{"expansions":["Spirit Island","Branch & Claw","Jagged Earth","Feather & Flame","Horizons of Spirit Island","Nature Incarnate"],"spirits":[{"id":"lightnings-swift-strike","name":"Lightning's Swift Strike","expansion":"Spirit Island","complexity":"Low","requires":[],"uses":[],"accent":"#eb9f6a","lore":["The child of a passing storm-spirit, Lightning’s Swift Strike danced off the shores of the island many ages ago, and liked it enough to stay. It spends much of its time resting and quiet, waking up to dance through the sky when the winds blow strong.","It only concerns itself occasionally with the Dahan, usually appearing out of nowhere to send them off on some obscure errand. The Dahan cooperate – partly out of a wary respect for Lightning’s power, but as much for the sake of the Thunderspeaker – Lightning’s child – who is a patron and ally of their people."],"setup":"Put 2 {presence} on your starting board in the highest-numbered Sands.","playstyle":["Virtually all offense to start with: without a more defensive teammate, Blight may become a problem. Excellent at destroying buildings, less good at containing Explorers. Using Thundering Destruction tends to be a burst affair: a turn or two to position and build up Energy, followed by a really big turn.","Starting Powers are extremely focused on Air and Fire: good for Thundering Destruction, bad for Major Power versatility."],"summary":{"offense":4.2,"control":1.4,"fear":2.1,"defense":0.4,"utility":1.6},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Swiftness of Lightning","text":"For every {air} you have, you may use 1 {slow} Power as if it were {fast}. *(Power Cards or your Innate Powers.)*"}],"innates":[{"name":"Thundering Destruction","speed":"Slow","range":{"from":"sacred-site","range":1},"target":"Any","levels":[{"text":"Destroy 1 {town}.","elements":{"Fire":3,"Air":2}},{"text":"You may instead destroy 1 {city}.","elements":{"Fire":4,"Air":3}},{"text":"Also, destroy 1 {town} / {city}.","elements":{"Fire":5,"Air":4,"Water":1}},{"text":"Also, destroy 1 {town} / {city}.","elements":{"Fire":5,"Air":5,"Water":2}}]}],"uniques":["harbingers-of-the-lightning","lightnings-boon","shatter-homesteads","smite-the-land-with-fulmination","raging-storm"],"aspects":[{"id":"sparking","name":"Sparking","images":[{"src":"img/aspects/sparking.webp","wide":false,"size":[640,896]}],"requires":["Badlands"],"cards":["smite-the-land-with-fulmination"]},{"id":"immense","name":"Immense","images":[{"src":"img/aspects/immense.webp","wide":true,"size":[896,640]}],"requires":[]},{"id":"pandemonium","name":"Pandemonium","images":[{"src":"img/aspects/pandemonium.webp","wide":true,"size":[896,640]}],"requires":["Tokens"]},{"id":"wind","name":"Wind","images":[{"src":"img/aspects/wind.webp","wide":true,"size":[896,640]}],"requires":[]}],"progression":true},{"id":"river-surges-in-sunlight","name":"River Surges in Sunlight","expansion":"Spirit Island","complexity":"Low","requires":[],"uses":[],"accent":"#6ae0eb","lore":["On most of Spirit Island, the rivers run high during the rainy season, as one would expect. There is one exception: the lingering remains of an ancient curse keep a high ridge shrouded in ice, and when the sun beats down, it feeds a single river with abundant meltwater.","River Surges in Sunlight is a spirit of rushing water, inundation, and bounty out of season.","It gets along well with the Dahan who farm along its banks; they reap the benefit of good harvests, and tend to the health of the river in its drier times. Both gain."],"setup":"Put 1 {presence} on your starting board in the highest-numbered Wetlands.","playstyle":["While capable of some direct offense, River Surges in Sunlight is best at flooding out Explorers and Towns, displacing them from lands where they might Build or Ravage.","The ability to get free Sacred Sites makes a wide range of Powers more useful."],"summary":{"offense":2.8,"control":3.9,"fear":0.5,"defense":0.5,"utility":2.8},"summaryNote":null,"summaryLabel":null,"special":[{"name":"River’s Domain","text":"Your {presence} in Wetlands counts as your {sacred-site}."}],"innates":[{"name":"Massive Flooding","speed":"Slow","range":{"from":"sacred-site","range":1},"target":"Any","levels":[{"text":"Push 1 {explorer} / {town}.","elements":{"Sun":1,"Water":2}},{"text":"Instead, 2 Damage. Push up to 3 {explorer} / {town}.","elements":{"Sun":2,"Water":3}},{"text":"Instead, 2 Damage to each Invader.","elements":{"Sun":3,"Water":4,"Earth":1}}]}],"uniques":["boon-of-vigor","rivers-bounty","wash-away","flash-floods"],"aspects":[{"id":"haven","name":"Haven","images":[{"src":"img/aspects/haven.webp","wide":false,"size":[640,896]}],"requires":[]},{"id":"travel","name":"Travel","images":[{"src":"img/aspects/travel.webp","wide":true,"size":[896,640]}],"requires":[]},{"id":"sunshine","name":"Sunshine","images":[{"src":"img/aspects/sunshine.webp","wide":true,"size":[896,640]}],"requires":[]}],"progression":true},{"id":"shadows-flicker-like-flame","name":"Shadows Flicker Like Flame","expansion":"Spirit Island","complexity":"Low","requires":[],"uses":[],"accent":"#6acaeb","lore":["The Dahan say, “If the long shadows of sunset stretching beside you begin to shift and flicker like tongues of hungry fire, do not run. That will only feed your fear, and whet the shadows’ appetite.”","This spirit invokes an instinctive fear in humans, perhaps because it doesn’t think at all like humans do – it’s more alien-minded than most. Until a few generations ago, the Dahan carefully propitiated it only at a distance, steering as clear as they could. But during the Years of the Relentless Sun, it shaded large swaths of the island, averting catastrophe; since then, many Dahan have been willing to carefully – and cautiously – heed its words, feeling they have a debt they ought to try to repay."],"setup":"Put 3 {presence} on your starting board: 2 in the highest-numbered Jungle, and 1 in land #5.","playstyle":["Good at causing Fear and picking off lone Explorers and Towns, containing the Invaders. Not so good at massive damage – may need to rely on allies to handle thoroughly colonized lands.","The ability to boost Range gives more flexibility to Range 0 Powers, and can be important in larger games."],"summary":{"offense":2.8,"control":2.1,"fear":4.1,"defense":0.4,"utility":0.3},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Shadows of the Dahan","text":"Whenever you use a Power, you may pay 1 Energy to target a land with {dahan} regardless of the Power’s Range. *(Power Cards or your Innate Powers.)*"}],"innates":[{"name":"Darkness Swallows the Unwary","speed":"Fast","range":{"from":"sacred-site","range":1},"target":"Any","levels":[{"text":"Gather 1 {explorer}.","elements":{"Moon":2,"Fire":1}},{"text":"Destroy up to 2 {explorer}. 1 {fear} per {explorer} destroyed.","elements":{"Moon":3,"Fire":2}},{"text":"3 Damage. 1 {fear} per Invader destroyed by this Damage.","elements":{"Moon":4,"Fire":3,"Air":2}}]}],"uniques":["concealing-shadows","crops-wither-and-fade","favors-called-due","mantle-of-dread"],"aspects":[{"id":"dark-fire","name":"Dark Fire","images":[{"src":"img/aspects/dark-fire.webp","wide":true,"size":[896,640]}],"requires":["Badlands"]},{"id":"foreboding","name":"Foreboding","images":[{"src":"img/aspects/foreboding.webp","wide":true,"size":[896,640]}],"requires":[]},{"id":"reach","name":"Reach","images":[{"src":"img/aspects/reach.webp","wide":true,"size":[896,640]}],"requires":[]},{"id":"madness","name":"Madness","images":[{"src":"img/aspects/madness.webp","wide":true,"size":[896,640]}],"requires":["Tokens"]},{"id":"amorphous","name":"Amorphous","images":[{"src":"img/aspects/amorphous.webp","wide":true,"size":[896,640]}],"requires":[]}],"progression":true},{"id":"vital-strength-of-the-earth","name":"Vital Strength of the Earth","expansion":"Spirit Island","complexity":"Low","requires":[],"uses":[],"accent":"#ebb56a","lore":["A spirit of great and unhurried power. The life that earth yields up to roots, the ground supporting the life that lives upon it. The patience of seasons and of stone.","It is not usually a direct benefactor of the Dahan – rather than giving blessings, it prefers to work in concert with them, lending power to joint undertakings.","Currently, it is trying to rouse itself to fight against the Invaders, but this swift and direct action runs somewhat counter to its nature."],"setup":"Put 3 {presence} on your starting board: 2 in the highest-numbered Mountain, and 1 in the highest-numbered Jungle.","playstyle":["Powerful but slow: has potent Power Cards and an excellent Energy income, but starts with only one card play per turn, and Growth is limited to adding one Presence per turn.","Also slow to change: learning new Powers carries slightly more cost than reclaiming played Power Cards."],"summary":{"offense":1.3,"control":1.6,"fear":0.7,"defense":4.2,"utility":1.6},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Earth’s Vitality","text":"Defend 3 in every land where you have {sacred-site}."}],"innates":[{"name":"Gift of Strength","speed":"Fast","range":null,"target":"Any Spirit","levels":[{"text":"Once this turn, Target Spirit may Repeat 1 Power Card with Energy cost of 1 or less.","elements":{"Sun":1,"Earth":2,"Plant":2}},{"text":"Instead, the Energy cost limit is 3 or less.","elements":{"Sun":2,"Earth":3,"Plant":2}},{"text":"Instead, the Energy cost limit is 6 or less.","elements":{"Sun":2,"Earth":4,"Plant":3}}]}],"uniques":["draw-of-the-fruitful-earth","a-year-of-perfect-stillness","guard-the-healing-land","rituals-of-destruction"],"aspects":[{"id":"nourishing","name":"Nourishing","images":[{"src":"img/aspects/nourishing.webp","wide":true,"size":[896,640]}],"requires":["Vitality"]},{"id":"might","name":"Might","images":[{"src":"img/aspects/might.webp","wide":true,"size":[896,640]}],"requires":[]},{"id":"resilience","name":"Resilience","images":[{"src":"img/aspects/resilience.webp","wide":true,"size":[896,640]}],"requires":[]}],"progression":true},{"id":"a-spread-of-rampant-green","name":"A Spread of Rampant Green","expansion":"Spirit Island","complexity":"Moderate","requires":[],"uses":[],"accent":"#6ab5eb","lore":["One of the older spirits on the island, though it’s even more wild and exuberant these days than when it was young. Contrary to some stories, it does think things through – it’s just far more concerned with the process of life than with things like “consequences”.","It’s not unfriendly to the Dahan, but its idea of a good time is to smother their buildings in all manner of inconvenient greenery, and its notion of “help” transforms carefully cultivated areas into overgrown thickets. Entire villages have been known to move to fresh planting-sites years early if a spirit-speaker suspects that Rampant Green is going to stay in the area for too long."],"setup":"Put 2 {presence} on your starting board: 1 in the highest-numbered Wetland, and 1 in the Jungle without any {dahan}. *(If there is more than 1 such Jungle, you may choose.)*","playstyle":["Fairly good at dealing with Towns, but terrible at handling Explorers (who are unfazed by prolific foliage). Can get Presence onto the board faster than most other Spirits. Extra Presence is good for targeting and especially for “Choke the Land with Green”, which can be extremely effective at slowing down Invaders. Just be careful not to destroy Sacred Sites needed for Power use."],"summary":{"offense":2.4,"control":1.8,"fear":1.0,"defense":4.1,"utility":2.1},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Choke the Land with Green","text":"Whenever Invaders would Ravage or Build in a land with your {sacred-site}, you may skip it by destroying one of your {presence} in that land."},{"name":"Steady Regeneration","text":"When adding {presence} to the board via Growth, you may optionally use your destroyed {presence}. If the island is Healthy, do so freely. If the island is Blighted, doing so costs 1 Energy per destroyed {presence} you add."}],"innates":[{"name":"Creepers Tear into Mortar","speed":"Slow","range":{"from":"presence","range":0},"target":"Any","levels":[{"text":"1 Damage to 1 {town} / {city}.","elements":{"Moon":1,"Plant":2}},{"text":"Repeat this Power.","elements":{"Moon":2,"Plant":3}},{"text":"Repeat this Power again.","elements":{"Moon":3,"Plant":4}}]},{"name":"All-Enveloping Green","speed":"Fast","range":{"from":"sacred-site","range":1},"target":"Any","levels":[{"text":"Defend 2.","elements":{"Water":1,"Plant":3}},{"text":"Instead, Defend 4.","elements":{"Water":2,"Plant":4}},{"text":"Also, remove 1 {blight}.","elements":{"Water":3,"Earth":1,"Plant":5}}]}],"uniques":["fields-choked-with-growth","stem-the-flow-of-fresh-water","belligerent-and-aggressive-crops","gift-of-proliferation","overgrow-in-a-night"],"aspects":[{"id":"tangles","name":"Tangles","images":[{"src":"img/aspects/tangles.webp","wide":false,"size":[640,896]}],"requires":["Isolate","Tokens"],"cards":["belligerent-and-aggressive-crops"]},{"id":"regrowth","name":"Regrowth","images":[{"src":"img/aspects/regrowth.webp","wide":false,"size":[640,896]}],"requires":[]}],"progression":false},{"id":"thunderspeaker","name":"Thunderspeaker","expansion":"Spirit Island","complexity":"Moderate","requires":[],"uses":[],"accent":"#eb9f6a","lore":["Child of the Lightning, once known as Bright Thunder Roars in the days when it tore across the land as an avalanche of sound and chaos. It lost that form when the Stalker of Hidden Secrets imprisoned it in a canyon, binding it to echo perpetually back and forth until its thunder died out or the stones of the island wore away.","The Dahan freed it from that imprisonment. Weakened but grateful, Bright Thunder Roars bound itself to aid the Dahan until a generation had passed for every year of its imprisonment, and in so binding changed its nature, becoming both less and more than it had been. It often takes human form, now, and with centuries’ practice wears it with ease.","Chiefs call on the Thunderspeaker only in times of great need; it has not been much seen since the destruction of the Servant Cults."],"setup":"Put 2 {presence} on your starting board: 1 each of the 2 lands with the most {dahan}.","playstyle":["Has a keen interest in where the Dahan are – partly because so many of its starting powers work through them, partly because its Presence can move along with them. When picking new Power Cards, it will often want to take good Dahan-centric Powers, but it can also branch out into other areas."],"summary":{"offense":3.3,"control":3.9,"fear":1.4,"defense":1.0,"utility":0.1},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Ally of the Dahan","text":"Your {presence} may move with {dahan}. *(Whenever a {dahan} moves from 1 of your lands to another land, you move 1 {presence} along with it.)*"},{"name":"Sworn to Victory","text":"For each {dahan} destroyed by Invaders Ravaging a land, destroy 1 of your {presence} within {range} 1. *(After losing {presence} to {blight}, if relevant.)*"}],"innates":[{"name":"Gather the Warriors","speed":"Slow","range":{"from":"presence","range":1},"target":"Any","levels":[{"text":"This Power may be {fast}.","elements":{"Air":4}},{"text":"Gather up to 1 {dahan} per {air} you have. Push up to 1 {dahan} per {sun} you have.","elements":{"Animal":1}}]},{"name":"Lead the Furious Assault","speed":"Slow","range":{"from":"presence","range":0},"target":"Any","levels":[{"text":"This Power may be {fast}.","elements":{"Air":4}},{"text":"Destroy 1 {town} for every 2 {dahan} in target land.","elements":{"Sun":2,"Fire":1}},{"text":"Destroy 1 {city} for every 3 {dahan} in target land.","elements":{"Sun":4,"Fire":3}}]}],"uniques":["voice-of-thunder","words-of-warning","sudden-ambush","manifestation-of-power-and-glory"],"aspects":[{"id":"warrior","name":"Warrior","images":[{"src":"img/aspects/warrior.webp","wide":false,"size":[640,896]}],"requires":["Incarna"]},{"id":"tactician","name":"Tactician","images":[{"src":"img/aspects/tactician.webp","wide":true,"size":[896,640]}],"requires":[]}],"progression":false},{"id":"bringer-of-dreams-and-nightmares","name":"Bringer of Dreams and Nightmares","expansion":"Spirit Island","complexity":"High","requires":[],"uses":[],"accent":"#6a8aeb","lore":["When the moon is bright, and the leaves overhead are thin enough to let stray beams fall to earth, the Bringer of Dreams and Nightmares may sometimes be spied, an apparition of pale light and deep shadow. Seen this way, it will neither stop nor acknowledge attempts to communicate with it, whether by Dahan or Spirit. It might not even be there at all: perhaps it’s a reflection of a self somewhere else entirely; the realm of The Pathmaker, or some strange road that borders it.","But beings which dream hear from the Bringer frequently, even if they rarely remember it. Certain patterns may even call its attention, if drawn with sand and scattered with breath before sleep. Since the Invaders came, it has tended towards more terrifying forms, even well before the current conflict arose."],"setup":"Put 2 {presence} on your starting board in the highest-numbered Sands.","playstyle":["With most Spirits, Terror Victories are a backup plan if the main push against the Invaders stalls out for too long, but Bringer turns Fear into a more viable primary strategy. Its transformation of damage and destruction into Fear can turn Major Powers into tremendous sources of terror and panic. However, the only real offense Bringer has is the Dahan fighting back. While it does have some defensive ability, it is fundamentally poor at clearing areas of Invaders."],"summary":{"offense":0.0,"control":1.6,"fear":4.2,"defense":1.5,"utility":1.4},"summaryNote":null,"summaryLabel":null,"special":[{"name":"To Dream a Thousand Deaths","text":"Your Powers never cause Damage, nor can they Destroy anything other than your own {presence}.\nWhen a Power of yours would Destroy (or deal enough Damage to Destroy) {explorer} / {town} / {city}, generate 0/2/5 {fear} instead. The Power Pushes all {explorer} / {town} it would Destroy.\nNotes: A single Power cannot Destroy a given Invader more than once. Powers which cause Damage via {dahan} are affected just like all others. All effects other than Damage/Destroy work as usual."}],"innates":[{"name":"Spirits May Yet Dream","speed":"Fast","range":null,"target":"Any Spirit","levels":[{"text":"Turn any face-down Fear Card face-up. (It’s earned/resolved normally, but players can see what’s coming.)","elements":{"Moon":2,"Air":2}},{"text":"Target Spirit gains an Element they have at least 1 of.","elements":{"Moon":3}}]},{"name":"Night Terrors","speed":"Fast","range":{"from":"presence","range":0},"target":"Invaders","levels":[{"text":"1 {fear}.","elements":{"Moon":1,"Air":1}},{"text":"+1 {fear}.","elements":{"Moon":2,"Air":1,"Animal":1}},{"text":"+1 {fear}.","elements":{"Moon":3,"Air":2,"Animal":1}}]}],"uniques":["call-on-midnights-dream","dreams-of-the-dahan","dread-apparitions","predatory-nightmares"],"aspects":[{"id":"violence","name":"Violence","images":[{"src":"img/aspects/violence.webp","wide":false,"size":[640,896]}],"requires":[]},{"id":"enticing","name":"Enticing","images":[{"src":"img/aspects/enticing.webp","wide":false,"size":[640,896]}],"requires":[]}],"progression":false},{"id":"oceans-hungry-grasp","name":"Ocean's Hungry Grasp","expansion":"Spirit Island","complexity":"High","requires":[],"uses":[],"accent":"#6a9feb","lore":["The hunger of the ocean runs deep and powerful, sometimes patient, sometimes tempestuous and angry. It slowly wears away at rocky shores, or devours half an island during a hurricane. It lures humans out onto the water with its siren call, then consumes ship and crew alike unless the proper offerings are made.","The ocean’s voraciousness keeps the Dahan from frequent sea travel, though they still manage a trading expedition every decade or so. These trading-trips take the cooperation of several families, and always involve at least two spirit-speakers. That way, even if one perishes abroad, the expedition will still be able to get home."],"setup":"Put 2 {presence} on your starting board: 1 in the Ocean, and 1 in a Coastal land of your choice.","playstyle":["Extremely good at assaulting the coasts where the Invaders start out strong, but quite weak inland – the ocean is not accustomed to affecting events so far ashore. Its Presence shifts in and out like the tide, which can be tricky to manage, but permits repositioning and tactical retreats or offensives in the hands of a skillful player. Has fairly inexpensive Unique Powers, but the energy gained from drowning Invaders can be necessary in stepping up to more potent Powers."],"summary":{"offense":3.9,"control":2.7,"fear":2.8,"defense":2.0,"utility":1.1},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Ocean in Play","text":"Your Presence may add/move {presence} into Oceans, but may not add/move {presence} into Inland lands. On boards with your {presence}, treat Oceans as Coastal Wetlands for Powers and {blight}. You Drown any Invaders or {dahan} moved to those oceans."},{"name":"Drowning","text":"Destroys Drowned pieces, placing Drowned Invaders here. At any time you may exchange (X) Health of these Invaders for 1 Energy, where X = number of players. (Ignore modifiers to Invader Health.)"}],"innates":[{"name":"Pound Ships to Splinters","speed":"Fast","range":{"from":"presence","range":0},"target":"Coastal","levels":[{"text":"1 {fear}.","elements":{"Moon":1,"Air":1,"Water":2}},{"text":"+1 {fear}.","elements":{"Moon":2,"Air":1,"Water":3}},{"text":"+2 {fear}.","elements":{"Moon":3,"Air":2,"Water":4}}]},{"name":"Ocean Breaks the Shore","speed":"Slow","range":{"from":"presence","range":0},"target":"Coastal","levels":[{"text":"Drown 1 {town}.","elements":{"Water":2,"Earth":1}},{"text":"You may instead Drown 1 {city}.","elements":{"Water":3,"Earth":2}},{"text":"Also, Drown 1 {town} / {city}.","elements":{"Water":4,"Earth":3}}]}],"uniques":["call-of-the-deeps","swallow-the-land-dwellers","grasping-tide","tidal-boon"],"aspects":[{"id":"deeps","name":"Deeps","images":[{"src":"img/aspects/deeps.webp","wide":false,"size":[640,896]},{"src":"img/aspects/deeps-2.webp","wide":false,"size":[640,896]}],"requires":[]}],"progression":false},{"id":"keeper-of-the-forbidden-wilds","name":"Keeper of the Forbidden Wilds","expansion":"Branch & Claw","complexity":"Moderate","requires":["Tokens"],"uses":["wilds"],"accent":"#ebb56a","lore":["Spread throughout Spirit Island are pockets of deep wilderness, untouched by human hands. A few have a spirit of sanctity about them. The leaves there whisper words of forbiddance, of warnings, of wrath for those who trespass. The Dahan know how to listen, and stay well away.","A few spirit-speakers claim that these wild-spirits (powerful as they are) are merely custodians and wardens for others more powerful, spirits of ancient trees and deep roots who wake neither frequently nor easily. Nobody much cares to test the truth of the matter."],"setup":"Put 1 {presence} and 1 {wilds} on your starting board in the highest-numbered Jungle.","playstyle":["A slowly growing wall – expanding can sometimes be difficult, but the Invaders will have an equally difficult time penetrating wherever the Keeper plants itself.","In larger games, it may be useful to spread to one or two far-distant lands early on, to have multiple points from which to slowly grow."],"summary":{"offense":3.9,"control":2.0,"fear":0.8,"defense":3.3,"utility":2.0},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Forbidden Ground","text":"Any time you create a {sacred-site}, Push all {dahan} from that land. Dahan Events never move {dahan} to your {sacred-site}, but Powers can do so."}],"innates":[{"name":"Punish Those Who Trespass","speed":"Slow","range":{"from":"presence","range":0},"target":"Any","levels":[{"text":"2 Damage. Destroy 1 {dahan}.","elements":{"Sun":2,"Fire":1,"Plant":2}},{"text":"+1 Damage per {sun} {plant} you have.","elements":{"Sun":2,"Fire":2,"Plant":3}},{"text":"You may split this Power’s Damage however desired between target land and one of your lands.","elements":{"Plant":4}}]},{"name":"Spreading Wilds","speed":"Slow","range":{"from":"presence","range":1},"target":"No {blight}","levels":[{"text":"Push 1 {explorer} from target land per 2 {sun} you have.","elements":{"Sun":2}},{"text":"If target land has no {explorer}, add 1 {wilds}.","elements":{"Plant":1}},{"text":"This Power has {range} +1.","elements":{"Plant":3}},{"text":"This Power has {range} +1.","elements":{"Air":1}}]}],"uniques":["boon-of-growing-power","regrow-from-roots","sacrosanct-wilderness","towering-wrath"],"aspects":[{"id":"spreading-hostility","name":"Spreading Hostility","images":[{"src":"img/aspects/spreading-hostility.webp","wide":true,"size":[896,640]}],"requires":["Badlands"]}],"progression":false},{"id":"sharp-fangs-behind-the-leaves","name":"Sharp Fangs Behind the Leaves","expansion":"Branch & Claw","complexity":"Moderate","requires":["Tokens"],"uses":["beasts"],"accent":"#eb6a74","lore":["A predator-spirit of the jungles, a stalker and hunter of animal and human alike. Wherever it lives, savage beasts emerge to hunt, and the jungle grows dark and omnious.","Sharp Fangs doesn’t bother talking with the Dahan. Sometimes it will hunt them, or run them off, but for the most part it ignores them. The Dahan’s legends tell of a time when Sharp Fangs hunted them more actively, until a pair of warriors – twins, sister and brother – drove it off with traps and guile, then turned the tables and hunted it down. Since then, it has seen the Dahan as not-entirely-prey, which, for it, is something akin to respect."],"setup":"Put 1 {presence} and 1 {beasts} on your starting board in the highest-numbered Jungle. Put 1 {presence} in a land of your choice with {beasts} anywhere on the island.","playstyle":["All about Beasts and Jungles. Can be very fast out of the gate, but doesn’t have the late-game power that some Spirits do, and is likely to have some difficulty with Blighted areas. “Ranging Hunt” is a critical Innate ability, particularly in early-game: it simultaneously gives Beasts mobility and permits picking off a stray Explorer or Town on most turns."],"summary":{"offense":2.5,"control":2.5,"fear":2.9,"defense":1.4,"utility":0.4},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Ally of the Beasts","text":"Your {presence} may move with {beasts}. *(Whenever a {beasts} moves from 1 of your lands to another land, you move 1 {presence} along with it.)*"},{"name":"Call Forth Predators","text":"During each Spirit Phase, you may replace 1 of your {presence} with 1 {beasts}. The replaced {presence} leaves the game. *(Things which return Destroyed {presence} cannot bring it back.)*"}],"innates":[{"name":"Ranging Hunt","speed":"Fast","range":{"from":"presence","range":1},"target":"No {blight}","levels":[{"text":"You may Gather 1 {beasts}.","elements":{"Animal":2}},{"text":"1 Damage per {beasts}.","elements":{"Plant":2,"Animal":3}},{"text":"You may Push up to 2 {beasts}.","elements":{"Animal":2}}]},{"name":"Frenzied Assault","speed":"Slow","range":{"from":"presence","range":1},"target":"{beasts}","levels":[{"text":"1 {fear} and 2 Damage. Remove 1 {beasts}.","elements":{"Moon":1,"Fire":1,"Animal":4}},{"text":"+1 {fear} and +1 Damage.","elements":{"Moon":1,"Fire":2,"Animal":5}}]}],"uniques":["too-near-the-jungle","prey-on-the-builders","teeth-gleam-from-darkness","terrifying-chase"],"aspects":[{"id":"unconstrained","name":"Unconstrained","images":[{"src":"img/aspects/unconstrained.webp","wide":true,"size":[896,640]}],"requires":[]},{"id":"encircle","name":"Encircle","images":[{"src":"img/aspects/encircle.webp","wide":false,"size":[640,896]}],"requires":[]}],"progression":false},{"id":"grinning-trickster-stirs-up-trouble","name":"Grinning Trickster Stirs Up Trouble","expansion":"Jagged Earth","complexity":"Moderate","requires":["Tokens"],"uses":["strife","beasts"],"accent":"#ebb56a","lore":["There are many trickster Spirits, but this one is the most infamous due to its part in instigating the Second Great Reckoning between the Dahan and the Spirits. It wears any form it pleases – perhaps a tree, perhaps a canoe, perhaps a prominent clan-chief – but can always be distinguished by its multitude of eyes, though they may be subtle or concealed.","Despite its knack for stirring up trouble, it’s neither unfriendly nor motivated by malice – it just has a driving curiosity to see what will happen when it messes around with things. Of course, this may involve putting Spirits, people, and animals alike into suddenly precarious situations, so the Dahan appreciate its shenanigans best at a healthy distance."],"setup":"Put 2 {presence} on your starting board: 1 in the highest-numbered land with {dahan}, and 1 in land #4.","playstyle":["Requires some comfort with risk: both Overenthusiastic Arson and Let’s See What Happens involve uncertainty about how the {fast} Powers Phase will pan out.","Can be effective from the get-go, but benefits greatly from not working **too** hard, instead improving its capacity for mischief by adding {presence} and gaining Power Cards. Bonus Energy from Let’s See What Happens can be extremely helpful in avoiding the distraction of gaining Energy elsewhere."],"summary":{"offense":2.2,"control":1.6,"fear":1.1,"defense":2.8,"utility":2.2},"summaryNote":null,"summaryLabel":null,"special":[{"name":"A Real Flair for Discord","text":"After one of your Powers adds {strife} in a land, you may pay 1 Energy to add 1 {strife} within {range} 1 of that land."},{"name":"Cleaning Up Messes Is a Drag","text":"After one of your Powers Removes {blight}, Destroy 1 of your {presence}. Ignore this rule for Let’s See What Happens."}],"innates":[{"name":"Let’s See What Happens","speed":"Fast","range":{"from":"presence","range":1},"target":"Invaders","levels":[{"text":"Discard Minor Powers from the deck until you get one that targets a land. Use its text effects on target land immediately, ignoring normal Range and targeting restrictions. All “up to” instructions must be used at max. value. Treat all “OR”s as “AND”s.\n*(It is not considered a card of yours or a card in play. Its effects are treated as performed by this Power, as if its text were copied here.)*","elements":{"Moon":1,"Fire":1,"Air":2}},{"text":"You may Forget a Power Card to gain the just-used Power Card (to hand) and 1 Energy.","elements":{"Moon":2,"Fire":1,"Air":2}}]},{"name":"Why Don’t You and Them Fight","speed":"Fast","range":{"from":"presence","range":0},"target":"Invaders","levels":[{"text":"This Power may be {slow}.","elements":{"Moon":3}},{"text":"Add 1 {strife}.","elements":{"Air":3}},{"text":"1 Invader and 1 {dahan} deal Damage to each other.","elements":{"Sun":3},"or":[{"Fire":3}]},{"text":"If target land has {beasts}, 2 Damage. Otherwise, you may Gather 1 {beasts}.","elements":{"Animal":3}}]}],"uniques":["impersonate-authority","unexpected-tigers","incite-the-mob","overenthusiastic-arson"],"aspects":[],"progression":false},{"id":"lure-of-the-deep-wilderness","name":"Lure of the Deep Wilderness","expansion":"Jagged Earth","complexity":"Moderate","requires":["Badlands","Tokens"],"uses":["badlands","wilds","beasts","disease"],"accent":"#ebca6a","lore":["Most early Dahan settlements clustered along the coasts. From time to time, a handful of residents would get a distant look in their eyes and stride off into the heart of the island, no pleading or reason dissuading them from seeking some distant call only they could hear.","Many of these involuntary wanderers survived and settled together in time. This may have hastened the First Reckoning, as they relied much more on agriculture than did their fishing brethren along the coast.","A few wanderers spoke, in voices of wonder mingled with fear, of finding the Spirit that called them ever-further inward. But most never even saw it, only felt its distant beckoning."],"setup":"Put 3 {presence} on your starting board: 2 in land #8, and 1 in land #7. Add 1 {beasts} to land #8.","playstyle":["Very focused on the interior – its best options for Coastal lands are “draw the Invaders Inland” or “turn {town} / {city} into {explorer}, **then** draw them Inland”. Likes the interior to be dangerous, full of {badlands}, {beasts}, {disease}, and {wilds}, ideally where its {presence} is.","Has better-than-average potential for containing Invaders and setting up a zone safe from Explores, but the coasts may get messy while doing so."],"summary":{"offense":2.7,"control":2.7,"fear":2.7,"defense":1.7,"utility":0.2},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Home of the Island’s Heart","text":"Your {presence} may only be added or moved to lands that are Inland."},{"name":"Enthrall the Foreign Explorers","text":"For each of your {presence} in a land, up to 2 {explorer} do not participate in Ravage."}],"innates":[{"name":"Forsake Society to Chase After Dreams","speed":"Slow","range":{"from":"presence","range":1},"target":"Invaders","note":"After this Power Replaces pieces with {explorer}: Gather any number of those {explorer} into your lands. If target land has any {town} / {city} remaining, 1 {fear}.","levels":[{"text":"Replace 1 {explorer} with 1 {explorer}.","elements":{"Moon":2}},{"text":"Instead, Replace 1 {town} with 2 {explorer}.","elements":{"Moon":2,"Air":1}},{"text":"Instead, Replace 1 {city} with 3 {explorer}.","elements":{"Moon":3,"Air":2,"Animal":1}},{"text":"Repeat this Power.","elements":{"Air":4}}]},{"name":"Never Heard from Again","speed":"Slow","range":{"from":"presence","range":0},"target":"Inland","note":"If this Power Destroys any {explorer}, 1 {fear}. If this Power Destroys 5 or more {explorer}, +1 {fear}.","levels":[{"text":"Add 1 {badlands}.","elements":{"Fire":1,"Plant":3}},{"text":"Destroy up to 2 {explorer} per {badlands} / {beasts} / {disease} / {wilds}.","elements":{"Plant":2}},{"text":"2 Damage.","elements":{"Plant":4,"Animal":1}},{"text":"Repeat this Power.","elements":{"Plant":6}}]}],"uniques":["gift-of-the-untamed-wild","perils-of-the-deepest-island","swallowed-by-the-wilderness","softly-beckon-ever-inward"],"aspects":[{"id":"lair","name":"Lair","images":[{"src":"img/aspects/lair.webp","wide":false,"size":[640,896]}],"requires":["Incarna"]}],"progression":false},{"id":"many-minds-move-as-one","name":"Many Minds Move as One","expansion":"Jagged Earth","complexity":"Moderate","requires":["Tokens"],"uses":["beasts"],"accent":"#eb746a","lore":["A Spirit of flocks, swarms, schools, and packs, where the whole moves together in concert to accomplish what the individuals in it could not do alone. Unlike Weaves a Web of Souls, its nature leans towards smaller and simpler creatures, and it regards other sorts of animals – including humans – as bizarrely alien in their individuality; while it will communicate with the Dahan, it has shown no ability (or inclination) to integrate them into itself.","While it is willing to sacrifice individuals to protect the whole, it is not a Spirit of sacrifice per se – that is a tactic it employs, not the essence of its nature."],"setup":"Put 1 {presence} and 1 {beasts} on your starting board, in a land with {beasts}. Note that you have 5 Unique Power Cards.","playstyle":["Requires heavy spatial thought for {beasts} movement, due to its improved Push/Gather and large numbers of {beasts}.","Has no offense to start with, but an excellent stalling defense combined with {fear} generation; outright Fear victories may be plausible in smaller games. Both Fear Cards and {beasts} events are unpredictable, however, so swings of fortune are apt to be more relevant than usual."],"summary":{"offense":0.3,"control":4.5,"fear":2.8,"defense":2.7,"utility":0.1},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Fly Fast as Thought","text":"When you Gather or Push {beasts}, they may come from or go to lands up to 2 distant *(rather than adjacent only).*"},{"name":"A Joining of Swarms and Flocks","text":"Your {sacred-site} may also count as {beasts}. *(**Note:** You never have more than 1 {sacred-site} in a land, no matter how many {presence} you have there.)*\n*(If something changes a {beasts} that is your {sacred-site}, it affects 2 of your {presence} there – e.g., Push 1 {beasts} will Push 2 of your {presence} together.)*"}],"innates":[{"name":"The Teeming Host Arrives","speed":"Fast","range":{"from":"presence","range":2},"target":"Any","levels":[{"text":"Gather up to 1 {beasts}.","elements":{"Air":2,"Animal":1}},{"text":"Instead, Gather up to 1 {beasts} per {air} you have.","elements":{"Air":3,"Water":1,"Animal":2}},{"text":"Push up to 3 {beasts}.","elements":{"Fire":1,"Air":4,"Animal":2}}]},{"name":"Beset and Confound the Invaders","speed":"Fast","range":{"from":"presence","range":2},"target":"Invaders","note":"{beasts} (below) checks the number of {beasts} in target land.","levels":[{"plus":"2 {beasts}","text":"2 {fear} and Defend 2.","elements":{"Air":1,"Animal":2}},{"plus":"3 {beasts}","text":"Instead, 3 {fear} and Defend 4.","elements":{"Air":2,"Animal":3}},{"plus":"4 {beasts}","text":"Instead, 4 {fear} and Defend 7.","elements":{"Air":3,"Animal":4}},{"plus":"5 {beasts}","text":"Instead, 6 {fear} and Defend 10.","elements":{"Air":4,"Earth":1,"Animal":5}}]}],"uniques":["a-dreadful-tide-of-scurrying-flesh","boon-of-swarming-bedevilment","guide-the-way-on-feathered-wings","pursue-with-scratches-pecks-and-stings","ever-multiplying-swarm"],"aspects":[],"progression":false},{"id":"shifting-memory-of-ages","name":"Shifting Memory of Ages","expansion":"Jagged Earth","complexity":"Moderate","requires":[],"uses":[],"accent":"#eb8a6a","lore":["An immensely old Spirit that has ascended to great power countless times over the ages – and then destroyed that power each time, severing huge pieces of itself to become small once again. It does this in part for the joy of learning anew, but also for the delight of perceiving the living world on the short timescales that larger Spirits grow beyond.","The Invaders’ arrival has pushed it to grow much more quickly than it usually would, re-learning lessons and powers from its deep past in order to fight more effectively. After the fight is won, there will be time to forget, to diminish, and renew itself once more."],"setup":"Put 2 {presence} on your starting board in the highest-numbered land that is Sands or Mountain. Get out the Element Markers. Prepare 1 {moon}, 1 {air}, and 1 {earth} marker *(put them by your Special Rules).*","playstyle":["Starts with little ability to influence the board – most of what it does in that regard will come from new Power Cards.","Extremely good with Major Powers and usually wants to take them early and often. Can either try sprinting towards victory with its phenomenal Energy Growth or build up towards becoming a late-game powerhouse."],"summary":{"offense":0.2,"control":0.6,"fear":0.6,"defense":1.6,"utility":2.0},"summaryNote":"Can change radically and quickly with early Major Powers","summaryLabel":null,"special":[{"name":"Long Ages of Knowledge and Forgetfulness","text":"When you would Forget a Power Card from your hand, you may instead discard it. (Max. once per Action.)"},{"name":"Insights into the World’s Nature","text":"Some of your Actions let you **Prepare** Element Markers, which are kept here until used. Choose the Elements freely. *(I.e., you are not limited to Elements you have at the time.)*\nEach Element Marker spent grants you 1 of that Element for a single Action. *(E.g., one Power use.)*"}],"innates":[{"name":"Learn the Invaders’ Tactics","speed":"Fast","range":{"from":"presence","range":1},"target":"Invaders","levels":[{"text":"Defend 2.","elements":{"Earth":2}},{"text":"Instead, Defend 3.","elements":{"Air":1,"Earth":2}},{"text":"Instead, Defend 2 per card in the Invader discard pile.","elements":{"Moon":2,"Air":3,"Earth":4}}]},{"name":"Observe the Ever-Changing World","speed":"Fast","range":{"from":"presence","range":1},"target":"Any","levels":[{"text":"Prepare 1 Element Marker.","elements":{"Moon":1}},{"text":"Instead, after each of the next three Actions that change which pieces are in target land, Prepare 1 Element Marker.","elements":{"Moon":2,"Air":1}}],"footnote":"You can stack the markers you intend to take here or on the target land so you don’t need to ponder on what to take mid-turn. Any Action can trigger Preparing a marker, not just your own."}],"uniques":["elemental-teachings","share-secrets-of-survival","study-the-invaders-fears","boon-of-ancient-memories"],"aspects":[{"id":"mentor","name":"Mentor","images":[{"src":"img/aspects/mentor.webp","wide":false,"size":[640,896]}],"requires":[]},{"id":"intensify","name":"Intensify","images":[{"src":"img/aspects/intensify.webp","wide":true,"size":[896,640]}],"requires":["Badlands","Tokens"]}],"progression":false},{"id":"stones-unyielding-defiance","name":"Stone's Unyielding Defiance","expansion":"Jagged Earth","complexity":"Moderate","requires":["Badlands","Tokens"],"uses":["badlands"],"accent":"#6a9feb","lore":["Some things refuse to break.","Underneath the soil and sand of the island lies rock, layer upon layer built up over the ages. Some stones weather quickly once exposed to the elements, while others are sterner and harder. Stone’s Unyielding Defiance is a Spirit of that stone which resists being shattered, moved, or shaped to the will of another.","It is capable of tremendous feats of resilience and obstinacy, particularly when confronted head-on in a belligerent fashion. It’s not unfriendly to other Spirits or the Dahan, but it works with them on its own terms."],"setup":"Put 2 {presence} on your starting board: 1 in the lowest-numbered Mountain without {dahan}; 1 in an adjacent land that has {blight} (if possible) or is Sands (if not).","playstyle":["Most of its Special Rules and Innates require being where the Invaders are – particularly in the worst, most-overrun lands, so it can mitigate incoming {blight} and (eventually) Destroy the Invaders with their own Ravages.","Does best with the patience to build up a position over time, and the temperance to hold some Energy in reserve so it can take advantage of Hold the Island Fast With a Bulwark of Will."],"summary":{"offense":3.8,"control":0.7,"fear":0.3,"defense":4.9,"utility":0.7},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Bestow the Endurance of Bedrock","text":"When {blight} is added to one of your lands, unless the {blight} then outnumbers your {presence}, it does not cascade or Destroy {presence} *(yours or others’).*"},{"name":"Deep Layers Exposed to the Surface","text":"After you first uncover each of your “+1 Card Play” {presence} spaces, gain a Minor Power. *(They’re marked as a reminder.)*"}],"innates":[{"name":"Hold the Island Fast with a Bulwark of Will","speed":"Fast","range":null,"target":"Yourself","levels":[{"text":"When {blight} is added to one of your lands, you may pay 2 Energy per {blight} to take it from the box instead of from the Blight Card. *(Handle any cascade separately.)*","elements":{"Earth":2}},{"text":"The cost is 1 Energy instead of 2.","elements":{"Earth":4}},{"text":"When an Event or Blight Card directly Destroys {presence} *(yours or others’)*, you may prevent any number of {presence} from being Destroyed by paying 1 Energy each. *(“Directly” means “not by adding {blight}”.)*","elements":{"Earth":6,"Plant":1}}]},{"name":"Let Them Break Themselves Against the Stone","speed":"Fast","range":{"from":"presence","range":0},"target":"Any","note":"*(**Reminder:** Defend reduces the amount of Damage that Invaders deal to a land.)*","levels":[{"text":"After Invaders deal 1 or more Damage to target land, 2 Damage.","elements":{"Earth":3}},{"text":"Also deal half of the Damage Invaders did to the land (rounding down).","elements":{"Earth":5}},{"text":"Repeat this Power.","elements":{"Sun":2,"Earth":7}}]}],"uniques":["jagged-shards-push-from-the-earth","stubborn-solidity","plows-shatter-on-rocky-ground","scarred-and-stony-land"],"aspects":[],"progression":false},{"id":"volcano-looming-high","name":"Volcano Looming High","expansion":"Jagged Earth","complexity":"Moderate","requires":["Badlands","Tokens"],"uses":["badlands","wilds"],"accent":"#ebca6a","lore":["A Spirit of fire and earth stretching upwards to the sky, casting a long and dangerous shadow across the land. The deeper Spirits of vulcanism are too powerful and slow, too removed to respond to the Invaders – but not so this one.","It doesn’t **dislike** humans per se, but neither does it have much use for them, so the Dahan tend to keep away from it as much as possible, and will not quarry stone in its shadow. Of course, larger eruptions can impact a good chunk of the island, so they sometimes end up dealing with its temper whether they want to or not."],"setup":"Put 1 {presence} and 1 {badlands} on your starting board in a Mountain of your choice. Push all {dahan} from that land.","playstyle":["Benefits more than most from getting {presence} onto the board; in addition to the usual benefits, it can fuel an Explosive Eruption. This can result in a huge turn, but if overdone the following turn or two may be very constrained.","Bigger eruptions are extremely powerful, but cause {blight}, and the Invaders may not provide the luxury of enough time to build up the desired pressure – judging the timing of when to erupt and for how much is a key part of playing this Spirit."],"summary":{"offense":4.9,"control":0.6,"fear":1.0,"defense":0.6,"utility":2.4},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Mountain Home","text":"Your {presence} may only be added or moved into Mountains."},{"name":"Collapse in a Blast of Lava and Steam","text":"When your {presence} is Destroyed, in that land, deal 1 Damage per Destroyed {presence} to both Invaders and to {dahan}."},{"name":"Volcanic Peaks Tower Over the Landscape","text":"Your Power Cards gain {range} +1 if you have 3 or more {presence} in the origin land."