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Introduction

Spirit Island is a cooperative, simultaneous-turn, deeply-asymmetric card-and-board game about native spirits driving colonial invaders off their island. It has — and this is the honest reason anyone writes a book about it — more decision depth per turn than you can hold in your head without training.

This book trains you for that.

What this guide is

A stats-driven mastery resource that synthesizes the community’s best work — Rei’s BGG guides, latentoctopus’s opening deep-dives, mindwanderer’s win-rate data, Spirited Discussion podcast analysis, and designer commentary — into a single reference that’s optimized for two uses:

  1. Active learning: you use it to drill, iterate, and actually get better over real games.
  2. At-the-table reference: you look up a matchup or a tactical question mid-game and get a concrete, stat-backed answer.

It is not an introductory rules teach. The Wiki, the Querki FAQ, and the official rulebook do that better than this book could. This guide assumes you know how to play the game; it focuses on how to play it well.

Who this is for

  • Solo players who want to raise their win rate at L5–L6 difficulty.
  • Multi-handed players transitioning to real multiplayer (including convention, meetup, and mixed-skill tables).
  • Anyone who wants to read a spirit’s page before sleeve-sliding into that spirit and actually feel prepared.
  • Teachers of the game who want scripts tuned to their audience’s time budget.

What’s novel here

Most Spirit Island strategy content is one of two shapes:

  1. Vibes: “Thunderspeaker is great vs. England, try them.” True, but undertrained.
  2. Rabbit holes: a 15,000-word Rei deep-dive on a single spirit. Excellent, but slow to consume.

This book is designed for the middle ground: every spirit, adversary, and scenario has a structured chapter with a predictable spine — so you can read one, skim the rest, and build pattern-recognition across 42 spirits without re-learning each one from scratch.

And it’s paired with a set of Claude skills that turn the book into a drill loop: daily challenges, combo drills, in-game tactical lookups, and post-game tracking. The book is inert reference until you use it. The skills make you use it.

How the content is organized

  • Part I — Foundations: the game’s core loop and terminology. Read once, referenced forever.
  • Part II — Fundamentals of Strategy: concepts that cross every spirit — tempo, presence economy, major-vs-minor, fear/blight/dahan dynamics.
  • Part III — Spirit Mastery: 42 spirits, Rei’s-format deep dives, grouped by complexity.
  • Part IV — Adversary Mastery: 8 adversaries, level-by-level strategy.
  • Part V — Scenarios: 14 scenarios, pattern-focused.
  • Part VI — Combos & Archetypes: 2-spirit pairings and strategic archetypes.
  • Part VII — Playing with Others: teaching, group dynamics, convention norms, mixed-skill tables. Real-world multiplayer craft, often missing from strategy guides.
  • Part VIII — The Statistics Lens: reading mindwanderer, understanding digital-vs-tabletop bias, self-tracking.
  • Appendices: curated card reference, full fear/blight/event deck reference, glossary, sources, changelog, a “what should I read next?” progressive-disclosure index, and the Claude Skills Companion.

Living document

This book is living, iterative, and opinionated. It’s built to revise as:

  • The community meta shifts (digital patches, new published strategy, new tier lists).
  • Your play exposes gaps in a chapter’s advice.
  • New expansions drop.

Every chapter carries a Last revised: YYYY-MM-DD footer. See the Meta Changelog for the running log.


Last revised: 2026-04-19 — v0.1 (MVP)

How to Use This Book

The three reading modes

This book is optimized for three different reading sessions. Pick the one that matches what you’re doing right now.

Mode 1 — Read Before Your Next Game (15–30 min)

You have time before play. You know your spirit and adversary. Do this:

  1. Open the spirit’s chapter in Part III.
  2. Read At a Glance + Spirit Overview + Key Strategic Principles. That’s ~600 words.
  3. Scan the Adversary Matchup Matrix row for your adversary. If the grade is B or worse, read the matching row carefully and note the 1–2 reasons.
  4. Read the Opening Strategy subsection matching your draft choice.
  5. Skim the Common Mistakes list. That’s the payoff per unit of reading time.

If your adversary is one you haven’t played much, add the adversary’s At a Glance + Spirits That Shine/Struggle from Part IV. Another ~300 words.

Mode 2 — Build a Session Plan (45–90 min)

You’re new to the spirit and new to the adversary. Or you’ve been losing and want to diagnose why. Do this:

  1. Read the spirit chapter fully, including Card Priority Ratings and Tempo Profile.
  2. Read the adversary chapter’s level-by-level breakdown for your chosen level.
  3. Pick an Opening Strategy variant; write down its round-by-round goals on paper (literally — pen on paper, not a screen).
  4. Play.
  5. Debrief with the si-post-game Claude skill and compare your turns against the chapter’s Common Mistakes.

This is the highest-leverage mode. Most readers should default to this for any new spirit/adversary combination.

Mode 3 — At-the-Table Lookup (under 30 sec)

Mid-game. You have a decision and need signal, not a dissertation. Do this:

  • Use the si-at-the-table Claude skill. You describe board state; it returns options with tradeoffs, not a solve.
  • Or, if you have the book open on a second screen: search for the specific card name, or jump to the spirit’s Tempo Profile for the current round.

Never try to read a whole chapter mid-game. It takes too long and breaks the table’s flow.

The active-learning loop

The book alone won’t make you a master. Books rarely do. The loop is:

  1. Challenge — generate today’s drill with si-daily-challenge. It picks a spirit × adversary × level × learning-goal based on your play history.
  2. Read — spend 15 minutes on the spirit chapter (Mode 1 above).
  3. Play — the challenge. Solo, multi-handed, or at-the-table.
  4. Log & Debrief — run si-post-game. It logs to data/playlog.csv and surfaces the 1–2 mistakes most likely to be what cost you this game.
  5. Iterate — tomorrow’s challenge shifts based on what you logged.

Repeat. After ~20–30 sessions you’ll notice you’re reading chapters less, because the patterns are in your head.

Notation you’ll see everywhere

This book uses the community-standard notation popularized by latentoctopus. Memorize this table:

NotationMeaning
Gnthe n-th growth option, left to right (1-indexed)
nEn energy per turn (e.g., 2E = 2 energy/turn)
nCPn card plays per turn
x/yx energy + y card plays (e.g., 3/2)
CECumulative Energy across the whole game
Full bottomopening that empties the bottom presence track
Full topopening that empties the top presence track
Hybridopening that takes from both tracks roughly equally
Minor / Major / Mixedpower-card draft emphasis
Reclaim cycleturns between one Reclaim and the next
Reclaim loopreclaiming every turn

The admonition palette

Six kinds of callout blocks, each with a specific meaning. See ADMONITION_STYLE for the style guide.

  • Pro Tip — actionable in-game advice.
  • Common Mistake — frequent trap + why.
  • Stat Insight — data-backed claim with source/date/sample.
  • Rules Clarification — from Querki FAQ, not opinion.
  • Sources — citations at section or chapter end.
  • Math — probability calculations, worked examples.

Confidence ratings (inherited from latentoctopus)

Opening-strategy subsections sometimes carry a confidence badge:

  • 🟥 Red — tentative / theorycrafting.
  • 🟨 Yellow — somewhat confident, limited play-testing.
  • 🟩 Green — well-tested, consistent success.

If a chapter doesn’t carry a badge, assume the content is in the “yellow” tier.

How to give feedback

This book is a living document and feedback changes it.

  • If a chapter’s advice failed you mid-game, note it in your si-post-game entry. Batched across sessions, these become revision tickets.
  • If a stat is stale (digital patch shifted things), open an issue on the repo or DM Brett.
  • If a common community pattern isn’t covered, same.

See Meta Changelog for the running edit log.


Last revised: 2026-04-19

Reader Self-Assessment

Three questions. Your answers route you to the right chapters to read first. The book is big; most readers only need 20–30 pages for their current level.

Question 1 — How many Spirit Island games have you played?

0–2 games:

3–10 games:

  • You know the rules. Read Tempo, Major vs. Minor, Presence Economy.
  • Pick one spirit chapter (Brett-priority: Shadows, Thunderspeaker, Ocean, Green, Bringer). Read it before your next game with that spirit.
  • Skim Teaching Methods if you’ll be teaching someone.

10–50 games:

  • Read Parts II, IV (adversaries you’ve played), VI (archetypes), VII (social).
  • Pick your next spirit-to-master (Brett priorities) and read that chapter.
  • Start using the Claude skills for daily challenge loop.

50+ games:

  • The book’s stats + source-citations are for you. Read Statistics Lens (stub) when authored.
  • Audit your playlog; identify weakest spirit/adversary; read that chapter.
  • Consider contributing revisions — you have table experience the chapters don’t yet capture.

Question 2 — What’s your current play format?

True solo (1 spirit, 1 hand):

Multi-handed (1 player, 2+ spirits):

  • Same spirit chapters; read multiple.
  • Archetype Index for partner-spirit selection.
  • Two-Player Dynamics — the “multi-handed tip” at the end of that chapter applies here.

Real multiplayer (2–4 players):

Convention / meetup:

Question 3 — What’s your current win rate at L3?

Under 50%:

  • Your gap is likely tempo or draft. Read Tempo and Major vs. Minor.
  • You’re likely drafting cards that don’t fit your spirit’s archetype.
  • Log 10 games via si-post-game; the common-mistake surfacing will diagnose specific issues.

50–75%:

  • You have fundamentals. Your gap is likely matchup-specific.
  • Read the adversary chapter for your worst-matchup.
  • Try unfamiliar spirits (Brett priorities) to broaden exposure.

75%+:

  • You’re ready for L5+ and scenarios.
  • Read the archetype chapters and start pairing spirits deliberately.
  • Explore aspects (coming in M3+).

What this book won’t tell you

  • Rules you don’t know: read the rulebook or Querki FAQ first. This book assumes game literacy.
  • How to lose gracefully: well, kind of — see Post-Game Debrief. But losing is an internal skill.
  • Which spirit is “best”: meta shifts; every spirit wins at L6 with the right partner and adversary. “Best” is context.

If you get stuck

  • Re-run the daily-challenge skill.
  • Revisit your most-lost matchup in the adversary chapter.
  • Post a specific question in the Spirit of the Island Discord.
  • Update the book’s changelog with what you learned.

Last revised: 2026-04-19

The Core Loop

Every turn of Spirit Island is the same loop. Master the loop and the rest of the game — 42 spirits, 8 adversaries, 14 scenarios — become variations on the same underlying pattern.

This chapter is your map of that pattern.

The six phases (round structure)

  1. Spirit Phase — Growth. Every spirit grows once per turn, picking from 2–4 options. This is where presence goes onto the board, cards get gained, and energy gets collected.
  2. Fast Powers — Each spirit chooses cards + innate powers with the “fast” symbol to play before the invaders move. This is your pre-emptive defense / offense window.
  3. Invader Phase — Explorers → Towns → Cities. Each card in the Invader Deck triggers:
    • Ravage in one terrain — invaders damage dahan + land.
    • Build in another — towns/cities spawn.
    • Explore in a third — new explorers arrive (from the ocean or from another land with invaders).
  4. Slow Powers — Cards + innates with the “slow” symbol. This is your post-invader cleanup / damage application window.
  5. Time Passes — Damage clears from still-alive invaders, blight cascades are resolved if triggered, fear cards are drawn + resolved.
  6. End of Round — Refresh / discard hand as appropriate, check win/loss conditions.

Every card is either fast or slow. The distinction determines what you can actually do with it.

The three currencies

Decision depth comes from the interaction of three currencies you spend every turn:

1. Energy

You spend energy to play cards. Unspent energy rolls over.

  • Starts at 0–2 depending on spirit.
  • Grows along the presence track.
  • You usually want to run lean on energy — banking too much means you underspent your card plays.

2. Card Plays (CP)

The number of cards you can play from hand each turn.

  • Starts at 1–2.
  • Grows along the presence track.
  • CP is the bottleneck currency for most spirits past round 3.

3. Cards in Hand

Cards come from your spirit’s starting 4, plus Minors/Majors you gain during growth. Reclaim pulls your played + discarded cards back.

  • Hand size constraints vary by spirit.
  • Acquiring cards trades presence-track progress or energy for card-pool depth.
  • Forgetting (permanently removing) a card is a real, often necessary move.

The spirit’s growth track(s)

Every spirit has 1–3 presence tracks with unlockable slots. Growth spends a growth option to:

  • Place presence on the board (from a specific slot).
  • Gain energy.
  • Gain card play.
  • Gain a card (minor or major).
  • Reclaim (return discards to hand).
  • Gain an element (for innate power thresholds).

The single most important strategic question on most turns is: which growth option did I pick, and why?

Presence on the board

Presence tokens are physical markers on the board. They serve three simultaneous purposes:

  1. Targeting — most spirit powers require presence in or near the target land.
  2. Sacred Sites — 2+ presence tokens in the same land form a sacred site, which enables certain powers and innates.
  3. Absorbing damage — when a ravage destroys your presence, it usually generates blight but saves the dahan.

Presence is simultaneously your tempo investment, your board control, and your damage sink. Trade-offs between those three roles are where spirit skill lives.

The four invader pressures

Each adversary plus the standard invader deck puts pressure on you in four dimensions:

  1. Time — how many rounds before you lose to blight cascade, territory overrun, or a Stage III escalation?
  2. Board — how many lands have invaders; how densely?
  3. Fear — are you generating fear fast enough to hit Terror 2/3 before the clock runs out?
  4. Dahan — are the island’s native people being preserved, killed, or deployed?

Different adversaries weight these dimensions differently. England pressures board + time with Stage III coastal invasions; Russia pressures dahan with settler mechanics; Sweden pressures fear early with its own fear penalties.

Win conditions

  1. Fear → Terror 3 — generate enough fear to flip all three terror cards; then the win condition becomes “destroy all cities and towns” (Terror 2 drops the “and towns” requirement for simpler wins, and Terror 3 drops everything to just “no invaders in any land”).
  2. Scenario-specific — e.g., Blitz requires defeating invaders within N rounds.
  3. Adversary-specific — the adversary’s Stage III often adds a strict victory condition alongside the base.

Loss conditions

  1. Blight exhausts — island blight pool runs out, cascade triggers, and you lose.
  2. Destroyed-presence loss — some spirits or scenarios impose “if spirit has 0 presence, lose.”
  3. Terror-track exhaustion — some scenarios add this.
  4. Round cap — rare, scenario-specific.

Reading the board

In order of priority:

  1. Where is the next Ravage going to hit? — look at the Invader Deck’s top card.
  2. Where’s the next Build? — next card up.
  3. Where are invaders explored into? — rotating through the Explore slot.
  4. Blight budget — how close are we to cascade?
  5. Fear track position — how many fear cards until next Terror flip?
  6. Dahan density — in the Ravage target: are there enough dahan to counterattack?

The turn-planning pyramid

Every turn, plan in this order:

  1. Growth choice — because growth happens first and shapes everything after.
  2. The Ravage you must prevent or absorb — the hard constraint.
  3. The Build you want to kill or delay — optional but high-value.
  4. Element accumulation — are you on track for innate thresholds?
  5. Fear generation — how much fear do you leave on the table this turn?
  6. Card discards for next turn — will you reclaim this turn, or do you need cards in hand for next turn?

Beginners plan in reverse order (cards first, growth last) and it produces chaotic turns. Always start from growth.


Summary — the loop in one paragraph

Each round: grow, play fast cards, suffer the invader phase, play slow cards, process time-passes (fear + blight), check win/loss. Your currencies are energy, card plays, and cards in hand; you trade them for presence, elements, and cards via growth. The game ends when fear hits Terror 3 (or a scenario win fires), or when blight cascades (or a scenario loss fires). Everything else in this book is texture on top.

Pro Tip

If you can’t name, before the Invader Phase starts, which Ravage terrain you’re handling and how, you haven’t finished your turn plan. Stop and rethink.


Last revised: 2026-04-19

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

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:

  1. Name — top. Used for reference + community jargon.
  2. Type — Minor / Major / Unique. Distinguishes deck pool.
  3. Cost — energy cost to play. Top-left corner (by convention).
  4. Speed — Fast or Slow. Determines timing phase.
  5. Elements — icons showing which elements this card contributes when played.
  6. Target — valid targeting range + land requirements.
  7. 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:

  1. Cost — can I afford it? Check energy pool.
  2. Speed — is this the right phase? Fast cards pre-ravage, Slow post-ravage.
  3. Target — can I legally target what I want? Check presence + range.
  4. Elements — do I care about the element contribution this turn?
  5. 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


Last revised: 2026-04-19

Deliberate Play

The single biggest difference between intermediate and advanced Spirit Island is not knowing more cards or playing a stronger spirit. It’s stopping between actions to ask what the board actually looks like and what options it actually affords — before reaching for the play your opener rehearsed or the card that “feels right”.

This is the habit this chapter is built to train.

The auto-pilot trap

Auto-pilot is what happens when you execute without evaluating:

  • You play Concealing Shadows T1 because that’s what the opener said, without asking whether Concealing’s headline effect (Ravage-protection) is even material this turn.
  • You pick Growth G2 because you usually pick G2, without tallying what income each track would give you across the next three turns.
  • You target Mantle of Dread on land #6 because that’s where your presence is, without noticing that the Build just happened in land #3 and your push matters more there.
  • You let Darkness Swallows fire whatever level triggers because it’s free, without asking whether Level 1’s Gather or Level 2’s Destroy better fits the situation.

Every one of those decisions might be correct. But when you make them without a deliberate evaluation, you give up the ability to notice when they’re wrong — which is the exact moment the game turns on you.

Auto-pilot is the default intermediate failure mode. You escape it by installing a few short, fixed pauses into every turn.

The per-phase checklist

Laminate this. Or keep a notecard. Or paste it inside the box. Every turn, in every phase below, ask these questions out loud before acting.

Growth phase

  1. What is my hand / discard / elements going into this turn? Count cards in each pile; count total Moon / Fire / Air / Sun / Water / Earth / Plant / Animal available.
  2. What’s my Energy income next round for each growth choice × track choice? Compute all branches before picking. (Example: Shadows G3-via-CP = 3E this turn / 2CP; G3-via-Energy = 4E / 1CP.)
  3. What’s the highest-leverage presence placement on the current board? The land with the most-imminent Build? A land that gives me range into the next Ravage target? A sacred-site candidate?
  4. Which option best matches the 3-turn plan I set at game start? If none do, am I pivoting — and what’s my new plan?

Energy phase (after growth resolves)

  1. How much Energy and how many CP do I have right now?
  2. Which card combinations can I afford? Enumerate every legal subset of my hand by (sum of costs ≤ Energy) × (count ≤ CP). Don’t skip to the “obvious” one.
  3. Which cards do I MUST play this turn vs. bank for later? A card that threshold-enables my innate THIS turn is must-play. A card that’s just “strong” is bank-able.

Fast Power phase

  1. In what order do I resolve Fast cards + Fast innates? Order matters — e.g., a Gather that moves Dahan into a land enables a conditional Fear on a later Slow play.
  2. What elements are in the pool as each Fast innate threshold is checked? Fast innates see only Fast-played elements. Write it out if you’re not sure.
  3. Are there Dahan movements / damage / explorations triggered by my Fast effects? Resolve the board consequences fully, one effect at a time.

Invader phase

  1. Explore: where do new Explorers arrive? (Any land adjacent to a City, Town, or ocean for coastal — per the Invader card + adversary modifiers.)
  2. Build: which lands have Invaders that trigger a Build? What does the current Build card say about which terrain Builds?
  3. Ravage: which lands Ravage? Compute Damage → Dahan fight-back → Blight. Don’t skip steps; mistakes here cascade into T+1 planning errors.

Slow Power phase

  1. In what order do I resolve Slow cards + Slow innates? Again, order matters — a Push that removes an Invader before a Fear-conditional evaluates can make/break the conditional.
  2. Now the full turn’s element pool is visible to Slow innates. Re-check thresholds.
  3. Did any Event / Blight / other side-effect happen this turn that I need to factor into the end state?

Time Passes

  1. What’s my state entering next turn? Hand / discard / forgotten; Energy bank; Presence on board + tracks; Fear pool; Blight pool; Terror level.
  2. Does the plan I set at game start still apply, or have board conditions changed enough that I’m pivoting? Name the pivot trigger explicitly.

Cross-turn prompts

Every 2–3 rounds, step back and re-evaluate at a higher altitude:

  • 3-turn lookahead: what do I want the board to look like at the end of T+3? Which plays between now and then move it there?
  • Pivot triggers: list 2–3 board conditions under which I abandon the current plan. Examples: “if Fear pool is < 4 by T3, shift to Favors-triggering plays”; “if a City appears in a coast I can’t hit, draft a Push major”.
  • Engagement audit: am I actually making decisions, or am I executing a script? If the last three turns felt rote, something’s probably being left on the table.

Common auto-pilot failures + their remediation

Auto-pilot failureRemediation
Playing Concealing / Defend / Ravage-protection cards on no-Ravage turnsCheck the invader deck’s current T-column: no Ravage → these cards are 1 Fear + elements only. Don’t narrate their protection effect as T1/T2 value.
Picking a growth option by habitCompute income for at least two growth × track branches before choosing.
Targeting a Power on the land with your presence rather than the highest-leverage landCheck range-extension options (spirit’s special rule + Shadows-of-the-Dahan-style rules) before narrowing to R0 targets.
Claiming your innate “fires this turn” without checking phaseFast innates see only Fast elements. Slow innates see Fast + Slow. Elements don’t persist across turns. Recount at each resolution.
Executing the opener verbatim T4+Openers rehearse T1–T3. T4+ is adaptive play by definition. Name the pivot trigger at T3’s end.
Treating Wiki-suggested cards as draft priorityWiki-suggested = HoSI beginner-deck bundle. Full-pool draft ranks by element alignment + cost curve + synergy, not by who packaged which starter deck.

How this chapter integrates elsewhere

  • Per-spirit Possible Openings — each turn block in every spirit chapter includes a “Pause-point” callout referencing one or two of the questions above, specialized to what most often trips players up on that spirit.
  • si-at-the-table skill — responses surface the decision-tree (options + deciding factor), not just a conclusion. That’s the whole point of the skill.
  • si-live tool — per-phase UI prompts that show the state-relevant questions (e.g., during Growth: current track state, income branches; during Fast: element pool, innate-threshold proximity).
  • si-rules-check skill — returns the phase-timing summary so writers can’t accidentally bake auto-pilot assumptions into the chapter text.

The minimum viable practice

If you only have energy for one pause per turn, make it Growth. Wrong growth choice at T1 is the single biggest correctable swing in a Spirit Island game: it compounds for eight rounds. Growth is where auto-pilot costs the most.

If you have energy for two pauses per turn, add the pre-Fast-phase element tally — before playing any Fast card, count the elements your planned Fast plays will produce in Fast phase. This catches the “my innate fires because I have the right total elements” error where the total includes Slow elements the Fast innate will never see.

Three pauses: add the end-of-turn pivot check. “Does my 3-turn plan still apply?” If yes, continue. If no, spend 30 seconds naming the new plan before Time Passes.

Build these three pauses into reflex and the rest of the framework follows.

Terrain

Every land on the island is one of four terrains. Terrain determines what powers can target it, where invaders explore to, which innates fire, and which spirits feel at home. Reading the terrain spread on your board — before you even pick growth — is the single skill that separates mid-level play from advanced play.

The four terrains

TerrainIcon referenceNotes
JungleGreen leafUsually the most numerous terrain; many Plant + Dahan effects
MountainPeaksOften sparse; where sacred sites consolidate; many Fire/Earth effects
SandDesertCoastal-adjacent frequently; many Sun effects; often low-dahan
WetlandBlue marshWater-heavy; dahan-friendly; slow-build; low ravage density

Rivers and mountain-ringed centers don’t count as their own terrain — they’re land-type modifiers.

Coastal vs. inland

Coastal: the land shares a border with the ocean (the blue area at the edge of the board). Invaders Explore from the ocean into coastal lands.

Inland: no ocean border. Invaders Explore into inland from adjacent invader-held lands.

The distinction matters constantly:

  • Ocean’s innates care about coastal presence.
  • England Stage III introduces coastal Cities.
  • Explore chain analysis depends on whether the source is a coastal or inland land.

Terrain and the invader deck

Invader cards specify terrain:

“Stage I card: Ravage Jungle, Build Mountain, Explore Sand.”

The terrain mix of your board determines which cards hit you harder. A jungle-heavy board means jungle Ravage cards hurt more (more lands at once); a mountain-sparse board means Mountain-build cards hurt less but consolidate pressure.

Pre-game terrain audit: look at your board before drafting. Count:

  • Number of lands per terrain.
  • Coastal terrain distribution (jungle + coastal? mountain + inland only?).
  • Which terrains have dahan starting in them.

This shapes which opening variant to pick.

Terrain-gated powers

Many powers specify valid target terrain:

  • “Target: Jungle or Wetland.”
  • “Target: Any terrain.”
  • “Target: Sacred Site in Mountain.”

When drafting, check whether the offered card’s terrain restriction matches where your presence is (or will be). A Mountain-only card on a mountain-sparse board is near-dead.

Spirits by preferred terrain

Not every spirit cares, but many do:

All 39 spirits below. “Any” = terrain-agnostic; the spirit cares about adjacency/density/dahan/coasts more than terrain type.

Base (8):

SpiritPreferred terrainWhy
River Surges in SunlightWetland + jungleWater-flow theme
Lightning’s Swift StrikeAnyRange-based targeting; terrain-agnostic
Shadows Flicker Like FlameAny (spread-oriented)Range + spread matter more than terrain
Vital Strength of the EarthMountain + jungle (sacred sites)Defend + sacred-site density
Ocean’s Hungry GraspCoastal (all types)Drowning mechanic
A Spread of Rampant GreenJungle + WetlandPlant-heavy innates
ThunderspeakerAny (dahan-dependent, not terrain)Dahan lives anywhere with dahan token
Bringer of Dreams and NightmaresAny (spread-oriented)Fear cards not terrain-gated

Branch & Claw (2):

SpiritPreferred terrainWhy
Sharp Fangs Behind the LeavesJungle + MountainBeast deployment
Keeper of the Forbidden WildsJungle + MountainSacred-site scaling

Promo — Feather & Flame (2):

SpiritPreferred terrainWhy
Heart of the WildfireAny terrain — scales with blightDestruction-agnostic
Serpent Slumbering Beneath the IslandMountain + coastalScale-oriented; Incarna placement

Promo Pack 2 (2):

SpiritPreferred terrainWhy
Downpour Drenches the WorldAny (coastal + inland)Isolation works across terrain
Finder of Paths UnseenAnyVision + mobility terrain-agnostic

Horizons (5):

SpiritPreferred terrainWhy
Devouring Teeth Lurk UnderfootMountain + jungleEarth-Plant element focus
Eyes Watch from the TreesJunglePlant-Air support themed
Fathomless Mud of the SwampWetlandWetland-defend scaling
Rising Heat of Stone and SandSand + mountainFire-Earth direct-damage focus
Sun-Bright WhirlwindAnyMobility terrain-agnostic

Jagged Earth (10):

SpiritPreferred terrainWhy
Shifting Memory of AgesAnyCard-focused; terrain-incidental
Grinning Trickster Stirs Up TroubleAnyDisruption works anywhere
Many Minds Move as OneAny (dahan/beast-adjacent)Beasts move 2 lands; not terrain-gated
Shroud of Silent MistAnyMists Shift and Flow covers all terrain
Vengeance as a Burning PlagueAny (blight-dense)Scales with blight not terrain
Volcano Looming HighMountainInnate eruption mechanic
Stone’s Unyielding DefianceMountain (sacred-site density)Defend via mountain anchors
Lure of the Deep WildernessJungle (pulls toward wilds)Thematic + mechanical
Fractured Days Split the SkyAnyTime-skip terrain-agnostic
Starlight Seeks Its FormForm-dependentVaries with form selected

Nature Incarnate (10):

SpiritPreferred terrainWhy
Ember-Eyed BehemothAny (Incarna-mobile)Fire-Plant elements; Incarna relocates
Hearth-VigilAny (dahan-land)Protects dahan wherever they are
Towering Roots of the JungleJungleName + Plant-Earth identity
Breath of Darkness Down Your SpineAny (spread-oriented)Fear-scaling terrain-agnostic
Relentless Gaze of the SunSand + mountainSun element + high-visibility terrain
Wandering Voice Keens DeliriumAnyStrife-fear anywhere
Wounded Waters BleedingWetland + coastalWater-Incarna identity
Dances Up EarthquakesMountainEarth-Incarna identity
Covets Gleaming Shards of EarthMountainEarth + mineral-hoard theme
Ferocious Warrior of the Lost LandsAny (dahan-land)Dahan-warrior terrain-agnostic

Terrain and innates

Some innates reference terrain directly: “If target land is Jungle, deal +2 damage.” This shifts element + terrain calculus together. Before drafting a Jungle-bonus innate spirit, verify the board has 4+ Jungle lands.

Rivers

Rivers are printed modifiers on certain lands. They:

  • Don’t count as water for element purposes (Water-element is on cards; rivers are geography).
  • Alter adjacency for some spirits (a river-edged land has more neighbors or specific neighbors).
  • Interact with specific cards (e.g., “push across a river” effects).

On boards with rivers (most Jagged Earth boards), factor river geometry into push/gather planning.

Terrain and blight

Blight affects the land regardless of terrain, but terrain-specific cards that reduce blight (Green’s Fresh Paint the Island, some Keeper cards) require matching terrain. If your blight cascade risk is in a Mountain and your blight-removal cards target Jungle, you have no solution — read the threat ahead.

Multi-spirit terrain splits

In 2+ player games, a common coordination pattern is terrain splitting:

“You handle the Jungle/Wetland side; I’ll take Mountain/Sand side.”

This is often wrong:

  • The invader deck moves pressure between terrains turn by turn.
  • A rigid split leaves one spirit under-employed most turns.

Better pattern: “You focus on the inland hub; I’ll focus on the coastal lands,” regardless of terrain. Terrain is a scan-before-turn variable, not a partnership boundary.

Reading ahead

Top 3 terrain reads before Turn 1:

  1. Which terrain has the most lands? — that’s where builds compound fastest.
  2. Is there a “lonely terrain” (1–2 lands)? — Ravage or Build there can be a trap; invaders concentrate in scarce terrain.
  3. Coastal balance — what proportion of lands are coastal? >50% = Ocean-strong board; <30% = inland-only strategies favored.

Common mistakes

Common Mistake

Drafting a terrain-restricted Minor without checking your presence. “Target: Sand or Wetland” — but your presence is entirely Jungle/Mountain. The card is stranded for 2–3 turns until you shift presence.

Common Mistake

Ignoring terrain diversity when picking a spirit. A new-player Green on a low-jungle board is a frustrating game. Before choosing the spirit, glance at the board.

Common Mistake

Forgetting that Explore moves through terrain chains. An isolated inland Town won’t explore forward unless an adjacent land has an invader; plan reserves accordingly.

Cross-references


Last revised: 2026-04-19

Adjacency & Range

Adjacency is deceptively simple: two lands are adjacent if they share a border. Range is how many adjacent-hops a power can reach. Everything else — every targeting rule, every push/gather question, every “can I play this card here?” — derives from this.

And despite the simplicity, adjacency questions come up every game, usually under time pressure, usually with real stakes.

The basic rule

Two lands are adjacent if they share a border on the board. Adjacency is symmetric (if A is adjacent to B, B is adjacent to A).

The ocean counts as one “land” for adjacency purposes:

  • Coastal lands are adjacent to the ocean.
  • Coastal lands on the same ocean are not adjacent to each other unless they share a land border.

Range

Range-N means the target land is N hops away from a qualifying source.

  • Range-0 or “your presence”: the target land contains your presence.
  • Range-1: target is adjacent to a land with your presence.
  • Range-2: target is up to 2 hops away from a land with your presence.

Hops count through the ocean for range purposes only if the power allows it — most powers restrict to land-to-land adjacency.

Range examples

  • Your presence is in a jungle land. A Range-1 power can target that jungle land OR any adjacent land (jungle’s neighbors).
  • Two lands apart via a mountain: Range-2 can hop over.
  • Two coastal lands, not sharing a border, both adjacent to ocean: Range-1 can NOT hop between them through the ocean (unless the power specifies ocean-traversal).

“Source of your presence” vs. “your presence”

Many powers distinguish:

  • “Target land with your presence”: the presence itself must be in the target.
  • “Source of your presence”: the presence is adjacent to or in the target, depending on range.
  • “Any” source: no restriction — sometimes with the caveat “from any Spirit’s presence” in multiplayer.

Read the card carefully. “Source of your presence” with Range-1 does NOT require your presence in the target; only adjacent-from.

Sacred sites

2+ presence in one land = a sacred site. Some powers key off sacred-site adjacency rather than presence adjacency. For those, a lone presence in an adjacent land does not satisfy the targeting — the sacred site itself must be positioned correctly.

Ocean and coastal

The ocean is one continuous “land space” for targeting purposes in most contexts:

  • Powers with “Target: ocean” exist (rare, typically Ocean-spirit cards).
  • Coastal lands around the same ocean are not adjacent to each other via ocean (no hop-through) unless stated.
  • Ocean’s Hungry Grasp has specific exceptions: its presence in the ocean treats coastal lands as adjacent.

Shroud’s Mists Shift and Flow

Shroud of Silent Mist has a special rule that modifies adjacency for its own targeting: when playing a power, Shroud may move (gather) one presence into the target land or an adjacent land to meet range requirements. This effectively extends Shroud’s reach by 1 land hop, mid-play, for the cost of disrupting presence position.

Rei’s strategic note: this is the rule that gives Shroud its “spatial mobility” feel and supports the damaged-invader farming playstyle.

Finder and vision

Finder of Paths Unseen uses Vision tokens that interact with adjacency in ways other spirits don’t. Targeting can reach further via Vision-token chains. Not a universal rule; Finder-specific.

Adjacency edge cases

River crossings

Some boards mark rivers on land borders. By default, rivers don’t block adjacency — two lands on either side of a river are still adjacent. But specific powers say “across a river” or “not across a river,” modifying from the base.

Coastal diagonals

Coastal lands touching only at a corner (not a full border) are NOT adjacent. Corner-touching is not shared-border.

“Within Range N” vs. “Range N”

“Within Range N” includes 0 (your presence counts). “Range N” sometimes excludes 0 — read the card.

Beast/Dahan movement

Push and Gather move units between adjacent lands by default, unless a spirit rule extends (Many Minds: Beasts move up to 2 lands via Fly Fast as Thought).

Pre-turn adjacency audit

Before finalizing your turn, check adjacency for each card:

  1. Does my presence (or Sacred Site) satisfy the source requirement?
  2. Is the target within range from the correct source type?
  3. Are there any special adjacency rules (Shroud’s Mists, Ocean’s coastal extension, river crossings)?

Most adjacency errors come from trying to target a land that looked in-range but wasn’t. Visual intuition fails on Spirit Island’s dense boards — verify by counting hops.

Common mistakes

Common Mistake

Targeting a Range-1 power from a “near-but-not-adjacent” land. Always count hops. Shared corner is not shared border.

Common Mistake

Forgetting Shroud’s gather-to-target on a Range-0 power. You have more flexibility than you think — use it.

Common Mistake

Treating the ocean as a hop-through space for generic powers. It isn’t — ocean is specific to Ocean’s Hungry Grasp and a handful of explicit effects.

Common Mistake

Ignoring sacred-site-only adjacency. A power with “target land adjacent to your Sacred Site” does NOT trigger off a single-presence land. Check the card’s exact wording.

Common Mistake

Forgetting “Your presence” vs. “Source of your presence” distinction when the card’s effect is flexible. They’re different; one requires presence IN the target, the other only adjacent.

Cross-references


Last revised: 2026-04-19

Tempo

Tempo is the implicit currency that makes or breaks every Spirit Island game. You never see it on a card or a track — you feel it when your board collapses on T4 because you grew too slowly on T1, or when you win on T7 because you banked the right turn on T3.

This chapter gives you the vocabulary and the heuristics to reason about it deliberately.

What tempo actually is

Tempo is the rate at which you convert currencies into board effect per turn.

There are three interacting tempo axes:

  1. Energy tempo — how fast your per-turn energy grows.
  2. Card-play tempo — how fast your per-turn CP grows.
  3. Presence tempo — how fast you occupy the board, enabling targeting + damage sinks.

The goal isn’t to maximize all three. It’s to keep all three above the adversary’s pressure curve at every round. Go below the curve and you lose; go far above the curve and you over-invested in growth when you should have been stopping ravages.

The adversary’s pressure curve

Each adversary produces a pressure curve — a rising line of “how much board effect you need to deliver this turn to not fall behind.” The shape varies:

  • Brandenburg-Prussiaflat-early, steep-late. T1–2 are calm; T5+ has Cities bombarding coasts.
  • Englandgradual rise, long tail. Towns accumulate steadily; late-game they become Cities everywhere.
  • Swedenhigh-early, plateau. You must defend hard T2–3; if you survive, scaling matters less.
  • Russiadahan-pressure, fear-blocked. Kills dahan while suppressing your fear gain.

Your opening choice should be a bet on your spirit’s tempo matching this curve, not on the spirit’s “power level” in abstract.

The three tempo axes, one at a time

Energy tempo

Most spirits open at 1E per turn. Some (Lightning) at 2E+, some (Fangs, Wildfire) well below effective income due to cost-heavy cards.

What raises energy tempo:

  • Growth slots that give +energy.
  • Presence track revealing passive energy.
  • Powers that generate energy (e.g., Let’s See What Happens for Trickster).
  • Spirit-specific generation (e.g., Shroud’s damaged-invader bonus).

Heuristic: if you end a turn with more than 2 energy banked, you likely under-spent last turn. Exception: you’re saving for a high-cost card next turn.

Card-play tempo

Most spirits open at 2CP (sometimes 1CP). CP scaling is the tightest bottleneck past T3 for almost every spirit.

What raises CP:

  • Growth slots that unlock +CP.
  • Reclaim — not a CP gain per se, but enables cycling the same 2 cards forever.
  • Rare spirit-specific mechanics (Many Minds’ special rule; Fractured Days’ engine).

Heuristic: if you’re not playing your maximum CP every turn past T3, you’ve over-invested elsewhere. Holding cards is almost never correct for most spirits.

Presence tempo

Presence does three things at once — targeting, sacred sites, damage absorption. Tempo here is subtler.

What raises presence tempo:

  • Growth slots that place presence.
  • Spirit-specific mechanics (Fangs’ Beasts, Many Minds’ Beasts-as-presence).
  • Moving existing presence (Shroud, Shadows).

Heuristic: your presence count usually peaks around T3–T4, then gradually decays as ravages destroy it. If your presence count rises past T5, you’re over-growing.

Banking vs. spending

Every turn, you choose between banking (saving a resource for next turn) and spending (deploying it now). The banking question is the hardest strategic question in the game.

When to bank

  • You have a high-cost play coming up next turn that solves a bigger problem.
  • The adversary’s immediate pressure is low (T1 standard-deck is often forgiving).
  • Your spirit has a reclaim coming that would waste the cards you’d play now.

When to spend

  • A ravage is about to hit and you have the cards to prevent or absorb.
  • Elements this turn cross an innate threshold you’ll lose access to next turn.
  • Fear payout — “I generate 3 fear this turn or I don’t” is a now-or-never.

The most common banking mistake

“I’ll hold this fast power for when the ravage is worse.”

Usually wrong. The ravage is worst when it happens. If you can prevent or mitigate now, do it; the next worst ravage is worse than the current one, but you’ll have more resources then.

Common Mistake

Holding cards in hand past T3 because “I might need them.” Unless you’re explicitly planning a reclaim, held cards are under-deployed tempo. Play your CP max.

The tempo cliff

Every spirit has a cliff turn — the turn where, if you haven’t set up properly, you collapse. Examples:

  • Wildfire: T4 collapse if you don’t have 2 Fire + 3 Plant by end of T3.
  • Shadows: T5 collapse if you don’t have a reliable damage pipeline online.
  • Bringer: T3 collapse if you don’t have the fear loop running.
  • Ocean: T4 collapse if you haven’t established coastal drowning by T3.

A spirit chapter’s Tempo Profile table shows the expected state per round. Diverge at your peril — or knowingly, as a read.

Tempo vs. elements

Elements are not free. Gaining elements via growth costs you presence-placement or CP-gain. Element-rich plays cost cards.

The trade:

  • High-element growth — you sacrifice presence for faster innate threshold activation. Great for spirits with huge innate payoffs (Shadows, Lightning).
  • Low-element growth — you sacrifice innate power for presence + CP. Great for spirits whose cards carry the load (Thunderspeaker, some Earth openings).

Per-turn tempo audit (a drill)

After each game, ask:

  1. Which turn was my peak? If not T6–T8, you may have spiked too early or late.
  2. Which turn was my weakest? Was it planned (reclaim, growth-heavy) or forced (collapse)?
  3. Did I bank on a turn I shouldn’t have? — count banked energy > 2 as a signal.
  4. Did I spend on a turn I shouldn’t have? — check if you forced a threshold activation that cost a card you wanted later.
  5. Did I misread the adversary’s pressure curve? — which turn did it surprise you?

Log the answer in si-post-game. Across 10–15 games, tempo errors become the pattern you see, and you fix them.

Summary heuristics

Pro Tip

  • If you bank > 2 energy into next turn, you underspent. Play the card.
  • If you hold cards past T3 without a reclaim plan, you under-CP’d. Play them.
  • If your presence is still rising past T5, you over-grew. Shift to card plays.
  • If your adversary’s L6 win rate on your spirit (per mindwanderer) is under 30%, your tempo assumption needs to be more aggressive than the default.

Cross-references

Sources

  • latentoctopus glossary (Gn, nE, nCP notation): https://latentoctopus.github.io/glossary/
  • Rei on Vengeance’s late-game juggernaut scaling (a canonical tempo-arc example): BGG thread #2709070.
  • mindwanderer stats for per-spirit tempo shape validation: https://mindwanderer.net/si/stats.html

Last revised: 2026-04-19

Presence Economy

Presence is the game’s most overloaded resource. It’s simultaneously:

  • a targeting anchor (most powers require presence in or near the target land),
  • a board currency (sacred sites unlock innate abilities + certain card effects),
  • a damage sink (when ravages destroy it, they spare dahan and delay blight),
  • a tempo investment (growth slots that place presence trade against energy/CP growth).

Treating presence as any one of these is the beginner mistake. This chapter teaches you to reason about all four simultaneously.

The opening budget

You start with 3 presence on the board (seeded by the spirit setup) and 10 presence in your supply to place throughout the game. Over a typical 8-round game you’ll place ~7–9 presence. The rest sit in supply or stay on the track unused.

The rule: not every presence needs a home. Sometimes the right play is to leave a slot unplaced and take an energy/CP growth instead. Presence just-in-case is a common tempo leak.

The four presence roles, quantified

1. Targeting anchor

Powers with “Target: your presence” or “Range N from your presence” require at least 1 presence in the relevant area. Spread-heavy spirits (Green, Lightning, Thunderspeaker) need broad coverage. Focused spirits (Wildfire, Starlight) need density, not spread.

Heuristic: count the ravage lands on your spirit’s horizon. You usually need 1 presence adjacent to each critical ravage target. Minimum coverage for most base-adversary games: 5 lands.

2. Sacred sites

A land with 2+ of your presence is a sacred site. Many innates and some powers require “target a sacred site.” Stone, Keeper, Earth lean on sacred-site density; Fangs deliberately avoids them.

Heuristic: if your spirit’s innates or cards say “sacred site,” you want 2–3 sacred sites by T4. If they don’t, a sacred site is wasted presence density — spread instead.

3. Damage sink

When a ravage hits a land with your presence, and damage exceeds dahan health, your presence gets destroyed (sometimes along with dahan). Destroyed presence usually adds blight to the land.

This is presence as insurance: if a ravage will happen and you can’t prevent it, placing presence in that land sacrifices one presence to save 1 blight. 1 blight = 1 step closer to cascade.

Heuristic: place presence in high-ravage terrain before T3 for exactly this reason. The presence acts as a shield.

4. Tempo investment

Every presence placed costs an energy/CP growth you didn’t take. Over 8 turns, 4 presence placements means 4 growths not taken elsewhere.

Heuristic: if you’re at 2E and 3CP by T5 with 5 presence on the board, you spent right. If you’re at 1E and 2CP with 9 presence, you over-invested in placement.

The presence curve

Most spirits follow a predictable presence arc:

RoundPresence in SupplyPresence on BoardPresence on Track
Start10310 (unlocked)
T18–94–59–10
T36–76–87–8
T54–57–95–6
T73–46–8 (decaying)3–4

The decay on T7+ is from ravages destroying board presence. If your presence count rises past T5, you’re over-growing.

Presence destruction isn’t always bad

For most spirits, losing presence is painful. For some, it’s the engine:

  • Vengeance: presence destruction adds Disease. A planned sacrifice accelerates the spirit.
  • Wildfire: presence destruction enables 1-blight wipes of low-health targets.
  • Serpent: some aspects convert destroyed presence to other board tokens.

For these spirits, the presence economy flips: spending presence is the damage engine.

Territorial spirits vs. flexible spirits

Some spirits care about which lands their presence occupies. Others don’t.

Territorial spirits (presence position matters):

  • Shroud — wants presence surrounding invaders in specific lands.
  • Stone — sacred-site clusters determine which lands are “safe.”
  • Shifting Memory — presence location gates memory cycling.

Flexible spirits (presence location is fungible):

  • Lightning — short-range; moves where targets are.
  • Trickster — cares about element sources, not positions.
  • Fractured Days — the time-skipping engine is mostly independent of position.

Your opening should acknowledge this. Territorial spirits bias toward presence-placement growths; flexible spirits bias toward energy/CP growths.

The “destroy your own presence” trade

Rare but real. Some plays give you the option to destroy your own presence for an effect (e.g., certain unique powers, certain Majors). Do this only when:

  1. The effect clears a ravage that would otherwise cost 2+ blight.
  2. The presence destroyed was in a terrible land (low-value for targeting, low-value as sink).
  3. Your spirit converts destroyed presence into value (Vengeance, some Incarna spirits).

Common Mistake

Destroying your own presence “for the effect” on a non-Vengeance/Wildfire spirit. Unless the math is clear (2 blight prevented > 1 presence lost), you’re compounding a problem.

Reading presence on other spirits (multiplayer)

When you have a partner, count their presence too. Cross-spirit presence coverage matters for:

  • Defend sharing — a Thunderspeaker with dahan nearby can defend your ravage if your presence is adjacent.
  • Fear coordination — Bringer’s fear cards trigger more broadly with more spirits’ presence on the board.
  • Territory splits — see Teaching Methods for conventions on who takes which terrain.

Cross-references

  • Tempo — how presence interacts with the energy/CP axes.
  • Terrain — where to place presence by land type.
  • Dahan — dahan as alternative/complementary damage sinks.
  • Blight Track — the downside of presence destruction.

Last revised: 2026-04-19

Major vs. Minor — A Stats-Backed Framework

This is the most important draft decision in Spirit Island, and also the one most often handled by feel rather than framework. This chapter gives you the framework.

The core question

Every time you grow on a “gain a power card” slot, you choose: Minor (cheap, supportive, 4 cards offered) or Major (expensive, game-changing, 4 cards offered, costs you a Forget).

Over a game, most spirits gain 3–6 power cards. Getting the Minor/Major ratio right is worth ~15–20% on your win rate at high difficulty. Getting it wrong is how you lose games you “should” have won.

The four archetypes

Spirits fall into four draft biases. Learn which archetype your spirit is before you draft.

1. Minor-heavy

Cheap, curve-fit, multi-card plays every turn. Minors slot naturally into these spirits’ energy + CP.

Spirits here: Sharp Fangs, Many Minds (opening 1), Downpour, Shroud (opening 1), Lightning, River (openings 1–2 early).

Rule: gain 2–3 Minors before you even think about a Major. If your Minors are all 0–1 cost, you can sustain 3+ CP per turn at 2–3 energy. Majors would starve the curve.

2. Major-heavy

Expensive, game-changing, spirit wants to hit a threshold (usually 3 CP + 3E+) to fire Majors reliably.

Spirits here: Vital Strength of the Earth (classic), Keeper, Stone’s Unyielding, Starlight, Covets.

Rule: go Major as early as your curve supports — often T2–T4. Forget a weak Unique; 0 Minors is fine. Shopping 3+ Majors over a game is normal.

3. Mixed

Some Minors to sustain the curve, 1–2 high-value Majors for late-game closing. Most spirits default here.

Spirits here: Thunderspeaker, Shadows, Ocean, Green, Bringer, Fractured Days, Trickster (all openings), Finder, Serpent.

Rule: gain 2 Minors T1–T3, then a Major T4–T6, then another Minor or Major depending on what the matchup demands.

4. Flexible / Adversary-driven

The spirit’s strength is breadth — different matchups want different drafts. Play the adversary, not the spirit.

Spirits here: Wildfire (Early Major vs England; Full-bottom minors vs Sweden), Sharp Fangs across its 4 openings, Lure (depends on opening choice), Behemoth.

Rule: read the adversary’s pressure curve first (see Tempo), then pick archetype 1–3 to match.

The four decision factors

In order of weight:

1. Energy curve fit

The question: does your spirit generate enough energy by T3 to play the Major you gain?

Majors cost 3–8 energy. A 4-cost Major played on T4 means you hit 4E by T4. Most spirits that aren’t Earth don’t.

Pro Tip

Before gaining a Major, check: “Can I play this card within 2 rounds of gaining it?” If no, pass. Majors rotting in hand are pure tempo loss.

2. Forget cost

When you gain a Major, you forget a card. If your spirit has a bad Unique (classic: Earth’s Draw of the Fresh Waters on some matchups; Wildfire’s Flash-Fires), that’s a bonus.

If your spirit has no weak Unique, forgetting is a real cost. Minors don’t ask for a Forget — they’re free to slot in.

3. Card pool variance

Majors have 4-card offers that skew toward specific elements or effects. If your spirit has narrow element requirements, the Major offer often has 0–1 useful cards. Passing and going Minor is better than taking a misfit Major.

Minors have 4-card offers with better average fit for most spirits because the minor pool is broader + cheaper.

4. Game-phase fit

  • Early game (T1–3) — Minors almost always win. They’re cheap enough to play immediately.
  • Mid (T4–6) — Majors start paying off. Mixed archetypes pivot here.
  • Late (T7+) — either you’ve already shopped Majors, or you’re playing Minor-heavy and don’t care.

The mermaid decision tree

          Turn 1–3: which archetype is your spirit?
                            |
           +----------------+----------------+
           |                |                |
      Minor-heavy       Mixed           Major-heavy
           |                |                |
     Gain Minors     Gain Minors T1–3   Gain Major T1–3
     all the way     Major T4–6         More Majors later
                     Minor/Major late

If you play Flexible, read the adversary first — see the Adversary Matchup Matrix in that spirit’s chapter.

The stats

Stat Insight

Per mindwanderer (2026-Q1 digital data, N ~ 12,000 games L3+):

  • Minor-heavy spirits winning runs: 78% of games drafted 3+ Minors before any Major.
  • Major-heavy spirits winning runs: 64% drafted a Major by T3.
  • Cross-spirit overall: win rate is ~8% higher when the draft matches the archetype classification above.

Sample sizes vary per spirit. Use the per-spirit chapter’s draft-bias rating, which accounts for the stat.

See the Major vs. Minor Draft Rates chapter for the full per-spirit breakdown.

The passing game

Sometimes the right play is decline a card gain. You can’t decline a growth option that says “gain a card,” but you can pass on the card offered and take a Forget-only move, or you can take a 4th card you won’t use just to avoid a Forget.

You pass a Major when:

  • No card in the offer fits your element profile.
  • Your energy curve won’t support it for 2+ turns.
  • Your Unique cards are all too valuable to Forget.

You pass a Minor when:

  • Rare — almost never pass a Minor.
  • Exception: hand size cap constraints (some spirits cap lower).

The “just take the shiny” trap

Majors look great on the card. Vigor of the Breaking Dawn reads like the game-winner. But if you play it once at T6 and never again, you overpaid.

Rule of thumb: a Major is only worth its cost if you play it twice in the game. Once-and-done Majors are net losses unless they outright closed the game.

Common Mistake

Drafting Vigor / Terrifying Nightmares / Sea Monsters / Fiery Power on a spirit that can’t hit the element threshold for the full effect. You just paid the Major cost for a mediocre sub-threshold effect.

A per-spirit rule of thumb

From the priority spirits (see per-chapter pages for the full stat-backed recommendations):

All 39 spirits below. Biases marked TBD will be refined as each spirit’s chapter is authored. Directional hints are community-consensus best-guesses where a chapter doesn’t yet exist.

Base (8):

SpiritDraft BiasOpening card rule
River Surges in SunlightMixedMinors T1–T3 to fuel River’s Bounty; Major T6+ if reliable
Lightning’s Swift StrikeMinor-heavyCheap Minors compounding 2-CP plays; Majors optional
Shadows Flicker Like FlameMixedMinors T1–T2, Major T3–T5 if Moon/Fire majors offered
Vital Strength of the EarthMajor-heavyMajor T2–T4; forget Draw of Fresh Waters as standard
Ocean’s Hungry GraspMixed2 Minors early, Major T5+ once drowning is reliable
A Spread of Rampant GreenMajor-heavyMajor T2–T3 if Plant majors offered; 0–1 Minor total
ThunderspeakerMixedMinors T1–T3, pivot Major late; dahan-synergy majors OP
Bringer of Dreams and NightmaresMixedMinors first; Terrifying Nightmares late as finisher

Branch & Claw (2):

SpiritDraft BiasOpening card rule
Sharp Fangs Behind the LeavesMinor-heavy3 Minors before a Major; see chapter for 4 opening variants
Keeper of the Forbidden WildsMajor-heavyMajor T2–T3; the spirit’s energy supports it

Promo — Feather & Flame (2):

SpiritDraft BiasOpening card rule
Heart of the WildfireFlexibleMinor-heavy vs Sweden; Early Major vs England
Serpent Slumbering Beneath the IslandMixedMinor-heavy early; Major when element profile fits (late)

Promo Pack 2 (2):

SpiritDraft BiasOpening card rule
Downpour Drenches the WorldMinor-heavyMinors complementing toolkit gaps (per latentoctopus)
Finder of Paths UnseenMixedMinors for mobility; 1 Major to close

Horizons (5):

SpiritDraft BiasOpening card rule
Devouring Teeth Lurk UnderfootMixedSimple spirit; Minors T1–3, Major T5 optional TBD
Eyes Watch from the TreesMixedSupport-oriented; Minors for flexibility TBD
Fathomless Mud of the SwampMixedDefend-focused; Minors early, Major if energy ramps TBD
Rising Heat of Stone and SandMixedDamage-focused; Minors or Major depending on elements TBD
Sun-Bright WhirlwindMixedMobility spirit; Minors to cycle, Major optional TBD

Jagged Earth (10):

SpiritDraft BiasOpening card rule
Shifting Memory of AgesMixedCard-focused spirit; see chapter when authored TBD
Grinning Trickster Stirs Up TroubleMinor-heavy0-cost Moon/Air Minors per latentoctopus; Major hybrid variant exists
Many Minds Move as OneMinor-heavy0-cost Minors per Rei/latentoctopus; Major only late
Shroud of Silent MistMinor-heavy0-cost Minors; Major only once energy pipeline mature
Vengeance as a Burning PlagueMixedDisease/Blight Majors shine; Fetid Breath is A-tier
Volcano Looming HighMixedFire/Earth-element Minors; Major when thresholds align TBD
Stone’s Unyielding DefianceMajor-heavyThe paradigm Major-heavy JE spirit; Major T2–T4
Lure of the Deep WildernessMixedHybrid opening with Early Major variant; per latentoctopus
Fractured Days Split the SkyMixedMajors once time-skip engine online; early Minors
Starlight Seeks Its FormFlexibleForm-dependent; shifts between Major and Minor bias mid-game

Nature Incarnate (10):

SpiritDraft BiasOpening card rule
Ember-Eyed BehemothFlexibleEarly Major variant vs tough adversaries (per latentoctopus)
Hearth-VigilMixedDahan-preservation focus; Minors early, Major mid-game TBD
Towering Roots of the JungleSlow-ramp (Majors)Defend + Major engine; similar to Stone TBD
Breath of Darkness Down Your SpineMixedFear-heavy; see chapter when authored TBD
Relentless Gaze of the SunMixedSun-element Incarna spirit; Minors or Major depending TBD
Wandering Voice Keens DeliriumMixedStrife-fear specialist; see chapter when authored TBD
Wounded Waters BleedingMixedWater-element Incarna; see chapter when authored TBD
Dances Up EarthquakesMixedEarth-element Incarna; see chapter when authored TBD
Covets Gleaming Shards of EarthMajor-heavyThe extreme Major-shopper; scales with Majors held
Ferocious Warrior of the Lost LandsMixedDahan-warrior; see chapter when authored TBD

Cross-references

Sources

  • latentoctopus opening guides (per-spirit draft emphasis): https://latentoctopus.github.io/
  • Rei on Vengeance (card priority grades): BGG #2709070
  • mindwanderer digital win-rate dataset: https://mindwanderer.net/si/stats.html
  • Cardboard Crew tier list + draft notes: https://thecardboardcrew.com/spirit-island-spirits/

Last revised: 2026-04-19

Energy Curves

Every spirit has an energy curve — a per-round target income and spend profile. Hit the curve and your engine fires reliably; fall below and your hand rots; over-bank and your tempo stalls.

This chapter gives you the curve shapes for the four archetypes plus specific notes for the Brett-priority spirits.

What “energy curve” means

Two numbers per round:

  1. Income — what your presence track + growth produces this turn.
  2. Spend — what your playable hand actually costs.

Target: income ≈ spend + 1 (a small buffer). Equality is fine; banking > 2 is usually wrong; spending more than income means you gained a Major you can’t afford.

The four curve archetypes

1. Slow-ramp (Defend & Outlast, Major Power Shopping)

Example: Vital Strength of the Earth, Keeper of the Forbidden Wilds.

RoundTarget incomeTarget spend
11E0–1E
21E0–1E
32E1–2E
42E2E
53E3E
63–4E3–4E (Major)
74E4E (Major + minor)
84E+4E+

Slow-ramp banks 1E through T2–T3 to afford T5 Majors. Deviation cost: skipping the bank means no Major on T5, and the archetype fails.

2. Fast-energy (Lightning, high-E Horizons spirits)

RoundTarget incomeTarget spend
12E1–2E
22E2E
32–3E2–3E
43E3E
53–4E3E+
64E3–4E
74E3–4E
84E3–4E

Fast-energy spends aggressively — cards cycle, presence lands, and the spirit’s pressure stays constant. Banking > 1E past T3 indicates you dropped a play.

3. Flat-cheap (Minor-heavy spirits)

Example: Downpour, Many Minds, Shroud (openings 1–2), Fangs.

RoundTarget incomeTarget spend
11E0–1E
21E0–1E
31–2E1–2E
42E2E
52E2E
62E2E
72–3E2–3E
83E3E

Flat-cheap lives on 0–1 cost Minors. Income rarely clears 3E because it doesn’t need to. Banking = error (you drafted the wrong Minors).

4. Late-spike (Vengeance, Serpent)

RoundTarget incomeTarget spend
11E0–1E
21E1E
31–2E1–2E
42E2E
52E2E
63E3E
74–5E4–5E
85–8E5–8E

Late-spike lives for T7–T8. Early turns are weak by design; late turns are game-ending.

Per-spirit energy targets (Brett-priority)

All 39 spirits below. Targets are directional; revisions per spirit land as each chapter is authored.

Base (8):

SpiritCurveT3 target E incomeT5 target E income
River Surges in SunlightMid2E3E
Lightning’s Swift StrikeFast-energy2–3E3E
Shadows Flicker Like FlameFlat-cheap1E2E
Vital Strength of the EarthSlow-ramp2E3–4E
Ocean’s Hungry GraspMid2E3E
A Spread of Rampant GreenSlow-ramp-ish1–2E3E
ThunderspeakerFast-energy2E3E
Bringer of Dreams and NightmaresFlat-cheap1E2E

Branch & Claw (2):

SpiritCurveT3 target E incomeT5 target E income
Sharp Fangs Behind the LeavesFlat-cheap1E2E
Keeper of the Forbidden WildsSlow-ramp2E3–4E

Promo — Feather & Flame (2):

SpiritCurveT3 target E incomeT5 target E income
Heart of the WildfireFlat-cheap (tight)1E2E
Serpent Slumbering Beneath the IslandLate-spike1E2E (spike T6+)

Promo Pack 2 (2):

SpiritCurveT3 target E incomeT5 target E income
Downpour Drenches the WorldFlat-cheap1–2E2–3E
Finder of Paths UnseenMid2E3E

Horizons (5):

SpiritCurveT3 target E incomeT5 target E income
Devouring Teeth Lurk UnderfootMid2E2–3E
Eyes Watch from the TreesMid2E2–3E
Fathomless Mud of the SwampMid2E2–3E
Rising Heat of Stone and SandMid2E3E
Sun-Bright WhirlwindMid2E3E

Jagged Earth (10):

SpiritCurveT3 target E incomeT5 target E income
Shifting Memory of AgesMid2E3E
Grinning Trickster Stirs Up TroubleMid (via innate)1–2E2–3E
Many Minds Move as OneFlat-cheap1E2E
Shroud of Silent MistFlat-cheap1E2E
Vengeance as a Burning PlagueLate-spike1E2E (spike T7+)
Volcano Looming HighMid2E3E
Stone’s Unyielding DefianceSlow-ramp2E3–4E
Lure of the Deep WildernessMid2E3E
Fractured Days Split the SkyMid-high2–3E3–4E
Starlight Seeks Its FormFlexibleform-dependentform-dependent

Nature Incarnate (10):

SpiritCurveT3 target E incomeT5 target E income
Ember-Eyed BehemothMid-high2–3E3–4E
Hearth-VigilMid2E3E
Towering Roots of the JungleSlow-ramp2E3E
Breath of Darkness Down Your SpineMid2E3E
Relentless Gaze of the SunMid2E3E
Wandering Voice Keens DeliriumMid2E3E
Wounded Waters BleedingMid2E3E
Dances Up EarthquakesMid2E3E
Covets Gleaming Shards of EarthSlow-ramp2E3–4E
Ferocious Warrior of the Lost LandsMid2E3E

Deviation cost

Falling 1E below curve for 1 turn costs you ~1 card play.
Falling 1E below curve for 3 turns compounds to ~3 missed plays = usually a lost game at L5+.
Banking 2+ E over curve means you missed a play; the extra energy doesn’t make up for it.

When to deviate on purpose

  • Save for a Major next turn: legitimate bank. Limit: 1 turn.
  • Scenario-specific: some scenarios (Powers Long Forgotten) forbid certain cards, forcing banking.
  • Emergency defend: burning 2E on A Year of Perfect Stillness saves a game; worth spiking out-of-curve for one turn.

Cross-references


Last revised: 2026-04-19

Card Draft Theory

Every Minor or Major gain pops a 4-card offer. You pick one, the other three shuffle back. That’s the mechanic. The theory — when to take, when to pass, how to coordinate drafts with a partner — is what separates drafting by feel from drafting for leverage.

Read this after Major vs. Minor. That chapter sets the archetype-level bias; this one operates below it.

The 4-card offer

When you gain a Minor Power, 4 Minor Power cards reveal from the top of the Minor deck. You take 1; the other 3 return to the bottom of the deck.

When you gain a Major Power, 4 Major Power cards reveal from the top of the Major deck. You take 1 (and pay the Forget cost); the other 3 return.

In multiplayer, the offer is pooled by default — any spirit can take any revealed card, but only the acting spirit pays the gain cost. This creates coordination opportunities (and alpha-gaming traps — see Alpha-Player Problem).

The two axes of card evaluation

Every offer card is evaluated on two dimensions, simultaneously:

1. Spirit fit

Does the card’s elements, cost, and effect type fit your spirit?

  • Elements: the card adds elements to your per-turn total; you care about elements your innates threshold.
  • Cost: the card must play within your energy curve.
  • Effect type: damage, fear, defend, push, gather, etc. — matching your spirit’s needs.

A 0-cost Moon Minor for Shadows is A+. A 3-cost Fire-only Minor for Shadows is D because the cost breaks the curve.

2. Offer variance

What are the other 3 cards? If all 4 are weak fits, the best of 4 may still be worth taking. If 1 is a perfect fit and 3 are irrelevant, take the fit.

Experienced drafters think about expected-next-offer too: if you pass this mediocre card, the next gain-growth produces a fresh 4-offer. Sometimes the draft is a ratchet — take the decent card now because variance may hand you a worse offer next turn.

The decision tree

For each gain:

graph TD
  Q1{Is any offer a top-tier fit?} -->|Yes| Take[Take it]
  Q1 -->|No| Q2{Is the best-of-4 at least B-tier?}
  Q2 -->|Yes| Q3{Do I have energy + CP for another gain soon?}
  Q3 -->|Yes| Consider[Consider passing; next gain may be better]
  Q3 -->|No| Take
  Q2 -->|No| Q4{Am I critically short on this effect type?}
  Q4 -->|Yes| Take
  Q4 -->|No| Pass[Take the least-bad or pass if possible]

“Pass” here means: take a weak card to clear the offer, or take a gain-option that doesn’t advance card count (rarely available).

Multiplayer draft coordination

The 4-offer is pooled. Any spirit can claim a revealed card. This means:

Pre-gain discussion

Before Spirit A’s growth triggers a gain, a quick table check:

  • “Anyone want a gain this turn? I could pick different growth.”
  • “If the offer has X, call dibs.”

During-gain claim

When 4 cards reveal:

  • Spirit A (gainer) announces their top pick.
  • If Spirit B or C wants a different revealed card MORE than their own upcoming gain, they may swap — but only the gainer executes the gain mechanically.

Gain-pooling patterns

  • Spirit A has a Major gain but nothing fits. Spirit B needs a Minor but doesn’t have a gain this turn. Spirit A can “waste” their Major gain on a Minor-shape offer for Spirit B’s benefit — if the table agreed.
  • Multiple claims on one card: communicate before the reveal.

The alpha-gaming risk is real here. See Alpha-Player Problem for how to keep this coordination fair.

Forget math

Majors require a Forget. Evaluate:

  • Which card am I forgetting? The weakest Unique, typically. Check the spirit chapter for your “forget-candidate.”
  • Is the forget candidate still useful? Some Uniques degrade in the matchup (Wildfire’s Flash-Fires vs. England), making them free Forgets. Others are load-bearing (Earth’s Guard the Healing Land), making the Forget painful.
  • Net value: Major gained − forgotten card utility. If negative, the Major isn’t worth it.

Draft cadence

Most spirits gain 3–5 cards over a game (excluding Major Power Shoppers who gain 5–7). Your draft cadence is:

  • T1: if a gain-growth option exists, usually take it.
  • T2–T3: 1–2 more gains, depending on spirit’s draft-bias.
  • T4–T6: Major consideration (if Mixed or Major-heavy bias); more Minors (if Minor-heavy).
  • T7+: closer draft — the one that ends the game.

Over-gaining (5+ cards on a Minor-heavy spirit) produces a bloated hand you can’t play. Under-gaining (2 cards by T6) leaves you without options. Target 3–4 total for most spirits.

Pass to shuffle

If an offer is uniformly bad AND you have future gains coming, refusing this one shuffles the 4 back to deck bottom — improving the next gain’s offer statistically. Rarely a primary strategy but valid as a tie-breaker.

Pool-size awareness

The Minor deck has ~101 cards; Major ~80. Your offers draw from this pool. Late-game, the deck shrinks as cards get into hands and stay there. Card variance changes — the 4-card offer late in a long game is often worse than a T2 offer because the “best” cards are already in play.

Card-specific grades

Each spirit chapter has a Card Priority Ratings table (e.g., Shadows’s table) listing the top Minors, Majors, and Uniques for that spirit. Refer to those when drafting at the table.

Stat insight

Stat Insight

Per mindwanderer (2026-Q1):

  • Spirits that pass Major offers more than 30% of the time have higher win rates than spirits that take the best-of-4 every time.
  • Over-drafting Majors (4+ total) correlates with loss rates above 60%.
  • Sample variance is high; treat as directional, not prescriptive.

Common mistakes

Common Mistake

Taking “the cool Major” without threshold-fit. Vigor of the Breaking Dawn is a beautiful card; with 0 Sun elements, it’s dead in hand.

Common Mistake

Passing a decent Minor “because the next offer might be better.” Variance makes next offers often worse. Take the B+ you have.

Common Mistake

Drafting a Major that perfectly fits a future state you’ll reach T6 — but you’re on T2 with 1E. You paid the Forget for a 4-turn-delayed card.

Common Mistake

Ignoring the offer-pool in multiplayer. Your Major gain might be better used to let a partner grab a better card. Coordinate.

Cross-references


Last revised: 2026-04-19

The Fear Track

Fear is the win-condition currency. Read this chapter to internalize how fear actually scales, when you should rush it, and when you should treat it as secondary to board control.

How fear gets generated

Fear enters your pool from four sources:

  1. Killing invaders — every Explorer/Town/City death = 1/1/2 fear respectively.
  2. Fear-generating cards — specific Minors, Majors, and some Uniques add fear directly.
  3. Innate powers — some spirits generate fear as thresholds fire (Shadows, Bringer, Many Minds, Shroud).
  4. Scenario / event effects — rare but exist.

For most spirits, kills dominate fear generation. For fear-heavy spirits (Shadows, Bringer, Many Minds, Shroud), innates + cards can match or exceed kill-fear.

How fear converts to wins

The fear pool’s size scales with player count:

  • 1 player: 4 fear to flip a card, 12 total to reach Terror 3.
  • 2 player: 8 to flip, 24 total.
  • 3 player: 12 to flip, 36 total.
  • 4 player: 16 to flip, 48 total.

Each flip shifts the Terror Level:

  • Terror 1 (start) → Terror 2: at Terror 2, you win if no Cities remain.
  • Terror 2Terror 3: at Terror 3, you win if no Cities AND Towns remain.
  • Post-Terror 3: you win if no invaders of any kind remain in any land.

Wait — that’s backwards from how most players memorize it. The correct reading:

  • Before any Terror flip: you need no invaders at all to win.
  • After 1st flip (Terror Level 2): you win if you only have Explorers left, no Cities or Towns.
  • After 2nd flip (Terror Level 3): you win if you have no Cities. Towns + Explorers OK.
  • After 3rd flip: instant win.

Terror flips loosen your victory condition. More fear = easier to win.

Rules Clarification

Many new players think Terror flips happen automatically; they don’t — each requires filling the full fear-card pool (4 per-player). The fear-card slots ARE the flip gates.

The fear-card stack

At setup, the fear deck is built from Terror-1, Terror-2, and Terror-3 cards, shuffled into three stacks, with Terror-3 cards bottom-most. This means:

  • Early fear draws = low-impact Terror-1 cards.
  • Mid-game = Terror-2 cards (often stronger, with immediate effects).
  • Late-game = Terror-3 cards (typically sweeping, board-altering).

This creates a fear quality curve: fear generated early produces small effects; fear generated late produces big effects. Fear-rush builds exploit this by rushing to the bottom of the stack.

When to rush fear

Fear is a viable primary win path when:

  1. Your spirit generates fear independent of kills (Shadows, Bringer, Many Minds).
  2. The adversary allows fear generation (not Sweden, not Russia Stage II+).
  3. Board control is stable enough to survive until you win on fear.

If any one of those fails, fear-rush fails. You end up with Terror 3 flipped, 12 Cities on the board, and no Cities-win because you’re below Terror 3.

When NOT to rush fear

  • Sweden — escalation effect + L1+ rules penalize fear cards.
  • Russia — mid/late levels add fear-suppression.
  • Spirits with no innate fear generation + slow kill pace — you’ll never hit Terror 3.

Fear-tempo vs. kill-tempo

Two common fear-generation shapes:

Fear-tempo (heavy innate fear)

  • Shadows: innate triggers generate ~1–3 fear per turn on threshold hits.
  • Bringer: fear cards you trigger via innate.
  • Many Minds: Beset and Confound scales fear up to 6.

These spirits produce fear even without kills. They’re also often worse at straight damage — they need fear as their closing condition because they can’t clear cities fast.

Kill-tempo (fear from bodies)

  • Wildfire, Fangs, Lightning: most fear comes from kills.
  • They clear cities fast; fear rises in parallel.
  • Often over-kill so hard that they win on “no invaders” rather than Terror-3-unlocked-win.

Heuristic: match your opening to your spirit’s shape. Don’t try to fear-rush Fangs; don’t try to board-wipe with Bringer.

The timing question

When does fear you generate “count”? It enters the pool immediately. The Terror flip happens at Time Passes, after Slow powers. This means:

  • Fear gained during Fast or Slow of T3 can flip Terror 2 at end of T3.
  • Terror 2’s loosened win condition is active starting T4.

For “I need Terror 2 to win on this kill” plays, make sure the fear to cross the threshold is in the pool by end of Slow, not after.

Stat insight: fear by adversary

Stat Insight

Per mindwanderer (2026-Q1, N ~ 8,000 L3+ digital games):

  • Win-rate when Terror 3 is flipped by T7: 82%
  • Win-rate when Terror 2 is flipped by T5 (but not T3 by T7): 54%
  • Win-rate when Terror 1 still holds at T7: 18%

The fear track predicts wins better than blight count.

By adversary, fear-rush win-rate advantage:

  • Brandenburg-Prussia: fear-rush wins +12%
  • England: fear-rush wins +8%
  • Sweden: fear-rush wins -15% (fear penalties hurt)
  • Russia: mixed; depends on level

Caveats: digital-only; adversary + scenario interactions not fully isolated.

Fear-card quality (what you actually draw)

The 45-card fear deck varies heavily in impact. See Fear Card Expected Value for the per-card analysis. Top-3 blowout fear cards across the deck:

  1. Terror-3 cards adding “destroy 1 Town in each land” — basically free city→town conversions.
  2. Terror-2 cards pushing cities coastal — Ocean + fear = stable engine.
  3. Terror-1 cards adding dahan — often undervalued; dahan scaling is strong.

Fear + scoring

Even in a loss, fear is scored. “Fear 5/12” on a loss = partial credit. Matters for tournament / tracking purposes but not for winning.

Cross-references


Last revised: 2026-04-19

The Blight Track

Blight is the game’s slow-death timer. Every ravage that can’t absorb its damage adds blight. Every 2nd blight in one land cascades — adds blight to adjacent lands, potentially chaining across the board. The blight pool has finite tokens; when it runs out, you lose.

Reading the blight track well is the difference between winning a scrappy late game and losing to a blight cascade you didn’t see coming.

How blight works

Adding blight

When a ravage’s damage to a land exceeds the land’s absorption:

  1. Dahan absorb first (2 HP each).
  2. Your presence absorbs next (1 HP per token, destroys the token).
  3. Remaining damage = blight added to the land.

If the land already had blight: the 2nd blight cascades — add 1 blight to each adjacent land.

The blight pool

At setup, you seed a blight pool sized by player count (typically 2 per player + 1 base, but scenario-dependent). Each blight token placed on the board comes from the pool.

When the pool runs out: you lose. Full stop.

Healed blight

Some powers remove blight from a land, returning the token to the pool. These are precious — the archetype’s only insurance.

The blight budget

Over a 6–8 round game, expect:

Game lengthPool consumed (typical)Cascades (bad)
6 rounds3–4 blight0
7 rounds4–6 blight0–1
8 rounds6–8 blight1–2
9+ rounds8+ (near-cap)2+ (dangerous)

If you’re at cap by T6, you’re in trouble; by T7 you’ve already lost and don’t know it.

Cascades explained

A cascade adds 1 blight to each adjacent land (not just one). A well-connected land in the island’s interior can cascade to 4–5 lands in a single event. A corner coastal land cascades to only 1–2.

Cascade-prevention > cascade-containment. Once a cascade fires, it often chains (the new blight on adjacent lands pushes them to 2nd-blight soon). Preventing is 5x easier than recovering.

Reading ahead

Top 3 things to check each turn for blight:

  1. Which lands have 1 blight already? — those are the cascade candidates.
  2. What’s the upcoming ravage? — if it hits a 1-blight land with overflow damage, you’re about to cascade.
  3. Blight pool count — what’s left in the pool?

Most players miss #1. The 1-blight land is often a land they “handled” in an earlier turn; they stopped worrying about it. Cascade arrives from neglect, not from the new ravage directly.

Mitigation toolkit

Prevent the overflow

  • Defend reduces ravage damage directly. The cheapest blight prevention.
  • Dahan absorb damage before presence; keep dahan alive in 1-blight lands.
  • Presence-sink in ravage-target lands if dahan aren’t enough.

Prevent the cascade

  • Kill invaders before ravage (Fast powers). No ravage = no damage = no blight.
  • Push invaders out of 1-blight lands before ravage.
  • Remove the 1st blight via blight-removal powers.

Recover after cascade

Hardest — often requires multiple turns to heal multiple lands. Fangs, Green, and Keeper have the strongest blight-removal toolkits.

Blight by spirit

All 39 spirits below, grouped by their interaction with blight.

Blight-removing (actively heals blight)

SpiritBlight interaction
Keeper of the Forbidden WildsHeavy blight removal via Unique cards
A Spread of Rampant GreenBlight removal + prevention via Plant mechanics
Sharp Fangs Behind the LeavesBlight removal via Beast-themed cards
Towering Roots of the JungleBlight removal via jungle-defend mechanics
Fathomless Mud of the SwampBlight prevention via wetland-defend
Wounded Waters BleedingWater-Incarna interacts with blight removal TBD

Blight-preventing (prevents ravage damage before it becomes blight)

SpiritBlight interaction
Vital Strength of the EarthHeavy defend stack; rarely blights
Stone’s Unyielding DefianceSacred-site defend coverage; rarely blights
Hearth-VigilDefends dahan, indirect blight prevention
Downpour Drenches the WorldIsolation + defend; blocks ravage cascades
Ocean’s Hungry GraspDrowning removes invaders before they ravage; indirect prevention
River Surges in SunlightPush removes invaders from ravage targets
Lure of the Deep WildernessPulls invaders out of build/ravage lands

Blight-positive (intentionally adds blight; scales with it)

SpiritBlight interaction
Heart of the WildfireBlight-positive (scales with blight); intentionally adds blight
Vengeance as a Burning PlagueBlight-positive (island blight fuels damage multipliers)
Volcano Looming HighDestruction creates blight; scaling late game

Blight-neutral (depend on defend + dahan; no special interaction)

SpiritBlight interaction
Lightning’s Swift StrikeFast damage prevents ravages; no removal
Shadows Flicker Like FlameStrife reduces ravage damage; no removal
ThunderspeakerDahan retaliation prevents ravages; no removal
Bringer of Dreams and NightmaresFear-focused; blight-neutral
Finder of Paths UnseenMobility-focused; blight-neutral
Serpent Slumbering Beneath the IslandLate-spike damage; blight-neutral
Devouring Teeth Lurk UnderfootSimple damage; blight-neutral
Eyes Watch from the TreesSupport; blight-neutral
Rising Heat of Stone and SandDirect damage; blight-neutral
Sun-Bright WhirlwindMobility; blight-neutral
Shifting Memory of AgesCard-focused; blight-neutral
Grinning Trickster Stirs Up TroubleDisruption; blight-neutral
Many Minds Move as OneBeast-fear focus; blight-neutral
Shroud of Silent MistDamaged-invader focus; blight-neutral
Fractured Days Split the SkyTime-skip focus; blight-neutral
Starlight Seeks Its FormForm-dependent; mostly blight-neutral
Ember-Eyed BehemothBadlands-positive (blight as badlands for damage); interacts
Breath of Darkness Down Your SpineFear-focused; blight-neutral
Relentless Gaze of the SunSun-Incarna; blight-neutral
Wandering Voice Keens DeliriumStrife-fear; blight-neutral
Dances Up EarthquakesEarth-Incarna damage; blight-neutral
Covets Gleaming Shards of EarthMajor-hoarding; blight-neutral
Ferocious Warrior of the Lost LandsDahan-warrior focus; blight-neutral

Blight-positive spirits

Two spirits want blight (Wildfire, Vengeance). Their partners must tolerate this:

  • Wildfire adds blight for damage; partner spirits must not also blight-destructive.
  • Vengeance treats blight as badlands (damage multiplier). Higher island blight = better Vengeance late-game.

Multiplayer Coordination

A Wildfire or Vengeance spirit at the table means blight numbers approach the cap deliberately. Non-blight-positive partners must pivot to hard defend + blight removal to keep the pool from exhausting.

Blight cards (Branch & Claw+)

B&C introduces a blight deck — 24 cards with specific effects on blight. Ignore at your peril:

  • Some cards add blight directly.
  • Some cards remove blight.
  • Some cards shift blight between lands.

See Fear, Blight & Event Decks Reference (M5 milestone) for per-card analysis.

Scenario blight modifiers

Several scenarios adjust blight:

  • Second Wave: extra blight seeded at setup.
  • Rituals of the Destroying Flame: blight accelerates dramatically.
  • Powers Long Forgotten: limits powers that remove blight.

Always check scenario rules before drafting a blight-sensitive spirit into a scenario.

Stat insight

Stat Insight

Per mindwanderer (2026-Q1):

  • Games with 0 cascades: win rate ~72%.
  • Games with 1 cascade: win rate ~46%.
  • Games with 2+ cascades: win rate ~24%.

A cascade roughly halves your win probability. Prevention is worth almost any opportunity cost.

Common mistakes

Common Mistake

Ignoring a 1-blight land after “solving” it. The blight persists until removed. Next ravage in that land can cascade.

Common Mistake

Defending the wrong land. Defend a 0-blight land with high dahan → ravage clears it fine without defend. Defend a 1-blight land with low dahan → defend saves the cascade.

Common Mistake

Not tracking blight pool count. “We have 6 blight left” sounds fine until you cascade and burn 3 in one fear card draw.

Common Mistake

Playing Wildfire + Keeper at the same table without coordination. Wildfire wants blight; Keeper wants to remove it. They can coordinate (Wildfire blights target lands; Keeper heals elsewhere), but untalked-through = both frustrated.

Cross-references


Last revised: 2026-04-19

Dahan — The Island’s People

Dahan are the native humans of the island — not spirits, not invaders. They’re neutral pieces that act on invaders in specific conditions, absorb damage during ravages, and generate fear when defending. Getting dahan wrong is the fastest path to losing a game you were “winning.”

The three roles of a dahan

  1. Counterattack unit — when a land is ravaged, surviving dahan deal 2 damage to invaders in that land.
  2. Damage sink — ravage damage is taken first by dahan (2 HP each); once dahan die, presence gets destroyed.
  3. Scoring asset — some scenarios + some powers reward dahan preservation.

Ignoring role 1 is the most common mistake. Ignoring role 2 is the most expensive mistake.

Dahan mechanics

  • HP: 2 per dahan.
  • Damage output (ravage retaliation): 2 per dahan.
  • Build / Explore interaction: dahan don’t interact with Build or Explore; only Ravage.
  • Movement: can be Pushed or Gathered by powers.
  • Destruction: killed when they take 2+ damage. Destroyed dahan leave no token.

Dahan in the ravage sequence

During a Ravage:

  1. Invaders and dahan calculate damage.
  2. Invaders deal damage = total invader health in the land (1 Explorer + 2 Town + 3 City = varies).
  3. Dahan deal damage = 2 × surviving dahan count (in retaliation).
  4. Damage is dealt simultaneously; then:
    • Dahan damage above 2 per dahan kills them.
    • Invader damage can be absorbed by dahan, then by presence, then land becomes blight.

Key insight: you can deliberately put dahan in the ravage line to kill invaders via retaliation, even if the dahan die.

The “martyr” play

On a T2–T3 with 2 dahan in a ravage land containing 1 Town and 1 Explorer:

  • Invaders deal 3 damage → kills 1 dahan (2 HP used) + 1 presence (1 HP used).
  • Dahan deal 4 damage → kills the Town (2 HP) + the Explorer (1 HP). 1 damage overflow.
  • Result: you lose 1 dahan + 1 presence, but the land is clear and no blight added.

Without the dahan, that ravage is: 3 damage → 3 presence destroyed → 1–3 blight depending on defend.

Trade evaluation: 1 dahan + 1 presence for a clear land + both invaders dead. Usually worth it early-game, sometimes worth it late-game if it prevents a cascade.

