Powers and Spirits from expansions use five types of tokens to represent perils and hazards which hinder the Invaders. Beasts, Wilds, Disease, and Badlands tokens are added to lands; Strife is added to specific Invaders. There is no limit to how many tokens can be in a land, or to how many Strife tokens can be on an Invader. Beasts, Wilds, Disease, and Strife was added in the Branch & Claw expansion while Badlands was added in Jagged Earth.
Badlands () was first introduced in the Jagged Earth expansion, and the only new Token introduced in this expansion. Badlands amplify Damage dealt to game pieces representing humans - both Invaders and Dahan - and thus can be both a benefit and a detriment for the Spirits.
Badlands are lands very difficult for humans to live in. They may be barren and support little life, lush and verdant but also quite deadly, cursed in some way, etc. This doesn't affect Spirits at all, but makes Invaders and Dahan more vulnerable - in game terms, they take more Damage. Like Beasts, Wilds, and Disease tokens, Badlands tokens are added to a land.
- The extra damage due to is mandatory.
- Badlands need not apply to the first instance of Damage in an Action. The extra Damage must be applied during that Action, however. (This is relevant for Powers such as Volcano Looming High's Unique Power, Pyroclastic Bombardment, which first deals Damage to /, then deals 1 Damage to any Invader. With this rule change, you can increase the second instance of Damage to deal more than 1 Damage to , rather than being restricted to amplifying Damage dealt to /, when dealing Damage in a land with .)
- In addition, each can be applied to separate instances of Damage within one Action.
- There is no limit to how many tokens can be in a land.
- Restrictions on what types of pieces can be Damaged (e.g., "1 Damage to /") affect the bonus Damage, too.
- If Damage is reduced to 0 - e.g., by Defend Powers protecting Dahan - then aren't relevant.
- If a Power's Damage is capped at some maximum, bonus Damage from does not count against that maximum.
- Actions Damaging "each Invader" or "each Dahan" in a land do not get the bonus Damage for each piece, just 1 total per ! You can decide how to distribute it.
- Actions dealing Damage in multiple lands add bonus Damage in each land according to how many there are.
- only boost Damage; they don't change Destroy effects.
- are active as soon as they're added to the board, so a Power which adds 1 then deals Damage will get its Damage boosted by the .
- tokens stay on the board unless explicitly Removed.
Beasts tokens represent any sort of wild Beasts that are numerous, dangerous, or aggressive enough to be a problem for the Invaders. (The Dahan know how to avoid them or drive them off well enough to prevent substantial casualties.) They are unpredictable allies, and are much more likely to pick off Explorers than to attack Towns or Cities.
Disease tokens represent maladies and poor health. They reduce population: sometimes sharply, but more often by keeping growth in check. Disease is dangerous to the Dahan - not as devastating as was the case historically (thanks to their relationships with Spirits of healing and vigor), but some of the Token Events dealing with can harm the Dahan.
Strife tokens represent internal turmoil and discard within the Invader ranks. In such turbulent and angry situations, fields go untended, farms remain small, and aggression against the Dahan becomes disorganized and ineffectual.
- Unlike other token types, Strife is added to a specific Invader rather than the land as a whole. When you add Strife in a particular land, you choose which Invader it's added to and place the Strife token beneath that Invader piece.
- If there are no Invaders in a land that you attempt to add to, you cannot add that Strife.
- There is no limit to the amount of any one particular Invader can have.
- Using the is required; you cannot save it for later, even if the Invader is already dealing 0 Damage due to, e.g., Defend.
- If the Invader is Damaging multiple things simultaneously (as during Ravage), the affects all of them.
- If Invaders Damage other Invaders, Strife has no effect and is not removed.
- Even if Damage is reduced to 0 (by Defend and/or Strife), the Dahan still fight back! (Only if something cancels or skips the Ravage Action entirely do they remain complacent.)
- Strife applies any time which that Invader would deal Damage, not only when it would Ravage (Particularly relevant for Grinning Trickster Stirs Up Trouble's Innate Power, Why Don't You And Them Fight, which has 1 Invader and 1 deal Damage to each other!).
- If an Invader with moves, the Strife moves with it.
- If an Invader with is Removed or Destroyed, return the Strife token to the supply.
- If an Invader with is replaced with another Invader, the is kept on the replacement Invader.
- If an Invader with is replaced with multiple Invaders, the is distributed to the replacement Invaders in any way the Spirits choose.
- If an Invader with is replaced with a non-Invader game piece - such as a or - the Strife goes away.
Wilds tokens represent lands that are perilous to explore - plants which look edible but are actually toxic, difficulty finding fresh water, especially dangerous paths, etc. However, once a given danger is discovered and noted (there are always a few survivors), it is easily avoided by future Explorers.
Treating One Piece as Another (JE)
If the effect is optional, you may decide both per Action and per piece – so if you had “your may also count as ”, you could treat 2 of your Presence as Beasts for a Power Card, then none of them as Beasts for a later Event. With Fear and Event Cards, you get to see the card’s text before making the decisions.