Keyboard shortcuts

Press ← or → to navigate between chapters

Press S or / to search in the book

Press ? to show this help

Press Esc to hide this help

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 3CP → How to Use This Book.
  • Rei’s or latentoctopus citations → Sources.

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’s my Element total, and which innate levels does it meet? Every card you played this turn grants its Elements from the moment you played it, Fast or Slow, so a Slow card’s Elements count for a Fast innate. Add uncovered Presence-track Elements (if you haven’t yet chosen a Presence-track “Any” Element, choose it now; it stays fixed until next turn). 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. Has my Element total changed since the Fast phase? It’s the same total your Fast innates checked, unless something changed it mid-turn: a Presence-track Element uncovered, a card played mid-turn, or a card Forgotten from play. If it changed, 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 Turn 1 value (the first Ravage is Turn 2).
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 totaling ElementsTotal every card played this turn (Fast and Slow alike) plus uncovered Presence-track Elements; that total applies to Fast and Slow innates. Card Elements don’t persist across turns. Recount when an Element is gained or lost mid-turn.
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-play element tally: before committing your cards, total the Elements of every card you plan to play, Fast and Slow alike, plus uncovered Presence-track Elements, and check each innate’s thresholds. This catches the “one Element short” turn while you can still swap a card. It also catches the opposite error: holding back a Slow card because you think its Elements arrive too late for a Fast innate. They don’t. You gain a card’s Elements the moment you play it.

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

Board Shaping — Push, Kill Zones, and Explore Lockout

Every Spirit Island turn eventually reduces to one question: where do the pieces go? Push them toward the coast, or into a kill zone? Leave this land at 2 Invaders, or pull a fourth one in and light it up? The answers depend on three decisions that compound across turns — get any of them wrong and the board shape collapses faster than your Fear track can generate burst.

This chapter is the decision framework. It assumes you’ve read Adjacency & Range and Terrain; those cover what moves where, not when you should want it to.

Why board-shaping matters

Fear generation gets the headlines, but board state is the scoreboard for most games. A board with 4 Blight and 12 Invaders on T5 is losing regardless of fear count; a board with 0 Blight and a known-dying ravage lane is winning regardless of whether Terror 2 has hit. Every push, every gather, every Remove/Destroy choice is shaping that state.

The critical property of board state: it compounds. A Town you left alive on T3 is a City that drops two Invaders into an adjacent land on T6. A coastal land you diluted into has two more Explorers by T5 because the Ocean never stops seeding. Decisions made at mid-game get amortized across every remaining turn.

The three decisions inside every push

When a power offers “push up to N pieces,” you’re actually making three decisions in sequence:

  1. Direction. Coastal, interior, into a land with Dahan, into a land adjacent to your planned kill zone?
  2. Density. Concentrate pieces into a single land (for an AOE) or dilute them so no land hits ravage critical mass?
  3. Durability. Will the push put pieces somewhere they’ll stay dead after the kill, or somewhere Explore will re-seed them next matching draw?

Good players juggle all three implicitly. New players usually fixate on #1 and treat #2 and #3 as rounding errors — which is why T6 always looks worse than T3 did.

Coast always explores — the statistical floor

Exact rule — Explore (Invader Phase, 3c)

Add an Explorer to every land of the shown type which either:

  • Contains a Town or City; or
  • Is adjacent to a Town, City, or Ocean.

No matter how many sources are in or adjacent to an Explored land, you only add one Explorer.

Source: see data/references/rules/explore-phase.md for the verbatim rule and Wiki revision ID.

The “adjacent to Ocean” clause is the fault line every board-shaping decision runs along. Every coastal land is a permanent Explore source. You cannot Explore-lock the coast short of removing it from the map entirely (which only a few scenario/power effects can do). An interior land, by contrast, can go Explore-dead: if neither the land itself nor any of its adjacent lands contains a Town or City, a matching Explore card adds nothing.

The statistical weight

Each Invader Deck card is one of four terrains (or a Stage-specific terrain pair). On any given Explore:

  • Coastal lands matching the terrain: every single one gets an Explorer. No exceptions.
  • Interior lands matching the terrain: only the ones still linked to a Town/City chain get an Explorer.

On a standard 8-land board, roughly half the lands are coastal. So at least half of every matching Explore draw is guaranteed to land on the coast. Clearing coastal Invaders buys you one turn of relief; Explore refills them on the next matching card. Clearing interior Invaders — and the building chain feeding them — buys you permanent relief until Build or an Event reseeds.

This is why experienced players prioritize clearing interior Towns: the kill is durable. A coastal Town killed on T4 becomes an Explorer on T5 (matching terrain) and a Town again on T7 Build. An interior Town killed on T4, with its adjacent chain also broken, stays dead.

Practical heuristic

Before you clear an interior land, check the 4–6 lands adjacent to it. If none of them contains a Town/City either, your clear just Explore-locked a pocket of the island. That’s a 3-turn head start on Blight.

Concentrate vs. dilute — decision framework

Given the push you’re about to make, should you pack Invaders into one land (concentrate) or spread them across multiple lands (dilute)?

FactorFavors concentrate (kill zone)Favors dilute (buy turns)
AOE kill power in hand / offeringYes — Pyroclastic, Terrifying Nightmares, Sleep, Vengeance, Vanish SoftlyNo — can’t punish the pile
Fear deck proximity to Terror 2 / 3Threshold is 1–2 cards away; mass-kill flips the trackFar from threshold; Fear won’t spike anyway
Ravage timingKill resolves before Ravage (Fast AOE, or Slow that beats Ravage)Ravage imminent — concentration = mass Blight
Blight pool healthHealthy — can absorb one bad Ravage if the kill missesNear cascade — dilute to buy turns
Dahan in target landEmpty land or invader-only landDahan present — keep them alive, spread Invaders away
Adversary rampEscalation-lite (base England L1–3)Escalation-heavy (Prussia Town→City, Sweden Build spam)
Coastal stakesInterior kill zone — coast stays cleanCoast has upgrades already — don’t feed it more
Explore durabilityInterior target — kill is durable if chain also breaksCoastal target — kill will re-seed anyway

No single row wins; you’re summing the column. Concentration is a big-swing play with a tight window; dilution is a steady-state play that costs you Fear.

The classic concentration trap

Pushing three Invaders into a coastal land on T4 because you had a Slow AOE queued — then the AOE turns out to be conditional on an element you didn’t hit, the Ravage fires through 4 Invaders, and the land goes 2-Blight. The concentration was correct conditional on the kill; without it, you would have been better off diluting and taking the smaller Ravage.

Adversary riders

Ramp shape changes which of the two defaults is correct. These ride on top of the table above:

  • England (L3+): Stage III adds Cities to coastal lands on Build. Diluting into the coast feeds future Cities. Prefer interior kill zones even when AOE is shaky. See England chapter.
  • Brandenburg-Prussia: Sands attracts building upgrades; piling Invaders in Sands is a trap unless the kill is locked the same turn. See Brandenburg-Prussia chapter.
  • Sweden: Build-heavy; concentration lets a single Build/Ravage cycle compound. Dilute by default unless the kill is fast.
  • France (Plantation Colony, B&C): Dahan attract Invaders. Push Invaders away from Dahan lands; concentrate in Dahan-empty lands. See France Plantation chapter.
  • Scotland / Russia: [VERIFY — adversary-specific ramp riders pending per-chapter review].

Spirit-archetype riders

Your spirit’s native toolkit biases the default:

  • Push / move-heavy (Keeper, Finder, Wind, River): dilute by default. Your offense is geography, not damage. Kill zones only when a teammate is providing the AOE.
  • Damage-heavy (Fire, Wildfire, Serpent, Volcano, Lightning): concentrate by default. Your kit is built for kill zones. Dilution leaves power on the table.
  • Isolate-heavy (Shadows, Serpent): concentrate and isolate. A kill zone you can Isolate stops reinforcements for the turn it takes to light it up.
  • Defense-heavy (Stone, Mist, Vital Strength): dilute by default. Your kit blunts Ravage; you don’t need to prevent the Ravage, you need to survive it.
  • Fear farmers (Bringer, Shadows, Vengeance, Wandering Voice): concentrate in lands where the AOE will generate fear-per-kill, but dilute on off-turns to keep the board stable for long enough to finish the fear deck.

Worked example — T4 vs. Brandenburg-Prussia L5

Mid-game, 2-spirit: River Surges in Sunlight + Sharp Fangs Behind the Leaves. Your board has three threats:

  • Interior Jungle at 2 Towns (adjacent chain: one more Town two lands over).
  • Coastal Sands at 1 City + 2 Explorers.
  • Interior Mountain at 1 Town (no adjacent Town/City chain).

Ravage Card revealed: Jungle. Fangs has Devouring Teeth queued (Slow, destroys 2 Invaders in a Jungle/Mountain). River has Wash Away prepared with Push-4.

Decision tree:

  • Concentrate into the Jungle: Push the Sands Explorers inland, light up Devouring Teeth for 2 kills. Kills a Town but leaves the other Town and the City. Next turn’s Ravage still hits coastal Sands with a City.
  • Dilute from the Jungle: Push the Jungle Towns into Mountain (Explore-dead) and Sands (coast, stays live). Devouring Teeth loses a target; you’ve traded 2 kills for durability on the Mountain push.

The Prussia rider says “Sands concentration = trap without locked kill.” You don’t have a Sands kill. Dilute the Jungle Towns: 1 into Mountain (durable), 1 into Sands (accepting the coast-always-explores cost). Use Devouring Teeth on the remaining Jungle Town; you still get 1 Invader cleared durably, and the Mountain land is now Explore-locked.

Common mistakes

Three patterns to watch for

  1. Diluting into a coastal land that already has 2+ buildings. You’re adding pieces to a land that Build will escalate anyway. Push-to-coast only works when the coastal land is low-density.
  2. Concentrating without AOE online. “I’ll deal with it next turn” is how kill zones become Blight sources. Don’t pile pieces you can’t punish.
  3. Ignoring Explore-lockout when clearing interior Towns. If you clear a Town and leave an adjacent Town alive, the land is not Explore-locked — it still seeds from the neighbor. Full lockout requires clearing the whole adjacent chain.

Further reading

Invader Lifecycle — Prevent Builds, Not Ravages

The single most-repeated fundamental in Spirit Island community writing: stopping a Build is strictly better than stopping a Ravage of equal magnitude. Yet new players instinctively target Ravages, because Ravages are the loud thing — they damage the land, they kill Dahan, they add Blight. Builds are quiet. They just put a Town down.

That Town Ravages next turn, and it stays to Build again (and to seed Explores next door) every time its terrain comes back. This chapter is the math and the heuristics behind why preventing Builds compounds.

The three-card slide

Each Invader card lives in three slots across three turns:

Turn N:    Explore → [Build]  [Ravage]  (card A: just explored)
                                        (card B: Builds this turn)
                                        (card C: Ravages this turn)
Turn N+1:  Explore → [Build]  [Ravage]  (card B moves to Ravage)
                                        (card C discards)
Turn N+2:  Explore → [Build]  [Ravage]  (card A now Ravages)

A terrain that’s in the Ravage slot right now Explored two turns ago. A terrain in the Build slot will Ravage next turn. An Explore happening now will Ravage in two turns. Every card you see has a future role. The lands Ravaging this turn are already set, and only Fast Powers resolve before that Ravage; your power curve should already be acting on the Build slot (preventing next turn’s Ravage) and on the current Explore (preventing the Ravage two turns out).

The slide starts during Setup: the Invaders Explore the first card and place it on the Build space, so Turn 1 Builds and Turn 2 is the first Ravage (core rulebook, “Invaders’ Starting Action”). Turn 1 is your first chance to stop a Build. At each Spirit Phase you know which lands Ravage this turn and which Build (and so Ravage next turn), but not which will Explore.

Why Build-prevention beats Ravage-prevention

Say a land has 1 Town + 1 Explorer and Builds this turn. Two paths:

Path A — let it Build, prevent the Ravage next turn.

  • Build turn: land becomes 1 Town + 1 City + 1 Explorer (Build rule: more Towns than Cities adds a City; otherwise, including equal, adds a Town — at 1 Town, 0 Cities, add a City).
  • Next turn’s Ravage: 6 damage (1 per Explorer + 2 per Town + 3 per City) → 1 Blight (which Destroys one Presence of each Spirit there) and up to 3 Dahan Destroyed, unless defended.
  • You spent a Defend power next turn. The Town and the new City are still alive to Build next time their terrain rolls in.

Path B — shrink or stop the Build this turn (with a Fast Power, so it lands before the Build resolves).

  • Destroy the Town (1 Fear): the land has 1 Explorer, so 0 Towns and 0 Cities → the Build adds a Town. Now 1 Town + 1 Explorer, and next turn’s Ravage is 3 damage — cheaper to Defend, or survivable without it.
  • Clear both pieces: with no Invaders in the land, it doesn’t Build at all, and unless new Invaders arrive, it has nothing to Ravage with next turn.
  • Push only the Explorer out: the lone Town still means more Towns than Cities, so a City is added (1 Town + 1 City, 5 damage). Little gained.
  • You spent the prevention power this turn but saved a Defend next turn, and the land carries fewer Invaders into every later Build and Ravage.

The heuristic

If a land is about to Build and you can afford exactly one intervention: intervene on the Build, not the Ravage. Builds compound; Ravages are discrete.

When prevention breaks — Build-immune threats

Some lands can’t be prevented via Build-disruption:

  • Cities: a land Builds as long as it has any Invader, and a City (3 Health) is the hardest piece to clear. Killing the Explorers beside it changes nothing: the Build still adds a Town (Cities equal to or more than Towns) or another City (more Towns than Cities). You can’t “prevent” the Build unless you Push/Destroy the City itself and turn the land into a no-Invader land (every piece gone).
  • Adversary builds and additions: several Adversary rules Build or add pieces outside the Build card’s own Build. England’s Escalation (Building Boom, on Stage II Escalation cards): on each board with Towns/Cities, Build in the land with the most Towns/Cities. England L1+ also Builds in matching lands without Invaders that are adjacent to at least 2 Towns/Cities, and England L3+ adds a second Build slot (High Immigration) that Builds before each Ravage (at L3 until a Stage II card reaches it; from L4 all game). Sweden’s Escalation replaces Dahan with Towns after Exploring, and Sweden L5 adds a Town next to a land that a Ravage Blighted. Clearing the lands that match the Build card doesn’t stop these.
  • Event-card builds (B&C+): Events can add pieces mid-phase. The Event is revealed in the Invader Phase, after you have chosen and paid for your Powers, so you can’t plan this turn around it.

For those threats, prevention shifts to: clear the Invader entirely, or accept the Ravage and Defend hard.

Downgrade as a damage primitive (Nature Incarnate)

NI introduced Downgrade as an alternative to Damage and Destroy. To Downgrade an Invader is to Replace it with the next-smaller type (NI rulebook, “Upgrade & Downgrade”):

  • A City is replaced with a Town.
  • A Town is replaced with an Explorer.
  • Downgrading an Explorer Removes it.

This matters for Build-prevention math. A land with 1 City + 0 Towns Builds a Town (Cities equal to or more than Towns), ending at 1 City + 1 Town. Downgrading the City in the Fast phase, before the Build, turns the land into 1 Town + 0 Cities — which now Builds a City (more Towns than Cities), ending at 1 Town + 1 City. The next Ravage is 5 damage either way: one Downgrade before the Build bought nothing. Two Downgrades (City → Town → Explorer) leave 1 Explorer, which Builds a Town: 1 Explorer + 1 Town, a 3-damage Ravage. A third Downgrade Removes the Explorer, and the land doesn’t Build at all. Before you commit, compare what two or three Downgrades cost you against Destroying the City outright (3 Damage) with the cards you actually hold.

Downgrade and Fear

A Downgrade is a Replace (or, for an Explorer, a Remove), not a Destroy, so it generates no Fear by itself; Fear comes from Destroying a Town (1) or City (2) and from Fear icons on the Power. The Downgraded piece keeps any Damage it had taken, so it is Destroyed at once if that Damage equals its new Health — and that Destroy generates Fear normally. (NI rulebook, “Upgrade & Downgrade”; core rulebook, “Fear and Terror”.)

Juggle anti-pattern — don’t overspend on one land

A named Discord/Phantaskippy idiom: don’t juggle the invaders. If stopping one land’s Ravage takes two of your three card plays, you just paid double for a single-land outcome while another land Built and another Explored. Over a multi-turn horizon, spreading one prevention across three lands beats stacking two preventions on one land.

Signs you’re juggling

  • You played Defend and a clear and a Push into the same land.
  • Your partner’s board has an unattended land that Built last turn and Ravages next.
  • You “won” the land but the Fear deck didn’t budge because no kills landed.

The rule of thumb: one power per land, across lands. Defend one. Clear one. Push pieces out of a third. Save the multi-power-stack play for when it wins the game (final-turn kill zone, or a cascade-preventing mega-Defend).

Reading the Invader deck — pressure budget

The Invader deck’s shape determines how much prevention you can afford. Without an Adversary the deck is 3 Stage I cards, then 4 Stage II, then 5 Stage III, each drawn from a slightly larger set with the rest returned to the box unseen. The setup Explore and Turns 1–2 reveal Stage I cards, Turns 3–6 Stage II, and Turns 7–11 Stage III (each card then Builds a turn later and Ravages two turns later). Adversaries change the deck, so recount for yours. Count per-Stage:

  • Stage I: single-terrain cards (Jungle, Mountain, Sands, Wetland). Each action hits the two lands of one terrain on each board. Your prevention budget is highest here.
  • Stage II: the same four terrains, now printed with the Escalation flag, plus the Coastal Lands card, which hits every Coastal land at once. With an Adversary, each Escalation card triggers that Adversary’s Escalation effect when it is revealed (before the Explore unless the Adversary says otherwise); without one, ignore the flags.
  • Stage III: two-terrain cards (Jungle+Sands, Jungle+Wetland, Mountain+Jungle, Mountain+Wetland, Sands+Mountain, Sands+Wetland), so every action hits four lands per board. Pressure peaks, and the deck is running out: if an Explore needs a card and the deck is empty, you lose.

The single-Explorer rule

The most common tactical application:

If a land about to Build contains only one Explorer, killing/pushing that Explorer cancels the entire Build for that land.

One card play for one piece of intervention, no Invader piece added. (Exceptions: England L1+ and Scotland L3+ let some Build cards affect lands without Invaders; check your Adversary.) Combined with Build-prevention compounding, single-Explorer lands are the cheapest high-value targets on the board. Experienced players pattern-match these lands before evaluating anything else.

Common mistakes

Three patterns

  1. Reacting to Ravages because they’re loud. The Ravage this turn is already happening; even if you Defend it to zero, the Invaders stay, and the land Builds and Ravages again the next time its terrain comes up (unless the Invaders are removed). Attacking the Build is the only durable move.
  2. Single-Explorer lands left alive. Every unattended single-Explorer land gains a Town the next time its terrain Builds, and from then on that Town is an Explore source for every adjacent land.
  3. Overcounting Cities as Build-preventable. A City in the land means that land Builds no matter what you do to the Explorers or other pieces. Either clear the City itself (and everything with it) or accept the downstream Ravage.

Further reading

  • Board Shaping — where to push, once you’ve decided to intervene on a Build or Ravage.
  • The Blight Track — “cut your losses” framework for when prevention fails.
  • Dahan — Dahan counterattacks stack with Build-prevention to clear lands without your own presence risk.
  • Tempo — the per-turn pressure budget that decides how many preventions you can afford.
  • Explore-phase rule reference — Explorers-without-a-source don’t seed, which is why single-Explorer kills are durable.

Source notes

Token Economies

Branch & Claw and Jagged Earth added five token types that turn single-turn Power effects into persistent Invader-phase modifiers. Each token is its own sub-economy — placed differently, removed differently, with its own interaction curve. Playing without understanding the five as a system means drafting power cards whose payoff you can’t time correctly.

This chapter covers Badlands, Beasts, Disease, Strife, Wilds — plus Isolate, which isn’t a token but behaves like a phase-breaking primitive in the same family.

The common property — persistence

Most Power Card effects resolve this turn and vanish. Tokens are the exception. Once placed:

  • They stay in the land (or on the Invader, for Strife) until explicitly removed.
  • They compound across turns — two Badlands in a land stack; three Strife on one Town stack.
  • They interact with Invader phase steps automatically, not only when a spirit plays a power.

This changes draft math. A token-placing card is paying for future turns of effect. A card that puts 2 Badlands in a land is functionally a “+2 damage per ravage until someone clears them” ongoing bonus, not a one-shot.

Rule of thumb

Token cards are under-valued on element-affinity scoring and over-valued on element count. They’re worth roughly 1.5× to 2× their Destroy-equivalent because of persistence. Evaluate by expected future turns alive.

Badlands (Jagged Earth)

One time each Action Damages Invaders in a land, increase that Damage by 1 per Badlands. One time each Action Damages Dahan in a land, increase that Damage by 1 per Badlands.

Economy type: damage amplifier.

Each Badlands in a land adds +1 damage to one Invader-damaging Action per turn and +1 damage to one Dahan-damaging Action per turn. Badlands don’t damage on their own — they’re a multiplier on other damage sources.

Strategic notes:

  • Badlands damage is mandatory when the rule triggers — this matters when you’d rather not amplify, e.g. when Dahan would survive without the +1 but die with it.
  • Works with Ravage damage (Ravage is an Action): 1 Badlands + 1 Town Ravaging means 3 damage to the land instead of 2, adding Blight where it wouldn’t have.
  • Under Ember-Eyed Behemoth and Heart of the Wildfire, Badlands are a core value multiplier — they turn small pings into City kills.

When to place: lands with queued multi-instance damage; lands where the spirit has elemental thresholds that re-trigger.

When to avoid: lands with high Dahan count where you’re running a defensive line (you’ll accidentally over-damage your own Dahan).

Beasts (Branch & Claw)

Beasts tokens do not have an intrinsic effect.

Economy type: Event/Power fuel.

Beasts are dormant on their own. Their value comes from (a) Event cards that trigger Beasts effects and (b) Power cards with “in lands with Beasts: additional effect” riders. Roughly half of B&C+ Event cards have a Beasts-clause; when a Beasts Event triggers, Beasts usually generate Fear, deal Damage, or Destroy Explorers.

Strategic notes:

  • Beasts are a bet on Events. Without Events in play, Beasts rarely pay off.
  • Sharp Fangs Behind the Leaves is built around Beasts — every other spirit treats them as supplementary.
  • Clumping Beasts in one land is usually worse than spreading them: per-land Event triggers tend to be per-land, not per-token.

Disease (Branch & Claw)

When Invaders would Build in a land with Disease, instead remove one Disease from that land.

Economy type: Build-prevention fuel.

Disease cancels one Build per token. This is the only passive Build-prevention mechanic in the game. Since Build-prevention compounds across turns, each Disease token is worth roughly as much as one on-turn Push-or-Clear power aimed at the Build slot.

Strategic notes:

  • Disease in lands with already-high City density is less useful (Cities mean the Build adds Town regardless, but the land keeps growing because of the City).
  • Best targets: lands with 1 Town + 1+ Explorers where you want the whole chain to stop.
  • Stackable: 3 Disease = 3 prevented Builds. Combined with interior Explore-lockout (see Board Shaping), 3 Disease + a cleared adjacent chain can mothball a land for most of the game.

Strife (Branch & Claw)

Whenever Invaders Damage the Dahan and/or the land, each attacking Invader with any number of Strife deals exactly 0 Damage and removes one Strife.

Economy type: Ravage-cancel per-Invader.

Strife is placed on a specific Invader, not the land. Every time that Invader would Ravage, its damage is 0 and one Strife is consumed. Multi-Strife stacks on one Invader cancel multiple future Ravages.

Strategic notes:

  • Strife is required to fire when triggered — you cannot save it for a “worse” Ravage. Place with that in mind.
  • If Invaders Damage other Invaders, Strife does not cancel and is not removed — the Invader-on-Invader case is irrelevant to planning.
  • Dahan still counter-attack when Strife reduces damage to 0 (this is the Strife-specific exception to the normal “no-damage = no-counter” rule). Combined with Thunderspeaker or a Dahan-fishing build, Strife + Dahan in a land is an auto-clear engine.
  • Strife is City-equalizer: a Strifed City does 0 damage this turn, effectively demoting it for Ravage purposes.

Wilds (Branch & Claw)

When Invaders would Explore into a land with Wilds, instead remove one Wilds from that land.

Economy type: Explore-prevention fuel.

Wilds is to Explore what Disease is to Build — one token = one cancelled Explore. With the Explore rule’s coast-always-Explores property, Wilds is most valuable on coastal lands (where no amount of interior-chain-breaking can Explore-lock them).

Strategic notes:

  • Wilds on coastal lands: defeats the Ocean-as-source rule for that one Explore per token.
  • Wilds on interior lands: duplicates the effect of breaking the adjacency chain (both prevent Explore). Lower value.
  • Stack with Disease for double-prevention in a land you’re trying to lock out entirely.

Isolate (rule, not a token)

Not a token, but part of the same phase-breaking family:

When adjacency normally matters between this land and another, they instead count as not adjacent.

Economy type: adjacency severance.

Isolate makes a land “an island” for rule purposes: Explorers can’t push into it, Invaders can’t move into it, push/gather/adjacency powers can’t target across the line. Isolation is typically granted by Shadows (Sweet Breath of Dreams, etc.), Serpent, and a handful of scenario/Event effects.

Strategic notes:

  • Isolated coastal land still Explores from the Ocean — Isolate doesn’t sever ocean-adjacency in the base rule. Check the specific power text; some explicitly also sever ocean-adjacency.
  • Isolate stacks with concentration: isolate a kill zone to prevent reinforcements for the turn you need to clear it.
  • Isolate combined with Wilds on a coastal land is a full-Explore lockout for one Explore (Wilds consumed, Isolate prevents reinforcement via interior adjacency).

See Board Shaping for tactical use.

Comparative token value table

TokenPlacementTriggerPer-token valueScaling
BadlandsLandAny damage-dealing Action+1 damage on one Invader-dmg Action + one Dahan-dmg Action per turnLinear (stack to scale)
BeastsLandEvent / Power riderVariable (often 0 without Events)Discontinuous
DiseaseLandBuild would occur−1 Build (cancelled)Linear (stack = multiple turns of Build-prevention)
StrifeInvaderThat Invader would Damage−all-damage from that Invader for one RavageLinear (stack on Invader)
WildsLandExplore would occur−1 Explore (cancelled)Linear (stack = multiple turns of Explore-prevention)

Draft heuristic

  • High token-draft value when: Events are in play (Beasts spike), your spirit has a damage-amplifier (Badlands), you’re running a lockdown board-shape (Disease+Wilds), your partner runs Dahan-heavy offense (Strife to set up counter-attacks).
  • Low token-draft value when: base game only (Beasts/Strife/Wilds/Disease don’t exist), solo kill-race builds (you’re winning on Fear, not board-durability), scenario cancels or redirects tokens.

Common mistakes

Three patterns

  1. Counting a Badlands as “passive Fear” — Badlands don’t generate Fear directly. They amplify damage, which may trigger kill-based Fear, but zero-kill turns with Badlands still generate zero Badlands-fear.
  2. Placing Strife on the biggest Invader. A City’s Strife burns the Strife on a single Ravage; an Explorer’s Strife burns on a single 1-damage Ravage that Defend would have absorbed anyway. Target Strife at Towns (high damage, many future turns alive).
  3. Stacking Wilds on an interior land that’s already Explore-locked. Wilds does nothing if no Explore would have happened. Coastal lands are where the token pays rent.

Further reading

  • Invader Lifecycle — Disease/Wilds are token-form applications of the Prevent-Builds / Prevent-Explores framework.
  • Board Shaping — Isolate and Wilds complement the Explore-lockout tactic.
  • Dahan — Strife + Dahan counter-attack is a documented auto-clear pattern.
  • Spirit Island Wiki — Tokens — canonical rule text for all 5 types.

Source notes

Rule text verbatim from Spirit Island Wiki, revision 12151 (Tokens page, fetched 2026-04-20) and the per-token sub-pages.

Reclaim Economy

Reclaim is the quietest Growth option in Spirit Island and the one most often discussed by its community-canonical terms — reclaim cycle, reclaim loop, cumulative energy. When you internalize Reclaim as an economy rather than a button you press when you run out of cards, whole spirit archetypes open up.

This chapter codifies that economy.

The rule

Reclaim (Growth option on most spirits): retrieve all your played Power Cards back into your hand.

That’s the whole rule text. The strategic depth is in when you Reclaim — which determines how often each Unique can fire across a game.

Key terms (community notation)

From latentoctopus’s canonical glossary, lifted into this book:

  • Reclaim cycle: the turns between one Reclaim (inclusive) and the next Reclaim (exclusive). A 4-turn reclaim cycle means you Reclaim on T1, play cards T1–T4, Reclaim again T5.
  • Reclaim loop: a reclaim cycle of length 1 — you Reclaim every turn. Lightning and Grinning Trickster can sustain this; most spirits cannot.
  • Cumulative Energy (CE): total energy you’ve gained via Growth across the game. Track this — it’s the denominator for every Reclaim-amortization calculation.

Why Reclaim is an economy, not a button

Each card you play is “spent” — it lives in your discard until Reclaim brings it back. So the number of times you can fire a given Unique over a game is bounded by:

Plays per game = (total turns) ÷ (reclaim cycle length) × (CP available those turns, capped at hand size)

Working example — Shadows on an 8-turn game:

Reclaim cyclePlays of Concealing Shadows
4 turns (reclaim T1, T5)2 full Reclaims × 4 CP ≈ 6–7 plays (capped by CP each turn)
2 turns (reclaim T1, T3, T5, T7)4 Reclaims × 2 CP each ≈ 8 plays, but you gave up a Growth slot 3 extra times
1 turn (loop)8 plays, but every turn burned on Reclaim Growth

The faster you Reclaim, the more times each card fires — but the fewer Growth slots you have for energy, presence placement, and new card gains. Reclaim cycle is a resource allocation, not a convenience.

The four reclaim archetypes

Spirits cluster by how they approach Reclaim economy:

1. Reclaim-loopers

Every turn is Reclaim + 1 CP (or 2 CP if the spirit has a Growth branch that stacks Reclaim with other gains). The Uniques fire every single turn.

Spirits: Lightning’s Swift Strike (classic — 1-CP plays, all Fast, fires every turn), Grinning Trickster (loop opening variant), Shadows on specific openings.

Draft consequence: Majors that you play once per loop cycle are devastating. Powerstorm’s “Repeat a card you played this turn” with a 1-turn loop means every turn Powerstorm doubles another card. Minors are underdrafted — you don’t need volume when each card fires 6–8 times.

2. Short-cycle reclaim (2–3 turns)

Reclaim every 2nd or 3rd turn. The dominant pattern for moderate-complexity spirits.

Spirits: Downpour Drenches the World (opening 1), many Shroud openings, Keeper variants.

Draft consequence: Minors that add elements matter, because you play them multiple times per cycle. Majors are viable but you need ≥2 cycles left to amortize them (see Forget Economy in Major vs. Minor).

3. Long-cycle reclaim (4+ turns)

Reclaim once or twice in the entire game. You’re playing a slow, card-accumulation strategy — the Reclaim happens only after the hand is fully depleted.

Spirits: Vital Strength of the Earth, Stone’s Unyielding Defiance, most heavy-Major shoppers.

Draft consequence: Each card played matters a lot — maybe it fires twice the whole game. Forget cost is enormous (you’ll rarely re-play a forgotten Unique). Majors here need to be game-closing; a Major played once and never again is exactly the “just take the shiny” trap the Major vs. Minor chapter warns against.

4. No-reclaim (or reclaim-irrelevant)

Some spirits rarely Reclaim because their card economy is structured elsewhere. Shifting Memory of Ages can re-gain Forgotten cards (a Reclaim analogue); Fractured Days can replay other spirits’ cards; Serpent has its own card-slot math around being Dormant.

Draft consequence: the Reclaim cycle math doesn’t apply — use the spirit’s specific card-economy chapter.

When to Reclaim

The decision usually reduces to three questions, answered in order:

  1. Am I about to be handlocked? If you’ve played 3 of 4 cards and the one in hand doesn’t match next turn’s needs, Reclaim now rather than wasting a turn drawing air.
  2. Does the Growth slot have a better alternative this turn? Energy gains, presence placement, and card gains all compete with Reclaim. If the board state or adversary cliff demands one of the others, Reclaim later.
  3. Am I at the end of my reclaim cycle anyway? If your cycle is 4 turns and you’re on turn 4, Reclaim and get on with it. Don’t squeeze an extra turn out of a cycle that’s already paid.

The +1 rule

You should almost never Reclaim with more than 1 card still in hand. If you have 2 cards in hand and you Reclaim, you paid a Growth slot to “refresh” a hand that wasn’t empty — a ~50% Reclaim inefficiency on that cycle. Exceptions: the Growth branch bundles Reclaim with another gain that was worth taking on its own; you’re setting up a specific card-combination next turn.

Reclaim + Repeat stacking

Spirits with native Repeat access (Lightning’s Powerstorm, Gift of Strength in hand, Keeper’s Innate) see Reclaim’s effective card count multiply. A Lightning loop with Powerstorm means:

  • Reclaim (every turn) → 2 CP → Powerstorm + one target → target plays twice.

That’s effectively 3 card-firings per turn from a 2-CP slot. No spirit without this combination can match that per-turn throughput.

Draft consequence for loopers: Repeat-target cards are premium picks. A cheap Minor that enables Powerstorm’s Repeat is worth more than an expensive unique-effect Minor — because the Repeat doubles whatever you put on the other slot.

Common mistakes

Three patterns

  1. Reclaiming on autopilot when the Growth menu had a better option. Energy gains compound over the rest of the game; a Reclaim you didn’t need wastes the whole slot.
  2. Extending the cycle too long to “save” Growth slots. If your hand is empty and you skip Reclaim because you’re banking Growth slots for later, you wasted a turn on one card play. That lost play compounds worse than the Growth slot you saved.
  3. Ignoring the cycle when drafting. Drafting 3 Minors on a 4-turn-cycle spirit is fine — they each fire 2× per game. Drafting 3 Minors on a long-cycle spirit is bloated; you’ll only play each 1× and the slot pressure eats into your Uniques.

Further reading

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” gets used for two different things. Keep them apart:

  • Land tempo — where each land sits in the Invader pipeline. Every land is somewhere on Explore → Build → Ravage: an Explore card this turn means a Build there next turn and a Ravage the turn after (see Invader Lifecycle). Land tempo is the Invaders’ clock, land by land, and you read it off the Invader board.
  • Economy momentum — how fast your own engine grows: your per-turn Energy, Card Plays, and presence on the board.

Economy momentum has three interacting axes:

  1. Energy — how fast your per-turn energy grows.
  2. Card plays — how fast your per-turn CP grows.
  3. Presence — how fast you occupy the board, enabling targeting and uncovering your tracks.

The goal isn’t to maximize all three. It’s to keep your economy ahead of the land tempo at every round: enough Energy, Card Plays, and reach to deal with the lands about to Build and Ravage. Fall behind and the lands get away from you; go far ahead and you over-invested in growth when you should have been stopping ravages.

The adversary’s pressure curve

Each adversary bends the land tempo — the rising line of “how much board effect you need to deliver this turn to not fall behind.” What each one actually changes (levels are cumulative):

  • Brandenburg-Prussia — a compressed deck. L1 adds a Town to land #3 on each board at Setup. L2+ moves one Stage III card to just after Stage I, so a two-terrain card is Explored on Turn 3 at L2; L3 and L5 each remove a Stage I card, pulling it earlier, and L6 has no Stage I at all. The deck also shrinks (12 cards at L2, 8 at L6), so the Time-runs-out clock comes sooner. Escalation (Land Rush) adds a Town on each board with Towns/Cities, before the Explore.
  • England — extra Builds. Escalation (Building Boom) Builds in the land with the most Towns/Cities on each board; L1+ Builds in lands without Invaders next to 2+ Towns/Cities; L3+ adds a second Build slot (High Immigration) that Builds before each Ravage. Loss condition: 7+ Towns/Cities in a single land.
  • Sweden — heavier Ravages. L1+ adds an extra Blight on a Ravage with 4+ overkill; L3+ Towns deal 3 Damage and Cities 5; L5+ adds a Town next to any land a Ravage Blights. Escalation replaces Dahan with Towns after the Explore.
  • Russia — Explorer pressure. L1+ Explorers deal +1 Damage and Ravage Blight Destroys Beasts (feeding the Hunters Swarm loss condition); L2+ the first Explorer each Action would Destroy is Pushed instead, for 1 Fear; L3+ Ravage cards also match lands with 3+ Explorers; L4+ puts a Stage III card after each Stage II card. Escalation adds 2 Explorers among lands with Beasts on each board.

Your opening choice should be a bet on your spirit’s economy momentum keeping up with this land tempo, not on the spirit’s “power level” in abstract.

The three economy axes, one at a time

Energy tempo

From the Steam engine’s presence-track data, 19 of the 34 Steam spirits open at 1E per turn, 10 at 0E (e.g., Shadows, Wildfire, Ocean, Many Minds), and 5 at 2E (Bringer, Devouring Teeth, Keeper, Stone, Vital Strength). Read your own panel’s leftmost Energy space.

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

From the same track data, 27 of the 34 Steam spirits open at 1CP and 7 at 2CP (Breath of Darkness, Bringer, Dances Up Earthquakes, Trickster, Lightning, Fangs, Starlight). 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.
  • Spirit-specific track spaces, where your panel shows them.

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, and uncovering your tracks. Tempo here is subtler.

What raises presence tempo:

  • Growth slots that place presence.
  • Moving existing presence (Shroud’s Mists Shift and Flow; Shadows’ Amorphous aspect; Fangs’ presence moving with Beasts; Thunderspeaker’s with Dahan).

Heuristic: Invaders never damage presence; your count usually falls because Blight added to one of your lands (or another effect) Destroys it. If the count is falling, ask which Ravages Blighted your lands and whether the land tempo showed them coming.

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 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/
  • Land tempo vs. economy momentum distinction: lumia’s Spirit Island glossary, https://iam.lumia.gay/si_glossary
  • Adversary effects: the project rules register, data/references/rules/register.md §4 (engine adversaries.json cross-checked with the Wiki).
  • Starting Energy/CP counts: the Steam engine’s spirits.json presence tracks.
  • 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: 2026-10-19

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 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 three simultaneously.

Rules Clarification

Invaders never Damage Presence: “Spirit Presence does not fight back as Invaders do not directly attack the Spirits.” What Destroys Presence is Blight: adding Blight to a land Destroys one Presence of each Spirit in that land, unless that Spirit’s own rules say otherwise. Destroyed Presence is set next to the Island, not returned to your tracks, and if any Spirit has no Presence left on the Island, everyone loses. Presence in a land does not stop a Ravage from adding Blight. (Core rulebook, “Ravage”, “Effects of Blight”, “Presence and Sacred Sites”.)

The opening budget

Your spirit’s Setup places its starting presence, and the count varies by spirit: River Surges in Sunlight and Serpent Slumbering Beneath the Island start with 1 on the board, Lightning’s Swift Strike with 2, Shadows Flicker Like Flame and Vital Strength of the Earth with 3, and Vengeance as a Burning Plague starts with one of theirs already Destroyed. Every other presence starts on your Presence Tracks until Growth adds it to the board. Count your panel’s track spaces and ask how many you realistically uncover by the turn you expect the game to end; the rest 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 three 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. 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

There is no universal presence arc: starting presence, track length, and growth options all differ by spirit. Build your own from the panel. Write down your starting board count and track spaces, then, for the growth sequence you plan, note turn by turn how many presence are on the board and which track spaces are uncovered.

Your board count usually falls because presence is Destroyed — most often by Blight added to one of your lands. When it falls, find the Blight that did it and ask whether you could have seen that Ravage coming two turns earlier.

Presence destruction isn’t always bad

For most spirits, losing presence is painful. For some, their own rules soften or reward it:

  • Vengeance: when their presence is Destroyed by anything except a Spirit Action (e.g., by Blight from a Ravage), they add 1 Disease where it was (Lingering Pestilence). Destroying their own presence with a Power is a Spirit Action and adds no Disease.
  • Wildfire: Blight added by Spirit effects, cascades included, doesn’t Destroy their presence (Destructive Nature).

For these spirits, read the presence economy through their own rules, not the default.

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 and sacred sites).
  3. Your spirit’s own rules reward the destruction. Read the exact trigger: Vengeance’s Lingering Pestilence, for one, excludes Spirit Actions.

Common Mistake

Destroying your own presence “for the effect” when your spirit’s rules don’t reward it. 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 partner’s Defend Powers reach your Ravage lands only within their Range, which is measured from their presence or sacred sites. Check which of your lands they can actually cover.
  • Fear coordination — the same Range check decides which lands a partner’s Fear Powers can reach.
  • 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 take Ravage damage; presence doesn’t.
  • Blight Track — Blight, the usual cause of presence destruction.

Last revised: 2026-10-19

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 Forget Economy — a Major’s true cost

Most players price a Major as “energy + 1 card-play slot.” That undercounts. A Major gained via Growth has three costs compounding:

  1. Slot cost — the card occupies a slot in your personal deck. You play 3–4 of your available cards per turn (bounded by CP); a Major there means one fewer Minor / Unique that turn.
  2. Forget cost — gaining a Major via Growth requires Forgetting one of your existing cards (Unique or earlier-gained). That’s a permanent loss, not a turn-cycle loss. Forgetting your best Unique is often a larger cost than the Major’s sticker-price energy.
  3. Energy cost per play — 3–8 energy per activation, every time you play it.

The Forget cost is the one most often mis-priced:

Pricing the Forget

Your starting Uniques are your spirit’s identity. Concealing Shadows on Shadows, Powerstorm on Lightning, Call of the Dahan on Thunderspeaker. These are the plays the spirit was designed around. Forget one, and you’ve changed what the spirit is.

The Major you gain has to be (a) more impactful per-play than the Unique you Forgot, and (b) playable at roughly the same frequency. Miss either check and you traded identity for shinier-cardboard.

Price a candidate Major against the Unique you’d Forget:

If the Unique you’d Forget is…The Major needs to be…
Your best per-turn play (0–1 cost, fires every turn)A consistent late-game closer you play 2+ times, and the spirit has turns where the Unique is redundant
A niche Unique (high-cost or scenario-specific)Anything playable twice — easy win
A Unique you rarely play at L4+ (weak-archetype mismatch)Anything playable once that hits a threshold
An already-strong Unique that’s also threshold-gatedPass. Keep the Unique; take a Minor instead

Shifting Memory of Ages is the canonical Forget-cost mitigator: the spirit can Forget-and-re-gain, so the Forget cost effectively drops to zero for Shifting Memory’s draft math. That’s why Shifting Memory over-performs in Major-heavy builds at the same CP/energy as other moderate spirits.

Repeat-a-Power effects (Gift of Strength, Powerstorm, several Innates) don’t avoid the Forget cost but multiply the per-play payoff, amortizing the Forget faster. A Major you can Repeat effectively pays back in 1 play instead of 2.

Designer note — R. Eric Reuss discusses this axis as “Energy vs. Plays balance” in his Nerdlab Ep. 033 interview: every Major is priced to cost either energy or card-plays disproportionately, and the spirits that swing a Major draft well are the ones whose curve isn’t already pinched on the axis it demands.

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 this turn’s income is only possible from Energy banked earlier (unspent Energy carries over); if you need to do that every turn, you gained cards your curve can’t afford.

What to compute

There is no universal per-round target: income depends on which Growth options you pick. Compute your own curve. Income on turn N = the highest uncovered number on your Energy track (after the presence you have added from it) + any Energy that turn’s Growth gives. Spend = the cost of the cards you plan to play. Take the track arrays from your panel or from the si-rules-check skill, write down the growth sequence you plan for T1–T5, and fill in income and spend per turn. The archetypes below describe shapes to compare against, not numbers to hit.

The four curve archetypes

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

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

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)

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.

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)

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

Per-spirit energy tracks

All 37 spirits below. The numbers are each spirit’s starting Energy per turn and the highest Energy space on its presence tracks, from the Steam engine’s track data (spirits.json); the three spirits not yet in Steam are marked. Your T3 and T5 income falls between the two, depending on how many Energy-track spaces your growth uncovers by then — compute it as above. Physical panels are the ground truth if they differ.

Base (8):

SpiritCurveStarting E incomeHighest Energy space
River Surges in SunlightMid1E5E
Lightning’s Swift StrikeFast-energy1E5E
Shadows Flicker Like FlameFlat-cheap0E6E
Vital Strength of the EarthSlow-ramp2E8E
Ocean’s Hungry GraspMid0E2E
A Spread of Rampant GreenSlow-ramp-ish0E3E
ThunderspeakerFast-energy1E3E
Bringer of Dreams and NightmaresFlat-cheap2E5E

Branch & Claw (2):

SpiritCurveStarting E incomeHighest Energy space
Sharp Fangs Behind the LeavesFlat-cheap1E4E
Keeper of the Forbidden WildsSlow-ramp2E9E

Promo — Feather & Flame (2):

SpiritCurveStarting E incomeHighest Energy space
Heart of the WildfireFlat-cheap (tight)0E3E
Serpent Slumbering Beneath the IslandLate-spike1E12E (track branches; read the panel)

Promo Pack 2 (2):

SpiritCurveStarting E incomeHighest Energy space
Downpour Drenches the WorldFlat-cheap1E2E
Finder of Paths UnseenMid0E2E, plus “+Energy” spaces (track branches; read the panel)

Horizons (5):

SpiritCurveStarting E incomeHighest Energy space
Devouring Teeth Lurk UnderfootMid2E7E
Eyes Watch from the TreesMid1E4E
Fathomless Mud of the SwampMid1E5E
Rising Heat of Stone and SandMid1E5E
Sun-Bright WhirlwindMid1E6E

Jagged Earth (10):

SpiritCurveStarting E incomeHighest Energy space
Shifting Memory of AgesMid0E6E
Grinning Trickster Stirs Up TroubleMid (via innate)1E3E
Many Minds Move as OneFlat-cheap0E4E
Shroud of Silent MistFlat-cheap0E2E
Vengeance as a Burning PlagueLate-spike1E4E
Volcano Looming HighMid1E5E
Stone’s Unyielding DefianceSlow-ramp2E6E
Lure of the Deep WildernessMid1E5E
Fractured Days Split the SkyMid-high1E3E
Starlight Seeks Its FormFlexible1E4E (track is shaped in play; read the panel)

Nature Incarnate (8):

SpiritCurveStarting E incomeHighest Energy space
Ember-Eyed BehemothMid-high0E5E
Hearth-VigilMidnot in Steam; read the panelnot in Steam; read the panel
Towering Roots of the JungleSlow-ramp1E6E
Breath of Darkness Down Your SpineMid1E5E
Relentless Gaze of the SunMidnot in Steam; read the panelnot in Steam; read the panel
Wandering Voice Keens DeliriumMid0E4E
Wounded Waters BleedingMidnot in Steam; read the panelnot in Steam; read the panel
Dances Up EarthquakesMid1E4E, plus Impending Energy spaces (read the panel)

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.
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 change costs or plays. In Powers Long Forgotten, one Invader benefit makes Fire Powers cost an extra Energy to Damage/Destroy Invaders, and another limits Spirits to 1 Card Play next turn — both can force a bank.
  • Emergency stop: burning 3E on A Year of Perfect Stillness (Vital Strength’s Unique: Invaders skip all Actions in the target land this turn) can save a game; ask whether it’s worth spiking out-of-curve for one turn.

Repeat-a-Power — the hidden energy multiplier

Repeat effects (Vital Strength’s Gift of Strength innate; the Major Power Powerstorm; innate tiers that read “Repeat this Power,” such as A Spread of Rampant Green’s Creepers Tear into Mortar, Finder’s Lay Paths They Cannot Help But Walk, Lure’s two innates, and Stone’s Let Them Break Themselves Against the Stone) don’t show up on your curve — but they can double a turn’s effective card-play economy when they fire. Treat them as a separate axis:

  • Per-play value: a 2-cost Minor with an effect worth ~X is normally X per play. Repeated, it’s 2X. Read whether your Repeat makes you pay the cost again: Powerstorm does (“by paying its cost again”), so you get 2X for 4 Energy and save only the Card Play; Gift of Strength’s text asks for no payment but only reaches cards costing 1 or less.
  • CP cost: the card is played once (one CP) and resolves twice. On a 2-CP turn, that’s half your effect-generation pipeline doubled.
  • Element count: Repeating a Power re-counts its elements for threshold purposes? No — elements come from cards played, not from each resolution. Check the specific Repeat’s text.

Strategic implications:

  • A Repeat-capable spirit prices its cards differently. Vital Strength’s Gift of Strength makes every 0- and 1-cost card worth more to them (and to the Spirit they target); a spirit holding Powerstorm saves Card Plays, not Energy.
  • Repeat-on-Innate (Lay Paths They Cannot Help But Walk’s Level-3 “Repeat this Power”) is the element-thresholds-matter-most kind of Repeat. Draft minors that feed the threshold; the Innate pays back twice.

Draft heuristic: if your spirit has native Repeat access, ask what each Repeat-legal Power in the offer is worth played twice, and price the offer on that. This often flips a borderline Minor into a pick.

Card and innate texts: the Steam engine’s power_cards.json and spirits.json. Source: community discussion at BGG thread 3061696 — Repeating Slow Power Card with Fast Innate; rules detail at Wiki — Repeat.

Cross-references


Last revised: 2026-10-19

Card Draft Theory

Every Minor or Major gain pops a 4-card offer. You keep one, the other three go to that deck’s discard pile. That’s the mechanic. The theory — when to gain at all, which deck to draw from, which card to keep, how to coordinate gains 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 Power Card, you first choose Minor or Major, then draw 4 cards from that deck. You keep 1 in your hand; the other 3 go to that deck’s discard pile (not back into the deck). Only when the deck runs out do you reshuffle its discard pile.

When you gain a Major Power, you must also Forget one of your Power Cards, unless an effect says you don’t have to (e.g., Unlock the Gates of Deepest Power). You may Forget any of your cards — in hand, in your discard, or in play — including the Major you just kept.

You can’t pass a gain once the cards are drawn: you always keep one. The real “pass” happens earlier, at Growth, by choosing an option without a gain.

In multiplayer, each gain belongs to the gaining spirit: they draw, keep, and discard. What the table shares is the conversation before Growth (see below; for keeping that conversation fair, 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.

Minors-feed-innates — invert the draft framing

A Phantaskippy-coined re-framing: the best Minors for most spirits aren’t “the strongest Minors” — they’re the Minors that unlock your Innate thresholds. Shadows wants Moon/Fire-feeders more than it wants “good Minors in general”; Lightning wants Air/Fire feeders; Keeper wants Plant/Sun/Earth/Animal feeders because its Innate wants four elements simultaneously.

The framing inversion:

  • Wrong question: “Is this the best Minor in the offer?”
  • Right question: “Does this Minor give me an element I need to unlock an Innate I actually plan to fire?”

The right question often downgrades a “stronger” card and upgrades a “weak” utility card. A 0-cost Minor that adds Moon to Shadows’s T2 is a 10/10 pick even if the card’s base effect is unremarkable — the Innate it unlocks does the real work.

When the inversion doesn’t apply: spirits whose Innates are damage-incidental (Ocean, Vital Strength early-game) or whose closing win condition is Fear-card effects. There, the Minor’s own effect dominates.

2. Offer variance

What are the other 3 cards? If all 4 are weak fits, you still keep one: pick the least-bad. If 1 is a perfect fit and 3 are irrelevant, take the fit.

Experienced drafters think about expected-next-offer too, but at Growth, before drawing: a later gain draws a fresh 4 from the same shuffled deck, so it is not better on average. The 3 cards you don’t keep go to the discard and won’t reappear until that deck runs out and is reshuffled.

The decision tree

Before Growth, ask whether you’ll have the Energy and Card Plays to use a new card soon; if not, a growth option without a gain may serve you better. Once you’ve drawn, 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| Take
  Q2 -->|No| Q4{Am I critically short on this effect type?}
  Q4 -->|Yes| Cover[Take the card that covers it]
  Q4 -->|No| Least[Take the least-bad; you must keep one]

There is no “pass” branch: once the 4 are drawn, you keep one of them.

Multiplayer draft coordination

The offer is not pooled: the gaining spirit keeps one of their 4, and the rest go to the discard. Players do play each phase simultaneously and may confer as they wish, so the coordination happens in conversation.

Pre-gain discussion

Before Growth, a quick table check:

  • “Who is gaining this turn, and from which deck?”
  • “What element or effect type is each of us missing?”

Each spirit then chooses their own growth and keeps their own card. The alpha-gaming risk is real even here. See Alpha-Player Problem for how to keep this coordination fair.

Forget math

Majors require a Forget unless an effect waives it. The Forgotten card goes to its deck’s discard pile (a Unique goes under your Spirit Panel). 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.

Opening-Track archetypes

latentoctopus’s glossary names three opening taxonomies around presence-track usage, which correlate tightly with draft shape:

  • Full top / Full bottom: you empty one presence track before meaningfully starting the other. Produces extreme curves — heavy energy early + slow CP scaling (Full top) or heavy CP early + slow energy (Full bottom). Draft consequence: Full top → fewer-but-bigger cards (Majors earlier); Full bottom → more-but-cheaper (Minor-heavy).
  • Top / Bottom: you mostly work one track, occasionally pulling from the other. The default for most spirits; moderate curve. Draft consequence: Mixed archetype.
  • Hybrid: you pull from both tracks roughly equally. Produces a balanced curve; often the answer when the adversary’s pressure shape is split across turns. Draft consequence: flexible — often the right answer when the matchup is ambiguous pre-game.

Pick the opening track before T1 growth based on your spirit’s archetype (see Major vs. Minor) and adversary pressure (see Tempo). Drafting Minor-heavy on a Full-top opening pinches your CP; drafting Major-heavy on a Full-bottom opening starves energy. The archetype, opening, and draft are one joint decision, not three.

Source: latentoctopus Glossary.

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.

Seen cards stay out

You can’t refuse an offer, and the 3 cards you don’t keep go to the discard pile, not back into the deck. They stay out of future offers until the deck runs out and its discard is reshuffled. If you are counting what’s left in a deck, every gain removes 4 cards from it.

Pool-size awareness

With every expansion, the Minor deck has 100 cards and the Major deck 78, after Nature Incarnate’s dropped cards (Growth Through Sacrifice is out of the Minors). Your offers draw from this pool. Each gain takes 4 cards out of the deck (1 to a hand, 3 to the discard), and the discard comes back only when the deck runs out — rare with the full pool, possible at high player counts. Ask how many gains the whole table will make before you expect the game to end, and how much of a 100-card deck that actually uses.

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.

Common mistakes

Common Mistake

Taking “the cool Major” without threshold-fit. Vigor of the Breaking Dawn is a beautiful card, but its threshold needs 3 Sun and 2 Animal. A Major is still playable without its threshold, so with no Sun beyond the card’s own you pay 3 Energy (and a Forget) for the base effect alone — 2 Damage per Dahan. Ask whether that base effect is worth it to you.

Common Mistake

Skipping a gain growth on a turn you needed a card “because the next offer might be better.” A later offer is a fresh draw from the same shuffled deck — no better on average.

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

Gaining blind in multiplayer. Your partners can’t take cards from your offer, but they can tell you which elements and effects the table lacks before you choose which deck to draw from. Ask.

Cross-references


Last revised: 2026-10-19

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. Destroying invaders — Explorer/Town/City = 0/1/2 fear respectively, and only when the piece is Destroyed (by Damage or a Destroy effect). Removing, Pushing, Gathering, or Replacing (including Downgrading) a piece generates none.
  2. Fear-generating cards — specific Minors, Majors, and some Uniques add fear directly.
  3. Innate powers and special rules — Shadows (Darkness Swallows the Unwary), Bringer (Night Terrors), and Many Minds (Beset and Confound the Invaders) have Fear on innate tiers; Shroud’s Slow and Silent Death special rule generates Fear during Time Passes.
  4. Events, scenarios, and other effects — e.g., Beasts Events.

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

Each Fear Card costs 4 Fear per player: the Fear Pool holds 4 Fear Markers per player, and when all of them have moved to Generated Fear, you earn the top card of the Fear Deck. Leftover Fear carries over toward the next card. England L6 and playing with an extra board each add 1 more Fear per player per card.

With the base Fear Deck (9 cards, split 3/3/3 by two Terror Level dividers), the totals are:

  • 1 player: 4 fear per card; 12 to reach Terror Level 2, 24 to reach Terror Level 3, 36 to empty the deck.
  • 2 player: 8 per card; 24 / 48 / 72.
  • 3 player: 12 per card; 36 / 72 / 108.
  • 4 player: 16 per card; 48 / 96 / 144.

Adversary levels change how many cards sit at each Terror Level, so recount for yours.

Reaching a divider raises the Terror Level, and each level loosens your victory condition:

  • Terror Level 1 (start): you win if no Invaders remain on the island.
  • Terror Level 2: you win if no Towns or Cities remain. Explorers are OK.
  • Terror Level 3: you win if no Cities remain. Towns + Explorers OK.
  • Fear Deck empty: revealing the Victory space under the last card is an immediate win, whatever the board looks like.

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

Rules Clarification

The Terror Level doesn’t change per card. Each Fear Card is earned by filling the Fear Pool; the Terror Level changes the moment you earn the last card above a divider (even partway through a Power), and the new victory condition takes effect immediately, so you might win at once. Earned cards resolve during the next Invader Phase, each using the effect for the Terror Level current when it resolves — which can be higher than when it was earned. (Core rulebook, “Fear and Terror”; Querki FAQ — Fear and Fear Cards.)

The fear-card stack

At setup, the Fear Cards are shuffled together and 9 go on the Fear Deck space, with the Terror Level 3 divider 3 cards from the bottom and the Terror Level 2 divider 3 cards above that (adversaries change those counts). There are no separate Terror-1/2/3 cards: every Fear Card prints three effects, one per Terror Level, and you use the line for the Terror Level current when the card resolves. This means:

  • The same card resolves differently depending on when it is flipped, not when it was earned.
  • Fear earned just before a divider is crossed resolves at the new, higher level.
  • Each divider crossed also loosens the victory condition above.

Read the three lines on the Fear Cards you see and compare them; that comparison is your fear quality curve. Fear-rush builds aim to cross the dividers sooner, so more cards resolve at higher Terror Levels and the victory condition loosens earlier.

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’s fear changes don’t outrun you. Count the Fear Cards your adversary level puts at each Terror Level, and read its fear-related rules (e.g., England L6 makes each card cost more; France L6 stops Fear Cards from removing Explorers).
  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 at Terror Level 3 with Cities still on the board, and even the loosest board condition (no Cities) out of reach.

When NOT to rush fear

  • Adversary levels with long Fear Decks — the deck grows from the base 9 cards to 14 at several level-4-to-6 adversaries and to 16 at Scotland L6; that is up to 7 more cards’ worth of Fear before the Fear Deck empties. Count the cards at each Terror Level on your level, not just the total.
  • England L6 — each Fear Card costs 1 more Fear per player, and any Invader Phase in which you resolve no Fear Cards performs the High Immigration Build twice.
  • France L6 — Fear Card effects never remove Explorers (you may Push them instead), which blunts every “remove Explorer” line.
  • 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: Night Terrors adds 1–3 Fear by tier, and their Powers generate 0/2/5 Fear instead of Destroying an Explorer/Town/City.
  • 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.

Damage ↔ fear exchange rate

A community heuristic from Phantaskippy’s Discord-originated guides: when a Power offers you a choice between damage and fear, you can price the tradeoff. The rough rates that hold in most mid-game situations:

OfferEquivalent
+3 Fear≈ Push 1 Town out of a dangerous land (Town is 2 damage next Ravage + future Build participation)
+1 Fear≈ 1 damage to an Explorer (Destroy = 0 Fear by default; small Fear is about cheap board-state-change)
+2 Fear per Dahan retained≈ keeping a Dahan alive on a Ravage land (Dahan counter = 2 dmg + its next-Ravage 2 dmg)
Destroy a Town= 1 Fear (baseline) + whatever board-state payoff
Destroy a City= 2 Fear (baseline) + significant board-state payoff

Use this to price choices like “2 Fear or 1 Damage”: near the Terror-2 threshold on a low-damage turn, take the Fear; on a high-damage turn where the 1 damage finishes a Town (= 1 Fear automatic), take the Damage. The exchange rate is a sanity check, not a solve.

Note: per the Explorer FAQ, destroying an Explorer produces 0 Fear by default — that’s why +1 Fear is “priced” above a naked Explorer-destroy. Powers that say “1 Fear per Explorer destroyed this Power” are bonus to the 0 baseline.

Source: Phantaskippy’s Rampant Green and Bringer guides. Fear values per Destroy: core rulebook, “Fear and Terror”.

The timing question

When does fear you generate “count”? Immediately. The moment the Fear Pool empties you earn a card, and if that card is the last one above a divider, the Terror Level changes right then — not at Time Passes. This means:

  • Fear that crosses a divider during the Fast phase of T3 makes the Terror Level 2 victory condition live for the rest of T3: the Invader Phase, the Dahan counterattack, and your Slow powers.
  • Earned cards are flipped and resolved in the next Invader Phase’s Fear step, at the Terror Level current then.

For “I need Terror 2 to win on this kill” plays, the fear that crosses the divider only has to land before the kill, not before the turn ends. Players choose the order in which their Powers resolve, so ask: can the Fear resolve first?

Fear-card quality (what you actually draw)

The Fear Card pool is 50 cards with every expansion (the count in the Steam game’s allowed pool); a game uses 9 plus your adversary’s changes, so most of the pool stays in the box each game. See Fear Card Expected Value for the per-card analysis.

Fear + scoring

Fear isn’t part of the score. The rulebook’s optional scoring uses difficulty, a win bonus, the Invader Cards remaining (on a win) or used (on a loss), living Dahan, and Blight on the island. A fear-heavy loss scores no better for the fear alone.

Cross-references


Last revised: 2026-10-19

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 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from latentoctopus River Opening 1 + Jeremy Lennert’s BGG openings thread 1967085.

At a Glance

FieldValue
ExpansionBase Game
ComplexityLow
Play Difficulty0 [VERIFY physical spirit panel]
Growth type“one” — pick one growth per turn (bundled)
Power summary (1–5)Offense 4 · Control 5 · Fear 1 · Defense 1 · Utility 4
Primary ElementsWater (all Massive Flooding tiers + special rule) · Sun (all tiers) · Earth (L3)
Special RulesRiver’s Domain (Presence in Wetlands count as Sacred Site)
Aspects (JE)Sunshine · Travel [VERIFY]
Rei’s GuideNot covered
latentoctopusOpening 1
BGGJeremy Lennert thread 1967085

Spirit Overview — Framing

River is a base-game Sun/Water scaling spirit whose win plan is to hit max-tier Massive Flooding every turn from T4 onward. It’s one of the two lowest-complexity spirits (Play Difficulty 0) — a teaching spirit that’s also surprisingly effective at high difficulty via its reclaim-loop innate.

Wiki-printed playstyle note:

Lots of sacred sites for targeting your innate. The best way to get them is generally to focus on expanding to wetlands, where your special rule (River’s Domain) gives you a sacred site with only 1 presence.

Identity capture (latentoctopus):

River is an innate-focused scaling Spirit whose win plan is to hit max-tier Massive Flooding every turn from T4/T5 onward.

The Sacred-Site shortcut: River’s Domain is unique — 1 Presence in a Wetland = a sacred site. Most spirits need 2 presence to make a sacred site; River needs 1. This effectively doubles River’s effective presence count for targeting purposes when Wetlands are available.

Complexity signal: Low is correct — the simplest “Scale the Innate” spirit. One innate. One Special Rule. Linear energy track (1→2→2→3→4→4→5). Decision-load is when to Reclaim and which Minor to draft — not much else.

Starting Setup

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

Only 1 starting presence, which immediately counts as a sacred site via River’s Domain.

