FAQ:
- keyword "infiltrate" When you infiltrate an opponent, give them an infiltration token.
- Cells have 2 sides: "ready" meaning on standby and "active". A cell can only be activated once. When you 'activate' or 'ready' a cell, you flip it to its corresponding side.
- Daylight: reveal agents to take extra actions. The actions have to be in a clearing matching the revealed agent. For example reveal a fox agent to swarm from a fox clearing.
- when you unite your 1st 2 cells, you dont need to remove any warriors. However you do need to place them at your warriors.
- Murmuration: When you spend a non-bird card, you search for a matching agent. If you cant find any, you dont get to add an agent (tough luck...)
- Loyalty: any time you get an agent, you raise your loyalty by 1. So this includes your opponents discarding turncoats, or you searching for one with murmuration.
- turncoats: They are cards in opponents hands. They cannot be put into their play area, aka cannot be put into the decree/retinue/supporters, etc. When the eyrie has to put a card in the decree and only has (a) turncoat(s) they have to spend it to draw a new card.
- agents: Turncoats that are in your agent stack are called agents. They are facedown but you may look at them at any time. You can only use them to reveal with the recruit step or during daylight to take extra actions. You cannot use them to discard and draw a new card. (edited)