Glossary
Alphabetical reference for Spirit Island terminology — both official (rulebook) and community (BGG + Discord + latentoctopus). For deeper treatment, follow the chapter link.
Alpha player — the coop-game player who optimizes everyone else’s turns, often unintentionally. See The Alpha-Player Problem.
Aspect — variant spirit panels introduced in Jagged Earth + later expansions. See Aspects.
Badlands — token adding +1 damage to any power targeting that land. Central to Ember-Eyed Behemoth and Wildfire plays.
Beasts — token type. Some spirits (Fangs, Many Minds) create + use Beasts for damage or as-presence.
Blight — land corruption. Added when ravage damage exceeds absorption. Cascades when a land hits its 2nd blight. Tracks toward loss.
Blight cascade — when a land acquires a 2nd blight, it triggers a cascade effect, typically adding blight to adjacent lands. Feared end-game spiral.
Board wipe — killing most/all invaders in a land with a single high-damage power. Often a Major Power’s job.
Bounce — moving a power / invader back to its origin land. Trickster-characteristic.
Build — invader phase where invaders construct: town from explorer, city from town.
Card play (CP) — the number of cards a spirit plays per turn. Starts at 1–2, grows via presence track.
CE (Cumulative Energy) — total energy across the game; latentoctopus notation.
CP — see Card play.
Dahan — native humans of the island. 2 HP, deal 2 damage in ravage retaliation. See Dahan fundamentals.
Defend — reduce ravage damage by a specified amount.
Destroy — kill (invaders + dahan) or remove (presence + blight).
Digital bias — ways mindwanderer / Spirit Island Digital data diverges from tabletop reality. See Digital vs. Tabletop.
Disease — token type. Vengeance’s primary tool. Concentrated per land, not spread.
Drown / drowning — Ocean-specific. Pushing a coastal invader into the ocean removes it.
Early Major — opening variant where a spirit gains a Major Power by T2–T3.
Element — one of eight: Sun, Moon, Fire, Air, Water, Earth, Plant, Animal. Used for innate thresholds.
Energy — currency you spend on card plays. Rolls over turn-to-turn.
Engine — a spirit’s repeatable mid-game scaling pattern. “Turning on the engine” = hitting the threshold round where your mechanics chain.
Escalation Effect — adversary-specific rule that fires each turn (often on the Invader Deck advance).
Event card — from the Branch & Claw + Jagged Earth + Nature Incarnate event decks. Fires at start of turn; adds chaos.
Explore — invader phase where new explorers arrive — from ocean into coastal lands, or from lands with invaders into adjacent lands.
Fast — power timing window before the Invader Phase.
Fear — the game’s win-currency. Fills the fear pool; each pool-fill triggers a Terror flip.
Fear card — from the fear deck. Drawn when the fear pool fills. Has Terror-1/2/3 quality.
Fear-farm — archetype where a spirit wins via Terror-3 rather than board-clearing.
Forget — permanently remove a card from your deck. Not the same as discard.
Full bottom / Full top — opening pattern emptying one presence track.
Fundamentals — see Part II of this book.
Gn — the n-th growth option, left-to-right. G3 = third option.
Gather — move a dahan or invader into a target land.
Growth — the spirit phase at turn-start. Pick 1 growth option from your spirit panel.
Hybrid — opening taking presence from both tracks roughly equally.
Incarna — Nature Incarnate–expansion mechanic. A physical token for certain spirits that acts as a powered-up presence.
Innate power — spirit-specific abilities printed on the spirit panel, activated by element thresholds.
Invader Deck — the deck of cards driving ravages/builds/explores. Stage I/II/III phases.
Level (adversary) — 0–6 difficulty gradient. Each level adds rules.
Major Power — expensive universal cards; usually require a Forget when gained.
Mantle — Shadows’ Unique; a defend + fear card.
Martyr play — deliberately letting a dahan or presence die to kill invaders via retaliation. See Dahan.
Minor Power — cheap universal cards.
Mists Shift and Flow — Shroud’s Special Rule for gather-based targeting.
Moon — element. Central for Shadows, Bringer, Many Minds.
Multi-handed — one player controlling 2+ spirits. Common solo format.
Nature Incarnate (NI) — major 2024 expansion adding 9 spirits + Incarna mechanic.
nCP — n card plays per turn.
nE — n energy per turn.
Offer — the 4 cards revealed when you gain a Minor or Major.
Plantation — France-specific adversary mechanic; dahan get enslaved.
Play Difficulty — the official 0–3 rating indicating how hard it is to play a spirit well.
Presence — spirit tokens on the board.
Pressure shape — which axis an adversary presses on: time, board, fear, blight, dahan.
Punish — a matchup that exploits an adversary’s weakness; also: an adversary that punishes mistakes heavily.
Push — move a dahan or invader out of a target land.
Range N — card can target lands up to N away from your presence.
Ravage — invader phase where invaders damage dahan + add blight if damage overflows.
Reclaim — return discarded + played cards to your hand.
Reclaim cycle — turns between one Reclaim and the next.
Reclaim loop — reclaiming every turn (rare, specific spirits).
Sacred site — 2+ presence in the same land. Enables certain innates.
Scenario — pre-game modifier adding rules + objectives.
Second Wave — Branch & Claw scenario where invaders return.
Slow — power timing window after the Invader Phase.
Splat — slang for a massive single-target damage play.
Stage I/II/III — the three phases of the Invader Deck, each shifting adversary rules.
Stat — a win-rate number; always qualify by difficulty + spirit + player count.
Strife — token type. Reduces the target invader’s next-turn damage.
Sun — element. Thunderspeaker and Lightning primary.
Target — the land a power applies to.
Terror Level — 1/2/3. Each flip loosens the win condition.
Terror flip — when the fear pool fills, a fear card draws and the terror level may advance.
Territory split — multiplayer agreement on who covers which part of the board.
Threshold — the element-count requirement to activate an innate’s level.
Time Passes — phase at round end. Fear cards resolve; damage clears from surviving invaders.
Tier list — ordered ranking of spirits by community consensus.
Tokens — Badlands, Beasts, Dahan, Disease, Presence, Strife, Wilds, Blight (on board), Invaders (Explorer/Town/City), Incarna.
Unique Power — spirit-starting cards unique to that spirit.
Wilds — token type. Adds dahan behavior and some element effects.
Win rate — % of games won in a population. Always qualified.
Cross-references
- Core terminology chapter — full tables with strategic context.
- Sources — where each term originated.
Last revised: 2026-04-19