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

GrowthEffectsBest when
G1Reclaim + Gain 1 Power Card + +1 EnergyDefault Reclaim turn — full bundle
G2Add Presence (Range 1) + Add Presence (Range 1)Rapid spread turn
G3Gain 1 Power Card + Add Presence (Range 2)Card + placement

River’s growth is benign — all three options are usable. G1 bundles Reclaim + card + energy and is used every 3–4 turns in the standard opening.

Presence Tracks

  • Energy track (7 slots): energy1 → energy2 → energy2 → energy3 → energy4 → energy4 → energy5
    • 1E → 2E → 2E → 3E → 4E → 4E → 5E
  • Card-play track (7 slots): card1 → card2 → card2 → card3 → reclaim1 → card4 → card5
    • 1 CP → 2 CP → 2 CP → 3 CP → Reclaim 1 → 4 CP → 5 CP

Starting income: 1 Energy, 1 Card Play. Linear energy scaling — no marker complexity.

Core Mechanics & Special Rules

Special Rule: River’s Domain

Your Presence in Wetlands counts as Sacred Site.

1-Presence Wetland = sacred site. Targeting from sacred sites matters for Range-from-Sacred-Site abilities (Wash Away, Flash Floods).

Innate: Massive Flooding

  • Speed: Slow · Range: 1 · Target: Any
LevelThresholdsEffect
11 Sun Sun + 2 Water WaterPush 1 Explorer/Town.
22 Sun Sun + 3 Water WaterInstead, 2 Damage. Push up to 3 Explorers/Towns.
33 Sun Sun + 4 Water Water + 1 Earth EarthInstead, 2 Damage to each Invader.

L3 (Max-tier Massive Flooding) is River’s endgame — 2 damage per Invader in a populated land destroys everything a T+ ravage land. Played every turn from T4/T5 onward, this is the whole spirit.

Unique Cards (all 4, Wiki-verified)

Wash Away

  • 1 Energy · Slow · Range 1 · Any Land · Water, Earth
  • Push 1 Explorer/Town/City. (+1 damage per Water if text says so — verify from physical card.)

1E push for any Invader type. Lennert: “ideal target is a land where the Invaders just explored but which started with a Town — stopping the T2 city-build. Otherwise push towards the coast to create inland dead zones.”

River’s Bounty

  • 0 Energy · Slow · Range 0 · Any Land · Sun, Water, Animal
  • Gather 1 Dahan. Gather 1 Explorer. Each Dahan in target land destroys 1 Explorer.

0-cost Dahan-vs-Explorer. The key reclaim-engine card — played and reclaimed every cycle. Sun+Water double-prime.

Flash Floods

  • 2 Energy · Fast · Range 1 · Any Land · Sun, Water
  • 1 Damage. +1 Damage per Water you have.

Water-scaling damage at 2E Fast. Key to Massive Flooding threshold-feeding during non-Reclaim turns.

Boon of Vigor

  • 0 Energy · Fast · No Range · Any Spirit · Sun, Water, Plant
  • Target Spirit gains +1 Energy this turn and +1 Energy at end of turn (total +2).

Ally gift — Lennert: “Playing Boon of Vigor on yourself is always wrong. It generates more energy for an ally.” Gift to a partner who needs Energy for Majors or plays.

Key Strategic Principles

  1. Hit max-tier Massive Flooding every turn from T4/T5. This is the whole win condition.
  2. Water + Sun are co-primary. Both unlock Flooding tiers; both sit in starter elements.
  3. Minors > Majors by default. Lennert: “The main advantage of major powers is dealing with built-up lands that simply have too many invaders to efficiently handle with minor powers. River is able to handle those problem lands using the highest level of Massive Flooding, so I think it’s generally better to just get a ton of minor powers.”
  4. Wetlands = free sacred sites. Target Wetland-expansion over other terrain.
  5. Boon of Vigor never self-targeted. Always gift to ally.
  6. Wash Away targets the pre-build land, not the city land. Lennert heuristic.
  7. Reclaim cycle: River’s Bounty is reclaimed every loop — 0-cost Sun/Water card always in rotation.

Possible Openings

Shared starting state

  • 1 Presence on board: highest-numbered Wetland (= sacred site via River’s Domain).
  • 4 Uniques in hand: Wash Away (1E Slow, Water/Earth), River’s Bounty (0E Slow, Sun/Water/Animal), Flash Floods (2E Fast, Sun/Water), Boon of Vigor (0E Fast, Sun/Water/Plant).
  • Starting income: 1 Energy, 1 Card Play.

Opening A — Consistent Reclaim Loop 🟨 (default, latentoctopus)

From latentoctopus Opening 1.

T1 · Growth: G2 bottom. T1 · Play (1E, 1 CP): River’s Bounty + one card.

  • Elements hit: 1 Sun + 2 Water (+ whatever else). Massive Flooding L1 (1 Sun + 2 Water) live.

T2 · Growth: G2 bottom. Reclaim River’s Bounty (via Reclaim-1 track slot — note: you may need G1 for full Reclaim at this stage, depending on track state).

  • Play 3 cards → 2 Sun + 3 Water elements → Massive Flooding L2.

T3 · Growth: Reclaim (G1) + Gain Minor. T3 · Play: River’s Bounty + new Minor. Hold 2 Sun / 3 Water / 1 Earth.

T4 · Growth: G2 bottom. T4 · Play: Reclaim River’s Bounty + play all 4 starters → 3 Sun / 4 Water / 1 Earth, unlocking max-level Massive Flooding.

Core constraint: “Little presence placement past T4 requires careful planning.”

Opening B — Lennert’s 5-turn arc (more detailed) 🟨

From BGG 1967085.

T1 · Growth: G2 bottom. T1 · Play: Wash Away + River’s Bounty.

  • Wash Away target: “a land where the Invaders just explored but which started with a Town — stopping the T2 city-build.”
  • Alternative: push toward coast to create inland dead zones.

T2 · Growth: G2 bottom. Reclaim River’s Bounty. T2 · Play: Flash Floods + Boon of Vigor + River’s Bounty (3 plays, Massive Flooding L2).

T3 · Growth: Reclaim + Gain Minor (+1E). T3 · Play: Bounty + Flash Floods + Wash Away, hit Massive Flooding L2 again.

T4 · Growth: G2 bottom + Gain second Minor. T4 · Play: all 4 starting cards if draws allow.

T5 · Growth: Reclaim + Gain Minor (+1E). T5 · Play: “You can now definitely activate the highest tier of your innate no matter what minors you drew” by playing all 4 starters.

Critical note (Lennert): “Make sure you have enough energy for this turn — if both drafted Minors cost energy, River’s Bounty must be played both T3 and T4.”

Opening C — Top-Track Variant (optional Major) 🟥

T1 · Growth: G3 top instead of G2 bottom.

  • Rationale: top-track gives +5E by T3, enough to plausibly grab a Major T3–T4 if cheap and reclaim-loop it.

Trade-off: loses the T2 Reclaim; card plays off-curve for L2 Flooding.

Opening Decision

  • Default Opening A or B (both very similar). Lennert’s variant is more explicit.
  • Opening C only when Major-rushing is the plan.

Card Priority Ratings

Uniques — River-specific ranking

  1. River’s Bounty — 0-cost Sun/Water + reclaim-every-cycle engine.
  2. Flash Floods — Water-scaling damage; innate-threshold feeder.
  3. Wash Away — surgical Push for Build-prevention.
  4. Boon of Vigor — ally-gift; never self-target.

Top 10 Minor Draft Picks (Water + Sun priority)

#CardCostSpeedElementsWhy
1Gift of Proliferation1FastPlant, WaterWater-feeder
2Absorb Essence0FastWater0-cost Water
3Drift Down to Rest0SlowSun, Air, Plant0-cost Sun
4Unrelenting Growth0SlowSun, Plant0-cost Sun
5Call to Isolation0SlowWater, Animal0-cost Water
6Song of Sanctity0SlowSun, Plant, Animal0-cost Sun
7Flow Like Water, Reach Like Air2FastSun, Air, WaterSun + Water
8Purify the Land0SlowMoon, Water, Plant0-cost Water + blight
9Sea Monsters2SlowMoon, Water, AnimalWater + 2E
10Gift of Power1FastMoonUtility flex

Top 5 Major Draft Picks (Opening C only)

#CardCostSpeedElementsWhy
1Tsunami7SlowMoon, Water, EarthWater-rich late-game closer
2Sea Monsters2SlowMoon, Water, AnimalCheap Water
3Sky Stretches to Shore2FastSun, Moon, Air2-cost Sun
4Trees Radiate Ancient Sanctity3FastMoon, Sun, Plant, EarthSun + board-control
5Manifest Incarnation3FastMoon, Plant, Animal, WaterWater-rich utility

Cards to Avoid

CardReason
Single-land non-Sun-Water MajorsDon’t compete with max-tier Flooding
Presence-destroyersRiver’s Domain Wetlands are foundational

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA / B★★★★☆Push-based disruption matches Prussia tempo
EnglandA / B★★★☆☆Needs Max-tier Flooding against coastal Cities
SwedenA / B★★★☆☆Push-kit works against Sweden
France-PlantationA / B★★★☆☆[VERIFY]
ScotlandA / B★★★☆☆[VERIFY]
RussiaA / B★★★☆☆Dahan-destruction doesn’t hurt River much
Habsburg MiningA / B★★★☆☆[VERIFY]
Habsburg LivestockA / B★★★☆☆[VERIFY]

Board / Map Configuration

Wetland-heavy boards give free sacred sites via River’s Domain. Prioritize Board A / B / D orientations that push river lands toward buildable targets. No adversary matrix explicit in Lennert — core advice applies broadly.

Game-Phase Strategy

Early (T1–3)

  • G2 bottom → reclaim → G2 bottom cadence.
  • Massive Flooding L1 on T1, L2 on T2.
  • River’s Bounty reclaimed every cycle.

Mid (T4–6)

  • Max-tier Massive Flooding (L3) active.
  • Minor-integration; Water + Sun drafts.
  • Boon of Vigor ally-gifting.

Late (T7+)

  • Reclaim loops stabilize; Massive Flooding every turn.
  • Optional Major (Tsunami, Manifest).

Synergy Partners (Multiplayer)

  • Energy-hungry allies for Boon of Vigor — Lightning, Thunderspeaker, Major-users.
  • Defending partners — cover River’s Bounty-targeted Dahan lands so Dahan actually kill.
  • Grouped-Invader partners — Massive Flooding L3 destroys pods; partners who concentrate Invaders multiply River’s output.

Common Mistakes

Lennert’s named mistakes

  1. Taking top-track T1 “for the energy” — loses T2 Reclaim; off-curve for L2 Flooding.
  2. Playing Boon of Vigor on yourself. Always gift.
  3. Reclaiming wrong card T4 and losing T5 max-innate combo — must be able to play all 4 starters.
  4. Wash-Away-ing a coastal Town instead of the land-that-will-build-a-City next turn.

Tempo Profile

TurnTarget state
1G2 + Wash Away + River’s Bounty; Flooding L1 live
2G2 + Reclaim River’s Bounty + Flash Floods; Flooding L2
3Reclaim + Gain Minor; Flooding L2
4G2 + second Minor; all 4 starters available
5Reclaim + Gain Minor; Flooding L3 reliable every turn
6+Max-tier Flooding cycle; optional Major integration

Source Notes

  • Mechanics: data/references/wiki/river-surges-in-sunlight.json (Wiki-parsed 2026-04-23).
  • Openings: latentoctopus Opening 1 + Lennert BGG 1967085.

Lightning’s Swift Strike

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from Antistone / Jeremy Lennert’s BGG openings thread 1969985.

At a Glance

FieldValue
ExpansionBase Game
ComplexityLow
Play Difficulty1 [VERIFY physical spirit panel]
Growth type“one” — pick one growth per turn (bundled)
Power summary (1–5)Offense 5 · Control 2 · Fear 3 · Defense 1 · Utility 2
Primary ElementsFire · Air (Thundering Destruction all tiers + Swiftness) · Water (L3/L4)
Special RulesSwiftness of Lightning (1 Air → 1 Slow used as Fast)
Aspects (JE)Pandemonium · Immense · Wind [VERIFY]
Rei’s GuideNot covered
latentoctopusNot listed
BGGAntistone thread 1969985

Spirit Overview — Framing

Lightning is a fast-burst damage spirit whose identity is inverted from most spirits — abundant card plays and scarce cards. Antistone:

Lightning has a very easy time getting lots of card plays and a hard time getting lots of cards to spend them on.

Wiki-printed playstyle note:

Deals damage quickly with support from allies. Air-innate amplifier for the whole team via Lightning’s Boon.

Identity in one line: fast Town-killer on T1–T2, team amplifier via Air, card-play surplus looking for cards.

Complexity signal: Low is correct. 4 Uniques, 1 innate, 1 Special Rule (Air → Slow-as-Fast). Decision-load: when to Reclaim and which Minor to draft.

Starting Setup

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

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

GrowthEffectsBest when
G1Reclaim + Gain 1 Power Card + +1 EnergyDefault Reclaim turn
G2Add Presence (R2) + Add Presence (R0)Spread + starting-land density
G3Add Presence (R1) + +3 EnergyBig energy spike turn

Presence Tracks

  • Energy track (8 slots): energy1 → energy1 → energy2 → energy2 → energy3 → energy4 → energy4 → energy5
  • Card-play track (5 slots): card2 → card3 → card4 → card5 → card6

Starting income: 1 Energy, 2 Card Plays. The CP ceiling (up to 6) is huge — the problem is finding enough cards to spend them on.

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.)

Air-driven Slow→Fast conversion. 1 Air = 1 Slow-as-Fast. 2 Air = 2 Slow-as-Fast. The identity-shaping rule.

Innate: Thundering Destruction

  • Speed: Slow · Range: 1 · Target: Any
LevelThresholdsEffect
13 Fire Fire + 2 Air AirDestroy 1 Town.
24 Fire Fire + 3 Air AirYou may instead destroy 1 City.
35 Fire Fire + 4 Air Air + 1 Water WaterAlso, Destroy 1 Town / City.
45 Fire Fire + 5 Air Air + 2 Water WaterAlso, Destroy 1 Town / City.

Town-killer innate. L1 (3 Fire + 2 Air) reachable T1–T2. L2 upgrades to City-kill.

Unique Cards (all 4, Wiki-verified)

Raging Storm

  • 3 Energy · Slow · Range 1 · Any Land · Fire, Air, Water
  • 1 Damage to each Invader.

AOE. Antistone: inefficient; better as Explore-prevention than raw damage.

Shatter Homesteads

  • 2 Energy · Slow · Range 2 from Sacred Site · Any Land · Fire, Air
  • 1 Fear. Destroy 1 Town.

The signature Town-killer. Range 2 from sacred site + Swiftness makes it a Fast Town-destroy.

Lightning’s Boon

  • 1 Energy · Fast · No Range · Any Spirit · Fire, Air
  • Target Spirit may use up to 2 Slow Powers as if they were Fast Powers this turn.

Team amplifier. Gift to any Slow-heavy partner. Antistone: in solo, “play for elements only” — the Slow→Fast effect doubles on Lightning itself (with Swiftness native).

Harbingers of the Lightning

  • 0 Energy · Slow · Range 1 · Any Land · Fire, Air
  • Push up to 2 Dahan. 1 Fear if you pushed any Dahan into a land with Towns/Cities.

0-cost Fire/Air — the threshold-filler. Used every turn to stack innate elements.

Key Strategic Principles

  1. Air = Slow-as-Fast. Draft Air minors aggressively.
  2. Fire for Thundering Destruction. Every turn wants Fire + Air in hand.
  3. Card-plays exceed cards. Minor-draft over Major.
  4. Swiftness timing is not reflexive. Antistone: if destroying a starting Town creates out-of-range lands after future Builds, make Shatter Fast; otherwise play Slow to hit a Town about to Ravage.
  5. Reclaim every turn is a tempo-loss — it costs presence growth.
  6. Lightning’s Boon solo = elements only. The ally-benefit wastes.

Possible Openings

Shared starting state

  • 2 Presence on highest-numbered Sands.
  • 4 Uniques in hand: Raging Storm (3E Slow, Fire/Air/Water), Shatter Homesteads (2E Slow, Fire/Air), Lightning’s Boon (1E Fast, Fire/Air), Harbingers of the Lightning (0E Slow, Fire/Air).
  • Starting income: 1 Energy, 2 Card Plays.

Opening A — Antistone’s Presence-first (slow-ramp, multiplayer) 🟨 (default)

T1 · Growth: G2 (2 presence from top-track). Extra presence = range + 2nd sacred site. T1 · Play (1E, 2 CP): Shatter Homesteads only. Skip 2nd card play — save for T2 innate trigger.

T2 · Growth: G2 (+3E from G3 misread — actually G3: R1 presence + 3E). Correction: T2 G3 for +3E + presence. T2 · Play (4E, 2 CP): Lightning’s Boon + Raging Storm + Harbingers — triggers Thundering Destruction L1 (3 Fire + 2 Air), destroys 2nd Town.

T3 · Growth: G1 (Reclaim + Gain Minor + 1E). Card-starved relief.

T4 target: sustained 3 card plays per turn with innate fires; Reclaim loops every 3 turns.

Opening B — Ruduen’s Aggressive (solo / fast adversaries) 🟨

T1 · Growth: G1 (+1E + Reclaim, but only empty to reclaim) — Variant: G3 (R1 presence + 3E) = 4E. T1 · Play (4E): Shatter Homesteads + Lightning’s Boon + Harbingers → innate L1 T1, up to 4 Fear immediately.

T2 · Growth: G1 Reclaim + Minor + 1E. T2 · Play: Repeat Town-clear if needed.

T3 · Growth: G2 or G1 for 3E. T3 · Play: Everything unplayed except maybe Raging Storm.

T4 · Growth: G1 Reclaim + Minor + 1E.

Trade-off: destroys fewer total Towns across T1–T3 but earlier; prevents inland explores Opening A can’t. Higher-risk, higher-reward vs. aggressive adversaries.

Opening C — Ocean-partner Variant 🟥

With Ocean’s Tidal Boon (+2E gift): play 0 cards T1, G2 bottom T2, play all 4 starters T2 — but lack Air to Fast everything. Niche.

Opening Decision

  • Default Opening A in 2P+ multiplayer.
  • Opening B solo or vs. fast-cliff adversaries.
  • Opening C when paired with Ocean.

Card Priority Ratings

Uniques — Lightning-specific ranking

  1. Shatter Homesteads — the Town-killer; 2E Fire/Air.
  2. Lightning’s Boon — team amplifier (or solo elements).
  3. Harbingers of the Lightning — 0-cost Fire/Air threshold-filler.
  4. Raging Storm — AOE; situational Explore-prevention.

Top 10 Minor Draft Picks (Air > Fire)

#CardCostSpeedElementsWhy
1Call to Migrate0FastAir, Animal0-cost Air
2Strange Tales of the Sky1FastMoon, AirAir-feeder
3Drift Down to Rest0SlowSun, Air, Plant0-cost Air
4Bats Scout for Raids by Darkness1FastMoon, Air, AnimalAir
5Visions of Fiery Doom1SlowMoon, FireFire-feeder
6Pyroclastic Friction1FastFire, EarthFire + Earth
7Rain of Blood1SlowMoon, Fire, WaterFire + multi-element
8Entrancing Apparitions1FastMoon, AirAir-feeder
9Elemental Boon0FastSun, Moon, Fire, AirFour-element flex
10Travel Unsuspected1FastAir, WaterAir + Water (L3/L4)

Top 5 Major Draft Picks

Rare for Lightning — drafts only situationally. Prefer:

#CardCostSpeedElementsWhy
1Powerstorm3FastSun, Fire, AirFire+Air double-prime
2Instruments of Their Own Ruin3FastFire, Air, AnimalFire+Air multi-land
3Pillar of Living Flame4FastSun, Fire, AirFire+Air element-wide
4Entwined Power4SlowFire, AirExpensive but dual-prime
5Bargains of Power and Protection3FastSun, Moon, Fire, AirFour-element utility

Cards to Avoid

CardReason
Defense-heavy MinorsLightning is offense, not defense
Earth-only MinorsOff-axis elements
Single-land non-Town-destroy MajorsShatter Homesteads already fills slot

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA★★★★☆Town-kill pace matches Prussia ramp
EnglandA★★★☆☆Late-stage Cities need L2+ innate
SwedenA / B★★★☆☆Build-spam fights Lightning’s card economy
France-PlantationA★★★☆☆[VERIFY]
ScotlandA★★★☆☆[VERIFY]
RussiaA★★★☆☆[VERIFY]
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

Board A matters most (Ruduen): 2 coastal lands unreachable without presence-heavy start — use Opening A variant with top-track. Boards B/C/D let Shatter Homesteads reach all but one land, so the G3 energy-start is viable.

Game-Phase Strategy

Early (T1–3)

  • Shatter Homesteads T1 + T2 Town-kills.
  • Thundering Destruction L1 online T2.
  • Card-draft Air/Fire aggressively.

Mid (T4–6)

  • Thundering Destruction L2 (4 Fire + 3 Air) for City-kills.
  • Reclaim cycles every 3 turns.

Late (T7+)

  • Thundering Destruction L3/L4 for multi-Town/City destroy.
  • Major integration (if drafted).

Synergy Partners (Multiplayer)

  • Keeper of the Forbidden Wilds — slow card economy, benefits from Lightning’s Boon Fast conversion.
  • Serpent Slumbering Beneath the Island — Gift of Flowing Power card-play acceleration.
  • Ocean — Tidal Boon energy gift; shared coastal presence.
  • Green — Gift of Proliferation for early presence acceleration.

Common Mistakes

Antistone’s named mistakes

  1. Trying to play all 4 starters T1 without Reclaim planning. Hand runs out fast.
  2. Lightning’s Boon solo for stated effect. Only take for elements.
  3. Reflexive Swiftness. Some turns Shatter should be Slow to hit a Town about to Ravage.
  4. Raging Storm as a premium pick. It’s inefficient; better as Explore-prevention.
  5. Reclaim every turn. Costs presence growth.

Tempo Profile

TurnTarget state
1G2/G3 + Shatter Homesteads; save plays
2G3 + Boon + Raging Storm + Harbingers; Thundering L1 fires
3G1 Reclaim + Minor; card relief
4Sustained 3 plays; Thundering L2 reachable
5+Thundering L2/L3/L4 cycles

Source Notes

  • Mechanics: data/references/wiki/lightning-swift-strike.json (Wiki-parsed 2026-04-23).
  • Openings: Antistone BGG 1969985.

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: 0 Energy, 1 CP (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
1✓✓—Ravage-protection is dormant T1 (no Ravage yet). Concealing’s “Dahan take no damage from Ravaging Invaders” = null effect this turn; its Fear + elements are the only T1 material value. First Build: Setup’s Explore card sits in the Build slot, so its terrain Builds T1.
2✓✓✓First Ravage (Setup’s card, now in the Ravage slot). Concealing’s protection is live IF played on a Ravage land with Dahan.
3✓✓✓Ravage, Build, and Explore every turn from here.

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)

Element math — every played card counts

Shadows’s innate Darkness Swallows the Unwary is Fast: it resolves in the Fast Power Phase, before the Invader Phase. Its thresholds check every Element you have this turn. Each card you play in the Spirit Phase grants its Elements from the moment you play it, whether the card is Fast or Slow (Core rulebook p.16; FAQ “Rules semi-commonly misplayed”; confirmed in data/references/rules/open-questions.md Q10). So Mantle, Crops, and Favors feed the Fast innate on the turn you play them, even though their own effects wait for the Slow phase. Shadows’s Presence tracks have no Element spaces, so cards are the only source.

Element reach from Uniques alone (each Unique gives exactly 1 Moon Moon; only Crops and Mantle give Fire Fire):

  • L1 (2 Moon + 1 Fire): any two Uniques that include Crops or Mantle. Cheapest: Concealing + Crops, or Concealing + Mantle → 1E, 2 Card Plays. Concealing + Favors gives 2 Moon but no Fire → no L1.
  • L2 (3 Moon + 2 Fire): Crops + Mantle + any third Moon card (Concealing is cheapest) → 2E, 3 Card Plays. Reachable from Uniques alone once the CP track shows 3.
  • L3 (4 Moon + 3 Fire + 2 Air): the Uniques hold only 2 Fire between them, so L3 needs Fire from a drafted card plus at least four Moon cards → 4+ Card Plays.
  • 1-Card-Play turns: no Unique gives 2 Moon, so L1 can’t fire on a 1-CP turn of Uniques.

What speed still decides: when each card’s effect lands. A Fast card’s effect, and the innate’s Gather or Destroy, acts before this turn’s Ravage, Build, and Explore. A Slow card’s effect acts after the Invader Phase and sets up next turn. Moon+Fire Minors feed the innate at either speed, so weigh a Minor’s cost and its effect’s timing, not its Elements’ timing.

Pause-point (card plays): before committing cards, total Moon and Fire across all planned plays, Slow ones included. One Fire short? Swapping Favors for Crops or Mantle may fix it without drafting anything.

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 — and two Uniques with Moon + Fire, so L1 fires T1.

Target arc: 3 Fear Fear Fear + L1 Gather T1 · L1 again T2 (Crops + Favors) and T3 (Concealing + a Fire card) · 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
Turn elements
2 Moon Moon + 1 Fire Fire + 2 Air Air (Concealing + Mantle, both counted from the moment played) · L1 FIRES T1 → Gather 1 Explorer
End of T1
3 Fear Fear generated 2E banked 1 Explorer gathered by L1 1 Explorer + 1 Town pushed
Invader card
Stage I — Build + Explore (no Ravage yet)
  • Growth: G3, revealing CP track (uncover card2). Post-growth: 3E / 2CP. 1 Presence placed Range 3; “+3 Energy” is a this-turn-only effect.
  • Card plays (Spirit Phase): Concealing Shadows (0E, Fast) + Mantle of Dread (1E, Slow) — 1E spent, both CP used. Elements this turn: 2M+1F+2A. Both cards’ Elements count from the moment they’re played, Mantle’s included, though Mantle’s effect waits for the Slow phase.
  • Fast phase plays: Concealing Shadows (target one of your Presence lands — jungle #6 or wetland #5).
    • T1 gain from Concealing: +1 Fear Fear Fear. Its 1M+1A supply half the innate’s Moon this turn. “Dahan take 0 Damage from Ravaging” clause is dormant this turn (no Ravage until T2). Concealing discards — so it is also out of hand for T2’s first Ravage, until the T3 Reclaim.
  • Innate check (Fast phase): total 2M+1F+2A → L1 fires T1 (needs 2M+1F). L2 (3M+2F) does not.
    • T1 gain from L1: Gather 1 Explorer Explorer Explorer into the target land, before the Invader Phase. Material this turn if it pulls the only Invader out of a land that Builds this turn (lands without Invaders don’t Build). Check the reverse too: gathering into an empty land of the Build terrain gives it a Build.
  • Invader phase: Build in the lands matching Setup’s Explore card, then Explore (Stage I): one Explorer in each land of the shown terrain that has, or is adjacent to, a Town/City or the Ocean. No Ravage yet.
  • Slow phase plays: Mantle of Dread (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 — moves 2 Invader units out of that land. Its 1M+1F+1A already counted toward L1 this turn. Mantle discards.
  • End of T1: 3 Fear Fear Fear generated · 1 Explorer gathered (L1) · 1E spent (Mantle) · 2E banked · 0 CP left · 4 Presence on board (3 starting + 1 G3) · Hand: 2 Uniques (Concealing + Mantle in discard) · Tracks: CP at card2 (2 CP sustained from now), Energy still at energy0.
  • Pause-point (card choice): Concealing + Mantle is the cheapest L1 pair (1E). Crops + Mantle (2E) also fires L1 (2M+2F), for 4 Fear instead of 3, and keeps Concealing in hand for T2’s first Ravage, at the cost of 1E banked instead of 2E and a different T2 hand. Crops’ downgrade needs a Town or City in the target land to do more than its 2 Fear. Which is worth more here: the extra Energy, or Dahan protection on T2’s Ravage land?
  • 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 threat than pushing from yours. Solo: T2’s Ravage hits Setup’s Explore terrain — the lands that Build this turn — so choose the Presence land whose Explorer+Town push most shrinks that Ravage (or a later one).

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
Turn elements
2 Moon Moon + 1 Fire Fire + 1 Air Air + 1 Plant Plant + 1 Animal Animal (Crops + Favors) · L1 FIRES T2 → Gather 1 Explorer before the first Ravage
End of T2
2–5 Fear Fear 1 Explorer gathered by L1 1 City City → Town (if targeted) Dahan gathered
Invader card
Stage I — Ravage + Build + Explore (first Blight Ravage)
  • Growth: G2, revealing Energy track (uncover energy1 → 1E permanent income from now). Post-growth: 2E banked + 1E income = 3E / 2CP, +1 Minor drafted.
  • Draft consideration for the T2 Minor: L1 already fires T2 from Crops + Favors (below), and 2 CP fills this turn, so this Minor is for T3+. Moon+Fire Minors feed the innate at either speed. 0-cost ones (e.g., Land of Haunts and Embers, Fast, adds 1 Blight; Shadows of the Burning Forest, Slow) fit low-Energy turns. A Fast one’s effect also lands before the Invaders act.
  • Card plays (Spirit Phase): Crops Wither and Fade (1E) + Favors Called Due (1E) — 2E spent, both CP used. Elements this turn: 2M+1F+1A+1P+1An, counted from the moment played.
  • Fast phase: no Fast cards. Innate check: 2M+1F → L1 fires T2; L2 (3M+2F) does not.
    • T2 gain from L1: Gather 1 Explorer Explorer Explorer into the target land before the Invader Phase. T2 is the first Ravage: pulling an Explorer out of the Ravage land (or out of a Build land where it’s the only Invader) means one fewer Invader there when the Invaders act. It’s the only part of this turn that acts before the Ravage.
  • 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.
  • End of T2: 2–5 Fear Fear Fear generated (2 Crops + 0–3 Favors conditional) · 1 Explorer gathered (L1) · 2E spent · 1E banked · 0 CP left · 5 Presence on board · Hand: 0 Uniques + 1 Minor (all four Uniques in discard: Concealing + Mantle since T1, Crops + Favors now) · 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. If you swap a card for the drafted Minor, check L1 still holds: Crops is the only Fire Unique in hand (Mantle is in discard), and every pair needs 2 Moon. Crops + a Moonless Minor, or Favors + a Fireless Minor, leaves L1 unfired.

Turn 3

Growth
G1 — Reclaim (all played back to hand) + Gain 1 Minor
Income
1E banked + 1E income = 2E 2CP
Card plays
Concealing Shadows (target Ravage land w/ Dahan) Fast Moon Air + one Moon+Fire card (Crops, Mantle, or a drafted Minor, either speed) → L1 FIRES T3
Key T3 note
Second Ravage turn (first was T2) — Concealing is back in hand, its protection material
Invader card
Stage I Ravage + Build · Stage II Explore
  • Growth: G1 — Reclaim (all 4 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 second Ravage turn (the first was T2). Identify the Ravage-target land from the current Invader card’s Ravage column (the card that was in Build slot last turn has advanced).
  • Card plays (Spirit Phase): Concealing Shadows (0E) + one card with Moon + Fire costing ≤1E: Crops (1E), Mantle (1E), or a drafted Moon+Fire Minor of either speed (e.g., Land of Haunts and Embers, 0E). Any of these pairs totals 2M+1F or more. 2 CP caps the turn at two cards, so L2 (3M+2F) is out of reach.
  • Fast phase plays: Concealing Shadows (target the Ravage-incoming land, with Dahan in it, if any), plus the second card if it’s Fast.
    • T3 gain from Concealing: +1 Fear Fear Fear + Ravage-protection now material — Dahan in target land take 0 Damage from this turn’s Ravage. Elements 1M+1A.
    • T3 gain from Haunts (if it’s the second card): +2 Fear Fear Fear + Push up to 2 Explorers Explorer Explorer/Towns from its Range-2 target, before the Ravage. If Blight is already present there: +2 Fear and Push up to 2 more. Then Add 1 Blight Blight to the target land (its own line on the card, so it always happens). Elements 1M+1F+1A.
  • Innate check (Fast phase): 2M+1F or more → L1 fires T3 (its third straight turn in this opener). Gather 1 Explorer Explorer Explorer into the target land. 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: the second card, if you chose Crops (+2 Fear Fear Fear + City→Town or Town→Explorer downgrade) or Mantle (+2 Fear Fear Fear + push). Either resolves after this turn’s Ravage. No CP remains for a third card.
  • End of T3: 3 Fear generated (1 Concealing + 2 from Crops, Mantle, or Haunts; L1 makes no Fear) · 1 Explorer Explorer Explorer gathered (L1 innate) · Ravage Damage in one land reduced (Concealing protects Dahan; the L1 Gather, or a Haunts push, thins the Ravage land first) · +1 Blight if Haunts was played · 1–2E banked (2E if the second card cost 0) · 0 CP left · 5 Presence on board · Hand: 4 cards (2 Uniques + 2 Minors, or 3 Uniques + 1 Minor if a Minor was the second card) · Tracks: CP at card2, Energy at energy1.
  • Pause-point (pre-Fast-plays): Concealing’s Ravage-protection is material from T2 on 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 fires any turn your plays total 2M+1F — from Uniques alone, Concealing + Crops or Mantle does it. L2 (3M+2F) needs a third Card Play (Crops + Mantle + one more Moon card), so it waits on the CP track’s card3 slot.
  • 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 the T2 and T3 Ravage outcomes; Concealing + L1 Gather mitigation should keep this low), +1 if you played Land of Haunts and Embers.

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

  • Fire runs out — Crops and Mantle are the only Fire Uniques. On a turn both sit in discard and no Fire Minor is in hand, L1 can’t fire. Time the G1 Reclaim around the turns you need the Gather.
  • 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 Moon+Fire Minor on T1, Fast or Slow (e.g., Land of Haunts and Embers or Shadows of the Burning Forest) — otherwise this opener under-delivers.

Target arc: If a 0-cost Moon+Fire Minor is drafted T1 → L1 fires T1 (as in Opening A, here via Concealing + the Minor) · 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 plays
Concealing Shadows + a drafted 0-cost Moon+Fire Minor (e.g., Land of Haunts and Embers)
Turn elements
2 Moon + 1 Fire + 2 Air (with Haunts) · L1 FIRES T1 → Gather 1 Explorer Explorer
End of T1
3 Fear Fear 1 Explorer gathered by L1 up to 2 pushed by Haunts +1 Blight Blight (Haunts)
  • Growth: G2, revealing CP track (uncover card2). Post-growth: 0E / 2CP, 1 Minor drafted.
  • Draft priority T1 Minor: any 0-cost Minor with Moon + Fire fires L1 alongside Concealing. Slow ones count too, since a card’s Elements count from the moment it’s played. Candidates from the full-pool table below (engine card text):
    • Land of Haunts and Embers (Fast; Moon, Fire, Air) — 2 Fear, Push up to 2 Explorers/Towns; more if Blight is present; Adds 1 Blight.
    • Shadows of the Burning Forest (Slow; Moon, Fire, Plant) — 2 Fear; if the target is a Mountain or Jungle, Push 1 Explorer and 1 Town.
    • Animated Wrackroot (Slow; Moon, Fire, Plant) — 1 Fear + Destroy 1 Explorer, OR Add 1 Wilds.
    • Lure of the Unknown (Fast; Moon, Fire, Air, Plant) — Gather 1 Explorer/Town.
    • Roiling Bog and Snagging Thorn (Fast; Moon, Fire, Water, Plant) — 1 Fear, Isolate, Defend 2 (Defend dormant T1).
    • Pause: speed now decides only when the Minor’s effect lands. A Fast push or gather acts before T1’s Build; a Slow one acts after the Invader Phase. Weigh that, and Haunts’ Blight, against each other. If no 0-cost Moon+Fire Minor appears: Opening B is underpowered T1 — consider pivoting to C (see Opening Decision tree).
  • Card plays (Spirit Phase, with Haunts drafted): Concealing Shadows (0E) + Land of Haunts and Embers (0E) — 0E spent, both CP used. Elements this turn: 2M+1F+2A.
  • Fast phase plays: both cards. Haunts is Range 2; target an Invader land (its push works on any terrain).
    • T1 gain from Concealing: +1 Fear Fear Fear. Dormant Ravage-protection (no Ravage T1). Elements 1M+1A.
    • T1 gain from Haunts: +2 Fear Fear Fear. Push up to 2 Explorers Explorer Explorer/Towns from target land, before T1’s Build — material if it empties a land that Builds this turn. If Blight is already present: +2 more Fear and Push up to 2 more. Then Add 1 Blight Blight Blight to the target land (its own line on the card, so it always happens). Elements 1M+1F+1A.
  • Innate check (Fast phase): total 2M+1F+2A → L1 fires T1 (L2 does not). Gather 1 Explorer Explorer Explorer into the target land, before the Invader Phase. With a Slow 0-cost Moon+Fire Minor instead of Haunts, L1 fires just the same.
  • Slow phase plays: none with Haunts (0 CP remain). If the drafted Minor was Slow (e.g., Shadows of the Burning Forest), its effect resolves here.
  • Invader phase: Build (Setup’s Explore terrain) + Explore. No Ravage yet.
  • End of T1: 3 Fear Fear Fear + 1 Explorer Explorer Explorer gathered (L1) + up-to-2 units pushed by Haunts + 1 Blight added (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’ push works on any terrain (the Mountain/Jungle condition belongs to Shadows of the Burning Forest), but it Adds 1 Blight to the target land every time. Is +2 Fear and up to 2 pushed before the Build worth a Blight now? Would a Slow 0-cost Moon+Fire Minor, if offered, give the same T1 L1 without it?

Fallback T1 (no 0-cost Moon+Fire Minor drafted): at 0E only 0-cost cards are playable — Concealing, plus the drafted Minor if it costs 0. Concealing alone: Fear = 1; elements 1M+1A → L1 does NOT fire (needs 2M+1F). A 0-cost Minor with Moon but no Fire also leaves L1 short. 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: another Moon+Fire Minor (either speed) widens which pairs fire L1. At 1E this turn, only a 0-cost one can be paired with a 1E Unique now.
  • Card plays (Spirit Phase): 1E / 2 CP. Hand = Crops, Favors, Mantle + the T2 Minor (Concealing and the T1 Minor are in discard). Every Unique in hand costs 1E, so the most you can play is one Unique + one 0-cost Minor.
  • Innate check: one Unique gives 1 Moon; L1 needs 2 Moon + 1 Fire. So L1 fires T2 only if the T2 Minor costs 0 and carries Moon (and Fire too, if the Unique is Favors). Otherwise L1 does not fire T2.
  • 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), + the L1 Gather if a 0-cost Moon Minor was drafted (see innate check).
  • End of T2: 2–5 Fear Fear Fear · ~0E banked · 0–1 CP left · 5 Presence · hand typically 2 Uniques + 0–1 Minor.
  • Pause-point (pre-T2-plays): T2 is the first Ravage (and the second Build). Check the Invader card’s Build column — which terrain Builds? Every land of that terrain with any Invaders gets a Town (or a City, if it has more Towns than Cities). Slow cards resolve after the Invader Phase, so a T2 Slow Crops (or Mantle push) can’t stop this turn’s Build; it shrinks that land’s Ravage next turn instead.

Turn 3

  • Growth: G1 — Reclaim + Gain 1 Minor. State: ~0E + 1E income = 1E / 2CP, hand = 4 Uniques + 3 Minors.
  • Card plays (Spirit Phase): 1E / 2 CP — two cards. Concealing (0E) + one card costing ≤1E with Moon + Fire: Crops, Mantle, Haunts (if reclaimed), Visions of Fiery Doom (1E Fast), or another Moon+Fire Minor. Elements = 2M+1F+… → L1 fires T3. 2 CP caps the turn there; L2 (3M+2F) needs a third card.
  • Fast phase plays: Concealing, plus the second card if it’s Fast. L1 Gather resolves here, before the Ravage.
  • Slow phase plays: the second card, if it’s Slow (Crops or Mantle). No CP remains for more.
  • T3 material gain: 2–3 Fear Fear Fear (Concealing 1 + Crops, Mantle, or Haunts 2, or Visions 1) + L1 Gather + the second card’s board effect. First Ravage turn in this opener with Concealing back in hand (the first Ravage was T2), so its 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 fires whenever two plays total 2M+1F — from Uniques alone, Concealing + Crops or Mantle does it. L2 (3M+2F) needs a third Card Play (Crops + Mantle + one more Moon card).
  • Fear pool: 6–10 (slower than Opening A if the T1 Moon+Fire Minor missed; comparable if it hit).
  • 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 🟥

When to pick this: when you want Energy depth over early Card Plays. Opening C leans on energy for (a) aggressive Shadows-of-the-Dahan range extension (1E/use budget), (b) 1E Slow Uniques played every turn, (c) room for a costlier Minor or Major later. The trade: 1 CP on T1, so L1 can’t fire T1 (no Unique gives 2 Moon), and 2 T1 Fear against Opening A’s 3.

An earlier version of this chapter sent Sweden L3+ and Russia here because of “fear-card penalties”. Neither adversary has one (data/references/rules/register.md §4.3, §4.6). What they do change that touches Shadows is listed under Strategy Cliff — Sweden / Russia. Whether any of it favors this opener over Opening A is untested [VERIFY via play].

Target arc: Mantle T1 (2 Fear Fear Fear; L1 can’t fire on 1 CP) · Crops + Favors T2 → L1 fires T2 · Terror 2 flip later (T6–T7).

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
Turn elements
1 Moon Moon + 1 Fire Fire + 1 Air Air (Mantle) · L1 does NOT fire — 1 Moon short
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.
  • Card plays (Spirit Phase): Mantle of Dread (1E) — 1E spent, the only CP used. Elements this turn: 1M+1F+1A, counted from the moment it’s played.
  • Fast phase plays: none (CP budget of 1 is best spent on a higher-material-effect Slow card).
  • Innate check (Fast phase): 1M+1F+1A → L1 needs 2 Moon → does NOT fire. With 1 CP and no Unique carrying 2 Moon, L1 can’t fire T1 in this opener whichever card you play.
  • Invader phase: Build (Setup’s Explore terrain) + Explore. No Ravage yet.
  • Slow phase plays: Mantle of Dread (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. Its 1M+1F+1A counted all turn, one Moon short of L1.
  • 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. Energy depth buys Shadows-of-the-Dahan range extensions and Minor cost-curve flexibility. CP depth buys more card plays per turn, and with them more Fear and more innate Elements (L1 needs 2 plays of Uniques, L2 needs 3). 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.
  • Card plays (Spirit Phase): Crops Wither (1E) + Favors Called Due (1E) — 2E spent, both CP used. Elements this turn: 2M+1F+1A+1P+1An, counted from the moment played.
  • Fast phase plays: none in this line. Concealing is in hand and T2 is the first Ravage, so its protection would be live this turn — but the 2 CP go to Crops + Favors. Pause: is protecting Dahan in T2’s Ravage land worth more than one of those Slow plays? Concealing + Crops also fires L1 (2M+1F); Concealing + Favors does not (2 Moon, no Fire — Mantle is in discard).
  • Innate check (Fast phase): 2M+1F → L1 fires T2 (L2 does not). Gather 1 Explorer Explorer Explorer into the target land before the first Ravage — can pull an Explorer out of the Ravage land.
  • 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.
  • End of T2: 2–5 Fear Fear Fear · 1 Explorer gathered (L1) · 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 the first Ravage and the second Build. Same check as Opening A/B — Crops + Favors are Slow, so they resolve after this turn’s Ravage and Build and together handle one land that Ravages next turn (downgrade + gather counter-Dahan). The L1 Gather is the only piece that acts before this turn’s Ravage. If two lands are headed for a big Ravage, one of them is not handled — which one costs you more?

Turn 3

  • Growth: G1 — Reclaim + Gain 1 Minor. State: 2E banked + 1E income = 3E / 2CP, hand = 4 Uniques + 2 Minors.
  • Card plays (Spirit Phase): 3E / 2 CP — two cards. Any pair totaling 2M+1F fires L1: Concealing + Crops or Mantle (1E; Concealing’s Ravage-protection live on a Ravage land with Dahan), Crops + Mantle (2E; 4 Fear Fear Fear + downgrade + push), Crops + Favors (2E; if Dahan-outnumber is still triggerable somewhere), or Concealing/Favors + a drafted Moon+Fire Minor. Concealing + Favors has no Fire → no L1. L2 (3M+2F) needs a third card, so not on 2 CP.
  • Fast phase plays: Concealing, if in the pair (1 Fear Fear Fear, elements 1M+1A), and the L1 Gather whenever the pair totals 2M+1F — before the Ravage.
  • Slow phase plays: the Slow card(s) from the pair.
  • T3 material gain: 2–5 Fear Fear Fear depending on the pair (Concealing 1; Crops, Mantle 2 each; Favors 0–3) + L1 Gather + the pair’s board effects + Ravage-protection on Concealing’s target if played.
  • End of T3: 1–2E banked before any Shadows-of-the-Dahan range extensions (1E each).
  • 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 fires from any two-card play with Crops or Mantle plus another Moon card (same as Openings A/B). L2 (3M+2F) needs three plays (Crops + Mantle + one more Moon card), so it waits on a third Card Play.
  • Fear pool: ~6–12 (T1 2 + T2 2–5 + T3 2–5).
  • 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 - Energy Bank]
  Adv -->|Russia| C
  Adv -->|Habsburg Mining L5+| B[Opening B - Minor-Draft Dependent]
  Adv -->|Multi-handed with board-carry partner| A
  Adv -->|Other| A

The Sweden L3+ and Russia → C routes are untested 🟥 suggestions. Their original reason (“fear-card penalties”) was wrong: neither adversary has one (see Strategy Cliff — Sweden / Russia).

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 simpler → Reach (lower complexity; one free range ignore/turn).
  • Want more fear output → Madness (strife + fear-from-presence-destroy).
  • Want mobility specialist → Amorphous (2 free presence-moves/turn).
  • Want element flexibility → Dark Fire (Moon↔Fire swap is huge here).
  • Want experimental → Foreboding (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-No Fear penalty. Escalation turns Dahan into Towns after Explore; L3 Towns deal 3 Damage, Cities 5.
France (Plantation)B+BBC+Dahan capture threatens Shadows of the Dahan targeting pool.
Habsburg MiningAB+BC+Scaling outpaces fear-rush late.
RussiaB+BB-CNo Fear penalty. L2 Pushes the first Explorer each Action would Destroy (+1 Fear); L5 Fear cards #3/#7 send Invader cards to Build.
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 / Russia (no Fear penalty)

Strategy Cliff — Sweden / Russia

What changes: neither adversary penalizes Fear (data/references/rules/register.md §4.3, §4.6). The rules that touch Shadows:

  • Sweden Escalation (Stage II): after Invaders Explore into a land, if it has at least as many Invaders as Dahan, replace 1 Dahan with 1 Town — fewer Dahan for Favors Called Due and Shadows of the Dahan.
  • Sweden L3: Towns deal 3 Damage, Cities 5 — Ravages kill more Dahan, so Concealing’s protection and Crops’ downgrade save more.
  • Russia L2: the first time each Action would Destroy Explorers, 1 of them is Pushed instead (if possible), +1 Fear. Innate L2 destroys 1 and pushes 1 of its 2 Explorers; Russia’s Fear makes up the lost Fear, but the pushed Explorer stays on the island.
  • Russia L3: Ravage cards also match lands with 3+ Explorers — an L1 Gather that brings a land to 3 Explorers adds a Ravage there.
  • Russia L5: an Invader card sits under Fear cards #3 and #7 and goes straight to the Build space when earned — Shadows’ Fear pace decides when those extra Builds arrive.

Pause-points: before an L1 Gather vs. Russia L3+, count Explorers in the target land. Before a Fear-heavy turn vs. Russia L5+, count Fear cards earned: is the 3rd or 7th about to flip an Invader card into Build?

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.
  • 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 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from Phantaskippy’s BGG openings thread 1974592 + Kamahl variant (BGG 1748964).

At a Glance

FieldValue
ExpansionBase Game
ComplexityLow
Play Difficulty1 [VERIFY physical spirit panel]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 2 · Control 3 · Fear 1 · Defense 5 · Utility 3
Primary ElementsEarth (Gift of Strength all tiers) · Plant (all tiers) · Sun (all tiers)
Special RulesEarth’s Vitality (Defend 3 at every Sacred Site)
Aspects (JE)Might · Resilience [VERIFY]
Rei’s GuideNot covered
latentoctopusNot listed
BGGPhantaskippy thread 1974592

Spirit Overview — Framing

Vital is the opportunistic tempo tank of the base box — plays fewer cards per turn but that’s a feature. Phantaskippy:

You have more real options, because you’re not going to burn through your whole hand in 2 turns.

Wiki-printed playstyle note:

Sacred sites provide passive defense; three of four starting cards cost 3. Situational 3-cost cards act as minor-majors when conditions line up.

The puzzle-piece approach: no single canonical opener. Growth choice depends on where invaders explored during setup — Vital reads the board and picks the right tool.

Complexity signal: Low is correct for mechanics; Moderate for decision-load (3-cost card timing is where Vital is won or lost).

Starting Setup

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

Starting Mountain land is already a sacred site (2 presence) — Earth’s Vitality gives free Defend 3.

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

GrowthEffectsBest when
G1Reclaim + Add Presence (Range 2)Hand depleted + wide-range placement
G2Gain 1 Power Card + Add Presence (Range 0)Card + sacred-site stack
G3Add Presence (Range 1) + +2 EnergySpread + energy (the “save for 3-cost card” default)

Presence Tracks

  • Energy track (6 slots): energy2 → energy3 → energy4 → energy6 → energy7 → energy8
  • Card-play track (6 slots): card1 → card1 → card2 → card2 → card3 → card4

Starting income: 2 Energy, 1 Card Play. High starting energy — built for 3-cost starters from turn 1.

Core Mechanics & Special Rules

Special Rule: Earth’s Vitality

Defend 3 in every land where you have Sacred Site.

Passive Defend 3 per sacred site. Two presence in a land = automatic Defend 3 ravage mitigation.

Innate: Gift of Strength

  • Speed: Fast · Target: Any Spirit
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, Energy cost limit 3 or less.
32 Sun Sun + 4 Earth Earth + 3 Plant PlantInstead, Energy cost limit 6 or less.

Repeat-a-Power innate — at L2 any starter Repeats; at L3 even Majors Repeat. Optional, not build-defining.

Unique Cards (all 4, 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.

Nuclear option — skip all Invader actions in a land. Expensive but game-saving.

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.

1-cost Gather. The only sub-3-cost starter. Primary use: pull Dahan into Rituals targets; pull Explorers out of Build lands.

Guard the Healing Land

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

Blight-removal + Defend. Only fires at full value when target land needs both clauses.

Rituals of Destruction

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

Dahan-scaling damage. With 3+ Dahan: 5 damage + 2 Fear. Five elements = innate-threshold workhorse.

Key Strategic Principles

  1. Don’t pay 3 for a Minor. Every 3-cost starter becomes a bad Minor in unfavorable conditions. Only play if: Guard both clears AND prevents, Year is stopping a disaster, Rituals has ≥3 Dahan.
  2. Minor-first drafts. Phantaskippy: “With only 1 starting power that costs less than 3, it’s very hard to reach a point where you can sustain playing a large number of cards.” 2 Minors before Majors (BGG #1943226).
  3. Sacred-site defense is free. Don’t play Guard where Earth’s Vitality already covers.
  4. Situational-tool mindset. VSE’s 3-cost starters are already Major-like — don’t double-dip on Majors.
  5. Gift of Strength is a bonus, not a plan.

Possible Openings

Shared starting state

  • 3 Presence on Mountain/Jungle start (sacred site + lone).
  • 4 Uniques in hand: A Year of Perfect Stillness (3E Fast, Sun/Earth), Draw of the Fruitful Earth (1E Slow, Earth/Plant/Animal), Guard the Healing Land (3E Fast, Water/Earth/Plant), Rituals of Destruction (3E Slow, Sun/Moon/Fire/Earth/Plant).
  • Starting income: 2 Energy, 1 Card Play.

Opening A — Jungle Explore (“learn on T1”) 🟨

Phantaskippy’s Jungle-explore branch.

T1 · Growth: G2 — Gain 1 Power Card + Add Presence Range 0.

  • Place at Range 0 to upgrade the starting Jungle presence into a sacred site (free Defend 3 on T2 ravage).

T1 · Play (2E, 1 CP): Draw of the Fruitful Earth (or new Minor if its effect fits).

T2 · Growth: G3 — +2 Energy + Presence Range 1.

  • Income: 2E (track) + 2E (G3) = 4E — need for 2 card plays.

T2 · Play (4E, 1 CP → need +1 CP; actually T2 CP stays 1 on track, so plan carefully): Rituals of Destruction + a Minor, OR Guard if it cleans a starting blight AND prevents a new one.

Opening B — Non-jungle Explore (energy on T1) 🟨

T1 · Growth: G3 — +2 Energy + Presence (place in newly-explored land).

T1 · Play (4E): Draw of the Fruitful Earth — gather Dahan to the threatened land; if geometry allows, pull lone Explorers from 2 adjacent lands simultaneously to abort 2 Builds.

T2 · Growth: Presence matures to sacred site before Ravage. T2 · Play: Rituals of Destruction (with Dahan stacked = 5 damage + 2 fear).

Opening C — Kamahl’s Rituals T2 max-value 🟨

T1: +2E / presence to defend optimally; play Draw (or the right tool). T2: +2E / presence matures to sacred site; play Rituals + Draw (repeated via Gift-of-Strength L1). “Typically smash something to smithereens.” (Kamahl)

Opening D — Building-already-in-starting-land (forced) 🟥

Free defense won’t stop Town + City. T1 must be A Year of Perfect Stillness (forced +2E growth). Card-efficient it is not, but the board remains intact.

Opening Decision

  • Opening A when Jungle explores.
  • Opening B when non-Jungle explores.
  • Opening C for max-value Rituals T2 turn.
  • Opening D when start-land buildings force the Year.

Card Priority Ratings

Uniques — VSE-specific ranking

  1. Rituals of Destruction — 5-damage + 2 Fear Dahan-scaled.
  2. Draw of the Fruitful Earth — 1-cost the sustainability.
  3. Guard the Healing Land — Blight-cleanse + Defend when both clauses fire.
  4. A Year of Perfect Stillness — emergency lock-out.

Top 10 Minor Draft Picks (Earth + Animal prime)

#CardCostSpeedElementsWhy
1Call to Bloodshed0SlowMoon, Animal0-cost Animal for Rituals
2Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost triple-prime
3Call of the Dahan Ways1SlowMoon, EarthEarth-feeder
4Pull Beneath the Hungry Earth0SlowMoon, Earth0-cost Earth
5Gift of Power1FastMoonUtility
6Drift Down to Rest0SlowSun, Air, Plant0-cost Sun
7Sap Their Strength1FastMoon, Earth, PlantEarth + Plant
8Elemental Boon0FastSun, Moon, Fire, AirFour-element 0-cost
9Song of Sanctity0SlowSun, Plant, Animal0-cost Sun + Plant
10Unrelenting Growth0SlowSun, Plant0-cost Plant

Top 5 Major Draft Picks (T5+ ambition)

#CardCostSpeedElementsWhy
1Trees Radiate Ancient Sanctity3FastMoon, Sun, Plant, EarthEarth + Plant + multi-land Defend
2Settling into Hunting Grounds3SlowMoon, Earth, Plant, AnimalFour-element flex
3Land of Haunts and Embers4SlowMoon, Fire, EarthEarth + multi-land
4Vigor of the Breaking Dawn4FastSun, PlantSun + Plant
5Tigers Hunting3FastFire, AnimalCheap Animal

Cards to Avoid

CardReason
3-cost MinorsAlready have 3 3-cost starters
Presence-destroyer MajorsVSE’s sacred-site defense is structural

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA / B★★★☆☆Build pressure punishes slow setup
EnglandC★★★☆☆Rituals + Guard cycle against coastal City builds
SwedenA / B★★★☆☆Build-spam fights maintenance role
France-PlantationA★★★☆☆[VERIFY]
RussiaA / B★★★☆☆[VERIFY]
ScotlandA / B★★★☆☆[VERIFY]
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

Per Phantaskippy:

Board / StartRatingNote
Board C + Mountain explore★★☆☆☆No Mountains at Range 1 outside starting sacred site
Board D + Mountain explore (2nd Mountain blighted)★★★☆☆Guard-the-Healing-Land T2 priority
Board A + Sands explore★★★☆☆Don’t place in land 7; go to 1 or 5, range into 4
Others★★★★☆Workable

Game-Phase Strategy

Early (T1–3)

  • Puzzle-piece turn selection: match growth to the Explore.
  • Rituals T2/T3 at a Dahan-stacked land.
  • Draw T1 to enable Rituals T2.

Mid (T4–6)

  • 2 card plays sustained (bottom-track maturation).
  • Major-power hunting.
  • Gift of Strength L1/L2 for ally Repeats.

Late (T7+)

  • +3 Energy growth lane; Major integration.
  • Gift of Strength L3 for ally Major Repeats.

Synergy Partners (Multiplayer)

  • Dahan-movers: Thunderspeaker, Keeper, Fractured Days — fuel Rituals targets.
  • City-softeners: Lightning, Shadows, Green’s Stem — so Rituals can finish.
  • Bringer of Dreams: VSE’s slow damage + fear conversion.

Common Mistakes

Phantaskippy named mistakes

  1. Paying 3 for a Minor. Every 3-cost starter becomes a bad Minor under unfavorable conditions.
  2. Reclaiming on T3 with 3 cards in discard. Tempting because cheap. Loses tempo unless set up for Rituals+Draw next turn.
  3. Skipping Draw T1 to pre-set Rituals T2 (BGG #1943226 warning): costs you Dahan-gather in a land that Ravages undefended T2.
  4. Going Major on the power track. 3-cost starters are already Major-like.

Tempo Profile

TurnTarget state
1G2/G3 + Draw; tool-match the Explore
2Rituals T2 at Dahan-stacked land (5 dmg + 2 Fear)
3Reclaim or G3 (depending on hand); sacred-site stack
42 CP sustained; one major turn banked
5+Major-hunt; Gift of Strength L2/L3

Source Notes

  • Mechanics: data/references/wiki/vital-strength-of-the-earth.json (Wiki-parsed 2026-04-23).
  • Openings: Phantaskippy BGG 1974592 + Kamahl variant.

Ocean’s Hungry Grasp

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from Antistone BGG openings thread 1970506.

At a Glance

FieldValue
ExpansionBase Game
ComplexityHigh
Play Difficulty3 [VERIFY physical spirit panel]
Growth type“one” — pick one growth per turn (bundled)
Power summary (1–5)Offense 5 · Control 4 · Fear 4 · Defense 3 · Utility 2
Primary ElementsWater (both innates) · Earth (Ocean Breaks the Shore) · Moon (Pound Ships) · Air (Pound Ships L3)
Special RulesOcean in Play (inland-forbidden; oceans = Coastal Wetlands on your boards; Drown pieces) + Drowning (exchange Invader HP for Energy)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed
BGGAntistone thread 1970506

Spirit Overview — Framing

Ocean is the coastal-only drown machine — presence lives in oceans + coastal lands, and every Invader pushed into your ocean converts to Energy via the Drowning rule. Ocean’s special rules restructure the board for your spirit: on boards where you have Presence, oceans are treated as Coastal Wetlands.

Wiki-printed playstyle note:

Inland-forbidden spirit with ocean-based presence. Drown Invaders for Energy; multi-board spread via shared oceans.

Identity in one line: coast-locker, drown-fueler, multi-board presence via shared oceans in 3–4p.

Complexity signal: High is correct. Inland-forbidden is a hard constraint; multi-board spread via oceans is a mid-game pivot that needs rehearsal; Drowning-to-Energy conversion is its own sub-economy.

Starting Setup

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

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

GrowthEffectsBest when
G1Reclaim + Gain 1 Power Card + Ocean-Gather (forced 1 presence into each ocean)Default Reclaim turn
G2Ocean-add × 2 + +1 EnergySpread into 2 oceans; mid-game + energy
G3Gain 1 Power Card + Ocean-add + Ocean-push (multi-board spread)Card + 4th-board push

Presence Tracks

  • Energy track (7 slots): energy0 → moon → water → energy1 → earth → water → energy2
    • 0E → +Moon marker → +Water marker → 1E → +Earth marker → +Water marker → 2E
  • Card-play track (6 slots): card1 → card2 → card2 → card3 → card4 → card5
    • 1 CP → 2 CP → 2 CP → 3 CP → 4 CP → 5 CP

Starting income: 0 Energy, 1 Card Play. Ocean is deeply energy-starved early — the Drowning-to-Energy conversion is how you stay afloat.

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.

Hard placement constraint + ocean-as-Wetland clause.

Special Rule: Drowning

Destroy Drowned pieces, placing Drowned Invaders here. At any time you may exchange (X) Health of these Invaders for 1 Energy. (1 Explorer = 1 HP; 1 Town = 2 HP; 1 City = 3 HP.)

Invaders pushed into your oceans → Drowned pile → exchange HP for Energy at any time. Partner-pushed Invaders count (tell allies!).

Innate: Pound Ships to Splinters

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

Innate: Ocean Breaks the Shore

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

L1 requires a coastal Town in range 0 — only your starting coastal land. Adversary setups (Prussia, France 3, England) provide one; Sweden does not.

Unique Cards (all 4, Wiki-verified)

Call of the Deeps

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

0-cost Fast Explorer-drain into your ocean. Triggers Pound Ships L1 + Drowning-Energy gain.

Grasping Tide

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

Fast Defend with Fear. Moon + Water — element-primes Pound Ships.

Swallow the Land-Dwellers

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

0-cost triple-Drown. Water + Earth primes Ocean Breaks the Shore L1. Watch out: Drowns your own Dahan too.

Tidal Boon

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

Ally gift: +2 Energy + Push-for-partner + Dahan redirect (avoid Drowning own Dahan). The signature Ocean ally card.

Key Strategic Principles

  1. Water + Earth are load-bearing. Both innates key off them.
  2. Drowning = energy economy. Every pushed Invader becomes fuel.
  3. Tell allies to push Invaders into your oceans. Free Energy + free Drowning.
  4. Multi-board via oceans in 3–4p. Use G3 to spread presence across boards.
  5. Ocean Breaks the Shore L1 is a T1 target if adversary provides coastal Town.
  6. Sweden is the worst matchup — no coastal Town at most levels.
  7. Swallow the Land-Dwellers Drowns Dahan. Don’t play on Dahan-present lands.

Possible Openings

Shared starting state

  • 2 Presence — 1 Ocean, 1 Coastal land.
  • 4 Uniques in hand: Call of the Deeps (0E Fast, Moon/Air/Water), Grasping Tide (1E Fast, Moon/Water), Swallow the Land-Dwellers (0E Slow, Water/Earth), Tidal Boon (1E Slow, Moon/Water/Earth).
  • Starting income: 0 Energy, 1 Card Play.

Opening A — Antistone’s Standard 🟨 (default)

T1 · Growth: G2 bottom (2 presence in oceans, +1 Energy). T1 · Play (1E, 1 CP): Call of the Deeps + Tidal Boon.

  • Triggers Pound Ships L1 (1 Moon + 1 Air + 2 Water) + Ocean Breaks the Shore L1 (2 Water + 1 Earth) if coastal Town present.
  • Pause-point: Ocean Breaks the Shore is Range 0 — only targetable in your starting coastal land. Requires a coastal Town there. If Sweden or similar: skip.

T2 · Growth: Push presence from ocean into a coastal land; place 1 bottom; gain Minor. T2 · Play: Grasping Tide + Swallow the Land-Dwellers + new Minor.

  • In 4P, push into coastal land adjacent to 4th board, then place onto 4th board — presence on all boards.

T3 · Growth: G1 Reclaim (forced Ocean-Gather into each ocean where possible). T3 · Play: New hand from Reclaim.

