The Invasion is a faction released with Return to Planet Apocalypse, developed by Matthew Folger to canonize the units from the core game of Planet Apocalypse, which had previously been covered with crossover rules as independent units.
After Windwalker, start with 8 Power and place a Lord's Shadow, a Fiend & 6 Demon Larvae in any unoccupied Area (following any Map restrictions that would apply to Opener). Follow Setup instructions on the Lord's Shadow Card. You can only Awaken Independent Great Old Ones if doing so would not have you Control more total Great Old Ones than Lord's Shadows.
Unique Ability
Eternal Servitude (Ongoing): If you have 0 power & Baphomet is in play & another Player is still Active, then during your turn participate as if you had 2 Power. You cannot perform Rituals of Annihilation. This is not optional.
Blood Offering (Action: Cost 0): Draw and reveal 4 Elder Signs. Enemies have 2 minutes to offer you a Cultist from play in exchange for the Doom from a single revealed Elder Sign. You may accept one offer and Capture that Cultist; that player gains Doom for that Elder Sign, which is discarded. Return all remaining Elder Signs to the pool. Flip this facedown until the Gather Power Phase.
Eclipse (Only Once): Play this at any time prior to the Doom Phase. All other Factions (except Sleeper, if copying Eternal Servitude) do not gain Doom for Unit-Controlled Gates this Doom Phase. They may still earn Doom from Rituals and other effects, if able. Flip this Spellbook face down after use to indicate it cannot be used again.
Infernolatreia (Ongoing): If you would gain 1 or more Elder Signs, you may instead first draw and look at Elder Signs equal to the number of your Lord's Shadows plus one. Keep the gained amount and return the rest (if any).
Scavenge (Action: Cost 2): Move any number of your Grylluses. Then, as part of the same Action, all of your Grylluses may either Battle in their Area(s) for free or Capture in their Area(s) by paying 1 Power for each (but not more than one Battle or Capture per Area). Only your Grylluses participate on your side of the Battle.
Entropy Siphon (Ongoing): Fiends can Control Gates. At the end of the Doom Phase, enemies must collectively decide how to lose 4 power for each Fiend-Controlled Gate. For every 4 power not lost this way, all players with more Doom than you lose 1 Doom.
Portend (Action: Cost X): In an Area containing Demon Larvae and a Portent, add another Portent. If there are 4 Portents in the Area remove them and put a Lord's Shadow and a Fiend in the Area. Cost equals the number of Portents already in the Area plus one (2/3/4) OR 0 if the number of your Larvae in the Area is equal to or greater than the number of the Portents already in the Area plus one. Larvae (Ongoing): Your Larvae cannot Build or Control Gates but count as Acolytes for all other purposes. This is not optional.
Minions from Limbo – the larvae are literally damned souls, their bodies and minds transformed by the masters of Hell. These are a Limbo entity. They behave as demons in most ways, yet are not true demons, but damned souls. They are dangerous in numbers.
Permanently remove your Faction Unit in an Area from the game
Baphomet appears in that Area.
Combat: Equal to 4 + The total amount of Doom that you've earned from revealing Elder Signs this Action Phase.
Unquenchable Thirst (Ongoing): Pay 1 Doom (instead of Power) to Attack or Capture in Baphomet's Area. This is not optional and cannot be disabled or removed by other effects.
Permanently remove a Faction Unit you control from the game (or 2 units if you have all 6 Spellbooks). Spare 1 Unit for each Cultist that was on your Faction Card during Gather Power.
Gain an Elder Sign (or 2 if you have all 6 Spellbooks).
Notes: At the end of your setup (after you've chosen your Start location and before Opener has set up), in turn order, each non-Invasion Player (including Opener) places one Portent in any Area not containing a Gate or Portent, and also not adjacent to The Invasion's Start Area (max 5 Portents may be placed in this way. Lord's Shadows are identical to Gates for all purposes except the following:
Lord's Shadows cannot be moved.
Gates may be built in Areas with Lord's Shadows (however, they still may not be moved there by abilities like The Beyond One, as that ability specifies that the Gate moved can't be moved to another Area with a Gate).
Lord's Shadows are Controlled by the Invasion player by default (without a Controlling Unit) unless there is a Controlled Gate in the same Area, in which case that player Controls the Shadow as an additional Gate. Yog-Sothoth counts as a Gate for this purpose if he's the only non-Shadow Gate in the Area.
If an Invasion-Controlled Lord's Shadow is destroyed (e.g. Ithaqua, the Bhole,[1] etc.), Invasion gains 2 Elder Signs instead of any other reward or effect. If an Area with Portents is destroyed (e.g. Shaggai), Invasion gains 1 Elder Sign.
Torment (Ongoing): When you would Kill or Eliminate enemy Unit(s) (except via Capture), the enemy instead loses Power for each Unit lost, equal to half the original cost of the Unit rounded up (e.g., for 2 Deep Ones and Cthulhu, the total loss is 1 + 1 + 5 = 7). If the enemy cannot Pay the total Power loss, then this ability has no effect (they are Killed/Eliminated as normal). This is not optional. Transference (Ongoing): When an enemy Faction Kills or Eliminates one of your Units (not via Capture), transfer ownership of Baphomet's Fury to that enemy at the end of the current Action. When it changes ownership, The Invasion gains 1 Doom. This is not optional.
Notes: This card has no effect until the Ritual Track Marker hits the first "7" value. Once this happens, flip this card over.