THE STORMS

Storm Watch · Threat Deck
17 mapped
⚙ Mechanics Pool — Unassigned
Wild Draw
At Round 1 start, flip top bird from deck. If it solos the storm, storm wins automatically. If not, it joins the flock as a wild card.
From The Ashes
Same as Wild Draw but draws from the discard pile instead of the deck.
Hostage
Before Round 1, each player places one card face down — frozen and out of play for the duration. Win: cards return to hand. Loss: cards discarded.
Scale
Round 2 requires everyone to play 2 cards instead of 1.
Dual Hero
Solo requires 2 birds instead of 1. Both must qualify for the solo condition.
→ Used: The Firestorm (CA)
Blocked Hero
A named bird is explicitly excluded from the solo condition. Forces the table to find another path.
Migration Targeting
Storm conditions based on Migration stat — Resident, Migratory, Partial Migrant, or Irruptive birds only.
Power Neutralizer
A specific bird power is disabled for the duration of this storm. Survivors don't stay. Mimics can't substitute. Etc.
Hand Reduction
Players must discard down to 3 cards before Round 1 begins.
Chained Condition
Mixed flock requires two stats simultaneously — e.g. Forest habitat AND Northeast region.
Opening Draw
Everyone draws +1 card at storm start (hand = 6). Stakes scale up alongside demand.
→ Used: The Ice Storm / The Surge (MN)
Fear Effect / Frozen
Frozen birds placed face down before Round 1. Win: all return to hand. Loss: frozen birds discarded, next refill reduced by 1.
→ Used: The Cold Front / Frozen (DC)
Wildfire
If not resolved in Round 1, each player draws +1 card. In Round 2, each player must play 2 cards instead of 1.
→ Used: The Firestorm / Wildfire (CA)
The Surge
Each player draws +1. Second storm flips immediately — both active simultaneously. No solo wins. No shared birds between storms.
→ Used: The Ice Storm (MN)