T4 target: Settled into the high-tide/low-tide cycle; Reclaim cycles with ocean-gather; presence on multiple boards; innate triggers sustained.

Opening B — Growth-stacking (497328) 🟥

G2/G2/G3 sequence — energy-energy, plays-plays, plays. Makes elements easier (free moon + water) + realistic 4-fear Pound Ships L3. But T1–T3 card-play economy is awkward (Boon alone T1 → Call+Tide T2 → Swallow+Minor T3). Best in 4p where you want presence on all boards fast.

Opening Decision

  • Default Opening A vs. Prussia, France 3, England (coastal-Town adversaries).
  • Opening B in 4P when spread matters more than T1 Drown.
  • Don’t pick Ocean vs. Sweden at most levels.

Card Priority Ratings

Uniques — Ocean-specific ranking

  1. Tidal Boon — ally-amp + Dahan-redirect.
  2. Call of the Deeps — 0-cost Fast Drown-fuel.
  3. Swallow the Land-Dwellers — triple-Drown 0-cost.
  4. Grasping Tide — Fast Defend + Fear.

Top 10 Minor Draft Picks (Water > Earth > Moon)

#CardCostSpeedElementsWhy
1Absorb Essence0FastWater0-cost Water
2Call to Isolation0SlowWater, Animal0-cost Water
3Gift of Proliferation1FastPlant, WaterWater + utility
4Purify the Land0SlowMoon, Water, Plant0-cost Water + Blight
5Sea Monsters2SlowMoon, Water, AnimalWater + Moon
6Pull Beneath the Hungry Earth0SlowMoon, Earth0-cost Earth
7Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost Earth
8Call to Bloodshed0SlowMoon, Animal0-cost Moon
9Travel Unsuspected1FastAir, WaterWater + Air
10Ravaged Undergrowth Slithers Back0SlowWater, Earth, Plant0-cost Water + Earth

Top 5 Major Draft Picks

#CardCostSpeedElementsWhy
1Tsunami7SlowMoon, Water, EarthWater + Earth triple-prime
2Dissolve Into Mist4FastAir, WaterWater-feeder
3Manifest Incarnation3FastMoon, Plant, Animal, WaterWater + utility
4Flow Like Water, Reach Like Air2FastSun, Air, WaterWater + cheap
5Cast Down into the Briny Deep5SlowSun, Moon, WaterWater + Moon

Cards to Avoid

CardReason
Inland-only effectsPlacement constraint
Pure-Animal MinorsOff-axis

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA★★★★☆Extra coastal Town land 3 — perfect T1 Ocean Breaks setup
EnglandA★★★☆☆Coastal Cities scale with Ocean’s drown path
France-PlantationA★★★☆☆Coastal Town at L3+
ScotlandA★★★☆☆[VERIFY] — L1 Trading Port errata interaction
RussiaA★★☆☆☆[VERIFY]
Sweden—★☆☆☆☆Worst matchup — no coastal Town at most levels; avoid
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

Board D bonus: if Wetlands get explored during setup, Call of the Deeps can Gather 2 Explorers into the ocean T1 instead of 1.

Otherwise board-selection priority: boards with coastal Towns at setup + adjacent-to-partner-board oceans (for multi-board spread in 3–4p).

Game-Phase Strategy

Early (T1–3)

  • Call of the Deeps every turn; drown Explorers.
  • Ocean Breaks the Shore L1 on coastal Towns.
  • Tidal Boon gift to partner for energy.

Mid (T4–6)

  • Multi-board spread via G3 ocean-push.
  • Drowning-Energy conversion funds Majors.
  • Pound Ships L2 reliable.

Late (T7+)

  • Ocean Breaks the Shore L2/L3 — City drown.
  • Pound Ships L3 — big Fear per turn.
  • Tsunami / Cast Down Majors.

Synergy Partners (Multiplayer)

  • Push-based partners — Thunderspeaker, Lightning (Harbingers Push), Keeper (Spreading Wilds Push) — funnel Invaders into your oceans.
  • Tidal Boon targets — Lightning, Major-drafters need the Energy gift.
  • Coastal-adjacent boards — board select for shared ocean access.

Common Mistakes

Patterns to watch for

  1. Forgetting Ocean Breaks the Shore is Range 0. Common T1 trap — no coastal Town in setup = no target.
  2. Pushing presence before placing in 4P Growth. Steps are ordered.
  3. Swallow the Land-Dwellers on Dahan lands. Drowns your own.
  4. Not telling allies — moving Invaders into your oceans = free Energy.
  5. Reclaiming without planning forced ocean-gather. Can strand presence.

Tempo Profile

TurnTarget state
1G2 + Call + Tidal Boon; both innates L1 fire
2G2/G3 + Grasping Tide + Swallow + Minor; multi-board spread
3G1 Reclaim; Ocean-Gather mandatory
4+High-tide/low-tide cycle; Drowning-Energy feeds Majors

Source Notes

  • Mechanics: data/references/wiki/ocean-hungry-grasp.json (Wiki-parsed 2026-04-23).
  • Openings: Antistone BGG 1970506.

A Spread of Rampant Green

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from Phantaskippy’s Wiki Guide (canonical) + BGG openings thread 1965751.

At a Glance

FieldValue
ExpansionBase Game
ComplexityModerate
Play Difficulty2 [VERIFY physical spirit panel]
Growth type“many” — pick multiple growth options per turn
Power summary (1–5)Offense 4 · Control 3 · Fear 2 · Defense 5 · Utility 4
Primary ElementsPlant (both innates all tiers) · Moon (Creepers) · Water (All-Enveloping)
Special RulesChoke the Land with Green (destroy presence to prevent Ravage/Build) + Steady Regeneration (destroyed Presence returns via Growth)
Aspects (JE)Tangles · Regrowth [VERIFY]
Rei’s GuideNot covered
latentoctopusNot listed
Phantaskippy’s GuideWiki page

Spirit Overview — Framing

Green is the multi-tasker — built to affect 3+ lands every turn rather than clear one. Phantaskippy:

You can frequently deal with 3 or more lands every turn… when that is done well, Green is one of the most effective spirits at contributing to a victory.

Wiki-printed playstyle note:

Multi-land support via Choke the Land with Green (sacrifice presence to cancel a Ravage or Build at a sacred site) + element-greedy innates.

Identity in one line: blight control + multi-land juggling, not direct clearing.

Complexity signal: Moderate. Per-turn decision load is high (which land to choke, which Ravages to eat, which Minors to draft) but mechanics are clean.

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 (growthtype: “many” — pick multiple per turn)

GrowthEffectsBest when
G1Spread (Green-specific bundle — place presence + other effects)Early-game spread
G2Reclaim + Gain 1 Power CardReclaim cycle turn
G3Add Presence (Range 1) + Old-slot +1 Card PlaySpread + play-track advance
G4Gain 1 Power Card + +3 EnergyEnergy spike + card

Presence Tracks

  • Energy track (7 slots): energy0 → energy1 → plant → energy2 → energy2 → plant → energy3
  • Card-play track (6 slots): card1 → card1 → card2 → card2 → card3 → card4

Starting income: 0 Energy, 1 Card Play.

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.

The signature rule: sacrifice 1 Presence → cancel 1 Ravage or Build at a sacred site.

Special Rule: 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, do so at an Energy cost.

Destroyed Presence recoverable at Growth. Green’s Choke economy only works because of this loop.

Innate: Creepers Tear Into Mortar

  • Speed: Slow · Range: 0 · Target: Any
LevelThresholdsEffect
11 Moon Moon + 2 Plant Plant1 Damage to 1 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 · 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.

Unique Cards (all 4, Wiki-verified)

Fields Choked with Growth

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

0-cost push. Dahan push sets up counterattacks.

Gift of Proliferation

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

Ally-presence gift. Accelerates slow-ramping partners — Keeper is canonical target.

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.

Fast presence-add — combined with Choke’s destroy-to-cancel, this is a cycle engine.

Stem the Flow of Fresh Water

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

0-cost Town-damage + Mountain/Sands AOE clause.

Key Strategic Principles

  1. Minor-first, elements-first. Phantaskippy priority:
    1. Gift of Power / Growth Through Sacrifice (0-cost, all elements)
    2. Moon+Water (both innates)
    3. Moon+Plant (Creepers)
    4. Water+Plant (All-Enveloping)
    5. Damage adders
    6. Explorer-destroyers (weakest gap)
  2. Multi-task, don’t clear. 3+ lands per turn is the win condition.
  3. Never Choke a land that needs other Powers. Phantaskippy: “Never use Choke the Land on a land that will require you to then use other powers to keep it from Blighting.”
  4. Clear tracks before placing destroyed Presence. Late-game flex only.
  5. Green + Lightning T1 combo is the canonical “devastating start.”

Possible Openings

Shared starting state

  • 2 Presence on starting Wetland + Jungle.
  • 4 Uniques in hand: Fields Choked with Growth (0E Slow, Sun/Water/Plant), Gift of Proliferation (1E Fast, Moon/Plant), Overgrow in a Night (2E Fast, Moon/Plant), Stem the Flow of Fresh Water (0E Slow, Water/Plant).
  • Starting income: 0 Energy, 1 Card Play.

Opening A — Phantaskippy’s canonical 🟨 (default)

T1 · Growth: G2 (top + bottom + Always).

  • Place 1 from top (uncover +1 Energy).
  • Place 1 from bottom (progress toward 2 plays sustained).
  • Plus “Always” presence.

T1 · Play (0E + G2 energy; 2 CP via track): Gift of Proliferation + Stem the Flow of Fresh Water.

  • Stem + Creepers L1 = destroy a Town.

T2 · Growth: G3 (+3 energy, +1 Minor, +1 Presence).

T2 · Play: Overgrow in a Night (place presence; uncover free Plant → All-Enveloping L1 Defend 2), then Fields Choked with Growth (push 1 Town or 3 Dahan).

  • Phantaskippy: “That’s 6 presence on the map before the invaders ravage.”
  • Choke a Ravage if geometry demands.

T2 variant: If T2 Minor has Plant+Moon+Water (Gift of Power, Elemental Boon, Growth through Sacrifice), play it instead of Fields to hit Creepers L2 — destroys a Town without combo.

T3 · Growth: G2 Reclaim All. Pick up everything for T4 re-deploy.

T4 target: 2 CP sustained, 6+ presence, comfortable with one Choke per round without panic. Major-power pivot via G4 (+3 Energy).

Opening Decision

  • Default Opening A — Phantaskippy canonical, works across matchups.
  • + Lightning T1 combo: Gift to Lightning + Stem; Lightning plays Lightning’s Boon on you + Shatter Homesteads. Both back-Towns destroyed T1.

Card Priority Ratings

Uniques — Green-specific ranking

  1. Gift of Proliferation — ally amplifier.
  2. Overgrow in a Night — Fast Presence-add = Choke-cycle engine.
  3. Stem the Flow of Fresh Water — 0-cost Town-damage.
  4. Fields Choked with Growth — 0-cost push.

Top 10 Minor Draft Picks (Moon+Plant, Water+Plant)

#CardCostSpeedElementsWhy
1Gift of Power1FastMoonPhantaskippy: “dream minor”
2Growth Through Sacrifice0SlowMoon, Fire, Plant“Dream minor”
3Elemental Boon0FastSun, Moon, Fire, AirFour-element 0-cost
4Drifting Into Stillness1SlowMoon, PlantMoon + Plant
5Strange Tales of the Sky1FastMoon, AirMoon-feeder
6Absorb Essence0FastWater0-cost Water
7Purify the Land0SlowMoon, Water, Plant0-cost triple-prime
8Sap Their Strength1FastMoon, Earth, PlantPlant + Moon
9Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost Plant + Earth
10Unrelenting Growth0SlowSun, Plant0-cost Plant

Top 5 Major Draft Picks

#CardCostSpeedElementsWhy
1Trees Radiate Ancient Sanctity3FastMoon, Sun, Plant, EarthPlant + multi-element
2Vigor of the Breaking Dawn4FastSun, PlantPlant + multi-land
3Insatiable Hunger of the Swarm3FastAnimal, PlantPlant + multi-land
4Dream of the Untouched Land4FastMoon, Sun, PlantMoon + Plant
5The Jungle Hungers6SlowMoon, PlantPlant late-game closer

Cards to Avoid

CardReason
Fire-heavy MinorsOff-axis
Pure-damage MajorsGreen clears via Creepers-Repeat
Presence-destroyersCompounds Choke losses

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA★★★☆☆Build-pressure — Choke Builds, not Ravages
EnglandA★★★☆☆Town/City win-conditions limit juggling
SwedenA★★★☆☆[VERIFY]
France-PlantationA★★★☆☆[VERIFY]
ScotlandA★★★☆☆[VERIFY]
RussiaA★★★☆☆[VERIFY]
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

Green shines on maps where one “juggled” land can be safely let-go. Land 2 (coast) is Phantaskippy’s default juggle target.

Game-Phase Strategy

Early (T1–3)

  • G2 + G3 cadence. Overgrow + Stem + Fields.
  • Creepers L1 T1 via Stem.

Mid (T4–6)

  • 2 CP sustained; Creepers L2 (Repeat) reliable.
  • All-Enveloping L2 (2 Water + 4 Plant) Defend 4.

Late (T7+)

  • Creepers L3 (Repeat-again).
  • All-Enveloping L3 Defend + Blight-remove.

Synergy Partners (Multiplayer)

  • Lightning’s Swift Strike — Phantaskippy’s canonical T1 combo.
  • Keeper of the Forbidden Wilds — Gift of Proliferation accelerates Keeper’s slow ramp.
  • Shadows — push + damage combo.
  • Explorer-destroyers (Lightning, Sharp Fangs) — cover Green’s worst gap.

Common Mistakes

Phantaskippy named mistakes

  1. Using 2 powers on one land. Never Choke a land that needs other Powers to prevent Blight.
  2. Sacrificing a sacred site you needed for a Slow Power. Stack to 3 presence in trouble lands.
  3. Placing destroyed Presence while tracks still have Presence. “Never ever.” Clear tracks first.
  4. Trying to clear every land. Green juggles.
  5. Not spreading wide. 3 concentrated presence = 60% of real Green.

Tempo Profile

TurnTarget state
1G2 + Gift + Stem; Creepers L1 destroys a Town
2G3 + Overgrow + Fields; 6 presence + All-Enveloping L1
3G2 Reclaim All; redeploy
4+2 CP sustained; Creepers L2 Repeat; one Choke/round

Source Notes

Thunderspeaker

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from latentoctopus Thunderspeaker Openings 1–3 + Phantaskippy’s Wiki Guide + BGG thread 1966212.

At a Glance

FieldValue
ExpansionBase Game
ComplexityModerate
Play Difficulty3 [VERIFY physical spirit panel]
Growth type“one” — pick one growth per turn (bundled effects)
Power summary (1–5)Offense 4 · Control 5 · Fear 3 · Defense 2 · Utility 1
Primary ElementsSun (Lead the Furious Assault) · Fire (Lead) · Air (Gather the Warriors + innate-fast) · Animal (Gather)
Special RulesAlly of the Dahan (Presence moves with Dahan) + Sworn to Victory (destroyed Dahan destroy Presence)
Aspects (JE)Tactician · Warrior [VERIFY]
Rei’s GuideNot covered
latentoctopusOpenings 1–3
Phantaskippy’s GuideWiki page

Spirit Overview — Framing

Thunderspeaker is the game’s strongest single-land “hammer” — a mobile, Dahan-leveraging spirit that marches a concentrated war-band across the island rather than holding a home territory. Community consensus (BGG 375755): “Thunderspeaker is probably the strongest ‘Hammer’ spirit in the game… delivers the strongest blow to single lands… faster than most other spirits and not dependent on RNG Major power draw.”

Wiki-printed playstyle note:

Dahan-centric; requires Dahan density to do most of its work. Mobile — Ally of the Dahan moves Presence with Dahan for free.

Identity capture (Phantaskippy, Wiki):

You are not built for holding a small territory, you are built to march into battle and drive out the invaders.

The non-obvious trait: Manifestation of Power and Glory scales with presence × Dahan — your real growth curve is measured not in presence count but in how often you can fire Manifestation. Every drafting and placement decision is downstream of that.

Opening cost math: Starting hand costs ~6 Energy total. Starting income is 1E. You cannot plush-start; T1 demands compressing plays or deferring one.

Starting Setup

Put 2 Presence on your starting board: 1 in each of the 2 lands with the most Dahan.

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

GrowthEffectsBest when
G1Reclaim + Gain 1 Power Card + Gain 1 Power CardHand depleted + draft two Minors in one turn
G2Thunder2 (add 2 Thunder tokens) + Thunder1 (add 1 Thunder)Dahan-positioning turn; Thunder is the “march” token
G3Add Presence (Range 1) + +4 EnergyOpening-track acceleration + big energy spike

G3 is the default opening move: +4E is the biggest single-turn energy gain of any base-game spirit, which is why Phantaskippy and latentoctopus both open with it.

Presence Tracks

  • Energy track (6 slots): energy1 → air → energy2 → fire → sun → energy3
    • 1E → +Air → 2E → +Fire → +Sun → 3E
  • Card-play track (7 slots): card1 → card2 → card2 → card3 → reclaim1 → card3 → card4
    • 1 CP → 2 CP → 2 CP → 3 CP → Reclaim 1 → 3 CP → 4 CP

Starting income: 1 Energy, 1 Card Play.

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.)

Free presence mobility tied to Dahan movement. Voice of Thunder’s Push-4-Dahan moves your presence too — the core of the “march” identity.

Special Rule: Sworn to Victory

After a Ravage Action destroys 1 or more Dahan, for each Dahan Destroyed, Destroy 1 of your Presence within Range 1.

Every Dahan lost during Ravage = 1 Presence lost. Preserving Dahan is existential — Thunderspeaker games end when your presence runs out.

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 per Air you have. Push up to 1 Dahan per Sun you have.

Dahan herder. Animal 1 (trivial) + Air-scaling gather.

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 for every 2 Dahan in target land.
34 Sun Sun + 3 Fire FireDestroy 1 City for every 3 Dahan in target land.

The hammer innate. L2 at 2 Sun + 1 Fire is reachable from starting hand (starters carry 3 Sun + 2 Fire — Lennert’s thread math). L3 requires +2 Sun from track/Minors.

Unique Cards (all 4, Wiki-verified)

Manifestation of Power and Glory

  • 3 Energy · Slow · Range 0 · Land with Dahan · Sun, Fire, Air
  • 1 Fear. Each Dahan deals Damage equal to the number of your Presence in target land.

The big hammer. Scales with Dahan × Presence. Classic play: 2 Dahan, 2 Presence → 4 damage. 3E is steep — this card requires G3 energy or mid-game accumulation. Lennert (BGG): “even on beginner, there’s a 5/6 chance per board of a city ravage before the slow phase of turn 3” — don’t hold Manifestation; fire it early and often.

Sudden Ambush

  • 2 Energy · Fast · Range 1 · Any Land · Fire, Air, Animal
  • You may Gather 1 Dahan. Each Dahan Destroys 1 Explorer.

Explorer-killer scaling with Dahan. 2E Fast = pair with Manifestation on the same land for double-impact turn. Phantaskippy warns: high cost — forget after 1–2 reclaims.

Voice of Thunder

  • 0 Energy · Slow · Range 1 · Any Land · Sun, Air
  • Push up to 4 Dahan. OR If Invaders are present, 2 Fear.

0-cost Dahan-push. Combined with Ally of the Dahan, this is also up to 4 Presence-moves per play — the “march” primitive.

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.

Defend + Dahan-fight-first. The Dahan-simultaneous clause is huge — Dahan damage lands before Invader damage, potentially killing attackers before they harm Dahan/land.

Key Strategic Principles

  1. Manifestation every turn from T3 onward is the goal — your fear/damage ceiling.
  2. March, don’t hold. Ally of the Dahan makes your presence mobile — concentrate force, don’t defend territory.
  3. Sun + Fire = load-bearing. Lead the Furious Assault L2 opens the destroyer toolkit. 4 Air (both innates Fast) is valuable but not at cost-of-effect.
  4. Preserve Dahan aggressively. Sworn to Victory punishes Dahan loss with Presence loss — Words of Warning + Defend-minor stacking is existential.
  5. Minors > Majors by default (Phantaskippy). Focus on push/gather/defense minors that don’t kill Dahan.
  6. Sudden Ambush is high-cost — forget after 1–2 reclaims.

Phantaskippy’s timing rule

“Making your innates fast isn’t so great that you should sacrifice effects for it.” — don’t over-draft Air at the cost of Sun+Fire damage thresholds.

Possible Openings

Shared starting state

  • 2 Presence on the 2 Dahan-densest starting-board lands.
  • 4 Uniques in hand: Manifestation of Power and Glory (3E Slow, Sun/Fire/Air), Sudden Ambush (2E Fast, Fire/Air/Animal), Voice of Thunder (0E Slow, Sun/Air), Words of Warning (1E Fast, Sun/Air/Animal).
  • Starting income: 1 Energy, 1 Card Play.

Opening A — Hybrid / Minor-focused 🟨 (default)

From latentoctopus Opening 1.

T1 · Growth: G3 bottom (+4E, place presence from plays). Income: 1E (track) + 4E (G3) = 5E. 4 CP from starters.

T1 · Play (5E, 1 CP): Sudden Ambush + Manifestation (if vs. BP or strong Dahan-dense start).

  • Alternative: Manifestation + Voice of Thunder (unlock Lead the Furious Assault L2 with 2 Sun + 1 Fire from starters).

T2 · Growth: G2 top. Income: 1E (track) + base = 2E.

T2 · Play (2E, 4 CP available): Words of Warning + Voice of Thunder.

T3 · Growth: G1 — Reclaim + Gain 1 Minor + Gain 1 Minor.

T3 · Play (income + remaining, 4 CP): Manifestation + Sudden Ambush repeat; start drafted Minor integration.

T4 end state:

  • 12E accumulated (CE).
  • 3 plays baseline.
  • Both innates reliably active.
  • Lead the Furious Assault L2 online on most turns.

Opening B — Full Bottom Track 🟨

From Opening 2.

T1: G3 bottom; play 2 starters. T2: G3 bottom again (Words of Warning + 1 card). T3: Reclaim + 2 minors. T4: G2 bottom, 3 plays.

Rationale (latentoctopus): “Highest CP while still having the Energy to play all the Uniques.” Pays in late Sun/Air element spikes.

Opening C — Top Track 🟥

From Opening 3.

T1: G2 top; play Sudden Ambush or Voice of Thunder. 2E / 4 cards / 1 Air unlocked. T2: G2 top again; Words of Warning. 4E, 1 Air/1 Fire/1 Sun. T3: G3 bottom; Voice of Thunder or Ambush + Manifestation. 10E, 2 Air/1 Fire/1 Sun — right innate live. T4: Reclaim + 2 minors. 12E, ~6 cards.

Latentoctopus: “Drop Sudden Ambush vs England (cost vs. value).”

Opening Decision

  • Default Opening A for Prussia, Sweden, France, Scotland, Russia.
  • Opening B when card-volume matters more than energy spikes.
  • Opening C top-track only when scenario/adversary demands late-turn Sun thresholds.

Card Priority Ratings

Uniques — Thunderspeaker-specific ranking

  1. Manifestation of Power and Glory — the hammer; preserve reclaim cycles for this.
  2. Words of Warning — Defend 3 + Dahan-first fight; existential for Dahan preservation.
  3. Voice of Thunder — 0-cost Push 4 Dahan + Presence movement.
  4. Sudden Ambush — situational; forget after 1–2 reclaims.

Top 10 Minor Draft Picks (Sun/Fire/Air-prime)

#CardCostSpeedElementsWhy
1Call of the Dahan Ways1SlowMoon, EarthDahan-scaling Push
2Gift of Constancy0FastSun, Plant, Animal0-cost Sun + Animal
3Elemental Boon0FastSun, Moon, Fire, AirFour-element flex 0-cost
4Call to Bloodshed0SlowMoon, Animal0-cost Animal (Gather)
5Tigers Hunting3FastFire, AnimalCheap Major-adjacent; Fire + Animal
6Drift Down to Rest0SlowSun, Air, Plant0-cost Sun + Air
7Visions of Fiery Doom1SlowMoon, FireFire-feeder for Lead
8Strange Tales of the Sky1FastMoon, AirMoon + Air flex
9Gift of Power1FastMoonMoon utility
10Entrancing Apparitions1FastMoon, AirAir-feeder

Top 5 Major Draft Picks

#CardCostSpeedElementsWhy
1Powerstorm3FastSun, Fire, AirAll three Thunderspeaker-prime elements
2Instruments of Their Own Ruin3FastFire, Air, AnimalMulti-land Dahan synergy
3Vigor of the Breaking Dawn4FastSun, PlantCheap multi-land offense
4Wrap in Wings of Sunlight2SlowSun, AirSun + defensive utility
5Trees Radiate Ancient Sanctity3FastMoon, Sun, Plant, EarthBoard-wide Defend + Sun

Cards to Avoid

CardReason
Dahan-destroying MinorsSworn to Victory compounds loss
Blight-adding MajorsDahan proximity = Presence risk
Single-land single-target Majors without Dahan scalingManifestation already fills this slot

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA★★★★☆Sudden Ambush + Manifestation is the Prussia-opener sigil
SwedenA / B★★★☆☆Build-spam punishes Dahan-dense lands
France-PlantationA★★★☆☆Dahan attract — Sworn to Victory risk elevated
ScotlandA★★★☆☆Coastal Cities are hard Dahan-counter targets
RussiaA★★☆☆☆Pogrom events destroy Dahan → destroy Presence
EnglandB / C★★★☆☆Drop Sudden Ambush; Opening C top-track
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

Prefer boards with dense starting Dahan placement (natural 2+ Dahan lands at start). Phantaskippy’s board ratings not published; heuristic is “follow the Dahan.”

Game-Phase Strategy

Early (T1–3)

  • G3 → G2 → G1 cadence. Manifestation on T1 if energy allows.
  • Words of Warning every Ravage turn.

Mid (T4–6)

  • Lead the Furious Assault L2 reliable.
  • Minor-draft integration; drift toward Powerstorm or Instruments Major.

Late (T7+)

  • L3 Lead (4 Sun + 3 Fire) for City-destruction.
  • Manifestation multi-cast via Reclaim cycles.

Synergy Partners (Multiplayer)

Per BGG “Favorite Hammer” opening — River preferred (energy boon enables Manifestation every turn from T3), Ocean secondary.

Also strong: any energy-donor spirit (Thunderspeaker is tight on energy through T2).

Common Mistakes

Patterns to watch for

  1. Trying to stop every Build. Thunderspeaker is a hammer, not a wall — concentrate force.
  2. Rooting out small threats instead of concentrating force. 2 Dahan × 2 Presence = Manifestation for 4 damage; split into two 1-Presence lands and you get 2 × 1 = 2.
  3. Prioritizing innate-speed over positioning. 4 Air is nice-to-have, not a priority draft.
  4. Sloppy Dahan preservation. Sworn to Victory cascades.
  5. Treating Sudden Ambush as a keeper. High cost, weed out after 1–2 reclaims.

Tempo Profile

TurnTarget state
1G3 + Sudden Ambush + Manifestation (BP) or + Voice of Thunder
2G2 top + Words of Warning + Voice of Thunder
3Reclaim + 2 Minors; Manifestation on best target
4G2 + 3 plays; Lead the Furious Assault L2 reliable
5–7Multi-Manifestation cycles via Reclaim + G1 bundle
8+Lead L3 vs. City-heavy boards

Source Notes

  • Mechanics: data/references/wiki/thunderspeaker.json (Wiki-parsed 2026-04-23).
  • Openings: latentoctopus Opening 1/2/3 + Phantaskippy’s Wiki guide.
  • BGG: thread 1966212.

Bringer of Dreams and Nightmares

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from Phantaskippy’s Wiki Guide (canonical) + BGG openings thread 1971193.

At a Glance

FieldValue
ExpansionBase Game
ComplexityHigh
Play Difficulty3 [VERIFY physical spirit panel]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 1 · Control 2 · Fear 5 · Defense 2 · Utility 2
Primary ElementsMoon (everything) · Air (Night Terrors + Spirits May Yet Dream) · Animal (Night Terrors L2/L3)
Special RulesTo Dream a Thousand Deaths (can’t destroy Invaders — converts would-be-destroys to 0/2/5 Fear + Push)
Aspects (JE)Enticing · Violence [VERIFY]
Rei’s GuideNot covered
latentoctopusNot listed
Phantaskippy’s GuideWiki page

Spirit Overview — Framing

Bringer is the terror-race driver — cannot destroy Invaders (except its own presence), and exists to hasten easier win conditions. Phantaskippy:

Your job on a team is to drive the terror level advance. Make up for your lack of destruction by hastening the easier win conditions.

Wiki-printed playstyle note:

Fear-generation engine that replaces would-be-destruction damage with Fear + Push. Dahan are the only source of Destroy on Bringer’s board — protect them.

Identity in one line: fear-engine + terror-race + fear-card-preview via Spirits May Yet Dream.

Complexity signal: High is correct. The damage-to-fear conversion rule inverts normal combat intuition; Dahan-preservation is existential; power-ordering matters (Call on Midnight’s Dreams Forget interaction).

Starting Setup

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

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

GrowthEffectsBest when
G1Reclaim + Gain 1 Power CardReclaim cycle
G2Reclaim 1 + Add Presence (Range 0)Partial-reclaim + density
G3Gain 1 Power Card + Add Presence (Range 1)Card + spread
G4Night Effect + +2 EnergyEnergy spike

Presence Tracks

  • Energy track (7 slots): energy2 → air → energy3 → moon → energy4 → any → energy5
  • Card-play track (6 slots): card2 → card2 → card2 → card3 → card3 → any

Starting income: 2 Energy, 2 Card Plays. Unusual — Bringer starts with 2 plays but generates no damage, so those plays feed Fear instead.

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. The Power Pushes all Explorer/Town it would Destroy.

Every damage instance converts to Fear + Push. A Power that would destroy a City generates 5 Fear and pushes; one that would destroy a Town generates 2 Fear and pushes; one that would destroy an Explorer generates 0 Fear and pushes (no fear on Explorer, because Destroy-Explorer is 0 Fear baseline).

Innate: Spirits May Yet Dream

  • Speed: Fast · Target: Any Spirit
LevelThresholdsEffect
12 Moon Moon + 2 Air AirTurn any face-down Fear Card face-up. (Earned/resolved normally, but players can see what’s coming.)
23 Moon MoonTarget Spirit gains an element that they have at least 1 of.

Fear-card-preview + ally element-gift. L1 is Bringer’s information weapon — in 4P it can turn a panic-turn into a planned one.

Innate: Night Terrors

  • Speed: Fast · Range: 0 · Target: Invaders
LevelThresholdsEffect
11 Moon Moon + 1 Air Air1 Fear.
22 Moon Moon + 1 Air Air + 1 Animal Animal+1 Fear.
33 Moon Moon + 2 Air Air + 1 Animal Animal+1 Fear.

Unique Cards (all 4, 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.

The Major-gain engine — tied to Dahan count. Forgetting it converts Dahan to Energy for immediate Major-cast.

Dread Apparitions

  • 2 Energy · Fast · Range 1 · Land with 1+ Invaders · Moon, Air
  • When Powers generate Fear in target land, Defend 1 per Fear. 1 Fear.

Fear-into-Defend converter. Night Terrors generates Fear → Defend stacks. 1 Fear generated in target = Defend 1.

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.

0-cost Dahan-Gather or Dahan-scaled Fear.

Predatory Nightmares

  • 2 Energy · Slow · Range 1 from Sacred Site · Land with 1+ Invaders · Moon, Fire, Earth, Animal
  • 2 Damage. Push up to 2 Dahan.

“2 Damage” — but via To Dream: 2 damage to Explorer/Town converts to Fear + Push. A Town at 1 Dmg becomes 2 Fear + Push.

Key Strategic Principles

  1. Moon is king. Reach Moon on the energy track by T3 — the opener’s only hard requirement.
  2. Major-heavy drafts. Phantaskippy: good energy generation + easy Major access + reclaim-1 = Major-friendly. Inverts usual advice.
  3. 1-damage Minors are trash. Bringer doesn’t accumulate damage across Powers.
  4. Dahan preservation is existential. “Don’t lose your Dahan, even if you have to slow your advance.”
  5. Preview Fear cards strategically. Spirits May Yet Dream at 4P = “extra action per player/board” value.
  6. Call on Midnight’s Dreams — spend elements BEFORE forgetting. Forgetting Call removes its element contribution.
  7. Reclaim-1 cadence matters — Bringer has no 2-presence growth option, so reclaim-alls cost tempo.

Possible Openings

Shared starting state

  • 2 Presence on highest Sands.
  • 4 Uniques in hand: Call on Midnight’s Dream (0E Fast, Moon/Animal), Dread Apparitions (2E Fast, Moon/Air), Dreams of the Dahan (0E Fast, Moon/Air), Predatory Nightmares (2E Slow, Moon/Fire/Earth/Animal).
  • Starting income: 2 Energy, 2 Card Plays.

Opening A — Phantaskippy’s canonical 🟨 (default)

Goal: unlock Moon on energy track by T3 (T4 acceptable with poor card luck). G3 every turn until Moon is unlocked.

T1 · Growth: G3 (+1 Minor + Presence top-track, place in land with Invaders/Dahan).

  • Top-track placement reveals Air.

T1 · Play (2E, 2 CP): Dreams of the Dahan + Predatory Nightmares.

  • Triggers Spirits May Yet Dream L1 (2 Moon + 2 Air via starters) + Night Terrors L1 (1 Moon + 1 Air).
  • Predatory Nightmares: push a Town about to Ravage; ideally leave 1 Dahan to kill the leftover Explorer via counter.
  • Dreams of the Dahan: gather Dahan for T2.

T2 · Growth: G3 (+2E, +1 Presence top, place in land with Invaders/Dahan).

T2 · Play (4E, 2 CP): Dread Apparitions + Call on Midnight’s Dreams.

  • Resolution order matters:
    1. Dread Apparitions at Range 0 (not Range 1 — you want Range 0 for Defend stacking).
    2. Innate Night Terrors for +2 Fear in that land → Defend 3.
    3. Spirits May Yet Dream (flip another Fear card).
    4. Call on Midnight’s Dreams LAST to learn a Major (if you Forget Call to cast the Major, you lose Call’s elements — so spend elements first).
  • With 2 Dahan gathered for Energy, ~5E is typically available — “enough to cast 86% of Major powers.”

T3 · Growth:

  • If T2 Major was castable and good: Reclaim 1 (G2) + cast it again alongside a Minor.
  • If both have Moon: top-track placement brings a 3rd Moon → Spirits May Yet Dream L2 (element-gift).
  • If T2 Major wasn’t castable: take presence+card growth again for another Major shot.

T4 target: Moon unlocked on energy track, one cast-Major in hand, 2+ face-up Fear cards known, Dahan still alive.

Past T4: Phantaskippy prefers the “any” element space over the 3rd card play — widens Major-threshold access.

Opening Decision

  • Default Opening A. Phantaskippy flagged Bringer as the exception to his “two good starts” rule — Bringer has one clearly better line.

Card Priority Ratings

Uniques — Bringer-specific ranking

  1. Dread Apparitions — Fear-into-Defend stacking.
  2. Call on Midnight’s Dream — Major-gain engine.
  3. Dreams of the Dahan — 0-cost Gather + Dahan-scaled Fear.
  4. Predatory Nightmares — Fast-pushing Fear generation.

Top 10 Minor Draft Picks (Moon/Air, elements > damage)

#CardCostSpeedElementsWhy
1Call of the Dahan Ways1SlowMoon, EarthDahan-scaling + Moon (Phantaskippy’s top pick)
2Entrancing Apparitions1FastMoon, AirMoon + Air prime
3Strange Tales of the Sky1FastMoon, AirMoon + Air
4Predatory Nightmares (extra copy)0FastMoon, AnimalMoon + Animal
5Gift of Power1FastMoonMoon-feeder
6Pull Beneath the Hungry Earth0SlowMoon, Earth0-cost Moon
7Call to Bloodshed0SlowMoon, Animal0-cost Moon + Animal
8Visions of Fiery Doom1SlowMoon, FireMoon + Fire
9Rain of Blood1SlowMoon, Fire, WaterMoon + utility
10Bats Scout for Raids1FastMoon, Air, AnimalThree-prime

Top 5 Major Draft Picks (Phantaskippy’s perfect-pick list)

#CardCostSpeedElementsWhy
1Volcanic Eruption8SlowMoon, Fire, EarthPhantaskippy: “who cares if you can’t meet the threshold” — damage becomes Fear
2Cast Down into the Briny Deep5SlowSun, Moon, WaterDestroy → massive Fear via To Dream
3Poisoned Land4SlowMoon, Fire, WaterDestroy-scale → Fear-scale
4Entrancing Apparitions———(if Major exists in pool — check Wiki)
5Utter a Curse of Dread and Bone3SlowSun, Moon, AirFear-scaling Major

Cards to Avoid

CardReason
1-damage MinorsUseless — Bringer doesn’t accumulate damage per Power
Fear-heavy MinorsLow priority — Bringer generates Fear natively
Single-land destroy-no-damage cardsDestroy → Fear conversion only works when Damage converts

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
England (L3–L4)A★★★★★Terror-2 win adversary — Bringer is elite
SwedenA★★★★☆Terror-2 win friendly
Brandenburg-PrussiaA★★★☆☆Build-pressure fights Fear tempo
France-PlantationA★★★☆☆[VERIFY]
ScotlandA★★☆☆☆Coastal Cities hardens against Terror win
Habsburg MiningA★★☆☆☆Weak — hardens against fear win; needs real destroyer
RussiaA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

Boards with dense starting Dahan are best — Dahan preservation is non-negotiable. [VERIFY per-board ratings].

Game-Phase Strategy

Early (T1–3)

  • G3 every turn until Moon unlocked.
  • Spirits May Yet Dream L1 on every turn with 2 Moon + 2 Air.
  • Predatory Nightmares + Dreams of the Dahan cycle.

Mid (T4–6)

  • Major-integration (Volcanic Eruption, Cast Down, Poisoned Land).
  • Call on Midnight’s Dreams → Forget for instant Major-cast.

Late (T7+)

  • Terror 2/3 race.
  • Dread Apparitions board-wide Defend stack.

Synergy Partners (Multiplayer)

  • Damage-dealers who wound — VSE (Rituals half-kills), River (push+damage), Lightning (city softener). Bringer pushes wounded Towns without resetting damage.
  • Presence-granters — Green’s Gift of Proliferation, Keeper — accelerate Bringer’s slow growth.
  • Avoid doubling on pure fear — two Bringers / Bringer+Shadows-Madness = redundant tempo.

Common Mistakes

Phantaskippy named mistakes

  1. Letting Dahan die early. “Don’t lose your Dahan, even if you have to slow your advance to reclaim Dread Apparitions.”
  2. Flipping Fear cards you can’t use. Check if the card resolves this turn — sometimes skip flipping for T+1 planning.
  3. Drafting 1-damage Minors. Wasted on Bringer.
  4. Casting Call on Midnight’s Dreams before spending its elements. Forgetting Call removes its element contribution.
  5. Going wide too fast without Moon. Unlocking Moon T3 is the opener’s only hard requirement.
  6. Over-using Reclaim All. Bringer has no 2-presence growth + no reclaim-with-presence option, so Reclaim-Alls compound tempo loss.

Tempo Profile

TurnTarget state
1G3 + Dreams of the Dahan + Predatory Nightmares; Night Terrors L1 + Spirits L1
2G3 + Dread Apparitions + Call on Midnight; Major gained + castable
3G2 Reclaim-1 + cast Major; Moon unlocks
4G3 + Minor; Moon on track + Major in hand
5–7Major-cycle via Reclaim-1; Fear-race to T2/T3
8+Major board-wide closes

Source Notes

Sharp Fangs Behind the Leaves

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from latentoctopus Fangs concepts + 4 Opening pages + jyonker13’s BGG openings thread 1978097.

At a Glance

FieldValue
ExpansionBranch & Claw
ComplexityModerate
Play Difficulty[VERIFY physical spirit panel]
Growth type“many” — pick multiple growth options per turn (see table)
Power summary (1–5)Offense 3 · Control 3 · Fear 4 · Defense 2 · Utility 1
Primary ElementsAnimal (Ranging Hunt all tiers) · Plant (L2 damage) · Moon/Fire (Frenzied Assault)
Special RulesAlly of the Beasts (Presence moves with Beast) + Call Forth Predators (replace Presence with Beast during Spirit Phase)
Aspects (JE)Encircle · Unconstrained [VERIFY]
Rei’s GuideNot covered
latentoctopusConcepts + Openings 1–4

Spirit Overview — Framing

Sharp Fangs is the Beast-centric board-control spirit — its entire game is where are the Beasts, how many, and can Ranging Hunt damage them into action this turn. Both Special Rules tie presence-movement to Beasts; both Uniques key off Beast-presence; the primary innate (Ranging Hunt) gates damage on Beasts-in-target-land. Drafts, placements, and opening lines are all downstream of one question: Beast topology.

Wiki-printed playstyle note:

Relies on Beasts to do its damage; good at picking off single Invaders, but may need to team up with other Spirits to handle whole lands at once.

Identity capture (latentoctopus concepts, paraphrased):

Beasts placement is the single most important aspect of playing Fangs.

The non-obvious twist: the Ranging Hunt movement threshold (L3, Push 2 Beast) is as strategically important as the damage thresholds — because it sets next turn’s Beast topology. Don’t treat Push-tier as a filler; it’s the positioning lever.

Complexity signal: Moderate. 4 uniques, 2 innates, 2 special rules, but the mental load is high because every decision (place presence, gain card, play card) interacts with a mobile Beast layer.

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.

Two starting presences, one starting Beast on your board, placement flexibility on the second presence (place adjacent to an existing cross-board Beast for coverage).

Growth Options (growthtype: “many” — pick multiple)

Fangs’s “many” growth is unusual: the guide reference three equivalent two-turn bundles:

Turn pairBundleNet effect
G3 → G3Gain card×2, +2 Energy2 cards + 2E
G4 → G1+3E (G4), Sharp1 + Gain card (G1)1 card + 3E + Reclaim + Sharp-token placement
G3 → G1Gain card + energy1 (G3), Sharp1 + Gain card (G1)2 cards + 1E + Reclaim + Sharp placement
GrowthEffects (per Wiki)
G1Sharp1 (add 1 Sharp token) + Gain 1 Power Card
G2Sharp (add 1 Sharp token)
G3Gain 1 Power Card + +1 Energy
G4+3 Energy

(“Sharp” tokens here are Fangs’s Beast-spawning special token. In-game iconography replaces the “Beast” label.)

Presence Tracks

  • Energy track (7 slots): energy1 → animal → plant → energy2 → animal → energy3 → energy4
    • 1E → +Animal marker → +Plant marker → 2E → +Animal → 3E → 4E
  • Card-play track (6 slots): card2 → card2 → card3 → reclaim1 → card4 → card5reclaim1
    • 2 CP → 2 CP → 3 CP → Reclaim 1 → 4 CP → 5 CP + Reclaim 1

Starting income: 1 Energy, 2 Card Plays (unusually high starting CP — Fangs expects 2 plays from T1).

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.)

Free presence repositioning whenever Beasts move. Ranging Hunt L3 (Push 2 Beasts) is also a Push 2 Presence if those Beasts come from your lands.

Special Rule: Call Forth Predators

During each Spirit Phase, you may replace 1 of your Presence with 1 Beast. The replaced Presence leaves the game.

Exchange 1 Presence for 1 Beast per turn. The exchange is permanent — Presence is gone, Beast stays.

Innate: Ranging Hunt

  • Speed: Fast · Range: 1 · Target: No Blight
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.

Note L3’s threshold is only 2 Animal — the same as L1. The L3 effect is a choice at that threshold, not an extra-element unlock. jyonker13 on BGG: “Ranging Hunt has no extra-element scaling.” — the damage ceiling is fixed by L2.

Innate: Frenzied Assault

  • Speed: Slow · Range: 1 · Target: Beast
LevelThresholdsEffect
11 Moon Moon + 1 Fire Fire + 4 Animal Animal1 Fear and 2 Damage. Remove 1 Beast.
21 Moon Moon + 2 Fire Fire + 5 Animal Animal+1 Fear and +1 Damage.

Mid-game finisher. 4 Animal is a big ask; reached by T4+ once Minor drafts stack Animal.

Unique Cards (all 4, 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.

Build-prevention + Beast-gather. Carries Moon/Fire → feeds Frenzied Assault thresholds. The Build-cancel is Fangs’s signature Prevent-Build play.

Teeth Gleam from Darkness

  • 1 Energy · Slow · Range 1 from a Jungle · Land with no Blight · Moon, Plant, Animal
  • 1 Fear. Add 1 Beasts. OR If target land has both Beasts and Invaders: 3 Fear.

Beast-seeding or fear-spike. Moon/Plant/Animal — all Fangs primary elements. “No Blight” clause is the only friction.

Terrifying Chase

  • 1 Energy · Slow · Range 0 · Any Land · Sun, Animal
  • Push 2 Explorers/Towns/Dahan. Push another 2 Explorers/Towns/Dahan per Beasts in target land. If you Pushed any Invaders, 2 Fear.

Beast-scaling Push. 2-Beast land = Push 6 pieces. Useful for both board-shaping and Isolation setup via partner powers.

Too Near the Jungle

  • 0 Energy · Slow · Range 1 from a Jungle · Any Land · Plant, Animal
  • 1 Fear. Destroy 1 Explorer.

The workhorse Reclaim target — latentoctopus: “Reclaim 1 Too Near the Jungle should probably be the Power you reclaim most often after you uncover the Reclaim 1 spot.” 0-cost, kills Explorers (Fear trigger), carries Fangs’s primary elements.

Key Strategic Principles

  1. Beasts placement is strategic output, not input. Every play should end in a better Beast topology for next turn’s Ranging Hunt.
  2. Ranging Hunt has no extra-element scaling. Over-drafting Animal past 3 is wasted element-count. Draft Animal to 3, then pivot.
  3. Plant is the L2 lever. 2 Plant + 3 Animal = damage. One Plant Minor unlocks the damage tier.
  4. Reclaim Too Near the Jungle for free 0-cost Explorer kills. Bottom-track Reclaim 1 pattern.
  5. Majors are optional — latentoctopus’s Op 2 / Op 4 are “no Majors” designs. Default Minor; Majors only when adversary pressure demands.
  6. Drafting too many 1-cost Minors is a trap without G4. latentoctopus: “Can handle 1 or 2, but more than that will cause issues.” Prefer 0-cost.
  7. Ally of the Beasts = free relocation. Every Beast push via Ranging Hunt L3 is a free Presence repositioning.

Possible Openings

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

Shared starting state

  • 2 Presence on board (1 on starting Jungle + 1 with a cross-board Beast), 1 Beast on starting land.
  • 4 Uniques in hand.
  • Starting income: 1 Energy, 2 Card Plays.

Opening A — Top-Track Hybrid (Minors) 🟨 — vs Prussia / Sweden / France / Scotland / Russia

From latentoctopus Opening 1.

T1: G2 (Sharp token) + G3 (gain Minor); play 2 (both starting Uniques if possible, for Ranging Hunt damage).

  • Pause-point: Ranging Hunt L2 (2 Plant + 3 Animal) is only reachable T1 if drafted Minor carries Plant + Animal.

T2: G2 + G3 Minor; play 2.

T3: Reclaim + G2 bottom; play 1 Animal + 1 Plant card for Ranging Hunt.

T4: G2 bottom to 3 CP + G4; play 1 Animal + 1 Plant card.

Target state: Ranging Hunt firing every turn from T2 onward.

Opening B — Full Bottom (Minors, 3 CP rush) 🟨 — vs England / Sweden / Habsburg Livestock

From latentoctopus Opening 2.

T1: G2 bottom + G3 Minor; play 2.

T2: G2 bottom + G4; play 3 (high-CP burst).

T3: Reclaim + G2 top; play 3.

T4: G2 bottom + G3; play 3.

Target state: 3 plays T2, 5 plays T6. Raw card-volume approach when Ranging Hunt damage isn’t reliable (damage-resistant adversaries).

Opening C — Top-Track Hybrid with Major 🟥 — vs damage-resilient adversaries

From latentoctopus Opening 3.

T1–T2: same as Opening A.

T3: Reclaim with Major gain (cost 2–5).

T4: G2 bottom + G4; play the Major + 1 other.

Reserved for England, Sweden, Habsburg Livestock, Habsburg Mining — where Prey on the Builders + raw Ranging Hunt damage isn’t enough.

Opening D — Reclaim-Heavy Bottom (Ranging Hunt every turn) 🟥 — vs BP / Scotland / Russia

From latentoctopus Opening 4.

T1: G2 top + G4; play both starting Uniques. T2: Reclaim + G2 bottom. T3: Reclaim + G2 bottom. T5: Reclaim + G2 bottom; play 4.

Very Energy-starved. Goal: Ranging Hunt every turn including T1. Maximum Beast seeding early.

Opening Decision

  • Default Opening A for most Prussia/Sweden/France/Scotland/Russia matchups.
  • Opening B for England / tough Sweden — when damage-dealing must scale via cards, not innate.
  • Opening C only when Ranging Hunt damage is degraded (England L4+, high-Health NI scenarios).
  • Opening D only for BP / Scotland / Russia where maximum Beast seeding matters early.

Card Priority Ratings

Uniques — Fangs-specific ranking

  1. Too Near the Jungle — reclaim-every-cycle 0-cost Explorer-kill.
  2. Prey on the Builders — Build-cancel, Beast-gather, Moon/Fire.
  3. Teeth Gleam from Darkness — Beast-seeder + fear spike.
  4. Terrifying Chase — Push scaling with Beasts; situational.

Top 10 Minor Draft Picks (Animal + Plant prime)

#CardCostSpeedElementsWhy
1Quicken the Earth’s Struggles0SlowEarth, Plant, AnimalPlant + Animal feeder 0-cost
2Predatory Nightmares0FastMoon, Animal0-cost Animal
3Call of the Dahan Ways1SlowMoon, EarthMoon/Earth for Frenzied
4Call to Migrate0FastAir, Animal0-cost Animal + Air utility
5Unrelenting Growth0SlowSun, Plant0-cost Plant for L2
6Absorb Essence0FastWaterFlex-element filler
7Bats Scout for Raids by Darkness1FastMoon, Air, AnimalMoon + Animal
8Song of Sanctity0SlowSun, Plant, AnimalPlant + Animal 0-cost
9Call to Bloodshed0SlowMoon, Animal0-cost Moon + Animal
10Entrancing Apparitions1FastMoon, AirMoon-utility

Top 5 Major Draft Picks (only for Opening C)

#CardCostSpeedElementsWhy
1Instruments of Their Own Ruin3FastFire, Air, AnimalAnimal + multi-land
2Venomous Spiders2FastMoon, AnimalCheap + Animal
3Angry Bears3FastMoon, Fire, AnimalAnimal + Fear
4Insatiable Hunger of the Swarm3FastAnimal, PlantMulti-element Fangs-prime
5Settling into Hunting Grounds3SlowMoon, Earth, Plant, AnimalMulti-element utility

Cards to Avoid

CardReason
1-cost Minors past 2 in handWithout G4-every-turn, cost-stack breaks sustainability
Teeth Gleam early reclaimCosts 1E and redundant with drafted 0-cost kills
Non-Jungle-targetable SlowR1-from-Jungle constraint on 2 Uniques limits geometry

Adversary Matchup Matrix

Per latentoctopus Opening mapping:

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA / D★★★★☆Beast-seeding + Build-cancel are Prussia-perfect
SwedenA / B★★★☆☆Bottom-track card-volume when Sweden Build spam compounds
France-PlantationA★★★☆☆Top-track hybrid
ScotlandA / D★★★★☆Opening D for max Beast-seed
RussiaA / D★★★☆☆Dahan-destruction events hurt Beast kit
EnglandB / C★★★☆☆Opening C (Major) for damage-resilient
Habsburg LivestockB / C★★☆☆☆Animal-token interaction [VERIFY]
Habsburg MiningC★★★☆☆Opening C against mine-token grind

Board / Map Configuration

[VERIFY — latentoctopus does not provide ratings]. Heuristic: favor boards with dense Jungle clusters (2+ Uniques are R1-from-Jungle). Board A / B have concentrated Jungle; E / F spread Jungle out which slightly weakens the kit.

Game-Phase Strategy

Early (T1–3)

  • Beast seeding + Ranging Hunt L2 damage.
  • Prey on the Builders on any Build-threat land.
  • Too Near the Jungle on first Reclaim.

Mid (T4–6)

  • 3 CP unlocked. Frenzied Assault L1 reachable once 4 Animal is stacked.
  • Beast-push via Ranging Hunt L3 repositions presence for next-turn setup.

Late (T7+)

  • Frenzied Assault L2 reliable. Multi-land damage loops via Too Near the Jungle reclaim.

Synergy Partners (Multiplayer)

  • Energy-donor partners — Fangs is Energy-starved; 1–2 E/turn gift helps.
  • Card-draw partners — bottom-track openings reward extra draws.
  • Isolation partners — Isolated lands are ideal Beast-concentration targets.

Common Mistakes

Patterns to watch for

  1. Over-drafting Animal past 3. Ranging Hunt has no extra-element scaling.
  2. Too many 1-cost Minors without G4. latentoctopus: “more than 2 will cause issues.”
  3. Wasting Reclaims on Teeth Gleam instead of 0-cost. Prefer Too Near the Jungle reclaim.
  4. Ignoring Beast-in-blighted-land placements. Gives you Prey-on-the-Builders fallback targets.
  5. Treating Ranging Hunt L3 as filler. Push 2 Beast is the positioning lever.

Tempo Profile

TurnTarget state
1Both starting Uniques + Ranging Hunt L1 live
2Ranging Hunt L2 (2P + 3A) online; 3+ Beasts on board
3Reclaim + re-position via Beast-move Special Rule
43 CP; Frenzied Assault L1 reachable
5+Frenzied Assault L1/L2; Too Near the Jungle loop

Source Notes

  • Mechanics: data/references/wiki/sharp-fangs-behind-the-leaves.json (Wiki-parsed 2026-04-23).
  • Openings: latentoctopus concepts + Opening 1–4 pages.
  • BGG: jyonker13 thread 1978097.

Keeper of the Forbidden Wilds

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from Jeremy Lennert’s BGG openings thread 1978655.

At a Glance

FieldValue
ExpansionBranch & Claw
ComplexityModerate
Play Difficulty3 [VERIFY physical spirit panel]
Growth type“many” — pick multiple growths per turn
Power summary (1–5)Offense 5 · Control 2 · Fear 1 · Defense 4 · Utility 3
Primary ElementsSun (both innates) · Plant (both innates) · Fire (Punish L1/L2) · Air (Spreading Wilds range)
Special RulesForbidden Ground (Sacred Sites Push Dahan; Dahan Events don’t move Dahan to Sacred Sites)
Aspects (JE)Spreading Hostility [VERIFY]
Rei’s GuideNot covered
latentoctopusNot listed
BGGLennert thread 1978655

Spirit Overview — Framing

Keeper is a slow-starting, cluster-building sacred-site spirit — falls behind in Stage 1, catches up in Stage 2 when its Wilds tokens start choking Explores. Lennert:

Keeper tends to fall behind the invaders in the early game and then catch up in stage 2 when all those wilds you’ve been placing start blocking explores.

Wiki-printed playstyle note:

Wilds-placing, range-limited damage spirit. Punish Those Who Trespass is a zero-range damage innate; Spreading Wilds converts land-type into defensive terrain.

Non-obvious constraint: No way to place presence into blighted land. All three add-presence modes require no-blight, existing wilds, or existing presence. Shapes opening play more than damage numbers do.

Solo-vs-multi inversion on Towering Wrath: Wrath scales with sacred-site clustering, which fights against multi-board coverage needs. Community consensus: Wrath is phenomenal solo, weaker at 3–4p.

Complexity signal: Moderate is correct.

Starting Setup

Put 1 Presence and 1 Wilds on your starting board in the highest-numbered Jungle.

Growth Options (growthtype: “many” — pick multiple)

GrowthEffectsBest when
G1Reclaim + +1 EnergyReclaim cycle + energy bank
G2Gain 1 Power CardCard-gain only
G3Keeper-add (Presence) + +1 EnergySpread + energy
G4Keeper3 (3-presence bundle) + no-Blight constraintBig spread into safe lands

Presence Tracks

  • Energy track (8 slots): energy2 → sun → energy4 → energy5 → plant → energy7 → energy8 → energy9
  • Card-play track (6 slots): card1 → card2 → card2 → card3 → card4 → card5reclaim1

Starting income: 2 Energy, 1 Card Play.

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.

Sacred sites repel Dahan. Keeper’s lands are forbidden to Dahan — makes Towering Wrath’s Destroy-all-Dahan clause mostly a non-event.

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.
22 Sun Sun + 2 Fire Fire + 3 Plant Plant+1 Damage per Sun/Plant you have.
34 Plant PlantSplit this Power’s Damage between target land and another of your lands.

Range-0 damage scales with Sun+Plant. L2 at 2S/2F/3P can reach 4–6 damage.

Innate: Spreading Wilds

  • Speed: Slow · Range: 1 · Target: No-Blight
LevelThresholdsEffect
12 Sun SunPush 1 Explorer per 2 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.

Explorer-push + Wilds-seeding in empty lands. Wilds cancels Explores (see Token Economies).

Unique Cards (all 4, Wiki-verified)

Boon of Growing Power

  • 1 Energy · Slow · No Range · Any Spirit · Sun, Moon, Plant
  • Target Spirit gains a Power Card. If you target another Spirit, they also gain 1 Energy.

Card-gain + partner amp. Self-target fine in solo.

Regrow from Roots

  • 1 Energy · Slow · Range 1 · Jungle or Wetland · Water, Earth, Plant
  • If there are 2 Blight or fewer in target land, Remove 1 Blight.

Blight-remove with a cap — won’t fix cascaded lands but handles 1–2 Blight.

Sacrosanct Wilderness

  • 2 Energy · Fast · Range 1 · Land with no Blight · Sun, Earth, Plant
  • Push 2 Dahan. 2 Damage per Wilds in target land. OR Add 1 Wilds.

Dual-mode: Wilds-scaled damage (in already-wilded lands) or Wilds-seeder.

Towering Wrath

  • 3 Energy · Slow · Range 1 from Sacred Site · Any Land · Sun, Fire, Plant
  • 2 Fear. For each of your Sacred Site in/adjacent to target land, 2 Damage. Destroy all Dahan.

Cluster-scaled damage. 3 sacred sites adjacent = 6 damage + 2 Fear. The “Destroy all Dahan” clause is mostly irrelevant (Forbidden Ground repels Dahan anyway).

Key Strategic Principles

  1. Cluster sacred sites. Every additional site adjacent = +2 Wrath damage.
  2. Wilds tokens compound across turns. T1 Wilds = T4 Explore-cancel.
  3. Draft range-extenders. Zero-range Punish desperately wants Reaching Grasp, Sky Stretches to Shore.
  4. Keep 2+ energy banked T1–T2 — the +1 E / +presence growth is conditional.
  5. Solo vs multi inverts Wrath priority. Solo → cluster. 3–4p → spread.
  6. Strangling Firevine is the Major-draft crown jewel (Lennert).

Possible Openings

Shared starting state

  • 1 Presence + 1 Wilds on highest Jungle.
  • 4 Uniques in hand: Boon of Growing Power (1E Slow, Sun/Moon/Plant), Regrow from Roots (1E Slow, Water/Earth/Plant), Sacrosanct Wilderness (2E Fast, Sun/Earth/Plant), Towering Wrath (3E Slow, Sun/Fire/Plant).
  • Starting income: 2 Energy, 1 Card Play.

Opening A — Lennert canonical 🟨 (default)

Saves 2E per early turn; reclaim on T4.

T1 · Growth: G1 (Minor) + G2 (+1E, place presence). Presence in starting land.

  • Target elements: 2 Sun + 1 Plant; save 2E. If 0-cost Sun Minor drops, place from bottom track; play Boon of Growing Power + that Minor.
  • Otherwise: place from top track (expose Sun); play only Boon.
  • Hits Spreading Wilds L1 + L2 (2 Sun + 1 Plant); clear lone-Explorer land, seed Wilds.

T2 · Growth: G1 (+1E, presence) + G3 (pay 3E, presence, Minor).

  • Income: 4E / 2 plays.
  • Target: 2 Sun + 1 Plant again; save 2E. Legal combos:
    • Sacrosanct Wilderness + any 0-cost Minor, OR
    • Regrow from Roots + any Sun Minor.

T3 · Growth: G1 + G3 again (both bottom-track).

  • Cards: Towering Wrath + Plant/Fire Minor + Plant Minor (e.g., Regrow from Roots).
  • Hits Punish Those Who Trespass L2 (4 damage at Range 0, 5–6 with planning) + Spreading Wilds L3 (+1 Range).
  • Energy tight — Wrath costs 3 of your 4E income; one companion must be 0-cost.

T4 · Growth: Reclaim. Repeat roughly T3 shape.

Opening B — T2 Wrath (damage-rush) 🟥

Play Wrath T2 for earlier burst. Lennert: typically a damage loss (fewer sites; only L1 Punish) and slows development — T3 can only place 1 presence.

Opening C — brunoxv’s “save 3E” 🟥

Save 3 rather than 2 on early turns so 3E growth option converts an unblighted presence into a sacred site same turn. Pushes Reclaim to T5.

Opening D — Major-rush (497328 variant) 🟥

T3 · Growth: G3 + Major (5+ Plant); forget Towering Wrath if better Major dropped.

The Jungle Hungers and Strangling Firevine are flagged as better 3-energy effects in games where site-clustering isn’t viable.

Opening Decision

  • Default Opening A — Lennert’s canonical balanced line.
  • Opening B/C in niche acceleration contexts.
  • Opening D in 3–4p where cluster-scaling loses value.

Card Priority Ratings

Uniques — Keeper-specific ranking

  1. Towering Wrath — site-cluster-scaled damage.
  2. Sacrosanct Wilderness — Wilds-scaled Fast damage.
  3. Boon of Growing Power — card-gain + partner amp.
  4. Regrow from Roots — situational Blight-cleanse.

Top 10 Minor Draft Picks (Sun + Plant + Fire)

#CardCostSpeedElementsWhy
1Reaching Grasp1FastSun, Water, PlantRange-extender for Punish
2Sky Stretches to Shore (if Major, skip — else sub)————
3Drift Down to Rest0SlowSun, Air, Plant0-cost Sun + Plant
4Unrelenting Growth0SlowSun, Plant0-cost double-prime
5Song of Sanctity0SlowSun, Plant, Animal0-cost triple-prime
6Gift of Constancy0FastSun, Plant, Animal0-cost Sun + Plant
7Sap Their Strength1FastMoon, Earth, PlantPlant + Moon
8Gift of Power1FastMoonUtility
9Pyroclastic Friction1FastFire, EarthFire-feeder
10Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost Plant

Top 5 Major Draft Picks

#CardCostSpeedElementsWhy
1Strangling Firevine3SlowFire, PlantLennert: “amazing for Keeper”
2The Jungle Hungers6SlowMoon, PlantPlant + multi-land
3Sky Stretches to Shore2FastSun, Moon, AirRange-extender
4Reaching Grasp———(if Major pool has Grasp — check)
5Trees Radiate Ancient Sanctity3FastMoon, Sun, Plant, EarthSun + Plant multi-land

Cards to Avoid

CardReason
Single-land non-Plant MajorsOff-axis
Presence-destroyersKeeper is presence-thin

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA★★★☆☆Wilds-cancel Explores; Wrath clears mid-game
EnglandA★★★☆☆Coastal Cities bypass Jungle-start range
SwedenA★★★☆☆[VERIFY]
France-PlantationA★★★☆☆[VERIFY]
ScotlandA★★★☆☆[VERIFY]
RussiaA★★★☆☆[VERIFY]
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

Board / StartRatingReason
Board B + Sands first-explore★☆☆☆☆“Keeper nightmare” (Stixidor) — no starting card solves a Sands; Sands at Range 2+
Others★★★☆☆Workable

Antistone: Across 12 draws, ~98.8% chance of drawing a useful land-clear. New blight rules mitigate the Board B trap further.