}],"innates":[{"name":"Explosive Eruption","speed":"Fast","range":{"from":"presence","range":0},"target":"Any","note":"Destroy X (1 or more) of your {presence} in target land. {destroyed-presence} (below) checks how many were Destroyed. This Power’s Damage is done (separately) to both Invaders and {dahan}. The Ranges below can’t be increased.","levels":[{"plus":"2 {destroyed-presence}","text":"In one land within {range} 1, X Damage.","elements":{"Fire":2,"Earth":2}},{"plus":"4 {destroyed-presence}","text":"X {fear}.","elements":{"Fire":3,"Earth":3}},{"plus":"6 {destroyed-presence}","text":"In each land within {range} 1, 4 Damage. Add 1 {blight} to target land; doing so does not Destroy your {presence}.","elements":{"Fire":4,"Air":2,"Earth":4}},{"plus":"10 {destroyed-presence}","text":"In each land within {range} 2, +4 Damage. In each land adjacent to the target, add 1 {blight} if it doesn’t have any.","elements":{"Fire":5,"Air":3,"Earth":5}}]},{"name":"Powered by the Furnace of the Earth","speed":"Slow","range":{"from":"presence","range":0},"target":"Any","levels":[{"text":"Add 1 of your Destroyed {presence}.","elements":{"Earth":3}},{"plus":"Cost: 2 Energy","text":"Gain a Power Card.","elements":{"Fire":3}},{"text":"Move up to 2 of your {presence} from other lands to target land.","elements":{"Fire":4,"Earth":4}},{"text":"Return up to 2 of your Destroyed {presence} to your {presence} tracks.","elements":{"Fire":5}}]}],"uniques":["exaltation-of-molten-stone","lava-flows","rain-of-ash","pyroclastic-bombardment"],"aspects":[],"progression":false},{"id":"shroud-of-silent-mist","name":"Shroud of Silent Mist","expansion":"Jagged Earth","complexity":"High","requires":[],"uses":[],"accent":"#6acaeb","lore":["A Spirit of dissolution and the cold silence of death, creeping quietly down from the hills and across the open waters. Its trail is adorned with dew-covered leaves and the bones of small animals.","Some legends say Shroud of Silent Mist came from the final breath of a Dahan Spirit-speaker who spoke too freely of secrets entrusted to him, for which his soulform was afflicted with a death-bringing curse. Others claim it was born from legends and tales rather than from any actual person, for the story of Kadura shows that human and Spirit do not so readily transform into each other."],"setup":"Put 2 {presence} on your starting board: 1 in the highest-numbered Wetland, and 1 in the highest-numbered Mountain.","playstyle":["Constantly shifting and moving its {presence} around the board. Hurt more than most by {presence} loss due to its desire to surround and envelop the Invaders.","Can (slowly) clear the most built-up of lands, but its real strength is the free Fear from *Slow and Silent Death.*","Extremely limited Energy income, but can stretch to Major Powers if it manages to gather enough Energy from its Special Rules."],"summary":{"offense":2.7,"control":2.7,"fear":3.3,"defense":1.1,"utility":0.2},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Gather Power from the Cool and Dark","text":"Once per turn, when you gain a Power Card without {fire}, gain 1 Energy."},{"name":"Mists Shift and Flow","text":"When targeting a land with a Power, you may Gather 1 of your {presence} into the target or an adjacent land. This can enable you to meet Range and targeting requirements."},{"name":"Slow and Silent Death","text":"Invaders and {dahan} in your lands don’t heal Damage.\n**During Time Passes:** 1 {fear} (max. 5) per land of yours with Damaged Invaders. Gain 1 Energy per 3 lands of yours with Damaged Invaders."}],"innates":[{"name":"Suffocating Shroud","speed":"Slow","range":{"from":"presence","range":0},"target":"Any","levels":[{"text":"1 Damage.","elements":{"Moon":1,"Air":2,"Water":1}},{"text":"For each adjacent land with your {presence}, 1 Damage to a different Invader.","elements":{"Moon":2,"Air":3,"Water":2}},{"text":"1 Damage.","elements":{"Moon":4,"Air":4,"Water":3}},{"text":"1 Damage to each Invader.","elements":{"Moon":5,"Air":6,"Water":4}}]},{"name":"Lost in the Swirling Haze","speed":"Slow","range":{"from":"presence","range":0},"target":"Any","levels":[{"text":"Push up to 1 {dahan}.","elements":{"Air":1,"Water":2}},{"text":"Push up to 2 {explorer} / {dahan}.","elements":{"Air":2,"Water":3}},{"text":"Push up to 2 {explorer} / {dahan}.","elements":{"Air":3,"Water":4}}]}],"uniques":["flowing-and-silent-forms-dart-by","the-fog-closes-in","unnerving-pall","dissolving-vapors"],"aspects":[{"id":"stranded","name":"Stranded","images":[{"src":"img/aspects/stranded.webp","wide":true,"size":[896,640]}],"requires":[]}],"progression":false},{"id":"vengeance-as-a-burning-plague","name":"Vengeance as a Burning Plague","expansion":"Jagged Earth","complexity":"High","requires":["Badlands","Tokens"],"uses":["disease"],"accent":"#ebb56a","lore":["A Spirit of vengeance, anger, and retribution. In its incarnation as Burning Plague, it slumbers in a simmering volcanic pool, awakening at unpredictable intervals…or when roused through supplication by one wronged. Most Dahan consider this foolhardy, for it vents its wrath on entire communities, and its pestilence may spread anywhere. Clans with a close relationship to Hearth-Vigil have less to fear, but still deem it wise – and humane – not to push their luck.","It is unclear whether its recent waking is due directly to the ravaging of the Invaders or to some Spirit’s pleas."],"setup":"1 of your {presence} starts the game already Destroyed. Put 2 {presence} on your starting board: 1 in a land with {blight}, 1 in a Wetland without {dahan}.","playstyle":["Not so powerful early, but can be a late-game juggernaut, especially if things are going badly: {blight} adds to its Damage and its {presence} being Destroyed adds {disease}. It may even want to engineer these situations, which can make other Spirits nervous (and be risky if things go poorly).","Faces a variety of tradeoffs: which Innate to focus on, and whether to use {disease} to stop Builds vs. keeping it on the board for {fear} or Power use."],"summary":{"offense":4.8,"control":0.9,"fear":1.9,"defense":1.4,"utility":0.3},"summaryNote":null,"summaryLabel":null,"special":[{"name":"The Terror of a Slowly Unfolding Plague","text":"When {disease} would prevent a Build on a board with your {presence}, you may let the Build happen (Removing no {disease}). If you choose to do so, 1 {fear}."},{"name":"Lingering Pestilence","text":"After your {presence} is Destroyed by anything except a Spirit Action, add 1 {disease} where each Destroyed {presence} was."},{"name":"Wreak Vengeance for the Land’s Corruption","text":"Your Actions treat {blight} on the island as also being {badlands}."}],"innates":[{"name":"Epidemics Run Rampant","speed":"Fast","range":{"from":"presence","range":1},"target":"{disease}","note":"This Power’s Damage is done (separately) to both Invaders and {dahan}.","levels":[{"text":"1 Damage per {disease}.","elements":{"Fire":1,"Animal":3}},{"text":"+1 Damage per {disease}.","elements":{"Fire":2,"Water":1,"Animal":4}},{"text":"+1 Damage per {disease}. 1 {fear} per {disease} (max. 5). Remove 1 {disease}.","elements":{"Fire":3,"Water":3,"Animal":5}}]},{"name":"Savage Revenge","speed":"Slow","range":{"from":"presence","range":0},"target":"{town} / {city}","levels":[{"text":"This Power has {range} +1.","elements":{"Air":3}},{"text":"1 Damage.","elements":{"Fire":3,"Animal":1}},{"text":"+2 Damage.","elements":{"Fire":4,"Animal":2}},{"text":"+3 Damage.","elements":{"Fire":5,"Air":2,"Animal":2}}]}],"uniques":["fiery-vengeance","plaguebearers","fetid-breath-spreads-infection","strike-low-with-sudden-fevers"],"aspects":[],"progression":false},{"id":"fractured-days-split-the-sky","name":"Fractured Days Split the Sky","expansion":"Jagged Earth","complexity":"Very High","requires":[],"uses":[],"accent":"#6ab5eb","lore":["The sun and moon are short-term timekeepers of Spirit Island, measuring days and months with their rise and set, wax and wane. When they meet in a solar eclipse, time collides with time, sending jagged pieces of Was, Will-Be, and Might-Have-Been tearing through the weave of seasons and years. Gleaming vision-shards of future or past events may shimmer across the sky, but often those futures or pasts do not match what others know.","Fractured Days Split the Sky exists mostly in the high reaches of the heavens, but touches the island now and then, time and possibility flowing around it like a wind-blown mantle."],"setup":"Put 3 {presence} on your starting board: 1 in the lowest-numbered land with 1 {dahan}, and 2 in the highest-numbered land without {dahan}. Deal 4 Minor and 4 Major Powers face-up as your initial Days That Never Were cards; in a 1 or 2-player game, instead deal 6 of each. In a 1-board game, gain 1 Time.","playstyle":["Excellent at support and sweeping indirect effects, but starts off very limited otherwise. Several of its Unique Powers need setup to use well; it’s entirely possible 1 or 2 of them may see no play in a given game.","Has a hard time getting lots of {presence} onto the board. This can make targeting tricky, and may be quite dangerous if a Blighted Island effect Destroys {presence}."],"summary":{"offense":0.3,"control":0.6,"fear":0.3,"defense":3.2,"utility":6.0},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Fragments of Shattered Time","text":"Each {presence} on this ability represents 1 Time. Many of your Powers require Time as an additional cost. Spend it when you **Resolve** the Power. *(Not when you play it.)*\nWhen you **Gain 1 Time**, put 1 of your {presence} here from your {presence} track (or, optionally, the island). When you **Spend 1 Time**, return it to a {presence} track – or if you have no free spaces, Destroy it."},{"name":"Days That Never Were","text":"Your 3rd Growth option lets you gain any one Power Card from a special set you create during Setup. When you gain a Power Card any other way, you may add one unchosen card to this set."}],"innates":[{"name":"Slip the Flow of Time","speed":"Fast","range":null,"target":"Any Spirit","note":"You may use this Power any number of times. **Cost to Use:** 1 Time per previous use this turn.","levels":[{"text":"Target Spirit may Resolve 1 {slow} Power now.","elements":{"Moon":3,"Air":1}},{"text":"Target Spirit may Reclaim 1 Power Card from their discarded or played cards. *(If they Reclaim a card from play, they lose its Elements.)*","elements":{"Sun":2,"Moon":2}},{"text":"Target Spirit may play a Power Card by paying its cost.","elements":{"Sun":3,"Air":2}}]},{"name":"Visions of a Shifting Future","speed":"Slow","range":null,"target":"Yourself","levels":[{"text":"Look at the top card of **either** the Invader Deck or (if relevant) the Event Deck. Return it, then shuffle that deck’s top 2 cards. *(For the Invader Deck, differing Invader Stages may give away which card is next.)*","elements":{"Sun":1,"Moon":2,"Air":2}},{"text":"Instead of returning-and-shuffling, you may put the card you looked at on the bottom of its deck. You may not do this for cards specially placed during Setup.","elements":{"Sun":2,"Moon":3,"Air":2}}]}],"uniques":["the-past-returns-again","absolute-stasis","blur-the-arc-of-years","pour-time-sideways"],"aspects":[],"progression":false},{"id":"starlight-seeks-its-form","name":"Starlight Seeks Its Form","expansion":"Jagged Earth","complexity":"Very High","requires":[],"uses":[],"accent":"#746aeb","lore":["Every once and again, where starlight falls to ground there arises a new Spirit. Its essence is initially that of the stars and nighttime sky, but from the moment it touches the island it begins to change, adapting and reimagining itself for its new home. Only a few of the island’s Spirits came to be in this fashion, but many of them have been memorable.","This one arrived shortly after the Invaders started to spread, striking the earth where they had cleared land for farming. Fragile and new, it was saved from dissolution by Stone’s Unyielding Defiance and, in gratitude, fights the Invaders even as it seeks to define itself."],"setup":"Put 1 {presence} on your starting board, in a land with {blight}. Note that you have 6 Presence Tracks – cover all dashed circles with {presence}. The solid spaces at the left side of the bottom 2 Presence Tracks remain clear.","playstyle":["A build-your-own-Spirit, capable of going in many different directions based on Elements picked, Growth choices selected, and Power Cards kept. Has a very high personal/visual complexity and a huge number of early-game options, but doesn’t alter play much for other players at the table.","As it commits to choices, it loses versatility – depending on its path, it won’t be equally good (or even passable) at all things. It especially wants a measure of adaptation to early Power Cards, rather than trying to pre-select a strategy."],"summary":null,"summaryNote":"Unknown until it chooses its form","summaryLabel":null,"special":[{"name":"Growth Begets Growth","text":"You have 6 {presence} tracks. *(As usual, you may add {presence} from any track.)* 4 of the {presence} tracks are next to rows of Growth choices: these choices start unavailable. Upon emptying a Growth track, pick one of its two Growth choices to be immediately available. The other stays unavailable for the rest of the game *(cover with a spare piece).*\nAfter you add {presence} from a space marked +1, gain 1 Energy."},{"name":"Slowly Coalescing Nature","text":"When you reveal a starred Element space, place 1 Element Marker of your choice on it. That Element is permanent and is constantly available *(as if pre-printed on the {presence} track).*"}],"innates":[{"name":"Air Moves, Earth Endures","speed":"Fast","range":{"from":"presence","range":1},"target":"Any","levels":[{"text":"Push up to 2 {explorer} or 1 {town}.","elements":{"Air":3}},{"text":"Defend 5.","elements":{"Earth":3}}]},{"name":"Fire Burns, Water Soothes","speed":"Slow","range":{"from":"sacred-site","range":1},"target":"Any","levels":[{"text":"1 {fear}. 2 Damage.","elements":{"Fire":3}},{"text":"Remove 1 {blight}.","elements":{"Water":3}}]},{"name":"Wood Seeks Growth, Humans Seek Freedom","speed":"Slow","range":{"from":"presence","range":2},"target":"Any","levels":[{"text":"Choose a Spirit with {presence} in target land. They gain a Power Card.","elements":{"Plant":3}},{"text":"1 Damage per {dahan} OR Push up to 3 {dahan}.","elements":{"Animal":3}}]},{"name":"Sidereal Guidance","speed":"Slow","range":{"from":"presence","range":1},"target":"Any","levels":[{"text":"Gather up to 1 {explorer} / {dahan}.","elements":{"Moon":2}},{"text":"Instead, Gather up to 3 {explorer}.","elements":{"Moon":3}}]},{"name":"Stars Blaze in the Daytime Sky","speed":"Slow","range":null,"target":"Yourself","levels":[{"text":"3 {fear}. Gain 1 Energy. Reclaim up to 1 Power Card from play or your discard pile.","elements":{"Sun":4}}]}],"uniques":["gather-the-scattered-light-of-stars","shape-the-self-anew","boon-of-reimagining","peace-of-the-nighttime-sky"],"aspects":[],"progression":false},{"id":"downpour-drenches-the-world","name":"Downpour Drenches the World","expansion":"Feather & Flame","complexity":"High","requires":["Isolate"],"uses":[],"accent":"#6ab5eb","lore":["The deluge. As the Dahan say, “When the very air turns to water and the sound of rainfall drowns out all but the loudest thunder, at that moment when it could not conceivably pour any more – and then suddenly, impossibly, it is raining twice as much – **that** is the downpour.”","Downpour Drenches the World bridges the high skies to the earth below with a cascading torrent of rain. It is both the water which brings life and growth, and the water which overwhelms everything save plants and soil entwined in each others’ protection. While it is sometimes playful and often content, it is at heart a Spirit of unrestrained excess."],"setup":"Put 1 {presence} on your starting board in the lowest-numbered Wetland.","playstyle":["Cares a lot about the question “How useful is this Power in the current context?” It rarely plays all its Power Cards in any given Reclaim cycle (some get discarded due to Growth), and for those it does play, it often has the option of using them multiple times.","Benefits more than most Spirits from having lots of {presence} on the board, both for Rain and Mud Suppress Conflict and to facilitate its Unique Powers (by making more lands Wetlands)."],"summary":{"offense":1.1,"control":2.2,"fear":0.6,"defense":3.8,"utility":2.2},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Drench the Landscape","text":"Spirits Actions and Special Rules treat your {sacred-site} as Wetlands in addition to the printed terrain."},{"name":"Pour Down Power Across the Island","text":"For each 2 {water} you have: during the {fast} / {slow} phase you may either:\n- Gain 1 Energy; or\n- Repeat one of your **land-targeting** Power Cards by paying its cost again. *(It need not target the same land.)*\nUse Scenario Markers or spare game pieces to track uses of this rule. (Max. 5 times per turn, no matter how much {water} you have.)"}],"innates":[{"name":"Rain and Mud Suppress Conflict","speed":"Fast","range":null,"target":"Yourself","levels":[{"text":"Each of your {presence} grants Defend 1 and lowers {dahan} counterattack Damage by 1. *(Total, in its land.)*","elements":{"Air":1,"Water":3}},{"text":"Each of your {presence} grants Defend 1 and lowers {dahan} counterattack Damage by 1.","elements":{"Water":5,"Earth":1}},{"text":"2 {fear}. In your lands, Invaders and {dahan} have -1 Health (min. 1).","elements":{"Air":3,"Water":9,"Earth":2}}]},{"name":"Water Nourishes Life’s Growth","speed":"Fast","range":{"from":"presence","range":0},"target":"Any","levels":[{"text":"Gain 1 Energy. You may Remove 1 {blight} by Removing 1 of your {presence} *(from target land).*","elements":{"Water":3,"Plant":2}},{"text":"Gain +1 Energy. Gather up to 1 {dahan}.","elements":{"Water":5,"Earth":1,"Plant":2}},{"text":"When {blight} would be added to target land, instead leave it on the card.","elements":{"Water":7,"Earth":2,"Plant":3}}]}],"uniques":["unbearable-deluge","dark-skies-loose-a-stinging-rain","foundations-sink-into-mud","gift-of-abundance"],"aspects":[],"progression":false},{"id":"heart-of-the-wildfire","name":"Heart of the Wildfire","expansion":"Feather & Flame","complexity":"High","requires":[],"uses":[],"accent":"#ebb56a","lore":["A spirit of natural destruction… and renewal after destruction, though those whose lands have been scoured by flame don’t usually much appreciate the latter. Thrives near human habitations, glorying in their fires and sparks, but has existed on the island since long before the Dahan arrived, a child of the Volcano and the Green.","The Wildfire is a long-standing friend of the Dahan: the early slash-and-burn agriculture which turned most Spirits against them gave it the best decades it had had in centuries. It later supported the Dahan during the Second Reckoning, backing their threats of reprisal. It doesn’t interact with the Dahan often these years, but spares their villages as best it can, and fights the Invaders in large part for them."],"setup":"Put 3 {presence} and 2 {blight} on your starting board in the highest-numbered Sands. *({blight} comes from the box, not the Blight Card.)*","playstyle":["Starts with good offense and gets better from there, but lays down Blight as it grows. The smaller the game, the more restraint is needed to prevent tipping the island over into being completely Blighted. Heart of the Wildfire can heal the land where it is, but may benefit from other Blight removal Powers so it can add Presence to problem lands without triggering Blight cascade. Removing Blight from its own lands limits its “Firestorm” Innate Power, however."],"summary":{"offense":4.3,"control":1.9,"fear":2.3,"defense":0.4,"utility":1.1},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Blazing Presence","text":"Post-Setup, after your {presence} is added/moved, in the land it goes to:\n- For each {fire} showing on your {presence} Tracks, do 1 Damage.\n- If 2 {fire} or more are showing on your {presence} Tracks, add 1 {blight}.\n- Push all {beasts} and any number of {dahan}.\nIf you add multiple {presence} into a land at the same time, only do the above effects once."},{"name":"Destructive Nature","text":"{blight} added due to Spirit effects *(Powers, Special Rules, Scenario-based Rituals, etc)* does not destroy your {presence}. *(This includes cascades.)*"}],"innates":[{"name":"Firestorm","speed":"Fast","range":{"from":"presence","range":0},"target":"{blight}","levels":[{"text":"1 Damage per 2 {fire} you have.","elements":{"Plant":1}},{"text":"Instead, 1 Damage per {fire} you have.","elements":{"Plant":3}},{"text":"Split this Power’s Damage however desired between target land and any number of your lands with {blight}.","elements":{"Fire":4,"Air":2}},{"text":"In a land with {blight} where you have {presence}, Push all {dahan}. Destroy all Invaders and {beasts}. Add 1 {blight}.","elements":{"Fire":7}}]},{"name":"The Burned Land Regrows","speed":"Slow","range":{"from":"presence","range":0},"target":"Any","levels":[{"text":"If target land has 2 {blight} or more, remove 1 {blight}.","elements":{"Fire":4,"Plant":1}},{"text":"Instead, remove 1 {blight}.","elements":{"Fire":4,"Plant":2}},{"text":"Remove another {blight}.","elements":{"Fire":5,"Earth":2,"Plant":2}}]}],"uniques":["flames-fury","threatening-flames","asphyxiating-smoke","flash-fires"],"aspects":[{"id":"transforming","name":"Transforming","images":[{"src":"img/aspects/transforming.webp","wide":false,"size":[640,896]}],"requires":["Badlands","Tokens"]}],"progression":false},{"id":"serpent-slumbering-beneath-the-island","name":"Serpent Slumbering Beneath the Island","expansion":"Feather & Flame","complexity":"High","requires":[],"uses":[],"accent":"#ebb56a","lore":["Long ago in an earlier age, there was only water where islands now lie. One day – for there were day and night by then, though humans did not yet exist – a great serpent grew tired of swimming and decided to rest. It drew the earth up around itself, and so the island was born.","Other stories say different things – in particular, Volcano Looming High has its own account – but stories do not need to agree for them to be true.","Regardless, many spirits can sense the immense serpent deep below. It is mostly asleep, and its influence on the land above is limited, but the Invader’s Blight already begins to sting it towards greater wakefulness."],"setup":"Put 1 {presence} on your starting board in land #5.","playstyle":["There are several ways to play the Serpent, but all require patience: early game involves slowly building up Powers and Presence. It’s not helpless during this time, but it isn’t as effective as anyone else. It becomes incredibly powerful after awakening, but getting there requires a lot of time.","Make sure to Absorb Essence before you run up against your Presence cap – and to get other players buy-in before using Absorb Essence on their Presence."],"summary":{"offense":1.4,"control":1.4,"fear":1.4,"defense":2.2,"utility":4.0},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Deep Slumber","text":"You start off limited to 5 {presence} on the island. Raise this with your “Absorb Essence” Power Card. Each use covers the lowest-revealed number; your {presence} limit is the lowest-uncovered number. *(The track reads 5, 7, 8, 10, 11, 12, 13.)*"}],"innates":[{"name":"Serpent Wakes in Power","speed":"Slow","range":null,"target":"Yourself","levels":[{"text":"Gain 1 Energy. Other Spirits with any Absorbed Presence also gain 1 Energy.","elements":{"Fire":2,"Water":1,"Plant":1}},{"text":"Add 1 {presence} at {range} 1. Other Spirits with 2 or more Absorbed Presence may do likewise.","elements":{"Water":2,"Earth":3,"Plant":2}},{"text":"Gain a Major Power without Forgetting. Other Spirits with 3 or more Absorbed Presence may do likewise.","elements":{"Fire":3,"Water":3,"Earth":3,"Plant":3}}]},{"name":"Serpent Rouses in Anger","speed":"Slow","range":{"from":"presence","range":0},"target":"Any","levels":[{"text":"For each {fire} {earth} you have, 1 Damage to 1 {town} / {city}.","elements":{"Fire":1,"Earth":1}},{"text":"For each 2 {moon} 2 {earth} you have, 2 {fear} and you may Push 1 {town} from that target land.","elements":{"Moon":2,"Earth":2}},{"plus":"Cost: 7 Energy","text":"In every land in the game: X Damage, where X is the number of {presence} you have in and adjacent to that land.","elements":{"Moon":5,"Fire":6,"Earth":6}}]}],"uniques":["elemental-aegis","gift-of-flowing-power","gift-of-the-primordial-deeps","absorb-essence"],"aspects":[{"id":"locus","name":"Locus","images":[{"src":"img/aspects/locus.webp","wide":false,"size":[640,896]},{"src":"img/aspects/locus-2.webp","wide":true,"size":[896,640]}],"requires":["Badlands","Incarna","Vitality"]}],"progression":false},{"id":"finder-of-paths-unseen","name":"Finder of Paths Unseen","expansion":"Feather & Flame","complexity":"Very High","requires":["Isolate"],"uses":[],"accent":"#6a8aeb","lore":["Finder of Paths Unseen is well known to the Dahan: it traverses the island with ease, and most Spirit-speakers have met it at least once or twice. It communicates more straightforwardly than most Spirits, layering thought-sendings over its high-pitched trills. And it – or its assistants – sometimes help soulforms of dead Dahan move swiftly on, eluding those Spirits that seek to devour them.","It is almost commonplace…but also deeply enigmatic, even to those clans who call it Pathmaker. Does it truly make paths, or find them? Is the otherspace it moves through a realm, or a state of being? While it is occasionally willing to answer, its thoughts do not always translate well to words."],"setup":"Put 1 {presence} on your starting board in land #3. Put 1 {presence} on any board in land #1. Note that you have 6 Unique Power Cards.","playstyle":["All about moving the Invaders – and {dahan} / {presence} / {beasts}, from time to time. Good at creating Invader-free “safe zones”, due to its many movement Powers and its capacity to Isolate. Can’t afford to Destroy Invaders too often without a way to re-add Destroyed {presence}, so either needs a big-hammer Major Power or to rely on its teammates for offense.","Changes the topology of the board, which increases complexity for all players – **particularly** in larger games!"],"summary":{"offense":0.0,"control":9.7,"fear":0.3,"defense":0.6,"utility":0.6},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Responsibilities to the Dead","text":"After one of your Actions Destroys 1 or more {dahan} / Invaders, or directly triggers their Destruction by moving them, Destroy 1 of your {presence} and lose 1 Energy. If you have no Energy to lose, Destroy another {presence}."},{"name":"Open the Ways","text":"Two of your lands may be adjacent. You can change what pair of lands (if any) are adjacent once between actions."}],"innates":[{"name":"Lay Paths They Cannot Help But Walk","speed":"Fast","range":{"from":"presence","range":0},"target":"Any","levels":[{"text":"Push up to half (round down) of Invaders from target land. Do likewise for {dahan}, {presence}, and {beasts} (each separately).","elements":{"Moon":2,"Air":2}},{"text":"Push up to 1 Invader / {dahan} / {presence} / {beasts}.","elements":{"Sun":2,"Air":2}},{"text":"Repeat this Power.","elements":{"Moon":2,"Air":4,"Water":3}}]},{"name":"Close the Ways","speed":"Fast","range":{"from":"presence","range":1},"target":"Any","note":"Target each level of this as a separate Power.","levels":[{"text":"Isolate target land.","elements":{"Air":1,"Water":2}},{"text":"Isolate target land.","elements":{"Air":2,"Earth":2}},{"text":"Isolate target land.","elements":{"Air":3,"Plant":2}}]}],"uniques":["a-circuitous-and-wending-journey","paths-tied-by-nature","travelers-boon","offer-passage-between-worlds","ways-of-shore-and-heartland","aid-from-the-spirit-speakers"],"aspects":[],"progression":false},{"id":"devouring-teeth-lurk-underfoot","name":"Devouring Teeth Lurk Underfoot","expansion":"Horizons of Spirit Island","complexity":"Low","requires":[],"uses":[],"accent":"#ebb56a","lore":["Long ago, the being which would become Devouring Teeth Lurk Underfoot was a small, territorial Spirit of the sand-by-water. It waited patiently for small prey to approach, then frightened them towards its waiting maw; when fresh prey was scarce it would scavenge.","Most such Spirits stay tiny, but this one happened to take a bite out of Ember-Eyed Behemoth. It slowly grew larger and more mobile, slithering below the land’s surface in a way impossible for normal animals.","It has learned to avoid conflict with the Dahan, who grew wise to its ways long ago, and has even formed a peace of sorts with them. The Invaders do not have that benefit."],"setup":"Put 1 {presence} on your starting board, in land #5.\nYou start with your 4 Unique Power Cards and 0 Energy.","playstyle":["Likes being in the same lands as Invaders, so it can use Range 0 offensive and defensive Powers. The first level of its Innate Power can give some mobility, if needed.","Has a poor Plays track and potent but expensive Unique Powers, so can be better at handling fewer large threats than lots of little ones."],"summary":{"offense":3.7,"control":1.1,"fear":0.8,"defense":0.6,"utility":0.1},"summaryNote":null,"summaryLabel":"Starting summary","special":[{"name":"Territorial Aggression","text":"Your Damage-Dealing Powers do +1 Damage.\n*(This adds +1 Damage total for the Power, even if the Power Damages multiple Invaders or “each Invader”. It can boost Minor / Major Power Cards, too, not just your Uniques + Innate.)*"}],"innates":[{"name":"Death Approaches from Beneath the Surface","speed":"Slow","range":{"from":"presence","range":1},"target":"Invaders","levels":[{"text":"If you don’t have {presence} in target land, Gather 1 of your {presence}. *(This is required.)*","elements":{"Fire":1,"Animal":1}},{"text":"1 Damage. *(+1 for your “Territorial Aggression” Special Rule)*","elements":{"Fire":2,"Earth":1,"Animal":2}},{"text":"2 Damage.","elements":{"Fire":3,"Earth":1,"Animal":3}},{"text":"2 {fear}. 4 Damage.","elements":{"Fire":4,"Earth":2,"Animal":5}}],"footnote":"Innate Powers perform all thresholds reached, in order, on the same target land."}],"uniques":["gift-of-furious-might","herd-towards-the-lurking-maw","ferocious-rampage","mark-territory-with-scars-and-teeth"],"aspects":[],"progression":true},{"id":"eyes-watch-from-the-trees","name":"Eyes Watch From the Trees","expansion":"Horizons of Spirit Island","complexity":"Low","requires":[],"uses":[],"accent":"#ebca6a","lore":["Even after centuries, the Dahan find many things about Eyes Watch From the Trees somewhat enigmatic. Is it a Spirit of the trees themselves, or a Spirit which inhabits trees as its home? Is it one Spirit, or many, or a sort of collective-Spirit?","Despite these uncertainties, most Dahan trust the Spirit: it warns of danger, helps those lost or injured in the forest, and only works mischief on aggressors and the arrogant. Back in the days of the First Reckoning, its faint whispers were a source of dread, but to current generations they’re a familiar and expected part of the island."],"setup":"Put 2 {presence} on your starting board, in the highest-numbered Jungle.\nYou start with your 4 Unique Power Cards and 0 Energy.","playstyle":["Good at Defending against Ravages, and at steadily earning {fear}.","Its ability to Gather {dahan} to fight back when Defending can make a huge difference, changing a stalling tactic into a blow against the Invaders."],"summary":{"offense":1.0,"control":1.7,"fear":2.3,"defense":2.9,"utility":0.1},"summaryNote":null,"summaryLabel":"Starting summary","special":[{"name":"Dahan Trust the Watchers","text":"After one of your Powers adds Defend to a single land, Gather up to 1 {dahan} into that land.\n*(“Power” includes both your Innate Power and your Power Cards. Can be used with any number of Defend Powers each turn.)*"}],"innates":[{"name":"Mischief and Sabotage","speed":"Fast","range":{"from":"sacred-site","range":1},"target":"Invaders","levels":[{"text":"1 {fear} and Defend 2.","elements":{"Moon":1,"Plant":2}},{"text":"Instead, 1 {fear} and Defend 4.","elements":{"Moon":2,"Plant":3}},{"text":"Instead, 3 {fear} and Defend 6.","elements":{"Moon":2,"Air":2,"Plant":4}},{"text":"Instead, 5 {fear} and Defend 12.","elements":{"Moon":3,"Air":3,"Plant":5}}],"footnote":"This is all one Power, so your Special Rule “Dahan Trust the Watchers” can Gather only 1 {dahan}."}],"uniques":["boon-of-watchful-guarding","whispered-guidance-through-the-night","mysterious-abductions","eerie-noises-and-moving-trees"],"aspects":[],"progression":true},{"id":"fathomless-mud-of-the-swamp","name":"Fathomless Mud of the Swamp","expansion":"Horizons of Spirit Island","complexity":"Low","requires":[],"uses":[],"accent":"#eb8a6a","lore":["The Island has many swampy deltas along its coasts. Some are fairly navigable, while others are mazes of murky water, tangled trees, and land that isn’t nearly so solid as it appears. Fathomless Mud of the Swamp is one of these latter sorts, with a penchant for spreading – it likes getting everywhere, slowly turning solid ground into muck and mire.","Some Dahan villages have struck fruitful bargains with it: easy passage and useful plants in exchange for tasks more easily done by human hands. Most, however, will move on to new living-grounds years early should they notice the sodden signs of it moving into their area."],"setup":"Put 2 {presence} on your starting board, in the lowest-numbered Wetland.\nYou start with your 4 Unique Power Cards and 0 Energy.","playstyle":["Likes having {sacred-site} where Invaders will Build, but may need to re-create those {sacred-site} after oozing outwards with its Innate Power. In smaller games, might be able to cut off the most Inland lands from Explore actions by Destroying Inland {town} / {city} and stopping new ones from being built.","Causes a fair bit of Fear, much of which represents unpleasantness, hardship, and disgust."],"summary":{"offense":1.5,"control":1.4,"fear":2.0,"defense":2.0,"utility":0.9},"summaryNote":null,"summaryLabel":"Starting summary","special":[{"name":"Offer No Firm Foundations","text":"At your {sacred-site}, Build Actions Add {explorer} instead of {town} / {city}."}],"innates":[{"name":"Spreading and Dreadful Mire","speed":"Slow","range":{"from":"sacred-site","range":1},"target":"Invaders","levels":[{"text":"Move 1 of your {presence} from the origin {sacred-site} to the target land. *(This is required.)*","elements":{"Water":1}},{"text":"1 {fear}. 1 Damage. Push 1 {dahan}.","elements":{"Moon":1,"Water":2,"Earth":1}},{"text":"1 {fear}. 1 Damage. Push 1 {dahan}.","elements":{"Moon":2,"Water":3,"Earth":2}},{"text":"2 Damage.","elements":{"Moon":3,"Water":4,"Earth":3,"Plant":2}}],"footnote":"Innate Powers perform all thresholds reached, in order, on the same target land."}],"uniques":["exaltation-of-tangled-growth","foul-vapors-and-fetid-muck","open-shifting-waterways","intractable-thickets-and-thorns"],"aspects":[],"progression":true},{"id":"rising-heat-of-stone-and-sand","name":"Rising Heat of Stone and Sand","expansion":"Horizons of Spirit Island","complexity":"Low","requires":[],"uses":[],"accent":"#eb9f6a","lore":["Dahan herders are very familiar with Rising Heat of Stone and Sand: the signs of its presence are passed down from generation to generation, so it can be acknowledged and thanked for safe passage across its scorching domain. Even after centuries, the Spirit remains a bit unclear on why living things get so unhappy about fatal desiccation, but the Dahan make such pleasant patterns across its sands that it’s happy to forbear.","It is mostly found in sandy and rocky lands with sparse vegetation, but may also reside in volcanic areas, or even stretches of gravel or sand amidst wetter climates, radiating an intense and unusual heat all around."],"setup":"Put 2 {presence} on your starting board, in the highest-numbered Sands.\nYou start with your 4 Unique Power Cards and 0 Energy.","playstyle":["Weaken-and-Destroy. Likes having {sacred-site} where there’s {town} / {city}, as it makes all Spirits’ Damage more effective there.","Has an easier time setting up {sacred-site} in Sands and Mountains, but can do so in any terrain with a bit more time."],"summary":{"offense":2.9,"control":1.3,"fear":0.6,"defense":0.9,"utility":1.3},"summaryNote":null,"summaryLabel":"Starting summary","special":[{"name":"Blistering Heat","text":"At your {sacred-site}, Invaders have -1 Health (min. 1)."}],"innates":[{"name":"Scorch with Waves of Heat","speed":"Slow","range":{"from":"sacred-site","range":1},"target":"Any","levels":[{"text":"2 Damage, to {explorer} only.","elements":{"Fire":2,"Air":2}},{"text":"2 Damage.","elements":{"Fire":3,"Earth":2}},{"text":"2 Damage.","elements":{"Fire":4,"Air":1,"Earth":3}},{"text":"1 Damage to each Invader.","elements":{"Fire":5,"Air":2,"Earth":3}}],"footnote":"Innate Powers perform all thresholds reached, in order, on the same target land."}],"uniques":["gift-of-searing-heat","call-on-herders-for-aid","stinging-sandstorm","sweltering-exhaustion"],"aspects":[],"progression":true},{"id":"sun-bright-whirlwind","name":"Sun-Bright Whirlwind","expansion":"Horizons of Spirit Island","complexity":"Low","requires":[],"uses":[],"accent":"#ebe06a","lore":["Sun-Bright Whirlwind is a Spirit of sun-warmed and gusting air. It spins leaves and dust into miniature cyclones, playfully snatches at small unsecured objects, and sometimes – when joyful, or upset, or full of the vigor of nature – howls across the island, bending trees and abrading the landscape with pebbles, twigs, shells, and the occasional bird nest.","Some Dahan take its appearance as a good sign for travel, and others have tried asking it to help bring messages to those far away – with mixed success, as it tends to lightly prank the recipients by mixing the messages’ words all about."],"setup":"Put 3 {presence} on your starting board: 1 in the highest-numbered Sands, 2 in the lowest-numbered Mountain.\nYou start with your 4 Unique Power Cards and 0 Energy.","playstyle":["Incredibly good at handling {explorer}, clearing newly-Explored lands of Invaders so they don’t Build there. Not nearly so good at dealing with {town} / {city}.","Can focus on Energy and largely forego its Innate Power, focus on Plays to aim for mid-to-high Innate thresholds, or strike a more balanced path. Adds at most 1 {presence} per turn, so there won’t be time to do it all."],"summary":{"offense":1.6,"control":3.4,"fear":0.3,"defense":0.1,"utility":2.0},"summaryNote":null,"summaryLabel":"Starting summary","special":[{"name":"A Stiff Wind at Their Backs","text":"After you Add {presence} during Growth, Push up to 1 {explorer} / {dahan} from that land.\n*(Let other players know this is due to your Special Rule, so they know you’re still in the Spirit Phase and not using a {fast} Power.)*"}],"innates":[{"name":"Violent Windstorms","speed":"Slow","range":{"from":"presence","range":1},"target":"Any","levels":[{"text":"Push up to 1 {explorer}.","elements":{"Sun":1,"Air":2}},{"text":"1 {fear}. Push up to 2 {explorer} / {town}.","elements":{"Sun":2,"Air":3}},{"text":"For each Invader Pushed by this Power, 1 Damage in the land it was Pushed to.","elements":{"Sun":2,"Air":4}},{"text":"4 Damage *(in target land).*","elements":{"Sun":3,"Air":5}}],"footnote":"Innate Powers perform all thresholds reached, in order, on the same target land unless specified."}],"uniques":["gift-of-the-sunlit-air","gift-of-wind-sped-steps","scatter-to-the-winds","tempest-of-leaves-and-branches"],"aspects":[],"progression":true},{"id":"ember-eyed-behemoth","name":"Ember-Eyed Behemoth","expansion":"Nature Incarnate","complexity":"Moderate","requires":["Badlands","Incarna","Tokens"],"uses":["incarna","badlands","wilds"],"accent":"#eb9f6a","lore":["Amidst the boggier jungles, one might find a tree-covered hill – somewhat rocky – rising upwards from the dank and the damp. One might climb it to scout out the lay of the land, or camp there for respite from the water-snakes and warm muck below.","But do not settle there, nor quarry that stone, for the hill is a Spirit, immense and incarnate. It might be a living scale of the great Serpent; or a dream given waking form; or a Spirit wrapped around a great curse, enfolding it and containing it from spilling outwards. If you bother it, fire will kindle in its eyes, and it will rise and smash its way across the landscape."],"setup":"Put 2 {presence} and {incarna} in the highest-numbered Wetland on your starting board that is adjacent to **any** Jungle.\nYou start with your 4 Unique Power Cards and 0 Energy.","playstyle":["Slowly but consistently stomps its Incarna around the island, smashing Invaders. ({dahan} can keep clear, unless it **really** gets going.)","Benefits from spread-out {sacred-site}, both for targeting Powers and for moving its Incarna long distances. Adding {presence} at its Incarna (which can count as {presence}) can make it easier to get {presence} into new lands, particularly non-Jungles."],"summary":{"offense":4.3,"control":0.6,"fear":0.6,"defense":0.6,"utility":1.0},"summaryNote":null,"summaryLabel":null,"special":[{"name":"The Behemoth Rises","text":"You have an Incarna ({incarna}). Once per turn, during the Spirit, {fast}, or {slow} Phase, you may either:\n- Push {incarna}; or\n- Add or Move {incarna} to any of your {sacred-site} on the island."},{"name":"Unrelenting Strides","text":"On any turn that you don’t use Innate Powers, you may use *The Behemoth Rises* an additional time. *(When you use an Innate Power, cover this Special Rule with a Reminder Marker; when you use this Special Rule, cover your Innate Power.)*"}],"innates":[{"name":"Smash, Stomp, and Flatten","speed":"Slow","range":null,"target":"{incarna}","note":"If {incarna} is empowered, you may Repeat this Power once each turn. *(You may take other Actions before repeating, including The Behemoth Rises.)*","levels":[{"text":"2 Damage.","elements":{"Fire":2,"Earth":1}},{"text":"1 Damage. Push 1 {dahan}.","elements":{"Fire":3,"Earth":1,"Plant":1}},{"text":"1 {fear}. 1 Damage.","elements":{"Fire":4,"Earth":2,"Plant":1}},{"text":"2 Damage. 2 Damage to {dahan}.","elements":{"Fire":5,"Earth":2,"Plant":2}}]}],"uniques":["exaltation-of-grasping-roots","terrifying-rampage","blazing-intimidation","surging-lahar"],"aspects":[],"progression":false},{"id":"hearth-vigil","name":"Hearth-Vigil","expansion":"Nature Incarnate","complexity":"Moderate","requires":["Isolate"],"uses":[],"accent":"#eb9f6a","lore":["Hearth-Vigil is a Spirit of neither fire nor cooking – it is a watcher and guardian, a protector who keeps vigil over common-hearths. In the dry season, it smothers rogue blazes; in the wet season, it fortifies the health of older Dahan suffering from wheezelung; in all seasons, it intensifies the hearth’s powers of wellness and community-strength. It’s friendly to speak to, though most grown Dahan don’t usually distract it without cause.","Historically, its aid was first sought during the bloody conflicts of the Servant Cults, due to the threat of mass poisonings. As those agreements affected its nature, it became able to offer more than simple vigilance."],"setup":"Put 3 {presence} on your starting board: 1 in the highest-numbered land with {dahan} and 2 in the lowest-numbered land with at least 2 {dahan}. Add 1 {dahan} in each of those lands (additional survivors of the Invaders’ diseases).\nYou start with your 4 Unique Power Cards and 1 **Energy**.","playstyle":["Very good at protecting {dahan} in its lands, not so great at stopping {blight}. In keeping with its nature, largely brings {dahan} to its {presence} (or vice versa); getting {dahan} elsewhere may require a bit of forethought with Keep Watch for New Incursions.","Very reactive, with reliable ways to deal with Invaders as they Ravage and Build, but has trouble handling established {city} that aren’t Ravaging."],"summary":{"offense":2.0,"control":1.0,"fear":1.5,"defense":2.5,"utility":2.5},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Rooted in the Community","text":"{blight} added in your lands does not destroy your {presence} if {dahan} are present. *(Ravage Actions destroy {dahan} before added {blight} destroys {presence} and cascades.)*"},{"name":"Fortify Heart and Hearth","text":"{dahan} have +4 Health (each) while in your lands. Event and Blight Card Actions don’t damage, destroy, or replace {dahan} in your lands."},{"name":"Loyal Guardian","text":"When all {dahan} leave one of your lands, your {presence} may Move with those {dahan}. *(Each {dahan} can Bring any number of {presence}.)*"}],"innates":[{"name":"Warn of Impending Conflict","speed":"Fast","range":null,"target":"Yourself","levels":[{"text":"In one of your lands, 1 {dahan} deals Damage before Invaders during Ravages. (Choose a land when Invaders Ravage there.)","elements":{"Sun":2,"Earth":1}},{"text":"In that land, another {dahan} deals Damage before Invaders during Ravages.","elements":{"Sun":3,"Earth":1}},{"text":"In that land, all {dahan} deal Damage before Invaders during Ravages.","elements":{"Sun":4,"Earth":2}},{"text":"Instead, all {dahan} in all of your lands deal Damage before Invaders during Ravages.","elements":{"Sun":5,"Earth":3}}]},{"name":"Keep Watch for New Incursions","speed":"Fast","range":{"from":"sacred-site","range":1,"with":"{dahan}"},"target":"Any","levels":[{"text":"Gather up to 2 {dahan}, from your lands only.","elements":{"Animal":1}},{"text":"Once this turn after Invaders are added or moved into target land, 1 Damage per {dahan} in target land, to those added/moved Invaders only.","elements":{"Sun":1,"Air":2,"Animal":3}},{"text":"Repeat this Power.","elements":{"Sun":2,"Air":3,"Animal":4}}]}],"uniques":["surrounded-by-the-dahan","coordinated-raid","favors-of-story-and-season","call-to-vigilance"],"aspects":[],"progression":false},{"id":"towering-roots-of-the-jungle","name":"Towering Roots of the Jungle","expansion":"Nature Incarnate","complexity":"Moderate","requires":["Incarna","Tokens","Vitality"],"uses":["incarna","wilds","vitality"],"accent":"#eb9f6a","lore":["Towering Roots of the Jungle is a massive, sprawling tree, mighty and ancient. It predates the Dahan, but its history has entwined with theirs ever since they arrived: as part of the terms of the First Reckoning, it served as one place where Dahan might settle freely. It protected the land from any accidental damage done by the Dahan, and the Dahan from Spirits that wished them ill.","It has never before felt the need to reach out through its offshoots and descendants around the island, but the threat of the Invaders and their heedless destruction has motivated it to grow and change in this new way."],"setup":"Put 3 {presence} on your starting board: 1 in the highest-numbered Jungle without {blight}, 1 in the highest-numbered Mountain, and 1 in the highest-numbered Wetland. Put {incarna} in the Jungle with your {presence}.\nYou start with your 4 Unique Power Cards and 0 Energy.","playstyle":["Incredibly good at protecting everything at its {incarna} – and can draw Invaders towards there – but is constrained in when and where it can move its {incarna}. Has some ability to remove Invaders (driving them from the island), but starts off vastly better at guarding the land than at smashing things."],"summary":{"offense":0.6,"control":1.4,"fear":1.0,"defense":4.8,"utility":1.0},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Enduring Vitality","text":"Some of your Actions Add Vitality Tokens ({vitality}). *(Each {vitality} in a land with no {blight} prevents 1 {blight} from being added, then is Removed.)