered this directly in 2022.

    • Ironeye · Publisher · 2022-12-12
    • Ironeye · Publisher · 2021-05-23
    • Ironeye · Publisher · 2020-08-06
    • biophys · Community · 2025-03-15
    • Angelcollector · Community · 2025-03-15
    • wpflug13 · Community · 2022-12-12

    Destroy any number of your Presence in the origin land — the counts on each level are thresholds, not caps, and even 1 Presence with no Elements gives the collapse Damage. X is the Presence destroyed in that single use. You may destroy all of it there (Range was checked at targeting); if that leaves no Presence on the island, you lose, possibly as a Sacrifice Victory.

    Is Volcano's Collapse in a Blast of Lava and Steam a separate Action?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-22
    • darker · Designer · 2020-05-14
    • Ironeye · Publisher · 2023-05-29
    • RvE85 · Community · 2025-07-15
    • MindWanderer · Community · 2022-11-03
    • bcate22 · Community · 2022-11-02disagrees

    No — it's an action modifier, so its Damage happens immediately as part of whatever destroyed the Presence. That means Badlands boost the whole thing only once, and Flame's Fury doesn't add to it (it isn't a Power). Explosive Eruption's own Damage and the collapse Damage are separate amounts.

    Can anything move Volcano Looming High's Presence out of Mountains?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-10-24
    • Ironeye · Publisher · 2021-02-19
    • biophys · Community · 2021-11-03
    • Carighan · Community · 2021-11-03
    • Benj613 · Community · 2021-02-19
    • 42qark · Community · 2021-02-19

    Only an effect that explicitly ignores land restrictions, like Indomitable Claim. Volcano's Presence may only be added or moved into Mountains, whoever moves it, so Blazing Renewal and Traveler's Boon still obey it.

    How do Volcano's extra Energy costs work?

    A publisher representative answered this directly in 2021.

    • Ironeye · Publisher · 2021-02-15
    • Ironeye · Publisher · 2020-12-11
    • Froggery · Community · 2021-04-26
    • wpflug13 · Community · 2020-12-11
    • Benj613 · Community · 2020-12-11
    • grysqrl · Community · 2020-08-08

    A '-2 Energy' on an Innate level is a cost: meet the Elements and pay it to use that level. A card with an extra cost to use can be played for its Elements, but its effect needs the payment when it resolves. Powered by the Furnace of the Earth's 'gain a Power Card' costs 2 Energy and is a normal gain; its top level returns up to 2 destroyed Presence to the rightmost uncovered track spaces.

    Does Pyroclastic Bombardment hit each Town, City and Dahan, and must Volcano damage Dahan efficiently?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-09-09
    • rchandra · Community · 2023-09-10
    • robb8888 · Community · 2020-09-09disagrees

    It deals 1 Damage to every Town, every City and every Dahan in the land. Damage from Volcano's Powers to Dahan can be spread inefficiently — only Invader and Event Damage must destroy Dahan efficiently.

    With Weave Together the Fabric of Place, is the joined land Coastal, Inland, or adjacent to itself?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-19
    • Ironeye · Publisher · 2025-12-26
    • Ironeye · Publisher · 2023-12-14
    • biophys · Community · 2022-08-19
    • Xarien · Community · 2022-08-19
    • mccrispy · Community · 2022-04-24disagrees

    It's one land with both lands' traits: Coastal if either part was, and it matches either terrain but Ravages or gets an Explorer only once. It is not adjacent to itself — an earlier ruling said it was and was reversed. Effects on either land, such as Defend or Isolate, apply to the whole.

    If Weave Together the Fabric of Place joins a land with the Ocean, do the pieces drown?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-26
    • darker · Designer · 2020-08-25
    • darker · Designer · 2020-08-25
    • evotahr · Community · 2025-01-11
    • purvisa · Community · 2025-01-11
    • biophys · Community · 2023-07-07disagrees

    Not when joined — weaving isn't moving, so pieces sit there safely, though anything pushed or gathered in during the turn drowns. When the Weave ends in Time Passes, pieces are placed into one land or the other and count as moved, so you may move them into the Ocean to drown them. Adjacent lands become Coastal, and the joined land stays a land even if Ocean later leaves the board.

    When Weave Together the Fabric of Place ends, what happens and in what order?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-10-31
    • darker · Designer · 2020-10-23
    • darker · Designer · 2020-10-23
    • biophys · Community · 2023-09-26
    • dypaca · Community · 2023-01-23
    • dthurston · Community · 2020-08-26disagrees

    At Time Passes, Damage clearing and all expirations happen at once, so every piece is split back simultaneously and triggers like drowning or Blazing Presence resolve afterwards. Effects that also end then, such as Call to Guard, can't trigger on that movement. If both lands are illegal for a piece, choose either.

    Do I need Branch & Claw to play Jagged Earth?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-08-20
    • zhouluyi · Community · 2024-11-26
    • Vosty · Community · 2024-11-26

    No — Jagged Earth includes all the tokens and rules its Spirits need. Branch & Claw adds more Fear, Event and Power cards, and the Jagged Earth rulebook says to leave out its revised Sea Monsters if you don't own Branch & Claw.

    With Jagged Earth's extra-board option, how much Blight and how many Scenario pieces do you use?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-12-08
    • darker · Designer · 2020-12-04
    • Jacky Blue Note · Community · 2025-01-15
    • Pmeckels · Community · 2025-01-15
    • biophys · Community · 2024-11-05
    • vilnai · Community · 2024-11-05disagrees

    Scale Blight by boards: 2 per board plus the +1 erratum (5 for one player on two boards), and the Blighted side's amount by the starting number of boards. Scenario 'per player' setup or loss values are read as per board too. Adversary loss conditions that say 'players' stay per player.