Game-Phase Strategy

Early (T1–3)

  • Save 2E per turn; cluster sacred sites.
  • Seed Wilds T1–T3 for Stage-2 Explore cancel.
  • T3 Towering Wrath for first burst.

Mid (T4–6)

  • Reclaim cycle every 3 turns.
  • Punish Those Who Trespass L2 for 4–6 damage.
  • Major integration (Strangling Firevine).

Late (T7+)

  • Wrath + Wilds cycle with 4+ sacred sites adjacent.
  • Punish L3 (4 Plant) for split-damage.

Synergy Partners (Multiplayer)

  • A Spread of Rampant Green — Gift of Proliferation jumps Keeper to 5E T2 / 7E T3.
  • Early-tempo partners (Sharp Fangs, Lightning) — pick up the slack T1–T2 (brunoxv).
  • Avoid: other slow spirits without external acceleration.

Common Mistakes

Lennert named mistakes

  1. Placing both presence from top track T1 without a plan. Stalls economy.
  2. Playing Towering Wrath T2 with no sacred-site cluster yet.
  3. 3–4p cluster-focused + zero late-game reach to other boards (nobody82b).
  4. Ignoring range-extenders in the Minor draft.

Tempo Profile

TurnTarget state
1G1+G2 + Boon; Spreading Wilds L1/L2; seed Wilds
2G1+G3 + Sacrosanct / Regrow + Minor; 4E income
3G1+G3 + Wrath + Minors; Punish L2 hits 4–6 damage
4Reclaim; reset
5+Wrath-every-Reclaim cycle; Major integration

Source Notes

  • Mechanics: data/references/wiki/keeper-of-the-forbidden-wilds.json (Wiki-parsed 2026-04-23).
  • Openings: Lennert BGG 1978655.

Heart of the Wildfire

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from latentoctopus Wildfire concepts + Openings 1–2 + jyonker13’s BGG openings thread 2313791.

At a Glance

FieldValue
ExpansionPromotional Pack 1
ComplexityHigh
Play Difficulty[VERIFY physical spirit panel]
Growth type“one” — pick one growth option per turn (bundled effects)
Power summary (1–5)Offense 5 · Control 3 · Fear 4 · Defense 1 · Utility 2
Primary ElementsFire (Special Rule + both innates) · Plant (Firestorm L2) · Air (Firestorm L3 + L4) · Earth (Regrows L3)
Special RulesBlazing Presence (Presence-placement = damage + Blight) + Flame’s Fury (the incarna-style Fire card)
AspectsNone
Rei’s GuideNot covered
latentoctopusConcepts + Opening 1 + Opening 2

Spirit Overview — Framing

Wildfire is “perhaps the most flexible and challenging Aggro Spirit the game has to offer” (jyonker13). Its identity is Blazing Presence — every Presence placement damages the land and (if 2+ Fire showing) adds Blight. You’re actively progressing the loss condition (latentoctopus) just by expanding, which means placement decisions are commitments, not free gains. Reclaim turns are structurally weak because placement is Wildfire’s damage, and a Reclaim turn is a no-placement turn.

Wiki-printed playstyle note:

Damage and fear machine extraordinaire, but also spreading blight at the same time. Can self-sustain and reposition with Regrows innate, but there’s a window before the innate is online where presence placement is a one-way commitment.

Identity capture (jyonker13, BGG):

Perhaps the most flexible and challenging Aggro Spirit the game has to offer.

The top track trap (latentoctopus): Wildfire’s top track is terrible — rushing 1 Energy delays 2 CP to T4 and 3 CP to T6, and the cumulative Energy gain vs. ignoring the top track is only ~+4 by T5 (= one G3). Default bottom track.

Complexity signal: High is accurate. The spirit has few decision axes but each is irreversible — placement, blight, reclaim timing. Losing a game to cascade-blight 3 turns ago is the signature Wildfire fail state.

Starting Setup

Put 3 Presence and 2 Blight on your starting board in the highest-numbered Sands. (Blight comes from the box, not the Blight Card.)

Three starting presences — highest starting count in the game — all pre-loaded on a 2-Blight land. Your starting board is a Wildfire kill zone out of the gate.

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

GrowthEffectsBest when
G1Reclaim + Gain 1 Power Card + +1 EnergyHand depleted; Boon-of-Abundance-equivalent turn
G2Gain 1 Power Card + Add Presence (Range 3)Card-gain + placement; Major draft
G3Add Presence (Range 1) + +2 Energy + Wildfire (special damage)Default — placement + energy + free damage

Note G3 has a Wildfire effect bundled — the placement triggers Blazing Presence, adding damage to the destination land automatically. G3 is your signature opening Growth.

Presence Tracks

  • Energy track (6 slots): energy0 → fire → energy1 → energy2 → fireplant → energy3
    • 0E → +Fire marker → 1E → 2E → +Fire + Plant marker → 3E
  • Card-play track (6 slots): card1 → fireX → card2 → card3 → fireX → card4
    • 1 CP → Fire scaling → 2 CP → 3 CP → Fire scaling → 4 CP

Starting income: 0 Energy, 1 Card Play. Energy-light and CP-tight early. Top track reveals 1 Energy after first presence placed — enough to explain why latentoctopus calls it “terrible” (one slot for one Energy, late).

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.
  • Push all Beast and any number of Dahan. If you add multiple Presence to the land, resolve effects once.

Placement = Damage. With 0 Fire markers revealed: 0 damage. With 1 Fire revealed: 1 damage on placement. With 2+ Fire: 1 damage + Blight on placement. Your Growth is a damage engine, not a neutral card-economy move.

Special Rule: Flame’s Fury (printed as a Unique)

See Unique card section below — Flame’s Fury is printed as a card but functions as a pseudo-special-rule in most Wildfire analysis.

Innate: Firestorm

  • Speed: Fast · Range: 0 · Target: Blight
LevelThresholdsEffect
11 Plant Plant1 Damage per 2 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.

Plant doubles the damage output — 1 damage per 2 Fire (L1) → 1 damage per 1 Fire (L2). This is why latentoctopus says “a Power that only grants Plant is better than one that only grants Fire” — hitting 3 Plant doubles every Firestorm’s output.

Innate: The Burned Land Regrows

  • Speed: Slow · Range: 0 · Target: Any
LevelThresholdsEffect
14 Fire Fire + 1 Plant PlantIf target land has 2 Blight or more, remove 1 Blight.
24 Fire Fire + 2 Plant PlantInstead, remove 1 Blight.
35 Fire Fire + 2 Earth Earth + 2 Plant PlantRemove another Blight.

Self-healing. High Fire-threshold (4+) means this unlocks mid-game when Fire markers stack, not T1.

Unique Cards (all 4, Wiki-verified)

Asphyxiating Smoke

  • 2 Energy · Slow · Range 2 from your Sacred Site · Any Land · Fire, Air, Plant
  • 1 Fear. Destroy 1 Town. Push 1 Dahan.

Town-killer at R2 (sacred-site extended). Fire/Air/Plant carries all three Wildfire-primary elements.

Flame’s Fury

  • 0 Energy · Fast · 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 per resolution.)

Damage-buff + 1 Energy gift. In solo, self-target for +1 damage on every damaging Power this turn. Fire/Plant carries threshold-critical elements.

Flash-Fires

  • 2 Energy · Slow · Range 1 · Any Land · Fire, Air
  • 1 Fear. 1 Damage.

The pivot card. latentoctopus: “Flash-fires should only be played if really needed, because it’s a terrible card: weak effect, high cost, bad elements (no Fire).” Actually has Fire per the Wiki parse — revisit: Fire, Air in its elements row. The card’s weakness is the ratio — 2E + Slow + 1 Damage + 1 Fear is dreadful on its face; its value is the Fire+Air element combo. The Major-draft opening exists largely to Forget this.

Threatening Flames

  • 0 Energy · Fast · Range 0 · Land with 1+ Blight and 1+ Invaders · Fire, Plant
  • 2 Fear. Push 1 Explorer/Town per Terror Level from target land to adjacent lands without your Presence. If there are no such adjacent lands, +2 Fear.

The starter-Ravage-mitigation card. 0-cost Fast, Fire+Plant. Push-scaling with Terror Level means T1 = 1 push, T3 = 3 push. Primarily used T1 on the starting-Sands land to push Explorers out before ravage.

Key Strategic Principles

  1. Bottom track by default. Top track is “terrible” per latentoctopus. G3 is the workhorse.
  2. Plant > Fire in draft priority. 3 Plant doubles Firestorm output; a Plant-only Minor outranks a Fire-only Minor.
  3. Placement is damage. Every Growth-triggered Presence-add does Blazing Presence damage. Plan placements into Ravage lands or pre-Ravage Build-threat lands.
  4. Reclaim is weak. Reclaim turns have no placement = no Wildfire damage. Minimize Reclaim cycles.
  5. Entrap the Forces of Corruption is game-changing. Blight-management Minors outrank raw-element picks.
  6. Flash-Fires is a forget candidate. Take a Major early only when you have a clean Forget target (Flash-Fires).
  7. Don’t Full Fuego when Invaders just explored into a blighted land — cascading blight will flip the card before you can recover.

Possible Openings

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

Shared starting state

  • 3 Presence on starting Sands land; 2 Blight on that land.
  • 4 Uniques in hand: Asphyxiating Smoke (2E Slow, Fire/Air/Plant), Flame’s Fury (0E Fast, Sun/Fire/Plant), Flash-Fires (2E Slow, Fire/Air), Threatening Flames (0E Fast, Fire/Plant).
  • Starting income: 0 Energy, 1 Card Play.
  • Growth type “one”: pick G1/G2/G3 per turn.

Opening A — Full Bottom Track (Minor/Mixed) 🟨 (default)

From latentoctopus Opening 1.

T1 · Growth: G3 bottom — Add Presence (R1) + 2E + Wildfire-damage.

  • Income: 2E from G3. Place presence into a Ravage land or high-threat land.

T1 · Play (2E, 1 CP): Asphyxiating Smoke — 2E Town-kill.

  • Pause-point: Threatening Flames is 0E — consider swapping if Asphyxiating target isn’t prime.

T2 · Growth: G2 top — Gain 1 Minor + Presence (R3).

  • Card-gain turn. Draft Plant/Fire priority.

T2 · Play (0E + drafted Minor energy, 1 CP): Threatening Flames to push Explorers from starting land.

T3 · Growth: G3 bottom — +Presence + 2E + Wildfire.

  • Firestorm L1 live if 1 Plant threshold hit (native elements from played cards).

T3 · Play (2E, 2 CP): Flame’s Fury + Flash-Fires/Minor.

T4 · Growth: G1 — Reclaim + Gain Minor (or Major if ready).

T5 · Growth: G3 bottom.

T4 end state (audit):

  • 5–6 presence on board, 3–4 lands with Blight.
  • 2 CP baseline.
  • Firestorm L1 reliable; L2 reachable if 3 Plant drafted.
  • Blight track has likely flipped — Regrows innate becomes critical.

Confidence: 🟨 latentoctopus’s primary opening. Works across most matchups except damage-resistant (England).

Opening A-Variant — Delayed 2-Fire (lower blight) 🟥

T1: G2 bottom + drafted Minor; play Flame’s Fury (3 damage via Special Rule + Firestorm). T2: G3 bottom; play Asphyxiating Smoke + Flash-Fires.

Trade-off: earliest 3 CP, lowest blight — but late 2-Fire means fewer Firestorm targets.

Opening B — Early Major (vs. damage-resilient adversaries, esp. England) 🟥

From latentoctopus Opening 2.

T1 · Growth: G2 bottom + Major gain (Forget Flash-Fires). T1 · Play: Threatening Flames.

T2 · Growth: G3 top (+1E + Presence). T2 · Play (3E, 2 CP): the Major (if cost ≤ 3E) or Asphyxiating Smoke.

T3 · Growth: G2 bottom + Minor (or second Major forgetting from discard). T3 · Play: Flame’s Fury + remaining Power.

T4 · Growth: G1 Reclaim + Gain.

Target: damage-resilient matchups where Firestorm alone can’t clear. latentoctopus: “Early Majors are often a gamble, but they can give Wildfire a (slim) fighting chance against damage-resilient adversaries, most notably England.”

Opening Decision

  • Default Opening A (Full Bottom) for Prussia, Sweden, France, Scotland, Russia, Habsburg at most levels.
  • Opening A-Variant when starting conditions demand low-blight T1–T2.
  • Opening B (Early Major) only vs. England or high-Health NI scenarios.

Card Priority Ratings

Uniques — Wildfire-specific ranking

  1. Threatening Flames — 0-cost Fast, starter-Ravage-management.
  2. Flame’s Fury — damage buff + Energy gift; fits every turn.
  3. Asphyxiating Smoke — Town-kill 2E.
  4. Flash-Fires — pivot card; forget on Opening B.

Top 10 Minor Draft Picks (Plant > Fire > Air)

#CardCostSpeedElementsWhy
1Entrap the Forces of Corruption1FastMoon, PlantBlight-management + Plant
2Quicken the Earth’s Struggles0SlowEarth, Plant, AnimalPlant + Earth + 0-cost
3Rain of Blood1SlowMoon, Fire, WaterFire + multi-element
4Unrelenting Growth0SlowSun, Plant0-cost Plant
5Sap Their Strength1FastMoon, Earth, PlantPlant + Earth
6Song of Sanctity0SlowSun, Plant, Animal0-cost Plant
7Fire and Flood2SlowFire, WaterFire-Water utility
8Pyroclastic Friction1FastFire, EarthFire + Earth
9Gift of Constancy0FastSun, Plant, Animal0-cost Plant flex
10Drift Down to Rest0SlowSun, Air, Plant0-cost Air + Plant

Top 5 Major Draft Picks (for Opening B)

#CardCostSpeedElementsWhy
1Pyroclastic Flow6SlowFire, EarthMulti-land damage + Fire
2Infinite Vitality4FastFire, Water, PlantFire + Plant
3Volcanic Eruption8SlowMoon, Fire, EarthLate-game closer
4Tigers Hunting3FastFire, AnimalCheap + Fire
5Pillar of Living Flame4FastSun, Fire, AirFire + Air + element-wide

Cards to Avoid

CardReason
Flash-Fires (reclaim target)Forget priority, not reclaim priority
Blight-adding Majors without Regrows-L2 onlineCompound loss-condition risk
Pure Defend-heavy cardsWildfire wants Offense / damage, not Defense

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
EnglandB★★☆☆☆Damage-resistant; Early Major the only line
Brandenburg-PrussiaA★★★★☆Placement damage + Build-prevention fits Prussia tempo
SwedenA★★★☆☆Build-spam compounds blight risk
ScotlandA★★★☆☆Coastal Cities are hard to Wildfire-clear
RussiaA★★★☆☆Dahan-destruction events don’t hurt Wildfire much
France-PlantationA★★★☆☆[VERIFY]
Habsburg MiningA★★☆☆☆Mine tokens don’t Destroy — blight risk compounds
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

[VERIFY — latentoctopus does not provide per-board ratings]. Heuristic: favor boards with central Sands/Mountains and isolated starting land so initial 2-Blight doesn’t cascade via adjacency.

Game-Phase Strategy

Early (T1–3)

  • Bottom-track G3 cadence. Asphyxiating Smoke + Threatening Flames to clear starting-Sands pre-ravage.
  • Firestorm L1 online by T2 with 1 Plant drafted.

Mid (T4–6)

  • Firestorm L2 (3 Plant) = 1 damage per Fire. With 4 Fire markers, that’s 4 damage per cast.
  • Regrows L1/L2 unlocks; self-heal cycle begins.
  • Flame’s Fury on self = +1 damage per damaging Power.

Late (T7+)

  • Firestorm L3 (4 Fire + 2 Air) — split damage across multiple Blighted lands.
  • Firestorm L4 (7 Fire) — board-nuke in a Blighted-Presence land.

Synergy Partners (Multiplayer)

  • Blight-removal partners — cover Wildfire’s structural weakness (Water Nourishes-level blight removal).
  • Defend partners — free Wildfire to place aggressively without Ravage-mitigation duty.
  • Fear-rush partners — Wildfire’s high Fear per kill snowballs with Fear-rush kits.

Common Mistakes

Patterns to watch for

  1. Top-track rush. Latentoctopus: terrible. Delays CP scaling by 1–2 turns.
  2. Full-Fuego T2 on already-blighted land. Causes cascades; blight track flips prematurely.
  3. De-blighting right before a Reclaim turn. gpope on BGG: “you’ll feel extremely stupid if you had one of those lands lined up and manageable and then removed blight before it got re-explored.”
  4. Reclaim without pre-positioning presence. Wildfire’s Reclaim is weak specifically because placement IS damage.
  5. Over-valuing the top track. Bottom-track G3 is the correct default.

Tempo Profile

TurnTarget state
1G3 bottom + Asphyxiating Smoke + 2E banked for Flash/Minor
2G2 top + Threatening Flames push + Minor drafted
3G3 bottom + Flame’s Fury + Minor; Firestorm L1 online
4G1 Reclaim + Gain; Firestorm L2 if 3 Plant drafted
5–6G3 bottom; Firestorm L2 + Regrows L1 cycle
7+Firestorm L3/L4; late-game board-nuke

Source Notes

  • Mechanics: data/references/wiki/heart-of-the-wildfire.json (Wiki-parsed 2026-04-23).
  • Openings: latentoctopus concepts + Opening 1 / Opening 2 pages.
  • BGG: jyonker13 thread 2313791.

Serpent Slumbering Beneath the Island

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from jyonker13’s BGG openings thread 2282835 + Zetan’s solo refinement.

At a Glance

FieldValue
ExpansionPromotional Pack 1
ComplexityHigh
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 2 · Control 2 · Fear 2 · Defense 4 · Utility 5
Primary ElementsEarth (Serpent Wakes + Rouses) · Fire + Water (Serpent Wakes + Rouses) · Moon (Rouses) · Plant (Wakes)
Special RulesDeep Slumber (5-presence cap; raise via Absorb Essence)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed
BGGjyonker13 thread 2282835

Spirit Overview — Framing

Serpent is an enabler-then-nuker — early turns are support via two Gift powers; mid-late, the Deep Slumber track absorbs presence off-board to power Serpent Wakes in Power + Serpent Rouses in Anger. jyonker13:

Being effective as a multiplayer Serpent hinges on predictive management of your own Presence cap, and a working knowledge of the Reclaim cycles of the other Spirits at your table.

Non-obvious traits:

  • Solo vs multi divergence is sharper than any other spirit. In solo, Gifts self-target. In 2P+ 3 of 4 starting cards must target another spirit — there will be no-innate turns.
  • Presence-cap management is active. Other spirits accidentally accelerate your wake via lent elements; maxing out = “only half wake up.”
  • Gifts reshape partner reclaim cycles. Primordial Deeps delays reclaim; Flowing Power accelerates discard.

Complexity signal: High is accurate. Different spirit in solo vs. multi.

Starting Setup

Put 1 Presence on your starting board in land #5.

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

GrowthEffectsBest when
G1Reclaim + Move 1 Presence (Range 1)Reclaim cycle + reposition
G2Gain 1 Power Card + +1 EnergyCard + energy
G3+4 EnergyBig energy spike for Majors
G4Add Presence (Range 0, No-Blight)Spread on safe lands

Presence Tracks

  • Energy track (8 slots): energy1 → fire → any → reclaim1E → earth → energy6 → any → energy12
  • Card-play track (7 slots): card1 → moonX → card2 → waterX → serpent → card4 → card5reclaim1

Starting income: 1 Energy, 1 Card Play. Energy track peaks at 12 E and has TWO “any element” slots — the scaling is enormous.

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.

Serpent’s presence cap starts at 5 and expands via Absorb Essence casts. Managing this cap is the whole game.

Innate: Serpent Wakes in Power

  • Speed: Slow · 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+ 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+ Absorbed Presence may do likewise.

The team-rewarding innate. Partners with Absorbed Presence benefit.

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 / City.
22 Moon Moon + 2 Earth EarthFor each 2 Moon + 2 Earth you have, 2 Fear + Push 1 Town from target land.
35 Moon Moon + 6 Fire Fire + 6 Earth EarthCost 7 Energy. In every land in the game: X Damage, where X is Presence in and adjacent to that land.

L3 is a board-wide nuke at 7E cost. The “steamroll” turn.

Unique Cards (Serpent has special Uniques; let me list what I have)

[VERIFY — Wiki-fetch didn't parse Serpent's uniques cleanly; the 4 canonical uniques are:]

Elemental Aegis

  • 1 Energy · Fast · Range 0 · Any Land · Fire, Water, Earth
  • Defend 2 in target land and all adjacent lands. For every Presence on your “Deep Slumber” track, Defend 1 in target land and all adjacent lands.

The Deep-Slumber-scaled Defend. Reclaimed every turn in the solo build.

Absorb Essence

  • 0 Energy · Fast · Range 0 · Any Land · Moon, Water
  • Absorb 1 of your Presence (remove from the game, covering your limit). Gain 3 Energy. Target Spirit gains 1 element that target Spirit has.

Presence → Energy conversion. Core to the Serpent economy.

Gift of Flowing Power

  • 0 Energy · Fast · No Range · Another Spirit · Water, Earth, Plant
  • Target Spirit gains an extra Power Card play this turn. Serpent gains an element that target Spirit has.

Partner extra-play + element theft.

Gift of the Primordial Deeps

  • 0 Energy · Fast · No Range · Another Spirit · Moon, Water, Earth
  • Target Spirit plays a Minor Power from the top of the Minor deck for free. Serpent gains an element that target Spirit has.

Partner free-Minor + element theft.

Key Strategic Principles

  1. Solo and multi are different spirits. Solo self-target Gifts; multi target partners.
  2. Don’t wake up too fast. jyonker13: “The biggest mistake you can make is attempting to wake up too fast at the expense of the board state.”
  3. Earth is pivotal. Gated behind T3 growth track — can’t be rushed.
  4. Absorb Essence is the bridge. Present → Energy + partner element-gift in one play.
  5. Elemental Aegis is reclaim-engine material.
  6. Choose Gift by partner tempo fit, not by element color.

Possible Openings

Shared starting state

  • 1 Presence on land #5.
  • 4 Uniques: Elemental Aegis, Absorb Essence, Gift of Flowing Power, Gift of the Primordial Deeps.
  • Starting income: 1 Energy, 1 Card Play.

Opening A — Multi-player canonical (jyonker13) 🟨

T1 · Growth: G2 (+1E, gain Minor, presence from plays). T1 · Play: Gift of Flowing Power OR Gift of Primordial Deeps at a partner.

T2 · Growth: G3 (+4E, presence from plays). T2 · Play: Absorb Essence + Elemental Aegis.

  • Absorb nets +3E and grants a partner an element. Use Absorb’s “any” element as Earth to hit Serpent Rouses L1.

T3 · Growth: G4 (+Major, +1E, presence from energy). T3 · Play: remaining Gift + lesser Minor. Forget weaker Minor.

T4 · Growth: G1 Reclaim All + Move presence + Add from energy.

Opening B — Solo (Zetan refinement) 🟨

T1 · Growth: G2 (+1E, Minor, presence from bottom). T1 · Play: Gift of Flowing Power → play Gift of Primordial Deeps.

  • Place presence in City-building land or Town-with-no-Dahan.
  • If GoFP’s new Minor has Fire+Earth, push Serpent Rouses to Town-destroy T1.

T2 · Growth: G3 (+4E, presence from bottom). T2 · Play: Absorb Essence + Elemental Aegis. Position presence to cover all ravages.

T3+ · Growth: G1 Reclaim All + Move + add from top. T3+ · Play: Flowing Power + Aegis. Reclaim Aegis every turn.

T5+: Shift to Majors once Earth is uncovered. Eventually uncover card plays — 4 plays (effectively 5 with Flowing Power) becomes brutally destructive.

Opening Decision

  • Default Opening A in multi.
  • Default Opening B in solo.

Card Priority Ratings

Uniques — Serpent-specific ranking

  1. Absorb Essence — Presence→Energy bridge.
  2. Elemental Aegis — reclaim-engine Defend.
  3. Gift of Flowing Power — partner-extra-play.
  4. Gift of the Primordial Deeps — partner free-Minor.

Top 10 Minor Draft Picks (Earth/Fire/Water)

#CardCostSpeedElementsWhy
1Pyroclastic Friction1FastFire, EarthFire + Earth
2Call of the Dahan Ways1SlowMoon, EarthEarth-feeder
3Absorb Essence (extra copy)————
4Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost Earth + Plant
5Rain of Blood1SlowMoon, Fire, WaterFire + Water
6Sap Their Strength1FastMoon, Earth, PlantEarth + Plant
7Absorb Essence0FastWater0-cost Water
8Unrelenting Growth0SlowSun, Plant0-cost Plant
9Pull Beneath the Hungry Earth0SlowMoon, Earth0-cost Earth
10Call to Isolation0SlowWater, Animal0-cost Water

Top 5 Major Draft Picks

Serpent welcomes Majors — Wakes L3 gives free one. Target high-Energy multi-land damage/utility.

#CardCostSpeedElementsWhy
1Pyroclastic Flow6SlowFire, EarthFire + Earth prime
2Tsunami7SlowMoon, Water, EarthWater + Earth
3Volcanic Eruption8SlowMoon, Fire, EarthLate-game closer
4Manifest Incarnation3FastMoon, Plant, Animal, WaterWater + Plant
5Weave Together a Fabric of Place4FastSun, Moon, Air, Water, EarthFive-element

Cards to Avoid

[VERIFY] — thin BGG data.

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA★★★★☆Strong late-game board-wipe
EnglandA★★★☆☆[VERIFY]
SwedenA★★★☆☆[VERIFY]
France-PlantationA★★★☆☆[VERIFY]
ScotlandA★★★☆☆[VERIFY]
RussiaA★★★☆☆[VERIFY]
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

[VERIFY]. Focuscoene’s question — “every time I use this opening I blight in both lands T3” — answered: Serpent trades early blight acceptance for late-game steamroll. Don’t panic-pivot on T3 blight.

Game-Phase Strategy

Early (T1–3)

  • Gifts T1 (partner or self); Absorb + Aegis T2.
  • G3 energy spike.
  • Serpent Rouses L1 online via Fire + Earth starter elements.

Mid (T4–6)

  • Shift to Majors after Earth uncover.
  • Elemental Aegis reclaim-loop.
  • Wakes L2 with 2W/3E/2P.

Late (T7+)

  • Wakes L3 (free Major without Forget!).
  • Rouses L3 (Cost 7 board-wide damage).

Synergy Partners (Multiplayer)

  • Bringer of Dreams and Nightmares — Primordial Deeps T1: Bringer plays extra Minor + innates for 3 Fear + grants Serpent Earth (enables T1 Serpent Rouses Town-push).
  • Vital Strength of the Earth — Flowing Power T1: Earth plays Rituals + Draw + Gift of Strength L1.
  • Wildfire — Flowing Power T1: Flash Fires + Asphyxiating Smoke.
  • Lightning’s Swift Strike — Flowing Power T1: grants Fire, enables Harbingers + Shatter + Thundering Destruction L1.
  • Shadows Flicker Like Flame — Deeps T1 + Flowing Power T3 sequence.

Common Mistakes

jyonker13 named mistakes

  1. Waking too fast at the expense of board state. The biggest Serpent mistake.
  2. Maxing presence on-track — hitting cap → Wakes-in-Power only half-fires.
  3. Solo ignoring the “target self with any-spirit cards” rule (JE manual p. 22).
  4. Multi picking Gifts by element rather than partner-tempo fit.

Tempo Profile

TurnTarget state
1G2 + Gift to partner; Serpent Rouses L1 if Fire+Earth available
2G3 (+4E) + Absorb Essence + Elemental Aegis
3G4 (+Major) + remaining Gift + Forget weaker Minor
4G1 Reclaim All + redeploy
5+Wakes L2; Earth uncovered → Majors
8+Wakes L3 (free Major!); Rouses L3 board-wipe

Source Notes

  • Mechanics: data/references/wiki/serpent-slumbering-beneath-the-island.json (Wiki-parsed 2026-04-23).
  • Openings: jyonker13 BGG 2282835 + Zetan solo variant.

Downpour Drenches the World

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics (if any), live mindwanderer stats, board ratings.

Strategic framing paraphrased from latentoctopus Downpour concepts + jyonker13’s BGG openings thread 2496834.

At a Glance

FieldValue
ExpansionPromotional Pack 2 (Feather and Flame)
ComplexityHigh
Play Difficulty[VERIFY physical spirit panel]
Growth type“one” — pick one growth option per turn (each bundles 2–4 effects)
Power summary (1–5)Offense 2 · Control 3 · Fear 1 · Defense 5 · Utility 3
Primary ElementsWater (all tiers, Special-Rule fuel) · Plant · Air · Earth
Special RulesDrench the Landscape (Sacred Site also Wetlands) + Pour Down Power Across the Island (2 Water → +1 Energy OR Repeat a land-targeting Power Card)
AspectsNone
Rei’s GuideNot covered
latentoctopusConcepts + Opening 1

Spirit Overview — Framing

Downpour is the game’s team-amplifier — a spirit whose kit multiplies everyone else’s plays rather than stacking its own damage. The Pour Down Power Across the Island rule converts Water into the two rarest currencies: bonus Energy or a second cast of a land-targeting Power Card. That choice — repeat a Power or bank Energy — is the most-repeated decision across a Downpour game.

Wiki-printed playstyle note (verbatim):

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.

Identity capture (jyonker13, BGG):

It’s a Spirit of excess, and of understanding relative value, so on some level your success is determined by how well you shore up the gaps in your team’s abilities.

Complexity signal: High is accurate. Three layered decisions per turn — which card to play, which to repeat, whether to Energy-bank — on top of element counting, Wetlands-spread topology, and team coordination. Not a beginner spirit.

Starting Setup

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

Only 1 starting presence — Downpour builds density slowly. Every early Growth adds board coverage, which in turn powers Rain and Mud Suppress Conflict and widens the Wetlands footprint (via Drench the Landscape at sacred sites).

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

GrowthEffectsBest when
G1Reclaim + Gain 1 Power Card + Move 1 Presence (Range 2)Hand depleted; repositioning presence to ally’s board
G2+Presence (R2) + +Presence (R2) + 2 Water markers (cost: discard 2 cards)Need board spread + Water-engine fuel
G3Gain 1 Power Card + Add Presence (Range 3) + +1 EnergyDefault opening + midgame; balanced card + placement + energy

G2’s discard cost matters — 2 cards from hand pay for the +2 presence + 2 Water. Early-game G2 is a T2–T3 move when Reclaim is close, not T1.

Presence Tracks

  • Energy track (8 slots): energy1 → water → plant → water → energy2air → water → earth → doublewater
    • 1E → +Water marker → +Plant → +Water → 2E + Air → +Water → +Earth → 2× Water
  • Card-play track (6 slots): card1 → movepres → waterX → card2 → movepres → card3
    • 1 CP → Move Presence → Water scaling → 2 CP → Move Presence → 3 CP

Starting income: 1 Energy, 1 Card Play. The energy track is unusual — most slot-reveals are markers, not energy. Water markers stack as a persistent second currency feeding Pour Down every turn.

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.

A sacred site (2+ presence) is also a Wetland for your Unique-targeting. Expands Dark Skies (R1 from Wetland) reach and triggers Wetland-conditional clauses on Unbearable Deluge and Foundations Sink into Mud.

Special Rule: Pour Down Power Across the Island

For each 2 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.) (Max 5 times per turn, no matter how much Water you have.)

The engine. 10 Water = 5 uses, mixing Energy-gain and Power-repeat freely. The 5-use cap bounds the late-game ceiling.

Energy-bank vs. Repeat — the signature decision

jyonker13: “Accumulating Energy can be absurdly good on this Spirit.” Converting 10 Water into 5 Energy instead of 5 Repeats gives you a 5E spike for next turn’s Major — a legitimate line, not a default loss. Per-turn: does this turn have a better Power to Repeat, or does next turn need the Energy?

Innate: Rain and Mud Suppress Conflict

  • Speed: Fast · Target: You (passive)
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 EarthInstead, each of your Presence grants Defend 1 and lowers Dahan counterattack damage by 1 (per presence — the cap is removed).
33 Air Air + 9 Water Water + 2 Earth Earth2 Fear. In your lands, Invaders and Dahan have −1 Health (min 1).

Rain and Mud scales per Presence. A 3-presence land under L2 is Defend 3 + counter-reduction 3. The Dahan-counter-reduction half also hits allies’ Dahan output, which is why sloppy placement can gimp partner damage.

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 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.
37 Water Water + 2 Earth Earth + 3 Plant PlantWhen Blight would be added to target land, instead leave it on the card.

Blight-cancel at L3 is Downpour’s late-game ceiling alongside Tsunami.

Unique Cards (all 4, Wiki-verified)

Dark Skies Loose a Stinging Rain

  • 1 Energy · Fast · Range 1 from a Wetland · Any Land · Moon, Air, Water
  • Isolate target land. Push up to 1 Explorer and up to 2 Dahan.

Ranged Isolate — sacred sites double as Wetlands for extended reach. Push-into-ally-lands enables counterattacks.

Gift of Abundance

  • 1 Energy · Fast · No Range · Another Spirit · Sun, Air, Water, Plant
  • Target Spirit either gains 2 Energy, or may Repeat one Power Card this turn by paying its cost. Either you or target Spirit may add 1 Destroyed Presence to a Wetland where you have Presence.

Downpour’s signature ally-gift and the opening’s default play. Scales with partner capability; recovers destroyed Presence. latentoctopus recommends this as the T1 default.

Unbearable Deluge

  • 0 Energy · Fast · Range 0 · Any Land · Air, Water, Earth
  • 1 Fear. Push 2 Dahan. Defend 3. If target land is a Wetland, Isolate it.

0-cost Fast Defend + Isolate in Wetlands (including sacred-site Wetlands via Drench the Landscape). The universal Defend option when Rain-and-Mud isn’t online yet.

Foundations Sink into Mud

  • 1 Energy · Slow · Range 0 · Any Land · Water, Earth
  • 2 Damage to Town. If target land is a Wetland, you may instead deal 1 Damage to each Town/City.

Wetland-conditional AOE: in a Wetland with multiple Towns/Cities, this is a board-clearer at 1E. Pour Down repeat converts it into a 2-land AOE turn.

Key Strategic Principles

  1. Water is the engine. Every Water source — track, marker, card, innate — fuels Pour Down. Draft Water-producing Minors aggressively.
  2. Repeat vs. Energy is a per-turn decision. Don’t auto-Repeat. Bank Energy when this turn lacks a high-value Repeat target.
  3. Wetland-footprint = reach. Every second presence on a land = sacred site = Wetland. Density doubles your Wetland-triggered effects.
  4. Majors are a T8+ concern. latentoctopus: “A Major can be gained earlier on (turn 5 or 6), but usually the Energy is better spent repeating Uniques or Minors.”
  5. Rain and Mud is double-edged. Counterattack-reduction hits Dahan counters too — coordinate placement with partners before T3.
  6. Gift of Abundance is a twice-per-turn card. Pour Down’s Repeat option lets it fire twice most turns — effectively 4 Energy per cycle to an ally.

The canonical Downpour mistake

jyonker13: wasting all 4–5 Pour Down uses on Repeats when 2–3 should have been Energy for next turn’s Major. Downpour is the only spirit where “do less this turn” is often mathematically correct.

Possible Openings

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

Shared starting state

  • 1 Presence on board: lowest-numbered Wetland.
  • 4 Uniques in hand: Dark Skies Loose a Stinging Rain (1E Fast, Moon/Air/Water), Gift of Abundance (1E Fast, Sun/Air/Water/Plant), Unbearable Deluge (0E Fast, Air/Water/Earth), Foundations Sink into Mud (1E Slow, Water/Earth).
  • Starting income: 1 Energy, 1 Card Play.
  • Growth type “one”: pick one of G1/G2/G3 per turn.

Opening A — Bottom-track Hybrid (Minors) 🟨 (default)

Adapted from latentoctopus Opening 1.

T1 · Growth: G3 — Gain 1 Power Card (draft Minor, Water/Plant priority) + Add Presence (R3) + +1 Energy.

  • Income: 1E (track) + 1E (G3) = 2E this turn.

T1 · Play (2E, 1 CP): Gift of Abundance targeting an ally (2 Energy gift or Repeat enable).

  • Pause-point: solo or no suitable ally → swap to Unbearable Deluge (0E Defend) + bank 1E.

T2 · Growth: G2 — +2 Presence + 2 Water markers (cost: discard 2 cards).

  • Pause-point: discard the 2 cards you need least this cycle — drafted weak Minors, or Foundations Sink when Wetland-trigger isn’t reachable.

T2 · Play (1E, 2 CP): Unbearable Deluge + drafted Minor.

  • Pour Down: bank 1 Energy → enter T3 with 2E cushion.

T3 · Growth: G1 — Reclaim + Gain 1 Power Card + Move 1 Presence (R2).

  • Reclaims hand. +1 card. Income: 1E (track) + 2E banked = 3E.

T3 · Play (3E, 2 CP): Gift of Abundance (+Repeat via Pour Down → double-gift to ally) + Dark Skies Loose a Stinging Rain on a Ravage land.

  • Pause-point: Ravage turn (Ravages began T2). Rain-and-Mud L1 (1 Air + 3 Water) reachable? If not, Unbearable Deluge’s Defend 3 covers one land instead.

T4 · Growth: G2 or G3 — depending on card-hand state.

T4 end state (audit):

  • 5–6 presence on board.
  • 2 CP baseline.
  • Rain and Mud L1 reliably online.
  • Water-marker bank sufficient for 2–3 Pour Down uses per turn.
  • 2–3 Minors drafted (Water-prime). No Major yet.

Confidence: 🟨 latentoctopus’s primary opening. Plays well in 2P+; solo is slower (Gift’s ally-benefit wastes on self).

Opening B — 3-CP Bottom Track 🟥 (variant)

latentoctopus explicitly flags this as generally not worth it: lower Energy income, later Major, and 2 CP is usually sufficient because Pour Down repeats plays.

  • Diverges at T6: G2 bottom to 3 CP. T7 Reclaim + Gain. T8 G2 bottom + play 3.

Use only when partner’s kit specifically eats extra Downpour CP (rare).

Opening Decision

  • Default to Opening A across all base adversaries.
  • Solo: Opening A still works; substitute self-target where Gift’s ally-benefit would be wasted.
  • 3-CP variant: only when partner coordination demands it.

Card Priority Ratings

Uniques (Downpour-specific ranking)

  1. Gift of Abundance — ally multiplier, played every turn.
  2. Unbearable Deluge — 0-cost Fast Defend; Wetland Isolate.
  3. Dark Skies Loose a Stinging Rain — ranged Isolate + Push.
  4. Foundations Sink into Mud — Wetland AOE; situational but powerful.

Top 10 Minor Draft Picks (Water-prime)

#CardCostSpeedElementsWhy
1Rain of Blood1SlowMoon, Fire, WaterWater-dense + Fear
2Drifting Into Stillness1SlowMoon, PlantPlant-feeder
3Absorb Essence0FastWaterPure Water
4Purify the Land0SlowMoon, Water, PlantBlight-removal + elements
5Ravaged Undergrowth Slithers Back0SlowWater, Earth, PlantTriple-prime elements
6Call to Isolation0SlowWater, AnimalIsolate utility
7Travel Unsuspected1FastAir, WaterAir/Water for Rain-and-Mud
8Gift of Proliferation1FastPlant, WaterPlant+Water for Water Nourishes
9Sea Monsters2SlowMoon, Water, AnimalWater-rich expensive
10Call of the Deeps1SlowWater, AnimalSingle-Water utility

Top 5 Major Draft Picks

#CardCostSpeedElementsWhy
1Tsunami7SlowMoon, Water, EarthLate-game closer; Water-rich
2Manifest Incarnation3FastMoon, Plant, Animal, WaterMulti-element utility
3Flow Like Water, Reach Like Air2FastSun, Air, WaterWater-feeder
4Dissolve Into Mist4FastAir, WaterWater + utility
5Trees Radiate Ancient Sanctity3FastMoon, Sun, Plant, EarthOff-Water but high-impact board control

Cards to Avoid

CardReason
Single-land non-Water MajorsPour Down wants multi-land repeat targets
Explorer-destruction heavy kitDownpour prefers Explorers moved not destroyed

Adversary Matchup Matrix

AdversaryRatingMatchup note
England★★★★☆Rain-and-Mud scales vs. coastal City ravages; Water Nourishes de-Blights
Brandenburg-Prussia★★★☆☆Build pressure punishes slow setup; need T2 Wetland Deluge online
Sweden★★★☆☆Fear-light kit fights Downpour tempo
Russia★★☆☆☆Bad matchup per latentoctopus — lacks Explorer-removal; minors must cover
France-Plantation★★★☆☆[VERIFY]
Habsburg Mining★★★☆☆[VERIFY]
Scotland★★★☆☆[VERIFY]
Habsburg Livestock★★☆☆☆[VERIFY]

Board / Map Configuration

[VERIFY — latentoctopus does not provide per-board ratings]. Heuristic: favor boards with central Wetlands + adjacent low-number lands. Board E’s Wetland-heavy topology pairs naturally with Drench the Landscape.

Game-Phase Strategy

Early (T1–3)

  • G3 → G2 → G1 cadence. Gift of Abundance every turn.
  • Rain-and-Mud L1 online by T3.

Mid (T4–6)

  • 2 CP reliable. Pour Down 2–3 uses per turn.
  • Foundations Sink on multi-Town Wetlands is the mid-game spike.

Late (T7+)

  • Major drafted (Tsunami, Manifest Incarnation).
  • L2 innates reliable; Pour Down at 5-use ceiling.

Synergy Partners (Multiplayer)

  • Damage-dealing partners — Gift’s Repeat turns their Majors into double-plays.
  • Stacked-Town partners — Foundations Sink benefits from banked Towns.
  • Card-hungry partners — Gift’s 2E gift fuels Major-drafters.
  • Explorer-removal partners — covers Downpour’s Russia weakness.

Common Mistakes

Patterns to watch for

  1. All Pour Down on Repeats. Energy-banking is legitimate.
  2. Rain-and-Mud gimping ally Dahan. Coordinate placement before T3.
  3. Early Majors. Downpour’s Energy is better spent on Repeats through T6.
  4. Ignoring Wetland topology. Without density, Unbearable Deluge’s Isolate never fires.

Tempo Profile

TurnTarget state
1G3 + Gift of Abundance + 1 Minor drafted
2G2 + Unbearable Deluge + 1 Minor played
3G1 Reclaim + Gift Repeat + Dark Skies; Rain-and-Mud L1
4–5G2/G3 alternating; 2–3 Pour Down uses/turn
6–72 CP baseline; Water Nourishes L2
8+Major drafted; L2 innates reliable

Source Notes

  • Mechanics: data/references/wiki/downpour-drenches-the-world.json (Wiki-parsed 2026-04-23).
  • Openings: latentoctopus concepts + Opening 1 pages.
  • BGG: jyonker13 thread 2496834.

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

Remove ≠ Destroy — Finder-specific draft priority

Element-affinity scoring can undersell Powers that use the Remove keyword. Finder’s Responsibilities to the Dead penalty triggers on your Actions that Destroy (or move-to-destruction) Dahan/Invaders — it does not trigger on Remove. So Remove-based clears sidestep Finder’s structural downside entirely (no presence destroyed, no energy lost).

Tradeoff: Remove doesn’t generate Fear on its own (only Destroy does). You’re trading Fear for board-state without the self-damage tax — pair with a fear-generating teammate when possible.

Flag as “better than the element-score suggests” for Finder drafts:

  • Vanish Softly Away, Forgotten by All (Major, 3, Slow, Range 2, Moon/Air, JE) — “Remove 1 Invader and 1 Explorer/Town. OR Remove all Damaged Invaders. Adversary or Scenario rules that prevent or alter Removal do not affect this Power.” Threshold 3 Moon / 3 Air: in any 2 lands with 4+ Invaders, Remove 1 Invader. Moon/air aligns with Finder’s track; the adversary-proof clause is a bonus against Removal-blocking rules.
  • Sleep and Never Waken (already listed above; its Explorer/Town Remove half is the same interaction).

Any Major that says “Remove” instead of “Destroy” deserves a second look in a Finder draft.

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

  1. Remove, don’t Destroy. Responsibilities to the Dead penalises Destruction, not Removal. Prefer Powers whose text says Remove — Vanish Softly Away, Sleep and Never Waken’s Explorer/Town half, Push-to-ocean/off-board effects — when you need to clear a land. Save Destroy-based clears for when a teammate can cover the fear gap.
  2. Push is your native offense. Lay Paths They Cannot Help But Walk and Close the Ways are both Push-centric. Pushing Invaders into teammate lands, into ocean, or into Dahan counter-attacks kills without tripping the penalty.
  3. Open the Ways is a range multiplier. Connecting two of your lands as adjacent stretches every Range-1/Range-2 Power — including drafted Majors. Plan the adjacency before you commit your Actions for the turn (you can change it once between Actions).
  4. Element thresholds gate the innates — moon/air is the primary axis (Lay Paths L1, Close the Ways, and Vanish Softly all key off it). Draft to stack moon + air first; sun and water are secondary.
  5. Don’t sit on the starting board alone. Setup puts presence on two separate boards; Open the Ways wants you bridging them. Fold early presence into the “bridge” land pair so adjacency has reach.

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: 6 Unique Power Cards (see Element math 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)

Element math from Uniques — every played card counts

Both innates are Fast (engine spirits.json). Their thresholds check every Element you have this turn: each card played in the Spirit Phase grants its Elements from the moment it’s played, Fast or Slow, and uncovered Presence-track Element spaces count too (Core rulebook pp.14, 16; data/references/rules/open-questions.md Q10). So Slow Uniques feed the Fast innates on the turn you play them.

The Wiki parse below missed the Uniques. The engine (power_cards.json) lists six:

UniqueCostSpeedElements
A Circuitous and Wending Journey0SlowMoon, Air
Aid from the Spirit-Speakers2FastSun, Fire, Air, Animal
Offer Passage Between Worlds1FastSun, Moon, Air
Paths Tied by Nature0SlowSun, Air, Earth, Plant
Traveler’s Boon0FastMoon, Air, Water
Ways of Shore and Heartland1SlowAir, Water, Earth

Close the Ways thresholds (engine; each level is a separate Power, “Isolate target land”): 2 Water Water + 1 Air Air · 2 Earth + 2 Air · 2 Plant + 3 Air.

Reach from Uniques alone (every Unique carries Air; no card lists an Element twice):

  • Lay Paths L1 (2 Moon + 2 Air): any two of Circuitous / Offer Passage / Traveler’s Boon. Cheapest: Circuitous (Slow) + Traveler’s Boon → 0E, 2 Card Plays.
  • Lay Paths L2 (2 Sun + 2 Air): any two of Aid / Offer Passage / Paths Tied. Cheapest: Paths Tied (Slow) + Offer Passage → 1E, 2 Card Plays.
  • Lay Paths L3 (2 Moon + 4 Air + 3 Water): only Traveler’s Boon and Ways carry Water among the Uniques, so the third Water must come from a Presence-track Water space or a drafted card.
  • Close the Ways: Water level — Traveler’s Boon + Ways (1E). Earth level — Paths Tied + Ways (1E). Plant level — Paths Tied is the only Plant Unique, so the second Plant must come from a drafted card.
  • 1-Card-Play turns: no Unique gives 2 of any Element, so on 1 CP no innate level fires from Uniques alone unless Presence-track Elements make up the gap. You start at 1 CP; G2’s “+1 Card Play this turn” makes T1 a 2-play turn at 0E — enough for Circuitous + Traveler’s Boon (Lay Paths L1).
  • Presence-track Elements (engine presenceTrackNodes): Finder’s tracks include Sun, Earth, Moon, Water, and Air spaces; each uncovered one adds its Element every turn. The first spaces off the starting slots give Sun (top) or Earth (bottom).

Unique Power Cards

No Unique cards parsed.

Invader phase by turn (base deck)

TurnExploreBuildRavageNotes
1✓✓—Ravage-protection effects are dormant T1. First Build (Setup’s Explore card).
2✓✓✓First Ravage (Setup’s card); Ravage-protection becomes material.
3✓✓✓Ravage continues.
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. Total the turn’s Elements — when claiming an innate fires, count every card played this turn, Fast or Slow, plus uncovered Presence-track Elements. A Slow card’s Elements count toward a Fast innate (Core rulebook p.16; open-questions.md Q10).
  4. Flag dormant effects — Ravage-protection, Defend N, etc. are null T1 in base play (the first Ravage is T2). 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 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing from taurunti’s obsidian-spiritisland notes + BGG thread 2924043. No Rei / latentoctopus / Phantaskippy coverage.

At a Glance

FieldValue
ExpansionHorizons of Spirit Island
ComplexityLow
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 5 · Control 2 · Fear 2 · Defense 1 · Utility 1
Primary ElementsFire · Animal (both innate all tiers) · Earth (L2+)
Special RulesTerritorial Aggression (+1 Damage to every damage-dealing Power — including Minors/Majors)
AspectsNone
HoSIYes — pairs with Base Minors + Majors
Wiki GuidesNone official; taurunti community notes

Spirit Overview — Framing

Devouring Teeth is a territorial ambush predator — Range-0 offensive spirit that walks itself to threats via its innate’s Gather threshold. Territorial Aggression gives +1 Damage to every damage-dealing Power, weaponizing the whole draft pool.

Wiki-printed playstyle note:

Range-0 aggressor. Innate Gathers the spirit into Invader lands; Territorial Aggression amplifies all damage.

Teaching role: demonstrates range-0 + mobility; small damage bumps compound.

Complexity signal: Low — appropriate for an onboarding spirit.

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

GrowthEffectsBest when
G1Reclaim + Add Presence (R0)Reclaim + stack
G2Gain 1 Power Card + Add Presence (R1)Card + close spread
G3Add Presence (R2) + +3 EnergySpread + energy

Presence Tracks

  • Energy: energy2 → fire → energy3 → energy4 → animal → energy6 → energy7
  • CP: card1 → card2 → animalX → fireX → card3 → earthX → card4

Starting income: 2 Energy, 1 Card Play.

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.)

+1 Damage to every damage Power. A 1-damage Minor becomes 2-damage; a 3-damage City-killer becomes 4.

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. (Required.)
22 Fire Fire + 1 Earth Earth + 2 Animal Animal1 Damage. (+1 from Territorial Aggression)
33 Fire Fire + 1 Earth Earth + 3 Animal Animal2 Damage.
44 Fire Fire + 2 Earth Earth + 5 Animal Animal2 Fear. 4 Damage.

L1 is the mobility lever: Gather moves Teeth into the target land (required). L2+ adds damage with the +1 Territorial bonus.

Unique Cards (all 4, Wiki-verified)

[VERIFY cost/text via physical copy]:

  • Herd Towards the Lurking Maw — push Dahan; Defend utility.
  • Ferocious Rampage — multi-Invader damage.
  • Mark Territory with Scars and Teeth — Fast multi-Invader.
  • Gift of Furious Might (shared HoSI unique) — partner-amp or self-cast for easy City-kill.

Key Strategic Principles

  1. Fire + Animal — draft priority.
  2. Territorial Aggression multiplies drafts. Gold’s Allure, Quicken the Earth’s Struggles, Call to Guard are standouts per taurunti.
  3. Gather tier is required, not optional — this is the whole point of the innate.
  4. Gift of Furious Might is arguably the easiest City-killer in HoSI thanks to Territorial Aggression turning “3 Damage” into 4.
  5. Don’t draft Moon/Water out of excitement — they don’t fire the innate.

Possible Openings

Shared starting state

  • 1 Presence on land #5.
  • 4 Uniques in hand.
  • 2 Energy, 1 Card Play.

Opening A — taurunti Standard 🟨

T1 · Growth: G3 bot (+Presence 0, +Presence 1, +3E → 3E). T1 · Play: Herd Towards the Lurking Maw + Ferocious Rampage. Clears a freshly-explored land; Herd’s Defend-9-style utility is massive on a board with a Disease land or early T1 Build risk.

T2 · Growth: G2 top (Reclaim one + Gain Minor). T2 · Play: Mark Territory + Furious Rampage — hits L2 innate (2F+1E+2A) for 2 Damage + Gather 1, and Rampage deletes a Town.

T3+: Aim for 3rd card play (bottom-track presence removal). Gift of Furious Might for City-kill.

Opening B — Reclaim Loop 🟥

Cycle Herd+Rampage every 2 turns — simple but repetitive.

Opening Decision

  • Default Opening A — broad draft pool.
  • Opening B when learning the spirit; more predictable.

Card Priority Ratings

Top 10 Minor Draft Picks (Fire + Animal)

#CardWhy
1Gold’s Alluretaurunti’s top flag
2Quicken the Earth’s StrugglesFast, Sacred-Site, destroys a Town before Ravage (amplified by Territorial Aggression)
3Call to Guardcancels Build AND Escalation Town (BGG 2924043)
4Predatory Nightmares0-cost Animal
5Call to Bloodshed0-cost Animal
6Pyroclastic FrictionFire + Earth
7Visions of Fiery DoomFire-feeder
8Call to MigrateAir + Animal
9Rain of BloodFire + multi-element
10Dry Wood0-cost Fire

Top 5 Major Draft Picks

#CardWhy
1Tigers HuntingCheap Fire + Animal
2Angry BearsFire + Animal + Fear
3Pillar of Living FlameFire + board-wide
4Insatiable Hunger of the SwarmAnimal + multi-land
5Instruments of Their Own RuinFire + Animal multi-land

Adversary Matchup Matrix

AdversaryRatingNote
Brandenburg-Prussia★★★★☆+1 Damage helps kill extra T1 Town
England★★★☆☆Gather chases Coastal Land 1 Builds without range crutch
Sweden★★★☆☆[VERIFY]
Habsburg★★★☆☆[VERIFY]

Board / Map Configuration

Land #5 placement is fine on boards G and H (both have usable interior #5s).

Common Mistakes

Named mistakes

  1. Treating Herd as pure Defend — it’s push-Dahan, closer to Year of Perfect Stillness than real Defend.
  2. Ignoring the Gather-tier clause (“if you don’t have presence in target land”) — the whole point of the innate.
  3. Drafting Moon/Water Minors — don’t fire the innate.

Synergy Partners (Multiplayer)

  • Rising Heat of Stone and Sand — shared Fire (BGG reports T1 interior wipe via Gift of Furious Might + Blistering Heat -1 HP).
  • Lightning — grants Fast so Teeth’s Slow innate fires pre-Ravage.
  • Shadows Flicker Like Flame — shared Fire, quiet fear synergies.
  • Avoid Volcano if boards are tight (both want to be in Invader lands).

Source Notes

  • Mechanics: data/references/wiki/devouring-teeth-lurk-underfoot.json (Wiki-parsed 2026-04-23).
  • Openings: taurunti Guides + BGG 2924043.

Eyes Watch from the Trees

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing from taurunti’s obsidian-spiritisland notes + BGG thread 2939010. No Rei / latentoctopus / Phantaskippy coverage.

At a Glance

FieldValue
ExpansionHorizons of Spirit Island
ComplexityLow
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 2 · Control 3 · Fear 4 · Defense 5 · Utility 1
Primary ElementsMoon + Plant (Mischief and Sabotage all tiers) · Air (L3/L4)
Special RulesDahan Trust the Watchers (Defend → Gather 1 Dahan per Power)
AspectsNone
HoSIYes
Wiki Guidestaurunti community notes

Spirit Overview — Framing

Eyes Watch is a Defender + Fear-generator + Dahan gatherer — every Defend Power gathers 1 Dahan, turning stall into counter-attack. Single Fast innate enables pre-Ravage timing.

Wiki-printed playstyle note:

Dahan Trust the Watchers turns Defend effects into Gather effects. Mischief and Sabotage scales into a big Defend + Fear spike.

Teaching role: shows that defense is not passive.

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

GrowthEffectsBest when
G1Reclaim + Gain 1 Power Card + +1 EnergyReclaim cycle
G2Add Presence (R2) + Add Presence (R0)Spread
G3Gain 1 Power Card + Add Presence (R3) + +1 EnergyCard + spread + energy

Presence Tracks

  • Energy: energy1 → energy1 → energy2 → plant → energy3 → moon → energy4
  • CP: card1 → card2 → airX → card3 → plantX → card4

Starting income: 1 Energy, 1 Card Play.

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 into that land.

Every Defend-adding Power also Gathers 1 Dahan — the signature rule.

Innate: Mischief and Sabotage

  • Speed: Fast · Range: 1 · Target: Invaders
LevelThresholdsEffect
11 Moon Moon + 2 Plant Plant1 Fear and Defend 2.
22 Moon Moon + 3 Plant PlantInstead, 1 Fear and Defend 4.
32 Moon Moon + 2 Air Air + 4 Plant PlantInstead, 3 Fear and Defend 6.
43 Moon Moon + 3 Air Air + 5 Plant PlantInstead, 5 Fear and Defend 12.

Defend + Fear + triggers Dahan Trust the Watchers (Gather 1).

Unique Cards (all 4, Wiki-verified names)

  • Eerie Noises and Moving Trees
  • Whispered Guidance Through the Night
  • Boon of Watchful Guarding
  • Mysterious Abductions

Key Strategic Principles

  1. Moon + Plant drafts. Mischief’s element pressure.
  2. Bottom Track for consistency — loop Uniques + 1 Minor for sustained Defend + Fear.
  3. Critical draft: 0-cost Moon/Plant Minor — unlocks Tier 3 every turn in the reclaim loop. Only ~5 such cards exist; ~20% draft odds by third draft.
  4. Every Defend triggers Dahan-gather. Use it to bait counter-attacks.

Possible Openings

Shared starting state

  • 2 Presence on highest Jungle.
  • 4 Uniques in hand.
  • 0 Energy, 1 Card Play.

Opening A — Bottom Track 🟨 (default)

T1 · Growth: G3 bot (+P2, +P0, +1E → 1E). T1 · Play: 0-cost Minor + Mysterious Abductions. Taurunti: “prioritize 0-cost over 1-cost.”

T2 · Growth: G2 bot/bot. T2 · Play: Deploy remaining Uniques across T2–T3.

T3+: Enter reclaim loop. Target Mischief L2 (M2/P3 → 1F + Defend 4 + 1 Dahan gathered) every turn.

Opening B — Hybrid Majors 🟥

Top-heavy early; grab a Major T3+. Riskier but higher ceiling. Needs partner energy gifts.

Opening Decision

  • Default Opening A — reliable.
  • Opening B when partners provide energy.

Card Priority Ratings

Top 10 Minor Draft Picks (Moon + Plant)

#CardWhy
1Drift Down to Rest0-cost Sun/Air/Plant
2Unrelenting Growth0-cost Plant
3Purify the Land0-cost Moon + Plant
4Call to Bloodshed0-cost Moon
5Drifting Into StillnessMoon + Plant
6Song of Sanctity0-cost Plant
7Strange Tales of the SkyMoon + Air
8Pull Beneath the Hungry Earth0-cost Moon
9Predatory Nightmares0-cost Moon
10Terrifying NightmaresMoon-heavy utility

Top 5 Major Draft Picks (Hybrid Opening B only)

#CardWhy
1Delusions of DangerMoon-native
2Dark and Tangled WoodsPlant-native
3Trees Radiate Ancient SanctityMoon + Plant
4Terrifying NightmaresMoon + Fear
5Dream of the Untouched LandMoon + Plant

Adversary Matchup Matrix

AdversaryRatingNote
France-Plantation★★★★☆Coastal Dahan kill — Eyes’ Defend+Gather direct counter
Prussia★★★☆☆Standard
England★★★☆☆[VERIFY]
Russia★★☆☆☆Weak — Gather targets dead Dahan

Board / Map Configuration

Per taurunti: prefer boards where every land is within range 1 of a Jungle. Best: E, B, H. Worst: G (poor Jungle distribution) and F.

Common Mistakes

Named mistakes

  1. Spreading Defend across too many lands in one turn. Special rule fires per Defend Power; Mischief is “all one Power.”
  2. Leaving the starting Jungle undefended. T1 Ravage there is rare-but-brutal.
  3. Playing Mischief for Defend, ignoring Dahan counterattack. Gathered Dahan attack in the same land’s Ravage resolution.

Synergy Partners (Multiplayer)

  • River Surges in Sunlight — mutual Dahan economy.
  • Keeper of the Forbidden Wilds — extra drafts solve 0-cost-Minor draft anxiety.
  • Hearth-Vigil / Starlight / Shifting Memory — energy donors.
  • Avoid Volcano — destroys Dahan.

Source Notes

  • Mechanics: data/references/wiki/eyes-watch-from-the-trees.json (Wiki-parsed 2026-04-23).
  • Openings: taurunti Guides.

Fathomless Mud of the Swamp

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing from taurunti’s notes + Aaron Stevens BGG thread 2959811. No Rei / latentoctopus / Phantaskippy coverage.

At a Glance

FieldValue
ExpansionHorizons of Spirit Island
ComplexityLow
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 3 · Control 2 · Fear 3 · Defense 3 · Utility 2
Primary ElementsWater (both tiers) · Moon · Earth · Plant (L3)
Special RulesOffer No Firm Foundations (Builds at Sacred Sites add Explorer instead of Town/City)
AspectsNone
HoSIYes
Wiki Guidestaurunti Mixed + Aaron Stevens BGG 2959811

Spirit Overview — Framing

Mud is a slow oozing blight-control / anti-Build spirit — Offer No Firm Foundations makes Builds at your Sacred Sites add Explorers instead of Towns/Cities (a soft Control lock). The innate moves presence onto new lands — every turn Mud is physically repositioning its Sacred Sites while inflicting Fear + Damage + Push.

Wiki-printed playstyle note:

Presence-in-motion mechanic. Breaks new-player expectations about Sacred Sites being static.

Teaching role: unusual presence-mobility; introduces “Sacred Sites move with the spirit.”

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

GrowthEffectsBest when
G1Reclaim + Add Presence (R0)Reclaim + stack
G2Add Presence (R1) + Add Presence (R1)Double-R1 spread
G3Gain 1 Power Card + Add Presence (R2) + +2 EnergyCard + spread + energy

Presence Tracks

  • Energy: energy1 → plant → energy2 → energy3 → water → energy4 → energy5
  • CP: card1 → card2 → earthX → card3 → moonX → card4

Starting income: 1 Energy, 1 Card Play.

Core Mechanics & Special Rules

Special Rule: Offer No Firm Foundations

At your Sacred Site, Build actions add Explorer instead of Town/City.

Soft Build-prevention — Builds at your sacred sites add an Explorer instead of a Town/City. Every Build turn where a Sacred Site catches a Build = free Fear-upgrade loss prevention.

Innate: Spreading and Dreadful Mire

  • Speed: Slow · Range: 1 · Target: Invaders
LevelThresholdsEffect
11 Water WaterMove 1 Presence from the origin Sacred Site to target land. (Required.)
21 Moon Moon + 2 Water Water + 1 Earth Earth1 Fear. 1 Damage. Push 1 Dahan.
32 Moon Moon + 3 Water Water + 2 Earth Earth1 Fear. 1 Damage. Push 1 Dahan.
43 Moon Moon + 4 Water Water + 3 Earth Earth + 2 Plant Plant2 Damage.

L1 move is mandatory — you move 1 presence off the Sacred Site whether you like it or not, potentially collapsing it. Plan placements.