*"},{"name":"Heart-Tree Guards the Land","text":"You have an Incarna ({incarna}).\n- Your Powers get {range} +1 if {incarna} is in the origin land.\n- Invaders / {dahan} / {beasts} can’t be damaged or destroyed at {incarna}.\n- Empower {incarna} the first time it’s in a land with 3 or more {vitality}.\n- Skip all Build Actions at empowered {incarna}."}],"innates":[{"name":"Shelter Under Towering Branches","speed":"Slow","range":{"from":"sacred-site","range":0},"target":"Any","levels":[{"text":"Gather up to 1 {dahan}.","elements":{"Sun":1,"Plant":1}},{"text":"Gather up to 1 {explorer}.","elements":{"Sun":1,"Earth":1,"Plant":2}},{"text":"Gather up to 1 {town}.","elements":{"Sun":2,"Earth":1,"Plant":3}},{"text":"Gather up to 1 {city}.","elements":{"Sun":3,"Earth":2,"Plant":4}}]},{"name":"Revoke Sanctuary and Cast Out","speed":"Slow","range":{"from":"sacred-site","range":0},"target":"{incarna} + Invaders","levels":[{"text":"1 {fear}. Remove 1 {explorer} / {town}.","elements":{"Sun":1,"Moon":1,"Plant":2}},{"text":"1 {fear}. Remove 1 {explorer} / {town}.","elements":{"Sun":2,"Moon":1,"Plant":3}},{"text":"1 {fear}. Remove 1 Invader.","elements":{"Sun":2,"Moon":2,"Plant":4}}]}],"uniques":["blooming-of-the-rocks-and-trees","boon-of-resilient-power","entwine-the-fates-of-all","radiant-and-hallowed-grove"],"aspects":[],"progression":false},{"id":"breath-of-darkness-down-your-spine","name":"Breath of Darkness Down Your Spine","expansion":"Nature Incarnate","complexity":"High","requires":["Incarna","Tokens"],"uses":["incarna","endless-dark","beasts","strife"],"accent":"#ebb56a","lore":["In the open spaces of Spirit Island, the night sky, when clear, blazes with light from the moon and stars – but not all of this light reaches the earth. From time to time an ever-shifting shadow writhes across the land, bringing a darkness deeper than found under any jungle canopy. It seeks out those who are isolated and alone, and swallows compatriots and communities alike into its lightless void. Some return, others do not.","Many Dahan suspect this may be another form of Shadows Flicker Like Flame – its whispery voice crackles like fire, among other signs – but keep cautiously clear of it, as it has made no requests of them."],"setup":"Put 2 {presence} and your Incarna ({incarna}) on your starting board: 1 {presence} and {incarna} in the lowest-numbered Jungle and 1 {presence} in the highest-numbered Jungle. Set The Endless Dark ({endless-dark}) tile next to the island with 1 {explorer} on it.\nYou start with your 4 Unique Power Cards and 0 Energy.","playstyle":["Abducts lone Invaders to gain {fear} and keep them off the board for a time; its mobile Incarna is particularly useful for this. Reclaiming permits the Invaders to escape its void en masse, so can be quite painful.","Has trouble with built-up lands, and may need to scatter Invaders or take a Major Power to deal with them."],"summary":{"offense":1.5,"control":3.1,"fear":3.7,"defense":1.0,"utility":1.5},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Terror Stalks the Land","text":"You have an Incarna ({incarna}). Empower {incarna} after uncovering *Empower Incarna* on your Presence Track. You may Abduct 1 {explorer} / {town} at empowered {incarna} each {fast} Phase.\nTo Abduct a piece, Move it to The Endless Dark ({endless-dark}). When pieces Escape, Move them to non-Ocean lands with your {presence} / {incarna}; if they have no legal land to move to, you lose.\nWhen your Powers would directly damage or directly destroy the only Invader in a land, instead Abduct it. *(Check if it is alone at the start of the damage/destroy instruction. {endless-dark} is not a land.)*"},{"name":"Shadow-Touched Realm","text":"Your land-targeting Powers can target {endless-dark} as if it were a land, ignoring Range. *({endless-dark} is Inland and has no terrain.)*"}],"innates":[{"name":"Leave a Trail of Deathly Silence","speed":"Fast","range":null,"target":"Yourself","levels":[{"text":"1 Damage at {incarna}. You may Push {incarna}.","elements":{"Moon":2,"Animal":1}},{"text":"1 Damage at {incarna}. You may Push {incarna}.","elements":{"Moon":3,"Air":1,"Animal":1}},{"text":"1 Damage at {incarna}. You may Push {incarna}.","elements":{"Moon":4,"Air":2,"Animal":2}},{"text":"Move {incarna} to {endless-dark}. It Brings 1 Invader *(from its land).*","elements":{"Moon":5,"Air":2,"Animal":3}}]},{"name":"Lost in the Endless Dark","speed":"Slow","range":null,"target":"{endless-dark}","levels":[{"text":"1 {fear} per Invader (max. 4). You may Downgrade 1 Invader. *(Downgrading Removes {explorer}.)*","elements":{"Moon":2,"Air":1}},{"text":"1 {fear} per Invader (max. 4). Downgrade any number of Invaders.","elements":{"Moon":4,"Air":3}},{"text":"Add 1 {beasts}.","elements":{"Moon":3,"Animal":2}}]}],"uniques":["reach-from-the-infinite-darkness","emerge-from-the-dread-night-wind","swallowed-by-the-endless-dark","terror-of-the-hunted"],"aspects":[],"progression":false},{"id":"relentless-gaze-of-the-sun","name":"Relentless Gaze of the Sun","expansion":"Nature Incarnate","complexity":"High","requires":["Badlands"],"uses":["badlands"],"accent":"#ebca6a","lore":["Relentless Gaze of the Sun is an imperious Spirit, brimming with wrathful power that scorches the land barren beneath its focused regard. For long centuries, it viewed all others as beneath it, unworthy of consideration.","Yet since being thwarted during the Years of the Relentless Sun, it wonders if its pride deceives it – perhaps it should work **with** some Spirits and humans, rather than indulging in indiscriminate destruction?","It is still considering this idea. Regardless, the Invaders offend it by making the land fragile, forcing it into the intolerable choice between dimming its majesty and unintentionally scorching the land."],"setup":"Put 2 {presence} and 1 {badlands} on your starting board, in the lowest-numbered Sands.\nYou start with your 4 Unique Power Cards and 0 Energy.","playstyle":["Uses stacks of 3 {presence} and high Energy income to hammer the same lands with repeated Power Cards. Because of its single-mindedness, is better at dealing with large problems than smaller ones.","Harms the land and {dahan} while smiting Invaders unless it successfully changes its nature (by expanding into new Elements), which may mean partially foregoing the Sun and Fire that form the core of its initial strength."],"summary":{"offense":4.2,"control":0.6,"fear":2.0,"defense":1.0,"utility":2.0},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Relentless Punishment","text":"After using a Power Card, if you had at least 3 {presence} in the origin land, you may Repeat it any number of times on the same target land(s) *(ignoring origin, Range, and target requirements)* by paying both:\n- the Energy cost of the Power, and\n- 1 Energy per previous use of the Power this turn\neach time you repeat the Power.\n*(You may repeat each Power Card multiple times, but its 1st repeat costs 1 extra, its 2nd repeat costs 2 extra, etc. Check if the origin has at least 3 {presence} when you target it the first time.)*"}],"innates":[{"name":"Scorching Convergence","speed":"Slow","range":{"from":"sacred-site","range":1},"target":"Any","levels":[{"text":"Move all of your {presence} from origin land directly to target land. 1 Damage, to {town} / {city} only.","elements":{"Sun":2}},{"text":"3 Damage to Invaders. 3 Damage to {dahan}. Add 1 {blight} without cascading.","elements":{"Sun":3,"Fire":1}},{"text":"3 {fear} if this Power destroyed any Invaders.","elements":{"Sun":4,"Fire":2,"Air":1}},{"text":"1 Damage per remaining {presence} of yours in target land.","elements":{"Sun":5,"Fire":3,"Air":2}}]},{"name":"Consider a Harmonious Nature","speed":"Fast","range":null,"target":"Yourself","levels":[{"text":"When your Powers would add {blight} you may Destroy 1 {presence} instead (there or elsewhere).","elements":{"Sun":3,"Moon":1}},{"text":"Your Powers don’t damage or destroy {dahan}.","elements":{"Sun":3,"Water":1}},{"text":"Choose another Spirit. They Add 1 {wilds} to one of your lands.","elements":{"Sun":3,"Plant":1}},{"text":"Give up to 3 of your Energy to the chosen Spirit.","elements":{"Sun":3,"Water":1,"Plant":1}}]}],"uniques":["blinding-glare","focus-the-suns-rays","unbearable-gaze","wither-bodies-scar-stones"],"aspects":[],"progression":false},{"id":"wandering-voice-keens-delirium","name":"Wandering Voice Keens Delirium","expansion":"Nature Incarnate","complexity":"High","requires":["Incarna","Isolate","Tokens"],"uses":["incarna","strife"],"accent":"#eb9f6a","lore":["Ages ago, Calls All Living Things to Die was a great and respected Spirit, until it decided to test the limits of its power – accounts disagree as to why – and devastated a portion of the island with a vast swath of death. Matters would have gone even worse but for three Spirits who cleverly sundered the great Spirit’s voice and bound it to wander, never returning to its owner.","Wandering Voice Keens Delirium only occasionally brings death with its song, now, more usually causing derangement, obsession and folly in those it touches. The Dahan have learned a variety of tricks to avoid the worst of its influence, but are occasionally affected nonetheless."],"setup":"Put 2 {presence} on your starting board: 1 in land #6 and 1 in land #7. Put {incarna} on your starting board in land #6.\nYou start with your 4 Unique Power Cards and 0 Energy.","playstyle":["Very positional; has a highly mobile Incarna (particularly with lots of {air}) that adds {strife} and chases {explorer} / {town} around as it roams the island.","Has a harder time setting up {dahan} counterattacks, but can use Mind-Shattering Song to more directly harm Invaders with {strife} – and earn a fair bit of {fear} in the process."],"summary":{"offense":1.5,"control":3.6,"fear":2.5,"defense":1.0,"utility":1.5},"summaryNote":null,"summaryLabel":null,"special":[{"name":"A Clarion Voice Given Form","text":"You have an Incarna ({incarna}). If empowered, it Isolates its land."},{"name":"Spread Tumult and Delusion","text":"When your Actions add/move {incarna} to a land with Invaders, Add 1 {strife} in the destination land.\nIn lands with or adjacent to {incarna}: if {strife} is present, {dahan} do not participate in Ravage. *(They do not take Damage or counterattack. Isolate has no effect on {incarna} and {dahan} being adjacent.)*"},{"name":"Senseless Roaming","text":"When your Actions add {strife} to an {explorer} / {town}, you may Push it."}],"innates":[{"name":"Inscrutable Journeying","speed":"Fast","range":null,"target":"Yourself","note":"*(Each time you move {incarna} into a land with Invaders, Spread Tumult and Delusion adds 1 {strife}.)*","levels":[{"text":"You may Push {incarna}.","elements":{"Air":1}},{"text":"You may Push {incarna}.","elements":{"Air":3}},{"text":"You may Push {incarna}.","elements":{"Air":5}},{"text":"Empower {incarna}.","elements":{"Moon":2,"Fire":1,"Air":4,"Plant":1}}]},{"name":"Mind-Shattering Song","speed":"Slow","range":{"from":"sacred-site","range":1},"target":"{strife}","levels":[{"text":"1 {fear} per {moon} you have.","elements":{"Moon":1,"Air":2}},{"text":"1 Damage per {sun} you have, to Invaders with {strife} only.","elements":{"Sun":1,"Air":2}},{"text":"For each {sun} {moon} pair you have, Destroy 1 Invader with {strife}.","elements":{"Sun":1,"Moon":1,"Air":4}}]}],"uniques":["exhale-confusion-and-delirium","turmoils-touch","frightful-keening","twist-perceptions"],"aspects":[],"progression":false},{"id":"wounded-waters-bleeding","name":"Wounded Waters Bleeding","expansion":"Nature Incarnate","complexity":"High","requires":["Tokens"],"uses":["beasts","disease"],"accent":"#6ae0eb","lore":["In years past, Peace-Waters was a woodland pond, fed by a small river: a Spirit of contented coexistence and the gift of water. Humans and animals would drink in peace, then move on.","The Invaders, too, found Peace-Waters, drank, and moved on. Upriver, they built slaughterhouses and tanneries, pouring charnel-blood through the pool day after day, year after year.","The Spirit which used to be Peace-Waters has barely survived. It is no longer a Spirit of peace – but it has not yet found coherence in a new nature, and until it does, it is at risk of unraveling altogether."],"setup":"On your starting board, put 2 {presence} in a land with {blight}, then put 2 {presence} and 1 {blight} *(from the box)* in the highest-numbered land with a {town} Setup symbol.\nYou start with your 4 Unique Power Cards and **4 Energy**. Set your 4 Healing Cards nearby.","playstyle":["Starts off wounded, losing a {presence} or Power Card every turn. Heals over the course of the game, finding a new nature – while some choices may be a touch better or worse due to Adversary, Power Card picks, teammates, etc., most combinations are viable in most games.","Benefits from careful {presence} placement, both due to losing {presence} and because some of its Unique Powers must target from lands with {blight}."],"summary":{"offense":2.8,"control":4.2,"fear":1.0,"defense":0.6,"utility":0.6},"summaryNote":"Can change radically over the course of the game","summaryLabel":null,"special":[{"name":"Seeking a Path Towards Healing","text":"After playing cards each Spirit Phase:\n- Claim a **Healing Marker** (Element Marker) matching whichever of {water} or {animal} you have more of. *(You break ties.)*\n- You may then Claim a Healing Card if you meet its requirements. *(You can claim your first Healing Card on Turn 3.)*\n- Then Destroy 1 {presence} or Forget a Power Card *(unless a Healing Card just removed this rule).*"}],"innates":[{"name":"Swirl and Spill","speed":"Slow","range":{"from":"presence","range":1},"target":"Any","levels":[{"text":"Push up to 2 {explorer} / {dahan} / {blight}.","elements":{"Water":2}},{"text":"1 {fear}. Push up to 2 {town} / {presence} / {beasts}.","elements":{"Water":3,"Animal":1}},{"text":"In one land pushed into, Downgrade all {town} and all {city}.","elements":{"Water":5,"Plant":2,"Animal":2}}]},{"name":"Sanguinary Taint","speed":"Slow","range":{"from":"presence","range":1},"target":"Any","levels":[{"text":"1 {fear}. 1 Damage. Push 1 {dahan}.","elements":{"Animal":2}},{"text":"1 Damage. Add 1 {beasts}.","elements":{"Water":1,"Animal":3}},{"text":"1 {fear}. 4 Damage. Add 1 {disease}.","elements":{"Fire":2,"Water":2,"Animal":5}}]}],"uniques":["blood-water-and-bloodlust","boon-of-corrupted-blood","draw-to-the-waters-edge","wrack-with-pain-and-grief"],"aspects":[],"progression":false},{"id":"dances-up-earthquakes","name":"Dances Up Earthquakes","expansion":"Nature Incarnate","complexity":"Very High","requires":[],"uses":["quake"],"accent":"#eb6a74","lore":["A traveling Spirit of movement and movement’s deep power, circling a bright leap of flame, dancing atop dark mysteries of night and earth. It roams the island as its visions and will to motion bid, dancing with and among whomever it finds: the waves on the shore, the animals of the jungle, the Spirits, the trees, the Dahan, and – especially – the earth itself.","The Dahan learned long ago that if the land-dancer was aware of them, village-wrecking earthquakes became much rarer. Through this, they found that many Spirits appreciate – and gain power from – various patterns of dance and rhythm, in addition to those of line, shape, and word."],"setup":"Put 1 {presence} on your starting board in the highest-numbered land with {dahan}.\nYou start with your **6 Unique Power Cards** and 0 Energy. Set the Quake Tokens ({quake}) nearby.","playstyle":["Very much about tempo and timing: can play high-cost Powers extremely easily, but they won’t take effect until later in the game. Faces a constant tension between solving problems now and carefully planning ahead for big turns in the future – neglecting either one can be disastrous.","Despite starting with 6 Unique Powers, benefits greatly from gaining more."],"summary":{"offense":3.1,"control":1.0,"fear":1.0,"defense":1.5,"utility":2.5},"summaryNote":null,"summaryLabel":null,"special":[{"name":"Begin a Dance of Decades","text":"Whenever you would play a Power Card, you may instead pay any amount of Energy onto the card to make it an **impending card** ({impending}), setting it aside out of play for use on a *future* turn. *(It doesn’t provide Elements. It’s still your Power Card, so it can be forgotten while it’s impending.)*"},{"name":"Rhythmic Power Builds to a Cataclysmic Crescendo","text":"When you gain Energy from your Presence Track, also gain 1 Energy onto each Power Card made {impending} on a previous turn. If any {impending} now have Energy on them at least equal to their cost, discard that Energy and play them. *(This costs no card plays.)*"}],"innates":[{"name":"Land Creaks with Tension","speed":"Fast","range":null,"target":"Yourself","levels":[{"text":"If you have at least 1 {impending}, Add 1 {quake} in one of your lands.","elements":{"Earth":1}},{"text":"In one of your lands, Defend 1 per {impending} (max. 3).","elements":{"Moon":1,"Earth":1}},{"text":"If you have at least 3 {impending}, Add 1 {quake} in one of your lands.","elements":{"Moon":1,"Earth":2}},{"text":"In one of your lands, Defend 1 per {impending} (max. 3).","elements":{"Moon":2,"Earth":3}}]},{"name":"Earth Shudders, Buildings Fall","speed":"Slow","range":{"from":"presence","range":0},"target":"{quake}","note":"{cards-in-play} is the # of Power Cards you have in play.","levels":[{"plus":"3 {cards-in-play}","text":"2 Damage per {quake}, to {town} / {city} only.","elements":{"Fire":2,"Earth":3}},{"plus":"5 {cards-in-play}","text":"1 {fear}. In any number of lands with {quake}: 2 Damage per {quake}, to {town} / {city} only. Remove 1 {quake}.","elements":{"Fire":3,"Earth":4}},{"plus":"7 {cards-in-play}","text":"2 {fear}. In each land where you removed {quake}: 1 Damage to each Invader.","elements":{"Fire":4,"Earth":5}}]}],"uniques":["inspire-a-winding-dance","exaltation-of-echoed-steps","rumblings-portend-a-greater-quake","radiating-tremors","gift-of-seismic-energy","resounding-footfalls-sow-dismay"],"aspects":[],"progression":false}],"cards":{"shatter-homesteads":{"name":"Shatter Homesteads","set":"Spirit Island","deck":"unique","spirit":"lightnings-swift-strike","cost":2,"speed":"Slow","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air"],"artist":"Rocky Hammer","text":"1 {fear}. Destroy 1 {town}."},"raging-storm":{"name":"Raging Storm","set":"Spirit Island","deck":"unique","spirit":"lightnings-swift-strike","cost":3,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air","Water"],"artist":"Rocky Hammer","text":"1 Damage to each Invader."},"lightnings-boon":{"name":"Lightning's Boon","set":"Spirit Island","deck":"unique","spirit":"lightnings-swift-strike","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Fire","Air"],"artist":"Rocky Hammer","text":"Target Spirit may use up to 2 Slow Powers as if they were Fast Powers this turn"},"harbingers-of-the-lightning":{"name":"Harbingers of the Lightning","set":"Spirit Island","deck":"unique","spirit":"lightnings-swift-strike","cost":0,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air"],"artist":"Rocky Hammer","text":"Push up to 2 {dahan}. 1 {fear} if you pushed any {dahan} into a land with {town} / {city}"},"flash-floods":{"name":"Flash Floods","set":"Spirit Island","deck":"unique","spirit":"river-surges-in-sunlight","cost":2,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Water"],"artist":"Nolan Nasser","text":"1 Damage. If target land is Coastal, +1 Damage."},"wash-away":{"name":"Wash Away","set":"Spirit Island","deck":"unique","spirit":"river-surges-in-sunlight","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Water","Earth"],"artist":"Nolan Nasser","text":"Push up to 3 {explorer} / {town}"},"boon-of-vigor":{"name":"Boon of Vigor","set":"Spirit Island","deck":"unique","spirit":"river-surges-in-sunlight","cost":0,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Water","Plant"],"artist":"Nolan Nasser","text":"If you target yourself, gain 1 Energy. If you target another Spirit, they gain 1 Energy per Power Card they played this turn."},"rivers-bounty":{"name":"River's Bounty","set":"Spirit Island","deck":"unique","spirit":"river-surges-in-sunlight","cost":0,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Sun","Water","Animal"],"artist":"Nolan Nasser","text":"Gather up to 2 {dahan}. If there are now at least 2 {dahan}, add 1 {dahan} and gain 1 Energy."},"concealing-shadows":{"name":"Concealing Shadows","set":"Spirit Island","deck":"unique","spirit":"shadows-flicker-like-flame","cost":0,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air"],"artist":"Nolan Nasser","text":"1 {fear}. {dahan} take no damage from Ravaging Invaders this turn."},"favors-called-due":{"name":"Favors Called Due","set":"Spirit Island","deck":"unique","spirit":"shadows-flicker-like-flame","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air","Animal"],"artist":"Nolan Nasser","text":"Gather up to 4 {dahan}. If Invaders are present and {dahan} now outnumber them, 3 {fear}."},"mantle-of-dread":{"name":"Mantle of Dread","set":"Spirit Island","deck":"unique","spirit":"shadows-flicker-like-flame","cost":1,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Moon","Fire","Air"],"artist":"Nolan Nasser","text":"2 {fear}. Target Spirit may Push 1 {explorer} and 1 {town} from a land where it has {presence}."},"crops-wither-and-fade":{"name":"Crops Wither and Fade","set":"Spirit Island","deck":"unique","spirit":"shadows-flicker-like-flame","cost":1,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Moon","Fire","Plant"],"artist":"Nolan Nasser","text":"2 {fear}. Replace 1 {town} with 1 {explorer}. -or- Replace 1 {city} with 1 {town}."},"guard-the-healing-land":{"name":"Guard the Healing Land","set":"Spirit Island","deck":"unique","spirit":"vital-strength-of-the-earth","cost":3,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Water","Earth","Plant"],"artist":"Sydni Kruger","text":"Remove 1 {blight}. Defend 4."},"a-year-of-perfect-stillness":{"name":"A Year of Perfect Stillness","set":"Spirit Island","deck":"unique","spirit":"vital-strength-of-the-earth","cost":3,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Earth"],"artist":"Sydni Kruger","text":"Invaders skip all Actions in target land this turn."},"rituals-of-destruction":{"name":"Rituals of Destruction","set":"Spirit Island","deck":"unique","spirit":"vital-strength-of-the-earth","cost":3,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"{dahan}"},"elements":["Sun","Moon","Fire","Earth","Plant"],"artist":"Sydni Kruger","text":"2 Damage. If target land has at least 3 {dahan}, +3 Damage and 2 {fear}."},"draw-of-the-fruitful-earth":{"name":"Draw of the Fruitful Earth","set":"Spirit Island","deck":"unique","spirit":"vital-strength-of-the-earth","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Earth","Plant","Animal"],"artist":"Sydni Kruger","text":"Gather up to 2 {explorer}. Gather up to 2 {dahan}."},"manifestation-of-power-and-glory":{"name":"Manifestation of Power and Glory","set":"Spirit Island","deck":"unique","spirit":"thunderspeaker","cost":3,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"{dahan}"},"elements":["Sun","Fire","Air"],"artist":"Loic Belliau","text":"1 {fear}. Each {dahan} deals damage equal to the number of your {presence} in target land."},"words-of-warning":{"name":"Words of Warning","set":"Spirit Island","deck":"unique","spirit":"thunderspeaker","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"{dahan}"},"elements":["Sun","Air","Animal"],"artist":"Loic Belliau","text":"Defend 3. During Ravage, {dahan} in target land deal damage simultaneously with Invaders."},"sudden-ambush":{"name":"Sudden Ambush","set":"Spirit Island","deck":"unique","spirit":"thunderspeaker","cost":2,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air","Animal"],"artist":"Loic Belliau","text":"You may Gather 1 {dahan}. Each {dahan} destroys 1 {explorer}."},"voice-of-thunder":{"name":"Voice of Thunder","set":"Spirit Island","deck":"unique","spirit":"thunderspeaker","cost":0,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Air"],"artist":"Loic Belliau","text":"Push up to 4 {dahan}. -or- If Invaders are Present, 2 {fear}."},"call-of-the-deeps":{"name":"Call of the Deeps","set":"Spirit Island","deck":"unique","spirit":"oceans-hungry-grasp","cost":0,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Coastal"},"elements":["Moon","Air","Water"],"artist":"Joshua Wright","text":"Gather 1 {explorer}. If target land is the Ocean, you may Gather another {explorer}."},"grasping-tide":{"name":"Grasping Tide","set":"Spirit Island","deck":"unique","spirit":"oceans-hungry-grasp","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Coastal"},"elements":["Moon","Water"],"artist":"Joshua Wright","text":"2 {fear}. Defend 4."},"swallow-the-land-dwellers":{"name":"Swallow the Land-Dwellers","set":"Spirit Island","deck":"unique","spirit":"oceans-hungry-grasp","cost":0,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Coastal"},"elements":["Water","Earth"],"artist":"Joshua Wright","text":"Drown 1 {explorer}, 1 {town}, and 1 {dahan}."},"tidal-boon":{"name":"Tidal Boon","set":"Spirit Island","deck":"unique","spirit":"oceans-hungry-grasp","cost":1,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Moon","Water","Earth"],"artist":"Joshua Wright","text":"Target Spirit gains 2 Energy and may Push 1 {town} and up to 2 {dahan} from one of their lands. If {dahan} are pushed to your ocean, you may move them to any Coastal land instead of Drowning them."},"predatory-nightmares":{"name":"Predatory Nightmares","set":"Spirit Island","deck":"unique","spirit":"bringer-of-dreams-and-nightmares","cost":2,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Invaders"},"elements":["Moon","Fire","Earth","Animal"],"artist":"Shane Tyree","text":"2 Damage. Push up to 2 {dahan}. (When your powers would destroy Invaders, instead they generate Fear and/or Push those Invaders.)"},"dread-apparitions":{"name":"Dread Apparitions","set":"Spirit Island","deck":"unique","spirit":"bringer-of-dreams-and-nightmares","cost":2,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Invaders"},"elements":["Moon","Air"],"artist":"Shane Tyree","text":"When Powers generate Fear in target land, Defend 1 per Fear. 1 {fear}. (Fear from To Dream a Thousand Deaths counts. Fear from destroying {town} / {city} does not.)"},"call-on-midnights-dream":{"name":"Call on Midnight's Dream","set":"Spirit Island","deck":"unique","spirit":"bringer-of-dreams-and-nightmares","cost":0,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Moon","Animal"],"artist":"Shane Tyree","text":"If target land has {dahan}, gain a Major Power. If you Forget this Power, gain Energy equal to {dahan} and you may play the Major Power immediately, paying its cost. -or- If Invaders are present, 2 {fear}."},"dreams-of-the-dahan":{"name":"Dreams of the Dahan","set":"Spirit Island","deck":"unique","spirit":"bringer-of-dreams-and-nightmares","cost":0,"speed":"Fast","range":{"from":"presence","range":2},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air"],"artist":"Shane Tyree","text":"Gather up to 2 {dahan}. -or- If target land has {town} / {city}, 1 {fear} for each {dahan}, to a maximum of 3 {fear}."},"overgrow-in-a-night":{"name":"Overgrow in a Night","set":"Spirit Island","deck":"unique","spirit":"a-spread-of-rampant-green","cost":2,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Plant"],"artist":"Jorge Ramos","text":"Add 1 {presence}. -or- If target land has your {presence} and Invaders, 3 {fear}."},"gift-of-proliferation":{"name":"Gift of Proliferation","set":"Spirit Island","deck":"unique","spirit":"a-spread-of-rampant-green","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Moon","Plant"],"artist":"Jorge Ramos","text":"Target Spirit adds 1 {presence} up to 1 Range from their {presence}."},"fields-choked-with-growth":{"name":"Fields Choked with Growth","set":"Spirit Island","deck":"unique","spirit":"a-spread-of-rampant-green","cost":0,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Water","Plant"],"artist":"Jorge Ramos","text":"Push 1 {town}. -or- Push 3 {dahan}"},"stem-the-flow-of-fresh-water":{"name":"Stem the Flow of Fresh Water","set":"Spirit Island","deck":"unique","spirit":"a-spread-of-rampant-green","cost":0,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Water","Plant"],"artist":"Jorge Ramos","text":"1 Damage to 1 {town} / {city}. If target land is Mountain / Sands, instead, 1 Damage to each {town} / {city}."},"savage-mawbeasts":{"name":"Savage Mawbeasts","set":"Spirit Island","deck":"minor","cost":0,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Animal"],"artist":"Cari Corene","text":"If target land is Jungle / Wetland, 1 {fear} and 1 Damage.","threshold":{"elements":{"Animal":3},"text":"1 Damage."}},"voracious-growth":{"name":"Voracious Growth","set":"Spirit Island","deck":"minor","cost":1,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Jungle / Wetland"},"elements":["Water","Plant"],"artist":"Cari Corene","text":"2 Damage. -or- Remove 1 {blight}."},"rouse-the-trees-and-stones":{"name":"Rouse the Trees and Stones","set":"Spirit Island","deck":"minor","cost":1,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"No {blight}"},"elements":["Fire","Earth","Plant"],"artist":"Jorge Ramos","text":"2 Damage. Push 1 {explorer}."},"encompassing-ward":{"name":"Encompassing Ward","set":"Spirit Island","deck":"minor","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Water","Earth"],"artist":"Jorge Ramos","text":"Target Spirit provides Defend 2 in each of its lands."},"song-of-sanctity":{"name":"Song of Sanctity","set":"Spirit Island","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Mountain / Jungle"},"elements":["Sun","Water","Plant"],"artist":"Nolan Nasser","text":"If target land has 1 {explorer}, Push all {explorer}. Otherwise, remove 1 {blight}."},"uncanny-melting":{"name":"Uncanny Melting","set":"Spirit Island","deck":"minor","cost":1,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Moon","Water"],"artist":"Joshua Wright","text":"If Invaders are present, 1 {fear}. If target land is Sands / Wetland, remove 1 {blight}"},"shadows-of-the-burning-forest":{"name":"Shadows of the Burning Forest","set":"Spirit Island","deck":"minor","cost":0,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Invaders"},"elements":["Moon","Fire","Plant"],"artist":"Nolan Nasser","text":"2 {fear}. If target land is Mountain / Jungle, Push 1 {explorer} and 1 {town}."},"steam-vents":{"name":"Steam Vents","set":"Spirit Island","deck":"minor","cost":1,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air","Water","Earth"],"artist":"Joshua Wright","text":"Destroy 1 {explorer}.","threshold":{"elements":{"Earth":3},"text":"You may instead destroy 1 {town}."}},"veil-the-nights-hunt":{"name":"Veil the Night's Hunt","set":"Spirit Island","deck":"minor","cost":1,"speed":"Fast","range":{"from":"presence","range":2},"target":{"kind":"land","text":"{dahan}"},"elements":["Moon","Air","Animal"],"artist":"Loic Belliau","text":"Each {dahan} deals 1 Damage to a different Invader. -or- Push up to 3 {dahan}."},"elemental-boon":{"name":"Elemental Boon","set":"Spirit Island","deck":"minor","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":[],"artist":"Moro Rogers","text":"Target Spirit gains 3 different Elements of their choice. If you target another Spirit, you also gain the chosen Elements."},"devouring-ants":{"name":"Devouring Ants","set":"Spirit Island","deck":"minor","cost":1,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Earth","Animal"],"artist":"Nolan Nasser","text":"1 {fear}. 1 Damage. Destroy 1 {dahan}. If target land is Jungle / Sands, +1 Damage."},"dark-and-tangled-woods":{"name":"Dark and Tangled Woods","set":"Spirit Island","deck":"minor","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Earth","Plant"],"artist":"Nolan Nasser","text":"2 {fear}. If target land is Mountain / Jungle, Defend 3."},"sap-the-strength-of-multitudes":{"name":"Sap the Strength of Multitudes","set":"Spirit Island","deck":"minor","cost":0,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Water","Animal"],"artist":"Loic Belliau","text":"Defend 5.","threshold":{"elements":{"Air":1},"text":"Increase this Power's Range by 1"}},"drift-down-into-slumber":{"name":"Drift down into Slumber","set":"Spirit Island","deck":"minor","cost":0,"speed":"Fast","range":{"from":"presence","range":2},"target":{"kind":"land","text":"Any"},"elements":["Air","Earth","Plant"],"artist":"Lucas Durham","text":"Defend 1. If target land is Jungle / Sands, instead, Defend 4."},"land-of-haunts-and-embers":{"name":"Land of Haunts and Embers","set":"Spirit Island","deck":"minor","cost":0,"speed":"Fast","range":{"from":"presence","range":2},"target":{"kind":"land","text":"Any"},"elements":["Moon","Fire","Air"],"artist":"Jorge Ramos","text":"2 {fear}. Push up to 2 {explorer} / {town}. If target land has {blight}, +2 {fear}. Push up to 2 more {explorer} / {town}. Add 1 {blight}."},"natures-resilience":{"name":"Nature's Resilience","set":"Spirit Island","deck":"minor","cost":1,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Earth","Plant","Animal"],"artist":"Joshua Wright","text":"Defend 6.","threshold":{"elements":{"Water":2},"text":"You may instead remove 1 {blight}."}},"visions-of-fiery-doom":{"name":"Visions of Fiery Doom","set":"Spirit Island","deck":"minor","cost":1,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Moon","Fire"],"artist":"Lucas Durham","text":"1 {fear}. Push 1 {explorer} / {town}.","threshold":{"elements":{"Fire":2},"text":"+1 {fear}."}},"pull-beneath-the-hungry-earth":{"name":"Pull Beneath the Hungry Earth","set":"Spirit Island","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Water","Earth"],"artist":"Nolan Nasser","text":"If target land has your {presence}, 1 {fear} and 1 Damage. If target land is Sands / Wetland, 1 Damage."},"call-of-the-dahan-ways":{"name":"Call of the Dahan Ways","set":"Spirit Island","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"{dahan}"},"elements":["Moon","Water","Animal"],"artist":"Loic Belliau","text":"Replace 1 {explorer} with 1 {dahan}.","threshold":{"elements":{"Moon":2},"text":"You may instead replace 1 {town} with 1 {dahan}."}},"call-to-bloodshed":{"name":"Call to Bloodshed","set":"Spirit Island","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"{dahan}"},"elements":["Sun","Fire","Animal"],"artist":"Jorge Ramos","text":"1 Damage per {dahan}. -or- Gather up to 3 {dahan}."},"call-to-isolation":{"name":"Call to Isolation","set":"Spirit Island","deck":"minor","cost":0,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"{dahan}"},"elements":["Sun","Air","Animal"],"artist":"Graham Stermberg","text":"Push 1 {explorer} / {town} per {dahan}. -or- Push 1 {dahan}."},"call-to-migrate":{"name":"Call to Migrate","set":"Spirit Island","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air","Animal"],"artist":"Graham Stermberg","text":"Gather up to 3 {dahan}. Push up to 3 {dahan}."},"call-to-tend":{"name":"Call to Tend","set":"Spirit Island","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"{dahan}"},"elements":["Water","Plant","Animal"],"artist":"Loic Belliau","text":"Remove 1 {blight}. -or- Push up to 3 {dahan}."},"quicken-the-earths-struggles":{"name":"Quicken the Earth's Struggles","set":"Spirit Island","deck":"minor","cost":1,"speed":"Fast","range":{"from":"sacred-site","range":0},"target":{"kind":"land","text":"Any"},"elements":["Moon","Fire","Earth","Animal"],"artist":"Lucas Durham","text":"1 Damage to each {town} / {city}. -or- Defend 10."},"delusions-of-danger":{"name":"Delusions of Danger","set":"Spirit Island","deck":"minor","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Moon","Air"],"artist":"Moro Rogers","text":"Push 1 {explorer}. -or- 2 {fear}."},"drought":{"name":"Drought","set":"Spirit Island","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Fire","Earth"],"artist":"Nolan Nasser","text":"Destroy 3 {town}. 1 Damage to each {town} / {city}. Add 1 {blight}.","threshold":{"elements":{"Sun":3},"text":"Destroy 1 {city}."}},"gift-of-constancy":{"name":"Gift of Constancy","set":"Spirit Island","deck":"minor","cost":0,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Earth"],"artist":"Moro Rogers","text":"Target Spirit gains 2 Energy. At end of turn, target Spirit may Reclaim 1 Power Card instead of discarding it. If you target another Spirit, you may also Reclaim 1 Power Card instead of discarding it."},"enticing-splendor":{"name":"Enticing Splendor","set":"Spirit Island","deck":"minor","cost":0,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"No {blight}"},"elements":["Sun","Air","Plant"],"artist":"Joshua Wright","text":"Gather 1 {explorer} / {town}. -or- Gather up to 2 {dahan}."},"entrancing-apparitions":{"name":"Entrancing Apparitions","set":"Spirit Island","deck":"minor","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air","Water"],"artist":"Moro Rogers","text":"Defend 2. If no Invaders are present, gather up to 2 {explorer}."},"gift-of-living-energy":{"name":"Gift of Living Energy","set":"Spirit Island","deck":"minor","cost":0,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Fire","Plant"],"artist":"Nolan Nasser","text":"Target Spirit gains 1 Energy, +1 Energy if target Spirit is not yourself. If you have at least 2 {sacred-site}, target Spirit gains +1 Energy."},"gift-of-power":{"name":"Gift of Power","set":"Spirit Island","deck":"minor","cost":0,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Moon","Water","Earth","Plant"],"artist":"Joshua Wright","text":"Target Spirit gains a Minor Power Card."},"gnawing-rootbiters":{"name":"Gnawing Rootbiters","set":"Spirit Island","deck":"minor","cost":0,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Earth","Animal"],"artist":"Moro Rogers","text":"Push up to 2 {town}."},"lure-of-the-unknown":{"name":"Lure of the Unknown","set":"Spirit Island","deck":"minor","cost":0,"speed":"Fast","range":{"from":"presence","range":2},"target":{"kind":"land","text":"No Invaders"},"elements":["Moon","Fire","Air","Plant"],"artist":"Lucas Durham","text":"Gather 1 {explorer} / {town}"},"purifying-flame":{"name":"Purifying Flame","set":"Spirit Island","deck":"minor","cost":1,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Fire","Air","Plant"],"artist":"Jorge Ramos","text":"1 Damage per {blight}. If target land is Mountain / Sands, you may instead remove 1 {blight}."},"rain-of-blood":{"name":"Rain of Blood","set":"Spirit Island","deck":"minor","cost":0,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Invaders"},"elements":["Air","Water","Animal"],"artist":"Kat Birmelin","text":"2 {fear}. If target land has at least 2 {town} / {city}, +1 {fear}."},"reaching-grasp":{"name":"Reaching Grasp","set":"Spirit Island","deck":"minor","cost":0,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Air","Water"],"artist":"Nolan Nasser","text":"Target Spirit gets +2 Range with all their Powers."},"accelerated-rot":{"name":"Accelerated Rot","set":"Spirit Island","deck":"major","cost":4,"speed":"Slow","range":{"from":"presence","range":2},"target":{"kind":"land","text":"Jungle / Wetland"},"elements":["Sun","Water","Plant"],"artist":"Graham Stermberg","text":"2 {fear}. 4 Damage.","threshold":{"elements":{"Sun":3,"Water":2,"Plant":3},"text":"+5 Damage. Remove 1 {blight}."}},"cleansing-floods":{"name":"Cleansing Floods","set":"Spirit Island","deck":"major","cost":5,"speed":"Slow","range":{"from":"presence","range":1,"land":["Wetland"]},"target":{"kind":"land","text":"Any"},"elements":["Sun","Water"],"artist":"Nolan Nasser","text":"4 Damage. Remove 1 {blight}.","threshold":{"elements":{"Water":4},"text":"+10 Damage."}},"pillar-of-living-flame":{"name":"Pillar of Living Flame","set":"Spirit Island","deck":"major","cost":5,"speed":"Slow","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Any"},"elements":["Fire"],"artist":"Jorge Ramos","text":"3 {fear}. 5 Damage. If target land is Jungle / Wetland, add 1 {blight}.","threshold":{"elements":{"Fire":4},"text":"+2 {fear} and +5 Damage."}},"poisoned-land":{"name":"Poisoned Land","set":"Spirit Island","deck":"major","cost":3,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Earth","Plant","Animal"],"artist":"Nolan Nasser","text":"1 {fear}. 7 Damage. Add 1 {blight} and destroy all {dahan}.","threshold":{"elements":{"Earth":3,"Plant":2,"Animal":2},"text":"For each {blight} then present, +1 {fear} and +4 Damage."}},"terrifying-nightmares":{"name":"Terrifying Nightmares","set":"Spirit Island","deck":"major","cost":4,"speed":"Fast","range":{"from":"presence","range":2},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air"],"artist":"Loic Belliau","text":"2 {fear}. Push up to 4 {explorer} / {town}.","threshold":{"elements":{"Moon":4},"text":"+4 {fear}."}},"the-trees-and-stones-speak-of-war":{"name":"The Trees and Stones Speak of War","set":"Spirit Island","deck":"major","cost":2,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"{dahan}"},"elements":["Sun","Earth","Plant"],"artist":"Graham Stermberg","text":"For each {dahan} in target land, 1 Damage and Defend 2.","threshold":{"elements":{"Sun":2,"Earth":2,"Plant":2},"text":"You may Push up to 2 {dahan}, moving each one's Defend with them."}},"entwined-power":{"name":"Entwined Power","set":"Spirit Island","deck":"major","cost":2,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Moon","Water","Plant"],"artist":"Joshua Wright","text":"You and target Spirit may use each other's {presence} to target Powers. Target Spirit gains a Power Card. You gain one of the power Cards they did not keep.","threshold":{"elements":{"Water":2,"Plant":4},"text":"You and target Spirit each gain 3 Energy and may gift the other 1 Power from hand."}},"paralyzing-fright":{"name":"Paralyzing Fright","set":"Spirit Island","deck":"major","cost":4,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Air","Earth"],"artist":"Joshua Wright","text":"4 {fear}. Invaders skip all Actions in target land this turn.","threshold":{"elements":{"Air":2,"Earth":3},"text":"+4 {fear}."}},"powerstorm":{"name":"Powerstorm","set":"Spirit Island","deck":"major","cost":3,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Fire","Air"],"artist":"Nolan Nasser","text":"Target Spirit gains 3 Energy. Once this turn, target may Repeat a Power Card by paying its cost again.","threshold":{"elements":{"Sun":2,"Fire":2,"Air":3},"text":"Target may Repeat up to 2 more Power Cards by paying their costs."}},"talons-of-lightning":{"name":"Talons of Lightning","set":"Spirit Island","deck":"major","cost":6,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Mountain / Wetland"},"elements":["Fire","Air"],"artist":"Nolan Nasser","text":"3 {fear}. 5 Damage.","threshold":{"elements":{"Fire":3,"Air":3},"text":"Destroy 1 {town} in each adjacent land. Increase this power's Range to 3 Range."}},"the-jungle-hungers":{"name":"The Jungle Hungers","set":"Spirit Island","deck":"major","cost":3,"speed":"Slow","range":{"from":"presence","range":1,"land":["Jungle"]},"target":{"kind":"land","text":"Any"},"elements":["Moon","Plant"],"artist":"Joshua Wright","text":"Destroy all {explorer} and all {town}. Destroy all {dahan}.","threshold":{"elements":{"Moon":2,"Plant":3},"text":"Destroy 1 {city}. Do not destroy any {dahan}."}},"the-land-thrashes-in-furious-pain":{"name":"The Land Thrashes in Furious Pain","set":"Spirit Island","deck":"major","cost":4,"speed":"Slow","range":{"from":"presence","range":2},"target":{"kind":"land","text":"{blight}"},"elements":["Moon","Fire","Earth"],"artist":"Nolan Nasser","text":"2 Damage per {blight} in target land. +1 Damage per {blight} in adjacent lands.","threshold":{"elements":{"Moon":3,"Earth":3},"text":"Repeat on an adjacent land."}},"tsunami":{"name":"Tsunami","set":"Spirit Island","deck":"major","cost":6,"speed":"Slow","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Coastal"},"elements":["Water","Earth"],"artist":"Jason Behnke","text":"2 {fear}. 8 Damage. Destroy 2 {dahan}.","threshold":{"elements":{"Water":3,"Earth":2},"text":"In each other Coastal land on the same board: 1 {fear}, 4 Damage, and Destroy 1 {dahan}."}},"vigor-of-the-breaking-dawn":{"name":"Vigor of the Breaking Dawn","set":"Spirit Island","deck":"major","cost":3,"speed":"Fast","range":{"from":"presence","range":2},"target":{"kind":"land","text":"{dahan}"},"elements":["Sun","Animal"],"artist":"Loic Belliau","text":"2 Damage per {dahan} in target land.","threshold":{"elements":{"Sun":3,"Animal":2},"text":"You may Push up to 2 {dahan}. In lands you Pushed {dahan} to, 2 Damage per {dahan}."}},"vengeance-of-the-dead":{"name":"Vengeance of the Dead","set":"Spirit Island","deck":"major","cost":3,"speed":"Fast","range":{"from":"presence","range":3},"target":{"kind":"land","text":"Any"},"elements":["Moon","Fire","Animal"],"artist":"Kat Birmelin","text":"3 {fear}. After each effect that destroys {town} / {city} / {dahan} in target land, 1 Damage per {town} / {city} / {dahan} destroyed.","threshold":{"elements":{"Animal":3},"text":"Damage from this Power may be dealt into adjacent lands."}},"wrap-in-wings-of-sunlight":{"name":"Wrap in Wings of Sunlight","set":"Spirit Island","deck":"major","cost":3,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Sun","Air","Animal"],"artist":"Loic Belliau","text":"Move up to 5 {dahan} from target land to any land. Defend 5 in that land.","threshold":{"elements":{"Sun":2,"Air":2,"Animal":2},"text":"First, Gather up to 3 {dahan}."}},"blazing-renewal":{"name":"Blazing Renewal","set":"Spirit Island","deck":"major","cost":5,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Fire","Earth","Plant"],"artist":"Nolan Nasser","text":"Target Spirit adds 2 of their destroyed {presence} into a single land, up to 2 Range from your {presence}. If any {presence} was added, 2 damage to each {town} / {city} in that land.","threshold":{"elements":{"Fire":3,"Earth":3,"Plant":2},"text":"4 Damage in that land."}},"winds-of-rust-and-atrophy":{"name":"Winds of Rust and Atrophy","set":"Spirit Island","deck":"major","cost":3,"speed":"Fast","range":{"from":"sacred-site","range":3},"target":{"kind":"land","text":"Any"},"elements":["Air","Water","Animal"],"artist":"Joshua Wright","text":"1 {fear} and Defend 6. Replace 1 {city} with 1 {town} or 1 {town} with 1 {explorer}.","threshold":{"elements":{"Air":3,"Water":3,"Animal":2},"text":"Repeat this Power."