- This article is about the influence mechanic. For the game currency, see Influence (currency).
There are 5 types of influence, one for each basic faction: Fire, Time, Justice, Primal, and Shadow. Playing a power card gives one power, and usually gives one or more influence, of one or more types (as detailed in the card's text). Non-power cards may give influence as well. Influence is displayed near each player's avatar, in a tracker along with their current and maximum power.
Each non-power card's power cost and influence requirements are displayed along its top edge. Influence isn't consumed when playing cards (unlike paying the power cost). Instead, influence requirements are the minimum amount of influence which must be reached to play that card. For example, if you have 2 Primal and 1 Fire influence, you cannot play a card that requires until you gain a second Fire influence.
Influence requirements are not checked for cards played by game effects (rather than from a player's hand).
Non-power cards' influence requirements determines which faction(s) they belongs to. Power cards do not have influence requirements, their factions are usually determined by the types of power they give (though there are some exceptions, like Ancient Manual).
Influence Matters Edit
Some cards care about the types or quantity of influence a player has, or that influence has been gained. Many influence matters cards have effects when an influence threshold is reached, such as Frontline Volunteer gaining Quickdraw once its owner has .
- Find more influence matters cards on its category page.
- Surge is an influence matters keyword. Cards with Surge have an effect that triggers whenever their owner gains influence.
- Fixing is a slang term for non-power cards which give influence or which draw power cards, to "fix" a player's influence.
Depleted power cards will give influence as normal.