Dahan as fear

Several powers generate fear per dahan in a land. Thunderspeaker is the archetype:

  • Thunderspeaker innates generate fear scaling with dahan count on-the-board.
  • Dahan Insurrection scenario — dahan become the scoring asset.
  • Bringer’s fear cards interact with dahan density.

If your spirit cares about dahan, you protect them and sometimes grow their population (via certain powers like Manifestation of Power and Glory).

Dahan in multiplayer

Dahan are shared across all spirits. Neither you nor your teammate “owns” them. This creates coordination questions:

  • Who defends the dahan ravage? — ambiguous by default. Agree before Fast powers.
  • Who buffs the dahan counterattack? — typically Thunderspeaker or a dahan-themed spirit.
  • Can dahan be sacrificed across spirits’ plans? — yes; but surprise it-dies-anyway plays feel bad. Flag before playing.

Dahan by adversary

  • Brandenburg-Prussia: dahan-friendly; no direct dahan punishment.
  • England: neutral.
  • Sweden: neutral.
  • France: enslavement mechanics — dahan can be removed to the Plantation.
  • Russia: Settler mechanics — dahan get pushed/killed by Settlers.
  • Habsburg Mining: neutral.
  • Scotland: dahan-friendly.
  • Habsburg Livestock: dahan-friendly.

France and Russia flag dahan-centric spirits (Thunderspeaker, Dahan-Insurrection-scenario builds) as risky.

Dahan by spirit bias — all 39 spirits

Grouped by interaction intensity. Default for unlisted nuance: dahan are preserved as damage sinks, not multiplied.

Dahan-positive (dahan are the engine or a primary resource)

  • Thunderspeaker: dahan as power multiplier. Grows dahan density; defends them aggressively; wins via dahan-fear-cards.
  • Hearth-Vigil: Incarna protects dahan directly; dahan preservation = spirit engine.
  • Ferocious Warrior of the Lost Lands: dahan as warrior units; positional + directly empowered.
  • Sharp Fangs Behind the Leaves: dahan-adjacent — Ranging Hunt uses dahan + beasts together.

Dahan-interactive (cards or innates reference dahan)

  • Bringer of Dreams and Nightmares: fear cards scale with dahan count in target land.
  • Vital Strength of the Earth: some defend cards preserve dahan; dahan density supports late-game kills.
  • A Spread of Rampant Green: dahan-friendly by ecology; some cards reference dahan population.
  • Keeper of the Forbidden Wilds: sacred-site cards sometimes interact with dahan; generally dahan-preserving.
  • River Surges in Sunlight: push/gather moves dahan as well as invaders.
  • Lure of the Deep Wilderness: can pull dahan into wilderness lands for specific effects.
  • Breath of Darkness Down Your Spine: fear cards scaling with dahan similar to Bringer.

Dahan-neutral (dahan are useful where present, not central)

  • Lightning’s Swift Strike: dahan useful for retaliation damage; no specific scaling.
  • Shadows Flicker Like Flame: dahan useful as fear-trigger; not multiplied.
  • Ocean’s Hungry Grasp: dahan are fine but the drowning-coast engine is primary.
  • Finder of Paths Unseen: mobility includes dahan; no specific scaling.
  • Stone’s Unyielding Defiance: dahan defended via sacred-site coverage; not multiplied.
  • Shifting Memory of Ages: dahan present at start; card effects vary.
  • Shroud of Silent Mist: dahan useful but damaged-invader engine is primary.
  • Many Minds Move as One: beasts are the focus; dahan present but secondary.
  • Starlight Seeks Its Form: form-dependent; some forms care about dahan.
  • Fractured Days Split the Sky: time-skip engine is primary; dahan incidental.
  • Serpent Slumbering Beneath the Island: late-game focus; dahan neutral.
  • Downpour Drenches the World: isolation engine; dahan neutral.
  • Devouring Teeth Lurk Underfoot: simple damage; dahan neutral.
  • Eyes Watch from the Trees: support; dahan neutral.
  • Fathomless Mud of the Swamp: defend; dahan preserved.
  • Rising Heat of Stone and Sand: direct damage; dahan incidental.
  • Sun-Bright Whirlwind: mobility; dahan incidental.
  • Ember-Eyed Behemoth: Incarna-damage-focused; dahan incidental.
  • Towering Roots of the Jungle: defend-focused; dahan preserved.
  • Relentless Gaze of the Sun: Sun-Incarna focus; dahan incidental.
  • Wandering Voice Keens Delirium: strife-fear focus; dahan incidental.
  • Wounded Waters Bleeding: water-Incarna; dahan incidental.
  • Dances Up Earthquakes: earth-Incarna; dahan incidental.
  • Covets Gleaming Shards of Earth: Major-hoarding; dahan neutral.

Dahan-negative (ignore or sacrifice dahan)

  • Heart of the Wildfire: doesn’t care; will ravage them away as part of blight-positive play.
  • Vengeance as a Burning Plague: dahan are secondary; disease concentration is primary; late-game ok sacrificing.
  • Volcano Looming High: destruction is thematic; dahan in eruption lands die.
  • Grinning Trickster: chaotic; dahan movement is incidental, sometimes harmful to them.

The spirit chapter’s At-a-Glance should flag “dahan-sensitive” as an archetype when it applies.

Stat insight

Stat Insight

Per mindwanderer (2026-Q1):

  • Games with dahan count dropping below 5 by T4: -22% win rate vs baseline.
  • Dahan Insurrection scenario win rate spikes +15% when played with Thunderspeaker.
  • Multi-handed 2-spirit runs: Thunderspeaker + Sharp Fangs win +7% vs typical partner distribution (both value dahan differently but compatibly).

Caveats: digital data; dahan tracking is noisy because dahan death-timestamps aren’t always logged.

Heuristics

Pro Tip

  • Before T1 Slow powers, count dahan in each Ravage land. 0 dahan + presence = blight almost certain. 2+ dahan + no presence = invaders probably die.
  • Keep at least 1 dahan per ravage land through T4. After T4, they start dying to high-density ravages regardless.
  • If you can move dahan (via Push/Gather), moving them into a ravage land is a legitimate offensive play, not just defensive.

Common mistakes

Common Mistake

Letting Thunderspeaker’s dahan die to early ravages to save presence. The dahan-fear engine goes cold and you lose the 2-CP spike that was the spirit’s plan.

Common Mistake

Sacrificing dahan early (T1–T2) to “tank” ravages when defend powers would have worked. Dahan are finite; defend is replenishable. Defaulting to dahan sacrifice tilts long-term dahan population.

Cross-references


Last revised: 2026-04-19

Spirits — Overview & Index

Spirit Island has 42 spirits (base + all expansions + promos). This chapter orients you: which spirit to read, which to play, which to pair, and which chapters exist as full deep-dives versus stubs pending authorship.

Every spirit chapter follows the Rei-derived canonical format: At a Glance → Framing → Core Mechanics → Strategic Principles → Opening Strategy → Element/Aspect Preferences → Card Priority Ratings → Adversary Matchup Matrix → Board Position → Game-Phase Strategy → Synergies → Common Mistakes → Tempo Profile → Major vs. Minor → Stat Snapshot → Sources.

Chapter status

What’s written so far

Fully authored (M1): Shadows Flicker Like Flame.

Stubs (M2+ authoring): all other 41 spirits have structural stubs with Rei-format headings ready for content. See progress.

By complexity tier

Low complexity (learn these first)

Base game’s 8 spirits, plus new-player-friendly picks.

Moderate complexity

Branch & Claw, Horizons, Promo Pack 2, and the easier Jagged Earth spirits.

High complexity

Jagged Earth + Nature Incarnate’s harder spirits.

Very high complexity

By archetype

Fear farms (win via Terror 3)

Shadows, Bringer, Many Minds, Shroud, (Trickster late-game).

Dahan multipliers

Thunderspeaker, (Fangs via Ranging Hunt), (Bringer for fear cards scaling with dahan).

Blight-positive / damage-via-corruption

Vengeance, Wildfire (partially).

Coastal / ocean-dependent

Ocean, (Serpent aspects).

Energy denial / tempo disruption

Trickster, (Mist partial), (Fractured Days via time skip).

Terrain control (movement + isolation)

Shroud (Mists Shift and Flow), Lure, Green (aspect-dependent), Finder.

Direct damage / board clear

Lightning, Fangs, Wildfire, Keeper, Earth.

By element bias

A quick lookup — see each spirit’s chapter for the full element analysis.

Primary elementsSpirits
Air + MoonTrickster, Shadows, Many Minds, Bringer
Water + PlantRiver, Green, Downpour, Lure
Fire + EarthWildfire, Keeper, Behemoth, Lightning
Animal + Beast-focusedFangs, Many Minds (Beast variant), Serpent aspects
SunThunderspeaker, Lightning, Relentless Gaze
Earth + StoneStone, Earth, Covets

By aspect

See Aspects for the dedicated deep-dive on all 31 published aspects.


Reading order recommendations

If this is your first serious read: Shadows (full chapter) to see the canonical format, then Thunderspeaker stub for contrast.

If you know a few spirits and want to deepen: read the fundamentals (Tempo, Major vs. Minor) first, then pick 1 spirit you already know — you’ll re-read it in a new light.

If you’re planning tonight’s game: see How to Use This Book Mode 1.


Last revised: 2026-04-19

River Surges in Sunlight

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionBase Game
ComplexityLow
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 4 · Control 5 · Fear 1 · Defense 1 · Utility 4
Primary ElementsSun, Water, Earth (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

While capable of some direct offense, River Surges in Sunlight is best at flooding out Explorers and Towns, displacing them from lands where they might Build or Ravage. The ability to get free Sacred Sites makes a wide range of Powers more useful.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence on your starting board in the highest-numbered Wetlands.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=energy1
G2first=addpresence1, second=addpresence1
G3first=gain1p, second=addpresence2

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, energy2, energy2, energy3, energy4, energy4, energy5
  • Card-play track: card1, card2, card2, card3, reclaim1, card4, card5

Core Mechanics & Special Rules

Special Rule

RIVER’S DOMAIN Your Presence in Wetlands counts as Sacred Site.

Innate: MASSIVE FLOODING

  • Speed: slow · Range: 1 (optionally from a sacred site) · Target: any
LevelThresholdsEffect
11 Sun Sun + 2 Water WaterPush 1 Explorer Explorer / Town.
22 Sun Sun + 3 Water WaterInstead, 2 Damage. Push up to 3 Explorer Explorer / Town.
33 Sun Sun + 4 Water Water + 1 Earth EarthInstead, 2 Damage to each Invader.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by River Surges in Sunlight’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/river-surges-in-sunlight.json for full scoring + reasons.

  • Primary elements (innate-weighted): Water (wt 4.8), Sun (wt 3.0), Earth (wt 0.3)
  • Mid-game energy estimate (T3–T5 avg): 3.0E
  • Power summary: Offense 4 · Control 5 · Fear 1 · Defense 1 · Utility 4

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements sun+water → 7.8
2Strong and Constant Currents0FastSun, Water, EarthPush 1 Explorer Explorer/Town to an adjacent Coastal land. OR Move up to 2 Dahan Dahan between targe…elements earth+sun+water → 8.1
3Like Calls to Like1SlowSun, Water, PlantIf target land has Explorer, Gather up to 1 Explorer Explorer. Do likewise for Town, Dahan, Blight…elements sun+water → 7.8
4Song of Sanctity1SlowSun, Water, PlantIf Explorer(s) are present, Push all Explorers. Otherwise, Remove 1 Blight Blight.elements sun+water → 7.8
5Sunset’s Fire Flows Across the Land1SlowSun, Moon, Fire, Water1 Fear Fear. 1 Damage. You may pay 1 Energy to deal 1 Damage in an adjacent land.elements sun+water → 7.8
6Blood Draws Predators1FastSun, Fire, Water, AnimalAfter the next time Invaders are Destroyed in target land: Add 1 Beasts, then 1 Damage pe…elements sun+water → 7.8
7Elusive Ambushes1FastSun, Fire, Water1 Damage. OR Defend 4.elements sun+water → 7.8
8Reaching Grasp0FastSun, Air, WaterTarget Spirit gets +2 Range with all their Powers.elements sun+water → 7.8
9Teeming Rivers1SlowSun, Water, Plant, AnimalIf target land has no Blight, add 1 Beasts. If target land has exactly 1 Blight Blight, Remove i…elements sun+water → 7.8
10Uncanny Melting1SlowSun, Moon, WaterIf Invaders are present, 1 Fear Fear. If target land is a Sands or Wetland, Remove 1 Blight Blight.elements sun+water → 7.8

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Sweep into the Sea4SlowSun, Air, WaterPush all Explorers and Towns one land towards the nearest Ocean. OR If target land is…elements sun+water → 7.8
2Inspire the Release of Stolen Lands4SlowSun, Water, Plant, AnimalGather up to 3 Dahan Dahan. Remove up to 3 Health worth of Invaders per Dahan.elements sun+water → 7.8
3Accelerated Rot4SlowSun, Water, Plant2 Fear Fear. 4 Damage.elements sun+water → 7.8
4Cleansing Floods5SlowSun, Water4 Damage. Remove 1 Blight Blight.elements sun+water → 7.8
5Unrelenting Growth4SlowSun, Fire, Water, PlantTarget Spirit adds 2 Presence and 1 Wilds to a land at Range 1 of their Presence.elements sun+water → 7.8

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with River Surges in Sunlight in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

CardTypeCostSpeedElementsEffect (truncated)
Uncanny MeltingMinor1SlowSun, Moon, WaterIf Invaders are present, 1 Fear Fear. If target land is a Sands or Wetland, Remove 1 Blight Blight.
Nature's Resilience(fetch error: Wiki API error for ‘Nature's_Resilience’: {‘code’: ‘missingtitle’, ‘info’: “The page you specified doesn’t exist.”, ‘docref’: ‘See https://spiritislandwiki.com/api.php for API usage. Subscribe to the mediawiki-api-announce mailing list at <https://lists.wikimedia.org/mailman/listinfo/mediawiki-api-announce> for notice of API deprecations and breaking changes.’})
Pull Beneath the Hungry EarthMinor1SlowMoon, Water, EarthIf your Presence is present, 1 Fear Fear and 1 Damage. If target land is a Sands or Wetland, 1…
Accelerated RotMajor4SlowSun, Water, Plant2 Fear Fear. 4 Damage.
Song of SanctityMinor1SlowSun, Water, PlantIf Explorer(s) are present, Push all Explorers. Otherwise, Remove 1 Blight Blight.
TsunamiMajor6SlowWater, Earth2 Fear Fear. 8 Damage. Destroy 2 Dahan Dahan.
Encompassing WardMinor1FastSun, Water, EarthTarget Spirit provides Defend 2 in each of its lands.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Skies Herald the Season of Returndestroys Presence
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Tsunamidestroys Dahan
Solidify Echoes of Majesty Pastdestroys Presence
Insatiable Hunger of the Swarmadds Blight
Pillar of Living Flameadds Blight
Pyroclastic Flowadds Blight
Blazing Renewaldestroys Presence
Draw Towards a Consuming Voiddestroys Presence
The Jungle Hungersdestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/river-surges-in-sunlight.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 1 Presence on your starting board in the highest-numbered Wetlands.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); energy1 ((track slot showing 1 Energy))
  • G2: addpresence1 (Place 1 Presence from a track (Range 1)); addpresence1 (Place 1 Presence from a track (Range 1))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence2 (Place 1 Presence from a track (Range 2))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · energy2 · energy2 · energy3 · energy4 · energy4 · energy5 — income as slots reveal: 1 → 2 → 2 → 3 → 4 → 4 → 5

Card-play track

card1 · card2 · card2 · card3 · reclaim1 · card4 · card5 — CP as slots reveal: 1 → 2 → 2 → 3 → reclaim1 → 4 → 5

Innate Powers

  • MASSIVE FLOODING (Speed: Slow · Range: 1 · Target: any)
    • L1 — 1 Sun Sun + 2 Water Water: Push 1 Explorer Explorer / Town.
    • L2 — 2 Sun Sun + 3 Water Water: Instead, 2 Damage. Push up to 3 Explorer Explorer / Town.
    • L3 — 3 Sun Sun + 4 Water Water + 1 Earth Earth: Instead, 2 Damage to each Invader.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change River Surges in Sunlight’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to River Surges in Sunlight’s profile (Fear 1, Offense 4, Control 5, Defense 1, Utility 4).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for River Surges in Sunlight: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for River Surges in Sunlight: Front-load coastal defense or disruption before T3’s first Ravage.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for River Surges in Sunlight: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for River Surges in Sunlight: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Lightning’s Swift Strike

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionBase Game
ComplexityLow
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 5 · Control 2 · Fear 3 · Defense 1 · Utility 2
Primary ElementsFire, Air, Water (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Virtually all offense to start with: without a more defensive teammate, Blight may become a problem. Excellent at destroying buildings, less good at containing Explorers. Using Thundering Destruction tends to be a burst affair: a turn or two of position and build up Energy, followed by a really big turn. Starting Powers are extremely focused on Air and Fire: good for Thundering Destruction, bad for Major Power versatility.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board in the highest-numbered Sands.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=energy1
G2first=addpresence2, second=addpresence0
G3first=addpresence1, second=energy3

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, energy1, energy2, energy2, energy3, energy4, energy4, energy5
  • Card-play track: card2, card3, card4, card5, card6

Core Mechanics & Special Rules

Special Rule

SWIFTNESS OF LIGHTNING For every Air you have, you may use 1 Slow Power as if it were Fast. (Power Cards or your Innate Powers.)

Innate: THUNDERING DESTRUCTION

  • Speed: slow · Range: 1 (optionally from a sacred site) · Target: any
LevelThresholdsEffect
13 Fire Fire + 2 Air AirDestroy 1 Town Town.
24 Fire Fire + 3 Air AirYou may instead destroy 1 City City.
35 Fire Fire + 4 Air Air + 1 Water WaterAlso, Destroy 1 Town Town / City.
45 Fire Fire + 5 Air Air + 2 Water WaterAlso, Destroy 1 Town Town / City.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Lightning’s Swift Strike’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/lightning-swift-strike.json for full scoring + reasons.

  • Primary elements (innate-weighted): Fire (wt 8.1), Air (wt 6.3), Water (wt 0.9)
  • Mid-game energy estimate (T3–T5 avg): 2.33E
  • Power summary: Offense 5 · Control 2 · Fear 3 · Defense 1 · Utility 2

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Steam Vents1FastFire, Air, Water, EarthDestroy 1 Explorer Explorer.elements air+fire+water → 15.3
2Dry Wood Explodes in Smoldering Splinters1SlowFire, Air, PlantYou may spend 1 Energy to make this Power Fast. 2 Fear Fear. 1 Damage.elements air+fire → 14.4
3Fleshrot Fever1SlowFire, Air, Water, Animal1 Fear Fear. Add 1 Disease.elements air+fire+water → 15.3
4Desiccating Winds1SlowFire, Air, EarthIf target land has Badlands, 1 Damage. Add 1 Badlands.elements air+fire → 14.4
5Purifying Flame1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…elements air+fire → 14.4
6Call to Migrate1SlowFire, Air, AnimalGather up to 3 Dahan Dahan. Push up to 3 Dahan Dahan.elements air+fire → 14.4
7Hazards Spread Across the Island0FastFire, Air, Earth, PlantChoose a type of token from Badlands/Beasts/Disease/Strife/Wilds that exists in an adjace…elements air+fire → 14.4
8Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.elements air+fire → 14.4
9Swarming Wasps0FastFire, Air, AnimalAdd 1 Beasts. OR If target land has Beasts, Push up to 2 Explorers Explorer.elements air+fire → 14.4
10Fire in the Sky1FastSun, Fire, Air2 Fear Fear. Add 1 Strife.elements air+fire → 14.4

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Storm-Swath3SlowFire, Air, Water2 Fear Fear. In both origin land and target land: 1 Damage to each Invader.elements air+fire+water → 15.3
2Plague Ships Sail to Distant Ports4FastFire, Air, Water, Animal1 Fear Fear. Add 4 Disease among Coastal lands (on any boards) other than target land.elements air+fire+water → 15.3
3Transform to a Murderous Darkness6SlowMoon, Fire, Air, Water, PlantTarget Spirit may choose one of their Sacred Site. In that land: Replace all their Presen…elements air+fire+water → 15.3
4Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+fire+water → 15.3
5Exaltation of the Incandescent Sky7FastSun, Fire, Air, WaterTarget Spirit may play 1 Power Card by paying its cost, make up to 2 of their Powers Fast…elements air+fire+water → 15.3

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Lightning’s Swift Strike in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

CardTypeCostSpeedElementsEffect (truncated)
Delusions of DangerMinor1FastSun, Moon, AirPush 1 Explorer Explorer. OR 2 Fear Fear.
Call to BloodshedMinor1SlowSun, Fire, Animal1 Damage per Dahan. OR Gather up to 3 Dahan Dahan.
PowerstormMajor3FastSun, Fire, AirTarget Spirit gains 3 Energy. Once this turn, target Spirit may Repeat a Power Card by pa…
Purifying FlameMinor1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…
Pillar of Living FlameMajor5SlowFire3 Fear Fear. 5 Damage. If target land is a Jungle or Wetland, add 1 Blight Blight.
Entrancing ApparitionsMinor1FastMoon, Air, WaterDefend 2. If no Invaders are present, Gather up to 2 Explorers Explorer.
Call to IsolationMinor0FastSun, Air, AnimalPush 1 Explorer Explorer/Town per Dahan. OR Push 1 Dahan Dahan.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Devouring Antsdestroys Dahan
Renewing Boondestroys Presence
Skies Herald the Season of Returndestroys Presence
Pyroclastic Flowadds Blight
Pillar of Living Flameadds Blight
Blazing Renewaldestroys Presence
Insatiable Hunger of the Swarmadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Volcanic Eruptiondestroys Dahan, adds Blight
Tsunamidestroys Dahan
The Jungle Hungersdestroys Dahan
Draw Towards a Consuming Voiddestroys Presence
Poisoned Landdestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/lightning-swift-strike.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence on your starting board in the highest-numbered Sands.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card2): 1 Energy · 2 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); energy1 ((track slot showing 1 Energy))
  • G2: addpresence2 (Place 1 Presence from a track (Range 2)); addpresence0 (Place 1 Presence from a track (Range 0))
  • G3: addpresence1 (Place 1 Presence from a track (Range 1)); energy3 ((+3 Energy this turn — growth effect, not track reveal))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · energy1 · energy2 · energy2 · energy3 · energy4 · energy4 · energy5 — income as slots reveal: 1 → 1 → 2 → 2 → 3 → 4 → 4 → 5

Card-play track

card2 · card3 · card4 · card5 · card6 — CP as slots reveal: 2 → 3 → 4 → 5 → 6

Innate Powers

  • THUNDERING DESTRUCTION (Speed: Slow · Range: 1 · Target: any)
    • L1 — 3 Fire Fire + 2 Air Air: Destroy 1 Town Town.
    • L2 — 4 Fire Fire + 3 Air Air: You may instead destroy 1 City City.
    • L3 — 5 Fire Fire + 4 Air Air + 1 Water Water: Also, Destroy 1 Town Town / City.
    • L4 — 5 Fire Fire + 5 Air Air + 2 Water Water: Also, Destroy 1 Town Town / City.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Lightning’s Swift Strike’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Lightning’s Swift Strike’s profile (Fear 3, Offense 5, Control 2, Defense 1, Utility 2).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Lightning’s Swift Strike: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Lightning’s Swift Strike: Front-load coastal defense or disruption before T3’s first Ravage.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Lightning’s Swift Strike: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Lightning’s Swift Strike: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Lightning’s Swift Strike: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Lightning’s Swift Strike: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Shadows Flicker Like Flame

Mechanics Wiki-verified 2026-04-19

Card data, innate text, special rules, growth options, presence track, power-summary ratings, suggested-draft card text, and aspect mechanics below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Only these remain [VERIFY]: Play Difficulty (not on Wiki spirit-template), current mindwanderer stats, and board ratings (require play experience).

⚠️ Expansion-source discrepancy: Brett initially said Amorphous + Foreboding are from B&C; Wiki clearly lists them as Promo Pack 2 (Feather and Flame). Using Wiki. Please confirm.

At a Glance

FieldValue
ExpansionBase Game
ComplexityLow
Play Difficulty1 [VERIFY physical spirit panel]
Growth type“one” — pick one growth option per turn
Power summary (1–5)Offense 4 · Control 3 · Fear 5 · Defense 1 · Utility 1
Primary ElementsMoon (all innate levels) · Fire (L2+) · Air (L3)
Special RuleShadows of the Dahan — pay 1 Energy to target any Dahan land regardless of Range
AspectsPromo Pack 2: Amorphous, Foreboding · JE: Madness, Reach · NI: Dark Fire [VERIFY Amorphous/Foreboding expansion — Brett said B&C, Wiki says Promo Pack 2]
Rei’s GuideNot covered
latentoctopusNot listed

Spirit Overview — Framing

Shadows is a base-game Fear-5 spirit with low Defense (per the Wiki’s own power-summary ratings). The design-space is: generate maximum Fear per turn, control Explorer movement via Gather/Push, leverage Dahan adjacency for spatial flexibility — and accept that board-clearing damage is someone else’s job.

Wiki-printed playstyle note (verbatim for accuracy):

Good at causing Fear and picking off lone Explorers and Towns, containing the Invaders. Not so good at massive damage — may need to rely on allies to handle thoroughly colonized lands. The ability to boost Range gives more flexibility to Range 0 Powers, and can be important in larger games.

The honest complexity signal: Low is correct. 4 Uniques, 1 Innate, 1 Special Rule, 3 single-choice growth options. Strategic depth is in when to trigger Innate Level 1 (Gather) vs. Level 2 (Destroy) + which Unique to play per turn.

Starting Setup

Put 3 Presence on your starting board: 2 in the highest-numbered Jungle and 1 in land #5.

Growth Options (growthtype: “one” — pick one per turn)

Each growth option has a “first” and “second” effect, both resolved together when chosen:

GrowthEffectsBest when
G1Reclaim + Gain 1 Power CardHand is depleted; drafting a Minor this turn
G2Gain 1 Power Card + Add 1 Presence (Range 1)Want a card and placement on nearby land
G3Add 1 Presence (Range 3) + +3 EnergyNeed spatial reach + energy bank

Note: Shadows picks one of these per turn — unlike multi-growth spirits that pick multiple. This is a tight constraint. Most turns: G2 early (card-heavy); G1 when hand needs refresh; G3 for energy spikes.

Presence Tracks

As presence leaves each track, these values are revealed (cumulative per-turn gain):

  • Energy track (6 slots): 0 → 1 → 3 → 4 → 5 → 6 Energy per turn as track fills.
  • Card-play track (6 slots): 1 → 2 → 3 → 3 → 4 → 5 cards per turn.

Starting: 1 Energy, 1 CP (implied from track-0 values). Opening the track quickly unlocks 3 Energy (significant for the 1E-per-turn Shadows-of-the-Dahan rule).

Core Mechanics & Special Rules

Special Rule: Shadows of the Dahan

Whenever you use a Power, you may pay 1 Energy to target a land with Dahan regardless of the Power’s Range. (Power Cards or your Innate Powers.)

Strategic implication: the most flexible targeting rule of any base spirit. Budget 1 Energy/turn for this; Dahan preservation directly expands Shadows’s reach.

Innate: Darkness Swallows the Unwary

  • Speed: Fast · Range: 1 (optionally from a Sacred Site) · Target: Any land
LevelThresholdsEffect
12 Moon Moon + 1 Fire FireGather 1 Explorer Explorer Explorer.
23 Moon Moon + 2 Fire FireDestroy up to 2 Explorer Explorer Explorer. 1 Fear Fear Fear per Explorer destroyed.
34 Moon Moon + 3 Fire Fire + 2 Air Air3 Damage. 1 Fear Fear Fear per Invader destroyed by this Damage.

Key decision: Level 1 gathers (repositions) an Explorer without killing — useful to move Explorers out of upcoming Build lands. Level 2+ destroys for fear. Don’t over-rush Level 2 if Level 1 solves the land.

Unique Cards (all 4, Wiki-verified)

Concealing Shadows

  • 0 Energy · Fast · Range 0 · Any Land · Moon, Air
  • 1 Fear Fear Fear. Dahan take no Damage from Ravaging Invaders this turn.

Free-to-play defensive + 1 Fear Fear Fear every turn. Pairs with Favors Called Due (preserves Dahan to outnumber Invaders).

Crops Wither and Fade

  • 1 Energy · Slow · Range 0 · Any Land · Moon, Fire, Plant
  • 2 Fear Fear Fear. Replace 1 Town Town Town with 1 Explorer Explorer Explorer. OR Replace 1 City City City with 1 Town Town Town.

Downgrade, not destroy. Softens Ravages + 2 Fear Fear Fear per play. A City → Town reduces that land’s Ravage damage by 1 and removes a Build upgrade path.

Favors Called Due

  • 1 Energy · Slow · Range 1 · Any Land · Moon, Air, Animal
  • Gather up to 4 Dahan Dahan Dahan. If Invaders are present and Dahan now outnumber them, 3 Fear Fear Fear.

Massive conditional fear spike (3 Fear Fear Fear). Needs gatherable Dahan + Invader-present target + post-gather Dahan > Invader count.

Mantle of Dread

  • 1 Energy · Slow · No Range · Any Spirit · Moon, Fire, Air
  • 2 Fear Fear Fear. Target Spirit may Push 1 Explorer Explorer Explorer and 1 Town Town Town from a land where it has Presence.

Partner-support (target Any Spirit). In multiplayer, hands a partner a free push on one of their lands. In solo, self-target.

Key Strategic Principles

  1. Fear output is huge. Concealing (1) + Crops (2) + Favors (3 conditional) + Mantle (2) + Innate L2 (up to 2) = up to 10 Fear Fear Fear in one turn at the peak. Shadows has the base game’s strongest per-turn fear ceiling by raw card output.
  2. Shadows of the Dahan = spatial superpower. Budget 1E/turn for range extension. Dahan density across the board directly expands Shadows’s reach.
  3. Crops Wither is downgrade-not-destroy. Use to soften Ravages + bank Fear, not to kill. The “replaced” Invader remains in the land.
  4. Innate Level 1 is positional. Gather an Explorer out of a Build target → no Town next turn. A single growth option can solve a land via innate L1 without spending cards.
  5. Moon + Fire is load-bearing. L1 = 2M+1F, L2 = 3M+2F. Draft Moon + Fire Minors aggressively.
  6. Favors Called Due wants Dahan density. Preserve Dahan (Concealing) so gather + outnumber triggers.
  7. Mantle of Dread targets a Spirit. In multiplayer, always a partner-help card if their turn is tight.

Pro Tip — Favors Called Due math

Before Slow powers, count: can Favors gather ≥ 4 Dahan into a target land with ≤ 3 Invaders? If yes, that 3 Fear is triggerable and is Shadows’s biggest single-card fear spike.

Possible Openings

Three Rei-format opening variants. Each is a turn-by-turn rehearsal for the first 3 turns + a T4 state audit. Pick the variant that matches your adversary + scenario before game start — don’t improvise T1. And don’t execute the opener on auto-pilot: each turn block below has a Pause-point callout flagging the decision that most often gets mis-made on that turn. Cross-reference Deliberate Play for the universal per-phase checklist.

Confidence scale: 🟥 tentative · 🟨 somewhat tested · 🟩 well-tested.

Shared starting state (all openings)

Verified per si-rules-check shadows-flicker-like-flame:

  • 3 Presence on board: 2 in highest-numbered Jungle, 1 in land #5.
  • 4 Uniques in hand: Concealing Shadows (0E Fast, 1 Moon Moon + 1 Air Air), Crops Wither and Fade (1E Slow, 1M+1 Fire Fire+1 Plant Plant), Favors Called Due (1E Slow, 1M+1A+1 Animal Animal), Mantle of Dread (1E Slow, 1M+1F+1A).
  • Starting income: 0 Energy, 1 Card Play (first-uncovered Energy track slot energy0, first-uncovered CP track slot card1).
  • Growth type “one”: pick one of G1/G2/G3 per turn. Presence placement reveals one track slot; it doesn’t reveal both.

Base-deck invader phase by turn (affects Ravage-protection cards)

TurnExploreBuildRavageConsequence for opener prose
1Ravage-protection is dormant T1. Concealing’s “Dahan take 0 Damage from Ravaging” = null effect this turn. Its Fear + elements are the only T1 material value.
2Still dormant for Ravage-protection. First Build triggers; Mantle/Crops pushes matter for Build prevention.
3First Ravage. Concealing’s protection now material IF played on the Ravage target land.

Growth-option decoder (T1 income branches)

GrowthEffectsPost-growth T1 state (from 0E/1CP)
G1Reclaim + Gain 1 Minor (no presence placed)0E / 1CP (unchanged); 1 Minor gained
G2, reveal CP track (card2)Gain 1 Minor + Place 1 Presence Range 10E / 2CP; 1 Minor gained
G2, reveal Energy track (energy1)Gain 1 Minor + Place 1 Presence Range 11E / 1CP; 1 Minor gained
G3, reveal CP track (card2)Place 1 Presence Range 3 + “+3 Energy” growth effect3E / 2CP
G3, reveal Energy track (energy1)Place 1 Presence Range 3 + “+3 Energy” growth effect4E / 1CP (1 slot + 3 growth effect)

Fast-phase element ceiling — load-bearing constraint

Shadows’s innate Darkness Swallows the Unwary is Fast. Fast innates check thresholds using only elements from Fast cards played before the innate resolves. Mantle/Crops/Favors are all Slow — their elements arrive after the Fast innate’s resolution window and cannot trigger it.

Fast-phase Moon/Fire available from Uniques alone:

  • Concealing Shadows — the only Fast Unique — gives 1 Moon Moon + 1 Air Air.
  • Fast-phase Moon ceiling from Uniques = 1. Fast-phase Fire from Uniques = 0.
  • L1 needs 2 Moon Moon + 1 Fire Fire. Shadows cannot fire L1 in Fast phase from Uniques alone.

Minimum requirement for L1 to fire: a drafted Fast Moon+Fire Minor. Wiki-suggested candidates: Land of Haunts and Embers (0E Fast, 1M+1F+1A — drafts + plays in the same turn) or Visions of Fiery Doom (1E Fast, 1M+1F — needs energy). Hitting L1 T1 is entirely draft-dependent and not guaranteed.

Opening A — G3-via-CP Double-Card Fear Opener 🟨 (default)

When to pick this: default against Brandenburg-Prussia, England, Scotland, Habsburg Livestock — fear-friendly adversaries. G3-via-CP is the only T1 growth choice that affords a 0E + 1E two-card play from a 0E start, giving the highest T1 Fear + material-effect output.

Target arc: 3 Fear Fear Fear T1 · L1 fires first at T3 after reclaim + Fast Moon+Fire Minor · Terror 2 flip T5–T6.

Turn 1

Growth
G3 revealing CP track — gain +3 Energy + 1 Presence Range 3
Income
3E 2CP
Fast plays
Concealing Shadows Fast Moon Air
Slow plays
Mantle of Dread (self) Slow Moon Fire Air · 1E spent
Fast-phase elements
1 Moon Moon + 1 Air Air · L1 does NOT fire
End of T1
3 Fear Fear generated 2E banked 1 Explorer + 1 Town pushed
Invader card
Stage I — Explore only
  • Growth: G3, revealing CP track (uncover card2). Post-growth: 3E / 2CP. 1 Presence placed Range 3; “+3 Energy” is a this-turn-only effect.
  • Fast phase plays: Concealing Shadows (0E, target one of your Presence lands — jungle #6 or wetland #5).
    • T1 gain from Concealing: +1 Fear Fear Fear. Elements 1M+1A into Fast pool. “Dahan take 0 Damage from Ravaging” clause is dormant this turn (no Ravage until T3). Concealing discards.
  • Fast innate check: pool = 1M+1A. L1 needs 2M+1F → does NOT fire T1.
  • Invader phase: Explore (Card 1 = Stage I). Explorers arrive in any land adjacent to a City/Town/ocean (coastal). No Build, no Ravage.
  • Slow phase plays: Mantle of Dread (1E, target self).
    • T1 gain from Mantle: +2 Fear Fear Fear. Push 1 Explorer Explorer Explorer and 1 Town Town Town from one of your Presence lands — removes 2 Invader units from the board. Elements 1M+1F+1A into Slow pool. Mantle discards.
  • End of T1: 3 Fear Fear Fear generated · 1E spent (Mantle) · 2E banked · 0 CP left · 4 Presence on board (3 starting + 1 G3) · Hand: 3 Uniques (Concealing + Mantle in discard) · Tracks: CP at card2 (2 CP sustained from now), Energy still at energy0.
  • Pause-point (pre-Mantle-target): self-target is the default, but Mantle’s target is “Any Spirit” — in multiplayer, check whether pushing from a partner’s Presence land solves a bigger T2-Build threat than pushing from yours. Solo: choose the Presence land whose Explorer+Town pair creates the largest T2 Invader-count reduction in the land most likely to Ravage at T3.

Turn 2

Growth
G2 revealing Energy track (energy1) — gain 1 Minor + 1 Presence Range 1
Income
2E banked + 1E income = 3E 2CP
Slow plays
Crops Wither Slow 1E Favors Called Due Slow 1E
Fast-phase elements
0 — no Fast cards played · L1 does NOT fire
End of T2
2–5 Fear Fear 1 City City → Town (if targeted) Dahan gathered
Invader card
Stage I+II — Build + Explore (first Build)
  • Growth: G2, revealing Energy track (uncover energy1 → 1E permanent income from now). Post-growth: 2E banked + 1E income = 3E / 2CP, +1 Minor drafted.
  • Draft priority for the T2 Minor: Fast Moon+Fire (Land of Haunts and Embers 0E, Visions of Fiery Doom 1E). Enables T2 Fast innate firing.
  • Fast phase plays (if Fast M+F Minor drafted): drafted Minor alone (no Concealing in hand — it’s in discard since T1). Fast elements = Minor’s contribution (e.g., Haunts 1M+1F+1A).
  • Fast innate check (with Haunts drafted): 1M+1F → still short of 2M+1F. L1 still does NOT fire. Needs Concealing back in hand (T3 reclaim) plus the Fast M+F Minor to combine for 2M+1F.
  • Slow phase plays: Crops Wither and Fade (1E, Range 0 — target one of your Presence lands with a Town or City) + Favors Called Due (1E, Range 1 — target a Dahan-dense Invader-present land).
    • T2 gain from Crops: +2 Fear Fear Fear. Immediate replace: City→Town OR Town→Explorer in target land. Material this turn: the replaced unit is gone; downstream: when T3 Ravage hits that land, Damage is 1 lower than it would have been.
    • T2 gain from Favors: Gather up to 4 Dahan Dahan Dahan into target. Material this turn: Dahan positioning for T3+ counterattacks. If post-gather Dahan > Invaders in target, +3 Fear Fear Fear conditional.
  • Slow elements (Fast innate already resolved): Crops 1M+1F+1P + Favors 1M+1A+1An = 2M+1F+1A+1P+1An. Darkness Swallows can’t use these (Fast innate only checks in Fast phase).
  • End of T2: 2–5 Fear Fear Fear generated (2 Crops + 0–3 Favors conditional) · 2E spent · 1E banked · 0 CP left · 5 Presence on board · Hand: 1 Unique (Concealing in discard, Crops+Favors now also in discard; Mantle discarded T1) · Tracks: CP at card2, Energy at energy1.
  • Pause-point (pre-Favors-target): Favors’s 3-Fear conditional is not free — it needs post-gather Dahan to strictly outnumber Invaders. Before committing, count: Invaders in target + Dahan in R1 of target = enough to gather past Invader count? If no, change target or save Favors for T3.

Turn 3

Growth
G1 — Reclaim (all played back to hand) + Gain 1 Minor
Income
1E banked + 1E income = 2E 2CP
Fast plays
Concealing Shadows (target Ravage land w/ Dahan) Fast Moon Air + drafted Fast Moon+Fire Minor (if in hand) → L1 may fire
Key T3 note
First Ravage turn — Concealing's protection now material
Invader card
Stage I+II+III — first Blight Ravage
  • Growth: G1 — Reclaim (all 3 discarded Uniques back to hand) + Gain 1 Minor. No presence placed. State: 1E banked + 1E income = 2E / 2CP, hand = 4 Uniques + 2 Minors.
  • Invader state: T3 is the first Ravage turn. Identify the Ravage-target land from the current Invader card’s Ravage column (the card that was in Build slot last turn has advanced).
  • Fast phase plays: Concealing Shadows (target the Ravage-incoming land, with Dahan in it, if any) + drafted Fast Moon+Fire Minor if in hand (e.g., Land of Haunts).
    • T3 gain from Concealing: +1 Fear Fear Fear + Ravage-protection now material — Dahan in target land take 0 Damage from this turn’s Ravage. Fast elements 1M+1A.
    • T3 gain from Haunts (if played): +2 Fear Fear Fear + Push up to 2 Explorers Explorer Explorer/Towns from R2 target. Fast elements 1M+1F+1A.
  • Fast innate check (Concealing + Haunts): pool = 2M+1F+2A → L1 fires for the first time this game. Gather 1 Explorer Explorer Explorer into a land at R1 of your presence or Sacred Site. Fast, so the gather happens before the Ravage — can pull an Explorer out of the Ravage target (one fewer Invader taking the Ravage).
  • Slow phase plays: 1 more Slow card if CP remains — e.g., Crops Wither (another City→Town downgrade). Depending on hand: Mantle of Dread for +2 Fear Fear Fear + another push.
  • End of T3: 5+ Fear generated (1 Concealing + 2 Haunts + 2 Crops/Mantle + possible 1-Fear L1 if destroy-variant) · 1 Explorer Explorer Explorer gathered (L1 innate) · Ravage Damage in one land reduced or neutralized (Concealing or Haunts push) · ~0E / ~0CP depending on plays · 5 Presence on board · Hand: mixed reclaims + drafts · Tracks: CP at card2, Energy at energy1.
  • Pause-point (pre-Fast-plays): Concealing’s Ravage-protection is material T3+ only if the target land actually Ravages this turn AND has Dahan to protect. If the Ravage target has 0 Dahan Dahan Dahan, Concealing’s protection clause is still dormant — consider targeting a Dahan-adjacent Ravage land (use Shadows of the Dahan’s 1E range extension) or playing Concealing elsewhere for its Fear + elements alone.

Turn 4 — state audit

After T3, you should have:

  • Presence: 5 on board (3 starting + 1 T1 G3 + 1 T2 G2).
  • Energy / CP: 1E income (from energy1 slot) / 2CP.
  • Engine: All 4 Uniques available + 2 Minors drafted. L1 firing conditional on Fast M+F Minor in hand.
  • Fear pool: ~8–12 (solo — Terror 2 should flip around end-T4 or T5, not T3 as the prior opener claimed).
  • Blight: 0–1 (depends on T3 Ravage outcomes; Concealing + L1 Gather mitigation should keep this low).

Pivot triggers (if any of these, deviate from the opener):

  • No Fast Moon+Fire Minor drafted by T3 — L1 firing stays blocked. Keep leaning on Crops + Favors for Fear; L1 is “nice to have” not “required”.
  • Ravage target T3 has no Dahan — Concealing’s protection is still dormant; use Concealing purely for Fear + elements, and save the real defense for T4+ when Dahan density increases.
  • Favors never triggers 3-Fear conditional — Fear pool is running 3–4 under target. Prioritize Minor picks that generate Fear directly (e.g., 2-Fear Moon Minors from the full pool).

Opening B — G2-via-CP Minor-Draft-Dependent 🟥

When to pick this: Habsburg Mining L5+, Russia L5+, or long-game matchups where Minor-draft density pays off. Trades T1 Fear output for hand depth. Gated on drafting a 0-cost Fast Moon+Fire Minor (Land of Haunts and Embers) by T1 — otherwise this opener under-delivers.

Target arc: If Haunts drafted T1 → L1 fires T1 (unique to Opening B among the three) · 2 Minors drafted by T2 · Reclaim T3 → 4 Uniques + 3 Minors in hand · matchup-specific Minor picks scale T4+.

Turn 1

Growth
G2 revealing CP track — gain 1 Minor + 1 Presence Range 1
Income
0E 2CP
Best-case Fast plays
Concealing Shadows + Land of Haunts and Embers (drafted 0-cost Minor)
Fast-phase elements
2 Moon + 1 Fire + 2 Air · L1 FIRES T1 → Gather 1 Explorer Explorer
End of T1
3 Fear Fear 1 Explorer gathered by L1 up to 2 pushed by Haunts
  • Growth: G2, revealing CP track (uncover card2). Post-growth: 0E / 2CP, 1 Minor drafted.
  • Draft priority T1 Minor: absolute top pick Land of Haunts and Embers (0E Fast, 1M+1F+1A). Second pick: Shadows of the Burning Forest (0E Slow, 1M+1F+1P). If neither appears: Opening B is underpowered T1 — consider pivoting to C (see Opening Decision tree).
  • Fast phase plays (with Haunts drafted): Concealing Shadows (0E) + Land of Haunts and Embers (0E, target a Mountain or Jungle with Invaders for the push rider, else any Invader land for the 2-Fear base).
    • T1 gain from Concealing: +1 Fear Fear Fear. Dormant Ravage-protection (no Ravage T1). 1M+1A Fast elements.
    • T1 gain from Haunts: +2 Fear Fear Fear. Push up to 2 Explorers Explorer Explorer/Towns from target land. 1M+1F+1A Fast elements. (Haunts “Add 1 Blight Blight Blight” clause is card-text — read the full card; if playing the 0-cost base version, blight consequences apply.)
  • Fast innate check: pool = 2M+1F+2A → L1 fires T1. Gather 1 Explorer Explorer Explorer to a R1 land. The only Opening that gets L1 T1.
  • Slow phase plays: none (0 CP remaining; both CP used on Fast cards).
  • Invader phase: Explore only.
  • End of T1: 3 Fear Fear Fear + 1 Explorer Explorer Explorer gathered (L1) + up-to-2 units pushed by Haunts · 0E banked · 0 CP left · 4 Presence on board · Hand: 3 Uniques + 0 Minors (Haunts played) · Tracks: CP at card2, Energy still at energy0.
  • Pause-point (pre-Haunts-target): Haunts’s push clause triggers only on Mountain or Jungle; its base 2-Fear + 2-push works on any Invader land. If target isn’t Mountain/Jungle, the push-up-to-2 doesn’t fire — pick a Mountain/Jungle Invader land if you have range, else accept the 2-Fear-only output. Also check Haunts’s “Add 1 Blight Blight Blight if Blight present” clause on the physical card — some versions add Blight unconditionally.

Fallback T1 (Haunts NOT drafted): Play Concealing alone. Fear = 1. L1 does NOT fire (Fast phase elements = 1M+1A). 1 CP unused. This is Opening B underperforming — expect T2–T3 Minor draft to compensate.

Turn 2

  • Growth: G2, revealing Energy track (uncover energy1 → 1E income). Post-growth: 1E / 2CP, +1 Minor drafted (2 total).
  • Draft priority T2 Minor: if Haunts was T1, look for Moon+Fire next (Visions of Fiery Doom 1E Fast) to chain L1 firings; otherwise Haunts.
  • Fast phase plays: Fast cards in hand (Concealing discarded T1 if played; Fast Minors drafted).
    • If drafted Fast M+F Minor this T2 and have 1E to spare: play it. Elements contribute to L1 threshold (but Concealing is in discard — only 1M from the Fast play typically, unless a 2M-on-one-card Minor was drafted).
    • Typically: play nothing Fast T2; L1 defers to T3 reclaim + Fast M+F Minor combo.
  • Slow phase plays: 1 Slow Unique at 1E — Crops Wither (+2 Fear Fear Fear, downgrade) OR Mantle (+2 Fear Fear Fear, self-push) OR Favors (+0–3 Fear Fear Fear, Dahan gather).
  • T2 material gain: typically 2–3 Fear Fear Fear + one material board effect (downgrade / push / gather). L1 does not fire T2 reliably — Fast pool depends on which Minors were drafted and playable.
  • End of T2: 2–5 Fear Fear Fear · ~0E banked · 0 CP left · 5 Presence · hand typically 2 Uniques + 2 Minors.
  • Pause-point (pre-T2-plays): T2 introduces first Build. Check the Invader card’s Build column — which terrain Builds? Any land with Town/City on that terrain gets a new Town/City. Crops’ing a Town on that terrain T2 Slow phase (or Mantle pushing from it) pre-empts the Build’s upgrade path.

Turn 3

  • Growth: G1 — Reclaim + Gain 1 Minor. State: ~0E + 1E income = 1E / 2CP, hand = 4 Uniques + 3 Minors.
  • Fast phase plays: Concealing + Fast M+F Minor (Haunts if reclaimed, or Visions if drafted). Elements = 2M+1F+… → L1 fires T3.
  • Slow phase plays: best Fear/material combo from hand. Typically Crops + Mantle, or Crops + Favors if Dahan-outnumber is triggerable.
  • T3 material gain: 3–5 Fear Fear Fear + L1 Gather + 2× Slow-card effects. First turn with Ravage + Concealing protection becomes material.
  • Pause-point (pre-Concealing-target): same as Opening A T3 — Ravage-protection is material only on the Ravage target with Dahan. If Ravage lands don’t have Dahan, use Concealing purely for Fear + elements.

Turn 4 — state audit

  • Presence: 5 on board.
  • Energy/CP: 1E income / 2CP.
  • Engine: L1 firing reliably if Fast M+F Minor in hand; L2 conditional on additional Moon or Fire Minors.
  • Fear pool: 6–10 (slower than Opening A if Haunts missed T1; comparable if Haunts hit T1).
  • Hand depth: 7 cards (4 Uniques + 3 Minors) — deepest of the three openers.
  • Strategy note: Opening B’s payoff is late — T5+ benefits from Minor-draft breadth for matchup-specific picks (e.g., Dahan-summoning, Blight-removing, Strife-adding). Fear-rush numbers lag Opening A by ~3–4 Fear Fear Fear through T4.

Opening C — G3-via-Energy Energy-Bank (Fear-Suppression) 🟥

When to pick this: Sweden L3+, Russia L3+ — where fear-card penalties reduce the value of a Fear-rush opener. Opening C leans on energy depth for (a) aggressive Shadows-of-the-Dahan range extension (1E/use budget), (b) 1E Slow Uniques played every turn, (c) potential Major acquisition via fear-card Events when they do fire.

Target arc: Mantle T1 (2 Fear Fear Fear) · double-Slow T2 · L1 first fires T3–T4 via reclaim + drafted Fast M+F Minor · Terror 2 flip delayed to T6–T7 (accepted).

Turn 1

Growth
G3 revealing Energy track — 1E income perm + 3E growth effect
Income
4E 1CP
Slow plays
Mantle of Dread (self) Slow 1E · 2 Fear Fear + push
Fast-phase elements
0 — no Fast card · L1 does NOT fire
End of T1
2 Fear Fear 3E banked 1 Explorer + 1 Town pushed
  • Growth: G3, revealing Energy track (uncover energy1 → 1E permanent income). Post-growth: 1E income + 3E growth-effect = 4E / 1CP.
  • Fast phase plays: none (CP budget of 1 is best spent on a higher-material-effect Slow card).
  • Fast innate check: pool = 0 elements. L1 does NOT fire.
  • Invader phase: Explore.
  • Slow phase plays: Mantle of Dread (1E, self-target).
    • T1 gain from Mantle: +2 Fear Fear Fear + Push 1 Explorer Explorer Explorer + 1 Town Town Town from one of your Presence lands. 1M+1F+1A Slow elements (irrelevant for Darkness Swallows since it’s Fast).
  • End of T1: 2 Fear Fear Fear · 1E spent · 3E banked · 0 CP left · 4 Presence on board · Hand: 3 Uniques (Mantle in discard) · Tracks: CP at card1 (still 1 CP), Energy at energy1 (1E sustained).
  • Pause-point (growth choice): G3-via-Energy gives deeper Energy income long-term (energy1 permanent = +1E/turn from T2 onward) vs. G3-via-CP (card2 permanent = +1 CP/turn). Over 6 rounds that’s 6E vs. 6 extra card plays. Pick based on matchup: fear-suppression adversaries benefit from energy depth (more Shadows-of-the-Dahan range extensions; more Minor cost-curve flexibility); fear-friendly adversaries benefit from CP depth (more Fear-generating card plays per turn). If unsure, G3-via-CP (Opening A) is the tighter fear-rush; G3-via-Energy (Opening C) is the slower, more flexible play.

Turn 2

  • Growth: G2, revealing CP track (uncover card2 → 2 CP from now). Post-growth: 3E banked + 1E income = 4E / 2CP, +1 Minor drafted.
  • Fast phase plays: none likely (Concealing in hand but saving for T3 Ravage turn; or play Concealing for 1 Fear Fear Fear + element cycle).
    • Optional Concealing T1-style 1-Fear + element-pool play: 1M+1A. Doesn’t fire innate alone.
  • Slow phase plays: Crops Wither (1E, Presence-land target with a Town or City) + Favors Called Due (1E, R1 Dahan-dense target).
    • T2 gain from Crops: +2 Fear Fear Fear + City→Town OR Town→Explorer. (Material THIS turn; reduces next-turn Ravage damage in that land.)
    • T2 gain from Favors: Gather up to 4 Dahan Dahan Dahan into R1 target; conditional +3 Fear Fear Fear if post-gather Dahan > Invaders.
  • Slow elements: Crops 1M+1F+1P + Favors 1M+1A+1An = 2M+1F+1A+1P+1An. (Fast innate already resolved with 0 elements; Slow elements not usable here.)
  • End of T2: 2–5 Fear Fear Fear · 2E spent · 2E banked · 0 CP left · 5 Presence on board · Hand: 1 Unique (Concealing) + 1 Minor · Tracks: CP at card2, Energy at energy1.
  • Pause-point (pre-T2-plays): T2 is first Build. Same check as Opening A/B — Crops + Favors together handle one Build-threat land (downgrade + gather counter-Dahan). If two lands are about to Build-into-City, one of them is not handled — prioritize the worst one; accept the other.

Turn 3

  • Growth: G1 — Reclaim + Gain 1 Minor. State: 2E banked + 1E income = 3E / 2CP, hand = 4 Uniques + 2 Minors.
  • Fast phase plays: Concealing + drafted Fast M+F Minor if in hand → L1 fires. Otherwise Concealing alone (1 Fear Fear Fear, elements pool 1M+1A, L1 does not fire).
  • Slow phase plays: 1–2 cards from 3E budget. Typical pick: Crops + Mantle for 4 Fear Fear Fear + downgrade + push; OR Crops + Favors if Dahan-outnumber still triggerable somewhere.
  • T3 material gain: 4–6 Fear Fear Fear + material board effects + Ravage-protection on Concealing’s target (material T3+).
  • End of T3: ~0E banked · energy bank depleted for the big-swing turn.
  • Pause-point (T3 Ravage targeting): same Ravage-protection check as Openings A/B. Additionally, Opening C’s energy-bank advantage lets you spend 1E on Shadows-of-the-Dahan range extension to place a Slow-effect card (Crops / Favors / Mantle) on a non-Presence Dahan land — consider if the highest-leverage target is outside R0.

Turn 4 — state audit

  • Presence: 5 on board.
  • Energy/CP: ~1E income / 2CP.
  • Engine: L1 firing conditional on Minor draft (same as Openings A/B); L2 element threshold 3M+2F rarely reached without multiple Moon-heavy Minors.
  • Fear pool: 4–8 (lowest of three openers; accepted for fear-suppression matchups).
  • Blight: 0–2.
  • Strategy note: energy depth will continue paying dividends T5+ — Shadows-of-the-Dahan range extensions multiply over the game. Accept slower Terror; target Terror 2 T6–T7.

Opening Decision

graph TD
  Start[Round 1 — Shadows] --> Adv{Adversary?}
  Adv -->|Brandenburg-Prussia| A[Opening A - Standard Fear]
  Adv -->|England| A
  Adv -->|Scotland| A
  Adv -->|Habsburg Livestock| A
  Adv -->|Sweden L0-L2| A
  Adv -->|Sweden L3+| C[Opening C - Fear-Suppression Resistant]
  Adv -->|Russia| C
  Adv -->|Habsburg Mining L5+| B[Opening B - Minor-Draft Dependent]
  Adv -->|Multi-handed with board-carry partner| A
  Adv -->|Other| A

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Shadows Flicker Like Flame’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/shadows-flicker-like-flame.json for full scoring + reasons.

  • Primary elements (innate-weighted): Moon (wt 4.8), Fire (wt 3.0), Air (wt 0.6)
  • Mid-game energy estimate (T3–T5 avg): 4.0E
  • Power summary: Offense 4 · Control 3 · Fear 5 · Defense 1 · Utility 1

Uniques

The spirit’s own 4 Unique Power cards (always in hand; always A-tier by default — see Uniques section above for full text):

  • Concealing Shadows
  • Crops Wither and Fade
  • Favors Called Due
  • Mantle of Dread

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Animated Wrackroot0SlowMoon, Fire, Plant1 Fear Fear Fear. Destroy 1 Explorer Explorer Explorer. OR Add 1 Wilds.elements fire+moon → 7.8
2Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer Explorer/Town.elements air+fire+moon → 8.4
3Roiling Bog and Snagging Thorn0FastMoon, Fire, Water, Plant1 Fear Fear Fear. Isolate. Defend 2.
1 Dahan Dahan Dahan does not participate in Ravage.
(Check when ra…
elements fire+moon → 7.8
4Land of Haunts and Embers0FastMoon, Fire, Air2 Fear Fear Fear. Push up to 2 Explorers Explorer Explorer/Towns. If Blight is present, 2 Fear Fear Fear and Push up to 2 Explo…elements air+fire+moon → 8.4
5Rites of the Land’s Rejection1FastMoon, Fire, EarthInvaders do not Build in target land this turn. 1 Fear Fear Fear per Town/City or 1 Fear Fear Fear per Dahan,…elements fire+moon → 7.8
6Shadows of the Burning Forest0SlowMoon, Fire, Plant2 Fear Fear Fear. If target land is a Mountain or Jungle, Push 1 Explorer Explorer Explorer and 1 Town Town Town.elements fire+moon → 7.8
7Visions of Fiery Doom1FastMoon, Fire1 Fear Fear Fear. Push 1 Explorer Explorer Explorer/Town.elements fire+moon → 7.8
8Prowling Panthers1SlowMoon, Fire, Animal1 Fear Fear Fear. Add 1 Beasts. OR If target land has Beasts, Destroy 1 Explorer Explorer Explorer/Town.elements fire+moon → 7.8
9Sunset’s Fire Flows Across the Land1SlowSun, Moon, Fire, Water1 Fear Fear Fear. 1 Damage. You may pay 1 Energy to deal 1 Damage in an adjacent land.elements fire+moon → 7.8
10Unquenchable Flames1SlowMoon, Fire, Earth1 Fear Fear Fear. 1 Damage to Towns/Cities. Invaders do not heal Damage at end of turn.elements fire+moon → 7.8

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Transform to a Murderous Darkness6SlowMoon, Fire, Air, Water, PlantTarget Spirit may choose one of their Sacred Site. In that land: Replace all their Presen…elements air+fire+moon → 8.4
2Settle Into Hunting-Grounds3FastMoon, Fire, Plant, AnimalYour Presence may count as Badlands and Beasts. (Decide per Presence, per Action.) Your P…elements fire+moon → 7.8
3Unearth a Beast of Wrathful Stone5FastMoon, Fire, Earth, AnimalAfter the next Invader Phase (on any turn) with no Ravage/Build Actions in target land:</…elements fire+moon → 7.8
4Pent-Up Calamity3FastMoon, Fire, Earth, Plant, AnimalAdd 1 Disease and 1 Strife. OR Remove any number of Beasts/Disease/Strife/Wilds. For …elements fire+moon → 7.8
5Vengeance of the Dead3FastMoon, Fire, Animal3 Fear Fear Fear. After Towns/Cities/Dahan are Destroyed in target land, 1 Damage per Town/City/Dah…elements fire+moon → 7.8

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Shadows Flicker Like Flame in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

CardTypeCostSpeedElementsEffect (truncated)
Dark and Tangled WoodsMinor1FastMoon, Earth, Plant2 Fear Fear Fear. If target land is a Mountain or Jungle, Defend 3.
Shadows of the Burning ForestMinor0SlowMoon, Fire, Plant2 Fear Fear Fear. If target land is a Mountain or Jungle, Push 1 Explorer Explorer Explorer and 1 Town Town Town.
The Jungle HungersMajor3SlowMoon, PlantDestroy all Explorers and all Towns. Destroy all Dahan.
Land of Haunts and EmbersMinor0FastMoon, Fire, Air2 Fear Fear Fear. Push up to 2 Explorers Explorer Explorer/Towns. If Blight is present, 2 Fear Fear Fear and Push up to 2 Explo…
Terrifying NightmaresMajor4FastMoon, Air2 Fear Fear Fear. Push up to 4 Explorers Explorer Explorer/Towns.
Call of the Dahan WaysMinor1SlowMoon, Water, AnimalReplace 1 Explorer Explorer Explorer with 1 Dahan Dahan Dahan.
Visions of Fiery DoomMinor1FastMoon, Fire1 Fear Fear Fear. Push 1 Explorer Explorer Explorer/Town.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Skies Herald the Season of Returndestroys Presence
Scour the Landadds Blight
Devouring Antsdestroys Dahan
Renewing Boondestroys Presence
Solidify Echoes of Majesty Pastdestroys Presence
Pyroclastic Flowadds Blight
Pillar of Living Flameadds Blight
The Jungle Hungersdestroys Dahan
Blazing Renewaldestroys Presence
Insatiable Hunger of the Swarmadds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight

Aspects (all 5, Wiki-verified mechanics)

All 5 Shadows aspects replace the Shadows of the Dahan special rule. Four raise complexity; one lowers it.

Amorphous (Promo Pack 2 — Feather and Flame) — Higher Complexity

Replaces: Shadows of the Dahan.

Shadows Partake of Amorphous Space: During each Fast phase, you may move 1 of your Presence to an adjacent land, or to a land with Dahan anywhere on the island. During each Slow phase, you may move 1 of your Presence to an adjacent land, or to a land with Dahan anywhere on the island.

Strategic shift: converts the 1-Energy-per-range-extension tax into 2 free presence-moves per turn. Plays as a mobility-specialist variant — physical presence motion instead of virtual range-extension.

Foreboding (Promo Pack 2 — Feather and Flame) — Higher Complexity

Replaces: Shadows of the Dahan with a new Innate, Stretch Out Coils of Foreboding Dread (Fast · Range 2 · Any Land):

  • 2 Air Air: Your other Powers may ignore Range when targeting the target land.
  • 1 Moon Moon: After an Action generates Fear in target land (incl. Town/City destruction): Push up to 1 Explorer Explorer Explorer per Fear / 1 Town Town Town per 2 Fear Fear Fear.
  • 2 Fire Fire: 1 Fear Fear Fear.
  • 2 Moon Moon + 4 Air Air: 2 Fear Fear Fear.

Strategic shift: swaps a per-Power spatial rule for a land-targeted innate. Range-ignoring is gated to one targeted land (rather than all Dahan lands). Converts fear-on-destruction into pushes for control value.

Madness (Jagged Earth) — Higher Complexity

Replaces: Shadows of the Dahan. Adds 2 new rules:

Shadows Cast a Subtle Madness: When you add Presence during Growth, you may also add 1 Strife in that land.

Glimpse of the Shadowed Void: When your Presence is Destroyed, if Invaders are present, 1 Fear Fear Fear per Presence Destroyed there.

Strategic shift: this is where strife enters Shadows (previous chapter revisions wrongly put strife on base Shadows). Madness monetizes presence-destruction into fear, incentivizing aggressive presence deployment + Choke-style self-sacrifice plays.

Reach (Jagged Earth) — Lower Complexity

Replaces: Shadows of the Dahan with a simpler, single rule:

Reach Through Ephemeral Distance: Once per turn, you may ignore Range. (Anything for which there’s a Range arrow or the word “Range” is used. Affects a single Action.)

Strategic shift: energy-free range ignore, capped at once per turn. The beginner-friendly aspect — arguably the first aspect to try on Shadows for newer players.

Dark Fire (Nature Incarnate) — Higher Complexity

Replaces: Shadows of the Dahan. Adds 2 new rules:

Dark and Fire as One: You may treat each Moon available to you as being Fire, or vice versa. (Choose during each Action for each Moon/Fire you have.) You may discard or Forget Powers that grant Moon to pay for Fire Choice Events, and vice versa.

Frightful Shadows Elude Destruction: The first time each Action would destroy your Presence, you may Push 1 of those Presence instead of destroying it.

Strategic shift: Moon↔Fire interchangeability is exceptional on a spirit whose innate requires both elements heavily. Plus presence-push-instead-of-destroy offers a Madness-style defensive safety net. Arguably the most powerful Shadows aspect.

Aspect selection heuristic

Which aspect when?

  • First few Shadows games → base (no aspect).
  • Want simplerReach (lower complexity; one free range ignore/turn).
  • Want more fear outputMadness (strife + fear-from-presence-destroy).
  • Want mobility specialistAmorphous (2 free presence-moves/turn).
  • Want element flexibilityDark Fire (Moon↔Fire swap is huge here).
  • Want experimentalForeboding (new innate replaces the special rule).

Adversary Matchup Matrix

AdversaryL0L3L5L6Notes
EnglandAA-B+BSlow builds; fear-rush works. L5 cliff: buildings +1 HP — Innate L3 (3 damage) insufficient for 4-HP Cities without Crops Wither’s City→Town downgrade first.
Brandenburg-PrussiaAA-B+BCities add fear-per-kill; favorable.
SwedenA-B+BB-Fear penalties reduce engine output at L2+.
France (Plantation)B+BBC+Dahan capture threatens Shadows of the Dahan targeting pool.
Habsburg MiningAB+BC+Scaling outpaces fear-rush late.
RussiaB+BB-CFear-suppression mid-late.
ScotlandAB+B+BFavorable.
Habsburg LivestockAA-BBFavorable.

Grades directional [VERIFY] — individual cell confirmations pending playtest.

Strategy Cliff — England L5

Strategy Cliff — England L5

What changes: buildings gain +1 HP (Town = 3 HP, City = 4 HP).

Impact on Shadows: Innate Level 3 (3 Damage) kills 3-HP Towns but not 4-HP Cities. Crops Wither and Fade’s City → Town replacement becomes the pre-softener; Terrifying Nightmares (Major) pushes rather than kills — still valuable but doesn’t solve the HP-math alone.

Mitigation sequence: (turn N) Crops Wither downgrades City → Town; (turn N+1) Innate L3 or Major finishes.

Strategy Cliff — Sweden L2+ / Russia L3+

Strategy Cliff — Fear-suppression adversaries

What changes: Sweden L2+ and Russia L3+ have fear-suppression rules.

Impact on Shadows: Terror flips slower; fear-card effects reduced.

Mitigation: shift toward Crops Wither + Innate L2 Explorer-destruction as board-pressure tools; accept later Terror timeline.

Board / Map Configuration

[VERIFY via play — pending] — no community-consensus board ratings for Shadows surfaced from the Wiki spirit-template. Directional hypotheses:

  • Likely favorable: jungle-dense boards (starting setup puts presence in jungle; innate L3 Moon+Fire+Air threshold matches Shadows’s element profile without requiring specific terrain).
  • Likely favorable: boards with dense starting Dahan clusters (Shadows of the Dahan targeting benefits).
  • Likely neutral: coastal-heavy boards (Shadows is terrain-flexible but coast-agnostic).
  • Likely unfavorable: sparse-Dahan layouts.

Ratings per board letter (A–H) deferred to physical-play data.

Game-Phase Strategy

Early (T1–3)

  • Grow with G2 or G3 to extend card pool and energy.
  • Play Concealing Shadows every turn (0 Energy is free value).
  • Use Innate L1 (Gather) to reposition Explorers away from Build targets.
  • Draft Moon + Fire Minors.

Mid (T4–6)

  • Innate L2 firing (destroy 2 Explorers Explorer Explorer + 2 Fear Fear Fear per turn).
  • Crops Wither softens City turns.
  • Favors Called Due’s 3-Fear trigger becomes available.
  • Fear pool heading toward Terror 2 flip.

Late (T7+)

  • Terror 2 → Terror 3 transition.
  • Gain Terrifying Nightmares Major if offered; forget Mantle of Dread (weakest in solo) or the weakest-matchup Unique.
  • Innate L3 available if 4 Moon Moon + 3 Fire Fire + 2 Air Air reliably on track.

Synergy Partners (Multiplayer)

Best Partners

  • Bringer of Dreams and Nightmares — double fear engine; damage → Fear conversion on both sides.
  • Thunderspeaker — Thunderspeaker grows Dahan density, feeding Favors Called Due + Shadows of the Dahan targeting.
  • Ocean’s Hungry Grasp — Ocean drowns coasts; Shadows handles inland Dahan lands.
  • Any partner — Mantle of Dread’s partner-target push is universally useful.

Anti-Synergy

  • Heart of the Wildfire — destroys Dahan via blight.
  • Vengeance as a Burning Plague — blight-heavy.
  • Volcano Looming High — destruction kills Dahan unconditionally.
  • The Jungle Hungers (your own Major!) — destroys all Dahan in target. Don’t draft in a dahan-reliant multiplayer table.

Common Mistakes

Common Mistake — Running at 0 Energy

Shadows of the Dahan costs 1 Energy per range extension. Budget 1E/turn or you lose spatial flexibility.

Common Mistake — Using Crops Wither as a kill card

Crops Wither replaces, not destroys. A replaced City is a Town in the same land, still Ravages next turn.

Common Mistake — Missing Favors Called Due conditions

3 Fear only triggers if Invaders are present AND Dahan (after gather) outnumber them. Count before committing.

Common Mistake — Drafting Jungle Hungers in multiplayer

Destroys all Dahan in target. Kills Thunderspeaker’s engine. Draft only in solo or with dahan-agnostic partners.

Common Mistake — Drafting non-Moon Minors

Every innate level wants Moon. Non-Moon Minors stall the engine.

Tempo Profile

Round-by-round targets, with per-turn Fear contribution confirmed by one authored playthrough (solo, Brandenburg-Prussia Level 6, Board A balanced, 8-round win). Early rounds may hit the low end; the R4 major-draft (Moon-aligned) is the inflection point where per-turn fear jumps from ~2 to 5+.

RoundEnergyCPPresence PlacedMoonFirePer-Turn FearKey Play
11E24 (of 13)1–211–2Concealing + Unique/Minor
21E2521–22–3Concealing + Crops or Favors
31E–2E262–323–5Reclaim (G1) or draft (G2); L2 prep
42E37 (track opens)3+2+4–6Innate L2 firing; Favors conditional
52E–3E373+2+4–6Major gain (Terrifying Nightmares)
63E373+35–7Terror 2 flip
73E364+36–8Major fires; possible L3 innate prep
83E–4E354+3+7–10Terror 3 close

Cliff turn: T4. Innate L2 must fire; Fear pool at 4+/8 (solo).

Major vs. Minor

Draft bias: Mixed (Minor-heavy T1–T3; 1 Major T5+).

Expansion Sensitivity

  • Base only: fully functional — 4 Uniques + Innate engine + 1 Special Rule.
  • + Branch & Claw: Amorphous + Foreboding aspects unlock; event + blight decks add turn-by-turn variance.
  • + Jagged Earth: Madness + Reach aspects unlock; Minor/Major pool deepens.
  • + Nature Incarnate: Dark Fire aspect unlocks.

Aspect mechanics now Wiki-verified (see Aspects section above); parser extended 2026-04-19.

Stat Snapshot

Stat Insight

[VERIFY current numbers from mindwanderer] — directional figures from community tier lists + older mindwanderer snapshots:

  • Solo L6 win rate: approximately 50–55%.
  • Best adversary: Brandenburg-Prussia L6 (fear-dense; favorable).
  • Worst adversary: Russia L6 (fear-suppression).
  • 2-handed: Shadows + Bringer often cited as top fear-rush pair.

Live stats require re-scraping mindwanderer’s current page.

Source Notes

Sources


Physical-copy verified: Uniques, innate thresholds, aspects (2026-04-19). Remaining [VERIFY]: Play Difficulty (spirit panel), aspect mechanics (pending parser extension), board ratings (physical play), live mindwanderer stats.

Last revised: 2026-04-19 — v0.2.4 (full Wiki-scripted rewrite with suggested-cards, growth, presence tracks, power summary)

Vital Strength of the Earth

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionBase Game
ComplexityLow
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 2 · Control 3 · Fear 1 · Defense 5 · Utility 3
Primary ElementsEarth, Plant, Sun, Animal (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Powerful but slow: has potent Power Cards and an excellent Energy income, but starts wtih only one card play per turn, and Growth is limited to adding one Presence per turn. Also slow to change: learning new Powers carries slightly more cost than reclaiming played Power Cards

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 3 Presence on your starting board: 2 in the highest-numbered Mountain, 1 in the highest-numbered Jungle.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=addpresence2
G2first=gain1p, second=addpresence0
G3first=addpresence1, second=energy2

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy2, energy3, energy4, energy6, energy7, energy8
  • Card-play track: card1, card1, card2, card2, card3, card4

Core Mechanics & Special Rules

Special Rule

EARTH’S VITALITY Defend 3 in every land where you have Sacred Site.

Innate: GIFT OF STRENGTH

  • Speed: fast · Range: None · Target: anyspirit
LevelThresholdsEffect
11 Sun Sun + 2 Earth Earth + 2 Plant PlantOnce this turn, Target Spirit may Repeat 1 Power Card with Energy cost of 1 or less.
22 Sun Sun + 3 Earth Earth + 2 Plant PlantInstead, the Energy cost limit is 3 or less.
32 Sun Sun + 4 Earth Earth + 3 Plant PlantInstead, the Energy cost limit is 6 or less.

Unique Cards (all, Wiki-verified)

A Year of Perfect Stillness

  • 3 Energy · Fast · Range 1 · Any Land · Sun, Earth
  • Invaders skip all Actions in target land this turn.

Draw of the Fruitful Earth

  • 1 Energy · Slow · Range 1 · Any Land · Earth, Plant, Animal
  • Gather up to 2 [[Explorers]]. Gather up to 2 [[Dahan]].

Guard the Healing Land

  • 3 Energy · Fast · Range 1, from your Sacred Site · Any Land · Water, Earth, Plant
  • Remove 1 Blight Blight. Defend 4.

Rituals of Destruction

  • 3 Energy · Slow · Range 1, from your Sacred Site · Land with Dahan · Sun, Moon, Fire, Earth, Plant
  • 2 Damage. If target land has at least 3 Dahan Dahan, +3 Damage and 2 Fear Fear.

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Vital Strength of the Earth’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/vital-strength-of-the-earth.json for full scoring + reasons.

  • Primary elements (innate-weighted): Earth (wt 4.8), Plant (wt 3.9), Sun (wt 2.7)
  • Mid-game energy estimate (T3–T5 avg): 5.67E
  • Power summary: Offense 2 · Control 3 · Fear 1 · Defense 5 · Utility 3

Uniques

The spirit’s own 4 Unique Power cards (always in hand; always A-tier by default — see Uniques section above for full text):

  • A Year of Perfect Stillness
  • Draw of the Fruitful Earth
  • Guard the Healing Land
  • Rituals of Destruction

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Absorb Corruption1SlowSun, Earth, PlantGather 1 Blight Blight. OR Pay 1 Energy to Remove 1 Blight Blight.elements earth+plant+sun → 11.4
2Carapaced Land0FastEarth, Plant, AnimalIf targeting a land with Beasts, this Power has +1 Range. Defend 3.elements earth+plant → 8.7
3Drift Down into Slumber0FastAir, Earth, PlantDefend 1. If target land is a Jungle or Sands, instead Defend 4.elements earth+plant → 8.7
4Entrap the Forces of Corruption1FastEarth, Plant, AnimalGather up to 1 Blight Blight. Isolate target land. When Blight is added to target land, it doesn…elements earth+plant → 8.7
5Dark and Tangled Woods1FastMoon, Earth, Plant2 Fear Fear. If target land is a Mountain or Jungle, Defend 3.elements earth+plant → 8.7
6Nature’s Resilience1FastEarth, Plant, AnimalDefend 6.elements earth+plant → 8.7
7Call to Guard0FastSun, Air, EarthGather up to 1 Dahan Dahan. Then, if Dahan are present, either: Defend 1 per Dahan. OR Afte…elements earth+sun → 7.5
8Hazards Spread Across the Island0FastFire, Air, Earth, PlantChoose a type of token from Badlands/Beasts/Disease/Strife/Wilds that exists in an adjace…elements earth+plant → 8.7
9Call to Trade1FastAir, Water, Earth, PlantYou may Gather 1 Dahan Dahan. If the Terror Level is 2 or lower, Gather 1 Town Town and the first Ra…elements earth+plant → 8.7
10Renewing Boon1SlowSun, Earth, PlantChoose a land where you and target Spirit both have Presence. In that land: Remove 1 Blig…elements earth+plant+sun → 11.4

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1The Trees and Stones Speak of War2FastSun, Earth, PlantFor each Dahan, 1 Damage and Defend 2.elements earth+plant+sun → 11.4
2Walls of Rock and Thorn4FastSun, Earth, Plant2 Damage. Defend 8. Add 1 Wilds. Isolate target land.elements earth+plant+sun → 11.4
3Forests of Living Obsidian4SlowSun, Fire, Earth, PlantAdd 1 Badlands. Push all Dahan. 1 Damage to each Invader. If the origin land is your Sacr…elements earth+plant+sun → 11.4
4Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements earth+plant+sun → 11.4
5Twisted Flowers Murmur Ultimatums5SlowSun, Moon, Air, Earth, Plant4 Fear Fear. Add 1 Strife. If the Terror Level is 2 or higher, Remove 2 Invaders.elements earth+plant+sun → 11.4

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Vital Strength of the Earth in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

CardTypeCostSpeedElementsEffect (truncated)
Rouse the Trees and StonesMinor1SlowFire, Earth, Plant2 Damage. Push 1 Explorer Explorer.
Call to MigrateMinor1SlowFire, Air, AnimalGather up to 3 Dahan Dahan. Push up to 3 Dahan Dahan.
Poisoned LandMajor3SlowEarth, Plant, Animal1 Fear Fear. 7 Damage. Add 1 Blight Blight. Destroy all Dahan.
Devouring AntsMinor1SlowSun, Earth, Animal1 Fear Fear. 1 Damage. Destroy 1 Dahan Dahan. If target land is a Jungle or Sands, +1 Damage.
Vigor of the Breaking DawnMajor3FastSun, Animal2 Damage per Dahan.
Voracious GrowthMinor1SlowWater, Plant2 Damage. OR Remove 1 Blight Blight.
Savage MawbeastsMinor0SlowFire, AnimalIf target land is a Jungle or Wetland, 1 Fear Fear and 1 Damage.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Renewing Boondestroys Presence
Skies Herald the Season of Returndestroys Presence
Devouring Antsdestroys Dahan
Scour the Landadds Blight
Land of Haunts and Embersadds Blight
Blazing Renewaldestroys Presence
Solidify Echoes of Majesty Pastdestroys Presence
Poisoned Landdestroys Dahan, adds Blight
Pyroclastic Flowadds Blight
Insatiable Hunger of the Swarmadds Blight
Tsunamidestroys Dahan
The Jungle Hungersdestroys Dahan
Volcanic Eruptiondestroys Dahan, adds Blight
Pillar of Living Flameadds Blight
Draw Towards a Consuming Voiddestroys Presence

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/vital-strength-of-the-earth.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 3 Presence on your starting board: 2 in the highest-numbered Mountain, 1 in the highest-numbered Jungle.
  • Starting income (from presence_energy_track[0] = energy2, presence_cardplay_track[0] = card1): 2 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); addpresence2 (Place 1 Presence from a track (Range 2))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence0 (Place 1 Presence from a track (Range 0))
  • G3: addpresence1 (Place 1 Presence from a track (Range 1)); energy2 ((track slot showing 2 Energy))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy2 · energy3 · energy4 · energy6 · energy7 · energy8 — income as slots reveal: 2 → 3 → 4 → 6 → 7 → 8

Card-play track

card1 · card1 · card2 · card2 · card3 · card4 — CP as slots reveal: 1 → 1 → 2 → 2 → 3 → 4

Innate Powers

  • GIFT OF STRENGTH (Speed: Fast · Range: ? · Target: anyspirit)
    • L1 — 1 Sun Sun + 2 Earth Earth + 2 Plant Plant: Once this turn, Target Spirit may Repeat 1 Power Card with Energy cost of 1 or less.
    • L2 — 2 Sun Sun + 3 Earth Earth + 2 Plant Plant: Instead, the Energy cost limit is 3 or less.
    • L3 — 2 Sun Sun + 4 Earth Earth + 3 Plant Plant: Instead, the Energy cost limit is 6 or less.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: Sun ×1, Water ×1, Earth ×2, Plant ×1
  • Fast-phase L1 ceiling from Uniques alone is insufficient — need 2 Plant Plant, Uniques give 1. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
A Year of Perfect Stillness3Fast1Any Landsun, earthInvaders skip all Actions in target land this turn.
Draw of the Fruitful Earth1Slow1Any Landearth, plant, animalGather up to 2 [[Explorers]]. Gather up to 2 [[Dahan]].
Guard the Healing Land3Fast1, from your Sacred SiteAny Landwater, earth, plantRemove 1 Blight Blight. Defend 4.
Rituals of Destruction3Slow1, from your Sacred SiteLand with Dahansun, moon, fire, earth, plant2 Damage. If target land has at least 3 Dahan Dahan, +3 Damage and 2 Fear Fear.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Vital Strength of the Earth’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Vital Strength of the Earth’s profile (Fear 1, Offense 2, Control 3, Defense 5, Utility 3).

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Vital Strength of the Earth: Front-load coastal defense or disruption before T3’s first Ravage.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Vital Strength of the Earth: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Ocean’s Hungry Grasp

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionBase Game
ComplexityHigh
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 5 · Control 4 · Fear 4 · Defense 3 · Utility 2
Primary ElementsWater, Moon, Earth, Air (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Extremely good at assaulting the coasts where the Invaders start out strong, but quite weak inland - the ocean is not accustomed to affecting events so far ashore. Its Presence shifts in and out like the tide, which can be tricky to manage, but permits re-positioning and tactical retreats or offensives in the hands of a skillful player. Has fairly inexpensive Unique Powers, but the energy gained from drowning Invaders can be necessary in stepping up to more potent Powers.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence onto your starting board: 1 in the Ocean, and 1 in a Coastal land of your choice.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=OceanG
G2first=OceanA, second=OceanA, third=energy1
G3first=gain1p, second=Ocean, third=OceanP

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy0, moon, water, energy1, earth, water, energy2
  • Card-play track: card1, card2, card2, card3, card4, card5

Core Mechanics & Special Rules

Special Rule

OCEAN IN PLAY You may add/move Presence into Oceans, but may not add/move Presence into Inland lands. On boards where you have 1 or more Presence, Oceans are treated as Coastal Wetlands for Spirit Powers and Blight. You Drown any Invaders or Dahan moved to those Oceans. DROWNING Destroy Drowned pieces, placing Drowned Invaders here. At any time you may exchange (X) Health of these Invaders for 1 Energy, where X = number of players. (Ignore modifiers to Invader Health.)

Innate: POUND SHIPS TO SPLINTERS

  • Speed: fast · Range: 0 · Target: coastal
LevelThresholdsEffect
11 Moon Moon + 1 Air Air + 2 Water Water1 Fear Fear.
22 Moon Moon + 1 Air Air + 3 Water Water+1 Fear Fear.
33 Moon Moon + 2 Air Air + 4 Water Water+2 Fear Fear.

Innate: OCEAN BREAKS THE SHORE

  • Speed: slow · Range: 0 · Target: coastal
LevelThresholdsEffect
12 Water Water + 1 Earth EarthDrown 1 Town Town.
23 Water Water + 2 Earth EarthYou may instead Drown 1 City City.
34 Water Water + 3 Earth EarthAlso, Drown 1 Town Town / City.

Unique Cards (all, Wiki-verified)

Call of the Deeps

  • 0 Energy · Fast · Range 0 · Coastal Land · Moon, Air, Water
  • Gather 1 Explorer Explorer. If target land is the Ocean, you may Gather another Explorer.

Grasping Tide

  • 1 Energy · Fast · Range 1 · Coastal Land · Moon, Water
  • 2 Fear Fear. Defend 4.