}},"indomitable-claim":{"name":"Indomitable Claim","set":"Spirit Island","deck":"major","cost":4,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Earth"],"artist":"Jorge Ramos","text":"Add 1 {presence} in target land even if you normally could not due to land type. Defend 20.","threshold":{"elements":{"Sun":2,"Earth":3},"text":"3 {fear} if Invaders are present. Invaders skip all Actions in target land this turn."}},"mists-of-oblivion":{"name":"Mists of Oblivion","set":"Spirit Island","deck":"major","cost":4,"speed":"Slow","range":{"from":"presence","range":3},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air","Water"],"artist":"Nolan Nasser","text":"1 {fear} per {town} / {city} this Power destroys (to a maximum of 4). 1 Damage to each Invader.","threshold":{"elements":{"Moon":2,"Air":3,"Water":2},"text":"3 Damage."}},"infinite-vitality":{"name":"Infinite Vitality","set":"Spirit Island","deck":"major","cost":3,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Earth","Plant","Animal"],"artist":"Joshua Wright","text":"{dahan} have +4 Health while in target land. Whenever {blight} would be added to target land, instead leave it on the card.","threshold":{"elements":{"Earth":4},"text":"{dahan} ignore Damage and Destruction effects. Remove 1 {blight} from target or adjacent land."}},"dissolve-the-bonds-of-kinship":{"name":"Dissolve the Bonds of Kinship","set":"Spirit Island","deck":"major","cost":4,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Water","Animal"],"artist":"Jorge Ramos","text":"Replace 1 {city} with 2 {explorer}. Replace 1 {town} with 1 {explorer}. Replace 1 {dahan} with 1 {explorer}. Push all {explorer} from target land to as many different lands as possible.","threshold":{"elements":{"Fire":2,"Water":2,"Animal":3},"text":"Before Pushing, {explorer} and {town} / {city} do Damage to each other."}},"strangling-firevine":{"name":"Strangling Firevine","set":"Branch & Claw","deck":"major","cost":4,"speed":"Slow","range":{"from":"presence","range":1,"land":["Sands"]},"target":{"kind":"land","text":"Any"},"elements":["Fire","Plant"],"artist":"Nolan Nasser","text":"Destroy all {explorer}. Add 1 {wilds}. Add 1 {wilds} in the originating Sands. 1 Damage per {wilds} in / adjacent to target land.","threshold":{"elements":{"Fire":2,"Plant":3},"text":"+1 Damage per {wilds} in / adjacent to target land."}},"bloodwrack-plague":{"name":"Bloodwrack Plague","set":"Branch & Claw","deck":"major","cost":4,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Water","Earth","Animal"],"artist":"Jorge Ramos","text":"Add 2 {disease}. For each {disease} in target land, Defend 1 in target and all adjacent lands.","threshold":{"elements":{"Earth":2,"Animal":4},"text":"2 {fear}. For each {disease} in target land do 1 Damage in target or an adjacent land."}},"cast-down-into-the-briny-deep":{"name":"Cast down into the Briny Deep","set":"Branch & Claw","deck":"major","cost":9,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Coastal"},"elements":["Sun","Moon","Water","Earth"],"artist":"Jason Behnke","text":"6 {fear}. Destroy all Invaders.","threshold":{"elements":{"Sun":2,"Moon":2,"Water":4,"Earth":4},"text":"Destroy the board containing target land and everything on that board. All destroyed {blight} is removed from the game instead of being returned to the Blight Card."}},"death-falls-gently-from-open-blossoms":{"name":"Death Falls Gently from Open Blossoms","set":"Branch & Claw","deck":"major","cost":4,"speed":"Slow","range":{"from":"presence","range":3},"target":{"kind":"land","text":"Jungle / Sands"},"elements":["Moon","Air","Plant"],"artist":"Graham Stermberg","text":"4 Damage. If any Invaders remain, add 1 {disease}.","threshold":{"elements":{"Air":3,"Plant":3},"text":"3 {fear}. Add 1 {disease} to 2 adjacent lands with Invaders."}},"fire-and-flood":{"name":"Fire and Flood","set":"Branch & Claw","deck":"major","cost":7,"speed":"Slow","range":{"from":"sacred-site","range":[1,2]},"target":{"kind":"land","text":"Any"},"elements":["Sun","Fire","Water"],"artist":"Jason Behnke","text":"4 Damage in each target land. (Range must be measured from the same {sacred-site}.)","threshold":{"elements":{"Fire":3},"text":"+4 Damage in either target land. 3 {water}: +4 Damage in either target land."}},"grant-hatred-a-ravenous-form":{"name":"Grant Hatred a Ravenous Form","set":"Branch & Claw","deck":"major","cost":4,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Fire"],"artist":"Nolan Nasser","text":"For each {strife} / {blight} in target land, 1 {fear} and 2 Damage. If this destroys all invaders in target land, add 1 {beasts}.","threshold":{"elements":{"Moon":4,"Fire":2},"text":"Add 1 {strife} in up to 3 adjacent lands."}},"insatiable-hunger-of-the-swarm":{"name":"Insatiable Hunger of the Swarm","set":"Branch & Claw","deck":"major","cost":4,"speed":"Fast","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Any"},"elements":["Air","Plant","Animal"],"artist":"Lucas Durham","text":"Add 1 {blight}. Add 2 {beasts}. Gather up to 2 {beasts}. Each {beasts} deal 1 {fear}, 2 Damage to Invaders and 2 Damage to {dahan}. Destroy 1 {beasts}.","threshold":{"elements":{"Air":2,"Animal":4},"text":"Repeat this Power on an adjacent land."}},"instruments-of-their-own-ruin":{"name":"Instruments of their own Ruin","set":"Branch & Claw","deck":"major","cost":4,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Fire","Air","Animal"],"artist":"Lucas Durham","text":"Add 1 {strife}. Each Invader with {strife} deals Damage to other Invaders in target land.","threshold":{"elements":{"Sun":4,"Fire":2,"Animal":2},"text":"Instead, if Invaders Ravage in target land, they damage Invaders in adjacent lands instead of {dahan} and the land. {dahan} in target land do not fight back."}},"flow-like-water-reach-like-air":{"name":"Flow like Water, Reach like Air","set":"Branch & Claw","deck":"major","cost":2,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Air","Water"],"artist":"Joshua Wright","text":"Target Spirit gets +2 Range with all Powers. Target Spirit may Push 1 of their {presence} to an adjacent land, bringing up to 2 {explorer}, 2 {town} and 2 {dahan} along with it.","threshold":{"elements":{"Air":2,"Water":2},"text":"The moved {presence} may also bring along up to 2 {city} and up to 2 {blight}."}},"pent-up-calamity":{"name":"Pent-Up Calamity","set":"Branch & Claw","deck":"major","cost":3,"speed":"Fast","range":{"from":"presence","range":2},"target":{"kind":"land","text":"Any"},"elements":["Moon","Fire","Earth","Plant","Animal"],"artist":"Joshua Wright","text":"Add 1 {disease} and 1 {strife}. -or- Remove any number of {beasts} / {disease} / {strife} / {wilds}. For each token removed, 1 {fear} and 3 Damage.","threshold":{"elements":{"Moon":2,"Fire":3},"text":"If you have removed tokens, return up to 2 of them. Otherwise, add 2 {strife}."}},"pyroclastic-flow":{"name":"Pyroclastic Flow","set":"Branch & Claw","deck":"major","cost":3,"speed":"Fast","range":{"from":"presence","range":1,"land":["Mountain"]},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air","Earth"],"artist":"Joshua Wright","text":"2 Damage. Destroy all {explorer}. If target land is Jungle / Wetland, add 1 {blight}.","threshold":{"elements":{"Fire":2,"Air":3,"Earth":2},"text":"+4 Damage. Add 1 {wilds}."}},"savage-transformation":{"name":"Savage Transformation","set":"Branch & Claw","deck":"major","cost":2,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Animal"],"artist":"Loic Belliau","text":"2 {fear}. Replace 1 {explorer} with 1 {beasts}.","threshold":{"elements":{"Moon":2,"Animal":3},"text":"Replace 1 additional {explorer} with 1 {beasts} in either target or adjacent land."}},"sea-monsters":{"name":"Sea Monsters","set":"Branch & Claw","deck":"major","cost":5,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Coastal / Wetland"},"elements":["Water","Animal"],"artist":"Moro Rogers","text":"Add 1 {beasts}. If Invaders are present, 2 {fear} per {beasts} (max. 8 {fear}). 3 Damage per {beasts}. 1 Damage per {blight}.","threshold":{"elements":{"Water":3,"Animal":3},"text":"Repeat this power."}},"tigers-hunting":{"name":"Tigers Hunting","set":"Branch & Claw","deck":"major","cost":2,"speed":"Fast","range":{"from":"presence","range":1,"land":["Jungle"]},"target":{"kind":"land","text":"No {blight}"},"elements":["Sun","Moon","Animal"],"artist":"Cari Corene","text":"2 {fear}. Add 1 {beasts}. Gather up to 1 {beasts}. 1 Damage per {beasts}. Push up to 2 {beasts}.","threshold":{"elements":{"Sun":2,"Moon":2,"Animal":3},"text":"1 Damage in an adjacent land without {blight}, and +1 Damage per {beasts} there."}},"unrelenting-growth":{"name":"Unrelenting Growth","set":"Branch & Claw","deck":"major","cost":4,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Fire","Water","Plant"],"artist":"Joshua Wright","text":"Target Spirit adds 2 {presence} and 1 {wilds} to a land at 1 Range of their {presence}.","threshold":{"elements":{"Sun":3,"Plant":3},"text":"In that land, add 1 additional {wilds} and remove 1 {blight}. Target Spirit gains a Power Card."}},"volcanic-eruption":{"name":"Volcanic Eruption","set":"Branch & Claw","deck":"major","cost":8,"speed":"Slow","range":{"from":"presence","range":1,"land":["Mountain"]},"target":{"kind":"land","text":"Any"},"elements":["Fire","Earth"],"artist":"Nolan Nasser","text":"6 {fear}. 20 Damage. Destroy all {dahan} and {beasts}. Add 1 {blight}.","threshold":{"elements":{"Fire":4,"Earth":3},"text":"Destroy all Invaders. Add 1 {wilds}. In each adjacent land: 10 Damage. Destroy all {dahan} and {beasts}. If there are no {blight}, add 1 {blight}."}},"sweep-into-the-sea":{"name":"Sweep into the Sea","set":"Branch & Claw","deck":"major","cost":4,"speed":"Slow","range":{"from":"presence","range":2},"target":{"kind":"land","text":"Any"},"elements":["Sun","Air","Water"],"artist":"Joshua Wright","text":"Push all {explorer} and {town} one land towards the nearest Ocean. -or- If target land is Coastal, destroy all {explorer} and {town}.","threshold":{"elements":{"Sun":3,"Water":2},"text":"Repeat on an adjacent land."}},"manifest-incarnation":{"name":"Manifest Incarnation","set":"Branch & Claw","deck":"major","cost":6,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"{city}"},"elements":["Sun","Moon","Earth","Animal"],"artist":"Moro Rogers","text":"6 {fear}. +1 {fear} for each {town} / {city} and for each of your {presence} in target land. Remove 1 {city}, 1 {town} and 1 {explorer}. Then Invaders in target land Ravage.","threshold":{"elements":{"Sun":3,"Moon":3},"text":"+3 {fear}. Invaders do -6 Damage on their Ravage."}},"smothering-infestation":{"name":"Smothering Infestation","set":"Branch & Claw","deck":"major","cost":3,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Water","Plant"],"artist":"Joshua Wright","text":"Add 1 {disease}. If target land is Jungle / Wetland, 2 {fear} and 3 Damage.","threshold":{"elements":{"Water":2,"Plant":2},"text":"1 Damage to each Invader."}},"twisted-flowers-murmur-ultimatums":{"name":"Twisted Flowers Murmur Ultimatums","set":"Branch & Claw","deck":"major","cost":5,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Invaders"},"elements":["Sun","Moon","Air","Earth","Plant"],"artist":"Kat Birmelin","text":"4 {fear}. Add 1 {strife}. If the Terror Level is 2 or higher, remove 2 Invaders.","threshold":{"elements":{"Moon":3,"Air":2,"Plant":3},"text":"+3 {fear}, before the Terror Level check. 3 Damage."}},"unlock-the-gates-of-deepest-power":{"name":"Unlock the Gates of Deepest Power","set":"Branch & Claw","deck":"major","cost":4,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Moon","Fire","Air","Water","Earth","Plant","Animal"],"artist":"Joshua Wright","text":"Target Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget another Power Card.","threshold":{"elements":{"Sun":2,"Moon":2,"Fire":2,"Air":2,"Water":2,"Earth":2,"Plant":2,"Animal":2},"text":"Target Spirit may now play the Major Power they keep by paying half its cost (round up) OR by Forgetting it at the end of turn. It gains all elemental thresholds."}},"inflame-the-fires-of-life":{"name":"Inflame the Fires of Life","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Fire","Plant","Animal"],"artist":"Kat Birmelin","text":"Add 1 {disease}. -or- 1 {fear}. Add 1 {strife}.","threshold":{"elements":{"Animal":3},"text":"You may do both."}},"fire-in-the-sky":{"name":"Fire in the Sky","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Fire","Air"],"artist":"Moro Rogers","text":"2 {fear}. Add 1 {strife}"},"fleshrot-fever":{"name":"Fleshrot Fever","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Jungle / Sands"},"elements":["Fire","Air","Water","Animal"],"artist":"Joshua Wright","text":"1 {fear}. Add 1 {disease}."},"golds-allure":{"name":"Gold's Allure","set":"Branch & Claw","deck":"minor","cost":0,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Mountain"},"elements":["Fire","Earth","Animal"],"artist":"Lucas Durham","text":"Gather 1 {explorer}. and 1 {town}. Add 1 {strife}."},"guardian-serpents":{"name":"Guardian Serpents","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Moon","Earth","Animal"],"artist":"Moro Rogers","text":"Add 1 {beasts} in one of target Spirit's lands. If target Spirit has a {sacred-site} in that land: Defend 4 there."},"here-there-be-monsters":{"name":"Here there be Monsters","set":"Branch & Claw","deck":"minor","cost":0,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Inland"},"elements":["Moon","Air","Animal"],"artist":"Joshua Wright","text":"You may Push 1 {explorer} / {town} / {dahan}. 2 {fear}. If target land has any {beasts}, 1 {fear}."},"infested-aquifers":{"name":"Infested Aquifers","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Moon","Water","Earth","Animal"],"artist":"Nolan Nasser","text":"If target land has any {disease}, 1 Damage to each Invader. -or- If target land is Mountain / Wetland, 1 {fear} and add 1 {disease}."},"poisoned-dew":{"name":"Poisoned Dew","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Water","Plant"],"artist":"Cari Corene","text":"Destroy 1 {explorer}. If target land is Jungle / Wetland, destroy all {explorer}."},"portents-of-disaster":{"name":"Portents of Disaster","set":"Branch & Claw","deck":"minor","cost":0,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Invaders"},"elements":["Sun","Moon","Air"],"artist":"Nolan Nasser","text":"2 {fear}. The next time an Invader is destroyed in target land this turn, 1 {fear}."},"prowling-panthers":{"name":"Prowling Panthers","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Mountain / Jungle"},"elements":["Moon","Fire","Animal"],"artist":"Moro Rogers","text":"1 {fear}. Add 1 {beasts}. -or- If target land has {beasts}, destroy 1 {explorer} / {town}."},"renewing-rain":{"name":"Renewing Rain","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Water","Earth","Plant"],"artist":"Nolan Nasser","text":"If target land is Jungle / Sands, remove 1 {blight}.","threshold":{"elements":{"Plant":3},"text":"Add 1 {wilds}."}},"rites-of-the-lands-rejection":{"name":"Rites of the Land's Rejection","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Fast","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"{dahan}"},"elements":["Moon","Fire","Earth"],"artist":"Joshua Wright","text":"Invaders do not Build in target land this turn. 1 {fear} per {town} / {city} or 1 {fear} per {dahan}, whichever is less. -or- Push up to 3 {dahan}."},"pact-of-the-joined-hunt":{"name":"Pact of the Joined Hunt","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Plant","Animal"],"artist":"Jorge Ramos","text":"Target Spirit Gathers 1 {dahan} into one of their lands. 1 Damage in that land per {dahan} present."},"razor-sharp-undergrowth":{"name":"Razor-Sharp Undergrowth","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"No {blight}"},"elements":["Moon","Plant"],"artist":"Cari Corene","text":"Destroy 1 {explorer} and 1 {dahan}. Add 1 {wilds}. Defend 2."},"growth-through-sacrifice":{"name":"Growth through Sacrifice","set":"Branch & Claw","deck":"minor","cost":0,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Moon","Fire","Water","Plant"],"artist":"Lucas Durham","text":"Destroy 1 of your {presence}. Target Spirit chooses to either: Remove 1 {blight} from one of their lands. -or- Add 1 {presence} to one of their lands.","threshold":{"elements":{"Sun":2},"text":"They may do both, in the same land."}},"scour-the-land":{"name":"Scour the Land","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Slow","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Any"},"elements":["Air","Earth"],"artist":"Joshua Wright","text":"Destroy 3 {town} and all {explorer}. Add 1 {blight}.","threshold":{"elements":{"Air":3},"text":"This power may be Fast."}},"sky-stretches-to-shore":{"name":"Sky Stretches to Shore","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Air","Water","Earth"],"artist":"Joshua Wright","text":"This turn, target Spirit may use 1 Slow Power as if it were Fast, or vice versa. Target Spirit gains +3 Range for measuring Range to Coastal lands."},"swarming-wasps":{"name":"Swarming Wasps","set":"Branch & Claw","deck":"minor","cost":0,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"No {blight}"},"elements":["Fire","Air","Animal"],"artist":"Joshua Wright","text":"Add 1 {beasts}. -or- If target land has {beasts}, Push up to 2 {explorer}."},"absorb-corruption":{"name":"Absorb Corruption","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Sun","Earth","Plant"],"artist":"Nolan Nasser","text":"Gather 1 {blight}. -or- Pay 1 Energy to remove 1 {blight}.","threshold":{"elements":{"Plant":2},"text":"You may do both."}},"animated-wrackroot":{"name":"Animated Wrackroot","set":"Branch & Claw","deck":"minor","cost":0,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Moon","Fire","Plant"],"artist":"Joshua Wright","text":"1 {fear}. Destroy 1 {explorer}. -or- Add 1 {wilds}."},"promises-of-protection":{"name":"Promises of Protection","set":"Branch & Claw","deck":"minor","cost":0,"speed":"Fast","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Any"},"elements":["Sun","Earth","Animal"],"artist":"Lucas Durham","text":"Gather up to 2 {dahan}. {dahan} have +2 Health while in target land."},"call-to-ferocity":{"name":"Call to Ferocity","set":"Branch & Claw","deck":"minor","cost":0,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Invaders"},"elements":["Sun","Fire","Earth"],"artist":"Joshua Wright","text":"Gather up to 3 {dahan}. -or- If target land has {dahan}, 1 {fear} and Push 1 {explorer} and 1 {town}."},"call-to-trade":{"name":"Call to Trade","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Fast","range":{"from":"presence","range":2},"target":{"kind":"land","text":"{dahan}"},"elements":["Air","Water","Earth","Plant"],"artist":"Kat Birmelin","text":"You may Gather 1 {dahan}. If the Terror Level is 2 or lower, Gather 1 {town} and the first Ravage in target land this turn becomes a Build there instead."},"confounding-mists":{"name":"Confounding Mists","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Air","Water"],"artist":"Loic Belliau","text":"Defend 4. -or- Each Invader added to target land this turn may be immediately Pushed to any adjacent land."},"cycles-of-time-and-tide":{"name":"Cycles of Time and Tide","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Coastal"},"elements":["Sun","Moon","Water"],"artist":"Joshua Wright","text":"If there are {dahan}, add 1 {dahan}. If there are no {dahan}, remove 1 {blight}."},"disorienting-landscape":{"name":"Disorienting Landscape","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Fast","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air","Plant"],"artist":"Nolan Nasser","text":"Push 1 {explorer}. If target land is Mountain / Jungle, add 1 {wilds}."},"elusive-ambushes":{"name":"Elusive Ambushes","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"{dahan}"},"elements":["Sun","Fire","Water"],"artist":"Nolan Nasser","text":"1 Damage. -or- Defend 4."},"tormenting-rotflies":{"name":"Tormenting Rotflies","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":2},"target":{"kind":"land","text":"Sands / Wetland"},"elements":["Air","Plant","Animal"],"artist":"Kat Birmelin","text":"Add 1 {disease}. -or- If target land has Invaders, 2 {fear}. If {disease} is present, +1 {fear}. If {blight} is present, +1 {fear}."},"twilight-fog-brings-madness":{"name":"Twilight Fog brings Madness","set":"Branch & Claw","deck":"minor","cost":0,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Moon","Air","Water"],"artist":"Loic Belliau","text":"Add 1 {strife}. Push 1 {dahan}. Each remaining {dahan} takes 1 Damage."},"teeming-rivers":{"name":"Teeming Rivers","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Slow","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Mountain / Wetland"},"elements":["Sun","Water","Plant","Animal"],"artist":"Lucas Durham","text":"If target land has no {blight}, add 1 {beasts}. If target land has exactly 1 {blight}, remove it."},"spur-on-with-words-of-fire":{"name":"Spur on with Words of Fire","set":"Branch & Claw","deck":"minor","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Fire","Air"],"artist":"Nolan Nasser","text":"If you target a Spirit other than yourself, they gain +1 Energy. Target Spirit may immediately play another Power Card by paying its cost. (If it is Slow, it does not resolve until later.)"},"prey-on-the-builders":{"name":"Prey on the Builders","set":"Branch & Claw","deck":"unique","spirit":"sharp-fangs-behind-the-leaves","cost":1,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Moon","Fire","Animal"],"artist":"Moro Rogers","text":"You may Gather 1 {beasts}. If target land has {beasts}, Invaders do not Build there this turn."},"teeth-gleam-from-darkness":{"name":"Teeth Gleam from Darkness","set":"Branch & Claw","deck":"unique","spirit":"sharp-fangs-behind-the-leaves","cost":1,"speed":"Slow","range":{"from":"presence","range":1,"land":["Jungle"]},"target":{"kind":"land","text":"No {blight}"},"elements":["Moon","Plant","Animal"],"artist":"Moro Rogers","text":"1 {fear}. Add 1 {beasts}. -or- If target land has both {beasts} and Invaders: 3 {fear}."},"too-near-the-jungle":{"name":"Too Near the Jungle","set":"Branch & Claw","deck":"unique","spirit":"sharp-fangs-behind-the-leaves","cost":0,"speed":"Slow","range":{"from":"presence","range":1,"land":["Jungle"]},"target":{"kind":"land","text":"Any"},"elements":["Plant","Animal"],"artist":"Moro Rogers","text":"1 {fear}. Destroy 1 {explorer}."},"terrifying-chase":{"name":"Terrifying Chase","set":"Branch & Claw","deck":"unique","spirit":"sharp-fangs-behind-the-leaves","cost":1,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Sun","Animal"],"artist":"Moro Rogers","text":"Push 2 {explorer} / {town} / {dahan}. Push another 2 {explorer} / {town} / {dahan} per {beasts} in target land. If you Pushed any Invaders, 2 {fear}."},"towering-wrath":{"name":"Towering Wrath","set":"Branch & Claw","deck":"unique","spirit":"keeper-of-the-forbidden-wilds","cost":3,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Fire","Plant"],"artist":"Joshua Wright","text":"2 {fear}. For each of your {sacred-site} in / adjacent to target land, 2 Damage. Destroy all {dahan}."},"regrow-from-roots":{"name":"Regrow from Roots","set":"Branch & Claw","deck":"unique","spirit":"keeper-of-the-forbidden-wilds","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Jungle / Wetland"},"elements":["Water","Earth","Plant"],"artist":"Joshua Wright","text":"If there are 2 {blight} or fewer in target land, remove 1 {blight}."},"boon-of-growing-power":{"name":"Boon of Growing Power","set":"Branch & Claw","deck":"unique","spirit":"keeper-of-the-forbidden-wilds","cost":1,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Moon","Plant"],"artist":"Joshua Wright","text":"Target Spirit gains a Power Card. If you target another Spirit, they also gain 1 Energy."},"sacrosanct-wilderness":{"name":"Sacrosanct Wilderness","set":"Branch & Claw","deck":"unique","spirit":"keeper-of-the-forbidden-wilds","cost":2,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"No {blight}"},"elements":["Sun","Earth","Plant"],"artist":"Joshua Wright","text":"Push 2 {dahan}. 2 Damage per {wilds} in target land. -or- Add 1 {wilds}."},"flash-fires":{"name":"Flash-Fires","set":"Feather & Flame","deck":"unique","spirit":"heart-of-the-wildfire","cost":2,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air"],"artist":"Nolan Nasser","text":"1 {fear}. 1 Damage.","threshold":{"elements":{"Air":2},"text":"This Power is Fast."}},"asphyxiating-smoke":{"name":"Asphyxiating Smoke","set":"Feather & Flame","deck":"unique","spirit":"heart-of-the-wildfire","cost":2,"speed":"Slow","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air","Plant"],"artist":"Nolan Nasser","text":"1 {fear}. Destroy 1 {town}. Push 1 {dahan}."},"flames-fury":{"name":"Flame's Fury","set":"Feather & Flame","deck":"unique","spirit":"heart-of-the-wildfire","cost":0,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Fire","Plant"],"artist":"Nolan Nasser","text":"Target Spirit gains 1 Energy. Target Spirit does +1 Damage with each Damage dealing Power they use this turn. (Powers which damage multiple lands or each Invader only get 1 extra damage total. Repeated Powers keep the +1 boost. Destroy effects don't get any bonus.)"},"threatening-flames":{"name":"Threatening Flames","set":"Feather & Flame","deck":"unique","spirit":"heart-of-the-wildfire","cost":0,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"{blight} / Invaders"},"elements":["Fire","Plant"],"artist":"Nolan Nasser","text":"2 {fear}. Push 1 {explorer} / {town} per Terror Level from target land to adjacent lands without your {presence}. If there are no such adjacent lands, +2 {fear}."},"gift-of-the-primordial-deeps":{"name":"Gift of the Primordial Deeps","set":"Feather & Flame","deck":"unique","spirit":"serpent-slumbering-beneath-the-island","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Moon","Earth"],"artist":"Jorge Ramos","text":"Target Spirit gains a Minor Power. Target Spirit chooses to either: Play it immediately by paying its cost. -or- Gain 1 {moon} and 1 {earth}."},"gift-of-flowing-power":{"name":"Gift of Flowing Power","set":"Feather & Flame","deck":"unique","spirit":"serpent-slumbering-beneath-the-island","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Fire","Water"],"artist":"Jorge Ramos","text":"Target Spirit gains 1 Energy. Target Spirit chooses to either: Play another Power Card by paying its cost. -or- Gain 1 {fire} and 1 {water}."},"absorb-essence":{"name":"Absorb Essence","set":"Feather & Flame","deck":"unique","spirit":"serpent-slumbering-beneath-the-island","cost":2,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Moon","Fire","Water","Earth"],"artist":"Jorge Ramos","text":"Gain 3 Energy. Move 1 of target Spirit's {presence} from the board to your \"Deep Slumber\" track. Absorbed {presence} cannot be returned to play. Target Spirit gains 1 Any and 1 Energy."},"elemental-aegis":{"name":"Elemental Aegis","set":"Feather & Flame","deck":"unique","spirit":"serpent-slumbering-beneath-the-island","cost":1,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Fire","Water","Earth"],"artist":"Jorge Ramos","text":"Defend 2 in target land and all adjacent lands. For every {presence} on your \"Deep Slumber\" track, Defend 1 in target land and all adjacent lands."},"forests-of-living-obsidian":{"name":"Forests of Living Obsidian","set":"Jagged Earth","deck":"major","cost":4,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Sun","Fire","Earth","Plant"],"artist":"Lucas Durham","text":"Add 1 {badlands}. Push all {dahan}. 1 Damage to each Invader. If the origin land is your Sacred Site, +1 Damage to each Invader.","threshold":{"elements":{"Sun":2,"Fire":3,"Earth":3},"text":"Repeat this Power."}},"infestation-of-venomous-spiders":{"name":"Infestation of Venomous Spiders","set":"Jagged Earth","deck":"major","cost":4,"speed":"Fast","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Invaders"},"elements":["Air","Earth","Plant","Animal"],"artist":"Lucas Durham","text":"Add 1 {beasts}. Gather up to 1 {beasts}. For each {beasts}, 1 {fear} (max. 4) and Invaders skip one Action in target land.","threshold":{"elements":{"Air":2,"Earth":2,"Animal":3},"text":"After this Power causes Invaders to skip an Action, 4 Damage."}},"dream-of-the-untouched-land":{"name":"Dream of the Untouched Land","set":"Jagged Earth","deck":"major","cost":6,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Water","Earth","Plant","Animal"],"artist":"Joshua Wright","text":"Remove up to 3 {blight} and up to 3 Health worth of Invaders.","threshold":{"elements":{"Moon":3,"Water":2,"Earth":3,"Plant":2},"text":"(Max. 1x/game) Add a random new Island Board next to target board. Ignore its Setup icons; add 2 {beasts}, 2 {wilds}, 2 {badlands} and up to 2 {presence} (from any Spirits) anywhere on it. From now on, Build cards and \"Each board / Each land\" Adversary Actions skip 1 Board."}},"angry-bears":{"name":"Angry Bears","set":"Jagged Earth","deck":"major","cost":3,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Sun","Fire","Animal"],"artist":"Moro Rogers","text":"2 {fear}. 2 Damage. If no {beasts} are present, add 1 {beasts}. Otherwise, +2 Damage, and Push up to 1 {beasts}.","threshold":{"elements":{"Fire":2,"Animal":3},"text":"1 {fear} and destroy 1 {explorer} / {town} in an adjacent land with {beasts}."}},"focus-the-lands-anguish":{"name":"Focus the Land's Anguish","set":"Jagged Earth","deck":"major","cost":5,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun"],"artist":"Moro Rogers","text":"If this Power Destroys any {town} / {city}, 5 {fear}. Gather up to 5 {blight}. 1 Damage per {blight}.","threshold":{"elements":{"Sun":3},"text":"+1 Damage per {blight}."}},"vanish-softly-away-forgotten-by-all":{"name":"Vanish Softly Away, Forgotten by All","set":"Jagged Earth","deck":"major","cost":3,"speed":"Slow","range":{"from":"presence","range":2},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air"],"artist":"Joshua Wright","text":"Remove 1 Invader and 1 {explorer} / {town}. -or- Remove all Damaged Invaders. Adversary or Scenario rules that prevent or alter Removal do not affect this Power.","threshold":{"elements":{"Moon":3,"Air":3},"text":"In any 2 lands with 4 or more Invaders: Remove 1 Invader."}},"unleash-a-torrent-of-the-selfs-own-essence":{"name":"Unleash a Torrent of the Self's Own Essence","set":"Jagged Earth","deck":"major","cost":2,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Yourself"},"elements":["Sun","Moon","Fire","Water"],"artist":"Moro Rogers","text":"Gain 4 energy. You may forget a power card to gain 4 more energy. -or- Pay X energy (min. 1) to deal X damage in a land at 0 Range.","threshold":{"elements":{"Sun":2,"Fire":3},"text":"You may do both."}},"bargains-of-power-and-protection":{"name":"Bargains of Power and Protection","set":"Jagged Earth","deck":"major","cost":2,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"{dahan}"},"elements":["Sun","Water","Earth","Animal"],"artist":"Joshua Wright","text":"Remove 1 of your {presence} on the island from the game, setting it on the Reminder Card. From now on: each {dahan} within 1 Range of your {presence} provides Defend 1 in its land, and you gain 1 less Energy each turn. (This effect stacks if used multiple times)","threshold":{"elements":{"Sun":3,"Water":2,"Earth":2},"text":"The {presence} instead comes from your {presence} track."}},"transform-to-a-murderous-darkness":{"name":"Transform to a Murderous Darkness","set":"Jagged Earth","deck":"major","cost":6,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Moon","Fire","Air","Water","Plant"],"artist":"Moro Rogers","text":"Target Spirit may choose one of their Sacred Sites. In that land: Replace all their {presence} with {badlands}; the replaced {presence} leave the game. Push any number of those {badlands}. 3 {fear}. 3 Damage per {presence} replaced.","threshold":{"elements":{"Moon":3,"Fire":2,"Air":2},"text":"1 Damage in an adjacent land. 1 Damage in an adjacent land."}},"settle-into-hunting-grounds":{"name":"Settle Into Hunting-Grounds","set":"Jagged Earth","deck":"major","cost":3,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Yourself"},"elements":["Moon","Fire","Plant","Animal"],"artist":"Moro Rogers","text":"Your {presence} may count as {badlands} and {beasts}. (Decide per {presence}, per action.) Your {presence} cannot move.","threshold":{"elements":{"Plant":2,"Animal":3},"text":"2 {fear} and 2 Damage in one of your lands."}},"walls-of-rock-and-thorn":{"name":"Walls of Rock and Thorn","set":"Jagged Earth","deck":"major","cost":4,"speed":"Fast","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Mountain / Jungle"},"elements":["Sun","Earth","Plant"],"artist":"Joshua Wright","text":"2 Damage. Defend 8. Add 1 {wilds}. Isolate target land.","threshold":{"elements":{"Earth":2,"Plant":2},"text":"+2 Damage. +2 Defend. Add 1 {badlands}."}},"voice-of-command":{"name":"Voice of Command","set":"Jagged Earth","deck":"major","cost":3,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"{dahan}"},"elements":["Sun","Air"],"artist":"Lucas Durham","text":"1 Damage per {dahan} / {explorer}, to {town} / {city} only. Defend 2. During Ravage actions, {explorer} fight alongside {dahan}. (Deal / take damage at the same time, and to / from the same sources.)","threshold":{"elements":{"Sun":3,"Air":2},"text":"First, Gather up to 2 {explorer} / {town} / {dahan}"}},"irresistible-call":{"name":"Irresistible Call","set":"Jagged Earth","deck":"major","cost":6,"speed":"Fast","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Inland"},"elements":["Sun","Air","Plant"],"artist":"Lucas Durham","text":"Gather 5 {town}, 5 {dahan}, 5 {beasts}, and 15 {explorer}.","threshold":{"elements":{"Sun":2,"Air":3,"Plant":2},"text":"Invaders skip all Actions in target land. Isolate target land."}},"the-wounded-wild-turns-on-its-assailants":{"name":"The Wounded Wild Turns on its Assailants","set":"Jagged Earth","deck":"major","cost":4,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"{blight}"},"elements":["Fire","Plant","Animal"],"artist":"Joshua Wright","text":"Add 2 {badlands}. Gather up to 2 {beasts}. 1 Damage per {blight} / {beasts} / {wilds}.","threshold":{"elements":{"Fire":2,"Plant":3,"Animal":2},"text":"2 {fear} per Invader destroyed by the Power (max. 8 {fear})."}},"draw-towards-a-consuming-void":{"name":"Draw Towards a Consuming Void","set":"Jagged Earth","deck":"major","cost":8,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":[],"artist":"Joshua Wright","text":"Gather 1 {explorer}, 1 {town}, 1 {city}, 1 {dahan}, 1 {beasts}, and 1 {presence} (from any Spirit) from each adjacent land. 4 {fear}. 15 Damage. 5 Damage to {dahan}. Destroy 1 {presence} from each Spirit. Destroy 2 {beasts}. -If you have no other power cards in play-: Any number of times: Forget a Minor Power, and Major Power, and a Unique Power to perform the above effects again."},"storm-swath":{"name":"Storm-Swath","set":"Jagged Earth","deck":"major","cost":3,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air","Water"],"artist":"Jorge Ramos","text":"2 {fear}. In both origin land and target land: 1 Damage to each Invader.","threshold":{"elements":{"Fire":2,"Air":3,"Water":2},"text":"+1 {fear}. This Power has +1 Range. In a land adjacent to both origin and target, 1 Damage to each Invader. In lands where you did Damage, destroy 1 town."}},"spill-bitterness-into-the-earth":{"name":"Spill Bitterness into the Earth","set":"Jagged Earth","deck":"major","cost":5,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Fire","Water","Earth"],"artist":"Moro Rogers","text":"6 Damage. Add 2 {badlands} / {strife} and 1 {blight}. In up to 3 adjacent lands with {blight}, add 1 {badlands} / {strife}.","threshold":{"elements":{"Fire":3,"Water":3},"text":"In up to 3 adjacent lands, 1 Damage to each Invader."}},"utter-a-curse-of-dread-and-bone":{"name":"Utter a Curse of Dread and Bone","set":"Jagged Earth","deck":"major","cost":4,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Animal"],"artist":"Joshua Wright","text":"For each {blight} in / adjacent to target land, add 1 {badlands}, 1 {disease}, or 1 {strife}. (Max. +3 of each.) Then: 2 {fear}. 1 Damage.","threshold":{"elements":{"Moon":3,"Animal":2},"text":"For each type of token you added, add 1 more within 1 Range. 1 Damage in an adjacent land."}},"sleep-and-never-waken":{"name":"Sleep and Never Waken","set":"Jagged Earth","deck":"major","cost":3,"speed":"Fast","range":{"from":"presence","range":2,"land":["Sands"]},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air","Earth","Animal"],"artist":"Joshua Wright","text":"Invaders skip all Actions in target land. 1 {fear} per 2 {explorer} this Power removes. Remove up to 2 {explorer}.","threshold":{"elements":{"Moon":3,"Air":2,"Animal":2},"text":"Remove up to 6 {explorer} from among your lands."}},"weave-together-the-fabric-of-place":{"name":"Weave Together the Fabric of Place","set":"Jagged Earth","deck":"major","cost":4,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Moon","Air","Water","Earth"],"artist":"Joshua Wright","text":"Target land and a land adjacent to it become a single land for this turn. (It has the terrain and land # of both lands. When this effect expires, divide pieces as you wish; all of them are considered moved.)","threshold":{"elements":{"Air":4},"text":"Isolate the joined land. If it has Invaders, 2 {fear}, and remove up to 2 Invaders."}},"trees-radiate-celestial-brilliance":{"name":"Trees Radiate Celestial Brilliance","set":"Jagged Earth","deck":"major","cost":3,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Jungle / No {blight}"},"elements":["Sun","Moon","Plant"],"artist":"Shawn Daley","text":"3 {fear}. Defend 6. Invaders skip the next build. (In target land this turn.)","threshold":{"elements":{"Sun":3,"Moon":2,"Plant":2},"text":"1 Damage per Sun you have."}},"thickets-erupt-with-every-touch-of-breeze":{"name":"Thickets Erupt with Every Touch of Breeze","set":"Jagged Earth","deck":"major","cost":3,"speed":"Fast","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Inland"},"elements":["Air","Plant"],"artist":"Jorge Ramos","text":"2 Damage. Then either: Add 3 {wilds}. -or- Remove 1 {blight}.","threshold":{"elements":{"Plant":3},"text":"1 {fear}. +2 Damage."}},"melt-earth-into-quicksand":{"name":"Melt Earth into Quicksand","set":"Jagged Earth","deck":"major","cost":4,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Sands / Wetland"},"elements":["Moon","Water","Earth"],"artist":"Lucas Durham","text":"1 {fear}. 2 Damage. Isolate target land. After Invaders / {dahan} are Moved into target land, Destroy them.","threshold":{"elements":{"Moon":2,"Water":4,"Earth":2},"text":"+4 Damage. Add 1 {badlands}. Add 1 {wilds}."}},"hazards-spread-across-the-island":{"name":"Hazards Spread Across The Island","set":"Jagged Earth","deck":"minor","cost":0,"speed":"Fast","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air","Earth","Plant"],"artist":"Kat Guevara","text":"Choose a type of token from {badlands} / {beasts} / {disease} / {strife} / {wilds} that exists in an adjacent land; choosing {disease} costs 1 energy. Add 1 of that type of token to target land."},"bats-scout-for-raids-by-darkness":{"name":"Bats Scout For Raids By Darkness","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":2},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air","Animal"],"artist":"Shawn Daley","text":"For each {dahan}, 1 Damage to {town} / {city}. -or- 1 {fear}. Gather up to 2 {dahan}."},"birds-cry-warning":{"name":"Birds Cry Warning","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Fast","range":{"from":"presence","range":3},"target":{"kind":"land","text":"{dahan}"},"elements":["Sun","Air","Animal"],"artist":"Joshua Wright","text":"The next time {dahan} would be Destroyed in target land, Destroy 2 fewer {dahan}. -or- Push up to 3 {dahan}."},"blood-draws-predators":{"name":"Blood Draws Predators","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Fire","Water","Animal"],"artist":"Kat Guevara","text":"After the next time Invaders are Destroyed in target land: Add 1 {beasts}, then 1 Damage per {beasts} (max. 3 Damage)."},"carapaced-land":{"name":"Carapaced Land","set":"Jagged Earth","deck":"minor","cost":0,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Earth","Plant","Animal"],"artist":"Kat Guevara","text":"If targeting a land with {beasts}, this Power has +1 Range. Defend 3.","threshold":{"elements":{"Earth":2},"text":"Defend +3."}},"call-to-guard":{"name":"Call To Guard","set":"Jagged Earth","deck":"minor","cost":0,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Air","Earth"],"artist":"Kat Guevara","text":"Gather up to 1 {dahan}. Then, if {dahan} are present, either: Defend 1 per {dahan}. -or- After Invaders are added or moved to target land, 1 Damage to each added or moved Invader."},"desiccating-winds":{"name":"Desiccating Winds","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Mountain / Sands"},"elements":["Fire","Air","Earth"],"artist":"Shawn Daley","text":"If target land has {badlands}, 1 Damage. Add 1 {badlands}."},"dry-wood-explodes-in-smoldering-splinters":{"name":"Dry Wood Explodes In Smoldering Splinters","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"No Wetland"},"elements":["Fire","Air","Plant"],"artist":"Jorge Ramos","text":"You may spend 1 Energy to make this Power Fast. 2 {fear}. 1 Damage."},"gift-of-natures-connection":{"name":"Gift of Nature's Connection","set":"Jagged Earth","deck":"minor","cost":0,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":[],"artist":"Moro Rogers","text":"Target Spirit gains either 2 Energy or 2 of a single Element (their choice). If you target another Spirit, you gain an Element of your choice."},"entrap-the-forces-of-corruption":{"name":"Entrap The Forces Of Corruption","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Earth","Plant","Animal"],"artist":"Shawn Daley","text":"Gather up to 1 {blight}. Isolate target land. When {blight} is added to target land, it doesn't cascade."},"domesticated-animals-go-berserk":{"name":"Domesticated Animals Go Berserk","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"{town} / {city}"},"elements":["Moon","Fire","Animal"],"artist":"Joshua Wright","text":"1 {fear}. Defend 5.","threshold":{"elements":{"Moon":3},"text":"Add 1 {beasts}."}},"dire-metamorphosis":{"name":"Dire Metamorphosis","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air","Earth","Animal"],"artist":"Moro Rogers","text":"1 {fear}. 1 Damage. 1 Damage to {dahan}. Add 1 {badlands}, 1 {beasts}, 1 {disease}, 1 {strife}, 1 {wilds}, and 1 {blight}."},"skies-herald-the-season-of-return":{"name":"Skies Herald The Season Of Return","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Moon","Plant","Animal"],"artist":"Joshua Wright","text":"A Spirit with {presence} on target board may add 1 of their Destroyed {presence}. Gather up to 2 {dahan}. Push 1 {blight}."},"gift-of-twinned-days":{"name":"Gift of Twinned Days","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Sun","Moon"],"artist":"Joshua Wright","text":"Once this turn, target Spirit may Repeat the lowest-cost Power Card they have in play by paying it's cost again. You may do likewise."},"haunted-by-primal-memories":{"name":"Haunted By Primal Memories","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Fast","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Invaders"},"elements":["Moon","Air","Earth"],"artist":"Kat Guevara","text":"1 {fear}. Defend 3. If {beasts} are present, +2 {fear}."},"like-calls-to-like":{"name":"Like Calls to Like","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Water","Plant"],"artist":"Kat Guevara","text":"If target land has {explorer}, Gather up to 1 {explorer}. Do likewise for {town}, {dahan}, {blight}, and {beasts}."},"unquenchable-flames":{"name":"Unquenchable Flames","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Slow","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Any"},"elements":["Moon","Fire","Earth"],"artist":"Kat Guevara","text":"1 {fear}. 1 Damage to {town} / {city}. Invaders do not heal Damage at end of turn.","threshold":{"elements":{"Fire":2},"text":"Add 1 {badlands}."}},"mesmerized-tranquility":{"name":"Mesmerized Tranquility","set":"Jagged Earth","deck":"minor","cost":0,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Water","Earth","Animal"],"artist":"Kat Guevara","text":"Isolate target land. Each Invader does -1 Damage."},"territorial-strife":{"name":"Territorial Strife","set":"Jagged Earth","deck":"minor","cost":0,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"{city}"},"elements":["Sun","Fire","Animal"],"artist":"Kat Guevara","text":"3 Damage to {explorer} / {town}. -or- Add 1 {strife}."},"renewing-boon":{"name":"Renewing Boon","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Sun","Earth","Plant"],"artist":"Joshua Wright","text":"Choose a land where you and target Spirit both have {presence}. In that land: Remove 1 {blight}, and target Spirit may add 1 of their Destroyed {presence}."},"scream-disease-into-the-wind":{"name":"Scream Disease Into The Wind","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Air","Water","Animal"],"artist":"Moro Rogers","text":"Target Spirit gets +1 Range with all their Powers. Once this turn, after target Spirit uses a Power targeting a land, they may add 1 {disease} to that land. (Hand them a {disease} token as a reminder.)"},"sear-anger-into-the-wild-lands":{"name":"Sear Anger Into The Wild Lands","set":"Jagged Earth","deck":"minor","cost":0,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Fire","Plant"],"artist":"Kat Guevara","text":"Add 1 {badlands}. -or- If {wilds} and Invaders are present, 1 {fear} and 1 Damage."},"set-them-on-an-ever-twisting-trail":{"name":"Set Them On An Ever-Twisting Trail","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Air","Plant","Animal"],"artist":"Joshua Wright","text":"Gather or Push 1 {explorer}. Isolate target land."},"strong-and-constant-currents":{"name":"Strong And Constant Currents","set":"Jagged Earth","deck":"minor","cost":0,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Coastal"},"elements":["Sun","Water","Earth"],"artist":"Jorge Ramos","text":"Push 1 {explorer} / {town} to an adjacent Coastal land. -or- Move up to 2 {dahan} between target land and one other Coastal land.","threshold":{"elements":{"Water":2},"text":"You may do both."}},"sucking-ooze":{"name":"Sucking Ooze","set":"Jagged Earth","deck":"minor","cost":0,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Sands / Wetland"},"elements":["Moon","Water","Earth"],"artist":"Moro Rogers","text":"2 {fear} if Invaders are present. Isolate target land."