    When combining two Adversaries, whose Invader Deck changes come first, and how does France's Town pool change?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-09-06
    • darker · Designer · 2020-09-04
    • darker · Designer · 2020-07-15
    • vaciterrian · Community · 2026-02-17
    • biophys · Community · 2026-02-17
    • loki37 · Community · 2021-10-10disagrees

    Apply the supporting Adversary's Invader Deck modifications first, then the leading Adversary's, so the leading one has the last say. With France (level 2+) in a combined game, add 1 Town per player to its pool for each level of the other Adversary.

    In an archipelago layout, what is the Range between islands?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-04-29
    • darker · Designer · 2020-12-19
    • Ironeye · Publisher · 2021-07-01
    • AzureSparrow · Community · 2019-11-18

    Under Jagged Earth's multiple-islands option, Coastal lands on different islands count as Range 2 from each other. Which Oceans face each other is up to the players — coasts along the same coastline are reasonable.

    Which Jagged Earth Spirits can be played with only the base game rules?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-01-28
    • Ironeye · Publisher · 2020-12-20
    • Ironeye · Publisher · 2020-09-17

    Four of them use no tokens: Shroud, Fractured Days, Shifting Memory and Starlight (the last two need the Element markers, and Fractured Days has many unusual effects). Grinning Trickster and Many Minds need Branch & Claw's token rules but nothing else from Jagged Earth. Page 3 of the Jagged Earth rulebook lists what works with the base game alone.

    What do the Vitality tokens shown on the Jagged Earth playmat do?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-04
    • utabe · Community · 2020-08-04

    Nothing officially — Vitality was cut from Jagged Earth. The designer suggested optional uses: remove a Vitality instead of adding 1 Blight, or have it absorb the first 3 Damage to the land from each Action. (Nature Incarnate later introduced its own Vitality rules.)

    How does Volcano's Exaltation of Molten Stone work?

    Several experienced players agree; there is no official ruling.

    • rainbowsnom · Community · 2026-03-13
    • I Eat Tables · Community · 2026-03-13
    • dypaca · Community · 2024-11-30
    • biophys · Community · 2024-11-30
    • Stixidor · Community · 2021-06-03
    • jsdougan · Community · 2020-09-21

    It counts only Volcano's own Fire to set the Energy split between the two Spirits. Its +1 Range applies to any Power the target uses with Range measured from Presence in a Mountain, not just Powers requiring a Mountain origin, and stacks with other Range bonuses.

    Spirit Island: Nature IncarnateExpansion

    Can Nature Incarnate be played without Jagged Earth?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-06-11
    • Ironeye · Publisher · 2024-07-27
    • wpflug13 · Community · 2026-06-11
    • VariousArtist · Community · 2025-06-01
    • RocketMagnetUK · Community · 2023-08-26
    • biophys · Community · 2023-08-26

    Officially it requires the base game and Jagged Earth, and its rulebook assumes the Jagged Earth rules. In practice much of it works without: the Habsburg Mining Expedition, many Aspects, most Blight and Fear cards, Dances Up Earthquakes, Hearth-Vigil and both Scenarios, with proxies for Badlands, Wilds or Strife unlocking more.

    Does an Incarna count as Presence, and can add- or move-Presence effects use it?

    Several experienced players agree; there is no official ruling.

    • Stixidor · Community · 2025-07-14
    • nosewhoknows · Community · 2025-07-13
    • Lt_Hornblower · Community · 2025-07-13
    • Benj613 · Community · 2024-06-03
    • biophys · Community · 2023-09-20
    • Woodenman · Community · 2023-07-03disagrees

    While on the island an Incarna is one of your Presence, so effects that move Presence can move it, and an 'add Presence' can relocate it (taking it from where it is). It counts as 1 Presence — with one more Presence it makes a Sacred Site — and an add-Presence effect can't bring a destroyed Incarna back.

    When does Breath of Darkness Down Your Spine Abduct an Invader instead of damaging or destroying it?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-02-05
    • Ironeye · Publisher · 2024-02-25
    • Benj613 · Community · 2026-02-06
    • Sevelinscorner · Community · 2026-02-06
    • Schattenn · Community · 2024-01-10
    • biophys · Community · 2024-01-09

    Whenever one of its Powers would directly damage or destroy the only Invader in a land — any amount of Damage counts, so 1 Damage abducts a lone City. Check at the start of each Damage or Destroy instruction: an Invader left alone by an earlier instruction can be abducted by a later one, but not one left alone partway through the same instruction. Powers worded as Dahan dealing Damage (Veil the Night's Hunt) are still Breath's. Abduct effects printed on cards need no lone Invader.

    Against Russia, if Breath of Darkness would destroy a lone Explorer, is it abducted or pushed?

    The designer answered this directly in 2022.

    • darker · Designer · 2022-10-28
    • biophys · Community · 2024-10-30
    • Pmeckels · Community · 2024-10-30
    • Woodenman · Community · 2023-07-25
    • Stixidor · Community · 2023-07-25
    • Xarien · Community · 2022-10-28

    The players choose which replacement applies; either way the Explorer isn't destroyed, so the other doesn't happen. Abducting a lone Explorer works, since Russia's rule only cares about destruction.

    Who can target the Endless Dark, and does it count as a land?

    The designer answered this directly in 2022.

