Ward the Shores

Difficulty +2 (Low) Branch and Claw
The Dahan learn that these Invaders are merely one of many groups, any of who might want to colonize the Island. You decide to set up wardings along the shoreline - once they're complete, you'll be able to deal with the current crop of Invaders and keep any others from finding you.

Setup Changes

Get out 4 Scenario Markers per player; these represent Warding Patterns. ''(If you run out of tokens, you can re-use destroyed/already-placed ones.)

After making the Fear Deck, put all remaining Fear Cards on the bottom. If they run out, reshuffle the deck.

Rule Changes

Once per turn, each Spirit may play a Power Card face-down as if it were: {{targeting|turn=slow|range=0|option=sacred}} Cost: 0 Energy
Effect: Pay 2 Energy per Blight and 2 Energy per Town / City to add a Warding Pattern.

(This uses a card play as normal.)

Once placed, each Warding Pattern grants Defend 3 in its land. They are destroyed any time Blight is added to their land.

Stage III Surge: During Stage III, Explore adds 1 Town in addition to the usual 1 Explorer.

Victory & Loss Conditions

Victory

The normal Fear Victory is not Available. Instead:

: Terror 2+ : There is a Warding Pattern in every Coastal land.

Difficulty Notes

Notably Easier: for Spirits strong along the coastline (e.g., Ocean's Hungry Grasp).
Notably Harder: against higher-level Brandenburg-Prussia, which brings Invader Stage III much faster.

Strategy

Any strategy tips. (Wiki Text Acceptable).