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Terminology

Every game has a jargon cost. Spirit Island’s is especially heavy because the community developed its own shorthand on top of the rulebook. Read this once; then refer back when the Glossary isn’t enough.

Core game terms

TermMeaning
Dahanthe island’s native human population — not you, not the invaders, but the humans you protect
Invadersexplorers, towns, cities
Ravageinvader attack in a land — invaders deal damage equal to their total count
Buildinvaders construct: 1 town added if any town was there; else 1 explorer becomes a town; etc.
Explorenew invaders arrive — from ocean into coastal lands, or from adjacent lands
Presenceyour spirit’s physical token on the board
Sacred Sitea land with 2+ of your presence
Blightland corruption; on the board, and cascades when a land acquires a 2nd blight
Fearthe win-condition currency; generated by killing + by specific cards; fills the fear pool
Terror Level1/2/3 — the fear-track flips that unlock easier win conditions
Reclaimreturn your played + discarded cards to your hand
Forgetpermanently remove a card from your deck (not the same as discard)
Push / Gathermove an invader or dahan out of / into a land
Destroykill (invaders + dahan) or remove (presence + blight)
Defendreduce damage during the Ravage step
Badlandsa token that adds +1 damage to any power targeting that land
Beastsa token type; some spirits create/use them
Diseasea token type; reduces invader effectiveness; Vengeance’s engine
Strifea token type; reduces the target’s damage next ravage
Wildsa token type; adds dahan behavior and some elemental effects
TermMeaning
Unique Powerspirit-specific starting cards
Minor Powercommon universal card pool, cheaper
Major Powercommon universal card pool, more expensive / powerful
Offerthe 4 cards revealed when you gain a Minor or Major
Forgetpermanently remove; often required when gaining a Major
Fast / Slowcard timing window — before (fast) or after (slow) the Invader Phase
Innate Powerspirit-specific abilities printed on the spirit board; activated by element thresholds
Thresholdthe element-count requirement to activate an innate’s level
Range Ncard can target lands up to N lands away from a source of your presence
Target Landrequired land type restrictions (e.g., “jungle or wetland”)
Anyno land-type restriction

Growth & track terminology (latentoctopus notation)

See How to Use This Book for the full notation table. Quick recall:

  • Gn: growth option n from left. G3 = third option.
  • nE: n energy/turn.
  • nCP: n card plays/turn.
  • Full bottom / Full top / Hybrid: opening presence-track patterns.

Element terminology

Elements are printed on card costs, spirit presence tracks, and innate thresholds. The eight elements are:

Sun, Moon, Fire, Air, Water, Earth, Plant, Animal

Compound element types matter for certain cards (e.g., “fire-plant” = fire + plant on the same card).

Adversary-specific jargon

TermMeaning
Stage I / II / IIIthree escalation phases of the Invader Deck, with adversary-specific rule shifts
Escalation Effectthe adversary’s unique rule that fires each turn
Loss Conditionsextra ways to lose this adversary adds on top of base
Difficultycomposite score 0–10+ combining level + scenario

Community jargon (that rulebooks don’t teach)

TermMeaning
Drown / drowningOcean-specific — removing a coastal invader by pushing it into the ocean
Bouncemoving a power / invader back to origin; often Trickster
Board wipekilling all (or most) invaders in a land with one high-damage power
Alpha playerthe coop player who “solves” everyone’s turn for them — see Part VII
Multi-handedone player controlling 2+ spirits; common solo format
True soloone player, one spirit (not multi-handed)
Energy spikea turn with unusually high energy for aggressive plays
Reclaim-onea growth slot that lets you reclaim a single card (not your full hand)
Early Majoropening that gains a Major Power by T2–T3
Punishexploiting a specific adversary weakness; also: an adversary that punishes mistakes
Splatslang for a massive single-target damage play
Enginea spirit’s repeatable mid-game scaling pattern; “turning on the engine”

Stats / analysis terms

TermMeaning
Win rate% of games won; always qualify by difficulty level, spirit, player count
Sample size (n)number of games the stat was derived from
Wilson intervalconfidence interval method for win rates; see Statistics
Digital biasthe systematic ways digital-game data diverges from tabletop reality
Metathe currently-prevalent community understanding of which spirits are strong/weak
Tier listordered ranking of spirits; see Cardboard Crew + multiple BGG lists

Quick-orientation for this book

When you see:

  • a bolded term without link → it’s in this page’s table, read above.
  • a linked term → it has its own deep chapter.
  • notation like G3 or 3CPHow to Use This Book.
  • Rei’s or latentoctopus citationsSources.

Pro Tip

If you’re confused by a community jargon term at the table, ask: “Is that in the Spirit Island glossary?” The Glossary appendix of this book collects what the rulebook doesn’t teach.


Last revised: 2026-04-19