Dahan Insurrection

Difficulty +4 (Moderate) Base Game
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".

Rule Changes

Constant Raiding: After an Action moves 1 or more Dahan, each Dahan that moved deals 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.)

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).

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.

Victory & Loss Conditions

Victory

The normal Fear-based Victory is not available.
Instead:
Terror 2: There are no lands where Town / City outnumber Dahan.
Terror 3+: There is fewer than 1 land per player where Town / City outnumber Dahan.

Loss

There are fewer than 2 Dahan per player left alive.

Difficulty Notes

Notably Easier: for spirits with versatile Dahan movement. ''(e.g., Thunderspeaker)
  • for spirits good at moving or destroying Town / City (e.g., River Surges in Sunlight)
Notably Harder: when playing vs. Adversaries that Build lots of Town / City (e.g., Kingdom of England)

Strategy

Strategy Page Here