Realm Control: This Realm can be influenced by these 4 slots and by a Fortress in this location, below.
Above: An Emotion in slot (1) has influence in this Realm, unless there is an opposing Emotion in slot (2). An Emotion in slot (4) has influence in this Realm, unless there is an opposing Emotion in slot (3).
As shown above, a Realm can be influenced by four Emotion slots — the two in the Realm, and one on each adjacent Frontier. However, an Emotion on a Frontier can be blocked: If you have an Emotion in the Realm, it blocks any opposing Emotion on the adjacent Frontier slot. (The blocked Emotion still influences its Frontier and possibly the other adjacent Realm.)
NOTE: You do not block your own Emotions.
Unlike a Frontier, a Realm can also be influenced by a Fortress. Each Realm has one location for a Fortress, which can be built using the “Fortify” Spirit Action. A team with a Fortress adds +1 or +2 to their Intensity, depending on the Fortress. This bonus is marked with a token on the board. The bonus should be added to that team’s Intensity when calculating who controls the Realm.
A fortress providing +1 Intensity.
Add up the Intensities of Emotions in the Realm and unblocked Emotions on the adjacent Frontiers, plus any bonus from a Fortress.
Whichever team has more Intensity controls the Realm. Use the Realm Control marker to denote this. If their Intensities are equal, then neither team controls the Realm and the marker should be kept off to the side.
EXAMPLE: AFFECTION blocks FEAR on the left Frontier, so Gloom can count only DISLIKE and CRAVING on the right. Gloom’s total Intensity is 2. Bliss’s Intensity is 2 + 1 from the Fortress, so Bliss controls the Realm. Without the Fortress, Bliss and Gloom would be tied at 2 and neither team would control the Realm.
Benefits of Controlling a Realm:
• It may be a condition for an Aspiration.
• Using the Realm Action associated with that Realm costs you 1 less Willpower.