    • darker · Designer · 2022-10-29
    • Ironeye · Publisher · 2024-05-04
    • tedv · Publisher · 2022-10-30
    • biophys · Community · 2026-01-08
    • Sevelinscorner · Community · 2026-01-08
    • nosewhoknows · Community · 2024-11-24

    Only Breath of Darkness's land-targeting Powers, which may target it ignoring Range, without needing Presence there — though they still need any origin requirement met. It isn't a land, so other Spirits can't target it and Finder can't make it adjacent. When Breath targets it, the Power's 'target land' effects happen there.

    When pieces escape the Endless Dark, which pieces can be chosen and where do they go?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-02-05
    • Ironeye · Publisher · 2026-02-04
    • Ironeye · Publisher · 2024-11-06
    • nosewhoknows · Community · 2024-11-06
    • biophys · Community · 2024-10-30
    • rchandra · Community · 2024-04-28

    Any piece there — Invaders, Beasts and other tokens, Presence, the Incarna; Strife just travels with its Invader. Per errata, escaping pieces may go to different non-Ocean lands with Breath's Presence or Incarna; with no legal land you lose. Letting pieces escape in Growth isn't a cost: release what's there and carry on.

    Can Fear cards and Events affect Invaders in the Endless Dark?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-02-06
    • Ironeye · Publisher · 2024-11-06
    • Ironeye · Publisher · 2024-08-07
    • Sevelinscorner · Community · 2026-02-06
    • nosewhoknows · Community · 2024-11-06
    • blueseqperl · Community · 2024-08-07disagrees

    They can't Remove Invaders there (Breath gets 1 Fear instead), but Damage, Destroy and Replace — including Downgrades — still work, and a downgraded piece keeps its Damage, so it may be destroyed. Breath's own Powers remove pieces there normally.

    How does Breath of Darkness's Reach from Infinite Darkness work?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-02-05
    • Ironeye · Publisher · 2026-02-04
    • Sevelinscorner · Community · 2026-02-05
    • R3DSH1FT · Community · 2024-11-29
    • biophys · Community · 2024-11-29
    • tunnels_end · Community · 2024-04-21

    Abduct up to 2 Presence from any Spirits — Breath's own included, in any mix — into the Endless Dark. For the rest of that turn every Spirit gets +1 Range per Presence of its own there, counted whenever it checks Range (including Presence left there from earlier turns).

    How does Breath of Darkness's Incarna work?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-08-02
    • Ironeye · Publisher · 2024-12-20
    • Benj613 · Community · 2025-08-04
    • purvisa · Community · 2024-12-19
    • biophys · Community · 2024-02-17

    Its Growth may 'move' the Incarna to the land it is already in. The empowered Incarna's abduct can be used before or after a Power, never in the middle of one.

    How do Dances Up Earthquakes' Impending cards work?

    The designer answered this directly in 2025.

    • darker · Designer · 2025-03-29
    • Ironeye · Publisher · 2025-04-04
    • Ironeye · Publisher · 2025-04-02
    • vilnai · Community · 2026-07-24
    • nosewhoknows · Community · 2026-07-24
    • Steve496 · Community · 2024-12-04disagrees

    Once an Impending card holds its full cost, it is played as if from hand, during the Spirit Phase when you gain Energy, without using a Card Play, and resolves at its normal speed. A card can be made Impending face-down for Ward the Shores.

    How do Dances Up Earthquakes' Innates work?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-09-23
    • biophys · Community · 2024-12-20
    • vilnai · Community · 2024-02-12
    • nosewhoknows · Community · 2024-02-12
    • jdludlow · Community · 2023-08-25
    • michaeljjackson · Community · 2023-08-25disagrees

    Earth Shudders, Buildings Fall's first target needs a Quake token at Range 0, but its second level can hit any lands with Quakes and Invaders, and removing a Quake depends only on choosing that land. Impending cards entering play let you have more cards in play than your Card Plays.

    How do Ember-Eyed Behemoth's Growth and Incarna work?

    A publisher representative answered this directly in 2023.

    • Ironeye · Publisher · 2023-07-11
    • Ironeye · Publisher · 2023-06-28
    • jdludlow · Community · 2025-01-11
    • vilnai · Community · 2023-07-15
    • pmagnus · Community · 2023-07-15
    • Arctem · Community · 2023-07-11

    Its 'discard a Fire card' Growth isn't a cost and can be done before gaining a Power. The once-per-game Growth option is used whole — empower, move and Reclaim together — in place of a normal choice. Empowered, Stomp can be used twice a turn, and the Incarna can still be pushed between them.

    Against Habsburg Mining Expedition, can Build-stopping effects stop the Ravage a Mining land does instead of Building?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-01-27
    • Ironeye · Publisher · 2023-08-14
    • Cetvrti_Magi · Community · 2024-09-04
    • nosewhoknows · Community · 2024-09-04
    • biophys · Community · 2024-06-07
    • vilnai · Community · 2024-01-28

    No — in a Mining land the Build card causes a Ravage Action, so Build skips (and Prey on the Builders) don't apply; Ravage skips do. Disease stops that whole Ravage and is removed, unless no Invader would participate at all. Salt Deposits in the Build slot builds only in non-Mining lands that still have Invaders. Level 5's '(Build normally in a Mining land)' is reminder text.