Unique Cards (all 4, Wiki-verified names)

  • Intractable Thickets and Thorns
  • Open Shifting Waterways
  • Exaltation of Tangled Growth
  • Foul Vapors and Fetid Muck

Key Strategic Principles

  1. Moon + Water is the spine. Earth caps the innate. Only 2 starting cards have Moon — priority draft.
  2. Every Ravage turn, keep one Sacred Site under a Build land so Offer No Firm Foundations downgrades a Town/City to an Explorer.
  3. L1 move is required. Plan presence so the move lands usefully.
  4. Majors are viable via Exaltation (Aaron Stevens BGG 2959811).
  5. Drop a Dahan defensively via Open Shifting Waterways — shift presence to a future innate target.

Possible Openings

Shared starting state

  • 2 Presence in lowest Wetland.
  • 4 Uniques in hand.
  • 0 Energy, 1 Card Play.

Opening A — taurunti Mixed 🟨

T1 · Growth: G2 (top/top). T1 · Play: Open Shifting Waterways — place Dahan defensively + shift presence. Use innate to reposition.

T2 · Growth: G3 bot (+P1, +P1, +2E). T2 · Play: Minor + Unique (Exaltation or Foul Vapors). Grow into the shifted land to refresh Sacred-Site coverage.

T3 · Growth: G2 bot/bot, play all cards.

T4 · Growth: G1 Reclaim top (keep hand intact, reset energy curve) unless you need extra Moon for innate upgrade.

Target: Sustain innate L2 (M1/W2/E2) every turn after T4.

Opening Decision

  • Default Opening A — Aaron Stevens’ “goal build” approach works here.

Card Priority Ratings

Top 10 Minor Draft Picks (Moon + Water + Earth)

#CardWhy
1Absorb Essence0-cost Water
2Purify the Land0-cost Moon + Water
3Call of the DeepsWater + Animal
4Drifting Into StillnessMoon + Plant
5Pull Beneath the Hungry Earth0-cost Moon + Earth
6Call to Isolation0-cost Water
7Gift of ProliferationPlant + Water
8Ravaged Undergrowth Slithers BackWater + Earth + Plant
9Rain of BloodMoon + Fire + Water
10Strange Tales of the SkyMoon + Air

Top 5 Major Draft Picks

#CardWhy
1TsunamiWater + Earth + Moon
2Melt Earthen FleshMoon + Earth
3Manifest IncarnationMoon + Water
4Trees Radiate Ancient SanctityMoon + Plant
5Dream of the Untouched LandMoon + Plant

Adversary Matchup Matrix

AdversaryRatingNote
Brandenburg-Prussia★★★★☆Offer No Firm Foundations blunts Build spam
Russia★★☆☆☆Hard — Dahan-friendly Fear Cards clash; Dahan-push
England★★★☆☆[VERIFY]
Others★★★☆☆[VERIFY]

Board / Map Configuration

Best: interior Wetlands near mixed terrain. Board H’s Wetland layout is excellent.

Common Mistakes

Named mistakes

  1. Forgetting L1 innate is mandatory — you move 1 presence off Sacred Site collapsing it.
  2. Placing Sacred Sites far from Build lands — Offer No Firm Foundations never triggers.
  3. Panicking at T1/T2 when only hitting tier 1–2 — don’t draft Fire cards that don’t fire the innate.

Synergy Partners (Multiplayer)

  • Ocean’s Hungry Grasp — pushes Explorers (downgraded by Mud’s Offer) into coastline.
  • Serpent Slumbering — Explorer-wipe utility.
  • Lightning — speeds up slow innate.
  • Avoid Volcano — destroys Dahan Mud just placed.

Source Notes

Rising Heat of Stone and Sand

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing from taurunti’s notes + Aaron Stevens BGG thread 2955905. No Rei / latentoctopus / Phantaskippy.

At a Glance

FieldValue
ExpansionHorizons of Spirit Island
ComplexityLow
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 5 · Control 3 · Fear 1 · Defense 2 · Utility 3
Primary ElementsFire (all tiers) · Earth (L2/L3/L4) · Air (L1/L3/L4)
Special RulesBlistering Heat (Invaders at your Sacred Sites have −1 Health, min 1)
AspectsNone
HoSIYes
Wiki Guidestaurunti G3 Standard + BGG 2955905

Spirit Overview — Framing

Rising Heat is a weaken-and-destroy board controller — Blistering Heat gives Invaders −1 HP at your Sacred Sites (a party-wide damage multiplier helping every spirit’s damage cards at Heat’s Sacred Sites). The innate is one of the strongest HoSI innates — capable of wiping an entire land at tier 4.

Wiki-printed playstyle note:

Sacred-site damage multiplier + range-1 innate scaling. Teaches Sacred-Site management.

Teaching role: Sacred-Site management, range-1 planning, innate-centric play.

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

GrowthEffectsBest when
G1Reclaim + Gain 1 Power Card + +1 EnergyReclaim cycle
G2Add Presence (R3 Mountain/Sands) × 2Spread across terrain
G3Gain 1 Power Card + Add Presence (R1) + +2 EnergyDefault opening — card + close spread + energy

Presence Tracks

  • Energy: energy1 → earth → energy2 → energy3 → fire → energy4 → energy5
  • CP: card1 → card2 → card2 → card3 → card4 → card5fire

Starting income: 1 Energy, 1 Card Play.

Core Mechanics & Special Rules

Special Rule: Blistering Heat

At your Sacred Site, Invaders have −1 Health (min. 1).

Party-wide damage multiplier. Every damage Power at a Heat Sacred Site hits harder. In multi-spirit, partners’ damage Powers benefit too.

Innate: Scorch with Waves of Heat

  • Speed: Slow · Range: 1 · 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.

Tier 4 is the city-clearer — only needs a single Earth-heavy Minor on top of Uniques at 1E/5P.

Unique Cards (all 4, Wiki-verified names)

  • Sweltering Exhaustion — S-tier skip card; prevents Build.
  • Call on Herders for Aid — flexibility.
  • Stinging Sandstorm — push/damage utility.
  • Gift of Searing Heat (shared HoSI unique) — 1 Damage at Sacred Sites across the table.

Key Strategic Principles

  1. Fire + Earth drafts. Earth comes from tracks; Fire comes from Minors.
  2. Sweltering Exhaustion is S-tier — Range-2 from Sacred Site; skips Builds.
  3. 0-cost cards are king. Starting 0E is tight.
  4. Sacred Site placement drives Sweltering Exhaustion reach. Plan inland coverage.
  5. In multi-spirit, give Gift of Searing Heat to the right ally — amplified by Blistering Heat.

Possible Openings

Shared starting state

  • 2 Presence in highest Sands.
  • 4 Uniques in hand.
  • 0 Energy, 1 Card Play.

Opening A — Standard G3 🟨 (default)

T1 · Growth: G3 + Minor (Fire priority — ~93% hit rate by 4 drafts). T1 · Play: Call on Herders + any; hits innate L1 (2F/2A).

T2 · Growth: G3 + Minor. T2 · Play: Aim for tier-2 (F3/E2 → 2 Damage).

T3 · Growth: G3 + Minor, or swap to G2 bot/bot for 4 plays.

T4 · Growth: G1 Reclaim + Minor.

Opening B — Fast Tempo 🟥

Skip G3 for early Minor spam; faster board presence.

Opening C — Early Major 🟥

Grab a Major by T3 on big Energy gain — Earth-rich presence makes this cheap.

Opening Decision

  • Default Opening A — most consistent.
  • Opening B / C for experienced players.

Card Priority Ratings

Top 10 Minor Draft Picks (Fire + Earth)

#CardWhy
1Pyroclastic FrictionFire + Earth
2Dry Wood0-cost Fire
3Visions of Fiery DoomMoon + Fire
4Rain of BloodMoon + Fire + Water
5Quicken the Earth’s Struggles0-cost Earth
6Pull Beneath the Hungry Earth0-cost Moon + Earth
7Call of the Dahan WaysEarth-feeder
8Sap Their StrengthEarth + Moon
9Elemental Boon0-cost Sun/Moon/Fire/Air
10Drift Down to Rest0-cost Air + Plant

Top 5 Major Draft Picks

#CardWhy
1Pyroclastic FlowFire + Earth multi-land
2Volcanic EruptionLate-game closer
3Tigers HuntingCheap Fire
4Infinite VitalityFire + Plant
5Pillar of Living FlameFire + board-wide

Adversary Matchup Matrix

AdversaryRatingNote
Brandenburg-Prussia★★★★☆Blistering Heat −1 HP means Town dies to L1 innate
England★★★☆☆Place Sacred Sites inland to block Builds via Sweltering
Sweden★★★☆☆[VERIFY]
Others★★★☆☆[VERIFY]

Board / Map Configuration

Best: G (5 adjacent starting positions from highest-Sands — ideal G3 range). H mid — workable.

Common Mistakes

Named mistakes

  1. Overspending Energy. 0-cost cards are king.
  2. Accepting 1 Damage from Gift of Searing Heat — always have a Defend or presence-safe target.
  3. Sacred Site placement ignoring Sweltering Exhaustion’s range-2 reach. Plan inland coverage.
  4. Pushing AND killing the same Explorer — wasted tempo.

Synergy Partners (Multiplayer)

  • Finder of Paths Unseen — shared interest in tall problem lands + skip effects.
  • Bringer of Dreams and Nightmares — Blistering Heat’s lower-HP mobs die easier to fear-kill Fear cards.
  • Lightning — makes slow innate Fast.
  • Weaker with pure defenders — Heat wants Invaders alive long enough to Sacred-Site them.

Source Notes

Sun-Bright Whirlwind

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing from taurunti’s notes + BGG thread 2907137. No Rei / latentoctopus / Phantaskippy.

At a Glance

FieldValue
ExpansionHorizons of Spirit Island
ComplexityLow
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 3 · Control 5 · Fear 1 · Defense 1 · Utility 3
Primary ElementsAir (all tiers) · Sun (scaling) · Minor Moon/Earth
Special RulesA Stiff Wind at Their Backs (Growth-placement Pushes 1 Explorer/Dahan)
AspectsNone
HoSIYes
Wiki Guidestaurunti Standard + BGG 2907137

Spirit Overview — Framing

Sun-Bright Whirlwind is an Explorer-control and tempo-utility spirit — the ur-anti-Explore build. A Stiff Wind at Their Backs pushes 1 Explorer/Dahan from any land where you add presence during Growth — a free board-wipe each turn.

Wiki-printed playstyle note:

Explorer-control specialist. Weakness: struggles vs. Towns/Cities.

Teaching role: placement-as-attack; “prevent the Build” timing.

Starting Setup

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

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

GrowthEffectsBest when
G1Reclaim + Gain 1 Power Card + +1 EnergyReclaim cycle
G2Add Presence (R1) + +4 EnergyEnergy spike
G3Gain 1 Power Card + Add Presence (R4)Card + far-reach spread

Presence Tracks

  • Energy: energy1 → energy2 → sun → energy3 → energy4air → energy6
  • CP: card1 → card2 → card3 → airX → card4 → card5sun

Starting income: 1 Energy, 1 Card Play.

Core Mechanics & Special Rules

Special Rule: A Stiff Wind at Their Backs

After you Add Presence during Growth, Push up to 1 Explorer/Dahan from that land.

Free Push per Growth-placement. The Wiki literally warns players to announce this (fires in Spirit Phase, not as a Fast power).

Innate: Violent Windstorms

  • Speed: Slow · Range: 1 · Target: Any
LevelThresholdsEffect
11 Sun Sun + 2 Air AirPush up to 1 Explorer.
22 Sun Sun + 3 Air Air1 Fear. Push up to 2 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).

L3 is the payoff — cascades into T2 pushes for damage.

Unique Cards (all 4, Wiki-verified names)

  • Tempest of Leaves and Branches
  • Scatter to the Winds
  • Exaltation of the Incandescent Sky
  • Gift of the Sunlit Air (shared HoSI unique) — ally Fast-conversion utility.

Key Strategic Principles

  1. Air at 2× the rate of Sun. Cheapest Air-element Minor beats situationally-better non-Air Minors.
  2. Stiff Wind fires in Spirit Phase, not as Fast power. Announce to table.
  3. Underplay T3/T4 — plan Energy forward for T5 power spike.
  4. T5 is the big turn — need 2 Sun + 3 Air in card-plays to reach L3 innate.
  5. Don’t try to solo kill Towns/Cities — Whirlwind is an Explorer specialist.

Possible Openings

Shared starting state

  • 3 Presence (1 Sands + 2 Mountain).
  • 4 Uniques in hand.
  • 0 Energy, 1 Card Play.

Opening A — taurunti Standard 🟨

T1 · Growth: G3 bot + cheapest Air Minor → Gift of Sunlit Air target.

  • Every Growth-add also Pushes.

T2 · Growth: G2 bot. T2 · Play: Drop Gift of Wind + Scatter to the Winds + Tempest.

T3 · Growth: Reclaim. T3 · Play: Underplay — save plays for T5.

T4 · Growth: G3 bot + Minor. T4 · Play: 2 additional cards.

T5 · Growth: G3 if enough energy (tier-4 goal: 4 Damage in target land); G2 for max plays. T5 · Play: Big turn. 2 Sun + 3 Air in card-plays → tier-3 innate.

T6+ · Growth: Reclaim + adapt.

Opening Decision

  • Default Opening A — consistent T5 power spike.

Card Priority Ratings

Top 10 Minor Draft Picks (Air > Sun)

#CardWhy
1Call to Migrate0-cost Air + Animal
2Drift Down to Rest0-cost Air + Sun + Plant
3Strange Tales of the SkyAir + Moon
4Travel UnsuspectedAir + Water
5Bats Scout for RaidsAir + Moon + Animal
6Entrancing ApparitionsMoon + Air
7Gift of ConstancySun + Plant + Animal
8Song of Sanctity0-cost Sun + Plant
9Unrelenting Growth0-cost Sun + Plant
10Elemental Boon0-cost four-element flex

Top 5 Major Draft Picks

#CardWhy
1Wrap in Wings of SunlightSun + Air
2Sky Stretches to ShoreSun + Moon + Air
3Terrifying NightmaresMoon + Air
4Instruments of Their Own RuinFire + Air + Animal
5Trees Radiate Ancient SanctitySun + multi-land Defend

Adversary Matchup Matrix

AdversaryRatingNote
Brandenburg-Prussia★★★★☆Explore-heavy — Whirlwind shines
Russia★★★☆☆Explore-heavy
Sweden★★☆☆☆Coast-heavy — fewer inland Explores to push
France-Plantation★★★☆☆Coast-heavy
Others★★★☆☆[VERIFY]

Board / Map Configuration

Boards with connected Sands/Mountain clusters. G excellent, H workable.

Common Mistakes

Named mistakes

  1. Using Stiff Wind as a Fast Push power. Fires in Spirit Phase; new players mis-time it.
  2. Over-spending T3/T4 instead of underplaying toward T5. Plan energy forward.
  3. Drafting Sun-heavy cards ignoring Air. Air is the scarce resource.
  4. Trying to solo kill Towns/Cities. Partner with a heavy-hitter.

Synergy Partners (Multiplayer)

  • Volcano — Whirlwind Push-into-land + Volcano damage ticks.
  • Ocean’s Hungry Grasp — Push Explorers into coastline for drowning.
  • Lightning — shared Air, speeds up Slow innate.
  • Any Major-reliant spirit — Gift of Sunlit Air / Wind-Sped Steps ally amps.
  • Avoid pairing with another Explorer-killer — redundant.

Source Notes

Shifting Memory of Ages

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, suggested-draft cards, and unique-card text 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), aspect mechanics (aspect-page parser pending), live mindwanderer stats, board ratings.

Strategic framing informed by GodsLittleCow’s BGG Strategy Guide (thread 2915319) and jyonker13’s Openings thread (BGG 2506389). Paraphrased in our own voice; direct quotes where noted.

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityModerate
Play Difficulty3 [VERIFY physical spirit panel]
Growth type“one” — pick one growth option per turn
Power summary (1–5)Offense 1 · Control 2 · Fear 2 · Defense 4 · Utility 5
Primary ElementsMoon (Observe L1/L2) · Earth (Learn all tiers) · Air (Learn L2/L3, Observe L2)
Special RulesLong Ages of Knowledge and Forgetfulness (discard-instead-of-Forget) + Insights into the World’s Nature (Prepare Element Markers)
Aspects (NI)Intensify · Mentor [VERIFY mechanics — aspect JSON not yet scraped]
Rei’s GuideNot covered
latentoctopusOpening-linked via BGG 2506389 — jyonker13
BGG Strategy GuideGodsLittleCow, thread 2915319

Spirit Overview — Framing

Shifting Memory is the Jagged Earth Major-Power engine — an energy-rich, card-play-poor spirit whose identity is banking Moon-fed element markers to threshold Majors on demand. The design space: every Major you draft must be played at threshold, because Shifting Memory’s 2-CP ceiling means you can’t afford single-land, below-threshold Majors that the card economy accepts from other spirits.

Wiki-printed playstyle note (verbatim):

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.

The honest complexity signal: Moderate is accurate but understates the planning load. Shifting Memory has few per-turn inputs (2 CP) but each input is a big lever — a Major drafted-to-gifted, a marker banked-for-later, a Reclaim-timing call. Most mistakes are not mechanical; they’re resource-sequencing ones that compound over 3–4 turns.

Identity, restated from GodsLittleCow’s BGG guide:

Memory is a moon spirit. Moons are what fuels your furnace of elemental markers, because you want to be hitting the 2nd tier of Observe every turn.

Moon is primary; Earth is secondary (for Defend innate); Air is tertiary (threshold boost on both innates, but you can’t cheaply scale into it early).

Starting Setup

Put 2 Presence on your starting board in the highest-numbered land that is Sands or Mountain. Prepare 1 Moon, 1 Air, and 1 Earth marker (put them by your Special Rules).

Three markers at setup is the opening bankroll. Do not spend all three T1; at least one (usually Moon) should survive to T2–T3 to keep Observe L2 available when your Major lands.

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

GrowthEffectsBest when
G1Reclaim + Add 1 Presence (Range 0)Hand depleted (Majors forgotten) + want sacred-site build
G2Gain 1 Power Card + Add 1 Presence (Range 2)Drafting a Major; opening-track acceleration (top track)
G3Add 1 Presence (Range 1) + +2 EnergyEnergy-bank mid-game; opening-track acceleration (bottom track)
G4+9 EnergyOne-shot fuel for an expensive Major-play turn. Used late or emergency.

G4 is a trap if used as a default. GodsLittleCow’s guide explicitly avoids G4 in the “Fast Major” opening; it’s for emergency play of a 6+ cost Major or late-game Major-stacking turns. Base rule of thumb: if you’re on G4 before T4, something has gone wrong upstream.

Presence Tracks

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

  • Energy track (8 slots): energy0 → energy1 → energy2 → energy3marker → energy4 → reclaim1E → energy5 → energy6marker
    • Translated: 0 → 1 → 2 → 3E + Prepare 1 Marker → 4 → 5E with Reclaim → 5 → 6E + Prepare 1 Marker
  • Card-play track (5 slots): card1 → card2 → card2 → markersforplay → card3
    • Translated: 1 → 2 → 2 → 2 + spend markers as plays → 3

Starting income: 0 Energy, 1 Card Play. The slot-0 on energy track is energy0 — Shifting Memory has no native income from turn 1; you live off the 3 setup markers + whatever Major you hold.

The markersforplay slot on the CP track is a unique conversion: once revealed, you may spend Element Markers as card plays. This is how the late-game 4-Major turns happen — you bank 4 markers and spend them as CP on the same turn you G4 for +9 Energy.

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.)

Strategic implication: Blighted-Island-triggered Forget, Event-card Forget, or any Forget from Major-gain cost becomes a Discard instead. The card cycles back via Reclaim. Shifting Memory’s Majors are essentially never-Forgotten — you draft → play → discard → Reclaim → play again. This is the mechanical reason Major-drafting is cheap for Memory: the Forget penalty that prices Majors for other spirits is a discard-cost-adjustment for you.

One hard limit: max once per Action. If two effects would Forget simultaneously (rare, usually Event-card chain), only one is redirected to discard.

Special Rule: 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.)

Economy type: discrete single-use element tokens. Not “have an element all turn” — per-Action injection. If you spend Moon marker on Power X, only Power X sees that extra Moon; a later same-turn Power doesn’t.

  • Markers never expire. They persist across turns until spent.
  • Setup grants 3 markers (1 Moon, 1 Air, 1 Earth). No Turn-1 Prepare action is required to reach this baseline.
  • simplemoon / simpleair / simpleearth on the Wiki template refer to the setup-marker templates; functionally they’re regular markers.

Marker-hoarding priority (per GodsLittleCow)

Priorities for which marker to Prepare, in order of draft/target:

  1. Always hold ≥1 Moon — it’s the fuel for Observe L2 every turn
  2. Elements needed to threshold the Major you plan to play this turn
  3. Earth for Learn L1/L2 Defend — you’re hitting Defend “most every turn as your 3rd action”
  4. Second Moon / second Earth as insurance

Spend pattern: pay 1 marker into Observe to convert a 2-action land into a threshold hit — gamble on lands with Beasts/Dahan/Disease/likely Explores. Occasionally pay 2 Moons if 3 actions are already guaranteed in the target land.

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.

L1 is the workhorse — 2 Earth is a single marker spend (or 1 drafted earth minor). L2 adds Air for +1 Defend; trivial when you’ve drafted an Air Minor. L3 scales ferociously mid-late game: at T5 with 3–4 Invader discards, it’s Defend 6–8 per cast. It’s how Shifting Memory shuts down England coastal-City ravages.

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. (Any Action can trigger — not just your own.)

Observe is Shifting Memory’s element-generation engine. L1 always fires (1 Moon marker = 1 free Moon → Prepare 1 marker = net neutral, +1 insurance). L2 is the huge lever: three marker spawns from one innate cast, if the target land sees three piece-changes (Build + Ravage + teammate push → 3 markers).

Target-land selection for L2: lands where you expect multiple actions. Ravage+Build+Explore is the natural 3-hit target (if invaders present). Teammate-heavy board-shaping in a land also triggers. Dormant lands (no invaders, no dahan adjacency) are zero-yield — don’t waste L2 on them.

Unique Cards (all 4, Wiki-verified)

Boon of Ancient Memories

  • 1 Energy · Slow · No Range · Any Spirit · Moon, Water, Earth, Plant
  • If you target yourself, gain a Minor Power. Otherwise: Target Spirit gains a Power Card. If it’s a Major Power, they may pay 2 Energy instead of Forgetting a Power Card.

Two modes: self → Minor gain (essentially G2’s gain portion as a card play). Other-spirit → gift a card gain + Forget-avoidance clause. The Forget-avoidance rarely triggers in practice (most partners value the card-gain more than the anti-Forget) but becomes a huge lever for partners like Immense-aspect Lightning who can delay their Reclaim one turn. Most common forget-fodder for Memory’s Major-draft openings — it’s the weakest of the four Uniques but carries Water/Plant elements useful as a threshold-filler when drafted back via Reclaim.

Study the Invaders’ Fears

  • 0 Energy · Fast · Range 0 · Land with 1+ Town/City · Moon, Air, Animal
  • 2 Fear. Turn the top card of the Fear Deck face-up.

0-cost Fast that reveals the next Fear-card effect to the table. Its information-value scales with player count: 2P is mild planning, 4P+ can re-plan fully — GodsLittleCow’s comment that “pre-seeing the T1 fear card often equates to an extra action per player/board” lands hardest in 4P+ games. As a solo spirit, Study is good (2 Fear, threshold-relevant Moon/Air) but not load-bearing.

Share Secrets of Survival

  • 0 Energy · Fast · Range 1 from Sacred Site · Any Land · Sun, Air, Earth
  • Each time Dahan would be Destroyed in target land, Destroy 2 fewer Dahan. OR Gather up to 2 Dahan.
  • Threshold 3 Air: You may do both.

Memory’s best Unique per GodsLittleCow. Dahan-preservation + gather, 0 cost Fast. In Ravage-heavy matchups (England, Sweden), the “2 fewer destroyed” clause is a second Defend effect layered on top of Learn’s innate. At threshold (3 Air — easily hit with any air-drafted Minor), it’s a two-effect card for one play: save Dahan + position them for counter-attacks. Sacred-site-R1 targeting means Shifting Memory’s presence placement (sacred site on starting land) determines reach; early G1 Reclaim to place presence on the starting board preserves this targeting.

Elemental Teachings

  • 0 Energy · Fast · No Range · Any Spirit · Moon, Air, Earth
  • Prepare 1 Element Marker. Discard up to 3 Element Markers. Target Spirit gains those Elements. (They can be any combination of Elements — the same or different.)

The element-gifting card — Memory’s multiplayer superpower. In solo it prepares a marker and does nothing else useful; in multi-spirit it hand-delivers up to 3 elements to a partner whose innate is starving. Best targets per GodsLittleCow: Serpent (wants all elements for Loci/Incarnates), Starlight (Starlight’s Seeks wants specific elements to lock), Fractured Days (element-starved at base), Lure, Finder, Earth (for late innate stacking).

Carries Moon/Air/Earth natively — all three of Memory’s own primary elements, so even the self-Prepare effect progresses your own thresholds.

Key Strategic Principles

  1. Memory is a Moon spirit first, Earth second, Air third. Draft Moon-heavy Minors; Earth Minors fill Learn and give secondary innate coverage; Air is valuable but don’t chase it at the cost of Moon.
  2. Every Major plays at threshold. With only 2 CP, a below-threshold single-land Major is a wasted play. Pair every Major-draft with a plan for how its threshold gets hit by T+1 (marker spend, minor-draft, or Reclaim-cycle).
  3. G4 is not the opening — it’s the late-game spike. Use G2/G3 in the opening to build tracks + Major-gain. G4 arrives at T4+ when a 5–6 cost Major is in hand.
  4. Hold at least 1 Moon marker at end of each turn. This makes next turn’s Observe L1 free — you cast Observe, spend the Moon-marker into it, get a new Prepare from the L1 effect. Break-even in markers, +1 elemental flexibility on the other actions.
  5. Forget = Discard. Every Forget-cost Major you draft is effectively a deferred Reclaim. Don’t hesitate to pay the “Forget” to gain a Major — that card returns to hand on Reclaim turns.
  6. Reclaim is a placement Growth. G1 gives Reclaim + presence; don’t think of Reclaim turns as “just card recycling” — they’re also how you position for sacred-site-R1 targeting on Share Secrets.
  7. Learn L3 scales off Invader discard. Once the deck starts discarding (turn 2+), Learn L3 grows by 2 Defend per turn. At T6+ it’s often Memory’s single-biggest defensive turn.
  8. The markersforplay CP slot unlocks 3+ card turns. Don’t waste it on early-game 1-marker turns; save it for the G4+markers-as-plays combo turn when you have a big Major to play.

The Moon-marker loop

Start of turn: ≥1 Moon marker in bank. Cast Observe L1 (spends 1 Moon → gain 1 Moon) anywhere with an action happening. Result: end of turn, still ≥1 Moon. The loop is what makes Memory feel “energy-rich, marker-rich” across an entire game.

Possible Openings

Three Rei-format opening variants drawn from GodsLittleCow’s BGG guide + the jyonker13 latentoctopus openings thread. Each is a turn-by-turn rehearsal for the first 4 turns + a T5 state audit. Pick the variant that matches your adversary + scenario before game start — don’t improvise T1. Cross-reference Deliberate Play for the per-phase checklist.

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

Shared starting state (all openings)

Verified per si-rules-check shifting-memory-of-ages:

  • 2 Presence on board: highest-numbered Sands or Mountain.
  • 4 Uniques in hand: Boon of Ancient Memories (1E Slow, Moon/Water/Earth/Plant), Study the Invaders’ Fears (0E Fast, Moon/Air/Animal), Elemental Teachings (0E Fast, Moon/Air/Earth), Share Secrets of Survival (0E Fast, Sun/Air/Earth).
  • 3 Element Markers prepared: 1 Moon, 1 Air, 1 Earth.
  • Starting income: 0 Energy, 1 Card Play.
  • Growth type “one”: pick one of G1/G2/G3/G4 per turn. G4 = +9 Energy (single-effect).

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

TurnExploreBuildRavageConsequence for opener prose
1Stage 1Stg 1—No Ravage yet. Setup’s Explore card Builds; T1 Explores.
2Stage 1Stg 1Stg 1First Ravage (Setup’s card) — prep Learn or Share Secrets for T2.
3Stage 2Stg 1Stg 1Ravage continues; first Stage-2 Explore.
4Stage 2Stg 2Stg 1Stage-2 Build begins.
5Stage 2Stg 2Stg 2First Stage-2 Ravage.

Growth-option decoder (T1 income branches)

GrowthOpens upIncome next turn (if reveal-slot-1)
G1Reclaim now (nothing to Reclaim T1)Bottom-track slot 1: CP track → 2 CP next turn
G2Gain Minor/Major + Top-track slot 1Top-track slot 1: 1 Energy next turn
G3+2 Energy + Top-track slot 1Top-track slot 1: 1 Energy next turn + 2 Energy now (= 2E for T1 card plays)
G4+9 Energy (bank)No presence placement → no income advancement

G3 is the T1 special: the +2E immediate covers a 1-cost card + a 1-cost card (two Slow plays if paired with any other energy). G2 + Major-gain is GodsLittleCow’s preferred T1 branch — you pick which Major you commit to on T1 with full Minor/Major-tier information.

Element math — every played card counts

Both innates are Fast (engine spirits.json). Their thresholds check every Element you have this turn: each card played in the Spirit Phase grants its Elements from the moment it’s played, Fast or Slow (Core rulebook p.16; data/references/rules/open-questions.md Q10). So Boon of Ancient Memories (Slow) counts toward Learn and Observe on the turn you play it. Element Markers work differently, by Shifting Memory’s own special rule: a spent marker grants its Element “for a single Action”, so it counts only for the Power you spend it on.

On T1, before any marker spend:

  • Hand elements if all 4 Uniques were played: Moon × 3, Air × 3, Earth × 3, Sun × 1, Water × 1, Plant × 1, Animal × 1 (engine power_cards.json). You start at 1 Card Play.
  • Observe L1 (1 Moon): fires off any single Moon card — Boon, Study, or Teachings — or a Moon marker spent on it.
  • Learn L1 (2 Earth): any two of Boon / Teachings / Secrets give 2 Earth with no marker. On a 1-play turn: one Earth card + 1 Earth marker spent on Learn.
  • Observe L2 (2 Moon + 1 Air): Study or Teachings (each Moon + Air) + 1 Moon marker spent on Observe; or two Moon cards that include one with Air.

Don’t plan T1–T3 around Learn L3 (2 Moon + 3 Air + 4 Earth): the four Uniques together carry only 3 Earth, and you start at 1 Card Play.

Opening A — Fast Major (via G2 T1, Forget Boon) 🟨 (default)

T1 · Growth: G2 — Gain a Power Card (draft Major, Forget Boon of Ancient Memories) + Add 1 Presence on Top track (reveals slot 1: 1 E next turn).

  • Rationale: Boon is the weakest Unique + its “Forget” is redirected to Discard via Special Rule, so it returns on Reclaim. Net cost: one card discarded, one Major in hand.

T1 · Play (0 Energy):

  • Share Secrets of Survival (0E Fast, Sun/Air/Earth) → R1 from sacred-site land #5. Its Sun/Air/Earth count for this turn only (Elements don’t carry over); its Dahan-protection mode is dormant T1 (no Ravage until T2), so its material T1 value is the Gather mode.
  • Pause-point: If the Major drafted costs 4+ and you’re unsure about T2 energy, consider G3 instead (trades Major-gain for +2E now).

T1 · Invader: Build (Setup’s Explore terrain) + Explore. No Ravage yet, so no ravage consequence for Shifting Memory this turn.

T1 end state: 0 Energy, 4 cards in hand (3 Uniques + 1 Major, Boon in discard), 3 markers (1M/1A/1E), 3 Presence (2 start + 1 from G2).

T2 · Growth: G3 — Add 1 Presence on Bottom track (reveals slot 1: 2 CP) + 2 Energy.

  • Income this turn: 1E (from T1’s G2 slot reveal) + 2E (G3 immediate) = 3 Energy. CP = 2 this turn.

T2 · Play (3 Energy, 2 CP):

  • The Major (if cost ≤ 3E and threshold reachable with markers). Example: a 2E Major needs 1E remaining after — pays for a fast play.
  • Elemental Teachings (0E Fast, Moon/Air/Earth) → self-target Prepare + discard 3 markers to gift a partner. In solo, Prepare only (net +1 marker).
  • Alternative if Major is 4+ cost: delay Major to T3, play Study the Invaders’ Fears (0E, 2 Fear) + Share Secrets (0E, R1 defend).

T2 · Invader: First Ravage (Setup’s card), then Build + Explore. Pause-point: did your T2 plays cover the Ravage land?

T2 end state: ~1 Energy banked (depends on Major cost), 2 cards in hand + Boon in discard, 3–4 markers.

T3 · Growth: G1 — Reclaim (brings Boon + played cards back) + Add Presence (Range 0, on sacred-site land).

  • Income: 1E from T1 reveal + 1E from T2 reveal = 2E base this turn.

T3 · Play (2E, 2 CP):

  • Major again (if applicable) — cost threshold now reachable with banked markers.
  • Share Secrets or Learn-innate via Earth marker for this turn’s Ravage Defend. These stack: Secrets’ Air + Earth count all turn, so Secrets + 1 Earth marker spent on Learn gives Learn 1 Air + 2 Earth → Learn L2 (Defend 3), before the Ravage. An Earth-bearing Major played this turn also counts toward Learn, whatever its speed.
  • Pause-point: Ravage has hit every turn since T2. If the Major’s effect doesn’t hit the ravage land AND you skipped Learn L1 prep, you will blight. Don’t waste the Major unless it covers the ravage.

T4 · Growth: G2 — Gain second Major (Forget Boon again via discard-redirect) + top-track slot.

T4 end state (the “fully unlocked” audit point):

  • 2 Majors in the rotation.
  • ~3 Energy, 2 CP baseline (with markers-for-CP slot still available).
  • Innate Defend active on most ravage lands.
  • 6+ markers banked across the game.

Confidence: 🟨 somewhat tested. GodsLittleCow runs this baseline; multiple variants covered in their guide for 2-cost / 3-cost / 4-cost / 5+ cost Major drafts.

Opening B — Slow Burn (reclaim-delay) 🟥

When to pick: the Major drafted on T1 is a weak T2 target (single-land, no partner synergy, threshold out of reach). Instead of forcing it, you stall one turn for a better Major.

T1 · Growth: G2 — Gain (draft Major, Forget Study the Invaders’ Fears + Boon). Add Presence Top track.

  • Unusual double-forget. Boon + Study both redirect to discard via Special Rule.

T1 · Play: Share Secrets + Elemental Teachings.

T2 · Growth: G2 again — Gain Minor or Major. Add Presence Top track.

  • Income: 2E (two top-track slot reveals).

T2 · Play (2E, 2 CP): Share Secrets + Teachings again; hold Majors.

T3 · Growth: G3 — Add Presence Bottom + 2E.

  • Major plays now: cost ≤ 3E + 2 CP for Major + 1 Minor.

T5 · Reclaim (first Reclaim).

Trade-off: Slow Burn sacrifices T2 board impact for T3 Major selection. Good vs. adversaries where T3 ravage is survivable (base England L1–2). Bad vs Prussia (T3 ravage is already a cliff).

Opening C — Double Major 🟥 (advanced)

Pick when: 4P+ game where partners cover T2–T3 ravage; you’re the late-game closer.

T1 · G2 Top — draft Major, forget Boon. T2 · G3 Bottom — draft second Major via Boon-self-target (gains Minor, but combined with the T1 Major already in hand you have 2 big cards). T3 · G4 — +9 Energy. Play BOTH Majors if thresholds hit (expensive marker spend).

GodsLittleCow flags this as “rarely correct” — thresholding two Majors plus innates in a single turn is a multi-marker burn that leaves T4 starved. Use only when you’ve pre-drafted matching-element Majors (two Moon-based Majors, say).

Opening Decision

  • Default to Opening A (Fast Major) for base England, Prussia, Sweden at L3+.
  • Opening B (Slow Burn) if T1 Major-draft is poor or if adversary permits T3 ravage softening.
  • Opening C (Double Major) only in 4P+ with clear partner ravage coverage and a pre-planned matching-element pair.

Card Priority Ratings

Full-pool draft analysis

Scored across the full Major + Minor deck (Base + B&C + JE + NI), weighted by Shifting Memory’s innate element demands (Moon-heavy, Earth-secondary, Air-tertiary), mid-game energy estimate (5–7E by T4), and primary-innate speed. See data/references/draft-priority/shifting-memory-of-ages.json for full scoring.

  • Primary elements (innate-weighted): Moon (wt 4.5), Earth (wt 4.0), Air (wt 2.5), tie-breakers Fire/Water/Plant/Animal
  • Mid-game energy estimate (T3–T5 avg): 5.5E (phenomenal for a moderate-complexity spirit)
  • Primary innate speed: Fast (both innates)

Uniques — ranked (per GodsLittleCow)

  1. Share Secrets of Survival — Best card. Dahan preservation + gather at 0E Fast. Pair with any Air minor to hit 3-Air threshold (do both halves).
  2. Elemental Teachings — Second best. Multiplayer superpower; solo it’s a +1 marker card.
  3. Boon of Ancient Memories — Good but common Forget-fodder. Water/Plant are off-axis; its forget-avoidance clause for partners with Immense-aspect spirits is niche-valuable.
  4. Study the Invaders’ Fears — Good but most often Forgotten in multiplayer to gain Majors. Its Fear-deck-preview is player-count-scaling: 2P mild, 4P+ strong.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsReason (element-score → why pick)
1Gift of Power1FastMoonPure Moon-feeder (7.5 elem-score) — fuels Observe loop every turn
2Melt Earthen Flesh0SlowMoon, Earth, PlantMoon+Earth double-prime (8.2)
3Drifting Into Stillness1SlowMoon, PlantMoon-feeder + Defense synergy (7.0)
4Visions of Fiery Doom1SlowMoon, FireMoon + Fear (6.5)
5Strange Tales of the Sky1FastMoon, AirMoon + Air threshold fuel (7.0)
6Rain of Blood1SlowMoon, Fire, WaterMoon + multi-element (6.8)
7Sea Monsters2SlowMoon, Water, AnimalMoon + off-axis utility (6.2)
8Call of the Dahan Ways1SlowMoon, EarthDahan-synergy + Moon/Earth (7.4)
9Quicken the Earth’s Struggles0SlowEarth, Plant, AnimalEarth-feeder for Learn (6.0)
10Pull Beneath the Hungry Earth0SlowMoon, EarthMoon + Earth at 0 cost (7.8)

Top 5 Major Draft Picks (from full pool)

GodsLittleCow’s guide ranks Majors by: Moon element (colored green); multi-land effects (bolded). Their S-tier is the intersection.

#CardCostSpeedElementsWhy (per GLC)
1Trees Radiate Ancient Sanctity3FastMoon, Sun, Plant, Earth“S-tier: cheap, has moon, big defend, combos with Secrets’ Dahan movement; counterattack fear + build-prevention”
2Tsunami7SlowMoon, Water, EarthMulti-land + Moon; threshold-reachable with enough marker prep
3Sky Stretches to Shore2FastSun, Moon, Air2-cost Moon Fast — lowest-threshold-barrier of S-tier Majors
4Dream of the Untouched Land4FastMoon, Sun, PlantA-tier per reader comment in GLC thread; moon-feeder + big board effect
5Manifest Incarnation3FastMoon, Plant, Animal, WaterMoon + NI utility

Cards to Avoid (anti-synergy flagged)

CardReason (per GLC)
Irresistible CallC-tier — shines only with a Volcano/destroy-combo; avoid vs Russia without partner
PowerstormNo elemental synergy for Memory; combo-dependent (Lightning/Trickster partners)
Blazing RenewalLate-game only — destroys Presence (can’t afford early)
Land Thrashes in AngerLate-game only — needs a heavy setup
Murderous DarknessLate-game only — fear-intensive, off-axis elements
Single-land Majors below Moon-thresholdBy default — Memory’s CP ceiling punishes single-land non-threshold plays

Aspects (NI) — [VERIFY mechanics]

Shifting Memory has two Nature Incarnate aspects. Their JSON hasn’t been scraped yet; mechanics below are from Wiki text + community summary, flagged [VERIFY from physical aspect panel]:

Intensify — [VERIFY]

Alters the Prepare mechanic so markers stack or intensify per Prepare. Increases threshold reach at the cost of complexity. Preferred for solo/2P high-difficulty play.

Mentor — [VERIFY]

Alters the Teach/Gift mechanic — shifts more value toward partner-gifting. Preferred for 3P+ games.

Aspect JSON import pending; data/references/wiki/aspects/ currently only covers 5 aspects (Amorphous, Dark Fire, Foreboding, Madness, Reach).

Adversary Matchup Matrix

AdversaryRatingMatchup-specific note
England★★★★☆Learn L3 scales beautifully against coastal-City ravages
Brandenburg-Prussia★★★★☆“Fast Major opening is correct; early repeated terrains easier because T2 Major clears the land” (GLC). TL2 wins typical.
Sweden★★★★☆“Fast Major, don’t stall; defend one land per turn with innate, handle other with Major.” (GLC) TL3 wins ~50% of theirs
France-Plantation★★★☆☆[VERIFY] — GLC marks this WIP; Dahan-attract mechanic may interact poorly with Secrets
Habsburg Mining★★★☆☆[VERIFY] — WIP
Habsburg Livestock★★☆☆☆[VERIFY] — WIP
Russia★★★☆☆[VERIFY] — WIP. Pogrom events reduce Dahan economy that Secrets relies on
Scotland★★★☆☆[VERIFY] — WIP. Coastal City count is Scotland’s hidden loss trigger; Memory’s Defend innate helps

Strategy Cliff — Prussia (T2–T3)

Prussia’s T2 ravage on a land already 1-Towned is a first-blight risk. Memory’s response: T2 Major-play into that land (Trees Radiate, Sky Stretches) + Learn L1 prep. GLC: “expect 3 blight on first ravage unless a fast major saves you.”

Strategy Cliff — Sweden (T3 fear race)

Sweden punishes stalling. Memory wins ~50% of Sweden games at TL3 (fear track exhaustion) rather than board-clear. Draft Fear-heavy Majors + keep Study in play for the fear-preview.

Board / Map Configuration

Per GodsLittleCow:

BoardRatingReason
E★★★★★Range-1 sacred-site access from land #5; free cascades; movable Dahan; only downside is no Dahan on blighted land
B★★★★☆Good Dahan density + standard adjacency
C★★★★☆Good Dahan + coastal access
D★★★★☆Workable
A★★☆☆☆Bad — adjacency and Dahan distribution both weak
F★★☆☆☆Decentralized Dahan + awkward starting blight

Thematic: [VERIFY — board ratings from base variant only]

Dahan placement heuristic: select boards where 3 lands each have 2 Dahan, groupable in one Gather. Isolated-Dahan boards starve Share Secrets’s gather-half.

Game-Phase Strategy

Early (T1–3)

  • Top-track G2 on T1 (draft Major, Forget Boon as discard-redirect).
  • Bottom-track G3 on T2 (+2E, unlock 2 CP).
  • G1 Reclaim on T3 (brings Boon back for re-Forget cycle).
  • Target by end of T3: 1 Major in the rotation, 2 CP baseline, Learn L1 + Observe L1 firing each turn.

Mid (T4–6)

  • Second Major drafted by T4 (G2 again, Forget Study or Boon).
  • Learn L2 becomes the Defend backbone (1 Air + 2 Earth — easily reachable with 1 marker).
  • Observe L2 whenever target-land has 3 pending actions.
  • Target by end of T6: 2–3 Majors, ~5E baseline, Learn L2 reliable.

Late (T7+)

  • Learn L3 scales (Defend 2 × Invader-discard-count).
  • G4 for big Major-stack turns.
  • markersforplay CP slot converts 4+ banked markers into card plays.
  • Target by end of T9: game won on fear or board-clear; if not, Memory’s late-game Majors close.

Synergy Partners (Multiplayer)

Top-tier partners (per GLC):

  1. Serpent Slumbering Beneath the Island — classic pairing. Serpent wants all elements for Loci/Incarnates; Memory’s Teachings gifts them.
  2. Fractured Days Split the Sky — all three Slip-tiers benefit from Memory’s element-gifts.
  3. Vital Strength of the Earth — Memory solves both Earth’s pain points (energy starvation + draft diversity).
  4. Immense-aspect Lightning — Boon’s “pay 2 Energy instead of Forget” clause lets Lightning delay Reclaim one full turn.
  5. Thunderspeaker / Mist / Downpour / Vengeance / Shadows / Lure — all Boon-gift targets per GLC.

Support priority (what Memory wants from partners):

  1. Extra card plays
  2. Slow→Fast conversion
  3. Proliferation (token-adding)
  4. Reclaim boosts
  5. Element-gifting reciprocal
  6. Card-gain support
  7. Energy (lowest priority — Memory is already energy-rich)

Common Mistakes

Patterns to watch for

  1. Default G4 as opening fuel. G4 on T1–T3 wastes your energy-ceiling timing. Reserve G4 for T4+ Major-stack turns.
  2. Sub-threshold Major plays. A 4-cost Major without threshold is ~2 points of effect for 4 Energy + 1 CP — that’s a loss vs. a 1-cost Minor at threshold. GLC: “sometimes people throw money away simply because you can gain +9 at a time.”
  3. Forgetting Secrets or Teachings. GLC’s direct pushback on someone who suggested Forgeting Secrets: “two saved Dahan can destroy a city for 0E, plus fast-phase Dahan movement combos.” Only Forget Boon and Study.
  4. Drafting Irresistible Call or Powerstorm early. These are combo-dependent; take them only once you know the partner-side (Volcano/Lightning).
  5. Stalling vs Sweden. Sweden punishes delay; don’t Slow-Burn open this matchup.
  6. Ignoring Dahan placement at board select. Isolated Dahan is bad for Memory; want 3 lands with 2 Dahan each groupable in one Secrets-Gather.
  7. Not Reclaiming often enough. Because Special Rule lets Forget→Discard, and Events/Blighted Island need card-discards, keeping 1–2 cards in hand is sometimes valuable. Reclaim also places presence via G1.

Tempo Profile

TurnTarget state
1G2 + Major drafted + Share Secrets played
2G3 + Major played (if cost ≤ 3E) or held
3G1 Reclaim + Major re-played (if applicable) + Learn L1
4G2 + second Major drafted — “fully unlocked” (2 CP, 3E baseline, 1–2 markers, 2 Majors in rotation)
5–6Learn L2 reliable; Observe L2 on action-heavy lands
7+Learn L3 scales; G4 for stack turns

Expansion Sensitivity

  • Base + JE only: plays as-designed. Secrets + Teachings + Learn L1/L2 is the core loop.
  • + B&C: Study the Invaders’ Fears turns the top Fear card face-up (a Fear card, not an Event); markers used to threshold B&C Majors.
  • + NI: Incarna-aspect partners become prime Teachings targets.
  • Without JE: not possible — Memory is a JE spirit.
  • Without NI: aspects (Intensify / Mentor) unavailable; base spirit still functional.

Stat Snapshot [VERIFY mindwanderer]

mindwanderer win rates (approximate, last fetched): solo L5 ~42%, solo L6 ~36%. 2P averaged ~52% at L5. Below-mean for a JE spirit — reflects the learning curve on marker-management + Major-threshold planning. Veterans report significantly higher rates with the Fast-Major opening.

Source Notes

Grinning Trickster Stirs Up Trouble

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from latentoctopus Trickster Openings 1–3 + jyonker13’s BGG thread 2502216.

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityModerate
Play Difficulty[VERIFY physical spirit panel]
Growth type“many” — pick multiple growth options per turn (bundled)
Power summary (1–5)Offense 4 · Control 3 · Fear 2 · Defense 5 · Utility 4
Primary ElementsAir (Let’s See What Happens) · Moon (starter-dense) · Fire (Arson/Fight)
Special RulesA Real Flair for Discord (+1 Strife at 1 Energy after Strife-add) + Cleaning Up Messes Is a Drag (Blight removal destroys Presence)
AspectsNone
Rei’s GuideNot covered
latentoctopusOpenings 1–3
BGGjyonker13 thread 2502216

Spirit Overview — Framing

Trickster is the statistical-disruption spirit — its kit weaponizes Strife tokens and the Minor Power deck’s expected distribution. Let’s See What Happens is the signature innate: you discard Minors until one has a land-targeting effect, then apply that effect immediately. It looks like a coin flip; it’s actually a calibrated bet with specific probabilities.

Wiki-printed playstyle note (verbatim):

Trickster isn’t as wanton as it’s made out to be — Strife is a very reliable token, and any extra income can easily translate to more of it if you like.

Designer intent (R. Eric Reuss / “darker”, Discord):

Trickster is designed to support/reward/encourage somewhat improvisational/seat-of-the-pants play.

Identity capture (jyonker13):

Around 40% of the deck will deal with a lone Explorer. Pushing an Invader is about twice as likely as Gathering one (23% vs 10%). Around a third of the cards provide Fear.

Complexity signal: Moderate. Surface complexity is medium (3 innates, 2 special rules, 4 Uniques) but mastery requires card-counting the Minor discard. Reclaim loops are reliable but not optimal — designer says “the best Trickster play I’ve seen involves as little Reclaiming as they can get away with.”

Starting Setup

Put 2 Presence on your starting board: 1 in the highest-numbered land with Dahan, and 1 in land #4.

Growth Options (growthtype: “many” — pick multiple)

GrowthEffectsBest when
G1Sharp1 (Thunder-style token) + Move 1 Presence (Range 1)Pair with G2/G3 for placement combos
G2Add 1 Presence (Range 2)Board spread
G3Gain 1 Power CardCard economy
G4Energy + Card Plays (energycardplays = 1E + 1 extra CP)Energy spike turn

Trickster picks multiple growth options per turn. Opening cadence uses 2–3 per turn.

Presence Tracks

  • Energy track (6 slots): energy1 → moon → energy2 → any → fire → energy3
    • 1E → +Moon marker → 2E → +Any element → +Fire → 3E
  • Card-play track (7 slots): card2 → pushdahan → card3 → card3 → card4 → airX → card5
    • 2 CP → Push Dahan (free) → 3 CP → 3 CP → 4 CP → Air scaling → 5 CP

Starting income: 1 Energy, 2 Card Plays. “Any” element slot on the energy track is unique — reveal to gain a Minor-like any-element marker.

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.

Per-action Strife multiplier. Each Strife-adding Power is a potential 2-Strife turn if you have 1E.

Special Rule: 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.

Blight-removal costs a Presence. Trickster is not a Blight-remover by design — avoid drafting Blight-removal Minors and never Blight-remove outside emergency.

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.
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.

The signature innate. L1 is the “deck-roulette” effect; L2 lets you keep a card that proved useful. Air-threshold (2 Air) is load-bearing.

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 deal Damage to each other.
43 Animal AnimalIf target land has Beast, 2 Damage. Otherwise, you may Gather 1 Beast.

The 3-Fire + 3-Sun tier (fynikz’s winning pattern on BGG) stops both Build and Ravage: “often capable of both stopping a build chain and a ravage every turn.”

Unique Cards (all 4, Wiki-verified)

Impersonate Authority

  • 0 Energy · Slow · Range 1 · Any Land · Sun, Air, Animal
  • Add 1 Strife.

0-cost Strife-adder. A Real Flair for Discord adds a 2nd Strife for 1E. Combined with Incite the Mob, one of Trickster’s opening two plays.

Incite the Mob

  • 1 Energy · Slow · Range 1 · Land with 1+ Invaders · Moon, Fire, Air, Animal
  • 1 Invader with Strife deals Damage to other Invaders (not to each Invader). 1 Fear per Invader this Power Destroyed.

Strife-payoff + Fear. Requires Strife pre-set; Impersonate Authority seeds, Incite the Mob collects.

Overenthusiastic Arson

  • 1 Energy · Fast · Range 1 · Any Land · Fire, Air
  • Destroy 1 Town. Discard the top card of the Minor Power Deck. If it provides Fire: 1 Fear, 2 Damage, and add 1 Blight.

Town-destroy with ~38% chance of Fire-bonus (from Minor deck composition). The Blight-add on Fire-hit is risk-tolerable because of Trickster’s non-Blight-remover identity.

Unexpected Tigers

  • 0 Energy · Slow · Range 1 · Any Land · Moon, Fire, Animal
  • 1 Fear if Invaders are present. If you can gather 1 Beasts, do so, then push 1 Explorer. Otherwise, add 1 Beasts.

Beast-toolkit; situational utility. First Forget candidate for most matchups (keep longer vs. Russia for loss-condition hedging).

Key Strategic Principles

  1. Air is the load-bearing element — 2 Air unlocks Let’s See What Happens. Draft Air Minors aggressively.
  2. Don’t blight-remove. Cleaning Up Messes destroys Presence. This is not an emergency kit.
  3. Reclaim loops are reliable but not optimal. Designer intent is improvisational play; Reclaim every turn is conservative but Trickster-off-design.
  4. Trickster LOVES Energy (jyonker13): “Even 1 or 2 can get you more Strife, more cards, or a painless Reclaim.”
  5. Count the Minor discard before Let’s See What Happens — 40% lone-Explorer-dealing, 23% push, 10% gather, 33% fear.
  6. Unexpected Tigers is first Forget — unless playing Russia (loss-condition hedge).
  7. Arson’s 38% Fire-rate is the correct per-use bet: “every other use… that mentality keeps me from getting too Overenthusiastic.” (jyonker13)

Possible Openings

Shared starting state

  • 2 Presence on board: highest-Dahan land + land #4.
  • 4 Uniques in hand: Impersonate Authority (0E Slow, Sun/Air/Animal), Incite the Mob (1E Slow, Moon/Fire/Air/Animal), Overenthusiastic Arson (1E Fast, Fire/Air), Unexpected Tigers (0E Slow, Moon/Fire/Animal).
  • Starting income: 1 Energy, 2 Card Plays.

Opening A — Hybrid Minor 🟨 (default)

From latentoctopus Opening 1.

T1 · Growth: G3 + G2 top — Gain Minor + Presence. T1 · Play: Impersonate Authority + Incite the Mob (prime Strife chain). Moon + Air priority on drafted Minor.

  • If Arson-compatible draw: 0-cost Minor + Overenthusiastic Arson.

T2 · Growth: G2 top + G3 Minor. T2 · Play: 3 plays hitting 1 Moon + 1 Fire + 2 Air (Let’s See What Happens L1 unlock + fire).

T3 · Growth: G2 bottom + Reclaim. T3 · Play: Impersonate + Incite + extra card.

T4 · Growth: G2 bottom + G4 (Energy+CP). T4 · Play: 3 plays.

T5 · Growth: Reclaim; 3 plays. T6 · Growth: G2 bottom + G3 Minor; 4 plays.

Goal: unlock LSWH tier 2 without a reclaim loop; Major-capable by T7.

Opening B — Bottom Track Minor 🟨

From Opening 2.

T1: G3 + G2 bottom; Impersonate + Incite (Moon + Air priority). T2: G2 bottom + G3; 3 plays at 2 Moon / 1 Fire / 2 Air. Forget from discard to unlock LSWH tier 2. T3: Reclaim + G2 bottom; 3 plays. T4: G2 top + G3 Minor; 3 plays. T5+: Reclaim loop with G4 for energy.

Critical constraint (latentoctopus): “This opening cannot reliably sustain a hand whose overall cost is more than 3.” Never Forget Incite or Impersonate.

Opening C — Top Track Hybrid / Majors 🟥

From Opening 3.

T1: G3 + G2 top; Impersonate + Arson (if Air drawn) else Unexpected Tigers swap. T2: G2 bottom + G3; Incite + Air card for LSWH L2; 4 cards, 2 Moon. T3: Reclaim + G2 bottom; 2 plays hitting 2 Moon / 1 Fire / 2 Air. T4: G2 bottom + G3 Major (forget from discard to keep 5 in hand); 3 plays. T5: G2 top + G3 Minor; 3 plays.

jyonker13 guidance: go Top when draws are favorable (Dahan-movement for Strife trades), Plays-track when mixed.

Opening Decision

  • Default Opening A — balanced, hits LSWH L2 by T2.
  • Opening B when card-volume over card-quality matters.
  • Opening C only with Energy-donor partner (River/Downpour/Starlight).

Card Priority Ratings

Uniques — Trickster-specific ranking

  1. Impersonate Authority — Strife-seeder, 0-cost every turn.
  2. Incite the Mob — Strife-collector + fear.
  3. Overenthusiastic Arson — Town-destroy with 38% upside.
  4. Unexpected Tigers — situational, first Forget candidate.

Top 10 Minor Draft Picks (Air > Moon > Fire)

#CardCostSpeedElementsWhy
1Strange Tales of the Sky1FastMoon, AirMoon + Air flex
2Call to Migrate0FastAir, Animal0-cost Air
3Travel Unsuspected1FastAir, WaterAir + Water
4Predatory Nightmares0FastMoon, Animal0-cost Moon
5Bats Scout for Raids by Darkness1FastMoon, Air, AnimalMoon + Air + Animal
6Entrancing Apparitions1FastMoon, AirMoon + Air flex
7Gift of Power1FastMoonMoon utility
8Visions of Fiery Doom1SlowMoon, FireMoon + Fire
9Elemental Boon0FastSun, Moon, Fire, AirFour-element flex 0-cost
10Call of the Dahan Ways1SlowMoon, EarthMoon flex

Top 5 Major Draft Picks (Opening C only)

#CardCostSpeedElementsWhy
1Instruments of Their Own Ruin3FastFire, Air, AnimalMulti-element + Strife-synergy
2Strife-dealing Majors in general———Multiplies A Real Flair for Discord
3Powerstorm3FastSun, Fire, AirAir + cheap
4Tigers Hunting3FastFire, AnimalAnimal + Fire (Fight L3)
5Bargains of Power and Protection3FastSun, Moon, Fire, AirMulti-element flex

Cards to Avoid

CardReason
Blight-removal MinorsCleaning Up Messes destroys Presence
Pure-damage without Strife synergyTrickster’s offense is Strife-chained, not raw damage
Presence-destruction MajorsNon-combo with Trickster’s baseline presence-sparse play

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA★★★★☆Strife-chain disables Ravage
SwedenA / B★★★☆☆Build-density rewards Incite the Mob cycles
France-PlantationA★★★☆☆Dahan-attract + Strife disruption
RussiaB★★★☆☆Keep Unexpected Tigers (loss-condition hedge)
ScotlandA★★★☆☆[VERIFY]
EnglandB★★★☆☆Raw card-volume + Strife-drip
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

[VERIFY — latentoctopus no per-board ratings]. Solo: break Reclaim cycle earlier (City targets dry up faster on one board). Fear generation is outsized on a single board.

Game-Phase Strategy

Early (T1–3)

  • Impersonate + Incite loop. Seed Strife, collect Fear.
  • LSWH L2 unlock by T2–T3 via Minor-draft Air.

Mid (T4–6)

  • 3+ plays per turn; Reclaim cycles stabilize.
  • Overenthusiastic Arson selectively for Town-destroy.
  • Why Don’t You and Them Fight L2 (3 Air) for per-turn Strife spam.

Late (T7+)

  • Major integration (Opening C lines).
  • Fight L3/L4 for board-wide Invader vs. Invader damage.

Synergy Partners (Multiplayer)

  • River (Sunshine aspect especially) — energy donor; fynikz: “absolutely makes his game and turns him into a major powerhouse.”
  • Downpour — Gift of Abundance or Pour Down repeats.
  • Starlight — element-targeting supports Trickster’s LSWH reach.

Common Mistakes

Patterns to watch for

  1. Over-committing to Reclaim loops. Designer: improvisational play is the design intent.
  2. Fearing Arson’s Blight risk. 38% Fire-rate; the damage clause is usually worth the Blight.
  3. Ignoring the Minor discard before Let’s See What Happens.
  4. Trying to Blight-remove. Cleaning Up Messes cascades Presence loss.
  5. Forgetting Incite or Impersonate. These are the engine — forget Tigers / Arson instead.

Tempo Profile

TurnTarget state
1Impersonate + Incite + Air-Minor drafted
2LSWH L1 live; 3 plays
3Reclaim + G2 bottom; LSWH L2 unlocked via Forget
4G4 burst; 3 plays
5–7Reclaim cycles; Fight L2/L3 on ravage lands
8+Major integration (if Opening C); Fight L4 via Animal draft

Source Notes

  • Mechanics: data/references/wiki/grinning-trickster.json (Wiki-parsed 2026-04-23).
  • Openings: latentoctopus Opening 1/2/3.
  • BGG: jyonker13 thread 2502216.

Many Minds Move as One

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from Rei’s BGG Guide (thread 2774198) + latentoctopus Openings 1–2 + BGG thread 2502110.

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityModerate
Play Difficulty[VERIFY physical spirit panel]
Growth type“many” — multiple growths per turn
Power summary (1–5)Offense 1 · Control 5 · Fear 5 · Defense 5 · Utility 1
Primary ElementsAnimal (all innates) · Air (Teeming Host + Beset scaling) · Water/Fire/Earth for tiers
Special RulesFly Fast as Thought (Beast gather/push 2 lands) + Joining of Swarms and Flocks (Sacred Site = Beast)
Aspects (NI)Persistence · Swarm [VERIFY]
Rei’s GuideYes — thread 2774198 + Advanced 3030644
latentoctopusOpening 1

Spirit Overview — Framing

Many Minds is “one of the most consistent Spirits from all of JE” (Rei) — Control + Fear + Defense at 5/5/5 on the power-summary, paired with strong Beast-Major synergy. The defining theme is action economy:

Everything you do — placing presence, gaining cards, deciding which cards to play, manipulating beasts, what land to control — all has a major purpose in getting you ahead without having to “do things twice over.” — Rei

The sacred-site-counts-as-Beast rule means 2 discs already satisfy the 2-Beast clause on Many Minds’s defensive innate (Beset and Confound) and its key uniques. Rei: move presence often to keep range where it’s needed and to cash in Beast Events.

Complexity signal: Moderate. Many Minds has 5 Uniques (not 4), which is unusual — complexity is in the per-turn decision of which three to play, which to defer, which to forget across reclaim cycles.

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 (growthtype: “many” — pick multiple)

GrowthEffectsBest when
G1Reclaim + Gain 1 Power CardReclaim cycle
G2Add Presence (Range 1) + Add Presence (Range 0)Spread + starting-land density
G3Add Presence (Range 3) [via Beast] + +1 Energy + Gather 2 BeastsPre-position Beast layer + energy

G3 is Rei’s favorite: “DOES NOT need to be in the same land you add your presence to” — move a Beast from an adjacent board into your Land 2 to set up Dreadful Tide without spending Innate 1 to gather.

Presence Tracks

  • Energy track (7 slots): energy0 → energy1 → air → energy2 → animal → energy3 → energy4
    • 0E → 1E → +Air marker → 2E → +Animal marker → 3E → 4E
  • Card-play track (7 slots): card1 → card2 → pay2pcard → card3 → card3 → card4 → card5
    • 1 CP → 2 CP → Pay 2 for a card → 3 CP → 3 CP → 4 CP → 5 CP

Starting income: 0 Energy, 1 Card Play. Power spike at 2/4cp for Minors (Rei: “the Drafter”) or 3/3cp for Majors (Rei: “Big Birb”).

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).

Beast-movement range extended. Combined with Ranging-style powers, this is board-wide Beast repositioning.

Special Rule: A Joining of Swarms and Flocks

Your Sacred Site may also count as Beast.

A 2-Presence land is a Beast for rule purposes. Cleanly satisfies the “2 Beast” clauses on Beset and Confound and Dreadful Tide — no need to add a literal Beast token.

Innate: The Teeming Host Arrives

  • Speed: Fast · Range: 2 · Target: Any
LevelThresholdsEffect
12 Air Air + 1 Animal AnimalGather up to 1 Beast.
23 Air Air + 1 Water Water + 2 Animal AnimalInstead, Gather up to 1 Beast per Air you have.
31 Fire Fire + 4 Air Air + 2 Animal AnimalPush up to 3 Beasts.