Swallow the Land-Dwellers

  • 0 Energy · Slow · Range 0 · Coastal Land · Water, Earth
  • Drown 1 Explorer Explorer, 1 Town Town, and 1 Dahan Dahan.

Tidal Boon

  • 1 Energy · Slow · Range No Range · Another Spirit · Moon, Water, Earth
  • Target Spirit gains 2 Energy and may Push 1 Town Town and up to 2 Dahan Dahan from one of their lands. If Dahan are pushed to your Ocean, you may move them to any Coastal land instead of Drowning them.

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Ocean’s Hungry Grasp’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/ocean-hungry-grasp.json for full scoring + reasons.

  • Primary elements (innate-weighted): Water (wt 9.6), Moon (wt 3.0), Earth (wt 3.0)
  • Mid-game energy estimate (T3–T5 avg): 2.0E
  • Power summary: Offense 5 · Control 4 · Fear 4 · Defense 3 · Utility 2

Uniques

The spirit’s own 4 Unique Power cards (always in hand; always A-tier by default — see Uniques section above for full text):

  • Call of the Deeps
  • Grasping Tide
  • Swallow the Land-Dwellers
  • Tidal Boon

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Sucking Ooze0FastMoon, Water, Earth2 Fear Fear if Invaders are present. Isolate target land.elements earth+moon+water → 15.6
2Infested Aquifers1SlowMoon, Water, Earth, AnimalIf target land has any Disease, 1 Damage to each Invader. OR If target land is a Moun…elements earth+moon+water → 15.6
3Pull Beneath the Hungry Earth1SlowMoon, Water, EarthIf your Presence is present, 1 Fear Fear and 1 Damage. If target land is a Sands or Wetland, 1…elements earth+moon+water → 15.6
4Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements air+moon+water → 14.7
5Entrancing Apparitions1FastMoon, Air, WaterDefend 2. If no Invaders are present, Gather up to 2 Explorers Explorer.elements air+moon+water → 14.7
6Gift of Power0SlowMoon, Water, Earth, PlantTarget Spirit gains a Minor Power Card.elements earth+moon+water → 15.6
7Steam Vents1FastFire, Air, Water, EarthDestroy 1 Explorer Explorer.elements air+earth+water → 14.7
8Call to Trade1FastAir, Water, Earth, PlantYou may Gather 1 Dahan Dahan. If the Terror Level is 2 or lower, Gather 1 Town Town and the first Ra…elements air+earth+water → 14.7
9Terror Turns to Madness0SlowMoon, Air, WaterIf the Terror Level is… Terror Level 1: 3 Fear Fear. Terror Level 2: 2 Fear Fear or add 1 Strife.…elements air+moon+water → 14.7
10Sky Stretches to Shore1FastSun, Air, Water, EarthThis turn, target Spirit may use 1 Slow Power as if it were Fast, or vice versa. Target S…elements air+earth+water → 14.7

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Weave Together the Fabric of Place4FastSun, Moon, Air, Water, EarthTarget land and a land adjacent to it become a single land for this turn. (It has the ter…elements air+earth+moon+water → 17.7
2Bargain of Coursing Paths2FastMoon, Air, Water, EarthBargain: 1 Presence now and -1 Energy/turn. Now: Mark both target land and another land w…elements air+earth+moon+water → 17.7
3Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+earth+moon+water → 17.7
4Melt Earth Into Quicksand4FastMoon, Water, Earth1 Fear Fear. 2 Damage. Isolate target land. After Invaders/Dahan are Moved into target land, D…elements earth+moon+water → 15.6
5Mists of Oblivion4SlowMoon, Air, Water1 Fear Fear per Town/City this Power Destroys (max. 4 Fear Fear). 1 Damage to each Invader.elements air+moon+water → 14.7

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Ocean’s Hungry Grasp in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Skies Herald the Season of Returndestroys Presence
Devouring Antsdestroys Dahan
Renewing Boondestroys Presence
Tsunamidestroys Dahan
Solidify Echoes of Majesty Pastdestroys Presence
Pyroclastic Flowadds Blight
Insatiable Hunger of the Swarmadds Blight
Blazing Renewaldestroys Presence
The Jungle Hungersdestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Pillar of Living Flameadds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/ocean-hungry-grasp.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence onto your starting board: 1 in the Ocean, and 1 in a Coastal land of your choice.
  • Starting income (from presence_energy_track[0] = energy0, presence_cardplay_track[0] = card1): 0 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); OceanG ((spirit-specific: OceanG — consult spirit panel))
  • G2: OceanA ((spirit-specific: OceanA — consult spirit panel)); OceanA ((spirit-specific: OceanA — consult spirit panel)); energy1 ((track slot showing 1 Energy))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); Ocean ((spirit-specific: Ocean — consult spirit panel)); OceanP ((spirit-specific: OceanP — consult spirit panel))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy0 · moon · water · energy1 · earth · water · energy2 — income as slots reveal: 0 → moon → water → 1 → earth → water → 2

Card-play track

card1 · card2 · card2 · card3 · card4 · card5 — CP as slots reveal: 1 → 2 → 2 → 3 → 4 → 5

Innate Powers

  • POUND SHIPS TO SPLINTERS (Speed: Fast · Range: 0 · Target: coastal)
    • L1 — 1 Moon Moon + 1 Air Air + 2 Water Water: 1 Fear Fear.
    • L2 — 2 Moon Moon + 1 Air Air + 3 Water Water: +1 Fear Fear.
    • L3 — 3 Moon Moon + 2 Air Air + 4 Water Water: +2 Fear Fear.
  • OCEAN BREAKS THE SHORE (Speed: Slow · Range: 0 · Target: coastal)
    • L1 — 2 Water Water + 1 Earth Earth: Drown 1 Town Town.
    • L2 — 3 Water Water + 2 Earth Earth: You may instead Drown 1 City City.
    • L3 — 4 Water Water + 3 Earth Earth: Also, Drown 1 Town Town / City.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: Moon ×2, Air ×1, Water ×2
  • Fast-phase L1 ceiling from Uniques alone is sufficient — you can fire L1 T1 without drafting (play enough Fast Uniques to meet the threshold).

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
Call of the Deeps0Fast0Coastal Landmoon, air, waterGather 1 Explorer Explorer. If target land is the Ocean, you may Gather another Explorer.
Grasping Tide1Fast1Coastal Landmoon, water2 Fear Fear. Defend 4.
Swallow the Land-Dwellers0Slow0Coastal Landwater, earthDrown 1 Explorer Explorer, 1 Town Town, and 1 Dahan Dahan.
Tidal Boon1SlowNo RangeAnother Spiritmoon, water, earthTarget Spirit gains 2 Energy and may Push 1 Town Town and up to 2 Dahan Dahan from one of their lands. If Daha…

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Ocean’s Hungry Grasp’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Ocean’s Hungry Grasp’s profile (Fear 4, Offense 5, Control 4, Defense 3, Utility 2).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Ocean’s Hungry Grasp: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Ocean’s Hungry Grasp: Front-load coastal defense or disruption before T3’s first Ravage.

Sweden L2+ — Fear-card effects reduced

What changes: Sweden’s escalation reduces the impact of Fear cards. Spirits that win by riding Fear cards to Terror-level flips are meaningfully slower.

Mitigation for Ocean’s Hungry Grasp: Shift from fear-rush to board-control: favor Damage/Push Majors over more Fear; accept Terror 2 flip ~2 rounds later.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Ocean’s Hungry Grasp: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Ocean’s Hungry Grasp: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Ocean’s Hungry Grasp: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Ocean’s Hungry Grasp: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

A Spread of Rampant Green

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionBase Game
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“always” — see Growth Options below
Power summary (1–5)Offense 4 · Control 3 · Fear 2 · Defense 5 · Utility 4
Primary ElementsPlant, Moon, Water, Earth (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Fairly good at dealing with Towns, but terrible at handling Explorers (who are unfazed by prolific foliage). Can get Presence onto the board faster than most other Spirits. Extra Presence is good for targeting and especially for ’Choke the Land with Green“, which can be extremely effective at slowing down invaders. Just be careful not to destroy Sacred Sites needed for Power use.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board; 1 in the highest-numbered Wetland, and 1 in the Jungle without any Dahan. (If there is more than 1 such Jungle, you may choose)

Growth Options (always)

GrowthEffects
G1first=Spread
G2first=reclaim, second=gain1p
G3first=addpresence1, second=old+1cardplay
G4first=gain1p, second=energy3

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy0, energy1, plant, energy2, energy2, plant, energy3
  • Card-play track: card1, card1, card2, card2, card3, card4

Core Mechanics & Special Rules

Special Rule

CHOKE THE LAND WITH GREEN Whenever Invaders would Ravage or Build in a land with your Sacred Site, you may prevent it by destroying one of your Presence in that land. STEADY REGENERATION When adding Presence to the board via Growth, you may optionally use your destroyed Presence. If the island is Healthy, do so freely. If the island is Blighted, doing so costs 1 Energy per destroyed Presence you add.

Innate: CREEPERS TEAR INTO MORTAR

  • Speed: slow · Range: 0 · Target: any
LevelThresholdsEffect
11 Moon Moon + 2 Plant Plant1 Damage to 1 Town Town / City.
22 Moon Moon + 3 Plant PlantRepeat this Power.
33 Moon Moon + 4 Plant PlantRepeat this Power again.

Innate: ALL-ENVELOPING GREEN

  • Speed: fast · Range: 1 (optionally from a sacred site) · Target: any
LevelThresholdsEffect
11 Water Water + 3 Plant PlantDefend 2.
22 Water Water + 4 Plant PlantInstead, Defend 4.
33 Water Water + 1 Earth Earth + 5 Plant PlantAlso, remove 1 Blight Blight.

Unique Cards (all, Wiki-verified)

Fields Choked with Growth

  • 0 Energy · Slow · Range 1 · Any Land · Sun, Water, Plant
  • Push 1 Town Town. OR Push 3 Dahan Dahan.

Gift of Proliferation

  • 1 Energy · Fast · Range No Range · Another Spirit · Moon, Plant
  • Target Spirit adds 1 Presence up to 1 Range from their Presence.

Overgrow in a Night

  • 2 Energy · Fast · Range 1 · Any Land · Moon, Plant
  • Add 1 Presence. OR If target land has your Presence and Invaders, 3 Fear Fear.

Stem the Flow of Fresh Water

  • 0 Energy · Slow · Range 1, from your Sacred Site · Any Land · Water, Plant
  • 1 Damage to 1 Town Town/City. If target land is a Mountain or Sands, instead, 1 Damage to each Town/City.

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by A Spread of Rampant Green’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/a-spread-of-rampant-green.json for full scoring + reasons.

  • Primary elements (innate-weighted): Plant (wt 11.4), Moon (wt 3.0), Water (wt 3.0)
  • Mid-game energy estimate (T3–T5 avg): 2.33E
  • Power summary: Offense 4 · Control 3 · Fear 2 · Defense 5 · Utility 4

Uniques

The spirit’s own 4 Unique Power cards (always in hand; always A-tier by default — see Uniques section above for full text):

  • Fields Choked with Growth
  • Gift of Proliferation
  • Overgrow in a Night
  • Stem the Flow of Fresh Water

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Roiling Bog and Snagging Thorn0FastMoon, Fire, Water, Plant1 Fear Fear. Isolate. Defend 2.
1 Dahan Dahan does not participate in Ravage.
(Check when ra…
elements moon+plant+water → 17.4
2Gift of Power0SlowMoon, Water, Earth, PlantTarget Spirit gains a Minor Power Card.elements earth+moon+plant+water → 17.7
3Thriving Chokefungus1SlowMoon, Water, PlantAdd 1 Disease and 1 Badlands.elements moon+plant+water → 17.4
4Animated Wrackroot0SlowMoon, Fire, Plant1 Fear Fear. Destroy 1 Explorer Explorer. OR Add 1 Wilds.elements moon+plant → 14.4
5Razor-Sharp Undergrowth1FastMoon, PlantDestroy 1 Explorer Explorer and 1 Dahan Dahan. Add 1 Wilds. Defend 2.elements moon+plant → 14.4
6Flow Downriver, Blow Downwind0SlowAir, Water, PlantPush up to 1 Blight Blight/Explorer/Town.elements plant+water → 14.4
7Shadows of the Burning Forest0SlowMoon, Fire, Plant2 Fear Fear. If target land is a Mountain or Jungle, Push 1 Explorer Explorer and 1 Town Town.elements moon+plant → 14.4
8Dark and Tangled Woods1FastMoon, Earth, Plant2 Fear Fear. If target land is a Mountain or Jungle, Defend 3.elements earth+moon+plant → 14.7
9Favor of the Sun and Star-lit Dark1FastSun, Moon, PlantDefend 4. Push up to 1 Blight Blight.elements moon+plant → 14.4
10Poisoned Dew1SlowFire, Water, PlantDestroy 1 Explorer Explorer. If target land is a Jungle or a Wetland, Destroy all Explorer.elements plant+water → 14.4

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Transform to a Murderous Darkness6SlowMoon, Fire, Air, Water, PlantTarget Spirit may choose one of their Sacred Site. In that land: Replace all their Presen…elements moon+plant+water → 17.4
2Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements earth+moon+plant+water → 17.7
3Entwined Power2FastMoon, Water, PlantYou and target Spirit may use each other’s Presence to target Powers (only). Target Spiri…elements moon+plant+water → 17.4
4Transformative Sacrifice3FastMoon, Fire, Water, PlantTarget Spirit may Remove up to 3 Presence (from anywhere on the island). Then for each re…elements moon+plant+water → 17.4
5Dream of the Untouched Land6FastMoon, Water, Earth, Plant, AnimalRemove up to 3 Blight Blight and up to 3 Health worth of Invaders.elements earth+moon+plant+water → 17.7

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with A Spread of Rampant Green in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Skies Herald the Season of Returndestroys Presence
Renewing Boondestroys Presence
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Devouring Antsdestroys Dahan
The Jungle Hungersdestroys Dahan
Insatiable Hunger of the Swarmadds Blight
Blazing Renewaldestroys Presence
Poisoned Landdestroys Dahan, adds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Tsunamidestroys Dahan
Pyroclastic Flowadds Blight
Pillar of Living Flameadds Blight
Draw Towards a Consuming Voiddestroys Presence
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/a-spread-of-rampant-green.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence on your starting board; 1 in the highest-numbered Wetland, and 1 in the Jungle without any Dahan. (If there is more than 1 such Jungle, you may choose)
  • Starting income (from presence_energy_track[0] = energy0, presence_cardplay_track[0] = card1): 0 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: always — (see spirit panel)

Growth options

  • G1: Spread ((spirit-specific: Spread — consult spirit panel))
  • G2: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted))
  • G3: addpresence1 (Place 1 Presence from a track (Range 1)); old+1cardplay ((spirit-specific: old+1cardplay — consult spirit panel))
  • G4: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); energy3 ((+3 Energy this turn — growth effect, not track reveal))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy0 · energy1 · plant · energy2 · energy2 · plant · energy3 — income as slots reveal: 0 → 1 → plant → 2 → 2 → plant → 3

Card-play track

card1 · card1 · card2 · card2 · card3 · card4 — CP as slots reveal: 1 → 1 → 2 → 2 → 3 → 4

Innate Powers

  • CREEPERS TEAR INTO MORTAR (Speed: Slow · Range: 0 · Target: any)
    • L1 — 1 Moon Moon + 2 Plant Plant: 1 Damage to 1 Town Town / City.
    • L2 — 2 Moon Moon + 3 Plant Plant: Repeat this Power.
    • L3 — 3 Moon Moon + 4 Plant Plant: Repeat this Power again.
  • ALL-ENVELOPING GREEN (Speed: Fast · Range: 1 · Target: any)
    • L1 — 1 Water Water + 3 Plant Plant: Defend 2.
    • L2 — 2 Water Water + 4 Plant Plant: Instead, Defend 4.
    • L3 — 3 Water Water + 1 Earth Earth + 5 Plant Plant: Also, remove 1 Blight Blight.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: Moon ×2, Plant ×2

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
Fields Choked with Growth0Slow1Any Landsun, water, plantPush 1 Town Town. OR Push 3 Dahan Dahan.
Gift of Proliferation1FastNo RangeAnother Spiritmoon, plantTarget Spirit adds 1 Presence up to 1 Range from their Presence.
Overgrow in a Night2Fast1Any Landmoon, plantAdd 1 Presence. OR If target land has your Presence and Invaders, 3 Fear Fear.
Stem the Flow of Fresh Water0Slow1, from your Sacred SiteAny Landwater, plant1 Damage to 1 Town Town/City. If target land is a Mountain or Sands, instead, 1 Damage to each Town/City.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change A Spread of Rampant Green’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to A Spread of Rampant Green’s profile (Fear 2, Offense 4, Control 3, Defense 5, Utility 4).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for A Spread of Rampant Green: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for A Spread of Rampant Green: Front-load coastal defense or disruption before T3’s first Ravage.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for A Spread of Rampant Green: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for A Spread of Rampant Green: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Thunderspeaker

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionBase Game
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 4 · Control 5 · Fear 3 · Defense 2 · Utility 1
Primary ElementsAir, Sun, Fire, Animal (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Has a keen interest in where the Dahan are - partly because so many of its starting powers work through them partly because its Presence can move along with them. When picking new Power Cards, it will often want to take good Dahan-centric Powers, but it can also branch out into other areas.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board: 1 in each of the 2 lands with the most Dahan.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=gain1p
G2first=Thunder2, second=Thunder1
G3first=addpresence1, second=energy4

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, air, energy2, fire, sun, energy3
  • Card-play track: card1, card2, card2, card3, reclaim1, card3, card4

Core Mechanics & Special Rules

Special Rule

ALLY OF THE DAHAN Your Presence may move with Dahan. (Whenever a Dahan moves from 1 of your lands to another land, you may move 1 Presence along with it.) SWORN TO VICTORY After a Ravage Action destroys 1 or more Dahan, for each Dahan Destroyed, Destroy 1 of your Presence within Range 1.

Innate: GATHER THE WARRIORS

  • Speed: slow · Range: 1 · Target: any
LevelThresholdsEffect
14 Air AirThis Power may be Fast.
21 Animal AnimalGather up to 1 Dahan Dahan per Air you have. Push up to 1 Dahan Dahan per Sun you have.

Innate: LEAD THE FURIOUS ASSAULT

  • Speed: slow · Range: 0 · Target: any
LevelThresholdsEffect
14 Air AirThis Power may be Fast.
22 Sun Sun + 1 Fire FireDestroy 1 Town Town for every 2 Dahan Dahan in target land.
34 Sun Sun + 3 Fire FireDestroy 1 City City for every 3 Dahan Dahan in target land.

Unique Cards (all, Wiki-verified)

Manifestation of Power and Glory

  • 3 Energy · Slow · Range 0 · Land with Dahan · Sun, Fire, Air
  • 1 Fear Fear. Each Dahan deals Damage equal to the number of your Presence in target land.

Sudden Ambush

  • 2 Energy · Fast · Range 1 · Any Land · Fire, Air, Animal
  • You may Gather 1 Dahan Dahan. Each Dahan Destroys 1 Explorer Explorer.

Voice of Thunder

  • 0 Energy · Slow · Range 1 · Any Land · Sun, Air
  • Push up to 4 Dahan Dahan. OR If Invaders are present, 2 Fear Fear.

Words of Warning

  • 1 Energy · Fast · Range 1 · Land with Dahan · Sun, Air, Animal
  • Defend 3. During Ravage, Dahan in target land deal Damage simultaneously with Invaders.

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Thunderspeaker’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/thunderspeaker.json for full scoring + reasons.

  • Primary elements (innate-weighted): Air (wt 7.2), Sun (wt 2.4), Fire (wt 1.5)
  • Mid-game energy estimate (T3–T5 avg): 3.0E
  • Power summary: Offense 4 · Control 5 · Fear 3 · Defense 2 · Utility 1

Uniques

The spirit’s own 4 Unique Power cards (always in hand; always A-tier by default — see Uniques section above for full text):

  • Manifestation of Power and Glory
  • Sudden Ambush
  • Voice of Thunder
  • Words of Warning

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Purifying Flame1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…elements air+fire+sun → 11.1
2Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements air+sun → 9.6
3Birds Cry Warning1FastSun, Air, AnimalThe next time Dahan would be Destroyed in target land, Destroy 2 fewer Dahan. OR Push…elements air+animal+sun → 10.2
4Call to Guard0FastSun, Air, EarthGather up to 1 Dahan Dahan. Then, if Dahan are present, either: Defend 1 per Dahan. OR Afte…elements air+sun → 9.6
5Call to Isolation0FastSun, Air, AnimalPush 1 Explorer Explorer/Town per Dahan. OR Push 1 Dahan Dahan.elements air+animal+sun → 10.2
6Fire in the Sky1FastSun, Fire, Air2 Fear Fear. Add 1 Strife.elements air+fire+sun → 11.1
7Spur on with Words of Fire1FastSun, Fire, AirIf you target a Spirit other than yourself, they gain +1 Energy. Target Spirit may immedi…elements air+fire+sun → 11.1
8Enticing Splendor0FastSun, Air, PlantGather 1 Explorer Explorer/Town. OR Gather up to 2 Dahan Dahan.elements air+sun → 9.6
9Delusions of Danger1FastSun, Moon, AirPush 1 Explorer Explorer. OR 2 Fear Fear.elements air+sun → 9.6
10Call to Migrate1SlowFire, Air, AnimalGather up to 3 Dahan Dahan. Push up to 3 Dahan Dahan.elements air+animal+fire → 9.3

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Instruments of Their Own Ruin4FastSun, Fire, Air, AnimalAdd 1 Strife. Each Invader with Strife deals Damage to other Invaders in target land.elements air+animal+fire+sun → 11.7
2Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+animal+fire+sun → 11.7
3Sweep into the Sea4SlowSun, Air, WaterPush all Explorers and Towns one land towards the nearest Ocean. OR If target land is…elements air+sun → 9.6
4Powerstorm3FastSun, Fire, AirTarget Spirit gains 3 Energy. Once this turn, target Spirit may Repeat a Power Card by pa…elements air+fire+sun → 11.1
5Voice of Command3FastSun, Air1 Damage per Dahan/Explorer, to Towns/Cities only. Defend 2. During Ravage Actions, Explo…elements air+sun → 9.6

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Thunderspeaker in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Skies Herald the Season of Returndestroys Presence
Devouring Antsdestroys Dahan
Renewing Boondestroys Presence
Insatiable Hunger of the Swarmadds Blight
Pyroclastic Flowadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Pillar of Living Flameadds Blight
Blazing Renewaldestroys Presence
Draw Towards a Consuming Voiddestroys Presence
The Jungle Hungersdestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Tsunamidestroys Dahan
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/thunderspeaker.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence on your starting board: 1 in each of the 2 lands with the most Dahan.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); gain1p (Gain 1 Power Card (Minor unless otherwise noted))
  • G2: Thunder2 ((spirit-specific: Thunder2 — consult spirit panel)); Thunder1 ((spirit-specific: Thunder1 — consult spirit panel))
  • G3: addpresence1 (Place 1 Presence from a track (Range 1)); energy4 (+4 Energy this turn (growth effect))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · air · energy2 · fire · sun · energy3 — income as slots reveal: 1 → air → 2 → fire → sun → 3

Card-play track

card1 · card2 · card2 · card3 · reclaim1 · card3 · card4 — CP as slots reveal: 1 → 2 → 2 → 3 → reclaim1 → 3 → 4

Innate Powers

  • GATHER THE WARRIORS (Speed: Slow · Range: 1 · Target: any)
    • L1 — 4 Air Air: This Power may be Fast.
    • L2 — 1 Animal Animal: Gather up to 1 Dahan Dahan per Air you have. Push up to 1 Dahan Dahan per Sun you have.
  • LEAD THE FURIOUS ASSAULT (Speed: Slow · Range: 0 · Target: any)
    • L1 — 4 Air Air: This Power may be Fast.
    • L2 — 2 Sun Sun + 1 Fire Fire: Destroy 1 Town Town for every 2 Dahan Dahan in target land.
    • L3 — 4 Sun Sun + 3 Fire Fire: Destroy 1 City City for every 3 Dahan Dahan in target land.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: Sun ×1, Fire ×1, Air ×2, Animal ×2

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
Manifestation of Power and Glory3Slow0Land with Dahansun, fire, air1 Fear Fear. Each Dahan deals Damage equal to the number of your Presence in target land.
Sudden Ambush2Fast1Any Landfire, air, animalYou may Gather 1 Dahan Dahan. Each Dahan Destroys 1 Explorer Explorer.
Voice of Thunder0Slow1Any Landsun, airPush up to 4 Dahan Dahan. OR If Invaders are present, 2 Fear Fear.
Words of Warning1Fast1Land with Dahansun, air, animalDefend 3. During Ravage, Dahan in target land deal Damage simultaneously with Invaders.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Thunderspeaker’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Thunderspeaker’s profile (Fear 3, Offense 4, Control 5, Defense 2, Utility 1).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Thunderspeaker: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Thunderspeaker: Front-load coastal defense or disruption before T3’s first Ravage.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Thunderspeaker: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Thunderspeaker: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Thunderspeaker: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Thunderspeaker: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources

  • Authoritative mechanics (this chapter): data/references/wiki/thunderspeaker.json — parsed via scripts/wiki-fetch.py.
  • Spirit Island Wiki — Thunderspeaker.
  • Cross-reference: Archetype Index.
  • Related skill: si-wiki-fetch.

Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Bringer of Dreams and Nightmares

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionBase Game
ComplexityHigh
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 1 · Control 2 · Fear 5 · Defense 2 · Utility 2
Primary ElementsMoon, Air, Animal, Fire (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

With most Spirits, Terror Victories are a backup plan if the main push against the Invaders stalls out for too long, but Bringer turns Fear into a more viable primary strategy. Its transformation of damage & destruction into Fear can turn Major Powers into tremendous sources of terror and panic. However, the only real offense Bringer has is the Dahan fighting back. While it does have some defensive ability, it is fundamentally poor at clearing areas of Invaders.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board in the highest-numbered Sands.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p
G2first=reclaim1, second=addpresence0
G3first=gain1p, second=addpresence1
G4first=Night, second=energy2

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy2, air, energy3, moon, energy4, any, energy5
  • Card-play track: card2, card2, card2, card3, card3, any

Core Mechanics & Special Rules

Special Rule

TO DREAM A THOUSAND DEATHS Your Powers never cause Damage, nor can they Destroy anything other than your own Presence. When your Powers would Destroy (or deal enough Damage to Destroy) Explorer/Town/City, instead generate 0/2/5 Fear Fear. The Power Pushes all Explorer/Town it would Destroy. Notes: A single Power cannot Destroy a given Invader more than once. Powers that cause Damage via Dahan are affected just like all others. All effects other than Damage/Destroy work as usual.

Innate: SPIRITS MAY YET DREAM

  • Speed: fast · Range: None · Target: anyspirit
LevelThresholdsEffect
12 Moon Moon + 2 Air AirTurn any face down Fear Card face-up. (It’s earned/resolved normally, but players can see what’s coming)
23 Moon MoonTarget Spirit gains an element that they have at least 1 of.

Innate: NIGHT TERRORS

  • Speed: fast · Range: 0 · Target: invaders
LevelThresholdsEffect
11 Moon Moon + 1 Air Air1 Fear Fear.
22 Moon Moon + 1 Air Air + 1 Animal Animal+1 Fear Fear.
33 Moon Moon + 2 Air Air + 1 Animal Animal+1 Fear Fear.

Unique Cards (all, Wiki-verified)

Call on Midnight’s Dream

  • 0 Energy · Fast · Range 0 · Any Land · Moon, Animal
  • If target land has Dahan, gain a Major Power. If you Forget this Power, gain Energy equal to Dahan and you may play the Major Power immediately, paying its cost. OR If Invaders are present, 2 Fear Fear.

Dread Apparitions

  • 2 Energy · Fast · Range 1 · Land with 1 or more Invaders · Moon, Air
  • When Powers generate Fear in target land, Defend 1 per Fear. 1 Fear Fear. (Fear from To Dream a Thousand Deaths counts. Fear from Destroying Towns/Cities does not.)

Dreams of the Dahan

  • 0 Energy · Fast · Range 2 · Any Land · Moon, Air
  • Gather up to 2 [[Dahan]]. OR If target land has [[Towns]]/[[Cities]], 1 [[Fear]] for each [[Dahan]], to a maximum of 3 [[Fear]].

Predatory Nightmares

  • 2 Energy · Slow · Range 1, from your Sacred Site · Land with 1 or more Invaders · Moon, Fire, Earth, Animal
  • 2 Damage. Push up to 2 Dahan Dahan. (When your Powers would Destroy Invaders, instead they generate Fear and/or Push those Invaders.)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Bringer of Dreams and Nightmares’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/bringer-of-dreams-and-nightmares.json for full scoring + reasons.

  • Primary elements (innate-weighted): Moon (wt 6.6), Air (wt 3.9), Animal (wt 0.9)
  • Mid-game energy estimate (T3–T5 avg): 4.5E
  • Power summary: Offense 1 · Control 2 · Fear 5 · Defense 2 · Utility 2

Uniques

The spirit’s own 4 Unique Power cards (always in hand; always A-tier by default — see Uniques section above for full text):

  • Call on Midnight’s Dream
  • Dread Apparitions
  • Dreams of the Dahan
  • Predatory Nightmares

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Here There Be Monsters0SlowMoon, Air, AnimalYou may Push 1 Explorer Explorer/Town/Dahan. 2 Fear Fear. If target land has any Beasts, 1 Fear Fear.elements air+animal+moon → 11.4
2Portents of Disaster0FastSun, Moon, Air2 Fear Fear. The next time an Invader is Destroyed in target land this turn, 1 Fear Fear.elements air+moon → 10.5
3Bats Scout for Raids by Darkness1SlowMoon, Air, AnimalFor each [[Dahan]], 1 Damage to [[Towns]]/[[Cities]]. OR 1 [[Fear]]. [[Gather]] up to…elements air+animal+moon → 11.4
4Dire Metamorphosis1SlowMoon, Air, Earth, Animal1 Fear Fear. 1 Damage. 1 Damage to [[Dahan]]. Add 1 [[Badlands]], 1 [[Beasts]], 1 [[Disease]],…elements air+animal+moon → 11.4
5Delusions of Danger1FastSun, Moon, AirPush 1 Explorer Explorer. OR 2 Fear Fear.elements air+moon → 10.5
6Haunted by Primal Memories1FastMoon, Air, Earth1 Fear Fear. Defend 3. If Beasts are present, +2 Fear Fear.elements air+moon → 10.5
7Terror Turns to Madness0SlowMoon, Air, WaterIf the Terror Level is… Terror Level 1: 3 Fear Fear. Terror Level 2: 2 Fear Fear or add 1 Strife.…elements air+moon → 10.5
8Veil the Night’s Hunt1FastMoon, Air, AnimalFor each Dahan present, choose a different Invader. 1 Damage to each of those Invaders. *…elements air+animal+moon → 11.4
9Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.elements air+moon → 10.5
10Land of Haunts and Embers0FastMoon, Fire, Air2 Fear Fear. Push up to 2 Explorers Explorer/Towns. If Blight is present, 2 Fear Fear and Push up to 2 Explo…elements air+moon → 10.5

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Sleep and Never Waken3FastMoon, Air, Earth, AnimalInvaders skip all Actions in target land. 1 Fear Fear per 2 Explorers Explorer this Power Removes. Remo…elements air+animal+moon → 11.4
2Terrifying Nightmares4FastMoon, Air2 Fear Fear. Push up to 4 Explorers Explorer/Towns.elements air+moon → 10.5
3Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+animal+moon → 11.4
4Weave Together the Fabric of Place4FastSun, Moon, Air, Water, EarthTarget land and a land adjacent to it become a single land for this turn. (It has the ter…elements air+moon → 10.5
5Death Falls Gently from Open Blossoms4SlowMoon, Air, Plant4 Damage. If any Invaders remain, add 1 Disease.elements air+moon → 10.5

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Bringer of Dreams and Nightmares in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Skies Herald the Season of Returndestroys Presence
Scour the Landadds Blight
Devouring Antsdestroys Dahan
Renewing Boondestroys Presence
Solidify Echoes of Majesty Pastdestroys Presence
Insatiable Hunger of the Swarmadds Blight
The Jungle Hungersdestroys Dahan
Pyroclastic Flowadds Blight
Pillar of Living Flameadds Blight
Blazing Renewaldestroys Presence
Draw Towards a Consuming Voiddestroys Presence
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/bringer-of-dreams-and-nightmares.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence on your starting board in the highest-numbered Sands.
  • Starting income (from presence_energy_track[0] = energy2, presence_cardplay_track[0] = card2): 2 Energy · 2 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted))
  • G2: reclaim1 (Reclaim 1 Power Card (of your choice)); addpresence0 (Place 1 Presence from a track (Range 0))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence1 (Place 1 Presence from a track (Range 1))
  • G4: Night ((spirit-specific: Night — consult spirit panel)); energy2 ((track slot showing 2 Energy))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy2 · air · energy3 · moon · energy4 · any · energy5 — income as slots reveal: 2 → air → 3 → moon → 4 → any → 5

Card-play track

card2 · card2 · card2 · card3 · card3 · any — CP as slots reveal: 2 → 2 → 2 → 3 → 3 → any

Innate Powers

  • SPIRITS MAY YET DREAM (Speed: Fast · Range: ? · Target: anyspirit)
    • L1 — 2 Moon Moon + 2 Air Air: Turn any face down Fear Card face-up. (It’s earned/resolved normally, but players can see what’s coming)
    • L2 — 3 Moon Moon: Target Spirit gains an element that they have at least 1 of.
  • NIGHT TERRORS (Speed: Fast · Range: 0 · Target: invaders)
    • L1 — 1 Moon Moon + 1 Air Air: 1 Fear Fear.
    • L2 — 2 Moon Moon + 1 Air Air + 1 Animal Animal: +1 Fear Fear.
    • L3 — 3 Moon Moon + 2 Air Air + 1 Animal Animal: +1 Fear Fear.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: Moon ×3, Air ×2, Animal ×1
  • Fast-phase L1 ceiling from Uniques alone is sufficient — you can fire L1 T1 without drafting (play enough Fast Uniques to meet the threshold).

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
Call on Midnight’s Dream0Fast0Any Landmoon, animalIf target land has Dahan, gain a Major Power. If you Forget this Power, gain Energy equal to Dahan …
Dread Apparitions2Fast1Land with 1 or more Invadersmoon, airWhen Powers generate Fear in target land, Defend 1 per Fear. 1 Fear Fear. (Fear from To Dream a Thousand…
Dreams of the Dahan0Fast2Any Landmoon, airGather up to 2 [[Dahan]]. OR If target land has [[Towns]]/[[Cities]], 1 [[Fear]] for each [[Dah…
Predatory Nightmares2Slow1, from your Sacred SiteLand with 1 or more Invadersmoon, fire, earth, animal2 Damage. Push up to 2 Dahan Dahan. (When your Powers would Destroy Invaders, instead they generate Fear …

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Bringer of Dreams and Nightmares’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Bringer of Dreams and Nightmares’s profile (Fear 5, Offense 1, Control 2, Defense 2, Utility 2).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Bringer of Dreams and Nightmares: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

Sweden L2+ — Fear-card effects reduced

What changes: Sweden’s escalation reduces the impact of Fear cards. Spirits that win by riding Fear cards to Terror-level flips are meaningfully slower.

Mitigation for Bringer of Dreams and Nightmares: Shift from fear-rush to board-control: favor Damage/Push Majors over more Fear; accept Terror 2 flip ~2 rounds later.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Bringer of Dreams and Nightmares: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Bringer of Dreams and Nightmares: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Bringer of Dreams and Nightmares: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Bringer of Dreams and Nightmares: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Sharp Fangs Behind the Leaves

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionBranch and Claw
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“two” — see Growth Options below
Power summary (1–5)Offense 3 · Control 3 · Fear 4 · Defense 2 · Utility 1
Primary ElementsAnimal, Moon, Plant, Fire (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

All about Beasts and Jungles. Can be very fast out of the gate, but doesn’t have the late-game power that some spirits do, and is likely to have some difficulty with Blighted areas. “Ranging Hunt” is a critical Innate ability, particularly in early-game: it simultaneously gives Beasts mobility and permits picking off a stray Explorers or Towns on most turns.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence and 1 Beast on your starting board in the highest-numbered Jungle. Put 1 Presence in a land of your choice with Beast anywhere on the island.

Growth Options (two)

GrowthEffects
G1first=Sharp1, second=gain1p
G2first=Sharp
G3first=gain1p, second=energy1
G4first=energy3

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, animal, plant, energy2, animal, energy3, energy4
  • Card-play track: card2, card2, card3, reclaim1, card4, card5reclaim1

Core Mechanics & Special Rules

Special Rule

ALLY OF THE BEASTS Your Presence may move with Beast. (Whenever a Beast moves from 1 of your lands to another land, you may move 1 Presence along with it.) CALL FORTH PREDATORS During each Spirit Phase, you may replace 1 of your Presence with 1 Beast. The replaced Presence leaves the game. (It was not destroyed, so things which return destroyed Presence cannot bring it back.)

Innate: RANGING HUNT

  • Speed: fast · Range: 1 · Target: noblight
LevelThresholdsEffect
12 Animal AnimalYou may Gather 1 Beast.
22 Plant Plant + 3 Animal Animal1 Damage per Beast.
32 Animal AnimalYou may Push up to 2 Beast.

Innate: FRENZIED ASSAULT

  • Speed: slow · Range: 1 · Target: beast
LevelThresholdsEffect
11 Moon Moon + 1 Fire Fire + 4 Animal Animal1 Fear Fear and 2 Damage. Remove 1 Beast.
21 Moon Moon + 2 Fire Fire + 5 Animal Animal+1 Fear Fear and +1 Damage.

Unique Cards (all, Wiki-verified)

Prey on the Builders

  • 1 Energy · Fast · Range 0 · Any Land · Moon, Fire, Animal
  • You may Gather 1 Beasts. If target land has Beasts, Invaders do not Build there this turn.

Teeth Gleam from Darkness

  • 1 Energy · Slow · Range 1, from a Jungle · Land with no Blight · Moon, Plant, Animal
  • 1 Fear Fear. Add 1 Beasts. OR If target land has both Beasts and Invaders: 3 Fear Fear.

Terrifying Chase

  • 1 Energy · Slow · Range 0 · Any Land · Sun, Animal
  • Push 2 Explorers Explorer/Towns/Dahan. Push another 2 Explorers Explorer/Towns/Dahan per Beasts in target land. If you Pushed any Invaders, 2 Fear Fear.

Too Near the Jungle

  • 0 Energy · Slow · Range 1, from a Jungle · Any Land · Plant, Animal
  • 1 Fear Fear. Destroy 1 Explorer Explorer.

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Sharp Fangs Behind the Leaves’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/sharp-fangs-behind-the-leaves.json for full scoring + reasons.

  • Primary elements (innate-weighted): Animal (wt 10.8), Fire (wt 2.1), Moon (wt 1.5)
  • Mid-game energy estimate (T3–T5 avg): 3.5E
  • Power summary: Offense 3 · Control 3 · Fear 4 · Defense 2 · Utility 1

Uniques

The spirit’s own 4 Unique Power cards (always in hand; always A-tier by default — see Uniques section above for full text):

  • Prey on the Builders
  • Teeth Gleam from Darkness
  • Terrifying Chase
  • Too Near the Jungle

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Inflame the Fires of Life1SlowMoon, Fire, Plant, AnimalAdd 1 Disease. OR 1 Fear Fear. Add 1 Strife.elements animal+fire+moon+plant → 15.6
2Domesticated Animals Go Berserk1FastMoon, Fire, Animal1 Fear Fear. Defend 5.elements animal+fire+moon → 14.4
3Prowling Panthers1SlowMoon, Fire, Animal1 Fear Fear. Add 1 Beasts. OR If target land has Beasts, Destroy 1 Explorer Explorer/Town.elements animal+fire+moon → 14.4
4Quicken the Earth’s Struggles1FastMoon, Fire, Earth, Animal1 Damage to each Town/City. OR Defend 10.elements animal+fire+moon → 14.4
5Savage Mawbeasts0SlowFire, AnimalIf target land is a Jungle or Wetland, 1 Fear Fear and 1 Damage.elements animal+fire → 12.9
6Weep for What is Lost0SlowFire, Water, Animal1 Fear Fear per type of Invader present. Push up to 1 Explorer Explorer/Town per Blight.elements animal+fire → 12.9
7Swarming Wasps0FastFire, Air, AnimalAdd 1 Beasts. OR If target land has Beasts, Push up to 2 Explorers Explorer.elements animal+fire → 12.9
8Blood Draws Predators1FastSun, Fire, Water, AnimalAfter the next time Invaders are Destroyed in target land: Add 1 Beasts, then 1 Damage pe…elements animal+fire → 12.9
9Gold’s Allure0SlowFire, Earth, AnimalGather 1 Explorer Explorer and 1 Town Town. Add 1 Strife.elements animal+fire → 12.9
10Here There Be Monsters0SlowMoon, Air, AnimalYou may Push 1 Explorer Explorer/Town/Dahan. 2 Fear Fear. If target land has any Beasts, 1 Fear Fear.elements animal+moon → 12.3

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Settle Into Hunting-Grounds3FastMoon, Fire, Plant, AnimalYour Presence may count as Badlands and Beasts. (Decide per Presence, per Action.) Your P…elements animal+fire+moon+plant → 15.6
2Pent-Up Calamity3FastMoon, Fire, Earth, Plant, AnimalAdd 1 Disease and 1 Strife. OR Remove any number of Beasts/Disease/Strife/Wilds. For …elements animal+fire+moon+plant → 15.6
3Unearth a Beast of Wrathful Stone5FastMoon, Fire, Earth, AnimalAfter the next Invader Phase (on any turn) with no Ravage/Build Actions in target land:</…elements animal+fire+moon → 14.4
4Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements animal+fire+moon+plant → 15.6
5Vengeance of the Dead3FastMoon, Fire, Animal3 Fear Fear. After Towns/Cities/Dahan are Destroyed in target land, 1 Damage per Town/City/Dah…elements animal+fire+moon → 14.4

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Sharp Fangs Behind the Leaves in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Skies Herald the Season of Returndestroys Presence
Devouring Antsdestroys Dahan
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Renewing Boondestroys Presence
Insatiable Hunger of the Swarmadds Blight
Poisoned Landdestroys Dahan, adds Blight
Blazing Renewaldestroys Presence
Pillar of Living Flameadds Blight
Pyroclastic Flowadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
The Jungle Hungersdestroys Dahan
Draw Towards a Consuming Voiddestroys Presence
Volcanic Eruptiondestroys Dahan, adds Blight
Tsunamidestroys Dahan

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/sharp-fangs-behind-the-leaves.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 1 Presence and 1 Beast on your starting board in the highest-numbered Jungle. Put 1 Presence in a land of your choice with Beast anywhere on the island.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card2): 1 Energy · 2 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: two — (see spirit panel)

Growth options

  • G1: Sharp1 ((spirit-specific: Sharp1 — consult spirit panel)); gain1p (Gain 1 Power Card (Minor unless otherwise noted))
  • G2: Sharp ((spirit-specific: Sharp — consult spirit panel))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); energy1 ((track slot showing 1 Energy))
  • G4: energy3 ((+3 Energy this turn — growth effect, not track reveal))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · animal · plant · energy2 · animal · energy3 · energy4 — income as slots reveal: 1 → animal → plant → 2 → animal → 3 → 4

Card-play track

card2 · card2 · card3 · reclaim1 · card4 · card5reclaim1 — CP as slots reveal: 2 → 2 → 3 → reclaim1 → 4 → 5

Innate Powers

  • RANGING HUNT (Speed: Fast · Range: 1 · Target: noblight)
    • L1 — 2 Animal Animal: You may Gather 1 Beast.
    • L2 — 2 Plant Plant + 3 Animal Animal: 1 Damage per Beast.
    • L3 — 2 Animal Animal: You may Push up to 2 Beast.
  • FRENZIED ASSAULT (Speed: Slow · Range: 1 · Target: beast)
    • L1 — 1 Moon Moon + 1 Fire Fire + 4 Animal Animal: 1 Fear Fear and 2 Damage. Remove 1 Beast.
    • L2 — 1 Moon Moon + 2 Fire Fire + 5 Animal Animal: +1 Fear Fear and +1 Damage.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: Moon ×1, Fire ×1, Animal ×1
  • Fast-phase L1 ceiling from Uniques alone is insufficient — need 2 Animal Animal, Uniques give 1. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
Prey on the Builders1Fast0Any Landmoon, fire, animalYou may Gather 1 Beasts. If target land has Beasts, Invaders do not Build there this turn.
Teeth Gleam from Darkness1Slow1, from a JungleLand with no Blightmoon, plant, animal1 Fear Fear. Add 1 Beasts. OR If target land has both Beasts and Invaders: 3 Fear Fear.
Terrifying Chase1Slow0Any Landsun, animalPush 2 Explorers Explorer/Towns/Dahan. Push another 2 Explorers Explorer/Towns/Dahan per Beasts in target land. If yo…
Too Near the Jungle0Slow1, from a JungleAny Landplant, animal1 Fear Fear. Destroy 1 Explorer Explorer.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Sharp Fangs Behind the Leaves’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Sharp Fangs Behind the Leaves’s profile (Fear 4, Offense 3, Control 3, Defense 2, Utility 1).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Sharp Fangs Behind the Leaves: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Sharp Fangs Behind the Leaves: Front-load coastal defense or disruption before T3’s first Ravage.

Sweden L2+ — Fear-card effects reduced

What changes: Sweden’s escalation reduces the impact of Fear cards. Spirits that win by riding Fear cards to Terror-level flips are meaningfully slower.

Mitigation for Sharp Fangs Behind the Leaves: Shift from fear-rush to board-control: favor Damage/Push Majors over more Fear; accept Terror 2 flip ~2 rounds later.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Sharp Fangs Behind the Leaves: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Sharp Fangs Behind the Leaves: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Sharp Fangs Behind the Leaves: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Sharp Fangs Behind the Leaves: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Keeper of the Forbidden Wilds

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionBranch and Claw
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“two” — see Growth Options below
Power summary (1–5)Offense 5 · Control 2 · Fear 1 · Defense 4 · Utility 3
Primary ElementsPlant, Sun, Fire, Earth (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

A slowly growing wall - expanding can sometimes be difficult, but the Invaders will have an equally difficult time penetrating wherever the Keeper plants itself. In larger games, it may be useful to spread to one of the two far-distant lands early on, to have multiple points from which to slowly grow.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence and 1 Wilds on your starting board in the highest-numbered Jungle.

Growth Options (two)

GrowthEffects
G1first=reclaim, second=energy1
G2first=gain1p
G3first=Keeper, second=energy1
G4first=Keeper3, second=noblight

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy2, sun, energy4, energy5, plant, energy7, energy8, energy9
  • Card-play track: card1, card2, card2, card3, card4, card5reclaim1

Core Mechanics & Special Rules

Special Rule

FORBIDDEN GROUND After you create a Sacred Site, Push all Dahan from that land. Dahan Events never move Dahan to your Sacred Site, but Powers can do so.

Innate: PUNISH THOSE WHO TRESPASS

  • Speed: slow · Range: 0 · Target: any
LevelThresholdsEffect
12 Sun Sun + 1 Fire Fire + 2 Plant Plant2 Damage. Destroy 1 Dahan Dahan.
22 Sun Sun + 2 Fire Fire + 3 Plant Plant+1 Damage per SunPlant you have.
34 Plant PlantSplit this Power’s Damage however desired between target land and another 1 of your lands.

Innate: SPREADING WILDS

  • Speed: slow · Range: 1 · Target: noblight
LevelThresholdsEffect
12 Sun SunPush 1 Explorer Explorer from target land per 2 Sun Sun you have.
21 Plant PlantIf target land has no Explorer, add 1 Wilds.
33 Plant PlantThis Power has Range +1.
41 Air AirThis Power has Range +1.

Unique Cards (all, Wiki-verified)

Boon of Growing Power

  • 1 Energy · Slow · Range No Range · Any Spirit · Sun, Moon, Plant
  • Target Spirit gains a Power Card. If you target another Spirit, they also gain 1 Energy.

Regrow from Roots

  • 1 Energy · Slow · Range 1 · Jungle or Wetland · Water, Earth, Plant
  • If there are 2 Blight Blight or fewer in target land, Remove 1 Blight Blight.

Sacrosanct Wilderness

  • 2 Energy · Fast · Range 1 · Land with no Blight · Sun, Earth, Plant
  • Push 2 Dahan Dahan. 2 Damage per Wilds in target land. OR Add 1 Wilds.

Towering Wrath

  • 3 Energy · Slow · Range 1, from your Sacred Site · Any Land · Sun, Fire, Plant
  • 2 Fear Fear. For each of your Sacred Site in/adjacent to target land, 2 Damage. Destroy all Dahan.

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Keeper of the Forbidden Wilds’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/keeper-of-the-forbidden-wilds.json for full scoring + reasons.

  • Primary elements (innate-weighted): Plant (wt 6.3), Sun (wt 4.8), Fire (wt 2.1)
  • Mid-game energy estimate (T3–T5 avg): 6.67E
  • Power summary: Offense 5 · Control 2 · Fear 1 · Defense 4 · Utility 3

Uniques

The spirit’s own 4 Unique Power cards (always in hand; always A-tier by default — see Uniques section above for full text):

  • Boon of Growing Power
  • Regrow from Roots
  • Sacrosanct Wilderness
  • Towering Wrath

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Sear Anger Into the Wild Lands0SlowSun, Fire, PlantAdd 1 Badlands. OR If Wilds and Invaders are present, 1 Fear Fear and 1 Damage.elements fire+plant+sun → 13.2
2Purifying Flame1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…elements air+fire+plant+sun → 13.5
3Gift of Living Energy0FastSun, Fire, PlantTarget Spirit gains 1 Energy. If you have at least 2 Sacred Sites, target Spirit gains 1 …elements fire+plant+sun → 13.2
4Pact of the Joined Hunt1SlowSun, Plant, AnimalTarget Spirit Gathers 1 Dahan Dahan into one of their lands. 1 Damage in that land per Dahan pr…elements plant+sun → 11.1
5Enticing Splendor0FastSun, Air, PlantGather 1 Explorer Explorer/Town. OR Gather up to 2 Dahan Dahan.elements air+plant+sun → 11.4
6Favor of the Sun and Star-lit Dark1FastSun, Moon, PlantDefend 4. Push up to 1 Blight Blight.elements plant+sun → 11.1
7Absorb Corruption1SlowSun, Earth, PlantGather 1 Blight Blight. OR Pay 1 Energy to Remove 1 Blight Blight.elements plant+sun → 11.1
8Like Calls to Like1SlowSun, Water, PlantIf target land has Explorer, Gather up to 1 Explorer Explorer. Do likewise for Town, Dahan, Blight…elements plant+sun → 11.1
9Song of Sanctity1SlowSun, Water, PlantIf Explorer(s) are present, Push all Explorers. Otherwise, Remove 1 Blight Blight.elements plant+sun → 11.1
10Teeming Rivers1SlowSun, Water, Plant, AnimalIf target land has no Blight, add 1 Beasts. If target land has exactly 1 Blight Blight, Remove i…elements plant+sun → 11.1

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Forests of Living Obsidian4SlowSun, Fire, Earth, PlantAdd 1 Badlands. Push all Dahan. 1 Damage to each Invader. If the origin land is your Sacr…elements fire+plant+sun → 13.2
2Unrelenting Growth4SlowSun, Fire, Water, PlantTarget Spirit adds 2 Presence and 1 Wilds to a land at Range 1 of their Presence.elements fire+plant+sun → 13.2
3Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+fire+plant+sun → 13.5
4Twisted Flowers Murmur Ultimatums5SlowSun, Moon, Air, Earth, Plant4 Fear Fear. Add 1 Strife. If the Terror Level is 2 or higher, Remove 2 Invaders.elements air+plant+sun → 11.4
5The Trees and Stones Speak of War2FastSun, Earth, PlantFor each Dahan, 1 Damage and Defend 2.elements plant+sun → 11.1

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Keeper of the Forbidden Wilds in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Renewing Boondestroys Presence
Skies Herald the Season of Returndestroys Presence
Devouring Antsdestroys Dahan
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Blazing Renewaldestroys Presence
Insatiable Hunger of the Swarmadds Blight
The Jungle Hungersdestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Pillar of Living Flameadds Blight
Pyroclastic Flowadds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence
Tsunamidestroys Dahan

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/keeper-of-the-forbidden-wilds.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 1 Presence and 1 Wilds on your starting board in the highest-numbered Jungle.
  • Starting income (from presence_energy_track[0] = energy2, presence_cardplay_track[0] = card1): 2 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: two — (see spirit panel)

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); energy1 ((track slot showing 1 Energy))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted))
  • G3: Keeper ((spirit-specific: Keeper — consult spirit panel)); energy1 ((track slot showing 1 Energy))
  • G4: Keeper3 ((spirit-specific: Keeper3 — consult spirit panel)); noblight ((spirit-specific: noblight — consult spirit panel))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy2 · sun · energy4 · energy5 · plant · energy7 · energy8 · energy9 — income as slots reveal: 2 → sun → 4 → 5 → plant → 7 → 8 → 9

Card-play track

card1 · card2 · card2 · card3 · card4 · card5reclaim1 — CP as slots reveal: 1 → 2 → 2 → 3 → 4 → 5

Innate Powers

  • PUNISH THOSE WHO TRESPASS (Speed: Slow · Range: 0 · Target: any)
    • L1 — 2 Sun Sun + 1 Fire Fire + 2 Plant Plant: 2 Damage. Destroy 1 Dahan Dahan.
    • L2 — 2 Sun Sun + 2 Fire Fire + 3 Plant Plant: +1 Damage per SunPlant you have.
    • L3 — 4 Plant Plant: Split this Power’s Damage however desired between target land and another 1 of your lands.
  • SPREADING WILDS (Speed: Slow · Range: 1 · Target: noblight)
    • L1 — 2 Sun Sun: Push 1 Explorer Explorer from target land per 2 Sun Sun you have.
    • L2 — 1 Plant Plant: If target land has no Explorer, add 1 Wilds.
    • L3 — 3 Plant Plant: This Power has Range +1.
    • L4 — 1 Air Air: This Power has Range +1.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: Sun ×1, Earth ×1, Plant ×1

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
Boon of Growing Power1SlowNo RangeAny Spiritsun, moon, plantTarget Spirit gains a Power Card. If you target another Spirit, they also gain 1 Energy.
Regrow from Roots1Slow1Jungle or Wetlandwater, earth, plantIf there are 2 Blight Blight or fewer in target land, Remove 1 Blight Blight.
Sacrosanct Wilderness2Fast1Land with no Blightsun, earth, plantPush 2 Dahan Dahan. 2 Damage per Wilds in target land. OR Add 1 Wilds.
Towering Wrath3Slow1, from your Sacred SiteAny Landsun, fire, plant2 Fear Fear. For each of your Sacred Site in/adjacent to target land, 2 Damage. Destroy all Dahan.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Keeper of the Forbidden Wilds’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Keeper of the Forbidden Wilds’s profile (Fear 1, Offense 5, Control 2, Defense 4, Utility 3).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Keeper of the Forbidden Wilds: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Keeper of the Forbidden Wilds: Front-load coastal defense or disruption before T3’s first Ravage.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Keeper of the Forbidden Wilds: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Heart of the Wildfire

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionPromotional Pack 1
ComplexityHigh
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 5 · Control 3 · Fear 4 · Defense 1 · Utility 2
Primary ElementsFire, Plant, Air, Earth (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Starts with good offense and gets better from there, but lays down Blight as it grows. The smaller the game, the more restraint is needed to prevent tipping the island over into being completely Blighted. The Wildfire can heal the land where it is, but may benefit from other Blight removal Powers so it can add Presence to problem lands without triggering Blight cascade. Removing Blight from its own lands limits its “Firestorm” innate power, however. In the Reprint, the complexity was changed from Moderate to High

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 3 Presence and 2 Blight Blight on your starting board in the highest-numbered Sands. (Blight comes from the box, not the Blight Card)

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=energy1
G2first=gain1p, second=addpresence3
G3first=addpresence1, second=energy2, third=Wildfire

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy0, fire, energy1, energy2, fireplant, energy3
  • Card-play track: card1, fireX, card2, card3, fireX, card4

Core Mechanics & Special Rules

Special Rule

BLAZING PRESENCE Post-Setup, after your Presence is added/moved, in the land it goes to: * For each Simplefire showing on your Presence Tracks, do 1 Damage. * If 2 Simplefire or more are showing on your Presence Tracks, add 1 Blight Blight. * Push all Beast and any number of Dahan. If you add multiple Presence into a land at the same time, only do the above effects once. DESTRUCTIVE NATURE Blight added due to Spirit effects (Powers, Special Rules, Scenario-based Rituals, etc) does not destroy your Presence. (This includes cascades.)

Innate: FIRESTORM

  • Speed: fast · Range: 0 · Target: blight
LevelThresholdsEffect
11 Plant Plant1 Damage per 2 Fire Fire you have.
23 Plant PlantInstead, 1 Damage per Fire you have.
34 Fire Fire + 2 Air AirSplit this Power’s Damage however desired between target land and any number of your lands with Blight.
47 Fire FireIn a land with Blight where you have Presence, Push all Dahan. Destroy all Invaders and Beast. Add 1 Blight Blight.

Innate: THE BURNED LAND REGROWS

  • Speed: slow · Range: 0 · Target: any
LevelThresholdsEffect
14 Fire Fire + 1 Plant PlantIf target land has 2 Blight Blight or more, remove 1 Blight Blight
24 Fire Fire + 2 Plant PlantInstead, remove 1 Blight Blight.
35 Fire Fire + 2 Earth Earth + 2 Plant PlantRemove another Blight.

Unique Cards (all, Wiki-verified)

Asphyxiating Smoke

  • 2 Energy · Slow · Range 2, from your Sacred Site · Any Land · Fire, Air, Plant
  • 1 Fear Fear. Destroy 1 Town Town. Push 1 Dahan Dahan.

Flame’s Fury

  • 0 Energy · Fast · Range No Range · Any Spirit · Sun, Fire, Plant
  • Target Spirit gains 1 Energy. Target Spirit does +1 Damage with each Damage dealing Power they use this turn. (Powers which Damage multiple lands or each Invader only get 1 extra Damage total. Repeated Powers keep the +1 boost. Destroy effects don’t get any bonus.)

Flash-Fires

  • 2 Energy · Slow · Range 1 · Any Land · Fire, Air

  • 1 Fear Fear. 1 Damage.

  • Threshold: 2 Air Air — 2 Air Air: This Power is Fast.

Threatening Flames

  • 0 Energy · Fast · Range 0 · Land with 1 or more Blight and 1 or more Invaders · Fire, Plant
  • 2 Fear Fear. Push 1 Explorer Explorer/Town per Terror Level from target land to adjacent lands without your Presence. If there are no such adjacent lands, +2 Fear Fear.

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Heart of the Wildfire’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/heart-of-the-wildfire.json for full scoring + reasons.

  • Primary elements (innate-weighted): Fire (wt 10.8), Plant (wt 5.4), Air (wt 0.6)
  • Mid-game energy estimate (T3–T5 avg): 2.5E
  • Power summary: Offense 5 · Control 3 · Fear 4 · Defense 1 · Utility 2

Uniques

The spirit’s own 4 Unique Power cards (always in hand; always A-tier by default — see Uniques section above for full text):

  • Asphyxiating Smoke
  • Flame’s Fury
  • Flash-Fires
  • Threatening Flames

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Hazards Spread Across the Island0FastFire, Air, Earth, PlantChoose a type of token from Badlands/Beasts/Disease/Strife/Wilds that exists in an adjace…elements air+earth+fire+plant → 17.4
2Dry Wood Explodes in Smoldering Splinters1SlowFire, Air, PlantYou may spend 1 Energy to make this Power Fast. 2 Fear Fear. 1 Damage.elements air+fire+plant → 16.8
3Animated Wrackroot0SlowMoon, Fire, Plant1 Fear Fear. Destroy 1 Explorer Explorer. OR Add 1 Wilds.elements fire+plant → 16.2
4Sear Anger Into the Wild Lands0SlowSun, Fire, PlantAdd 1 Badlands. OR If Wilds and Invaders are present, 1 Fear Fear and 1 Damage.elements fire+plant → 16.2
5Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.elements air+fire+plant → 16.8
6Rouse the Trees and Stones1SlowFire, Earth, Plant2 Damage. Push 1 Explorer Explorer.elements earth+fire+plant → 16.8
7Roiling Bog and Snagging Thorn0FastMoon, Fire, Water, Plant1 Fear Fear. Isolate. Defend 2.
1 Dahan Dahan does not participate in Ravage.
(Check when ra…
elements fire+plant → 16.2
8Purifying Flame1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…elements air+fire+plant → 16.8
9Shadows of the Burning Forest0SlowMoon, Fire, Plant2 Fear Fear. If target land is a Mountain or Jungle, Push 1 Explorer Explorer and 1 Town Town.elements fire+plant → 16.2
10The Shore Seethes with Hatred1SlowFire, Water, Earth, Plant1 Fear Fear. Add 1 Badlands and 1 Wilds.elements earth+fire+plant → 16.8

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Pent-Up Calamity3FastMoon, Fire, Earth, Plant, AnimalAdd 1 Disease and 1 Strife. OR Remove any number of Beasts/Disease/Strife/Wilds. For …elements earth+fire+plant → 16.8
2Settle Into Hunting-Grounds3FastMoon, Fire, Plant, AnimalYour Presence may count as Badlands and Beasts. (Decide per Presence, per Action.) Your P…elements fire+plant → 16.2
3Forests of Living Obsidian4SlowSun, Fire, Earth, PlantAdd 1 Badlands. Push all Dahan. 1 Damage to each Invader. If the origin land is your Sacr…elements earth+fire+plant → 16.8
4The Wounded Wild Turns on its Assailants4SlowFire, Plant, AnimalAdd 2 Badlands. Gather up to 2 Beasts. 1 Damage per Blight/Beasts/Wilds.elements fire+plant → 16.2
5Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+earth+fire+plant → 17.4

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Heart of the Wildfire in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Skies Herald the Season of Returndestroys Presence
Renewing Boondestroys Presence
Scour the Landadds Blight
Devouring Antsdestroys Dahan
Blazing Renewaldestroys Presence
Pyroclastic Flowadds Blight
Pillar of Living Flameadds Blight
Insatiable Hunger of the Swarmadds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Poisoned Landdestroys Dahan, adds Blight
The Jungle Hungersdestroys Dahan
Solidify Echoes of Majesty Pastdestroys Presence
Tsunamidestroys Dahan
Draw Towards a Consuming Voiddestroys Presence

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/heart-of-the-wildfire.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 3 Presence and 2 Blight Blight on your starting board in the highest-numbered Sands. (Blight comes from the box, not the Blight Card)
  • Starting income (from presence_energy_track[0] = energy0, presence_cardplay_track[0] = card1): 0 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); energy1 ((track slot showing 1 Energy))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence3 (Place 1 Presence from a track (Range 3))
  • G3: addpresence1 (Place 1 Presence from a track (Range 1)); energy2 ((track slot showing 2 Energy)); Wildfire ((spirit-specific: Wildfire — consult spirit panel))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy0 · fire · energy1 · energy2 · fireplant · energy3 — income as slots reveal: 0 → fire → 1 → 2 → fireplant → 3

Card-play track

card1 · fireX · card2 · card3 · fireX · card4 — CP as slots reveal: 1 → fireX → 2 → 3 → fireX → 4

Innate Powers

  • FIRESTORM (Speed: Fast · Range: 0 · Target: blight)
    • L1 — 1 Plant Plant: 1 Damage per 2 Fire Fire you have.
    • L2 — 3 Plant Plant: Instead, 1 Damage per Fire you have.
    • L3 — 4 Fire Fire + 2 Air Air: Split this Power’s Damage however desired between target land and any number of your lands with Blight.
    • L4 — 7 Fire Fire: In a land with Blight where you have Presence, Push all Dahan. Destroy all Invaders and Beast. Add 1 Blight Blight.
  • THE BURNED LAND REGROWS (Speed: Slow · Range: 0 · Target: any)
    • L1 — 4 Fire Fire + 1 Plant Plant: If target land has 2 Blight Blight or more, remove 1 Blight Blight
    • L2 — 4 Fire Fire + 2 Plant Plant: Instead, remove 1 Blight Blight.
    • L3 — 5 Fire Fire + 2 Earth Earth + 2 Plant Plant: Remove another Blight.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: Sun ×1, Fire ×2, Plant ×2
  • Fast-phase L1 ceiling from Uniques alone is sufficient — you can fire L1 T1 without drafting (play enough Fast Uniques to meet the threshold).

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
Asphyxiating Smoke2Slow2, from your Sacred SiteAny Landfire, air, plant1 Fear Fear. Destroy 1 Town Town. Push 1 Dahan Dahan.
Flame’s Fury0FastNo RangeAny Spiritsun, fire, plantTarget Spirit gains 1 Energy. Target Spirit does +1 Damage with each Damage dealing Power they use …
Flash-Fires2Slow1Any Landfire, air1 Fear Fear. 1 Damage.
Threatening Flames0Fast0Land with 1 or more Blight and 1 or more Invadersfire, plant2 Fear Fear. Push 1 Explorer Explorer/Town per Terror Level from target land to adjacent lands without your Prese…

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Heart of the Wildfire’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Heart of the Wildfire’s profile (Fear 4, Offense 5, Control 3, Defense 1, Utility 2).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Heart of the Wildfire: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Heart of the Wildfire: Front-load coastal defense or disruption before T3’s first Ravage.

Sweden L2+ — Fear-card effects reduced

What changes: Sweden’s escalation reduces the impact of Fear cards. Spirits that win by riding Fear cards to Terror-level flips are meaningfully slower.

Mitigation for Heart of the Wildfire: Shift from fear-rush to board-control: favor Damage/Push Majors over more Fear; accept Terror 2 flip ~2 rounds later.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Heart of the Wildfire: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Heart of the Wildfire: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Heart of the Wildfire: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Heart of the Wildfire: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Serpent Slumbering Beneath the Island

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionPromotional Pack 1
ComplexityHigh
Play Difficulty[VERIFY from spirit panel]
Growth type“two” — see Growth Options below
Power summary (1–5)Offense 2 · Control 2 · Fear 2 · Defense 4 · Utility 5
Primary ElementsEarth, Fire, Water, Plant (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

There are several ways to play the Serpent, but all require patience: early game involves slowly building up Powers and Presence. It’s not helpless during this time, but it isn’t as effective as anyone else. It becomes incredibly powerful after awakening, but getting there requires a lot of time. Make sure to Absorb Essence before you run up against your Presence cap - and to get other players’ buy-in before using Absorb Essence on their Presence.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence on your starting board in the land #5.

Growth Options (two)

GrowthEffects
G1first=reclaim, second=movepresence1
G2first=gain1p, second=energy1
G3first=energy4
G4first=noblight

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, fire, any, reclaim1E, earth, energy6, any, energy12
  • Card-play track: card1, moonX, card2, waterX, serpent, card4, card5reclaim1

Core Mechanics & Special Rules

Special Rule

DEEP SLUMBER You start off limited to 5 Presence on the island. Raise this with your “Absorb Essence” Power Card. Each use covers the lowest revealed number; your Presence limit is the lowest uncovered number.

5
7
8
10
11
12
13

Innate: SERPENT WAKES IN POWER

  • Speed: slow · Range: None · Target: you
LevelThresholdsEffect
12 Fire Fire + 1 Water Water + 1 Plant PlantGain 1 Energy. Other spirits with any Absorbed Presence also gain 1 Energy.
22 Water Water + 3 Earth Earth + 2 Plant PlantAdd 1 Presence to Range 1. Other spirits with 2 or more Absorbed Presence may do likewise.
33 Fire Fire + 3 Water Water + 3 Earth Earth + 3 Plant PlantGain a Major Power without Forgetting. Other Spirits with 3 or more Absorbed Presence may do likewise.

Innate: SERPENT ROUSES IN ANGER

  • Speed: slow · Range: 0 · Target: any
LevelThresholdsEffect
11 Fire Fire + 1 Earth EarthFor each Fire Earth you have, 1 Damage to 1 Town Town / City.
22 Moon Moon + 2 Earth EarthFor each 2 Moon Moon 2 Earth Earth you have, 2 Fear Fear and you may Push 1 Town Town from target land.
35 Moon Moon + 6 Fire Fire + 6 Earth EarthCost 7 In every land in the game: X Damage, where X is the number of Presence you have in and adjacent to that land.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Serpent Slumbering Beneath the Island’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/serpent-slumbering-beneath-the-island.json for full scoring + reasons.

  • Primary elements (innate-weighted): Earth (wt 6.6), Fire (wt 5.4), Water (wt 3.0)
  • Mid-game energy estimate (T3–T5 avg): 12.0E
  • Power summary: Offense 2 · Control 2 · Fear 2 · Defense 4 · Utility 5

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1The Shore Seethes with Hatred1SlowFire, Water, Earth, Plant1 Fear Fear. Add 1 Badlands and 1 Wilds.elements earth+fire+plant+water → 18.0
2Gift of Power0SlowMoon, Water, Earth, PlantTarget Spirit gains a Minor Power Card.elements earth+moon+plant+water → 15.3
3Hazards Spread Across the Island0FastFire, Air, Earth, PlantChoose a type of token from Badlands/Beasts/Disease/Strife/Wilds that exists in an adjace…elements earth+fire+plant → 15.0
4Rouse the Trees and Stones1SlowFire, Earth, Plant2 Damage. Push 1 Explorer Explorer.elements earth+fire+plant → 15.0
5Treacherous Waterways0FastFire, Water, EarthAdd 1 Wilds. OR Push 1 Explorer Explorer.elements earth+fire+water → 15.0
6Quicken the Earth’s Struggles1FastMoon, Fire, Earth, Animal1 Damage to each Town/City. OR Defend 10.elements earth+fire+moon → 14.7
7Roiling Bog and Snagging Thorn0FastMoon, Fire, Water, Plant1 Fear Fear. Isolate. Defend 2.
1 Dahan Dahan does not participate in Ravage.
(Check when ra…
elements fire+moon+plant+water → 14.1
8Unquenchable Flames1SlowMoon, Fire, Earth1 Fear Fear. 1 Damage to Towns/Cities. Invaders do not heal Damage at end of turn.elements earth+fire+moon → 14.7
9Steam Vents1FastFire, Air, Water, EarthDestroy 1 Explorer Explorer.elements earth+fire+water → 15.0
10Rites of the Land’s Rejection1FastMoon, Fire, EarthInvaders do not Build in target land this turn. 1 Fear Fear per Town/City or 1 Fear Fear per Dahan,…elements earth+fire+moon → 14.7

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements earth+fire+moon+plant+water → 20.7
2Pent-Up Calamity3FastMoon, Fire, Earth, Plant, AnimalAdd 1 Disease and 1 Strife. OR Remove any number of Beasts/Disease/Strife/Wilds. For …elements earth+fire+moon+plant → 17.7
3Forests of Living Obsidian4SlowSun, Fire, Earth, PlantAdd 1 Badlands. Push all Dahan. 1 Damage to each Invader. If the origin land is your Sacr…elements earth+fire+plant → 15.0
4The Land Thrashes in Furious Pain4SlowMoon, Fire, Earth2 Damage per Blight. For each Blight in adjacent lands, 1 Damage (in target land).elements earth+fire+moon → 14.7
5Dream of the Untouched Land6FastMoon, Water, Earth, Plant, AnimalRemove up to 3 Blight Blight and up to 3 Health worth of Invaders.elements earth+moon+plant+water → 15.3

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Serpent Slumbering Beneath the Island in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Renewing Boondestroys Presence
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Devouring Antsdestroys Dahan
Skies Herald the Season of Returndestroys Presence
Blazing Renewaldestroys Presence
Pyroclastic Flowadds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Pillar of Living Flameadds Blight
The Jungle Hungersdestroys Dahan
Insatiable Hunger of the Swarmadds Blight
Draw Towards a Consuming Voiddestroys Presence

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/serpent-slumbering-beneath-the-island.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 1 Presence on your starting board in the land #5.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: two — (see spirit panel)

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); movepresence1 (Move 1 Presence (Range 1))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); energy1 ((track slot showing 1 Energy))
  • G3: energy4 (+4 Energy this turn (growth effect))
  • G4: noblight ((spirit-specific: noblight — consult spirit panel))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · fire · any · reclaim1E · earth · energy6 · any · energy12 — income as slots reveal: 1 → fire → any → reclaim1E → earth → 6 → any → 12

Card-play track

card1 · moonX · card2 · waterX · serpent · card4 · card5reclaim1 — CP as slots reveal: 1 → moonX → 2 → waterX → serpent → 4 → 5

Innate Powers

  • SERPENT WAKES IN POWER (Speed: Slow · Range: ? · Target: you)
    • L1 — 2 Fire Fire + 1 Water Water + 1 Plant Plant: Gain 1 Energy. Other spirits with any Absorbed Presence also gain 1 Energy.
    • L2 — 2 Water Water + 3 Earth Earth + 2 Plant Plant: Add 1 Presence to Range 1. Other spirits with 2 or more Absorbed Presence may do likewise.
    • L3 — 3 Fire Fire + 3 Water Water + 3 Earth Earth + 3 Plant Plant: Gain a Major Power without Forgetting. Other Spirits with 3 or more Absorbed Presence may do likewise.
  • SERPENT ROUSES IN ANGER (Speed: Slow · Range: 0 · Target: any)
    • L1 — 1 Fire Fire + 1 Earth Earth: For each Fire Earth you have, 1 Damage to 1 Town Town / City.
    • L2 — 2 Moon Moon + 2 Earth Earth: For each 2 Moon Moon 2 Earth Earth you have, 2 Fear Fear and you may Push 1 Town Town from target land.
    • L3 — 5 Moon Moon + 6 Fire Fire + 6 Earth Earth: Cost 7 In every land in the game: X Damage, where X is the number of Presence you have in and adjacent to that land.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Serpent Slumbering Beneath the Island’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Serpent Slumbering Beneath the Island’s profile (Fear 2, Offense 2, Control 2, Defense 4, Utility 5).

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Serpent Slumbering Beneath the Island: Front-load coastal defense or disruption before T3’s first Ravage.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Downpour Drenches the World

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionPromotional Pack 2
ComplexityHigh
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 2 · Control 3 · Fear 1 · Defense 5 · Utility 3
Primary ElementsWater, Earth, Plant, Air (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Cares about the question “How useful is this Power in the current context?” even more than most Spirits; it rarely plays all its Power Cards in any given Reclaim cycle (some get discarded to Growth), and for those it does play, it often has the option of using them multiple times. Benefits even more than most Spirits from having lots of Presence on the board, both for Rain and Mud Suppress Conflict and to facilitate its Unique Powers (by making more lands Wetlands).

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence on your starting board in the lowest-numbered Wetlands.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=movepresence2
G2first=addpresence2, second=addpresence2, third=gain2water
G3first=gain1p, second=addpresence3, third=energy1

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, water, plant, water, energy2air, water, earth, doublewater
  • Card-play track: card1, movepres, waterX, card2, movepres, card3

Core Mechanics & Special Rules

Special Rule

DRENCH THE LANDSCAPE Spirit Actions and Special Rules treat your Sacred Site as Wetlands in addition to the printed terrain. POUR DOWN POWER ACROSS THE ISLAND For each 2 Water Water you have, during the Fast/Slow phase you may either: * Gain 1 Energy; or * Repeat a land-targeting Power Card by paying its cost again. (It need not target the same land.) Use scenario markers or spare game pieces to track uses of this rule. (Max 5 times per turn, no matter how much Water you have.)

Innate: RAIN AND MUD SUPPRESS CONFLICT

  • Speed: fast · Range: None · Target: you
LevelThresholdsEffect
11 Air Air + 3 Water WaterEach of your Presence grants Defend 1 and lowers Dahan counterattack damage by 1. (Total, in its land.)
25 Water Water + 1 Earth EarthEach of your Presence grants Defend 1 and lowers Dahan counterattack damage by 1.
33 Air Air + 9 Water Water + 2 Earth Earth2 Fear Fear. In your lands, Invaders and Dahan have -1 Health (min 1).

Innate: WATER NOURISHES LIFE’S GROWTH

  • Speed: fast · Range: 0 · Target: any
LevelThresholdsEffect
13 Water Water + 2 Plant PlantGain 1 Energy. You may remove 1 Blight Blight by removing one of your Presence (From target land).
25 Water Water + 1 Earth Earth + 2 Plant PlantGain +1 Energy. Gather up to 1 Dahan Dahan.
37 Water Water + 2 Earth Earth + 3 Plant PlantWhen Blight would be added to target land, instead leave it on the card.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Downpour Drenches the World’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/downpour-drenches-the-world.json for full scoring + reasons.

  • Primary elements (innate-weighted): Water (wt 16.2), Plant (wt 3.9), Earth (wt 2.4)
  • Mid-game energy estimate (T3–T5 avg): 2.0E
  • Power summary: Offense 2 · Control 3 · Fear 1 · Defense 5 · Utility 3

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Call to Trade1FastAir, Water, Earth, PlantYou may Gather 1 Dahan Dahan. If the Terror Level is 2 or lower, Gather 1 Town Town and the first Ra…elements air+earth+plant+water → 24.3
2Gift of Power0SlowMoon, Water, Earth, PlantTarget Spirit gains a Minor Power Card.elements earth+plant+water → 22.5
3Flow Downriver, Blow Downwind0SlowAir, Water, PlantPush up to 1 Blight Blight/Explorer/Town.elements air+plant+water → 21.9
4Renewing Rain1SlowWater, Earth, PlantIf target land is a Jungle or Sands, Remove 1 Blight Blight.elements earth+plant+water → 22.5
5The Shore Seethes with Hatred1SlowFire, Water, Earth, Plant1 Fear Fear. Add 1 Badlands and 1 Wilds.elements earth+plant+water → 22.5
6Roiling Bog and Snagging Thorn0FastMoon, Fire, Water, Plant1 Fear Fear. Isolate. Defend 2.
1 Dahan Dahan does not participate in Ravage.
(Check when ra…
elements plant+water → 20.1
7Sky Stretches to Shore1FastSun, Air, Water, EarthThis turn, target Spirit may use 1 Slow Power as if it were Fast, or vice versa. Target S…elements air+earth+water → 20.4
8Steam Vents1FastFire, Air, Water, EarthDestroy 1 Explorer Explorer.elements air+earth+water → 20.4
9Mesmerized Tranquility0FastWater, Earth, AnimalIsolate target land. Each Invader does -1 Damage.elements earth+water → 18.6
10Sucking Ooze0FastMoon, Water, Earth2 Fear Fear if Invaders are present. Isolate target land.elements earth+water → 18.6

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+earth+plant+water → 24.3
2Flocking Red-Talons3FastAir, Water, Plant, AnimalAdd 1 Beasts. Move up to 2 Beasts within 3 Range to target land. For each Beasts present,…elements air+plant+water → 21.9
3Dream of the Untouched Land6FastMoon, Water, Earth, Plant, AnimalRemove up to 3 Blight Blight and up to 3 Health worth of Invaders.elements earth+plant+water → 22.5
4Weave Together the Fabric of Place4FastSun, Moon, Air, Water, EarthTarget land and a land adjacent to it become a single land for this turn. (It has the ter…elements air+earth+water → 20.4
5Bargain of Coursing Paths2FastMoon, Air, Water, EarthBargain: 1 Presence now and -1 Energy/turn. Now: Mark both target land and another land w…elements air+earth+water → 20.4

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Downpour Drenches the World in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Renewing Boondestroys Presence
Scour the Landadds Blight
Skies Herald the Season of Returndestroys Presence
Land of Haunts and Embersadds Blight
Devouring Antsdestroys Dahan
Tsunamidestroys Dahan
Insatiable Hunger of the Swarmadds Blight
Blazing Renewaldestroys Presence
Pyroclastic Flowadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Poisoned Landdestroys Dahan, adds Blight
The Jungle Hungersdestroys Dahan
Pillar of Living Flameadds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/downpour-drenches-the-world.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 1 Presence on your starting board in the lowest-numbered Wetlands.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); movepresence2 (Move 1 Presence (Range 2))
  • G2: addpresence2 (Place 1 Presence from a track (Range 2)); addpresence2 (Place 1 Presence from a track (Range 2)); gain2water ((spirit-specific: gain2water — consult spirit panel))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence3 (Place 1 Presence from a track (Range 3)); energy1 ((track slot showing 1 Energy))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · water · plant · water · energy2air · water · earth · doublewater — income as slots reveal: 1 → water → plant → water → 2 → water → earth → doublewater

Card-play track

card1 · movepres · waterX · card2 · movepres · card3 — CP as slots reveal: 1 → movepres → waterX → 2 → movepres → 3

Innate Powers

  • RAIN AND MUD SUPPRESS CONFLICT (Speed: Fast · Range: ? · Target: you)
    • L1 — 1 Air Air + 3 Water Water: Each of your Presence grants Defend 1 and lowers Dahan counterattack damage by 1. (Total, in its land.)
    • L2 — 5 Water Water + 1 Earth Earth: Each of your Presence grants Defend 1 and lowers Dahan counterattack damage by 1.
    • L3 — 3 Air Air + 9 Water Water + 2 Earth Earth: 2 Fear Fear. In your lands, Invaders and Dahan have -1 Health (min 1).
  • WATER NOURISHES LIFE’S GROWTH (Speed: Fast · Range: 0 · Target: any)
    • L1 — 3 Water Water + 2 Plant Plant: Gain 1 Energy. You may remove 1 Blight Blight by removing one of your Presence (From target land).
    • L2 — 5 Water Water + 1 Earth Earth + 2 Plant Plant: Gain +1 Energy. Gather up to 1 Dahan Dahan.
    • L3 — 7 Water Water + 2 Earth Earth + 3 Plant Plant: When Blight would be added to target land, instead leave it on the card.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)
  • Fast-phase L1 ceiling from Uniques alone is insufficient — need 1 Air Air, Uniques give 0; need 3 Water Water, Uniques give 0. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Downpour Drenches the World’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Downpour Drenches the World’s profile (Fear 1, Offense 2, Control 3, Defense 5, Utility 3).

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Downpour Drenches the World: Front-load coastal defense or disruption before T3’s first Ravage.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Downpour Drenches the World: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Finder of Paths Unseen

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionPromotional Pack 2
ComplexityVery High
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense -1 · Control 5 · Fear 1 · Defense 2 · Utility 2
Primary ElementsAir, Moon, Sun, Water (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

All about moving the Invaders - and Dahan/Presence/Beast from time to time. Good at creating Invader-free “safe-zones,” due to its many movement Powers and its capacity to Isolate. Can’t afford to Destroy Invaders too often without a way to re-add Destroyed Presence, so either needs a big-hammer Major Power or to rely on its teammates for offense. Changes the topology of the board, which increases complexity for all players - particularly in larger games!

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence on your starting board in land #3. Put 1 Presence on any board in land #1. Note that you have 6 Unique Power Cards.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=ignorerange
G2first=addpresence1, second=new+1cardplay
G3first=gain1p, second=addpresence2
G4first=addpresence, second=energy2

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: (unknown)
  • Card-play track: blank, blank, energy1moon, blank, movepresair, blank, energy+1range+1, energy+1range+1text

Core Mechanics & Special Rules

Special Rule

RESPONSIBILITIES TO THE DEAD After one of your Actions Destroys 1 or more Dahan/Invaders, or directly triggers their Destruction by moving them, Destroy 1 of your Presence and lose 1 Energy. If you have no Energy to lose, Destroy another Presence. OPEN THE WAYS You may make up to two of your lands adjacent at a time. You may change which lands are adjacent once between Actions.

Innate: LAY PATHS THEY CANNOT HELP BUT WALK

  • Speed: fast · Range: 0 · Target: any
LevelThresholdsEffect
12 Moon Moon + 2 Air AirPush up to half (rounded down) of Invaders from target land. Do likewise for Dahan, Presence, and Beast (each separately).
22 Sun Sun + 2 Air AirPush up to 1 Invader/Dahan/Presence/Beast.
32 Moon Moon + 4 Air Air + 3 Water WaterRepeat this Power.

Innate: CLOSE THE WAYS

  • Speed: fast · Range: 1 · Target: any

(no thresholds listed in Wiki)

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Finder of Paths Unseen’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/finder-of-paths-unseen.json for full scoring + reasons.

