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Adversaries — Overview & Index

Spirit Island has 8 adversaries across expansions. Each adversary has 6 levels (0–6) plus a set of scenario-interactions. Picking the right adversary for your current skill, spirit choice, and partner is the difference between a crushing loss and a memorable close game.

This page is the navigation hub; each adversary chapter lives below.

Chapter status

Authored so far

Full: England (see chapter), Brandenburg-Prussia (chapter), Sweden (chapter).

Stub: France (Plantation Colony), Habsburg Mining Expedition, Russia, Scotland, Habsburg Livestock Colony.

All 8 adversaries at a glance

AdversaryExpansionDifficulty Ladder (L0–L6)Pressure ShapeBest Partner Archetypes
EnglandBase1 / 3 / 4 / 6 / 7 / 9 / 10Board + Time (gradual, long tail)Dahan-Rush, Fear-Rush
Brandenburg-PrussiaBase1 / 2 / 4 / 6 / 7 / 9 / 10City-heavy late; explosion mid-gameFear-Rush, Major Power Shopping
SwedenBase1 / 2 / 3 / 5 / 6 / 7 / 8Fear suppression + coastalDefend & Outlast, Dahan-Rush
France (Plantation Colony)Branch & Claw2 / 3 / 5 / 6 / 8 / 9 / 10Dahan capture + plantationTerrain Control, Major Power
Habsburg Mining ExpeditionNature Incarnate1 / 3 / 5 / 6 / 7 / 9 / 10Scaling (best for Major shoppers)Defend & Outlast, Major Power
RussiaJagged Earth1 / 3 / 4 / 6 / 7 / 9 / 11Settler mechanics + fear suppressionDefend & Outlast, Major Power
ScotlandPromo Pack 21 / 3 / 4 / 6 / 7 / 8 / 10Mixed; adaptableFear-Rush, Dahan-Rush
Habsburg Livestock ColonyJagged Earth2 / 3 / 5 / 6 / 8 / 9 / 10Livestock mechanics + slow paceTerrain Control, Dahan-Rush

Adversary vs. archetype compatibility

A quick matchup hint per adversary (full analysis in each chapter):

  • England — great for Dahan-Rush (Thunderspeaker) and Fear-Rush (Shadows). Ocean shines vs. Stage III coastal invasion.
  • Brandenburg-Prussia — Fear-Rush scales fear-per-kill via Cities. Bad for Energy Denial late (Cities bypass isolation).
  • SwedenAvoid Fear-Rush; fear penalties hit hard. Good for Defend & Outlast.
  • FranceAvoid Dahan-Rush (dahan capture is direct). Terrain Control + Major Power work.
  • Habsburg Mining — the Major-shopper’s best friend; scales match. Bad for fast-rush.
  • Russia — fear-suppression + settlers; Defend & Outlast wins. Fear-Rush fails.
  • Scotland — flexible; most archetypes work.
  • Habsburg Livestock — Terrain Control shines; dahan-neutral.

Difficulty progression — how to ladder up

  1. L0–L1 on any adversary: learn the mechanics without the pressure.
  2. L2–L3: standard play; adversary mechanics active.
  3. L4–L5: where strategy matters; drafts need to be precise.
  4. L6+: the apex — full escalation, often Stage III cities pre-built.

Ladder Tip

Jump L1 → L3 (skip L2). L2 is a minor variant; L3 introduces the adversary’s real pressure. Same for L4 → L5.

How to read an adversary chapter

Every adversary chapter has:

  1. At a Glance — expansion, pressure shape, difficulty ladder.
  2. Theme & Pressure Shape — the one-sentence teach.
  3. Escalation Timeline — visual round-by-round pressure.
  4. Level-by-Level Breakdown — L0 through L6 with the new rule at each.
  5. Stage I → II → III Transitions — when each stage activates.
  6. Pacing & Fear Generation — typical fear curve.
  7. Spirits That Shine / Struggle — matchup lists.
  8. Scenario Interactions — notable pairings.
  9. Difficulty Curve Advice — ladder-up recommendations.
  10. Common Mistakes + Stat Snapshot + Sources.

Cross-references


Last revised: 2026-04-19