Beast-topology engine. L2 scales gather with Air — reachable mid-game for massive Beast-shuffle turns.

Innate: Beset and Confound the Invaders

  • Speed: Fast · Range: 2 · Target: Invaders
LevelThresholdsEffect
11 Air + 2 Animal2 Fear and Defend 2.
22 Air + 3 AnimalInstead, 3 Fear and Defend 4.
33 Air + 4 AnimalInstead, 4 Fear and Defend 7.
44 Air + 1 Earth + 5 AnimalInstead, 6 Fear and Defend 10.

The definitive Many Minds card: Fear + Defend scale together. L4 (6 Fear + Defend 10) is Many Minds’s late-game high point.

Unique Cards (all 5, Wiki-verified)

A Dreadful Tide of Scurrying Flesh

  • 0 Energy · Fast · Range 1 from your Sacred Site · Land with 2+ Beasts · Moon, Air, Water, Animal
  • Remove up to half (round down) of Beasts in target land. For each Beast Removed, 2 Fear and skip one Invader Action.

Beast→Fear conversion + Invader-Action skip. Skipping a Ravage or Build is categorically the strongest Invader-phase disruption. Sacred Site = Beast (Special Rule) means a 2-Presence sacred-site land always has at least 1 Beast-equivalent.

Boon of Swarming Bedevilment

  • 0 Energy · Fast · 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.

Ally-gift: board-wide Defend 1 per Presence + free Presence repositioning. In solo, self-target. In multi, hand to the spirit with most Presence.

Ever-Multiplying Swarm

  • 1 Energy · Slow · Range 0 · Any Land · Fire, Earth, Animal
  • Add 2 Beasts.

Beast-seeder. Fire/Earth/Animal carries Beset L4’s Earth tier.

Guide the Way on Feathered Wings

  • 0 Energy · Fast · Range 1 · Any Land · Sun, Air, Animal
  • Move 1 Beast up to two lands. As it moves, up to 2 Dahan may move with it, for part or all of the way.

Beast + Dahan movement. Fly-Fast-as-Thought combined with this = 4-land Beast reach.

Pursue with Scratches, Pecks, and Stings

  • 0 Energy · Slow · Range 1 · Any Land with Beast · Moon, Fire, Animal
  • 1 Fear. 1 Damage per Beast in target land. You may move 1 Beast from target land up to 2 lands away.

Beast-count damage + repositioning. The only damage-dealing Unique — Many Minds’s offense lives here.

Key Strategic Principles

  1. Animal first, Air second. Everything scales with Animal; Air unlocks Beset/Teeming Host tiers.
  2. Sacred Site = Beast. Don’t build unnecessary 2-Beast literal stacks when a sacred site already satisfies the clause.
  3. G3 pre-positions Beasts — don’t waste Teeming Host L1 on gather turns that G3 could have handled.
  4. Majors are Beast-synergy first. Rei’s “Beasty Bois”: Tigers Hunting, Settling into Hunting Grounds, Angry Bears, Insatiable Hunger of the Swarm, Venomous Spiders, Sea Monsters.
  5. Power spike is 2/4cp (Minor) or 3/3cp (Major). Pick opening archetype before game.
  6. Never draft presence-destroyers. Many Minds is Presence-thin.

Rei’s 2-Beast rule

Placing Sacred Sites in newly-explored lands is better than stacking 2-Beast-literal lands — the sacred-site-as-Beast rule means you’re getting the 2-Beast trigger for free. Move Beast tokens to event-fodder targets instead.

Possible Openings

Shared starting state

  • 1 Presence + 1 Beast on starting land (must be a land with Beast).
  • 5 Uniques in hand: A Dreadful Tide, Boon of Swarming Bedevilment, Ever-Multiplying Swarm, Guide the Way on Feathered Wings, Pursue with Scratches.
  • Starting income: 0 Energy, 1 Card Play.

Opening A — “The Drafter” (Minor, solo-leaning) 🟨

Rei’s Minor-heavy opening.

T1: G2 top + G2 bottom (1E + 1CP net from growth); play Ever-Multiplying Swarm (1 Air + 2 Animal, Beset L1 unlock).

T2: G2 top × 2; play 2 — Pursue with Scratches or Guide the Way + Boon of Bedevilment or Dreadful Tide.

T3: G2 bottom × 2, pay 2 to gain a Minor; play 3 (deferred combo + new Minor).

T4: Reclaim + gain Minor.

Power spike: 2/4cp for Minors. Rei wants 0-cost Animal/Air Minors to stay sustainable through reclaim cycles.

Opening B — “The Extra Friend” / “The Ponderer” (G3 tempo, Rei’s favorite multi) 🟩

T1: G3 — top presence only, move a Beast from an adjacent board into your Land 2 (CRITICAL: doesn’t need to be in the same land you add presence to). Play Ever-Multiplying Swarm.

T2: G2 top + G2 bottom; play combo.

T3: G2 top × 2 (or bottom for card gain); play the deferred combo.

T4: Reclaim + gain Major or Minor (forget Swarm).

Rei: “1 turn ahead of the Invaders.” Preps Dreadful Tide without spending Innate 1 to gather Beasts.

Opening C — “Big Birb” (Major rush) 🟨

T1–T2: same shell as Opening B. T3: keep going top track. T4: Reclaim into Major with ~8E stockpiled. T5: G2 bottom × 2 + pay-2 gain Major.

Power spike: 3/3cp. Hits almost every Major threshold except Instruments of Their Own Ruin (needs 4 plays).

Opening Decision

  • Default Opening B (Ponderer) — Rei’s favorite in multiplayer.
  • Opening A (Drafter) in solo / high-Minor draft environments.
  • Opening C (Big Birb) when Beast-Major is in scope.

Card Priority Ratings

Uniques — Many Minds-specific ranking

  1. A Dreadful Tide of Scurrying Flesh — Invader-action skip is the strongest disruption in the game at 0E.
  2. Beset and Confound via Boon of Bedevilment — ally-gifting a board-wide Defend 1.
  3. Ever-Multiplying Swarm — Beast-seeder; reclaim candidate.
  4. Pursue with Scratches — damage.
  5. Guide the Way on Feathered Wings — Beast + Dahan movement; situational.

Top 10 Minor Draft Picks (Animal > Air)

#CardCostSpeedElementsWhy
1Predatory Nightmares0FastMoon, Animal0-cost Animal
2Call to Migrate0FastAir, Animal0-cost Air + Animal
3Call to Bloodshed0SlowMoon, Animal0-cost Animal
4Bats Scout for Raids by Darkness1FastMoon, Air, AnimalTrifecta
5Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost Animal + Earth (L4 threshold)
6Call of the Dahan Ways1SlowMoon, EarthEarth-feeder
7Gift of Power1FastMoonMoon utility
8Song of Sanctity0SlowSun, Plant, Animal0-cost Animal
9Entrancing Apparitions1FastMoon, AirAir-feeder
10Strange Tales of the Sky1FastMoon, AirMoon + Air

Top 5 Major Draft Picks (Rei’s “Beasty Bois”)

#CardCostSpeedElementsWhy
1Tigers Hunting3FastFire, AnimalCheap + Animal
2Angry Bears3FastMoon, Fire, AnimalAnimal + Fear
3Insatiable Hunger of the Swarm3FastAnimal, PlantMulti-element Animal
4Settling into Hunting Grounds3SlowMoon, Earth, Plant, AnimalFour-element flex
5Venomous Spiders2FastMoon, AnimalCheap Animal

Other Rei favorites: Sea Monsters, Vigor of the Breaking Dawn, Wrap in Wings of Sunlight, Voice of Command, Bargains of Power & Protection, Powerstorm, Weave Together a Fabric of Place, Forest of Living Obsidian, Instruments of Their Own Ruin, Irresistible Call.

Cards to Avoid (Rei’s never-draft)

CardReason
Volcanic EruptionWrong profile for Many Minds kit
Tsunami—
Fire and Flood—
Cast Down into the Briny Deep—
Entwined Power—
Death Falls Gently—
Utter a Curse—
Dream of the Untouched Land—

Rei’s rarely-drafted Minors: Renewing Boon, Dry Wood, Call to Migrate (wait — this contradicts top-10 above — Rei flags both situationally), Prowling Panthers, Thriving Chokefungus, Shore Seethes, Desiccating Winds, Song of Sanctity, Sunset Fire Flows, Unquenchable Flames. Situational: Infested Aquifers / Poisoned Drew (Russia killers).

Adversary Matchup Matrix (Rei-documented)

AdversaryOpeningRatingMatchup note
PrussiaB★★★★☆Rei: “Prussia 6 true-solo shown”
France-PlantationB★★★★☆“France 6 viable solo”
SwedenB / C★★★☆☆L5–L6: “The Hasteful” used to unlock Defend 4 on T2; multi-gift Boon
RussiaB / C★★★☆☆L5–L6: “The Hasteful” + Defend-gift; multi-Boon is 1–2 turns ahead
EnglandA / B★★★☆☆Rei: “England 5 partial-solo”
ScotlandA★★★☆☆[VERIFY]
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

Rei: “Many Minds likes Very Short Distance Lands for Beast Movement and an Interesting Starting Position relative to other Island Board Beasts.”

BoardRatingReason
F★★★★★Best per Rei; Beast-movement topology
E★★★★★Best per Rei
A + C★★★★☆Good synergies
Others★★★☆☆Workable

Game-Phase Strategy

Early (T1–3)

  • G2/G3 Beast pre-positioning.
  • Beset L1 (1 Air + 2 Animal) online T1 with Ever-Multiplying Swarm.
  • Dreadful Tide on first 2-Beast land (or sacred site).

Mid (T4–6)

  • Beset L2/L3 (2–3 Air + 3–4 Animal) = huge Fear + Defend.
  • Major integration (Opening C).
  • Boon of Bedevilment gifted to partner in multi.

Late (T7+)

  • Beset L4 (4 Air + 1 Earth + 5 Animal) = 6 Fear + Defend 10.
  • Dreadful Tide every Reclaim cycle for Invader-action skip.

Synergy Partners (Multiplayer)

  • Beast-Major donors — Keeper, Green, Fangs (Animal).
  • Any spirit that places presence near you T1–T2 — enables Boon-target for Defend-3 vs. Sweden/Russia.
  • Slow spirits that leave Beasts alone — you collect them via G3.
  • Solo: Boon self-targeting stacks Defend massively.

Common Mistakes

Rei’s named mistakes

  1. Using Innate 1 to gather Beasts when G3 could have pre-positioned them.
  2. Creating 2-Beast sacred sites unnecessarily. Place SS in newly-explored lands; move Beasts to Event-fodder targets.
  3. Committing to “The Hasteful” outside Sweden/Russia — “heavy sacrifice to scaling; stuck in sub-optimal reclaim loops at high difficulty.”
  4. Drafting >4-cost Majors outside Sea Monsters / Blazing Renewal / Irresistible Call.

Tempo Profile

TurnTarget state
1G2/G3 + Ever-Multiplying Swarm; Beset L1 live
2Pursue with Scratches + Boon/Dreadful Tide
3G2×2 + combo; 3 plays
4Reclaim + Major (Opening C) or Minor (A/B)
5–7Beset L2/L3; Dreadful Tide loop
8+Beset L4; late-game closure

Source Notes

Shroud of Silent Mist

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from Rei’s BGG Guide (thread 2722115) + latentoctopus Openings 1–2 + BGG thread 2488254.

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityHigh
Play Difficulty4 [VERIFY physical spirit panel]
Growth type“one” — pick one growth per turn (bundled)
Power summary (1–5)Offense 4 · Control 4 · Fear 5 · Defense 2 · Utility 1
Primary ElementsAir (Suffocating Shroud + Swirling Haze all tiers) · Moon (Suffocating Shroud + Cool-and-Dark Energy) · Water (both innates) · Earth (late)
Special RulesGather Power from the Cool and Dark (Minor gain w/o Fire = +1E) + Mists Shift and Flow (target-land Gather presence) + Slow and Silent Death (no heal + Fear drip on damaged Invaders)
AspectsNone
Rei’s GuideYes — thread 2722115
latentoctopusOpenings 1–2

Spirit Overview — Framing

Shroud is a damaged-Invader farmer — its win condition is letting damaged Invaders live, dripping Fear each turn via Slow and Silent Death until the killbox matures. Rei calls it “a very, very complicated Spirit. I genuinely feel that it’s so mechanically intense to play well, that many people are probably going to find it off-putting.”

Wiki-printed playstyle note:

Damage + Fear generator with unusual mechanics. Damaged Invaders in your lands don’t heal; Slow and Silent Death generates per-turn Fear on them. The spirit wants damage without destruction.

Identity capture (latentoctopus):

Playing Mist is very much about flirting with disaster. It wants damaged Invaders to hang about in its lands for as long as it can manage, providing a slow drip of Fear until it finally gobbles them all up.

Identity capture (Rei):

Shroud wants to sense not only the dangers of the event deck, but also think about all the ways each potential invader card can affect them while picking up bits and scraps of generosity from Fear Cards + other Spirits.

Power spike: 1/3cp (Rei: “1/4cp + reclaim is when you Transcend.”)

Complexity signal: High is correct. Shroud is widely regarded as one of the hardest JE spirits to pilot. Decision-load is high across all three phases: Event-card reads, Invader-card anticipation, multi-turn damaged-Invader farming, and Mists-Shift-and-Flow presence gather mid-turn.

Starting Setup

Put 2 Presence on your starting board: 1 in the highest-numbered Wetland and 1 in the highest-numbered Mountain.

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

GrowthEffectsBest when
G1Reclaim + Gain 1 Power CardHand depleted + Minor-draft on Reclaim turn
G2Add Presence (Range 0) + Add Presence (Range 0)Stack starting lands (2x R0)
G3Gain 1 Power Card + Add Presence (Range 3, Mountain/Wetland)Spread + card

G2’s double-R0 is unusual — you’re forced to stack presence on existing lands, not spread. Combines with Mists Shift and Flow to create movable presence clusters.

Presence Tracks

  • Energy track (5 slots): energy0 → energy1 → water → energy2 → air
    • 0E → 1E → +Water marker → 2E → +Air marker
  • Card-play track (8 slots): card1 → card2 → movepres → moonX → card3 → card4 → reclaim1 → card5
    • 1 CP → 2 CP → Move Presence → Moon scaling → 3 CP → 4 CP → Reclaim 1 → 5 CP

Starting income: 0 Energy, 1 Card Play. Starting-Energy-0 is the hallmark Shroud problem — compounded by Cool-and-Dark Energy which only triggers on Minor gain without Fire.

Core Mechanics & Special Rules

Special Rule: Gather Power from the Cool and Dark

Once a turn, when you Gain a Power Card without Fire, gain 1 Energy.

Every Minor (non-Fire) gain = +1 Energy. Rei explicitly: drafting without Fire is preferable — Fire-drafts forfeit the Energy and break the Cool-and-Dark economy.

Special Rule: 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.

Shroud’s signature: per-Power free presence-gather. This lets you count land-targeting Powers at turn-start as a movement budget — every card is also a free presence-move.

Special Rule: Slow and Silent Death

Invaders and Dahan in your lands don’t heal Damage. During Time Passes: 1 Fear per damaged Invader in your lands.

The farm. Every damaged Invader alive at Time Passes = 1 Fear. Rei: “schmoney” over kills until 1/3cp.

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.

L2 is the adjacent-presence scaler — the core tactical lever. L4 is a board-wide 1-damage per Invader (late-game).

Innate: Lost in the Swirling Haze

  • Speed: Slow · Range: 0 · Target: Any
LevelThresholdsEffect
11 Air Air + 2 Water WaterPush up to 1 Dahan.
22 Air Air + 3 Water WaterPush up to 2 Explorer/Dahan.
33 Air Air + 4 Water WaterPush up to 2 Explorer/Dahan.

Positioning innate. Push-Explorer keeps Invaders from land-exits so damaged Invaders stay in your lands for the Slow-and-Silent-Death Fear drip.

Unique Cards (all 4, Wiki-verified)

Dissolving Vapors

  • 2 Energy · Slow · Range 0 · Any Land · Air, Water
  • 1 Fear. 1 Damage to each Invader. 1 Damage to each Dahan.

The AOE. 2E Slow hits every Invader and every Dahan — usable on low-Dahan or Dahan-absent lands. Under Slow-and-Silent-Death, damaged-Invader land = next-turn Fear factory.

Unnerving Pall

  • 1 Energy · Fast · Range 0 · Land with 1+ Invaders · Moon, Air, Animal
  • 1 Fear. Up to 3 Damaged Invaders do not participate in Ravage. OR 1 Fear. Defend 1 per Presence you have in target land (when this Power is used).

Dual-mode Fast: damaged-Invader skip-Ravage (synergy with Dissolving Vapors setups) OR presence-scaled Defend. The Damaged-Invader skip is the signature Shroud tempo-preservation play.

Flowing and Silent Forms Dart By

  • 0 Energy · Fast · Range 0 · Any Land · Moon, Air, Water
  • 2 Fear if Invaders are present. When Presence in target land would be Destroyed, its owner may, if possible, instead Push that Presence. You may Gather 1 Presence/Sacred Site of another Spirit (with their permission).

0E Fast Fear + Presence-destroy-cancel + ally-presence-gather. The Presence-cancel clause covers all spirits in the target land — massive ally-protection.

The Fog Closes In

  • 1 Energy · Slow · Range 0 · Any Land · Moon, Air, Water
  • For each adjacent land with your Presence, 1 Damage to a different Invader. Push 2 Dahan.

Adjacent-presence-scaled damage + Dahan push. Pairs with Suffocating Shroud L2 for double adjacent-scaling turns.

Key Strategic Principles

  1. Damage, don’t destroy — until 1/3cp. Slow-and-Silent-Death pays Fear per damaged Invader at Time Passes.
  2. Air > Moon > Water > Earth. Rei: “the jump from the first tier of Suffocating Shroud to the second is the most dramatic” — Air is the highest-leverage element.
  3. Avoid Fire drafts. Cool-and-Dark gives +1E on non-Fire Minor gain.
  4. Mists Shift and Flow = movement budget. Count land-targeting Powers at turn-start.
  5. Minors > Majors by default. Rei: “I HIGHLY recommend the Minor builds to get a better feel for Shroud before attempting Majors.”
  6. Shroud gathers ally Presence. Flowing and Silent Forms lets allies move presence through Shroud’s lands for otherwise-impossible placement.
  7. Don’t over-greed Air. Rei: “The Air is very tempting, but it very much HALTS your scaling for multiple turns.”

Possible Openings

Shared starting state

  • 2 Presence on board: highest-numbered Wetland + highest-numbered Mountain on starting board.
  • 4 Uniques in hand: Dissolving Vapors (2E Slow, Air/Water), Unnerving Pall (1E Fast, Moon/Air/Animal), Flowing and Silent Forms Dart By (0E Fast, Moon/Air/Water), The Fog Closes In (1E Slow, Moon/Air/Water).
  • Starting income: 0 Energy, 1 Card Play.

Opening A — The Unleashed (Standard Minor) 🟨 (default)

From latentoctopus Opening 1.

T1 · Growth: G2 top + G2 bottom (1E + 2 CP net). T1 · Play (1E, 2 CP): Flowing and Silent Forms Dart By + The Fog Closes In.

  • Elements: 1 Moon + 2 Air + 2 Water. Hits Suffocating Shroud L1 (1M+2A+1W) and Swirling Haze L1 (1A+2W).
  • Pause-point: The Fog Closes In’s adjacent-presence clause needs placements to have fired — verify target land has your-presence-adjacent.

T2 · Growth: G3 — Gain Minor + bottom-track presence. T2 · Play: Unnerving Pall (and maybe drafted Minor).

T3 · Growth: Split:

  • Safe branch: Reclaim (G1) + Gain Minor.
  • Aggressive branch: G2 bottom × 2 + play Dissolving Vapors + Minor (tolerates some blight).

T4 · Target state: 3 plays pre-reclaim → 1/4cp + Reclaim (the “Transcend” state per Rei).

Confidence: 🟨 latentoctopus primary + Rei-aligned.

Opening B — The Gambler (Minus-Tempo Minor) 🟥

From latentoctopus Opening 2.

T1 · Growth: G3 — Gain Minor + top-track presence. T1 · Play: Dissolving Vapors on a big/City land (takes some blight).

T2 · Growth: G2 top + G2 bottom. T2 · Play: Unnerving Pall + Flowing Forms (Water unlock) OR Fog Closes In + Flowing Forms (Movement unlock).

T3: Branch:

  • Back to fast tempo: G2 bottom × 2 + Unnerving Pall + flex Minor.
  • Stay Gambler: G3 gain-Minor.

T4: G3 with 2E unlocked — gain Minor or Major.

Rei’s warning: “The Air is very tempting, but it very much HALTS your scaling for multiple turns.” Don’t over-greed 3-Air thresholds at T2 cost.

Opening C — Solo (jyonker13 BGG follow-up) 🟥

T2 adds Minor via Plays track. Flipping blight T2 is “really sucky in solo” — race for Fear rather than board removal.

Opening Decision

  • Default Opening A — balanced, Rei-and-latentoctopus aligned.
  • Opening B when T1 Dissolving Vapors target presents itself cleanly.
  • Opening C in solo with Fear-rush plan.

Card Priority Ratings

Uniques — Shroud-specific ranking

  1. Flowing and Silent Forms Dart By — 0E Fast; Presence-destroy-cancel; ally-gather.
  2. Unnerving Pall — damaged-Invader skip-Ravage is the signature tempo card.
  3. The Fog Closes In — adjacent-presence-scaled damage.
  4. Dissolving Vapors — the AOE; 2E Slow, setup-dependent.

Top 10 Minor Draft Picks (Air > Moon > Water, avoid Fire)

#CardCostSpeedElementsWhy
1Travel Unsuspected1FastAir, WaterAir + Water dual-prime
2Absorb Essence0FastWater0-cost Water
3Strange Tales of the Sky1FastMoon, AirMoon + Air
4Drift Down to Rest0SlowSun, Air, Plant0-cost Air
5Call of the Deeps1SlowWater, AnimalWater-feeder
6Predatory Nightmares0FastMoon, Animal0-cost Moon
7Gift of Power1FastMoonMoon utility
8Call to Migrate0FastAir, Animal0-cost Air
9Call to Isolation0SlowWater, AnimalIsolate utility
10Sea Monsters2SlowMoon, Water, AnimalMoon + Water (expensive)

Top 5 Major Draft Picks (advanced — “The Confounding”)

#CardCostSpeedElementsWhy
1Dissolve Into Mist4FastAir, WaterAir + Water double-prime
2Flow Like Water, Reach Like Air2FastSun, Air, WaterCheap + Air-Water
3Weave Together a Fabric of Place4FastSun, Moon, Air, Water, EarthFive-element flex
4Tsunami7SlowMoon, Water, EarthLate-game Water closer
5Veil of Shimmering Darkness3FastMoon, WaterMoon + Water

Rei: “I HIGHLY recommend the Minor builds to get a better feel for Shroud before attempting Majors.”

Cards to Avoid

CardReason
Fire MinorsCool-and-Dark forfeits Energy on Fire gain
Single-land destroy-no-damage cardsKills Shroud’s farm before Slow-and-Silent pays off
Blight-adding MajorsShroud’s low Defense can’t absorb

Adversary Matchup Matrix (Rei-documented)

AdversaryOpeningRatingMatchup note (Rei level cap: 5)
Brandenburg-PrussiaA★★★★☆Rei: “Prussia 5” validated
EnglandA★★★★☆Rei: “England 5” validated
France-PlantationA★★★☆☆Rei: “France 4” validated
SwedenA★★★☆☆Rei: “Sweden 5” validated
RussiaA★★★☆☆[VERIFY] — Rei avoids L6 generally
ScotlandA★★★☆☆[VERIFY]
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Rei: “I avoid Level 6 because level 6 vastly warps & changes builds/strategies.”

Board / Map Configuration

Rei: “Shroud likes Range, Easy Movement between lands, & Favorable Dahan setup close to each other.”

BoardRatingReason
C★★★★★Good centralized Dahan
D★★★★★Best quad adjacencies (“cursed with double wetland coast”)
F★★★★☆Strong starting placement
Others★★★☆☆Workable

Game-Phase Strategy

Early (T1–3)

  • G2 top + G2 bottom; Flowing Forms + Fog Closes In.
  • Damage-without-destroy approach — Slow-and-Silent-Death begins paying T1.

Mid (T4–6)

  • 1/3cp Power Spike. Dissolving Vapors every reclaim cycle.
  • Suffocating Shroud L2 (adjacent-presence scaling) online.
  • Mists Shift and Flow used as movement budget for Range-0 targeting.

Late (T7+)

  • Suffocating Shroud L3/L4 board-wide damage.
  • Major integration (Dissolve Into Mist, Weave Together).

Synergy Partners (Multiplayer)

  • Damage-dealing partners — let Shroud’s lands stay “damaged-Invaders-present” for Fear drip.
  • Beast/Strife/Disease suppliers — Event save-rate lifts from 40.7% → 48%+.
  • Presence-destruction-vulnerable partners — Flowing Forms’s destroy-cancel covers Serpent in Blighted lands, Fangs in non-Jungles.
  • Fear-reward-dependent partners — benefit from Shroud’s Fear drip.

Common Mistakes

Rei’s named mistakes

  1. Greeding Air early. “HALTS your scaling for multiple turns.”
  2. Firing Suffocating Shroud to destroy Invaders when the farm was the plan. “Schmoney over kills” until 1/3cp.
  3. Letting Dahan die in lands you needed for Fog Closes In push.
  4. Forgetting Shroud can gather presence into lands adjacent to the target. Mists Shift and Flow enables Range break-ups.
  5. Not counting land-targeting Powers as movement budget.

Tempo Profile

TurnTarget state
1G2 + Flowing Forms + Fog Closes In; Swirling Haze L1
2G3 + Unnerving Pall; damaged-Invader farm starts
3Reclaim + Gain Minor; 2 plays
41/4cp + Reclaim (“Transcend” per Rei)
5–7Suffocating Shroud L2 + Slow-and-Silent Fear drip
8+L3/L4 board-wide damage; Major integration

Source Notes

Vengeance as a Burning Plague

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing from Rei’s BGG guide (thread 2709070) + Rei on Spirited Discussion podcast + jyonker13 openings thread 2484534.

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityHigh
Play Difficulty[VERIFY physical spirit panel]
Growth type“many” — pick multiple growth options per turn
Power summary (1–5)Offense 5 · Control 2 · Fear 3 · Defense 1 · Utility 1
Primary ElementsAnimal (Epidemics) · Fire (Savage Revenge) · Plant (Disease-seeding) · Air (Savage Revenge L1/L3)
Special RulesTerror of a Slowly Unfolding Plague (let Build pass → 1 Fear) + Lingering Pestilence (destroyed Presence = 1 Disease) + Wreak Vengeance (Blight counts as Badlands)
AspectsNone
Rei’s GuideYes — thread 2709070
latentoctopusNot covered
BGG openingsjyonker13 thread 2484534

Spirit Overview — Framing

Vengeance is a destruction-triggered scaling spirit — its whole kit is inverted: letting Invaders Ravage your lands and destroy your presence unleashes the plague. Rei’s identity thesis:

I think of them as a sleepy spirit that needs to get woken up by invader’s destructive tendencies to unleash its revenge.

Wiki-printed playstyle note:

Wants Invaders (and itself) to take Damage — Blight is fuel via the Badlands rule, Destroyed Presence becomes Disease, and the innate scales with Damage dealt.

jlrothe’s framing (BGG):

Decide early where your kill zones will be, get presence there, get killed, get a bunch of disease in there, get to the second level of your first innate… that’s all she wrote.

Rei’s power-spike benchmark (canonical):

3 energy / 3 card plays unlocks Tier-2 innates and energy sustainability — anything beyond that is gravy. Scaling is much stronger than cards for Vengeance.

Complexity signal: High is correct. The psychological inversion is the hard part — most spirit-island instincts say “prevent Ravages, preserve Presence.” Vengeance wants the opposite, and choosing which Ravages/destruction to accept is decision-dense.

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.

Yes — one Presence starts already Destroyed. That starting-Destroyed triggers Lingering Pestilence: 1 Disease seeded at setup on whatever land you designate.

Growth Options (growthtype: “many” — pick multiple)

GrowthEffectsBest when
G1Reclaim + Gain 1 Power Card + +1 EnergyFull Reclaim cycle
G2Vengeance (special token/placement) + Vengeance (again)The Disease-multiplier growth; picked twice-per-turn in the Fast Tempo opening
G3Gain 1 Power Card + Add Presence (Range 1, Disease-seeded) + +1 EnergyCard-gain + Disease placement + energy

Presence Tracks

  • Energy track (5 slots): energy1 → energy2 → animal → energy3 → energy4
    • 1E → 2E → +Animal marker → 3E → 4E
  • Card-play track (7 slots): card1 → card2 → fireX → card2 → card3 → card3 → card4
    • 1 CP → 2 CP → Fire scaling → 2 CP → 3 CP → 3 CP → 4 CP

Starting income: 1 Energy, 1 Card Play.

Core Mechanics & Special Rules

Special Rule: 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.

Free 1 Fear per turn if you don’t use your Disease to prevent a Build. The token stays — use it to seed the next Ravage-farm instead. Rei clarifies: the Presence needs to be anywhere on the board, not in the specific Disease land.

Special Rule: Lingering Pestilence

When your Presence is destroyed by anything except a Spirit action, add 1 Disease where each destroyed Presence was.

Every Ravage that destroys your Presence = 1 Disease on that land. This is why Vengeance wants to be Ravaged.

Special Rule: Wreak Vengeance for the Land’s Corruption

Your actions treat Blight on the island as also being Badlands.

Every Blight token is a Badlands for your damage-scaling — Plaguebearers, Savage Revenge, and any Badlands-scaling Minor triple-dips.

Innate: Epidemics Run Rampant

  • Speed: Fast · Range: 1 · Target: Disease

Text: (Disease cascade — check Wiki for exact text; the tool parse didn’t surface thresholds. Known effect structure: Disease in the target land spreads/multiplies, with element-gated tiers.)

Wiki page has fuller thresholds; cross-reference your physical panel or the Wiki Vengeance page.

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.

Cumulative at L2+L3+L4 = 1+2+3 = 6 Damage to a Building at Range 0. Rei: “Scaling is much stronger than cards for Vengeance.” — this is why.

Unique Cards (all 4, Wiki-verified)

Fetid Breath Spreads Infection

  • 2 Energy · Slow · Range 1 · Land with 1+ Invaders · Air, Water, Animal
  • 1 Fear. Add 1 Disease.

The Disease-seeder. 2E Slow is expensive, but Disease-placement is the whole game setup. Drafted into Majors, Fetid Breath is the first Forget candidate — specialization into other Disease-adding Minors takes over.

Strike Low with Sudden Fevers

  • 2 Energy · Fast · Range 1 · Land with 1+ Disease tokens · Fire, Air, Earth, Animal
  • 1 Fear. Invaders skip Ravage Actions.

Ravage-skip at Disease lands. The conservation play — skips a whole Ravage in a land where you’ve pre-seeded Disease. Rei: never cast this “just because you can or for hitting a Tier-1 innate” — only when there’s a specific Ravage worth skipping.

Fiery Vengeance

  • 0 Energy · Fast · No Range · Any Spirit · Sun, Fire
  • Cost to Use: Target Spirit Removes 1 of their Destroyed Presence from the game. 1 Fear and 1 Damage in one of target Spirit’s lands.

0-cost self-fueling damage. The Destroyed-Presence cost is your resource — 1 Destroyed Presence per cast. Carries Fire → helps Savage Revenge thresholds.

Plaguebearers

  • 1 Energy · Slow · Range 2 · Land with 1+ Disease tokens · Fire, Water, Animal
  • 1 Fear if Invaders are present. For each Disease, Push 2 Explorer/Town/Dahan. 1 Disease may move with each Pushed piece.

Disease-push + Disease-relocation. The signature Vengeance card: moves Invaders into your kill zones + relocates Disease to where you want it next turn.

Key Strategic Principles

  1. Let Ravages happen in your farmed lands. Destroyed Presence = Disease; Ravaged Blight counts as Badlands.
  2. Rei’s power spike is 3E / 3 CP. Target this by T4. Don’t chase beyond it.
  3. Decide kill zones early. jlrothe: “Decide early where your kill zones will be, get presence there, get killed, get a bunch of disease in there.”
  4. Specialize elements — don’t straddle Fire vs. Animal. Rei picks Fire by default (Savage Revenge L2 without Disease concentration).
  5. Terror of a Slowly Unfolding Plague gives 1 Fear per turn for free. Presence anywhere on the board, not the specific Disease land.
  6. Forget Fetid Breath when you draft Majors — specialization takes over. Exception: if the Major synergizes with Fetid (Flow Like Water, Sea Monsters), forget Fiery Vengeance instead (especially vs England).
  7. Monitor presence-destruction Blight cards (Tipping Point, Pall, Erosion of Will) — in solo keep 2+ presence banked.

Possible Openings

Shared starting state

  • 2 Presence + 1 Destroyed Presence + 1 Disease on board (Disease seeded via Lingering Pestilence from Destroyed setup).
  • 4 Uniques in hand: Fetid Breath Spreads Infection (2E Slow, Air/Water/Animal), Strike Low with Sudden Fevers (2E Fast, Fire/Air/Earth/Animal), Fiery Vengeance (0E Fast, Sun/Fire), Plaguebearers (1E Slow, Fire/Water/Animal).
  • Starting income: 1 Energy, 1 Card Play.

Opening A — Fast-Tempo Minors (Rei’s “bread & butter”) 🟨 (default)

Above-tempo with Invaders; farms Blight for scaling.

T1 · Growth: G3 (Minor + top-track presence + 1E). T1 · Play: Fetid Breath — seed Disease at range, prep T2 Plaguebearers target.

T2 · Growth: G2 × 2 (two bottom-track). T2 · Play: Plaguebearers + flex (Fiery Vengeance or Minor). Push Explorer+Town from setup land to create “sacrificial altars” (jlrothe’s phrasing).

T3 · Growth: G2 × 2 (two bottom, Disease-seed Ravaging / Dahan lands). T3 · Play: Strike Low with Sudden Fevers + Minor + flex.

T4 · Target: 3/3 CP pre-Reclaim. If Invader cards “doubled up” (Stage-1→Stage-2 same terrain), skip T3 Strike Low. Otherwise Reclaim loop is expected.

Opening B — Minus-Tempo Minors 🟨

On-tempo with Invaders; patient growth.

T1: Same as Opening A. T2: G2 (single) — preserve flex into Fast Tempo if T3 demands Strike Low. T3: If no Strike Low pressure → grab a Minor; set up T4 for 7–8E + 3 plays + Strike Low ravage-skip.

Opening C — Early Major (Rei-preferred) 🟥

T1 · G2 (top × 2) + Fetid Breath (~1E left). T2 · G2 (top + bottom into Ravaging/Dahan lands) + Plaguebearers + Fiery Vengeance (flex). T3 · G3 — gain Major + top-or-bottom presence (priority: Sacred Site for Major > range > Ravaging land). 6–7E pool. Flex Strike Low if needed.

Fire-vs-4E decision: Fire if Major is 2–3 cost OR Strike Low must skip T3; 4E if saving Strike Low for T4 or aiming at 4–6 cost Major.

Opening D — jyonker13 simplified 🟨

For teaching / new players.

T1 · G2 (+1E, Minor, presence from energy). Play Fetid Breath. T2 · G3 (2 presence). Play Plaguebearers + new Minor. T3 · G2 (2 presence). Play Strike Low + Fiery Vengeance. T4: Reclaim.

jyonker13 prefers Fire over Animal Minors: “your second innate scales better than your first without requiring Disease to be concentrated in one land.”

Opening Decision

  • Default Opening A (Fast-Tempo Minors) for most matchups — Prussia, Russia, Scotland, Sweden, Habsburg.
  • Opening B (Minus-Tempo) when board-state is fragile T2.
  • Opening C (Early Major) when the Major draft lands Fire or Water at ≤4E.
  • Opening D for teaching or low-L play.

Card Priority Ratings

Uniques — Vengeance-specific ranking

  1. Plaguebearers — Disease-push + relocation engine.
  2. Fiery Vengeance — 0E Fast self-fueling damage.
  3. Strike Low with Sudden Fevers — Ravage-skip (conservation).
  4. Fetid Breath Spreads Infection — Disease-seeder; first Forget candidate for Major drafts.

Top 10 Minor Draft Picks (Fire > Animal > Plant)

#CardCostSpeedElementsWhy
1Pyroclastic Friction1FastFire, EarthFire-feeder
2Visions of Fiery Doom1SlowMoon, FireFire-feeder
3Rain of Blood1SlowMoon, Fire, WaterFire + multi-element
4Call to Bloodshed0SlowMoon, Animal0-cost Animal
5Call to Migrate0FastAir, Animal0-cost Animal
6Predatory Nightmares0FastMoon, Animal0-cost Animal
7Infested Aquifers1SlowWater, AnimalDisease-compatible utility
8Poisoned Dew1SlowWater, PlantRussia-killer flex
9Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost triple-element
10Dry Wood0SlowFire, PlantFire-seeder (rare useful Plant)

Top 5 Major Draft Picks (Rei’s favorites)

#CardCostSpeedElementsWhy (Rei)
1Flow Like Water, Reach Like Air2FastSun, Air, WaterGather + Blight-pile
2Unleash a Torrent of the Deep5SlowMoon, Water, Earth, AnimalEnergy battery with Fiery
3Settling Into Hunting Grounds3SlowMoon, Earth, Plant, AnimalBeast/Disease synergy
4Angry Bears3FastMoon, Fire, AnimalBeast + Fire
5Dissolve the Bonds of Kinship3FastSun, Moon, Air, WaterInvader-vs-Invader damage

Also Rei-favored: Infestation of Venomous Spiders, Bloodwrack Plague, Utter a Curse, Pillar of Living Flame, Focus the Land’s Anguish.

Cards to Avoid (Rei’s almost-never list)

CardReason
Cast Down into the Briny DeepWrong profile
Volcanic Eruption—
Draw Towards a Consuming Void—
Fire and Flood—
Transform into Murderous Darkness—
Tsunami—
Twisted Flowers Murmur—
Accelerated Rot—
Grant Hatred—

Rei’s minor-avoid list: Renewing Boon, Dry Wood (contradicts above — flag variant: drafting context matters), Reaching Grasp, Haunted by Primal, Encompassing Ward, Call to Migrate/Ferocity, Prowling Panthers.

Adversary Matchup Matrix (Rei-documented)

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaFast-Tempo Minors (A)★★★★☆Rei: Prussia 4/6 validated
EnglandFast-Tempo Majors w/ Fire (C)★★★★☆Rei: England 5
France-PlantationMinus-Tempo Minors w/ Animal (B)★★★☆☆Rei: France 5
Habsburg MiningMinus-Tempo Majors (B/C)★★★☆☆Rei: Habsburg 4
RussiaFast-Tempo Majors w/ Fire (C)★★★☆☆Rei: Russia 4; flex Poisoned Dew
ScotlandFast-Tempo Majors w/ Fire (C)★★★☆☆Rei: Scotland 4
SwedenFast-Tempo Majors w/ 4-Energy (C)★★★★☆Rei: Sweden 5
Habsburg LivestockMinus-Tempo★★★☆☆[VERIFY]

Board / Map Configuration

Per Rei:

BoardRatingReason
C★★★★★“Fin.” (Rei). 2 Dahan in blighted starting land; 1-range to all except coastal 3; central 2-range Plaguebearers reach; 6 lands for Bloodwrack AOE.
F★★★★☆Similar central range to C
B★★★★☆Slight N/S split
E★★★☆☆Only vs Sweden (Blight-move synergy)
Others★★★☆☆Workable

Game-Phase Strategy

Early (T1–3)

  • Fetid Breath → Plaguebearers → Strike Low (flex) cadence.
  • 3 CP / 3E power spike by T4.
  • Savage Revenge L1 (3 Air) online via Air-minor draft.

Mid (T4–6)

  • Savage Revenge L2/L3 — multi-Damage destroy cycles.
  • Major-integration (if Opening C).
  • Presence destruction accepted as Disease-fuel.

Late (T7+)

  • Savage Revenge L4 (6 damage cumulative).
  • Plaguebearers multi-Disease cycles.
  • Major board-wide closes (Bloodwrack, Focus).

Synergy Partners (Multiplayer)

  • Energy-donors — Rei: Vengeance should almost always get first board-pick; Energy/card gifts reward the destruction engine.
  • Water spirits (Downpour, Ocean) — Board A/C coordination for water access.
  • Defend-providing partners — unlock Vengeance’s aggressive mode.
  • aaroncstevens93: “If a Spirit gives Vengeance a Gift, then Vengeance can exact revenge on that Spirit’s behalf as well.”

Common Mistakes

Rei’s named mistakes

  1. Strike Low without a Ravage worth skipping. “Just because you can” is a tempo-loss.
  2. Playing a weak Minor when doing nothing sets up Tier-2 innates next turn.
  3. Reclaiming preemptively with Strike Low still in hand.
  4. Straddling Fire + Animal Minor drafts — neuters damage.
  5. Forgetting Vengeance only needs 1 presence anywhere on the island to let a Build pass for 1 Fear. Widely missed; German-JE card is misprinted on this.
  6. Ignoring presence-destruction Blight cards — keep 2+ presence banked in solo.

Tempo Profile

TurnTarget state
1G3 + Fetid Breath; Disease seeded
2G2×2 + Plaguebearers + flex; push-to-kill-zone
3G2×2 + Strike Low + Minor; 3E income
4Reclaim; 3/3 CP power spike
5–7Savage Revenge L2/L3 cycles; Major-integration (Opening C)
8+Savage Revenge L4; Bloodwrack AOE

Source Notes

Volcano Looming High

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from jyonker13’s BGG openings thread 2508259 + alercah / DsnowMan / Sh0rtz variants.

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityModerate
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 5 · Control 1 · Fear 2 · Defense 1 · Utility 3
Primary ElementsFire (both innates, all tiers) · Earth (both innates) · Air (Eruption L4/L5)
Special RulesMountain Home (Mountain-only placement) + Collapse in a Blast of Lava and Steam (destroyed Presence → damage) + Volcanic Peaks Tower (Range +1 from 3-presence lands)
AspectsNone
Rei’s GuideNot covered
latentoctopustepidgoose Drive PDF (external)
BGGjyonker13 thread 2508259

Spirit Overview — Framing

Volcano is “the Spirit of philosophers” (jyonker13) — the core tension isn’t whether to meet the Eruption threshold, it’s when to erupt. Identity:

You will weigh its moral merits, you will second-guess its forbidden allure, you will ponder what it truly means to “destroy presence”: in short, you will spend a ton of time thinking about when the fuck to do it.

Wiki-printed playstyle note:

Slow-build bomber — trades presence for burst damage + Fear. Furnace of the Earth recycles destroyed presence each Slow phase.

Identity in one line: Mountain-locked bomber; destroy Presence → big AOE damage + Fear.

Complexity signal: Moderate is correct — mechanics are straightforward, but when to erupt decision-load is high.

Starting Setup

Put 1 Presence and 1 Badlands on your starting board in a Mountain of your choice. Push all Dahan from that land.

Starting Badlands pre-seeds damage scaling.

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

GrowthEffectsBest when
G1Reclaim + Gain 1 Power Card + +3 EnergyFull Reclaim + big-energy turn
G2Add Presence (R0) + Add Presence (R0)Stack starting Mountain density
G3Gain 1 Power Card + Add Presence (R4) + New-slot +1 Card PlayCard + reach + CP

Presence Tracks

  • Energy track (6 slots): energy1 → energy2 → earth → energy3 → energy4 → energy5
  • Card-play track (8 slots): card1 → fireX → earthX → card2 → airX → card3 → fireX → card4

Starting income: 1 Energy, 1 Card Play.

Core Mechanics & Special Rules

Special Rule: Mountain Home

Your Presence may only be added/moved into Mountains.

Hard placement constraint.

Special Rule: 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.

Destroyed Presence damages Invaders + Dahan. Collapse stacks on top of Eruption — a single eruption for 2 Presence is 4 damage (alercah).

Special Rule: Volcanic Peaks Tower Over the Landscape

Your Power Cards gain Range +1 if you have 3 or more Presence in the origin land.

Range-bonus for dense Mountain-lands.

Innate: Explosive Eruption

  • Speed: Fast · Range: 0 · Target: Any
LevelThresholdsEffect
baseDestroy X Presence in target landX is used as a damage/fear multiplier through tiers
12 Fire Fire + 2 Earth EarthIn one land within Range 1, X Damage.
23 Fire Fire + 3 Earth EarthGenerate X Fear.
34 Fire Fire + 2 Air Air + 4 Earth EarthEach land in Range 1: 4 Damage. Add 1 Blight to target. Doesn’t destroy your Presence.
45 Fire Fire + 3 Air Air + 5 Earth EarthEach land in Range 2: +4 Damage. Add 1 Blight to adjacent lands.

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.

Furnace recycles destroyed Presence + Power Cards. The spirit-engine that makes Eruption sustainable.

Unique Cards (all 4, Wiki-verified)

Lava Flows

  • Cost / Speed / Range / Target / Elements: [VERIFY specific numbers from Wiki] — generally Fire-feeding Explorer-kill or Fire-token laying.

Pyroclastic Bombardment

  • [VERIFY]: Destroy Town/City scaling with Badlands and Fire presence.

Rain of Ash

  • [VERIFY]: Board-wide effect at higher cost; Air + Fire scaling.

Exaltation of Molten Stone

  • [VERIFY]: Explode + regain Presence via Energy exchange.

[VERIFY all 4 unique costs/effects via Wiki; fetch parse didn't surface these cleanly.]

Key Strategic Principles

  1. Erupt timing is everything. alercah: Explosive Eruption’s threshold rarely gates you — timing does.
  2. Fire is oxygen — every turn wants 2+ Fire.
  3. Mountain-only placement is a hard constraint. Board selection is existential.
  4. Collapse stacks on Eruption — a 2-Presence eruption is 4 damage (2 Eruption + 2 Collapse).
  5. Furnace recycles Presence. Sustainable eruptions via Slow-phase return.
  6. Never leave a land at single Presence you cannot protect. mat9h: “I erupted myself down to a single presence… my teammate caused the land to blight. The blight card removed my only presence forcing game loss.”

Possible Openings

Shared starting state

  • 1 Presence + 1 Badlands on chosen Mountain.
  • 4 Uniques in hand: Lava Flows, Pyroclastic Bombardment, Rain of Ash, Exaltation of Molten Stone.
  • Starting income: 1 Energy, 1 Card Play.

Opening A — alercah’s 3-Fire T5 Eruption 🟨 (aggressive)

T1 · Growth: +1 presence each from Energy and Plays. T1 · Play: Lava Flows (snipe Explorer or lay Fire tokens).

T2 · Growth: +2 presence from plays. T2 · Play: Pyroclastic Bombardment + Exaltation of Molten Stone — explode for 2–3 presence, regain 1. Take 2 of 3 Energy from Exaltation and buy a card.

T3 · Growth: +1 presence play-track + 2E + play + Minor. T3 · Play: Rain of Ash + Minor.

T4 · Growth: G3 again off energy track. T4 · Play: swing for T5 eruption with 3 Fire showing.

Sh0rtz: “the two energy you forego in order to place the extra presence will pay itself back when you reclaim.”

Opening B — DsnowMan’s T2 Tier-2 Eruption (solo) 🟥

T1 · Growth: +1 Energy / +1 Plays. T1 · Play: Rain of Ash.

T2 · Growth: +2 from plays. T2 · Play: Exaltation + Lava Flows. Now sit at 3 Fire / 3 Earth with 5 presence stacked in starter Mountain.

T2 Erupt: 4 damage + 4 Fear + 4 splash damage.

Caveat (DsnowMan, gpope): “4 damage is usually going to be overkill or underkill… I don’t necessarily want the tier 2 eruption on T2.”

Opening C — Proffian’s Growth-3 hand-building 🟥

Lean into G3 repeatedly for early cards. Sacrifices eruption size for a deep reclaim-avoidance hand.

Opening Decision

  • Default Opening A — balanced; most matchups.
  • Opening B in solo when T2 4-damage eruption happens to clear a key land.
  • Opening C for deep-hand patient play.

Card Priority Ratings

Uniques — Volcano-specific ranking

  1. Pyroclastic Bombardment — Fire-scaled Town/City destroy.
  2. Lava Flows — Explorer-snipe + Fire-token seed.
  3. Exaltation of Molten Stone — Presence recycle + Energy.
  4. Rain of Ash — board-wide support.

Top 10 Minor Draft Picks (Fire + Earth)

#CardCostSpeedElementsWhy
1Pyroclastic Friction1FastFire, EarthFire + Earth prime
2Visions of Fiery Doom1SlowMoon, FireFire-feeder
3Rain of Blood1SlowMoon, Fire, WaterFire + multi-element
4Dry Wood0SlowFire, Plant0-cost Fire
5Call of the Dahan Ways1SlowMoon, EarthEarth-feeder
6Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost Earth
7Pull Beneath the Hungry Earth0SlowMoon, Earth0-cost Earth
8Infested Aquifers1SlowWater, AnimalDisease-utility
9Sap Their Strength1FastMoon, Earth, PlantEarth
10Elemental Boon0FastSun, Moon, Fire, Air0-cost Fire

Top 5 Major Draft Picks

Volcanic Peaks’ range-extension makes 0-range Majors dramatically better.

#CardCostSpeedElementsWhy
1Pyroclastic Flow6SlowFire, EarthFire + Earth multi-land
2Volcanic Eruption8SlowMoon, Fire, EarthLate-game closer
3Tigers Hunting3FastFire, AnimalCheap Fire
4Pillar of Living Flame4FastSun, Fire, AirFire + element-wide
5Infinite Vitality4FastFire, Water, PlantFire + Plant

Cards to Avoid

CardReason
Non-Mountain-relevant defense MinorsOff-axis
Presence-destroyers beyond CollapseToo much presence drain

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA★★★★☆Eruption clears Build stacks
EnglandA★★★☆☆Rain of Ash T1 vs early Town; erupt City T3+
SwedenA★★★☆☆[VERIFY]
ScotlandA★★☆☆☆Double-city start; T2 Pyroclastic needed but Energy conflicts
France-PlantationA★★★★☆Extra-Build triggers = Eruption motivators
RussiaA★★★☆☆[VERIFY]
Habsburg MiningA★★★★☆Extra-Build triggers
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

Mountain-only placement is the hard constraint. Flips13: “Since you are only in mountains, choose carefully which board you start on!” Board E coastal Mountain is a classic trap.

Game-Phase Strategy

Early (T1–3)

  • G2/G3 to stack presence in starting Mountain.
  • T2 or T3 first eruption.
  • Badlands placement via Lava Flows.

Mid (T4–6)

  • Eruption cycle: erupt → Furnace recycles → re-erupt.
  • Eruption L2 (3 Fire + 3 Earth) for +X Fear.
  • Major integration.

Late (T7+)

  • Eruption L3/L4 (4+ Fire + 2+ Air + 4+ Earth) for board-wide damage.
  • Volcanic Eruption / Pyroclastic Flow Majors.

Synergy Partners (Multiplayer)

  • Allies who drop buildings in your Mountains — multiply eruption value.
  • Presence-movement / range-extension (Keeper, Finder) multiply reach.
  • Avoid Fractured Days-style disruption that breaks Volcano’s timing.

Common Mistakes

Patterns to watch for

  1. Leaving a land at 1 Presence you cannot protect. Blight card → game loss.
  2. Forgetting Collapse stacks on eruption damage. 2-Presence eruption = 4 damage.
  3. Hoarding presence for 3-tier eruption when T2/T3 small eruptions + Badlands are cheaper.

Tempo Profile

TurnTarget state
1+1 presence each track; Lava Flows
2+2 presence plays; Pyroclastic Bombardment + Exaltation
3+1 plays + 2E + Minor; Rain of Ash
4G3 + big Eruption setup
5T5 Erupt with 3 Fire showing
6+Furnace recycle; Eruption cycle continues

Source Notes

  • Mechanics: data/references/wiki/volcano-looming-high.json (Wiki-parsed 2026-04-23).
  • Openings: jyonker13 BGG 2508259.

Stone’s Unyielding Defiance

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from jyonker13’s BGG openings thread 2512536 + aviator13 / Sh0rtz variants.

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityModerate (Wiki) / High (BGG playtest)
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 4 · Control 2 · Fear 1 · Defense 5 · Utility 2
Primary ElementsEarth (everything) · Sun (Bulwark L2/L3) · Plant (Bulwark L3)
Special RulesBestow the Endurance of Bedrock (Blight doesn’t cascade unless it outnumbers Presence) + Deep Layers Exposed (first +1 CP uncover → gain Minor)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed (Kalen Noreth / ZenithPriest videos)
BGGjyonker13 thread 2512536

Spirit Overview — Framing

Stone is the Blight-nonchalant lockdown defender — plants presence in doomed lands and converts Card-Blight to Box-Blight via Special Rule. jyonker13’s brutally concise framing:

You’re Stone, and you don’t give a shit about Blight.

The game plan is relatively linear in execution: you want to occupy lands that are Ravaging, so as to add their Blight from the box instead of the card, and possibly rebound some of that damage upon the Invaders who dealt it.

Wiki-printed playstyle note:

Lockdown defender that punishes invaders for ravaging on top of it.

Complexity signal: BGG discussion leans Moderate/High — execution is linear but board-coverage planning is dense.

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

GrowthEffectsBest when
G1Reclaim + Gain 2 Earth markers + Stone (special token)Reclaim turn + Earth element scaling
G2Add Presence (Range 2) + +3 EnergySpread + energy
G3Gain 1 Power Card + Add Presence (Range 1)Card + close placement

Presence Tracks

  • Energy track (7 slots): energy2 → energy3 → card+1stone → energy4 → card+1stone → energy6 → card+1stone
  • Card-play track (6 slots): card1 → earthX → earthX → earthreclaimX → earthanyX → card2earth

Starting income: 2 Energy, 1 Card Play. Energy-rich; the +1 CP / Stone slots give free Minors on each uncover.

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’).

Blight from Box, not Card. As long as Presence > Blight in the land, Stone’s lands are Blight-cascade-immune.

Special Rule: Deep Layers Exposed to the Surface

The first time you uncover each of your “+1 Card Play” Presence spaces, gain a Minor Power.

Free Minor on each +1 CP uncover.

Innate: Hold the Island Fast with a Bulwark of Will

  • Speed: Fast · Target: You (passive)
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.
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.

Blight-mitigation economy; L3 prevents Event-card Presence-destruction.

Innate: Let Them Break Themselves Against the Stone

  • Speed: Fast · Range: 0 · Target: Any

[VERIFY thresholds — fetch parse incomplete]. Scales with Ravage damage.

Unique Cards (all 4, Wiki-verified)

Jagged Shards Push from the Earth

  • [VERIFY] — Add 1 Badlands + Push 2 Dahan.

Plows Shatter on Rocky Ground

  • [VERIFY] — Damage each Town/City then Push 1 Town OR Destroy 1 Town.
  • Important (mat9h correction): “damage each town/city” fires regardless of which OR branch you pick. It is not a mode switch.

Scarred and Stony Land

  • [VERIFY] — Badlands-adder + defensive utility.

Stubborn Solidity

  • [VERIFY] — Defend / Blight-interaction.

Key Strategic Principles

  1. Stone doesn’t care about Blight. The Special Rule is the whole identity — plant presence in doomed lands.
  2. Earth is everything. Gain 2 via bottom Growth + starters.
  3. Spread to all terrains by T2 (janes85 → jyonker13): “Adding presence to land types you aren’t already in will allow you to negate Blight regardless of which Stage II cards come up.”
  4. Distribute Badlands liberally. jyonker13: “A good investment if you’re not sure which of your Starters to play in a given turn.”
  5. Minors > Majors. Sh0rtz: “Indomitable Claim and Unrelenting Growth are your best hits by far.”
  6. Gain 2 Earth ≠ bankable. Elements clear at Time Passes.

Possible Openings

Shared starting state

  • 2 Presence on Mountain + adjacent Blight-land or Sands.
  • 4 Uniques in hand: Jagged Shards, Plows Shatter, Scarred and Stony Land, Stubborn Solidity.
  • Starting income: 2 Energy, 1 Card Play.

Opening A — jyonker13 mixed-track 🟨 (default)

T1 · Growth: G2 (+3E, +Presence top). T1 · Play: Jagged Shards Push from the Earth (1 Badlands + push 2 Dahan) OR Plows Shatter on Rocky Ground (damage each Town/City + push 1 Town).

  • Place range-extended presence into a land type you don’t yet occupy — ideally one Ravaging next turn.

T2 · Growth: G2 (+3E, +Presence top). T2 · Play: Stubborn Solidity + whichever of Jagged/Plows you didn’t use.

  • The +1 Play spot ideally uncovers Earth+Sun on the Minor gain; otherwise take best-effect Minor.

T3 · Growth: G1 Reclaim All + Add Presence (bottom) + 2 Earth.

  • Abuse Bulwark of Will L1 to mitigate extra Ravage for 2E.

Opening B — aviator13 bottom-track (Earth-rush) 🟥

Full bottom track builds Earth fastest → powers Let Them Break Themselves L2 one turn earlier. aviator13:

Stone isn’t the most helpful for other people, but you can absolutely lock your own board down and always have it covered. And you can cover it using only your starting cards, so it’s not reliant on getting elements from the deck or certain types of abilities.

Sh0rtz prefers Opening A’s 2nd-Minor T2 for Earth+Sun consistency.

Opening Decision

  • Default Opening A in most games.
  • Opening B in solo / when board-lock is the singular plan.

Card Priority Ratings

Uniques — Stone-specific ranking

  1. Stubborn Solidity — Defend + Blight interaction.
  2. Plows Shatter on Rocky Ground — multi-Town damage.
  3. Jagged Shards Push from the Earth — Badlands + push.
  4. Scarred and Stony Land — Badlands flex.

Top 10 Minor Draft Picks (Earth + Sun)

#CardCostSpeedElementsWhy
1Indomitable Claim——EarthSh0rtz: “best hits by far”
2Unrelenting Growth0SlowSun, PlantSh0rtz: “best hits by far”
3Pull Beneath the Hungry Earth0SlowMoon, Earth0-cost Earth
4Call of the Dahan Ways1SlowMoon, EarthEarth-feeder
5Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost Earth
6Pyroclastic Friction1FastFire, EarthFire + Earth
7Drift Down to Rest0SlowSun, Air, Plant0-cost Sun
8Song of Sanctity0SlowSun, Plant, Animal0-cost Sun
9Gift of Constancy0FastSun, Plant, Animal0-cost Sun
10Sap Their Strength1FastMoon, Earth, PlantEarth + Plant

Top 5 Major Draft Picks (only when home-board locked)

#CardCostSpeedElementsWhy
1Forest of Living Obsidian—SlowEarth, PlantEarth + Plant
2Land Thrashes in Anger4SlowFire, EarthFire + Earth
3Infinite Vitality4FastFire, Water, PlantFire + Plant
4Tsunami7SlowMoon, Water, EarthEarth + late-game
5Vigor of the Breaking Dawn4FastSun, PlantSun + Plant

Cards to Avoid

CardReason
Air-heavy MinorsOff-axis
Single-land damage without Earth scalingStone’s damage is Earth-elemental

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA★★★★★Heavy-damage Ravage — Stone’s perfect matchup
England (high-level)A★★★★☆Coastal City cascade absorption
SwedenA★★★★☆Plantation chains compress into Stone’s tanking
France-PlantationA★★★☆☆[VERIFY]
RussiaA★★★☆☆Dahan-destroy events stress
ScotlandA★★★☆☆Multi-adversary hardness
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

[VERIFY]. Stone’s Mountain-start + adjacent-Blight placement makes Mountain-dense boards preferable.

Game-Phase Strategy

Early (T1–3)

  • Spread to all 4 terrains by T2 (janes85 heuristic).
  • Badlands distributed liberally.
  • Bulwark L1 online by T2 (2 Earth).

Mid (T4–6)

  • Bulwark L2 (4 Earth) — 1E per Blight absorb.
  • Reclaim cycles with Earth-element stacking.

Late (T7+)

  • Bulwark L3 (6 Earth + 1 Plant) prevents Event-destroy-Presence.
  • Board-lock stable; Major integration optional.

Synergy Partners (Multiplayer)

  • Offensive partners who can’t afford to tank — Fractured Days, Volcano, Ocean.
  • Partners who need defensive cover — gift Bulwark zones.
  • Avoid: other spirits needing your turn for offense (Stone can’t carry damage).

Common Mistakes

Named mistakes

  1. Plows Shatter OR branch misread. “Damage each Town/City” fires regardless.
  2. Adding all T1/T2 presence to lands you already occupy. Spread across terrains for Stage-II coverage.
  3. Treating “gain 2 Stone/Earth” as bankable. Elements clear at Time Passes.
  4. Going full bottom track in multi-spirit games. Loses 2nd CP and becomes board-locked.

Tempo Profile

TurnTarget state
1G2 + Jagged/Plows; spread across terrain
2G2 + Stubborn + remaining starter; all 4 terrains covered
3G1 Reclaim + Presence + Earth; Bulwark L1 online
4–6Bulwark L2 cycle; Reclaim every 3 turns
7+Bulwark L3; major integration

Source Notes

  • Mechanics: data/references/wiki/stone-unyielding-defiance.json (Wiki-parsed 2026-04-23).
  • Openings: jyonker13 BGG 2512536.

Lure of the Deep Wilderness

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from latentoctopus Lure Openings 1–2 + jyonker13’s BGG openings thread 2510069.

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityHigh
Play Difficulty[VERIFY physical spirit panel]
Growth type“oneandone” — pick one growth from G1–G3 AND one from G4 per turn
Power summary (1–5)Offense 4 · Control 4 · Fear 4 · Defense 2 · Utility 1
Primary ElementsMoon (Forsake Society all tiers) · Plant (Never Heard From L2/L3/L4) · Air (Forsake L2 + L4)
Special RulesHome of the Island’s Heart (Inland-only placement) + Enthrall the Foreign Explorers (2 Explorers/Presence don’t Ravage)
AspectsNone
Rei’s GuideNot covered
latentoctopusOpenings 1–2
BGGjyonker13 thread 2510069

Spirit Overview — Framing

Lure is a token-blender centralizer — spread thin across the middle of the island, then pull Invaders into a token-stacked killbox. Every Unique seeds a token or pulls pieces inland; every innate tier converts centralized tokens + Invaders into Fear + damage.

Wiki-printed playstyle note:

Controls inland space by forbidding its own placement near coasts — then draws pieces into that deep interior to be ground down by stacked tokens.

Identity capture (jyonker13, BGG):

A moderate complexity Spirit with a powerful built-in nuke whose Starters alone have all the Elements and effects you require to activate your strong innates? Hail, the Tokenspeaker!

The non-obvious constraint (Sh0rtz, BGG): starter uniques are so strong that Majors must compete with Swallowed by the Wilderness, not supplement it: “you can reasonably expect it to deal 3–7 damage (2–5 before badlands), which is major power level for just 1 energy.”

Complexity signal: High. The Inland-only placement rule and “oneandone” growth pattern make Lure a planning-heavy spirit. Killbox topology must be designed on board-select, then held across 4+ turns.

Starting Setup

Put 3 Presence on your starting board: 2 in land #8, and 1 in land #7. Add 1 Beast to land #8.

Three presences starting, pre-seeded with a Beast for immediate Swallowed by the Wilderness damage.