    Does Habsburg Mining Expedition level 2 add its City and Disease once or on each board, and how does its Escalation Explore?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-12-14
    • Ironeye · Publisher · 2023-09-18
    • Ironeye · Publisher · 2023-07-28
    • Entreri43 · Community · 2026-06-11
    • purvisa · Community · 2026-06-10
    • I Eat Tables · Community · 2026-02-05

    On each board — early printings left out 'on each board'. Its Escalation Explores in 2 lands needing no source; you may pick a land where Isolate or Wilds stops it (choosing which effect does), and the Coastal card never limits its picks.

    How do Hearth-Vigil's rules work?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-02-04
    • Ironeye · Publisher · 2025-01-08
    • Ironeye · Publisher · 2023-08-28
    • Sevelinscorner · Community · 2025-05-11
    • CapnMcDoom · Community · 2025-02-12
    • blueseqperl · Community · 2023-08-28disagrees

    Keep Watch for New Incursions triggers on Builds and Explores, since both add Invaders. Its Presence-track gather-Dahan bonus is optional. On a thematic board with no Dahan, pick two lands on your board and add 1 Dahan to each.

    How do Relentless Gaze of the Sun's Repeats work?

    The designer answered this directly in 2023.

    • darker · Designer · 2023-07-06
    • Ironeye · Publisher · 2024-06-18
    • Ironeye · Publisher · 2023-12-18
    • TooOld4Games2 · Community · 2023-12-18
    • Stixidor · Community · 2023-09-15
    • Schattenn · Community · 2023-08-30

    Relentless Punishment's Repeat must come right after the Power, with nothing in between. Each Repeat is a new Action (Badlands apply again), its extra cost counts every earlier use that turn including other Repeats, and a card that leaves and is played again counts as a new card, so the cost resets.

    Does Scorching Convergence hit every Town and City, and how does Relentless Gaze's double-Energy Growth combine with bonuses?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-10-16
    • Ironeye · Publisher · 2026-10-16
    • Benj613 · Community · 2026-05-10
    • vilnai · Community · 2026-05-09
    • baurfamily · Community · 2026-05-09
    • yetikeeper · Community · 2026-05-09disagrees

    Scorching Convergence's first level deals 1 Damage in total to a Town or City. The double-Energy Growth doubles the printed amount; bonuses like Back Against the Wall are added afterwards.

    How do Towering Roots of the Jungle's Incarna and Heart-Tree work?

    A publisher representative answered this directly in 2023.

    • Ironeye · Publisher · 2023-08-30
    • biophys · Community · 2025-08-02
    • Stixidor · Community · 2025-08-02
    • jdludlow · Community · 2023-09-05
    • jkglife · Community · 2023-09-05

    Replacing a Presence with the Incarna sends that Presence to destroyed Presence; nothing moves. Revoke Sanctuary and Cast Out needs a target land with both the Incarna and Invaders. Pieces at the Heart-Tree can't be damaged, but Ravages there still damage the land, so Blight can still destroy Presence, the Incarna included.

    How do Wandering Voice Keens Delirium's rules work?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-01-19
    • Ironeye · Publisher · 2024-04-09
    • Ironeye · Publisher · 2024-03-09
    • davypi · Community · 2026-02-05
    • InfiniteSpace · Community · 2026-02-05
    • Stixidor · Community · 2025-07-13

    Isolate doesn't affect whether Dahan are adjacent to its Incarna. Moving the Incarna into the land it's in still counts as a move, so it can add Strife. Mind-Shattering Song deals 1 Damage per Sun in total, not to each Invader. Its first Growth has no Range limit. Energy paid to Turmoil's Touch goes to the supply, and the target decides whether to Take before you choose to do likewise.

    How does Wounded Waters Bleeding's Serene Waters Downgrade work?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-05-17
    • Ironeye · Publisher · 2025-05-17
    • Ironeye · Publisher · 2025-05-17
    • biophys · Community · 2024-07-20
    • Pmeckels · Community · 2024-01-15
    • Woodenman · Community · 2023-12-29

    In one Action you must move at least one Invader and at least one Dahan into your lands (any kind of movement), with your Presence already there at the start of that instruction; then Downgrade, at most once per Power in total. An Invader can only be downgraded twice if a Dahan arrives with or after it each time. A Bargain of Coursing Paths' triggered moves count if Wounded Waters used the Bargain.

    Do Wounded Waters Bleeding's Healing markers give Elements?

    A publisher representative answered this directly in 2025.

    • Ironeye · Publisher · 2025-12-29
    • Ironeye · Publisher · 2025-05-19
    • InfiniteSpace · Community · 2026-02-05
    • TooOld4Games2 · Community · 2025-12-29
    • cbow54 · Community · 2024-11-01
    • blueseqperl · Community · 2024-11-01

    No — Healing markers never count as Elements for any purpose; they only track the healing path you've chosen. (Separately, Blood Water and Bloodlust's origin land needs both your Presence and Blight.)

    How does Lure of the Deep Wilderness's Lair aspect work?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-04-17
    • nosewhoknows · Community · 2024-12-06
    • Stixidor · Community · 2024-12-06
    • biophys · Community · 2024-04-01
    • DsnowMan · Community · 2024-04-01
    • Entreri43 · Community · 2023-09-20

    Pieces at the Lair (the Incarna's land) can't move — Towns can't migrate out in The Great River, Events can't push Lure's Presence away, and Powers can't move the Incarna, though Growth can reposition it as an 'add Presence'. When Weave ends, unmovable pieces are cleaned up into either land without counting as moved. Its Innate's 'Gather any Invader' means one Invader.

