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Archetype Index

Spirits are asymmetric, but they cluster. The six archetypes below are the strategic patterns that cross spirit boundaries — a “fear rush” build with Shadows looks different from a fear rush with Bringer, but the pattern is the same: race to Terror 3 via innate + card fear generation, deprioritize board control.

Use this index for two decisions:

  1. “Which archetype does my spirit fit?” — so you know which chapter to read.
  2. “Which archetype counters this adversary / supports my partner?” — especially critical for 2–4 player multiplayer where territory splits need archetype coverage.

The six archetypes

ArchetypeOne-line identity
Energy DenialBreak invader action economy: isolate, push, skip explores, delay builds.
Dahan RushScale dahan into offense + defense + fear.
Fear RushRace to Terror 3; win-condition loosening is the plan.
Terrain ControlMove invaders to your kill-zones, or isolate lands from explores.
Defend & OutlastAbsorb early pressure; late-game Major-Power engine closes.
Major Power ShoppingAggressively draft Majors; forget Uniques; spike big plays.

These are not mutually exclusive. Most spirits fit 1–2 archetypes primarily plus can flex into a 3rd. The spirit chapter’s At a Glance table lists each spirit’s primary archetype(s).

Spirits by primary archetype

Energy Denial

Primary: Downpour, Grinning Trickster, Shroud of Silent Mist (partial)
Secondary: Finder of Paths Unseen, Lure of the Deep Wilderness, Ocean’s Hungry Grasp

Dahan Rush

Primary: Thunderspeaker, Hearth-Vigil, Ferocious Warrior of the Lost Lands
Secondary: Sharp Fangs Behind the Leaves (via beasts + Ranging Hunt), Bringer of Dreams and Nightmares (fear cards scale with dahan)

Fear Rush

Primary: Shadows Flicker Like Flame, Bringer of Dreams and Nightmares, Many Minds Move as One, Shroud of Silent Mist
Secondary: Vengeance as a Burning Plague (late-game fear juggernaut), Wandering Voice Keens Delirium

Terrain Control

Primary: A Spread of Rampant Green, Lure of the Deep Wilderness, River Surges in Sunlight (push/gather), Finder of Paths Unseen
Secondary: Shroud of Silent Mist (Mists Shift and Flow), Fathomless Mud of the Swamp

Defend & Outlast

Primary: Vital Strength of the Earth, Keeper of the Forbidden Wilds, Stone’s Unyielding Defiance
Secondary: Hearth-Vigil, Towering Roots of the Jungle

Major Power Shopping

Primary: Vital Strength of the Earth, Keeper of the Forbidden Wilds, Stone’s Unyielding Defiance, Covets Gleaming Shards of Earth
Secondary: Starlight Seeks Its Form (flexible-archetype spirit), Serpent Slumbering Beneath the Island, Wounded Waters Bleeding

Archetype by win condition

Win pathArchetype(s)
Terror 3 flip + invader sweepFear Rush
No cities + Terror 2 flipDahan Rush, Defend & Outlast, Major Power Shopping
No invaders anywhereMajor Power Shopping (late-game), Dahan Rush
Scenario-specific objectivesany; pick by scenario
Denial (you just don’t lose)Energy Denial, Terrain Control

Archetype vs. adversary fit

High-leverage pairings; see each archetype chapter for the complete matchup analysis.

AdversaryBest archetype(s)Worst archetype(s)
Brandenburg-PrussiaFear Rush, Major Power ShoppingEnergy Denial (late-game cities)
EnglandDahan Rush, Fear RushDefend & Outlast (slow scaling)
SwedenDefend & Outlast, Dahan RushFear Rush (fear penalties)
France (Plantation)Terrain Control, Major PowerDahan Rush (dahan removal)
Habsburg MiningDefend & Outlast, Major PowerFear Rush (long game needed)
RussiaDefend & Outlast, Major PowerFear Rush (fear suppression)
ScotlandFear Rush, Dahan RushEnergy Denial
Habsburg LivestockTerrain Control, Dahan RushMajor Power Shopping (too slow)

Archetype in multiplayer

In 2–4 player, you want archetype coverage, not archetype stacking. Common failure: three fear-rush spirits with no board-control archetype → Terror 3 arrives but the board is a blight cascade.

Healthy 2-spirit pairings span two archetypes:

  • Fear Rush + Dahan Rush (Shadows + Thunderspeaker)
  • Major Power Shopping + Terrain Control (Earth + Green)
  • Defend & Outlast + Fear Rush (Keeper + Bringer)
  • Energy Denial + Dahan Rush (Downpour + Fangs)

Healthy 4-spirit pairings span three or four archetypes. See each archetype chapter’s “Best Partners” section for specifics.

When your spirit fits multiple archetypes

Some spirits are genuinely flexible — Shroud, Starlight, Serpent, Trickster. For these, read the spirit chapter first; the archetype chapter gives you the pattern, but the spirit chapter tells you when that specific spirit should lean into which archetype given your adversary + draft.

How to read the archetype chapters

Each archetype chapter follows the same spine:

  1. Identity — what the archetype actually does
  2. Core mechanics — the cards, innates, and growth patterns that drive it
  3. Spirits that embody it (primary + secondary)
  4. Execution pattern — round-by-round shape of a typical game
  5. Strong adversary matchups + weak ones
  6. Multiplayer synergies (how this archetype pairs with others)
  7. Common mistakes + failure modes
  8. Source notes

Last revised: 2026-04-19