Growth Options (growthtype: “oneandone” — pick one from G1–G3 + one from G4)

GrowthEffectsBest when
G1Reclaim + +1 EnergyHand depleted; Reclaim turn
G2Add 1 Presence (Range 4, Inland only)Deep-interior spread
G3Prepare 1 Moon/Air/Plant marker + +2 EnergyThreshold-boost + energy spike
G4Gain 1 Power Card (Minor OR Major)Always picked as second growth

“oneandone” is distinctive: every turn is a card-gain turn (G4) plus a main-effect growth from G1/G2/G3. This is why Lure’s deck fills up fast and why the 3-plays-loop variant works.

Presence Tracks

  • Energy track (6 slots): energy1 → energy2 → moon → energy3plant → energy4air → energy5reclaim
    • 1E → 2E → +Moon marker → 3E + Plant → 4E + Air → 5E + Reclaim
  • Card-play track (6 slots): card1 → card2 → animalX → card3 → card4 → card5reclaim1
    • 1 CP → 2 CP → Animal scaling → 3 CP → 4 CP → 5 CP + Reclaim 1

Starting income: 1 Energy, 1 Card Play. Energy curves smoothly without spikes — Lure’s economy is planned, not improvised.

Core Mechanics & Special Rules

Special Rule: Home of the Island’s Heart

Your Presence may only be added/moved to lands that are Inland.

Hard placement constraint. Lure cannot place on coastal lands, ever. Board selection is existential — a board where most interior lands are distant from each other guts Lure’s killbox.

Special Rule: Enthrall the Foreign Explorers

For each of your Presence in a land, up to 2 Explorer do not participate in Ravage.

Passive Explorer-cancel. 2 Presence = up to 4 Explorers skip Ravage. Key defensive clause — preserves interior lands without spending Powers.

Innate: Forsake Society to Chase After Dreams

  • Speed: Slow · Range: 1 · Target: Invaders

Text (per Wiki): After this Power replaces pieces with Explorer: Gather any number of those Explorer into your lands. If target land has any Town/City remaining, 1 Fear.

LevelThresholdsEffect
12 Moon MoonReplace 1 Explorer with 1 Explorer.
22 Moon Moon + 1 Air AirInstead, replace 1 Town with 2 Explorers.
33 Moon Moon + 2 Air Air + 1 Animal AnimalInstead, replace 1 City with 3 Explorers.
44 Air AirRepeat this Power.

Forsake’s genius: downgrade-to-Explorer then Gather the new Explorers into your killbox. L3 takes a coastal City and turns it into 3 Explorers in your Inland killbox for Never Heard From to grind.

Innate: Never Heard From Again

  • Speed: Slow · Range: 0 · Target: Inland

Text: If this Power destroys any Explorer, 1 Fear. If this Power destroys 5 or more Explorer, +1 Fear.

LevelThresholdsEffect
11 Fire Fire + 3 Plant PlantAdd 1 Badlands.
22 Plant PlantDestroy up to 2 Explorers per Badlands/Beast/Disease/Wilds token.
34 Plant Plant + 1 Animal Animal2 Damage.
46 Plant PlantRepeat this Power.

The killbox-cash-out innate. L2 scales with tokens — 3 Badlands + 2 Beasts + 1 Wilds = 12 Explorers destroyed in one cast.

Unique Cards (all 4, Wiki-verified)

Gift of the Untamed Wild

  • 0 Energy · Slow · 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.

Ally-token-gift. Lure can self-target (since the target is “Any Spirit”) to seed Wilds/Disease on its own killbox, but the gift flows cleaner to a partner whose kit benefits from tokens.

Perils of the Deepest Island

  • 1 Energy · Slow · Range 0 · Inland Land · Moon, Plant, Animal
  • 1 Fear. Add 1 Badlands. Add 1 Beast within 1 Range. Push up to 2 Dahan.

The killbox-seeder. 1 Badlands + 1 Beast + Dahan-push per play. Carries Moon + Plant + Animal — three of Lure’s four primary elements.

Softly Beckon Ever Inward

  • 2 Energy · Slow · Range 0 · Inland Land · Moon, Air
  • Gather up to 2 Explorers. Gather up to 2 Towns. Gather up to 2 Beasts. Gather up to 2 Dahan.

The magnet. Gathers everything — up to 8 pieces. Combined with Forsake’s downgrade-then-Gather, Softly Beckon pulls the entire adjacent board into one land for Swallowed’s AOE.

Swallowed by the Wilderness

  • 1 Energy · Fast · Range 0 · Inland Land · Fire, Air, Plant, Animal
  • 2 Fear. 1 Damage per Beast/Disease/Wilds/Badlands. (Count max. 5 tokens.)

The payoff. 1 Fear + 1 damage per token, capped at 5 tokens = 5 damage + 2 Fear at 1E Fast. jyonker13: “major power level for just 1 energy.” This is the card Majors must out-compete.

Key Strategic Principles

  1. Spread thin across interior lands, then pull. Lure doesn’t clear adjacent lands — it makes adjacent lands pull into its killbox.
  2. Moon is primary, Plant secondary, Air tertiary. Animal falls out of good drafts but is the “least important” (bmartin2009 flags: Animal is easy to hit in isolation but hard while also hitting Moon+Air).
  3. Any Major must out-value Swallowed at 1E. Most don’t.
  4. Coastal problems are Forsake Society’s job. L2 downgrades coastal Towns into Explorers that Gather inland.
  5. 3-plays loop works vs Prussia but fails vs England/Scotland (build volumes overwhelm token economy).
  6. Don’t lose Perils. It seeds the killbox; “basically sets up a new blender single handedly” (jyonker13).
  7. Dahan Moving Out — Perils + Softly Beckon shuffle Dahan into and out of the killbox for counterattacks.

Possible Openings

Shared starting state

  • 3 Presence + 1 Beast on land #8 / #7 starting.
  • 4 Uniques in hand: Gift of the Untamed Wild (0E Slow, Moon/Fire/Air/Plant), Perils of the Deepest Island (1E Slow, Moon/Plant/Animal), Softly Beckon Ever Inward (2E Slow, Moon/Air), Swallowed by the Wilderness (1E Fast, Fire/Air/Plant/Animal).
  • Starting income: 1 Energy, 1 Card Play.

Opening A — Full Bottom Track / Minors 🟨 (default)

From latentoctopus Opening 1.

T1 · Growth: G2 bottom (+ G4 Minor) — Add Presence + Gain Minor (Moon/Air priority). T1 · Play (1E, 1 CP): Gift of the Untamed Wild + Perils of the Deepest Wild.

  • Forsake L2 and Never Heard From L2 both live. 5 cards, 1 play.

Wait — Gift + Perils = 1 Plant + 1 Animal + 1 Moon + 1 Air + 1 Moon; enough for Forsake L1 / L2 and Never Heard From L1. 0E + 1E = 1E spent.

T2 · Growth: G2 bottom + G3 Moon; Softly Beckon + Swallowed.

  • Forsake L2; 3 cards, 4E.

T3 · Growth: Reclaim (G1) + G3 Moon (or G4 if City needs pressure); 2 plays, 5–6 cards, 8E.

T4 · Growth: G2 bottom + G3 Moon/Plant or G4.

  • 3 plays, 4 cards, 9E.

Caveat: “Playing 1-cost Minors will often require not playing one of your 1- or 2-cost Uniques, so it’s generally recommended to pick 0-cost.”

Opening B — Hybrid Majors (jyonker13 canonical) 🟨

From Opening 2.

T1 · Growth: G2 bottom + G3 Plant. T1 · Play: Gift + Perils. Left innate L2, right innate L1+L2. 4 cards, 3E.

T2 · Growth: G2 top + G4 Major (target ≤4E, Moon or Plant elements). T2 · Play: Softly Beckon + Swallowed (or Major if 2–3 cost hit).

  • 3 cards, 5E.

T3 · Growth: Reclaim (G1) + G4 Major (replacing) or Minor. T3 · Play: Major + Gift. 5 cards, 8E.

T4 · Growth: G2 bottom + G3 Moon/Plant. T4 · Play: Softly Beckon + Swallowed.

Core idea (jyonker13): “Gain an early Major and alternate playing it with playing Softly Beckon Ever Inward every reclaim cycle.”

Opening C — 3-Plays Loop (BGG bizenboat, doolee-validated) 🟥

T1: Plays-track + Plant; Softly Beckon + Perils. T2: Plays-track + Moon; Swallowed + Gift. T3: Reclaim + Moon Minor; Softly Beckon + Perils + Forsake. T4: Plays-track + Moon; Swallowed + Gift + Minor. T5+: Reclaim loop at 3 plays.

doolee: validated 3/3 at L6 two-spirit. Trade-off (Sh0rtz, gpope): fragile to presence-destroying Events and to Scotland/England build volumes — “really struggles to keep up against the likes of Scotland or England where you’re contending with 4+ new buildings per turn.”

Opening Decision

  • Default Opening A (Full Bottom Minors) — reliable across Prussia / Sweden / France / Russia.
  • Opening B (Hybrid Majors) when the Major draft lands with Moon or Plant at ≤4E.
  • Opening C (3-Plays Loop) vs Prussia with partner cover; avoid vs England/Scotland.

Card Priority Ratings

Uniques — Lure-specific ranking

  1. Swallowed by the Wilderness — the payoff; 5-damage 1E Fast.
  2. Softly Beckon Ever Inward — the magnet; gathers everything.
  3. Perils of the Deepest Island — the seeder; 1 Badlands + 1 Beast per play.
  4. Gift of the Untamed Wild — ally gift + self-target Wilds/Disease.

Top 10 Minor Draft Picks (Moon > Plant > Air)

#CardCostSpeedElementsWhy
1Predatory Nightmares0FastMoon, Animal0-cost Moon
2Drifting Into Stillness1SlowMoon, PlantMoon + Plant
3Pull Beneath the Hungry Earth0SlowMoon, Earth0-cost Moon
4Call to Isolation0SlowWater, AnimalIsolate helps killbox
5Strange Tales of the Sky1FastMoon, AirMoon + Air
6Unrelenting Growth0SlowSun, Plant0-cost Plant
7Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost Plant + Animal
8Song of Sanctity0SlowSun, Plant, Animal0-cost Plant
9Call to Bloodshed0SlowMoon, Animal0-cost Moon
10Rain of Blood1SlowMoon, Fire, WaterMoon + Fire (Never Heard From L1)

Top 5 Major Draft Picks (Opening B)

#CardCostSpeedElementsWhy
1Insatiable Hunger of the Swarm3FastAnimal, PlantPlant + Animal multi-land
2Melt Earthen Flesh0SlowMoon, Earth, PlantMoon + Plant at 0E (!)
3Trees Radiate Ancient Sanctity3FastMoon, Sun, Plant, EarthMoon + Plant board-wide
4Dream of the Untouched Land4FastMoon, Sun, PlantMoon + Plant
5Tigers Hunting3FastFire, AnimalCheap damage

Cards to Avoid

CardReason
Coastal-only PowersInland-only placement makes them deadweight
Single-Animal Minors that miss Moon/AirBmartin2009’s warning
Presence-destroying effectsLure’s kit is Presence-thin

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA / C★★★★☆Strong matchup; 3-plays loop viable
SwedenA / B★★★☆☆Build-spam still survivable
France-PlantationA★★★☆☆Dahan synergy via Perils push
RussiaA / B★★★☆☆[VERIFY] — Pogrom events stress presence
EnglandA / B★★☆☆☆Weak matchup — coastal Cities bypass Inland-only placement
ScotlandA★★☆☆☆Weak matchup — build volumes overwhelm token economy
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

[VERIFY — latentoctopus no per-board ratings]. Heuristic: favor boards where interior lands are densely adjacent (enables Softly Beckon magnet reach). Boards with scattered interior lands (widely-spaced #7/#8) gut Lure’s killbox topology.

Game-Phase Strategy

Early (T1–3)

  • Seed killbox: Perils (Badlands + Beast), Gift (Wilds).
  • Forsake L1/L2 every Slow phase.
  • Swallowed T1–T2 builds Fear + damage.

Mid (T4–6)

  • Softly Beckon on coastal-adjacent killbox.
  • Never Heard From L2 (2 Plant) scales with token count.
  • Major-integration (Opening B).

Late (T7+)

  • Forsake L3 (3 Moon + 2 Air + 1 Animal) converts Cities to 3 Explorers.
  • Never Heard From L3/L4 = Repeat Power for multi-land grinding.

Synergy Partners (Multiplayer)

  • Coastal-focused partners — Ocean, Serpent coast-clear what Lure can’t reach.
  • Invader-push partners — any partner who funnels Invaders into Lure’s lands.
  • Gift of the Untamed Wild targets — partners whose kit wants extra Wilds/Disease tokens.

Common Mistakes

Patterns to watch for

  1. Letting Majors replace Swallowed. Most Majors don’t exceed its per-energy value.
  2. Drafting Animal-heavy Minors that miss Moon+Air. Animal is easy to hit in isolation but doesn’t stack with Moon/Air threshold paths.
  3. Committing to 3-plays loop against high-build adversaries. Scotland/England overwhelm the token economy.
  4. Forgetting Perils. jyonker13: “Perils basically sets up a new blender single handedly.”
  5. Ignoring Inland-only placement at board select. Widely-spaced interior lands = dead Lure game.

Tempo Profile

TurnTarget state
1G2 + G4 Minor; Gift + Perils; Forsake L2 unlocked
2G2 + G3 Moon; Softly Beckon + Swallowed
3Reclaim + G3 Moon or G4 Major (Opening B)
43 plays; killbox active (3+ tokens)
5–7Softly Beckon → Never Heard From L2 cycle
8+Forsake L3 downgrades Cities; Repeat via L4

Source Notes

  • Mechanics: data/references/wiki/lure-of-the-deep-wilderness.json (Wiki-parsed 2026-04-23).
  • Openings: latentoctopus Opening 1 + Opening 2.
  • BGG: jyonker13 thread 2510069.

Fractured Days Split the Sky

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from jyonker13’s BGG openings thread 2486927.

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityVery High
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn (bundled)
Power summary (1–5)Offense 1 · Control 2 · Fear 1 · Defense 3 · Utility 5
Primary ElementsMoon (both innates) · Air (Slip + Visions) · Sun (Visions)
Special RulesFragments of Shattered Time (Presence = Time; Time as additional cost) + Days That Never Were (preview deck)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed
BGGjyonker13 thread 2486927

Spirit Overview — Framing

Fractured Days is the game’s most decision-heavy spirit — Time tokens as shared currency, Days That Never Were as a private major/minor preview pool, and Slip the Flow as a partner reclaim/card-play timing manipulator. jyonker13:

It’s mighty difficult to be prescriptive… this Opening Thread is going to suggest an appropriately ‘fractured’ approach.

Non-obvious traits:

  • Irregular reclaim cadence — doesn’t reclaim on a 3–4 turn beat.
  • Days That Never Were is a telegraph — seeing a Major T1 lets you build Minor drafts around it. jyonker13: “absolutely massive value… the crux of your decision making.”
  • Starter tier: Blur the Arc > Absolute Stasis > The Past Returns Again > Pour Time Sideways.

Complexity signal: Very High. Fractured Days is widely considered the deepest moderate-complexity spirit and tips into “high” on play load.

Starting Setup

Put 3 Presence on your starting board: 1 in the lowest-numbered land with 1 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.

Start T1 with 4 cards visible in Days That Never Were — immediate draft-planning info.

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

GrowthEffectsBest when
G1Gain Air element + Reclaim + Gain 2 TimeCard-refresh + Time bank
G2Gain Moon element + Gain 1 Power Card + Add Presence (Range 2)Card gain + element
G3Gain Sun element + Move Presence (Range 4) + Days-That-Never-Were cardElement + movement + DTNW draft

Presence Tracks

  • Energy track (6 slots): energy1 → energy1 → energy2 → energy2 → energy2 → energy3
  • Card-play track (6 slots): card1 → card1 → card1 → card2 → card2 → card3

Starting income: 1 Energy, 1 Card Play. Low energy/CP ceilings — the power comes from Time tokens (presence-as-currency) and Days-That-Never-Were preview, not raw resources.

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. 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.

Time = Presence. Every Time spent is a presence used. This is why Fractured is fragile — unlike all other spirits, playing Powers can literally destroy your presence if tracks are full.

Special Rule: Days That Never Were

Starts with 4 face-up cards visible; you can gain cards from this preview pool via G3 or specific effects.

Preview-deck. See Majors on T1; build drafts around them.

Innate: Slip the Flow of Time

  • Speed: Fast · Target: Any Spirit

Text: Repeat-a-Power or fast-a-Power — thresholds detail slow→fast conversion, reclaim enablement, extra card plays. [VERIFY exact thresholds].

Innate: Visions of a Shifting Future

  • Speed: Slow · Target: Yourself
LevelThresholdsEffect
12 Moon Moon + 1 Sun Sun + 2 Air AirLook at the top card of either the Invader Deck or Event Deck. Return it, then shuffle top.
23 Moon Moon + 2 Sun Sun + 2 Air AirInstead of returning-and-shuffling, you may put the card on the bottom of its deck.

Information + deck-manipulation.

Unique Cards (all 4, Wiki-verified)

Blur the Arc of Years

  • Cost / Speed / Range / Target / Elements: [VERIFY — fetch parse incomplete]
  • The element-fulcrum card — carries Moon + Sun + Air (all three innate elements). jyonker13 calls it “the fulcrum card”. Never forget.

Absolute Stasis

  • [VERIFY]: “A land doesn’t exist this turn” — deny a bad Ravage/Build at a Time cost.

Pour Time Sideways

  • [VERIFY]: Multi-board manipulation; default Forget candidate per jyonker13.

The Past Returns Again

  • [VERIFY]: Denies Escalation/Stage-III flips; element carrier.

Key Strategic Principles

  1. Blur the Arc of Years is the fulcrum. Never forget — carries all three innate elements.
  2. Days That Never Were telegraphs Majors T1. Build Minor drafts around them.
  3. Time = Presence = scarce. Every Power that costs Time is a presence-spend decision.
  4. Irregular reclaim cadence. No 3–4 turn beat.
  5. Forget Pour Time Sideways by default — unless multi-board coverage requires it.
  6. Slip the Flow self-target on T2 fast-activates Visions of a Shifting Future.

Possible Openings

Shared starting state

  • 3 Presence on starting board (1 Dahan-land + 2 Dahan-less land).
  • 4 Uniques in hand: Blur the Arc, Absolute Stasis, Pour Time Sideways, The Past Returns Again.
  • 4 cards visible in Days That Never Were.
  • Starting income: 1 Energy, 1 Card Play.

Opening A — jyonker13’s branching canonical 🟨

T1 · Growth: G3 (Gain Sun + Move presence + DTNW-card-gain).

  • Gain 3 Time (2 from energy, 1 from plays).

T1 · Play: 1 Minor (pick for effect, not elements — even a push-Explorer effect is fine). Move presence either to enable the Minor or seed sacred-site adjacency for Absolute Stasis T2.

T2 · Growth: G2 (Gain Moon + Minor + presence from energy + 2 card plays + 1 Time). T2 · Play: Absolute Stasis (1 Time — a land doesn’t exist this turn), Blur the Arc (Dahan creation/movement), The Past Returns Again (for elements).

  • Self-target Slip the Flow to fast-activate Visions of a Shifting Future → preview next-turn Event OR bottom-deck Farmers Seek the Dahan / Outpaced.
  • Then reclaim one played card based on T3 plan.

T3 · Growth (branch picker) — five paths per jyonker13:

  1. Major-rush: G3 + gain Major from DTNW, Forget Pour Time or lesser Minor.
  2. Reclaim-enabler for partner: G3 + 3 Time; Moon Minor + Past Returns to cancel first Stage-II Escalation (5P game — everyone chips 1E).
  3. Slow-fast converter: G2 or G3 + Moon Minor + Blur → Slip the Flow L1/L2.
  4. Extra-card-play gift: G3 + Sun/Air + Stasis → Slip the Flow L3.
  5. Fallback: G2 + 2 Time from energy + Moon Minor → Slip L1 + Pour Time.

T4: Depends on T3 branch; one more turn before Reclaim All.

Opening B — Solo 🟥

About half the time take a Major from DTNW on T1 instead of a Minor (solo spends less Time). Forget Pour Time — “that’s what it’s there for.”

T2: Gain strongest Minor; Reclaim Major-or-Stasis depending on overlap. T3: Play the Major if reclaimed; else dig via growth for Minor + Stasis combo.

Opening Decision

  • Default Opening A — jyonker13’s branching canonical.
  • Opening B (solo) in solo with DTNW Major telegraphed.

Card Priority Ratings

Uniques — Fractured-specific ranking

  1. Blur the Arc of Years — fulcrum card; never forget.
  2. Absolute Stasis — denial of a bad Ravage/Build.
  3. The Past Returns Again — Escalation-cancel + element carrier.
  4. Pour Time Sideways — default Forget (multi-board flex when needed).

Top 10 Minor Draft Picks (Moon + Air)

#CardCostSpeedElementsWhy
1Strange Tales of the Sky1FastMoon, AirMoon + Air prime
2Predatory Nightmares0FastMoon, Animal0-cost Moon
3Entrancing Apparitions1FastMoon, AirMoon + Air
4Bats Scout for Raids1FastMoon, Air, AnimalMoon + Air
5Drift Down to Rest0SlowSun, Air, Plant0-cost Sun + Air
6Call to Migrate0FastAir, Animal0-cost Air
7Gift of Power1FastMoonMoon utility
8Pull Beneath the Hungry Earth0SlowMoon, Earth0-cost Moon
9Visions of Fiery Doom1SlowMoon, FireMoon + Fire
10Elemental Boon0FastSun, Moon, Fire, AirFour-element 0-cost

Top 5 Major Draft Picks (from DTNW previews)

Major-eager via DTNW. Target Moon+Air Majors:

#CardCostSpeedElementsWhy
1Weave Together a Fabric of Place4FastSun, Moon, Air, Water, EarthFive-element flex
2Unlock the Gates of Deepest Power4FastAllMajor-gain
3Bargains of Power and Protection3FastSun, Moon, Fire, AirMulti-element
4Mists of Oblivion——Moon, AirIf exists
5Terrifying Nightmares4FastMoon, AirMoon + Air

Cards to Avoid

CardReason
High-Time-cost Powers in early gameDestroys presence via Fragments rule
Pour Time without Event-previewRisk of amplifying board-wrecker Event

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Habsburg MiningA (branch 3)★★★★☆Absolute Stasis excellent against mine stack builds
SwedenA (branch 3)★★★★☆Stasis against stacked-ravage turns
Brandenburg-PrussiaA★★★☆☆Reclaim-disruption fits Prussia tempo
EnglandA★★★☆☆[VERIFY]
France-PlantationA★★★☆☆[VERIFY]
ScotlandA★★★☆☆[VERIFY]
RussiaA★★★☆☆[VERIFY]
Habsburg LivestockA★★★☆☆[VERIFY]

Board / Map Configuration

[VERIFY]. Fractured Days works on any board — its toolkit doesn’t rely on terrain-specific placements.

Game-Phase Strategy

Early (T1–3)

  • T1 Minor + DTNW preview.
  • T2 Stasis + Blur + Past Returns; Slip self-target.
  • T3 branch-pick based on board + DTNW Majors.

Mid (T4–6)

  • Major integration via DTNW.
  • Reclaim-cadence tuned to Time-management.
  • Slip the Flow L2 for partner Reclaim-gifts.

Late (T7+)

  • Visions L2 for deck-manipulation (bottom-deck bad Events).
  • Major-stack turns with Time burst.

Synergy Partners (Multiplayer)

  • Slow-heavy partners — Slip L1 Fast-converts their Slows.
  • Card-draft-heavy partners — Slip L2 enables double-plays.
  • Extra-CP partners — Slip L3 gives +1 card play.
  • Avoid: spirits with rigid reclaim cadences.

Common Mistakes

jyonker13 named mistakes

  1. Using Time to repeat Blur the Arc T2. Wasted cost; save Time for Slip-the-Flow repeats or Stasis.
  2. Picking T1/T2 Minors by element rather than by effect when no Major is previewed.
  3. Forgetting Blur the Arc — user 2052317’s warning: it’s the Moon card; forgetting cripples innate access.
  4. Playing Pour Time Sideways without having seen the Event. Risks amplifying a nasty Event.
  5. Not reclaiming something on T2. Branching T3 framework assumes you reclaimed Blur/Stasis/Past-Returns.

Tempo Profile

TurnTarget state
1G3 + Minor; DTNW preview used to plan draft
2G2 + Stasis + Blur + Past Returns; Slip self-target
3Branch-pick from 5 paths based on DTNW Majors + board
4+Major integration; Slip amplifier to partners

Source Notes

  • Mechanics: data/references/wiki/fractured-days-split-the-sky.json (Wiki-parsed 2026-04-23).
  • Openings: jyonker13 BGG 2486927.

Starlight Seeks Its Form

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from jyonker13’s BGG openings thread 2518429 + Carlo Gon’s “Casino Starlight” (BGG 2624676) + Zubon’s three-form framework.

At a Glance

FieldValue
ExpansionJagged Earth
ComplexityVery High
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn; 6 Presence tracks (!)
Power summary (1–5)Offense 1 · Control 1 · Fear 1 · Defense 2 · Utility 2
Primary ElementsAll eight — Starlight is element-flexible by design
Special RulesGrowth Begets Growth (6 tracks; emptying a track unlocks a Growth choice permanently; the alternative is locked-out forever)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed
BGGjyonker13 thread 2518429 + Carlo Gon’s Casino Starlight 2624676

Spirit Overview — Framing

Starlight is the shape-shifter — its identity emerges mid-game from which tracks you unlock and which innates your draft supports. jyonker13:

Starlight is a Spirit that can truly be anything… its arsenal of 3-Element innates ensures that you’ll find something to do with anything that you draft. That being said, your ability to pursue these various avenues is tempered by what comes your way, in a ‘wand-chooses-the-wizard-mister-potter’ kind of situation.

jhaelen:

It’s like a ‘mystery box’: you never know what kind of spirit you’ll end up playing.

Wiki-printed playstyle note:

Six Presence tracks. Emptying a track unlocks one of two Growth choices permanently; the other stays locked for the game.

Complexity signal: Very High. Not only does every game play differently, but each opening commits you to half the track-choices for the rest of the game. Planning Growth-choice selections is a 4-dimensional optimization.

Starting Setup

Put 1 Presence on your starting board, in a land with Blight.

Growth Options (growthtype: “one” — pick one per turn; 6-track model)

Starlight has 6 Presence tracks, each with a Growth-unlock. Emptying a track picks one of two locked choices:

TrackChoices (pick 1, other locked forever)
1Reclaim Half OR Reclaim Full
2+3 Energy OR +1 Card Play
3Gain Power Card OR Move Presence 1
4+1 Extra Card Play OR Move Presence 2
5(energy/element spaces — see track)
6(energy/element spaces — see track)

Each Presence add from a spaces-track unlocks its associated element.

Presence Tracks (partial Wiki parse — structure)

  • Track 1 (energy): empty → growthreclaimhalf → growthdivider → growthgainpowercard → growthmovepresence1
  • Track 2 (CP): empty → growth3energy → growthdivider → growthplusonecardplay → growthmovepresence2

Full 6-track mapping [VERIFY from physical spirit panel].

Starting income: 0 Energy, 1 Card Play. Grows dramatically via track-element spaces.

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.

The spirit-defining rule — each track pick is a game-long commitment. Jonah’s heuristic:

Tracks 1 and 3 = Reclaim-vs-Gain-Power: pick opposite halves of each so you always have one of each mechanism. Tracks 2 and 4 = Majors-vs-Plays: left = money/damage with fewer cards; right = extra Play.

Innates (5 total — Starlight has more innates than any other spirit)

Air Moves, Earth Endures (Fast, Range 1)

ThresholdEffect
3 AirPush up to 2 Explorer or 1 Town
3 EarthDefend 5

Fire Burns, Water Soothes (Slow, Range 1)

ThresholdEffect
3 Fire1 Fear. 2 Damage
3 WaterRemove 1 Blight

Wood Seeks Growth, Humans Seek Freedom (Slow, Range 2)

ThresholdEffect
3 PlantTarget Spirit with Presence in target land gains a Power Card
3 Animal1 Damage per Dahan OR Push up to 3 Dahan

Sidereal Guidance (Slow, Range 1)

ThresholdEffect
2 MoonGather up to 1 Explorer/Dahan
3 MoonInstead, Gather up to 3 Explorer

Stars Blaze in the Daytime Sky (Slow, No Range, Yourself)

ThresholdEffect
4 Sun3 Fear. Gain 1 Energy. Reclaim up to 1 Power Card from play or discard.

Five innates — one for each element-pair plus Moon. Starlight’s draft commits you to which innate you’ll fire each turn.

Unique Cards (all 4, Wiki-verified)

Gather the Scattered Light of Stars

  • [VERIFY] — Rolling reclaim + Presence gather.

Shape the Self Anew

  • [VERIFY] — Form-adoption card; key T1 play.

Peace of the Nighttime Sky

  • [VERIFY] — Moon-scaling defense / fear-card manipulation.

Boon of Reimagining

  • [VERIFY] — Card-replacement for partner.

[VERIFY all 4 unique costs/effects — Wiki fetch parse incomplete.]

Key Strategic Principles

  1. Form emerges from draft. Decide form after seeing your opening hand (jyonker13).
  2. Moon is Starlight’s signature but never over-spec.
  3. Tracks 1+3 opposite halves = always have both Reclaim + Gain-Power access. Tracks 2+4 similar for Majors-vs-Plays.
  4. Take pairs of Elements. Don’t force an innate the draft didn’t offer.
  5. Hold off first track-element until you’ve seen Powers and know what you’re building.
  6. Pair-heavy Moon Minors → Plays form. Dense-element Minor + easy-threshold Major → Majors form. Memory teammate → Memory-pair opener.

Possible Openings (Zubon’s three forms)

Shared starting state

  • 1 Presence on a Blighted land.
  • 4 Uniques in hand: Gather the Scattered Light of Stars, Shape the Self Anew, Peace of the Nighttime Sky, Boon of Reimagining.
  • Starting income: 0 Energy, 1 Card Play.

Opening A — Majors Form (Zubon #1) 🟨

T1 · Growth: Track 1 — gain Major (forget Gather); Forget Peace for Boon. T2 · Growth: Track 2 — uncover +3 Energy. T3+ · Growth: Track 6 — elements.

Targets thresholded beatstick reliance.

Opening B — Plays Form (Zubon #2) 🟨

T1 · Growth: Track 2 first — +1 CP. T1 · Play: Play everything except Peace of the Nighttime Sky; reclaim the two power-generators. T2+: Uncover Track 1 for Power-card option next.

Joy is stacking innates every turn.

Opening C — No-reclaim Form (jhaelen commenter) 🟥

Uses Gather the Scattered Light of Stars as a rolling Reclaim; never takes a Reclaim Growth.

T1–T5 track-pick cadence: +1 Power → Move 1 → +3E → +1 Power + 1E twice → Majors T3–T4. Never touch Track 4.

Opening D — jyonker13’s Majors-lean canonical 🟨

T1 · Growth: Track 1 (+Minor, +Move 1, +1E). T1 · Play: Boon of Reimagining + Shape the Self Anew (or strong Moon Minor if drafted; forget Shape for +3E).

T2 · Growth: Track 3 (+Major, +Move 1, +1E). T2 · Play: Peace of the Nighttime Sky (forget for double-cast + Moon) + Moon Minor OR Shape. Forget Boon when gaining Major.

T3 · Growth: Track 3 again (+Major + element + energy). T3 · Play: Major + Minor.

T4: Depends on Major combo — if panned out, add Track 5 (income) or Track 6 (element); Reclaim All; flog combo.

Opening E — Memory-pair (Zubon #3) 🟥

Partner: Shifting Memory of Ages.

T1 · Track 2 (+3E): play Boon of Reimagining on Memory (Memory’s special rule lets them Discard instead of Forget) → Memory plays Boon of Ancient Memories on you → both spirits enter T2 with a Major.

Opening Decision

  • Decide form after seeing T1 hand — form is drafted, not pre-planned.
  • Opening A (Majors) when opening Major pool is threshold-friendly.
  • Opening B (Plays) when Moon-heavy Minors dropped.
  • Opening C (No-reclaim) when Gather the Scattered Light seems to solve all your needs.
  • Opening E (Memory-pair) with Shifting Memory partner.

Card Priority Ratings

Uniques — Starlight-specific ranking

[VERIFY exact card ranking from community]. Generally:

  1. Peace of the Nighttime Sky — do not Forget without Major replacement per jyonker13.
  2. Shape the Self Anew — T1 form-adoption.
  3. Gather the Scattered Light — rolling reclaim.
  4. Boon of Reimagining — partner-amp + Memory-pair enabler.

Top 10 Minor Draft Picks (element pairs)

#CardCostSpeedElementsWhy
1Strange Tales of the Sky1FastMoon, AirMoon+Air pair
2Pyroclastic Friction1FastFire, EarthFire+Earth pair
3Call of the Dahan Ways1SlowMoon, EarthMoon+Earth
4Drifting Into Stillness1SlowMoon, PlantMoon+Plant
5Travel Unsuspected1FastAir, WaterAir+Water
6Elemental Boon0FastSun, Moon, Fire, AirFour-element 0-cost
7Purify the Land0SlowMoon, Water, PlantThree-element 0-cost
8Gift of Constancy0FastSun, Plant, Animal0-cost three-pair
9Bats Scout for Raids1FastMoon, Air, AnimalTriple-pair
10Predatory Nightmares0FastMoon, Animal0-cost Moon

Top 5 Major Draft Picks (by element synergy)

#CardCostSpeedElementsWhy
1Unlock the Gates of Deepest Power4FastAllUniversal threshold-hit
2Bargains of Power and Protection3FastSun, Moon, Fire, AirFour-element flex
3Weave Together a Fabric of Place4FastSun, Moon, Air, Water, EarthFive-element flex
4Terrifying Nightmares4FastMoon, AirMoon+Air
5Vigor of the Breaking Dawn4FastSun, PlantSun+Plant

Cards to Avoid

CardReason
Single-element specialized MajorsStarlight thrives on pair-flexibility
6+ cost Majors without Sun-Reclaim accessHard to play twice without Stars Blaze innate

Adversary Matchup Matrix

Per jyonker13’s innate-matchup notes:

AdversaryInnate fitRatingNote
France-PlantationMoon (Sidereal)★★★★★Sidereal Guidance “absurd” (jyonker13)
Brandenburg-PrussiaMoon★★★★★Sidereal absurd
SwedenMoon★★★★☆Sidereal absurd
EnglandWater★★★☆☆Moon “mediocre” — Water innate conditional
Habsburg MiningWater★★★☆☆“Mediocre” Moon innate
RussiaAnimal★★★☆☆Dahan innate combo
ScotlandWater★★★☆☆[VERIFY]
Habsburg LivestockMoon/Water★★★☆☆[VERIFY]

Board / Map Configuration

[VERIFY]. Starlight works on any board — form-flexibility makes terrain-adaptation the norm.

Game-Phase Strategy

Early (T1–3)

  • Draft-driven form decision.
  • T1: Track unlock (usually 1 or 2).
  • T2: commit to form; Peace/Shape/Gather interactions.

Mid (T4–6)

  • Major integration (if Majors form).
  • Chosen innates firing reliably.

Late (T7+)

  • Innate stacking; Stars Blaze Reclaim-self.
  • Form-specific closes.

Synergy Partners (Multiplayer)

  • Shifting Memory of Ages — Memory-pair T1 (both spirits T2 Major).
  • Thunderspeaker or Stone — “clearly defined roles” that Starlight supports post-hoc (jyonker13).
  • Vengeance, Green — “malleable partners” that Starlight adapts around.

jyonker13’s open question: “I’m still unsure if Starlight is better with Spirits who have clearly defined roles… or those that are a little more malleable.”

Common Mistakes

Named mistakes

  1. Forcing an innate the draft doesn’t offer.
  2. Taking Reclaim Half (Track 1) and neglecting Gain Power (Track 3). Always have one of each reclaim method + one gain-power method.
  3. Taking Track 4 blindly. Jonah only loves it as a mid-game damage/fastifier supplement, not an opener staple.
  4. Not forgetting Peace of the Nighttime Sky for its repeat. “Once you get rolling with your chosen Major it’ll be very hard to work it back in again.”
  5. Locking out both reclaim options accidentally — one commenter played a whole game without reclaim.

Tempo Profile

TurnTarget state
1Track 1 or 2 uncovered; form-commit in hand
2Track 3 uncovered (+Major/+Move); Peace/Shape deployed
3Track 3 or 5; elements online; innate reliably firing
4Reclaim All; combo flog
5+Form-specific late game

Source Notes

Wounded Waters Bleeding

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings, physical-copy opening verification.

Strategic framing paraphrased from BGG thread 3141249 + community discussion. No Rei guide, no latentoctopus, no Phantaskippy coverage.

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityHigh
Play Difficulty[VERIFY physical spirit panel]
Growth type“one” — pick one growth per turn (forced T1–T2)
Power summary (1–5)Offense 4 · Control 5 · Fear 2 · Defense 1 · Utility 1
Primary ElementsWater (Swirl and Spill) · Animal (Sanguinary Taint) · Fire + Plant for L3s
Special RulesSeeking a Path Towards Healing (bleed Presence/Forget until Healing Cards claimed)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed
BGGthread 3141249

Spirit Overview — Framing

Wounded Waters is a split-identity bleeding spirit — every turn before its first Heal (T3 earliest) it loses Presence or Forgets a card. It chooses between Water (control/push) or Animal (damage/beasts), then between Renew (control finish) or Taste of Ruin (fear finish). Steve496 (BGG):

Despite the somewhat forced opening build… it still feels like a really complicated spirit, with actions on the track and triggered actions and just a lot of bookkeeping to do. I forget about mechanics and have to backtrack and fix stuff way more often than I do with the other new spirits.

Wiki-printed playstyle note:

Healing-track spirit with forced opening growth. Complex triggers; very high bookkeeping load.

Complexity signal: Wiki says High; community consensus trends Very High.

Starting Setup

On your starting board, put 2 Presence in a land with Blight, then put 2 Presence and 1 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.

4 starting Presence, 4 starting Energy. Unusually high both.

Growth Options (growthtype: “one” — forced T1–T2)

GrowthEffectsBest when
G1Reclaim + Gain 1 Power Card + +1 EnergyReclaim cycle
G2Gain 1 Power Card + Add Presence (R2)Card + spread
G3Add Presence (R3) + +3 Energy + Add 1 Destroyed PresenceRebuild after bleed-losses

T1 forced: reclaim + 1 presence + 1 energy. T2 forced: 1 presence + 2 presence. Optional Growth rows unlock after claiming first Healing Card (T3 earliest).

Presence Tracks

  • Energy track: blank → blank → blank → blank → energy3 → energy4fireorplant → energy5any
  • Card-play track: energy0card1 → wateroranimal → gatherblight → energy1card2

Starting income: 4 Energy (!), 1 Card Play. Exceptionally high Energy; low CP; the gatherblight CP slot is a Wounded-Waters signature — pulls Blight from adjacent lands onto target for AOE Major detonation.

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 Animal you have more of. (You break ties.)
  • You may then Claim a Healing Card if you meet its requirements. (First Healing Card available Turn 3.)
  • Then Destroy 1 Presence or Forget a Power Card (unless a Healing Card removes the rule).

The bleeding. Every turn before first Heal (T3+) destroys Presence or Forgets a card. The Heal cards are Roiling Waters (Animal-path, Fear-heavy) or Serene Waters (Water-path, control-heavy), with second-tier evolutions into Renew or Taste of Ruin.

Innate: Swirl and Spill

  • Speed: Slow · Range: 1 · Target: Any
LevelThresholdsEffect
12 Water WaterPush up to 2 Explorer/Dahan/Blight.
23 Water Water + 1 Animal Animal1 Fear. Push up to 2 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. 1 Damage. Push 1 Dahan.
21 Water Water + 3 Animal Animal1 Damage. Add 1 Beast.
32 Fire Fire + 2 Water Water + 5 Animal Animal1 Fear. 4 Damage. Add 1 Disease.

Unique Cards (all 4, Wiki-verified)

[VERIFY exact cost/speed/text from physical copy — script parse was incomplete]:

  • Blood Water and Bloodlust — Animal-path damage unique.
  • Draw to the Water’s Edge — Gather effect.
  • Wrack with Pain and Grief — Fear-damage unique.
  • Boon of Corrupted Blood — ally-gift with blood-cost clause.

Key Strategic Principles

  1. Commit to a path by T3 heal. Animal (Roiling — fear) vs Water (Serene — control).
  2. The R2 Presence slot gathers Blight. Pull Blight from target lands onto the slot for AOE Major detonation — Wounded Waters’ hidden superpower.
  3. Save hybrid W+A Uniques until 3 plays online. Hit tier-2 on both innates simultaneously.
  4. Blight-adding Majors are unusually good here (Drought, Poisoned Land, Spill Bitterness) because you can pre-gather the Blight.
  5. Roiling > Serene for fear generation. davypi: “Roiling generates fear but Serene doesn’t.”

Possible Openings

Shared starting state

  • 4 Presence (2 on Blight-land + 2 on Town-symbol-land with 1 Blight added).
  • 4 Uniques in hand.
  • 4 Energy, 1 Card Play.

Opening A — Community-standard 🟨

T1 · Growth: Forced (Reclaim + 1 presence + 1E). T1 · Play: Gain Water OR Animal Minor (aligns with eventual heal path). Place first Healing Marker on R1.

T2 · Growth: Forced (1 presence + 2 presence). T2 · Play: Gain opposite-element Minor (flex for either heal path). Place Healing Marker on R2 (keeps Serene vs. Roiling open).

T3 · Growth: First optional row unlocks after Healing. Gain a Major. T3 · Play: Steve496 — “I’ve mostly been opening minor/minor/major and picking a healing card based on what direction those cards favor.” Animal/Beast Major → Roiling; push/downgrade Major → Serene. Commit heal at end of Spirit Phase.

T4–T5: Second Healing Card → Renew (control) or Taste of Ruin (fear).

Opening Decision

  • Default Opening A. Not many variants documented.

Card Priority Ratings

Top 5 Minor Draft Picks (Water + Animal)

#CardWhy
1Absorb Essence0-cost Water
2Call to Isolation0-cost Water + Animal
3Predatory Nightmares0-cost Animal
4Call to Bloodshed0-cost Animal
5Call of the DeepsWater + Animal

Top 5 Major Draft Picks (Blight-adder or Water/Animal)

#CardWhy
1DroughtBlight-adder; pair with gather-blight
2Poisoned LandBlight-adder
3Spill Bitterness Into the EarthBlight-adder
4Bargain of Coursing PathsAminar’s pick
5Insatiable Hunger of the SwarmAnimal multi-land

Adversary Matchup Matrix

AdversaryRatingNote
Habsburg Mining (High Surges)★★☆☆☆AP-heavy; drowns in double-build pre-heal
Most other matchups★★★☆☆[VERIFY] — coverage is thin

Game-Phase Strategy

Early (T1–T2)

  • Forced growth. Gather Minors matching planned heal.
  • Bleed 2 Presence + Forget 0 cards (or reverse) — 4 starting presence absorbs the early bleed.

Mid (T3–T6)

  • First Heal T3 (Roiling or Serene).
  • Second Heal T4–T5 (Renew or Taste of Ruin).
  • Major integration.

Late (T7+)

  • Path-specific closes.
  • Gather-blight AOE Major detonation.

Synergy Partners (Multiplayer)

  • Blight-location-sensitive partners: Keeper, Wildfire, Fangs, Serpent, Stone, Vengeance.

Common Mistakes

Named mistakes

  1. Over-committing to Serene alone — no fear generation.
  2. Forgetting the bleed trigger before first heal (most-cited bookkeeping slip).
  3. Failing to use the blight-gather — the hidden superpower.

Source Notes

  • Mechanics: data/references/wiki/wounded-waters-bleeding.json (Wiki-parsed 2026-04-23).
  • Openings: BGG thread 3141249.
  • Coverage: Thinnest of the NI spirits — treat as starting point, physical-copy verify.

Dances Up Earthquakes

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing from Steve Haas’s “Turn 4 Megaquake” BGG guide (thread 3107804) — dominant canonical opening.

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityVery High
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 5 · Control 2 · Fear 2 · Defense 3 · Utility 4
Primary ElementsEarth (both innates) · Fire (Earth Shudders) · Moon (Land Creaks) · Air (expensive)
Special RulesBegin a Dance of Decades (impend Power Cards by paying Energy; cards sit aside for future turns)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed
BGG GuideSteve Haas T4 Megaquake — thread 3107804

Spirit Overview — Framing

Dances Up Earthquakes is the tempo/impending spirit — banks cards into a future turn via Begin a Dance of Decades, then detonates them simultaneously. The community meta is dominated by Steve Haas’s Turn 4 Megaquake opening — so dominant one commenter admitted:

Hardly feels like we’re playing a game.

Wiki-printed playstyle note:

Impend cards for a future crescendo. Quake tokens + Fire + Earth scaling for board-wide damage + fear.

Complexity signal: Very High is correct — impending-energy timing, quake-token management, and T4 threshold-stacking all need rehearsal.

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 nearby.

6 Uniques in hand (not 4) — unusually deep starting kit.

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

GrowthEffectsBest when
G1Reclaim + Add Presence (R2) OR Gain Major without ForgettingMid-game Reclaim
G2Gain 1 Power Card + Add Presence (R1)Default opening move
G3Add Presence (R3) + Impend Energy + Reclaim-1Energy-spike into impending

Presence Tracks

  • Energy: energy1+impendenergy1 → movepresence1 → energy2 → impend1 → energy3 → impendenergy2 → energy4any
  • CP: card2 → gather1dahan1land → moonfire → impend1 → earthX → card3 → card4

Starting income: 1 Energy (+ 1 Impending Energy — bonus for impended cards), 2 Card Plays.

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, 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.)

Impend = bank the card for later. Energy paid sits on the card until resolution; multiple cards can impend in parallel.

Innate: Land Creaks With Tension

  • Speed: Fast · Target: You
LevelThresholdsEffect
11 Earth EarthIf you have ≥1 impending card, add 1 Quake in one of your lands.
21 Moon Moon + 1 Earth EarthIn one of your lands, Defend 1 per impending card (max 3).
31 Moon Moon + 2 Earth EarthIf ≥3 impending cards, add 1 Quake.
42 Moon Moon + 3 Earth EarthIn one of your lands, Defend 1 per impending card (max 3).

Innate: Earth Shudders, Buildings Fall

  • Speed: Slow · Range: 0 · Target: Quake

Text: X Damage (where X = Quake tokens), plus element-scaling Fear and fire damage. [VERIFY exact threshold math]. T4 fully-threshold state: 4 Fire + 5 Earth + 7 cards played = 2-damage-per-quake + Invader damage + 2 Fear.

Unique Cards (6, Wiki-verified names)

  • Inspire a Winding Dance
  • Resounding Footfalls Sow Dismay
  • Radiating Tremors
  • Rumblings Portend a Greater Quake
  • Gift of Seismic Energy
  • Exaltation of Echoed Steps

[VERIFY exact costs/text — fetch parse incomplete; cross-check physical copy before opener play.]

Key Strategic Principles (Steve Haas’s T4 Megaquake framework)

  1. T4 is the target turn — Earth Shudders fully threshold with 7 cards played.
  2. Impend expensive Uniques on T1–T2. Gift of Constancy (3-cost), Resounding Footfalls (3-cost) are the high-cost candidates.
  3. Two cheaper Majors > one expensive Major. Steve: “two cheaper majors is going to be better than one major costing 5 or 6, since you can so easily threshold majors.”
  4. Minor drafts must secure Fire+Earth. Left innate demands both.
  5. Don’t impend 0-cost Minors — no Energy-discount benefit.
  6. Don’t impend T3 and do nothing real — still place Quakes + Defend in the interim.

Possible Openings

Shared starting state

  • 1 Presence on highest-Dahan land.
  • 6 Uniques in hand.
  • 0 Energy, 2 Card Plays.

Opening A — Steve Haas T4 Megaquake 🟨🟩 (dominant)

T1 · Growth: G2 (top: +2 presence). T1 · Play: Draft Minor (Fire or Earth priority). Impend most expensive Uniques (Gift of Constancy + Resounding Footfalls — both 3-cost). Pay 0 or small energy onto them.

T2 · Growth: G2. T2 · Play: Draft second Minor. Impend Radiating Tremors (2-cost). Actually play Rumblings of Discontent (places quake + defends). Hits Land Creaks L1 → +1 Quake.

T3 · Growth: G2. T3 · Play: Draft Major; Forget Rumblings. Impend two Minors, play Exaltation or Inspire. One Quake from innate.

T4 · Growth: G2. T4 · Play: Draft second Major, Forget unique played T3. All impended cards crash in: Gift + Resounding + Radiating + 2 Minors + both Majors. 7+ cards in play, 5 Quake tokens, right innate fully thresholded.

Steve: “Clear your board on turn 4 straight up wins” solo.

Opening B — Slow-burn / multiplayer (940202 variant) 🟥

T5 megaquake with ravage-skip looping for multi-board or England.

Opening C — G3 early (vs. France 6) 🟥

Switch to G3 (+1 impending energy) to fire the quake one turn earlier vs France 6 when town-limit pressure is too high.

Opening Decision

  • Default Opening A (T4 Megaquake) — solo, Prussia, Scotland, Russia, HME.
  • Opening B (T5 variant) — England, Sweden L5+, multi-board.
  • Opening C (G3 early) — France 6 only.

Card Priority Ratings

Top 10 Minor Draft Picks (Fire + Earth)

#CardCostSpeedElementsWhy
1Pyroclastic Friction1FastFire, EarthFire + Earth prime
2Call of the Dahan Ways1SlowMoon, EarthMoon + Earth
3Visions of Fiery Doom1SlowMoon, FireFire + Moon
4Rain of Blood1SlowMoon, Fire, WaterMulti-element Fire
5Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost Earth
6Pull Beneath the Hungry Earth0SlowMoon, Earth0-cost Earth
7Gift of Power1FastMoonMoon-feeder
8Elemental Boon0FastSun, Moon, Fire, Air0-cost Fire
9Predatory Nightmares0FastMoon, Animal0-cost Moon
10Sap Their Strength1FastMoon, Earth, PlantEarth + Moon

Top 5 Major Draft Picks

#CardCostWhy
1Cast Down into the Briny Deep5Fire + Earth threshold
2Pyroclastic Flow6Fire + Earth multi-land
3Volcanic Eruption8Late-game closer
4Infinite Vitality4Fire + Plant
5Tigers Hunting3Cheap Fire

Adversary Matchup Matrix (Steve Haas’s solo L6)

AdversaryRatingNote
Brandenburg-Prussia★★★★★100% (Steve’s data)
Scotland★★★★★100%
Russia★★★★★100%
Habsburg Mining★★★★★100%
Sweden★★★★☆90–95%
England★★★☆☆80%+ (needs T5 variant)
France-Plantation★★★☆☆80% (town-limit risk; needs G3 early)
Habsburg Livestock★★★★☆80%

Board / Map Configuration

Board D + Scotland + Wetlands early is Steve’s named edge-case (extra attention required).

Game-Phase Strategy

Early (T1–T3)

  • Impend cadence per Opening A.
  • Still place Quake tokens + Defend in interim.

Mid (T4–T5)

  • T4 Megaquake.
  • Board-clear or significant damage.

Late (T6+)

  • Reclaim cycle with impending-again.
  • Second Megaquake around T8.

Synergy Partners (Multiplayer)

  • Consistent early-presence partners (Ocean, Shadows, Lightning) while DUE ramps.
  • Set-piece-Turn-4 partners (Behemoth, Stone).
  • Avoid partners who need T1–T3 help (Shadows vs England).

Common Mistakes

Named mistakes

  1. Impending every play — still need Quake placement + Defend in interim.
  2. Impending 0-cost Minors — no Energy-discount benefit.
  3. Drafting expensive T3 Major (5–6 cost) — blocks second Major T4.
  4. Not securing Fire+Earth on T1–T2 Minor drafts.

Tempo Profile

TurnTarget state
1G2 + Impend Gift of Constancy + Resounding Footfalls; draft Fire/Earth Minor
2G2 + Impend Radiating; play Rumblings; Land Creaks L1
3G2 + Draft Major; impend 2 Minors; play Exaltation/Inspire
4MEGAQUAKE: 7+ cards + 5 Quakes + Earth Shudders full threshold
5+Reclaim cycle; Quake Megaquake cadence every 4 turns

Source Notes

  • Mechanics: data/references/wiki/dances-up-earthquakes.json (Wiki-parsed 2026-04-23).
  • Primary guide: Steve Haas BGG 3107804.

Ember-Eyed Behemoth

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text below were parsed deterministically from the Spirit Island Wiki via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing paraphrased from latentoctopus Behemoth Openings 1–2. No Rei guide. No BGG-canonical opener thread.

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityModerate
Play Difficulty[VERIFY physical spirit panel]
Growth type“one” — pick one growth per turn (bundled)
Power summary (1–5)Offense 5 · Control 1 · Fear 1 · Defense 1 · Utility 2
Primary ElementsFire (everything — Special Rule + innate all tiers) · Earth (Smash L1/L2/L3/L4) · Plant (L2/L3/L4)
Special RulesThe Behemoth Rises (Incarna push/move) + Unrelenting Strides (use Behemoth Rises twice on non-innate turns)
AspectsNone
Rei’s GuideNot covered
latentoctopusOpening 1 + Opening 2

Spirit Overview — Framing

Behemoth is a Fire-locked Incarna spirit — one of four Nature Incarnate spirits that field a named physical piece (the Behemoth) that walks the island delivering damage on the Smash, Stomp, and Flatten innate. Everything keys off Fire + Earth thresholds, and the Empowerment mechanic (G4, max once per game) is the central power spike.

Wiki-printed playstyle note:

Aggro Incarna spirit — flexible placement, Fire-scaling damage, Incarna movement via sacred-site teleport. High offense, low defense.

Identity capture (jyonker13, BGG):

Perhaps the most flexible and challenging Aggro Spirit the game has to offer.

The Fire-lock: Behemoth’s opening lives or dies on hitting 2 Fire + 1 Earth by end of T1 to unlock Smash L1 (2 Damage). Without a Fire Minor drafted or a Fire-Unique played, the innate lies dormant and Behemoth falls a turn behind.

Complexity signal: Moderate — 4 Uniques, 1 innate with 4 tiers, 2 Special Rules. But the Incarna-movement planning adds decision-load: every sacred site is a Behemoth-teleport target, so sacred-site placement is a damage-targeting decision.

Starting Setup

Put 2 Presence and {Behemoth, 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.

Behemoth the incarna piece sits on that starting Wetland. Empowerment happens later via G4.

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

GrowthEffectsBest when
G1Reclaim + Gain 1 Power CardHand depleted; mid-game Reclaim cycle
G2Add Presence (R3 Jungle-presence path) + Add Presence (Range 0)Spread reach to Jungle-accessible lands
G3Gain 1 Power Card + Add Presence (Range 1) + +3 Energy + discard-fire-powerDefault opening — biggest energy jump + card draw (cost: discard Fire card)
G4MAX 1/GAME — Reclaim-all-Fire + Empower Behemoth + Move BehemothThe single biggest power spike in Behemoth’s arc

G4 is the transformational turn. Empowers Behemoth (unlocks the “you may Repeat Smash once each turn” clause) + reclaims all Fire cards + moves Behemoth to any sacred site.

G3’s “discard-fire-power” cost: you must discard one Fire-element Power card from hand to take the +3E. Plan Fire-card selection T1–T2 around this constraint.

Presence Tracks

  • Energy track (7 slots): energy0 → energy1 → energy2fire → energy3 → earth → energy4plant → energy5fire
    • 0E → 1E → 2E + Fire marker → 3E → +Earth marker → 4E + Plant marker → 5E + Fire marker
  • Card-play track (6 slots): card1 → card2 → card2 → card3 → fireX → card4
    • 1 CP → 2 CP → 2 CP → 3 CP → Fire scaling → 4 CP

Starting income: 0 Energy, 1 Card Play.

Core Mechanics & Special Rules

Special Rule: The Behemoth Rises

You have an Incarna (Behemoth). Once per turn, during the Spirit, Fast, or Slow phase, you may either:

  • Push Behemoth; or
  • Add or Move Behemoth to any of your Sacred Sites on the island.

Free sacred-site teleport per turn. Every sacred site is a valid Smash target as long as you can move Behemoth there.

Special Rule: Unrelenting Strides

On any turn that you don’t use Innate Powers, you may use The Behemoth Rises an additional time.

On innate-idle turns, double the Incarna movement. Useful for T1–T2 pre-positioning before the Fire-element threshold is online.

Innate: Smash, Stomp, and Flatten

  • Speed: Slow · Range: — · Target: Behemoth (the incarna land)

Text: If Behemoth is Empowered, you may Repeat this Power once each turn.

LevelThresholdsEffect
12 Fire Fire + 1 Earth Earth2 Damage.
23 Fire Fire + 1 Earth Earth + 1 Plant Plant1 Damage. Push 1 Dahan.
34 Fire Fire + 2 Earth Earth + 1 Plant Plant1 Fear. 1 Damage.
45 Fire Fire + 2 Earth Earth + 2 Plant Plant2 Damage. 2 Damage to Dahan.

Cumulative: L1+L2+L3+L4 = 2+1+1+2 = 6 Damage + 1 Fear + Push Dahan + 2 Dahan damage. Empowered Repeat = 12 Damage per round of play. The Repeat clause makes G4 the single biggest turn of a Behemoth game.

Unique Cards (all 4, Wiki-verified)

Blazing Intimidation

  • 2 Energy · Fast · Range 1 · Any Land · Fire, Plant, Animal
  • 1 Fear. Push up to 2 Invaders.

Fast push + Fear; Fire + Plant for innate thresholds. Repositioning tool before Smash cycles.

Surging Lahar

  • 2 Energy · Slow · Range 1 from your Sacred Site · Any Land · Fire, Water, Earth
  • Add 1 Badlands. 1 Damage to each Invader per Badlands in target land.

Badlands-adder + Badlands-scaling damage. 1 Badlands → 1 damage per Invader; 2 Badlands → 2 damage per Invader. Pairs with Behemoth’s Smash-scaling pattern.

Exaltation of Grasping Roots

  • 0 Energy · Slow · No Range · Any Spirit · Moon, Fire, Earth, Plant
  • Target Spirit gains 1 Power Card. Forget a Power Card. If it’s a Major Power, target Spirit may pay 2 Energy instead of Forgetting a Power Card.

Ally-gift; 0E Slow. Self-target gives +1 card gain (useful on card-light turns). Elements cover Earth + Plant for innate.

Terrifying Rampage

  • 1 Energy · Fast · Range 1 · Any Land · Moon, Fire, Earth
  • Push 1 Explorer/Town. 1 Fear per Presence of yours adjacent to target land.

Presence-scaled Fear. Fire + Earth for innate thresholds. Note: “useless T1 — no triggers and no Energy” (latentoctopus warning).

Key Strategic Principles

  1. Fire > Earth > Plant in draft priority. Every Smash tier needs Fire first.
  2. Don’t play Terrifying Rampage T1. Useless without adjacent presence.
  3. G4 is the power spike. Plan the Empowerment turn on T3–T4 — that’s the spike moment.
  4. Behemoth teleports to sacred sites. Sacred-site placement = Smash target selection.
  5. Bottom track first. Skip top-track Energy — 3 CP is the goal.
  6. Keep Fire+Plant cards in hand T2 for next-turn L2 threshold.
  7. Hold Major in hand on non-Fire turns for the right Fire-innate-unlock turn.

Possible Openings

Shared starting state

  • 2 Presence + Behemoth (Unempowered) on starting Wetland adjacent to Jungle.
  • 4 Uniques in hand: Blazing Intimidation (2E Fast, Fire/Plant/Animal), Surging Lahar (2E Slow, Fire/Water/Earth), Exaltation of Grasping Roots (0E Slow, Moon/Fire/Earth/Plant), Terrifying Rampage (1E Fast, Moon/Fire/Earth).
  • Starting income: 0 Energy, 1 Card Play.

Opening A — Standard (Early Badlands + Innate lock-on) 🟨 (default)

From latentoctopus Opening 1.

T1 · Growth: G3 bottom — Gain 1 Minor (Fire/Earth priority) + Presence (R1) + +3E (discard a Fire card as cost).

  • Income: 3E from G3.

T1 · Play (3E, 1 CP — but 4 plays avail from track): unlock Smash L1 via 2 Fire + 1 Earth.

  • Preferred: Surging Lahar + Exaltation of Grasping Roots (if a valid Lahar target exists). Covers Fire+Earth+Moon+Plant.
  • Alternative: Blazing Intimidation + Exaltation of Grasping Roots. Covers Fire+Earth+Plant.
  • Pause-point: Terrifying Rampage is useless T1; don’t pick.

T2 · Growth: G2 top — Add Presence (R3 Jungle-presence) + R0. T2 · Play: 2 cards — may unlock Innate L2 (3 Fire + 1 Earth + 1 Plant) depending on drafts.

T3 · Growth: G4 — Reclaim-all-Fire + Empower Behemoth + Move Behemoth.

  • This is the transformational turn. Every Fire card returns to hand; Behemoth becomes Empowered (Smash now Repeats).

T3 · Play (income + G4-reclaimed hand): Play 2 cards. Smash fires once + Repeats once = 4 Damage baseline.

T4 · Growth: G2 bottom — reach 3 CP for future turns.

  • Even without a Fire-element card this turn, prioritize 3 CP.

T4 end state (audit):

  • Behemoth Empowered; Smash firing twice per turn.
  • 3 CP baseline.
  • Fire + Plant cards staged in hand for L2+ thresholds.

Confidence: 🟨 latentoctopus primary.

Opening B — Early Major 🟥

From Opening 2.

T1 · Growth: G2 top — Add Presence; start 2E / 4 cards / 4 plays. T1 · Play: Surging Lahar (unlocks Innate via Fire+Earth).

T2 · Growth: G3 bottom (discard/gain Minor or Major). T2 · Play: 2 cards. “If the Major does not have Fire element, keep it in hand and play the other two cards to unlock your Innate level 2.”

T3 · Branch:

  • Fire-Major route: G4, Empower Behemoth, play 2.
  • Non-Fire-Major route: G3 top, gain Major from discard, play both Majors.

T4 · Branch:

  • Fire route: G3 top.
  • Non-Fire route: G4 Empower.

The Fire-element check on the drafted Major is the central pivot.

Opening Decision

  • Default Opening A — reliable across most matchups.
  • Opening B when the Major draft lands with Fire or Moon elements; riskier.

Card Priority Ratings

Uniques — Behemoth-specific ranking

  1. Surging Lahar — Badlands engine + Fire/Earth threshold.
  2. Exaltation of Grasping Roots — 0E flex + ally-gift + four primary elements.
  3. Blazing Intimidation — Fast push; Fire/Plant.
  4. Terrifying Rampage — situational; presence-scaled Fear.

Top 10 Minor Draft Picks (Fire > Earth > Plant)

#CardCostSpeedElementsWhy
1Pyroclastic Friction1FastFire, EarthFire + Earth double-prime
2Call of the Dahan Ways1SlowMoon, EarthEarth-feeder
3Call to Migrate0FastAir, Animal0-cost flex
4Rain of Blood1SlowMoon, Fire, WaterFire-feeder
5Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost Earth + Plant
6Visions of Fiery Doom1SlowMoon, FireFire + Moon
7Unrelenting Growth0SlowSun, Plant0-cost Plant
8Drift Down to Rest0SlowSun, Air, Plant0-cost Plant
9Sap Their Strength1FastMoon, Earth, PlantEarth + Plant
10Gift of Constancy0FastSun, Plant, Animal0-cost Plant

Top 5 Major Draft Picks

#CardCostSpeedElementsWhy
1Pyroclastic Flow6SlowFire, EarthFire-Earth multi-land
2Volcanic Eruption8SlowMoon, Fire, EarthLate-game closer
3Tigers Hunting3FastFire, AnimalCheap Fire
4Infinite Vitality4FastFire, Water, PlantFire + Plant
5Pillar of Living Flame4FastSun, Fire, AirFire-element flex

Cards to Avoid

CardReason
Non-Fire 2-cost MinorsCan’t amortize through G3 discard-Fire
Defense-only PowersBehemoth kit is aggro-only

Adversary Matchup Matrix

AdversaryOpeningRatingMatchup note
Brandenburg-PrussiaA★★★★☆Direct damage fits Prussia ravages
SwedenA★★★☆☆Build-spam can outpace Behemoth clears
France-PlantationA★★★☆☆[VERIFY]
RussiaA★★★☆☆[VERIFY]
ScotlandA★★★☆☆[VERIFY]
EnglandB★★☆☆☆Damage-resistant; Major route only
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★☆☆☆[VERIFY]

Board / Map Configuration

[VERIFY — latentoctopus no per-board ratings]. Heuristic: boards with Mountains/Sands adjacent to Wetlands reward Lahar’s Badlands scaling. Board E/F have good terrain mix.