},"sunsets-fire-flows-across-the-land":{"name":"Sunset's Fire Flows Across The Land","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Moon","Fire","Water"],"artist":"Moro Rogers","text":"1 {fear}. 1 Damage. You may pay 1 Energy to deal 1 Damage in an adjacent land."},"terror-turns-to-madness":{"name":"Terror Turns To Madness","set":"Jagged Earth","deck":"minor","cost":0,"speed":"Slow","range":{"from":"presence","range":2},"target":{"kind":"land","text":"Invaders"},"elements":["Moon","Air","Water"],"artist":"Shawn Daley","text":"If the Terror Level is... Terror Level 1: 3 {fear}. Terror Level 2: 2 {fear} or add 1 {strife}. Terror Level 3: Add 1 {strife}."},"the-shore-seethes-with-hatred":{"name":"The Shore Seethes With Hatred","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Coastal"},"elements":["Fire","Water","Earth","Plant"],"artist":"Joshua Wright","text":"1 {fear}. Add 1 {badlands} and 1 {wilds}."},"thriving-chokefungus":{"name":"Thriving Chokefungus","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Jungle / Wetland"},"elements":["Moon","Water","Plant"],"artist":"Jorge Ramos","text":"Add 1 {disease} and 1 {badlands}."},"treacherous-waterways":{"name":"Treacherous Waterways","set":"Jagged Earth","deck":"minor","cost":0,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Mountain / Wetland"},"elements":["Fire","Water","Earth"],"artist":"Kat Guevara","text":"Add 1 {wilds}. -or- Push 1 {explorer}."},"flow-downriver-blow-downwind":{"name":"Flow Downriver, Blow Downwind","set":"Jagged Earth","deck":"minor","cost":0,"speed":"Slow","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Any"},"elements":["Air","Water","Plant"],"artist":"Joshua Wright","text":"Push up to 1 {blight} / {explorer} / {town}."},"weep-for-what-is-lost":{"name":"Weep For What Is Lost","set":"Jagged Earth","deck":"minor","cost":0,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"{blight}"},"elements":["Fire","Water","Animal"],"artist":"Kat Guevara","text":"1 {fear} per type of Invader present. Push up to 1 {explorer} / {town} per {blight}."},"favor-of-the-sun-and-star-lit-dark":{"name":"Favor Of The Sun And Star-Lit Dark","set":"Jagged Earth","deck":"minor","cost":1,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Moon","Plant"],"artist":"Moro Rogers","text":"Defend 4. Push up to 1 {blight}.","threshold":{"elements":{"Sun":2},"text":"1 {fear}"}},"unexpected-tigers":{"name":"Unexpected Tigers","set":"Jagged Earth","deck":"unique","spirit":"grinning-trickster-stirs-up-trouble","cost":0,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Fire","Animal"],"artist":"Joshua Wright","text":"1 {fear} if Invaders are present. If you can gather 1 {beasts}, do so, then push 1 {explorer}. Otherwise, add 1 {beasts}."},"impersonate-authority":{"name":"Impersonate Authority","set":"Jagged Earth","deck":"unique","spirit":"grinning-trickster-stirs-up-trouble","cost":0,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Air","Animal"],"artist":"Joshua Wright","text":"Add 1 {strife}."},"incite-the-mob":{"name":"Incite the Mob","set":"Jagged Earth","deck":"unique","spirit":"grinning-trickster-stirs-up-trouble","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Invaders"},"elements":["Moon","Fire","Air","Animal"],"artist":"Joshua Wright","text":"1 Invader with {strife} deals Damage to other Invaders (not to each Invader). 1 {fear} per Invader this Power Destroyed."},"overenthusiastic-arson":{"name":"Overenthusiastic Arson","set":"Jagged Earth","deck":"unique","spirit":"grinning-trickster-stirs-up-trouble","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air"],"artist":"Joshua Wright","text":"Destroy 1 {town}. Discard the top card of the Minor Power Deck. If it provides Fire: 1 {fear}, 2 Damage, and add 1 {blight}."},"rain-of-ash":{"name":"Rain of Ash","set":"Jagged Earth","deck":"unique","spirit":"volcano-looming-high","cost":2,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air","Earth"],"artist":"Moro Rogers","text":"2 {fear} if Invaders are present. Push 2 {dahan} and 2 {explorer} / {town} to land(s) without your {presence}."},"lava-flows":{"name":"Lava Flows","set":"Jagged Earth","deck":"unique","spirit":"volcano-looming-high","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Earth"],"artist":"Moro Rogers","text":"Add 1 {badlands} and 1 {wilds}. -or- 1 Damage."},"exaltation-of-molten-stone":{"name":"Exaltation of Molten Stone","set":"Jagged Earth","deck":"unique","spirit":"volcano-looming-high","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Moon","Fire","Earth"],"artist":"Moro Rogers","text":"Split 1 Energy per Fire you have between yourself and target Spirit, as evenly as possible. Target Spirit gains +1 Range with their powers that originate from a Mountain."},"pyroclastic-bombardment":{"name":"Pyroclastic Bombardment","set":"Jagged Earth","deck":"unique","spirit":"volcano-looming-high","cost":3,"speed":"Fast","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air","Earth"],"artist":"Moro Rogers","text":"1 Damage to each {town} / {city} / {dahan}. 1 Damage. 1 Damage to {dahan}."},"dissolving-vapors":{"name":"Dissolving Vapors","set":"Jagged Earth","deck":"unique","spirit":"shroud-of-silent-mist","cost":2,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Air","Water"],"artist":"Emily Hancock","text":"1 {fear}. 1 Damage to each Invader. 1 Damage to each {dahan}."},"the-fog-closes-in":{"name":"The Fog Closes In","set":"Jagged Earth","deck":"unique","spirit":"shroud-of-silent-mist","cost":1,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air","Water"],"artist":"Emily Hancock","text":"For each adjacent land with your {presence}, 1 Damage to a different Invader. Push 2 {dahan}."},"unnerving-pall":{"name":"Unnerving Pall","set":"Jagged Earth","deck":"unique","spirit":"shroud-of-silent-mist","cost":1,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Invaders"},"elements":["Moon","Air","Animal"],"artist":"Emily Hancock","text":"1 {fear}. Up to 3 damaged Invaders do not participate in Ravage. -or- 1 {fear}. Defend 1 per {presence} you have in target land (when this Power is used)."},"flowing-and-silent-forms-dart-by":{"name":"Flowing and Silent Forms Dart By","set":"Jagged Earth","deck":"unique","spirit":"shroud-of-silent-mist","cost":0,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air","Water"],"artist":"Emily Hancock","text":"2 {fear} if Invaders are present. When {presence} in target land would be Destroyed, its owner may, if possible, instead Push that {presence}. You may Gather 1 {presence} / Sacred Site of another Spirit (with their permission)."},"fiery-vengeance":{"name":"Fiery Vengeance","set":"Jagged Earth","deck":"unique","spirit":"vengeance-as-a-burning-plague","cost":0,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Fire"],"artist":"Damon Westenhofer","text":"Cost to Use: Target Spirit Removes 1 of their Destroyed {presence} from the game. 1 {fear} and 1 Damage in one of target Spirit's lands. (This is your Power, so {blight} counts as {badlands}, even if target is another Spirit.)"},"plaguebearers":{"name":"Plaguebearers","set":"Jagged Earth","deck":"unique","spirit":"vengeance-as-a-burning-plague","cost":1,"speed":"Slow","range":{"from":"presence","range":2},"target":{"kind":"land","text":"{disease}"},"elements":["Fire","Water","Animal"],"artist":"Damon Westenhofer","text":"1 {fear} if Invaders are present. For each {disease}, Push 2 {explorer} / {town} / {dahan}. 1 {disease} may move with each Pushed piece."},"fetid-breath-spreads-infection":{"name":"Fetid Breath Spreads Infection","set":"Jagged Earth","deck":"unique","spirit":"vengeance-as-a-burning-plague","cost":2,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Invaders"},"elements":["Air","Water","Animal"],"artist":"Damon Westenhofer","text":"1 {fear}. Add 1 {disease}."},"strike-low-with-sudden-fevers":{"name":"Strike Low with Sudden Fevers","set":"Jagged Earth","deck":"unique","spirit":"vengeance-as-a-burning-plague","cost":2,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"{disease}"},"elements":["Fire","Air","Earth","Animal"],"artist":"Damon Westenhofer","text":"1 {fear}. Invaders skip Ravage Actions."},"absolute-stasis":{"name":"Absolute Stasis","set":"Jagged Earth","deck":"unique","spirit":"fractured-days-split-the-sky","cost":1,"speed":"Fast","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Any"},"elements":["Sun","Air","Earth"],"artist":"Lucas Durham","text":"Cost to Use: 1 Time. Until the end of the Slow phase, target land and everything in it cease to exist for all purposes except checking victory/defeat. (You cannot target into, out of, or through where the land was.) This cannot target an Ocean even if Oceans are in play."},"pour-time-sideways":{"name":"Pour Time Sideways","set":"Jagged Earth","deck":"unique","spirit":"fractured-days-split-the-sky","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Yourself"},"elements":["Moon","Air","Water"],"artist":"Lucas Durham","text":"Cost to Use: 3 Time. Move 1 of your {presence} to a different land with your {presence}. On the board moved from: During the Invader Phase, Resolve Invader and \"Each board / Each land...\" Actions one fewer time. On the board moved to: During the Invader Phase, Resolve Invader and \"Each board / Each Land...\" Actions one more time."},"the-past-returns-again":{"name":"The Past Returns Again","set":"Jagged Earth","deck":"unique","spirit":"fractured-days-split-the-sky","cost":0,"speed":"Fast","range":null,"target":null,"elements":["Sun","Moon"],"artist":"Lucas Durham","text":"Cost to Use: N Time, and Spirits jointly pay N Energy (where N = # of players). Swap the top card of the Invader Deck with a card in the Invader discard that is within 1 Invader Stage of it. (The discarded card stays face-down. You can't swap cards that don't exist.)"},"blur-the-arc-of-years":{"name":"Blur the Arc of Years","set":"Jagged Earth","deck":"unique","spirit":"fractured-days-split-the-sky","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Moon","Air"],"artist":"Lucas Durham","text":"If no {dahan} / Invaders are present: Remove 1 {blight}. If invaders are present: they Build, then Ravage. If {dahan} are present: Add 1 {dahan}. Push up to 2 {dahan}. You may repeat this power (once) on the same land by spending 1 Time."},"boon-of-ancient-memories":{"name":"Boon of Ancient Memories","set":"Jagged Earth","deck":"unique","spirit":"shifting-memory-of-ages","cost":1,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Moon","Water","Earth","Plant"],"artist":"Joshua Wright","text":"If you target yourself, gain a Minor Power. Otherwise: Target Spirit gains a Power Card. If it's a Major Power, they may pay 2 Energy instead of Forgetting a Power Card."},"elemental-teachings":{"name":"Elemental Teachings","set":"Jagged Earth","deck":"unique","spirit":"shifting-memory-of-ages","cost":0,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Moon","Air","Earth"],"artist":"Joshua Wright","text":"Prepare 1 Element Marker. Discard up to 3 Element Markers. Target Spirit gains those Elements. (They can be any combination of Elements - the same or different.)"},"share-secrets-of-survival":{"name":"Share Secrets of Survival","set":"Jagged Earth","deck":"unique","spirit":"shifting-memory-of-ages","cost":0,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Air","Earth"],"artist":"Joshua Wright","text":"Each time {dahan} would be Destroyed in target land, Destroy 2 fewer {dahan}. -or- Gather up to 2 {dahan}.","threshold":{"elements":{"Air":3},"text":"You may do both."}},"study-the-invaders-fears":{"name":"Study the Invaders' Fears","set":"Jagged Earth","deck":"unique","spirit":"shifting-memory-of-ages","cost":0,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"{town} / {city}"},"elements":["Moon","Air","Animal"],"artist":"Joshua Wright","text":"2 {fear}. Turn the top card of the Fear Deck face-up."},"boon-of-reimagining":{"name":"Boon of Reimagining","set":"Jagged Earth","deck":"unique","spirit":"starlight-seeks-its-form","cost":1,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Moon"],"artist":"Emily Hancock","text":"Target Spirit may Forget a Power Card from hand or discard. If they do, they draw 6 Minor Power Cards and gain 2 of them. If you target another Spirit, they gain 1 Energy."},"gather-the-scattered-light-of-stars":{"name":"Gather the Scattered Light of Stars","set":"Jagged Earth","deck":"unique","spirit":"starlight-seeks-its-form","cost":0,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Yourself"},"elements":["Moon"],"artist":"Emily Hancock","text":"At end of turn after discarding: Reclaim up to 2 cards to your hand. You may then Forget a Unique Power Card to Reclaim up to 3 additional cards."},"shape-the-self-anew":{"name":"Shape the Self Anew","set":"Jagged Earth","deck":"unique","spirit":"starlight-seeks-its-form","cost":0,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Yourself"},"elements":["Moon"],"artist":"Emily Hancock","text":"Gain a Minor Power. You may Forget this Power Card to gain 3 Energy.","threshold":{"elements":{"Moon":4},"text":"You may gain a Major Power instead of a Minor Power."}},"peace-of-the-nighttime-sky":{"name":"Peace of the Nighttime Sky","set":"Jagged Earth","deck":"unique","spirit":"starlight-seeks-its-form","cost":1,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon"],"artist":"Emily Hancock","text":"If the Terror Level is 1, Invaders do not Ravage in target land this turn. You may Repeat this Power. If you do, Forget this Power Card and Gain 1 {moon}."},"scarred-and-stony-land":{"name":"Scarred and Stony Land","set":"Jagged Earth","deck":"unique","spirit":"stones-unyielding-defiance","cost":2,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"{blight}"},"elements":["Moon","Earth"],"artist":"Moro Rogers","text":"2 Damage. Add 1 {badlands}. Remove 1 {blight} in target land from the game. (It goes to the box, not the Blight Card.)"},"plows-shatter-on-rocky-ground":{"name":"Plows Shatter on Rocky Ground","set":"Jagged Earth","deck":"unique","spirit":"stones-unyielding-defiance","cost":2,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Earth"],"artist":"Moro Rogers","text":"1 Damage to each {town} / {city}. Push up to 1 {town}. -or- Destroy 1 {town}."},"jagged-shards-push-from-the-earth":{"name":"Jagged Shards Push from the Earth","set":"Jagged Earth","deck":"unique","spirit":"stones-unyielding-defiance","cost":0,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Earth"],"artist":"Moro Rogers","text":"Add 1 {badlands}. Push up to 2 {dahan}."},"stubborn-solidity":{"name":"Stubborn Solidity","set":"Jagged Earth","deck":"unique","spirit":"stones-unyielding-defiance","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Earth","Animal"],"artist":"Moro Rogers","text":"Defend 1 per {dahan}. {dahan} in target land cannot be changed. (When they would be Damaged, Destroyed, Removed, Replaced, or moved, instead don't)"},"perils-of-the-deepest-island":{"name":"Perils of the Deepest Island","set":"Jagged Earth","deck":"unique","spirit":"lure-of-the-deep-wilderness","cost":1,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Inland"},"elements":["Moon","Plant","Animal"],"artist":"Joshua Wright","text":"1 {fear}. Add 1 {badlands}. Add 1 {beasts} within 1 Range. Push up to 2 {dahan}."},"softly-beckon-ever-inward":{"name":"Softly Beckon Ever Inward","set":"Jagged Earth","deck":"unique","spirit":"lure-of-the-deep-wilderness","cost":2,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Inland"},"elements":["Moon","Air"],"artist":"Joshua Wright","text":"Gather up to 2 {explorer}. Gather up to 2 {town}. Gather up to 2 {beasts}. Gather up to 2 {dahan}."},"gift-of-the-untamed-wild":{"name":"Gift of the Untamed Wild","set":"Jagged Earth","deck":"unique","spirit":"lure-of-the-deep-wilderness","cost":0,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Moon","Fire","Air","Plant"],"artist":"Joshua Wright","text":"Target Spirit chooses to either: add 1 {wilds} to one of their lands. -or- Replace 1 of their {presence} with 1 {disease}."},"swallowed-by-the-wilderness":{"name":"Swallowed by the Wilderness","set":"Jagged Earth","deck":"unique","spirit":"lure-of-the-deep-wilderness","cost":1,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Inland"},"elements":["Fire","Air","Plant","Animal"],"artist":"Joshua Wright","text":"2 {fear}. 1 Damage per {beasts} / {disease} / {wilds} / {badlands}. (Count max. 5 tokens.)"},"pursue-with-scratches-pecks-and-stings":{"name":"Pursue with Scratches, Pecks, and Stings","set":"Jagged Earth","deck":"unique","spirit":"many-minds-move-as-one","cost":0,"speed":"Fast","range":{"from":"presence","range":2},"target":{"kind":"land","text":"{beasts}"},"elements":["Sun","Fire","Air","Animal"],"artist":"Moro Rogers","text":"1 {fear}. For each {beasts} past the first, Push 1 {explorer} / {town}."},"a-dreadful-tide-of-scurrying-flesh":{"name":"A Dreadful Tide of Scurrying Flesh","set":"Jagged Earth","deck":"unique","spirit":"many-minds-move-as-one","cost":0,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"2 {beasts}"},"elements":["Moon","Air","Water","Animal"],"artist":"Moro Rogers","text":"Remove up to half (round down) of {beasts} in target land. For each {beasts} Removed, 2 {fear} and skip one Invader Action."},"boon-of-swarming-bedevilment":{"name":"Boon of Swarming Bedevilment","set":"Jagged Earth","deck":"unique","spirit":"many-minds-move-as-one","cost":0,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Air","Water","Animal"],"artist":"Moro Rogers","text":"For the rest of this turn, each of target Spirit's {presence} grants Defend 1 in its land. Target Spirit may Push up to 1 of their {presence}."},"guide-the-way-on-feathered-wings":{"name":"Guide the Way on Feathered Wings","set":"Jagged Earth","deck":"unique","spirit":"many-minds-move-as-one","cost":0,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Air","Animal"],"artist":"Moro Rogers","text":"Move 1 {beasts} up to two lands. As it moves, up to 2 {dahan} may move with it, for part or all of the way. (The {beasts} / {dahan} may move to an adjacent land and then back.)"},"ever-multiplying-swarm":{"name":"Ever-Multiplying Swarm","set":"Jagged Earth","deck":"unique","spirit":"many-minds-move-as-one","cost":1,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Fire","Earth","Animal"],"artist":"Moro Rogers","text":"Add 2 {beasts}."},"foundations-sink-into-mud":{"name":"Foundations Sink into Mud","set":"Feather & Flame","deck":"unique","spirit":"downpour-drenches-the-world","cost":1,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Water","Earth"],"artist":"Damon Westenhofer","text":"2 damage to {town}. If target land is Wetland, you may instead deal 1 Damage to each {town} / {city}."},"gift-of-abundance":{"name":"Gift of Abundance","set":"Feather & Flame","deck":"unique","spirit":"downpour-drenches-the-world","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Sun","Air","Water","Plant"],"artist":"Damon Westenhofer","text":"Target Spirit either gains 2 Energy, or may Repeat one Power Card this turn by paying its cost. Either you or target Spirit may add 1 Destroyed {presence} to a Wetland where you have {presence}."},"unbearable-deluge":{"name":"Unbearable Deluge","set":"Feather & Flame","deck":"unique","spirit":"downpour-drenches-the-world","cost":0,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Air","Water","Earth"],"artist":"Damon Westenhofer","text":"1 fear. Push 2 {dahan}. Defend 3. If target land is Wetland, Isolate it."},"dark-skies-loose-a-stinging-rain":{"name":"Dark Skies Loose a Stinging Rain","set":"Feather & Flame","deck":"unique","spirit":"downpour-drenches-the-world","cost":1,"speed":"Fast","range":{"from":"presence","range":1,"land":["Wetland"]},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air","Water"],"artist":"Damon Westenhofer","text":"Isolate target land. Push up to 1 {explorer} and up to 2 {dahan}."},"travelers-boon":{"name":"Traveler's Boon","set":"Feather & Flame","deck":"unique","spirit":"finder-of-paths-unseen","cost":0,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Moon","Air","Water"],"artist":"Moro Rogers","text":"Target spirit moves up to 3 of their {presence} to one of your lands. They may move up to 1 Invader, 1 {dahan} and 1 {beasts} along with their {presence}. (Total, not for each {presence}.)"},"offer-passage-between-worlds":{"name":"Offer Passage Between Worlds","set":"Feather & Flame","deck":"unique","spirit":"finder-of-paths-unseen","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Moon","Air"],"artist":"Moro Rogers","text":"Move up to 4 {dahan} between target land and one of your lands. -or- The next time {dahan} would be Destroyed in target land, Destroy 2 fewer {dahan}."},"aid-from-the-spirit-speakers":{"name":"Aid from the Spirit-Speakers","set":"Feather & Flame","deck":"unique","spirit":"finder-of-paths-unseen","cost":2,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Fire","Air","Animal"],"artist":"Moro Rogers","text":"For each {dahan}, you may move 1 Invader / {dahan} / {presence} / {beasts} to a land within 2 Range that has {dahan}."},"paths-tied-by-nature":{"name":"Paths Tied by Nature","set":"Feather & Flame","deck":"unique","spirit":"finder-of-paths-unseen","cost":0,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Air","Earth","Plant"],"artist":"Moro Rogers","text":"Move up to 2 Invaders / {dahan} / {presence} / {beasts} to a land within 2 Range that has the same terrain."},"ways-of-shore-and-heartland":{"name":"Ways of Shore and Heartland","set":"Feather & Flame","deck":"unique","spirit":"finder-of-paths-unseen","cost":1,"speed":"Slow","range":{"from":"presence","range":2},"target":{"kind":"land","text":"Any"},"elements":["Air","Water","Earth"],"artist":"Moro Rogers","text":"Push up to 2 Invaders / {dahan} / {presence} / {beasts} to a land that is also Coastal / Inland (whichever the target land is.)"},"a-circuitous-and-wending-journey":{"name":"A Circuitous and Wending Journey","set":"Feather & Flame","deck":"unique","spirit":"finder-of-paths-unseen","cost":0,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air"],"artist":"Moro Rogers","text":"Push up to half (round up) of Invaders from target land. Do likewise (separately) for {dahan}, {presence}, and {beasts}."},"ferocious-rampage":{"name":"Ferocious Rampage","set":"Horizons of Spirit Island","deck":"unique","spirit":"devouring-teeth-lurk-underfoot","cost":2,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Fire","Animal"],"artist":"Moro Rogers","text":"1 {fear}. 3 Damage to {explorer} / {town} only. (+1 Damage to {explorer} / {town} from your \"Territorial Aggression\" Special Rule.)"},"gift-of-furious-might":{"name":"Gift of Furious Might","set":"Horizons of Spirit Island","deck":"unique","spirit":"devouring-teeth-lurk-underfoot","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Moon","Fire","Animal"],"artist":"Moro Rogers","text":"Once this turn, Target Spirit may deal +3 Damage when using a Damage-dealing Power. (This adds +3 Damage total, even for a Power that Damages multiple Invaders or \"each Invader\".)"},"herd-towards-the-lurking-maw":{"name":"Herd Towards the Lurking Maw","set":"Horizons of Spirit Island","deck":"unique","spirit":"devouring-teeth-lurk-underfoot","cost":1,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Water","Earth","Animal"],"artist":"Moro Rogers","text":"1 {fear}. Gather up to 1 {explorer} / {town}."},"mark-territory-with-scars-and-teeth":{"name":"Mark Territory with Scars and Teeth","set":"Horizons of Spirit Island","deck":"unique","spirit":"devouring-teeth-lurk-underfoot","cost":2,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Sun","Earth","Animal"],"artist":"Moro Rogers","text":"Defend 9. 2 {fear} if Invaders are present. Push 2 {dahan}."},"boon-of-watchful-guarding":{"name":"Boon of Watchful Guarding","set":"Horizons of Spirit Island","deck":"unique","spirit":"eyes-watch-from-the-trees","cost":0,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Earth","Plant","Animal"],"artist":"Moro Rogers","text":"In one of Target Spirit's lands, Defend 4. Target Spirit may pay 1 Energy to instead Defend 8. (This Power Defends a single land, letting you use your Special Rule \"{dahan} Trust the Watchers.\")"},"eerie-noises-and-moving-trees":{"name":"Eerie Noises and Moving Trees","set":"Horizons of Spirit Island","deck":"unique","spirit":"eyes-watch-from-the-trees","cost":2,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air","Plant"],"artist":"Moro Rogers","text":"2 {fear}. Push up to 2 {explorer} / {town}."},"mysterious-abductions":{"name":"Mysterious Abductions","set":"Horizons of Spirit Island","deck":"unique","spirit":"eyes-watch-from-the-trees","cost":1,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Moon","Fire","Plant"],"artist":"Moro Rogers","text":"1 {fear}. 1 Damage."},"whispered-guidance-through-the-night":{"name":"Whispered Guidance Through the Night","set":"Horizons of Spirit Island","deck":"unique","spirit":"eyes-watch-from-the-trees","cost":0,"speed":"Slow","range":{"from":"presence","range":1,"land":["Jungle"]},"target":{"kind":"land","text":"Any"},"elements":["Moon","Air","Plant"],"artist":"Moro Rogers","text":"Gather up to 3 {dahan}. If Invaders and {dahan} are present, 1 {fear}."},"exaltation-of-tangled-growth":{"name":"Exaltation of Tangled Growth","set":"Horizons of Spirit Island","deck":"unique","spirit":"fathomless-mud-of-the-swamp","cost":0,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Water","Earth","Plant"],"artist":"Moro Rogers","text":"Target Spirit may pay 1 Energy to gain a Power Card. You may pay 2 Energy to gain a Power Card."},"foul-vapors-and-fetid-muck":{"name":"Foul Vapors and Fetid Muck","set":"Horizons of Spirit Island","deck":"unique","spirit":"fathomless-mud-of-the-swamp","cost":0,"speed":"Slow","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Invaders"},"elements":["Fire","Air","Water","Earth"],"artist":"Moro Rogers","text":"1 {fear}. Push up to 2 {explorer}"},"intractable-thickets-and-thorns":{"name":"Intractable Thickets and Thorns","set":"Horizons of Spirit Island","deck":"unique","spirit":"fathomless-mud-of-the-swamp","cost":2,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Water","Earth","Plant"],"artist":"Moro Rogers","text":"1 {fear}. Defend 5."},"open-shifting-waterways":{"name":"Open Shifting Waterways","set":"Horizons of Spirit Island","deck":"unique","spirit":"fathomless-mud-of-the-swamp","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Water","Animal"],"artist":"Moro Rogers","text":"Gather up to 2 {dahan}. If {dahan} and Invaders are present, 1 {fear} and 1 Damage."},"call-on-herders-for-aid":{"name":"Call on Herders for Aid","set":"Horizons of Spirit Island","deck":"unique","spirit":"rising-heat-of-stone-and-sand","cost":1,"speed":"Slow","range":{"from":"presence","range":2},"target":{"kind":"land","text":"Any"},"elements":["Sun","Fire","Earth","Animal"],"artist":"Lucas Durham","text":"Gather up to 2 {dahan}. For each {dahan} present, Push up to 1 {explorer} / {town} / {dahan}."},"gift-of-searing-heat":{"name":"Gift of Searing Heat","set":"Horizons of Spirit Island","deck":"unique","spirit":"rising-heat-of-stone-and-sand","cost":0,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Sun","Fire","Air"],"artist":"Lucas durham","text":"Target Spirit gains 2 Energy. -or- Target Spirit may pay 1 Energy to do 1 Damage in one of their lands."},"stinging-sandstorm":{"name":"Stinging Sandstorm","set":"Horizons of Spirit Island","deck":"unique","spirit":"rising-heat-of-stone-and-sand","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air","Earth"],"artist":"Lucas Durham","text":"Gather up to 1 of your {presence}. 1 {fear} and 1 Damage. (If this power makes a {sacred-site}, your Special Rule applies immediately, giving Invaders there -1 Health and possibly Destroying Damaged Invaders.)"},"sweltering-exhaustion":{"name":"Sweltering Exhaustion","set":"Horizons of Spirit Island","deck":"unique","spirit":"rising-heat-of-stone-and-sand","cost":2,"speed":"Fast","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air"],"artist":"Lucas Durham","text":"1 {fear}. Skip up to 1 Ravage / Build Action."},"gift-of-the-sunlit-air":{"name":"Gift of the Sunlit Air","set":"Horizons of Spirit Island","deck":"unique","spirit":"sun-bright-whirlwind","cost":0,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Fire","Air"],"artist":"Lucas Durham","text":"Target Spirit gets +1 Range with all their Powers. If you target another Spirit, they gain 1 Energy."},"gift-of-wind-sped-steps":{"name":"Gift of Wind-Sped Steps","set":"Horizons of Spirit Island","deck":"unique","spirit":"sun-bright-whirlwind","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Air","Animal"],"artist":"Lucas Durham","text":"Once this turn, Target Spirit may choose 1 of their Slow Powers with a \"Push\" or \"Gather\" instruction and make that Power Fast (for this turn). If you target another Spirit, they gain 1 Energy."},"scatter-to-the-winds":{"name":"Scatter to the Winds","set":"Horizons of Spirit Island","deck":"unique","spirit":"sun-bright-whirlwind","cost":1,"speed":"Slow","range":{"from":"presence","range":2},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air","Water"],"artist":"Lucas Durham","text":"Choose up to 5 {explorer} / {town} / {dahan}. Push them to as many different lands as possible."},"tempest-of-leaves-and-branches":{"name":"Tempest of Leaves and Branches","set":"Horizons of Spirit Island","deck":"unique","spirit":"sun-bright-whirlwind","cost":2,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Air","Plant"],"artist":"Lucas Durham","text":"Choose up to 5 different Invaders (in target land). 1 Damage to each of them."},"bargain-of-coursing-paths":{"name":"Bargain of Coursing Paths","set":"Nature Incarnate","deck":"major","cost":2,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"2 {dahan}"},"elements":["Moon","Air","Water","Earth"],"artist":"Agnieszka Dąbrowiecka","text":"Bargain: 1 {presence} now and -1 Energy / turn. Now: Mark both target land and another land with 2 or more {dahan}. Ongoing: After pieces are added or moved into the marked lands: choose any land, then Move those pieces directly to that land.","threshold":{"elements":{"Air":3,"Water":2,"Earth":2},"text":"The {presence} cost comes from your {presence} tracks."}},"bombard-with-boulders-and-stinging-seeds":{"name":"Bombard with Boulders and Stinging Seeds","set":"Nature Incarnate","deck":"major","cost":2,"speed":"Slow","range":{"from":"presence","range":2,"land":["Mountain","Jungle"]},"target":{"kind":"land","text":"Any"},"elements":["Air","Earth","Plant"],"artist":"Kat Guevara","text":"1 {fear}. 2 Damage. Add 1 {badlands}.","threshold":{"elements":{"Air":2,"Earth":2,"Plant":3},"text":"1 {fear}. 2 Damage. Add 1 {wilds}."}},"exaltation-of-the-incandescent-sky":{"name":"Exaltation of the Incandescent Sky","set":"Nature Incarnate","deck":"major","cost":7,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Sun","Fire","Air","Water"],"artist":"Kat Guevara","text":"Target Spirit may play 1 Power Card by paying its cost, make up to 2 of their Powers Fast this turn, and do 3 Damage in one of their lands. You may do likewise.","threshold":{"elements":{"Sun":3,"Fire":3,"Air":4,"Water":2},"text":"In any 4 lands of the island, Skip 1 Invader Action. 5 {fear} (total)."}},"flocking-red-talons":{"name":"Flocking Red-Talons","set":"Nature Incarnate","deck":"major","cost":3,"speed":"Fast","range":{"from":"presence","range":3,"land":["Wetland"]},"target":{"kind":"land","text":"Any"},"elements":["Air","Water","Plant","Animal"],"artist":"Kat Guevara","text":"Add 1 {beasts}. Move up to 2 {beasts} within 3 Range to target land. For each {beasts} presents, choose a different Invader. 1 Damage to each of those Invaders. Push 1 {explorer} / {town} per {beasts}.","threshold":{"elements":{"Air":2,"Plant":2,"Animal":3},"text":"Repeat this Power on a different land within 3 Range (of target land)."}},"fragments-of-yesteryear":{"name":"Fragments of Yesteryear","set":"Nature Incarnate","deck":"major","cost":7,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Sun","Moon"],"artist":"David Markiwsky","text":"Remove all pieces, then Add the pieces matching target land's Setup symbols.","threshold":{"elements":{"Sun":3},"text":"This power may be Fast. 3 {moon}: Don't remove {dahan}, any Spirit's {presence}, or Spirit Tokens. Don't add Invaders / {blight}."}},"inspire-the-release-of-stolen-lands":{"name":"Inspire the Release of Stolen Lands","set":"Nature Incarnate","deck":"major","cost":4,"speed":"Slow","range":{"from":"presence","range":2},"target":{"kind":"land","text":"No {blight}"},"elements":["Sun","Water","Plant","Animal"],"artist":"Agnieszka Dąbrowiecka","text":"Gather up to 3 {dahan}. Remove up to 3 Health worth of Invaders per {dahan}.","threshold":{"elements":{"Sun":3,"Water":3,"Animal":2},"text":"This Power can target lands with {blight}. If {dahan} are present, Remove 1 {blight} from target land, then Remove 1 {explorer}, 1 {town}, and 1 {city} from a land within 1 Range (of target land)."}},"plague-ships-sail-to-distant-ports":{"name":"Plague Ships Sail to Distant Ports","set":"Nature Incarnate","deck":"major","cost":4,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Coastal / {city}"},"elements":["Fire","Air","Water","Animal"],"artist":"Kat Guevara","text":"1 {fear}. Add 4 {disease} among Coastal lands (on any boards) other than target land.","threshold":{"elements":{"Fire":2,"Water":2,"Animal":2},"text":"Instead: 1 {fear}. 3 Damage. Spirits may jointly spend 3 Energy per player (aided by removing {disease} from the island for 3 Energy each) to remove the top card of the Fear Deck from the game. Add 1 {disease}."}},"ravaged-undergrowth-slithers-back-to-life":{"name":"Ravaged Undergrowth Slithers Back to Life","set":"Nature Incarnate","deck":"major","cost":3,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"{blight}"},"elements":["Water","Plant","Animal"],"artist":"Kat Guevara","text":"Replace 1 {blight} with 1 {wilds}. 1 {fear}. 3 Damage. Push that {wilds}.","threshold":{"elements":{"Water":3,"Plant":2},"text":"Add 1 {wilds}. You may Push it. In each land with {wilds} within 1 Range (of target land): Push 1 {explorer} and 1 {town} to lands without {wilds}."}},"rumbling-earthquakes":{"name":"Rumbling Earthquakes","set":"Nature Incarnate","deck":"major","cost":6,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Earth"],"artist":"Emily Hancock","text":"This Power ignores Health bonuses. 3 {fear}. 6 Damage, to {town} / {city} only. 6 Damage among adjacent lands, to {town} / {city} only.","threshold":{"elements":{"Earth":4},"text":"6 Damage among target / adjacent lands, to {town} / {city} only."}},"solidify-echoes-of-majesty-past":{"name":"Solidify Echoes of Majesty Past","set":"Nature Incarnate","deck":"major","cost":4,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Moon","Air","Earth"],"artist":"Emily Hancock","text":"Choose one of target Spirit's lands. In that land and each adjacent land, Defend 3. They Add 1 Destroyed {presence} to each adjacent land. Skip up to 1 Invader Action at each added Destroyed {presence}.","threshold":{"elements":{"Sun":2,"Moon":2,"Earth":2},"text":"Target Spirit either Reclaims 1 Power Card or re-gains a Unique Power they previously forgot. They may play it by paying its cost."}},"transformative-sacrifice":{"name":"Transformative Sacrifice","set":"Nature Incarnate","deck":"major","cost":3,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Moon","Fire","Water","Plant"],"artist":"Kat Guevara","text":"Target Spirit may Remove up to 3 {presence} (from anywhere on the island). Then for each removed {presence}, they Take a Minor Power and play it (for free).","threshold":{"elements":{"Moon":2,"Fire":3,"Plant":2},"text":"Before taking cards, they may also Remove 1 {presence} from their {presence} track to Take a Minor Power and play it."}},"unearth-a-beast-of-wrathful-stone":{"name":"Unearth a Beast of Wrathful Stone","set":"Nature Incarnate","deck":"major","cost":5,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Invaders"},"elements":["Moon","Fire","Earth","Animal"],"artist":"David Markiwsky","text":"After the next Invader Phase (on any turn) with no Ravage / Build Actions in target land: 3 {fear}. 12 Damage. Add 1 {beasts}. You may Push that {beasts}. 1 {fear} and 2 Damage in its land.","threshold":{"elements":{"Moon":2,"Earth":3,"Animal":3},"text":"Mark it (Marked). Marked can't leave the island. Each Slow Phase: You may Push Marked. 1 {fear} and 2 Damage at Marked."}},"roiling-bog-and-snagging-thorn":{"name":"Roiling Bog and Snagging Thorn","set":"Nature Incarnate","deck":"minor","cost":0,"speed":"Fast","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Fire","Water","Plant"],"artist":"Kat Guevara","text":"1 {fear}. Isolate. Defend 2. 1 {dahan} does not participate in Ravage. (Check when ravaging; it does not take Damage and does not counterattack.)"},"emerge-from-the-dread-night-wind":{"name":"Emerge from the Dread Night Wind","set":"Nature Incarnate","deck":"unique","spirit":"breath-of-darkness-down-your-spine","cost":1,"speed":"Slow","range":null,"target":{"kind":"land","text":"Any"},"elements":["Moon","Air"],"artist":"David Markiwsky","text":"Add / Move {incarna} to target land. 1 {fear}. If exactly 1 Invader is present, Abduct it. Otherwise, Push up to 2 {explorer} / {town} to different lands. Push up to 2 {dahan}."},"reach-from-the-infinite-darkness":{"name":"Reach from the Infinite Darkness","set":"Nature Incarnate","deck":"unique","spirit":"breath-of-darkness-down-your-spine","cost":0,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Yourself"},"elements":["Moon","Air","Animal"],"artist":"David Markiwsky","text":"Abduct up to 2 {presence} (of any Spirits, with their permission) from any lands on the island, ignoring land type restrictions on moving {presence}. Each Spirit's {presence} in Endless Dark grants them +1 Range with all their Powers (this turn)."},"swallowed-by-the-endless-dark":{"name":"Swallowed by the Endless Dark","set":"Nature Incarnate","deck":"unique","spirit":"breath-of-darkness-down-your-spine","cost":1,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Invaders"},"elements":["Moon","Air","Water"],"artist":"David Markiwsky","text":"2 {fear}. Abduct 1 {explorer}.","threshold":{"elements":{"Moon":3,"Air":3},"text":"Abduct 1 Invader."}},"terror-of-the-hunted":{"name":"Terror of the Hunted","set":"Nature Incarnate","deck":"unique","spirit":"breath-of-darkness-down-your-spine","cost":1,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Invaders"},"elements":["Moon","Fire","Animal"],"artist":"David Markiwsky","text":"If {beasts} are present, 1 {fear} and Add 1 {strife}. Add 1 {strife} per Terror Level. If target land is Endless Dark, Add 1 {strife}. ({strife} only escapes with the Invader it's attached to.)"},"inspire-a-winding-dance":{"name":"Inspire a Winding Dance","set":"Nature Incarnate","deck":"unique","spirit":"dances-up-earthquakes","cost":0,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Invaders"},"elements":["Moon","Water","Earth","Animal"],"artist":"Emily Hancock","text":"Push up to 1 {explorer} / {town}. Gather up to 1 {dahan}."},"exaltation-of-echoed-steps":{"name":"Exaltation of Echoed Steps","set":"Nature Incarnate","deck":"unique","spirit":"dances-up-earthquakes","cost":1,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Moon","Water","Earth"],"artist":"Emily Hancock","text":"Target Spirit may Push 1 {presence}, Bringing up to 1 {explorer} / {town} / {dahan} / {beasts}. You may do likewise."},"gift-of-seismic-energy":{"name":"Gift of Seismic Energy","set":"Nature Incarnate","deck":"unique","spirit":"dances-up-earthquakes","cost":3,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Fire","Earth","Plant"],"artist":"Emily Hancock","text":"If you target yourself, gain 3 Energy. Otherwise, target Spirit gains 1 Energy per Power Card you have in play (max. 6). (Don't count Impending Card.)"},"radiating-tremors":{"name":"Radiating Tremors","set":"Nature Incarnate","deck":"unique","spirit":"dances-up-earthquakes","cost":2,"speed":"Slow","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Moon","Fire","Earth"],"artist":"Emily Hancock","text":"2 Damage. You may Push any number of Quake, dividing them as evenly as possible between adjacent lands."},"resounding-footfalls-sow-dismay":{"name":"Resounding Footfalls Sow Dismay","set":"Nature Incarnate","deck":"unique","spirit":"dances-up-earthquakes","cost":3,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Fire","Air","Earth"],"artist":"Emily Hancock","text":"1 {fear}. Add 1 Quake. Skip all Ravage Actions."},"rumblings-portend-a-greater-quake":{"name":"Rumblings Portend a Greater Quake","set":"Nature Incarnate","deck":"unique","spirit":"dances-up-earthquakes","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Moon","Air","Earth"],"artist":"Emily Hancock","text":"If you have at least as many Impending Card as Power Cards in play, 1 {fear} and Add 1 Quake. Push up to 3 {dahan}."},"blazing-intimidation":{"name":"Blazing Intimidation","set":"Nature Incarnate","deck":"unique","spirit":"ember-eyed-behemoth","cost":2,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Plant","Animal"],"artist":"David Markiwsky","text":"1 {fear}. Push 2 {explorer} / {town} to a land without {incarna}."},"exaltation-of-grasping-roots":{"name":"Exaltation of Grasping Roots","set":"Nature Incarnate","deck":"unique","spirit":"ember-eyed-behemoth","cost":0,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Moon","Fire","Earth","Plant"],"artist":"David Markiwsky","text":"Target Spirit may Add 1 {wilds} in one of their lands. You may do likewise."},"surging-lahar":{"name":"Surging Lahar","set":"Nature Incarnate","deck":"unique","spirit":"ember-eyed-behemoth","cost":2,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Fire","Water","Earth"],"artist":"David Markiwsky","text":"2 Damage. If your {presence} is present, Add 1 {badlands}."},"terrifying-rampage":{"name":"Terrifying Rampage","set":"Nature Incarnate","deck":"unique","spirit":"ember-eyed-behemoth","cost":1,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Moon","Fire","Earth"],"artist":"David Markiwsky","text":"1 {fear}. 2 Invaders don't participate in Ravage. (Choose the Invaders when ravaging; they don't deal Damage or take counterattack Damage.) Push 3 {dahan}."},"call-to-vigilance":{"name":"Call to Vigilance","set":"Nature Incarnate","deck":"unique","spirit":"hearth-vigil","cost":2,"speed":"Slow","range":{"from":"presence","range":1,"with":"{dahan}"},"target":{"kind":"land","text":"Any"},"elements":["Sun","Air","Animal"],"artist":"Aalaa Yassin","text":"2 {fear} if Invaders are present. For each {dahan} in origin land, Push up to 1 {explorer} / {town}."},"coordinated-raid":{"name":"Coordinated Raid","set":"Nature Incarnate","deck":"unique","spirit":"hearth-vigil","cost":1,"speed":"Slow","range":{"from":"presence","range":1,"with":"{dahan}"},"target":{"kind":"land","text":"Any"},"elements":["Sun","Earth","Animal"],"artist":"Aalaa Yassin","text":"1 Damage. If {dahan} are present, 1 Damage."},"favors-of-story-and-season":{"name":"Favors of Story and Season","set":"Nature Incarnate","deck":"unique","spirit":"hearth-vigil","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Sun","Earth","Plant","Animal"],"artist":"Aalaa Yassin","text":"Target Spirit may Gather up to 3 {dahan} into one of their lands. If they have at least 3 {dahan} among their lands, they gain 1 Energy and may Reclaim 1 Power Card instead of discarding it at the end of turn."},"surrounded-by-the-dahan":{"name":"Surrounded by the Dahan","set":"Nature Incarnate","deck":"unique","spirit":"hearth-vigil","cost":0,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"{dahan}"},"elements":["Moon","Air","Animal"],"artist":"Aalaa Yassin","text":"2 {fear} if Invaders are present. 1 {fear} if {dahan} outnumber {town} / {city}. Isolate target land."},"blinding-glare":{"name":"Blinding Glare","set":"Nature Incarnate","deck":"unique","spirit":"relentless-gaze-of-the-sun","cost":0,"speed":"Fast","range":{"from":"sacred-site","range":0},"target":{"kind":"land","text":"Invaders"},"elements":["Sun","Air"],"artist":"Agnieszka Dąbrowiecka","text":"2 {fear}. -or- Skip up to one Ravage Action.","threshold":{"elements":{"Sun":5},"text":"Instead, 3 {fear}. -or- Skip to one Invader Action."}},"focus-the-suns-rays":{"name":"Focus the Sun's Rays","set":"Nature Incarnate","deck":"unique","spirit":"relentless-gaze-of-the-sun","cost":0,"speed":"Slow","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Any"},"elements":["Sun","Fire","Air"],"artist":"Agnieszka Dąbrowiecka","text":"1 Damage. 2 Damage to {dahan}. Move up to 3 {presence} directly to target land (from anywhere on the island). You may Bring 1 {badlands} (total) with those {presence}."},"unbearable-gaze":{"name":"Unbearable Gaze","set":"Nature Incarnate","deck":"unique","spirit":"relentless-gaze-of-the-sun","cost":1,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Fire"],"artist":"Agnieszka Dąbrowiecka","text":"1 {fear}. Push 2 {explorer} / {town} from origin or target land (or 1 {explorer} / {town} from each)."},"wither-bodies-scar-stones":{"name":"Wither Bodies, Scar Stones","set":"Nature Incarnate","deck":"unique","spirit":"relentless-gaze-of-the-sun","cost":1,"speed":"Slow","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"Any"},"elements":["Sun","Fire","Earth"],"artist":"Agnieszka Dąbrowiecka","text":"1 Damage. -or- Add 1 {badlands}."},"blooming-of-the-rocks-and-trees":{"name":"Blooming of the Rocks and Trees","set":"Nature Incarnate","deck":"unique","spirit":"towering-roots-of-the-jungle","cost":0,"speed":"Slow","range":{"from":"sacred-site","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Air","Earth","Plant"],"artist":"Aalaa Yassin","text":"If no {blight} is present, Add 1 {vitality}. -or- If no Invaders are present, Add 1 {wilds}.","threshold":{"elements":{"Plant":3},"text":"You may do both."}},"boon-of-resilient-power":{"name":"Boon of Resilient Power","set":"Nature Incarnate","deck":"unique","spirit":"towering-roots-of-the-jungle","cost":1,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Moon","Water","Plant"],"artist":"Aalaa Yassin","text":"Target Spirit may Add 1 Destroyed {presence} to one of your lands. If you target yourself, gain a Major Power. Otherwise, target Spirits gains a Power Card."},"entwine-the-fates-of-all":{"name":"Entwine the Fates of All","set":"Nature Incarnate","deck":"unique","spirit":"towering-roots-of-the-jungle","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Moon","Water","Earth","Plant"],"artist":"Aalaa Yassin","text":"In one of target Spirit's lands, Defend 2 per {presence} (from all Spirits)."