    How does Shifting Memory of Ages' Intensify aspect work?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-05-04
    • Ironeye · Publisher · 2025-11-11
    • Ironeye · Publisher · 2024-05-11
    • Stixidor · Community · 2025-11-10
    • Benj613 · Community · 2025-11-10
    • biophys · Community · 2024-11-09

    You still prepare Element markers and keep them; Intensify only changes how they're spent. Each marker boosts an effect the Action is already actually performing — the Action must already do that effect there. Air is the exception: it lets a Minor Power be used once in the Fast phase without making it Fast, spent when you use the Power. Elements from Elemental Teachings last the turn.

    With Shifting Memory's Mentor aspect, does a card given to another Spirit stay theirs?

    Several experienced players agree; there is no official ruling.

    • biophys · Community · 2024-10-22
    • lightbenderfm · Community · 2024-10-22

    Yes — it becomes their Power permanently. Markers prepared partway through an Innate come too late for that use's higher levels.

    How do Bargain cards' ongoing Energy costs and effects work?

    A publisher representative answered this directly in 2023.

    • Ironeye · Publisher · 2023-07-14
    • biophys · Community · 2023-11-06
    • Stixidor · Community · 2023-07-13

    A Bargain's ongoing effect lasts the rest of the game, and its debt is permanent: each turn, Energy you gain from any source pays off that turn's Bargain debt first, and only the rest is yours. The card itself is discarded and reclaimed as normal, and each play of Bargain of Coursing Paths marks 2 more lands (not necessarily new ones).

    In Surges of Colonization, does an Event that changes 'the next Explore card' apply on a turn with no Explore card?

    Several experienced players agree; there is no official ruling.

    • vilnai · Community · 2025-03-27
    • CapnMcDoom · Community · 2025-03-27

    It waits for the next Explore card actually revealed, so on the following double-Explore turn it affects only the first of the two cards.

    How do Sharp Fangs' Unconstrained aspect's Predators Arise and setup work?

    A publisher representative answered this directly in 2023.

    • Ironeye · Publisher · 2023-11-13
    • AegisToast · Community · 2023-12-09

    'Each Spirit Phase' is once per round, not each Fast and Slow phase. On thematic boards without Beasts, its second Presence goes in a land with Beasts on another board.

    How does Serpent's Locus aspect Repeat work?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-06-28
    • Ironeye · Publisher · 2023-08-27
    • Ironeye · Publisher · 2023-08-27
    • Stixidor · Community · 2026-02-23
    • tunnels_end · Community · 2024-07-11
    • biophys · Community · 2024-07-10

    The Repeat must target the Incarna's land and resolves there once, even for two-land Powers (the current tentative ruling). It is a triggered action that can't repeat itself, directly or indirectly. The Incarna may be the Presence it loses, though losing ordinary Presence usually suits Deep Slumber better.

    How does Heart of the Wildfire's Transforming aspect work?

    The designer answered this directly in 2023.

    • darker · Designer · 2023-06-27
    • Ironeye · Publisher · 2024-06-25
    • Ironeye · Publisher · 2024-02-06
    • dypaca · Community · 2026-06-27
    • Benj613 · Community · 2024-06-25
    • CapnMcDoom · Community · 2026-06-27disagrees

    It applies to your own Actions — Growth, Powers and special rules, Blazing Presence included whoever added the Presence — not Events or others' Powers. A destroyed Town becomes 2 Explorers, which you push; being saved clears all Damage, and the new pieces are safe from the rest of that Action.

    Spirit Island: Promo Pack 1Expansion

    Is Heart of the Wildfire's Blazing Presence part of the Action that added or moved its Presence?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-12-26
    • darker · Designer · 2020-05-09
    • Ironeye · Publisher · 2024-02-06
    • biophys · Community · 2024-02-06
    • darker · Designer · 2018-09-13superseded
    • darker · Designer · 2018-09-12superseded

    No — since 2020 the designer treats it as Wildfire's own triggered action, resolved after the Action that added or moved the Presence finishes. So its Damage is real even when Bringer's Power added the Presence, it can't trigger itself (for instance through a Blight Card that adds Presence), and when one Action moves or adds several Presence it resolves once. Early 2018 answers that treated it as part of the same Action were replaced.

    Which Blight doesn't destroy Heart of the Wildfire's Presence?

    A publisher representative answered this directly in 2020.

    • Ironeye · Publisher · 2020-10-27
    • mzza · Community · 2020-12-25
    • priceg · Community · 2020-12-25
    • dbaker · Community · 2018-08-24
    • StormKnight · Community · 2018-04-10
    • jsdougan · Community · 2018-03-14disagrees

    Blight added by Spirit effects — Powers and special rules (any Spirit's), their cascades, and Spirit-initiated scenario rituals — doesn't destroy Wildfire's Presence, though it destroys other Spirits' Presence normally. Blight from Ravages, Events, or a Scenario's own actions destroys Wildfire's Presence as usual.

    Where does Blazing Presence's Blight come from, does it cascade, and does its Damage hurt the land?

    A publisher representative answered this directly in 2018.

    • tedv · Publisher · 2018-04-06
    • grysqrl · Community · 2024-02-24
    • marioho · Community · 2024-02-24
    • biophys · Community · 2023-07-14
    • Entreri43 · Community · 2022-03-27
    • ryusora · Community · 2019-10-08

    It's added from the Blight Card and cascades normally if the land already has Blight. Its Damage goes only to Invaders, never the land. Wildfire's 2 starting Blight don't cascade, since setup Blight never does.

