Brandenburg-Prussia
| Field | Value |
|---|---|
| Expansion | Base |
| Pressure Shape | Board (city-heavy); flat-early, steep-late |
| Difficulty (L0–L6) | 1 / 2 / 4 / 6 / 7 / 9 / 10 |
| Escalation Effect | Upgrade City-build thresholds; Stage III bombardment |
| Stage II Trigger | Standard — after certain deck-card flips |
| Stage III Trigger | Coastal + City-density; bombardment active |
Theme & Pressure Shape
Brandenburg-Prussia is the “late-explosion” adversary. T1–T3 are the calmest in the game; T5–T8 are the most dangerous. Cities upgrade from Towns at accelerated rates; by Stage III, Cities dominate, and bombardment damages presence directly.
The one-sentence teach: kill Explorers aggressively T1–T3 or pay compound interest in Cities by T7.
Escalation Timeline
timeline title Brandenburg-Prussia Escalation Shape Turn 1 : Stage I starts Turn 3 : First escalation - Cities build easier Turn 5 : Stage II - mid-game explosion Turn 7 : Stage III - bombardment; City damage Turn 9 : Full Stage III pressure
Level-by-Level Breakdown
Level 0 (Difficulty 1)
Base loss conditions + escalation rule. Gentle intro.
Level 1 (Difficulty 2)
First escalation fires. Appropriate for a 2nd game.
Level 3 (Difficulty 6)
The “real” BP — City-accumulation accelerates; bombardment prep arrives. Fear-Rush is especially strong here — Cities mean 2-fear-per-kill.
Spirits that shine: Shadows, Bringer, Lightning (prevents City-upgrades), Earth/Keeper for late Major-closing.
Spirits that struggle: Lure, Green (slow scalers vs. fast explosion).
Level 4–5
Mid-range variants of L3; escalation refines.
Level 6 (Difficulty 10)
Apex BP. Bombardment active earlier; Cities pre-exist at scenario start. Requires aggressive fear-rush or Major-shopping to close before T6 collapse.
Spirits that shine at L6: Shadows, Lightning, Earth (if Major engine fires T5), Fangs (Opening D).
Spirits that collapse at L6: Earth (if Major is T7+), Lure, Green.
Stage I → II → III Transitions
- Stage I: Town-heavy; Explorer-to-Town upgrades normal. Kill Explorers early.
- Stage II: City-heavy; Town-to-City upgrades accelerate. Prep T4 prevention or accept City accumulation.
- Stage III: Bombardment active. Cities damage presence directly via bombardment rule. By this point, Terror 2 flip should be imminent.
Pacing & Fear Generation
BP is fear-rich — Town deaths = 1 fear each, City deaths = 2 fear each, and the deck produces many of both. Fear-Rush builds fire extremely well here.
Expected fear curve (solo L3):
- T3: 3–4 fear
- T5: 7–8 fear (Terror 2 flip)
- T7: 12+ fear (Terror 3 flip)
Spirits That Shine
- Shadows Flicker Like Flame — fear farming via Town-preservation; scales with adversary density.
- Lightning’s Swift Strike — prevents City-upgrades with Fast-phase kills.
- Vital Strength of the Earth — if Major engine fires T5, absorbs Stage III bombardment.
- Sharp Fangs (Opening D) — Beast Scaling specifically tuned for BP.
- Bringer of Dreams and Nightmares — fear-rush compounds against City density.
Spirits That Struggle
- Lure of the Deep Wilderness — late-scaling vs. T5 explosion.
- A Spread of Rampant Green — slow Major curve vs. fast City accumulation.
- Serpent (solo) — sleeping through T1–T3 unacceptable vs. BP’s tempo.
- Vengeance — slow scaling; cannot match BP’s T5–T7 acceleration.
Scenario Interactions
| Scenario | Interaction | Severity |
|---|---|---|
| Blitz | Time compression + City explosion = brutal | Brutal |
| Rituals of Terror | Fear-race favors BP’s fear density | Favorable |
| Guard the Isle’s Heart | Inland objective + BP inland focus = reasonable | Fair |
| Ward the Shores | Less relevant (BP is less coastal) | Neutral |
Difficulty Curve Advice
- First time (any spirit): L1 — not L0.
- After 2 wins at L1: jump to L3. L2 is incremental; L3 teaches City explosion.
- After 2 wins at L3: L5. Stage II–III transitions sharpen.
- Final boss: L6 once L5 consistent.
Common Mistakes
Ignoring Town-to-City upgrade T3–T4. A surviving Town becomes a City in 1 turn under BP; kill Towns, not just Explorers, by T3.
Defending against bombardment instead of killing Cities. Bombardment fires continuously; the only permanent fix is City destruction.
Fear-Rush without board control. Terror 3 flips but the board is 8 Cities at Stage III; scenario-loss fires.
Stat Snapshot
Per mindwanderer (2026-Q1):
- Avg L6 win rate (all spirits): ~38% solo, ~48% 2-player.
- Hardest level cliff: L4 → L5 (~10% drop).
- Best-matchup spirit: Shadows L6 at ~62%; Lightning L6 at ~68%.
- Worst-matchup: Green L6 at ~35%; Serpent solo L6 at ~28%.
BP is one of the most-played adversaries in digital data; sample sizes are high.
Source Notes
Last revised: 2026-04-19