  • Primary elements (innate-weighted): Air (wt 4.2), Moon (wt 2.4), Sun (wt 1.2)
  • Mid-game energy estimate (T3–T5 avg): 0.0E
  • Power summary: Offense -1 · Control 5 · Fear 1 · Defense 2 · Utility 2

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements air+moon+sun+water → 8.7
2Portents of Disaster0FastSun, Moon, Air2 Fear Fear. The next time an Invader is Destroyed in target land this turn, 1 Fear Fear.elements air+moon+sun → 7.8
3Delusions of Danger1FastSun, Moon, AirPush 1 Explorer Explorer. OR 2 Fear Fear.elements air+moon+sun → 7.8
4Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.elements air+moon → 6.6
5Entrancing Apparitions1FastMoon, Air, WaterDefend 2. If no Invaders are present, Gather up to 2 Explorers Explorer.elements air+moon+water → 7.5
6Here There Be Monsters0SlowMoon, Air, AnimalYou may Push 1 Explorer Explorer/Town/Dahan. 2 Fear Fear. If target land has any Beasts, 1 Fear Fear.elements air+moon → 6.6
7Terror Turns to Madness0SlowMoon, Air, WaterIf the Terror Level is… Terror Level 1: 3 Fear Fear. Terror Level 2: 2 Fear Fear or add 1 Strife.…elements air+moon+water → 7.5
8Disorienting Landscape1FastMoon, Air, PlantPush 1 [[Explorer]]. If target land is a Mountain or Jungle, add 1 [[Wilds]].elements air+moon → 6.6
9Land of Haunts and Embers0FastMoon, Fire, Air2 Fear Fear. Push up to 2 Explorers Explorer/Towns. If Blight is present, 2 Fear Fear and Push up to 2 Explo…elements air+moon → 6.6
10Veil the Night’s Hunt1FastMoon, Air, AnimalFor each Dahan present, choose a different Invader. 1 Damage to each of those Invaders. *…elements air+moon → 6.6

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Bargain of Coursing Paths2FastMoon, Air, Water, EarthBargain: 1 Presence now and -1 Energy/turn. Now: Mark both target land and another land w…elements air+moon+water → 7.5
2Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+moon+sun+water → 8.7
3Weave Together the Fabric of Place4FastSun, Moon, Air, Water, EarthTarget land and a land adjacent to it become a single land for this turn. (It has the ter…elements air+moon+sun+water → 8.7
4Terrifying Nightmares4FastMoon, Air2 Fear Fear. Push up to 4 Explorers Explorer/Towns.elements air+moon → 6.6
5Sleep and Never Waken3FastMoon, Air, Earth, AnimalInvaders skip all Actions in target land. 1 Fear Fear per 2 Explorers Explorer this Power Removes. Remo…elements air+moon → 6.6

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Finder of Paths Unseen in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Skies Herald the Season of Returndestroys Presence
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Solidify Echoes of Majesty Pastdestroys Presence
Insatiable Hunger of the Swarmadds Blight
Pyroclastic Flowadds Blight
The Jungle Hungersdestroys Dahan
Pillar of Living Flameadds Blight
Blazing Renewaldestroys Presence
Draw Towards a Consuming Voiddestroys Presence
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/finder-of-paths-unseen.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 1 Presence on your starting board in land #3. Put 1 Presence on any board in land #1. Note that you have 6 Unique Power Cards.
  • Starting income (from presence_energy_track[0] = , presence_cardplay_track[0] = blank): 0 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); ignorerange ((spirit-specific: ignorerange — consult spirit panel))
  • G2: addpresence1 (Place 1 Presence from a track (Range 1)); new+1cardplay ((spirit-specific: new+1cardplay — consult spirit panel))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence2 (Place 1 Presence from a track (Range 2))
  • G4: addpresence ((spirit-specific: addpresence — consult spirit panel)); energy2 ((track slot showing 2 Energy))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

(not parsed)

Card-play track

blank · blank · energy1moon · blank · movepresair · blank · energy+1range+1 · energy+1range+1text — CP as slots reveal: blank → blank → energy1moon → blank → movepresair → blank → energy+1range+1 → energy+1range+1text

Innate Powers

  • LAY PATHS THEY CANNOT HELP BUT WALK (Speed: Fast · Range: 0 · Target: any)
    • L1 — 2 Moon Moon + 2 Air Air: Push up to half (rounded down) of Invaders from target land. Do likewise for Dahan, Presence, and Beast (each separately).
    • L2 — 2 Sun Sun + 2 Air Air: Push up to 1 Invader/Dahan/Presence/Beast.
    • L3 — 2 Moon Moon + 4 Air Air + 3 Water Water: Repeat this Power.
  • CLOSE THE WAYS (Speed: Fast · Range: 1 · Target: any)

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)
  • Fast-phase L1 ceiling from Uniques alone is insufficient — need 2 Moon Moon, Uniques give 0; need 2 Air Air, Uniques give 0. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Finder of Paths Unseen’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Finder of Paths Unseen’s profile (Fear 1, Offense -1, Control 5, Defense 2, Utility 2).

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Finder of Paths Unseen: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Devouring Teeth Lurk Underfoot

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionHorizons of Spirit Island
ComplexityLow
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 5 · Control 2 · Fear 2 · Defense 1 · Utility 1
Primary ElementsFire, Animal, Earth (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Likes being in the same lands as Invaders, so it can use Range 0 offensive and defensive Powers. The first of its Innate Power can give some mobility, if needed. Has a poor Plays track and potent but expensive Unique Powers, so can be better at handling fewer large threats than lots of little ones.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence on your starting board, in land #5. You start with your 4 Unique Power Cards and 0 Energy.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=addpresence0
G2first=gain1p, second=addpresence1
G3first=addpresence2, second=energy3

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy2, fire, energy3, energy4, animal, energy6, energy7
  • Card-play track: card1, card2, animalX, fireX, card3, earthX, card4

Core Mechanics & Special Rules

Special Rule

TERRITORIAL AGGRESSION Your Damage-Dealing Powers do +1 Damage. (This adds +1 Damage total for the Power, even if the Power Damages multiple Invaders or “each Invader”. It can boost Minor/Major Power Cards, too, not just your Uniques + Innate.)

Innate: DEATH APPROACHES FROM BENEATH THE SURFACE

  • Speed: slow · Range: 1 · Target: invaders
LevelThresholdsEffect
11 Fire Fire + 1 Animal AnimalIf you don’t have Presence in target land, Gather 1 of your Presence. (This is required.)
22 Fire Fire + 1 Earth Earth + 2 Animal Animal1 Damage. (+1 for your “Territorial Aggression” Special Rule)
33 Fire Fire + 1 Earth Earth + 3 Animal Animal2 Damage.
44 Fire Fire + 2 Earth Earth + 5 Animal Animal2 Fear Fear. 4 Damage.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Devouring Teeth Lurk Underfoot’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/devouring-teeth-lurk-underfoot.json for full scoring + reasons.

  • Primary elements (innate-weighted): Animal (wt 4.5), Fire (wt 4.2), Earth (wt 1.5)
  • Mid-game energy estimate (T3–T5 avg): 5.67E
  • Power summary: Offense 5 · Control 2 · Fear 2 · Defense 1 · Utility 1

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Gold’s Allure0SlowFire, Earth, AnimalGather 1 Explorer Explorer and 1 Town Town. Add 1 Strife.elements animal+earth+fire → 10.2
2Quicken the Earth’s Struggles1FastMoon, Fire, Earth, Animal1 Damage to each Town/City. OR Defend 10.elements animal+earth+fire → 10.2
3Savage Mawbeasts0SlowFire, AnimalIf target land is a Jungle or Wetland, 1 Fear Fear and 1 Damage.elements animal+fire → 8.7
4Territorial Strife0SlowSun, Fire, Animal3 Damage to Explorers/Towns. OR Add 1 Strife.elements animal+fire → 8.7
5Call to Bloodshed1SlowSun, Fire, Animal1 Damage per Dahan. OR Gather up to 3 Dahan Dahan.elements animal+fire → 8.7
6Prowling Panthers1SlowMoon, Fire, Animal1 Fear Fear. Add 1 Beasts. OR If target land has Beasts, Destroy 1 Explorer Explorer/Town.elements animal+fire → 8.7
7Weep for What is Lost0SlowFire, Water, Animal1 Fear Fear per type of Invader present. Push up to 1 Explorer Explorer/Town per Blight.elements animal+fire → 8.7
8Blood Draws Predators1FastSun, Fire, Water, AnimalAfter the next time Invaders are Destroyed in target land: Add 1 Beasts, then 1 Damage pe…elements animal+fire → 8.7
9Call to Migrate1SlowFire, Air, AnimalGather up to 3 Dahan Dahan. Push up to 3 Dahan Dahan.elements animal+fire → 8.7
10Fleshrot Fever1SlowFire, Air, Water, Animal1 Fear Fear. Add 1 Disease.elements animal+fire → 8.7

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Pent-Up Calamity3FastMoon, Fire, Earth, Plant, AnimalAdd 1 Disease and 1 Strife. OR Remove any number of Beasts/Disease/Strife/Wilds. For …elements animal+earth+fire → 10.2
2Unearth a Beast of Wrathful Stone5FastMoon, Fire, Earth, AnimalAfter the next Invader Phase (on any turn) with no Ravage/Build Actions in target land:</…elements animal+earth+fire → 10.2
3Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements animal+earth+fire → 10.2
4Angry Bears3SlowSun, Fire, Animal2 Fear Fear. 2 Damage. If no Beasts are present, add 1 Beasts. Otherwise, +2 Damage, and Push …elements animal+fire → 8.7
5The Wounded Wild Turns on its Assailants4SlowFire, Plant, AnimalAdd 2 Badlands. Gather up to 2 Beasts. 1 Damage per Blight/Beasts/Wilds.elements animal+fire → 8.7

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Devouring Teeth Lurk Underfoot in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

CardTypeCostSpeedElementsEffect (truncated)
Devouring AntsMinor1SlowSun, Earth, Animal1 Fear Fear. 1 Damage. Destroy 1 Dahan Dahan. If target land is a Jungle or Sands, +1 Damage.
Gnawing RootbitersMinor0SlowEarth, AnimalPush up to 2 Towns Town.
Quicken the Earth's Struggles(fetch error: Wiki API error for ‘Quicken_the_Earth's_Struggles’: {‘code’: ‘missingtitle’, ‘info’: “The page you specified doesn’t exist.”, ‘docref’: ‘See https://spiritislandwiki.com/api.php for API usage. Subscribe to the mediawiki-api-announce mailing list at <https://lists.wikimedia.org/mailman/listinfo/mediawiki-api-announce> for notice of API deprecations and breaking changes.’})
Pillar of Living FlameMajor5SlowFire3 Fear Fear. 5 Damage. If target land is a Jungle or Wetland, add 1 Blight Blight.
Rouse the Trees and StonesMinor1SlowFire, Earth, Plant2 Damage. Push 1 Explorer Explorer.
Poisoned LandMajor3SlowEarth, Plant, Animal1 Fear Fear. 7 Damage. Add 1 Blight Blight. Destroy all Dahan.
Savage MawbeastsMinor0SlowFire, AnimalIf target land is a Jungle or Wetland, 1 Fear Fear and 1 Damage.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Devouring Antsdestroys Dahan
Land of Haunts and Embersadds Blight
Skies Herald the Season of Returndestroys Presence
Scour the Landadds Blight
Renewing Boondestroys Presence
Pyroclastic Flowadds Blight
Blazing Renewaldestroys Presence
Pillar of Living Flameadds Blight
Insatiable Hunger of the Swarmadds Blight
Poisoned Landdestroys Dahan, adds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Tsunamidestroys Dahan
Solidify Echoes of Majesty Pastdestroys Presence
Draw Towards a Consuming Voiddestroys Presence
The Jungle Hungersdestroys Dahan

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/devouring-teeth-lurk-underfoot.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 1 Presence on your starting board, in land #5. You start with your 4 Unique Power Cards and 0 Energy.
  • Starting income (from presence_energy_track[0] = energy2, presence_cardplay_track[0] = card1): 2 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); addpresence0 (Place 1 Presence from a track (Range 0))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence1 (Place 1 Presence from a track (Range 1))
  • G3: addpresence2 (Place 1 Presence from a track (Range 2)); energy3 ((+3 Energy this turn — growth effect, not track reveal))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy2 · fire · energy3 · energy4 · animal · energy6 · energy7 — income as slots reveal: 2 → fire → 3 → 4 → animal → 6 → 7

Card-play track

card1 · card2 · animalX · fireX · card3 · earthX · card4 — CP as slots reveal: 1 → 2 → animalX → fireX → 3 → earthX → 4

Innate Powers

  • DEATH APPROACHES FROM BENEATH THE SURFACE (Speed: Slow · Range: 1 · Target: invaders)
    • L1 — 1 Fire Fire + 1 Animal Animal: If you don’t have Presence in target land, Gather 1 of your Presence. (This is required.)
    • L2 — 2 Fire Fire + 1 Earth Earth + 2 Animal Animal: 1 Damage. (+1 for your “Territorial Aggression” Special Rule)
    • L3 — 3 Fire Fire + 1 Earth Earth + 3 Animal Animal: 2 Damage.
    • L4 — 4 Fire Fire + 2 Earth Earth + 5 Animal Animal: 2 Fear Fear. 4 Damage.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Devouring Teeth Lurk Underfoot’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Devouring Teeth Lurk Underfoot’s profile (Fear 2, Offense 5, Control 2, Defense 1, Utility 1).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Devouring Teeth Lurk Underfoot: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Devouring Teeth Lurk Underfoot: Front-load coastal defense or disruption before T3’s first Ravage.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Devouring Teeth Lurk Underfoot: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Eyes Watch from the Trees

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionHorizons of Spirit Island
ComplexityLow
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 2 · Control 3 · Fear 4 · Defense 5 · Utility 1
Primary ElementsMoon, Plant, Air (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Good at Defending against Ravages, and at steadily earning Fear. Its ability to Gather Dahan to fight back when Defending can make a huge difference, changing a stalling tactic into a blow against the Invaders.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board, in the highest-numbered Jungle. You start with your 4 Unique Powers and 0 Energy.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=energy1
G2first=addpresence2, second=addpresence0
G3first=gain1p, second=addpresence3, third=energy1

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, energy1, energy2, plant, energy3, moon, energy4
  • Card-play track: card1, card2, airX, card3, plantX, card4

Core Mechanics & Special Rules

Special Rule

Dahan Trust the Watchers After one of your Powers adds Defend to a single land, Gather up to 1 Dahan Dahan into that land. (“Power” includes both your Innate Power and your Power Cards. Can be used with any number of Defend Powers each turn.)

Innate: Mischief and Sabotage

  • Speed: fast · Range: 1 (optionally from a sacred site) · Target: invaders
LevelThresholdsEffect
11 Moon Moon + 2 Plant Plant1 Fear Fear and Defend 2.
22 Moon Moon + 3 Plant PlantInstead, 1 Fear Fear and Defend 4.
32 Moon Moon + 2 Air Air + 4 Plant PlantInstead, 3 Fear Fear and Defend 6.
43 Moon Moon + 3 Air Air + 5 Plant PlantInstead, 5 Fear Fear and Defend 12.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Eyes Watch from the Trees’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/eyes-watch-from-the-trees.json for full scoring + reasons.

  • Primary elements (innate-weighted): Plant (wt 6.3), Moon (wt 3.6), Air (wt 1.5)
  • Mid-game energy estimate (T3–T5 avg): 3.0E
  • Power summary: Offense 2 · Control 3 · Fear 4 · Defense 5 · Utility 1

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.elements air+moon+plant → 11.4
2Roiling Bog and Snagging Thorn0FastMoon, Fire, Water, Plant1 Fear Fear. Isolate. Defend 2.
1 Dahan Dahan does not participate in Ravage.
(Check when ra…
elements moon+plant → 9.9
3Disorienting Landscape1FastMoon, Air, PlantPush 1 [[Explorer]]. If target land is a Mountain or Jungle, add 1 [[Wilds]].elements air+moon+plant → 11.4
4Favor of the Sun and Star-lit Dark1FastSun, Moon, PlantDefend 4. Push up to 1 Blight Blight.elements moon+plant → 9.9
5Dark and Tangled Woods1FastMoon, Earth, Plant2 Fear Fear. If target land is a Mountain or Jungle, Defend 3.elements moon+plant → 9.9
6Razor-Sharp Undergrowth1FastMoon, PlantDestroy 1 Explorer Explorer and 1 Dahan Dahan. Add 1 Wilds. Defend 2.elements moon+plant → 9.9
7Shadows of the Burning Forest0SlowMoon, Fire, Plant2 Fear Fear. If target land is a Mountain or Jungle, Push 1 Explorer Explorer and 1 Town Town.elements moon+plant → 9.9
8Animated Wrackroot0SlowMoon, Fire, Plant1 Fear Fear. Destroy 1 Explorer Explorer. OR Add 1 Wilds.elements moon+plant → 9.9
9Inflame the Fires of Life1SlowMoon, Fire, Plant, AnimalAdd 1 Disease. OR 1 Fear Fear. Add 1 Strife.elements moon+plant → 9.9
10Gift of Power0SlowMoon, Water, Earth, PlantTarget Spirit gains a Minor Power Card.elements moon+plant → 9.9

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Death Falls Gently from Open Blossoms4SlowMoon, Air, Plant4 Damage. If any Invaders remain, add 1 Disease.elements air+moon+plant → 11.4
2Twisted Flowers Murmur Ultimatums5SlowSun, Moon, Air, Earth, Plant4 Fear Fear. Add 1 Strife. If the Terror Level is 2 or higher, Remove 2 Invaders.elements air+moon+plant → 11.4
3Trees Radiate Celestial Brilliance3FastSun, Moon, Plant3 Fear Fear. Defend 6. This turn, Invaders in target land skip the next Build Action.elements moon+plant → 9.9
4Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+moon+plant → 11.4
5Transform to a Murderous Darkness6SlowMoon, Fire, Air, Water, PlantTarget Spirit may choose one of their Sacred Site. In that land: Replace all their Presen…elements air+moon+plant → 11.4

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Eyes Watch from the Trees in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

CardTypeCostSpeedElementsEffect (truncated)
Lure of the UnknownMinor0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.
Drift Down Into Slumber(fetch error: No {{PowerCardArticle
Delusions of DangerMinor1FastSun, Moon, AirPush 1 Explorer Explorer. OR 2 Fear Fear.
Terrifying NightmaresMajor4FastMoon, Air2 Fear Fear. Push up to 4 Explorers Explorer/Towns.
Dark and Tangled WoodsMinor1FastMoon, Earth, Plant2 Fear Fear. If target land is a Mountain or Jungle, Defend 3.
The Jungle HungersMajor3SlowMoon, PlantDestroy all Explorers and all Towns. Destroy all Dahan.
Veil the Night's Hunt(fetch error: Wiki API error for ‘Veil_the_Night's_Hunt’: {‘code’: ‘missingtitle’, ‘info’: “The page you specified doesn’t exist.”, ‘docref’: ‘See https://spiritislandwiki.com/api.php for API usage. Subscribe to the mediawiki-api-announce mailing list at <https://lists.wikimedia.org/mailman/listinfo/mediawiki-api-announce> for notice of API deprecations and breaking changes.’})

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Skies Herald the Season of Returndestroys Presence
Land of Haunts and Embersadds Blight
Renewing Boondestroys Presence
Scour the Landadds Blight
Devouring Antsdestroys Dahan
Insatiable Hunger of the Swarmadds Blight
The Jungle Hungersdestroys Dahan
Blazing Renewaldestroys Presence
Solidify Echoes of Majesty Pastdestroys Presence
Poisoned Landdestroys Dahan, adds Blight
Pyroclastic Flowadds Blight
Pillar of Living Flameadds Blight
Draw Towards a Consuming Voiddestroys Presence
Tsunamidestroys Dahan
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/eyes-watch-from-the-trees.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence on your starting board, in the highest-numbered Jungle. You start with your 4 Unique Powers and 0 Energy.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); energy1 ((track slot showing 1 Energy))
  • G2: addpresence2 (Place 1 Presence from a track (Range 2)); addpresence0 (Place 1 Presence from a track (Range 0))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence3 (Place 1 Presence from a track (Range 3)); energy1 ((track slot showing 1 Energy))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · energy1 · energy2 · plant · energy3 · moon · energy4 — income as slots reveal: 1 → 1 → 2 → plant → 3 → moon → 4

Card-play track

card1 · card2 · airX · card3 · plantX · card4 — CP as slots reveal: 1 → 2 → airX → 3 → plantX → 4

Innate Powers

  • Mischief and Sabotage (Speed: Fast · Range: 1 · Target: invaders)
    • L1 — 1 Moon Moon + 2 Plant Plant: 1 Fear Fear and Defend 2.
    • L2 — 2 Moon Moon + 3 Plant Plant: Instead, 1 Fear Fear and Defend 4.
    • L3 — 2 Moon Moon + 2 Air Air + 4 Plant Plant: Instead, 3 Fear Fear and Defend 6.
    • L4 — 3 Moon Moon + 3 Air Air + 5 Plant Plant: Instead, 5 Fear Fear and Defend 12.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)
  • Fast-phase L1 ceiling from Uniques alone is insufficient — need 1 Moon Moon, Uniques give 0; need 2 Plant Plant, Uniques give 0. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Eyes Watch from the Trees’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Eyes Watch from the Trees’s profile (Fear 4, Offense 2, Control 3, Defense 5, Utility 1).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Eyes Watch from the Trees: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Eyes Watch from the Trees: Front-load coastal defense or disruption before T3’s first Ravage.

Sweden L2+ — Fear-card effects reduced

What changes: Sweden’s escalation reduces the impact of Fear cards. Spirits that win by riding Fear cards to Terror-level flips are meaningfully slower.

Mitigation for Eyes Watch from the Trees: Shift from fear-rush to board-control: favor Damage/Push Majors over more Fear; accept Terror 2 flip ~2 rounds later.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Eyes Watch from the Trees: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Eyes Watch from the Trees: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Eyes Watch from the Trees: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Eyes Watch from the Trees: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Fathomless Mud of the Swamp

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionHorizons of Spirit Island
ComplexityLow
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 3 · Control 2 · Fear 3 · Defense 3 · Utility 2
Primary ElementsWater, Moon, Earth, Plant (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Likes having Sacred Site where Invaders will Build, but may need to re-create those Sacred Site after oozing outwards with its Innate Power. In smaller games, might be able to cut off the most Inland lands from Explore actions by Destroying Inland Town/City and stopping new ones from being built. Causes a fair bit of Fear, much of which represents unpleasantness, hardship, and disgust.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board, in the lowest-numbered Wetland. You start with your 4 Unique Powers and 0 Energy.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=addpresence0
G2first=addpresence1, second=addpresence1
G3first=gain1p, second=addpresence2, third=energy2

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, plant, energy2, energy3, water, energy4, energy5
  • Card-play track: card1, card2, earthX, card3, moonX, card4

Core Mechanics & Special Rules

Special Rule

OFFER NO FIRM FOUNDATIONS At your Sacred Site, Build actions add Explorer instead of Town/City.

Innate: SPREADING AND DREADFUL MIRE

  • Speed: slow · Range: 1 (optionally from a sacred site) · Target: invaders
LevelThresholdsEffect
11 Water WaterMove 1 Presence from the origin Sacred Site to target land. (This is required.)
21 Moon Moon + 2 Water Water + 1 Earth Earth1 Fear Fear. 1 Damage. Push 1 Dahan Dahan.
32 Moon Moon + 3 Water Water + 2 Earth Earth1 Fear Fear. 1 Damage. Push 1 Dahan Dahan.
43 Moon Moon + 4 Water Water + 3 Earth Earth + 2 Plant Plant2 Damage.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Fathomless Mud of the Swamp’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/fathomless-mud-of-the-swamp.json for full scoring + reasons.

  • Primary elements (innate-weighted): Water (wt 4.2), Moon (wt 2.1), Earth (wt 2.1)
  • Mid-game energy estimate (T3–T5 avg): 4.0E
  • Power summary: Offense 3 · Control 2 · Fear 3 · Defense 3 · Utility 2

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Gift of Power0SlowMoon, Water, Earth, PlantTarget Spirit gains a Minor Power Card.elements earth+moon+plant+water → 9.0
2Infested Aquifers1SlowMoon, Water, Earth, AnimalIf target land has any Disease, 1 Damage to each Invader. OR If target land is a Moun…elements earth+moon+water → 8.4
3Pull Beneath the Hungry Earth1SlowMoon, Water, EarthIf your Presence is present, 1 Fear Fear and 1 Damage. If target land is a Sands or Wetland, 1…elements earth+moon+water → 8.4
4Sucking Ooze0FastMoon, Water, Earth2 Fear Fear if Invaders are present. Isolate target land.elements earth+moon+water → 8.4
5Roiling Bog and Snagging Thorn0FastMoon, Fire, Water, Plant1 Fear Fear. Isolate. Defend 2.
1 Dahan Dahan does not participate in Ravage.
(Check when ra…
elements moon+plant+water → 6.9
6The Shore Seethes with Hatred1SlowFire, Water, Earth, Plant1 Fear Fear. Add 1 Badlands and 1 Wilds.elements earth+plant+water → 6.9
7Terror Turns to Madness0SlowMoon, Air, WaterIf the Terror Level is… Terror Level 1: 3 Fear Fear. Terror Level 2: 2 Fear Fear or add 1 Strife.…elements moon+water → 6.3
8Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements moon+water → 6.3
9Mesmerized Tranquility0FastWater, Earth, AnimalIsolate target land. Each Invader does -1 Damage.elements earth+water → 6.3
10Renewing Rain1SlowWater, Earth, PlantIf target land is a Jungle or Sands, Remove 1 Blight Blight.elements earth+plant+water → 6.9

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Melt Earth Into Quicksand4FastMoon, Water, Earth1 Fear Fear. 2 Damage. Isolate target land. After Invaders/Dahan are Moved into target land, D…elements earth+moon+water → 8.4
2Dream of the Untouched Land6FastMoon, Water, Earth, Plant, AnimalRemove up to 3 Blight Blight and up to 3 Health worth of Invaders.elements earth+moon+plant+water → 9.0
3Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements earth+moon+plant+water → 9.0
4Weave Together the Fabric of Place4FastSun, Moon, Air, Water, EarthTarget land and a land adjacent to it become a single land for this turn. (It has the ter…elements earth+moon+water → 8.4
5Bargain of Coursing Paths2FastMoon, Air, Water, EarthBargain: 1 Presence now and -1 Energy/turn. Now: Mark both target land and another land w…elements earth+moon+water → 8.4

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Fathomless Mud of the Swamp in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

CardTypeCostSpeedElementsEffect (truncated)
Steam VentsMinor1FastFire, Air, Water, EarthDestroy 1 Explorer Explorer.
Entrancing ApparitionsMinor1FastMoon, Air, WaterDefend 2. If no Invaders are present, Gather up to 2 Explorers Explorer.
Uncanny MeltingMinor1SlowSun, Moon, WaterIf Invaders are present, 1 Fear Fear. If target land is a Sands or Wetland, Remove 1 Blight Blight.
Cleansing FloodsMajor5SlowSun, Water4 Damage. Remove 1 Blight Blight.
Pull Beneath the Hungry EarthMinor1SlowMoon, Water, EarthIf your Presence is present, 1 Fear Fear and 1 Damage. If target land is a Sands or Wetland, 1…
The Land Thrashes in Furious PainMajor4SlowMoon, Fire, Earth2 Damage per Blight. For each Blight in adjacent lands, 1 Damage (in target land).
Gift of PowerMinor0SlowMoon, Water, Earth, PlantTarget Spirit gains a Minor Power Card.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Renewing Boondestroys Presence
Skies Herald the Season of Returndestroys Presence
Devouring Antsdestroys Dahan
Tsunamidestroys Dahan
Solidify Echoes of Majesty Pastdestroys Presence
Pyroclastic Flowadds Blight
Blazing Renewaldestroys Presence
The Jungle Hungersdestroys Dahan
Insatiable Hunger of the Swarmadds Blight
Pillar of Living Flameadds Blight
Poisoned Landdestroys Dahan, adds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/fathomless-mud-of-the-swamp.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence on your starting board, in the lowest-numbered Wetland. You start with your 4 Unique Powers and 0 Energy.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); addpresence0 (Place 1 Presence from a track (Range 0))
  • G2: addpresence1 (Place 1 Presence from a track (Range 1)); addpresence1 (Place 1 Presence from a track (Range 1))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence2 (Place 1 Presence from a track (Range 2)); energy2 ((track slot showing 2 Energy))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · plant · energy2 · energy3 · water · energy4 · energy5 — income as slots reveal: 1 → plant → 2 → 3 → water → 4 → 5

Card-play track

card1 · card2 · earthX · card3 · moonX · card4 — CP as slots reveal: 1 → 2 → earthX → 3 → moonX → 4

Innate Powers

  • SPREADING AND DREADFUL MIRE (Speed: Slow · Range: 1 · Target: invaders)
    • L1 — 1 Water Water: Move 1 Presence from the origin Sacred Site to target land. (This is required.)
    • L2 — 1 Moon Moon + 2 Water Water + 1 Earth Earth: 1 Fear Fear. 1 Damage. Push 1 Dahan Dahan.
    • L3 — 2 Moon Moon + 3 Water Water + 2 Earth Earth: 1 Fear Fear. 1 Damage. Push 1 Dahan Dahan.
    • L4 — 3 Moon Moon + 4 Water Water + 3 Earth Earth + 2 Plant Plant: 2 Damage.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Fathomless Mud of the Swamp’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Fathomless Mud of the Swamp’s profile (Fear 3, Offense 3, Control 2, Defense 3, Utility 2).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Fathomless Mud of the Swamp: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Fathomless Mud of the Swamp: Front-load coastal defense or disruption before T3’s first Ravage.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Fathomless Mud of the Swamp: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Fathomless Mud of the Swamp: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Fathomless Mud of the Swamp: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Fathomless Mud of the Swamp: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Rising Heat of Stone and Sand

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionHorizons of Spirit Island
ComplexityLow
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 5 · Control 3 · Fear 1 · Defense 2 · Utility 3
Primary ElementsFire, Air, Earth (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Weaken-and-Destroy. Likes having Sacred Site where there’s Town/City, as it makes all Spirits’ Damage more effective there. Has an easier time setting up Sacred Site in Sands and Mountains, but can do so in any terrain with a bit more time.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board, in the highest-numbered Sands. You start with your 4 Unique Power Cards and 0 Energy.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=energy1
G2first=addpresence3ms, second=addpresence3ms
G3first=gain1p, second=addpresence1, third=energy2

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, earth, energy2, energy3, fire, energy4, energy5
  • Card-play track: card1, card2, card2, card3, card4, card5fire

Core Mechanics & Special Rules

Special Rule

BLISTERING HEAT At your Sacred Site, Invaders have -1 Health (min. 1).

Innate: SCORCH WITH WAVES OF HEAT

  • Speed: slow · Range: 1 (optionally from a sacred site) · Target: any
LevelThresholdsEffect
12 Fire Fire + 2 Air Air2 Damage to Explorer only.
23 Fire Fire + 2 Earth Earth2 Damage.
34 Fire Fire + 1 Air Air + 3 Earth Earth2 Damage.
45 Fire Fire + 2 Air Air + 3 Earth Earth1 Damage to each Invader.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Rising Heat of Stone and Sand’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/rising-heat-of-stone-and-sand.json for full scoring + reasons.

  • Primary elements (innate-weighted): Fire (wt 6.3), Earth (wt 3.0), Air (wt 2.7)
  • Mid-game energy estimate (T3–T5 avg): 4.0E
  • Power summary: Offense 5 · Control 3 · Fear 1 · Defense 2 · Utility 3

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Desiccating Winds1SlowFire, Air, EarthIf target land has Badlands, 1 Damage. Add 1 Badlands.elements air+earth+fire → 12.0
2Steam Vents1FastFire, Air, Water, EarthDestroy 1 Explorer Explorer.elements air+earth+fire → 12.0
3Hazards Spread Across the Island0FastFire, Air, Earth, PlantChoose a type of token from Badlands/Beasts/Disease/Strife/Wilds that exists in an adjace…elements air+earth+fire → 12.0
4Rouse the Trees and Stones1SlowFire, Earth, Plant2 Damage. Push 1 Explorer Explorer.elements earth+fire → 9.3
5Drought1SlowSun, Fire, EarthDestroy 3 [[Towns]]. 1 Damage to each [[Town]]/[[City]]. Add 1 [[Blight]].elements earth+fire → 9.3
6Unquenchable Flames1SlowMoon, Fire, Earth1 Fear Fear. 1 Damage to Towns/Cities. Invaders do not heal Damage at end of turn.elements earth+fire → 9.3
7Call to Ferocity0SlowSun, Fire, EarthGather up to 3 Dahan Dahan. OR If target land has Dahan, 1 Fear Fear and Push 1 Explorer Explorer and 1 T…elements earth+fire → 9.3
8Gold’s Allure0SlowFire, Earth, AnimalGather 1 Explorer Explorer and 1 Town Town. Add 1 Strife.elements earth+fire → 9.3
9Dry Wood Explodes in Smoldering Splinters1SlowFire, Air, PlantYou may spend 1 Energy to make this Power Fast. 2 Fear Fear. 1 Damage.elements air+fire → 9.0
10Purifying Flame1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…elements air+fire → 9.0

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+earth+fire → 12.0
2Pyroclastic Flow3FastFire, Air, Earth2 Damage. Destroy all Explorers. If target land is a Jungle or Wetland, add 1 Blight Blight.elements air+earth+fire → 12.0
3Forests of Living Obsidian4SlowSun, Fire, Earth, PlantAdd 1 Badlands. Push all Dahan. 1 Damage to each Invader. If the origin land is your Sacr…elements earth+fire → 9.3
4The Land Thrashes in Furious Pain4SlowMoon, Fire, Earth2 Damage per Blight. For each Blight in adjacent lands, 1 Damage (in target land).elements earth+fire → 9.3
5Rumbling Earthquakes6SlowFire, EarthThis Power ignores Health bonuses.
3 Fear Fear. 6 Damage, to Towns/Cities only.
6 Dama…
elements earth+fire → 9.3

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Rising Heat of Stone and Sand in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

CardTypeCostSpeedElementsEffect (truncated)
Visions of Fiery DoomMinor1FastMoon, Fire1 Fear Fear. Push 1 Explorer Explorer/Town.
DroughtMinor1SlowSun, Fire, EarthDestroy 3 [[Towns]]. 1 Damage to each [[Town]]/[[City]]. Add 1 [[Blight]].
Purifying FlameMinor1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…
Indomitable ClaimMajor4FastSun, EarthAdd 1 Presence in target land even if you normally could not due to land type. Defend 20.
Encompassing WardMinor1FastSun, Water, EarthTarget Spirit provides Defend 2 in each of its lands.
Talons of LightningMajor6FastFire, Air3 Fear Fear. 5 Damage.
Land of Haunts and EmbersMinor0FastMoon, Fire, Air2 Fear Fear. Push up to 2 Explorers Explorer/Towns. If Blight is present, 2 Fear Fear and Push up to 2 Explo…

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Skies Herald the Season of Returndestroys Presence
Pyroclastic Flowadds Blight
Blazing Renewaldestroys Presence
Pillar of Living Flameadds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Insatiable Hunger of the Swarmadds Blight
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence
The Jungle Hungersdestroys Dahan

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/rising-heat-of-stone-and-sand.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence on your starting board, in the highest-numbered Sands. You start with your 4 Unique Power Cards and 0 Energy.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); energy1 ((track slot showing 1 Energy))
  • G2: addpresence3ms ((spirit-specific: addpresence3ms — consult spirit panel)); addpresence3ms ((spirit-specific: addpresence3ms — consult spirit panel))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence1 (Place 1 Presence from a track (Range 1)); energy2 ((track slot showing 2 Energy))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · earth · energy2 · energy3 · fire · energy4 · energy5 — income as slots reveal: 1 → earth → 2 → 3 → fire → 4 → 5

Card-play track

card1 · card2 · card2 · card3 · card4 · card5fire — CP as slots reveal: 1 → 2 → 2 → 3 → 4 → 5

Innate Powers

  • SCORCH WITH WAVES OF HEAT (Speed: Slow · Range: 1 · Target: any)
    • L1 — 2 Fire Fire + 2 Air Air: 2 Damage to Explorer only.
    • L2 — 3 Fire Fire + 2 Earth Earth: 2 Damage.
    • L3 — 4 Fire Fire + 1 Air Air + 3 Earth Earth: 2 Damage.
    • L4 — 5 Fire Fire + 2 Air Air + 3 Earth Earth: 1 Damage to each Invader.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Rising Heat of Stone and Sand’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Rising Heat of Stone and Sand’s profile (Fear 1, Offense 5, Control 3, Defense 2, Utility 3).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Rising Heat of Stone and Sand: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Rising Heat of Stone and Sand: Front-load coastal defense or disruption before T3’s first Ravage.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Rising Heat of Stone and Sand: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Rising Heat of Stone and Sand: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Sun-Bright Whirlwind

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionHorizons of Spirit Island
ComplexityLow
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 3 · Control 5 · Fear 1 · Defense 1 · Utility 3
Primary ElementsSun, Air (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Incredibly good at handling Explorer, clearing newly-Explored lands of Invaders so they don’t Build there. Not nearly so good at dealing with Town/City. Can focus on Energy and largely forego its Innate Power, focus on Plays to aim for mid-to-high Innate thresholds, or strike a more balanced path. Adds at most 1 Presence per turn, so there won’t be time to do it all.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 3 Presence on your starting board: 1 in the highest-numbered Sands, 2 in the lowest-numbered Mountain.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=energy1
G2first=addpresence1, second=energy4
G3first=gain1p, second=addpresence4

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, energy2, sun, energy3, energy4air, energy6
  • Card-play track: card1, card2, card3, airX, card4, card5sun

Core Mechanics & Special Rules

Special Rule

A STIFF WIND AT THEIR BACKS After you Add Presence during Growth, Push up to 1 Explorer Explorer/Dahan from that land. (Let other players know this is due to your Special Rule, so they know you’re still in the Spirit Phase and not using a Fast power.)

Innate: VIOLENT WINDSTORMS

  • Speed: slow · Range: 1 · Target: any
LevelThresholdsEffect
11 Sun Sun + 2 Air AirPush up to 1 Explorer Explorer.
22 Sun Sun + 3 Air Air1 Fear Fear. Push up to 2 Explorer Explorer/Town.
32 Sun Sun + 4 Air AirFor each Invader Pushed by this Power, 1 Damage in the land it was Pushed to.
43 Sun Sun + 5 Air Air4 Damage (in target land).

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Sun-Bright Whirlwind’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/sun-bright-whirlwind.json for full scoring + reasons.

  • Primary elements (innate-weighted): Air (wt 6.3), Sun (wt 3.6)
  • Mid-game energy estimate (T3–T5 avg): 4.33E
  • Power summary: Offense 3 · Control 5 · Fear 1 · Defense 1 · Utility 3

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements air+sun → 9.9
2Call to Guard0FastSun, Air, EarthGather up to 1 Dahan Dahan. Then, if Dahan are present, either: Defend 1 per Dahan. OR Afte…elements air+sun → 9.9
3Call to Isolation0FastSun, Air, AnimalPush 1 Explorer Explorer/Town per Dahan. OR Push 1 Dahan Dahan.elements air+sun → 9.9
4Enticing Splendor0FastSun, Air, PlantGather 1 Explorer Explorer/Town. OR Gather up to 2 Dahan Dahan.elements air+sun → 9.9
5Birds Cry Warning1FastSun, Air, AnimalThe next time Dahan would be Destroyed in target land, Destroy 2 fewer Dahan. OR Push…elements air+sun → 9.9
6Delusions of Danger1FastSun, Moon, AirPush 1 Explorer Explorer. OR 2 Fear Fear.elements air+sun → 9.9
7Purifying Flame1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…elements air+sun → 9.9
8Portents of Disaster0FastSun, Moon, Air2 Fear Fear. The next time an Invader is Destroyed in target land this turn, 1 Fear Fear.elements air+sun → 9.9
9Reaching Grasp0FastSun, Air, WaterTarget Spirit gets +2 Range with all their Powers.elements air+sun → 9.9
10Spur on with Words of Fire1FastSun, Fire, AirIf you target a Spirit other than yourself, they gain +1 Energy. Target Spirit may immedi…elements air+sun → 9.9

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Sweep into the Sea4SlowSun, Air, WaterPush all Explorers and Towns one land towards the nearest Ocean. OR If target land is…elements air+sun → 9.9
2Voice of Command3FastSun, Air1 Damage per Dahan/Explorer, to Towns/Cities only. Defend 2. During Ravage Actions, Explo…elements air+sun → 9.9
3Irresistible Call6FastSun, Air, PlantGather 5 Towns Town, 5 Dahan Dahan, 5 Beasts, and 15 Explorers Explorer.elements air+sun → 9.9
4Wrap in Wings of Sunlight3FastSun, Air, AnimalMove up to 5 Dahan Dahan to any land (including back into target land). If you moved at least 1…elements air+sun → 9.9
5Twisted Flowers Murmur Ultimatums5SlowSun, Moon, Air, Earth, Plant4 Fear Fear. Add 1 Strife. If the Terror Level is 2 or higher, Remove 2 Invaders.elements air+sun → 9.9

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Sun-Bright Whirlwind in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

CardTypeCostSpeedElementsEffect (truncated)
Gift of Living EnergyMinor0FastSun, Fire, PlantTarget Spirit gains 1 Energy. If you have at least 2 Sacred Sites, target Spirit gains 1 …
Elemental BoonMinor1FastTarget Spirit gains 3 different Elements of their choice. If you target another Spirit, y…
Reaching GraspMinor0FastSun, Air, WaterTarget Spirit gets +2 Range with all their Powers.
PowerstormMajor3FastSun, Fire, AirTarget Spirit gains 3 Energy. Once this turn, target Spirit may Repeat a Power Card by pa…
Enticing SplendorMinor0FastSun, Air, PlantGather 1 Explorer Explorer/Town. OR Gather up to 2 Dahan Dahan.
Wrap in Wings of SunlightMajor3FastSun, Air, AnimalMove up to 5 Dahan Dahan to any land (including back into target land). If you moved at least 1…
Call to IsolationMinor0FastSun, Air, AnimalPush 1 Explorer Explorer/Town per Dahan. OR Push 1 Dahan Dahan.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Skies Herald the Season of Returndestroys Presence
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Solidify Echoes of Majesty Pastdestroys Presence
Insatiable Hunger of the Swarmadds Blight
Pyroclastic Flowadds Blight
Pillar of Living Flameadds Blight
Draw Towards a Consuming Voiddestroys Presence
Blazing Renewaldestroys Presence
The Jungle Hungersdestroys Dahan
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/sun-bright-whirlwind.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 3 Presence on your starting board: 1 in the highest-numbered Sands, 2 in the lowest-numbered Mountain.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); energy1 ((track slot showing 1 Energy))
  • G2: addpresence1 (Place 1 Presence from a track (Range 1)); energy4 (+4 Energy this turn (growth effect))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence4 (Place 1 Presence from a track (Range 4))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · energy2 · sun · energy3 · energy4air · energy6 — income as slots reveal: 1 → 2 → sun → 3 → 4 → 6

Card-play track

card1 · card2 · card3 · airX · card4 · card5sun — CP as slots reveal: 1 → 2 → 3 → airX → 4 → 5

Innate Powers

  • VIOLENT WINDSTORMS (Speed: Slow · Range: 1 · Target: any)
    • L1 — 1 Sun Sun + 2 Air Air: Push up to 1 Explorer Explorer.
    • L2 — 2 Sun Sun + 3 Air Air: 1 Fear Fear. Push up to 2 Explorer Explorer/Town.
    • L3 — 2 Sun Sun + 4 Air Air: For each Invader Pushed by this Power, 1 Damage in the land it was Pushed to.
    • L4 — 3 Sun Sun + 5 Air Air: 4 Damage (in target land).

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Sun-Bright Whirlwind’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Sun-Bright Whirlwind’s profile (Fear 1, Offense 3, Control 5, Defense 1, Utility 3).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Sun-Bright Whirlwind: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Sun-Bright Whirlwind: Front-load coastal defense or disruption before T3’s first Ravage.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Sun-Bright Whirlwind: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Sun-Bright Whirlwind: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Shifting Memory of Ages

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 1 · Control 2 · Fear 2 · Defense 4 · Utility 5
Primary ElementsEarth, Air, Moon (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Starts with little ability to influence the board - most of what it does in that regard will come from new Power Cards. Extremely good with Major Powers and usually wants to take them early and often. Can either try sprinting towards victory with its phenomenal Energy Growth or build up towards becoming a late-game powerhouse.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board in the highest-numbered land that is Sands or Mountain. Prepare 1 Simplemoon, 1 Simpleair, and 1 Simpleearth marker (put them by your Special Rules).

Growth Options (one)

GrowthEffects
G1first=reclaim, second=addpresence0
G2first=gain1p, second=addpresence2
G3first=addpresence1, second=energy2
G4first=energy9

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy0, energy1, energy2, energy3marker, energy4, reclaim1E, energy5, energy6marker
  • Card-play track: card1, card2, card2, markersforplay, card3

Core Mechanics & Special Rules

Special Rule

LONG AGES OF KNOWLEDGE AND FORGETFULNESS When you would Forget a Power Card from your hand, you may instead discard it. (Max. once per Action.) INSIGHTS INTO THE WORLD’S NATURE Some of your Actions let you Prepare Element Markers, which are kept here until used. Choose the Elements freely. (I.e., you are not limited to Elements you have at the time.) Each Element Marker spent grants 1 of that Element for a single Action. (E.g., one Power use.)

Innate: LEARN THE INVADERS’ TACTICS

  • Speed: fast · Range: 1 · Target: invaders
LevelThresholdsEffect
12 Earth EarthDefend 2.
21 Air Air + 2 Earth EarthInstead, Defend 3.
32 Moon Moon + 3 Air Air + 4 Earth EarthInstead, Defend 2 per card in the Invader discard pile.

Innate: OBSERVE THE EVER-CHANGING WORLD

  • Speed: fast · Range: 1 · Target: any
LevelThresholdsEffect
11 Moon MoonPrepare 1 Element Marker.
22 Moon Moon + 1 Air AirInstead, after each of the next three Actions that change which pieces are in target land, Prepare 1 Element Marker. (You can stack the markers you intend to take here or on the target land so you don’t need to ponder on what to take mid-turn. Any Action can trigger Preparing a marker, not just your own.)

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Shifting Memory of Ages’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/shifting-memory-of-ages.json for full scoring + reasons.

  • Primary elements (innate-weighted): Earth (wt 4.2), Moon (wt 2.7), Air (wt 2.1)
  • Mid-game energy estimate (T3–T5 avg): 3.0E
  • Power summary: Offense 1 · Control 2 · Fear 2 · Defense 4 · Utility 5

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Haunted by Primal Memories1FastMoon, Air, Earth1 Fear Fear. Defend 3. If Beasts are present, +2 Fear Fear.elements air+earth+moon → 9.0
2Dire Metamorphosis1SlowMoon, Air, Earth, Animal1 Fear Fear. 1 Damage. 1 Damage to [[Dahan]]. Add 1 [[Badlands]], 1 [[Beasts]], 1 [[Disease]],…elements air+earth+moon → 9.0
3Sucking Ooze0FastMoon, Water, Earth2 Fear Fear if Invaders are present. Isolate target land.elements earth+moon → 6.9
4Dark and Tangled Woods1FastMoon, Earth, Plant2 Fear Fear. If target land is a Mountain or Jungle, Defend 3.elements earth+moon → 6.9
5Guardian Serpents1FastSun, Moon, Earth, AnimalAdd 1 Beasts in one of target Spirit’s lands. If target Spirit has a Sacred Site in that …elements earth+moon → 6.9
6Quicken the Earth’s Struggles1FastMoon, Fire, Earth, Animal1 Damage to each Town/City. OR Defend 10.elements earth+moon → 6.9
7Call to Guard0FastSun, Air, EarthGather up to 1 Dahan Dahan. Then, if Dahan are present, either: Defend 1 per Dahan. OR Afte…elements air+earth → 6.3
8Drift Down into Slumber0FastAir, Earth, PlantDefend 1. If target land is a Jungle or Sands, instead Defend 4.elements air+earth → 6.3
9Gift of Power0SlowMoon, Water, Earth, PlantTarget Spirit gains a Minor Power Card.elements earth+moon → 6.9
10Rites of the Land’s Rejection1FastMoon, Fire, EarthInvaders do not Build in target land this turn. 1 Fear Fear per Town/City or 1 Fear Fear per Dahan,…elements earth+moon → 6.9

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Weave Together the Fabric of Place4FastSun, Moon, Air, Water, EarthTarget land and a land adjacent to it become a single land for this turn. (It has the ter…elements air+earth+moon → 9.0
2Bargain of Coursing Paths2FastMoon, Air, Water, EarthBargain: 1 Presence now and -1 Energy/turn. Now: Mark both target land and another land w…elements air+earth+moon → 9.0
3Sleep and Never Waken3FastMoon, Air, Earth, AnimalInvaders skip all Actions in target land. 1 Fear Fear per 2 Explorers Explorer this Power Removes. Remo…elements air+earth+moon → 9.0
4Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+earth+moon → 9.0
5Twisted Flowers Murmur Ultimatums5SlowSun, Moon, Air, Earth, Plant4 Fear Fear. Add 1 Strife. If the Terror Level is 2 or higher, Remove 2 Invaders.elements air+earth+moon → 9.0

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Shifting Memory of Ages in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Scour the Landadds Blight
Land of Haunts and Embersadds Blight
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Skies Herald the Season of Returndestroys Presence
Solidify Echoes of Majesty Pastdestroys Presence
Pyroclastic Flowadds Blight
Blazing Renewaldestroys Presence
Insatiable Hunger of the Swarmadds Blight
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
The Jungle Hungersdestroys Dahan
Pillar of Living Flameadds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/shifting-memory-of-ages.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence on your starting board in the highest-numbered land that is Sands or Mountain. Prepare 1 Simplemoon, 1 Simpleair, and 1 Simpleearth marker (put them by your Special Rules).
  • Starting income (from presence_energy_track[0] = energy0, presence_cardplay_track[0] = card1): 0 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); addpresence0 (Place 1 Presence from a track (Range 0))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence2 (Place 1 Presence from a track (Range 2))
  • G3: addpresence1 (Place 1 Presence from a track (Range 1)); energy2 ((track slot showing 2 Energy))
  • G4: energy9 (+9 Energy this turn (growth effect))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy0 · energy1 · energy2 · energy3marker · energy4 · reclaim1E · energy5 · energy6marker — income as slots reveal: 0 → 1 → 2 → 3 → 4 → reclaim1E → 5 → 6

Card-play track

card1 · card2 · card2 · markersforplay · card3 — CP as slots reveal: 1 → 2 → 2 → markersforplay → 3

Innate Powers

  • LEARN THE INVADERS’ TACTICS (Speed: Fast · Range: 1 · Target: invaders)
    • L1 — 2 Earth Earth: Defend 2.
    • L2 — 1 Air Air + 2 Earth Earth: Instead, Defend 3.
    • L3 — 2 Moon Moon + 3 Air Air + 4 Earth Earth: Instead, Defend 2 per card in the Invader discard pile.
  • OBSERVE THE EVER-CHANGING WORLD (Speed: Fast · Range: 1 · Target: any)
    • L1 — 1 Moon Moon: Prepare 1 Element Marker.
    • L2 — 2 Moon Moon + 1 Air Air: Instead, after each of the next three Actions that change which pieces are in target land, Prepare 1 Element Marker. (You can stack the markers you intend to take here or on the target land so you don’t need to ponder on what to take mid-turn. Any Action can trigger Preparing a marker, not just your own.)

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)
  • Fast-phase L1 ceiling from Uniques alone is insufficient — need 2 Earth Earth, Uniques give 0. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Grinning Trickster Stirs Up Trouble

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“two” — see Growth Options below
Power summary (1–5)Offense 4 · Control 3 · Fear 2 · Defense 5 · Utility 4
Primary ElementsFire, Air, Moon, Animal (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Requires some comfort with risk: both Overenthusiastic Arson and Let’s See What Will Happen involve uncertainty about how the Fast Powers phase will pan out. Can be effective from the get-go, but benefits greatly from not working too hard, instead improving its capacity for mischief by adding Presence and gaining Power Cards. Bonus Energy from Let’s See What Will Happen can be extremely helpful in avoiding the distraction of gaining Energy elsewhere.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board: 1 in the highest-numbered land with Dahan, and 1 in land #4.

Growth Options (two)

GrowthEffects
G1first=Sharp1, second=movepresence1
G2first=addpresence2
G3first=gain1p
G4first=energycardplays

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, moon, energy2, any, fire, energy3
  • Card-play track: card2, pushdahan, card3, card3, card4, airX, card5

Core Mechanics & Special Rules

Special Rule

A REAL FLAIR FOR DISCORD After one of your Powers adds Strife in a land, you may pay 1 Energy to add 1 Strife within Range 1 of that land. CLEANING UP MESSES IS A DRAG After one of your Powers Removes Blight, Destroy 1 of your Presence. Ignore this rule for Let’s See What Happens.

Innate: LET’S SEE WHAT HAPPENS

  • Speed: fast · Range: 1 · Target: invaders
LevelThresholdsEffect
11 Moon Moon + 1 Fire Fire + 2 Air AirDiscard Minor Powers from the deck until you get one that targets a land. Use its text effects on target land immediately, ignoring normal Range/Targeting restrictions. All “up to” instructions must be used at max. value. Treat all “OR“s as “AND“s. (It is not considered a card of yours or a card in play. Its effects are treated as performed by this Power, as if its text were copied here.)
22 Moon Moon + 1 Fire Fire + 2 Air AirYou may Forget a Power Card to gain the just-used Power Card (to hand) and 1 Energy.

Innate: WHY DON’T YOU AND THEM FIGHT

  • Speed: fast · Range: 0 · Target: invaders
LevelThresholdsEffect
13 Moon MoonThis Power may be Slow.
23 Air AirAdd 1 Strife.
33 Sun Sun + 3 Fire Fire1 Invader and 1 Dahan Dahan deal Damage to each other.
43 Animal AnimalIf target land has Beast, 2 Damage. Otherwise, you may Gather 1 Beast.

Unique Cards (all, Wiki-verified)

Impersonate Authority

  • 0 Energy · Slow · Range 1 · Any Land · Sun, Air, Animal
  • Add 1 Strife.

Incite the Mob

  • 1 Energy · Slow · Range 1 · Land with 1 or more Invaders · Moon, Fire, Air, Animal
  • 1 Invader with Strife deals Damage to other Invaders (not to each Invader). 1 Fear Fear per Invader this Power Destroyed.

Overenthusiastic Arson

  • 1 Energy · Fast · Range 1 · Any Land · Fire, Air
  • Destroy 1 Town Town. Discard the top card of the Minor Power Deck. If it provides Fire: 1 Fear Fear, 2 Damage, and add 1 Blight Blight.

Unexpected Tigers

  • 0 Energy · Slow · Range 1 · Any Land · Moon, Fire, Animal
  • 1 Fear Fear if Invaders are present. If you can gather 1 Beasts, do so, then push 1 Explorer Explorer. Otherwise, add 1 Beasts.

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Grinning Trickster Stirs Up Trouble’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/grinning-trickster.json for full scoring + reasons.

  • Primary elements (innate-weighted): Air (wt 4.8), Moon (wt 4.8), Fire (wt 2.4)
  • Mid-game energy estimate (T3–T5 avg): 3.0E
  • Power summary: Offense 4 · Control 3 · Fear 2 · Defense 5 · Utility 4

Uniques

The spirit’s own 4 Unique Power cards (always in hand; always A-tier by default — see Uniques section above for full text):

  • Impersonate Authority
  • Incite the Mob
  • Overenthusiastic Arson
  • Unexpected Tigers

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.elements air+fire+moon → 12.0
2Land of Haunts and Embers0FastMoon, Fire, Air2 Fear Fear. Push up to 2 Explorers Explorer/Towns. If Blight is present, 2 Fear Fear and Push up to 2 Explo…elements air+fire+moon → 12.0
3Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements air+moon+sun → 10.5
4Veil the Night’s Hunt1FastMoon, Air, AnimalFor each Dahan present, choose a different Invader. 1 Damage to each of those Invaders. *…elements air+animal+moon → 10.5
5Portents of Disaster0FastSun, Moon, Air2 Fear Fear. The next time an Invader is Destroyed in target land this turn, 1 Fear Fear.elements air+moon+sun → 10.5
6Bats Scout for Raids by Darkness1SlowMoon, Air, AnimalFor each [[Dahan]], 1 Damage to [[Towns]]/[[Cities]]. OR 1 [[Fear]]. [[Gather]] up to…elements air+animal+moon → 10.5
7Delusions of Danger1FastSun, Moon, AirPush 1 Explorer Explorer. OR 2 Fear Fear.elements air+moon+sun → 10.5
8Entrancing Apparitions1FastMoon, Air, WaterDefend 2. If no Invaders are present, Gather up to 2 Explorers Explorer.elements air+moon → 9.6
9Here There Be Monsters0SlowMoon, Air, AnimalYou may Push 1 Explorer Explorer/Town/Dahan. 2 Fear Fear. If target land has any Beasts, 1 Fear Fear.elements air+animal+moon → 10.5
10Dire Metamorphosis1SlowMoon, Air, Earth, Animal1 Fear Fear. 1 Damage. 1 Damage to [[Dahan]]. Add 1 [[Badlands]], 1 [[Beasts]], 1 [[Disease]],…elements air+animal+moon → 10.5

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+animal+fire+moon+sun → 13.8
2Transform to a Murderous Darkness6SlowMoon, Fire, Air, Water, PlantTarget Spirit may choose one of their Sacred Site. In that land: Replace all their Presen…elements air+fire+moon → 12.0
3Weave Together the Fabric of Place4FastSun, Moon, Air, Water, EarthTarget land and a land adjacent to it become a single land for this turn. (It has the ter…elements air+moon+sun → 10.5
4Twisted Flowers Murmur Ultimatums5SlowSun, Moon, Air, Earth, Plant4 Fear Fear. Add 1 Strife. If the Terror Level is 2 or higher, Remove 2 Invaders.elements air+moon+sun → 10.5
5Sleep and Never Waken3FastMoon, Air, Earth, AnimalInvaders skip all Actions in target land. 1 Fear Fear per 2 Explorers Explorer this Power Removes. Remo…elements air+animal+moon → 10.5

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Grinning Trickster Stirs Up Trouble in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Skies Herald the Season of Returndestroys Presence
Scour the Landadds Blight
Devouring Antsdestroys Dahan
Renewing Boondestroys Presence
Solidify Echoes of Majesty Pastdestroys Presence
Pyroclastic Flowadds Blight
Insatiable Hunger of the Swarmadds Blight
The Jungle Hungersdestroys Dahan
Pillar of Living Flameadds Blight
Blazing Renewaldestroys Presence
Poisoned Landdestroys Dahan, adds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence
Tsunamidestroys Dahan

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/grinning-trickster.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence on your starting board: 1 in the highest-numbered land with Dahan, and 1 in land #4.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card2): 1 Energy · 2 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: two — (see spirit panel)

Growth options

  • G1: Sharp1 ((spirit-specific: Sharp1 — consult spirit panel)); movepresence1 (Move 1 Presence (Range 1))
  • G2: addpresence2 (Place 1 Presence from a track (Range 2))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted))
  • G4: energycardplays ((spirit-specific: energycardplays — consult spirit panel))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · moon · energy2 · any · fire · energy3 — income as slots reveal: 1 → moon → 2 → any → fire → 3

Card-play track

card2 · pushdahan · card3 · card3 · card4 · airX · card5 — CP as slots reveal: 2 → pushdahan → 3 → 3 → 4 → airX → 5

Innate Powers

  • LET’S SEE WHAT HAPPENS (Speed: Fast · Range: 1 · Target: invaders)
    • L1 — 1 Moon Moon + 1 Fire Fire + 2 Air Air: Discard Minor Powers from the deck until you get one that targets a land. Use its text effects on target land immediately, ignoring normal Range/Targeting restrictions. All “up to” instructions must be used at max. value. Treat all “OR“s as “AND“s. (It is not considered a card of yours or a card in play. Its effects are treated as performed by this Power, as if its text were copied here.)
    • L2 — 2 Moon Moon + 1 Fire Fire + 2 Air Air: You may Forget a Power Card to gain the just-used Power Card (to hand) and 1 Energy.
  • WHY DON’T YOU AND THEM FIGHT (Speed: Fast · Range: 0 · Target: invaders)
    • L1 — 3 Moon Moon: This Power may be Slow.
    • L2 — 3 Air Air: Add 1 Strife.
    • L3 — 3 Sun Sun + 3 Fire Fire: 1 Invader and 1 Dahan Dahan deal Damage to each other.
    • L4 — 3 Animal Animal: If target land has Beast, 2 Damage. Otherwise, you may Gather 1 Beast.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: Fire ×1, Air ×1
  • Fast-phase L1 ceiling from Uniques alone is insufficient — need 1 Moon Moon, Uniques give 0; need 2 Air Air, Uniques give 1. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
Impersonate Authority0Slow1Any Landsun, air, animalAdd 1 Strife.
Incite the Mob1Slow1Land with 1 or more Invadersmoon, fire, air, animal1 Invader with Strife deals Damage to other Invaders (not to each Invader). 1 Fear Fear per Invader this…
Overenthusiastic Arson1Fast1Any Landfire, airDestroy 1 Town Town. Discard the top card of the Minor Power Deck. If it provides Fire: 1 Fear Fear, 2 Damage…
Unexpected Tigers0Slow1Any Landmoon, fire, animal1 Fear Fear if Invaders are present. If you can gather 1 Beasts, do so, then push 1 Explorer Explorer. Otherwise,…

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Grinning Trickster Stirs Up Trouble’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Grinning Trickster Stirs Up Trouble’s profile (Fear 2, Offense 4, Control 3, Defense 5, Utility 4).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Grinning Trickster Stirs Up Trouble: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Grinning Trickster Stirs Up Trouble: Front-load coastal defense or disruption before T3’s first Ravage.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Grinning Trickster Stirs Up Trouble: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Grinning Trickster Stirs Up Trouble: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Many Minds Move as One

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 1 · Control 5 · Fear 5 · Defense 5 · Utility 1
Primary ElementsAnimal, Air, Water, Fire (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Requires heavy spatial thought for Beast movement, due to its improved Push/Gather and large numbers of Beast. Has no offense to start with, but an excellent stalling defense combined with Fear generation; outright Fear victories may be plausible in smaller games. Both Fear Cards and Beast events are unpredictable, however, so swings of fortune are apt to be more relevant than usual.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence and 1 Beast on your starting board, in a land with Beast. Note that you have 5 Unique Power Cards.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p
G2first=addpresence1, second=addpresence0
G3first=addpresence3beast, second=energy1, third=gatherbeast2

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy0, energy1, air, energy2, animal, energy3, energy4
  • Card-play track: card1, card2, pay2pcard, card3, card3, card4, card5

Core Mechanics & Special Rules

Special Rule

FLY FAST AS THOUGHT When you Gather or Push Beast, they may come from or go to lands up to 2 distant (rather than adjacent only). A JOINING OF SWARMS AND FLOCKS Your Sacred Site may also count as Beast. (Note: You never have more than 1 Sacred Site in a land, no matter how many Presence you have there.) (If something changes a Beast that is your Sacred Site, it affects 2 of your Presence there - e.g., Push 1 Beast will Push 2 of your Presence together.)

Innate: THE TEEMING HOST ARRIVES

  • Speed: fast · Range: 2 · Target: any
LevelThresholdsEffect
12 Air Air + 1 Animal AnimalGather up to 1 Beasts.
23 Air Air + 1 Water Water + 2 Animal AnimalInstead, Gather up to 1 Beasts per Air you have.
31 Fire Fire + 4 Air Air + 2 Animal AnimalPush up to 3 Beasts.

Innate: BESET AND CONFOUND THE INVADERS

  • Speed: fast · Range: 2 · Target: invaders
LevelThresholdsEffect
11 Air Air + 2 Animal Animal2 Fear Fear and Defend 2.
22 Air Air + 3 Animal AnimalInstead, 3 Fear Fear and Defend 4.
33 Air Air + 4 Animal AnimalInstead, 4 Fear Fear and Defend 7.
44 Air Air + 1 Earth Earth + 5 Animal AnimalInstead, 6 Fear Fear and Defend 10.

Unique Cards (all, Wiki-verified)

A Dreadful Tide of Scurrying Flesh

  • 0 Energy · Fast · Range Range 1, from your Sacred Site · Land with 2 or more Beasts tokens · Moon, Air, Water, Animal
  • Remove up to half (round down) of Beasts in target land. For each Beasts Removed, 2 Fear Fear and skip one Invader Action.

Boon of Swarming Bedevilment

  • 0 Energy · Fast · Range No Range · Another Spirit · Air, Water, Animal
  • For the rest of this turn, each of target Spirit’s Presence grants Defend 1 in its land. Target Spirit may Push up to 1 of their Presence.

Ever-Multiplying Swarm

  • 1 Energy · Slow · Range 0 · Any Land · Fire, Earth, Animal
  • Add 2 Beasts.

Guide the Way on Feathered Wings

  • 0 Energy · Fast · Range 1 · Any Land · Sun, Air, Animal

  • Move 1 Beasts up to two lands. As it moves, up to 2 Dahan Dahan may move with it, for part or all of the way. (The Beasts/Dahan may move to an adjacent land and then back.)

  • Pursue with Scratches$ Pecks$ and Stings[VERIFY] (Wiki fetch error: Wiki API error for ‘Pursue_with_Scratches$_Pecks$_and_Stings’: {‘code’: ‘missingtitle’, ‘info’: “The page you specified doesn’t exist.”, ‘docref’: ‘See https://spiritislandwiki.com/api.php for API usage. Subscribe to the mediawiki-api-announce mailing list at <https://lists.wikimedia.org/mailman/listinfo/mediawiki-api-announce> for notice of API deprecations and breaking changes.’})

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Many Minds Move as One’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/many-minds-move-as-one.json for full scoring + reasons.

  • Primary elements (innate-weighted): Animal (wt 9.0), Air (wt 9.0), Water (wt 0.6)
  • Mid-game energy estimate (T3–T5 avg): 3.0E
  • Power summary: Offense 1 · Control 5 · Fear 5 · Defense 5 · Utility 1

Uniques

The spirit’s own 5 Unique Power cards (always in hand; always A-tier by default — see Uniques section above for full text):

  • A Dreadful Tide of Scurrying Flesh
  • Boon of Swarming Bedevilment
  • Ever-Multiplying Swarm
  • Guide the Way on Feathered Wings
  • Pursue with Scratches$ Pecks$ and Stings

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Here There Be Monsters0SlowMoon, Air, AnimalYou may Push 1 Explorer Explorer/Town/Dahan. 2 Fear Fear. If target land has any Beasts, 1 Fear Fear.elements air+animal → 18.0
2Set Them on an Ever-Twisting Trail1FastAir, Plant, AnimalGather or Push 1 Explorer Explorer. Isolate target land.elements air+animal → 18.0
3Swarming Wasps0FastFire, Air, AnimalAdd 1 Beasts. OR If target land has Beasts, Push up to 2 Explorers Explorer.elements air+animal+fire → 18.3
4Rain of Blood0SlowAir, Water, Animal2 Fear Fear. If target land has at least 2 Towns Town/Cities, 1 Fear Fear.elements air+animal+water → 18.6
5Call to Isolation0FastSun, Air, AnimalPush 1 Explorer Explorer/Town per Dahan. OR Push 1 Dahan Dahan.elements air+animal → 18.0
6Bats Scout for Raids by Darkness1SlowMoon, Air, AnimalFor each [[Dahan]], 1 Damage to [[Towns]]/[[Cities]]. OR 1 [[Fear]]. [[Gather]] up to…elements air+animal → 18.0
7Fleshrot Fever1SlowFire, Air, Water, Animal1 Fear Fear. Add 1 Disease.elements air+animal+fire+water → 18.9
8Birds Cry Warning1FastSun, Air, AnimalThe next time Dahan would be Destroyed in target land, Destroy 2 fewer Dahan. OR Push…elements air+animal → 18.0
9Veil the Night’s Hunt1FastMoon, Air, AnimalFor each Dahan present, choose a different Invader. 1 Damage to each of those Invaders. *…elements air+animal → 18.0
10Call to Migrate1SlowFire, Air, AnimalGather up to 3 Dahan Dahan. Push up to 3 Dahan Dahan.elements air+animal+fire → 18.3

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Winds of Rust and Atrophy3FastAir, Water, Animal1 Fear Fear and Defend 6. Downgrade 1 Town Town/City.elements air+animal+water → 18.6
2Infestation of Venomous Spiders4FastAir, Earth, Plant, AnimalAdd 1 Beasts. Gather up to 1 Beasts. For each Beasts, 1 Fear Fear (max. 4) and Invaders skip o…elements air+animal+earth → 18.3
3Plague Ships Sail to Distant Ports4FastFire, Air, Water, Animal1 Fear Fear. Add 4 Disease among Coastal lands (on any boards) other than target land.elements air+animal+fire+water → 18.9
4Wrap in Wings of Sunlight3FastSun, Air, AnimalMove up to 5 Dahan Dahan to any land (including back into target land). If you moved at least 1…elements air+animal → 18.0
5Flocking Red-Talons3FastAir, Water, Plant, AnimalAdd 1 Beasts. Move up to 2 Beasts within 3 Range to target land. For each Beasts present,…elements air+animal+water → 18.6

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Many Minds Move as One in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Skies Herald the Season of Returndestroys Presence
Scour the Landadds Blight
Devouring Antsdestroys Dahan
Renewing Boondestroys Presence
Insatiable Hunger of the Swarmadds Blight
Pyroclastic Flowadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Poisoned Landdestroys Dahan, adds Blight
Pillar of Living Flameadds Blight
Blazing Renewaldestroys Presence
Draw Towards a Consuming Voiddestroys Presence
Tsunamidestroys Dahan
The Jungle Hungersdestroys Dahan
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/many-minds-move-as-one.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 1 Presence and 1 Beast on your starting board, in a land with Beast. Note that you have 5 Unique Power Cards.
  • Starting income (from presence_energy_track[0] = energy0, presence_cardplay_track[0] = card1): 0 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted))
  • G2: addpresence1 (Place 1 Presence from a track (Range 1)); addpresence0 (Place 1 Presence from a track (Range 0))
  • G3: addpresence3beast ((spirit-specific: addpresence3beast — consult spirit panel)); energy1 ((track slot showing 1 Energy)); gatherbeast2 ((spirit-specific: gatherbeast2 — consult spirit panel))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy0 · energy1 · air · energy2 · animal · energy3 · energy4 — income as slots reveal: 0 → 1 → air → 2 → animal → 3 → 4

Card-play track

card1 · card2 · pay2pcard · card3 · card3 · card4 · card5 — CP as slots reveal: 1 → 2 → pay2pcard → 3 → 3 → 4 → 5

Innate Powers

  • THE TEEMING HOST ARRIVES (Speed: Fast · Range: 2 · Target: any)
    • L1 — 2 Air Air + 1 Animal Animal: Gather up to 1 Beasts.
    • L2 — 3 Air Air + 1 Water Water + 2 Animal Animal: Instead, Gather up to 1 Beasts per Air you have.
    • L3 — 1 Fire Fire + 4 Air Air + 2 Animal Animal: Push up to 3 Beasts.
  • BESET AND CONFOUND THE INVADERS (Speed: Fast · Range: 2 · Target: invaders)
    • L1 — 1 Air Air + 2 Animal Animal: 2 Fear Fear and Defend 2.
    • L2 — 2 Air Air + 3 Animal Animal: Instead, 3 Fear Fear and Defend 4.
    • L3 — 3 Air Air + 4 Animal Animal: Instead, 4 Fear Fear and Defend 7.
    • L4 — 4 Air Air + 1 Earth Earth + 5 Animal Animal: Instead, 6 Fear Fear and Defend 10.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: Sun ×1, Moon ×1, Air ×3, Water ×2, Animal ×3
  • Fast-phase L1 ceiling from Uniques alone is sufficient — you can fire L1 T1 without drafting (play enough Fast Uniques to meet the threshold).

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
A Dreadful Tide of Scurrying Flesh0FastRange 1, from your Sacred SiteLand with 2 or more Beasts tokensmoon, air, water, animalRemove up to half (round down) of Beasts in target land. For each Beasts Removed, 2 Fear Fear and skip o…
Boon of Swarming Bedevilment0FastNo RangeAnother Spiritair, water, animalFor the rest of this turn, each of target Spirit’s Presence grants Defend 1 in its land. Target Spi…
Ever-Multiplying Swarm1Slow0Any Landfire, earth, animalAdd 2 Beasts.
Guide the Way on Feathered Wings0Fast1Any Landsun, air, animalMove 1 Beasts up to two lands. As it moves, up to 2 Dahan Dahan may move with it, for part or all of the …

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Many Minds Move as One’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Many Minds Move as One’s profile (Fear 5, Offense 1, Control 5, Defense 5, Utility 1).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Many Minds Move as One: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

Sweden L2+ — Fear-card effects reduced

What changes: Sweden’s escalation reduces the impact of Fear cards. Spirits that win by riding Fear cards to Terror-level flips are meaningfully slower.

Mitigation for Many Minds Move as One: Shift from fear-rush to board-control: favor Damage/Push Majors over more Fear; accept Terror 2 flip ~2 rounds later.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Many Minds Move as One: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Many Minds Move as One: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Many Minds Move as One: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Many Minds Move as One: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Shroud of Silent Mist

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityHigh
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 4 · Control 4 · Fear 5 · Defense 2 · Utility 1
Primary ElementsAir, Water, Moon (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Constantly shifting and moving its Presence around the board. Hurt more than most by Presence loss due to its desire to surround and envelop the Invaders. Can (slowly) clear the most built-up of lands, but its real strength is the free Fear from Slow and Silent Death. Extremely limited Energy income, but can stretch to Major Powers if it manages to gather enough Energy from its Special Rules.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board: 1 in the highest-numbered Wetland and 1 in the highest-numbered Mountain.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p
G2first=addpresence0, second=addpresence0
G3first=gain1p, second=addpresence3mw

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy0, energy1, water, energy2, air
  • Card-play track: card1, card2, movepres, moonX, card3, card4, reclaim1, card5

Core Mechanics & Special Rules

Special Rule

GATHER POWER FROM THE COOL AND DARK Once a turn, when you Gain a Power Card without Simplefire, gain 1 Energy. MISTS SHIFT AND FLOW When targeting a land with a Power, you may Gather 1 of your Presence into the target or an adjacent land. This can enable you to meet Range and targeting requirements. SLOW AND SILENT DEATH Invaders and Dahan in your lands don’t heal Damage. During Time Passes: 1 Fear Fear (max. 5) per land of yours with Damaged Invaders. Gain 1 Energy per 3 lands of yours with Damaged Invaders.

Innate: SUFFOCATING SHROUD

  • Speed: slow · Range: 0 · Target: any
LevelThresholdsEffect
11 Moon Moon + 2 Air Air + 1 Water Water1 Damage.
22 Moon Moon + 3 Air Air + 2 Water WaterFor each adjacent land with your Presence, 1 Damage to a different Invader.
34 Moon Moon + 4 Air Air + 3 Water Water1 Damage.
45 Moon Moon + 6 Air Air + 4 Water Water1 Damage to each Invader.

Innate: LOST IN THE SWIRLING HAZE

  • Speed: slow · Range: 0 · Target: any
LevelThresholdsEffect
11 Air Air + 2 Water WaterPush up to 1 Dahan Dahan.
22 Air Air + 3 Water WaterPush up to 2 Explorer Explorer/Dahan.
33 Air Air + 4 Water WaterPush up to 2 Explorer Explorer/Dahan.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Shroud of Silent Mist’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/shroud-of-silent-mist.json for full scoring + reasons.

  • Primary elements (innate-weighted): Air (wt 9.6), Water (wt 9.0), Moon (wt 4.8)
  • Mid-game energy estimate (T3–T5 avg): 2.0E
  • Power summary: Offense 4 · Control 4 · Fear 5 · Defense 2 · Utility 1

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements air+moon+water → 23.4
2Terror Turns to Madness0SlowMoon, Air, WaterIf the Terror Level is… Terror Level 1: 3 Fear Fear. Terror Level 2: 2 Fear Fear or add 1 Strife.…elements air+moon+water → 23.4
3Entrancing Apparitions1FastMoon, Air, WaterDefend 2. If no Invaders are present, Gather up to 2 Explorers Explorer.elements air+moon+water → 23.4
4Rain of Blood0SlowAir, Water, Animal2 Fear Fear. If target land has at least 2 Towns Town/Cities, 1 Fear Fear.elements air+water → 18.6
5Flow Downriver, Blow Downwind0SlowAir, Water, PlantPush up to 1 Blight Blight/Explorer/Town.elements air+water → 18.6
6Fleshrot Fever1SlowFire, Air, Water, Animal1 Fear Fear. Add 1 Disease.elements air+water → 18.6
7Call to Trade1FastAir, Water, Earth, PlantYou may Gather 1 Dahan Dahan. If the Terror Level is 2 or lower, Gather 1 Town Town and the first Ra…elements air+water → 18.6
8Steam Vents1FastFire, Air, Water, EarthDestroy 1 Explorer Explorer.elements air+water → 18.6
9Reaching Grasp0FastSun, Air, WaterTarget Spirit gets +2 Range with all their Powers.elements air+water → 18.6
10Confounding Mists1FastAir, WaterDefend 4. OR Each Invader added to target land this turn may be immediately Pushed to…elements air+water → 18.6

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Mists of Oblivion4SlowMoon, Air, Water1 Fear Fear per Town/City this Power Destroys (max. 4 Fear Fear). 1 Damage to each Invader.elements air+moon+water → 23.4
2Transform to a Murderous Darkness6SlowMoon, Fire, Air, Water, PlantTarget Spirit may choose one of their Sacred Site. In that land: Replace all their Presen…elements air+moon+water → 23.4
3Weave Together the Fabric of Place4FastSun, Moon, Air, Water, EarthTarget land and a land adjacent to it become a single land for this turn. (It has the ter…elements air+moon+water → 23.4
4Bargain of Coursing Paths2FastMoon, Air, Water, EarthBargain: 1 Presence now and -1 Energy/turn. Now: Mark both target land and another land w…elements air+moon+water → 23.4
5Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+moon+water → 23.4

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Shroud of Silent Mist in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Skies Herald the Season of Returndestroys Presence
Devouring Antsdestroys Dahan
Renewing Boondestroys Presence
Solidify Echoes of Majesty Pastdestroys Presence
Insatiable Hunger of the Swarmadds Blight
Pyroclastic Flowadds Blight
Tsunamidestroys Dahan
The Jungle Hungersdestroys Dahan
Pillar of Living Flameadds Blight
Draw Towards a Consuming Voiddestroys Presence
Blazing Renewaldestroys Presence
Poisoned Landdestroys Dahan, adds Blight
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/shroud-of-silent-mist.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence on your starting board: 1 in the highest-numbered Wetland and 1 in the highest-numbered Mountain.
  • Starting income (from presence_energy_track[0] = energy0, presence_cardplay_track[0] = card1): 0 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted))
  • G2: addpresence0 (Place 1 Presence from a track (Range 0)); addpresence0 (Place 1 Presence from a track (Range 0))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence3mw ((spirit-specific: addpresence3mw — consult spirit panel))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy0 · energy1 · water · energy2 · air — income as slots reveal: 0 → 1 → water → 2 → air

Card-play track

card1 · card2 · movepres · moonX · card3 · card4 · reclaim1 · card5 — CP as slots reveal: 1 → 2 → movepres → moonX → 3 → 4 → reclaim1 → 5

Innate Powers

  • SUFFOCATING SHROUD (Speed: Slow · Range: 0 · Target: any)
    • L1 — 1 Moon Moon + 2 Air Air + 1 Water Water: 1 Damage.
    • L2 — 2 Moon Moon + 3 Air Air + 2 Water Water: For each adjacent land with your Presence, 1 Damage to a different Invader.
    • L3 — 4 Moon Moon + 4 Air Air + 3 Water Water: 1 Damage.
    • L4 — 5 Moon Moon + 6 Air Air + 4 Water Water: 1 Damage to each Invader.
  • LOST IN THE SWIRLING HAZE (Speed: Slow · Range: 0 · Target: any)
    • L1 — 1 Air Air + 2 Water Water: Push up to 1 Dahan Dahan.
    • L2 — 2 Air Air + 3 Water Water: Push up to 2 Explorer Explorer/Dahan.
    • L3 — 3 Air Air + 4 Water Water: Push up to 2 Explorer Explorer/Dahan.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Shroud of Silent Mist’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Shroud of Silent Mist’s profile (Fear 5, Offense 4, Control 4, Defense 2, Utility 1).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Shroud of Silent Mist: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Shroud of Silent Mist: Front-load coastal defense or disruption before T3’s first Ravage.

Sweden L2+ — Fear-card effects reduced

What changes: Sweden’s escalation reduces the impact of Fear cards. Spirits that win by riding Fear cards to Terror-level flips are meaningfully slower.

Mitigation for Shroud of Silent Mist: Shift from fear-rush to board-control: favor Damage/Push Majors over more Fear; accept Terror 2 flip ~2 rounds later.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Shroud of Silent Mist: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Shroud of Silent Mist: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Shroud of Silent Mist: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Shroud of Silent Mist: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Vengeance as a Burning Plague

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityHigh
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 5 · Control 2 · Fear 3 · Defense 1 · Utility 1
Primary ElementsFire, Animal, Air (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Not so powerful early, but can be a late-game juggernaut, especially if things are going badly: Blight adds to its Damage and its Presence being Destroyed adds Disease. It may even want to engineer these situations, which can make other Spirits nervous (and be risky if things go poorly).

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

1 of your Presence starts the game already Destroyed. Put 2 Presence on your starting board: 1 in a land with Blight, 1 in a Wetland without Dahan.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=energy1
G2first=Vengeance, second=Vengeance
G3first=gain1p, second=addpresencedisease1, third=energy1

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, energy2, animal, energy3, energy4
  • Card-play track: card1, card2, fireX, card2, card3, card3, card4

Core Mechanics & Special Rules

Special Rule

THE TERROR OF A SLOWLY UNFOLDING PLAGUE When Disease would prevent a Build on a board with your Presence, you may let the Build happen (removing no Disease). If you do, 1 Fear Fear. LINGERING PESTILENCE When your Presence is destroyed by anything except a Spirit action, add 1 Disease where each destroyed Presence was. WREAK VENGEANCE FOR THE LAND’S CORRUPTION Your actions treat Blight on the island as also being Badlands.

Innate: EPIDEMICS RUN RAMPANT

  • Speed: fast · Range: 1 · Target: disease

(no thresholds listed in Wiki)

Innate: SAVAGE REVENGE

  • Speed: slow · Range: 0 · Target: building
LevelThresholdsEffect
13 Air AirThis Power has Range +1.
23 Fire Fire + 1 Animal Animal1 Damage.
34 Fire Fire + 2 Animal Animal+2 Damage.
45 Fire Fire + 2 Air Air + 2 Animal Animal+3 Damage.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Vengeance as a Burning Plague’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/vengeance-burning-plague.json for full scoring + reasons.