},"radiant-and-hallowed-grove":{"name":"Radiant and Hallowed Grove","set":"Nature Incarnate","deck":"unique","spirit":"towering-roots-of-the-jungle","cost":2,"speed":"Fast","range":null,"target":{"kind":"land","text":"{incarna}"},"elements":["Sun","Moon","Fire","Plant"],"artist":"Aalaa Yassin","text":"2 {fear} if Invaders are present or adjacent. In both target and one adjacent land, you may Remove an Invader with Health less than or equal to the Terror Level. (Damage doesn't reduce Health.)"},"exhale-confusion-and-delirium":{"name":"Exhale Confusion and Delirium","set":"Nature Incarnate","deck":"unique","spirit":"wandering-voice-keens-delirium","cost":0,"speed":"Fast","range":{"from":"presence","range":1},"target":{"kind":"land","text":"{strife}"},"elements":["Sun","Animal","Air","Animal"],"artist":"Emily Hancock","text":"2 {fear}. Invaders with {strife} don't participate in Ravage. (Check when ravaging; they don't deal Damage or take counterattack Damage.)"},"frightful-keening":{"name":"Frightful Keening","set":"Nature Incarnate","deck":"unique","spirit":"wandering-voice-keens-delirium","cost":1,"speed":"Slow","range":null,"target":{"kind":"land","text":"{incarna}"},"elements":["Sun","Fire","Air"],"artist":"Emily Hancock","text":"Push {incarna}. If this pushes {incarna} into a land with Invaders, 2 {fear} there (before adding {strife})."},"turmoils-touch":{"name":"Turmoil's Touch","set":"Nature Incarnate","deck":"unique","spirit":"wandering-voice-keens-delirium","cost":0,"speed":"Slow","range":null,"target":{"kind":"spirit","text":"Another Spirit"},"elements":["Sun","Moon","Air","Plant"],"artist":"Emily Hancock","text":"Target Spirit may either pay 1 Energy or discard a Power Card (from hand) to Take a Minor Power into their discard. You may do likewise"},"twist-perceptions":{"name":"Twist Perceptions","set":"Nature Incarnate","deck":"unique","spirit":"wandering-voice-keens-delirium","cost":1,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Invaders"},"elements":["Animal","Air","Animal"],"artist":"Emily Hancock","text":"Add 1 {strife}. You may Push the Invader you added {strife} to. (If you add {strife} to {explorer} / {town}, you can push that Invader first with Senseless Roaming before pushing it with this Power.)"},"blood-water-and-bloodlust":{"name":"Blood Water and Bloodlust","set":"Nature Incarnate","deck":"unique","spirit":"wounded-waters-bleeding","cost":1,"speed":"Slow","range":{"from":"presence","range":1,"with":"{blight}"},"target":{"kind":"land","text":"Any"},"elements":["Fire","Water","Animal"],"artist":"Nolan Nasser","text":"Add 1 {beasts} and 1 {disease}."},"boon-of-corrupted-blood":{"name":"Boon of Corrupted Blood","set":"Nature Incarnate","deck":"unique","spirit":"wounded-waters-bleeding","cost":1,"speed":"Fast","range":null,"target":{"kind":"spirit","text":"Any Spirit"},"elements":["Sun","Fire","Animal"],"artist":"Nolan Nasser","text":"1 Damage in one of target Spirit's lands. If you target another Spirit, in that land also: Destroy 1 of their {presence}. 1 Damage. Gather 1 {beasts}."},"draw-to-the-waters-edge":{"name":"Draw to the Water's Edge","set":"Nature Incarnate","deck":"unique","spirit":"wounded-waters-bleeding","cost":1,"speed":"Fast","range":{"from":"presence","range":0},"target":{"kind":"land","text":"Any"},"elements":["Sun","Water","Plant"],"artist":"Nolan Nasser","text":"Gather up to 2 {town} from a single land."},"wrack-with-pain-and-grief":{"name":"Wrack with Pain and Grief","set":"Nature Incarnate","deck":"unique","spirit":"wounded-waters-bleeding","cost":1,"speed":"Slow","range":{"from":"presence","range":1,"with":"{blight}"},"target":{"kind":"land","text":"Invaders"},"elements":["Water","Plant","Animal"],"artist":"Nolan Nasser","text":"2 {fear}. Push 1 {explorer} and 1 {town}."},"fear-of-the-unseen":{"name":"Fear of the Unseen","set":"Spirit Island","deck":"fear","levels":["Each player removes 1 {explorer} / {town} from a land with {sacred-site}.","Each player removes 1 {explorer} / {town} from a land with {presence}.","Each player removes 1 {explorer} / {town} from a land with {presence}, or 1 {city} from a land with {sacred-site}."]},"scapegoats":{"name":"Scapegoats","set":"Spirit Island","deck":"fear","levels":["Each {town} destroys 1 {explorer} in its land.","Each {town} destroys 1 {explorer} in its land. Each {city} destroys 2 {explorer} in its land.","Destroy all {explorer} in lands with {town} / {city}. Each {city} destroys 1 {town} in its land."]},"emigration-accelerates":{"name":"Emigration Accelerates","set":"Spirit Island","deck":"fear","levels":["Each player removes 1 {explorer} from a Coastal land.","Each player removes 1 {explorer} / {town} from a Coastal land.","Each player removes 1 {explorer} / {town} from any land."]},"dahan-on-their-guard":{"name":"Dahan on their Guard","set":"Spirit Island","deck":"fear","levels":["In each land, Defend 1 per {dahan}.","In each land with {dahan}, Defend 1, plus an additional Defend 1 per {dahan}.","In each land, Defend 2 per {dahan}."]},"tall-tales-of-savagery":{"name":"Tall Tales of Savagery","set":"Spirit Island","deck":"fear","levels":["Each player removes 1 {explorer} from a land with {dahan}.","Each player removes 2 {explorer} or 1 {town} from a land with {dahan}.","Remove 2 {explorer} or 1 {town} from each land with {dahan}. Then, remove 1 {city} from each land with at least 2 {dahan}."]},"retreat":{"name":"Retreat!","set":"Spirit Island","deck":"fear","levels":["Each player may Push up to 2 {explorer} from an Inland land.","Each player may Push up to 3 {explorer} / {town} from an Inland land.","Each player may Push any number of {explorer} / {town} from one land."]},"dahan-raid":{"name":"Dahan Raid","set":"Spirit Island","deck":"fear","levels":["Each player chooses a different land with {dahan}. 1 Damage there.","Each player chooses a different land with {dahan}. 1 Damage per {dahan} there.","Each player chooses a different land with {dahan}. 2 Damage per {dahan} there."]},"dahan-enheartened":{"name":"Dahan Enheartened","set":"Spirit Island","deck":"fear","levels":["Each player may Push 1 {dahan} from a land with Invaders or Gather 1 {dahan} into a land with Invaders.","Each player chooses a different land. In chosen lands: Gather up to 2 {dahan}, then 1 Damage if {dahan} are present.","Each player chooses a different land. In chosen lands: Gather up to 2 {dahan}, then 1 Damage per {dahan} present."]},"avoid-the-dahan":{"name":"Avoid the Dahan","set":"Spirit Island","deck":"fear","levels":["Invaders do not Explore into lands with at least 2 {dahan}.","Invaders do not Build in lands where {dahan} outnumber {town} / {city}.","Invaders do not Build in lands with {dahan}."]},"seek-safety":{"name":"Seek Safety","set":"Spirit Island","deck":"fear","levels":["Each player may Push 1 {explorer} into a land with more {town} / {city} than the land it came from.","Each player may Gather 1 {explorer} into a land with {town} / {city}, or Gather 1 {town} into a land with {city}.","Each player may remove up to 3 Health worth of Invaders from a land without {city}."]},"wary-of-the-interior":{"name":"Wary of the Interior","set":"Spirit Island","deck":"fear","levels":["Each player removes 1 {explorer} from an Inland land.","Each player removes 1 {explorer} / {town} from an Inland land.","Each player removes 1 {explorer} / {town} from any land."]},"belief-takes-root":{"name":"Belief Takes Root","set":"Spirit Island","deck":"fear","levels":["Defend 2 in all lands with {presence}.","Defend 2 in all lands with {presence}. Each Spirit gains 1 Energy per {sacred-site} they have in lands with Invaders.","Each player chooses a different land and removes up to 2 Health worth of Invaders per {presence} there."]},"isolation":{"name":"Isolation","set":"Spirit Island","deck":"fear","levels":["Each player removes 1 {explorer} / {town} from a land where it is the only Invader.","Each player removes 1 {explorer} / {town} from a land with 2 or fewer Invaders.","Each player removes an Invader from a land with 2 or fewer Invaders."]},"overseas-trade-seem-safer":{"name":"Overseas Trade Seem Safer","set":"Spirit Island","deck":"fear","levels":["Defend 3 in all Coastal lands.","Defend 6 in all Coastal lands. Invaders do not Build {city} in Coastal lands this turn.","Defend 9 in all Coastal lands. Invaders do not Build in Coastal lands this turn."]},"trade-suffers":{"name":"Trade Suffers","set":"Spirit Island","deck":"fear","levels":["Invaders do not Build in lands with {city}.","Each player may replace 1 {town} with 1 {explorer} in a Coastal land.","Each player may replace 1 {city} with 1 {town} or 1 {town} with 1 {explorer} in a Coastal land."]},"demoralized":{"name":"Demoralized","set":"Branch & Claw","deck":"fear","levels":["Defend 1 in all lands.","Defend 2 in all lands.","Defend 3 in all lands."]},"plan-for-departure":{"name":"Plan for Departure","set":"Branch & Claw","deck":"fear","levels":["Each player may Gather 1 {town} into a Coastal land.","Each player may Gather 1 {explorer} / {town} into a Coastal land. Defend 2 in all Coastal lands.","Each player may Gather up to 2 {explorer} / {town} into a Coastal land. Defend 4 in all Coastal lands."]},"tread-carefully":{"name":"Tread Carefully","set":"Branch & Claw","deck":"fear","levels":["Each player may choose a land with {dahan} or adjacent to at least 5 {dahan}. Invaders do not Ravage there this turn.","Each player may choose a land with {dahan} or adjacent to at least 3 {dahan}. Invaders do not Ravage there this turn.","Each player may choose a land with {dahan} or adjacent to {dahan}. Invaders do not Ravage there this turn."]},"dahan-attack":{"name":"Dahan Attack","set":"Branch & Claw","deck":"fear","levels":["Each player removes 1 {explorer} from a land with {dahan}.","Each player chooses a different land with {dahan}. 1 Damager per {dahan} there.","Each player chooses a different land with {town} / {city}. Gather 1 {dahan} into that land. Then, 2 Damage per {dahan} there."]},"explorers-are-reluctant":{"name":"Explorers are Reluctant","set":"Branch & Claw","deck":"fear","levels":["During the next normal Explore, skip the lowest-numbered land matching the Invader Card on each board.","Skip the next normal Explore. During the next invader Phase, draw an additional Explore card.","Skip the next normal Explore, but still reveal a card. (Perform the Escalation if relevant.) Cards shift left as usual."]},"immigration-slows":{"name":"Immigration Slows","set":"Branch & Claw","deck":"fear","levels":["During the next normal Build, skip the lowest-numbered land matching the Invader Card on each board.","Skip the next normal Build. The Build Card remains in place instead of shifting left.","Skip the next normal Build. The Build Card shifts left as usual."]},"flee-the-pestilent-land":{"name":"Flee the Pestilent Land","set":"Branch & Claw","deck":"fear","levels":["Each player removes 1 {explorer} / {town} from a land with {disease}.","Each player removes up to 3 Health of Invaders from a land with {disease} or 1 {explorer} from an Inland land.","Each player removes up to 5 Health of Invaders from a land with {disease}, or 1 {explorer} / {town} from an Inland land."]},"quarantine":{"name":"Quarantine","set":"Branch & Claw","deck":"fear","levels":["Explore does not affect Coastal lands.","Explore does not affect Coastal lands. Lands with {disease} are not a source of Invaders when Exploring.","Explore does not affect Coastal lands. Invaders do not act in lands with {disease}."]},"too-many-monsters":{"name":"Too Many Monsters","set":"Branch & Claw","deck":"fear","levels":["Each player removes 1 {explorer} / {town} from a land with {beasts}.","Each player removes 1 {explorer} and 1 {town} from a land with {beasts}, or 1 {explorer} from a land adjacent to {beasts}.","Each player removes 2 {explorer} and 2 {town} from a land with {beasts} or 1 {explorer} / {town} from a land adjacent to {beasts}."]},"panicked-by-wild-beasts":{"name":"Panicked by Wild Beasts","set":"Branch & Claw","deck":"fear","levels":["Each player adds 1 {strife} in a land with or adjacent to {beasts}.","Each player adds 1 {strife} in a land with or adjacent to {beasts}. Invaders skip their normal Explore and Build in lands with {beasts}.","Each player adds 1 {strife} in a land with or adjacent to {beasts}. Invaders skip all normal Actions in lands with {beasts}."]},"depart-the-dangerous-land":{"name":"Depart the Dangerous Land","set":"Branch & Claw","deck":"fear","levels":["Each player removes 1 {explorer} from a land with {beasts}, {disease}, or at least 2 {dahan}.","Each player removes 1 {explorer} / town from a land with {beasts}, {disease}, or at least 2 {dahan}.","Each player removes up to 4 Health worth of Invaders from a land with {beasts}, {disease}, or at least 2 {dahan}."]},"unrest":{"name":"Unrest","set":"Branch & Claw","deck":"fear","levels":["Each player adds 1 {strife} to a {town}.","Each player adds 1 {strife} to a {town}. For the rest of this turn, Invaders have -1 Health per {strife} to a minimum of 1.","Each player adds 1 {strife} to an Invader. For the rest of this turn, Invaders have -1 Health per {strife} to a minimum of 1."]},"panic":{"name":"Panic","set":"Branch & Claw","deck":"fear","levels":["Each player adds 1 {strife} in a land with {beasts} / {disease} / {dahan}.","Each player adds 1 {strife} in a land with {beasts} / {disease} / {dahan}. For the rest of this turn, Invaders have -1 Health per {strife} to a minimum of 1.","Each player adds 1 {strife} to an Invader. For the rest of this turn, Invaders have -1 Health per {strife} to a minimum of 1."]},"discord":{"name":"Discord","set":"Branch & Claw","deck":"fear","levels":["Each player adds 1 {strife} in a different land with at least 2 Invaders.","Each player adds 1 {strife} in a different land with at least 2 Invaders. Then, each Invader takes 1 Damage per {strife} it has.","Each player adds 1 {strife} in a different land with at least 2 Invaders. Then, each Invader with {strife} deals Damage to other Invaders in its land."]},"dahan-threaten":{"name":"Dahan Threaten","set":"Branch & Claw","deck":"fear","levels":["Each player adds 1 {strife} in a land with {dahan}.","Each player adds 1 {strife} in a land with {dahan}. For the rest of this turn, Invaders have -1 Health per {strife} to a minimum of 1.","Each player adds 1 {strife} in a land with {dahan}. In every land with {strife}, 1 Damage per {dahan}."]},"sense-of-dread":{"name":"Sense of Dread","set":"Jagged Earth","deck":"fear","levels":["Terror Level 1: On Each Board: Remove 1 {explorer} from a land matching a Ravage card.","Terror Level 2: On Each Board: Remove 1 {explorer} / {town} from a land matching a Ravage card.","Terror Level 3: On Each Board: Remove 1 Invader from a land matching a Ravage card."]},"flee-from-dangerous-lands":{"name":"Flee from Dangerous Lands","set":"Jagged Earth","deck":"fear","levels":["Terror Level 1: On Each Board: Push 1 {explorer} / {town} from a land with {badlands} / {wilds} / {dahan}.","Terror Level 2: On Each Board: Remove 1 {explorer} / {town} from a land with {badlands} / {wilds} / {dahan}.","Terror Level 3: On Each Board: Remove 1 {explorer} / {town} from any land, or Remove 1 {city} from a land with {badlands} / {wilds} / {dahan}."]},"dahan-reclaim-fishing-grounds":{"name":"Dahan Reclaim Fishing Grounds","set":"Jagged Earth","deck":"fear","levels":["Terror Level 1: Each player chooses a different Coastal land with {dahan}. In each: 1 Damage per {dahan}.","Terror Level 2: Each player chooses a different Coastal land. In each: Gather up to 1 {dahan}. 1 Damage per {dahan}.","Terror Level 3: Each player chooses a different Coastal land. In each: Gather up to 1 {dahan}. 2 Damage per {dahan}."]},"beset-by-many-troubles":{"name":"Beset by Many Troubles","set":"Jagged Earth","deck":"fear","levels":["Terror Level 1: In each land with {badlands} / {beasts} / {disease} / {wilds} / {strife}, Defend 3.","Terror Level 2: In each land with {badlands} / {beasts} / {disease} / {wilds} / {strife}, or adjacent to 3 or more such tokens, Defend 5.","Terror Level 3: Every {badlands} / {beasts} / {disease} / {wilds} / {strife} grants Defend 3 in its land and adjacent lands."]},"nerves-fray":{"name":"Nerves Fray","set":"Jagged Earth","deck":"fear","levels":["Terror Level 1: Each player adds 1 {strife} in a land not matching a Ravage Card.","Terror Level 2: Each player adds 2 {strife} in a single land not matching a Ravage Card.","Terror Level 3: Each player adds 2 {strife} in a single land not matching a Ravage Card. 1 {fear} per player."]},"theological-strife":{"name":"Theological Strife","set":"Jagged Earth","deck":"fear","levels":["Terror Level 1: Each player adds 1 {strife} in a land with {presence}.","Terror Level 2: Each player adds 1 {strife} in a land with {presence}. Each Spirit gains 1 Energy per {sacred-site} they have in lands with Invaders.","Terror Level 3: Each player adds 1 {strife} in a land with {presence}. Then, each Invader with {strife} deals Damage to other Invaders in its land."]},"angry-mobs":{"name":"Angry Mobs","set":"Feather & Flame","deck":"fear","levels":["Terror Level 1: Each player may replace 1 {town} with 2 {explorer}. 1 {fear} per player who does.","Terror Level 2: In each land with 2 or more {explorer}, destroy 1 {explorer} / {town} per 2 {explorer}.","Terror Level 3: In each land with 2 or more {explorer}, destroy 1 Invader per 2 {explorer}."]},"mimic-the-dahan":{"name":"Mimic the Dahan","set":"Feather & Flame","deck":"fear","levels":["Terror Level 1: Each player removes 1 {explorer} / {town} from a land with 2 or more {dahan}.","Terror Level 2: Each player replaces 1 {explorer} / {town} with 1 {dahan} in a land with 2 or more {dahan}.","Terror Level 3: Each player replaces 1 {explorer} / {town} with 1 {dahan} in a land with {dahan}, or adjacent to 3 or more {dahan}."]},"depopulation":{"name":"Depopulation","set":"Feather & Flame","deck":"fear","levels":["Terror Level 1: On Each Board: Replace 1 {town} with 1 {explorer}.","Terror Level 2: On Each Board: Remove 1 {town}.","Terror Level 3: On Each Board: Remove 1 {town}, or Replace 1 {city} with 1 {town}."]},"communities-in-disarray":{"name":"Communities in Disarray","set":"Feather & Flame","deck":"fear","levels":["Terror Level 1: {city} each deal -1 Damage during Ravage. Invaders do not heal Damage at the end of this turn.","Terror Level 2: {town} / {city} each deal -1 Damage during Ravage. Invaders do not heal Damage at the end of this turn.","Terror Level 3: {town} / {city} each deal -2 Damage during Ravage. Invaders do not heal Damage at the end of this turn."]},"spreading-timidity":{"name":"Spreading Timidity","set":"Feather & Flame","deck":"fear","levels":["Terror Level 1: Each player chooses a land to Isolate.","Terror Level 2: Each player chooses a different land to Isolate. Also, Defend 2 in those lands.","Terror Level 3: Each player chooses a different land to Isolate. Also, Defend 4 in those lands."]},"civil-unrest":{"name":"Civil Unrest","set":"Nature Incarnate","deck":"fear","levels":["Terror Level 1: On Each Board: Add 1 {strife} to a {town} / {city} in a land not matching a Ravage Card.","Terror Level 2: On Each Board: Add 1 {strife} to a {town} / {city} in a land not matching a Ravage Card. Each Invader takes 1 Damage per {strife} it has.","Terror Level 3: On Each Board: Add 1 {strife}. Each Invader takes 1 Damage per {strife} it has."]},"dahan-gain-the-edge":{"name":"Dahan Gain the Edge","set":"Nature Incarnate","deck":"fear","levels":["Terror Level 1: Each player chooses a different land with {dahan}. In Each: Defend 2.","Terror Level 2: Each player chooses a different land with {dahan}. In Each: 1 Damage and Defend 3.","Terror Level 3: Each player chooses a different land with {dahan}. In Each: 2 Damage and Defend 4."]},"daunted-by-the-dahan":{"name":"Daunted by the Dahan","set":"Nature Incarnate","deck":"fear","levels":["Terror Level 1: 1 {fear} per board with both Invaders and {dahan}. Invaders do -6 Damage to {dahan} (per land) during Ravage.","Terror Level 2: 1 {fear} per board with both Invaders and {dahan}. Lands with {dahan} have Defend 3. Invaders do -6 Damage to {dahan} (per land) during Ravage.","Terror Level 3: 1 {fear} per board with both Invaders and {dahan}. Lands with {dahan} have Defend 3. Invaders do -6 Damage to {dahan} (per land) during Ravage. Isolate all lands with {dahan}."]},"distracted-by-local-troubles":{"name":"Distracted by Local Troubles","set":"Nature Incarnate","deck":"fear","levels":["Terror Level 1: On Each Board, in a land matching a Ravage Card: 1 Damage.","Terror Level 2: Invaders do -1 Damage per Damage they have taken. On Each Board, in a land matching a Ravage Card: 1 Damage each to up to 2 Invaders.","Terror Level 3: Invaders do -1 Damage per Damage they have taken. On Each Board, in two lands matching a Ravage Card: 2 Damage (per land)."]},"restlessness":{"name":"Restlessness","set":"Nature Incarnate","deck":"fear","levels":["Terror Level 1: Each player Pushes up to 1 {explorer} / {town} from a land not matching a Build card.","Terror Level 2: Each player Pushes up to 3 {explorer} / {town} from a land not matching a Build card.","Terror Level 3: Each player Removes up to 3 {explorer} / {town} from a land not matching a Build card."]},"seek-company":{"name":"Seek Company","set":"Nature Incarnate","deck":"fear","levels":["Terror Level 1: On Each Board: Gather up to 1 {explorer} into a land with 2 or more Invaders.","Terror Level 2: On Each Board: Gather up to 3 {explorer} / {town} from a single land into a land with 2 or more Invaders.","Terror Level 3: On Each Board: Gather up to 4 {explorer} / {town} (total) into lands with 2 or more Invaders."]},"struggles-over-farmland":{"name":"Struggles over Farmland","set":"Nature Incarnate","deck":"fear","levels":["Terror Level 1: Each player Adds 1 {strife} in a land with {blight}.","Terror Level 2: Each player Adds 1 {strife} to a {town} or Adds 1 {strife} in a land with {blight}.","Terror Level 3: Each player Adds 1 {strife}. In each land with {blight}, 1 Invader with {strife} does Damage to other Invaders."]},"supply-chains-abandoned":{"name":"Supply Chains Abandoned","set":"Nature Incarnate","deck":"fear","levels":["Terror Level 1: On Each Board: Isolate one land.","Terror Level 2: On Each Board: Isolate one land. If {town} / {city} are present, skip all Build Actions (in that land).","Terror Level 3: On Each Board: Isolate two lands. In each of those lands, if {town} / {city} are present, skip all Build Actions (in that land)."]},"unsettled":{"name":"Unsettled","set":"Nature Incarnate","deck":"fear","levels":["Terror Level 1: On Each Board: Choose a land with {beasts} / {strife} / {dahan}. Downgrade 1 {town} / {city} there.","Terror Level 2: On Each Board: Choose a land with {beasts} / {strife} / {dahan}. Downgrade 1 {town} / {city} there ore skip the next Build Action there (this turn).","Terror Level 3: On Each Board: Choose a land with {beasts} / {strife} / {dahan}. Remove 1 Invader there or skip the next Build Action there (this turn)."]},"years-of-little-rain":{"name":"Years of Little Rain","set":"Branch & Claw","deck":"event","type":"Choice Event","intro":"A terrible drought parches the island. You may:","choices":[{"name":"Let the Plants Die and the Land Wither","cost":null,"actions":["For each board, discard the top Minor Power. If it lacks Water, add 1 {blight} to a Sands.","{town}, {city} and {dahan} have -1 Health (min. 1) until the end of the turn."]},{"name":"Act to ease the Drought","cost":{"energy":4,"per":"player","aidedBy":"Water"},"actions":["Each Spirit may add 1 {presence} to one of their lands with {dahan}."]}],"token":{"name":"Beasts Attack","text":"Each {beasts} deals 2 Damage. Remove any token that destroys {town} / {city}."},"dahan":{"name":"Canny Defense","text":"During Ravage, in every land, Defend 1 per {dahan} in the land."}},"farmers-seek-the-dahan-for-aid":{"name":"Farmers Seek the Dahan for Aid","set":"Branch & Claw","deck":"event","type":"Choice Event","intro":"The {dahan} are uncertain whether to teach the Invaders farming techniques more in tune with the island's life. You recommend they:","choices":[{"name":"Spurn the Invaders","cost":null,"actions":["On Each Board: 2 Damage to {dahan} in a land with {town} / {city} and {dahan}.","On Each Board: Add 1 {blight} to a land with at least 2 {town} / {city}.","{town} / {city} have -1 Health (min 1) until the end of the turn."]},{"name":"Teach the Invaders","cost":null,"actions":["On Each Board: add 1 {town} to a land with {dahan}.","The next normal Ravage becomes a Build (This could be on a future turn.)"]}],"token":{"name":"New Diseases","text":"On half of the boards (rounding up) add 1 {disease} to a land with both {dahan} and Invaders. Do 2 Damage to {dahan} there."}},"new-species-spread":{"name":"New Species Spread","set":"Branch & Claw","deck":"event","type":"Choice Event","intro":"New plants and animals brought by the Invaders damage the local ecology. You may:","choices":[{"name":"Let the Invasive Species Bloom","cost":null,"actions":["For each board, discard the top Minor Power. If it is Fast, add 1 {blight} to a land with {town} / {city}.","After resolving this card, return it to the Event Deck under the top 2 cards."]},{"name":"Transmute the Worst of the Species","cost":{"energy":4,"per":"player","aidedBy":"Moon"},"actions":["1 {fear} per player. On Each Board: Add 1 {beasts} to a land with {town} / {city}."]}],"token":{"name":"New Diseases","text":"On half of the boards (rounding up) add 1 {disease} to a land with both {dahan} and Invaders. Do 2 Damage to {dahan} there."},"dahan":{"name":"Offerings of Pattern and Dance","text":"Each Spirit with at least 2 {dahan} among all its lands gains 1 Energy."}},"war-touches-the-islands-shores":{"name":"War Touches the Island's Shores","set":"Branch & Claw","deck":"event","type":"Choice Event","intro":"Invaders from a different faraway land assault the ones here, torching farms and bombarding {city}. You may:","choices":[{"name":"Allow the Attacks","cost":null,"actions":["For each board, discard the top Major Power. Deal its Energy in Damage to Invaders and the land in the Coastal land with the most {town} / {city} (minimum 1). Defend reduces the Damage to both Invaders and the Land."]},{"name":"Help Repel the Newcomers","cost":{"energy":1,"per":"player","aidedBy":null},"actions":["Add a Fear Card to the top of the Fear Deck."]}],"token":{"name":"Beasts Find New Homes","text":"On Each Board: Push 1 {beasts} to an adjacent land without {blight}. 1 {fear} if Invaders are present there."},"dahan":{"name":"Reclaim Territory","text":"Each player may Push 1 {dahan} to an adjacent land, doing 1 Damage there."}},"sacred-sites-under-threat":{"name":"Sacred Sites under Threat","set":"Branch & Claw","deck":"event","type":"Choice Event","intro":"Invaders have begun to find hidden places of natural power. You may:","choices":[{"name":"Let the Island's Strength Repulse Them","cost":null,"actions":["Each {sacred-site} Pushes 1 {explorer} / {town} to an adjacent land.","Remove 1 {blight} per player from the Blight Card, returning it to the box."]},{"name":"Guard them Yourself, for Well or Ill","cost":{"energy":3,"per":"land where you do damage","aidedBy":"Fire"},"actions":["In each land with {sacred-site} and Invaders: Either do 2 Damage. -or- Destroy 1 {presence} from each Spirit."]}],"token":{"name":"Beasts Prowl","text":"Each {beasts} generates 1 {fear} if Invaders are present, and moves to an adjacent land if not."},"dahan":{"name":"Spirit-Speakers Solve Riddles of Power","text":"Each Spirit with at least 4 {dahan} among its lands gains a Minor Power."}},"outpaced":{"name":"Outpaced","set":"Branch & Claw","deck":"event","type":"Choice Event","intro":"Humanity has always been faster than you, but the Invaders' terrifying speed catches you off-guard. Each Spirit chooses independently for each of their Slow Power Cards played this turn:","choices":[{"name":"Stay Steady and Slow","cost":null,"actions":["Discard the Power Card.","Gain 1 Energy, plus the card's printed Energy cost."]},{"name":"Work to Match their Pace","cost":null,"actions":["Pay 3 Energy -or- destroy 2 {presence}.","You may choose to resolve the Power Card now. (Instead of during the Slow Phase.)"]}],"token":{"name":"Lingering Plagues","text":"On Each Board: Add 1 {disease}. {disease} doesn't prevent Builds this Invader Phase."},"dahan":{"name":"Raids in Force","text":"Each Spirit chooses a different land where {dahan} outnumber {town} / {city}. Each {dahan} there does 1 Damage."}},"missionaries-arrive":{"name":"Missionaries Arrive","set":"Branch & Claw","deck":"event","type":"Choice Event","intro":"They teach and spread lessons of a foreign god. You may:","choices":[{"name":"Ignore their Contact with the Dahan","cost":null,"actions":["For each board, discard the top Minor Power. If it has Sun, Push 1 {explorer} from a land with {dahan}. Otherwise. replace 1 {dahan} with 1 {town}.","After resolving this card, return it to the Event Deck under the top 2 cards."]},{"name":"Curse the Tongues of the Foreigners","cost":{"energy":4,"per":"player","aidedBy":"Sun"},"actions":["Each Spirit adds 1 {disease} to a land with {city}.","2 {fear} per Player.","During the next normal Ravage, {city} do +3 Damage."]}],"token":{"name":"Prey on the Unwary","text":"Each {beasts} destroys 1 {explorer}. Add 1 {beasts} on a board without one."}},"a-strange-madness-among-the-beasts":{"name":"A Strange Madness among the Beasts","set":"Branch & Claw","deck":"event","type":"Choice Event","intro":"They grow even wilder and more savage. You may:","choices":[{"name":"Let them Rampage unto Death","cost":null,"actions":["Each {beasts} destroys 1 {dahan}.","Remove 1 {beasts} from each board."]},{"name":"Guide the Madness","cost":{"energy":3,"per":"Beasts you decide to keep on the island. (min 3 Energy).","aidedBy":"Animal"},"actions":["Remove any number of {beasts}.","Each Spirit may Push 1 {beasts} to an adjacent land"]}],"token":{"name":"Savage Frenzy","text":"Each {beasts} destroys 1 {explorer} and deals 2 Damage."},"dahan":{"name":"Seek a Safer Home","text":"On Each Board: Push 2 {dahan} from a land with {beasts} / {disease} / {wilds} to a land without any of these tokens."}},"seeking-the-interior":{"name":"Seeking the Interior","set":"Branch & Claw","deck":"event","names":["Seeking the Interior","Local Diaspora"],"type":"Stage Event","levels":[{"label":"Stage I","name":"Seeking the Interior","text":"In each Coastal land, Push 1 {explorer} one land Inland."},{"label":"Stage II","name":"Local Diaspora","text":"In the single land with the most Invaders, Push 1 {explorer} / {town} to each adjacent land."},{"label":"Stage III","name":"Local Diaspora","text":"In the single land with the most Invaders, Push 1 {explorer} / {town} to each adjacent land."}],"token":{"name":"Beasts Prowl","text":"Each {beasts} generates 1 {fear} if Invaders are present, and moves to an adjacent land if not."},"dahan":{"name":"Forsake the Barren Land","text":"On Each Board: Push 2 {dahan} from a land with {blight} to a land without {blight}."}},"wave-of-reconnaissance":{"name":"Wave of Reconnaissance","set":"Branch & Claw","deck":"event","names":["Wave of Reconnaissance","Urbanization"],"type":"Stage Event","levels":[{"label":"Stage I","name":"Wave of Reconnaissance","text":"When Exploring: Add 1 additional {explorer} to each land Explored."},{"label":"Stage II","name":"Urbanization","text":"In each land with at least 2 {town}, replace half the {town} (rounding up) with {city}."},{"label":"Stage III","name":"Urbanization","text":"In each land with at least 2 {town}, replace half the {town} (rounding up) with {city}."}],"token":{"name":"Stricken","text":"In lands with {disease} / {strife}, Invaders skip Ravage Actions."},"dahan":{"name":"Retreat","text":"On Each Board: Push 2 {dahan} from a land with {city} to a land without {city}."}},"interesting-discoveries":{"name":"Interesting Discoveries","set":"Branch & Claw","deck":"event","names":["Interesting Discoveries","Increasing Aggression"],"type":"Stage Event","levels":[{"label":"Stage I","name":"Interesting Discoveries","text":"On Each Board: Choose a {sacred-site}. Gather 1 {explorer} into its land, and add 1 additional {explorer}."},{"label":"Stage II","name":"Increasing Aggression","text":"Invaders do +1 Damage (per land) when Ravaging."},{"label":"Stage III","name":"Increasing Aggression","text":"Invaders do +1 Damage (per land) when Ravaging."}],"token":{"name":"Wheezelung Outbreak","text":"On Each Board: Add {disease} to the Jungle / Wetland with the most {town} / {city} (minimum 1)."},"dahan":{"name":"Tend the Land","text":"On Each Board: Remove 1 {blight} from a land with at least 2 {dahan}."}},"strange-tales-attract-explorers":{"name":"Strange Tales attract Explorers","set":"Branch & Claw","deck":"event","names":["Strange Tales attract Explorers","Fortification"],"type":"Stage Event","levels":[{"label":"Stage I","name":"Strange Tales attract Explorers","text":"Now: 1 {fear} per Spirit that has at least 1 {sacred-site}. After advancing Invader Cards: Add 1 {explorer} to each land with {sacred-site}."},{"label":"Stage II","name":"Fortification","text":"After advancing Invader Cards: Invaders Build in one terrain not shown under any Invader Action. (If there's no such terrain, nothing happens.)"},{"label":"Stage III","name":"Fortification","text":"After advancing Invader Cards: Invaders Build in one terrain not shown under any Invader Action. (If there's no such terrain, nothing happens.)"}],"token":{"name":"Beasts Attack","text":"Each {beasts} deals 2 Damage. Remove any token that destroys {town} / {city}."},"dahan":{"name":"Coming of Age","text":"On Each Board: Add 1 {dahan} to a Mountain or Sands with {dahan}."}},"cultural-assimilation":{"name":"Cultural Assimilation","set":"Branch & Claw","deck":"event","names":["Cultural Assimilation","Reprisal Against the Dahan"],"type":"Terror Level Event","levels":[{"label":"Terror Level I","name":"Cultural Assimilation","text":"On Each Board: In a land with exactly 1 {dahan} that has or is adjacent to a {city}, replace that {dahan} with 1 {town}."},{"label":"Terror Level II","name":"Cultural Assimilation","text":"On Each Board: In a land with exactly 1 {dahan} that has or is adjacent to a {city}, replace that {dahan} with 1 {town}."},{"label":"Terror Level III","name":"Reprisal Against the Dahan","text":"On Each Board: choose a land with {dahan} and {town} / {city}. Invaders do 3 Damage to {dahan} there, ignoring Defend Powers."}],"token":{"name":"Beasts Attack","text":"Each {beasts} deals 2 Damage. Remove any token that destroys {town} / {city}."},"dahan":{"name":"Reckless Offensive","text":"On Each Board: Choose a land with at least 2 {dahan} and at least 2 {town} / {city}. Each {dahan} destroys 1 {town} / {city}. Add 1 {blight}."}},"investigation-of-dangers":{"name":"Investigation of Dangers","set":"Branch & Claw","deck":"event","names":["Investigation of Dangers","Destroy the unnatural!"],"type":"Terror Level Event","levels":[{"label":"Terror Level I","name":"Investigation of Dangers","text":"On Each Board: Add 1 {explorer} to a land without Invaders or {dahan}."},{"label":"Terror Level II","name":"Destroy the unnatural!","text":"Invaders do +3 Damage (per land) when Ravaging in lands with {presence}."},{"label":"Terror Level III","name":"Destroy the unnatural!","text":"Invaders do +3 Damage (per land) when Ravaging in lands with {presence}."}],"token":{"name":"Prey on the Unwary","text":"Each {beasts} destroys 1 {explorer}. Add 1 {beasts} on a board without one."},"dahan":{"name":"Rouse the Spirits","text":"Each Spirit with at least 3 {dahan} among all its lands may use a Slow Power now (instead of later)."}},"distant-exploration":{"name":"Distant Exploration","set":"Branch & Claw","deck":"event","names":["Distant Exploration","Fearful Mobs"],"type":"Terror Level Event","levels":[{"label":"Terror Level I","name":"Distant Exploration","text":"During the Explore step, Invaders Explore at +1 distance. (So a land 2 away from a {town} / {city} / Ocean will be Explored into.)"},{"label":"Terror Level II","name":"Fearful Mobs","text":"When Ravaging, Invaders do +3 Damage (per land) in lands with 3 or more Invaders."},{"label":"Terror Level III","name":"Fearful Mobs","text":"When Ravaging, Invaders do +3 Damage (per land) in lands with 3 or more Invaders."}],"token":{"name":"Grim Toll","text":"On Each Board: Choose a land with {disease}. In that land, do 2 Damage to Invaders and 2 Damage to {dahan}."},"dahan":{"name":"Fierce Mien","text":"1 {fear} per land with Invaders where {dahan} outnumber {town} / {city}."}},"rising-interest-in-the-island":{"name":"Rising Interest in the Island","set":"Branch & Claw","deck":"event","type":"Choice Event","intro":"Your island is unlike any the Invaders have seen. Their leaders begin to take interest in tales of strangeness. You may:","choices":[{"name":"Ignore the Curiosity","cost":null,"actions":["Return the top card of the Invader Deck to the box. (Skip cards specially placed during Setup.)","On Each Board: Add 1 {town} to a land without one."]},{"name":"Weave Lies in the Minds of their Observers","cost":{"energy":4,"per":"player","aidedBy":"Air"},"actions":["Return the top Fear Card to the Box.","During the next normal Ravage, each {town} / {city} does +1 Damage."]}],"token":{"name":"Beasts of the Jungle","text":"On Each Board: Add 1 {beasts} to a Jungle without {blight}. 1 {fear} if Invaders are present."},"dahan":{"name":"Traps and Snares","text":"On Each Board: Add 1 {wilds} to a land with {dahan}."}},"putting-down-roots":{"name":"Putting down Roots","set":"Branch & Claw","deck":"event","names":["Putting down Roots","The Center Crumbles"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Putting down Roots","text":"On an Inland Land on Each Board: Replace 1 {explorer} with 1 {town}."},{"label":"Blighted Island","name":"The Center Crumbles","text":"On Each Board With Invaders: Add 1 {blight} to an Inland land. Spirits may prevent this on any / all boards by destroying 3 {presence} from each board to be protected."}],"token":{"name":"Stricken","text":"In lands with {disease} / {strife}, Invaders skip Ravage Actions."},"dahan":{"name":"Drive off the Interlopers","text":"Each player may Push 1 {explorer} / {town} from a land with {dahan}."}},"search-for-new-lands":{"name":"Search for new Lands","set":"Branch & Claw","deck":"event","names":["Search for new Lands","Devastated Shores"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Search for new Lands","text":"In Each Land With at least 2 {explorer}: Push 1 {explorer} to an adjacent land without Invaders."},{"label":"Blighted Island","name":"Devastated Shores","text":"On Each Board With Invaders: Add 1 {blight} to a Coastal land. Spirits may prevent this on any / all boards by destroying 2 {presence} from each board to be protected."}],"token":{"name":"Distant Hunt","text":"On Each Board: Push 1 {beasts} to an adjacent land with no {blight}. It deals 1 Damage there."},"dahan":{"name":"Canny Defense","text":"During Ravage, in every land, Defend 1 per {dahan} in the land."}},"invaders-surge-inland":{"name":"Invaders Surge Inland","set":"Branch & Claw","deck":"event","names":["Invaders Surge Inland","Widening Destruction"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Invaders Surge Inland","text":"On a Coastal land on Each Board: Move 1 {town} one or two lands inland."},{"label":"Blighted Island","name":"Widening Destruction","text":"On Each Board: add 1 {blight} to a land with / adjacent to {town} / {city}. Spirits may prevent this on any / all boards by destroying 2 {presence} from each board to be protected."}],"token":{"name":"Grim Toll","text":"On Each Board: Choose a land with {disease}. In that land, do 2 Damage to Invaders and 2 Damage to {dahan}."},"dahan":{"name":"Canny Defense","text":"During Ravage, in every land, Defend 1 per {dahan} in the land."}},"tight-knit-communities":{"name":"Tight-Knit Communities","set":"Branch & Claw","deck":"event","names":["Tight-Knit Communities","Blight Spreads"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Tight-Knit Communities","text":"For the rest of this turn, {town} / {city} have +1 Health."},{"label":"Blighted Island","name":"Blight Spreads","text":"On Each Board: Add 1 {blight} to a land adjacent to a land with {blight}. Spirits may prevent this on any / all boards by destroying 2 {presence} from each board to be protected."}],"token":{"name":"Prey on the Unwary","text":"Each {beasts} destroys 1 {explorer}. Add 1 {beasts} on a board without one."},"dahan":{"name":"Coming of Age","text":"On Each Board: Add 1 {dahan} to a Coastal land with {dahan}."}},"well-prepared-explorers":{"name":"Well-Prepared Explorers","set":"Branch & Claw","deck":"event","names":["Well-Prepared Explorers","Blight Spreads"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Well-Prepared Explorers","text":"For the rest of this turn, {explorer} have +1 Health."},{"label":"Blighted Island","name":"Blight Spreads","text":"On Each Board: Add 1 {blight} to a land adjacent to a land with {blight}. Spirits may prevent this on any / all boards by destroying 2 {presence} from each board to be protected."}],"token":{"name":"Beasts Prowl","text":"Each {beasts} generates 1 {fear} if Invaders are present, and moves to an adjacent land if not."},"dahan":{"name":"Coming of Age","text":"On Each Board: Add 1 {dahan} to an Inland land with {dahan}."}},"population-rises":{"name":"Population Rises","set":"Branch & Claw","deck":"event","names":["Population Rises","Power Fades"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Population Rises","text":"On Each Board: Add 1 {town} to a land with {explorer} / {town}."},{"label":"Blighted Island","name":"Power Fades","text":"Each Spirit chooses independently to: Destroy 2 of their {presence}, -or- Forget 2 of their Powers, -or- Take 1 {blight} from the Blight Card and remove it from the game."}],"token":{"name":"Sandfever Outbreak","text":"On Each Board: Add 1 {disease} to the Sands or Mountains with the most {town} / {city} (minimum 1)."},"dahan":{"name":"Offerings of Pattern and Dance","text":"Each Spirit with at least 2 {dahan} among all its lands gains 1 Energy."}},"urban-development":{"name":"Urban Development","set":"Branch & Claw","deck":"event","names":["Urban Development","Festering Pits of Blight"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Urban Development","text":"During the next normal Ravage, each {city} does +2 Damage. (If there is no Ravage this phase, leave this card by the Ravage space until one happens.)"},{"label":"Blighted Island","name":"Festering Pits of Blight","text":"On Each Board With Invaders: Add 1 {blight} to a land with at least 2 {blight}, but do not cascade."}],"token":{"name":"Lingering Plagues","text":"On Each Board: Add 1 {disease}. {disease} doesn't prevent Builds this Invader Phase."},"dahan":{"name":"Fierce Mien","text":"1 {fear} per land with Invaders where {dahan} outnumber {town} / {city}."}},"heavy-farming":{"name":"Heavy Farming","set":"Branch & Claw","deck":"event","names":["Heavy Farming","Overcrowded Cities"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Heavy Farming","text":"During the next normal Ravage, each {town} does +1 Damage. (If there is no Ravage this phase, leave this card by the Ravage space until one happens.)"},{"label":"Blighted Island","name":"Overcrowded Cities","text":"On Each Board with {city}: Add 1 {blight} to a land with {city}. Spirits may prevent this on any / all boards by destroying 2 {presence} from each board to be protected."}],"token":{"name":"Prey on the Unwary","text":"Each {beasts} destroys 1 {explorer}. Add 1 {beasts} on a board without one."},"dahan":{"name":"Coming of Age","text":"On Each Board: Add 1 {dahan} to a Jungle or Wetland with {dahan}."}},"promising-farmland":{"name":"Promising Farmland","set":"Branch & Claw","deck":"event","names":["Promising Farmland","New Cash Crops Take Hold"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Promising Farmland","text":"When Exploring, once per board, place 1 {town} instead of 1 {explorer}."},{"label":"Blighted Island","name":"New Cash Crops Take Hold","text":"Invaders immediately Ravage in 1 terrain type not showing under any Invader Action. Spirits may prevent this Ravage on any / all boards by destroying 2 {presence} from each board to be protected."}],"token":{"name":"Beasts Provoked","text":"On Each Board: Add 1 {beasts} to a land without {blight} that has {town}."},"dahan":{"name":"Canny Defense","text":"During Ravage, in every land, Defend 1 per {dahan} in the land."}},"slave-rebellion":{"name":"Slave Rebellion","set":"Branch & Claw","deck":"event","names":["Slave Rebellion","Small Uprising","Rebellion!"],"type":"Adversary Event","adversary":"Kingdom of France","levels":[{"label":"Stage I","name":"Small Uprising","text":"On Each Board: add 1 {strife} to 1 {town}. After finishing this Event Card, draw another one, then return this card to the Event Deck as per Setup."},{"label":"Stage II","name":"Small Uprising","text":"On Each Board: add 1 {strife} to 1 {town}. After finishing this Event Card, draw another one, then return this card to the Event Deck as per Setup."},{"label":"Stage III","name":"Rebellion!","text":"On Each Board: Destroy 1 {town}. Add 1 {strife} to any 2 {town} / {city}. Then, every Invader takes 1 Damage per {strife} it has. After finishing this Event card, draw another one. This card is discarded."}],"dahan":{"name":"Aid the Uprising","text":"Invaders with {strife} take 1 Damage per {dahan} present. Add 1 {dahan} per {town} / {city} this destroys."}},"lesser-spirits-imperiled":{"name":"Lesser Spirits Imperiled","set":"Jagged Earth","deck":"event","type":"Choice Event","intro":"The Invaders' spread is threatening many of the island's smaller Spirits. You may:","choices":[{"name":"Tend to Your Own Strength","cost":null,"actions":["Each Spirit gains 1 Energy.","Discard 1 Minor Power per player from the deck. For each with Plant, Remove 1 {blight} from the Blight Card, returning it to the box. For each with Animal, Destroy 1 {dahan} in a land with {blight}."]},{"name":"Forge a Web of Mutual Support","cost":{"energy":4,"per":"player","aidedBy":"Plant"},"actions":["Each Spirit Destroys 1 of their {presence}.","Each Spirit gains 1 permanent Element for the rest of the game. (Choose separately, now.)"]}],"token":{"name":"Quit the Farmed Lands","text":"On Each Board: Push 1 {beasts} to a land without {town} / {city}. 