    When does Heart of the Wildfire's 'only do this once' apply when several Presence are added?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-01-17
    • tedv · Publisher · 2020-01-16
    • Entreri43 · Community · 2020-10-31
    • grysqrl · Community · 2020-04-13
    • Carighan · Community · 2020-01-17
    • alphasyndrome · Community · 2019-05-30

    When a single instruction adds or moves several Presence at once — Unrelenting Growth adding 2, Blazing Renewal returning 2 — Blazing Presence resolves once, using the Fire revealed by all of them. Separate additions in different Actions each trigger it.

    How does Heart of the Wildfire's Firestorm split its Damage and add Blight?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-01-28
    • darker · Designer · 2020-01-28
    • darker · Designer · 2018-09-29
    • wpflug13 · Community · 2022-03-09
    • Entreri43 · Community · 2022-03-09
    • dthurston · Community · 2021-10-22

    You target one land, then at the threshold may split the total Damage between it and any of your lands with Blight — choosing how many lands, without having to spread it to maximise Damage. A Range boost lets the target be farther, and include one land without your Presence. Its top level adds 1 Blight, which cascades if the land already has Blight.

    Does Threatening Flames still give its +2 Fear when the target land is Isolated?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-10-24
    • fishtopher · Community · 2020-02-08
    • dthurston · Community · 2021-10-22disagrees

    Yes, by design intent — although its adjacency check doesn't involve Invaders and a strict reading says otherwise, the designer intends you to get the Fear when the target is Isolated. Its Push must go to adjacent lands without your Presence; if there are none, you still get the extra Fear but push nothing.

    Can Heart of the Wildfire be played without Branch & Claw, and can it take its Reclaim Growth with nothing to reclaim?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-03-24
    • darker · Designer · 2018-03-23
    • grysqrl · Community · 2018-02-04
    • Tobl · Community · 2018-02-04
    • dthurston · Community · 2017-09-11
    • frotes · Community · 2017-09-11

    Yes — the Promo Pack 1 Spirits work with just the base game. The claw icon on Blazing Presence is the Beasts token, so without Branch & Claw just ignore that part. Heart of the Wildfire may also pick its Reclaim Growth with an empty discard, for example to avoid adding Blight.

    How does Serpent Slumbering Beneath the Island's Presence limit work?

    The designer answered this directly in 2017.

    • darker · Designer · 2017-09-04
    • darker · Designer · 2017-07-20
    • jsdougan · Community · 2020-05-07
    • sigmazero13 · Community · 2020-05-07
    • Zubon · Community · 2020-02-17
    • grysqrl · Community · 2019-04-01

    Serpent can never have more Presence on the island than the lowest number showing on its Deep Slumber track — a hard cap even for Indomitable Claim. Only Presence on the island counts, so destroyed Presence frees room. At the limit, an add-Presence effect may reposition a Presence instead (but needn't); effects returning several Presence add only what fits.

    How does Serpent's Absorb Essence work?

    Several experienced players agree; there is no official ruling.

    • cgarvie · Community · 2024-09-16
    • Entreri43 · Community · 2021-12-10
    • Salsiga · Community · 2021-12-10
    • Zubon · Community · 2020-02-17
    • Luke the Flaming · Community · 2018-12-08
    • Lorkenpeist · Community · 2018-12-08

    It takes one of the target Spirit's Presence from the island (not its panel) onto Serpent's Deep Slumber track. In solo, Serpent absorbs its own Presence, and Serpent Wakes in Power's bonus for 'other Spirits' doesn't apply to it a second time.

    How does Serpent Rouses in Anger work?

    The designer answered this directly in 2018.

    • darker · Designer · 2018-04-22
    • biophys · Community · 2021-11-24
    • loki37 · Community · 2021-11-24
    • dthurston · Community · 2021-01-01
    • Stixidor · Community · 2021-01-01
    • jsdougan · Community · 2019-06-04

    Its lower levels affect only the target land, but its top level really does affect every land on the island (sometimes for 0 Damage). The '-10' on its top level is a cost to pay, and it should be 7 Energy — 10 is a misprint.

    How does Serpent's 'move a Presence' Growth work?

    Several experienced players agree; there is no official ruling.

    • Pmeckels · Community · 2022-08-09
    • wpflug13 · Community · 2020-10-04
    • PerceptiveMan · Community · 2020-10-04
    • AzureSparrow · Community · 2019-11-03
    • frotes · Community · 2018-01-01
    • djott70 · Community · 2020-10-04disagrees

    It moves one of Serpent's own Presence already on the island up to Range 1 from where it is — moving 0 is allowed. It isn't the rulebook's reposition-instead-of-adding option. When Serpent picks two Growth options they must be different.

    Who gets the Elements from Serpent's Gift of Flowing Power and Gift of the Primordial Deeps?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-02-08
    • Ironeye · Publisher · 2024-02-08
    • Angelcollector · Community · 2022-06-27
    • Pmeckels · Community · 2022-06-27
    • dthurston · Community · 2019-06-17
    • pmagnus · Community · 2024-02-08disagrees

    The target Spirit gets them and chooses which option to take. Elemental Aegis gives Defend 2 plus 1 per absorbed Presence, in its land and adjacent lands, locked in when it is used.

    Spirit Island: Promo Pack 2Expansion

    Can Downpour Drenches the World and Finder of Paths Unseen be played with only the base game?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-09-28
    • Arctem · Community · 2021-09-28

    Yes — their only new rule is Isolate, which needs no extra components, and Promo Pack 2 includes a rules sheet explaining it.

    How does Downpour Drenches the World's Pour Down Power Across the Island work?

    A publisher representative answered this directly in 2023.