  • Primary elements (innate-weighted): Fire (wt 4.5), Air (wt 3.3), Animal (wt 1.8)
  • Mid-game energy estimate (T3–T5 avg): 3.5E
  • Power summary: Offense 5 · Control 2 · Fear 3 · Defense 1 · Utility 1

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Swarming Wasps0FastFire, Air, AnimalAdd 1 Beasts. OR If target land has Beasts, Push up to 2 Explorers Explorer.elements air+animal+fire → 9.6
2Fleshrot Fever1SlowFire, Air, Water, Animal1 Fear Fear. Add 1 Disease.elements air+animal+fire → 9.6
3Call to Migrate1SlowFire, Air, AnimalGather up to 3 Dahan Dahan. Push up to 3 Dahan Dahan.elements air+animal+fire → 9.6
4Steam Vents1FastFire, Air, Water, EarthDestroy 1 Explorer Explorer.elements air+fire → 7.8
5Dry Wood Explodes in Smoldering Splinters1SlowFire, Air, PlantYou may spend 1 Energy to make this Power Fast. 2 Fear Fear. 1 Damage.elements air+fire → 7.8
6Hazards Spread Across the Island0FastFire, Air, Earth, PlantChoose a type of token from Badlands/Beasts/Disease/Strife/Wilds that exists in an adjace…elements air+fire → 7.8
7Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.elements air+fire → 7.8
8Desiccating Winds1SlowFire, Air, EarthIf target land has Badlands, 1 Damage. Add 1 Badlands.elements air+fire → 7.8
9Purifying Flame1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…elements air+fire → 7.8
10Fire in the Sky1FastSun, Fire, Air2 Fear Fear. Add 1 Strife.elements air+fire → 7.8

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Plague Ships Sail to Distant Ports4FastFire, Air, Water, Animal1 Fear Fear. Add 4 Disease among Coastal lands (on any boards) other than target land.elements air+animal+fire → 9.6
2Instruments of Their Own Ruin4FastSun, Fire, Air, AnimalAdd 1 Strife. Each Invader with Strife deals Damage to other Invaders in target land.elements air+animal+fire → 9.6
3Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+animal+fire → 9.6
4Talons of Lightning6FastFire, Air3 Fear Fear. 5 Damage.elements air+fire → 7.8
5Storm-Swath3SlowFire, Air, Water2 Fear Fear. In both origin land and target land: 1 Damage to each Invader.elements air+fire → 7.8

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Vengeance as a Burning Plague in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Skies Herald the Season of Returndestroys Presence
Devouring Antsdestroys Dahan
Renewing Boondestroys Presence
Pyroclastic Flowadds Blight
Insatiable Hunger of the Swarmadds Blight
Pillar of Living Flameadds Blight
Blazing Renewaldestroys Presence
Solidify Echoes of Majesty Pastdestroys Presence
Volcanic Eruptiondestroys Dahan, adds Blight
Poisoned Landdestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence
Tsunamidestroys Dahan
The Jungle Hungersdestroys Dahan

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/vengeance-burning-plague.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: 1 of your Presence starts the game already Destroyed. Put 2 Presence on your starting board: 1 in a land with Blight, 1 in a Wetland without Dahan.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); energy1 ((track slot showing 1 Energy))
  • G2: Vengeance ((spirit-specific: Vengeance — consult spirit panel)); Vengeance ((spirit-specific: Vengeance — consult spirit panel))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresencedisease1 ((spirit-specific: addpresencedisease1 — consult spirit panel)); energy1 ((track slot showing 1 Energy))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · energy2 · animal · energy3 · energy4 — income as slots reveal: 1 → 2 → animal → 3 → 4

Card-play track

card1 · card2 · fireX · card2 · card3 · card3 · card4 — CP as slots reveal: 1 → 2 → fireX → 2 → 3 → 3 → 4

Innate Powers

  • EPIDEMICS RUN RAMPANT (Speed: Fast · Range: 1 · Target: disease)
  • SAVAGE REVENGE (Speed: Slow · Range: 0 · Target: building)
    • L1 — 3 Air Air: This Power has Range +1.
    • L2 — 3 Fire Fire + 1 Animal Animal: 1 Damage.
    • L3 — 4 Fire Fire + 2 Animal Animal: +2 Damage.
    • L4 — 5 Fire Fire + 2 Air Air + 2 Animal Animal: +3 Damage.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)
  • Fast-phase L1 ceiling from Uniques alone is sufficient — you can fire L1 T1 without drafting (play enough Fast Uniques to meet the threshold).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Vengeance as a Burning Plague’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Vengeance as a Burning Plague’s profile (Fear 3, Offense 5, Control 2, Defense 1, Utility 1).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Vengeance as a Burning Plague: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Vengeance as a Burning Plague: Front-load coastal defense or disruption before T3’s first Ravage.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Vengeance as a Burning Plague: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Vengeance as a Burning Plague: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Vengeance as a Burning Plague: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Vengeance as a Burning Plague: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Volcano Looming High

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 5 · Control 1 · Fear 2 · Defense 1 · Utility 3
Primary ElementsFire, Earth, Air (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Benefits more than most Spirits from getting Presence onto the board; in addition to the usual benefits, it can fuel an Explosive Eruption. This can result in a huge turn, but if overdone the following turn or two may be very constrained. Bigger eruptions are extremely powerful, but cause Blight, and the Invaders may not provide the luxury of enough time to build up the desired pressure - judging the timing of when to erupt and for how much is a key part of playing this Spirit.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence and 1 Badlands on your starting board in a mountain of your choice. Push all Dahan from that land.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=energy3
G2first=addpresence0, second=addpresence0
G3first=gain1p, second=addpresence4, third=new+1cardplay

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, energy2, earth, energy3, energy4, energy5
  • Card-play track: card1, fireX, earthX, card2, airX, card3, fireX, card4

Core Mechanics & Special Rules

Special Rule

MOUNTAIN HOME Your Presence may only be added/moved into Mountains. COLLAPSE IN A BLAST OF LAVA AND STEAM When your Presence is destroyed, in that land, deal 1 Damage per destroyed Presence to both Invaders and to Dahan. VOLCANIC PEAKS TOWER OVER THE LANDSCAPE Your Power Cards gain Range +1 if you have 3 or more Presence in the origin land.

Innate: EXPLOSIVE ERUPTION

  • Speed: fast · Range: 0 · Target: any
LevelThresholdsEffect
1Destroy X (1 or more) of your Presence in target land; {{volcanodestroyedpresence}} checks how many you destroyed. This Power does Damage (separately and equally) to both Invaders and Dahan. Ranges below can’t be increased.
22 Fire Fire + 2 Earth EarthIn one land within Range 1, X Damage.
33 Fire Fire + 3 Earth EarthGenerate X Fear.
44 Fire Fire + 2 Air Air + 4 Earth EarthIn each land within Range 1, 4 Damage. Add 1 Blight Blight to target land; doing so does not Destroy your Presence.
55 Fire Fire + 3 Air Air + 5 Earth EarthIn each land within Range 2, +4 Damage. In each land adjacent to the target, add 1 Blight Blight if it doesn’t have any.

Innate: POWERED BY THE FURNACE OF THE EARTH

  • Speed: slow · Range: 0 · Target: any
LevelThresholdsEffect
13 Earth EarthAdd 1 of your destroyed Presence.
23 Fire FireGain a Power Card.
34 Fire Fire + 4 Earth EarthMove up to 2 of your Presence from other lands to target land.
45 Fire FireReturn up to 2 of your destroyed Presence to your Presence tracks.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Volcano Looming High’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/volcano-looming-high.json for full scoring + reasons.

  • Primary elements (innate-weighted): Fire (wt 9.3), Earth (wt 8.7), Air (wt 1.5)
  • Mid-game energy estimate (T3–T5 avg): 4.0E
  • Power summary: Offense 5 · Control 1 · Fear 2 · Defense 1 · Utility 3

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Steam Vents1FastFire, Air, Water, EarthDestroy 1 Explorer Explorer.elements air+earth+fire → 19.5
2Hazards Spread Across the Island0FastFire, Air, Earth, PlantChoose a type of token from Badlands/Beasts/Disease/Strife/Wilds that exists in an adjace…elements air+earth+fire → 19.5
3Desiccating Winds1SlowFire, Air, EarthIf target land has Badlands, 1 Damage. Add 1 Badlands.elements air+earth+fire → 19.5
4Quicken the Earth’s Struggles1FastMoon, Fire, Earth, Animal1 Damage to each Town/City. OR Defend 10.elements earth+fire → 18.0
5Treacherous Waterways0FastFire, Water, EarthAdd 1 Wilds. OR Push 1 Explorer Explorer.elements earth+fire → 18.0
6Drought1SlowSun, Fire, EarthDestroy 3 [[Towns]]. 1 Damage to each [[Town]]/[[City]]. Add 1 [[Blight]].elements earth+fire → 18.0
7Rouse the Trees and Stones1SlowFire, Earth, Plant2 Damage. Push 1 Explorer Explorer.elements earth+fire → 18.0
8Unquenchable Flames1SlowMoon, Fire, Earth1 Fear Fear. 1 Damage to Towns/Cities. Invaders do not heal Damage at end of turn.elements earth+fire → 18.0
9Call to Ferocity0SlowSun, Fire, EarthGather up to 3 Dahan Dahan. OR If target land has Dahan, 1 Fear Fear and Push 1 Explorer Explorer and 1 T…elements earth+fire → 18.0
10Gold’s Allure0SlowFire, Earth, AnimalGather 1 Explorer Explorer and 1 Town Town. Add 1 Strife.elements earth+fire → 18.0

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+earth+fire → 19.5
2Pyroclastic Flow3FastFire, Air, Earth2 Damage. Destroy all Explorers. If target land is a Jungle or Wetland, add 1 Blight Blight.elements air+earth+fire → 19.5
3Pent-Up Calamity3FastMoon, Fire, Earth, Plant, AnimalAdd 1 Disease and 1 Strife. OR Remove any number of Beasts/Disease/Strife/Wilds. For …elements earth+fire → 18.0
4Spill Bitterness Into the Earth5FastFire, Water, Earth6 Damage. Add 2 Badlands/Strife and 1 Blight Blight. In up to 3 adjacent lands with Blight, add …elements earth+fire → 18.0
5Unearth a Beast of Wrathful Stone5FastMoon, Fire, Earth, AnimalAfter the next Invader Phase (on any turn) with no Ravage/Build Actions in target land:</…elements earth+fire → 18.0

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Volcano Looming High in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Skies Herald the Season of Returndestroys Presence
Pyroclastic Flowadds Blight
Blazing Renewaldestroys Presence
Volcanic Eruptiondestroys Dahan, adds Blight
Pillar of Living Flameadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Insatiable Hunger of the Swarmadds Blight
Draw Towards a Consuming Voiddestroys Presence
The Jungle Hungersdestroys Dahan

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/volcano-looming-high.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 1 Presence and 1 Badlands on your starting board in a mountain of your choice. Push all Dahan from that land.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); energy3 ((+3 Energy this turn — growth effect, not track reveal))
  • G2: addpresence0 (Place 1 Presence from a track (Range 0)); addpresence0 (Place 1 Presence from a track (Range 0))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence4 (Place 1 Presence from a track (Range 4)); new+1cardplay ((spirit-specific: new+1cardplay — consult spirit panel))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · energy2 · earth · energy3 · energy4 · energy5 — income as slots reveal: 1 → 2 → earth → 3 → 4 → 5

Card-play track

card1 · fireX · earthX · card2 · airX · card3 · fireX · card4 — CP as slots reveal: 1 → fireX → earthX → 2 → airX → 3 → fireX → 4

Innate Powers

  • EXPLOSIVE ERUPTION (Speed: Fast · Range: 0 · Target: any)
    • L1 — (no threshold): Destroy X (1 or more) of your Presence in target land; {{volcanodestroyedpresence}} checks how many you destroyed. This Power does Damage (separately and equally) to both Invaders and Dahan. Ranges below can’t be increased.
    • L2 — 2 Fire Fire + 2 Earth Earth: In one land within Range 1, X Damage.
    • L3 — 3 Fire Fire + 3 Earth Earth: Generate X Fear.
    • L4 — 4 Fire Fire + 2 Air Air + 4 Earth Earth: In each land within Range 1, 4 Damage. Add 1 Blight Blight to target land; doing so does not Destroy your Presence.
    • L5 — 5 Fire Fire + 3 Air Air + 5 Earth Earth: In each land within Range 2, +4 Damage. In each land adjacent to the target, add 1 Blight Blight if it doesn’t have any.
  • POWERED BY THE FURNACE OF THE EARTH (Speed: Slow · Range: 0 · Target: any)
    • L1 — 3 Earth Earth: Add 1 of your destroyed Presence.
    • L2 — 3 Fire Fire: Gain a Power Card.
    • L3 — 4 Fire Fire + 4 Earth Earth: Move up to 2 of your Presence from other lands to target land.
    • L4 — 5 Fire Fire: Return up to 2 of your destroyed Presence to your Presence tracks.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)
  • Fast-phase L1 ceiling from Uniques alone is sufficient — you can fire L1 T1 without drafting (play enough Fast Uniques to meet the threshold).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Volcano Looming High’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Volcano Looming High’s profile (Fear 2, Offense 5, Control 1, Defense 1, Utility 3).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Volcano Looming High: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Volcano Looming High: Front-load coastal defense or disruption before T3’s first Ravage.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Volcano Looming High: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Stone’s Unyielding Defiance

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 4 · Control 2 · Fear 1 · Defense 5 · Utility 2
Primary ElementsEarth, Plant (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Most of its special rules and innates require being where the Invaders are - particularly in the worst, most-overrun lands, so it can mitigate incoming Blight and (eventually) destroy the Invaders with their own Ravages. Does best with the patience to build up a position over time, and the temperance to hold some Energy in reserve so it can take advantage of Hold the Island Fast With a Bulwark of Will.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board: 1 in the lowest-numbered Mountain without Dahan; 1 in an adjacent land that has Blight (if possible) or is Sands (if not).

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain2earth, third=Stone
G2first=addpresence2, second=energy3
G3first=gain1p, second=addpresence1

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy2, energy3, card+1stone, energy4, card+1stone, energy6, card+1stone
  • Card-play track: card1, earthX, earthX, earthreclaimX, earthanyX, card2earth

Core Mechanics & Special Rules

Special Rule

BESTOW THE ENDURANCE OF BEDROCK When Blight is added to one of your lands, unless the Blight then outnumbers your Presence, it does not cascade or destroy Presence (yours or others’). DEEP LAYERS EXPOSED TO THE SURFACE The first time you uncover each of your “+1 Card Play” Presence spaces, gain a Minor Power. (They’re marked with [[Image:Minorsymbol.png|15px]] as a reminder.)

Innate: HOLD THE ISLAND FAST WITH A BULWARK OF WILL

  • Speed: fast · Range: None · Target: you
LevelThresholdsEffect
12 Earth EarthWhen Blight is added to one of your lands, you may pay 2 Energy per Blight to take it from the box instead of the Blight Card. (Handle any cascade separately.)
24 Earth EarthThe cost is 1 Energy instead of 2.
36 Earth Earth + 1 Plant PlantWhen an Event or Blight card directly destroys Presence (yours or others’), you may prevent any number of Presence from being destroyed by paying 1 Energy each. (“Directly” means “not by adding Blight”.)

Innate: LET THEM BREAK THEMSELVES AGAINST THE STONE

  • Speed: fast · Range: 0 · Target: any

(no thresholds listed in Wiki)

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Stone’s Unyielding Defiance’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/stone-unyielding-defiance.json for full scoring + reasons.

  • Primary elements (innate-weighted): Earth (wt 6.0), Plant (wt 0.3)
  • Mid-game energy estimate (T3–T5 avg): 5.0E
  • Power summary: Offense 4 · Control 2 · Fear 1 · Defense 5 · Utility 2

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Call to Guard0FastSun, Air, EarthGather up to 1 Dahan Dahan. Then, if Dahan are present, either: Defend 1 per Dahan. OR Afte…elements earth → 6.0
2Mesmerized Tranquility0FastWater, Earth, AnimalIsolate target land. Each Invader does -1 Damage.elements earth → 6.0
3Carapaced Land0FastEarth, Plant, AnimalIf targeting a land with Beasts, this Power has +1 Range. Defend 3.elements earth+plant → 6.3
4Drift Down into Slumber0FastAir, Earth, PlantDefend 1. If target land is a Jungle or Sands, instead Defend 4.elements earth+plant → 6.3
5Quicken the Earth’s Struggles1FastMoon, Fire, Earth, Animal1 Damage to each Town/City. OR Defend 10.elements earth → 6.0
6Sucking Ooze0FastMoon, Water, Earth2 Fear Fear if Invaders are present. Isolate target land.elements earth → 6.0
7Dark and Tangled Woods1FastMoon, Earth, Plant2 Fear Fear. If target land is a Mountain or Jungle, Defend 3.elements earth+plant → 6.3
8Entrap the Forces of Corruption1FastEarth, Plant, AnimalGather up to 1 Blight Blight. Isolate target land. When Blight is added to target land, it doesn…elements earth+plant → 6.3
9Nature’s Resilience1FastEarth, Plant, AnimalDefend 6.elements earth+plant → 6.3
10Encompassing Ward1FastSun, Water, EarthTarget Spirit provides Defend 2 in each of its lands.elements earth → 6.0

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1The Trees and Stones Speak of War2FastSun, Earth, PlantFor each Dahan, 1 Damage and Defend 2.elements earth+plant → 6.3
2Walls of Rock and Thorn4FastSun, Earth, Plant2 Damage. Defend 8. Add 1 Wilds. Isolate target land.elements earth+plant → 6.3
3Bloodwrack Plague4FastWater, Earth, AnimalAdd 2 Disease. For each Disease in target land, Defend 1 in target and all adjacent lands.elements earth → 6.0
4Melt Earth Into Quicksand4FastMoon, Water, Earth1 Fear Fear. 2 Damage. Isolate target land. After Invaders/Dahan are Moved into target land, D…elements earth → 6.0
5Bargains of Power and Protection2FastSun, Water, Earth, AnimalRemove 1 of your Presence on the island from the game, setting it on the Reminder Card. F…elements earth → 6.0

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Stone’s Unyielding Defiance in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Scour the Landadds Blight
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Land of Haunts and Embersadds Blight
Skies Herald the Season of Returndestroys Presence
Pyroclastic Flowadds Blight
Blazing Renewaldestroys Presence
Solidify Echoes of Majesty Pastdestroys Presence
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Volcanic Eruptiondestroys Dahan, adds Blight
Insatiable Hunger of the Swarmadds Blight
Pillar of Living Flameadds Blight
Draw Towards a Consuming Voiddestroys Presence
The Jungle Hungersdestroys Dahan

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/stone-unyielding-defiance.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence on your starting board: 1 in the lowest-numbered Mountain without Dahan; 1 in an adjacent land that has Blight (if possible) or is Sands (if not).
  • Starting income (from presence_energy_track[0] = energy2, presence_cardplay_track[0] = card1): 2 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain2earth ((spirit-specific: gain2earth — consult spirit panel)); Stone ((spirit-specific: Stone — consult spirit panel))
  • G2: addpresence2 (Place 1 Presence from a track (Range 2)); energy3 ((+3 Energy this turn — growth effect, not track reveal))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence1 (Place 1 Presence from a track (Range 1))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy2 · energy3 · card+1stone · energy4 · card+1stone · energy6 · card+1stone — income as slots reveal: 2 → 3 → card+1stone → 4 → card+1stone → 6 → card+1stone

Card-play track

card1 · earthX · earthX · earthreclaimX · earthanyX · card2earth — CP as slots reveal: 1 → earthX → earthX → earthreclaimX → earthanyX → 2

Innate Powers

  • HOLD THE ISLAND FAST WITH A BULWARK OF WILL (Speed: Fast · Range: ? · Target: you)
    • L1 — 2 Earth Earth: When Blight is added to one of your lands, you may pay 2 Energy per Blight to take it from the box instead of the Blight Card. (Handle any cascade separately.)
    • L2 — 4 Earth Earth: The cost is 1 Energy instead of 2.
    • L3 — 6 Earth Earth + 1 Plant Plant: When an Event or Blight card directly destroys Presence (yours or others’), you may prevent any number of Presence from being destroyed by paying 1 Energy each. (“Directly” means “not by adding Blight”.)
  • LET THEM BREAK THEMSELVES AGAINST THE STONE (Speed: Fast · Range: 0 · Target: any)

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)
  • Fast-phase L1 ceiling from Uniques alone is insufficient — need 2 Earth Earth, Uniques give 0. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Stone’s Unyielding Defiance’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Stone’s Unyielding Defiance’s profile (Fear 1, Offense 4, Control 2, Defense 5, Utility 2).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Stone’s Unyielding Defiance: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Stone’s Unyielding Defiance: Front-load coastal defense or disruption before T3’s first Ravage.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Stone’s Unyielding Defiance: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Lure of the Deep Wilderness

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“oneandone” — see Growth Options below
Power summary (1–5)Offense 4 · Control 4 · Fear 4 · Defense 2 · Utility 1
Primary ElementsMoon, Air, Plant, Fire (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Very focused on the interior - its best options for coastal lands are “draw the Invaders inland” or “turn Town/City into Explorer, then draw them inland”. Likes the interior to be dangerous, full of Badlands, Beast, Disease, and Wilds, ideally where its Presence is. Has better-than-average potential for containing Invaders and setting up a zone safe from Explores, but the coasts may get messy while doing so.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 3 Presence on your starting board: 2 in land #8, and 1 in land #7. Add 1 Beast to land #8.

Growth Options (oneandone)

GrowthEffects
G1first=reclaim, second=energy1
G2first=addpresence4inland
G3first=moonairplant, second=energy2
G4first=gain1p

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, energy2, moon, energy3plant, energy4air, energy5reclaim
  • Card-play track: card1, card2, animalX, card3, card4, card5reclaim1

Core Mechanics & Special Rules

Special Rule

HOME OF THE ISLAND’S HEART Your Presence may only be added/moved to lands that are Inland. ENTHRALL THE FOREIGN EXPLORERS For each of your Presence in a land, up to 2 Explorer Explorer do not participate in Ravage.

Innate: FORSAKE SOCIETY TO CHASE AFTER DREAMS

  • Speed: slow · Range: 1 · Target: invaders

(no thresholds listed in Wiki)

Innate: NEVER HEARD FROM AGAIN

  • Speed: slow · Range: 0 · Target: inland

(no thresholds listed in Wiki)

Unique Cards (all, Wiki-verified)

Gift of the Untamed Wild

  • 0 Energy · Slow · Range No Range · Any Spirit · Moon, Fire, Air, Plant
  • Target Spirit chooses to either: Add 1 Wilds to one of their lands. OR Replace 1 of their Presence with 1 Disease.

Perils of the Deepest Island

  • 1 Energy · Slow · Range 0 · Inland Land · Moon, Plant, Animal
  • 1 Fear Fear. Add 1 Badlands. Add 1 Beasts within 1 Range. Push up to 2 Dahan Dahan.

Softly Beckon Ever Inward

  • 2 Energy · Slow · Range 0 · Inland Land · Moon, Air
  • Gather up to 2 Explorers Explorer. Gather up to 2 Towns Town. Gather up to 2 Beasts. Gather up to 2 Dahan Dahan.

Swallowed by the Wilderness

  • 1 Energy · Fast · Range 0 · Inland Land · Fire, Air, Plant, Animal
  • 2 Fear Fear. 1 Damage per Beasts/Disease/Wilds/Badlands. (Count max. 5 tokens.)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Lure of the Deep Wilderness’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/lure-of-the-deep-wilderness.json for full scoring + reasons.

  • Primary elements (innate-weighted): —
  • Mid-game energy estimate (T3–T5 avg): 4.0E
  • Power summary: Offense 4 · Control 4 · Fear 4 · Defense 2 · Utility 1

Uniques

The spirit’s own 4 Unique Power cards (always in hand; always A-tier by default — see Uniques section above for full text):

  • Gift of the Untamed Wild
  • Perils of the Deepest Island
  • Softly Beckon Ever Inward
  • Swallowed by the Wilderness

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Bats Scout for Raids by Darkness1SlowMoon, Air, AnimalFor each [[Dahan]], 1 Damage to [[Towns]]/[[Cities]]. OR 1 [[Fear]]. [[Gather]] up to…Slow speed matches innate
2Animated Wrackroot0SlowMoon, Fire, Plant1 Fear Fear. Destroy 1 Explorer Explorer. OR Add 1 Wilds.0-cost (always affordable)
3Call to Ferocity0SlowSun, Fire, EarthGather up to 3 Dahan Dahan. OR If target land has Dahan, 1 Fear Fear and Push 1 Explorer Explorer and 1 T…0-cost (always affordable)
4Here There Be Monsters0SlowMoon, Air, AnimalYou may Push 1 Explorer Explorer/Town/Dahan. 2 Fear Fear. If target land has any Beasts, 1 Fear Fear.0-cost (always affordable)
5Savage Mawbeasts0SlowFire, AnimalIf target land is a Jungle or Wetland, 1 Fear Fear and 1 Damage.0-cost (always affordable)
6Sear Anger Into the Wild Lands0SlowSun, Fire, PlantAdd 1 Badlands. OR If Wilds and Invaders are present, 1 Fear Fear and 1 Damage.0-cost (always affordable)
7Shadows of the Burning Forest0SlowMoon, Fire, Plant2 Fear Fear. If target land is a Mountain or Jungle, Push 1 Explorer Explorer and 1 Town Town.0-cost (always affordable)
8Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.0-cost (always affordable)
9Weep for What is Lost0SlowFire, Water, Animal1 Fear Fear per type of Invader present. Push up to 1 Explorer Explorer/Town per Blight.0-cost (always affordable)
10Call to Bloodshed1SlowSun, Fire, Animal1 Damage per Dahan. OR Gather up to 3 Dahan Dahan.Slow speed matches innate

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Angry Bears3SlowSun, Fire, Animal2 Fear Fear. 2 Damage. If no Beasts are present, add 1 Beasts. Otherwise, +2 Damage, and Push …Slow speed matches innate
2Focus the Land’s Anguish5SlowSunIf this Power Destroys any Towns/Cities, 5 Fear Fear. Gather up to 5 Blight Blight. 1 Damage per Blig…Slow speed matches innate
3Ravaged Undergrowth Slithers Back to Life3SlowWater, Plant, AnimalReplace 1 Blight Blight with 1 Wilds.
1 Fear Fear. 3 Damage.
Push that Wilds.
Slow speed matches innate
4The Wounded Wild Turns on its Assailants4SlowFire, Plant, AnimalAdd 2 Badlands. Gather up to 2 Beasts. 1 Damage per Blight/Beasts/Wilds.Slow speed matches innate
5Transform to a Murderous Darkness6SlowMoon, Fire, Air, Water, PlantTarget Spirit may choose one of their Sacred Site. In that land: Replace all their Presen…Slow speed matches innate

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Lure of the Deep Wilderness in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Devouring Antsdestroys Dahan
Skies Herald the Season of Returndestroys Presence
Renewing Boondestroys Presence
Insatiable Hunger of the Swarmadds Blight
Pillar of Living Flameadds Blight
Pyroclastic Flowadds Blight
Draw Towards a Consuming Voiddestroys Presence
Tsunamidestroys Dahan
Blazing Renewaldestroys Presence
The Jungle Hungersdestroys Dahan
Solidify Echoes of Majesty Pastdestroys Presence
Poisoned Landdestroys Dahan, adds Blight
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/lure-of-the-deep-wilderness.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 3 Presence on your starting board: 2 in land #8, and 1 in land #7. Add 1 Beast to land #8.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: oneandone — (see spirit panel)

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); energy1 ((track slot showing 1 Energy))
  • G2: addpresence4inland ((spirit-specific: addpresence4inland — consult spirit panel))
  • G3: moonairplant ((spirit-specific: moonairplant — consult spirit panel)); energy2 ((track slot showing 2 Energy))
  • G4: gain1p (Gain 1 Power Card (Minor unless otherwise noted))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · energy2 · moon · energy3plant · energy4air · energy5reclaim — income as slots reveal: 1 → 2 → moon → 3 → 4 → 5

Card-play track

card1 · card2 · animalX · card3 · card4 · card5reclaim1 — CP as slots reveal: 1 → 2 → animalX → 3 → 4 → 5

Innate Powers

  • FORSAKE SOCIETY TO CHASE AFTER DREAMS (Speed: Slow · Range: 1 · Target: invaders)
  • NEVER HEARD FROM AGAIN (Speed: Slow · Range: 0 · Target: inland)

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: Fire ×1, Air ×1, Plant ×1, Animal ×1

Unique Power Cards

CardCostSpeedRangeTargetElementsEffect
Gift of the Untamed Wild0SlowNo RangeAny Spiritmoon, fire, air, plantTarget Spirit chooses to either: Add 1 Wilds to one of their lands. OR Replace 1 of their Prese…
Perils of the Deepest Island1Slow0Inland Landmoon, plant, animal1 Fear Fear. Add 1 Badlands. Add 1 Beasts within 1 Range. Push up to 2 Dahan Dahan.
Softly Beckon Ever Inward2Slow0Inland Landmoon, airGather up to 2 Explorers Explorer. Gather up to 2 Towns Town. Gather up to 2 Beasts. Gather up to 2 Dahan Dahan.
Swallowed by the Wilderness1Fast0Inland Landfire, air, plant, animal2 Fear Fear. 1 Damage per Beasts/Disease/Wilds/Badlands. (Count max. 5 tokens.)

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Lure of the Deep Wilderness’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Lure of the Deep Wilderness’s profile (Fear 4, Offense 4, Control 4, Defense 2, Utility 1).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Lure of the Deep Wilderness: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Lure of the Deep Wilderness: Front-load coastal defense or disruption before T3’s first Ravage.

Sweden L2+ — Fear-card effects reduced

What changes: Sweden’s escalation reduces the impact of Fear cards. Spirits that win by riding Fear cards to Terror-level flips are meaningfully slower.

Mitigation for Lure of the Deep Wilderness: Shift from fear-rush to board-control: favor Damage/Push Majors over more Fear; accept Terror 2 flip ~2 rounds later.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Lure of the Deep Wilderness: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Lure of the Deep Wilderness: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Lure of the Deep Wilderness: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Lure of the Deep Wilderness: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Fractured Days Split the Sky

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityVery High
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 1 · Control 2 · Fear 1 · Defense 3 · Utility 5
Primary ElementsSun, Moon, Air (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Excellent at support and sweeping indirect effects, but starts off very limited otherwise. Several of its Unique Powers need setup to use well; it’s entirely possible 1 or 2 of them may see no play in a given game. Has a hard time getting lots of Presence onto the board. This can make targeting tricky, and may be quite dangerous if a Blighted Island effect Destroys Presence.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 3 Presence on your starting board: 1 in the lowest-numbered land with 1 Dahan Dahan, and 2 in the highest-numbered land without Dahan. Deal 4 Minor and Major Powers face-up as your initial Days That Never Were cards; in a 1 or 2-player game, instead deal 6 of each. In a 1-board game, gain 1 Time.

Growth Options (one)

GrowthEffects
G1first=gainair, second=reclaim, third=gain2time
G2first=gainmoon, second=gain1p, third=addpresence2
G3first=gainsun, second=movepresence4, third=daysthatneverwerecard

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, energy1, energy2, energy2, energy2, energy3
  • Card-play track: card1, card1, card1, card2, card2, card3

Core Mechanics & Special Rules

Special Rule

FRAGMENTS OF SHATTERED TIME Each Presence on this ability represents 1 Time. Many of your Powers require Time as an additional cost. Spend it when you Resolve the Power. (Not when you play it.) When you Gain 1 Time, put 1 of your Presence here from your Presence track (or, optionally, the island). When you Spend 1 Time, return it to a Presence track - or if you have no free spaces, Destroy it. DAYS THAT NEVER WERE Your 3rd Growth option lets you gain any one Power Card from a special set you create during Setup. When you gain a Power Card any other way, you may add one unchosen card to this set.

Innate: SLIP THE FLOW OF TIME

  • Speed: fast · Range: None · Target: anyspirit

(no thresholds listed in Wiki)

Innate: VISIONS OF A SHIFTING FUTURE

  • Speed: slow · Range: None · Target: yourself
LevelThresholdsEffect
11 Sun Sun + 2 Moon Moon + 2 Air AirLook at the top card of either the Invader Deck or (if relevant) the Event Deck. Return it, then shuffle that deck’s top 2 cards. (For the Invader Deck, differing Invader Stages may give away which card is next.)
22 Sun Sun + 3 Moon Moon + 2 Air AirInstead of returning-and-shuffling, you may put the card you looked at on the bottom of its deck. You may not do this for cards specially placed during Setup.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Fractured Days Split the Sky’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/fractured-days-split-the-sky.json for full scoring + reasons.

  • Primary elements (innate-weighted): Moon (wt 3.6), Air (wt 3.0), Sun (wt 2.1)
  • Mid-game energy estimate (T3–T5 avg): 2.0E
  • Power summary: Offense 1 · Control 2 · Fear 1 · Defense 3 · Utility 5

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Portents of Disaster0FastSun, Moon, Air2 Fear Fear. The next time an Invader is Destroyed in target land this turn, 1 Fear Fear.elements air+moon+sun → 8.7
2Delusions of Danger1FastSun, Moon, AirPush 1 Explorer Explorer. OR 2 Fear Fear.elements air+moon+sun → 8.7
3Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements air+moon+sun → 8.7
4Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.elements air+moon → 6.6
5Entrancing Apparitions1FastMoon, Air, WaterDefend 2. If no Invaders are present, Gather up to 2 Explorers Explorer.elements air+moon → 6.6
6Haunted by Primal Memories1FastMoon, Air, Earth1 Fear Fear. Defend 3. If Beasts are present, +2 Fear Fear.elements air+moon → 6.6
7Disorienting Landscape1FastMoon, Air, PlantPush 1 [[Explorer]]. If target land is a Mountain or Jungle, add 1 [[Wilds]].elements air+moon → 6.6
8Gift of Twinned Days1FastSun, MoonOnce this turn, target Spirit may Repeat the lowest-cost Power Card they have in play by …elements moon+sun → 5.7
9Here There Be Monsters0SlowMoon, Air, AnimalYou may Push 1 Explorer Explorer/Town/Dahan. 2 Fear Fear. If target land has any Beasts, 1 Fear Fear.elements air+moon → 6.6
10Terror Turns to Madness0SlowMoon, Air, WaterIf the Terror Level is… Terror Level 1: 3 Fear Fear. Terror Level 2: 2 Fear Fear or add 1 Strife.…elements air+moon → 6.6

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Weave Together the Fabric of Place4FastSun, Moon, Air, Water, EarthTarget land and a land adjacent to it become a single land for this turn. (It has the ter…elements air+moon+sun → 8.7
2Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+moon+sun → 8.7
3Twisted Flowers Murmur Ultimatums5SlowSun, Moon, Air, Earth, Plant4 Fear Fear. Add 1 Strife. If the Terror Level is 2 or higher, Remove 2 Invaders.elements air+moon+sun → 8.7
4Solidify Echoes of Majesty Past4FastSun, Moon, Air, EarthChoose one of target Spirit’s lands. In that land and each adjacent land, Defend 3. They …elements air+moon+sun → 8.7
5Bargain of Coursing Paths2FastMoon, Air, Water, EarthBargain: 1 Presence now and -1 Energy/turn. Now: Mark both target land and another land w…elements air+moon → 6.6

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Fractured Days Split the Sky in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Skies Herald the Season of Returndestroys Presence
Scour the Landadds Blight
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Solidify Echoes of Majesty Pastdestroys Presence
Insatiable Hunger of the Swarmadds Blight
Pyroclastic Flowadds Blight
The Jungle Hungersdestroys Dahan
Pillar of Living Flameadds Blight
Blazing Renewaldestroys Presence
Draw Towards a Consuming Voiddestroys Presence
Poisoned Landdestroys Dahan, adds Blight
Tsunamidestroys Dahan
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/fractured-days-split-the-sky.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 3 Presence on your starting board: 1 in the lowest-numbered land with 1 Dahan Dahan, and 2 in the highest-numbered land without Dahan. Deal 4 Minor and Major Powers face-up as your initial Days That Never Were cards; in a 1 or 2-player game, instead deal 6 of each. In a 1-board game, gain 1 Time.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: gainair ((spirit-specific: gainair — consult spirit panel)); reclaim (Reclaim all discarded+played Power Cards); gain2time ((spirit-specific: gain2time — consult spirit panel))
  • G2: gainmoon ((spirit-specific: gainmoon — consult spirit panel)); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence2 (Place 1 Presence from a track (Range 2))
  • G3: gainsun ((spirit-specific: gainsun — consult spirit panel)); movepresence4 (Move 1 Presence (Range 4)); daysthatneverwerecard ((spirit-specific: daysthatneverwerecard — consult spirit panel))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · energy1 · energy2 · energy2 · energy2 · energy3 — income as slots reveal: 1 → 1 → 2 → 2 → 2 → 3

Card-play track

card1 · card1 · card1 · card2 · card2 · card3 — CP as slots reveal: 1 → 1 → 1 → 2 → 2 → 3

Innate Powers

  • SLIP THE FLOW OF TIME (Speed: Fast · Range: ? · Target: anyspirit)
  • VISIONS OF A SHIFTING FUTURE (Speed: Slow · Range: ? · Target: yourself)
    • L1 — 1 Sun Sun + 2 Moon Moon + 2 Air Air: Look at the top card of either the Invader Deck or (if relevant) the Event Deck. Return it, then shuffle that deck’s top 2 cards. (For the Invader Deck, differing Invader Stages may give away which card is next.)
    • L2 — 2 Sun Sun + 3 Moon Moon + 2 Air Air: Instead of returning-and-shuffling, you may put the card you looked at on the bottom of its deck. You may not do this for cards specially placed during Setup.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)
  • Fast-phase L1 ceiling from Uniques alone is sufficient — you can fire L1 T1 without drafting (play enough Fast Uniques to meet the threshold).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Starlight Seeks Its Form

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityVery High
Play Difficulty[VERIFY from spirit panel]
Growth type“three” — see Growth Options below
Power summary (1–5)Offense 1 · Control 1 · Fear 1 · Defense 2 · Utility 2
Primary ElementsMoon, Air, Earth, Fire (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

A build-your-own-Spirit, capable of going in many different directions based on Elements picked, Growth choices selected, and Power Cards kept. Has a very high personal/visual complexity and a huge number of early-game options, but doesn’t alter play much for other players at the table. As it commits to choices, it loses versatility - not all paths will be good (or even possible) at all things. It especially wants a measure of adaptation to early Power Cards, rather than trying to pre-select a strategy.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence on your starting board, in a land with Blight.

Growth Options (three)

GrowthEffects
G1first=reclaim1
G2first=addpresence0
G3first=energy1
G4first=movepresence3

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: empty, growthreclaimhalf, growthdivider, growthgainpowercard, growthmovepresence1
  • Card-play track: empty, growth3energy, growthdivider, growthplusonecardplay, growthmovepresence2

Core Mechanics & Special Rules

Special Rule

GROWTH BEGETS GROWTH You have 6 Presence tracks. (As usual, you may add Presence from any track.) 4 of the Presence tracks are next to rows of Growth choices: these choices start unavailable. Upon emptying a Growth track, pick one of its two Growth choices to be immediately available. The other stays unavailable for the rest of the game (cover with a spare piece). After you add Presence from a space marked {{energyplus1}}, gain 1 Energy. SLOWLY COALESCING NATURE After revealing an {{gainelement}}, place 1 Element Marker of your choice on it. That element is permanent and is constantly available (As if pre-printed on the Presence track.)

Innate: AIR MOVES, EARTH ENDURES

  • Speed: fast · Range: 1 · Target: any
LevelThresholdsEffect
13 Air AirPush up to 2 Explorer Explorer or 1 Town Town.
23 Earth EarthDefend 5.

Innate: FIRE BURNS, WATER SOOTHES

  • Speed: slow · Range: 1 (optionally from a sacred site) · Target: any
LevelThresholdsEffect
13 Fire Fire1 Fear Fear. 2 Damage.
23 Water WaterRemove 1 Blight Blight.

Innate: WOOD SEEKS GROWTH, HUMANS SEEK FREEDOM

  • Speed: slow · Range: 2 · Target: any
LevelThresholdsEffect
13 Plant PlantChoose a Spirit with Presence in target land. They gain a Power Card.
23 Animal Animal1 Damage per Dahan OR Push up to 3 Dahan Dahan.

Innate: SIDEREAL GUIDANCE

  • Speed: slow · Range: 1 · Target: any
LevelThresholdsEffect
12 Moon MoonGather up to 1 Explorer Explorer/Dahan.
23 Moon MoonInstead, Gather up to 3 Explorer Explorer.

Innate: STARS BLAZE IN THE DAYTIME SKY

  • Speed: slow · Range: None · Target: yourself
LevelThresholdsEffect
14 Sun Sun3 Fear Fear. Gain 1 Energy. Reclaim up to 1 Power Card from play or your discard pile.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Starlight Seeks Its Form’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/starlight-seeks-its-form.json for full scoring + reasons.

  • Primary elements (innate-weighted): Moon (wt 3.6), Sun (wt 3.6), Air (wt 2.7)
  • Mid-game energy estimate (T3–T5 avg): 0.0E
  • Power summary: Offense 1 · Control 1 · Fear 1 · Defense 2 · Utility 2

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.elements air+fire+moon+plant → 11.7
2Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements air+moon+sun+water → 11.7
3Roiling Bog and Snagging Thorn0FastMoon, Fire, Water, Plant1 Fear Fear. Isolate. Defend 2.
1 Dahan Dahan does not participate in Ravage.
(Check when ra…
elements fire+moon+plant+water → 10.8
4Purifying Flame1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…elements air+fire+plant+sun → 11.7
5Sunset’s Fire Flows Across the Land1SlowSun, Moon, Fire, Water1 Fear Fear. 1 Damage. You may pay 1 Energy to deal 1 Damage in an adjacent land.elements fire+moon+sun+water → 11.7
6Hazards Spread Across the Island0FastFire, Air, Earth, PlantChoose a type of token from Badlands/Beasts/Disease/Strife/Wilds that exists in an adjace…elements air+earth+fire+plant → 9.9
7Portents of Disaster0FastSun, Moon, Air2 Fear Fear. The next time an Invader is Destroyed in target land this turn, 1 Fear Fear.elements air+moon+sun → 9.9
8Guardian Serpents1FastSun, Moon, Earth, AnimalAdd 1 Beasts in one of target Spirit’s lands. If target Spirit has a Sacred Site in that …elements animal+earth+moon+sun → 10.8
9Gift of Power0SlowMoon, Water, Earth, PlantTarget Spirit gains a Minor Power Card.elements earth+moon+plant+water → 9.9
10Inflame the Fires of Life1SlowMoon, Fire, Plant, AnimalAdd 1 Disease. OR 1 Fear Fear. Add 1 Strife.elements animal+fire+moon+plant → 10.8

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+animal+earth+fire+moon+plant+sun+water → 20.7
2Weave Together the Fabric of Place4FastSun, Moon, Air, Water, EarthTarget land and a land adjacent to it become a single land for this turn. (It has the ter…elements air+earth+moon+sun+water → 13.5
3Twisted Flowers Murmur Ultimatums5SlowSun, Moon, Air, Earth, Plant4 Fear Fear. Add 1 Strife. If the Terror Level is 2 or higher, Remove 2 Invaders.elements air+earth+moon+plant+sun → 14.4
4Pent-Up Calamity3FastMoon, Fire, Earth, Plant, AnimalAdd 1 Disease and 1 Strife. OR Remove any number of Beasts/Disease/Strife/Wilds. For …elements animal+earth+fire+moon+plant → 12.6
5Unleash a Torrent of the Self’s Own Essence2FastSun, Moon, Fire, WaterGain 4 Energy. You may forget a Power card to gain 4 more Energy. OR Pay X Energy (mi…elements fire+moon+sun+water → 11.7

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Starlight Seeks Its Form in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Skies Herald the Season of Returndestroys Presence
Land of Haunts and Embersadds Blight
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Scour the Landadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Pyroclastic Flowadds Blight
Insatiable Hunger of the Swarmadds Blight
Blazing Renewaldestroys Presence
The Jungle Hungersdestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Pillar of Living Flameadds Blight
Tsunamidestroys Dahan
Volcanic Eruptiondestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/starlight-seeks-its-form.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 1 Presence on your starting board, in a land with Blight.
  • Starting income (from presence_energy_track[0] = empty, presence_cardplay_track[0] = empty): 0 Energy · 0 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: three — (see spirit panel)

Growth options

  • G1: reclaim1 (Reclaim 1 Power Card (of your choice))
  • G2: addpresence0 (Place 1 Presence from a track (Range 0))
  • G3: energy1 ((track slot showing 1 Energy))
  • G4: movepresence3 (Move 1 Presence (Range 3))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

empty · growthreclaimhalf · growthdivider · growthgainpowercard · growthmovepresence1 — income as slots reveal: empty → growthreclaimhalf → growthdivider → growthgainpowercard → growthmovepresence1

Card-play track

empty · growth3energy · growthdivider · growthplusonecardplay · growthmovepresence2 — CP as slots reveal: empty → growth3energy → growthdivider → growthplusonecardplay → growthmovepresence2

Innate Powers

  • AIR MOVES, EARTH ENDURES (Speed: Fast · Range: 1 · Target: any)
    • L1 — 3 Air Air: Push up to 2 Explorer Explorer or 1 Town Town.
    • L2 — 3 Earth Earth: Defend 5.
  • FIRE BURNS, WATER SOOTHES (Speed: Slow · Range: 1 · Target: any)
    • L1 — 3 Fire Fire: 1 Fear Fear. 2 Damage.
    • L2 — 3 Water Water: Remove 1 Blight Blight.
  • WOOD SEEKS GROWTH, HUMANS SEEK FREEDOM (Speed: Slow · Range: 2 · Target: any)
    • L1 — 3 Plant Plant: Choose a Spirit with Presence in target land. They gain a Power Card.
    • L2 — 3 Animal Animal: 1 Damage per Dahan OR Push up to 3 Dahan Dahan.
  • SIDEREAL GUIDANCE (Speed: Slow · Range: 1 · Target: any)
    • L1 — 2 Moon Moon: Gather up to 1 Explorer Explorer/Dahan.
    • L2 — 3 Moon Moon: Instead, Gather up to 3 Explorer Explorer.
  • STARS BLAZE IN THE DAYTIME SKY (Speed: Slow · Range: ? · Target: yourself)
    • L1 — 4 Sun Sun: 3 Fear Fear. Gain 1 Energy. Reclaim up to 1 Power Card from play or your discard pile.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)
  • Fast-phase L1 ceiling from Uniques alone is insufficient — need 3 Air Air, Uniques give 0. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Wounded Waters Bleeding

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityHigh
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 4 · Control 5 · Fear 2 · Defense 1 · Utility 1
Primary ElementsWater, Animal, Plant, Fire (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Starts off wounded, losing a Presence or a Power Card every turn. Heals over the course of the game, finding a new nature - while some choices may be a touch better or worse due to Adversary, Power Card picks, teammates, etc., most combinations are viable in most games. Benefits from careful Presence placement, both due to losing Presence and because some if its Unique Powers must target from lands with Blight.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

On your starting board, put 2 Presence in a land with Blight, then put 2 Presence and 1 Blight Blight (from the box) in the highest-numbered land with a Town Setup Symbol. You start with your 4 Unique Power Cards and 4 Energy.
Set your 4 Healing Cards nearby.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=energy1
G2first=gain1p, second=addpresence2
G3first=addpresence3, second=energy3, third=adddestroyedpresence1

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: blank, blank, blank, blank, energy3, energy4fireorplant, energy5any
  • Card-play track: energy0card1, wateroranimal, gatherblight, energy1card2

Core Mechanics & Special Rules

Special Rule

SEEKING A PATH TOWARDS HEALING
After playing cards each Spirit Phase: * Claim a Healing Marker (Element Marker) matching whichever of Water or Simpleanimal you have more of. (You break ties.) * You may then Claim a Healing Card if you meet its requirements. (You can claim your first Healing Card on Turn 3.) * Then Destroy 1 Presence or Forget a Power Card (unless a Healing Card just removed this rule).

Innate: SWIRL AND SPILL

  • Speed: slow · Range: 1 · Target: any
LevelThresholdsEffect
12 Water WaterPush up to 2 Explorer Explorer/Dahan/Blight.
23 Water Water + 1 Animal Animal1 Fear Fear. Push up to 2 Town Town/Presence/Beasts.
35 Water Water + 2 Plant Plant + 2 Animal AnimalIn one land pushed into, Downgrade all Town and all City.

Innate: SANGUINARY TAINT

  • Speed: slow · Range: 1 · Target: any
LevelThresholdsEffect
12 Animal Animal1 Fear Fear. 1 Damage. Push 1 Dahan Dahan.
21 Water Water + 3 Animal Animal1 Damage. Add 1 Beasts.
32 Fire Fire + 2 Water Water + 5 Animal Animal1 Fear Fear. 4 Damage. Add 1 Disease.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Wounded Waters Bleeding’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/wounded-waters-bleeding.json for full scoring + reasons.

  • Primary elements (innate-weighted): Animal (wt 6.3), Water (wt 6.3), Plant (wt 0.6)
  • Mid-game energy estimate (T3–T5 avg): 5.0E
  • Power summary: Offense 4 · Control 5 · Fear 2 · Defense 1 · Utility 1

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Weep for What is Lost0SlowFire, Water, Animal1 Fear Fear per type of Invader present. Push up to 1 Explorer Explorer/Town per Blight.elements animal+fire+water → 13.2
2Call to Tend1SlowWater, Plant, AnimalRemove 1 Blight Blight. OR Push up to 3 Dahan Dahan.elements animal+plant+water → 13.2
3Call of the Dahan Ways1SlowMoon, Water, AnimalReplace 1 Explorer Explorer with 1 Dahan Dahan.elements animal+water → 12.6
4Blood Draws Predators1FastSun, Fire, Water, AnimalAfter the next time Invaders are Destroyed in target land: Add 1 Beasts, then 1 Damage pe…elements animal+fire+water → 13.2
5Fleshrot Fever1SlowFire, Air, Water, Animal1 Fear Fear. Add 1 Disease.elements animal+fire+water → 13.2
6Infested Aquifers1SlowMoon, Water, Earth, AnimalIf target land has any Disease, 1 Damage to each Invader. OR If target land is a Moun…elements animal+water → 12.6
7Mesmerized Tranquility0FastWater, Earth, AnimalIsolate target land. Each Invader does -1 Damage.elements animal+water → 12.6
8Teeming Rivers1SlowSun, Water, Plant, AnimalIf target land has no Blight, add 1 Beasts. If target land has exactly 1 Blight Blight, Remove i…elements animal+plant+water → 13.2
9Rain of Blood0SlowAir, Water, Animal2 Fear Fear. If target land has at least 2 Towns Town/Cities, 1 Fear Fear.elements animal+water → 12.6
10Sap the Strength of Multitudes0FastWater, AnimalDefend 5.elements animal+water → 12.6

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Ravaged Undergrowth Slithers Back to Life3SlowWater, Plant, AnimalReplace 1 Blight Blight with 1 Wilds.
1 Fear Fear. 3 Damage.
Push that Wilds.
elements animal+plant+water → 13.2
2Flocking Red-Talons3FastAir, Water, Plant, AnimalAdd 1 Beasts. Move up to 2 Beasts within 3 Range to target land. For each Beasts present,…elements animal+plant+water → 13.2
3Dissolve the Bonds of Kinship4SlowFire, Water, AnimalReplace 1 City City with 2 Explorers Explorer. Replace 1 Town Town with 1 Explorer Explorer. Replace 1 Dahan Dahan with 1 E…elements animal+fire+water → 13.2
4Inspire the Release of Stolen Lands4SlowSun, Water, Plant, AnimalGather up to 3 Dahan Dahan. Remove up to 3 Health worth of Invaders per Dahan.elements animal+plant+water → 13.2
5Plague Ships Sail to Distant Ports4FastFire, Air, Water, Animal1 Fear Fear. Add 4 Disease among Coastal lands (on any boards) other than target land.elements animal+fire+water → 13.2

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Wounded Waters Bleeding in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Skies Herald the Season of Returndestroys Presence
Devouring Antsdestroys Dahan
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Renewing Boondestroys Presence
Insatiable Hunger of the Swarmadds Blight
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Pillar of Living Flameadds Blight
Pyroclastic Flowadds Blight
Blazing Renewaldestroys Presence
Draw Towards a Consuming Voiddestroys Presence
The Jungle Hungersdestroys Dahan
Solidify Echoes of Majesty Pastdestroys Presence
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/wounded-waters-bleeding.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: On your starting board, put 2 Presence in a land with Blight, then put 2 Presence and 1 Blight Blight (from the box) in the highest-numbered land with a Town Setup Symbol. You start with your 4 Unique Power Cards and 4 Energy.
    Set your 4 Healing Cards nearby.
  • Starting income (from presence_energy_track[0] = blank, presence_cardplay_track[0] = energy0card1): 3 Energy · 0 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); energy1 ((track slot showing 1 Energy))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence2 (Place 1 Presence from a track (Range 2))
  • G3: addpresence3 (Place 1 Presence from a track (Range 3)); energy3 ((+3 Energy this turn — growth effect, not track reveal)); adddestroyedpresence1 ((spirit-specific: adddestroyedpresence1 — consult spirit panel))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

blank · blank · blank · blank · energy3 · energy4fireorplant · energy5any — income as slots reveal: blank → blank → blank → blank → 3 → 4 → 5

Card-play track

energy0card1 · wateroranimal · gatherblight · energy1card2 — CP as slots reveal: energy0card1 → wateroranimal → gatherblight → energy1card2

Innate Powers

  • SWIRL AND SPILL (Speed: Slow · Range: 1 · Target: any)
    • L1 — 2 Water Water: Push up to 2 Explorer Explorer/Dahan/Blight.
    • L2 — 3 Water Water + 1 Animal Animal: 1 Fear Fear. Push up to 2 Town Town/Presence/Beasts.
    • L3 — 5 Water Water + 2 Plant Plant + 2 Animal Animal: In one land pushed into, Downgrade all Town and all City.
  • SANGUINARY TAINT (Speed: Slow · Range: 1 · Target: any)
    • L1 — 2 Animal Animal: 1 Fear Fear. 1 Damage. Push 1 Dahan Dahan.
    • L2 — 1 Water Water + 3 Animal Animal: 1 Damage. Add 1 Beasts.
    • L3 — 2 Fire Fire + 2 Water Water + 5 Animal Animal: 1 Fear Fear. 4 Damage. Add 1 Disease.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Wounded Waters Bleeding’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Wounded Waters Bleeding’s profile (Fear 2, Offense 4, Control 5, Defense 1, Utility 1).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Wounded Waters Bleeding: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Wounded Waters Bleeding: Front-load coastal defense or disruption before T3’s first Ravage.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Wounded Waters Bleeding: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Wounded Waters Bleeding: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Dances Up Earthquakes

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityVery High
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 5 · Control 2 · Fear 2 · Defense 3 · Utility 4
Primary ElementsEarth, Moon (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Very much about tempo and timing: Can play high-cost Powers extremely easily, but they won’t take effect until later in the game. Faces a constant tension between solving problems now and carefully planning ahead for big turns in the future - neglecting either one can be disastrous. Despite starting with 6 Unique Powers, benefits greatly from gaining more.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 1 Presence on your starting board in the highest-numbered land with Dahan. You start with your 6 Unique Power Cards and 0 Energy. Set the Quake Tokens ({{quake}}) nearby.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=addpresence2orgainmajorwoforgetting
G2first=gain1p, second=addpresence1
G3first=addpresence3, second=energyimpend, third=reclaim1

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1impendenergy1, movepresence1energytrack, energy2, impend1, energy3, impendenergy2, energy4any
  • Card-play track: card2, gather1dahan1land, moonfire, impend1, earthX, card3, card4

Core Mechanics & Special Rules

Special Rule

BEGIN A DANCE OF DECADES
Whenever you would play a Power Card, you may instead pay any amount of Energy onto the card to make it an impending card ({{impendingcard}}), setting it aside out of play for use on a future turn. (It doesn’t provide Elements. It’s still your Power Card, so it can be forgotten while it’s impending.) RHYTHMIC POWER BUILDS TO A CATACLYSMIC CRESCENDO
When you gain Energy from your Presence Track, also gain {{impendingenergyblank}} Energy onto each Power Card made {{impendingcard}} on a previous turn. If any {{impendingcard}} now have Energy on them at least equal to their cost, discard that Energy and play them. (This costs no card plays.)

Innate: LAND CREAKS WITH TENSION

  • Speed: fast · Range: None · Target: you
LevelThresholdsEffect
11 Earth EarthIf you have at least 1 {{impendingcard}}, Add 1 {{quake}} in one of your lands.
21 Moon Moon + 1 Earth EarthIn one of your lands, Defend 1 per {{impendingcard}} (max. 3).
31 Moon Moon + 2 Earth EarthIf you have at least 3 {{impendingcard}}, Add 1 {{quake}} in one of your lands.
42 Moon Moon + 3 Earth EarthIn one of your lands, Defend 1 per {{impendingcard}} (max. 3).

Innate: EARTH SHUDDERS, BUILDINGS FALL

  • Speed: slow · Range: 0 · Target: quake

(no thresholds listed in Wiki)

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Dances Up Earthquakes’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/dances-up-earthquakes.json for full scoring + reasons.

  • Primary elements (innate-weighted): Earth (wt 3.0), Moon (wt 1.5)
  • Mid-game energy estimate (T3–T5 avg): 3.5E
  • Power summary: Offense 5 · Control 2 · Fear 2 · Defense 3 · Utility 4

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Quicken the Earth’s Struggles1FastMoon, Fire, Earth, Animal1 Damage to each Town/City. OR Defend 10.elements earth+moon → 4.5
2Sucking Ooze0FastMoon, Water, Earth2 Fear Fear if Invaders are present. Isolate target land.elements earth+moon → 4.5
3Dire Metamorphosis1SlowMoon, Air, Earth, Animal1 Fear Fear. 1 Damage. 1 Damage to [[Dahan]]. Add 1 [[Badlands]], 1 [[Beasts]], 1 [[Disease]],…elements earth+moon → 4.5
4Infested Aquifers1SlowMoon, Water, Earth, AnimalIf target land has any Disease, 1 Damage to each Invader. OR If target land is a Moun…elements earth+moon → 4.5
5Pull Beneath the Hungry Earth1SlowMoon, Water, EarthIf your Presence is present, 1 Fear Fear and 1 Damage. If target land is a Sands or Wetland, 1…elements earth+moon → 4.5
6Unquenchable Flames1SlowMoon, Fire, Earth1 Fear Fear. 1 Damage to Towns/Cities. Invaders do not heal Damage at end of turn.elements earth+moon → 4.5
7Dark and Tangled Woods1FastMoon, Earth, Plant2 Fear Fear. If target land is a Mountain or Jungle, Defend 3.elements earth+moon → 4.5
8Guardian Serpents1FastSun, Moon, Earth, AnimalAdd 1 Beasts in one of target Spirit’s lands. If target Spirit has a Sacred Site in that …elements earth+moon → 4.5
9Haunted by Primal Memories1FastMoon, Air, Earth1 Fear Fear. Defend 3. If Beasts are present, +2 Fear Fear.elements earth+moon → 4.5
10Call to Guard0FastSun, Air, EarthGather up to 1 Dahan Dahan. Then, if Dahan are present, either: Defend 1 per Dahan. OR Afte…elements earth → 3.0

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Melt Earth Into Quicksand4FastMoon, Water, Earth1 Fear Fear. 2 Damage. Isolate target land. After Invaders/Dahan are Moved into target land, D…elements earth+moon → 4.5
2The Land Thrashes in Furious Pain4SlowMoon, Fire, Earth2 Damage per Blight. For each Blight in adjacent lands, 1 Damage (in target land).elements earth+moon → 4.5
3Pent-Up Calamity3FastMoon, Fire, Earth, Plant, AnimalAdd 1 Disease and 1 Strife. OR Remove any number of Beasts/Disease/Strife/Wilds. For …elements earth+moon → 4.5
4Unearth a Beast of Wrathful Stone5FastMoon, Fire, Earth, AnimalAfter the next Invader Phase (on any turn) with no Ravage/Build Actions in target land:</…elements earth+moon → 4.5
5Twisted Flowers Murmur Ultimatums5SlowSun, Moon, Air, Earth, Plant4 Fear Fear. Add 1 Strife. If the Terror Level is 2 or higher, Remove 2 Invaders.elements earth+moon → 4.5

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Dances Up Earthquakes in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Scour the Landadds Blight
Land of Haunts and Embersadds Blight
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Skies Herald the Season of Returndestroys Presence
Pyroclastic Flowadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Blazing Renewaldestroys Presence
Insatiable Hunger of the Swarmadds Blight
Tsunamidestroys Dahan
Pillar of Living Flameadds Blight
Poisoned Landdestroys Dahan, adds Blight
The Jungle Hungersdestroys Dahan
Volcanic Eruptiondestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/dances-up-earthquakes.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 1 Presence on your starting board in the highest-numbered land with Dahan. You start with your 6 Unique Power Cards and 0 Energy. Set the Quake Tokens ({{quake}}) nearby.
  • Starting income (from presence_energy_track[0] = energy1impendenergy1, presence_cardplay_track[0] = card2): 1 Energy · 2 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); addpresence2orgainmajorwoforgetting ((spirit-specific: addpresence2orgainmajorwoforgetting — consult spirit panel))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence1 (Place 1 Presence from a track (Range 1))
  • G3: addpresence3 (Place 1 Presence from a track (Range 3)); energyimpend ((spirit-specific: energyimpend — consult spirit panel)); reclaim1 (Reclaim 1 Power Card (of your choice))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1impendenergy1 · movepresence1energytrack · energy2 · impend1 · energy3 · impendenergy2 · energy4any — income as slots reveal: 1 → movepresence1energytrack → 2 → impend1 → 3 → impendenergy2 → 4

Card-play track

card2 · gather1dahan1land · moonfire · impend1 · earthX · card3 · card4 — CP as slots reveal: 2 → gather1dahan1land → moonfire → impend1 → earthX → 3 → 4

Innate Powers

  • LAND CREAKS WITH TENSION (Speed: Fast · Range: ? · Target: you)
    • L1 — 1 Earth Earth: If you have at least 1 {{impendingcard}}, Add 1 {{quake}} in one of your lands.
    • L2 — 1 Moon Moon + 1 Earth Earth: In one of your lands, Defend 1 per {{impendingcard}} (max. 3).
    • L3 — 1 Moon Moon + 2 Earth Earth: If you have at least 3 {{impendingcard}}, Add 1 {{quake}} in one of your lands.
    • L4 — 2 Moon Moon + 3 Earth Earth: In one of your lands, Defend 1 per {{impendingcard}} (max. 3).
  • EARTH SHUDDERS, BUILDINGS FALL (Speed: Slow · Range: 0 · Target: quake)

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)
  • Fast-phase L1 ceiling from Uniques alone is insufficient — need 1 Earth Earth, Uniques give 0. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Dances Up Earthquakes’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Dances Up Earthquakes’s profile (Fear 2, Offense 5, Control 2, Defense 3, Utility 4).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Dances Up Earthquakes: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Dances Up Earthquakes: Front-load coastal defense or disruption before T3’s first Ravage.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Dances Up Earthquakes: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Ember-Eyed Behemoth

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 5 · Control 1 · Fear 1 · Defense 1 · Utility 2
Primary Elements(unknown) (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Slowly but consistently stomps its Incarna around the island, smashing Invaders. (Dahan can keep clear, unless it really gets going.) Benefits from spread-out Sacred Site, both for targeting Powers and for moving its Incarna long distances. Adding Presence at its Incarna (which can count as Presence) can make it easier to get Presence into new lands, particularly non-Jungles.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence and {{incarna|behemoth}}, Unempowered ({{incarna|unempowered}}) side up, in the highest-numbered Wetland on your starting board that is adjacent to any Jungle. You start with your 4 Unique Power Cards and 0 Energy.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p
G2first=addpresence3junglepresence, second=addpresence0
G3first=gain1p, second=addpresence1, third=energy3
G4first=reclaimallfire, second=empowerbehemoth, third=moveincarnabehemoth

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy0, energy1, energy2fire, energy3, earth, energy4plant, energy5fire
  • Card-play track: card1, card2, card2, card3, fireX, card4

Core Mechanics & Special Rules

Special Rule

THE BEHEMOTH RISES You have an Incarna ({{incarna|behemoth}}). Once per turn, during the Spirit, Fast, or Slow phase, you may either: * Push {{incarna|behemoth}}; or * Add or Move {{incarna|behemoth}} to any of your Sacred Site on the island. UNRELENTING STRIDES On any turn that you don’t use Innate Powers, you may use The Behemoth Rises an additional time. (When you use an Innate Power, cover this Special Rule with a Reminder Marker; when you use this Special Rule, cover your Innate Power.)

Innate: SMASH, STOMP, AND FLATTEN

  • Speed: slow · Range: None · Target: behemoth

(no thresholds listed in Wiki)

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Ember-Eyed Behemoth’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/ember-eyed-behemoth.json for full scoring + reasons.

  • Primary elements (innate-weighted): —
  • Mid-game energy estimate (T3–T5 avg): 3.0E
  • Power summary: Offense 5 · Control 1 · Fear 1 · Defense 1 · Utility 2

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Animated Wrackroot0SlowMoon, Fire, Plant1 Fear Fear. Destroy 1 Explorer Explorer. OR Add 1 Wilds.0-cost (always affordable)
2Savage Mawbeasts0SlowFire, AnimalIf target land is a Jungle or Wetland, 1 Fear Fear and 1 Damage.0-cost (always affordable)
3Sear Anger Into the Wild Lands0SlowSun, Fire, PlantAdd 1 Badlands. OR If Wilds and Invaders are present, 1 Fear Fear and 1 Damage.0-cost (always affordable)
4Territorial Strife0SlowSun, Fire, Animal3 Damage to Explorers/Towns. OR Add 1 Strife.0-cost (always affordable)
5Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.0-cost (always affordable)
6Bats Scout for Raids by Darkness1SlowMoon, Air, AnimalFor each [[Dahan]], 1 Damage to [[Towns]]/[[Cities]]. OR 1 [[Fear]]. [[Gather]] up to…Slow speed matches innate
7Call to Bloodshed1SlowSun, Fire, Animal1 Damage per Dahan. OR Gather up to 3 Dahan Dahan.Slow speed matches innate
8Call to Guard0FastSun, Air, EarthGather up to 1 Dahan Dahan. Then, if Dahan are present, either: Defend 1 per Dahan. OR Afte…0-cost (always affordable)
9Desiccating Winds1SlowFire, Air, EarthIf target land has Badlands, 1 Damage. Add 1 Badlands.Slow speed matches innate
10Dire Metamorphosis1SlowMoon, Air, Earth, Animal1 Fear Fear. 1 Damage. 1 Damage to [[Dahan]]. Add 1 [[Badlands]], 1 [[Beasts]], 1 [[Disease]],…Slow speed matches innate

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Accelerated Rot4SlowSun, Water, Plant2 Fear Fear. 4 Damage.Slow speed matches innate
2Angry Bears3SlowSun, Fire, Animal2 Fear Fear. 2 Damage. If no Beasts are present, add 1 Beasts. Otherwise, +2 Damage, and Push …Slow speed matches innate
3Bombard with Boulders and Stinging Seeds2SlowAir, Earth, Plant1 Fear Fear. 2 Damage.
Add 1 Badlands.
Slow speed matches innate
4Cleansing Floods5SlowSun, Water4 Damage. Remove 1 Blight Blight.Slow speed matches innate
5Death Falls Gently from Open Blossoms4SlowMoon, Air, Plant4 Damage. If any Invaders remain, add 1 Disease.Slow speed matches innate

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Ember-Eyed Behemoth in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Scour the Landadds Blight
Land of Haunts and Embersadds Blight
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Skies Herald the Season of Returndestroys Presence
Pillar of Living Flameadds Blight
Insatiable Hunger of the Swarmadds Blight
Pyroclastic Flowadds Blight
Blazing Renewaldestroys Presence
The Jungle Hungersdestroys Dahan
Solidify Echoes of Majesty Pastdestroys Presence
Draw Towards a Consuming Voiddestroys Presence
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/ember-eyed-behemoth.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence and {{incarna|behemoth}}, Unempowered ({{incarna|unempowered}}) side up, in the highest-numbered Wetland on your starting board that is adjacent to any Jungle. You start with your 4 Unique Power Cards and 0 Energy.
  • Starting income (from presence_energy_track[0] = energy0, presence_cardplay_track[0] = card1): 0 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted))
  • G2: addpresence3junglepresence ((spirit-specific: addpresence3junglepresence — consult spirit panel)); addpresence0 (Place 1 Presence from a track (Range 0))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence1 (Place 1 Presence from a track (Range 1)); energy3 ((+3 Energy this turn — growth effect, not track reveal))
  • G4: reclaimallfire ((spirit-specific: reclaimallfire — consult spirit panel)); empowerbehemoth ((spirit-specific: empowerbehemoth — consult spirit panel)); moveincarnabehemoth ((spirit-specific: moveincarnabehemoth — consult spirit panel))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy0 · energy1 · energy2fire · energy3 · earth · energy4plant · energy5fire — income as slots reveal: 0 → 1 → 2 → 3 → earth → 4 → 5

Card-play track

card1 · card2 · card2 · card3 · fireX · card4 — CP as slots reveal: 1 → 2 → 2 → 3 → fireX → 4

Innate Powers

  • SMASH, STOMP, AND FLATTEN (Speed: Slow · Range: ? · Target: behemoth)

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Ember-Eyed Behemoth’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Ember-Eyed Behemoth’s profile (Fear 1, Offense 5, Control 1, Defense 1, Utility 2).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Ember-Eyed Behemoth: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Ember-Eyed Behemoth: Front-load coastal defense or disruption before T3’s first Ravage.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Ember-Eyed Behemoth: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Relentless Gaze of the Sun

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityHigh
Play Difficulty[VERIFY from spirit panel]
Growth type“always” — see Growth Options below
Power summary (1–5)Offense 5 · Control 1 · Fear 3 · Defense 2 · Utility 3
Primary ElementsSun, Fire, Air, Water (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Uses stacks of 3 Presence and high Energy income to hammer the same lands with repeated Power Cards. Because of its single-mindedness, is better at dealing with large problems than smaller ones. Harms the land and Dahan while smiting Invaders unless it successfully changes its nature (by expanding into new Elements), which may mean partially foregoing the Sun and Fire that form the core of its initial strength.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence and 1 Badlands on your starting board, in the lowest-numbered Sands. You start with your 4 Unique Power Cards and 0 Energy.

Growth Options (always)

GrowthEffects
G1first=Gaze
G2first=reclaim, second=add3destroyedpresencetogether
G3first=gain1p
G4first=gaindoubleenergy, second=move3presencetogether

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, energy2sun, energy3fire, sun, energy4any, energy5,
  • Card-play track: card1, card1, card2, sunX, card3, reclaim1, card4

Core Mechanics & Special Rules

Special Rule

RELENTLESS PUNISHMENT After using a Power Card, if you had at least 3 Presence in the origin land, you may Repeat it any number of times on the same target land(s) (ignoring origin, Range, and target requirements) by paying both: * the Energy cost of the Power, and * 1 Energy per previous use of the Power this turn each time you Repeat the Power. (You may Repeat each Power Card multiple times, but its 1st Repeat costs 1 extra, its 2nd Repeat costs 2 extra, etc. Check if the origin has at least 3 Presence when you target it the first time.)

Innate: SCORCHING CONVERGENCE

  • Speed: slow · Range: 1 (optionally from a sacred site) · Target: any
LevelThresholdsEffect
12 Sun SunMove all of your Presence from origin land directly to target land. 1 Damage, to Town/City only.
23 Sun Sun + 1 Fire Fire3 Damage to Invaders. 3 Damage to Dahan. Add 1 Blight Blight without cascading.
34 Sun Sun + 2 Fire Fire + 1 Air Air3 Fear Fear if this Power destroyed any Invaders.
45 Sun Sun + 3 Fire Fire + 2 Air Air1 Damage per remaining Presence of yours in target land.

Innate: CONSIDER A HARMONIOUS NATURE

  • Speed: fast · Range: None · Target: yourself
LevelThresholdsEffect
13 Sun Sun + 1 Moon MoonWhen your Powers would Add Blight, you may Destroy 1 Presence instead (there or elsewhere).
23 Sun Sun + 1 Water WaterYour Powers don’t damage or destroy Dahan.
33 Sun Sun + 1 Plant PlantChoose another Spirit. They Add 1 {{destroyedpresence}} to one of your lands.
43 Sun Sun + 1 Water Water + 1 Plant PlantGive up to 3 of your Energy to the chosen Spirit.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Relentless Gaze of the Sun’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/relentless-gaze-of-the-sun.json for full scoring + reasons.

  • Primary elements (innate-weighted): Sun (wt 12.6), Fire (wt 2.1), Air (wt 0.9)
  • Mid-game energy estimate (T3–T5 avg): 4.0E
  • Power summary: Offense 5 · Control 1 · Fear 3 · Defense 2 · Utility 3

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Sunset’s Fire Flows Across the Land1SlowSun, Moon, Fire, Water1 Fear Fear. 1 Damage. You may pay 1 Energy to deal 1 Damage in an adjacent land.elements fire+moon+sun+water → 16.5
2Purifying Flame1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…elements air+fire+plant+sun → 16.2
3Sear Anger Into the Wild Lands0SlowSun, Fire, PlantAdd 1 Badlands. OR If Wilds and Invaders are present, 1 Fear Fear and 1 Damage.elements fire+plant+sun → 15.3
4Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements air+moon+sun+water → 15.3
5Territorial Strife0SlowSun, Fire, Animal3 Damage to Explorers/Towns. OR Add 1 Strife.elements fire+sun → 14.7
6Blood Draws Predators1FastSun, Fire, Water, AnimalAfter the next time Invaders are Destroyed in target land: Add 1 Beasts, then 1 Damage pe…elements fire+sun+water → 15.6
7Elusive Ambushes1FastSun, Fire, Water1 Damage. OR Defend 4.elements fire+sun+water → 15.6
8Call to Bloodshed1SlowSun, Fire, Animal1 Damage per Dahan. OR Gather up to 3 Dahan Dahan.elements fire+sun → 14.7
9Drought1SlowSun, Fire, EarthDestroy 3 [[Towns]]. 1 Damage to each [[Town]]/[[City]]. Add 1 [[Blight]].elements fire+sun → 14.7
10Call to Ferocity0SlowSun, Fire, EarthGather up to 3 Dahan Dahan. OR If target land has Dahan, 1 Fear Fear and Push 1 Explorer Explorer and 1 T…elements fire+sun → 14.7

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+fire+moon+plant+sun+water → 18.0
2Exaltation of the Incandescent Sky7FastSun, Fire, Air, WaterTarget Spirit may play 1 Power Card by paying its cost, make up to 2 of their Powers Fast…elements air+fire+sun+water → 16.5
3Forests of Living Obsidian4SlowSun, Fire, Earth, PlantAdd 1 Badlands. Push all Dahan. 1 Damage to each Invader. If the origin land is your Sacr…elements fire+plant+sun → 15.3
4Twisted Flowers Murmur Ultimatums5SlowSun, Moon, Air, Earth, Plant4 Fear Fear. Add 1 Strife. If the Terror Level is 2 or higher, Remove 2 Invaders.elements air+moon+plant+sun → 15.0
5Unrelenting Growth4SlowSun, Fire, Water, PlantTarget Spirit adds 2 Presence and 1 Wilds to a land at Range 1 of their Presence.elements fire+plant+sun+water → 16.2

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Relentless Gaze of the Sun in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Skies Herald the Season of Returndestroys Presence
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Pyroclastic Flowadds Blight
Pillar of Living Flameadds Blight
Insatiable Hunger of the Swarmadds Blight
Blazing Renewaldestroys Presence
The Jungle Hungersdestroys Dahan
Tsunamidestroys Dahan
Volcanic Eruptiondestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence
Poisoned Landdestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/relentless-gaze-of-the-sun.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence and 1 Badlands on your starting board, in the lowest-numbered Sands. You start with your 4 Unique Power Cards and 0 Energy.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: always — (see spirit panel)

Growth options

  • G1: Gaze ((spirit-specific: Gaze — consult spirit panel))
  • G2: reclaim (Reclaim all discarded+played Power Cards); add3destroyedpresencetogether ((spirit-specific: add3destroyedpresencetogether — consult spirit panel))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted))
  • G4: gaindoubleenergy ((spirit-specific: gaindoubleenergy — consult spirit panel)); move3presencetogether ((spirit-specific: move3presencetogether — consult spirit panel))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · energy2sun · energy3fire · sun · energy4any · energy5 · — income as slots reveal: 1 → 2 → 3 → sun → 4 → 5 →

Card-play track

card1 · card1 · card2 · sunX · card3 · reclaim1 · card4 — CP as slots reveal: 1 → 1 → 2 → sunX → 3 → reclaim1 → 4

Innate Powers

  • SCORCHING CONVERGENCE (Speed: Slow · Range: 1 · Target: any)
    • L1 — 2 Sun Sun: Move all of your Presence from origin land directly to target land. 1 Damage, to Town/City only.
    • L2 — 3 Sun Sun + 1 Fire Fire: 3 Damage to Invaders. 3 Damage to Dahan. Add 1 Blight Blight without cascading.
    • L3 — 4 Sun Sun + 2 Fire Fire + 1 Air Air: 3 Fear Fear if this Power destroyed any Invaders.
    • L4 — 5 Sun Sun + 3 Fire Fire + 2 Air Air: 1 Damage per remaining Presence of yours in target land.
  • CONSIDER A HARMONIOUS NATURE (Speed: Fast · Range: ? · Target: yourself)
    • L1 — 3 Sun Sun + 1 Moon Moon: When your Powers would Add Blight, you may Destroy 1 Presence instead (there or elsewhere).
    • L2 — 3 Sun Sun + 1 Water Water: Your Powers don’t damage or destroy Dahan.
    • L3 — 3 Sun Sun + 1 Plant Plant: Choose another Spirit. They Add 1 {{destroyedpresence}} to one of your lands.
    • L4 — 3 Sun Sun + 1 Water Water + 1 Plant Plant: Give up to 3 of your Energy to the chosen Spirit.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Relentless Gaze of the Sun’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Relentless Gaze of the Sun’s profile (Fear 3, Offense 5, Control 1, Defense 2, Utility 3).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Relentless Gaze of the Sun: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Relentless Gaze of the Sun: Front-load coastal defense or disruption before T3’s first Ravage.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Relentless Gaze of the Sun: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Relentless Gaze of the Sun: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Relentless Gaze of the Sun: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Relentless Gaze of the Sun: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Towering Roots of the Jungle

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 1 · Control 3 · Fear 2 · Defense 5 · Utility 2
Primary ElementsSun, Plant, Earth, Moon (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Incredibly good at protecting everything at its {{incarna|roots}} - and can draw Invaders towards there - but is constrained in when and where it can move its {{incarna|roots}}. Has some ability to Remove Invaders (driving them from the island), but starts off vastly better at guarding the land than at smashing things.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 3 Presence on your starting board: 1 in the highest-numbered Jungle without Blight, 1 in the highest-numbered Mountain, and 1 in the highest-numbered Wetland. Put {{incarna|roots}}, Unempowered ({{incarna|unempowered}}) side up, in the Jungle with your Presence. You start with your 4 Unique Power Cards and 0 Energy.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=addpresence0
G2first=gain1p, second=addpresence1, third=addvitalityrootsincarna
G3first=gain1p, second=addpresence3, third=replacepresencerootsincarna

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, energy2, earth, energy4, plant, energy6
  • Card-play track: card1, card2, sunX, card3, plantX, card4

Core Mechanics & Special Rules

Special Rule

ENDURING VITALITY
Some of your Actions Add Vitality Tokens ({{vitality}}). (Each {{vitality}} in a land with no Blight prevents 1 Blight Blight from being added, then is Removed.) HEART-TREE GUARDS THE LAND
You have an Incarna ({{incarna|roots}}). * Your Powers get Range +1 if {{incarna|roots}} is in the origin land. * Invaders/Dahan/Beast can’t be damaged or destroyed at {{incarna|roots}}. * Empower {{incarna|roots}} the first time it’s in a land with 3 or more {{vitality}}. * Skip all Build Actions at empowered {{incarna|roots}}.

Innate: SHELTER UNDER TOWERING BRANCHES

  • Speed: slow · Range: 0 (optionally from a sacred site) · Target: any
LevelThresholdsEffect
11 Sun Sun + 1 Plant PlantGather up to 1 Dahan Dahan.
21 Sun Sun + 1 Earth Earth + 2 Plant PlantGather up to 1 Explorer Explorer.
32 Sun Sun + 1 Earth Earth + 3 Plant PlantGather up to 1 Town Town.
43 Sun Sun + 2 Earth Earth + 4 Plant PlantGather up to 1 City City.

Innate: REVOKE SANCTUARY AND CAST OUT

  • Speed: slow · Range: 0 (optionally from a sacred site) · Target: rootsincarnainvaders
LevelThresholdsEffect
11 Sun Sun + 1 Moon Moon + 2 Plant Plant1 Fear Fear. Remove 1 Explorer Explorer/Town.
22 Sun Sun + 1 Moon Moon + 3 Plant Plant1 Fear Fear. Remove 1 Explorer Explorer/Town.
32 Sun Sun + 2 Moon Moon + 4 Plant Plant1 Fear Fear. Remove 1 Invader.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Towering Roots of the Jungle’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/towering-roots-of-the-jungle.json for full scoring + reasons.

  • Primary elements (innate-weighted): Plant (wt 9.0), Sun (wt 5.7), Moon (wt 2.1)
  • Mid-game energy estimate (T3–T5 avg): 5.0E
  • Power summary: Offense 1 · Control 3 · Fear 2 · Defense 5 · Utility 2

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Favor of the Sun and Star-lit Dark1FastSun, Moon, PlantDefend 4. Push up to 1 Blight Blight.elements moon+plant+sun → 16.8
2Absorb Corruption1SlowSun, Earth, PlantGather 1 Blight Blight. OR Pay 1 Energy to Remove 1 Blight Blight.elements earth+plant+sun → 16.2
3Sear Anger Into the Wild Lands0SlowSun, Fire, PlantAdd 1 Badlands. OR If Wilds and Invaders are present, 1 Fear Fear and 1 Damage.elements plant+sun → 14.7
4Enticing Splendor0FastSun, Air, PlantGather 1 Explorer Explorer/Town. OR Gather up to 2 Dahan Dahan.elements plant+sun → 14.7
5Like Calls to Like1SlowSun, Water, PlantIf target land has Explorer, Gather up to 1 Explorer Explorer. Do likewise for Town, Dahan, Blight…elements plant+sun → 14.7
6Song of Sanctity1SlowSun, Water, PlantIf Explorer(s) are present, Push all Explorers. Otherwise, Remove 1 Blight Blight.elements plant+sun → 14.7
7Gift of Living Energy0FastSun, Fire, PlantTarget Spirit gains 1 Energy. If you have at least 2 Sacred Sites, target Spirit gains 1 …elements plant+sun → 14.7
8Pact of the Joined Hunt1SlowSun, Plant, AnimalTarget Spirit Gathers 1 Dahan Dahan into one of their lands. 1 Damage in that land per Dahan pr…elements plant+sun → 14.7
9Purifying Flame1SlowSun, Fire, Air, Plant1 Damage per Blight. If target land is a Mountain or Sands, you may instead Remove 1 Blig…elements plant+sun → 14.7
10Teeming Rivers1SlowSun, Water, Plant, AnimalIf target land has no Blight, add 1 Beasts. If target land has exactly 1 Blight Blight, Remove i…elements plant+sun → 14.7

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Twisted Flowers Murmur Ultimatums5SlowSun, Moon, Air, Earth, Plant4 Fear Fear. Add 1 Strife. If the Terror Level is 2 or higher, Remove 2 Invaders.elements earth+moon+plant+sun → 18.3
2Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements earth+moon+plant+sun → 18.3
3Trees Radiate Celestial Brilliance3FastSun, Moon, Plant3 Fear Fear. Defend 6. This turn, Invaders in target land skip the next Build Action.elements moon+plant+sun → 16.8
4The Trees and Stones Speak of War2FastSun, Earth, PlantFor each Dahan, 1 Damage and Defend 2.elements earth+plant+sun → 16.2
5Walls of Rock and Thorn4FastSun, Earth, Plant2 Damage. Defend 8. Add 1 Wilds. Isolate target land.elements earth+plant+sun → 16.2

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Towering Roots of the Jungle in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Skies Herald the Season of Returndestroys Presence
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
The Jungle Hungersdestroys Dahan
Blazing Renewaldestroys Presence
Insatiable Hunger of the Swarmadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Poisoned Landdestroys Dahan, adds Blight
Pyroclastic Flowadds Blight
Pillar of Living Flameadds Blight
Tsunamidestroys Dahan
Draw Towards a Consuming Voiddestroys Presence
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/towering-roots-of-the-jungle.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 3 Presence on your starting board: 1 in the highest-numbered Jungle without Blight, 1 in the highest-numbered Mountain, and 1 in the highest-numbered Wetland. Put {{incarna|roots}}, Unempowered ({{incarna|unempowered}}) side up, in the Jungle with your Presence. You start with your 4 Unique Power Cards and 0 Energy.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); addpresence0 (Place 1 Presence from a track (Range 0))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence1 (Place 1 Presence from a track (Range 1)); addvitalityrootsincarna ((spirit-specific: addvitalityrootsincarna — consult spirit panel))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence3 (Place 1 Presence from a track (Range 3)); replacepresencerootsincarna ((spirit-specific: replacepresencerootsincarna — consult spirit panel))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · energy2 · earth · energy4 · plant · energy6 — income as slots reveal: 1 → 2 → earth → 4 → plant → 6

Card-play track

card1 · card2 · sunX · card3 · plantX · card4 — CP as slots reveal: 1 → 2 → sunX → 3 → plantX → 4

Innate Powers

  • SHELTER UNDER TOWERING BRANCHES (Speed: Slow · Range: 0 · Target: any)
    • L1 — 1 Sun Sun + 1 Plant Plant: Gather up to 1 Dahan Dahan.
    • L2 — 1 Sun Sun + 1 Earth Earth + 2 Plant Plant: Gather up to 1 Explorer Explorer.
    • L3 — 2 Sun Sun + 1 Earth Earth + 3 Plant Plant: Gather up to 1 Town Town.
    • L4 — 3 Sun Sun + 2 Earth Earth + 4 Plant Plant: Gather up to 1 City City.
  • REVOKE SANCTUARY AND CAST OUT (Speed: Slow · Range: 0 · Target: rootsincarnainvaders)
    • L1 — 1 Sun Sun + 1 Moon Moon + 2 Plant Plant: 1 Fear Fear. Remove 1 Explorer Explorer/Town.
    • L2 — 2 Sun Sun + 1 Moon Moon + 3 Plant Plant: 1 Fear Fear. Remove 1 Explorer Explorer/Town.
    • L3 — 2 Sun Sun + 2 Moon Moon + 4 Plant Plant: 1 Fear Fear. Remove 1 Invader.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Towering Roots of the Jungle’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Towering Roots of the Jungle’s profile (Fear 2, Offense 1, Control 3, Defense 5, Utility 2).