1 {fear} if {explorer} are present there."},"dahan":{"name":"Return to Old Pillars","text":"On Each Board: Gather 1 or 2 {dahan} into a land with {dahan} Setup symbols."}},"remnants-of-a-spirits-heart":{"name":"Remnants of a Spirit's Heart","set":"Jagged Earth","deck":"event","type":"Choice Event","intro":"A group of {dahan} find a stony ridge with lingering blessings from an ancient mountain-Spirit. You may:","choices":[{"name":"Leave Its Strength With the Dahan","cost":null,"actions":["{dahan} have +10 Health this turn.","In lands with {dahan}, Invaders have +1 Health this turn."]},{"name":"With Patient Focus Craft a Great Warding","cost":{"energy":4,"per":"player","aidedBy":"Earth"},"actions":["Defend from Spirits is 4 lower per land this turn (min. 0).","During one future Spirit Phase, players may jointly decide to grant Defend 4 to all lands that turn. (There is a Reminder Card for this.)"]}],"token":{"name":"Hunting Parties","text":"For each land with {beasts} and {city}: 1 {fear} and Destroy 1 {beasts} there."},"dahan":{"name":"A Thousand Small Struggles","text":"On Each Board with 4 or more {town} / {city} and 4 or fewer {dahan}: Add 1 {blight} to a land without {dahan}."}},"numinous-crisis":{"name":"Numinous Crisis","set":"Jagged Earth","deck":"event","type":"Choice Event","intro":"The spiritual energy of the island weakens as life's connections grow ever more tattered. You may:","choices":[{"name":"Draw Strength From It While You Can","cost":null,"actions":["Remove 1 {blight} per player from the Blight Card. Then, if the Blight Card has not flipped, keep Removing {blight} until it flips. Gain 3 Energy per {blight} Removed, divided as evenly as possible among all Spirits."]},{"name":"Pour Your Strength Into the Island","cost":null,"actions":["Each Spirit either pays 3 Energy, Forgets 2 Power Cards, or returns 1 {presence} to their {presence} tracks.","Add 1 {blight} per Spirit to the Blight Card (From the box)."]}],"token":{"name":"Plagues Bring Fear and Death","text":"1 {fear} per board with {disease}. On Each Board: 2 Damage to {dahan} in a land with {disease}."},"dahan":{"name":"Careful Defense","text":"When Invaders Ravage, if the land has {dahan}, Defend 2."}},"hard-working-settlers":{"name":"Hard-Working Settlers","set":"Jagged Earth","deck":"event","type":"Choice Event","intro":"The latest round of settlers are regrettably diligent, focused and curious. You may:","choices":[{"name":"Act Cautiously in the Background","cost":null,"actions":["On Each Board: Push up to 2 {dahan}.","On Each Board: Add 1 {town} to a land without {town}.","On Each Board: Immediately Ravage in the land with the most Invaders that matches a Ravage Card."]},{"name":"Create Unnerving Distractions ...at the cost of piquing their interest.","cost":null,"actions":["Ravage Cards skip up to one matching land on each board. (Players choose which.)","1 {fear} per player.","Remove the bottommost Stage II and Stage III Cards in the Invader Deck from the game."]}],"token":{"name":"Beasts Prey on the Injured","text":"This turn, {beasts} also count as {badlands}. On Each Board: Destroy a Damaged Invader in a land with {beasts}."}},"dahan-trade-with-the-invaders":{"name":"Dahan Trade with the Invaders","set":"Jagged Earth","deck":"event","type":"Choice Event","intro":"Some seek knowledge, others are interested in tools and trade goods, still others simply curious. All hope to avoid violence, and the Invaders seem amenable - at least for now. You may:","choices":[{"name":"Ignore Their Interest","cost":null,"actions":["{dahan} do not participate in Ravages this turn."]},{"name":"Display Your Wrath at This Betrayal","cost":{"energy":2,"per":"player","aidedBy":"Fire"},"actions":["Each Spirit with {dahan} in their lands Destroys 1 of them and generates 1 {fear}."]},{"name":"Change and Help Them Learn From the Enemy","cost":{"energy":6,"per":"player","aidedBy":"Air"},"actions":["{dahan} do not participate in Ravages this turn.","Each Spirit Forgets a Power Card.","From next turn on, each {dahan} provides Defend 1 in its land. (There is a Reminder Card for this.)"]}],"token":{"name":"Outbreaks Shift","text":"On Each Board: Push 1 {disease} to the adjacent land with the most Invaders (min. 1)."}},"lifes-balance-tilts":{"name":"Life's Balance Tilts","set":"Jagged Earth","deck":"event","type":"Choice Event","intro":"The energies of life shift towards destruction, bringing wasting and disease to the animals of the island. Death is a part of life, but does this go too far? You may:","choices":[{"name":"Let Destruction Have Its Day","cost":null,"actions":["On Each Board: Remove 1 {beasts}. Add 1 {disease}.","For Each Board: Discard the top Minor Power. If it is Fast, add 1 {blight}.","Invaders and {dahan} have -1 Health (min. 1) this turn."]},{"name":"Fortify the Resilience of Life","cost":{"energy":4,"per":"Player","aidedBy":"Animal"},"actions":["On Each Board: Add 1 {beasts}. Remove 1 {disease}.","For Each Board: Discard the top Minor Power. If it is Slow, Remove 1 {blight}.","Invaders and {dahan} have +1 Health this turn."]}],"dahan":{"name":"A Thousand Small Struggles","text":"On Each Board with 4 or more {town} / {city} and 4 or fewer {dahan}: Add 1 {blight} to a land without {dahan}."}},"harvest-bounty-harvest-dust":{"name":"Harvest Bounty, Harvest Dust","set":"Jagged Earth","deck":"event","names":["Harvest Bounty, Harvest Dust","Widespread Clearcutting"],"type":"Stage Event","levels":[{"label":"Stage I","name":"Harvest Bounty, Harvest Dust","text":"If the island is Healthy, On Each Board: Choose a land with {town} / {city}. Ravage there. If the island is Blighted, On Each Board: Push 1 {town} from a land with 2 or more {town} / {city} to a land without {town} / {city}."},{"label":"Stage II","name":"Harvest Bounty, Harvest Dust","text":"If the island is Healthy, On Each Board: Choose a land with {town} / {city}. Ravage there. If the island is Blighted, On Each Board: Push 1 {town} from a land with 2 or more {town} / {city} to a land without {town} / {city}."},{"label":"Stage III","name":"Widespread Clearcutting","text":"On Each Board: Choose a land with {town} / {city}. Add 1 {blight} there, without cascading. Players may destroy 2 {presence} / {dahan} in that land to prevent adding {blight}."}],"token":{"name":"Explorers Blunder","text":"On Each Board: Destroy 2 {explorer} among lands with {beasts}."},"dahan":{"name":"Coordinated Strikes","text":"In each land with 3 or more {dahan}, 2 Damage and Defend 2."}},"invested-aristocracy":{"name":"Invested Aristocracy","set":"Jagged Earth","deck":"event","names":["Invested Aristocracy","Foreign Dignitaries Visit"],"type":"Stage Event","levels":[{"label":"Stage I","name":"Invested Aristocracy","text":"After the Ravage Step, On Each Board where it added no {blight}: Add 1 {town} to the highest-numbered land with no Invaders."},{"label":"Stage II","name":"Invested Aristocracy","text":"After the Ravage Step, On Each Board where it added no {blight}: Add 1 {town} to the highest-numbered land with no Invaders."},{"label":"Stage III","name":"Foreign Dignitaries Visit","text":"If the island is Healthy, Ravages do +2 Damage (total) in the lowest-numbered matching land on each board. If the island is Blighted, add 1 Fear Card to the top of the Fear Deck."}],"token":{"name":"Prey on the Heedless","text":"In each land with {beasts}, 1 Damage per {beasts}."},"dahan":{"name":"Coming of Age","text":"On Each Board: Add 1 {dahan} to a land with 2 or more {dahan}."}},"mapmakers-chart-the-wild":{"name":"Mapmakers Chart the Wild","set":"Jagged Earth","deck":"event","names":["Mapmakers Chart the Wild","Increasing Aggression"],"type":"Stage Event","levels":[{"label":"Stage I","name":"Mapmakers Chart the Wild","text":"Ignore {wilds} during the Explore Step. On Each Board without {wilds}: Explore Actions add +1 {explorer} (in each land successfully Explored)."},{"label":"Stage II","name":"Mapmakers Chart the Wild","text":"Ignore {wilds} during the Explore Step. On Each Board without {wilds}: Explore Actions add +1 {explorer} (in each land successfully Explored)."},{"label":"Stage III","name":"Increasing Aggression","text":"Invaders do +1 Damage (per land) when Ravaging."}],"token":{"name":"Prey on the Heedless","text":"In each land with {beasts}, 1 Damage per {beasts}."},"dahan":{"name":"Coming of Age","text":"On Each Board: Add 1 {dahan} to a land with {dahan} and no {badlands} / {beasts} / {disease} / {wilds}."}},"no-bravery-without-numbers":{"name":"No Bravery without Numbers","set":"Jagged Earth","deck":"event","names":["No Bravery without Numbers","Courage of the Crowd"],"type":"Stage Event","levels":[{"label":"Stage I","name":"No Bravery without Numbers","text":"Invaders do not Ravage in lands unless there are more Invaders than the current Terror Level."},{"label":"Stage II","name":"No Bravery without Numbers","text":"Invaders do not Ravage in lands unless there are more Invaders than the current Terror Level."},{"label":"Stage III","name":"Courage of the Crowd","text":"Invaders do not Ravage in lands unless there are more Invaders than the current Terror Level. Ravage actions do +2 Damage (per land)."}],"token":{"name":"Prey on the Heedless","text":"In each land with {beasts}, 1 Damage per {beasts}."},"dahan":{"name":"Leave The Hostile Land","text":"In each land, Push 1 {dahan} per {badlands} / {disease} to lands without {badlands} / {disease}."}},"smaller-ports-spring-up":{"name":"Smaller Ports Spring Up","set":"Jagged Earth","deck":"event","names":["Smaller Ports Spring Up","Extensive Building"],"type":"Stage Event","levels":[{"label":"Stage I","name":"Smaller Ports Spring Up","text":"On Each Board with exactly 1 Coastal {city}: Add 1 {town} to a Coastal land without {city}."},{"label":"Stage II","name":"Smaller Ports Spring Up","text":"On Each Board with exactly 1 Coastal {city}: Add 1 {town} to a Coastal land without {city}."},{"label":"Stage III","name":"Extensive Building","text":"On Each Board: Build in a land with Invaders not matching a Build Card."}],"token":{"name":"Stricken","text":"In lands with {disease} / {strife}, Invaders skip Ravage Actions."},"dahan":{"name":"Settlers Encroach Too Far","text":"On Each Board: Choose a land with {town} and {dahan}. Push 1 {town} per 2 {dahan} there."}},"the-frontier-calls":{"name":"The Frontier Calls","set":"Jagged Earth","deck":"event","names":["The Frontier Calls","Self-Sacrifice Buys Time"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"The Frontier Calls","text":"Explore Actions add +1 {explorer} to lands without {town} / {city}."},{"label":"Blighted Island","name":"Self-Sacrifice Buys Time","text":"Destroy 1 {presence} from each Spirit. The next X {blight} added to the island this turn come from the box instead of the Blight Card, where X is the number of Spirits. (Place this card on the Blight Card as reminder.)"}],"token":{"name":"Lair in Untamed Lands","text":"On Each Board: Add 1 {beasts} to a land without {town} / {city} / {blight}."},"dahan":{"name":"Seek Out New Grounds","text":"On Each Board: Gather 1 or 2 {dahan} into a land without {dahan} Setup symbols."}},"seek-new-farmland":{"name":"Seek New Farmland","set":"Jagged Earth","deck":"event","names":["Seek New Farmland","Voracious Consumption"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Seek New Farmland","text":"In each land with 2 or more {town}, Push 1 {town} to a land without {town}."},{"label":"Blighted Island","name":"Voracious Consumption","text":"On Each Board: After the Ravage Step, add 1 {blight} to a land with {city} and no {blight}. Spirits may prevent this on any/all boards by Destroying 2 {presence} from each board to be protected."}],"token":{"name":"Plagues Bring Fear and Death","text":"1 {fear} per board with {disease}. On Each Board: 2 Damage to {dahan} in a land with {disease}."},"dahan":{"name":"Engage on Their Own Terms","text":"During Ravage, {dahan} only do 1 Damage each, but deal Damage before Invaders."}},"gradual-corruption":{"name":"Gradual Corruption","set":"Jagged Earth","deck":"event","names":["Gradual Corruption","Ravaged Wilderness"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Gradual Corruption","text":"On Each Board: Add 1 {blight} to a land with {town} / {city}. Spirits may prevent this on any/all boards by paying X Energy per board to protect, where X is the number of cards in the Invader discard. (This may be 0.)"},{"label":"Blighted Island","name":"Ravaged Wilderness","text":"On Each Board: Remove 1 {beasts} from a land with {blight}. Remove 1 {wilds} from a land with {blight}."}],"token":{"name":"Fatalities Rise","text":"In each land with {disease}, 1 Damage to each Invader and 1 Damage to each {dahan}. Remove 1 {disease} from each land where this Destroys any {town} / {city}."},"dahan":{"name":"Blessings of Bounty and Health","text":"Each Spirit may add 1 {dahan} to one of its lands with {dahan}."}},"fortune-seekers":{"name":"Fortune-Seekers","set":"Jagged Earth","deck":"event","names":["Fortune-Seekers","The Land's Bounty Exhausted"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Fortune-Seekers","text":"The next Explore Card matches all lands without {town} / {city} instead of the printed land type. (you still check for sources of {explorer}.) Ignore any Escalation on it."},{"label":"Blighted Island","name":"The Land's Bounty Exhausted","text":"In lands without {presence}, it only takes 1 Damage to add {blight}."}],"token":{"name":"Grim Toll","text":"On Each Board: Choose a land with {disease}. In that land, do 2 Damage to Invaders and 2 Damage to {dahan}."},"dahan":{"name":"Tell the Old Stories","text":"Each Spirit with at least 2 {dahan} among its lands either Reclaims 1 Power Card or re-gains a Unique Power it previously Forgot."}},"provincial-seat":{"name":"Provincial Seat","set":"Jagged Earth","deck":"event","names":["Provincial Seat","Lands Hollow of Promise"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Provincial Seat","text":"On Each Board: Choose a land with {city}. Build there."},{"label":"Blighted Island","name":"Lands Hollow of Promise","text":"On Each Board: Add 1 {blight} to a land without {presence}. Spirits may prevent this on any/all boards by Destroying 2 {presence} from each board to be protected."}],"token":{"name":"Beasts Chase Off Homesteaders","text":"On Each Board: Push up to 2 {explorer} or 1 {town} from a land with {beasts}."},"dahan":{"name":"Rally to the Defense of Distant Kin","text":"On Each Board: Gather 1 {dahan} into a land with {dahan}. In that land, Defend 1 per {dahan}."}},"cities-rise":{"name":"Cities Rise","set":"Jagged Earth","deck":"event","names":["Cities Rise","Depleted Soil"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Cities Rise","text":"On Each Board: In the land with the most {town}, Replace 2 {town} with 2 {city}. (If there is only 1 {town}, instead Replace it with 1 {city}.)"},{"label":"Blighted Island","name":"Depleted Soil","text":"In lands with {town} / {city}, it only takes 1 Damage to add {blight}."}],"token":{"name":"Beasts Chase Off Homesteaders","text":"On Each Board: Push up to 2 {explorer} or 1 {town} from a land with {beasts}."},"dahan":{"name":"Careful Defense","text":"When Invaders Ravage, if the land has {dahan}, Defend 2."}},"thriving-trade":{"name":"Thriving Trade","set":"Jagged Earth","deck":"event","names":["Thriving Trade","Partitioned Wilderness"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Thriving Trade","text":"On Each Board: Add 1 {city} to a Coastal land with {city}"},{"label":"Blighted Island","name":"Partitioned Wilderness","text":"On Each Board: If there are 4 or more lands with {town}, add 1 {blight} to a land with or adjacent to {town}. Spirits may prevent this on any/all boards by Destroying 3 {presence} from each board to be protected."}],"token":{"name":"Pestilence Arrives on Canvas Sails","text":"On Each Board: Add 1 {disease} to the Coastal land with the most {town} / {city} (min. 1). In that land, 3 Damage to {dahan}."},"dahan":{"name":"Clever Cooperation","text":"Each Spirit may Push 1 of their {presence} from a land with {dahan}. 2 Damage in the land Pushed to."}},"wounded-lands-attract-explorers":{"name":"Wounded Lands Attract Explorers","set":"Jagged Earth","deck":"event","names":["Wounded Lands Attract Explorers","The World's Vibrance Fades"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Wounded Lands Attract Explorers","text":"On Each Board: Add 1 {explorer} to a land with {blight}."},{"label":"Blighted Island","name":"The World's Vibrance Fades","text":"Remove 1 {blight} per player from the Blight Card, returning it to the box. Each Spirit may prevent 1 {blight} from being Removed by Destroying 2 of their {presence}."}],"token":{"name":"Beasts Chase Off Homesteaders","text":"On Each Board: Push up to 2 {explorer} or 1 {town} from a land with {beasts}."},"dahan":{"name":"Raiding and Retaliation","text":"In each land with {town} / {city}: 1 Damage per {dahan}, then each surviving {town} / {city} deals 1 Damage to {dahan}. (Defend / {strife} apply normally.)"}},"coastal-towns-multiply":{"name":"Coastal Towns Multiply","set":"Jagged Earth","deck":"event","names":["Coastal Towns Multiply","Cooperation Among Towns"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Coastal Towns Multiply","text":"On Each Board: Add 1 {town} to a Coastal land adjacent to a Coastal {town}."},{"label":"Blighted Island","name":"Cooperation Among Towns","text":"Invaders do +1 Damage (per land) when Ravaging in lands with {town} / {city} and no {strife}."}],"token":{"name":"Explorers Blunder","text":"On Each Board: Destroy 2 {explorer} among lands with {beasts}."},"dahan":{"name":"Coming of Age","text":"On Each Board: Add 1 {dahan} to a land with {dahan} and no {blight} / {disease}."}},"civic-engagement":{"name":"Civic Engagement","set":"Jagged Earth","deck":"event","names":["Civic Engagement","Life's Web Torn Asunder"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Civic Engagement","text":"On Each Board: Remove 1 {strife}. If you can't, on that board Invaders do +1 Damage (per land) when Ravaging in lands with {town} / {city}."},{"label":"Blighted Island","name":"Life's Web Torn Asunder","text":"On Each Board with 6 or more {blight}: Add 1 {blight} to a land adjacent to {blight}."}],"token":{"name":"Casualties of Fang and Sting","text":"On Each Board: Destroy 1 {explorer} / {town} in a land with {beasts}."},"dahan":{"name":"Keep Far From the Lands of Plague","text":"On Each Board: Push 3 {dahan} from lands with {disease} to lands without {disease}."}},"sprawl-contained-by-the-wilds":{"name":"Sprawl Contained by the Wilds","set":"Jagged Earth","deck":"event","names":["Sprawl Contained by the Wilds","Dissolution Threatens"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Sprawl Contained by the Wilds","text":"On Each Board: Add 1 {wilds} to a land without Invaders. Build in the land with the most {town} / {city} (min 1)."},{"label":"Blighted Island","name":"Dissolution Threatens","text":"Spirits are losing awareness and control of pieces of themselves. Each Spirit chooses: ACCEPT THIS FRAGMENTATION: Destroy 2 {presence}, adding 1 {wilds} in place of each. -or- FOCUS YOUR WILL TOWARDS WHOLENESS: Add 1 of your Destroyed {presence} to one of your lands. Next turn, all your Powers are Slow and cannot be made Fast."}],"token":{"name":"Explorers Blunder","text":"On Each Board: Destroy 2 {explorer} among lands with {beasts}."},"dahan":{"name":"Lay Ambushes","text":"During Ravage, {dahan} deal Damage at the same time as Invaders."}},"the-struggles-of-growth":{"name":"The Struggles of Growth","set":"Jagged Earth","deck":"event","names":["The Struggles of Growth","Blight Deepens"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"The Struggles of Growth","text":"A painful crux-point. Each Spirit chooses: TRADE REACH FOR DEEPER NATURE: Destroy 2 of your {presence}. Gain a Power Card. -or- LEAVE BEHIND THAT WHICH RESTRAINS YOU: Forget a Power Card. Gain 2 Energy. Move up to 2 of your {presence} up to 4 Range."},{"label":"Blighted Island","name":"Blight Deepens","text":"On Each Board: Add 1 {blight} to a land with {blight}, but do not cascade. Spirits may prevent this on any/all boards by Destroying 1 {presence} from each board to be protected."}],"token":{"name":"Irregular Outbreaks","text":"{disease} doesn't prevent Builds this Invader Phase. 1 {fear} per board with {disease}."},"dahan":{"name":"Careful Defense","text":"When Invaders Ravage, if the land has {dahan}, Defend 2."}},"eager-explorers":{"name":"Eager Explorers","set":"Jagged Earth","deck":"event","names":["Eager Explorers","Xenophobia"],"type":"Terror Level Event","levels":[{"label":"Terror Level I","name":"Eager Explorers","text":"On Each Board: After the first successful Build Action, add 1 {explorer} to an adjacent land without Invaders."},{"label":"Terror Level II","name":"Xenophobia","text":"When Ravaging in lands with {dahan}, each individual Invader does -1 Damage to the land and +1 Damage to {dahan}."},{"label":"Terror Level III","name":"Xenophobia","text":"When Ravaging in lands with {dahan}, each individual Invader does -1 Damage to the land and +1 Damage to {dahan}."}],"token":{"name":"Beasts Chase Off Homesteaders","text":"On Each Board: Push up to 2 {explorer} or 1 {town} from a land with {beasts}."},"dahan":{"name":"At Their Gates Demanding Redress","text":"2 {fear} per land with {dahan} and {city}."}},"bureaucrats-adjust-funding":{"name":"Bureaucrats Adjust Funding","set":"Jagged Earth","deck":"event","names":["Bureaucrats Adjust Funding","Ransack and Run"],"type":"Terror Level Event","levels":[{"label":"Terror Level I","name":"Bureaucrats Adjust Funding","text":"On Each Board with 9 or more {town} / {city}: Build Cards skip the highest-numbered matching land. On Each Board with 3 or fewer {town} / {city}: Build Cards cause 1 extra Build Action in the highest-numbered matching land. (This can affect a land without Invaders.)"},{"label":"Terror Level II","name":"Bureaucrats Adjust Funding","text":"On Each Board with 9 or more {town} / {city}: Build Cards skip the highest-numbered matching land. On Each Board with 3 or fewer {town} / {city}: Build Cards cause 1 extra Build Action in the highest-numbered matching land. (This can affect a land without Invaders.)"},{"label":"Terror Level III","name":"Ransack and Run","text":"After the Ravage Step, On Each Board: In the land with the most {city} (min 1), Ravage, then remove 1 {city}."}],"token":{"name":"Terrifying Beasts","text":"2 {fear} per board with 2 or more {beasts}."},"dahan":{"name":"Coordinated Defense","text":"When Invaders Ravage, if the land has both {dahan} and {presence}, Defend 5."}},"resourceful-populace":{"name":"Resourceful Populace","set":"Jagged Earth","deck":"event","names":["Resourceful Populace","Strip the Land Bare"],"type":"Terror Level Event","levels":[{"label":"Terror Level I","name":"Resourceful Populace","text":"For the rest of this turn, after an Action Destroys 1 or more {town} / {city}, add 1 {town} to an adjacent land. (If there are no adjacent lands - e.g., due to Isolate - don't add anything.)"},{"label":"Terror Level II","name":"Strip the Land Bare","text":"{town} each do +1 Damage when Ravaging. After a Ravage Action adds {blight}, Remove 1 {explorer} and 1 {town} from the Ravaged land."},{"label":"Terror Level III","name":"Strip the Land Bare","text":"{town} each do +1 Damage when Ravaging. After a Ravage Action adds {blight}, Remove 1 {explorer} and 1 {town} from the Ravaged land."}],"token":{"name":"Virulence Among Close-Packed Homes","text":"On Each Board: Add 1 {disease} to the Inland land with the most {town} / {city} (min. 1)."},"dahan":{"name":"Offerings of Story and Season","text":"Each Spirit with at least 3 {dahan} among all its lands gains 1 Energy and may Reclaim 1 Card."}},"relentless-optimism":{"name":"Relentless Optimism","set":"Jagged Earth","deck":"event","names":["Relentless Optimism","Cultures Mix and Clash"],"type":"Terror Level Event","levels":[{"label":"Terror Level I","name":"Relentless Optimism","text":"For the rest of this turn, don't generate Fear for Destroying {town} / {city}."},{"label":"Terror Level II","name":"Cultures Mix and Clash","text":"On Each Board: If {dahan} outnumber {town} / {city} by 2 or more, Replace 1 {town} with 1 {dahan}. If {town} / {city} outnumber {dahan} by 2 or more, Replace 1 {dahan} with 1 {town}."},{"label":"Terror Level III","name":"Cultures Mix and Clash","text":"On Each Board: If {dahan} outnumber {town} / {city} by 2 or more, Replace 1 {town} with 1 {dahan}. If {town} / {city} outnumber {dahan} by 2 or more, Replace 1 {dahan} with 1 {town}."}],"token":{"name":"Foreign Diseases","text":"On Each Board, in the land with the most combined Invaders + {dahan} (min. 1 of each): Add 1 {disease}. 2 Damage to {dahan}."},"dahan":{"name":"Offerings of Pattern and Dance","text":"Each Spirit with at least 2 {dahan} among all its lands gains 1 Energy."}},"pull-together-in-adversity":{"name":"Pull Together in Adversity","set":"Jagged Earth","deck":"event","names":["Pull Together in Adversity","Purge the Land with Salt and Fire"],"type":"Terror Level Event","levels":[{"label":"Terror Level I","name":"Pull Together in Adversity","text":"For the rest of this turn, ignore 1 {strife} on each Invader. (This includes not removing that {strife}.)"},{"label":"Terror Level II","name":"Pull Together in Adversity","text":"For the rest of this turn, ignore 1 {strife} on each Invader. (This includes not removing that {strife}.)"},{"label":"Terror Level III","name":"Purge the Land with Salt and Fire","text":"On Each Board in a land with 2 or more {town}: Add 1 {blight} without cascading. Add 2 {badlands}. Remove all {town}."}],"token":{"name":"Explorers Blunder","text":"On Each Board: Destroy 2 {explorer} among lands with {beasts}."},"dahan":{"name":"Careful Defense","text":"When Invaders Ravage, if the land has {dahan}, Defend 2."}},"temporary-truce":{"name":"Temporary Truce","set":"Jagged Earth","deck":"event","names":["Temporary Truce","Temporary Caution"],"type":"Terror Level Event","levels":[{"label":"Terror Level I","name":"Temporary Truce","text":"In lands with {dahan}: 1 {dahan} and 1 {town} / {city} do not participate in Ravages. (They neither take nor deal Damage.)"},{"label":"Terror Level II","name":"Temporary Caution","text":"During the Ravage Step, On Each Board: Skip 1 Ravage Action in a land where {dahan} outnumber {town} / {city}."},{"label":"Terror Level III","name":"Temporary Caution","text":"During the Ravage Step, On Each Board: Skip 1 Ravage Action in a land where {dahan} outnumber {town} / {city}."}],"token":{"name":"Prey on the Heedless","text":"In each land with {beasts}, 1 Damage per {beasts}."},"dahan":{"name":"Speak of the Spirits' Anger","text":"For each board, 1 {fear} if any {dahan} are in lands with {town} / {city}."}},"overconfidence":{"name":"Overconfidence","set":"Jagged Earth","deck":"event","names":["Overconfidence","Terror Breeds Aggression"],"type":"Terror Level Event","levels":[{"label":"Terror Level I","name":"Overconfidence","text":"If you have any Earned Fear Cards, discard 2 of them now (so you don't get their text benefits). Otherwise, move 2 Earned Fear Markers per player to the top of the Fear pool."},{"label":"Terror Level II","name":"Terror Breeds Aggression","text":"For every 2 Fear Cards currently in the Earned Fear Cards pile, Invaders do +1 Damage (per land) when Ravaging."},{"label":"Terror Level III","name":"Terror Breeds Aggression","text":"For every 2 Fear Cards currently in the Earned Fear Cards pile, Invaders do +1 Damage (per land) when Ravaging."}],"token":{"name":"Beasts Multiply","text":"On Each Board: Add 1 {beasts} to a land adjacent to {beasts}, then Destroy 1 {dahan} in a land with {beasts}."},"dahan":{"name":"Coordinated Defense","text":"When Invaders Ravage, if the land has both {dahan} and {presence}, Defend 5."}},"ethereal-conjunction":{"name":"Ethereal Conjunction","set":"Nature Incarnate","deck":"event","type":"Choice Event","intro":"A confluence of spiritual forces gathers into an unformed maelstrom. Each Spirit chooses:","choices":[{"name":"Endure Its Forces As Best You Can","cost":null,"actions":["Destroy 1 {presence} and lose 1 Energy."]},{"name":"Seek To Control It, Though It Exhausts You","cost":null,"actions":["Choose any non-Major Power Card of yours (in hand, play, or discard). Put it into play (without paying its cost); use it immediately (even if already used this turn); and then Forget it.","Discard all Power Cards (from hand)."]}],"token":{"name":"Irregular Outbreaks","text":"{disease} doesn't prevent Builds this Invader Phase. 1 {fear} per board with {disease}."},"dahan":{"name":"Tend to the Living Earth","text":"On Each Board with 5 or more {dahan}: Remove 1 {blight} in a land with {dahan}."}},"far-off-wars-touch-the-island":{"name":"Far-Off Wars Touch the Island","set":"Nature Incarnate","deck":"event","type":"Choice Event","intro":"Invaders from a different, distant land launch an assault upon the island while the invaders here rally together in a wave of nationalism. Defending the island with them might come at too high a price.","choices":[{"name":"Encourage the Destruction","cost":null,"actions":["4 {fear}. Destroy half of {town} (round up) and half of {city} (round up). Add 2 {blight} without cascading."]},{"name":"Blunt the Offensive","cost":null,"actions":["Destroy 1 {town} but do not gain Fear."]}],"otherwise":["Add a fear Card to the top of the Fear Deck.","On Each Board, in the land with the most {town} / {city}, choose (for that board) either:"],"token":{"name":"Ecosystem Damage","text":"On Each Board: Add 1 {badlands} to a land with {blight}."},"dahan":{"name":"Return to Old Pillars","text":"On Each Board: Gather 1 or 2 {dahan} into a land with {dahan} Setup symbols."}},"visions-out-of-time":{"name":"Visions Out of Time","set":"Nature Incarnate","deck":"event","type":"Choice Event","intro":"A Spirit more loosely time-moored than most warns of catastrophe's subtle seeds. Each Spirit chooses:","choices":[{"name":"Let the Warning waft into Days Past","cost":null,"actions":["Lose 1 Energy and replace your most expensive non-Unique Power Card in hand or discard pile (combined) with one of the same type: Reveal the top 4 cards of the deck, Take 1, put it where your card is, then put your card in that deck's discard."]},{"name":"Head off the Problems Yourself","cost":null,"actions":["Add 1 Omen token (Scenario Marker) to the land without Omens that has the most Invaders (min. 1). After the Ravage Step next turn, at each Omen: 2 {fear}. Invaders Ravage. Remove 1 Omen."]}],"token":{"name":"Prey on the Heedless","text":"In each land with {beasts}: 1 Damage per {beasts}."},"dahan":{"name":"Strength from Trade","text":"Lands with {dahan} have Defend 2. In lands with {town} / {city} and no {dahan}, Ravage Actions do +1 Damage."}},"accumulated-devastation":{"name":"Accumulated Devastation","set":"Nature Incarnate","deck":"event","names":["Accumulated Devastation","The World's Vibrance Fades"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Accumulated Devastation","text":"On Each Board: During the first successful Ravage Action (in one land) this Invader Phase, increase the total Damage ravaging Invaders deal to each land (but not to {dahan}) by the current Invader Stage. Do this for at most one Ravage Action per board (for one Ravage Action in one land)."},{"label":"Blighted Island","name":"The World's Vibrance Fades","text":"Remove 1 {blight} per player from the Blight Card, returning it to the box. Each Spirit may prevent 1 {blight} from being Removed by Destroying 2 of their {presence}."}],"token":{"name":"Territorial Beasts","text":"On Each Board: Isolate a land with {beasts}. 1 {fear} if Invaders are present."},"dahan":{"name":"Years of Health and Harmony","text":"On Each Board with 5 or more {dahan}: Add 1 {dahan} to the land with the most {dahan}."}},"focused-farming":{"name":"Focused Farming","set":"Nature Incarnate","deck":"event","names":["Focused Farming","Essence Disperses"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Focused Farming","text":"On Each Board: Add 1 {explorer} and 1 {town} to a land with {town} / {blight}."},{"label":"Blighted Island","name":"Essence Disperses","text":"Each Spirit chooses independently to: Forget 1 Power Card. -or- Lose 2 Energy (to min. 0) and Destroy 1 {presence}. In the land where you destroyed {presence}, return 1 {blight} to the box (if possible)."}],"token":{"name":"Explorers Blunder","text":"On Each Board: Destroy 2 {explorer} among lands with {beasts}."},"dahan":{"name":"Offerings of Story and Season","text":"Each Spirit with at least 3 {dahan} among all its lands gains 1 Energy and may Reclaim 1 Card."}},"influx-of-settlers":{"name":"Influx of Settlers","set":"Nature Incarnate","deck":"event","names":["Influx of Settlers","Lethargy and Degeneration"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Influx of Settlers","text":"On the single board with the most {town} / {city}: Add 1 {town} per player, split between as many different lands as possible. (This will usually be 1 {town} per chosen land.)"},{"label":"Blighted Island","name":"Lethargy and Degeneration","text":"On Each Board: Skip the first Ravage Action (in one land). Add 1 {blight} to a land with {town} / {city}. Spirits may prevent either / both effects on any / all boards (choose per board) by Destroying 2 {presence} from each board to be protected."}],"token":{"name":"Sand Stalkers","text":"On Each Board: Add 1 {beasts} to the Sands with the most Invaders. 1 {fear} if Invaders are present there."},"dahan":{"name":"Network of Support and Trade","text":"When Invaders Ravage, if the land has {dahan}, Defend 1 + Defend 1 per adjacent {dahan}."}},"search-for-unclaimed-land":{"name":"Search for Unclaimed Land","set":"Nature Incarnate","deck":"event","names":["Search for Unclaimed Land","Widespread Hunting"],"type":"Healthy / Blighted Island Event","levels":[{"label":"Healthy Island","name":"Search for Unclaimed Land","text":"On Each Board: Explore in the land with the fewest total Invaders / {dahan} (no source required)."},{"label":"Blighted Island","name":"Widespread Hunting","text":"When {town} / {city} Ravage in a land: If no {beasts} are present, Invaders do +2 Damage (total). Otherwise, Destroy 1 {beasts}. Do this at most once per board (for one Ravage Action in one land)."}],"token":{"name":"Plagues in Populous Lands","text":"On Each Board: Add 1 {disease} to a land with 3 or more Invaders."},"dahan":{"name":"Spreading Conflict Prompts Caution","text":"On Each Board: Push up to 3 {dahan} from a land matching a Ravage card to a land not matching a Ravage card."}},"an-ominous-dawn":{"name":"An Ominous Dawn","set":"Nature Incarnate","deck":"event","names":["An Ominous Dawn","Wavering Resolve"],"type":"Terror Level Event","levels":[{"label":"Terror Level I","name":"An Ominous Dawn","text":"1 {fear} per Power Card in play that generates Fear. (In its instructions, not by destroying {town} / {city}. Count thresholds even if you don't have the Elements. Generated Fear can't cause Wavering Resolve.)"},{"label":"Terror Level II","name":"Wavering Resolve","text":"Remove 1 Health worth of Invaders per Power Card in play that generates Fear. (In its instructions, not by destroying {town} / {city}. Count thresholds even if you don't have the Elements.)"},{"label":"Terror Level III","name":"Wavering Resolve","text":"Remove 1 Health worth of Invaders per Power Card in play that generates Fear. (In its instructions, not by destroying {town} / {city}. Count thresholds even if you don't have the Elements.)"}],"token":{"name":"Dangerous Lands","text":"On Each Board: 1 Damage in a land with {badlands} / {beasts}. 1 Damage to {dahan} in a land with {badlands} / {beasts} and {dahan}."},"dahan":{"name":"Waning Support","text":"On Each Board with {town} / {city} ...and 5 or fewer {dahan}: Destroy 1 {presence}. ...and 3 or fewer {dahan}: Also: Add 1 {blight} to a land with {town} / {city}."}},"terror-spikes-upwards":{"name":"Terror Spikes Upwards","set":"Nature Incarnate","deck":"event","names":["Terror Spikes Upwards","Final Harvest"],"type":"Terror Level Event","levels":[{"label":"Terror Level I","name":"Terror Spikes Upwards","text":"If you have any Earned Fear Cards, resolve the first one now as if the Terror Level were 1 higher (then discard it). Otherwise, 1 {fear} per player. (Generated Fear can't cause Final Harvest.)"},{"label":"Terror Level II","name":"Terror Spikes Upwards","text":"If you have any Earned Fear Cards, resolve the first one now as if the Terror Level were 1 higher (then discard it). Otherwise, 1 {fear} per player. (Generated Fear can't cause Final Harvest.)"},{"label":"Terror Level III","name":"Final Harvest","text":"Each {city} does +3 Damage during Ravage Actions. After each Ravage Action, Remove 1 {town} / {city} from that land."}],"token":{"name":"Secure Settled Territory","text":"On Each Board: In a land with {badlands} / {beasts} and {town} / {city}: Destroy 1 {badlands} / {beasts}. 1 Damage to {dahan}. 1 Damage."},"dahan":{"name":"War Among the Dahan","text":"On Each Board: In the land with the most {dahan} (min. 2), Push half the {dahan} (round down)."}},"downward-spiral":{"name":"Downward Spiral","set":"Spirit Island","deck":"blight","side":"Blighted Island","perPlayer":5,"text":"At the start of each Invader Phase each Spirit destroys 1 of their {presence}."},"memory-fades-to-dust":{"name":"Memory Fades to Dust","set":"Spirit Island","deck":"blight","side":"Blighted Island","perPlayer":4,"text":"At the start of each Invader Phase each Spirit Forgets a Power or destroys 1 of their {presence}."},"back-against-the-wall":{"name":"Back Against the Wall","set":"Branch & Claw","deck":"blight","side":"Blighted Island","perPlayer":2,"text":"Every Spirit Phase each Spirit gains +1 Energy and +1 Card Play."},"promising-farmlands":{"name":"Promising Farmlands","set":"Branch & Claw","deck":"blight","side":"Blighted Island","perPlayer":4,"text":"Immediately, on each board: Add 1 {town} and 1 {city} to an Inland land with no {town} / {city}."},"disintegrating-ecosystem":{"name":"Disintegrating Ecosystem","set":"Branch & Claw","deck":"blight","side":"Blighted Island","perPlayer":5,"text":"Immediately, on each board: Destroy 1 {beasts}, then add 1Blight to a land with {town} / {city}."},"aid-from-lesser-spirits":{"name":"Aid from Lesser Spirits","set":"Branch & Claw","deck":"blight","side":"Blighted Island","perPlayer":2,"text":"Immediately, draw 1 Minor Power Card per player plus 1 more. Give 1 to each Spirit. They may be used every turn as if played, but cost no Card Plays / Energy. Place unselected card in Minor Powers discard pile."},"tipping-point":{"name":"Tipping Point","set":"Branch & Claw","deck":"blight","side":"Blighted Island","perPlayer":5,"text":"Immediately, destroy 3 resence from each Spirit."},"erosion-of-will":{"name":"Erosion of Will","set":"Branch & Claw","deck":"blight","side":"Blighted Island","perPlayer":3,"text":"Immediately, 2 {fear} per player. Each Spirit destroys 1 of their {presence} and loses 1 Energy."},"a-pall-upon-the-land":{"name":"A Pall upon the Land","set":"Branch & Claw","deck":"blight","side":"Blighted Island","perPlayer":3,"text":"Immediately, on each board: destroy 1 {presence} and remove 1 {town}."},"unnatural-proliferation":{"name":"Unnatural Proliferation","set":"Jagged Earth","deck":"blight","side":"Blighted Island","perPlayer":3,"text":"Immediately: Each Spirit adds 1 {presence} to a land with their {presence}. On Each Board: Add 1 {dahan} to a land with {dahan}, and 2 {city} to the land with fewest {town} / {city} (min. 1)."},"all-things-weaken":{"name":"All Things Weaken","set":"Jagged Earth","deck":"blight","side":"Blighted Island","perPlayer":3,"text":"Ongoing, starting next turn: Invaders and {dahan} have -1 Health (min. 1). The land takes {blight} on 1 less Damage (normally 1). When you add {blight}, it Destroys all {presence} / {beasts} in that land and 1 {presence} (total) in an adjacent land."},"thriving-communities":{"name":"Thriving Communities","set":"Jagged Earth","deck":"blight","side":"Blighted Island","perPlayer":4,"text":"Immediately, on each board: In 4 different lands with {explorer} / {town}, Replace 1 {town} with1 {city} or Replace 1 {explorer} with 1 {town}."},"power-corrodes-the-spirit":{"name":"Power Corrodes the Spirit","set":"Jagged Earth","deck":"blight","side":"Blighted Island","perPlayer":4,"text":"At the start of each Invader Phase each Spirit Destroys 1 of their {presence} if they have 3 or more Power Cards in play, or have a Power Card in play costing 4 or more (printed) Energy."},"untended-land-crumbles":{"name":"Untended Land Crumbles","set":"Jagged Earth","deck":"blight","side":"Blighted Island","perPlayer":4,"text":"At the start of each Invader Phase, On Each Board: Add 1 {blight} to a land adjacent to {blight}. Spirits may prevent this on any / all boards; each board to be protected requires jointly paying 3 Energy or Destroying 1 {presence} from that board."},"invaders-find-the-land-to-their-liking":{"name":"Invaders find the Land to their Liking","set":"Jagged Earth","deck":"blight","side":"Still-Healthy Island","perPlayer":2,"text":"Immediately: If the Terror Level is I / II / III, add 1 / 1.5 / 2 Fear Markers per player to the Fear pool. (Round down at Terror Level II.)"},"strong-earth-shatters-slowly":{"name":"Strong Earth Shatters Slowly","set":"Jagged Earth","deck":"blight","side":"Still-Healthy Island","perPlayer":2,"text":"Immediately: Each player adds 1 {blight} (from this card) to a land adjacent to {blight}."},"attenuated-essence":{"name":"Attenuated Essence","set":"Nature Incarnate","deck":"blight","side":"Blighted Island","perPlayer":4,"text":"Each Invader Phase: Each Spirit with at least 5 {presence} on the island Destroys 1 {presence}."},"blight-corrodes-the-spirit":{"name":"Blight Corrodes the Spirit","set":"Nature Incarnate","deck":"blight","side":"Blighted Island","perPlayer":4,"text":"Each Invader Phase: On Each Board, Destroy 1 {presence} in a land with {blight}."},"burn-brightest-before-the-end":{"name":"Burn Brightest Before the End","set":"Nature Incarnate","deck":"blight","side":"Blighted Island","perPlayer":2,"text":"Immediately: Each Spirit Adds 1 {presence} to one of their lands or removes 1 {presence} from their Presence Tracks. ({presence} removed from Presence Tracks goes to the Destroyed {presence} supply.)"},"intensifying-exploitation":{"name":"Intensifying Exploitation","set":"Nature Incarnate","deck":"blight","side":"Blighted Island","perPlayer":5,"text":"Ongoing, starting next turn: During Ravage Actions, Invaders deal +2 Damage (per land)."},"shattered-fragments-of-power":{"name":"Shattered Fragments of Power","set":"Nature Incarnate","deck":"blight","side":"Blighted Island","perPlayer":2,"text":"Immediately: Draw 1 Major Power Card per Spirit plus 2 more. Each Spirit Takes 1 and gains 2 Energy. (Discard the 2 unselected cards.)"},"slow-dissolution-of-will":{"name":"Slow Dissolution of Will","set":"Nature Incarnate","deck":"blight","side":"Blighted Island","perPlayer":3,"text":"Immediately: Each Spirit chooses one of {badlands}, {beasts} or {wilds}. (Put some of the chose Tokens next to your Spirit Panel as a reminder.) Each Invader Phase: Each Spirit Replaces 1 {presence} with their chosen type of Spirit Token. (The {presence} goes to the Destroyed {presence} supply.)"},"the-border-of-life-and-death":{"name":"The Border of Life and Death","set":"Nature Incarnate","deck":"blight","side":"Still-Healthy Island","perPlayer":1,"text":"Now and Each Invader Phase (until this card is replaced): Each Spirit with at least 2 {presence} on the island Destroys 1 {presence} and may discard a Power Card to gain 1 Energy."},"thriving-crops":{"name":"Thriving Crops","set":"Nature Incarnate","deck":"blight","side":"Still-Healthy Island","perPlayer":2,"text":"Immediately: On Each Board, Build in 3 lands. (Build Actions in lands without Invaders normally Build 1 {town}.)"},"smite-the-land-with-fulmination":{"name":"Smite the Land with Fulmination","deck":"unique","spirit":"lightnings-swift-strike","aspect":"sparking","set":"Nature Incarnate","cost":2,"speed":"Slow","range":{"from":"presence","range":1},"target":{"kind":"land","text":"Any"},"elements":["Sun","Fire","Air"],"artist":"David Markiwsky","text":"1 Damage. Add 1 {badlands}."},"belligerent-and-aggressive-crops":{"name":"Belligerent and Aggressive Crops","deck":"unique","spirit":"a-spread-of-rampant-green","aspect":"tangles","set":"Nature Incarnate","cost":1,"speed":"Slow","range":{"from":"sacred-site","range":2},"target":{"kind":"land","text":"{town} / {city}"},"elements":["Sun","Fire","Plant"],"artist":"David Markiwsky","text":"Add 1 {wilds}. 1 Damage, to {town} / {city} only. If there are any adjacent {wilds}: 1 {fear}. 1 Damage, to {town} / {city} only."}},"adversaries":[{"id":"brandenburg-prussia","short":"Prussia","name":"The Kingdom of Brandenburg-Prussia","faqName":"Kingdom of Brandenburg-Prussia","expansion":"Spirit Island","base":1,"loss":null,"escalation":{"name":"Land Rush","text":"*(Before Exploring)* On each board with {town} / {city}, add 1 {town} to a land without {town}."},"levels":[{"difficulty":2,"fear":[3,3,3],"name":"Fast Start","text":"During Setup, on each board add 1 {town} to land #3."},{"difficulty":4,"fear":[3,3,3],"name":"Surge of Colonists","text":"When making the Invader Deck, put 1 of the Stage III cards between Stage I and Stage II. *(New Deck Order: 111-3-2222-3333)*"},{"difficulty":6,"fear":[3,4,3],"name":"Efficient","text":"When making the Invader Deck, remove an additional Stage I card. *(New Deck Order: 11-3-2222-3333)*"},{"difficulty":7,"fear":[4,4,3],"name":"Aggressive Timetable","text":"When making the Invader Deck, remove an additional Stage II card. *(New Deck Order: 11-3-222-3333)*"},{"difficulty":9,"fear":[4,4,3],"name":"Ruthlessly Efficient","text":"When making the Invader Deck, remove an additional Stage I card. *(New Deck Order: 1-3-222-3333)*"},{"difficulty":10,"fear":[4,4,4],"name":"Terrifyingly Efficient","text":"When making the Invader Deck, remove all Stage I cards. *(New Deck Order: 3-222-3333)*"}],"map":true,"accent":"#ebca6a"},{"id":"england","short":"England","name":"The Kingdom of England","faqName":"Kingdom of England","expansion":"Spirit Island","base":1,"loss":{"name":"Proud & Mighty Capital","text":"If 7 or more {town} / {city} are ever in a single land, the Invaders win."},"escalation":{"name":"Building Boom","text":"On each board with {town} / {city}, Build in the land with the most {town} / {city}."