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(Adversary Event - include only if specified)
Discard and redraw if not playing against Kingdom of France.
Discard and redraw if not playing against Kingdom of France.
STAGES I + II
STAGE III
Rulings for Slave Rebellion
There are no rulings at this time.
Rulings for Wave of Reconnaissance
There are no rulings at this time.
STAGE I + II
STAGE III
Increasing Aggression
Invaders do +1 Damage (per land) when Ravaging.
Rulings for Mapmakers Chart the Wild
There are no rulings at this time.
STAGE I
STAGE II + III
Increasing Aggression
Invaders do +1 Damage (per land) when Ravaging.
Rulings for Interesting Discoveries
There are no rulings at this time.
HEALTHY ISLAND
BLIGHTED ISLAND
Rulings for Invaders Surge Inland
There are no rulings at this time.
Rulings for Resourceful Populace
There are no rulings at this time.
Invaders from a different faraway land assault the ones here, torching farms and bombarding Cities. You may:
ALLOW THE ATTACKS
• For each board, discard the top Major Power. Deal its Energy in Damage to Invaders and the land in the Coastal land with the most
/
(minimum 1). Defend reduces the Damage.
HELP REPEL THE NEWCOMERS
Cost: 1 Energy per player.
• Add a Fear Card to the top of the Fear Deck.
ALLOW THE ATTACKS
• For each board, discard the top Major Power. Deal its Energy in Damage to Invaders and the land in the Coastal land with the most
HELP REPEL THE NEWCOMERS
Cost: 1 Energy per player.
• Add a Fear Card to the top of the Fear Deck.
Rulings for War Touches the Island's Shores
There are no rulings at this time.
Some seek knowledge, others are interested in tools and trade goods, still others simply curious. All hope to avoid violence, and the Invaders seem menable - at least for now. You may:
IGNORE THEIR INTEREST
•
do not participate in Ravages this turn.
DISPLAY YOUR WRATH AT THIS BETRAYAL
Cost: 2 Energy per player, aided by
.
• Each Spirit with
in their lands Destroys 1 of them and generates 1
.
CHANGE AND HELP THEM LEARN FROM THE ENEMY
Cost: 6 Energy per player, aided by
.
•
do not participate in Ravages this turn.
• Each Spirit Forgets a Power Card.
• From next turn on, each
provides Defend 1 in its land. (There is a Reminder Card for this.)
IGNORE THEIR INTEREST
•
DISPLAY YOUR WRATH AT THIS BETRAYAL
Cost: 2 Energy per player, aided by
• Each Spirit with
CHANGE AND HELP THEM LEARN FROM THE ENEMY
Cost: 6 Energy per player, aided by
•
• Each Spirit Forgets a Power Card.
• From next turn on, each
Rulings for Dahan Trade With the Invaders
There are no rulings at this time.