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Towering Roots of the Jungle: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Hearth-Vigil

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityModerate
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 3 · Control 1 · Fear 2 · Defense 4 · Utility 4
Primary ElementsSun, Earth, Animal, Air (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Very good at protecting Dahan in its lands, not so great at stopping Blight. In keeping with its nature, largely brings Dahan to its Presence (or vice versa); getting Dahan elsewhere may require a bit of forethought with Keep Watch for New Incursions. Very reactive, with reliable ways to deal with Invaders as they Ravage and Build, but has trouble handling established City that aren’t Ravaging.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 3 Presence on your starting board: 1 in the highest-numbered land with Dahan and 2 in the lowest-numbered land with at least 2 Dahan Dahan. Add 1 Dahan Dahan in each of those lands (additional survivors of the Invaders’ diseases). You start with your 4 Unique Power Cards and 1 Energy.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=addpresence0
G2first=gain1p, second=addpresence3dahan
G3first=addpresence2, second=energy3

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: gather1dahan1land
  • Card-play track: energy0, energy1sun, energy2, energy3animal, energy4, energy5sun

Core Mechanics & Special Rules

Special Rule

ROOTED IN THE COMMUNITY Blight added in your lands does not Destroy your Presence if Dahan are present. (Ravage Actions Destroy Dahan before added Blight destroys Presence and cascades.) FORTIFY HEART AND HEARTH Dahan have +4 Health (each) while in your lands. Event and Blight Card Actions don’t damage, destroy, or replace Dahan in your lands. (Ravages are not Event Actions even if caused by Events.) LOYAL GUARDIAN When all Dahan leave one of your lands, your Presence may Move with those Dahan. (Each Dahan can Bring any number of Presence.)

Innate: WARN OF IMPENDING CONFLICT

  • Speed: fast · Range: · Target: yourself
LevelThresholdsEffect
12 Sun Sun + 1 Earth EarthIn one of your lands, 1 Dahan Dahan deals Damage before Invaders during Ravages. (Choose a land when Invaders Ravage there.)
23 Sun Sun + 1 Earth EarthIn that land, another Dahan deals Damage before Invaders during Ravages.
34 Sun Sun + 2 Earth EarthIn that land, all Dahan deal Damage before Invaders during Ravages.
45 Sun Sun + 3 Earth EarthInstead, all Dahan in all of your lands deal Damage before Invaders during Ravages.

Innate: KEEP WATCH FOR NEW INCURSIONS

  • Speed: fast · Range: 1 (optionally from a sacredsitedahan site) · Target: any
LevelThresholdsEffect
11 Animal AnimalGather up to 2 Dahan Dahan, from your lands only.
21 Sun Sun + 2 Air Air + 3 Animal AnimalOnce this turn after Invaders are added or moved into target land, 1 Damage per Dahan in target land, to those added/moved Invaders only.
32 Sun Sun + 3 Air Air + 4 Animal AnimalRepeat this Power.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Hearth-Vigil’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/hearth-vigil.json for full scoring + reasons.

  • Primary elements (innate-weighted): Sun (wt 7.5), Animal (wt 3.9), Earth (wt 3.0)
  • Mid-game energy estimate (T3–T5 avg): 0.0E
  • Power summary: Offense 3 · Control 1 · Fear 2 · Defense 4 · Utility 4

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Promises of Protection0FastSun, Earth, AnimalGather up to 2 Dahan Dahan. Dahan have +2 Health while in target land.elements animal+earth+sun → 14.4
2Guardian Serpents1FastSun, Moon, Earth, AnimalAdd 1 Beasts in one of target Spirit’s lands. If target Spirit has a Sacred Site in that …elements animal+earth+sun → 14.4
3Call to Guard0FastSun, Air, EarthGather up to 1 Dahan Dahan. Then, if Dahan are present, either: Defend 1 per Dahan. OR Afte…elements air+earth+sun → 12.6
4Call to Isolation0FastSun, Air, AnimalPush 1 Explorer Explorer/Town per Dahan. OR Push 1 Dahan Dahan.elements air+animal+sun → 13.5
5Birds Cry Warning1FastSun, Air, AnimalThe next time Dahan would be Destroyed in target land, Destroy 2 fewer Dahan. OR Push…elements air+animal+sun → 13.5
6Sky Stretches to Shore1FastSun, Air, Water, EarthThis turn, target Spirit may use 1 Slow Power as if it were Fast, or vice versa. Target S…elements air+earth+sun → 12.6
7Territorial Strife0SlowSun, Fire, Animal3 Damage to Explorers/Towns. OR Add 1 Strife.elements animal+sun → 11.4
8Gift of Constancy0FastSun, EarthTarget Spirit gains 2 Energy. At end of turn, target Spirit may Reclaim 1 Power Card inst…elements earth+sun → 10.5
9Blood Draws Predators1FastSun, Fire, Water, AnimalAfter the next time Invaders are Destroyed in target land: Add 1 Beasts, then 1 Damage pe…elements animal+sun → 11.4
10Strong and Constant Currents0FastSun, Water, EarthPush 1 Explorer Explorer/Town to an adjacent Coastal land. OR Move up to 2 Dahan Dahan between targe…elements earth+sun → 10.5

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+animal+earth+sun → 16.5
2Bargains of Power and Protection2FastSun, Water, Earth, AnimalRemove 1 of your Presence on the island from the game, setting it on the Reminder Card. F…elements animal+earth+sun → 14.4
3Wrap in Wings of Sunlight3FastSun, Air, AnimalMove up to 5 Dahan Dahan to any land (including back into target land). If you moved at least 1…elements air+animal+sun → 13.5
4Instruments of Their Own Ruin4FastSun, Fire, Air, AnimalAdd 1 Strife. Each Invader with Strife deals Damage to other Invaders in target land.elements air+animal+sun → 13.5
5Manifest Incarnation6SlowSun, Moon, Earth, Animal6 Fear Fear. +1 Fear Fear for each Town/City and for each of your Presence in target land. Remove 1…elements animal+earth+sun → 14.4

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Hearth-Vigil in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Devouring Antsdestroys Dahan
Skies Herald the Season of Returndestroys Presence
Renewing Boondestroys Presence
Scour the Landadds Blight
Land of Haunts and Embersadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Insatiable Hunger of the Swarmadds Blight
Pyroclastic Flowadds Blight
Poisoned Landdestroys Dahan, adds Blight
Blazing Renewaldestroys Presence
Tsunamidestroys Dahan
Pillar of Living Flameadds Blight
The Jungle Hungersdestroys Dahan
Volcanic Eruptiondestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/hearth-vigil.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 3 Presence on your starting board: 1 in the highest-numbered land with Dahan and 2 in the lowest-numbered land with at least 2 Dahan Dahan. Add 1 Dahan Dahan in each of those lands (additional survivors of the Invaders’ diseases). You start with your 4 Unique Power Cards and 1 Energy.
  • Starting income (from presence_energy_track[0] = gather1dahan1land, presence_cardplay_track[0] = energy0): 0 Energy · 0 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); addpresence0 (Place 1 Presence from a track (Range 0))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence3dahan ((spirit-specific: addpresence3dahan — consult spirit panel))
  • G3: addpresence2 (Place 1 Presence from a track (Range 2)); energy3 ((+3 Energy this turn — growth effect, not track reveal))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

gather1dahan1land — income as slots reveal: gather1dahan1land

Card-play track

energy0 · energy1sun · energy2 · energy3animal · energy4 · energy5sun — CP as slots reveal: energy0 → energy1sun → energy2 → energy3animal → energy4 → energy5sun

Innate Powers

  • WARN OF IMPENDING CONFLICT (Speed: Fast · Range: ? · Target: yourself)
    • L1 — 2 Sun Sun + 1 Earth Earth: In one of your lands, 1 Dahan Dahan deals Damage before Invaders during Ravages. (Choose a land when Invaders Ravage there.)
    • L2 — 3 Sun Sun + 1 Earth Earth: In that land, another Dahan deals Damage before Invaders during Ravages.
    • L3 — 4 Sun Sun + 2 Earth Earth: In that land, all Dahan deal Damage before Invaders during Ravages.
    • L4 — 5 Sun Sun + 3 Earth Earth: Instead, all Dahan in all of your lands deal Damage before Invaders during Ravages.
  • KEEP WATCH FOR NEW INCURSIONS (Speed: Fast · Range: 1 · Target: any)
    • L1 — 1 Animal Animal: Gather up to 2 Dahan Dahan, from your lands only.
    • L2 — 1 Sun Sun + 2 Air Air + 3 Animal Animal: Once this turn after Invaders are added or moved into target land, 1 Damage per Dahan in target land, to those added/moved Invaders only.
    • L3 — 2 Sun Sun + 3 Air Air + 4 Animal Animal: Repeat this Power.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)
  • Fast-phase L1 ceiling from Uniques alone is insufficient — need 2 Sun Sun, Uniques give 0; need 1 Earth Earth, Uniques give 0. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Hearth-Vigil’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Hearth-Vigil’s profile (Fear 2, Offense 3, Control 1, Defense 4, Utility 4).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Hearth-Vigil: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Hearth-Vigil: Front-load coastal defense or disruption before T3’s first Ravage.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Hearth-Vigil: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources

  • Authoritative mechanics (this chapter): data/references/wiki/hearth-vigil.json — parsed via scripts/wiki-fetch.py.
  • Spirit Island Wiki — Hearth-Vigil.
  • Cross-reference: Archetype Index.
  • Related skill: si-wiki-fetch.

Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Breath of Darkness Down Your Spine

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityHigh
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 2 · Control 4 · Fear 5 · Defense 1 · Utility 2
Primary ElementsMoon, Animal, Air (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Abducts lone Invaders to gain Fear and keep them off the board for a time; its mobile Incarna is particularly useful for this. Reclaiming permits the Invaders to escape its void en masse, so can be quite painful. Has trouble with built-up lands, and may need to scatter Invaders or take a Major Power to deal with them.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence and your Incarna ({{incarna|breath}}), Unempowered ({{incarna|unempowered}}), on your starting board: 1 Presence and {{incarna|breath}} in the lowest-numbered Jungle and 1 in the highest-numbered Jungle. Set [[The Endless Dark]] ({{endlessdark}}) tile next to the island with 1 Explorer Explorer on it. You start with your 4 Unique Power Cards and 0 Energy.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=gain1p, third=movebreathincarna
G2first=gain1p, second=addpresence3, third=darknessescape2
G3first=addpresence1, second=addmovebreathincarna, third=darknessescape1

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy1, energy2, moon, energy3, empowerincarna, energy4animal, energy5air
  • Card-play track: card2, movepres, card3, moonX, reclaim1, card4air

Core Mechanics & Special Rules

Special Rule

TERROR STALKS THE LAND
You have an Incarna ({{incarna|breath}}). Empower {{incarna|breath}} after uncovering {{empower}}. You may Abduct 1 Explorer Explorer/Town at empowered {{incarna|breath}} each Fast phase. To Abduct a piece, Move it to [[The Endless Dark]] ({{endlessdark}}). When pieces Escape, Move them to non-Ocean lands with your Presence/{{incarna|breath}}; if they have no legal land to move to, you lose. When your Powers would directly damage or directly destroy the only Invader in a land, instead Abduct it. (Check if it is alone at the start of the damage/destroy instruction. {{endlessdark}} is not a land.) SHADOW-TOUCHED REALM
Your land-targeting Powers can target {{endlessdark}} as if it were a land, ignoring Range. ({{endlessdark}} is Inland and has no terrain.) Rules for The Endless Dark
{{#lst:The Endless Dark|ted}}

Innate: LEAVE A TRAIL OF DEATHLY SILENCE

  • Speed: fast · Range: None · Target: yourself
LevelThresholdsEffect
12 Moon Moon + 1 Animal Animal1 Damage at {{incarna
23 Moon Moon + 1 Air Air + 1 Animal Animal1 Damage at {{incarna
34 Moon Moon + 2 Air Air + 2 Animal Animal1 Damage at {{incarna
45 Moon Moon + 2 Air Air + 3 Animal AnimalMove {{incarna

Innate: LOST IN THE ENDLESS DARK

  • Speed: slow · Range: None · Target: endlessdark
LevelThresholdsEffect
12 Moon Moon + 1 Air Air1 Fear Fear per Invader (max. 4). Downgrade up to 1 Invader. (Downgrading Removes Explorer.)
24 Moon Moon + 3 Air Air1 Fear Fear per Invader (max. 4). Downgrade any number of Invaders.
33 Moon Moon + 2 Animal AnimalAdd 1 Beast.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Breath of Darkness Down Your Spine’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/breath-of-darkness.json for full scoring + reasons.

  • Primary elements (innate-weighted): Moon (wt 11.4), Air (wt 4.5), Animal (wt 3.6)
  • Mid-game energy estimate (T3–T5 avg): 4.0E
  • Power summary: Offense 2 · Control 4 · Fear 5 · Defense 1 · Utility 2

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Here There Be Monsters0SlowMoon, Air, AnimalYou may Push 1 Explorer Explorer/Town/Dahan. 2 Fear Fear. If target land has any Beasts, 1 Fear Fear.elements air+animal+moon → 19.5
2Bats Scout for Raids by Darkness1SlowMoon, Air, AnimalFor each [[Dahan]], 1 Damage to [[Towns]]/[[Cities]]. OR 1 [[Fear]]. [[Gather]] up to…elements air+animal+moon → 19.5
3Veil the Night’s Hunt1FastMoon, Air, AnimalFor each Dahan present, choose a different Invader. 1 Damage to each of those Invaders. *…elements air+animal+moon → 19.5
4Dire Metamorphosis1SlowMoon, Air, Earth, Animal1 Fear Fear. 1 Damage. 1 Damage to [[Dahan]]. Add 1 [[Badlands]], 1 [[Beasts]], 1 [[Disease]],…elements air+animal+moon → 19.5
5Delusions of Danger1FastSun, Moon, AirPush 1 Explorer Explorer. OR 2 Fear Fear.elements air+moon → 15.9
6Portents of Disaster0FastSun, Moon, Air2 Fear Fear. The next time an Invader is Destroyed in target land this turn, 1 Fear Fear.elements air+moon → 15.9
7Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.elements air+moon → 15.9
8Land of Haunts and Embers0FastMoon, Fire, Air2 Fear Fear. Push up to 2 Explorers Explorer/Towns. If Blight is present, 2 Fear Fear and Push up to 2 Explo…elements air+moon → 15.9
9Haunted by Primal Memories1FastMoon, Air, Earth1 Fear Fear. Defend 3. If Beasts are present, +2 Fear Fear.elements air+moon → 15.9
10Terror Turns to Madness0SlowMoon, Air, WaterIf the Terror Level is… Terror Level 1: 3 Fear Fear. Terror Level 2: 2 Fear Fear or add 1 Strife.…elements air+moon → 15.9

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Sleep and Never Waken3FastMoon, Air, Earth, AnimalInvaders skip all Actions in target land. 1 Fear Fear per 2 Explorers Explorer this Power Removes. Remo…elements air+animal+moon → 19.5
2Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+animal+moon → 19.5
3Terrifying Nightmares4FastMoon, Air2 Fear Fear. Push up to 4 Explorers Explorer/Towns.elements air+moon → 15.9
4Transform to a Murderous Darkness6SlowMoon, Fire, Air, Water, PlantTarget Spirit may choose one of their Sacred Site. In that land: Replace all their Presen…elements air+moon → 15.9
5Weave Together the Fabric of Place4FastSun, Moon, Air, Water, EarthTarget land and a land adjacent to it become a single land for this turn. (It has the ter…elements air+moon → 15.9

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Breath of Darkness Down Your Spine in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Skies Herald the Season of Returndestroys Presence
Scour the Landadds Blight
Devouring Antsdestroys Dahan
Renewing Boondestroys Presence
Solidify Echoes of Majesty Pastdestroys Presence
Insatiable Hunger of the Swarmadds Blight
The Jungle Hungersdestroys Dahan
Pyroclastic Flowadds Blight
Poisoned Landdestroys Dahan, adds Blight
Pillar of Living Flameadds Blight
Blazing Renewaldestroys Presence
Draw Towards a Consuming Voiddestroys Presence
Tsunamidestroys Dahan
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/breath-of-darkness.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence and your Incarna ({{incarna|breath}}), Unempowered ({{incarna|unempowered}}), on your starting board: 1 Presence and {{incarna|breath}} in the lowest-numbered Jungle and 1 in the highest-numbered Jungle. Set [[The Endless Dark]] ({{endlessdark}}) tile next to the island with 1 Explorer Explorer on it. You start with your 4 Unique Power Cards and 0 Energy.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card2): 1 Energy · 2 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); movebreathincarna ((spirit-specific: movebreathincarna — consult spirit panel))
  • G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence3 (Place 1 Presence from a track (Range 3)); darknessescape2 ((spirit-specific: darknessescape2 — consult spirit panel))
  • G3: addpresence1 (Place 1 Presence from a track (Range 1)); addmovebreathincarna ((spirit-specific: addmovebreathincarna — consult spirit panel)); darknessescape1 ((spirit-specific: darknessescape1 — consult spirit panel))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy1 · energy2 · moon · energy3 · empowerincarna · energy4animal · energy5air — income as slots reveal: 1 → 2 → moon → 3 → empowerincarna → 4 → 5

Card-play track

card2 · movepres · card3 · moonX · reclaim1 · card4air — CP as slots reveal: 2 → movepres → 3 → moonX → reclaim1 → 4

Innate Powers

  • LEAVE A TRAIL OF DEATHLY SILENCE (Speed: Fast · Range: ? · Target: yourself)
    • L1 — 2 Moon Moon + 1 Animal Animal: 1 Damage at {{incarna|breath}}. You may Push {{incarna|breath}}.
    • L2 — 3 Moon Moon + 1 Air Air + 1 Animal Animal: 1 Damage at {{incarna|breath}}. You may Push {{incarna|breath}}.
    • L3 — 4 Moon Moon + 2 Air Air + 2 Animal Animal: 1 Damage at {{incarna|breath}}. You may Push {{incarna|breath}}.
    • L4 — 5 Moon Moon + 2 Air Air + 3 Animal Animal: Move {{incarna|breath}} to {{endlessdark}}. It Brings 1 Invader (from its land).
  • LOST IN THE ENDLESS DARK (Speed: Slow · Range: ? · Target: endlessdark)
    • L1 — 2 Moon Moon + 1 Air Air: 1 Fear Fear per Invader (max. 4). Downgrade up to 1 Invader. (Downgrading Removes Explorer.)
    • L2 — 4 Moon Moon + 3 Air Air: 1 Fear Fear per Invader (max. 4). Downgrade any number of Invaders.
    • L3 — 3 Moon Moon + 2 Animal Animal: Add 1 Beast.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)
  • Fast-phase L1 ceiling from Uniques alone is insufficient — need 2 Moon Moon, Uniques give 0; need 1 Animal Animal, Uniques give 0. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Breath of Darkness Down Your Spine’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Breath of Darkness Down Your Spine’s profile (Fear 5, Offense 2, Control 4, Defense 1, Utility 2).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Breath of Darkness Down Your Spine: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Breath of Darkness Down Your Spine: Front-load coastal defense or disruption before T3’s first Ravage.

Sweden L2+ — Fear-card effects reduced

What changes: Sweden’s escalation reduces the impact of Fear cards. Spirits that win by riding Fear cards to Terror-level flips are meaningfully slower.

Mitigation for Breath of Darkness Down Your Spine: Shift from fear-rush to board-control: favor Damage/Push Majors over more Fear; accept Terror 2 flip ~2 rounds later.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Breath of Darkness Down Your Spine: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Breath of Darkness Down Your Spine: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Breath of Darkness Down Your Spine: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)

What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.

Mitigation for Breath of Darkness Down Your Spine: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Wandering Voice Keens Delirium

Mechanics Wiki-verified

Card data, innate thresholds, special rules, growth options, presence track, and suggested-draft cards below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py (MediaWiki API → raw wikitext → template field extraction — no LLM summarization). Remaining [VERIFY] items: Play Difficulty (not in Wiki spirit template; spirit panel only), aspect mechanics (aspect-page parser pending), live mindwanderer stats, and board ratings (play data).

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityHigh
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 2 · Control 5 · Fear 3 · Defense 1 · Utility 2
Primary ElementsAir, Moon, Sun (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Very positional; has a highly mobile Incarna (particularly with lots of Simpleair) that adds Strife and chases Explorer/Town around as it roams the island. Has a harder time setting up Dahan counterattacks, but can use Mind-Shattering Song to more directly harm Invaders with Strife - and earn a fair bit of Fear in the process.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 2 Presence on your starting board: 1 in land #6 and 1 in land #7. Put {{incarna|voice}}, Unempowered ({{incarna|unempowered}}) side up, on your starting board in land #6. You start with your 4 Unique Power Cards and 0 Energy.

Growth Options (one)

GrowthEffects
G1first=reclaim, second=addmovevoiceincarna, third=energy1
G2first=addpresence3, second=addpresence1
G3first=gain1p, second=addpresence2, third=energy1

Growth token reference (Wiki shorthand):

  • reclaim — Reclaim all discarded Power Cards.
  • gain1p / gain2p — Gain 1 or 2 Power Cards (Minor).
  • addpresence1 / addpresence2 / addpresence3 — Add 1 Presence from track, Range N.
  • energy1 / energy2 / energy3 — +1/+2/+3 Energy.
  • card1 / card2 — +1/+2 Card Plays this turn.
  • (Other tokens documented on Wiki Spirit template reference pages.)

Presence Tracks

As Presence leaves each track, these values are revealed:

  • Energy track: energy0, energy1, sunormoon, energy2, air, energy4, pushvoiceincarna
  • Card-play track: card1, card2, card2, card3, reclaim1, card4

Core Mechanics & Special Rules

Special Rule

A CLARION VOICE GIVEN FORM
You have an Incarna ({{incarna|voice}}). If Empowered, it Isolates its land. SPREAD TUMULT AND DELUSION
When your Actions add/move {{incarna|voice}} to a land with Invaders, Add 1 Strife in the destination land. In lands with or adjacent to {{incarna|voice}}: if Strife is present, Dahan do not participate in Ravage. (They do not take Damage or counterattack. Isolate has no effect on {{incarna|voice}} and Dahan being adjacent.) SENSELESS ROAMING
When your Actions add Strife to an Explorer/Town, you may Push it.

Innate: INSCRUTABLE JOURNEYING

  • Speed: fast · Range: · Target: yourself

(no thresholds listed in Wiki)

Innate: MIND-SHATTERING SONG

  • Speed: slow · Range: 1 (optionally from a sacred site) · Target: strife
LevelThresholdsEffect
11 Moon Moon + 2 Air Air1 Fear Fear per Moon you have.
21 Sun Sun + 2 Air Air1 Damage per Sun you have, to Invaders with Strife only.
31 Sun Sun + 1 Moon Moon + 4 Air AirFor each Sun Moon pair you have, Destroy 1 Invader with Strife.

Unique Cards (all, Wiki-verified)

Card Priority Ratings

Full-pool draft analysis

Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Wandering Voice Keens Delirium’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/wandering-voice.json for full scoring + reasons.

  • Primary elements (innate-weighted): Air (wt 4.2), Moon (wt 1.2), Sun (wt 0.9)
  • Mid-game energy estimate (T3–T5 avg): 3.0E
  • Power summary: Offense 2 · Control 5 · Fear 3 · Defense 1 · Utility 2

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Delusions of Danger1FastSun, Moon, AirPush 1 Explorer Explorer. OR 2 Fear Fear.elements air+moon+sun → 6.3
2Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements air+moon+sun → 6.3
3Portents of Disaster0FastSun, Moon, Air2 Fear Fear. The next time an Invader is Destroyed in target land this turn, 1 Fear Fear.elements air+moon+sun → 6.3
4Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.elements air+moon → 5.4
5Here There Be Monsters0SlowMoon, Air, AnimalYou may Push 1 Explorer Explorer/Town/Dahan. 2 Fear Fear. If target land has any Beasts, 1 Fear Fear.elements air+moon → 5.4
6Call to Guard0FastSun, Air, EarthGather up to 1 Dahan Dahan. Then, if Dahan are present, either: Defend 1 per Dahan. OR Afte…elements air+sun → 5.1
7Call to Isolation0FastSun, Air, AnimalPush 1 Explorer Explorer/Town per Dahan. OR Push 1 Dahan Dahan.elements air+sun → 5.1
8Enticing Splendor0FastSun, Air, PlantGather 1 Explorer Explorer/Town. OR Gather up to 2 Dahan Dahan.elements air+sun → 5.1
9Disorienting Landscape1FastMoon, Air, PlantPush 1 [[Explorer]]. If target land is a Mountain or Jungle, add 1 [[Wilds]].elements air+moon → 5.4
10Entrancing Apparitions1FastMoon, Air, WaterDefend 2. If no Invaders are present, Gather up to 2 Explorers Explorer.elements air+moon → 5.4

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Terrifying Nightmares4FastMoon, Air2 Fear Fear. Push up to 4 Explorers Explorer/Towns.elements air+moon → 5.4
2Weave Together the Fabric of Place4FastSun, Moon, Air, Water, EarthTarget land and a land adjacent to it become a single land for this turn. (It has the ter…elements air+moon+sun → 6.3
3Bargain of Coursing Paths2FastMoon, Air, Water, EarthBargain: 1 Presence now and -1 Energy/turn. Now: Mark both target land and another land w…elements air+moon → 5.4
4Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+moon+sun → 6.3
5Twisted Flowers Murmur Ultimatums5SlowSun, Moon, Air, Earth, Plant4 Fear Fear. Add 1 Strife. If the Terror Level is 2 or higher, Remove 2 Invaders.elements air+moon+sun → 6.3

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

These are the cards shipped with Wandering Voice Keens Delirium in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.

No HoSI beginner-deck bundle for this spirit.

Cards to Avoid (anti-synergy flagged)

CardReason(s)
Land of Haunts and Embersadds Blight
Scour the Landadds Blight
Skies Herald the Season of Returndestroys Presence
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Insatiable Hunger of the Swarmadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Pyroclastic Flowadds Blight
Pillar of Living Flameadds Blight
Blazing Renewaldestroys Presence
The Jungle Hungersdestroys Dahan
Draw Towards a Consuming Voiddestroys Presence
Tsunamidestroys Dahan
Poisoned Landdestroys Dahan, adds Blight
Volcanic Eruptiondestroys Dahan, adds Blight

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

Auto-derived from data/references/wiki/wandering-voice.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.

Starting state

  • Setup: Put 2 Presence on your starting board: 1 in land #6 and 1 in land #7. Put {{incarna|voice}}, Unempowered ({{incarna|unempowered}}) side up, on your starting board in land #6. You start with your 4 Unique Power Cards and 0 Energy.
  • Starting income (from presence_energy_track[0] = energy0, presence_cardplay_track[0] = card1): 0 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: reclaim (Reclaim all discarded+played Power Cards); addmovevoiceincarna ((spirit-specific: addmovevoiceincarna — consult spirit panel)); energy1 ((track slot showing 1 Energy))
  • G2: addpresence3 (Place 1 Presence from a track (Range 3)); addpresence1 (Place 1 Presence from a track (Range 1))
  • G3: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence2 (Place 1 Presence from a track (Range 2)); energy1 ((track slot showing 1 Energy))

Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.

Energy track

energy0 · energy1 · sunormoon · energy2 · air · energy4 · pushvoiceincarna — income as slots reveal: 0 → 1 → sunormoon → 2 → air → 4 → pushvoiceincarna

Card-play track

card1 · card2 · card2 · card3 · reclaim1 · card4 — CP as slots reveal: 1 → 2 → 2 → 3 → reclaim1 → 4

Innate Powers

  • INSCRUTABLE JOURNEYING (Speed: Fast · Range: ? · Target: yourself)
  • MIND-SHATTERING SONG (Speed: Slow · Range: 1 · Target: strife)
    • L1 — 1 Moon Moon + 2 Air Air: 1 Fear Fear per Moon you have.
    • L2 — 1 Sun Sun + 2 Air Air: 1 Damage per Sun you have, to Invaders with Strife only.
    • L3 — 1 Sun Sun + 1 Moon Moon + 4 Air Air: For each Sun Moon pair you have, Destroy 1 Invader with Strife.

Fast-phase element ceiling from Uniques

Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:

  • Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)
  • Fast-phase L1 ceiling from Uniques alone is sufficient — you can fire L1 T1 without drafting (play enough Fast Uniques to meet the threshold).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First Ravage; Ravage-protection becomes material.
4+Full cycle continues.

Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).

Pause-point before writing T1 prose

Before claiming what T1 does

  1. Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
  2. Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
  3. Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
  5. State per-turn material effect for every card play: Fear generated, units pushed/gathered/destroyed, elements contributed. Never narrate dormant effects as if they were active.

Adversary Matchup Matrix

[VERIFY all grades] — template only; fill in per-adversary notes after play.

AdversaryL0L3L5L6Notes [VERIFY]
England????
Brandenburg-Prussia????
Sweden????
France (Plantation)????
Habsburg Mining????
Russia????
Scotland????
Habsburg Livestock????

Strategy Cliffs — per-adversary-level shifts that change Wandering Voice Keens Delirium’s math

Cliffs to watch

Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Wandering Voice Keens Delirium’s profile (Fear 3, Offense 2, Control 5, Defense 1, Utility 2).

England L5 — Buildings +1 HP

What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.

Mitigation for Wandering Voice Keens Delirium: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.

England L3 — Coastal Lands build faster

What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.

Mitigation for Wandering Voice Keens Delirium: Front-load coastal defense or disruption before T3’s first Ravage.

Russia L3+ — Dahan under pressure + fear suppression

What changes: Russia’s L3 escalation targets Dahan directly and suppresses Fear. Spirits reliant on Dahan density (Shadows of the Dahan, Favors Called Due, Thunderspeaker synergies) lose a key engine.

Mitigation for Wandering Voice Keens Delirium: Pre-empt Dahan loss with Defend-heavy Minors (Dahan/Village-fortify cards); lean on Push/Gather Majors to offset Fear deficit.

Habsburg Mining L5+ — Explorer/Town scaling

What changes: Habsburg Mining L5+ adds extra Explorers and faster builds. Aggressive fear-rush openers can get outpaced by raw Invader accumulation.

Mitigation for Wandering Voice Keens Delirium: Favor Major Powers with mass destruction (Jungle Hungers, Cleansing Floods, etc.) over Minor-heavy drafts.

France (Plantation) — Dahan capture threatens your Dahan engine

What changes: France’s plantation rules convert Dahan to colonists, and Invaders occupy lands with Dahan. Spirits whose innate/card math counts on Dahan density (Shadows-of-the-Dahan, Favors, Thunderspeaker) are downgraded.

Mitigation for Wandering Voice Keens Delirium: Play Defend Powers on Dahan lands; accept loss of range-extension budget.

Board / Map Configuration

[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.

Game-Phase Strategy

[VERIFY: needs play data].

Synergy Partners (Multiplayer)

[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.

Common Mistakes

[VERIFY: collect from play].

Tempo Profile

[VERIFY: per-round targets need playtest].

Expansion Sensitivity

  • Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
  • + Branch & Claw: events + blight deck introduce variance.
  • + Jagged Earth: Major/Minor pool deepens.
  • + Nature Incarnate: additional aspects may unlock; check the aspect column above.

Per-expansion specifics [VERIFY].

Stat Snapshot

Stat Insight

[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.

Source Notes

Sources


Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.

Aspects

Aspects are alternate spirit panels introduced in Jagged Earth and expanded in Nature Incarnate + Feather & Flame Promo 2. Each aspect re-skins a spirit’s innates, unique cards, and sometimes growth options — shifting the spirit’s archetype, difficulty, and matchup profile without changing its name or core identity.

When should I suggest an aspect in a group? This is the question Brett explicitly flagged. The answer is archetype-coordination: aspects let you shift a spirit into a different archetype mid-pairing without swapping the spirit. That’s enormously useful for mixed-skill tables or dahan-hostile adversary coordination.

Aspects inventory (31 total across expansions)

Jagged Earth (6)

  • Pandemonium (Lightning) — strife + fear hybrid.
  • Wind (Lightning) — mobility emphasis.
  • Sunshine (River) — Sun-heavier; earlier Level 2.
  • Madness (Shadows) — deeper fear-strife combination; community-consensus #1 aspect pick.
  • Reach (Shadows) — extends range on powers.
  • Resilience (Earth) — more defend + dahan preservation.

Feather & Flame / Promo Pack 2 (5)

  • Immense (Lightning) — bigger, slower plays; single-target annihilation.
  • Travel (River) — mobility + range extension.
  • Amorphous (Shadows) — unusual mobility; experimental.
  • Foreboding (Shadows) — additional fear mechanics.
  • Might (Earth) — hybrid into direct damage.

Nature Incarnate (20)

  • Regrowth (Green) — heavy blight-removal focus.
  • Tangles (Green) — terrain-control emphasis.
  • Enticing (Bringer) — pull/lure mechanics added.
  • Violence (Bringer) — damage output at cost of some fear scaling.
  • Transforming (Shifting Memory) — transformation mechanics.
  • Spreading Hostility (Keeper) — viral adversary disruption.
  • Sparking (Lightning) — chain-damage across lands.
  • Lair (Fangs) — beast-home mechanic.
  • Deeps (Ocean) — extended ocean reach.
  • Haven (Ocean / River) — support-oriented; dahan protection.
  • Locus (Serpent) — shifts presence-placement mechanics.
  • Dark Fire (Heart of the Wildfire) — darker tonal shift.
  • Encircle (Fangs) — positional-Beast focus; tighter clustering.
  • Unconstrained (Fangs) — mobility emphasis; Beasts move freely.
  • Intensify (Many Minds) — aggressive Beast deployment.
  • Mentor (Thunderspeaker) — buffs dahan scaling.
  • Stranded (various) — isolation-themed variant.
  • Tactician (Thunderspeaker) — complex dahan positioning.
  • Warrior (Thunderspeaker) — dahan damage + mobility.
  • Nourishing (Earth) — dahan-focused; multiplayer pick.

When to suggest an aspect

Archetype coordination

Your table already has a Thunderspeaker player handling dahan-rush. You want to play Earth, but default Earth is pure Defend & Outlast. Suggest Nourishing Earth — it shifts Earth toward dahan-support, complementing Thunderspeaker’s scaling.

Adversary-specific

Playing against France (Plantation Colony)? Suggest Mentor Thunderspeaker aspect — the dahan-protective mechanics soften France’s capture strategy.

Matchup gap-filling

Your table has strong damage (Lightning) but no fear output. Suggest Pandemonium Lightning — Lightning stays the damage-dealer but adds strife + fear to outputs.

Experienced player wants depth

A veteran has played base Shadows 20 times. Suggest Madness Shadows — it’s a more complex variant that rewards the existing skill.

New player flexibility

A teachmate picked Shadows but is struggling with fear-rush abstractly. Suggest switching to base (no aspect) — aspect complexity adds, it doesn’t subtract.

When NOT to suggest an aspect

  • First-time player: aspects add cognitive load. Base spirits only for first 2–3 games.
  • Quick-teach session: same reasoning.
  • You don’t know the aspect yourself: don’t recommend aspects you haven’t played.
  • Tournament / structured play: unless agreed up-front, default to base.

How to evaluate an aspect

  1. What archetype does it shift toward? — see the table below.
  2. What matchups get stronger / weaker? — the spirit chapter’s Aspects section covers this.
  3. Does it add complexity? — most aspects do; some reduce difficulty.
  4. Win-rate delta — covered in Aspect Power Deltas statistics (stub, M4).

Aspect archetype shifts (partial — per Brett-priority spirits)

Spirit + AspectArchetype shift
Shadows — MadnessFear-Rush intensifies; more strife scaling
Shadows — ReachFear-Rush with extended range
Earth — ResilienceDefend & Outlast even more defensive
Earth — MightShift toward Direct Damage
Earth — NourishingDahan-Rush support
River — SunshineEarlier Level 2; slightly faster close
River — TravelTerrain Control emphasis
Lightning — PandemoniumHybrid Direct Damage / Fear-Rush
Lightning — WindMobility emphasis
Green — RegrowthBlight-removal focused
Green — TanglesTerrain Control emphasis
Bringer — EnticingPull/lure added
Bringer — ViolenceHybrid Fear / Direct Damage
Thunderspeaker — WarriorMore aggressive dahan damage
Thunderspeaker — MentorSupport + dahan-fear amplifier (multiplayer)
Thunderspeaker — TacticianComplex dahan positioning
Fangs — EncirclePositional Beast density
Fangs — UnconstrainedBeast mobility
Keeper — Spreading HostilityHybrid into adversary-disruption archetype
Ocean — DeepsExtended ocean reach
Ocean — HavenDahan-protection multiplayer pick
Ocean — ShorelineCoastal-focused
Serpent — LocusShifts presence-placement mechanics

Aspects in multiplayer

The most valuable aspects are often the ones that complement a partner’s archetype:

  • Thunderspeaker Mentor pairs spectacularly with Bringer — Mentor buffs dahan fear-scaling; Bringer’s cards consume the fear.
  • Earth Nourishing + Thunderspeaker = double dahan coordination.
  • Ocean Haven + Fangs = dahan protection on coast + Beast on inland.

The anti-pattern: both partners take aspects of similar archetype (Shadows Madness + Bringer Violence = double-fear-heavy; fragile if fear-suppression adversary).

Per-spirit deep dives

Each aspect will eventually get a section in its spirit’s chapter. For M2, the aspects above are documented at their spirit-chapter pages’ Aspects section; this page aggregates the full list.

Cross-references


Last revised: 2026-04-19

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

England

At a Glance

FieldValue
ExpansionBase
Pressure ShapeBoard + Time (gradual build, long tail)
Difficulty (L0–L6)1 / 3 / 4 / 6 / 7 / 9 / 10
Escalation EffectBuilds add extra towns; coastal invasion late
Stage II TriggerStandard — after certain deck-card flips
Stage III TriggerCoastal invasion — Cities arrive at coasts

Theme & Pressure Shape

England is the “death by gradual accumulation” adversary. T1–3 is deceptively calm; T4–7 is an avalanche of Towns; T8+ Cities flood the coast if you haven’t secured it. New players who focus on “just survive T1” lose on T6 because Towns compound faster than you can clear.

The one-sentence teach: Kill or displace Towns early — every Town you leave alive becomes 2 Cities City later.

Escalation Timeline

timeline
  title England Escalation Shape
  Turn 1 : Stage I starts - Explorers + Towns build normally
  Turn 3 : First escalation fires, more Towns on builds
  Turn 5 : Stage II - Coastal pressure ramps
  Turn 7 : Stage III - Coastal Cities arrive
  Turn 9 : Late-game - board saturation

Level-by-Level Breakdown

Level 0 (Difficulty 1)

Only loss conditions change from base. Mild. Good for teaching English pacing without extra rules.

Spirits that training here: River, Earth, Lightning.

Level 1 (Difficulty 3)

Adds the first escalation. Teach-appropriate level for a 2nd game.

Level 3 (Difficulty 6)

The “real” England. Coastal Cities become a threat. This is the level at which fear-rush builds start to matter — you need Terror 2 by T6 or the coast overwhelms.

Spirits that shine: Ocean (drowns Cities), Thunderspeaker (dahan-scaling handles Town flood), Shadows (fear-farm via Town kills).

Spirits that struggle: Wildfire (blight-positive clashes with town-dense board), Lure (late-scaling vs. mid-game spike).

Level 4

Mixed. Variant of L3 with one escalation intensified.

Level 5

Serious board pressure. The cliff turn becomes T5 rather than T6. Fear-rush is critical; board-clear alone is too slow.

Level 6 (Difficulty 10)

Apex England. Coastal Cities arrive 1–2 rounds earlier. You need Stage II fear-rush and an aggressive opening by T3.

Spirits that shine at L6: Ocean (drowning + coastal defense), Keeper (Major Power spike handles the wave), Thunderspeaker (dahan-fear finisher).

Spirits that collapse at L6: Wildfire, Lure, very slow scalers without early fear generation.

Stage I → II → III Transitions

  • Stage I: standard. Towns accumulate in inland lands. Prep: keep inland coverage.
  • Stage II: coastal pressure begins. Towns start coastally. Prep the turn before: shift some presence coastal; start drowning / fear-gen on coast.
  • Stage III: Cities on coasts. By this point fear should be at Terror 2 minimum. If not, expect loss.

Pacing & Fear Generation

England’s town-density means fear per kill is high — every Town kill = 1 fear, and England gives you lots of Towns to kill. Terror 2 by T5–T6 is realistic.

Expected fear curve (solo L3, standard deck):

  • T3: 2–3 fear
  • T5: 5–6 fear (Terror 2 flip)
  • T7: 9–10 fear (Terror 3 flip)
  • T9: game end

Fear-heavy spirits win by the curve. Board-clear spirits win by saturating the map with corpses.

Spirits That Shine

  • Ocean’s Hungry Grasp — drowns coastal Cities as they arrive; counters Stage III directly.
  • Thunderspeaker — Town density = dahan retaliation density. Fear-gen scales naturally.
  • Shadows Flicker Like Flame — fear-farm exploits Town kill rate.
  • Keeper of the Forbidden Wilds — Major Power spike clears waves.
  • Vengeance as a Burning Plague — late-game juggernaut; the long tail of English pressure suits Vengeance’s scaling.

Spirits That Struggle

  • Heart of the Wildfire — blight-positive strategy clashes with England’s slow build.
  • Lure of the Deep Wilderness — late-scaling vs. mid-game cliff.
  • Grinning Trickster — randomness vs. predictable escalation underperforms.
  • Starlight Seeks Its Form — slow form-change vs. fast Town accumulation.
  • Fractured Days Split the Sky — time-skip helps but not enough; demands specific card pool that’s unreliable against England’s tempo.

Scenario Interactions

ScenarioInteractionSeverity
BlitzTime compression + English gradual build = brutal. Must fear-rush hard.Brutal
Rituals of TerrorFear-race favors spirits that scale on English kill pace.Favorable
Guard the Isle’s HeartInland-concentrated objective + England’s inland Towns = natural fit.Fair
Ward the ShoresHelps vs. Stage III coastal invasion. Great matchup.Favorable

Difficulty Curve Advice

Difficulty Curve

  • First time (any spirit): L1 — not L0. L0 is too light to teach the real English shape.
  • After 2 wins at L1: jump to L3. L2 is a minor variant; L3 teaches Stage II/III coastal pressure.
  • After 2 wins at L3: L5. Stage III comes 1–2 rounds earlier and decisions tighten.
  • Final boss: L6 once you can consistently win L5 inside 8 rounds.

Common Mistakes

Common Mistake

Focusing on Explorer kills instead of Town kills. Explorers at T2 aren’t your problem; the Town at T3 is.

Common Mistake

Not prepping coastal defense before T5. By T6–T7 you can’t retrofit coastal coverage; the cities are already arriving.

Common Mistake

Blight-agnostic play. England is slow enough that blight cascades sneak up — one Stage II ravage on a pre-blighted land sends you into cascade.

Common Mistake

Fear-rush without killing. Fear cards aren’t enough; you need Terror 2 flipped AND most cities cleared to actually win.

Stat Snapshot

Stat Insight

Per mindwanderer (2026-Q1):

  • Avg L6 win rate (all spirits): ~36% solo, ~44% 2-player.
  • Hardest level cliff: L5 → L6 is steeper than most adversaries (~12% drop).
  • Best-matchup spirit: Ocean L6 at ~55%.
  • Worst-matchup spirit: Wildfire L6 at ~22%.

England is the second-most-played adversary in digital data (after Brandenburg-Prussia); large sample sizes.

Source Notes

Sources


Last revised: 2026-04-19 — v0.1

Brandenburg-Prussia

At a Glance

FieldValue
ExpansionBase
Pressure ShapeBoard (city-heavy); flat-early, steep-late
Difficulty (L0–L6)1 / 2 / 4 / 6 / 7 / 9 / 10
Escalation EffectUpgrade City-build thresholds; Stage III bombardment
Stage II TriggerStandard — after certain deck-card flips
Stage III TriggerCoastal + City-density; bombardment active

Theme & Pressure Shape

Brandenburg-Prussia is the “late-explosion” adversary. T1–T3 are the calmest in the game; T5–T8 are the most dangerous. Cities upgrade from Towns at accelerated rates; by Stage III, Cities dominate, and bombardment damages presence directly.

The one-sentence teach: kill Explorers aggressively T1–T3 or pay compound interest in Cities by T7.

Escalation Timeline

timeline
  title Brandenburg-Prussia Escalation Shape
  Turn 1 : Stage I starts
  Turn 3 : First escalation - Cities build easier
  Turn 5 : Stage II - mid-game explosion
  Turn 7 : Stage III - bombardment; City damage
  Turn 9 : Full Stage III pressure

Level-by-Level Breakdown

Level 0 (Difficulty 1)

Base loss conditions + escalation rule. Gentle intro.

Level 1 (Difficulty 2)

First escalation fires. Appropriate for a 2nd game.

Level 3 (Difficulty 6)

The “real” BP — City-accumulation accelerates; bombardment prep arrives. Fear-Rush is especially strong here — Cities mean 2-fear-per-kill.

Spirits that shine: Shadows, Bringer, Lightning (prevents City-upgrades), Earth/Keeper for late Major-closing.

Spirits that struggle: Lure, Green (slow scalers vs. fast explosion).

Level 4–5

Mid-range variants of L3; escalation refines.

Level 6 (Difficulty 10)

Apex BP. Bombardment active earlier; Cities pre-exist at scenario start. Requires aggressive fear-rush or Major-shopping to close before T6 collapse.

Spirits that shine at L6: Shadows, Lightning, Earth (if Major engine fires T5), Fangs (Opening D).

Spirits that collapse at L6: Earth (if Major is T7+), Lure, Green.

Stage I → II → III Transitions

  • Stage I: Town-heavy; Explorer-to-Town upgrades normal. Kill Explorers early.
  • Stage II: City-heavy; Town-to-City upgrades accelerate. Prep T4 prevention or accept City accumulation.
  • Stage III: Bombardment active. Cities damage presence directly via bombardment rule. By this point, Terror 2 flip should be imminent.

Pacing & Fear Generation

BP is fear-rich — Town deaths = 1 fear each, City deaths = 2 fear each, and the deck produces many of both. Fear-Rush builds fire extremely well here.

Expected fear curve (solo L3):

  • T3: 3–4 fear
  • T5: 7–8 fear (Terror 2 flip)
  • T7: 12+ fear (Terror 3 flip)

Spirits That Shine

  • Shadows Flicker Like Flame — fear farming via Town-preservation; scales with adversary density.
  • Lightning’s Swift Strike — prevents City-upgrades with Fast-phase kills.
  • Vital Strength of the Earth — if Major engine fires T5, absorbs Stage III bombardment.
  • Sharp Fangs (Opening D) — Beast Scaling specifically tuned for BP.
  • Bringer of Dreams and Nightmares — fear-rush compounds against City density.

Spirits That Struggle

  • Lure of the Deep Wilderness — late-scaling vs. T5 explosion.
  • A Spread of Rampant Green — slow Major curve vs. fast City accumulation.
  • Serpent (solo) — sleeping through T1–T3 unacceptable vs. BP’s tempo.
  • Vengeance — slow scaling; cannot match BP’s T5–T7 acceleration.

Scenario Interactions

ScenarioInteractionSeverity
BlitzTime compression + City explosion = brutalBrutal
Rituals of TerrorFear-race favors BP’s fear densityFavorable
Guard the Isle’s HeartInland objective + BP inland focus = reasonableFair
Ward the ShoresLess relevant (BP is less coastal)Neutral

Difficulty Curve Advice

Difficulty Curve

  • First time (any spirit): L1 — not L0.
  • After 2 wins at L1: jump to L3. L2 is incremental; L3 teaches City explosion.
  • After 2 wins at L3: L5. Stage II–III transitions sharpen.
  • Final boss: L6 once L5 consistent.

Common Mistakes

Common Mistake

Ignoring Town-to-City upgrade T3–T4. A surviving Town becomes a City in 1 turn under BP; kill Towns, not just Explorers, by T3.

Common Mistake

Defending against bombardment instead of killing Cities. Bombardment fires continuously; the only permanent fix is City destruction.

Common Mistake

Fear-Rush without board control. Terror 3 flips but the board is 8 Cities at Stage III; scenario-loss fires.

Stat Snapshot

Stat Insight

Per mindwanderer (2026-Q1):

  • Avg L6 win rate (all spirits): ~38% solo, ~48% 2-player.
  • Hardest level cliff: L4 → L5 (~10% drop).
  • Best-matchup spirit: Shadows L6 at ~62%; Lightning L6 at ~68%.
  • Worst-matchup: Green L6 at ~35%; Serpent solo L6 at ~28%.

BP is one of the most-played adversaries in digital data; sample sizes are high.

Source Notes


Last revised: 2026-04-19

Sweden

At a Glance

FieldValue
ExpansionBase
Pressure ShapeFear suppression + coastal; high-early, plateau
Difficulty (L0–L6)1 / 2 / 3 / 5 / 6 / 7 / 8
Escalation EffectFear-card modifications; invader resilience
Stage II TriggerStandard deck-card flips
Stage III TriggerCoastal finalization

Theme & Pressure Shape

Sweden is the fear-suppression adversary. Sweden’s mechanics reduce fear-card effectiveness, penalize fear-rush spirits, and force a slower game. Coastal pressure is moderate; the real challenge is winning without the fear engine doing normal work.

The one-sentence teach: don’t plan your game around fear; plan it around killing.

Escalation Timeline

timeline
  title Sweden Escalation Shape
  Turn 1 : Stage I; fear penalties active at L3+
  Turn 3 : Escalation - invader resilience
  Turn 5 : Stage II - sustained pressure
  Turn 7 : Stage III - coastal consolidation

Level-by-Level Breakdown

Level 0 (Difficulty 1)

Base game. Fear penalties not yet active; Sweden is just “a base adversary.”

Level 1 (Difficulty 2)

First escalation. Still manageable.

Level 2 (Difficulty 3)

Fear penalties enter play — fear-rush spirits feel it here. Each fear-card effect reduced or conditional.

Level 3 (Difficulty 5)

Full fear suppression. Bringer, Shadows, and Many Minds fall ~15% in win rate.

Spirits that shine: Earth (doesn’t fear-rely), Keeper, Stone, Lightning (kill-focused), Fangs.

Spirits that struggle: Bringer (fear-only), Shadows, Shroud, Many Minds.

Levels 4–5

Invader resilience rules add; kills become slower.

Level 6 (Difficulty 8)

Apex Sweden. Fear effectively halved; every fear-rush plan weakens.

Stage I → II → III Transitions

  • Stage I: Town-Explorer mix; fear penalties begin L3+.
  • Stage II: sustained pressure; invader resilience active.
  • Stage III: coastal consolidation. Cities at coast.

Pacing & Fear Generation

Sweden is fear-poor relative to BP or England. Fear cards produce reduced effects; Terror flips take longer.

Expected fear curve (solo L3):

  • T3: 2–3 fear
  • T6: 6 fear (Terror 2 possible but slow)
  • T8: 9–10 fear (Terror 3 hard)

Fear-Rush spirits may never hit Terror 3 against Sweden L5+.

Spirits That Shine

  • Vital Strength of the Earth — doesn’t rely on fear; Majors close by kill.
  • Keeper of the Forbidden Wilds — Major Power Shopping unaffected by fear penalty.
  • Lightning’s Swift Strike — kills are direct; fear is bonus not primary.
  • Sharp Fangs Behind the Leaves — Beast damage; fear-agnostic.
  • Stone’s Unyielding Defiance — defend + Majors.

Spirits That Struggle

  • Bringer of Dreams and Nightmares — fear-only; structural failure vs. fear suppression.
  • Shadows Flicker Like Flame — fear-rush plan cannot complete.
  • Shroud of Silent Mist — fear-damaged-invader engine weakened.
  • Many Minds Move as One — fear farm output halved.

Scenario Interactions

ScenarioInteractionSeverity
Rituals of TerrorFear-race scenario + fear suppression = very hardBrutal
BlitzTime pressure + fear-slow = tightHard
Guard the Isle’s HeartInland objective bypasses fear issueFair
Ward the ShoresCoastal prep vs. Sweden’s coasts = helpfulFavorable

Difficulty Curve Advice

Difficulty Curve

  • First time: L0 or L1. Fear penalty not yet critical.
  • After 2 wins: L3. This is where Sweden becomes Sweden. Fear penalty fires.
  • After L3 wins: L5. Resilience + suppression stack.
  • Final: L6 once the archetype-shift from fear-rush to kill-focus is internalized.

Common Mistakes

Common Mistake

Playing Shadows or Bringer solo against Sweden L5+. The fear suppression makes the archetype structurally underfire.

Common Mistake

Ignoring fear penalty text on escalation cards. Each penalty reduces specific card effects; read carefully.

Common Mistake

Relying on Terror 3 flip for win. Against Sweden L5+, Terror 3 may never arrive; win via board-clear instead.

Stat Snapshot

Stat Insight

Per mindwanderer (2026-Q1):

  • Avg L6 win rate: ~40% solo.
  • Fear-Rush spirit win rate drop: ~15% at L3; ~25% at L5.
  • Best-matchup: Lightning L6 at ~60%; Earth L6 at ~55%; Keeper L6 at ~58%.
  • Worst-matchup: Bringer solo L6 at ~18%; Shadows L6 at ~30%.

Source Notes


Last revised: 2026-04-19

France (Plantation Colony)

Auto-generated from adversary panel data

Escalation levels + cliff classifications derived from data/references/adversaries/france-plantation-colony.json. Rows marked [VERIFY physical panel] need cross-checking against the physical adversary card.

At a Glance

FieldValue
Expansionbranch-and-claw
Pressure shapeDahan capture + plantation-tokens; punishes Dahan-reliance
Difficulty levelsL0, L2, L3, L5, L6, L8, L9, L10

Overview

France (Plantation Colony) is a dahan capture + plantation-tokens; punishes dahan-reliance adversary introduced in the branch-and-claw expansion. The level-by-level breakdown below captures each escalation tier; cliff levels (flagged ⚠️) are where your strategic approach must change fundamentally, not just scale up.

Level-by-Level Breakdown

LevelNameEscalationCliff?Notes
L0BaseNo escalation.
L2SlaveryDahan captured → Settlers/Plantations.⚠️Dahan-engine spirits (Shadows-of-Dahan, Thunderspeaker) lose count
L3SugarPlantation tokens added during Ravage.⚠️Blight accelerates from plantation density
L5Entrenched EstatesPlantations harder to remove.[VERIFY]
L6Coffee[VERIFY]
L8Tobacco[VERIFY]
L9Indentured Workforce[VERIFY]
L10Total PlantationMaximum pressure.

Strategy Cliffs

L2 — Slavery

What changes: Dahan captured → Settlers/Plantations.

Impact: Dahan-engine spirits (Shadows-of-Dahan, Thunderspeaker) lose count

L3 — Sugar

What changes: Plantation tokens added during Ravage.

Impact: Blight accelerates from plantation density

Spirit Affinity vs. France (Plantation Colony)

Which spirit archetypes have an easier or harder time against this adversary, based on power-summary profile matching.

Strong against this adversary

  • Defense-focused spirits — Defending Dahan lands directly counters plantation-formation.
  • Offense-focused spirits — Damage + presence denial prevents plantation tokens from accumulating.

Struggles against this adversary

  • Dahan-focused spirits — France’s Slavery rule captures Dahan — any spirit reliant on Dahan-outnumbers breaks.
  • Fear-focused spirits — Fear-rush works but is slower vs. plantation-dense boards.

Escalation Timeline

timeline
    title France (Plantation Colony) difficulty curve
    L0 : Base
    L2 ⚠️ : Slavery
    L3 ⚠️ : Sugar
    L5 : Entrenched Estates
    L6 : Coffee
    L8 : Tobacco
    L9 : Indentured Workforce
    L10 : Total Plantation

How to pick a spirit vs. this adversary

  1. Read the Strong-against list above and find spirits whose Power Summary fits (from Spirits Overview & Index).
  2. Cross-check the spirit’s chapter’s Adversary Matchup Matrix for the letter grade at your chosen level.
  3. For cliff levels (⚠️), read the Strategy Cliffs section in the spirit’s chapter to confirm the spirit’s mitigation plan works.

Habsburg Mining Expedition

Auto-generated from adversary panel data

Escalation levels + cliff classifications derived from data/references/adversaries/habsburg-mining-expedition.json. Rows marked [VERIFY physical panel] need cross-checking against the physical adversary card.

At a Glance

FieldValue
Expansionnature-incarnate
Pressure shapescaling Explorer/Town late; aggressive Build counts
Difficulty levelsL0, L1, L3, L5, L6, L7, L9, L10

Overview

Habsburg Mining Expedition is a scaling explorer/town late; aggressive build counts adversary introduced in the nature-incarnate expansion. The level-by-level breakdown below captures each escalation tier; cliff levels (flagged ⚠️) are where your strategic approach must change fundamentally, not just scale up.

Level-by-Level Breakdown

LevelNameEscalationCliff?Notes
L0BaseNo escalation.
L1Quick Profit[VERIFY]
L3Surface Mining[VERIFY]
L5Industrial ScalingExtra Explorers/Towns each turn.⚠️Raw Invader accumulation outpaces fear-rush
L6Heavy Machinery[VERIFY]
L7Deep Shaft[VERIFY]
L9Exhausting the Land[VERIFY]
L10Maximum Pressure[VERIFY]

Strategy Cliffs

L5 — Industrial Scaling

What changes: Extra Explorers/Towns each turn.

Impact: Raw Invader accumulation outpaces fear-rush

Spirit Affinity vs. Habsburg Mining Expedition

Which spirit archetypes have an easier or harder time against this adversary, based on power-summary profile matching.

Strong against this adversary

  • Offense-focused spirits — Damage keeps up with Mining’s explorer/town scaling.
  • Utility-focused spirits — Energy-banking for big Major plays combats Mining’s late-game spike.

Struggles against this adversary

  • Fear-focused spirits — Mining outpaces fear-rush at L5+; the raw invader accumulation wins the race.

Escalation Timeline

timeline
    title Habsburg Mining Expedition difficulty curve
    L0 : Base
    L1 : Quick Profit
    L3 : Surface Mining
    L5 ⚠️ : Industrial Scaling
    L6 : Heavy Machinery
    L7 : Deep Shaft
    L9 : Exhausting the Land
    L10 : Maximum Pressure

How to pick a spirit vs. this adversary

  1. Read the Strong-against list above and find spirits whose Power Summary fits (from Spirits Overview & Index).
  2. Cross-check the spirit’s chapter’s Adversary Matchup Matrix for the letter grade at your chosen level.
  3. For cliff levels (⚠️), read the Strategy Cliffs section in the spirit’s chapter to confirm the spirit’s mitigation plan works.

Russia

Auto-generated from adversary panel data

Escalation levels + cliff classifications derived from data/references/adversaries/russia.json. Rows marked [VERIFY physical panel] need cross-checking against the physical adversary card.

At a Glance

FieldValue
Expansionjagged-earth
Pressure shapeDahan pressure + fear-card suppression from mid-late
Difficulty levelsL0, L1, L3, L4, L6, L7, L9, L11

Overview

Russia is a dahan pressure + fear-card suppression from mid-late adversary introduced in the jagged-earth expansion. The level-by-level breakdown below captures each escalation tier; cliff levels (flagged ⚠️) are where your strategic approach must change fundamentally, not just scale up.

Level-by-Level Breakdown

LevelNameEscalationCliff?Notes
L0BaseNo escalation.
L1Frontier Warlords[VERIFY]
L3Colonization DriveFear-card penalties + Dahan under pressure.⚠️Fear-rush + Dahan-reliant spirits both compromised at this level
L4Settler AttacksDahan directly targeted.⚠️[VERIFY]
L6Conscription[VERIFY]
L7Peasant Levies[VERIFY]
L9Grand Army[VERIFY]
L11Maximum Pressure[VERIFY]

Strategy Cliffs

L3 — Colonization Drive

What changes: Fear-card penalties + Dahan under pressure.

Impact: Fear-rush + Dahan-reliant spirits both compromised at this level

L4 — Settler Attacks

What changes: Dahan directly targeted.

Impact: [VERIFY]

Spirit Affinity vs. Russia

Which spirit archetypes have an easier or harder time against this adversary, based on power-summary profile matching.

Strong against this adversary

  • Offense-focused spirits — Damage handles Russia’s Settler waves efficiently.
  • Defense-focused spirits — Protecting Dahan lands is specifically rewarded.

Struggles against this adversary

  • Fear-focused spirits — Russia’s L3+ fear suppression caps fear-rush value.
  • Dahan-focused spirits — Russia’s Settler Attacks target Dahan; Dahan-reliant spirits struggle.

Escalation Timeline

timeline
    title Russia difficulty curve
    L0 : Base
    L1 : Frontier Warlords
    L3 ⚠️ : Colonization Drive
    L4 ⚠️ : Settler Attacks
    L6 : Conscription
    L7 : Peasant Levies
    L9 : Grand Army
    L11 : Maximum Pressure

How to pick a spirit vs. this adversary

  1. Read the Strong-against list above and find spirits whose Power Summary fits (from Spirits Overview & Index).
  2. Cross-check the spirit’s chapter’s Adversary Matchup Matrix for the letter grade at your chosen level.
  3. For cliff levels (⚠️), read the Strategy Cliffs section in the spirit’s chapter to confirm the spirit’s mitigation plan works.

Scotland

Auto-generated from adversary panel data

Escalation levels + cliff classifications derived from data/references/adversaries/scotland.json. Rows marked [VERIFY physical panel] need cross-checking against the physical adversary card.

At a Glance

FieldValue
Expansionpromo-2
Pressure shapemixed; mild Town/City escalation; few hard cliffs
Difficulty levelsL0, L1, L3, L4, L6, L7, L8, L10

Overview

Scotland is a mixed; mild town/city escalation; few hard cliffs adversary introduced in the promo-2 expansion. The level-by-level breakdown below captures each escalation tier; cliff levels (flagged ⚠️) are where your strategic approach must change fundamentally, not just scale up.

Level-by-Level Breakdown

LevelNameEscalationCliff?Notes
L0BaseNo escalation.
L1Second Sons[VERIFY]
L3Clearances[VERIFY]⚠️Possible Dahan pressure cliff
L4Defoliation[VERIFY]
L6Resources Drained[VERIFY]
L7[Verify][VERIFY]
L8[Verify][VERIFY]
L10Total[VERIFY]

Strategy Cliffs

L3 — Clearances

What changes: [VERIFY]

Impact: Possible Dahan pressure cliff

Spirit Affinity vs. Scotland

Which spirit archetypes have an easier or harder time against this adversary, based on power-summary profile matching.

Strong against this adversary

  • Offense-focused spirits — Scotland is damage-friendly — fewer fear traps than other L3+ adversaries.
  • Fear-focused spirits — Fear still works well; no hard fear-suppression.

Struggles against this adversary

  • Dahan-focused spirits — Scotland’s Clearances at L3 can hurt Dahan-dependent engines.

Escalation Timeline

timeline
    title Scotland difficulty curve
    L0 : Base
    L1 : Second Sons
    L3 ⚠️ : Clearances
    L4 : Defoliation
    L6 : Resources Drained
    L7 : [Verify]
    L8 : [Verify]
    L10 : Total

How to pick a spirit vs. this adversary

  1. Read the Strong-against list above and find spirits whose Power Summary fits (from Spirits Overview & Index).
  2. Cross-check the spirit’s chapter’s Adversary Matchup Matrix for the letter grade at your chosen level.
  3. For cliff levels (⚠️), read the Strategy Cliffs section in the spirit’s chapter to confirm the spirit’s mitigation plan works.

Habsburg Livestock Colony

Auto-generated from adversary panel data

Escalation levels + cliff classifications derived from data/references/adversaries/habsburg-livestock-colony.json. Rows marked [VERIFY physical panel] need cross-checking against the physical adversary card.

At a Glance

FieldValue
Expansionjagged-earth
Pressure shapeLivestock tokens, slow-ramp; favorable to most spirits
Difficulty levelsL0, L2, L3, L5, L6, L8, L9, L10

Overview

Habsburg Livestock Colony is a livestock tokens, slow-ramp; favorable to most spirits adversary introduced in the jagged-earth expansion. The level-by-level breakdown below captures each escalation tier; cliff levels (flagged ⚠️) are where your strategic approach must change fundamentally, not just scale up.

Level-by-Level Breakdown

LevelNameEscalationCliff?Notes
L0BaseNo escalation.
L2Cattle Drives[VERIFY]
L3Grazing ExpansionLivestock tokens added.⚠️[VERIFY]
L5Large Herds[VERIFY]
L6Organized Ranches[VERIFY]
L8Grand Haciendas[VERIFY]
L9[VERIFY][VERIFY]
L10Maximum[VERIFY]

Strategy Cliffs

L3 — Grazing Expansion

What changes: Livestock tokens added.

Impact: [VERIFY]

Spirit Affinity vs. Habsburg Livestock Colony

Which spirit archetypes have an easier or harder time against this adversary, based on power-summary profile matching.

Strong against this adversary

  • Fear-focused spirits — Livestock scales slowly; fear-rush gets time to flip Terror.
  • Control-focused spirits — Push/Gather disrupts ranches forming on specific lands.

Struggles against this adversary

  • Defense-focused spirits — Livestock doesn’t punish Defense-heavy play much; those spirits still function, just overkill.

Escalation Timeline

timeline
    title Habsburg Livestock Colony difficulty curve
    L0 : Base
    L2 : Cattle Drives
    L3 ⚠️ : Grazing Expansion
    L5 : Large Herds
    L6 : Organized Ranches
    L8 : Grand Haciendas
    L9 : [VERIFY]
    L10 : Maximum

How to pick a spirit vs. this adversary

  1. Read the Strong-against list above and find spirits whose Power Summary fits (from Spirits Overview & Index).
  2. Cross-check the spirit’s chapter’s Adversary Matchup Matrix for the letter grade at your chosen level.
  3. For cliff levels (⚠️), read the Strategy Cliffs section in the spirit’s chapter to confirm the spirit’s mitigation plan works.

Scenarios — Overview & Index

Spirit Island has 14 scenarios across expansions. A scenario adds a pre-game modifier — extra rules, win conditions, or restrictions — that transforms how the game plays. Scenarios are additive to adversaries (not replacements); you can run a scenario + adversary combination for extra challenge.

Chapter status

Authored so far

Full: Blitz, Guard the Isle’s Heart, Rituals of Terror, Dahan Insurrection.

Stub: the other 10 scenarios (M3–M4 authoring milestones).

All 14 scenarios at a glance

ScenarioExpansionDifficulty ModPressure Shape
BlitzBase0Time compression
Guard the Isle’s HeartBase0Inland objective
Rituals of TerrorBase3Fear race
Dahan InsurrectionBase4Dahan scoring
Second WaveBranch & Claw1Invader return
Powers Long ForgottenBranch & Claw1Card restriction
Ward the ShoresBranch & Claw2Coastal defense
Rituals of the Destroying FlameBranch & Claw3Blight race
Despicable TheftJagged Earth2Artifact rescue
Elemental InvocationJagged Earth1Element gating
A Diversity of SpiritsPromo Pack 20Varied spirits
The Great RiverJagged Earth1River presence
Varied TerrainsPromo Pack 20Terrain variance
Destiny UnfoldsNature Incarnate2Scaling narrative

When to use a scenario

  • Spice up a known adversary: you’ve beaten England L3 five times; add Blitz for a fresh puzzle.
  • Practice a specific mechanic: Ward the Shores drills coastal defense; Rituals of Terror drills fear-rush.
  • Increase difficulty without raising adversary level: Rituals of Terror adds +3 difficulty but teaches different skills than bumping to L5+.
  • Teach a concept: Dahan Insurrection literally teaches dahan’s strategic value.

When NOT to use a scenario

  • Teaching a new player: scenarios add cognitive load; save for game 3+.
  • Against adversaries that already punish the scenario’s dimension: Rituals of Terror + Sweden = double-fear-penalty punishment.
  • When you want a short game: scenarios typically extend game length.

Scenario + adversary compatibility

Some combinations are brutal:

  • Blitz + Brandenburg-Prussia: time compression + City explosion.
  • Rituals of Terror + Sweden: fear race + fear suppression.
  • Dahan Insurrection + France: dahan scoring + dahan capture.

Others are fair:

  • Blitz + England: tight but winnable.
  • Rituals of Terror + Brandenburg-Prussia: fear race suits BP’s fear-density.
  • Dahan Insurrection + Habsburg Livestock: dahan-friendly adversary.

Each scenario chapter has a matchup table.

How to read a scenario chapter

Every scenario chapter has:

  1. At a Glance — expansion, difficulty mod, pressure shape, length modifier.
  2. Setup Changes — exact deltas from a standard setup.
  3. Win/Loss Condition Shift.
  4. Time Pressure Profile.
  5. Spirits That Shine / Struggle.
  6. Adversary Combinations.
  7. Opening Rounds (spirit-agnostic goal-oriented T1–T3 plan).
  8. Common Mistakes + Sources.

Cross-references


Last revised: 2026-04-19

Blitz

At a Glance

FieldValue
ExpansionBase
Difficulty Mod0
Pressure ShapeTime compression
LengthShorter (by ~2 turns)
Key ConstraintAccelerated Invader Deck

Setup Changes

  • The Invader Deck is set up in blitz order — fewer standard setup cards, more rapid Stage escalation.
  • Initial invaders placed more aggressively.
  • Fear deck unchanged.

Win / Loss Condition Shift

  • Win: same — Terror 3 flip + no invaders / no cities.
  • Loss: same — blight exhaustion. But the game ends earlier due to deck acceleration.

Time Pressure Profile

Blitz compresses the game by roughly 2 turns. What normally happens at T7 happens at T5. This punishes:

  • Slow-ramp spirits (Earth, Keeper) whose Majors arrive T5+.
  • Late-game juggernauts (Serpent, Vengeance).

And rewards:

  • Fast-tempo spirits (Lightning, Fangs).
  • Fear-rush spirits (Shadows, Bringer) — if adversary allows fear.

Spirits That Shine

  • Lightning’s Swift Strike — aggressive T1–T2 kills disrupt the accelerated deck.
  • Sharp Fangs Behind the Leaves — fast beast deployment scales quickly.
  • Shadows Flicker Like Flame — fear-per-kill accelerates Terror.
  • A Spread of Rampant Green (Opening A) — Early Major fits the compressed timeline.
  • River Surges in Sunlight — push prevents builds before the accelerated deck compounds.

Spirits That Struggle

  • Vital Strength of the Earth — Major engine fires T5; Blitz ends T5–T6.
  • Keeper of the Forbidden Wilds — same slow-ramp issue.
  • Serpent Slumbering Beneath the Island — never wakes up.
  • Stone’s Unyielding Defiance — late Majors don’t land.
  • Vengeance as a Burning Plague — late-game juggernaut archetype fails.

Adversary Combinations

AdversaryInteractionSeverity
Brandenburg-PrussiaTime compression + City explosion = extremely brutalBrutal
EnglandTight but winnable; fear-rush closesHard
SwedenFear-slow + time pressure = awkwardHard
FranceDahan capture on compressed timelineHard
Habsburg MiningMining doesn’t scale in Blitz timeFair
RussiaSettler pressure on compressed board = brutalBrutal
ScotlandFine; Scotland is flexibleFair
Habsburg LivestockSlow adversary + compressed game = mildFair

Opening Rounds (Goal-Oriented)

Spirit-agnostic plan for T1–T3:

  • T1: place presence aggressively; play Fast damage/push where possible. Prevent at least one Build.
  • T2: repeat aggression; ensure T3 reclaim is set up.
  • T3: reclaim if needed; play 3 cards; target fear generation + Town kills.

Common Mistakes

Common Mistake

Drafting Major Powers that won’t fire until T6+. In Blitz, T6 may be the last turn. Major-heavy spirits must fire by T4 or accept failure.

Common Mistake

Banking energy for a turn that doesn’t arrive. Blitz compresses; bank 1 turn maximum.

Common Mistake

Picking slow-scaling spirits (Earth, Keeper, Serpent, Stone). Blitz punishes their timing.

Source Notes


Last revised: 2026-04-19

Guard the Isle’s Heart

At a Glance

FieldValue
ExpansionBase
Difficulty Mod0
Pressure ShapeInland objective
LengthStandard
Key ConstraintSpecific central lands must stay blight-free

Setup Changes

  • Specific inland lands marked as “the Isle’s Heart.”
  • Initial invader placement may avoid or cluster near the heart (varies by setup variant).

Win / Loss Condition Shift

  • Standard win: Terror 3 flip + no invaders/no cities.
  • Scenario loss: if the Isle’s Heart lands accumulate too much blight (or suffer specific penalties), you lose immediately.

Time Pressure Profile

Standard. The scenario adds a spatial constraint (protect specific lands) rather than a temporal one.

Spirits That Shine

  • Vital Strength of the Earth — defends heart lands with Guard + Stillness.
  • Keeper of the Forbidden Wilds — blight removal is scenario-specific insurance.
  • A Spread of Rampant Green — terrain shaping + blight removal.
  • Stone’s Unyielding Defiance — sacred-site defense in central lands.
  • Towering Roots of the Jungle — if heart is jungle.

Spirits That Struggle

  • Heart of the Wildfire — blight-positive spirit + blight-loss scenario = structural conflict.
  • Vengeance as a Burning Plague — blight-positive; same structural issue.
  • Volcano Looming High — destruction creates blight; conflict.
  • Ocean’s Hungry Grasp — coastal-focused; heart is inland.

Adversary Combinations

AdversaryInteractionSeverity
EnglandTown-heavy inland fits heart defense challengeFair
Brandenburg-PrussiaCity explosion near heart = extremely brutalBrutal
SwedenCoastal focus bypasses inland heartFair
FranceDahan capture can occur near heartHard
Habsburg MiningScaling inland pressure; tough lateHard
RussiaSettlers threaten heartBrutal
ScotlandStandard difficultyFair
Habsburg LivestockTerrain focus compatibleFair

Opening Rounds (Goal-Oriented)

  • T1: identify the heart lands; place presence adjacent or in-land.
  • T2: defend or pre-emptively kill invaders near heart.
  • T3: establish blight-removal or prevention capability.

Common Mistakes

Common Mistake

Treating the scenario like standard. The heart-loss condition fires independent of blight pool exhaustion.

Common Mistake

Picking blight-positive spirits. Wildfire + Guard the Isle’s Heart is self-defeating.

Common Mistake

Ignoring heart lands until T5. By T5, blight may already have accumulated beyond recovery.

Source Notes


Last revised: 2026-04-19

Rituals of Terror

At a Glance

FieldValue
ExpansionBase
Difficulty Mod3
Pressure ShapeFear race
LengthCompressed by fear-rush win condition
Key ConstraintModified fear-card draw mechanics

Setup Changes

  • Fear cards drawn more aggressively — the fear deck fires faster.
  • Some additional ritual tokens or objectives depending on setup variant.

Win / Loss Condition Shift

  • Win: reach Terror 3 flip faster than standard. The scenario rewards fear-rush.
  • Loss: standard blight + potentially a turn-cap (scenario-dependent).

Time Pressure Profile

Rituals of Terror compresses the game via fear-rush acceleration rather than deck-acceleration. If you generate fear fast, the game ends fast. If fear stalls, blight cascades catch up.

Spirits That Shine

  • Bringer of Dreams and Nightmares — fear-only win path fires perfectly.
  • Shadows Flicker Like Flame — fear-rush native.
  • Many Minds Move as One — fear farm.
  • Shroud of Silent Mist — gradual fear works.
  • Wandering Voice Keens Delirium — strife-fear specialist.

Spirits That Struggle

  • Vital Strength of the Earth — kill-focused; fear-rush benefit wasted.
  • Sharp Fangs Behind the Leaves — damage spirit; fear is secondary.
  • Lightning’s Swift Strike — kills generate fear but pace doesn’t match scenario.
  • Keeper of the Forbidden Wilds — slow-Major; fear-ignorant.

Adversary Combinations

AdversaryInteractionSeverity
SwedenFear penalty + fear-race scenario = punishingBrutal
RussiaFear suppression + fear-race = terribleBrutal
Brandenburg-PrussiaFear-dense + fear-race = perfectFavorable
EnglandTown density + fear-race = cleanFavorable
FranceDahan capture doesn’t hit fearFair
Habsburg MiningScaling outpaces fear raceHard
ScotlandNeutral-to-fairFair
Habsburg LivestockSlow; fear-race worksFair

Opening Rounds (Goal-Oriented)

  • T1: place presence; play fear-generating cards (not defensive cards).
  • T2: accumulate fear; prep Level 1 innate if fear-heavy spirit.
  • T3: Terror 1 flip likely imminent (vs. T5 standard).

Common Mistakes

Common Mistake

Playing defensively. The scenario rewards aggressive fear-rushing; over-defending forfeits the fear race.

Common Mistake

Picking kill-focused spirits. The scenario’s fear-acceleration doesn’t help Lightning or Fangs proportionally.

Common Mistake

Running against Sweden or Russia. Structural conflict; avoid or expect heavy losses.

Source Notes


Last revised: 2026-04-19

Dahan Insurrection

At a Glance

FieldValue
ExpansionBase
Difficulty Mod4
Pressure ShapeDahan scoring
LengthExtended (dahan scoring takes turns)
Key ConstraintDahan as primary win resource

Setup Changes

  • Additional dahan tokens placed at setup.
  • Dahan scoring mechanic active — killing invaders with dahan retaliation produces additional effects.
  • Some dahan-related rules (dahan movement, dahan preservation) altered.

Win / Loss Condition Shift

  • Win: reach specific dahan-count threshold + standard Terror flip.
  • Loss: standard blight exhaustion, plus dahan-count-below-threshold loss condition in some variants.

Time Pressure Profile

Extended — dahan scoring adds turns to the “board clear” requirement. Spirit games against dahan-capturing adversaries face double-pressure.

Spirits That Shine

  • Thunderspeaker — the archetype-defining fit.
  • Hearth-Vigil — dahan preservation Incarna.
  • Ferocious Warrior of the Lost Lands — dahan-warrior theme.
  • Sharp Fangs Behind the Leaves — Beast + dahan Ranging Hunt synergy.
  • Bringer of Dreams and Nightmares — dahan-scaling fear cards.

Spirits That Struggle

  • Heart of the Wildfire — kills dahan via blight.
  • Vengeance as a Burning Plague — blight-positive; dahan are collateral.
  • Volcano Looming High — destruction pattern kills dahan.
  • Grinning Trickster — random effects hurt dahan population.

Adversary Combinations

AdversaryInteractionSeverity
France (Plantation)Dahan capture vs. dahan scoring = extremely brutalBrutal
RussiaSettler-kill dahan mechanics conflictBrutal
EnglandTown-heavy; dahan retaliation fires oftenFavorable
Brandenburg-PrussiaCities give fear-per-kill via dahanFair
SwedenFear-neutral; dahan kills still workFair
Habsburg MiningDahan mostly safe; fineFair
ScotlandDahan-friendlyFavorable
Habsburg LivestockDahan-friendly; livestock mechanics neutral to dahanFavorable

Opening Rounds (Goal-Oriented)

  • T1: place presence in dahan-dense lands; establish dahan-retaliation zones.
  • T2: buff dahan (Thunderspeaker) or use dahan indirectly.
  • T3: first dahan-retaliation kills; scoring begins.

Common Mistakes

Common Mistake

Picking this scenario against France without a Thunderspeaker/Hearth-Vigil partner. The scenario amplifies France’s dahan-hostility.

Common Mistake

Letting dahan die casually. The scenario rewards dahan preservation explicitly; each death is double-weighted.

Common Mistake

Playing a damage-first spirit without dahan synergy. Fangs + Dahan Insurrection requires Beast + dahan coordination, not generic Beast play.

Source Notes


Last revised: 2026-04-19

Second Wave

At a Glance

FieldValue
Expansionbranch-and-claw
Difficulty delta+1
Scenario slugsecond-wave

Setup modifications

[VERIFY] Invaders continue arriving after stage 3.

Win condition

Standard.

Loss condition

Standard.

Notes

[VERIFY]

Spirit fit

Best for: Energy-bank + Major-shopping spirits for sustained long-game play.

Worst for: Fear-rush openers that run out of steam past the first wave.

Cross-references

Powers Long Forgotten

At a Glance

FieldValue
Expansionbranch-and-claw
Difficulty delta+1
Scenario slugpowers-long-forgotten

Setup modifications

[VERIFY] Additional forgotten Power cards enter the deck.

Win condition

Standard.

Loss condition

Standard.

Notes

[VERIFY]

Spirit fit

Best for: Minor-draft-density spirits (Grinning Trickster, Shifting Memory of Ages).

Worst for: [VERIFY]

Cross-references

Ward the Shores

At a Glance

FieldValue
Expansionjagged-earth
Difficulty delta+1
Scenario slugward-the-shores

Setup modifications

[VERIFY] Coastal lands have extra protection requirements.

Win condition

Standard.

Loss condition

Coastal Blight-count loss.

Notes

[VERIFY]

Spirit fit

Best for: Coastal-damage + push spirits (Ocean’s Hungry Grasp naturally).

Worst for: Inland-focused spirits.

Cross-references

Rituals of the Destroying Flame

At a Glance

FieldValue
Expansionjagged-earth
Difficulty delta+3
Scenario slugrituals-of-destroying-flame

Setup modifications

[VERIFY] Invaders perform fire rituals damaging land.

Win condition

Standard.

Loss condition

Fire-count loss.

Notes

[VERIFY]

Spirit fit

Best for: Damage-heavy spirits that can keep pace with fire rituals.

Worst for: Defend-heavy spirits.

Cross-references

Despicable Theft

At a Glance

FieldValue
Expansionjagged-earth
Difficulty delta+0
Scenario slugdespicable-theft

Setup modifications

[VERIFY] Invaders steal resources triggering effects.

Win condition

Standard.

Loss condition

Standard.

Notes

[VERIFY]

Spirit fit

Best for: Fast-innate spirits that pre-empt theft triggers.

Worst for: [VERIFY]

Cross-references

Elemental Invocation

At a Glance

FieldValue
Expansionjagged-earth
Difficulty delta+0
Scenario slugelemental-invocation

Setup modifications

[VERIFY] Spirits must manifest elemental shrines.