},"levels":[{"difficulty":3,"fear":[3,4,3],"name":"Indentured Servants Earn Land","text":"Invader Build actions affect lands without Invaders, if they are adjacent to at least 2 {town} / {city} before the Build Action."},{"difficulty":4,"fear":[4,4,3],"name":"Criminals and Malcontents","text":"During Setup, on each board add 1 {city} to land #1, and 1 {town} to land #2."},{"difficulty":6,"fear":[4,5,4],"name":"High Immigration (I)","text":"Put the “High Immigration” tile on the Invader Board, to the left of “Ravage”. The Invaders take this Build action each Invader Phase before Ravaging. Cards slide left from Ravage to it, and from it to the discard pile. Remove the tile when a Stage II card slides onto it, putting that card in the discard."},{"difficulty":7,"fear":[4,5,5],"name":"High Immigration (full)","text":"The extra Build tile remains out the entire game."},{"difficulty":9,"fear":[4,5,5],"name":"Local Autonomy","text":"{town} / {city} have +1 Health."},{"difficulty":11,"fear":[4,5,4],"name":"Independent Resolve","text":"During Setup, add an additional {fear} to the Fear Pool per player in the game. During any Invader Phase where you resolve no Fear Cards, perform the Build from High Immigration twice. *(This has no effect if no card is on the extra Build slot.)*"}],"map":true,"accent":"#eb746a"},{"id":"sweden","short":"Sweden","name":"The Kingdom of Sweden","faqName":"Kingdom of Sweden","expansion":"Spirit Island","base":1,"loss":null,"escalation":{"name":"Swayed by the Invaders","text":"After Invaders Explore into each land this Phase, if that land has at least as many Invaders as {dahan}, replace 1 {dahan} with 1 {town}."},"levels":[{"difficulty":2,"fear":[3,3,3],"name":"Heavy Mining","text":"If the Invaders do at least 6 Damage to the land during Ravage, add an extra {blight}. *(This does not cause extra cascades / {presence} destruction.)*"},{"difficulty":3,"fear":[3,4,3],"name":"Population Pressure at Home","text":"During Setup, on each board add 1 {city} to land #4. On boards where land #4 starts with {blight}, put that {blight} in land #5 instead."},{"difficulty":5,"fear":[3,4,3],"name":"Fine Steel for Tools and Guns","text":"{town} deal 3 Damage. {city} deal 5 Damage."},{"difficulty":6,"fear":[3,4,4],"name":"Setup","text":"After adding Invaders to the island, Accelerate the Invader deck. *(Discard the top card of the earliest Invader Stage remaining.)* On each board, add 1 {town} to the land of the discarded terrain with the fewest Invaders."},{"difficulty":7,"fear":[4,4,4],"name":"Mining Rush","text":"When Ravaging adds at least 1 {blight} to a land, also add 1 {town} to an adjacent land without {town} / {city}. Cascading {blight} does not cause this effect."},{"difficulty":8,"fear":[4,4,5],"name":"Prospecting Outpost","text":"During Setup, on each board add 1 {town} and 1 {blight} to land #8. The {blight} comes from the box, not the Blight Card."}],"map":true,"accent":"#6ab5eb"},{"id":"france","short":"France","name":"The Kingdom of France (Plantation Colony)","faqName":"Kingdom of France (Plantation Colony)","expansion":"Branch & Claw","base":2,"loss":{"name":"Sprawling Plantations","text":"Before Setup, return all but 7 {town} per player to the box. Invaders win if you ever cannot place a {town}."},"escalation":{"name":"Demand for New Cash Crops","text":"After Exploring, on each board, pick a land of the shown terrain. If it has {town} / {city}, add 1 {blight}. Otherwise, add 1 {town}."},"levels":[{"difficulty":3,"fear":[3,3,3],"name":"Frontier Explorers","text":"Except during Setup: After Invaders successfully Explore into a land which had no {town} / {city}, add 1 {explorer} there."},{"difficulty":5,"fear":[3,4,3],"name":"Slave Labor","text":"During Setup, put the “Slave Rebellion” Event under the top 3 cards of the Event Deck. After Invaders Build in a land with 2 {explorer} or more, replace all but 1 {explorer} there with an equal number of {town}."},{"difficulty":7,"fear":[4,4,3],"name":"Early Plantations","text":"During Setup, on each board add 1 {town} to the highest-numbered land without {town}. Add 1 {town} to land #1."},{"difficulty":8,"fear":[4,4,4],"name":"Triangle Trade","text":"Whenever Invaders Build a Coastal {city}, add 1 {town} to the adjacent land with the fewest {town}."},{"difficulty":9,"fear":[4,5,4],"name":"Slow-Healing Ecosystem","text":"When you remove {blight} from the board, put it here instead of onto the Blight Card. As soon as you have 3 {blight} per player here, move it all back to the Blight Card."},{"difficulty":10,"fear":[4,5,5],"name":"Persistent Explorers","text":"After the normal Explore, on each board add 1 {explorer} to a land without any. Fear Card effects never remove {explorer}. If one would, you may instead Push that {explorer}."}],"map":true,"accent":"#ebe06a"},{"id":"habsburg-monarchy","short":"Habsburg Livestock","name":"The Habsburg Monarchy (Livestock Colony)","faqName":"Habsburg Monarchy (Livestock Colony)","expansion":"Jagged Earth","base":2,"loss":{"name":"Irreparable Damage","text":"Track how many {blight} come off the Blight Card during Ravage Actions that do 8+ Damage to the land. If that number ever exceeds players, the Invaders win."},"escalation":{"name":"Seek Prime Territory","text":"After the Explore Step: On each board with 4 or fewer {blight}, add 1 {town} to a land without {town} / {blight}. On each board with 2 or fewer {blight}, do so again."},"levels":[{"difficulty":3,"fear":[3,4,3],"name":"Migratory Herders","text":"After the normal Build Step: In each land matching a Build Card, Gather 1 {town} from a land **not** matching a Build Card. (In board/land order.)"},{"difficulty":5,"fear":[4,5,2],"name":"More Rural Than Urban","text":"During Setup, on each board, add 1 {town} to land #2 and 1 {town} to the highest-numbered land without Setup symbols. During Play, when Invaders would Build 1 {city} in an Inland land, they instead Build 2 {town}."},{"difficulty":6,"fear":[4,5,3],"name":"Fast Spread","text":"When making the Invader Deck, Remove 1 additional Stage I Card. *(New deck order: 11-2222-33333)*"},{"difficulty":8,"fear":[4,5,3],"name":"Herds Thrive in Verdant Lands","text":"{town} in lands without {blight} are **Durable:** they have +2 Health, and “Destroy {town}” effects instead deal 2 Damage per {town} they could Destroy. (To those {town} only. “Destroy all {town}” works normally.)"},{"difficulty":9,"fear":[4,6,3],"name":"Wave of Immigration","text":"Before the initial Explore, put the Habsburg Reminder Card under the top 5 Invader Cards. When revealed, on each board, add 1 {city} to a Coastal land without {city} and 1 {town} to the 3 Inland lands with the fewest {blight}."},{"difficulty":10,"fear":[5,6,3],"name":"Far-Flung Herds","text":"Ravages do +2 Damage (total) if any adjacent lands have {town}. *(This does not cause lands without Invaders to Ravage.)*"}],"map":true,"accent":"#ebe06a"},{"id":"russia","short":"Russia","name":"The Tsardom of Russia","faqName":"Tsardom of Russia","expansion":"Jagged Earth","base":1,"loss":{"name":"Hunters Swarm the Island","text":"Put {beasts} Destroyed by Adversary rules on this panel. If there are ever more {beasts} on this panel than on the island, the Invaders win."},"escalation":{"name":"Stalk the Predators","text":"On each board: Add 2 {explorer} (total) among lands with {beasts}. If you can’t, instead add 2 {explorer} among lands with {beasts} on a different board."},"levels":[{"difficulty":3,"fear":[3,3,4],"name":"Hunters Seek Shell and Hide","text":"During Setup, on each board, add 1 {beasts} and 1 {explorer} to the highest-numbered land without {town} / {city}. During Play, {explorer} do +1 Damage. When Ravage adds {blight} to a land (including cascades), Destroy 1 {beasts} in that land."},{"difficulty":4,"fear":[4,3,4],"name":"A Sense for Impending Disaster","text":"The first time each Action would Destroy {explorer}: If possible, 1 of those {explorer} is instead Pushed; 1 {fear} when you do so."},{"difficulty":6,"fear":[4,4,3],"name":"Competition Among Hunters","text":"Ravage Cards also match lands with 3 or more {explorer}. *(If the land already matched the Ravage Card, it still Ravages just once.)*"},{"difficulty":7,"fear":[4,4,4],"name":"Accelerated Exploitation","text":"When making the Invader Deck, put 1 Stage III Card after each Stage II Card. *(New Deck Order: 111-2-3-2-3-2-3-2-33)*"},{"difficulty":9,"fear":[4,5,4],"name":"Entrench in the Face of Fear","text":"Put an unused Stage II Invader Card under the top 3 Fear Cards, and an unused Stage III Card under the top 7 Fear Cards. When one is revealed, immediately place it in the Build space (face-up)."},{"difficulty":11,"fear":[5,5,4],"name":"Pressure for Fast Profit","text":"After the Ravage Step of turn 2+, on each board where it added no {blight}: In the land with the most {explorer} (min. 1), add 1 {explorer} and 1 {town}."}],"map":true,"accent":"#eb746a"},{"id":"scotland","short":"Scotland","name":"The Kingdom of Scotland","faqName":"Kingdom of Scotland","expansion":"Feather & Flame","base":1,"loss":{"name":"Trade Hub","text":"If the number of Coastal lands with {city} is ever greater than (2 × # of boards), the Invaders win."},"escalation":{"name":"Ports Sprawl Outward","text":"*(Before Exploring)* On the single board with the most Coastal {town} / {city}, add 1 {town} to the N lands with the fewest {town}. (N = # of players.)"},"levels":[{"difficulty":3,"fear":[3,4,3],"name":"Trading Port","text":"During Play, in Coastal lands, Explore Cards add 1 {town} instead of 1 {explorer}. “Coastal Lands” Invader Cards do this for maximum 2 lands per board."},{"difficulty":4,"fear":[4,4,3],"name":"Seize Opportunity","text":"During Setup, add 1 {city} to land #2. Place “Coastal Lands” as the 3rd Stage II Card, and move the two Stage II Cards above it up by one. *(New Deck Order: 11-22-1-C2-33333, where C is the Stage II Coastal Lands Card.)*"},{"difficulty":6,"fear":[4,5,4],"name":"Chart the Coastline","text":"In Coastal lands, Build Cards affect lands without Invaders, so long as there is an adjacent {city}."},{"difficulty":7,"fear":[5,5,4],"name":"Ambition of a Minor Nation","text":"During Setup, replace the bottom Stage I Card with the bottom Stage III Card. *(New Deck Order: 11-22-3-C2-3333)*"},{"difficulty":8,"fear":[5,6,4],"name":"Runoff and Bilgewater","text":"After a Ravage Action adds {blight} to a Coastal land, add 1 {blight} to that board’s Ocean (without cascading). Treat the Ocean as a Coastal Wetland for this rule and for {blight} removal/movement."},{"difficulty":10,"fear":[6,6,4],"name":"Exports Fuel Inward Growth","text":"After the Ravage Step, add 1 {town} to each Inland land that matches a Ravage Card and is within {range} 1 of {town} / {city}."}],"map":true,"accent":"#6ab5eb"},{"id":"habsburg-mining-expedition","short":"Habsburg Mining","name":"Habsburg Mining Expedition","faqName":"Habsburg Mining Expedition","expansion":"Nature Incarnate","base":2,"loss":{"name":"Land Stripped Bare","text":"At the end of the {fast} Phase, the Invaders win if any land has at least 8 total Invaders / {blight} *(combined).*"},"escalation":{"name":"Mining Tunnels","text":"After Advancing Invader Cards: On each board, Explore in 2 lands whose terrains don’t match a Ravage or Build Card *(no source required).*"},"levels":[{"difficulty":3,"fear":[3,3,3],"name":"Avarice Rewarded","text":"When {blight} added by a Ravage Action would cascade, instead Upgrade 1 {explorer} / {town} *(before {dahan} counterattack).*\n**Ceaseless Mining:** Lands with 3 or more Invaders are **Mining lands**. In Mining lands:\n- {disease} and modifiers to {disease} affect Ravage Actions as though they were Build Actions.\n- During the Build Step, Build Cards cause Ravage Actions (instead of Build Actions)."},{"difficulty":4,"fear":[3,3,4],"name":"Miners Come From Far and Wide","text":"Setup: Add 1 {explorer} in each land with no {dahan}. **On Each Board:** Add 1 {disease} and 1 {city} in the highest-numbered land with a {town} Setup symbol."},{"difficulty":5,"fear":[3,4,4],"name":"Mining Boom (I)","text":"After the Build Step, on each board: Choose a land with {explorer}. Upgrade 1 {explorer} there."},{"difficulty":7,"fear":[4,4,4],"name":"Untapped Salt Deposits","text":"Setup: Remove the Stage II “Coastal Lands” card before randomly choosing Stage II cards. Place the “Salt Deposits” card in place of the 2nd Stage II card. *(New Deck Order: 111-2S22-33333, where S is the Salt Deposits card. Escalation ignores S.)*"},{"difficulty":9,"fear":[4,5,4],"name":"Mining Boom (II)","text":"Instead of Mining Boom (I), after the Build Step, on each board: Choose a land with {explorer}. Build there, then Upgrade 1 {explorer}. *(Build normally in a Mining land.)*"},{"difficulty":10,"fear":[4,5,4],"name":"The Empire Ascendant","text":"Setup and During the Explore Step: On boards with 3 or fewer {blight}, Add +1 {explorer} in each land successfully explored. (Max. 2 lands per board per Explore Card.)"}],"map":true,"accent":"#ebe06a"}],"scenarios":[{"id":"blitz","name":"Blitz","expansion":"Spirit Island","difficulty":"0","flavor":"Perhaps the Spirits of the Island are not so slow after all. But still, the Invaders are faster.","sections":[{"p":"This scenario can be fun for anyone to try, but is particularly meant for players who find they prefer a more play-and-resolve style of game to the planning ahead required by Spirits’ {slow} Powers."},{"h":"Rules changes","p":"All Powers are {fast}.\nPowers which were already {fast} (or made {fast}) cost 1 less Energy. *(For Innate Powers and Power Cards costing 0, instead gain 1 Energy.)*\nWhen Exploring, once per board, add an additional {explorer}.\nIf the Island becomes “Blighted”, put 1 less {blight} per board on the Blight Card."},{"h":"Setup changes","p":"Put an additional {blight} per board on the Blight Card.\nThe Invaders get an additional set of actions at the end of Setup. *(So they will Explore, then Build and Explore.)*"}],"table":null,"notes":[{"h":"This scenario is notably harder…","ul":["for slow-developing Spirits *(e.g., Serpent Slumbering Beneath the Island)*","if paired with Brandenburg-Prussia *(which pushes tempo in a different way)*"]}],"back":true,"art":true},{"id":"guard-the-isles-heart","name":"Guard the Isle's Heart","expansion":"Spirit Island","difficulty":"0","flavor":null,"sections":[{"h":"Rules changes","p":"**Additional Loss Condition:** Anytime after Turn 1: There is a {town} / {city} in an Inner land.\n**Inner Lands:** There is 1 Inner land on each board. With 1–2 players, land #7 on each board. With 3 or 4 players, the land on each board that touches the centre of the island, as the panel’s diagrams show."},{"h":"Setup changes","p":"After all other Setup:\n- Remove all {town}.\n- In each Inner land, add 1 {explorer} and 1 {presence} from the player starting on that board. *(If this is illegal, as for Ocean’s Hungry Grasp, add the {presence} in the nearest legal land on that board.)*\n- Each Spirit starts with 2 additional Power Cards by drawing a single card from each of the Power Decks."}],"table":null,"notes":[],"back":true,"art":true},{"id":"rituals-of-terror","name":"Rituals of Terror","expansion":"Spirit Island","difficulty":"3","flavor":null,"sections":[{"h":"Rules changes","p":"Terror Levels are not earned via {fear}, but by the Ritual of Terror.\nDo not resolve earned Fear Cards during the Invader Phase. *(If you have trouble remembering this, you can put earned Fear Cards on this card instead.)*\nDuring either the {fast} or {slow} Phase, the Spirits may perform the Ritual of Terror if:\n- There is a land with at least 1 {presence} from each Spirit.\n- That land has at least 3 {dahan} per player.\n- The Spirits collectively spend 3 Energy total and destroy 3 {presence} total in that land.\nWhen the Ritual of Terror is performed:\n- Earn the next Terror Level. *(This may be VICTORY on your third Ritual.)*\n- Resolve all earned Fear Cards *(at the new Terror Level).*\n- Push all {dahan} from the land where the Ritual was performed, distributing them as evenly as possible among all adjacent lands. *(I.e., send 1 {dahan} to each adjacent land before sending a 2nd to any.)*"},{"h":"Setup changes","p":"Put the Terror Level dividers by the side of the board instead of into the Fear Deck.\nPut all Fear Cards into the Fear Deck. If you run out, earn no more Fear Cards."}],"table":null,"notes":[],"back":true,"art":true},{"id":"dahan-insurrection","name":"Dahan Insurrection","expansion":"Spirit Island","difficulty":"4","flavor":"Citing strategic importance, the Invaders’ government refuses to back down in the face of nebulous fears and rumors of the supernatural. They send waves of personnel to support the colony “in response to Dahan belligerence”.","sections":[{"h":"Rules changes","p":"**Constant Raiding:** Whenever {dahan} move from one land to another, each {dahan} that moved does 1 Damage in their land. *(Damage happens after fully resolving the Power or other effect which moved them. If a Power moves a {dahan} multiple times, it only does damage in the land where it ends up.)*\n**Military Response:** Whenever a {city} is destroyed, add 1 {town} to the nearest land with {dahan}. Whenever a {town} is destroyed, add 1 {explorer} to the nearest land with {dahan}. *(Add the new Invaders after fully resolving the Power or effect which destroyed the old one.)*\n**Coordinated Insurrection:** If you reach Terror Level “Victory”, {dahan} immediately Damage Invaders in every land on the board, as if they were fighting back after a Ravage. If this doesn’t fulfill the Victory condition on this card, you lose."},{"h":"Victory","p":"The normal Fear-based Victory is not available. Instead:\n**Terror 2:** There are **no** lands where {town} / {city} outnumber {dahan}.\n**Terror 3+:** There is **fewer than 1 land per player** where {town} / {city} outnumber {dahan}."},{"h":"Additional loss condition","p":"There are fewer than 2 {dahan} per player left alive."}],"table":null,"notes":[{"h":"This scenario is notably easier…","ul":["for Spirits with versatile {dahan} movement *(e.g., Thunderspeaker)*","for Spirits good at moving or destroying {town} / {city} *(e.g., River Surges in Sunlight)*"]},{"h":"This scenario is notably harder…","ul":["when playing vs. Adversaries that Build lots of {town} / {city} *(e.g., The Kingdom of England)*"]}],"back":true,"art":true},{"id":"powers-long-forgotten","name":"Powers Long Forgotten","expansion":"Branch & Claw","difficulty":"1*","flavor":null,"sections":[],"table":{"head":["#","Token","Invader benefit","Spirit benefit"],"rows":[["1","A lizard’s scale, perpetually burning","Powers granting {fire} don’t Damage/Destroy Invaders unless the Spirit spends an additional Energy. *(Per Power)*","Damage-dealing Powers granting {fire} do +1 Damage. *(Total bonus per Power.)*"],["2","A loop of twisted bronze set with deep red stones","For purposes of Explore and Build, Invaders in any Sands are considered to be in all Sands.","Spirits may shift their {presence} from a Sands to another at any time."],["3","An enormous jagged tooth, dripping water","Whenever Invaders Explore into Wetlands, they immediately Build there.","Each Spirit gains +2 Energy during any Spirit Phase that they do not Reclaim any cards."],["4","A rib-bone crusted with unmelting ice","**Next turn:** Spirits get only 1 Card Play.","**During the next normal Ravage:** Invaders do -3 Damage per land."],["5","A fist-sized ember, glowing steadily","Whenever a {town} / {city} is added to a Jungle or Wetland without {town} / {city}, also add 1 {blight}.","Spirits do not need to Forget when gaining a Major Power."],["6","A rope woven out of the wind","Powers do not Gather/Push Invaders unless the Spirit spends an extra Energy. *(Per Power)*","All Powers have {range} +1."],["7","A spear-like pillar of sunlight, too hot to approach","**Now:** On each board, in the land with the most {town} / {city} *(minimum 1):* Destroy all {dahan} and Spirit tokens. Add 1 {blight}.","**Now:** Earn 2 Fear Cards. {dahan} in 1 land deal Damage."],["8","A leather sack with its mouth sewn shut","Leave the token in the land where it was found. This land cannot be targeted by Powers for the rest of the game.","**Now:** Choose 1 land. Remove everything in it from the game."]]},"notes":[],"back":true,"art":true},{"id":"ward-the-shores","name":"Ward the Shores","expansion":"Branch & Claw","difficulty":"2","flavor":"The Dahan learn that these Invaders are merely one of many groups, any of whom might want to colonize the Island. You decide to set up magical wardings along the shorelines – once they’re complete, you’ll be able to deal with the current crop of Invaders and keep any others from finding you.","sections":[{"h":"Rules changes","p":"Once per turn, each Spirit may play a Power Card face-down as if it were a {slow} Power with {sacred-site} Range 0.\n**Cost:** 0 Energy\n**Effect:** Pay 2 Energy per {blight} and 2 Energy per {town} / {city} to add a Warding Pattern. *(This uses a Card Play as normal.)*\nOnce placed, each Warding Pattern grants Defend 3 in its land. They are destroyed any time {blight} is added to their land.\n**Stage III Surge:** During Stage III, Explore adds 1 {town} in addition to the usual 1 {explorer}."},{"h":"Setup changes","p":"Get out 4 Scenario Markers per board; these represent Warding Patterns. *(If you run out of tokens, you can re-use destroyed/already-placed ones.)*\nAfter making the Fear Deck, put all remaining Fear Cards on the bottom. If they run out, reshuffle the deck."},{"h":"Victory","p":"The normal Fear-based Victory is not available. Instead:\n**Terror 2+:** There is a Warding Pattern in every Coastal land."}],"table":null,"notes":[{"h":"This scenario is notably easier…","ul":["for Spirits strong along the coastline *(e.g., Ocean’s Hungry Grasp)*"]},{"h":"This scenario is notably harder…","ul":["against higher-level Brandenburg-Prussia, which brings Invader Stage III much faster"]}],"back":true,"art":true},{"id":"rituals-of-the-destroying-flame","name":"Rituals of the Destroying Flame","expansion":"Branch & Claw","difficulty":"3","flavor":"The Invaders carry some strange immunity to harm – is it magic of their own? Their disbelief in the Spirits as anything other than superstition? Or the patronage of some great Spirit, unseen and undetected? The Spirits have found a way to break that immunity – but it comes with a price.","sections":[{"h":"Rules changes","p":"**Invader Immunity:** Whenever anything would Damage or Destroy Invaders, ignore that Damage/Destruction unless either:\n- There is a Flame Marker within {range} 1.\n- The Spirit using the Power or ability pays 2 Energy.\nFor non-Spirit effects *(Events, {dahan} counterattacks, etc)*, any Spirit may pay the Energy. 2 Energy covers a single {dahan} counterattack, a single land affected by a main/{dahan}/token Event, or a single land affected by a Fear Card.\nAny Invaders left in an illegal state because they were not destroyed *(e.g., from Ocean’s Hungry Grasp’s “Drowning”)* are moved to the closest land they can legally be in.\nInvaders are similarly immune to any effects which would happen instead of Damage/Destruction *(e.g., Bringer of Dreams and Nightmares’ “To Dream a Thousand Deaths”).*\n**Ritual of the Destroying Flame:** Each turn, after all Growth is done, one or more Spirits may perform the Ritual of the Destroying Flame. Each Spirit performing the Ritual Forgets a Power Card that grants {fire} and chooses a land where they have {presence}. Then they:\n- Add a Flame Marker and 1 {blight} to that land. *(This destroys {presence} normally.)*\n- Gain Energy equal to the current Invader Stage.\n- If there are Invaders in that land, do {fear} equal to the current Invader Stage, and 1 Damage per {dahan} present.\nFlame Markers are permanent. They are not limited in quantity."},{"h":"Setup changes","p":"Get out the Scenario Markers; these are used as **Flame Markers**, marking lands where the Ritual of the Destroying Flame has been performed."}],"table":null,"notes":[{"h":"This scenario is notably easier…","ul":["for Spirits that generate lots of Energy *(e.g., Keeper of the Forbidden Wilds)*"]},{"h":"This scenario is notably harder…","ul":["for Spirits that rely heavily on Damage/Destruction to keep the Invaders in check *(e.g., Lightning’s Swift Strike, Sharp Fangs Behind the Leaves)*"]}],"back":true,"art":true},{"id":"second-wave","name":"Second Wave","expansion":"Branch & Claw","difficulty":"+/-1","flavor":"The Invaders have been driven off once, but they’re not staying away, and the Spirits who first defended the Island have grown too powerful and slow to react to this second wave of Invaders. Can a new set of Spirits rise to the occasion and keep the Island safe?","sections":[{"p":"This Scenario is played as a follow-up game, set decades later. You play different Spirits in the second game, fighting against the same Adversary."},{"h":"After the first game","p":"Each Spirit sets aside one Power Card to assist with the next game. *(See “Assistance from the first Spirits”, below.)*\nRemove all {presence} and Invaders. Leave on the Island:\n- (The number of boards) of each token type *(so in a 2-board game: 2 {beasts}, 2 {wilds}, 2 {disease}).*\n- (2× the number of boards) {blight}. Return the rest to the Blight Card.\n- All {dahan}. In lands with 3 {dahan} or more, Push 1 {dahan} to adjacent lands until there are 2 or fewer. Then, on each board with 2–4 {dahan}, add 1 {dahan} to the lowest-numbered land with {dahan}. Then, on each board with 9 {dahan} or more, remove {dahan} until there are 8 or fewer."},{"h":"Second game setup","p":"- If the Blight Card is on the Healthy side, increase the Adversary Level by 1.\n- If the Blight Card is on the Blighted side, return it to “Healthy”. Leave 2 {blight} per board on it, and set the rest next to the card. If it flips to Blighted ignore the amount of {blight} printed on the Blighted side and instead use the {blight} sitting next to the card from the first game. (This will often be less than the printed amount, because some {blight} has been left on the Island.)\n- Do not place pre-printed {blight} and {dahan}, or the initial tokens for the start of a game.\n- Pre-printed Invaders start closer to the coast: any which would go into land #6+ instead go into the land numbered 3 lower. (So a {town} printed on land #7 would instead be put into land #4.)\n- On each board, add 1 {town} to land #5.\n- Adversary Setup changes: apply normally, but any extra {blight} is added from the Blight Pool.\n- {fear}, Events, the Invader Deck, and Spirits are all set up normally."},{"h":"Assistance from the first Spirits","p":"Once Stage III begins, the Power Cards set aside from the first game may be “played” *(during a Spirit Phase, as usual).* They cost nobody any Energy or Card Plays, grant no Elements, and may target any land. Thresholds trigger if they require 10 or fewer Elements. Each one is discarded after one use *(or at the end of the game, if playing further waves).*"},{"h":"Later waves","p":"If you want to play further waves, most rules remain the same. The only changes are:"}],"table":{"head":["","Wave 3","Wave 4","Wave 5","Wave 6","Wave 7"],"rows":[["Blight left on board from prior game","3/player","4/player","5/player","6/player","7/player"],["“Closer to coast” shift for pre-printed Invaders","-2","-1","0","0","0"],["On each board, add {town} to land #s:","4, 5","3, 4, 5","2, 3, 4, 5","1, 2, 3, 4, 5","1, 2, 3, 4, 5, 6"]]},"notes":[{"h":"This scenario is notably easier…","ul":["if you delay the prior game’s victory to stack the board. Either don’t do that, or use scoring."]},{"h":"This scenario is notably harder…","ul":["against French Plantation Colony – due to {town} limits, later waves will become outright impossible"]}],"back":true,"art":true},{"id":"elemental-invocation","name":"Elemental Invocation","expansion":"Jagged Earth","difficulty":"1*","flavor":"The Spirits can call forth wellsprings of essence to empower small areas of the island, strengthening and aligning nature with a particular element. This is fortunate, for the Invaders are encroaching more strongly than before.","sections":[{"h":"Setup changes","p":"Get out the Element Markers and place them by the island.\nOn each board, add 1 {town} to land #6. Add 1 Fear Card to Terror Level I. Accelerate the Invader Deck. *(Discard the topmost card of the lowest Invader Stage in the deck. At Setup, this will nearly always be Stage I.)*"},{"h":"Rules changes","p":"**Placing Elements:** Once per Spirit Phase, each Spirit may pay Energy to place 1 Element Marker on a corner of one of their lands. *(I.e., at an intersection of 3+ lands, or of 1+ lands and the Ocean/board edge.)* Each corner can hold only 1 Element Marker. They are permanent.\nThe cost is 1 Energy, +1 Energy per adjacent corner that already has an Element Marker. *(“Adjacent” means “along land boundaries”.)*\nSpirits may only place Element Markers which they have on a Power Card in hand, play, or discard.\nIf you run out of a type of Element Marker, use a substitute piece.\n**Benefits of Elements:** When using a land-targeting Power, Elements on target land’s corners count towards that Power’s thresholds, so elemental thresholds can be reached more easily when targeting certain lands.\nEach Element Marker on the board counts as 2 Energy towards Choice Events aided by that Element.\nElement Markers do **not** help Spirit-targeting Powers or Special Rules that check how many Elements you have *(e.g., Swiftness of Lightning).* The bonus can help you hit a threshold on a Power that would otherwise do nothing, but can’t help with boost Range, or make a Power {fast}."}],"table":null,"notes":[{"h":"Recommendations & notes","ul":["This Scenario magnifies the effects of experience: veteran players may find it +0 Difficulty or easier, especially with explosive early-game Spirits, while newer players may find it +2 or +3 Difficulty."]},{"h":"This scenario is notably easier…","ul":["…for Spirits with Innate Powers that benefit easily from a 1-Element boost *(e.g., Starlight Seeks Its Form)* or are extremely strong or efficient at high levels *(e.g., Serpent Slumbering Beneath the Island).*"]},{"h":"This scenario is notably harder…","ul":["…for Spirits which use few or no Elements for land-targeting Powers *(e.g., Vital Strength of the Earth).*","…for Spirits with very tight Energy income."]}],"back":true,"art":true},{"id":"despicable-theft","name":"Despicable Theft","expansion":"Jagged Earth","difficulty":"2","flavor":"Small groups of Invaders have been searching the island – and a few have found wonders. If they make it home, their people will stop at nothing to seek out more such fantastic treasures. Even those without wonders have tales and trophies that may bolster the Invaders’ resolve to stay.","sections":[{"h":"Setup changes","p":"Make a pool of 18 Scenario Markers: 12 blank ones and (1,1,1,2,2,3). They represent small groups of **Thieves** trying to escape with knowledge or treasure. Mix them to form a face-down supply."},{"h":"What Thieves do","p":"**Arrive with {explorer}:** During Play, when Invaders successfully Explore into a land numbered 6 or higher, also add 1 Thief there from the pool.\n**Seek to Escape by Ship:** Before the Ravage Step, all Thieves on the island move:\n- **Thieves adjacent to the Ocean escape:** For each, lose 4 earned {fear} (if possible). If the Thief has a number, also Accelerate the Invader Deck that many times. *(Remove the topmost card of the lowest Invader Stage remaining in the deck.)*\n- **Other Thieves move 1 land towards their board’s Ocean,** if possible.\n**Thieves do not count as Invaders, and do not participate in Invader Actions.**"},{"h":"Thwarting the sneaky Thieves","p":"**Thieves in play may count as {explorer} for players’ Actions only.** They are not {explorer} for any other rule or purpose. *(Including Fear Cards, Event Cards, etc.)* They have 1 Health.\n**Thieves are face-down** by default, but face-up while in lands with 2 or more {dahan}. If multiple face-down Thieves are in a single land, mix them up.\n**Thieves can only be Destroyed/Removed/Replaced in lands with no {town} / {city} and 2 or more {dahan}.** Otherwise, they elude you, and are instead Pushed. You may check this condition either before or after the Action *(so a Power that Destroys the last {town} / {city} in a land could also Destroy a face-up Thief there).*\nGenerate 1 {fear} per Destroyed Thief. Mix Thieves no longer on the island into the supply at end of turn."}],"table":null,"notes":[{"h":"This scenario is notably easier…","ul":["…for Spirits with strong movement and Isolate abilities *(e.g., Finder of Paths Unseen).*"]},{"h":"This scenario is notably harder…","ul":["…for Spirits with poor ability to move {dahan}.","…for Spirits with poor ability to Damage or move Invaders.","…on the Thematic Boards, as more lands will spawn Thieves."]}],"back":true,"art":true},{"id":"the-great-river","name":"The Great River","expansion":"Jagged Earth","difficulty":"3","flavor":"The island is vast, and the Invaders are firmly entrenched in its western lands. They now seek to push east across a mighty river and open up a new frontier. Can the Spirits hold them back?","sections":[{"h":"Setup changes","p":"Place Island Boards touching top-to-bottom, so their Oceans are on the same side. *(The “Oceans” represent an immense river in the west.)*"},{"h":"Rules changes","p":"**Population Spills Across the River:** After the normal Build Step, Invaders Build in all Coastal lands without {town} / {city} but with {explorer}.\nAfter the normal Explore Step, Invaders Explore into all Coastal lands without {town} / {city}. *(This does not affect the initial Explore.)*\n**Additional Loss Condition:** If more than (3× the number of boards) {town} escape off the edge of the map *(are on this Scenario Card),* the Invaders win."},{"h":"Relentless migration eastwards","p":"At the end of the {slow} phase, move each {town} one land Inland (farther away from the Ocean). Start with the most-Inland lands and work your way to the least-Inland. *(You can mark the lands that are Range 2 from the Ocean with Scenario Markers to make this easier, if desired.)*\n- When {town} in a land have a **choice of multiple lands to go to,** split them as evenly as possible, starting from the northernmost (upper) such land.\n- When a {town} would be prevented from moving Inland by Isolate effects, **it ignores those Isolate effects unless a Spirit pays 1 Energy.**\n- When a {town} **cannot move further Inland,** if it is on the eastern (right-hand) edge of its board, move it off the eastern edge and onto this Scenario Card. Otherwise, it moves to an equally Inland adjacent land (if possible)."}],"table":null,"notes":[{"h":"Recommendations & notes","ul":["This Scenario uses the balanced boards only.","Boards B, C, and F are best for this Scenario, then Board D. Boards A and E are easier."]},{"h":"This scenario is notably easier…","ul":["…for Spirits excellent at destroying Inland {town} *(e.g., Lightning’s Swift Strike).*"]},{"h":"This scenario is notably harder…","ul":["…for teams with little early control of Inland {town}.","…for Spirits that focus on defense/counterattack to the exclusion of Destroying/moving Invaders *(e.g., Vital Strength of the Earth).*","…against Adversaries that create lots of extra {town}."]}],"back":true,"art":true},{"id":"a-diversity-of-spirits","name":"A Diversity of Spirits","expansion":"Feather & Flame","difficulty":"0","flavor":"Why should a Spirit of the open air speak the same language as a Spirit of flame and renewal or understand the deep voice of a mountain? The Spirits defending the island are strong in their own nature and have difficulty communicating nuanced information to each other as a result.","sections":[{"h":"Rules changes","p":"**Difficulty Communicating:**\n- For **planning** and **discussing strategy**, Spirits may not use any language shared in common at game start, and may not look at each others’ Power Cards in the Spirit Phase. *(Once the {fast} phase starts, you can look at each others’ played cards.)*\n- Language can be used normally to execute game mechanics *(“2 Fear, please”),* describing what you’re doing *(“I Destroy this Town”),* rules questions, out-of-game chit-chat *(“Could you grab me a drink?”),* and keeping the game flowing. The restriction applies only to coordination and planning.\n- When performing game effects not associated with a particular Spirit, player, or board, take turns making the decision.\n- Roleplaying is not required, but can add to the atmosphere if your group enjoys such things.\nInterpret edge-cases as is most fun for your playgroup. A suggested starting-point:\n**What’s fine?**\n- Gestures, evocative noises, and body language.\n- Things like nodding, shrugging, or thumbs-up to show affect or emotion *(approval, indifference, etc).*\n- Pointing at lands, players, or the choice one favors on a Choice Event.\n**What makes communication too easy?**\n- Planning by pointing at text *(e.g., Innate Powers).*\n- Indicating precise numbers *(e.g., with fingers).*\n- Indicating precise effects using pieces *(e.g., by separating them into groups).*\n**Strength in Diversity:** After Growth, if you added 1 or more {presence} to lands with other Spirits’ {presence}: Gain 1 Energy or Reclaim 1 non-Major Power Card."}],"table":null,"notes":[{"h":"Recommendations & notes","ul":["This Scenario is less about mechanical changes and more about altering the experience of the game. Some players love it, but it’s not for everyone."]},{"h":"This scenario is notably easier…","ul":["…for groups where the players are highly familiar with each others’ playstyles and/or highly familiar with all Spirits being played."]},{"h":"This scenario is notably harder…","ul":["…when playing a Spirit new to you, or a Spirit you don’t recall well. *(And less fun, because you lose some of the collaboration in exploring a Spirit’s capabilities.)*","…for Spirits with restrictive {presence} placement."]}],"back":true,"art":true},{"id":"varied-terrains","name":"Varied Terrains","expansion":"Feather & Flame","difficulty":"2","flavor":null,"sections":[{"h":"Rules changes","p":"Each terrain has a unique effect associated with it:\n- **Mountains May Hide Gold:** Add +1 {explorer} when Exploring Mountains. *(Including during Setup, if appropriate.)*\n- **Jungles Clear-Cut for Land:** After Invaders Build 1 or more {city} in a Jungle, add 1 {blight} there.\n- **Fragile Sands:** During Play: {blight} added to Sands cascades as if {blight} were already present, even when it is not.\n- **Fertile Wetlands:** After Invaders successfully Build in a Wetland, they Build there a second time.\n*(If you wish, you can play with a subset of the terrain changes, but the game may be swingy depending on which terrains come up.)*"}],"table":null,"notes":[],"back":true,"art":true},{"id":"destiny-unfolds","name":"Destiny Unfolds","expansion":"Nature Incarnate","difficulty":"-1*","flavor":"Spirits of the primordial deeps – too removed from the land to help directly in the conflict – have led you through a crucible of fate, where you both discover and create the potentials within yourself for growing greater. May it be enough.","sections":[{"h":"Setup changes","p":"Before the initial Explore, each Spirit drafts Power Cards into their Destiny, in two rounds, following the table below. No communication is allowed during a round, but discussion before each round is fine.\n1. Deal each Spirit a private hand of 6 Power Cards for that round (see table below).\n2. Each Spirit picks 1 Power Card and puts it in their Destiny face-down. When all Spirits have picked a Power Card, each Spirit passes their remaining Power Cards to the Spirit in the pass direction for that round.\n3. Repeat #2 until each Spirit has picked 5 Power Cards.\n4. Spirits reveal the cards in their Destiny. Discard the unpicked Power Cards to the Minor/Major discard piles.\nRepeat steps #1–4 for the second round."},{"h":"Rules changes","p":"**Destinies of Power:** Each Spirit has a Destiny (a supply of drafted Power Cards). When a Spirit would gain a Power Card from a deck, instead they gain a Power Card of their choice from their Destiny (following restrictions on the type of card gained.) If this is not possible, gain from a deck as normal."},{"h":"Two-player variant","p":"Choose which Spirit will act first. Then for each round:\n1. Deal each Spirit a private hand of 6 Power Cards for that round based on the table entry for that round.\n2. Each Spirit splits their Power Cards into three face-down piles of 2 cards each. Once all six piles are ready, flip them all face-up.\n3. The first Spirit puts two piles into their Destiny, then the second Spirit puts two piles into their Destiny.\n4. In order, each Spirit may take a third pile. Discard the unpicked Power cards to the Minor/Major discard piles.\nRepeat steps #1–4 for the second round, but with the other Spirit picking first. Each Spirit must take a third pile in exactly one of the two rounds."}],"table":{"head":["Round","Minor Powers","Major Powers","Pass direction"],"rows":[["1","4","2","Left"],["2","5","1","Right"]]},"notes":[{"h":"Recommendations & notes","ul":["This Scenario is intended for 2 or more people, each playing 1 Spirit.","The Difficulty of this Scenario varies (usually between 0 and -2) based on familiarity with all Spirits being played, familiarity with the Scenario, and the cards drawn for the initial card pool.","Some players can use this Scenario while others don’t; its effects are entirely confined to the participating Spirits."]},{"h":"This scenario is notably harder…","ul":["…for groups of Spirits that want the same Power Cards (e.g., due to having overlapping Elements)."]}],"back":true,"art":true},{"id":"surges-of-colonization-normal-surges","name":"Surges of Colonization (Normal Surges)","expansion":"Nature Incarnate","difficulty":"+2","flavor":"Instead of a steady flow of colonists, the Invaders send larger expeditions in surging waves of exploration, settlement, and exploitation. Spirits get a bit of breathing room between each wave, but their size may prove overwhelming.","sections":[{"h":"Setup changes","p":"Resolve one extra Explore Card during the Initial Explore. *(The game will start with two cards in the Build space.)*"},{"h":"Rules changes","p":"**Distant Expeditions:** {explorer} are a source of Invaders for Explore Cards.\n**Surges and Ebbs:** On even-numbered turns, resolve one extra Explore Card during the Explore Step *(usually 2 Explore Cards).* On odd-numbered turns, skip the first normal Explore. *(There is a two-sided reminder card for this effect.)*\n*(With an unaltered Invader Deck, the Explore Cards resolved during Setup and on each turn will be 1+1 / / 1+2 / / 2+2 / / 2+3 / / 3+3 / / 3+3 / / loss.)*\n**Final Surge:** If there are not enough Invader Cards for the final Surges and Ebbs, use unused Stage III Invader Cards. If none are left, use the highest-Stage Invader Cards in the discard (chosen randomly). *(You only lose when you need to reveal the normal Explore Card and can’t.)*"}],"table":null,"notes":[{"h":"Recommendations & notes","ul":["While this Scenario can be played on its own, it’s meant to be combined with at least a base-level Adversary (so there’s an Escalation effect).","This Scenario makes some types of effects swingier (e.g., Defend will be useless on some turns and extra-useful on others). This can be particularly noticeable with Fear and Event cards."]},{"h":"This scenario is somewhat harder…","ul":["…for Spirits with consistent effects that help with either Ravages every turn or Builds every turn."]}],"back":true,"art":true},{"id":"surges-of-colonization-larger-surges","name":"Surges of Colonization (Larger Surges)","expansion":"Nature Incarnate","difficulty":"+7","flavor":"Instead of a steady flow of colonists, the Invaders send larger expeditions in surging waves of exploration, settlement, and exploitation. Spirits get a bit of breathing room between each wave, but their size may prove overwhelming.","sections":[{"h":"Setup changes","p":"Add a Fear Card to each Terror Level.\nResolve one extra Explore Card during the Initial Explore. *(The game will start with two cards in the Build space.)*"},{"h":"Rules changes","p":"**Distant Expeditions:** {explorer} are a source of Invaders for Explore Cards.\n**Surges and Ebbs:** On even-numbered turns, resolve two extra Explore Cards during the Explore Step *(usually 3 Explore Cards).* On odd-numbered turns, skip the first normal Explore. *(There is a two-sided reminder card for this effect.)*\n*(With an unaltered Invader Deck, the Explore Cards resolved during Setup and on each turn will be 1+1 / / 1+2+2 / / 2+2+3 / / 3+3+3 / / 3+(3)+(3) / / loss.)*\n**Final Surge:** If there are not enough Invader Cards for the final Surges and Ebbs, use unused Stage III Invader Cards. If none are left, use the highest-Stage Invader Cards in the discard (chosen randomly). *(You only lose when you need to reveal the normal Explore Card and can’t.)*"}],"table":null,"notes":[{"h":"Recommendations & notes","ul":["While this Scenario can be played on its own, it’s meant to be combined with at least a base-level Adversary (so there’s an Escalation effect).","This Scenario makes some types of effects swingier (e.g., Defend will be useless on some turns and extra-useful on others). This can be particularly noticeable with Fear and Event cards."]},{"h":"This scenario is somewhat harder…","ul":["…for Spirits with consistent effects that help with either Ravages every turn or Builds every turn."]}],"back":true,"art":true}],"rulebooks":[{"id":"core","title":"Core rulebook","expansion":"Spirit Island","pages":32,"size":[1200,1200],"pdf":"https://www.dropbox.com/scl/fi/5wzghwnbsi39msyy6vvox/Spirit-Island-CORE-Rulebook.pdf?rlkey=86i7aofqbzhulezjr7z0ssyff&st=iqv6wpml&dl=1"},{"id":"branch-and-claw","title":"Branch & Claw rulebook","expansion":"Branch & Claw","pages":24,"size":[686,1236],"pdf":null},{"id":"jagged-earth","title":"Jagged Earth rulebook","expansion":"Jagged Earth","pages":36,"size":[1200,1200],"pdf":null},{"id":"feather-and-flame","title":"Feather & Flame insert","expansion":"Feather & Flame","pages":2,"size":[934,1209],"pdf":null},{"id":"horizons","title":"Horizons rulebook","expansion":"Horizons of Spirit Island","pages":32,"size":[1061,1061],"pdf":null},{"id":"nature-incarnate","title":"Nature Incarnate rulebook","expansion":"Nature Incarnate","pages":24,"size":[1200,1200],"pdf":null}],"logo":[1351,410]}