    • Ironeye · Publisher · 2023-12-10
    • Ironeye · Publisher · 2020-09-05
    • Mad Math · Community · 2023-12-11
    • biophys · Community · 2023-12-11
    • dypaca · Community · 2023-10-04
    • Lt_Hornblower · Community · 2023-09-11

    During the Fast or Slow phase, each 2 Water you have gives one use: gain Energy or Repeat one of your own land-targeting Power Cards in play — never a Spirit-targeting card. Uses can be mixed, and you may Repeat one card several times. A Repeat keeps the card's speed; making it Fast makes every use Fast.

    Can Downpour take its 'discard 2 Power Cards' Growth with fewer than 2 cards in hand?

    Several experienced players agree; there is no official ruling.

    • payne007 · Community · 2026-10-14
    • PapaReally · Community · 2026-10-14
    • CharlieNSutton · Community · 2026-10-14
    • Steve496 · Community · 2023-10-02
    • biophys · Community · 2021-02-05
    • utabe · Community · 2021-02-05

    Yes — discarding is a Growth effect, not a cost, so discard as many as you can (even none) and do the rest. The same goes for its reclaim option with few cards in hand.

    Where does Presence removed by Downpour's Water Nourishes Life's Growth go?

    Several experienced players agree; there is no official ruling.

    • Steve496 · Community · 2025-03-31
    • Lt_Hornblower · Community · 2025-03-29
    • MrClueless · Community · 2025-03-28
    • biophys · Community · 2025-03-28
    • grysqrl · Community · 2020-10-13
    • Lt_Hornblower · Community · 2025-03-30disagrees

    Beside the island with your destroyed Presence, so Gift of Abundance or Blazing Renewal can return it — but it isn't destroyed, so effects that prevent destruction can't stop the removal and 'when destroyed' effects don't trigger.

    How does Downpour's Rain and Mud Suppress Conflict work?

    A publisher representative answered this directly in 2022.

    • Ironeye · Publisher · 2022-10-26
    • Ironeye · Publisher · 2020-01-07
    • biophys · Community · 2025-06-20
    • Stixidor · Community · 2021-02-07
    • dthurston · Community · 2021-02-05
    • utabe · Community · 2021-02-05disagrees

    It targets Downpour, so it applies in every land with its Presence, all or nothing (count fewer Elements for less). In each, Defend and the reduction of the Dahan's total counterattack scale with Downpour's Presence there — 1 per Presence per level — not per Dahan, and Defend from other sources doesn't add to the reduction.

    On Downpour's Powers, who is 'you', and is 'either you or target Spirit may' exclusive?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-01-07
    • Ironeye · Publisher · 2020-01-07
    • talzor · Community · 2022-08-20
    • bunderscore · Community · 2022-08-20
    • pwatson1974 · Community · 2020-01-07

    'You' is always Downpour, the Spirit using the Power, and 'either you or target Spirit may' means only one of you. Downpour's Sacred Sites count as Wetlands for Spirit actions, which rules out Powers that can't target Wetlands there.

    What triggers Finder of Paths Unseen's Responsibilities to the Dead?

    The designer answered this directly in 2021.

    • darker · Designer · 2021-02-25
    • darker · Designer · 2021-02-25
    • darker · Designer · 2020-08-11
    • dypaca · Community · 2025-08-20
    • biophys · Community · 2025-08-20
    • Tongar1234 · Community · 2024-03-10disagrees

    Finder's own Actions that destroy Invaders or Dahan, or that directly cause their destruction by moving them — pushing them into an in-play Ocean or into Melt Earth into Quicksand, for example. It applies once per Action. Moving pieces into a land that later Ravages doesn't count: the Ravage destroys them, not Finder.

    Does Responsibilities to the Dead trigger for Powers other Spirits play on Finder, or for Events?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-09
    • darker · Designer · 2020-05-06
    • Ironeye · Publisher · 2026-05-02
    • CapnMcDoom · Community · 2026-05-02
    • biophys · Community · 2026-05-02
    • biophys · Community · 2024-07-20disagrees

    No — a Power's effects are the Action of the Spirit using it, even if Finder makes the choices, so another Spirit's Power used on Finder costs Finder nothing (and Finder pays for its own Powers played on others). Events, Fear cards and Scenario triggers aren't Finder's Actions. Finder adding a Spirit's Presence that then triggers that Spirit's rule (like Blazing Presence) doesn't count either.

    How does Finder of Paths Unseen's Open the Ways adjacency work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-10-15
    • darker · Designer · 2019-12-17
    • darker · Designer · 2019-12-02
    • Steve496 · Community · 2025-05-06
    • biophys · Community · 2024-09-19
    • pmagnus · Community · 2024-02-08disagrees

    Two of Finder's lands become truly adjacent, not just for Invaders, which also shortens Range and can make an Inland land Coastal (only if linked to an Ocean, which needs Finder's Presence there). For one Action it adds just one extra adjacency.

    When can Finder change which lands Open the Ways connects?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-09-04
    • Ironeye · Publisher · 2024-05-24
    • Ironeye · Publisher · 2021-02-19
    • jdludlow · Community · 2023-10-06
    • Entreri43 · Community · 2022-01-09
    • Stixidor · Community · 2022-01-09

    Between any two Actions — before each Power, Growth icon, Presence-track action, Event, Ravage, Build or Explore, even after an Invader card is revealed but before it resolves — keeping only one pair at a time. It can help other Spirits' Growth placements. It can't change during an Action. Temporary adjacency can cause or prevent a Scotland loss.