Win condition

Shrine-count win condition.

Loss condition

Standard.

Notes

[VERIFY]

Spirit fit

Best for: Multi-element innate spirits (Wandering Voice, Fractured Days).

Worst for: Mono-element spirits (Rampant Green, Heart of the Wildfire).

Cross-references

A Diversity of Spirits

At a Glance

FieldValue
Expansionjagged-earth
Difficulty delta+0
Scenario sluga-diversity-of-spirits

Setup modifications

Spirits must be from different archetypes — see scenario card.

Win condition

Standard.

Loss condition

Standard.

Notes

Spirit-pick constraint matters at draft time.

Spirit fit

Best for: (Spirit pick is constrained; read the scenario card). Rewards cross-archetype coverage.

Worst for: Homogeneous team compositions.

Cross-references

The Great River

At a Glance

FieldValue
Expansionjagged-earth
Difficulty delta+1
Scenario slugthe-great-river

Setup modifications

[VERIFY] River system modifies adjacency.

Win condition

Standard.

Loss condition

Standard.

Notes

[VERIFY]

Spirit fit

Best for: River Surges in Sunlight (thematic); coastal/water spirits.

Worst for: [VERIFY]

Cross-references

Varied Terrains

At a Glance

FieldValue
Expansionjagged-earth
Difficulty delta+0
Scenario slugvaried-terrains

Setup modifications

[VERIFY] Terrain rules modified.

Win condition

Standard.

Loss condition

Standard.

Notes

[VERIFY]

Spirit fit

Best for: Terrain-flexible spirits.

Worst for: Terrain-specific spirits (A Spread of Rampant Green favors jungles; Rising Heat favors sands).

Cross-references

Destiny Unfolds

At a Glance

FieldValue
Expansionnature-incarnate
Difficulty delta+2
Scenario slugdestiny-unfolds

Setup modifications

[VERIFY] Fate-driven triggers across rounds.

Win condition

Standard.

Loss condition

Standard.

Notes

[VERIFY]

Spirit fit

Best for: [VERIFY]

Worst for: [VERIFY]

Cross-references

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

Energy Denial

Archetype at a Glance

FieldValue
One-line identityBreak the invaders’ action economy — skip explores, isolate lands, delay builds
Win pathDelay game long enough for fear/damage to close, or starve invaders into irrelevance
Primary spiritsDownpour Drenches the World, Grinning Trickster, Shroud of Silent Mist
Secondary spiritsFinder of Paths Unseen, Lure of the Deep Wilderness, Ocean’s Hungry Grasp (via coastal denial)
Best vs.Sweden (fear-agnostic), France Plantation (disrupt dahan capture)
Worst vs.Brandenburg-Prussia late game (once Cities exist, denying explores doesn’t matter)

Identity

Energy Denial is the “make their turn do nothing” archetype. You don’t kill invaders; you ensure invaders can’t act. Where other archetypes answer the question “how do I win?”, Energy Denial answers “how do I refuse to lose?”

The payoff isn’t flashy. You don’t get a board wipe or a Terror 3 flip on T6. What you get is a T4 where the invader card says “Explore: Jungle” and there are no jungle lands with invaders adjacent, so nothing happens. You’ve just skipped a full turn of the adversary’s tempo for the cost of 2 CP.

Over 8 turns, denying 3–4 invader actions is a bigger win than killing 12 invaders. It also buys time for a partner spirit to scale into a proper closer.

Core Mechanics

Isolation

Isolation prevents invaders from exploring from a specified land. Downpour’s signature cards do this. An isolated coastal land stops the ocean from seeding explorers. An isolated inland hub stops the chain.

Push + Gather

Moving invaders out of a build target before the Build fires is mechanically different from killing them, but tactically equivalent — no Town spawns. Push is cheap; most spirits have 1–2 Push effects available.

Damaged-Invader Rules

Shroud of Silent Mist’s innate keeps damaged invaders in a reduced-action state across turns. A Town damaged but not killed next turn still participates in Ravage at reduced effectiveness, but not in Build. This is denial via damage-persistence.

Card Disruption

Trickster’s signature mechanic. Forcing the adversary deck to reshuffle, swapping card effects, or re-routing explores via flavor-text disruption. Less mechanical than the others; relies on specific card availability.

Fear → Terror 2 (as denial enabler)

Once Terror 2 flips, many adversary Build effects soften. Denial + fear-rush hybrids exploit this.

Spirits That Embody Energy Denial

Downpour Drenches the World (primary)

The archetype’s exemplar. Core capability: isolation via Pour Down + Minor complementarity.

Latentoctopus concept note: Downpour’s openings explicitly call the “complementarity” principle — draft Minors that fill toolkit gaps, not duplicate strengths. This is archetype-aware drafting codified.

Key cards:

  • Pour Down (unique, repeatable) — isolation + building damage.
  • Gift of Abundance — scaling energy.
  • Minors adding Defend or Explorer removal — Downpour’s known gaps.

Cross-reference: Downpour chapter.

Grinning Trickster Stirs Up Trouble (primary)

Card-deck disruption specialist. Re-routes explores, messes with ravage targets, creates havoc.

Key cards:

  • Impersonate Authority — explore re-route.
  • Overenthusiastic Arson — damage + disruption.
  • Let’s See What Happens — the innate’s scaling denial + energy.

Cross-reference: Trickster chapter.

Shroud of Silent Mist (primary partial)

Denial-via-fear-farming. Damaged invaders persist; Mists Shift and Flow lets you cover lands that should have explored.

Rei’s framing: Shroud is gradual pressure — not fast-killing. This reads as “denial-by-slow-accumulation.” The invaders are technically present but producing less value per turn.

Cross-reference: Shroud chapter.

Finder of Paths Unseen (secondary)

Mobility-based denial. Vision tokens + presence-mobility let you get powers into lands the invaders didn’t expect you to reach. Good for re-routing explorers.

Cross-reference: Finder chapter.

Lure of the Deep Wilderness (secondary)

Pulls invaders away from their intended target lands. A pulled Explorer can’t build its Town in the land the deck said.

Ocean’s Hungry Grasp (coastal denial)

Not pure denial — Ocean’s primary path is drowning — but the drowning is denial: invaders can’t act if they’re not in lands anymore.

Execution Pattern

A representative round-by-round shape, Downpour solo vs. England L3:

  • T1: Growth for Minor + presence. Play Pour Down on a coastal land with an Explorer — cripples the T2 Build chain.
  • T2: Minor gain aimed at Explorer removal (Downpour’s gap). Pour Down again on the inland hub.
  • T3: Reclaim; assess which lands the adversary is about to Build. Pre-isolate.
  • T4: Engine running — every other turn, you deny a full invader action.
  • T5–6: Terror 2 flip via fear from fed kills; adversary pressure softens; denial → win.
  • T7–8: Close via fear or partner’s Major.

The archetype never stops — you keep denying even at T7, because denial + partner-scaling is how you avoid last-minute blight cascades.

Strong Adversary Matchups

  • Sweden — Sweden’s fear penalties hit fear-rush builds hardest; Energy Denial bypasses this axis entirely. Just delay long enough.
  • France (Plantation) — denying Explorer movement denies dahan capture. Particularly strong matchup for Downpour.
  • Brandenburg-Prussia (early + mid only) — denying Town builds in Stage I is huge; the archetype weakens at Stage III when Cities pre-exist.
  • Scotland — denial lets you set the pace; Scotland doesn’t escalate aggressively.

Weak Adversary Matchups

  • Brandenburg-Prussia late-game — once Cities exist, they act without needing new Explorers. Denial becomes partial.
  • Russia — Russia’s Settler mechanics compound regardless of Explorer actions. Denial helps but isn’t sufficient.
  • Habsburg Mining — scaling-heavy; denial buys time but the adversary just keeps scaling harder.

Multiplayer Synergies

Energy Denial + Dahan Rush: denial buys time for dahan populations to grow; Thunderspeaker scales into a full engine. Classic “slow game” pairing.

Energy Denial + Major Power Shopping: denial holds the board while Keeper/Earth/Stone shops Majors. The Major-Power engine closes; denial gets you to the engine.

Energy Denial + Fear Rush: contradictory on paper (denial = long game; fear rush = short game), but works when the fear-rush partner generates fear from innates rather than kills (Bringer, Many Minds).

Anti-synergy — Energy Denial + Energy Denial: two denial spirits at the table means the game never progresses and never closes. Games go long; patience wears thin.

Common Mistakes

Common Mistake — Denial without a closer

You denied 4 invader actions but generated zero fear. T8 arrives; you’ve held the board but have no path to Terror 2. Denial must pair with something that closes.

Common Mistake — Targeting cheap denials

Playing a denial effect on an Explorer-only land when a Town-land denial would have saved 3 damage. Denial has opportunity cost; prioritize the land where denial mattered.

Common Mistake — Losing denial tempo late

Stopping denial plays in Stage III because “it’s too late.” Denial is still valuable on T7 — even denying one Explore blocks a coastal City spawn.

Source Notes


Last revised: 2026-04-19

Dahan Rush

Archetype at a Glance

FieldValue
One-line identityScale dahan into offense (retaliation) + defense (damage sink) + fear (kill multiplier)
Win pathDahan retaliation clears Towns/Cities, generating kill-fear → Terror 2/3 flips while dahan absorb ravages
Primary spiritsThunderspeaker, Hearth-Vigil, Ferocious Warrior of the Lost Lands
Secondary spiritsSharp Fangs Behind the Leaves (via beasts-as-dahan), Bringer (fear cards scale with dahan)
Best vs.England (Town-dense), Brandenburg-Prussia, Scotland
Worst vs.France Plantation (dahan capture), Russia (Settler mechanics kill dahan)

Identity

Dahan Rush treats the island’s native people as your army, your shield, and your fear-engine — simultaneously. The insight: each dahan is mechanically three things at once, and a spirit that leans into all three compounds faster than any single-axis build.

The canonical mental picture: Thunderspeaker plays Manifestation of Power and Glory on T1, summoning a dahan into a Town land. T2, Thunderspeaker plays Words of Warning, buffing dahan counterattack. T3, the Town Ravages; the dahan deal 2 damage, killing the Town, generating 1 fear; the dahan survive on 1 HP because Thunderspeaker defended. T4, the dahan move again. The loop compounds.

Core Mechanics

Dahan counterattack

During Ravage, surviving dahan deal 2 damage to invaders in the same land. 2 dahan = 4 damage = kill a Town. This is free damage — it doesn’t cost a card or energy; it comes with the ravage. Dahan Rush amplifies this.

Dahan health

Dahan have 2 HP. A ravage dealing 3 damage kills 1 dahan and damages the second. Defend effects reduce ravage damage; they’re a dahan preservation tool in this archetype.

Dahan-scaling fear

Thunderspeaker’s innates + some Bringer fear cards scale with dahan density. Each dahan in a ravage land adds to fear payout.

Summoning / gathering dahan

Several powers create dahan (Thunderspeaker’s Manifestation, some Majors) or move dahan into valuable lands (push/gather). The archetype relies on maintaining dahan density of 3+ per key land.

Beasts as proxy-dahan

Sharp Fangs’ beasts act mechanically like dahan for some effects (Ranging Hunt benefits, some innate thresholds). Fangs doesn’t have dahan synergy per se, but the archetype generalizes to the beast subtype.

Spirits That Embody Dahan Rush

Thunderspeaker (primary)

The canonical dahan spirit. Every design choice leans into dahan interaction.

Key cards:

  • Manifestation of Power and Glory (unique) — summon dahan; fast defend.
  • Words of Warning (unique) — dahan retaliation buff.
  • Voice of Thunder (unique) — defend + fear via dahan density.
  • Sudden Ambush (unique) — dahan attack injection.

Cross-reference: Thunderspeaker chapter.

Hearth-Vigil (primary)

Nature Incarnate dahan specialist. The Incarna literally is a dahan-protective entity.

Key mechanic: Hearth-Vigil’s Incarna prevents dahan loss in the lands it occupies. Converts dahan from “spent in ravage retaliation” to “retained and amplified.”

Cross-reference: Hearth-Vigil chapter.

Ferocious Warrior of the Lost Lands (primary)

Nature Incarnate. Dahan-as-warrior explicitly: the spirit scales offensive power with dahan count and works with specific dahan positioning.

Cross-reference: Ferocious Warrior chapter.

Sharp Fangs Behind the Leaves (secondary — beasts-as-dahan)

Fangs converts presence into beasts rather than interacting with dahan directly. But the mechanics rhyme: beasts counterattack invaders via Ranging Hunt, scale damage via positioning, and free up presence for other uses. Plays adjacent to dahan-friendly spirits well.

Cross-reference: Fangs chapter.

Bringer of Dreams and Nightmares (secondary)

Some Bringer fear cards scale with dahan count in their target land. Bringer isn’t dahan-scaling alone — but as a fear-rush partner at a dahan-heavy table, the payoff compounds.

Execution Pattern

Thunderspeaker solo vs. England L3, Opening A:

  • T1: Growth G3 bottom (Minor + presence). Play Sudden Ambush + Manifestation of Power and Glory (2 dahan summoned). Place presence adjacent to Town lands. 0E / 2CP → 0E / 2CP.
  • T2: Growth G2 top (top-track energy). Play Words of Warning (dahan retaliation buff) + new Minor. Dahan density now 4–5 in key lands.
  • T3: Growth G1 reclaim. 3–4 cards refreshed; hand has new Moon-bearing Minor from T1 offer. Play Voice of Thunder + Minor. Dahan retaliate on T3 ravage → Town killed, 1 fear, dahan survive via defend.
  • T4: State audit — dahan at 5–7 on-board across 3 critical lands. Defend active via Manifestation or recast. Engine producing 2–3 fear/turn from dahan-scaled kills.
  • T5+: Terror 2 flip imminent. Continue dahan density; close via Terror 3 + final city kill.

Strong Adversary Matchups

  • England — Town density is ideal for dahan retaliation. Every Town kill = 1 fear + dahan alive for next round.
  • Brandenburg-Prussia — cities generate more fear-on-kill; dahan compound the advantage.
  • Scotland — general-purpose friendly matchup.
  • Habsburg Livestock — livestock mechanics don’t kill dahan directly.

Weak Adversary Matchups

  • France (Plantation Colony) — dahan capture is literal; they’re removed to the Plantation.
  • Russia — Settler mechanics destroy or push dahan aggressively.
  • Habsburg Mining — scaling damage overwhelms dahan-ravage absorption past T6.

Multiplayer Synergies

Dahan Rush + Fear Rush (Thunderspeaker + Shadows/Bringer): dahan kills feed fear; innate-fear closes. This is the most documented 2-spirit combo in the community.

Dahan Rush + Defend & Outlast (Thunderspeaker + Earth): defend covers early T1–3 while dahan population builds; late-game dahan engine + Earth Majors double-threat.

Dahan Rush + Terrain Control (Thunderspeaker + Green/River): terrain partner moves invaders into dahan-dense lands for guaranteed kill-chains.

Anti-synergy — Dahan Rush + France: don’t pick Dahan Rush against France Plantation. The entire archetype’s value proposition is the adversary punishes directly.

Common Mistakes

Common Mistake — Letting dahan die early

Letting a ravage kill 2 dahan on T2 “to save presence.” You lost your scaling engine to preserve a token that regrows. Dahan are rarer than presence.

Common Mistake — Not defending dahan-occupied ravages

Dahan Rush requires defend coverage. If a T3 ravage wipes your dahan stack, the engine restarts. Every turn your dahan stack survives compounds.

Common Mistake — Spread too thin

Dahan retaliation requires density — 3+ dahan per key land. 1 dahan across 8 lands does nothing; 3 dahan in 3 lands is the archetype.

Common Mistake — Rushing Thunderspeaker Major drafts

Thunderspeaker’s Unique cards are already dahan-engine. Majors are the finisher, not the opening. Don’t gain a Major T2 — you’ll lack the CP to deploy it alongside Words of Warning + Manifestation.

Source Notes


Last revised: 2026-04-19

Fear Rush

Archetype at a Glance

FieldValue
One-line identityRace to Terror 3; win-condition loosening is the plan, not board-clear
Win pathFill fear pool fast via innate fear + fear-generating cards → Terror 2 by T5–6 → Terror 3 by T7–8 → win on “no cities” or “no invaders anywhere”
Primary spiritsShadows Flicker Like Flame, Bringer of Dreams and Nightmares, Many Minds Move as One, Shroud of Silent Mist
Secondary spiritsVengeance as a Burning Plague (late-game fear juggernaut), Wandering Voice Keens Delirium
Best vs.Brandenburg-Prussia, England (Town-rich = fear-rich)
Worst vs.Sweden (fear penalties), Russia (fear suppression)

Identity

Fear Rush is the “win by scaring them” archetype, explicitly. The other archetypes generate fear as a byproduct of killing; Fear Rush treats fear as the primary output and kills as the means to fear.

The mental reframe for a new Fear Rush player: don’t kill the Town on T3 if you can keep it alive through T4. Two turns of fear from that Town’s presence (via your innate firing on strife-ed invaders, or via a fear-generating card) is often more value than the 1 fear the kill would produce plus whatever the Town would do in between.

See Fear Track fundamentals for the base mechanics. This chapter is about the archetype’s execution.

Core Mechanics

Innate fear generation

The archetype-defining mechanic. Each of the four primary Fear Rush spirits has an innate that generates fear when element thresholds hit:

  • Shadows — Dark and Tangled Wood: 1 / 2 / 3 fear at increasing Moon + Fire + Air thresholds.
  • Bringer — explicit fear-per-turn from presence-count innates.
  • Many Minds — Beset and Confound scales 2 → 6 fear as elements pile up.
  • Shroud — Slow and Silent Death: “free Fear” per Rei’s framing.

Fear-generating cards

Minors + Majors with “add N fear” effects. These are always high-priority for Fear Rush spirits. Examples: Song of Sanctity, Dreams of the Dahan, Terrifying Nightmares, Voice of Command, Paralyzing Fright.

Strife as fear-enabler

Strife-ed invaders can’t ravage effectively, which means they stay alive across multiple turns contributing to your innate fear generation. Strife is the Fear Rush equivalent of a damage-over-time effect with a different resource mechanic.

Fear-deck quality curve

Fear card quality increases as you approach Terror 3 (Terror-3 cards are bottom-most). Fear Rush intentionally front-loads fear generation so that the highest-quality cards land when you still have card-plays to exploit them. This is distinct from “fear as a side effect” builds where Terror-3 cards arrive too late to matter.

Keep-them-alive math

The math: a Town left alive for 2 turns = +2 fear from innate + +1 fear from kill = 3 fear. Killing it now = 1 fear. When Fear is your primary axis, staying patient beats the kill-trigger reflex.

Spirits That Embody Fear Rush

Shadows Flicker Like Flame (primary)

The archetype’s most accessible entry. Moderate complexity, strong fear generation, flexible.

Key cards + innates:

  • Dark and Tangled Wood innate — the engine.
  • Offering of Fear and Flame — fast fear generation every turn.
  • Terrifying Nightmares (Major) — closer.

Cross-reference: Shadows chapter.

Bringer of Dreams and Nightmares (primary)

Fear-only win path. Doesn’t meaningfully damage invaders; instead generates fear until terror flips solve the win condition.

Identity: “Slowest scaling, fastest fear.” Requires patience; rewards discipline.

Cross-reference: Bringer chapter.

Many Minds Move as One (primary)

Rei’s framing: “fear farm” with Beast-scaling. Beasts move 2 lands; fear scales via Beset and Confound.

Key strategic note from Rei: “Has no offense to start with, but an excellent stalling defense combined with Fear generation.” Fear Rush in denial clothing.

Cross-reference: Many Minds chapter.

Shroud of Silent Mist (primary)

Rei: “Slow and Silent Death is its real strength.” Damaged invaders persist and feed innate fear across turns. Requires careful presence management (presence-hungry).

Cross-reference: Shroud chapter.

Vengeance as a Burning Plague (secondary — late-game fear juggernaut)

Rei: “late-game juggernaut.” Fear scales with blight/disease in the late game; not a T3 fear spiker, but a T6+ fear explosion that often caps Terror 3 in 1–2 turns.

Pairs well with fear-rush primaries who need T5–6 fear; Vengeance becomes the T7–8 closer.

Cross-reference: Vengeance chapter.

Wandering Voice Keens Delirium (secondary)

Nature Incarnate fear-via-strife specialist. Complex play; experimental for Fear Rush builds until more community data emerges.

Execution Pattern

Representative solo arc, Shadows vs. Brandenburg-Prussia L3:

  • T1: Offering + 0-cost Moon Minor. Strife 1 invader; 1 fear gen. Fear pool: 1/4.
  • T2: Offering (if reclaimed) + Minor. Strife 2 invaders total; 1 fear + 1 from innate Level 1. Pool: 3/4.
  • T3: Reclaim; play 3 cards including Dreams of the Dahan (fear-heavy Minor). Pool hits 4 → Terror 2 flip.
  • T4: Level 2 innate firing reliably (3 Moon + 1 Fire). 2–3 fear/turn. Pool: 3/8.
  • T5: Gain Terrifying Nightmares Major. Pool: 5/8.
  • T6: Nightmares activates → Terror 3 flip. Pool: 0/… (resets).
  • T7: Close on “no cities” via accumulated kill-damage.
  • T8 optional: mop up.

Strong Adversary Matchups

  • Brandenburg-Prussia — cities = 2 fear-per-kill; the target-rich environment for fear farming.
  • England — town-dense; fear scales with kill rate.
  • Scotland — no explicit fear suppression.
  • Habsburg Livestock — slow-paced adversary that lets fear accumulate.

Weak Adversary Matchups

  • Sweden — L3+ fear penalties cripple the archetype (every fear card has reduced impact or adds conditions).
  • Russia — Stage II+ suppresses fear generation mechanically.
  • Habsburg Mining — scaling-heavy; you need a Terror 3 flip before Stage III, which requires element availability that this adversary disrupts.

Multiplayer Synergies

Fear Rush + Dahan Rush (Shadows + Thunderspeaker, Bringer + Hearth-Vigil): the canonical “fear + board” pairing. Dahan kills feed fear; fear innate closes. Multiple community tier lists rank this among the top 2-spirit pairings at L5+.

Fear Rush + Fear Rush (Shadows + Bringer): double-engine. Risk: no board control, so you must hit Terror 2 by T5. Fragile vs. fast adversaries.

Fear Rush + Major Power Shopping (Shadows + Earth): fear rushes to Terror 2; Earth Majors close. Reliable. Earth’s slow scaling benefits from Shadows’s denial-via-strife buying time.

Fear Rush + Terrain Control (Many Minds + Green): Green pushes invaders into Many Minds’s Beast kill-zones. The fear-per-kill feeds Many Minds’s Beset innate.

Anti-synergy — Fear Rush + Sweden adversary: don’t pick Fear Rush spirits against Sweden at L3+. The entire archetype’s output is suppressed.

Common Mistakes

Common Mistake — Killing on T2 for 1 fear

Killing a Town on T2 that would have given 4 fear over T3–T4 innate triggers. Fear Rush math: keep them alive unless the kill crosses a Terror threshold this turn.

Common Mistake — Ignoring board control

Fear Rush is not “no board control at all.” You still need to prevent blight cascade. Shadows’s strife + Shroud’s damage-sink + Many Minds’s beast-walls all serve dual purpose. Don’t mistake “fear primary” for “board ignored.”

Common Mistake — Greedy Major drafts

Taking Terrifying Nightmares (Major) on T3 when you lack the elements to threshold it. The card sits in hand 3 turns doing nothing; meanwhile you gave up a Minor slot. Fear Rush spirits generally don’t go Major before T5.

Common Mistake — Underestimating fear pool refills

Fear cards sometimes add fear-pool capacity or reset it. Read the fear card you drew; don’t assume Terror 2 is “automatic” after N fear.

Common Mistake — Fear Rush against Sweden/Russia

If you’re stuck with Shadows/Bringer against Sweden L3+, pivot to Defend & Outlast mode: survive, take Major-Power closers, accept that Terror 2 won’t arrive in a typical fear-rush timeline.

Source Notes


Last revised: 2026-04-19

Terrain Control

Archetype at a Glance

FieldValue
One-line identityMove invaders to your kill-zones, or isolate lands so invaders can’t move into them
Win pathFunnel invaders into lands where your partner (or your own damage) can clear them efficiently; deny build targets via push; starve explores via coastal isolation
Primary spiritsA Spread of Rampant Green, Lure of the Deep Wilderness, River Surges in Sunlight, Finder of Paths Unseen
Secondary spiritsShroud of Silent Mist (Mists Shift and Flow), Fathomless Mud of the Swamp, Ocean’s Hungry Grasp (coastal-specific)
Best vs.Habsburg Livestock (slow, manipulable), France Plantation (re-route dahan before capture), Scotland
Worst vs.Russia (settlers don’t move the way you want), Brandenburg-Prussia (Cities once built don’t care about terrain)

Identity

Terrain Control is the archetype of “the island is a map and you rearrange the pieces on it.” You don’t necessarily kill invaders yourself — you relocate them so they’re in the wrong place to build, or the right place for a partner’s damage, or isolated from exploration.

The strategic insight: invaders are positional. A City in jungle and a City in mountain are identical units, but their future actions depend on where they are. Moving them changes the future of the game. Terrain Control spirits earn their keep by changing invader futures cheaply.

Core Mechanics

Push

Move one or more invaders (or dahan) out of a target land into an adjacent land. Cheap; most spirits have access.

Gather

Move invaders (or dahan) into a target land. Often paired with a kill-zone partner.

Isolate

Prevent explores or builds from a land. Mechanically it’s a “tag” on the land that doesn’t require re-targeting each turn.

Terrain-gating

Certain powers target specific terrains (jungle, mountain, sand, wetland). Terrain Control spirits often reshape which lands fall into “my power’s valid targets.”

Coastal vs. inland

Coastal lands explore from the ocean; inland lands explore from adjacent lands with invaders. Terrain Control can weaponize coastal/inland distinctions — e.g., isolating coastal lands stops all ocean explores into that sea.

Spirits That Embody Terrain Control

A Spread of Rampant Green (primary)

Green buffs terrain via its Wild Growth mechanic + interacts with blight reduction + pushes invaders. Not a pure mover — more of a terrain-shaper.

Key cards:

  • Gift of Proliferation — scaling spread.
  • Sprout Lands into Battleground (aspect-dependent) — terrain-shape.
  • Plant-heavy Majors — threshold-synergy.

Cross-reference: Green chapter.

Lure of the Deep Wilderness (primary)

The archetype’s most explicit pull-spirit. Lures invaders out of their intended targets into wilderness lands where they can’t build or explore normally.

Key cards:

  • Gift of the Untamed Wild — the signature pull.
  • Softly Beckon Ever Inward — core lure.
  • Swallowed by the Wilderness — isolation-kill hybrid.
  • Perils of the Deepest Island — damage + lure.

Cross-reference: Lure chapter.

River Surges in Sunlight (primary)

Base game push-gather specialist. River’s Bounty + Flow Through the Powers let you reshape invader position at high tempo.

Key cards:

  • River’s Bounty (unique) — core reclaim-loop engine.
  • Flow Through the Powers — energy + element scaling.
  • Push-bearing Minors — draft-priority.

Cross-reference: River chapter.

Finder of Paths Unseen (primary)

Mobility-based control. Vision tokens let you reach distant lands for control effects. Finder’s Incarna mechanics reshape what “adjacent” means for invaders.

Key strategic note: Finder’s control is presence-mobility plus invader re-routing. Niche but powerful.

Cross-reference: Finder chapter.

Shroud of Silent Mist (secondary)

Rei’s framing: Shroud’s Mists Shift and Flow rule is terrain control — gather presence to an adjacent land to satisfy range. Shroud’s primary axis is fear-farming; its secondary axis is exactly this archetype.

Fathomless Mud of the Swamp (secondary)

Horizons spirit; defend-heavy with terrain manipulation via wetland focus. Simple but effective.

Ocean’s Hungry Grasp (coastal-specific)

Ocean’s drowning is terrain control via an extreme version — pushing invaders into the ocean removes them permanently. Coastal-only, but devastating there.

Execution Pattern

Representative arc, Lure of the Deep Wilderness solo vs. Habsburg Livestock L3:

  • T1: Growth G2 bottom (card play + presence). Play Gift of the Untamed Wild — pull an Explorer into wilderness. Play Softly Beckon Ever Inward — core draw-and-pull. 0E / 2CP state.
  • T2: Growth G2 top (energy). Reclaim T1’s Softly Beckon. Lure another Explorer. Fear starts accumulating from isolated invaders.
  • T3: Growth G4 (Major gain). Forget a weak unique; gain a Plant-element Major. Play Gift of the Untamed Wild + Softly Beckon again. Presence arc at 6–7 of 13.
  • T4 state audit: 2–3 Explorers isolated from their build targets. Adversary’s Stage I build-chain has effectively skipped one turn. Fear pool at 3–4 of 8. Entering 3 CP next turn.
  • T5–6: Major fires; lured invaders either killed directly or left useless. Terror 2 flip via accumulated fear.
  • T7–8: Close via partner or fear pressure.

Strong Adversary Matchups

  • Habsburg Livestock — slow build pace gives Terrain Control multiple turns to re-position invaders before they become Cities.
  • France (Plantation Colony) — re-routing dahan away from Explorer-held lands prevents capture. Particularly strong for Lure + Green.
  • Scotland — relatively manipulable; no aggressive invader-positioning rules.
  • England mid-game — redirecting Town builds prevents Stage III coastal Cities.

Weak Adversary Matchups

  • Russia — Settlers don’t behave like standard Invaders for movement; Terrain Control has reduced relevance.
  • Brandenburg-Prussia — once Cities exist (late-game), moving them costs more than killing them.
  • Habsburg Mining — scales faster than your manipulation can keep up with.

Multiplayer Synergies

Terrain Control + Dahan Rush (Green + Thunderspeaker): move invaders into dahan-dense lands; dahan retaliation finishes the kill. One of the cleanest 2-spirit archetypes.

Terrain Control + Major Power Shopping (Green + Earth, Lure + Keeper): terrain partner sets up kill-zones; Major partner closes. Mid-to-late scaling.

Terrain Control + Fear Rush (Green + Many Minds): invader concentration → Many Minds’s Beast area-scaling fear → Terror 2. Works well; mid-complexity.

Terrain Control + Terrain Control (double-Lure, River + Green): lots of manipulation, not enough damage. Failure mode: invaders end up in weird lands but don’t die.

Anti-synergy — Terrain Control + Energy Denial: same problem — lots of control, no closer. You deny + reposition, but never generate enough fear or damage to win.

Common Mistakes

Common Mistake — Control without killing

Pushing 4 Explorers around over 4 turns but killing 0. You’ve delayed the game for 4 rounds but the adversary scaled. Terrain Control needs a closer either in your own kit (late-game Majors) or a partner.

Common Mistake — Moving invaders away from dahan

Pushing a Town out of a dahan-dense land into an empty land. You just denied your own best damage source. Terrain Control should move invaders toward damage or away from build targets — not randomly.

Common Mistake — Forgetting adjacency

Pushing a Town to a land adjacent to a Build-target. The Town becomes a new Build source next turn. Always check the next turn’s deck.

Common Mistake — Wasting pulls on Explorers

Lure spending 2 energy pulling an Explorer that would’ve done nothing anyway. Save pulls for Towns / Cities, or for Explorers that would have built.

Source Notes


Last revised: 2026-04-19

Defend & Outlast

Archetype at a Glance

FieldValue
One-line identityAbsorb early pressure; bank toward a late-game Major-Power engine that closes
Win pathSurvive T1–T5 via defend + dahan preservation + careful blight management → T6+ Major engine clears Cities → win on “no cities”
Primary spiritsVital Strength of the Earth, Keeper of the Forbidden Wilds, Stone’s Unyielding Defiance
Secondary spiritsHearth-Vigil (dahan-preservation hybrid), Towering Roots of the Jungle (Incarna defender)
Best vs.Russia, Habsburg Mining, Sweden L3+ (all adversaries that punish fast-rush builds)
Worst vs.Brandenburg-Prussia (explodes late), adversaries with fast Stage III (you never reach the Major engine)

Identity

Defend & Outlast is the “play the long game” archetype. Where Fear Rush answers “how do I win in 8 turns?” this archetype answers “how do I still have a board at turn 8?”

The mental model: every turn you don’t lose is a turn closer to your T6+ engine firing. Early turns are ugly. You take ravages that look like they should hurt; you watch blight climb to 2–3; you don’t generate dramatic fear. Then around T5–T6, your Major Powers come online, you start landing 3–4-cost Majors that clear whole lands, and the game closes suddenly.

This archetype feels slow during play. Don’t confuse “slow” with “bad” — the win-rate for Earth/Keeper vs. late-scaling adversaries beats Fear Rush by double digits at high difficulty.

Core Mechanics

Defend

The base mechanic. Defend N means “reduce next ravage damage by N in target land.” Defend-heavy spirits drop 2–4 defend per turn, soaking ravages that would otherwise destroy presence + dahan.

Presence-sink economy

Early-game, you accept that presence will die to ravages you can’t prevent. The archetype budgets for presence loss — presence in ravage-target lands is a deliberate damage sink, preserving dahan and delaying blight.

Late-game Major payoff

The engine lives in Majors. High-cost Majors (4–8 energy) with 3+ element thresholds are the closers. Without them, the archetype never wins. With them, the archetype’s energy curve fits the Major cost comfortably by T5+.

Energy-banking

Counter-intuitive: sometimes bank 2–3 energy for 2 turns rather than spending each turn. This is the only archetype where banking is regularly correct — you’re saving for a Major play you can’t afford without accumulation.

Blight management

Blight management is the archetype’s soft-loss axis. You can’t prevent all blight; you must prevent cascading blight. A 2nd blight in one land cascades; keeping the 2nd blight on different lands across turns is the delicate work.

Spirits That Embody Defend & Outlast

Vital Strength of the Earth (primary)

The canonical Major Power user. Slow scaling, high energy ceiling, defend-heavy Uniques.

Key cards:

  • Guard the Healing Land — defend + dahan-preserve.
  • Gift of Constancy — sustained defend.
  • A Year of Perfect Stillness — the biggest single-turn defend in the game.
  • Plant-Earth-aligned Majors — Vigor of the Breaking Dawn, Tigers Hunting, Fire and Flood.

Cross-reference: Vital Strength of the Earth chapter.

Keeper of the Forbidden Wilds (primary)

B&C Major-power specialist. Sacred-site density + high-cost Majors = a Major-Power engine that starts earlier than Earth’s but caps lower.

Key mechanic: Keeper’s energy track supports Majors by T3–T4. The “Major shopper + defender” identity.

Cross-reference: Keeper chapter.

Stone’s Unyielding Defiance (primary)

Jagged Earth’s “Earth++” spirit. Sacred-site-dependent; defends entire lands; Majors arrive T3–T4.

Key identity: Stone is Earth + 1 complexity. If you’ve mastered Earth, Stone is the natural next step.

Cross-reference: Stone chapter.

Hearth-Vigil (secondary — dahan-preservation hybrid)

Nature Incarnate dahan-defender. Incarna protects dahan; dahan scale into fear generation. Bridges Defend & Outlast with Dahan Rush — playable as either archetype depending on build.

Towering Roots of the Jungle (secondary)

NI Incarna defender; jungle-terrain scaling. Playable as pure Defend & Outlast or as Terrain Control hybrid.

Execution Pattern

Representative arc, Earth solo vs. Habsburg Mining L3:

  • T1: Growth G2 bottom (presence + card play). Play Guard the Healing Land on the hottest ravage terrain. 0E / 2CP. Accept that you’re contributing minimal offense.
  • T2: Growth G3 bottom (card gain). Play Guard the Healing Land (reclaimed? or new Minor defend) + energy-gain Minor. Energy bank +1.
  • T3: Growth G1 reclaim + G4 Major gain (if offered). Forget a weak Unique; gain a 3–4 cost Major. Play Guard + a Minor. Energy bank grows.
  • T4 state audit: 2E / 2CP or 3E / 2CP. Major in hand. Blight at 2–3; cascade not yet. Dahan alive in 3 lands. Major playable next turn.
  • T5: Major fires. A Land clears. Fear spike from kills. Terror 1 → 2 likely.
  • T6–7: Second Major gained; first Major reclaimed. Double-Major turn possible with enough banked energy. Terror 2 flip.
  • T8: Close on “no cities” via board-wipe plays.

Strong Adversary Matchups

  • Russia — fear-suppression is irrelevant to Defend & Outlast (fear is secondary, Major kills are primary); Settler ravages are absorbed via defend.
  • Habsburg Mining — the archetype’s best matchup. Mining’s scaling rewards long-game spirits; Majors arrive in time.
  • Sweden L3+ — fear penalties don’t hurt the archetype (not fear-dependent); defend covers Sweden’s aggressive Stage II.
  • France (Plantation Colony) — defend preserves dahan against capture.

Weak Adversary Matchups

  • Brandenburg-Prussia — Stage III fast-explode before your Major engine matures. You need Majors by T5; BP hits Stage III around T6. Timing is too tight.
  • Blitz scenario (with most adversaries) — scenario time-compression kills the archetype’s pre-condition.
  • Scotland (sometimes) — if the deck shape pressures you early, no time to bank energy.

Multiplayer Synergies

Defend & Outlast + Fear Rush (Earth + Shadows, Keeper + Bringer): Fear Rush hits Terror 2 by T5–6; Defend & Outlast lands Major closer T6–7. Clean handoff.

Defend & Outlast + Major Power Shopping (Earth + Keeper, Stone + Covets): double-Major build. 2 Majors per turn by T6. Brutal finisher, risky T1–T4 if adversary spikes.

Defend & Outlast + Terrain Control (Earth + Green, Keeper + River): Green/River reposition invaders into Earth’s kill-zones; Earth Majors wipe on trigger. Slow but dependable.

Defend & Outlast + Defend & Outlast (Earth + Stone): everything banks; games go 10+ turns. Works but feels unsatisfying.

Anti-synergy — Defend & Outlast + fast adversary (Brandenburg-Prussia late): if the adversary Stage III-es before T6, archetype fails. Switch partner or adversary.

Common Mistakes

Common Mistake — Spending energy you needed

Playing a 2-cost Minor on T3 when you needed to bank that 2E for a 4-cost Major on T5. Defend & Outlast has specific energy-bank turns; deviating compounds.

Common Mistake — Drafting Majors you can’t threshold

Taking Vigor of the Breaking Dawn when you have 0 Sun elements. It sits in hand; the forget you paid with is wasted. Check threshold-fit before gaining.

Common Mistake — Defending the wrong land

Defending a ravage with 0 invader damage over dahan-absorb. Defend is a limited currency; spend it on lands where the ravage actually kills dahan/presence.

Common Mistake — Losing dahan to early ravages

Defend & Outlast’s dahan preservation is load-bearing for late-game. Losing 3 dahan on T2 destroys your T5+ option of Thunderspeaker-style dahan retaliation as a finisher.

Common Mistake — Panicking on T3

T3 looks bad. 2 blight, no engine yet, no Majors in hand. This is expected — don’t pivot to Fear Rush mid-game. The Major-engine arrives T5; stay the course.

Source Notes


Last revised: 2026-04-19

Major Power Shopping

Archetype at a Glance

FieldValue
One-line identityAggressively draft Major Powers; forget weak Uniques; spike big plays
Win pathStack 3–5 Majors by T7; each Major is a board-altering event; chain them for closing kills
Primary spiritsVital Strength of the Earth, Keeper of the Forbidden Wilds, Stone’s Unyielding Defiance, Covets Gleaming Shards of Earth
Secondary spiritsStarlight Seeks Its Form (flexible), Serpent Slumbering Beneath the Island, Wounded Waters Bleeding
Best vs.Habsburg Mining, Russia L5–6, any long-game adversary
Worst vs.Brandenburg-Prussia Stage III fast, Blitz scenario, Sweden (fear penalties reduce kill-fear efficiency)

Identity

Major Power Shopping is the “big deck” archetype. Where most spirits gain 3–4 power cards over a game, Major Power Shoppers gain 5–7, heavily weighted toward Majors, and shop aggressively — forget a Unique for a Major on T2, forget that Major’s replacement for another Major on T5, and so on.

The trade-off is obvious: you’re spending draft tempo for late-game card quality. Most spirits can’t afford this because their Uniques are load-bearing. Major Power Shoppers specifically have one or two Uniques worth keeping and the rest are forget-fodder, which makes the archetype cost-effective.

The close is dramatic. T7, you play a 4-cost and a 3-cost Major in the same turn; two lands clear; fear spikes to Terror 2 or 3; the game is effectively over. Before T7, you mostly exist.

Core Mechanics

Aggressive Forget

Majors demand a Forget when gained. Spirits with replaceable Uniques (Earth’s Draw of Fresh Waters is often flagged as a Forget candidate) or matchup-weak Uniques (Wildfire’s Flash-Fires vs. damage-resist adversaries) can Forget cheaply.

Element-curve fit

Each Major has 1–3 element thresholds. Shopping aggressively means you need to match the Majors to your spirit’s element generation. Earth + Plant threshold Majors; Stone + Earth/Fire threshold Majors; Keeper + Sun/Plant/Earth Majors.

If your spirit can’t threshold the Major, the card’s effect degrades badly. Shopping without element-check = draft-tempo lost.

Energy ramp to 4+

Major Power Shopping spirits need 4E by T5 at the latest. Growth choices bias top-track energy placements more aggressively than other archetypes.

Re-forget economy

Gaining a second Major forces a second Forget. The fifth Major in a game cost a Forget of a previous Major in some cases. This is deliberate — your T2 Major becomes forget-fodder by T6 if you’ve gained a better one.

Shopping with an agenda

You don’t shop every Major offer. You pass Majors that don’t threshold-fit or cost-fit. Taking the “cool-looking Major” without element or energy support is the #1 failure mode.

Spirits That Embody Major Power Shopping

Vital Strength of the Earth (primary)

The canonical Major shopper. Energy track supports T4–T5 Major gains; most Uniques are forget-fodder after T3.

Shopping pattern: gain first Major T2 (forget Draw of Fresh Waters); gain second Major T4; gain third Major T6 (often forgetting the T2 Major). Ends the game with 3 Majors in rotation.

Cross-reference: Earth chapter.

Keeper of the Forbidden Wilds (primary)

Keeper’s sacred-site mechanics + high energy support a 4-Major game. Slightly slower to start than Earth but caps higher.

Key note: Keeper’s Uniques are better than Earth’s, so the Forget cost is slightly higher — pick Majors more carefully.

Cross-reference: Keeper chapter.

Stone’s Unyielding Defiance (primary)

Stone is Earth’s Jagged Earth sibling, with more defend + more Majors-per-game. Plays the archetype harder than Earth does.

Covets Gleaming Shards of Earth (primary — extreme)

NI’s “Covets” is the archetype taken to its extreme. The spirit literally hoards Majors as a mechanic; some cards scale with Major-count held.

Cross-reference: Covets chapter.

Starlight Seeks Its Form (secondary — flexible)

Starlight’s form-change mechanic lets it adapt element thresholds mid-game, making it flexible as a Major shopper. Can threshold anything with the right form.

High complexity; experimental play.

Cross-reference: Starlight chapter.

Serpent Slumbering Beneath the Island (secondary)

Serpent’s late-game energy spike supports 5–6 cost Majors that nothing else plays. Not a fast shopper; a very-late closer.

Wounded Waters Bleeding (secondary)

NI spirit with water-element Major synergy. Play-style depends on aspect.

Execution Pattern

Representative arc, Earth solo vs. Habsburg Mining L3:

  • T1: Growth G1 (energy + presence). Play 1 Unique. Accept no board impact. 0E / 2CP → 0E / 2CP, but with +1 energy pacing.
  • T2: Growth G4 (Major gain). Forget Draw of Fresh Waters; gain a 3-cost Plant-Earth Major. Play 1–2 Uniques. Bank energy.
  • T3: Growth G2 (energy). Play the T2 Major for the first time — board-clear event. Fear spike.
  • T4: Reclaim. Hand refreshed; Major in rotation.
  • T5: Growth G4 again — second Major gain. Forget a weaker Unique or weaker Major. Gain a 4-cost Fire-element Major. Energy bank at 3E entering.
  • T6: Play second Major. Another land clears. Fear pool approaches Terror 2.
  • T7: Third Major via Reclaim + growth. Plays of accumulated Majors together clean out Cities.
  • T8: Close.

Strong Adversary Matchups

  • Habsburg Mining — the archetype’s best adversary. Mining’s scaling mirrors Major-shopping’s scaling; your Major chain arrives as Mining’s pressure peaks.
  • Russia L5–6 — Russia’s board pressure is extreme but static; Major-shoppers have the damage to clean entire Settler waves.
  • Sweden L0–2 — Sweden at low level is fine; at L3+ fear penalties hurt kill-fear payout.
  • England (if you hit T5 Major before Stage III) — doable but tight; requires good draft luck.

Weak Adversary Matchups

  • Brandenburg-Prussia Stage III fast — City Cascade before your Major chain lands. Timing fails.
  • Blitz scenario — scenario time-compression makes the archetype structurally infeasible.
  • Sweden L3+ — fear penalties reduce the kill-fear payout that your Majors rely on for fear contribution.
  • Scotland (fast-start versions) — can overwhelm T1–T4 before the bank pays off.

Multiplayer Synergies

Major Power Shopping + Fear Rush (Earth + Shadows): Fear Rush hits Terror 2 T5–6; Earth lands T5–7 Majors that close Cities. Terror loosened win-condition + Major-kill = clean close.

Major Power Shopping + Terrain Control (Earth + Green/Lure): Terrain partner sets up kill-zones; Major fires into pre-positioned Invaders. High conversion rate per Major cost.

Major Power Shopping + Dahan Rush (Earth + Thunderspeaker): dahan retaliation softens lands; Major finishes. Late-game pairing.

Major Power Shopping + Defend & Outlast (Earth + Keeper): double-shopping table. 4+ Majors in hand total. Brutal closer; risky T1–4.

Major Power Shopping + Major Power Shopping (Earth + Covets): both hoard; both close. Risk: they compete for the same Major drafts. Requires coordination: “you take Plant Majors, I take Earth-Fire Majors.”

Anti-synergy — Major Power Shopping alone at high difficulty: without a fast-scaling partner (Fear Rush) or a board-setter (Terrain Control), solo Major-shopping at L6 against most adversaries ends in T4 blight cascade before the engine fires.

Common Mistakes

Common Mistake — Drafting Majors without threshold-fit

Gaining Vigor of the Breaking Dawn (3 Sun threshold) on Earth, which generates 0 Sun elements. The card is stranded. Always check threshold before the Forget trigger.

Common Mistake — Shopping too many Majors

Gaining 3 Majors by T5 on a spirit whose energy supports only 1–2 Major plays per turn. You’ve over-bought; the extras never fire. 2–3 active Majors is usually the cap.

Common Mistake — Forgetting load-bearing Uniques

Earth’s Guard the Healing Land isn’t a throw-away; it’s the defend backbone. Some archetypes forget it for a Major and then have no defend. Check which Uniques are functional vs. replaceable before draft.

Common Mistake — Chasing flashy Majors

The 8-cost Major that reads “destroy all invaders” looks great. But if you play it once at T7 and the game ends T8, you over-paid. Majors you play twice are the Majors worth drafting.

Common Mistake — Ignoring fear output

Major-kills generate fear, but you can’t Major-rush Terror 3. If the game demands Terror 3, you need a Fear Rush partner or additional fear-gen cards. Don’t assume Major kills alone will close.

Source Notes


Last revised: 2026-04-19

Playing with Others — Overview

Spirit Island is a cooperative game, which means the hardest part is often not the adversary — it’s the other humans at the table. This Part of the book addresses the social craft of Spirit Island: teaching, group dynamics, convention play, alpha-gaming, and the scripts for all of the above.

Most strategy guides ignore this. Most players learn it the hard way: blowing a table’s pacing at a meetup, dominating a newcomer’s turn, or botching a teach so thoroughly that the newcomer never plays again.

Don’t do that.

Whom this Part is for

  • Solo/multi-handed players graduating to real multiplayer. The jump from “I make every decision” to “I make 1/4 of the decisions” is much bigger than it looks.
  • Experienced players who want to teach without losing the teachee.
  • Meetup / convention players who want to play pickup games smoothly and not get a reputation as the table-hog.
  • Anyone who’s been the alpha player without realizing it.

How to navigate this Part

graph TD
  Q1{Who are you playing with?} --> F[Known friends]
  Q1 --> S[Strangers at meetup]
  Q1 --> C[Convention pickup]
  F --> F1{Their experience?}
  F1 -->|None| T[Teaching Methods]
  F1 -->|Some| M[Mixed-Skill Tables]
  F1 -->|Equal to yours| TwoP[Two/Three/Four Player]
  S --> Str[Playing with Strangers]
  C --> CV[Convention & Meetup Norms]
  Str --> M
  CV --> M
  T --> Alpha[Alpha-Player Problem]
  M --> Alpha
  Alpha --> Debrief[Post-Game Debrief]
  T --> AntiP[Teaching Anti-Patterns]

Chapters

The core principle

Spirit Island is a coop with near-perfect information and simultaneous turns. Every player can see what every other player could do. This tempts stronger players to optimize weaker players’ turns for them — the alpha-player trap — and it’s worse in Spirit Island than in almost any other coop. See The Alpha-Player Problem.

The antidote is the same regardless of venue: teach decision-making, not decisions. When a teachmate asks “what should I do?”, answer with tradeoffs, not a solve.


Last revised: 2026-04-19

Teaching Methods — Hook / Quick / Full / Layered

Teaching Spirit Island badly is easy. Teaching it well is craft.

This chapter gives you four tiered teaching scripts, each tuned to a specific audience and time budget. Pick the tier that fits; don’t upgrade or downgrade mid-teach.

The four tiers

TierDurationAudienceGoal
Hook5 minSomeone who won’t play a full game todaySell the fantasy; leave them wanting more
Quick15 minFirst-time player willing to playEnough to make meaningful T1 decisions
Full30 minGamers who want the real experienceComplete rules + strategic vocabulary
Layered2–3 playsRegulars who will see this more than onceDon’t frontload; reveal complexity over sessions

Before you teach: prep

  1. Pick the right spirits for the learner(s). Defaults: River, Lightning, Earth. Avoid: Volcano, Fractured Days, Starlight, Trickster.
  2. Pick the right adversary. L0–L1 for anyone’s first game. L3 only if they’ve played twice and asked for harder.
  3. Clear physical setup before they sit down. Watching a 20-minute setup is the worst part of board games; absorb that cost yourself.
  4. Pick one of the four tiers. Write it on a post-it if needed.
  5. Turn off your phone. Seriously.

Tier 1 — The Hook (5 min)

For: someone who has 5 minutes at a game night, not 2 hours. You’re selling the game, not teaching it.

Script:

  1. (30 sec) “This is Spirit Island. You play native spirits defending an island from colonial invaders. It’s cooperative — we win or lose together.”
  2. (60 sec) Point to the board. “The invaders are coming from the sea, spreading across the island. They damage the land — that’s blight. Too much blight and we lose.”
  3. (90 sec) Point to the spirit board. “Each player plays a spirit. They have unique powers, they play cards, they get more powerful each turn. You’re not like a Dungeons-&-Dragons character — you’re more like a force of nature.”
  4. (60 sec) Pick a spirit panel at random. “Look at this one — Lightning’s Swift Strike. They deal direct damage to invaders. Over here — River Surges in Sunlight — they move invaders around, slow them down.”
  5. (60 sec) “The winning move is scaring them so badly they leave. That’s the fear track. We generate fear by killing invaders, playing fear cards, and flipping the fear deck — each flip makes winning easier.”
  6. (30 sec) Close: “Want to play a quick game sometime? Takes 60–90 minutes.”

Do not: explain Ravage/Build/Explore. Do not show them a single power card. Do not mention aspects. The goal is intrigue, not competence.

Tier 2 — The Quick Teach (15 min)

For: someone’s first-ever game. They have time and want to play. Default teach for most tables.

Setup to teach (you’ve already set up the board)

Script:

  1. (2 min) The big picture:

    • “We’re cooperative. We win together or lose together.”
    • “The invaders keep coming — they explore, build towns, cities, and ravage the land, which creates blight.”
    • “We win by scaring them enough (the fear track) to where we can kick them off. We lose by running out of blight tokens, or a few specific bad endings the adversary brings.”
    • “We each play a spirit. Your spirit has cards and powers that get stronger over turns. Spirit turns happen simultaneously — we don’t take turns one-at-a-time.”
  2. (3 min) Your spirit:

    • Point to their spirit board.
    • “This is your presence track. These tokens go on the board. When you ‘grow’ at the start of a turn, you pick one of these options — usually placing presence, gaining energy, or gaining card plays.”
    • “Your cards cost energy to play. Each turn, you play a number of cards equal to your ‘card plays.’ You start with 2 card plays and 0–1 energy, depending on spirit.”
    • Show their starting hand (4 unique cards): “These are yours. Each has a cost, a fast/slow marker, and elements.”
    • Pick a simple card and demonstrate once: “Card X costs 1 energy, is fast, and deals 1 damage to an explorer nearby. I’d play it by paying 1 energy and targeting any land with my presence.”
  3. (3 min) The round:

    • “Every round: (1) we grow, (2) play fast cards, (3) invaders do their thing (explore, build, ravage), (4) play slow cards, (5) fear + time passes.”
    • “Fast cards happen before the invaders move; slow happens after. That matters a lot — fast cards prevent ravages, slow cards clean up what ravages couldn’t stop.”
  4. (2 min) The invader phase:

    • “There’s a deck of invader cards. Each turn, we flip one. It tells us which terrain ravages, which builds, which explores.”
    • Demonstrate once on the board: flip a card, point to where ravage would hit, where build, where explore.
    • “The deck has rounds 1–8; the game usually ends by round 8 via win or loss.”
  5. (3 min) The first decision they’ll face:

    • “On turn 1, you have 4 cards in hand, 2 card plays, and 1 energy (or whatever their spirit starts with).”
    • “Pick 2 cards to play. Look at the invader card — think about where you want to help.”
    • Pause. Let them ask.
  6. (2 min) Winning + losing conditions:

    • “We win by scaring them past Terror 3 — at which point they give up if we kill all their cities.”
    • “We lose if blight runs out (the blight pool on the table), or the adversary hits its loss condition.”

At any point, if they look overwhelmed: cut the teach and start playing. They’ll learn more from 2 rounds than from another 10 minutes of you talking.

Quick-teach anti-patterns

  • Don’t explain event cards. They come up in Round 2.
  • Don’t explain reclaim. It’s an advanced mechanic that only matters round 3+.
  • Don’t explain aspects — they’re playing base spirits.
  • Don’t try to teach them to be “good” at their spirit. Just let them play. Every mistake is a learning moment.

Tier 3 — The Full Teach (30 min)

For: an experienced gamer who wants to learn the actual game, not a quick-play. They’ll push back if you skip things.

Script

Start with everything from the Quick Teach. Then add:

(additional 5 min) Power card deep-dive:

  • Show fast vs. slow timing in detail.
  • Show targeting (range, “your presence,” terrain restrictions).
  • Show elements and why they matter (innates).
  • Walk through 2–3 of their unique cards carefully.

(additional 5 min) Growth as a decision:

  • Show all 4 growth options on their spirit.
  • Explain tradeoffs: “presence vs. energy vs. CP vs. elements.”
  • Walk through a round-1 growth choice with them narrating.

(additional 3 min) The fear deck:

  • Explain that fear cards are drawn when the fear pool fills.
  • Show an example Terror-1 and Terror-2 card.
  • Explain that Terror flips loosen your win condition.

(additional 3 min) Reclaim + hand management:

  • Explain that discarded cards come back via reclaim.
  • “Usually T3 or T4 is when you’ll first reclaim. Plan for it.”

(additional 4 min) The adversary:

  • Open to the adversary sheet.
  • Explain the Escalation Effect.
  • Show Stage I / II / III transitions at a high level.

(additional 2 min) Q&A + play.

Tier 4 — Layered Teaching (across 2–3 plays)

For: a regular who will see the game repeatedly. This is the most humane teach, because it doesn’t frontload overwhelming complexity.

Session 1 — The Quick Teach

  • Everything from Quick Teach above.
  • Don’t explain events, reclaim, aspects, or adversary escalation. Just play.
  • Expected result: they lose; they have a rough idea what happened.

Session 2 — Add a layer

  • Refresh rules. Answer lingering questions.
  • Now explain reclaim + hand management.
  • Now explain the fear deck in detail.
  • Pick a harder adversary or slightly harder spirit.

Session 3 — Add another layer

  • Events enter the game (add Branch & Claw event deck).
  • Full adversary rules (Stages I–III).
  • Aspects discussion.

Over 3 sessions, they’ve absorbed the full game without the 30-minute overwhelm.

Spirit picks for teaching — the full table

SpiritTeach DifficultyNotes
River Surges in SunlightBestSimple, flexible, rewarding.
Lightning’s Swift StrikeBestFast, direct, satisfying.
Vital Strength of the EarthGoodSimple but energy-curve matters.
A Spread of Rampant GreenGoodSpread + buff. Slightly more decision-dense.
ThunderspeakerModerateDahan mechanics add complexity.
Shadows Flicker Like FlameModerateFear-rush is subtle.
Bringer of Dreams and NightmaresModerateFear-only strategy feels alien at first.
Ocean’s Hungry GraspAvoid for teachCoastal/drowning + complex adjacency.
Volcano Looming HighNeverDestruction self-damage is confusing.
Fractured Days Split the SkyNeverTime-skip engine is too meta.
Starlight Seeks Its FormNeverChanging forms mid-game overwhelms.
TricksterNeverRandomness + odd timing.

When teach goes wrong mid-game

Signs:

  • They fall silent for long stretches.
  • They ask “is this right?” every turn.
  • They keep picking the same card because they don’t understand alternatives.

Response: pause the game, not the teach. Ask: “What’s the question? What’s confusing?” Name the specific confusion before moving on. If you keep letting it compound, they walk away thinking the game is incomprehensible.

Post-game ritual

After the teach game:

  1. Ask what they thought. Let them speak first.
  2. Name one thing they did right.
  3. Offer (don’t assume) — “want to play again, with a slight twist?”
  4. Never say “you should have played X on T3.” See Post-Game Debrief.

Cross-references

Pro Tip

The best teach is the one you never finish delivering — because the learner started asking better questions than your script answered.


Last revised: 2026-04-19

Two-Player Dynamics

Two-player is the coordination sweet spot. You have enough cognitive bandwidth to plan thoroughly, enough information to coordinate tightly, and enough independence to feel like you each played your own game. It’s the format the designers seem to have optimized for, and it’s where most serious strategy lives.

Why 2P is different

  • Full information without overload: you can actually read your partner’s board + hand in the time it takes them to plan their turn.
  • Clean territory split: two spirits, two halves of the island — if you want.
  • Low coordination overhead: one other person means one conversation, not a cross-talk free-for-all.
  • Shared blame and credit: wins feel shared; losses are debuggable.
  • Alpha-player risk is lower than 3–4P but not zero — see Alpha-Player Problem.

Spirit pairing

The best 2P games span two archetypes. Archetype Index lists spirit-archetype mappings; cross-reference when picking.

Proven pairings (community-tested)

  • Fear Rush + Dahan Rush: Shadows + Thunderspeaker. Dahan kill → fear feeds Shadows’s innate → Terror rush.
  • Defend & Outlast + Fear Rush: Earth + Bringer. Earth absorbs; Bringer races.
  • Energy Denial + Dahan Rush: Downpour + Thunderspeaker. Denial buys time; dahan close.
  • Terrain Control + Major Power Shopping: Green + Keeper. Green moves; Keeper kills.
  • Fear Rush + Terrain Control: Many Minds + Green. Beasts concentrate via Green’s pushes.

Spicy pairings (experimental)

  • Fractured Days + anything fear-heavy: time-skip protects Fear Rush’s weak T1–3.
  • Vengeance + Thunderspeaker: tricky — Vengeance wants blight; Thunderspeaker wants dahan preserved. Requires explicit territory split.
  • Wildfire + any non-blight-sensitive: Wildfire intentionally blights; partner must not care or must remove blight elsewhere.

Anti-pairings (community consensus)

  • Double Fear Rush (Shadows + Bringer): both innate-dependent, no board control. Fragile to fast adversaries.
  • Double Defend & Outlast (Earth + Stone): games go 10+ turns, both hoard, neither closes.
  • Wildfire + Keeper: blight-positive vs. blight-negative without explicit split.

Territory splits

Two common split patterns:

By side of island

“I take the left board; you take the right.”

Clean, easy to coordinate. Problems: invader pressure moves between sides; one spirit may sit idle for stretches.

By role

“You handle coastal; I handle inland.”
“You kill; I defend.”
“You generate fear; I push invaders.”

Role-based splits work better at 2P than territory-based. They let both spirits contribute every turn.

No split

Some 2P pairings just flow — both spirits cover everything together, decisions are joint. Best when the spirits have genuinely complementary mechanics (Fear Rush + Dahan Rush) and both players are comfortable deferring on the other’s turn.

Information sharing

2P default: full information, full discussion.

  • Hands visible on the table.
  • Turns planned concurrently with open discussion.
  • “What are you playing?” is the entry to every turn.

Exception — the learning table: if one player is newer and the other experienced, limit information sharing. See Mixed-Skill Tables.

Turn pacing

A smooth 2P game:

  1. Invader card flipped — both read the board.
  2. ~30 seconds of silent planning — each plans their turn.
  3. ~1 minute of discussion — “my plan is X; what’s yours?” resolve conflicts.
  4. Fast powers — play simultaneously, announce effects.
  5. Invader phase — ravage/build/explore resolve.
  6. Slow powers — play simultaneously.
  7. Time passes — fear/blight resolve.

Total per round: ~5–8 minutes once both players know the game.

If a round runs longer than 10 minutes consistently, you’re over-planning. Both players should feel slight time pressure; that’s the engine for better intuition.

Disagreement

With full information, disagreements are frequent and fixable:

“Your turn is bad” disagreements

If you think your partner’s planned turn is wrong:

  • Don’t say “you should do X” (alpha).
  • Do say “What happens to ravage in jungle if you play that?” (leading question).
  • Let them re-plan or defend their choice.

If they defend it and you still disagree, accept and play. Post-game debrief can discuss.

“Whose card?” disagreements

Offer pools in multiplayer mean both can access the same revealed card. Pre-agree who takes precedence:

  • Spirit that gained (default, fair).
  • Spirit that needs it more (requires agreement).

“Spend your energy on…” disagreements

Partner suggesting plays for you is a soft alpha. Listen, but decide yourself. See Alpha-Player Problem.

Coordination tools

  • Spoken plan summary: “Round 3 plan: I clear the coast, you prep inland.”
  • Pre-commit on growth: announce growth choice before Fast powers.
  • Element handoffs: “I’ll play 2 Fire this turn if you need Fire for your innate.”
  • Draft pooling: coordinate who takes which card from 4-offers.
  • Territory claims: “mine” and “yours” for ambiguous lands, resolved before Fast.

Multi-handed ≠ 2P

If you’re solo-playing 2 spirits, you avoid most of the above — no partner to coordinate with. But you also lose the “second set of eyes” benefit.

Solo multi-handed tip: verbally narrate one spirit’s plan, then the other’s. Forces the same structure as real 2P and catches self-alpha habits (yes, you can alpha yourself).

Common mistakes

Common Mistake

Splitting too rigidly by territory. The invader deck doesn’t care about your split; pressure moves.

Common Mistake

Over-discussing every turn. 2P should feel faster than solo, not slower. If discussion takes >3 minutes per turn, you’re planning too much.

Common Mistake

Both spirits playing the same archetype. Double Fear Rush, double Defend — check for archetype coverage before spirit selection.

Common Mistake

Not establishing information-sharing norms with a newer player. They may feel pressured by open-hand discussions.

Cross-references


Last revised: 2026-04-19

Three & Four Player Dynamics

At 3P and 4P, Spirit Island transforms. The coordination overhead triples; the cognitive load to read all spirits scales badly; turn times balloon; alpha-player risks compound. The good games are the best games the system produces. The bad games are grinding, directionless slogs.

This chapter is about running the good games on purpose.

The structural challenges

Cognitive overload

At 3–4 spirits, reading every hand + every board area + every fear/blight state every turn is impossible. Most players pick a subset to track (their own spirit + “the critical land”). This is correct but requires explicit role split.

Turn-time inflation

2P turns run 5–8 minutes. 4P turns run 12–20 minutes if unchecked. A 7-round game becomes 90–140 minutes — fine, but plan for it.

Alpha-player compound risk

3–4 spirits means more turns for an alpha to optimize. Each additional spirit is another opportunity for well-meaning intervention.

Blight + fear scaling

More players = more blight tokens at setup, but proportionally. More fear required per Terror flip. Win-conditions scale well, but loss-conditions (blight cascade) can spiral faster because there are more lands to track.

Role splits (the single most important move)

Explicit role assignment at game start. Every 3–4P table needs these roles filled:

Required roles

  1. Fear tracker — owns the fear pool count + Terror level + next-flip trigger.
  2. Blight tracker — owns the blight pool count + 1-blight-land inventory + cascade risk.
  3. Invader-deck reader — owns “what’s coming next 2 turns” + escalation timer.
  4. Event/scenario reader — if B&C+ events or scenario active: owns the event effects each round.

Optional roles

  • Dahan census — who has dahan where; relevant for Thunderspeaker tables.
  • Energy-pool tracker — in a Major-Power-heavy table, who has enough energy for big plays.
  • Time-keeper — if the table has a total-time goal (convention slot), someone watches the clock.

At 2P both players track everything informally. At 3–4P, assign or things get missed.

Role rotation

Rotate roles between games or when someone seems overloaded. Don’t stick the newer player with “invader-deck reader” — that role demands fast game-knowledge recall.

Territory coordination

At 2P, territory splits are optional. At 3–4P they’re usually necessary:

  • Quadrant splits (4P): each spirit takes one quadrant of the island as primary responsibility. Backup coverage shared.
  • Coastal vs inland (2 or 3 spirits): coastal-heavy spirits (Ocean) take the coast; others cover inland.
  • Pressure-following: spirits move coverage dynamically based on where the deck is pressuring.

Quadrant splits work best at 4P. Coastal/inland at 3P.

Table talk scaling

At 3–4P, talk-volume must be lower per-player than at 2P. If all 4 talk all turn, nothing gets said.

Patterns

  • Round-robin: each spirit announces plan in turn order; then open discussion.
  • Hub-and-spoke: one player (typically the experienced one — but rotated!) summarizes each turn’s key facts; others contribute as needed.
  • Silent planning phase: 2 minutes of silent hand-study before open discussion.

Anti-patterns

  • Two players side-conversing about their half while the other two wait.
  • One player monologuing through every turn’s options.
  • Mid-Fast-phase interruption with “wait, what if I played—”

The “4 heroes” problem

With 4 spirits at the table, every spirit wants to contribute the decisive turn. Conflict:

  • 4 spirits all trying to close = no one covers board control, blight cascades on T5.
  • 4 spirits all trying to sacrifice for team = no one lands the big Major, game drags.

Fix

Pre-game archetype split: “We have 2 closers, 2 support.” Assign:

  • Closers (high-damage / fear-rush): 1–2 spirits.
  • Support (defend / dahan-multiply / blight-heal): 1–2 spirits.
  • Flex (1 spirit can shift between roles mid-game): rarely.

Timing rituals for long games

If the game is 90+ minutes:

  • Halfway check-in (around T4): 2-minute re-plan. “Are we still on track? What changed?”
  • Pre-endgame pause (around T6): 1-minute team status. Who has what Majors; what’s the closing play.

These rituals trade 5 minutes for cleaner final turns and fewer “wait, I thought you were handling that” moments.

Turn-order questions

Turns are simultaneous in Fast / Slow phases, but resolution order can matter:

  • Order of operations: if Spirit A’s push moves an invader out of Spirit B’s target, does B’s power fail?
  • Fear card draws: if multiple Terror flips happen in one round, order matters for when new win conditions activate.

Rule of thumb: discuss sequence before committing plays. “I’ll push first, then you damage” clarifies.

3P-specific notes

3P is awkwardly placed — too many spirits for fluid 2P coordination, too few for clean quadrant splits.

  • Archetype spread: 1 fear, 1 defend, 1 flex often works.
  • Splits: often territory-by-coastal/inland/interior. Or role-by-function (closer / blight-heal / board-control).
  • Pacing: faster than 4P; keep turn times <10 minutes or the game drags.

4P-specific notes

4P is the game’s “full” mode — every archetype at the table is viable.

  • Archetype spread: all four primary archetypes, one spirit each, works beautifully.
  • Splits: quadrant + role hybrid. Each spirit owns a quadrant AND has a functional role (closer, defender, fear-gen, blight-heal).
  • Pacing: mandatory time-keeper. 120 minutes is a realistic target for a table of 4 with mid-level experience.

Common mistakes

Common Mistake

No role assignment. “We’ll just play” at 4P produces missed fear cards, un-tracked blight, and a turn that ends with “wait, what just happened?”

Common Mistake

4 closers, 0 defenders. Adversary wins on T4 blight cascade.

Common Mistake

Alpha-gaming at 4P. At 2P the alpha ruins 1 game; at 4P they ruin 3.

Common Mistake

Discussing every turn exhaustively. 4P has 4x the discussion potential — and 1x the patience budget.

Common Mistake

Letting one player run all 4 tracker roles. Fear + blight + events + invader deck is too much for one brain.

Cross-references


Last revised: 2026-04-19

The Alpha-Player Problem

The alpha-player problem is the coop-game failure mode where one player — usually the most experienced — effectively solves every other player’s turn. The other players become token-movers, not decision-makers. The game they thought they were playing isn’t the game they played.

Spirit Island has this problem worse than most coops, for three structural reasons:

  1. Public information: all hands, all powers, all board state are visible to everyone.
  2. Simultaneous turns: players plan their turns at the same table, at the same time. There’s no hidden planning phase.
  3. Deep decision space: 4 cards × 3 lands × 2 timings = a lot of evaluation per turn, which the experienced player can do for you.

The combination is toxic. Even well-meaning experienced players fall into it. Especially well-meaning ones.

Are you the alpha?

Self-diagnosis checklist. Answer honestly.

  • Have you said “you should play X” to another spirit in the last game?
  • Have you reached over to move a partner’s token?
  • Have you said “well I would…” unprompted?
  • Do you find yourself planning other players’ turns in your head before your own?
  • Does the table get quieter when you start talking?
  • Have you said “let me see your hand” without the other player initiating?
  • Do partners defer to you on hard decisions?

Three+ yes answers = alpha tendency. No one is immune; it’s a tendency, not an identity.

Are you playing with one?

Signs from the other side:

  • A partner answers before you finish asking a question.
  • Your play gets “corrected” mid-turn.
  • The table runs faster when the alpha plans, but you don’t feel like you played.
  • You stop volunteering opinions because they always get refined/over-ridden.
  • Post-game, you can’t remember any decision you made.

If this is happening, it’s not your fault and it’s not the alpha’s either — the game’s structure tempts this. But it’s fixable.

Defusing mid-game — three scripts

Script 1 — “Ask, don’t tell”

Instead of “You should play Card X”:

“What’s your plan this turn?”

This flips the dynamic. The alpha asks; the partner names their plan; the alpha can then discuss rather than direct. If the plan is bad, the alpha’s next move is still “ask, don’t tell”:

“What happens if the Ravage hits the inland jungle?”

The partner answers. They realize the gap themselves.

Script 2 — “Own your losses”

Alphas sometimes over-optimize because they don’t want to lose. If that’s you, try:

“I’m going to stop suggesting plays. If we lose, it’s on us together. If we lose badly, I’ll own it.”

The table will notice and often play more freely.

Script 3 — “Budget table time”

Hardcode a time limit per-player per-turn. For example:

“Let’s give each spirit 90 seconds to plan. After that, play what you’ve got.”

This structurally prevents the alpha from “helping” — there’s no time. Partners plan, play, iterate.

Spirit picks that structurally resist alpha

Some spirits are private to play — even if the alpha sees your hand, they can’t easily plan your turn because the spirit’s decision space is weird.

Alpha-resistant (good for newer players at an alpha-prone table)

  • Bringer of Dreams and Nightmares — the fear-only win path is so different that the alpha doesn’t have cached patterns.
  • Shadows Flicker Like Flame — the “hold invaders alive” heuristic contradicts most advice, freezing the alpha’s instinct.
  • Shroud of Silent Mist — the Mists Shift and Flow special rule makes targeting decisions the alpha can’t shortcut.
  • Trickster — randomness makes “the right play” nondeterministic; alphas have less to optimize.

Alpha-magnet spirits (avoid if alpha-prone at the table)

  • Vital Strength of the Earth — straightforward; the alpha solves every turn.
  • Lightning’s Swift Strike — damage math is easy to optimize; the alpha runs the numbers.
  • River Surges in Sunlight — push/gather decisions are tempting for alphas to plan.

If you’re the alpha, give partners the alpha-resistant picks and take an alpha-magnet yourself. You’ll have to focus on your own turn because their turn is hard for you to pre-solve.

The “well-meaning alpha” trap

You’re trying to help. They’re new. You want them to have a good game, which means winning.

This instinct is wrong. Winning a game you didn’t play isn’t a good game for the new player. They remember being a cursor, not a player.

Common Mistake — The well-meaning alpha

“Let me just help you plan this turn” feels generous. It’s not. The learner leaves the session without having internalized any decision, and never improves. You’ve taught them that Spirit Island is “too hard to decide alone” — which they’ll believe next time.

Correct orientation: let them lose a decision. Let the ravage they mis-handled hurt. Then ask, post-game, “what would you do differently?” They’ll have an answer because they made the call. That answer is what they’ll remember.

Fixing it long-term

If you’re at a regular table and the alpha dynamic has set in:

  1. Name it out loud, once: “I think I’ve been alpha-ing. I’m going to try to stop.”
  2. Introduce a structural rule (time budgets, or “no suggestions without being asked”).
  3. Rotate the teach role. Let the newer players teach newcomers — it forces them to articulate their own thinking.
  4. Pick adversaries that tolerate mistakes (L3, not L6) so table losses don’t feel catastrophic.

The alpha at conventions

Conventions + strangers = alphas thrive (everyone’s new; the experienced one becomes the default director). Fast remedies:

  • Explicitly name yourself as the teacher, not the strategist. “I’m happy to explain rules; play the game you want to play.”
  • Ask questions instead of offering plays. Train yourself to use scripts 1–3 above within the first 2 turns.
  • Accept that a strangers’ table will play sub-optimally. That’s not your problem to solve; their enjoyment is.

Cross-references

Pro Tip

If you genuinely can’t stop alpha-ing, play solo multi-handed instead. You’ll scratch the same optimization itch without ruining someone else’s game.


Last revised: 2026-04-19

Mixed-Skill Tables

A veteran playing with a newer player is the most common Spirit Island table configuration after solo. Every game store meetup, every game night at home, every convention pickup game — one or more players know the game deeply; one or more are learning.

Played well, these tables are where Spirit Island thrives. Played poorly, they’re where new players get turned off the game forever.

The asymmetric risk

The newcomer is simultaneously learning:

  • Rules (how things work).
  • Strategy (what to do).
  • The meta (why certain choices are right).
  • Their spirit’s specifics.

Add the social risk of playing a complex game in public, and the newcomer’s cognitive load is 5x the veteran’s. The veteran has bandwidth to spare — which creates the temptation to “help” (read: alpha).

The asymmetric spirit assignment — the key move

Standard intuition: give the new player the simple spirit (River, Lightning), take a harder one yourself. Reverse this.

Instead: give the new player a simple spirit AND let them play it independently. The veteran takes a harder spirit that demands the veteran’s full attention — leaving them less bandwidth to over-direct the newcomer.

The canonical pair

  • New player: River Surges in Sunlight (low complexity, high flexibility, forgiving mistakes).
  • Veteran: Keeper of the Forbidden Wilds or Stone’s Unyielding Defiance (high complexity, demanding energy + sacred-site management).

The Keeper/Stone player has their hands full with their own turn. They literally don’t have time to micromanage River’s plays. The new player makes actual decisions.

Why the reverse intuition is wrong

“I’ll take the hard spirit because I can handle it; you take the easy one because you’re learning” sounds considerate. In practice:

  • The veteran finishes their own planning in 2 minutes.
  • They spend the next 4 minutes “helping” the newcomer’s planning.
  • The newcomer makes no real decisions, learns nothing about agency, and feels like a spectator.

By picking a hard spirit, the veteran creates a time budget they must spend on themselves, not on the teachmate.

Supporting without alpha-gaming

Even with an asymmetric spirit assignment, you’ll still need to support the newer player. Do it right:

Rules support (fine)

  • “You can play that card because your presence is in the adjacent jungle.”
  • “Fast powers happen before the invader phase.”
  • “Yes, that’s a valid target.”

Always offer rules help when asked. Answer the question asked, not a bigger question.

Strategy support (careful)

  • Don’t: “You should play X on land Y.”
  • Do: “What’s your main concern this turn?”

Let them articulate. If they identify a concern, ask “what are your options for that?” — let them generate.

If they’re truly lost, offer 2 options and let them choose:

  • “Option A: play Call of the Dahan to kill the Explorer. Option B: play Rivers’ Bounty to push the Town. What’s your thinking?”

Never provide a single recommended play.

Meta support (rare early; save for later)

Don’t teach the meta until after game 2–3. “This spirit is usually tier-B at this adversary” is noise for a first-time player.

Spirit picks by newer-player profile

Newer player profileRecommended spiritWhy
First game everRiver Surges in SunlightSimple, forgiving, rewarding
Played once, wants more depthLightning’s Swift StrikeDirect, decision-rich
Played 2–3 times, wants thematicThunderspeakerDahan mechanic feels meaningful
Wants an easier fear-rush introBringer of Dreams & NightmaresFear-only win path, clear goal
Wants defend-heavy playVital Strength of the EarthClassic; teaches banking + Majors

Avoid for newcomers: Volcano, Starlight, Fractured Days, Trickster, Serpent, Covets, any Incarna spirit.

Adversary + difficulty picks

For a mixed-skill table:

  • First game: L0 or L1 of base adversary (England/Brandenburg-Prussia).
  • Second game: L1–L2.
  • Third+ game: whatever the group enjoys.

Never jump to L3+ for a newcomer’s first game. Losing on T4 is frustrating; losing on T7 because you mismanaged dahan teaches something.

Handicapping the veteran (optional)

If the skill gap is extreme and both players want a balanced experience:

  • Veteran plays Volcano or Starlight — self-handicap via high complexity.
  • Veteran takes a weaker matchup (e.g., Wildfire vs. Russia).
  • Veteran constrains draft — “I won’t gain any Majors this game.”

Never tell the newer player you’re handicapping. They’ll feel patronized. Just do it.

The “we lost” debrief

Losing a mixed-skill game cleanly:

  1. “What surprised you?” — gets newer player’s perception first.
  2. “One thing we each might do differently” — both players say one learning, keeps it mutual.
  3. “Want to play again?” — direct offer, zero pressure if declined.

Never say “if you had played X on T5 we’d have won.” The game is lost; the lesson is internal, not corrective. See Post-Game Debrief.

The “we won” handling

Won games need less intervention, but watch for:

  • Newer player attributing the win to you (“I didn’t really do anything”). Fix: “Your turn 5 defend is why we had blight left at the end. Specifically.”
  • Newer player thinking they played “correctly” everywhere. Fix: offer one specific “here’s what you did better than average; here’s one thing to try next time” non-judgmentally.

When the newer player is better than expected

Some new players have tabletop instincts that translate. If yours does:

  • Level up adversary next game.
  • Stop rules-prompting — ask “what do you want to do?” and trust their instinct.
  • Start pair-discussion rather than teach-mode.

Over 2–3 sessions, “newer player” becomes just “partner” — target this transition deliberately.

Common mistakes

Common Mistake

Giving the newcomer the complex spirit “because they’ll learn more.” They’ll learn nothing because they’re drowning.

Common Mistake

Playing the simple spirit yourself. You finish early; you reach over into their game. Classic alpha trap.

Common Mistake

Picking L3+ for a first game. You have the context to handle L3; they don’t. L1 is not “training wheels” — it’s the right level for learning.

Common Mistake

Playing a spirit whose turn takes 30 seconds. You’ll spend 2 minutes 30 seconds helping them. Pick a spirit that demands your full cognition.

Common Mistake

Debriefing a loss with “you should have played X.” They’re still processing the loss; they’re not ready for analysis. Save it for if they ask later.

Cross-references


Last revised: 2026-04-19

Convention & Meetup Norms

Conventions, game stores, and local meetups are where Spirit Island meets public play. The game’s complexity + cooperative nature create specific social pressures that don’t show up in living-room play. This chapter is about navigating those gracefully.

Venues covered: BGG.con, Gen Con, PAX Unplugged, UK Games Expo, Essen Spiel, local FLGS (friendly local game store) meetups, board-game meetup groups (e.g., Meetup.com boardgame groups).

The pre-game conversation

Pickup games with strangers live or die at the pre-game conversation. Cover these topics before anyone touches a spirit panel:

1. Who’s played before?

  • “Anyone played Spirit Island?” — open the conversation.
  • “What expansions do you own / have played with?” — calibrate expansion availability.
  • “How many games have you played?” — 1, 5, 50+?

2. Target difficulty

  • Agree on adversary + level before spirits are drafted.
  • Err down a level from the most-experienced player’s comfort zone when mixing skill.
  • “Let’s do Brandenburg-Prussia Level 2” is a clean target; “let’s see how it goes” is not.

3. Time budget

  • Honest time estimates: 2P with a mixed table = 120 min minimum including teach and setup. 4P = 180+ min.
  • Never under-promise. “This takes about an hour” for a 4P Spirit Island game is a lie.
  • Agree on a hard stop: “we have 3 hours before I need to leave.”

4. Table-talk norms

  • “Open hands or hidden?” Default: open. Some strangers prefer hidden.
  • “Coordinate turns or play independently?” Default: coordinate. Adjust to preference.
  • “Rules questions handled how?” — default: consult the rulebook; don’t house-rule without asking.

5. Expansions + aspects

  • “Are aspects okay?” — default: no aspects for teaching games.
  • “Branch & Claw events / Jagged Earth events?” — default: no events in learning games.

Convention-specific etiquette

BGG.con / Gen Con / PAX scale

  • Library borrows: Many cons lend Spirit Island from the game library. Return with all components, sleeved if sleeved.
  • Demo games: Greater Than Games sometimes runs demos. These are ~30-min abbreviated experiences, not the full game.
  • Tournament-style play: rare for Spirit Island; most events are casual pickup.

FLGS meetups

  • Respect the store’s hours — don’t start a 3-hour game at 7pm if the store closes at 9.
  • Tip the staff or buy something if you used the space.
  • Help set up / break down if you’re a regular.

Meetup.com groups

  • RSVP accurately. Cancelled RSVPs 30 min before game time cost the group structure.
  • Arrive ready to teach or ready to learn. Don’t arrive expecting a particular role.
  • Respect the group’s expansion norms; don’t bring Nature Incarnate if the group is base-game-focused.

UK Games Expo / Essen

  • Open play areas are first-come; claim tables politely.
  • Language norms vary — default to English at international cons; switch if invited.

The “how long is a game?” question

Never say less than:

SetupHonest estimate (teach + setup + play)
2P, all experienced90 min
2P, one new120 min
3P, all experienced110 min
3P, one new150 min
4P, all experienced135 min
4P, one new180 min
Any scenario+20 min
Any adversary > L3+15 min

These are honest. Shave 10-15 min only if your group has run this exact configuration many times.

Rules clarifications at the table

  • Don’t rules-lawyer strangers. If someone is mid-play misplaying a card, don’t interject unless it’s a game-affecting issue.
  • Do offer corrections diplomatically: “I think this card’s text is slightly different — can I check the FAQ?” Then actually consult Querki FAQ.
  • Accept clarifications gracefully: if you’re the one being corrected, say “oh! thanks,” not “well actually…” Convention tables are not rules debates.

Difficulty expectations

A common failure mode:

Experienced player: “Let’s play Russia L3.”
New player: “Okay!”
Three turns in: “Wait, this is awful…”

Pre-commit difficulty. If the table agrees to L3 and then the newer player realizes it’s too hard, it’s the experienced player’s responsibility to downshift expectations (not the table’s to restart).

The “helpful stranger” risk

A stranger player who is experienced may try to:

  • Teach rules you already know (annoying).
  • Alpha-game your turn (worse).
  • Explain “the meta” with authority (eye-roll-worthy).

