Reading a Card
Every power card in Spirit Island carries ~7 pieces of information packed into its layout. Reading them correctly in order is a trainable skill; doing it fast is what separates confident play from tabletop fumbling.
This chapter walks through the anatomy of a power card.
The anatomy
A standard power card has:
- Name — top. Used for reference + community jargon.
- Type — Minor / Major / Unique. Distinguishes deck pool.
- Cost — energy cost to play. Top-left corner (by convention).
- Speed — Fast or Slow. Determines timing phase.
- Elements — icons showing which elements this card contributes when played.
- Target — valid targeting range + land requirements.
- Effect — the rules text of what happens.
Reading order (in play)
When you pick up a card from hand and consider playing it, read in this order for efficient decision:
- Cost — can I afford it? Check energy pool.
- Speed — is this the right phase? Fast cards pre-ravage, Slow post-ravage.
- Target — can I legally target what I want? Check presence + range.
- Elements — do I care about the element contribution this turn?
- Effect — does the effect solve my current problem?
Beginners read in order 1 → 7 as printed. Experienced players read in priority order above. Skipping to target first (when targeting is the question) saves mid-game time.
Target types
Targeting is often the trickiest part. Common target types:
- “A land with your presence” — your presence must be in the target land (Range-0).
- “Range N from your presence” — target up to N adjacent lands from any land with your presence.
- “Range N from a source of your presence” — same, with “source” terminology.
- “Sacred Site” — the target must have 2+ of your presence.
- “Any land” — no range restriction (rare).
- “Coast” — a land bordering ocean.
Terrain restrictions stack on top:
- “Jungle or Mountain” — target must be jungle or mountain.
- “Any terrain” — no terrain restriction.
Speed matters
Fast cards resolve in the Fast Powers phase (before Invader Phase). They’re used to:
- Kill Explorers before they become Towns.
- Defend against upcoming Ravages.
- Push invaders out of Build lands.
Slow cards resolve in Slow Powers phase (after Invader Phase). They’re used to:
- Clean up invaders that survived Ravage.
- Generate fear from kill-damage.
- Set up positions for next turn’s Fast plays.
Same effect on a Fast vs. Slow card is not the same card. Timing shapes use.
Elements
Elements on a card contribute to your elemental total when played. Each card contributes:
- 1–3 elements per card (depending on card).
- Once per play (not per turn-wide effect).
Elements drive innate power activations. Check your spirit’s innate threshold requirements and track element totals each turn.
Effect reading
The effect text uses game keywords:
- Damage — lethal to invaders at 1 per HP (Explorer 1, Town 2, City 3).
- Defend N — reduce next Ravage damage by N in target land.
- Push / Gather — move invaders or dahan.
- Destroy / Remove — kill or remove token (context-dependent).
- Fear — add fear to pool.
- Blight — add blight token.
Many effects chain: “Destroy 1 Explorer; gain 1 energy.” Both clauses resolve when the card plays.
Conditional effects
Some cards have conditional text:
- “If target land has dahan: deal +1 damage” — dahan must be present at the moment the card resolves.
- “If this card’s element threshold met: additional effect” — threshold check at play-time.
Check conditions before committing the play. Some conditions reveal the play’s inefficiency.
Unique cards vs. pool cards
- Unique — starts in your hand; spirit-specific.
- Minor — universal pool; cheap.
- Major — universal pool; expensive and powerful.
Unique cards sometimes have spirit-specific rules printed in smaller text (e.g., “only Shroud can play this” in an aspect variant).
The “looks cool” trap
The single biggest reading mistake: taking a card because its effect sounds impressive, without checking:
- Can I afford the cost?
- Can I hit the element threshold for the full effect?
- Can I target what I need to target?
A “destroy all invaders in target land” Major at 8 energy with 3 Plant threshold requires playing conditions that may not align with your spirit. Read the fine print.
Cross-references
- Tempo — timing + cost.
- Terrain — target restrictions.
- Adjacency & Range — range rules.
- Card Draft Theory — evaluating cards before gain.
Last revised: 2026-04-19