    How do Finder of Paths Unseen's Range bonuses and Ignore Range work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-12-04
    • darker · Designer · 2020-06-23
    • darker · Designer · 2020-06-08
    • tunnels_end · Community · 2024-10-08
    • Steve496 · Community · 2024-10-07
    • AegisToast · Community · 2024-05-05

    They cover all of Finder's own actions that use Range, Growth placement included. Source requirements like a Sacred Site still apply. A track bonus can't help the placement that uncovers it.

    How do Finder's move and push-half Powers work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-12-16
    • darker · Designer · 2020-06-24
    • darker · Designer · 2020-05-17
    • Murdoc2D96 · Community · 2025-10-26
    • ZeroProgress · Community · 2024-02-14
    • 42qark · Community · 2021-02-02disagrees

    Finder's Powers can move any Spirit's Presence, though a Spirit's own placement limits (like Volcano's) still apply. 'Move to a land' sends everything to one land, needing no adjacency, and Offer Passage Between Worlds can move Dahan in either direction. On push-up-to-half effects each piece type is its own 'up to', so you can move only Invaders if you like, and they can push Cities.

    How do Finder of Paths Unseen's Presence tracks work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-19
    • darker · Designer · 2019-12-01
    • darker · Designer · 2019-12-01
    • pistilli · Community · 2023-09-10
    • Angelcollector · Community · 2022-01-22
    • jsdougan · Community · 2019-12-01disagrees

    Finder may take Presence from its tracks in either direction. Energy is the highest plain number showing plus every '+X' space, so uncovering a lower plain number adds nothing (though it may give an Element). Track moves can't go into or out of the Ocean, but Presence already in an in-play Ocean can be used normally while it stays in play.

    With Traveler's Boon, what can travel along with the moved Presence?

    Several experienced players agree; there is no official ruling.

    • jdludlow · Community · 2023-07-23
    • dthurston · Community · 2020-08-18

    Each moving Presence may bring an Invader, a Dahan and a Beast, but they must come from the land that Presence left. 'Up to' lets the target move fewer Presence, or none.

    How does Scotland's level 1 Trading Port work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-17
    • Ironeye · Publisher · 2020-11-03
    • dypaca · Community · 2024-08-09
    • biophys · Community · 2023-12-07
    • Ivo1994 · Community · 2022-10-09
    • cgarvie · Community · 2021-04-23disagrees

    When a Coastal land matching the Explore card is explored, add a Town there instead of the Explorer — at most 2 per board, a limit that only bites with the Coastal Lands card; if Wilds blocks one coastal Explore, the others still get Towns. Other Explore modifiers (extra Explorers) still add their pieces.

    How does Scotland's Ports Sprawl Outward Escalation work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-08-01
    • Ironeye · Publisher · 2021-02-26
    • vilnai · Community · 2025-06-04
    • I Eat Tables · Community · 2025-06-04
    • Entreri43 · Community · 2022-09-30
    • dthurston · Community · 2020-11-01

    Coastal Towns only decide which board escalates — the players choose on a tie, even when no board has any. The Towns then go on that board into the lands with the fewest Towns (zero counts), filling the lowest count first, Inland lands included. It's a single-board effect, so Pour Time Sideways doesn't change it.

    How does Scotland's level 5 Runoff and Bilgewater work?

    The designer answered this directly in 2020.

    • darker · Designer · 2020-09-04
    • Ironeye · Publisher · 2024-09-12
    • Ironeye · Publisher · 2021-03-11
    • Alkor1 · Community · 2026-10-06
    • Doublelift · Community · 2026-10-06
    • Yenreb · Community · 2020-09-02disagrees

    After each Ravage Action that adds any Blight to a Coastal land, add 1 Blight to the Ocean — once per Ravage, however many Blight or cascades. That Blight never cascades and isn't from a Ravage, but in an in-play Ocean it destroys Presence normally. It makes the Ocean count for Blight only, so Powers still can't target it unless Ocean's Hungry Grasp is in play; Downpour can remove that Blight only with Presence there.

    How does Scotland's level 6 Town placement work?

    A publisher representative answered this directly in 2026.

    • Ironeye · Publisher · 2026-02-05
    • Ironeye · Publisher · 2025-11-16
    • Scolopacidae · Community · 2025-11-15
    • Steve496 · Community · 2024-10-21
    • biophys · Community · 2024-10-21
    • Angelcollector · Community · 2023-09-25disagrees

    After the whole Ravage step, each Inland land matching a Ravage card (including through Russia's rule) and within Range 1 of a Town/City gets a Town, once per land. With Coastal Lands in the Ravage slot it almost never applies.

    How do Scotland's loss condition and deck notation work?

    Several experienced players agree; there is no official ruling.

    • CapnMcDoom · Community · 2025-05-26
    • Benj613 · Community · 2022-01-30
    • Biaxident · Community · 2021-12-31
    • biophys · Community · 2021-02-07
    • Cpt_Sandie · Community · 2020-09-15
    • cgarvie · Community · 2020-09-15

    Its loss counts Coastal lands with a City, not Cities, so a second City in the same land doesn't bring you closer; solo on one board, a City in all three Coastal lands loses. In its Invader deck order 'C2' means the Coastal Lands card plus another Stage II card, so there are four Stage II cards; 4/4/3 is the Fear deck. Its level 2 City goes in land 2 of every board.

    Does Scotland's level 3 Chart the Coastlines apply when a Ravage is turned into a Build?

    A publisher representative answered this directly in 2024.

    • Ironeye · Publisher · 2024-01-26

    Yes — treat that Ravage card, resolving as a Build, as a Build card, so its Coastal adjacency rule applies.