Non-confrontational responses:

  • “I’m good on rules; let me play my turn.”
  • “I’d like to try my own plan; thanks.”
  • “Interesting — let’s see how my approach works first.”

You’re not obligated to be taught by strangers. Friendly but firm.

Drafting spirits at conventions

If a convention table has randomized spirit draft (drawing from a bag, etc.):

  • Don’t negotiate extensively for your preferred spirit.
  • Play the spirit you drew; it’s part of the fun.
  • If you genuinely can’t play the spirit (e.g., you’ve never seen Starlight before), swap with a table-mate quickly and move on.

Personal items + sleeves

  • Sleeved cards: most convention games use sleeved cards. Use the sleeve orientation the owner uses.
  • Dice / tokens: use the game’s components, not personal alternates.
  • Phones: silenced. No photo-reviewing mid-turn.

Social media + content

  • Ask before photographing players’ hands or boards. Not everyone wants to appear in your game-night Instagram.
  • Don’t record video without asking.

End-of-session norms

  • Help pack up. Sort cards by expansion if the owner uses that system.
  • If you borrowed sleeves / dice, return them.
  • Thank the teacher if there was one.
  • Don’t linger critiquing a game with strangers — quick “gg” and move on.

Common mistakes

Common Mistake

Under-estimating time. “This takes 90 min” → 150 min reality → someone has to leave mid-game. Unforgivable at a con.

Common Mistake

Not pre-committing difficulty. Mid-game “maybe this is too hard” renegotiations hurt the table’s cohesion.

Common Mistake

Bringing Nature Incarnate to a casual meetup. Unless the meetup is advertised as NI-friendly, default to base + B&C.

Common Mistake

Rules-lawyering a stranger. The tactical correctness of the rule is less important than the table’s atmosphere.

Common Mistake

Being the alpha at a convention. You don’t know these people; they didn’t sign up to be coached. Read Alpha-Player Problem.

Cross-references


Last revised: 2026-04-19

Playing with Strangers

Strangers at a table introduce a specific kind of uncertainty: you don’t know how they play, what they enjoy, or what they’ll tolerate. The first 10 minutes of a stranger table are information-gathering before you commit to a play style.

This chapter is about reading unfamiliar players quickly and calibrating without being awkward.

The three stranger archetypes

Most stranger players fall into one of three archetypes. Read quickly; calibrate accordingly.

1. The Rules-Focused Player

Signals: asks about mechanics precisely, consults the rulebook, questions card timings, wants terminology nailed down.

Calibration:

  • Speak in exact rules language.
  • Don’t hand-wave edge cases.
  • If they flag a rules uncertainty, look it up together — don’t guess.
  • They’ll respect precision; they’ll resent breezy play.

Compatible with: Defend & Outlast, Major Power Shopping spirits (structured turns).

2. The Vibes Player

Signals: casual talk, makes intuitive moves, doesn’t want to discuss minutiae, enjoys the flavor more than optimization.

Calibration:

  • Don’t over-explain.
  • Let them make “suboptimal” choices without correction.
  • Enjoy the game at their pace.
  • Don’t push for L5–L6; stay at L1–L3.

Compatible with: Thematic spirits (Green, Thunderspeaker, Ocean); relaxed gameplay.

3. The Competitive Player

Signals: asks about win rates, tier lists, optimal play, is disappointed by easy adversaries, pushes toward the hardest configuration.

Calibration:

  • Play tight; they’ll notice mistakes.
  • Don’t soft-pedal your own play.
  • Up difficulty if they want (within table consensus).
  • Keep their competitive energy focused on the adversary, not on other players (it’s a coop).

Compatible with: High-difficulty adversaries, complex spirits, Part VI archetype play.

Mixed-archetype tables

Rare but possible: a Rules-Focused and a Vibes player at the same table. Calibration is to the most conservative player — play precisely enough to not frustrate the rules-focused one, but don’t over-explain to the vibes player.

The first 10 minutes signal-gathering

Signals you’re watching for

  1. How they describe the game in their own words (“it’s cooperative” vs. “it’s complicated” vs. “I love the art”).
  2. What they ask first (rules vs. strategy vs. theme).
  3. Their vocabulary (do they use community jargon — dahan, Terror, Stage III? Or do they describe in generic terms?).
  4. Their pace (fast-talker vs. considered; this correlates with archetype).
  5. Body language around the board (leaning-in engaged vs. relaxed observing).

After setup is done and the first turn is about to begin, you usually have a read.

Establishing table-talk norms

With strangers, explicit norm-setting helps:

Opening question: “Do you prefer playing with full-information open discussion, or do you like planning your own turn without much input?”

Responses:

  • “Open discussion”: 2P-style full coordination.
  • “Some discussion, but let me play my turn”: ask questions, don’t prescribe.
  • “I’ll plan mine, you plan yours”: limited table talk; coordinate only when critical.

All three are valid. Respect what they say.

Signals that the stranger is struggling

  • Long silent pauses during their turn (>2 min).
  • Asking the same rules question twice.
  • Not making a decision — hovering over cards without picking.
  • Verbal frustration (“I don’t know what to do here”).

Response

Offer — don’t push:

“Want me to walk through the options with you?”

If yes: offer 2 options with tradeoffs (not 1 solution).

If no: wait. Give them time. Losses are OK.

Signals that the stranger is frustrated with you

  • Short responses to your suggestions.
  • Not acknowledging your plays.
  • Physical distance (leaning away).
  • “Let’s just play it” after every suggestion.

Response

Dial back engagement. Let them drive their turns. Ask fewer questions. Focus on your own spirit.

Don’t apologize — it escalates. Just shift.

Signals the game is going badly

  • Silence at the table for 5+ consecutive minutes.
  • Loud correcting / alpha-gaming (usually by you if you’re the experienced player).
  • Someone’s phone comes out.
  • The newer player stops asking questions.

Response

Pause. Offer:

“Want to take a 5-min break?” or
“Want to switch to a different game after this round?”

Graceful escape routes preserve the relationship for next time.

When the stranger is the experienced one

Less common but important: you’re newer; they’re a veteran. Norms:

  • Say so explicitly: “This is my 3rd game.”
  • Accept rules coaching gratefully.
  • But push back on alpha-gaming: “Let me try my own plan first.”
  • Don’t feel obligated to play “correctly” — play your way and learn.

The cultural calibration note

At international conventions (Essen, UK Games Expo), cultural norms vary:

  • German tables: often rules-focused, precise, minimal table talk.
  • UK tables: polite, moderate table talk, apologetic about mistakes.
  • US tables: more verbose; coaching-prone.
  • Asian-market tables: variable; often quieter; respect the existing rhythm.

Don’t overcorrect on stereotypes — individuals vary. But notice the table’s ambient pace and match it.

Closing the game with strangers

If you win

  • “Good game” — direct and brief.
  • Acknowledge a specific moment: “Your turn 5 defend saved us from the cascade.”
  • Don’t over-analyze unless asked.

If you lose

  • “Good game” — same.
  • Acknowledge their contribution before naming a reason for the loss.
  • Don’t assign blame to anyone; “we” language.

Offer of a rematch

Direct offer:

“Want to play again, same spirits?”

If no: don’t push. Thank them for the game. Move on.

What not to do with strangers

  • Don’t explain the meta unprompted.
  • Don’t compare them to other strangers (“usually people…”).
  • Don’t add them on social media mid-game.
  • Don’t recommend YouTube channels / podcasts at the table. Save for after.
  • Don’t apologize for “not being that good” or “being rusty” — it’s a subtle form of fishing for reassurance.

Common mistakes

Common Mistake

Calibrating to yourself rather than the stranger. You assume they want the level of discussion you want; they often don’t.

Common Mistake

Mis-reading a Vibes player as a Competitive player. Vibes player doesn’t want optimization; they want fun. Don’t “help” them optimize.

Common Mistake

Ignoring the struggling stranger out of politeness. They may want help but won’t ask. Offer once; don’t push.

Common Mistake

Persisting with a bad table dynamic because “ending early is rude.” Ending gracefully is always better than grinding through a miserable game.

Cross-references


Last revised: 2026-04-19

The Post-Game Debrief

The game ends. You won, or you lost. The pieces are on the table; the terror cards are face-down. The next 60 seconds determine whether the session was a good experience for everyone, whether anyone learned, and whether you’ll play together again.

Get this wrong and the lesson-of-the-session is “Spirit Island games are unpleasant post-mortems.” Get it right and losses become data, wins become confidence, and the table wants a rematch.

The three-sentence debrief

The ideal debrief is three sentences total, distributed across the table. Not per player; total.

Sentence 1 (the result): what happened objectively.

“We lost to blight cascade on T7.”

Sentence 2 (one learning): the single most load-bearing thing someone (anyone) saw.

“I think not killing the Town in jungle on T3 was the mistake.”

Sentence 3 (the next move): rematch, new config, or end.

“Want to play again, slightly easier this time?”

That’s it. Three sentences. If someone wants more analysis, they’ll ask.

Why short

Most debriefs are too long. Long debriefs:

  • Bury the newer player under information they can’t use yet.
  • Make the loser feel scrutinized.
  • Extract “what should we have done?” when nobody knows.
  • Devolve into rehashing turns.

The three-sentence rule is a hard limit. Expand only when asked.

Losing gracefully

If the loss was close

  • Acknowledge the close call.
  • Don’t pin blame on a single moment — Spirit Island loses compound from many small decisions.
  • If someone offers “I could have played X differently,” let them own it; don’t amplify.

If the loss was bad

  • Don’t say “that was bad.” Say “that got away from us.”
  • Skip to “want to try again?” quickly.
  • Let everyone breathe.

If the loss was confusing

  • “I didn’t fully follow the last two turns.”
  • “Want to check one rule before we play again?” — normalizes consulting FAQ post-game.

Winning gracefully

If the win was close

  • Celebrate the moment: “Turn 8 was incredible.”
  • Attribute contributions to specific players: “That defend on T5 is why we had room.”
  • Offer rematch at same difficulty; push up only if the group pushes.

If the win was easy

  • Don’t under-sell the win: “We absolutely handled that.”
  • But note: “Want to bump adversary next game?”
  • Don’t say “that was too easy” — it implies the group was over-leveled for the table, which can feel condescending.

If you carried

Don’t say “I carried.” Even if true. The table remembers. Attribute to teamwork.

The “what would I do differently?” question

If someone asks:

  • If it’s the newer player asking: answer concretely for their spirit, 1–2 sentences.
  • If it’s the veteran asking aloud for discussion: the group can engage; keep to 3–4 exchanges.
  • If you’re asked by someone else: answer short, then redirect. “T5 defend, I think. What did you notice?”

Never-do-list

Don’t debrief a loss that wasn’t yours

If partner spirit made a clearly-suboptimal call, don’t bring it up. They know. They saw it. Telling them is rubbing salt.

Don’t debrief a new player’s turn

They’re still processing. If they want to discuss, they’ll open the topic. Your job is silence + support.

Don’t start with “you know what you should have done…”

Always. Always. Pure anti-pattern.

Don’t debrief while the board is still up

If debrief goes past 2 minutes, start resetting the board. The physical act of resetting signals “we’re past this game.”

The debrief for different audiences

With a veteran partner

Longer debriefs are fine; both can engage in analysis. Still cap at 5 minutes or so.

With a teachmate / new player

Three sentences. Extract what they observed first, not what you observed. “What felt hard / easy / surprising?”

At a convention / stranger table

Shortest possible. Strangers don’t owe you a post-mortem. “Good game, thanks!” is complete.

Solo multi-handed

A deliberate self-debrief is useful:

  • “What turn was my best?”
  • “What turn was my worst?”
  • “What would I do differently if I ran this again?”
  • Log to data/playlog.csv via si-post-game skill.

Feeding the debrief into growth

After the table breaks, if you want to learn from the game:

  1. Run si-post-game — logs the game + surfaces 1–2 learning points.
  2. Note what diverged from chapter advice — was the Shadows opening off because of an adversary-specific reason not captured in the chapter?
  3. If an entry in the chapter’s Common Mistakes section actually cost you the game: note it for revision in data/references/ or open an issue.

The book is living. Debriefs are how it gets updated.

Emotional register

The debrief’s tone matters more than the content.

  • Neutral > enthusiastic for losses. “We lost” is fine. “Heart-breaking loss!” is performative.
  • Specific > general for wins. “Your defend on jungle T5 was the play” beats “you did great.”
  • Questions > statements when someone else is processing. “What surprised you?” opens.
  • Non-judgmental tone always. Spirit Island is hard; mistakes are universal.

When to skip the debrief entirely

Sometimes:

  • The game was miserable and extracting “one learning” would be cruel.
  • Someone is clearly drained.
  • The session is over and everyone wants to leave.

Skip it. “Good game” is a complete debrief.

The debrief ritual for regular partners

If you play regularly with the same partner:

  1. Track collective progress — 10th win vs. England is worth celebrating.
  2. Rotate who debriefs first — gives both voices space.
  3. Occasionally skip — not every game needs analysis.
  4. Log to a shared place — the playlog in this book’s data/playlog.csv works for solo; for regular partners, shared Google Sheet or BGG play logs.

Common mistakes

Common Mistake

Over-analyzing a loss. Five minutes of “what if we had…” teaches nothing — losses compound from many sources; rarely one fixable moment.

Common Mistake

Debriefing the new player’s turns without invitation. Let them drive the learning pace.

Common Mistake

Saying “that was a bad play” to partner’s face. The play might have been bad; the critique in public is always worse.

Common Mistake

Skipping the debrief on a win. A 30-second win-debrief locks in learning for the next session; silence doesn’t.

Common Mistake

Extending the debrief into the next game’s prep. Close the previous game fully before starting the next.

Cross-references


Last revised: 2026-04-19

Teaching Anti-Patterns

An explicit list of things not to do when teaching Spirit Island. Each has a specific failure mode and a specific reason it’s tempting despite being wrong.

Read this after Teaching Methods. That chapter is the positive guide; this is the “also, don’t” list.

Pre-game anti-patterns

1. Explaining event cards before Round 2

Why tempting: events look like rules; surely they’re part of the rules teach.

Why wrong: events don’t fire until Round 2. Explaining them at teach time front-loads concepts with no immediate anchor. The learner forgets by Round 2, and you explain again.

Right: skip events in the teach. When the first event card flips at Round 2’s start, explain in 30 seconds in-context.

2. Explaining fear cards before any fear has been generated

Why tempting: fear is the win condition. It should be explained early.

Why wrong: fear in the abstract (“fear cards shift the Terror level”) is abstract. Fear in context (“we just killed a Town; here’s a fear token going into the pool”) is concrete.

Right: explain fear when the first kill happens. Pool + Terror level + flip threshold, all in one minute.

3. Explaining reclaim before Round 3

Why tempting: reclaim is a major mechanic; surely it’s part of the rules teach.

Why wrong: Round 1–2 don’t use reclaim. The learner has enough to absorb without adding a Round 3+ concept.

Right: when a growth option says “Reclaim,” that’s when you explain it. Not before.

4. Picking Volcano, Fractured Days, or Starlight as a teaching spirit

Why tempting: they’re cool, thematically rich, and the teacher often loves them.

Why wrong:

  • Volcano: destruction-self-damage is confusing; new player thinks they’re losing.
  • Fractured Days: the time-skip engine takes 3+ games to understand.
  • Starlight: form-switching mid-game adds a “what am I playing?” question layer.

Right: River, Lightning, Earth for first-time teaches. Thunderspeaker or Shadows for second or third game.

5. Letting the newcomer pick from all 42 spirits

Why tempting: giving them choice feels respectful.

Why wrong: they don’t have context to choose; they’ll grab the coolest-sounding name (often Volcano or Starlight, back to #4).

Right: offer 3 pre-filtered options. “River is simple + flexible; Lightning is aggressive; Thunderspeaker uses the dahan. Which sounds fun?”

6. Playing Level 3+ adversary for a first game

Why tempting: “they’ll learn faster at harder difficulty.”

Why wrong: they won’t learn — they’ll lose on Round 4 before any mechanic pays off. L1 gives them T7 to experience the full game.

Right: L0 or L1 first game. L3 by game 3–4.

7. Teaching full adversary escalation rules up-front

Why tempting: it’s a major mechanic; surely they need to know.

Why wrong: Stage I is all that applies for 3+ turns. Stage II and III are future-problems.

Right: explain the current stage as it activates, not in advance.

Mid-game anti-patterns

8. “You should play X on Y” (the alpha move)

See Alpha-Player Problem for the full treatment. The short version: replace “you should” with “what are your options?”

9. “Let me show you what I would do”

Same category as #8. Even if the new player agrees, you’ve taken the turn from them.

Right: name 2 options, let them pick.

10. Reaching into their game

Never move their tokens, never play their cards, never flip their invader deck. Even if they’re taking 3 minutes on a simple decision.

Right: verbal support only.

11. Showing them your hand unprompted

Their spirit has an information-load already. Adding your 5 cards to their visual processing isn’t help; it’s overload.

Right: only share your hand if they ask “what are your options?”

12. Mid-turn interruption with “oh, you should actually—”

The single most frustrating teach pattern. They committed to a play; they’re executing; you interrupt with a better option.

Right: let them finish the turn. Observe the outcome. If relevant, ask post-turn “did you see the alternative?”

13. Rules-correcting mid-play

They misread a card’s range. You spot it. You interrupt.

Right: decide by severity. If the error is minor and self-correcting (they’ll see next turn), let it go. If it’s game-affecting (they’re about to play an illegal target), pause gently: “Let’s double-check this card’s range.”

14. Explaining your turn’s rationale out loud

They’re trying to plan their own turn; you narrating yours (“I’m playing this because the Town is a priority because blight is close because…”) crowds their cognition.

Right: play your turn quietly if they’re still planning.

15. Correcting adversary or event rule misplay by the table

If the teacher is the rules authority and a misplay happens, fix it. If everyone else is equally new and a misplay happens and no one noticed, consider letting it ride. Depends on severity; the game’s going to be loose anyway.

Post-game anti-patterns

16. “You should have played X on Turn 5”

The game is over. They can’t fix T5. Bringing it up is critique-after-the-fact.

Right: if they ask, answer. If they don’t, stay silent.

17. Extensive post-mortem with a first-timer

See Post-Game Debrief. Three sentences; done.

18. “Want to try again but really try this time?”

Implies they didn’t try. Demoralizing.

Right: “Want to play again with a different spirit for variety?”

19. Recommending YouTube / podcasts / the book / community resources unprompted

They just finished a 90-minute game. Overload.

Right: if asked “how do I get better?”, offer one resource. Not a list.

20. Assuming they want to get better

Some players play casually. They don’t want to “improve.” Respect that.

Right: wait for the improvement-interest signal before offering any learning resources.

Structural anti-patterns

21. Teaching while hungry, tired, or rushed

Your teach quality degrades dramatically when your bandwidth is low. The newcomer gets a worse experience; you get frustrated.

Right: teach when rested. A con teach at 11pm after 3 games is worse than declining and scheduling for tomorrow.

22. Teaching with too many expansions active

Base + B&C + events + Jagged Earth + aspects is too much cognitive load for a first-timer.

Right: base-only for first game. Add one expansion per subsequent session.

23. Rotating teacher mid-game

You started as teacher; partway through, another experienced player takes over “to help.” The newcomer now has two teaching styles competing.

Right: one teacher per session. If someone else wants to teach next game, great — but one per session.

24. Teaching to win

Prioritizing winning over teaching. You play optimally; you alpha their spirit; you secure a win. The newcomer learned nothing.

Right: accept that teach games may lose. The goal is learning + enjoyment, not the win.

Equipment anti-patterns

25. Skipping the rulebook entirely

“The internet is faster than the rulebook.” Maybe. But a first-timer using the rulebook themselves is learning navigation. Skipping it makes them dependent on you.

Right: point out the rulebook. Encourage them to skim the rules reference mid-game if they have a question.

26. Using unsleeved cards that are showing wear

A first-timer shouldn’t be told “be careful with this” — they’re already nervous.

Right: sleeve the cards if they’ll see regular play.

27. Playing at a cramped table

Spirit Island’s board is large. The spirit panels each need room. Cramped tables cause physical mistakes (tipped tokens, misread cards, bumped boards).

Right: pick a full-sized table.

Cross-references


Last revised: 2026-04-19

Statistics: Why and How

Spirit Island is a game of probabilities layered under strict mechanics. You can win by feel — most experienced players do — but at higher difficulty levels the feel-based approach hits a ceiling. Beyond that ceiling, counting starts paying.

This part gives you the mental models, the stat sources, and the reusable reasoning tools for playing the underlying math as a first-class part of your game.

What’s in this part

The core statistical lenses

Four lenses run through every chapter:

  1. Confidence, not point estimates. A win rate of 60% across 10 games isn’t 60% ± 0 — it’s closer to (26%, 88%) via Wilson 95%. Every rate here reports a CI where data supports one.
  2. Conditional on expansion pool. The Minor deck at base-only is not the Minor deck at all-expansions. A “33% chance of drawing Moon-heavy” means different things in each pool.
  3. Per-turn distributions, not per-game averages. “Averages 6 fear/game” hides whether that’s 6 evenly or 2+0+0+4+0. Shape is the signal.
  4. Correlated vs. independent events. Fear-card draws depend on fear-pool threshold crossings; Event draws are independent per turn. The math differs.

Data provenance

  • Wiki-parsed card datadata/decks/{minor,major,fear,event,blight}.json, parsed by scripts/wiki-fetch.py.
  • Monte Carlo simulationsscripts/deck-simulate.py runs 5 000+ trials per expansion combo; outputs at data/references/deck-stats/sim_*.json.
  • Community win-rate datamindwanderer. Directional; subject to selection bias. Treated accordingly.

Reading mindwanderer

mindwanderer aggregates player-reported Spirit Island game outcomes into win-rate tables per (spirit × adversary × level × player-count). It’s the best public signal for relative spirit strength — but it’s not ground truth, and reading it well takes a few heuristics.

What it actually is

  • Self-reported: players submit after their game. Selection bias is real.
  • Cross-table: digital (Steam + Asmodee Online) + tabletop, blended.
  • Skill-heterogeneous: a player’s 1st Shadows game and their 50th are both in the denominator.

When you see Shadows vs. England L6: 52% (n=180), treat that as: “Across a self-selected mix of players, the true underlying win-rate is probably in (44%, 60%) at 95% confidence.”

The Wilson 95% CI

Win-rate without a CI is just a point estimate. With n=180 and p=0.52 the Wilson 95% interval is approximately (44.6%, 59.1%). At n=25 that same 52% point estimate broadens to roughly (33%, 71%) — a much weaker claim.

Mental shortcut:

  • n < 20: “we don’t know.” Treat as a rumor.
  • n = 20–100: directional but weak. Don’t rank-order by 2-3% gaps.
  • n > 100: gap-meaningful at 5-10% level.
  • n > 500: gap-meaningful at 2-3% level.

Comparing two spirits

Don’t subtract point estimates. Compute each’s Wilson CI; if intervals overlap, you can’t confidently say one is stronger.

Example: Shadows 52% (n=180) vs. River 48% (n=95):

  • Shadows: (44.6%, 59.1%)
  • River: (38.1%, 58.0%)

Intervals overlap heavily → “maybe Shadows is stronger but it’s within error bars.”

Compare: Bringer 61% (n=220) vs. Thunderspeaker 47% (n=200):

  • Bringer: (54.4%, 67.2%)
  • Thunderspeaker: (40.2%, 54.0%)

Overlap is tiny → Bringer is plausibly stronger (narrow margin, still reasonable doubt).

What mindwanderer doesn’t capture

  • Scenario effects: most reports are no-scenario; scenario stats are typically too thin.
  • Expansion mix: base+JE and base+B&C+JE+NI often go in the same bucket. Expansion-column data is approximate.
  • Player-count interaction: 2-handed solo ≠ true 2-player. Filter by player count.
  • Adversary-within-level variation: L3 England ≠ L3 Scotland. Blended top-lines lose this.

Workflow

  1. Pick the spirit × adversary combo.
  2. Filter mindwanderer to your player count.
  3. Read the point estimate + n. Compute Wilson bounds (or eyeball: CI width ≈ 1/√n).
  4. Compare against the closest alternative spirit via overlapping-intervals test.
  5. Cross-reference Expansion Dilution Claims for how your expansion mix shifts the baseline.

When to ignore mindwanderer entirely

  • You’ve played <10 games total — the community’s average skill is above yours. Their win rates overstate what you’ll experience.
  • You’re doing a specific scenario or aspect — data is thin. Use the spirit chapter’s hand-authored analysis instead.
  • You’re playing for learning — highest win rate ≠ most learning-value. A 5%-below-mean spirit can teach more if it’s a different archetype than your comfort pick.

See also

Digital vs. Tabletop

Community win rates (mindwanderer and similar) blend tabletop and digital. They shouldn’t — the two have measurably different dynamics. This chapter catalogues the differences so you apply appropriate skepticism when using aggregated data to plan tabletop games.

Where digital differs from tabletop

Shuffle + draw rigor

Digital: cryptographically random; every draw is truly independent.

Tabletop: shuffles are imperfect. Classic gaming-shuffle studies suggest 5-7 riffle shuffles for full randomization; most tabletop players do 1-3. This produces subtle clumping — Minors drafted together are slightly more likely to show up again soon than pure-random would suggest.

Impact: tabletop Minor drafts have slightly more variance than digital. Spirits that depend on drawing a specific card type (Moon+Fire for Shadows’s L1) get worse tail outcomes tabletop.

Rules strictness

Digital: rules enforced. You can’t skip a Dahan counterattack, miss a Fear threshold, or forget invader-deck advancement.

Tabletop: human-enforced. Forgetting threshold crossings, miscounting innate elements, or failing to resolve Slow events in the right order happens regularly.

Impact: tabletop tends to be easier than it should be (in the player’s favor) by ~3-7% at high difficulty. Your 60% tabletop win rate is closer to 55% digital.

Turn pacing

Digital: unlimited thinking time. Most take 1-2 minutes per turn.

Tabletop: group pressure encourages faster turns. Missed tactical opportunities are common.

Impact: tabletop plays below-optimal. This hurts high-skill spirits (Fractured Days, Starlight) more than low-complexity spirits (River, Vital).

Alpha-player effect

Digital solo: you’re alone.

Tabletop multiplayer: whoever knows the game best tends to direct everyone’s turns. See The Alpha-Player Problem.

Impact: digital multi-handed-solo stats translate poorly to tabletop multiplayer. Three heads on three spirits is NOT one head on three spirits.

Selection bias

  • Digital data is dominated by online-engaged players — skews harder-difficulty, more experienced. Rates over-represent this population.
  • Tabletop data is dominated by motivated post-game reporters — skews toward memorable games, not the middle-of-the-road average.

Both biases inflate dispersion at the tails. Point estimates near 50% are probably closest to truth; estimates at 80%+ or <20% are most suspect.

Practical implications

  1. Subtract 3-5% from high-adversary-level digital rates when planning careful tabletop games.
  2. Add variance to tabletop estimates — your tabletop rate will swing more game-to-game than digital suggests. Imperfect shuffling drives it.
  3. If you play both, keep separate logs. Don’t blend.
  4. Community data informs archetype ranking, not absolute win-rate expectation. “Bringer is a top-5 solo spirit” is robust across modes; “Bringer wins 63% vs England L6” is not.

See also

Fear Deck — Expected Value per Expansion

Scope

Fear cards are drawn from a shuffled deck when the Fear pool crosses terror-level thresholds. Their effects resolve at the player’s current Terror Level, so each card contributes up to three distinct effects (stage 1, 2, 3). This chapter breaks down the deck per expansion combo.

Fear pool size + stage composition

ComboTotal cardsStage 1 textStage 2 textStage 3 text
Base only (Horizons + Base game)15151515
Base + B&C30303030
Base + JE21212121
Base + B&C + JE36363636
All expansions (Base + B&C + JE + NI + Promos)50505050
NI additions only (delta from JE)9999

Average Fear-output per card by stage

“N Fear” instructions embedded in each card’s text, averaged across cards that have that stage’s text.

ComboStage 1 avg fearStage 2Stage 3
Base only (Horizons + Base game)0.000.000.00
Base + B&C0.000.000.00
Base + JE0.000.000.05
Base + B&C + JE0.000.000.03
All expansions (Base + B&C + JE + NI + Promos)0.040.020.04
NI additions only (delta from JE)0.110.110.11

Spirit- vs. Invader-favoring per stage

Heuristic classification via keyword regex — how many cards (per stage) contain pro-spirit phrasing (N Fear, Destroy N Explorer/Town/City, Push N, Remove Blight, etc.) vs. pro-invader phrasing (add N Explorer, extra build, destroy Dahan, add Blight, etc.). Cards may hit both.

ComboSpirit-favor (s1/s2/s3)Invader-favor (s1/s2/s3)
Base only (Horizons + Base game)6/4/30/0/0
Base + B&C7/6/50/0/0
Base + JE8/5/50/0/0
Base + B&C + JE9/7/70/0/0
All expansions (Base + B&C + JE + NI + Promos)12/11/110/0/0
NI additions only (delta from JE)2/2/20/0/0

Monte Carlo: expected Fear-deck output per game

5 000 trials × 8 rounds × 1 player. Fear drawn is cards drawn through terror crossings; Fear output sums every N Fear instruction on those cards at the stage they resolve.

ComboFear cards drawnFear output (mean)95% CI
Base only (Horizons + Base game)2.000.00(0.00, 0.00)
Base + B&C2.003.49(3.45, 3.53)
Base + JE2.003.97(3.93, 4.02)
Base + B&C + JE2.003.79(3.74, 3.83)
All expansions (Base + B&C + JE + NI + Promos)2.004.66(4.61, 4.72)
NI additions only (delta from JE)2.0010.00(9.96, 10.03)

Interpretation

  • Base-only Fear output is effectively 0 in this model — no Event deck supplies extra Fear, and per-card Fear at stage 1 is rarely encoded as a literal “N Fear” directive.
  • Adding B&C lifts Fear output significantly through the Event deck’s fear-bearing cards (fear_output ~3.5/game).
  • NI’s Fear cards average the highest per-stage Fear output — hence the NI-only sim spikes. In practice you’d combine NI with base+B&C+JE, which tames the average due to pool dilution.

Event Deck — Risk Profiles per Expansion

Scope

The Event deck is introduced by Branch & Claw and expanded by Jagged Earth and Nature Incarnate. Each turn starting T1 (in games using the Event deck), an Event card is drawn and resolved in order of its stages (usually 1-3; some cards go to 5).

Pool size + per-game draws

ComboEvent poolEvents per 8-round game (mean)
Base only (Horizons + Base game)00.0
Base + B&C238.0
Base + JE308.0
Base + B&C + JE538.0
All expansions (Base + B&C + JE + NI + Promos)628.0
NI additions only (delta from JE)98.0

Spirit-favoring vs. Invader-favoring hits

Heuristic regex classifier counting pro-spirit vs. pro-invader phrasing in each Event card’s full multi-stage text.

ComboPoolSpirit-favor totalInvader-favor totalNet favor
Base + B&C231917+2
Base + JE303822+16
Base + B&C + JE535739+18
All expansions (Base + B&C + JE + NI + Promos)626843+25
NI additions only (delta from JE)9114+7

Top 5 spirit-favoring + invader-favoring events (all expansions)

Most spirit-favoring

  • Dahan Trade with the Invaders (Jagged Earth) — spirit-hits 3, invader-hits 0 (net +3)
  • Numinous Crisis (Jagged Earth) — spirit-hits 3, invader-hits 0 (net +3)
  • The Struggles of Growth (Jagged Earth) — spirit-hits 4, invader-hits 1 (net +3)
  • Far-off Wars Touch the Island (Nature Incarnate) — spirit-hits 2, invader-hits 0 (net +2)
  • Harvest Bounty, Harvest Dust (Jagged Earth) — spirit-hits 3, invader-hits 1 (net +2)

Most invader-favoring

  • Farmers Seek the Dahan for Aid (Branch and Claw) — spirit-hits 0, invader-hits 2 (net -2)
  • Wounded Lands Attract Explorers (Jagged Earth) — spirit-hits 0, invader-hits 1 (net -1)
  • Tight-Knit Communities (Branch and Claw) — spirit-hits 0, invader-hits 1 (net -1)
  • Thriving Trade (Jagged Earth) — spirit-hits 1, invader-hits 2 (net -1)
  • Resourceful Populace (Jagged Earth) — spirit-hits 0, invader-hits 1 (net -1)

Interpretation

  • B&C events are the most balanced (+1.09 per-game net favor in simulation).
  • JE events skew pro-spirit (+4.87), driven by the larger pool with more Fear-generating cards.
  • NI events as a standalone pool skew even more pro-spirit, but when mixed with the full pool, the combined net is +3.65 — JE’s positive balance remains visible.

Deck Expansion Impact — headline statistics

Summary

Each Spirit Island expansion adds cards to the Minor, Major, Fear, Event, and Blight decks. Those additions dilute the base pool — drawing a card from the Fear deck at Base-only is a different probability distribution than drawing one from Base+B&C+JE+NI. This chapter renders the per-expansion-combo impact across all five decks, using deck data deterministically fetched from spiritislandwiki.com via scripts/wiki-fetch.py and analyzed by scripts/deck-stats.py + scripts/deck-simulate.py.

Pool sizes per expansion combo

ComboMinorMajorFearEventBlight
Base only (Horizons + Base game)36221502
Base + B&C664330238
Base + JE694621309
Base + B&C + JE9966365315
All expansions (Base + B&C + JE + NI + Promos)10078506223
NI additions only (delta from JE)113998

Expected per-game outcomes (Monte Carlo, 5 000 trials × 8 rounds × 1 player)

Each trial simulates 8 invader rounds using a Gaussian fear-generation model (mean 2.5 fear/turn, σ=1) and sequential draws from the Fear/Event/Blight decks per expansion combo. Fear threshold transitions at TL1→TL2 (4 fear) and TL2→TL3 (8 fear) trigger Fear-card draws. Events draw once per turn (when an Event deck is in play). Blight cards draw at game start + on track-fill. Values are means; the 95% confidence intervals are reported in the JSON data, but omitted here for readability.

ComboFear drawnFear outputEventsBlight cardsSpirit favorInvader favorNet favor
Base only (Horizons + Base game)2.000.000.00.000.650.00+0.65
Base + B&C2.003.498.01.897.035.94+1.09
Base + JE2.003.978.01.8910.725.86+4.87
Base + B&C + JE2.003.798.01.899.055.88+3.17
All expansions (Base + B&C + JE + NI + Promos)2.004.668.01.909.205.55+3.65
NI additions only (delta from JE)2.0010.008.01.9010.323.56+6.76

Key readings

  • Base-only is un-eventful by design. No Event deck, 2 Blight cards only. Games are deterministic up to the spirits’ own plays.
  • +B&C adds the Event deck (23 cards) and the full Blight deck (8 cards). That’s ~+8 events drawn per game — significant stochastic variance injection.
  • +JE events skew slightly more spirit-favorable (net +4.87 hits/game vs. +1.09 for B&C alone). JE Minor/Major pools also dilute the base element distribution — see per-deck chapters.
  • NI events are the most spirit-favoring when counted alone (+6.76), but NI adds only 9 events (small pool, high variance per game).
  • Fear drawn stabilizes at ~2 cards/game across combos (2 threshold crossings × 1 draw each at 1-player scale). At higher player counts the thresholds scale linearly — expected fear drawn drops per player.

Cross-references

Expansion Dilution — Is B&C Really Swingier? Does NI Dilute?

The claim under test

“B&C alone felt swingy; JE balanced that; NI diluted things.”

This chapter tests the claim with per-expansion marginal statistics. For each expansion (Base, B&C, JE, NI) we assign every card to its home expansion (the earliest/most-specific set tag) and compute mean, standard deviation, and coefficient of variation (CV) — CV = σ/μ, the standard measure of swinginess independent of scale. A higher CV = wider spread of outcomes relative to the average = swingier.

Data pipeline: scripts/expansion-deltas.pydata/references/deck-stats/per_expansion_deltas.json.

Headline result

B&C is the swingiest expansion for Fear + Event decks. JE is the most balanced. NI does NOT dilute Fear — it actually brings the heaviest-hitting Fear cards per card added — but NI DOES dilute Major Powers. Full breakdown below.

Fear deck: swinginess per expansion (net-favor)

Net-favor = (#spirit-favoring keyword hits) − (#invader-favoring keyword hits) per card, summed across all three terror-level stages. Higher CV means the card-to-card swing is wider.

Expansionnmean net-favorσCVmedian
Base game150.400.511.270
Branch & Claw150.130.352.64 ← swingiest0
Jagged Earth60.500.551.09 ← most balanced0
Nature Incarnate90.330.712.120

Reading: B&C’s Fear-card net-favor has the highest CV (2.64) — individual draws are nearly 3× as variable relative to the mean as JE’s (1.09). Your intuition is measurably correct: within the same Terror level, B&C Fear cards are the most unpredictable swing-cards in the game.

Fear deck: dilution analysis

The “dilution” claim is about cumulative mean — when you add a later expansion’s Fear cards to the running pool, how does the combined average shift? Negative delta = new expansion is weaker (dilutes the pool); positive delta = stronger (concentrates variance).

Added+cardsMean per added card (fear_amount)Cumulative-pool meanΔ vs. previous
Base game+150.000.00(baseline)
Branch & Claw+150.000.00+0.00
Jagged Earth+60.170.03+0.03
Nature Incarnate+90.330.09+0.06

NI does NOT dilute the Fear deck — NI’s 9 Fear cards carry the highest per-card embedded “N Fear” directives (mean 0.33), so adding NI concentrates Fear-generation in the pool. What NI does change is the mix: more Fear cards that explicitly generate Fear on draw (via event-style triggers), vs. base/B&C Fear cards that mostly change game rules.

Where’s the “dilution” feeling coming from then? Probably from the Event deck, which is larger and shuffled every game — see below.

Event deck: the real swingy one

Expansionnmean net-favorσCV
Branch & Claw230.090.9510.92 ← extreme swing
Jagged Earth300.531.172.19
Nature Incarnate90.780.831.07 ← tight

B&C’s Event deck is enormously swingy — CV of 10.92 because the mean is near-zero (0.09) but the stdev is almost 1.0. That means B&C Events individually swing wildly positive or negative but cancel out on average. JE adds 30 more Events with a consistently pro-spirit lean (mean +0.53, CV 2.19). NI’s 9 Events are the most tightly clustered (mean +0.78, CV 1.07) — NI Events lean pro-spirit with low variance.

Interpretation

  • B&C Events feel random because they are: each card is either a big boon or a big bust with few middle-ground cards.
  • JE Events balance by adding many consistently-themed cards that pull the mean pro-spirit.
  • NI Events concentrate — few cards, all pro-spirit.

Minor deck: mean Fear output per card

Expansionnmean fear_amountCV
Base500.581.81
B&C300.671.64
JE330.581.89
NI11.000.00

B&C Minors generate the most Fear per card (mean 0.67 and lower CV — more reliable). JE Minors match base in mean Fear but have slightly higher variance. NI only adds 1 new Minor (most NI content is Uniques + Majors).

Major deck: NI does dilute the Major pool

Expansionnmean fear_amountCV
Base411.051.36
B&C222.001.41
JE231.041.43
NI120.831.60

B&C Majors are the peak — 2.00 mean Fear per Major card (double any other expansion). NI’s 12 new Majors average 0.83 (lowest), so drafting from an all-expansions Major deck does pull your expected Fear-output down compared to drafting from just base+B&C. The NI-dilutes-Majors claim is measurably true.

Rough per-card spread for Majors

  • B&C Majors: highest fear + widest range of big effects. The 2.00 mean comes from power-level-5 Majors like Vengeance of the Dead family and Cast Down into the Briny Deep.
  • NI Majors: trend toward non-Fear effects (Beast-summoning, land-transformation, presence-redistribution). Different strategic axis, lower direct Fear output.

So what’s the full verdict?

ClaimVerdictEvidence
“B&C alone feels swingy”ConfirmedB&C Fear CV 2.64 + Event CV 10.92 — both highest
“JE balances”Confirmed (for Fear + Events)JE Fear CV 1.09 (lowest); JE Events CV 2.19 (lower than B&C)
“NI dilutes”⚠️ PartialNI concentrates Fear cards (mean 0.33 > JE 0.17); NI dilutes Majors (mean 0.83 < B&C 2.00)

Strategic implications

  • Playing B&C-only: expect high variance. Plan for worst-case Event draws; don’t build strategies that depend on a specific Event card appearing.
  • Playing B&C + JE: JE’s 30 more Events pull the combined Event-pool mean pro-spirit and reduce CV from 10.92 → somewhere around 4-5. Less swingy; tactical planning becomes more reliable.
  • Playing all expansions: Fear drawn stays roughly constant per-game (threshold-driven), but the Major deck’s mean Fear output drops. Pivot Major-shopping toward JE-era Majors (still 1.04 mean, lower variance than NI) when the draft offers cross-expansion Majors.

Source + methodology

  • Every card classified by its set field on the Wiki, assigned to the earliest matching expansion for marginal analysis.
  • Fear-amount: sum of N Fear regex matches across all three stages (Fear cards) or the full text (Events/Minors/Majors).
  • Net-favor: regex-based keyword count of pro-spirit (Destroy N Explorer, Push N, N Fear, Remove Blight, etc.) minus pro-invader (add N Explorer, extra build, destroy Dahan, etc.) matches per card.
  • Scripts: scripts/expansion-deltas.py computes per-expansion moments; output at data/references/deck-stats/per_expansion_deltas.json.
  • Cross-reference: Deck Expansion Impact for the combo-pool view and Monte Carlo per-game outcomes.

Blight Deck — Severity per Expansion

Scope

Blight cards are drawn at game start + whenever the Blight track fills. Their severity varies hugely — some permanently cripple your damage math (All Things Weaken) while others are mild (Wildfires, A Pall Upon the Land). We use a severity proxy: count of Destroy, Add Blight, and Ongoing keywords in the text (the Ongoing weight is doubled since it compounds across turns).

Blight deck per expansion

ComboPoolMean severity proxy
Base only (Horizons + Base game)21.00
Base + B&C80.75
Base + JE91.00
Base + B&C + JE150.87
All expansions (Base + B&C + JE + NI + Promos)230.87
NI additions only (delta from JE)80.88

Top-5 worst-draw Blight cards (all expansions)

  • All Things Weaken (Jagged Earth - Plain) — severity 4, blight/player 3
  • Disintegrating Ecosystem (Branch and Claw) — severity 2, blight/player 5
  • Intensifying Exploitation (Nature Incarnate) — severity 2, blight/player 5
  • Untended Land Crumbles (Jagged Earth - Plain) — severity 2, blight/player 4
  • A Pall Upon the Land (Branch and Claw) — severity 1, blight/player 3

Monte Carlo: expected Blight cards drawn per 8-round game

ComboPoolBlight cards drawn (mean, 95% CI)
Base + B&C81.89 (1.88, 1.91)
Base + JE91.89 (1.87, 1.91)
Base + B&C + JE151.89 (1.87, 1.91)
All expansions (Base + B&C + JE + NI + Promos)231.90 (1.88, 1.92)
NI additions only (delta from JE)81.90 (1.88, 1.92)

Token-Effect Dilution per Expansion

Scope

Tokens (Badlands, Beasts, Disease, Strife, Wilds, Plantation, Isolate, Fortress) are the second-order economy of Spirit Island — they accumulate on the board via card effects and events, modifying damage, fear, and invader actions. Different expansions weight these differently. This chapter counts how often each token appears in each card pool.

Cards touching each token, per deck × per combo

Minor deck

ComboBadlandsBeastsDiseaseStrifeWildsPlantationIsolateFortress
Base only (Horizons + Base game)00000000
Base + B&C05443000
Base + JE66445040
Base + B&C + JE611888040
All expansions (Base + B&C + JE + NI + Promos)611888050
NI additions only (delta from JE)00000010

Major deck

ComboBadlandsBeastsDiseaseStrifeWildsPlantationIsolateFortress
Base only (Horizons + Base game)00000000
Base + B&C07443000
Base + JE67123020
Base + B&C + JE613566020
All expansions (Base + B&C + JE + NI + Promos)715667020
NI additions only (delta from JE)13101000

Fear deck

ComboBadlandsBeastsDiseaseStrifeWildsPlantationIsolateFortress
Base only (Horizons + Base game)00000000
Base + B&C01110150000
Base + JE63396000
Base + B&C + JE61413246000
All expansions (Base + B&C + JE + NI + Promos)61713336070
NI additions only (delta from JE)03090040

Event deck

ComboBadlandsBeastsDiseaseStrifeWildsPlantationIsolateFortress
Base only (Horizons + Base game)00000000
Base + B&C0141031000
Base + JE4211553010
Base + B&C + JE4352584010
All expansions (Base + B&C + JE + NI + Promos)7422784020
NI additions only (delta from JE)37200010

Blight deck

ComboBadlandsBeastsDiseaseStrifeWildsPlantationIsolateFortress
Base only (Horizons + Base game)00000000
Base + B&C00000000
Base + JE00000000
Base + B&C + JE00000000
All expansions (Base + B&C + JE + NI + Promos)00000000
NI additions only (delta from JE)00000000

Tokens added per simulated 8-round game (means)

From Monte Carlo (Fear + Event draws contribute; raw card text detected).

ComboBadlandsBeastsDiseaseStrifeWildsPlantationIsolateFortress
Base only (Horizons + Base game)0.000.000.000.000.000.000.000.00
Base + B&C0.005.143.701.360.350.000.000.00
Base + JE1.245.684.111.611.000.000.270.00
Base + B&C + JE0.715.594.021.630.710.000.150.00
All expansions (Base + B&C + JE + NI + Promos)0.985.643.661.480.580.000.330.00
NI additions only (delta from JE)2.676.451.780.680.000.001.100.00

Interpretation

  • Badlands + Beasts are JE introductions; both expand markedly with JE.
  • Disease + Strife + Wilds scale across JE + NI; Strife is specifically tied to spirits like Shadows-Madness, Grinning Trickster, etc.
  • Plantation is a B&C/France-adversary token; appears when France is in play or in specific JE events.
  • Base-only games have no token mechanic — the Event deck is what introduces them.

Aspect Power Deltas

Aspects replace a spirit’s Special Rule (and sometimes an Innate). They’re not balanced 1:1 — some are clearly stronger, some weaker, some orthogonal. This chapter catalogues the directional deltas per aspect.

Directional only

Per-aspect × per-spirit × per-adversary × per-level win-rate data is thin. Point estimates are rough; 95% CIs typically span ±10-15%. Take deltas as directional — “Madness is stronger than base Shadows” is robust; “Madness is +3%” is not.

How to read the table

  • +X% = aspect’s win rate is X pp above the base, averaged across matchups.
  • complexity change = whether the aspect adds rules (↑) or simplifies (↓).
  • axis shift = whether it moves the spirit toward a different archetype.

Shadows Flicker Like Flame

AspectExpansionComplexityΔ (est.)Axis shift
BaseLowbaselineFear-rush + Dahan spatial
Reach (JE)JELow ↓~+2%Simpler targeting; no energy tax
Amorphous (Promo 2)Promo 2Mod ↑~+3%Mobility; 2 free presence moves/turn
Madness (JE)JEMod ↑~+5%Strife-adding; fear-per-presence-destroyed
Foreboding (Promo 2)Promo 2Mod ↑~+2%New innate replaces Shadows-of-Dahan
Dark Fire (NI)NIHigh ↑~+7%Moon↔Fire interchangeable

Reading: Dark Fire is Shadows’s strongest aspect — Moon↔Fire swap is load-bearing for Darkness Swallows. Madness is close and offers a meaningfully different style. Reach is the simpler beginner-pick that still beats base.

Other aspects (selected highlights)

SpiritStrongest aspectΔ (est.)Notes
Lightning’s Swift StrikeWind (JE)~+4%More Air access
River Surges in SunlightSunshine (JE)~+3%Extra Sun support
Bringer of DreamsEnticing (JE)~+5%Fear-rush acceleration
ThunderspeakerWarrior (JE)~+6%Dahan damage multiplier
Ocean’s Hungry GraspDeeps (JE)~+4%Deeper-water targeting
Keeper of the WildsHostility (JE)~+3%Land-destruction emphasis
Serpent SlumberingLocus (JE)~+4%Presence-of-self variation
Heart of the WildfireTransforming (JE)~+3%Blight mitigation

What drives a positive delta?

Strong aspects generally:

  1. Reduce an element-access bottleneck (Dark Fire on Shadows; Wind on Lightning).
  2. Add a no-cost mechanic (Reach’s free range ignore; Amorphous’s free presence moves).
  3. Create a new win-condition pathway (Madness’s fear-from-presence-destroyed).
  4. Target a spirit’s weakest matchup-axis (Transforming on Heart mitigates self-Blight hurt).

Weak aspects tend to:

  1. Add complexity without expanding capability.
  2. Replace a mechanic the base spirit used well.
  3. Conflict with the spirit’s existing innate architecture.

When to pick an aspect

  • New to the spirit: play base 2-3 games first. Knowing what the aspect replaces is load-bearing.
  • Want simpler: pick the Low ↓ complexity aspect if one exists.
  • Want stronger in a specific matchup: check the aspect description for obvious fit.
  • Want experimental: pick Mod/High aspect that shifts the strategic axis.

Data sources

  • Deltas are estimates from BGG aspect-tier discussions + mindwanderer where data exists.
  • The Spirit Island Wiki lists every aspect with replacement text (parsed into each spirit chapter’s Aspects section).
  • For 95%-CI-meaningful data you’d need 100+ games per (spirit × aspect × L3 adversary × 1-player). Community data rarely reaches that cell.

See also

Major vs. Minor Draft Rates

Most spirit chapters rate a preferred draft bias: Minor-heavy, Major-heavy, or Mixed. Under the hood, that reflects expected value under the spirit’s energy curve, innate element needs, and play-count-per-turn budget. This chapter extracts the drivers.

The arithmetic

Drafting a Major: 3-card-view-pick-1, costs ≥3 Energy to play, gates on elemental threshold. Drafting a Minor: 4-card-view-pick-1 (or 2-pick-1 per growth), costs 0-2 Energy, no elemental gate.

EV per draft:

  • Major: P(useful Major in view) × E(payoff | played within 3 turns)
  • Minor: P(useful Minor in view) × E(payoff) — typically higher P(hit), lower E(payoff).

Low-income spirits (most base-complexity) struggle to play Majors fast enough to amortize the draft opportunity cost. Minor-heavy wins for them.

High-income spirits (Stone’s Unyielding Defiance, Starlight, Serpent) or energy-banking growths (Shadows G3, Ocean G3) can afford 3-6E Majors and have the CP to play them alongside cheap Minors.

Draft bias by archetype

ArchetypeTypical incomeTypical CPDraft bias
Fear-rush low-complexity1-2E1-2Minor-heavy
Fear-rush + presence (Shadows)1-3E1-2Mixed (Minor T1-3, 1 Major T5+)
Damage specialist (Lightning, Heart)1-3E2-3Minor-heavy early, Major T4+
Energy-bank late-ramp (Starlight, Stone)2-5E2-3Major-heavy
Dahan-coordinator (Thunderspeaker, Hearth-Vigil)1-2E1-2Minor-heavy
Control/presence (Serpent, Lure)2-4E2-3Mixed
Complex late-game (Fractured Days, Wandering Voice)2-4E2-3Major-heavy

Pool-dilution effect

Per Expansion Dilution Claims:

  • Base Major pool mean: 1.05 fear/card
  • B&C Majors: 2.00 (peak)
  • JE Majors: 1.04
  • NI Majors: 0.83 (lowest)

Implication: more expansions → less raw Fear per average Major draft. This partially compensates the Minor pool expansion (B&C Minors 0.67 vs. base 0.58).

So all-expansions games have a subtly different Minor-vs-Major balance than base-only. In base, Major drafts are more rewarding on average. In all-expansions, Minor advantage grows.

When Minor-heavy wins decisively

  • Innate depends on specific-element Minors you cheaply chain.
  • Energy income caps at 2-3E through mid-game.
  • Adversary rewards board-positioning over damage (England early, Sweden, Russia).

When Major-shopping wins decisively

  • Innate doesn’t need much elemental help (Bringer — only Moon).
  • Adversary has escalation cliffs you pre-empt with a single big play (France L5 plantation removal; Mining L5 scaling).
  • You have 4-5E regular income by T5.

Gain-1-Major growth option?

Starlight, Fractured Days, Lure of the Deep Wilderness have growths that gain a Major. Taking one costs:

  • 1 presence not placed
  • 1 CP slot on a card you may not afford for 2-3 more turns

It’s correct when the Major carries a game-phase AND your expected income crosses the Major’s cost within 2 turns of drafting.

See also

Self-Tracking Your Games

Community stats are a starting point; personal stats are ground truth for calibrating strategies against your play. This chapter describes what to log, how, and what to do with the log.

What to capture

MVP schema for data/playlog.csv:

FieldExampleNotes
game_id2026-04-19-001Unique per game (date + sequence)
date2026-04-19ISO date
spiritsshadows;thunderspeakerSemicolon-separated slugs
adversaryenglandslug
level3int
scenarioblitz or blankslug, optional
boardsA;BSemicolon-separated
expansionsbase;bnc;je;niSemicolon-separated
resultwin / loss / abandoned
final_round7int
final_terror31/2/3
fear_generated12total Fear generated
blight_placed4total Blight
notesfree textsurprises, pivots, mistakes

Workflow

  1. After every game, append a row to data/playlog.csv.
  2. Invoke si-post-game (Claude skill) to parse the row + prompt for learning points. Surfaces unverified items in played-spirit chapters.
  3. Weekly, run a win-rate rollup. Wilson 95% CIs on anything with n ≥ 10.
  4. Monthly, compare your rates to mindwanderer for the same (spirit × adversary). Gaps indicate playstyle divergence worth investigating.

What to do with the log

Find your strongest matchups

Group by (spirit × adversary × level). For n ≥ 5, compute win rate + Wilson. Your highest-rate tight-CI groups are your practiced edges.

Find your blind spots

Groups where your rate is 10%+ below community AND your n ≥ 10 → you’re under-performing and the signal is real (not tiny-sample noise). Start there.

Calibrate tempo guesses

fear_generated / final_round = average Fear/round. Compare to Tempo expected curves — divergence indicates pace issues.

Detect pivots that worked

In notes, record “pivoted from G2 to G3 at T3 — ended T4 at 6E” observations. Across 10+ games, patterns emerge: which pivots reliably work vs. which fix symptoms but lose the game.

Existing tooling

  • si-post-game skill — accepts game facts, appends to playlog, surfaces unverified items from played-spirit chapters.
  • si-daily-challenge — rotates spirits by priority list + your recent log (less-played spirits get priority).
  • si-live tool — every state edit persists to data/current-game.json; on game end, export the final state into a playlog row.

What not to over-track

Don’t log every decision. Signal-to-noise is bad and you’ll stop within a week. Track end state + 2-3 surprising moments per game — enough to compound over 50 games.

Sample starter CSV

game_id,date,spirits,adversary,level,scenario,boards,expansions,result,final_round,final_terror,fear_generated,blight_placed,notes
2026-04-19-001,2026-04-19,shadows-flicker-like-flame,england,3,,A,base,win,7,3,14,1,"L1 innate fired T3 via Haunts draft; no cliff hit; fear-rush cleaned up T6-7"

See also

Curated Card Reference

A cross-expansion catalogue of the most-frequently-drafted cards, organized by archetype. This is a reading reference, not a draft calculator — for the latter, use each spirit’s Card Priority Ratings section (full-pool ranked per spirit).

Organization

  1. By archetype — grouped by what-they-do (Fear, Damage, Push, Dahan, etc.).
  2. By element — for element-hungry innates, grouped by element signature.
  3. By cost curve — what 0-cost, 1-cost, 3+-cost cards exist.

By archetype

Fear-generators

  • Vengeance of the Dead (Major, Moon+Fire+Animal, 3E Fast) — 3 Fear + conditional damage
  • Angry Mobs (Fear card, TL1) — agency when the fear pool crosses
  • Favors Called Due (Shadows Unique, 1E Slow) — up to 3 Fear if Dahan outnumber
  • Terrifying Nightmares (Major, Moon+Air, 4E Fast) — 2 Fear + push up to 4
  • Shadows of the Burning Forest (Minor, Moon+Fire+Plant, 0E Slow) — 2 Fear + Mountain/Jungle push
  • Visions of Fiery Doom (Minor, Moon+Fire, 1E Fast) — 1 Fear + push

Damage-dealers

  • Pillar of Living Flame (Major, Fire+Air, 3E Fast) — 4 Damage
  • Crashing Torrent of the Sky (Major, Water+Air, 2E Slow) — 3 Damage
  • Tigers Hunting (Major, Animal, 3E Fast) — 3 Damage + Beasts
  • Pyroclastic Flow (Major, Fire+Earth, 3E Slow) — heavy damage + blight
  • The Jungle Hungers (Major, Moon+Plant, 3E Slow) — board wipe ⚠️ destroys Dahan

Push / Gather (control)

  • Entwined Power (Major, Plant+Sun, 3E Fast) — major control + gather
  • Gift of Living Energy (Minor, Sun+Animal, 1E Slow) — target-spirit buff
  • Call to Migrate (Minor, Animal, 1E Fast) — move all Dahan

Dahan interactions

  • Call of the Dahan Ways (Minor, Moon+Water+Animal, 1E Slow) — Replace 1 Explorer with 1 Dahan
  • Inflame the Fires of War (Minor, Fire+Animal, 1E Slow) — Dahan do Damage
  • War Leader of the Isle (Major, Sun+Air+Animal, 3E Slow) — Dahan empowerment

Presence-placement (land-control)

  • Boon of Vigor (Minor, Sun+Plant, 0E Slow) — Target Spirit presence grants
  • Voracious Growth of the Understory (Minor, Plant, 1E Slow) — Defend via presence density

By element signature

Moon-heavy (Shadows, Bringer, Breath of Darkness)

See Shadows chapter’s top 10 Minor picks — all Moon-bearing, most add Fire or Air.

Sun-heavy (Relentless Gaze, Keeper of the Forbidden Wilds)

  • Sunset’s Fire Flows Across the Land (Minor, Sun+Moon+Fire+Water)
  • Purifying Flame (Minor, Sun+Fire)
  • Favor of the Sun and Star-lit Dark (Minor, Sun+Moon)

Earth-heavy (Vital Strength, Towering Roots, Dances Up Earthquakes)

  • Absorb Corruption (Minor, Earth+Plant, Sun+Water on threshold)
  • Carapaced Land (Minor, Earth+Sun)
  • Quicken the Earth’s Struggles (Minor, Earth+Animal)

Animal-heavy (Sharp Fangs, Serpent, Hearth-Vigil)

  • Savage Mawbeasts (Minor, Animal)
  • Prowling Panthers (Minor, Fire+Moon+Animal)
  • Settle Into Hunting-Grounds (Major, Moon+Fire+Plant+Animal)

By cost curve

0-cost Fast Minors (play-every-turn candidates)

  • Land of Haunts and Embers (Moon+Fire+Air)
  • Lure of the Unknown (Moon+Fire+Air+Plant)
  • Roiling Bog and Snagging Thorn (Moon+Fire+Water+Plant)

0-cost Slow Minors

  • Animated Wrackroot (Moon+Fire+Plant)
  • Shadows of the Burning Forest (Moon+Fire+Plant)
  • Boon of Vigor (Sun+Plant)

1-cost Fast Minors

  • Dark and Tangled Woods (Moon+Earth+Plant)
  • Visions of Fiery Doom (Moon+Fire)
  • Rites of the Land’s Rejection (Moon+Fire+Earth)

1-cost Slow Minors

  • Call of the Dahan Ways (Moon+Water+Animal)
  • Favors of Story & Season (Moon+Animal)
  • Unquenchable Flames (Moon+Fire+Earth)

3+ cost Majors

See Major vs. Minor Draft Rates for draft-bias context.

Data source

Every card listed here is present in data/decks/{minor,major}.json, parsed from the Spirit Island Wiki via scripts/wiki-fetch.py. For authoritative card text + thresholds, cross-reference the JSON directly.

See also

Fear, Blight & Event Decks Reference

Quick reference for the three non-Power decks. For per-expansion statistical breakdowns see Part VIII.

Fear deck

Drawn when the Fear pool crosses Terror Level thresholds. Each Fear card has up to three text stages — Stage 1 resolves at TL1, Stage 2 at TL2, Stage 3 at TL3.

Pool sizes (Active cards only, from Wiki):

  • Base: 15 cards
  • +B&C: +15 → 30 cards
  • +JE: +6 → 36 cards
  • +NI: +14 → 50 cards

See Fear Card Expected Value for per-stage output and Expansion Dilution Claims for swing analysis.

Mechanics summary

  1. Fear is generated by Spirit plays (card text), destroyed invaders, and some Event effects.
  2. When the Fear pool crosses 4 × player-count, the top Fear card is drawn → resolves at TL1 text.
  3. When it crosses 8 × player-count, TL has advanced to 2 → next draw resolves at Stage 2.
  4. When it crosses 12 × player-count, TL3 → Stage 3 text.

Typical draw count

Monte Carlo (5 000 trials × 8-round × 1-player at 2.5 fear/turn): ~2 Fear cards drawn per game. Scales down per additional player due to threshold scaling.

Blight deck

Cards set during setup (1-3 per game). If the Blight track fills, the top card is revealed and its Ongoing effect applies.

Pool sizes:

  • Base: 2 (both mild — Wildfires, A Pall Upon the Land)
  • +B&C: +6 → 8
  • +JE: +1 → 9
  • +NI: +14 → 23

See Blight Deck Severity for severity rankings.

Setup reminder

  • Base only: Blight card placed face-up.
  • B&C+: placed face-down — you don’t know what you’re fighting until it flips.

Face-down Blight introduces uncertainty. Strategies that assume a specific Blight escalation (e.g., “don’t fill because we’re on All Things Weaken”) require flipping first or accepting risk.

Event deck

Drawn once per round starting T1 in games with B&C+ installed. Each Event has multi-stage text (Terror-Level-conditioned, Badlands/Beast triggers, Dahan triggers, etc.).

Pool sizes:

  • Base: 0 (no Event deck)
  • +B&C: +23
  • +JE: +30
  • +NI: +9

Total all-expansions: 62 cards.

See Event Deck Risk Profiles for balance + swinginess.

Event timing

Events resolve at the start of Invader Phase, before invader actions. An Event that adds Invaders stacks with that turn’s Build/Ravage.

Cross-expansion dilution summary

DeckB&C swinginess (CV)JE swinginessNI swinginess
Fear2.64 (highest)1.09 (lowest)2.12
Event10.92 (highest)2.191.07 (lowest)

Full analysis in Expansion Dilution Claims.

Data provenance

  • Card data: data/decks/fear.json, event.json, blight.json.
  • Parsing: scripts/wiki-fetch.py (MediaWiki API → FearCardArticle / EventCardArticle / BlightCardArticle templates).
  • Analysis: scripts/deck-stats.py + scripts/deck-simulate.py + scripts/expansion-deltas.py.

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


Last revised: 2026-04-19

Sources & Citations

This book is a synthesis, not an original work. Every strategy claim draws from the community’s public deep-dives, designer interviews, statistical datasets, and authoritative rules references. This page credits them.

Primary strategy authorities

Rei (BGG) — the canonical format source

Rei’s BGG guides for Many Minds, Shroud, and Vengeance define this book’s spirit-chapter template and terminology. When Rei has a guide on a spirit, it is cited as the #1 source.

Credit: Rei’s deep-dive format (Framing → Core Mechanics → Strategic Principles → Opening → Card Priority → Adversary Notes → Board Eval → Game-Phase) is the spine of every spirit chapter in this book.

latentoctopus (Spirit Island Hub) — openings + glossary

Per-spirit opening guides with per-variant card sequences, and the canonical community notation (Gn, nE, nCP, etc.).

Credit: notation standards (Gn, nE, nCP, x/y, CE), opening classification vocabulary (Full top/bottom, Hybrid, Minor/Major/Mixed), and confidence-rating pattern (red/yellow/green).

Cardboard Crew — contemporary tier

Current (2025-Q4) tier list for all 42 spirits + aspects.

Spirited Discussion podcast — ongoing analysis

Weekly podcast with Alex + Thomas covering strategy, adversaries, and guest-interview spirit deep-dives (including Rei on Vengeance).

Statistical datasets

mindwanderer — digital win-rate project

Continuously-updated win-rate stats from Spirit Island Digital play logs.

Credit: per-spirit, per-adversary, per-level win rates; digital-vs-tabletop discussion; card-frequency data.

PlayTracker + SteamSpy (general aggregate stats)

Rules authority

Querki Living FAQ

Authoritative rulings + errata, maintained by Darker (designer-approved).

Spirit Island Wiki

Comprehensive fan wiki, read-only as of writing (accounts closed due to spam).

SICK — Spirit Island Card Katalog

Unofficial but comprehensive card database with element + effect filtering.

Designer + publisher

R. Eric Reuss (designer)

Greater Than Games (publisher)

Community forums

BGG — strategic discussion

Spirit of the Island Discord

Discord content is not quoted verbatim in this book; patterns attributed to Discord discussion are summarized + linked to a BGG cross-post where possible.

Reddit

Steam Community

Video / audio

YouTube strategy channels

Ethical sourcing principles

Per CONTRIBUTING.md:

  1. Summarize, don’t copy. No verbatim paragraphs from external sources.
  2. Always credit. Every pattern claim links to source(s).
  3. Link, don’t mirror. Don’t host copies of community tools’ data.
  4. Primary over secondary. Querki + designers first; community interpretations second.
  5. Discord caution. Quote only with user permission; prefer BGG cross-posts.

Reference verification status

SourceLast verifiedNotes
Rei’s three BGG guides2026-04-19BGG gating may block WebFetch; summaries used
latentoctopus site2026-04-19Active; author accepts PRs
mindwanderer stats2026-04-19Updated continuously
Spirited Discussion podcast2026-04-19New episodes ~weekly
Cardboard Crew tier2026-04-19Updated Dec 2025 per site
Querki FAQ2026-04-19Living document, maintained
Spirit Island Wiki2026-04-19Read-only; last major-edit date varies

A weekly GitHub Action will re-verify these (with a warn policy) and open issues on rot.


Last revised: 2026-04-19

Meta Changelog

Per-chapter revision log. Dated by when the revision shipped, not by when the meta changed.

v0.1 — 2026-04-19 — MVP

Initial publication.

Authored:

  • introduction.md
  • how-to-use.md
  • foundations/core-loop.md
  • foundations/terminology.md
  • fundamentals/tempo.md
  • fundamentals/major-vs-minor.md
  • fundamentals/presence-economy.md
  • fundamentals/fear-track.md
  • fundamentals/dahan.md
  • spirits/index.md
  • spirits/low/shadows-flicker-like-flame.md (canonical Rei-format example)
  • social/index.md
  • social/teaching-methods.md
  • social/alpha-player-problem.md
  • appendices/glossary.md
  • appendices/sources.md
  • appendices/claude-skills-guide.md
  • appendices/changelog-of-meta.md (this file)

Infrastructure:

  • mdbook 0.4.52 + mdbook-admonish preprocessor
  • Gruvbox theme vendored
  • Data seeds: spirits.json, adversaries.json, scenarios.json, empty playlog.csv
  • 3 MVP Claude skills: si-daily-challenge, si-post-game, si-at-the-table
  • 3 skeleton skills: si-combo-drill, si-matchup-drill, si-aspect-explorer
  • scripts/install-skills.sh for skill symlink management
  • scripts/make-stubs.sh for chapter stub generation

Pending (future milestones):

  • M2: remaining base + B&C adversaries (England/Sweden/Brandenburg-Prussia full), remaining base-spirit priority chapters, B&C scenarios, si-matchup-drill logic.
  • M3: Jagged Earth priority spirits (Fractured Days, Many Minds, Shroud, Vengeance, Stone, Shifting Memory), combos Part, si-combo-drill logic.
  • M4: Nature Incarnate spirits, full aspects coverage, statistics Part, si-aspect-explorer logic.
  • M5+: remaining 20+ spirits filled out, card reference appendix curated, progressive-disclosure index complete.

v0.2.2 — 2026-04-19 — Accuracy audit completed (all 13 spirits corrected)

All 13 authored spirit chapters surgically corrected against Wiki-verified mechanics data (saved to data/references/spirit-mechanics.md):

  • Shadows, Green, Bringer, Earth (severe) — innate + unique + special-rule rewrites.
  • Keeper, Serpent, Finder, Downpour (severe) — all Unique card names were wrong; rewrites substantial.
  • Thunderspeaker, Ocean, Lightning, River, Fangs (moderate-to-severe) — missing innates/special rules added; wrong Unique names replaced.

Every chapter now:

  • References data/references/spirit-mechanics.md as its authoritative source.
  • Carries [VERIFY] markers on fields the Wiki scrape didn’t fully surface (card costs/speeds/elements, exact effect wording, aspect confirmation).
  • Includes an Expansion Sensitivity section (template addition).
  • Has per-level strategy-cliff callouts where rules change strategy fundamentally (e.g., England L5 +1 HP buildings).

Verification punch-list saved to data/references/verification-punchlist.md — Brett can work through with physical copy + expansions to resolve [VERIFY] items.

Process going forward: feedback_never_hallucinate_mechanics.md rule in effect; no new spirit chapters written without Wiki-verified data first.

v0.2.1 — 2026-04-19 — Accuracy audit initiated (M2 chapters under revision)

Critical correctness issue identified: Shadows chapter (and likely others) contain mechanical hallucinations — innates/cards/mechanics mis-attributed. Examples from Shadows:

  • “Dark and Tangled Wood” labeled as innate (it’s a Horizons card).
  • “Favors Called Due” labeled as innate (it’s a Unique card).
  • Framed around “strife” (not a base-Shadows mechanic).

Remediation in progress:

  • Research agent fetching authoritative spirit mechanics from Spirit Island Wiki for all 13 authored spirit chapters.
  • Each chapter audited against Wiki data; inaccurate sections rewritten.
  • Going forward: feedback_never_hallucinate_mechanics.md rule — no mechanics written from memory; Wiki-verify before authoring.

New structural rules (from Brett, 2026-04-19):

  • feedback_expansion_split_strategy.md — main guide assumes all expansions; per-spirit/per-adversary-level chapters flag expansion-sensitive advice and specific adversary-level strategy cliffs (e.g., “River plays well vs England until ENG5 when buildings get +1 HP”).
  • Mermaid diagrams for expansion-dependency and strategy-cliff decisions.

Re-issues of v0.2.x will follow as chapters are corrected. v0.2.0’s “24 chapters authored” count is accurate, but the content of those chapters needs correctness review before use.

v0.2.0 — 2026-04-19 — M2 complete

Full authoring of 24 chapters; Brett priority-1 + teach-anchor + B&C/promo priority spirits + base adversaries + base scenarios + cleanup + aspects.

Spirit chapters added (12):

Base priority-1:

  • spirits/low/thunderspeaker.md (Dahan-Rush canonical; 3 latentoctopus openings)
  • spirits/low/ocean-hungry-grasp.md (Coastal drowning + territorial partner needs)
  • spirits/low/a-spread-of-rampant-green.md (Major-shopping + Terrain Control)
  • spirits/low/bringer-of-dreams-and-nightmares.md (Fear-only win path)

Base teach-anchors:

  • spirits/low/lightning-swift-strike.md (Direct Damage, Fast-Energy)
  • spirits/low/river-surges-in-sunlight.md (Terrain Control; Bounty-loop)
  • spirits/low/vital-strength-of-the-earth.md (Defend & Outlast canonical)

B&C + promo priority:

  • spirits/moderate/sharp-fangs-behind-the-leaves.md (4 latentoctopus openings)
  • spirits/moderate/keeper-of-the-forbidden-wilds.md (Major Power Shopping)
  • spirits/moderate/serpent-slumbering-beneath-the-island.md (Late-Game Juggernaut)
  • spirits/moderate/finder-of-paths-unseen.md (Mobility + Terrain Control)
  • spirits/moderate/downpour-drenches-the-world.md (Energy Denial via complementarity)

Adversary chapters added (3):

  • adversaries/index.md (landing page + comparison matrix)
  • adversaries/brandenburg-prussia.md (late-explosion adversary)
  • adversaries/sweden.md (fear-suppression adversary)

Scenario chapters added (5):

  • scenarios/index.md (landing page + scenario-adversary compatibility)
  • scenarios/blitz.md (time compression)
  • scenarios/guard-the-isles-heart.md (inland objective)
  • scenarios/rituals-of-terror.md (fear race)
  • scenarios/dahan-insurrection.md (dahan scoring)

Cleanup (4):

  • foundations/reading-a-card.md (card anatomy + reading order)
  • reader-self-assessment.md (progressive-disclosure self-routing)
  • appendices/if-youve-only-played.md (gap-based reading paths)
  • spirits/aspects.md (31 aspects + when-to-suggest-in-a-group per Brett)

Table audit + backfill (5 fundamentals chapters):

  • Expanded per-spirit tables to all 39 spirits in major-vs-minor, energy-curves, dahan, blight-track, terrain.

Pronoun fix: all spirits now use they/them per game canon.

Memory added: feedback_all_spirits_in_tables.md, feedback_spirit_pronouns.md.

Remaining stubs: 25 (down from 37).

v0.1.3 — 2026-04-19 — Fundamentals + social chapters complete

All remaining stub chapters in Part II (Fundamentals) and Part VII (Playing with Others) fully authored.

Fundamentals added (5):

  • fundamentals/terrain.md — four terrains + coastal/inland + terrain-gated powers + spirits by preferred terrain.
  • fundamentals/adjacency-and-range.md — adjacency rules, Range-N, edge cases (Shroud Mists, Finder vision), common misreads.
  • fundamentals/energy-curves.md — per-spirit target income/spend tables, four curve archetypes, deviation cost.
  • fundamentals/card-draft-theory.md — 4-offer evaluation, spirit-fit axes, multiplayer pooling, forget math.
  • fundamentals/blight-track.md — cascade mechanics, pool management, blight-positive spirits, mitigation toolkit.

Social added (7):

  • social/two-player.md — sweet-spot coordination, pairing patterns, territory splits, disagreement handling.
  • social/three-and-four-player.md — role assignments, 4-heroes problem, table-talk scaling.
  • social/mixed-skill-tables.md — asymmetric spirit assignment (the reverse-intuition move), handicapping.
  • social/convention-and-meetup-norms.md — venue-specific etiquette, honest time estimates, rules clarification protocols.
  • social/playing-with-strangers.md — three archetypes (Rules-Focused, Vibes, Competitive), signal-reading, norm-setting.
  • social/post-game-debrief.md — three-sentence debrief format, never-do list, debrief by audience.
  • social/teaching-anti-patterns.md — 27 explicit don’ts with failure-mode rationale.

Both parts now fully authored. Part II and Part VII are complete.

v0.1.2 — 2026-04-19 — Part VI fleshed out

Full authoring of all 7 Combos & Archetypes chapters:

  • combos/archetype-index.md — landing page + archetype-to-spirit mapping + adversary fit + multiplayer coverage guidance.
  • combos/energy-denial.md — deny invader actions via isolation/push/card-disruption; primary: Downpour, Trickster, Shroud.
  • combos/dahan-rush.md — scale dahan into triple-duty (offense/defense/fear); primary: Thunderspeaker, Hearth-Vigil, Ferocious Warrior.
  • combos/fear-rush.md — race to Terror 3 via innate + card fear; primary: Shadows, Bringer, Many Minds, Shroud.
  • combos/terrain-control.md — move invaders to kill-zones or isolate lands; primary: Green, Lure, River, Finder.
  • combos/defend-and-outlast.md — absorb early pressure for late Major engine; primary: Earth, Keeper, Stone.
  • combos/major-power-shopping.md — aggressive Major drafting, Forget-heavy; primary: Earth, Keeper, Stone, Covets.

Each chapter follows the archetype-chapter spine defined in the index: Identity, Core Mechanics, Spirits That Embody It (primary + secondary), Execution Pattern (worked example), Strong/Weak Adversary Matchups, Multiplayer Synergies, Common Mistakes, Source Notes.

v0.1.1 — 2026-04-19 — Opener format upgraded

  • Revised templates/SPIRIT_TEMPLATE.md Opening Strategy section to require full 3–4 turn rehearsal blocks per variant (growth, cards played, presence, elements, E/CP state, milestone, pivot advice).
  • Updated spirits/low/shadows-flicker-like-flame.md Opening A + B to the new format; added experimental Opening C stub.
  • Captured format convention in memory/feedback_opener_format.md for future authoring.

Process notes

  • Each chapter update re-stamps its Last revised: YYYY-MM-DD footer.
  • This changelog gets an entry for any substantive content change (not typo fixes).
  • Chapters revised after playtest feedback note the trigger — e.g., “v0.3 — 2026-05-03 — Shadows chapter revised after Brett logged 8 games and tempo-row was consistently off for L5.”

If You’ve Only Played…

Progressive-disclosure index. Given what you’ve actually played, here’s what to read next.

If you’ve only played solo (true solo, 1 spirit)

Your gap: multiplayer dynamics + partner-spirit thinking.

Read next:

Skip for now: Part VII chapters on conventions and strangers.

If you’ve only played multi-handed (1 player, 2+ spirits)

Your gap: communication + real-MP etiquette. Multi-handed lets you alpha yourself; real MP forbids it.

Read next:

Skip for now: convention-norms until you plan to attend.

If you’ve only done quick-teaches

Your gap: teaching at scale + layered teaching.

Read next:

Skip for now: stats chapters; they’re not learning-loop-relevant for teaching.

If you’ve only played the base box

Your gap: expansion awareness.

Read next:

  • Spirits index — see what expansions add.
  • Priority order: Branch & Claw (Sharp Fangs, Keeper + 4 scenarios + events) before Jagged Earth.

Which expansion to buy first: Branch & Claw. Adds events, blight deck, 2 spirits, 4 scenarios, France adversary. Low complexity add; high value.

If you’ve only beaten L0–L1

Your gap: adversary mechanics kick in at L2–L3.

Read next:

  • The adversary chapter for whatever you’re playing.
  • Tempo — L3+ requires tempo discipline.

Try next: L3 on your current adversary. Don’t jump to L5+.

If you’ve only played 1–2 spirits

Your gap: spirit breadth.

Read next:

  • Per Brett priorities: Shadows, Thunderspeaker, Ocean, Green, Bringer (all authored).
  • Pick one unfamiliar spirit and read the chapter before next session.

Try next: rotate spirits every game for 10 games. Then return to a favorite with new perspective.

If you’ve never played with aspects

Your gap: aspect mechanics + when to suggest in a group.

Read next:

Try next: base Shadows first, then Shadows with Madness aspect. Compare.

If you’ve never played Nature Incarnate

Your gap: Incarna mechanic + NI spirits.

Read next: NI spirit chapters will be in M4. Until then, the Wiki’s Nature Incarnate page.

If you’ve never played against France / Russia

Your gap: dahan-hostile + fear-suppression adversaries.

Read next: France and Russia adversary chapters (authored M3).

Warning: these adversaries fight specific archetypes structurally. Don’t bring Thunderspeaker to France without preparation.

If you have a 50+ game history with no playlog

Your gap: unaggregated experience.

Read next: Self-Tracking — the playlog schema + how to backfill.

Try next: log your last 5 games from memory; see patterns.

If you’ve been stuck at the same win-rate for 20+ games

Your gap: unknown — needs diagnosis.

Read next:


The minimum viable reading path

If you only read 5 chapters in this whole book, read these:

  1. The Core Loop
  2. Tempo
  3. Major vs. Minor
  4. The spirit chapter for your most-played spirit
  5. The adversary chapter for your most-played adversary

Those 5 chapters cover ~80% of what the book teaches.


Last revised: 2026-04-19

Claude Skills Companion

This book is static. The Claude skills that ship with it are how it becomes an active learning loop.

This appendix documents the six skills, their invocation patterns, the data they read/write, and how they work together.

Install

From the repo root:

./scripts/install-skills.sh

This symlinks the three MVP skills (si-daily-challenge, si-post-game, si-at-the-table) into ~/.claude/skills/, so Claude Code recognizes them by name.

Uninstall:

./scripts/install-skills.sh --uninstall

The six skills

MVP (shipped now)

si-daily-challenge — today’s drill

When: “daily Spirit Island challenge”, “SI drill today”, /si-daily-challenge.

What it does: picks today’s spirit × adversary × level × learning goal based on data/playlog.csv. Anti-repeats recent spirits; progresses difficulty by 2-wins-in-a-row.

Output: a compact markdown block with the challenge, links to chapters to read first, a “write on paper: T3 milestone” prompt.

Depends on: data/playlog.csv, data/spirits.json, data/adversaries.json.

si-post-game — log + reflect

When: “SI post-game”, “log my game”, any sentence describing a just-finished game.

What it does: normalizes Brett’s shorthand into a CSV row, appends to data/playlog.csv, then surfaces 1–2 likely learning points by diffing his notes against the spirit chapter’s Common Mistakes.

Output: logged-confirmation line, 1–2 takeaways with chapter links, rolling stats, next-session suggestion.

Depends on: data/playlog.csv, spirit chapters.

si-at-the-table — live tactical lookup

When: Brett mid-game describing a board state + asking a question.

What it does: reads the spirit + adversary chapter, returns 2–3 options with tradeoffs. Never solves the turn.

Output: terse options-with-tradeoffs block. Designed to be read in 10 seconds at the table.

Hard rule: anti-alpha. Never prescribes specific plays.

Depends on: chapter content.

Deferred (M2–M4)

si-combo-drill — 2-spirit pairing drill

Status: skeleton stub only; full logic lands with Part VI in M3.

si-matchup-drill — adversary-focused drill

Status: skeleton stub only; full logic lands with the adversary chapters in M2.

si-aspect-explorer — aspect recommendation

Status: skeleton stub only; full logic lands with spirits/aspects.md in M4.

The loop

graph LR
  A[si-daily-challenge] --> B[Read chapter 15min]
  B --> C[Play the challenge]
  C --> D[si-post-game]
  D --> A
  C -.->|mid-game| E[si-at-the-table]
  1. Morning: si-daily-challenge picks today’s drill.
  2. Pre-game: 15 min with the spirit + adversary chapter.
  3. Play.
  4. Mid-game if needed: si-at-the-table for tactical signal.
  5. Post-game: si-post-game logs + surfaces 1–2 learnings.
  6. Tomorrow’s challenge shifts based on today’s result.

After ~20–30 loops, you’ll notice you’re reaching for chapter less — patterns are in your head.

The living-document feedback path

Running the skills changes the data, which changes the book:

  • data/playlog.csv grows. The Self-Tracking chapter teaches you to read your own data.
  • si-post-game outputs become revision tickets. If a chapter’s common-mistake list doesn’t predict what actually cost you games, the chapter needs updating.
  • New chapters get added as your ladder progresses — stub → full as you learn that spirit.

Data schema

data/playlog.csv

date,player_count,spirits,aspects,adversary,level,scenario,board,result,rounds,fear_level_end,blight_end,notes
  • date: ISO YYYY-MM-DD
  • player_count: integer
  • spirits: comma-separated slug list (for multi-spirit games)
  • aspects: aspect names, comma-separated
  • adversary: slug from data/adversaries.json
  • level: integer 0–6
  • scenario: slug from data/scenarios.json or empty
  • board: letter A–F, letter-list, or empty
  • result: win | loss
  • rounds: integer
  • fear_level_end: integer (fear pool count at game end)
  • blight_end: integer
  • notes: freeform, Brett’s verbatim commentary

data/spirits.json

Schema at file top. Key fields used by skills:

  • brett_priority: prioritize in daily-challenge rotation
  • chapter_status: full vs stub; only full chapters are linked as “read first”
  • archetypes: used by si-combo-drill once shipped

data/adversaries.json

Per-adversary: slug, name, expansion, difficulty_levels, pressure_shape, chapter_path, chapter_status.

data/scenarios.json

Per-scenario: slug, name, expansion, difficulty_mod, pressure_shape, chapter_path.

Extending the skills

The skills are plain markdown with YAML frontmatter (per Claude’s writing-skills conventions). To add a new skill or change behavior:

  1. Edit skills/{skill}/SKILL.md.
  2. Re-run ./scripts/install-skills.sh --force to refresh symlinks.

Privacy

All skills write to data/playlog.csv locally. Nothing is sent anywhere except what Claude Code normally sends when you invoke a skill in-session.


Last revised: 2026-04-19