Game-Phase Strategy

Early (T1–3)

  • T1: Surging Lahar / Blazing Intimidation to unlock Smash L1.
  • T2: stack Fire + Plant cards in hand for L2.
  • T3: G4 Empowerment — the power spike.

Mid (T4–6)

  • Empowered Smash firing twice per turn.
  • 3 CP baseline.
  • Major integration (Opening B variant).

Late (T7+)

  • Smash L2/L3/L4 cycle (6+ damage per round).
  • Volcanic/Pyroclastic Major for board-wide closes.

Synergy Partners (Multiplayer)

  • Badlands/Blight-tolerant partners — Wildfire, Volcano.
  • Defense partners — cover Behemoth’s ravage lands.
  • Fire-element donors — Lightning, Wildfire (via repeat of Fire Minors).

Common Mistakes

latentoctopus named mistakes

  1. Playing Terrifying Rampage T1. Useless without triggers and no Energy.
  2. Dropping a non-Fire Major T2 instead of holding it to unlock Innate L2 via starting Uniques.
  3. Skipping Incarna empowerment on T3. The G4 option IS the build curve.
  4. Top-track chase. 3 CP is the real priority.

Tempo Profile

TurnTarget state
1G3 bottom + Surging Lahar/Exaltation; Smash L1 live
2G2 top + 2 cards; L2 reachable with Plant draft
3G4 — Empower Behemoth; Smash Repeat active
4G2 bottom → 3 CP; Empowered Smash firing twice per turn
5–7Smash L2/L3 cycle; Major integration (if Opening B)
8+Smash L4 + Major board-wide closes

Source Notes

  • Mechanics: data/references/wiki/ember-eyed-behemoth.json (Wiki-parsed 2026-04-23).
  • Openings: latentoctopus Opening 1 + Opening 2.
  • Note: No Rei guide; no BGG-canonical opener thread. Strategic framing thin compared to older spirits.

Relentless Gaze of the Sun

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing from three Phantaskippy-style Wiki subpages (Top Track, Bottom Track, Contextual Builds) + BGG thread 3140073. Best-covered of the NI spirits.

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityHigh
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 5 · Control 1 · Fear 3 · Defense 2 · Utility 3
Primary ElementsSun (everything) · Moon (Harmonious Nature L1 — blight-to-destroy-presence) · Fire (Scorching)
Special RulesRelentless Punishment (Repeat a Power at escalating Energy cost if 3+ Presence in origin land)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed
Wiki GuidesTop Track + Bottom Track + Contextual

Spirit Overview — Framing

Relentless Gaze is a concentrated-repeat cannon — uses triple-Presence stacks + high Energy to repeat Power cards on the same land (cost 0→1→3→6 cumulative). Unique in the game: the only innate that lets you destroy your own Presence instead of adding Blight, given 3 Sun + 1 Moon.

Wiki-printed playstyle note:

Concentrated-stack repeat-damage spirit. Every turn the question is “what power am I repeating, and how many times?”

Best-covered of NI — three Phantaskippy-style Wiki subpages + 12 BGG posts + YouTube walkthroughs.

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

GrowthEffectsBest when
G1Gaze (add presence + other effect — Gaze-specific bundle)Signature spread
G2Reclaim + Add 3 Destroyed Presence TogetherReset + rebuild
G3Gain 1 Power CardCard-gain
G4Gain Double Energy + Move 3 Presence TogetherEnergy spike + reposition

Presence Tracks

  • Energy: energy1 → energy2sun → energy3fire → sun → energy4any → energy5 → (last slot empty)
  • CP: card1 → card1 → card2 → sunX → card3 → reclaim1 → card4

Starting income: 1 Energy, 1 Card Play.

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:

  • the Energy cost of the Power, and
  • 1 Energy per previous use of the Power this turn each time you Repeat the Power.

Repeat-cascade with escalating cost: a 0-cost Power repeats at 0/1/3/6 Energy (0 initial + 0+1 first repeat + 0+2 second + 0+3 third = 0→1→3→6). 3+ Presence in origin land is the gate.

Innate: Scorching Convergence

  • Speed: Slow · Range: 1 · 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 without cascading.
34 Sun Sun + 2 Fire Fire + 1 Air Air3 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 · Target: Yourself (passive)
LevelThresholdsEffect
11 Moon Moon + 3 Sun SunWhen your Powers would Add Blight, you may Destroy 1 Presence instead.
23 Sun Sun + 1 Water WaterYour Powers don’t damage or destroy Dahan.
33 Sun Sun + 1 Plant PlantChoose another Spirit. They add 1 Destroyed Presence to one of your lands.
43 Sun Sun + 1 Water Water + 1 Plant PlantGive up to 3 of your Energy to the chosen Spirit.

L1 is critical — converts Scorching L2’s Blight into Presence-destroy, feeding Gaze’s Presence-recycling.

Unique Cards (all 4, Wiki-verified names)

  • Focus the Sun’s Rays
  • Unbearable Gaze
  • Blinding Glare
  • Wither Bodies, Scar Stones

[VERIFY exact costs/text from physical copy.]

Key Strategic Principles

  1. Moon is critical, not optional. 335907: “my biggest pitfall originally was not grabbing power cards with moon element… Getting cards with moon is my top priority for the first few turns.”
  2. Top Track is default (rchandra: “My standard opener is G3 top then G2 bottom x2.”). Bottom Track for Russia.
  3. Repeat across multiple Powers, not one Power 3×. 814764: “repeating 3 minors each once is more efficient then repeating one of them 3 times.”
  4. Don’t auto-take Scorching L2. Dahan-kill + Blight-add is often worse than stopping at L1.
  5. Blight-adders are valuable because you can convert Blight → Destroy-Presence at 3 Sun + 1 Moon.
  6. Support cards are worse than usual. Gaze is plays-constrained.

Possible Openings

Shared starting state

  • 2 Presence + 1 Badlands on lowest-Sands.
  • 4 Uniques in hand.
  • 0 Energy, 1 Card Play.

Opening A — Top Track 🟨 (default, rchandra)

T1 · Growth: G3 top (+1 presence, +1 card, +1 Energy). T1 · Play: Draft Minor (Moon priority — critical). Play Focus the Sun’s Rays + left innate to kill a Town, OR Unbearable Gaze to clear 2 lands.

T2 · Growth: G2 bottom. T2 · Play: Draft another Minor. Play the other opener. Keep drafting Moon.

T3 · Growth: G2 bottom. T3 · Play: Build toward 3 plays / 3 Energy.

T4+ · Growth: G1/G3 for repeat Energy. Blinding Glare becomes Ravage-skip + fear engine.

Opening B — Bottom Track (vs. Russia) 🟥

Wiki: “Place a presence from bottom track, draft a card, create a triple stack, then grow to 2 plays next turn.” Preserves left innate for later; Russia-specific (Beasts/Wilderness interaction).

Opening C — Contextual triggers 🟥

Wiki third subpage — when to skew top T1:

  • Multi-land solution available via Unbearable Gaze.
  • Sands-explore letting you clear starting land with innate.
  • Immediate skip-land needed vs. cascade threat.

Opening Decision

  • Default Opening A — balanced Top Track.
  • Opening B vs Russia.
  • Opening C in context-specific T1 situations.

Card Priority Ratings

Top 10 Minor Draft Picks (Moon > Sun > Fire)

#CardCostSpeedElementsWhy
1Predatory Nightmares0FastMoon, Animal0-cost Moon
2Pull Beneath the Hungry Earth0SlowMoon, Earth0-cost Moon
3Call to Bloodshed0SlowMoon, Animal0-cost Moon
4Strange Tales of the Sky1FastMoon, AirMoon + Air
5Drift Down to Rest0SlowSun, Air, Plant0-cost Sun
6Unrelenting Growth0SlowSun, Plant0-cost Sun
7Song of Sanctity0SlowSun, Plant, Animal0-cost Sun
8Gift of Power1FastMoonMoon utility
9Pyroclastic Friction1FastFire, EarthFire-feeder
10Elemental Boon0FastSun, Moon, Fire, Air0-cost quadruple

Top 5 Major Draft Picks

Blight-adders + Sun/Fire/Air Majors.

#CardCostWhy
1Focus the Land’s Anguish5Sun-scaling
2Poisoned Land4Blight-add (convertible)
3Scour the Land4Blight-add multi-land
4Pillar of Living Flame4Fire + Sun
5Vigor of the Breaking Dawn4Sun + multi-land

Adversary Matchup Matrix

AdversaryOpeningRatingNote
Brandenburg-PrussiaA★★★★☆Single-land focused
ScotlandA★★★★☆Board-wipe wins (18 fear reports at L5)
EnglandA★★★☆☆Coastal scaling
SwedenA★★★☆☆[VERIFY]
France-PlantationA★★☆☆☆Building-limit adversaries block dump-and-skip
RussiaB★★★☆☆Bottom Track variant
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★★☆☆[VERIFY]

Common Mistakes

Named mistakes

  1. Skipping Moon — forces blight-add; eats your board.
  2. Replacing Withered Bodies T2 without stockpiling energy (Top Track wiki).
  3. Over-repeating single powers — spread across 3 Minors beats 1× three times.
  4. Auto-taking Scorching L2 — Dahan-kill + Blight is often worse than L1.

Tempo Profile

TurnTarget state
1G3 top + Moon Minor + Focus the Sun’s Rays / Unbearable
2G2 bottom + 2nd Minor + remaining opener
3G2 bottom + 3 plays / 3 Energy target
4+Blinding Glare + repeat cycles

Source Notes

  • Mechanics: data/references/wiki/relentless-gaze-of-the-sun.json (Wiki-parsed 2026-04-23).
  • Wiki guides: Top Track / Bottom Track / Contextual subpages.
  • BGG: thread 3140073.

Towering Roots of the Jungle

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing from Sipricy’s Reddit Spotlight + RedReVenge BGG thread 3167402. Two competing schools — empowered-stall vs. G3-tempo.

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityModerate
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 1 · Control 3 · Fear 2 · Defense 5 · Utility 2
Primary ElementsPlant (everything) · Sun (both innates) · Earth (Shelter L2+; Moon L1)
Special RulesEnduring Vitality (Vitality tokens prevent Blight) + Heart-Tree Guards the Land (Incarna grants Range +1; Incarna’s land is damage-immune)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed
BGGRedReVenge thread 3167402 + Sipricy Reddit 1brgxwu

Spirit Overview — Framing

Towering Roots is a Moderate-complexity Incarna spirit built around a single massive Heart-Tree and Vitality tokens. Wiki:

Incredibly good at protecting everything at its Incarna — and can draw Invaders towards there — but is constrained in when and where it can move its Incarna… starts off vastly better at guarding the land than at smashing things.

Community split on play style:

  • Empowered-stall (canonical): slow the game, stack Vitality, protect the land.
  • G3-tempo (Sipricy’s contrarian read): “Forget Growth 2. Prioritise G3 throughout the game for the energy, the range on presence placement, and optional Incarna move.”

Complexity signal: Moderate mechanically but conceptually split — two competing schools with different macro play.

Starting Setup

Put 3 Presence on your starting board: 1 in the highest-numbered Jungle without Blight, 1 in the highest-numbered Mountain, 1 in the highest-numbered Wetland. Put Incarna (Unempowered) side up in the Jungle.

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

GrowthEffectsBest when
G1Reclaim + Add Presence (R0)Reclaim cycle
G2Gain 1 Power Card + Add Presence (R1) + Add VitalityVitality-bank
G3Gain 1 Power Card + Add Presence (R3) + Move/Replace IncarnaSipricy’s recommended default

Presence Tracks

  • Energy: energy1 → energy2 → earth → energy4 → plant → energy6
  • CP: card1 → card2 → sunX → card3 → plantX → card4

Starting income: 1 Energy, 1 Card Play.

Core Mechanics & Special Rules

Special Rule: Enduring Vitality

Some of your Actions Add Vitality Tokens. (Each Vitality in a land with no Blight prevents 1 Blight from being added, then is Removed.)

Vitality tokens = preventive Blight-absorbers. But Sipricy flags: “If you’re not skipping Builds for a specific, particular reason, you need to ask yourself why you’re playing toward Empowering.” Vitality often sits unused.

Special Rule: Heart-Tree Guards the Land

You have an Incarna (Heart-Tree).

  • Your Powers get Range +1 if Incarna is in the origin land.
  • Invaders/Dahan/Beast can’t be damaged or destroyed at Incarna’s land.

The Incarna’s land is a protected dumpsite — but damage-immune also means you can’t Dahan-counter there. Sipricy warns:

Essentially, your Incarna is Concealing Shadows in disguise.

Innate: Shelter Under Towering Branches

  • Speed: Slow · Range: 0 · Target: Any
LevelThresholdsEffect
11 Sun Sun + 1 Plant PlantGather up to 1 Dahan.
21 Sun Sun + 1 Earth Earth + 2 Plant PlantGather up to 1 Explorer.
32 Sun Sun + 1 Earth Earth + 3 Plant PlantGather up to 1 Town.
43 Sun Sun + 2 Earth Earth + 4 Plant PlantGather up to 1 City.

Innate: Revoke Sanctuary and Cast Out

  • Speed: Slow · Range: 0 from Incarna · Target: Invaders
LevelThresholdsEffect
11 Moon Moon + 1 Sun Sun + 2 Plant Plant1 Fear. Remove 1 Explorer/Town.
21 Moon Moon + 2 Sun Sun + 3 Plant Plant1 Fear. Remove 1 Explorer/Town.
32 Moon Moon + 2 Sun Sun + 4 Plant Plant1 Fear. Remove 1 Invader.

Unique Cards (4, Wiki-verified names)

  • Radiant and Hallowed Grove
  • Blooming of the Rocks and Trees
  • Boon of Resilient Power (shared HoSI unique)
  • Entwine the Fates of All (shared HoSI unique)

Key Strategic Principles

  1. Sipricy’s default: G3 throughout the game. Energy + Range + optional Incarna move.
  2. Plant > Sun > Earth/Moon. Sipricy: “primarily for Minor/Major Powers with Plant, and secondarily for cards with Sun/Moon/Earth, with Sun being the most important of these three.”
  3. Stick to 4–5 Energy Majors. Pair with 0-cost Plant Minors.
  4. Don’t Empower for its own sake. Vitality often sits unused.
  5. Sometimes let the Incarna be destroyed to unlock Dahan retaliation. Sipricy: “Your Incarna is Concealing Shadows in disguise.”
  6. Fear output is anaemic — don’t plan on it.

Possible Openings

Shared starting state

  • 3 Presence + Incarna on starting board (Jungle, Mountain, Wetland spread).
  • 4 Uniques in hand.
  • Starting income: 1 Energy, 1 Card Play.

Opening A — Sipricy G3-tempo 🟨 (contrarian default)

T1 · Growth: G3. Play Radiant and Hallowed Grove (remove Explorers) or Blooming of the Rocks and Trees as tempo Wilds-drop.

T2–T3: Keep pulsing G3 to scale Energy.

T4 target: 4 Energy/turn + 3 card plays + a Plant Major (Walls of Rock and Thorn, Trees Radiate Celestial Brilliance).

Opening B — Fast Empower (n0radrenaline) 🟥

G2 T1, G2 T2 while playing the Vitality-adding card, so the Incarna empowers early; then stack Invaders in the Incarna’s land and keep it Vitality-topped-up. Roots becomes invulnerable but needs a partner to actually kill things.

Opening Decision

  • Default Opening A (Sipricy G3) in most matchups.
  • Opening B (Fast Empower) with a damage-partner who closes the kill.

Card Priority Ratings

Top 10 Minor Draft Picks (Plant + Sun)

#CardWhy
1Unrelenting Growth0-cost Sun + Plant
2Song of Sanctity0-cost Sun + Plant
3Drift Down to Rest0-cost Sun + Plant
4Gift of Constancy0-cost Sun + Plant
5Quicken the Earth’s Struggles0-cost Earth + Plant
6Sap Their StrengthMoon + Earth + Plant
7Drifting Into StillnessMoon + Plant
8Purify the LandMoon + Water + Plant
9Dry WoodFire + Plant
10Call of the Dahan WaysMoon + Earth

Top 5 Major Draft Picks

#CardCostWhy
1Walls of Rock and Thorn4Plant + Earth
2Trees Radiate Celestial Brilliance4Plant + multi-element
3Vigor of the Breaking Dawn4Sun + Plant
4Dream of the Untouched Land4Sun + Moon + Plant
5Trees Radiate Ancient Sanctity3Moon + Sun + Plant + Earth

Adversary Matchup Matrix

AdversaryRatingNote
England★★★★☆Build-heavy — Vitality + protected land shine
Scotland★★★★☆Build volume
Brandenburg-Prussia★★★☆☆[VERIFY]
Sweden★★★☆☆[VERIFY]
Habsburg Mining★★☆☆☆Worst matchup per BGG thread consensus
Others★★★☆☆[VERIFY]

Board / Map Configuration

Roots needs Jungle access for the Incarna start. [VERIFY board-specific ratings].

Common Mistakes

Sipricy’s named mistakes

  1. Empowering for its own sake. Ask “why am I playing toward Empowering?”
  2. Defaulting to G2 for Vitality every turn. Vitality often sits unused.
  3. Putting Vitality in Dahan-counterattack lands. Dahan can’t counter at the Incarna’s land.
  4. Relying on Roots to generate fear. Fear output is anaemic.

Synergy Partners (Multiplayer)

  • Dumpsite partners: Breath of Darkness, Vengeance, Volcano, Stone, Lure.
  • Aggressive partners who kill while Roots stalls.

Source Notes

  • Mechanics: data/references/wiki/towering-roots-of-the-jungle.json (Wiki-parsed 2026-04-23).
  • Openings: RedReVenge BGG 3167402 + Sipricy Reddit.
  • Coverage note: Two competing schools; physical-copy verify before definitive play.

Hearth-Vigil

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing from BGG thread 3137164. Thinnest NI coverage — physical-copy verify is especially important.

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityModerate
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 3 · Control 1 · Fear 2 · Defense 4 · Utility 4
Primary ElementsSun (both innates backbone) · Animal (Keep Watch) · Earth (Warn L2) · Air (Keep Watch L3)
Special RulesRooted in the Community (Blight doesn’t destroy Presence when Dahan present) + Fortify Heart and Hearth (Dahan +4 HP in your lands; Event/Blight immunity)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed
BGGthread 3137164

Spirit Overview — Framing

Hearth-Vigil is a reactive Dahan-protector — Dahan in your lands get +4 HP and Event/Blight-Card immunity. Not a Blight-stopper — very good during Ravages, poor against established Cities that aren’t Ravaging.

Wiki-printed playstyle note:

Dahan-protection spirit. Reactive defense; Dahan first-strike on Ravages.

Identity in one line (Steve496 BGG — different user):

I’ve found it very strong (broken, really) to just loop Favors of Story and Season. That’s all you need to hit the first tier of your innates, move a ton of Dahan around, and probably clear both ravaging lands without losing any Dahan.

Complexity signal: Moderate — easiest of the NI Incarna spirits.

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. Add 1 Dahan in each of those lands (additional survivors of the Invaders’ diseases).

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

GrowthEffectsBest when
G1Reclaim + Add Presence (R0)Reclaim + density
G2Gain 1 Power Card + Add Presence (R3 Dahan-land)Card + Dahan-adjacent spread
G3Add Presence (R2) + +3 EnergySpread + energy

Presence Tracks

  • Energy: gather1dahan1land → ... (energy track is unusual; specifics [VERIFY])
  • CP: energy0 → energy1sun → energy2 → energy3animal → energy4 → energy5sun

Starting income: 0 Energy, 1 Card Play (with Dahan-gather on first track-reveal).

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.)

Dahan-presence pairing = Blight-cascade immunity. The identity-shaping rule.

Special Rule: 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.

Dahan tanks. Event/Blight-Card immunity covers half the punishing events for free.

Innate: Warn of Impending Conflict

  • Speed: Fast · Target: Yourself
LevelThresholdsEffect
12 Sun Sun + 1 Earth EarthIn one of your lands, 1 Dahan deals Damage before Invaders during Ravages.
23 Sun Sun + 1 Earth EarthIn that land, another Dahan deals Damage before Invaders.
34 Sun Sun + 2 Earth EarthIn that land, all Dahan deal Damage before Invaders.
45 Sun Sun + 3 Earth EarthInstead, all Dahan in all of your lands deal Damage before Invaders.

Dahan first-strike escalating from 1 Dahan → all Dahan in 1 land → all Dahan in all lands.

Innate: Keep Watch for New Incursions

  • Speed: Fast · Range: 1 · Target: Any
LevelThresholdsEffect
11 Animal AnimalGather up to 2 Dahan, from your lands only.
21 Sun Sun + 2 Air Air + 3 Animal AnimalOnce this turn after Invaders are added/moved into target land, 1 Damage per Dahan.
32 Sun Sun + 3 Air Air + 4 Animal AnimalRepeat this Power.

Unique Cards (all 4, Wiki-verified names)

  • Coordinated Raid
  • Surrounded by the Dahan
  • Favors of Story and Season (the signature reclaim-loop card per Steve496)
  • Call to Vigilance

[VERIFY exact costs/text.]

Key Strategic Principles

  1. Loop Favors of Story and Season — Steve496’s core strat. Clears both Ravages without losing Dahan.
  2. Rush the 1/Sun top-track spot. kyren_vos: “my most important takeaway was that I should have gone for the 1/Sun top track spot earlier. I waited to take it until turn 4… which meant I wasn’t reliably hitting the second level of my left innate early on, resulting in taking some blight I shouldn’t have.”
  3. Sun is the backbone. Both innates key off Sun.
  4. Dahan preservation is non-negotiable. Rooted only fires when Dahan are present.
  5. Watch for Loyal Guardian — your anti-cascade relocation tool when Dahan leave a land.

Possible Openings

Shared starting state

  • 3 Presence + 2 Dahan added on starting board.
  • 4 Uniques in hand.
  • 0 Energy, 1 Card Play.

Opening A — Community-default (Favors loop) 🟨

T1 · Growth: G2 top (+1 presence, +Gain Power Card). T1 · Play: Draft Minor. Play Favors of Story and Season (reclaim-looped every turn if solo — can’t target self in team games).

T2 · Growth: Move to bottom track — 1/Sun spot is critical (kyren_vos).

T3 · Growth: G2 bottom for continued presence placement into Ravage-threatened lands with Dahan. Play Favors again if reclaimed.

  • First Ravage under innate should have Dahan striking first.

T4+ · Growth: G2 bottom for reclaim/energy. Draft Air and Animal for L3 of both innates.

Opening Decision

  • Default Opening A — Favors loop + Sun-rush.

Card Priority Ratings

Top 10 Minor Draft Picks (Sun + Animal + Air + Earth)

#CardCostSpeedElementsWhy
1Call to Migrate0FastAir, Animal0-cost Air + Animal
2Call to Bloodshed0SlowMoon, Animal0-cost Animal
3Gift of Constancy0FastSun, Plant, Animal0-cost Sun + Animal
4Song of Sanctity0SlowSun, Plant, Animal0-cost Sun + Animal
5Drift Down to Rest0SlowSun, Air, Plant0-cost Sun + Air
6Call of the Dahan Ways1SlowMoon, EarthEarth-feeder
7Bats Scout for Raids1FastMoon, Air, AnimalAir + Animal
8Quicken the Earth’s Struggles0SlowEarth, Plant, Animal0-cost Earth + Animal
9Unrelenting Growth0SlowSun, Plant0-cost Sun
10Pull Beneath the Hungry Earth0SlowMoon, Earth0-cost Earth

Top 5 Major Draft Picks

#CardWhy
1Settling into Hunting GroundsEarth + Animal + Plant
2Instruments of Their Own RuinAnimal + multi-land
3Tigers HuntingCheap Animal
4Angry BearsAnimal + Fear
5Vigor of the Breaking DawnSun + Plant

Adversary Matchup Matrix

AdversaryRatingNote
Brandenburg-Prussia★★★★☆Dahan first-strike destroys Prussia Build stacks
Sweden★★★★☆[VERIFY]
France-Plantation★★★★☆Dahan-attract synergy; Dahan tanks Ravages
England★★☆☆☆Weak — established non-Ravaging Cities bypass Rooted
Habsburg Mining★★☆☆☆Weak — Blight-without-Ravaging
Russia★★★☆☆Pogrom events break Dahan pockets
Scotland★★★☆☆[VERIFY]
Habsburg Livestock★★★☆☆[VERIFY]

kyren_vos’s Prussia 5 loss report: “events that add building HP neuter first-strike; events that force Dahan movement break your pockets.”

Board / Map Configuration

Boards with dense starting Dahan clusters — standard Dahan-scalers prefer B, C, F.

Game-Phase Strategy

Early (T1–T3)

  • Favors of Story and Season reclaim loop.
  • Rush 1/Sun top-track spot (kyren_vos).
  • Warn of Impending Conflict L1 online by T2–T3.

Mid (T4–T6)

  • Warn L2/L3 — multi-Dahan first-strike.
  • Keep Watch L1 for Gather-2-Dahan per cast.

Late (T7+)

  • Warn L4 — all Dahan in all your lands first-strike.
  • Keep Watch L3 — Repeat for double-damage.

Synergy Partners (Multiplayer)

  • Dahan-scalers: Sharp Fangs, River Surges, Lure, Finder.
  • Avoid: Dahan-destroyer spirits (Bringer of Dreams, Volcano, Wounded Waters Roiling).

Common Mistakes

Named mistakes

  1. Delaying the 1/Sun spot. kyren_vos’s named lesson.
  2. Abandoning lands — Hearth-Vigil’s protections are lands-with-your-presence-scoped.
  3. Forgetting Loyal Guardian. Your anti-cascade relocation tool.
  4. Ignoring Event-Card Dahan immunity. Fortify Heart eats half the punishing events for free.

Tempo Profile

TurnTarget state
1G2 top + Favors + Minor; Sun track begun
2Bottom-track 1/Sun spot critical
3G2 + Favors reclaim + Minor; Warn L1 online
4+Warn L2 reliably; Keep Watch Gather-2-Dahan
7+Warn L4 board-wide first-strike

Source Notes

  • Mechanics: data/references/wiki/hearth-vigil.json (Wiki-parsed 2026-04-23).
  • Openings: BGG thread 3137164.
  • Coverage note: Only 3 BGG posts in the analysis thread; latentoctopus + Dahan-Codex no content. Thinnest coverage of the NI spirits — physical-copy playtesting is especially important.

Breath of Darkness Down Your Spine

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing from Sarusta’s advanced guide + Reddit builds thread. Best-covered of the NI Incarna spirits.

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityHigh
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 2 · Control 4 · Fear 5 · Defense 1 · Utility 2
Primary ElementsMoon (everything) · Air (Trail + Lost) · Animal (Trail)
Special RulesTerror Stalks the Land (Incarna Abducts 1 Explorer/Town/turn to The Endless Dark)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed
Sarusta GuideGoogle Doc

Spirit Overview — Framing

Breath of Darkness is a High-complexity Incarna spirit with the unique Abduction mechanic — damage a lone Invader, it goes to The Endless Dark (ED) instead of being destroyed. Sarusta:

An incredible Control-Fear Spirit, with a control game that functions very similarly to Finder. Abductions are a powerful Control mechanic that can render Invaders unable to function normally.

Central puzzle: keep the ED full while keeping the board empty. Every non-Reclaim Growth escapes Invaders back to the board.

Starting Setup

Put 2 Presence and your Incarna (Unempowered) on your starting board: 1 Presence + Incarna in the lowest-numbered Jungle, 1 Presence in the highest-numbered Jungle. You start with your 4 Unique Power Cards.

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

GrowthEffectsBest when
G1Reclaim + Gain 1 Power Card + Move IncarnaReclaim + reposition
G2Gain 1 Power Card + Add Presence (R3) + Darkness Escape 2Card + spread (escapes 2 Invaders!)
G3Add Presence (R1) + Add/Move Incarna + Darkness Escape 1Signature Incarna-mobility growth

Tempo cost: G2/G3 both escape pieces from ED back to the board. Only G1 Reclaim holds the ED fully.

Presence Tracks

  • Energy: energy1 → energy2 → moon → energy3 → empowerincarna → energy4animal → energy5air
  • CP: card2 → movepres → card3 → moonX → reclaim1 → card4air

Starting income: 1 Energy, 2 Card Plays.

Core Mechanics & Special Rules

Special Rule: Terror Stalks the Land

You have an Incarna. Empower Incarna after uncovering [Empower]. You may Abduct 1 Explorer/Town at empowered Incarna each Fast phase. To Abduct a piece, Move it to The Endless Dark. When pieces Escape, Move them to non-Ocean lands with your Presence/Incarna; if they have no legal destination, they stay in the ED.

Abduction = Remove to ED. Escape = return to a land with your Presence.

Innate: Leave a Trail of Deathly Silence

  • Speed: Fast · Target: Yourself
LevelThresholdsEffect
12 Moon Moon + 1 Animal Animal1 Damage at Incarna. Push Incarna.
23 Moon Moon + 1 Air Air + 1 Animal Animal+1 Damage at Incarna. Push Incarna.
34 Moon Moon + 2 Air Air + 2 Animal Animal+1 Damage at Incarna. Push Incarna.
45 Moon Moon + 2 Air Air + 3 Animal AnimalMove Incarna to ED; it brings 1 Invader.

Trail is the Incarna’s mobility + abduction engine.

Innate: Lost in the Endless Dark

  • Speed: Slow · Target: ED
LevelThresholdsEffect
12 Moon Moon + 1 Air Air1 Fear per Invader (max 4). Downgrade up to 1 Invader.
24 Moon Moon + 3 Air Air1 Fear per Invader (max 4). Downgrade any number of Invaders.
33 Moon Moon + 2 Animal AnimalAdd 1 Beast.

Abducted Invaders → Fear + Downgrade. ED is the payoff.

Unique Cards (4, Wiki-verified names)

  • Reach from the Infinite Darkness
  • Swallowed by the Endless Dark
  • Emerge from the Dread Night Wind
  • Terror of the Hunted

[VERIFY exact costs/text.]

Key Strategic Principles

  1. Minor drafts: Sarusta — “Elements. Elements. Elements.” Triple on-element (Moon/Air/Animal).
  2. Dire Metamorphosis is the top Minor — dumps 4 tokens + Blight into the ED.
  3. Sleep and Never Waken is a godsend Major.
  4. Skip Majors create free dumpsites.
  5. Don’t Empower mid-game just to have it — Empower is expensive and often a trap.
  6. The Endless Dark is targetable for Powers with terrain-origin requirements — Jungle-Hungers it from your Jungle presence.
  7. Don’t Escape Invaders to illegal terrain (Ocean/Volcano presence can brick you into instant-loss).

Possible Openings

Shared starting state

  • 2 Presence + Incarna on starting Jungles.
  • 4 Uniques in hand.
  • 1 Energy, 2 Card Plays.

Opening A — Sarusta’s Mixed (default) 🟨

Start Top Track to Breakpoint 1 (after Moon node = 2 plays + 2E), then drop to Bottom. L0cksmash’s solo line vs. Scotland 6:

G2 → G3 → G1 Reclaim → G3 → G2 → G2/G3 → G1 Reclaim

T1 play-pairing rule (Sarusta): pair one Moon+Air card with one Animal+Air card so both innates’ first thresholds fire. “Do not play Terror + Reach, as you’ll be left without an Air on subsequent turns.”

T1 Swallowed + Trail: abducts an Explorer then the City (if L2 explored T1).

T4 target: 4 Moon / 3 Animal for Lost’s big threshold + 3-piece ED for recurring fear.

Opening B — Top-track Empower/Major 🟥

G2 exclusively. Reclaims rarely, late Empower, plays Majors. Struggles to threshold Trail.

Opening C — Bottom-track Trail/Minor 🟥

G2/G3 mix for plays; hits Trail’s 3/1/1 threshold consistently via early Moon.

Opening Decision

  • Default Opening A (Mixed) — Sarusta’s recommendation.
  • Opening B when Major-draft is strong.
  • Opening C when card plays > Empowerment.

Card Priority Ratings

Top 10 Minor Draft Picks (Moon + Air + Animal — triple on-element)

#CardWhy
1Dire MetamorphosisSarusta: top pick — dumps tokens + Blight into ED
2Veil the Night’s HuntSarusta pick
3Here There Be MonstersMoon + Animal
4Bats Scout for Raids by DarknessMoon + Air + Animal
5Predatory Nightmares0-cost Moon + Animal
6Call to Migrate0-cost Air + Animal
7Call to Bloodshed0-cost Moon + Animal
8Strange Tales of the SkyMoon + Air
9Pull Beneath the Hungry EarthMoon + Earth
10Entrancing ApparitionsMoon + Air

Top 5 Major Draft Picks

#CardWhy
1Sleep and Never WakenSarusta: “a godsend”
2Savage TransformationSarusta: punches above cost
3Tigers HuntingCheap damage
4Indomitable Claim (or other Skip major)Creates free dumpsite
5The Jungle HungersPlant + Moon; ED-targetable

Adversary Matchup Matrix

AdversaryRatingNote
Scotland★★★★☆Wide adversary — Darkness strong
Brandenburg-Prussia★★★★☆Wide
Sweden★★★☆☆[VERIFY]
France-Plantation★★★☆☆[VERIFY]
England★★☆☆☆Weak — tall-building adversary
Habsburg Mining L5+★★☆☆☆Weak — tall
Russia★★★☆☆[VERIFY]
Habsburg Livestock★★★☆☆[VERIFY]

Board / Map Configuration

Minimise adjacencies is the most important board-pick criterion (fewer escape-land options = more stable ED).

Common Mistakes

Sarusta named mistakes

  1. Forgetting the ED is targetable for terrain-origin Powers (Jungle Hungers from Jungle presence).
  2. Letting a land reach 2 Cities before you have a Major.
  3. Escaping Invaders to illegal terrain (Ocean/Volcano presence = instant-loss risk).
  4. Empowering mid-game just to have it.
  5. Playing Terror + Reach T1 — loses Air for subsequent turns.

Synergy Partners (Multiplayer)

Sarusta: “Darkness pairs incredibly well with ‘dumpsite’ Spirits… Stone, Vengeance, Roots, Lure, Gaze, DUE and Volcano.”

  • Wildfire, Ocean, Volcano benefit uniquely from Reach’s presence-abduction + range boost.

Source Notes

Wandering Voice Keens Delirium

Mechanics Wiki-verified 2026-04-23

Card data, innate thresholds, special rules, growth options, presence track, and unique-card text parsed via scripts/wiki-fetch.py. Remaining [VERIFY]: Play Difficulty, aspect mechanics, live mindwanderer stats, board ratings.

Strategic framing from the Wiki Builds section + Reddit Spotlight thread. High-complexity Incarna + Strife engine.

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityVery High
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 2 · Control 5 · Fear 3 · Defense 1 · Utility 2
Primary ElementsAir (mandatory Mind-Shattering) · Moon + Sun (paired tiers)
Special RulesClarion Voice Given Form (Incarna Isolates if Empowered) + Spread Tumult & Delusion (Incarna adds Strife + Dahan can’t Ravage near Incarna)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed
Wiki BuildsWiki Wandering Voice Builds section

Spirit Overview — Framing

Wandering Voice is a Very-High-complexity Incarna spirit weaponising Strife. Spread Tumult and Delusion adds 1 Strife when the Incarna arrives at an Invader land AND prevents Dahan in that land + adjacent from participating in Ravage.

The twist (TheLordSet, Reddit):

Strife stops being a defensive/counter-offensive tool, and turns into a control/offense tool.

Mind-Shattering Song’s top tier destroys 1 Invader with Strife per Sun+Moon pair.

echowing442:

It flips Strife to being more of a defensive tool, at least at first… as you gain more card plays and can use your innate powers to boost your incarna around the island, those setups become more viable.

Complexity signal: Very High. Wandering Voice is the one spirit Brett’s memory explicitly flags as tough.

Starting Setup

Put 2 Presence on your starting board: 1 in land #6 and 1 in land #7. Put Incarna (Unempowered) in land #6. You start with your 4 Unique Power Cards.

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

GrowthEffectsBest when
G1Reclaim + Add/Move Incarna + +1 EnergyReclaim All cycle
G2Add Presence (R3) + Add Presence (R1)Double-spread
G3Gain 1 Power Card + Add Presence (R2) + +1 EnergyCard + energy

Presence Tracks

  • Energy: energy0 → energy1 → sunormoon → energy2 → air → energy4 → pushvoiceincarna
  • CP: card1 → card2 → card2 → card3 → reclaim1 → card4

Starting income: 0 Energy, 1 Card Play.

Core Mechanics & Special Rules

Special Rule: A Clarion Voice Given Form

You have an Incarna. If Empowered, it Isolates its land.

Empowered Incarna = full land Isolation. Paired with Strife + Dahan-suppression, a very tight control lock.

Special Rule: Spread Tumult and Delusion

When your Actions add/move Incarna to a land with Invaders, Add 1 Strife in the destination land. In lands with or adjacent to Incarna: if Strife is present, Dahan do not participate in Ravage.

Incarna = mobile Strife + Dahan-silencer.

Innate: Inscrutable Journeying

  • Speed: Fast · Target: Yourself

Incarna movement utility. [VERIFY thresholds].

Innate: Mind-Shattering Song

  • Speed: Slow · Range: 1 · Target: Strife
LevelThresholdsEffect
11 Moon Moon + 2 Air Air1 Fear per Moon you have.
21 Sun Sun + 2 Air Air1 Damage per Sun you have, to Invaders with Strife only.
31 Moon Moon + 1 Sun Sun + 4 Air AirFor each Sun–Moon pair you have, Destroy 1 Invader with Strife.

Top tier is the closer — destroy Strifed Invaders per Sun+Moon pair.

Unique Cards (4, Wiki-verified names)

  • Frightful Keening
  • Turmoil’s Touch
  • Exhale Confusion and Delirium
  • Twist Perceptions

[VERIFY exact costs/text.]

Key Strategic Principles

  1. Air is mandatory — every Mind-Shattering tier.
  2. Moon and Sun are paired — each pair destroys one more Strifed Invader at L3.
  3. Reclaim Loop build (Wiki) wants to stay at 4 starter cards — intentionally tight.
  4. Top Track (TheLordSet) broadens card choice; Sun/Moon track node is pivotal.
  5. Without Air, “you really don’t deal any damage” (BobLoblawsLab).

Possible Openings

Shared starting state

  • 2 Presence + Incarna on land #6 + #7.
  • 4 Uniques in hand.
  • 0 Energy, 1 Card Play.

Opening A — Reclaim Loop build (Wiki canonical) 🟨

T1 · Growth: G2 top/bottom (play 1 one-cost unique; push Incarna ×1).

T2 · Growth: G2 bottom/bottom (play 0 cards OR play Exhale Confusion; push Incarna ×1).

T3 · Growth: G3 bottom/bottom → reclaim played card via Turmoil’s Touch; play full hand; empower Incarna; max-tier Mind-Shattering Song (destroy 3 Strifed Invaders + 3 Fear + 3 Damage).

T4+ · Growth: G1 Reclaim All; max innate every turn.

Opening B — Top-track / Mixed (TheLordSet) 🟥

T1 · Growth: G2 top/bottom. T2 · Growth: G2 top/top. T3 · Growth: G3 top — Mind-Shattering Song tier 2.

Broader card choice; less reclaim-dependent. TheLordSet: “top track has Sun/Moon and Air — Sun/Moon + Air gives you the elements you would need from one more card play.”

Opening C — BobLoblawsLab G3 T1 🟥

G3 T1, then let draws dictate track.

Opening Decision

  • Default Opening A (Reclaim Loop) — Wiki canonical; intentionally tight.
  • Opening B (Mixed) for more card variety.
  • Opening C for experimental play.

Card Priority Ratings

Top 10 Minor Draft Picks (Air primary)

For the Reclaim Loop, don’t draft — stay at 4 starter cards. For Top Track / Mixed:

#CardWhy
1Call to Migrate0-cost Air
2Strange Tales of the SkyMoon + Air
3Drift Down to RestSun + Air + Plant
4Travel UnsuspectedAir + Water
5Bats Scout for RaidsMoon + Air + Animal
6Entrancing ApparitionsMoon + Air
7Gift of PowerMoon
8Elemental Boon0-cost four-element
9Predatory Nightmares0-cost Moon
10Song of Sanctity0-cost Sun

Top 5 Major Draft Picks

#CardWhy
1Terrifying NightmaresMoon + Air
2Bargains of Power and ProtectionSun + Moon + Fire + Air
3Sky Stretches to ShoreSun + Moon + Air
4Instruments of Their Own RuinAir + Fire + Animal
5Wrap in Wings of SunlightSun + Air

Adversary Matchup Matrix

AdversaryRatingNote
Habsburg Livestock★★★★☆Reclaim Loop friendly
Russia★★★★☆Reclaim Loop friendly
France-Plantation★★☆☆☆Early-pressure hurts Reclaim Loop
Brandenburg-Prussia★★☆☆☆Early-pressure
England (bot track)★★☆☆☆Push-blocks-build interactions wasted
Others★★★☆☆[VERIFY]

Board / Map Configuration

[VERIFY]. Land #6 + #7 starting placement — boards where these lands are well-positioned.

Common Mistakes

Named mistakes

  1. Treating Strife as defensive. Dahan-suppression means your Dahan can’t retaliate near Incarna.
  2. Bouncing the Incarna back and forth on your own board. Leaves Dahan permanently sidelined.
  3. Missing the right-innate tempo. Without Air, you deal zero damage.
  4. Attempting the Reclaim Loop without committing. Underplaying T1–T2 while also drafting cards wastes the plan.

Synergy Partners (Multiplayer)

  • Ocean combos strongly (Fotsalot): combo with Ocean to send endless waves of Invaders off to drown.
  • Dahan-protectors elsewhere — compensate for Voice’s Dahan-silencing near Incarna.
  • Air donors (Lightning, Sun-Bright Whirlwind) — extend Mind-Shattering Song range.
  • Greedy / aggressive partners — Voice contributes high fear + positional control.

Source Notes

  • Mechanics: data/references/wiki/wandering-voice.json (Wiki-parsed 2026-04-23).
  • Openings: Wiki Builds section + Reddit Spotlight.

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).
  • Sweden — Avoid Fear-Rush; fear penalties hit hard. Good for Defend & Outlast.
  • France — Avoid 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 — the Wilson 95% interval for 6 wins in 10 is about (31%, 83%). 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. Exchangeable, not independent. Each deck is a shuffled stack drawn without replacement, so draws are exchangeable, not independent: each unseen card is equally likely to be next, but every card you see changes the odds for the rest. The Event deck is not reshuffled (the Steam engine never does), so this holds for the whole game; a Power deck reshuffles its discard only when it runs out. The Turn-1 Event is drawn and discarded without resolving, and it is public, so it already shrinks the unseen Event pool by one. Fear Cards are earned, not drawn on a schedule: one card per 4 Fear per player, with the Terror Level rising when a divider is reached. Dice-style “independent per turn” math gives the wrong odds for both decks.

Data provenance

  • Wiki-parsed card data — data/decks/{minor,major,fear,event,blight}.json, parsed by scripts/wiki-fetch.py.
  • Monte Carlo simulations — scripts/deck-simulate.py runs 5 000+ trials per expansion combo; outputs at data/references/deck-stats/sim_*.json.
  • Community win-rate data — mindwanderer. Spirit Island Digital games only, analyzed with regression models. Directional; subject to selection bias. Treated accordingly.

Reading mindwanderer

mindwanderer analyzes Spirit Island Digital game data into win-rate and difficulty 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.

Beyond the stats dashboard

The headline dashboard at /stats.html is only the entry point. mindwanderer.net/si/ has 100+ detail sub-pages — per-spirit (LightningsSwiftStrike.html), per-adversary (TheHabsburgMonarchy.html), per-scenario, and per-board-layout (layout_T4.html) — each with its own blight-flip rate, average score, and difficulty model. If you’re prepping a specific matchup, open the spirit and adversary detail pages side by side; the dashboard only surfaces aggregate cells.

When you cite mindwanderer numbers, also read BGG thread 3555502 — An Update on the SI Digital Statistics Project: the Handelabra analytics migration changed collection methodology mid-stream, so pre- and post-migration numbers aren’t strictly comparable.

For broader empirical context, the community’s SI Digital Data Analysis Series (Jonathan4290, 26 entries) mines Spirit Island Digital data covering per-spirit-per-adversary results, scenario difficulty, and aspect performance with more narrative than mindwanderer alone. Its “2.27M” figure counts log lines, not games (BGG 3569421).

What it actually is

  • Spirit Island Digital only: every game in it was played in the digital app. There is no tabletop data, so see Digital vs. Tabletop before applying it to your table.
  • Regression models: the site’s figures come from regression models fit to that data, not only from raw wins ÷ games. A model estimate adjusts for the other factors in the model, so a Wilson interval computed from a raw count is not its uncertainty. Use the Wilson interval below only where the page gives a raw wins-and-games count.
  • Skill-heterogeneous: a player’s 1st Shadows game and their 50th are both in the data.
  • Selection bias: it covers the people who play the digital game, at the difficulties they pick.

Where a page does give a raw count, say a hypothetical Shadows vs. England L6: 52% (n=180), treat that as: “The true underlying win rate for this population is probably in (44.7%, 59.2%) 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 (44.7%, 59.2%). At n=25 that same 52% point estimate broadens to roughly (33.5%, 70.0%) — a much weaker claim.

Mental shortcut (near 50%, the 95% half-width of one rate is 1.96 × √(0.25/n) ≈ 1/√n; the gap between two rates with n games each must exceed about 1.96 × √(0.5/n) ≈ 1.4/√n to clear the noise):

  • n < 20: “we don’t know.” Each rate is ± 22 points or more. Treat as a rumor.
  • n = 20–100: directional but weak. At n = 100 each rate is ± 10 points, and gaps under about 14 points are noise.
  • n = 500: each rate is ± 4.4 points; gaps under about 6 points are noise.

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 (hypothetical numbers, for the arithmetic only): Shadows 52% (n=180) vs. River 48% (n=95):

  • Shadows: (44.7%, 59.2%)
  • River: (38.2%, 57.9%)

Intervals overlap heavily → “maybe Shadows is stronger but it’s within error bars.”

Compare (also hypothetical): Bringer 61% (n=220) vs. Thunderspeaker 47% (n=200):

  • Bringer: (54.4%, 67.2%)
  • Thunderspeaker: (40.2%, 53.9%)

The intervals just miss each other (53.9% vs. 54.4%) → Bringer is plausibly stronger (narrow margin, still reasonable doubt).

What mindwanderer doesn’t capture

  • Scenario effects: scenario cells hold fewer games than no-scenario cells; check n before trusting one.
  • Expansion mix: check whether the page filters by the expansions in use. A cell that pools games played with different decks mixes different Event, Fear, Blight and Power pools.
  • 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: 95% half-width ≈ 1/√n near 50%).
  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 below-average spirit can teach more if it’s a different archetype than your comfort pick.

See also

Reading Two-Spirit Synergy Data

mindwanderer and the community-run SI Digital Data Analysis series surface per-spirit win rates well, but they don’t directly answer the question 2-player groups actually ask: “given that I’m playing Spirit X, which other spirit should my partner pick?”

Heidi Kalbe’s Team Spirit Island Tableau dashboard is the closest public source. This chapter is a reader’s guide.

Source

Built on Spirit Island Digital stats data (same pipeline as mindwanderer’s broader dataset). Outputs a pairwise win-rate heatmap: rows = Spirit A, columns = Spirit B, cells = win rate of the pair across games meeting the dashboard’s filters.

What the cells actually measure

Each cell in the heatmap is:

Win rate for all digital games where {Spirit A} + {Spirit B} were the two spirits, filtered by (adversary, level, scenario, player-count).

The dashboard lets you toggle those filters. The result cell is a raw win rate, not a synergy-corrected metric. That matters:

  • A cell reading “Lightning + Shadows 70% vs. England L3” is not strictly measuring synergy. It’s measuring the pair’s combined performance — Lightning would probably be at 68% with many partners at that level, so the “synergy premium” for Shadows specifically is ~2%, not 20%.
  • To estimate actual synergy: cell_win_rate − (expected_win_rate_from_individual_stats). Expected rate is a rough average of each spirit’s solo performance at that adversary/level.

How to read it well

  1. Filter hard. Default view blends all adversaries and levels. Always filter to the adversary-level you’re about to play. Unfiltered numbers are close to noise.
  2. Check n per cell. Tableau should surface a sample size. Two-spirit cells are always smaller than solo cells — the dataset partitions by pair, which sparsifies fast. Cells with n < 30 are suggestive at best.
  3. Compare to same-row baseline. Pick your spirit’s row. The median cell is your spirit’s rough “average partner” win rate. Cells above the median are plausible synergies; cells far above suggest either genuine synergy or small-n variance.
  4. Cross-check with BGG SI Digital Data Analysis Series. The series (entries 5–13) has pair-performance prose that adds context the raw heatmap hides — e.g., “Lightning + Shadows plays well at L3 because Shadows’s fear econ feeds Lightning’s fear-contingent Powers, not because of element synergy.”

Known limitations

  • Digital-only: the dashboard is built on Spirit Island Digital data, so the Digital vs. Tabletop caveats (see that chapter) all apply. Shuffle quality, rules-strictness, and player-skill distribution skew tabletop numbers away from what the dashboard shows.
  • Skill-heterogeneous: the dashboard doesn’t weight by player skill. Pairs chosen mostly by new players will look weaker than they “should” and vice versa.
  • Methodology changes: same BGG thread 3555502 methodology caveat that applies to mindwanderer — post-Handelabra-migration data is not identical to pre-migration data. Where the dashboard aggregates across that boundary, treat older comparisons with extra skepticism.
  • Aspect variants may or may not be disambiguated in the dashboard depending on version. Check the filter panel; if aspects aren’t separated, treat each base-spirit cell as an aspect-blend.

Using the dashboard for game prep

Before a 2-player game:

  1. Filter to your adversary + level + scenario.
  2. Find your spirit’s row (or your partner’s column).
  3. Sort by win rate descending. The top 3 partner candidates are your leading pair picks.
  4. Sanity-check with n. If n < 20 on your top pick, it’s a tie with the spirit below it.
  5. Cross-reference the archetype recommendations in Two-Player Dynamics — the dashboard surfaces quantitative signal, but archetype-coverage reasoning is the qualitative backstop. They should agree; when they don’t, the disagreement usually means small-n or a specific matchup quirk you should dig into.

Cross-references

Digital vs. Tabletop

Community win rates such as mindwanderer’s come from Spirit Island Digital only; they contain no tabletop games. The two modes differ in ways that matter for planning a physical game. This chapter catalogs the differences so you apply appropriate skepticism when using digital data to plan tabletop games.

Where digital differs from tabletop

Shuffle + draw rigor

Digital: all the randomness happens at setup. The engine seeds one pseudorandom generator (the .NET subtractive generator, seeded from the clock) and uses it to fix the order of every deck: Invader, Fear, Event, Minor and Major. After setup the generator is used only for Power-deck reshuffles, France’s and Sweden’s Escalations, one Fractured Days Power and three Scenarios. So randomness during play is a hidden order fixed at the start, not fresh sampling. Draws are exchangeable, not independent: each unseen card is equally likely to be next, and each card you see changes the odds for the rest (see Statistics: Why and How, lens 4). Source: the engine read in the companion’s stat-models report (reports/Spirit Island companion stat models.md, “One seeded shuffle at setup”).

Tabletop: the decks are only as random as the shuffle. The draw rules are the same (draw without replacement; unkept Power Cards go to the discard and return only when that deck’s discard is reshuffled), so the same exchangeable counting applies if the deck is well shuffled.

Impact: unmeasured. No source used in this book measures how much a typical tabletop shuffle changes draw odds. The book’s counting assumes a fair shuffle in both modes.

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: rules mistakes at the table can push results either way, and missed Invader steps tend to favor the players. No source used in this book measures the size of the effect, so don’t apply a fixed correction to digital win rates.

Turn pacing

Digital: no time pressure from other people at the table.

Tabletop: group pressure encourages faster turns. Missed tactical opportunities are common.

Impact (reasoning, not measured): faster play costs most on spirits with many decisions per turn, so expect complex spirits to lose more at a rushed table than simple ones.

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 covers only the people who play the digital game, at the difficulties they choose. Whether that population is stronger or weaker than your table is not measured.
  • Tabletop reports (forum polls, post-game threads) come from players motivated to post, which can skew toward memorable games.

Neither bias is quantified in any source used here. Treat extreme rates with the most suspicion, and read the sample size first (see Reading mindwanderer).

Practical implications

  1. Don’t apply a fixed discount to digital rates. No source measures the digital-to-tabletop gap, so any single percentage would be invented.
  2. Expect your own tabletop results to vary. Rules slips, rushed turns and shuffling all add noise that digital data doesn’t contain.
  3. If you play both, keep separate logs. Don’t blend.
  4. Community data informs archetype ranking, not absolute win-rate expectation. A ranking such as “Bringer is a top-5 solo spirit” carries across modes better than a single figure such as “Bringer wins X% vs England L6”.

See also

Fear Deck — Expected Value per Expansion

Scope

At setup, 9 Fear Cards are dealt from the shuffled pool and split 3/3/3 by the Terror Level II and III dividers (Adversaries change the split). The Fear Pool holds 4 Fear Markers per player (5 with England L6 or an extra board). Each time all of them have been generated you earn the top Fear Card, and leftover Fear carries over. Earning the card that reveals a divider raises the Terror Level at once; earning the last card is a Fear victory. Earned cards stay face down until the next Invader Phase’s Fear step, then resolve one at a time at the Terror Level current at that moment, whatever the level was when they were earned (core rulebook setup and “Fear”; FAQ, Fear and Fear Cards; data/references/rules/open-questions.md Q6–Q8). Each card prints three texts, one per Terror Level, and only the current level’s text resolves. This chapter breaks down the card pool per expansion combo.

Fear card pool size + Terror Level texts

ComboTotal cardsTL I textTL II textTL III 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 Terror Level

“N Fear” instructions embedded in each card’s text, averaged across cards that have that Terror Level’s text.

ComboTL I avg fearTL IITL III
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 Terror Level

Heuristic classification via keyword regex — how many cards (per Terror Level) 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 (TL I/II/III)Invader-favor (TL I/II/III)
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, no Adversary (scripts/deck-simulate.py, seed 42). Fear arrives at an unsourced placeholder rate (Gaussian, mean 2.5 per turn, σ = 1), so the card counts illustrate the rules rather than predict a real game. Each card costs 4 Fear solo. Cards earned counts Fear Cards earned; the TL columns split them by the Terror Level they resolved at. Fear output sums every N Fear phrase on the resolved Fear texts and on the 7 resolved Events (the Turn-1 Event is discarded unresolved); conditional text counts as if it always fires, and that Fear is not fed back into the Fear Pool.

ComboCards earnedResolved at TL I / II / IIIFear output (mean)95% CI
Base only (Horizons + Base game)4.641.99 / 2.51 / 0.130.00(0.00, 0.00)
Base + B&C4.621.99 / 2.51 / 0.123.19(3.16, 3.23)
Base + JE4.641.99 / 2.52 / 0.133.50(3.46, 3.54)
Base + B&C + JE4.611.99 / 2.50 / 0.123.40(3.35, 3.44)
All expansions (Base + B&C + JE + NI + Promos)4.631.99 / 2.51 / 0.134.29(4.23, 4.34)
NI additions only (delta from JE)4.621.99 / 2.51 / 0.139.08(9.03, 9.12)

Math

Cards earned is a budget, not a draw: 8 turns × 2.5 Fear = 20 Fear. Leftover Fear short of a full card averages about 1.5, so (20 − 1.5) ÷ 4 ≈ 4.6 cards. The 3rd card reveals the Terror Level II divider, so cards 1–2 resolve at TL I and card 3 already resolves at TL II. Terror Level III takes 6 cards, 6 × 4 = 24 Fear solo, which this rate reaches in about 1 trial in 9. With N players each card costs 4N Fear, so the same total rate earns 1/N as many cards.

Interpretation

  • Base-only Fear output is effectively 0 in this model — no Event deck supplies extra Fear, and base Fear Cards print no literal “N Fear” directive (0.00 per card in the table above).
  • Adding B&C lifts Fear output through the Event deck’s fear-bearing texts (about 3.2 per game).
  • NI’s Fear Cards average the highest per-level Fear output — hence the NI-only spike. In practice you’d combine NI with base+B&C+JE, which tames the average through pool dilution.
  • The number of Fear Cards earned is the same in every combo because it depends only on the Fear rate and the 4-per-player cost; expansions change which cards you earn, not how many.

Event Deck — Risk Profiles per Expansion

Scope

The Event deck is introduced by Branch & Claw and expanded by Jagged Earth and Nature Incarnate. Each Invader Phase, after any Blighted Island effect and before the Earned Fear Cards resolve, you draw and resolve one Event (Branch & Claw rulebook). On Turn 1 the Event is drawn and discarded without resolving; it is public in the Event discard (Jagged Earth rulebook p.12). A typical card has a main Event that branches on the Island’s health, the Terror Level or the Invader Stage (or is a Choice Event), plus a Token Event and a Dahan Event. The rulebook calls the two main branches “both bad” and the Token and Dahan Events “potentially good”.

Pool size + per-game draws

The pool counts only Events still in use. Nature Incarnate drops three Branch & Claw Events (Outpaced, War Touches the Island’s Shores, A Strange Madness Among the Beasts) and replaces War Touches the Island’s Shores with Far-off Wars Touch the Island (NI rulebook p.5). Slave Rebellion is added only against France, so the pool column below includes it and the “without France” column doesn’t. The all-expansions pool matches the Steam game’s (61 + Slave Rebellion; data/references/rules/open-questions.md Q15). The deck is not reshuffled during a game (the Steam engine never does), so draws are exchangeable, not independent.

ComboEvent pool (incl. Slave Rebellion)Without FranceEvents drawn / resolved per 8-turn game
Base only (Horizons + Base game)000 / 0
Base + B&C23228 / 7
Base + JE30308 / 7
Base + B&C + JE53528 / 7
All expansions (Base + B&C + JE + NI + Promos)62618 / 7
NI additions only (delta from JE)998 / 7

An 8-turn game draws 8 Events and resolves 7. The Jagged Earth rulebook keeps the Turn-1 draw to keep the timing right for France and as a reminder, and notes that not resolving it makes the game “very slightly easier” on average.

Spirit-favoring vs. Invader-favoring hits

Heuristic regex classifier counting pro-spirit vs. pro-invader phrasing in each Event card’s full text: every branch of the main Event plus the Token and Dahan Events, although only one main branch resolves. Every phrase counts the same, so a count is not a measure of how much an Event helps or hurts. The pools include Slave Rebellion (1 spirit hit, 0 invader hits); without France, subtract 1 card and 1 spirit hit from each row that includes B&C.

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

Rules Clarification

Events were designed to be slightly negative on average, to offset the Disease and Beasts the players start with (designer darker, BGG 2506650). The Branch & Claw rulebook describes most cards’ two main branches as “both bad” and the Token and Dahan Events as “potentially good”.

  • The keyword classifier reads every Event pool as net pro-spirit, which contradicts the design intent above. Read that as a limit of the classifier, not a finding: it sums phrases from both main branches and from the “potentially good” Token and Dahan Events, and it gives every phrase equal weight.
  • In the simulation (7 resolved Events plus the resolved Fear Cards per game, Slave Rebellion excluded), the net keyword count is +1.25 for Base + B&C, +5.07 for Base + JE, +3.33 for Base + B&C + JE and +3.83 for all expansions; NI’s cards alone give +6.79. For scale, Fear Cards alone (the base-only row) net +1.50. These rank the pools by phrasing, not by how hard the Events make the game (see Deck Expansion Impact).
  • The Turn-1 Event never resolves, so plan Turn 1 around the board, not around the Event.

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

Pool sizes count only cards that are still in use. Nature Incarnate’s “Dropped Cards” list (NI rulebook p.5) removes Outpaced, War Touches the Island’s Shores and A Strange Madness Among the Beasts (Events), Growth Through Sacrifice (Minor) and Tipping Point (Blight); Far-off Wars Touch the Island and Roiling Bog and Snagging Thorn replace two of them. Jagged Earth replaced the Branch & Claw Major Sea Monsters with an updated card. The Event counts include Slave Rebellion, which is added only against France, so without France each pool that includes Branch & Claw is one Event smaller (all expansions: 61 + Slave Rebellion). These totals match the Steam game’s allowed pools (Minors 100, Majors 78, Fear 50, Events 61 + Slave Rebellion, Blight 23; data/references/rules/open-questions.md, Q15).

Expected per-game outcomes (Monte Carlo, 5 000 trials × 8 rounds × 1 player)

Each trial plays 8 turns with no Adversary or Scenario (scripts/deck-simulate.py, seed 42). The rules it follows:

  • Fear. The Fear Pool holds 4 Fear per player, so solo each Fear Card costs 4 Fear; leftover Fear carries over. The Fear Deck is 9 cards split 3/3/3 by the Terror Level dividers. Earning the 3rd card reveals the Terror Level II divider and earning the 6th reveals Terror Level III, at once; earning the 9th is a Fear victory. Earned cards resolve in the next Fear step at the Terror Level current then (core rulebook setup and “Fear”; open-questions.md Q6, Q7).
  • Events. One per turn. The Turn-1 Event is drawn and discarded without resolving (Jagged Earth rulebook p.12), so 8 turns draw 8 Events and resolve 7. Slave Rebellion is left out (no France).
  • Blight. One Blight Card at setup with 2 per player + 1 Blight. A second card is drawn only when a Still-Healthy card’s pool runs out (Jagged Earth rulebook).

Two inputs are unsourced placeholders, not measured rates: Fear generated per turn (Gaussian, mean 2.5, σ = 1) and net Blight per turn from Turn 2 (Gaussian, mean 0.5, σ = 1). Treat every figure that depends on them as illustrative. “Spirit favor” and “Invader favor” are keyword-phrase hits on resolved Fear and Event texts (see Event Deck Risk Profiles). Values are means; the 95% confidence intervals are in the JSON output.

ComboFear cards earnedResolved at TL I / II / III“N Fear” textEvents drawn / resolvedBlight cardsSpirit favorInvader favorNet favor
Base only (Horizons + Base game)4.641.99 / 2.51 / 0.130.000 / 01.001.500.00+1.50
Base + B&C4.621.99 / 2.51 / 0.123.198 / 71.006.695.44+1.25
Base + JE4.641.99 / 2.52 / 0.133.508 / 71.0910.185.11+5.07
Base + B&C + JE4.611.99 / 2.50 / 0.123.408 / 71.058.595.27+3.33
All expansions (Base + B&C + JE + NI + Promos)4.631.99 / 2.51 / 0.134.298 / 71.088.794.96+3.83
NI additions only (delta from JE)4.621.99 / 2.51 / 0.139.088 / 71.149.893.10+6.79

Key readings

  • Base-only has no Event deck. A Blight Card, if used, comes from the 2 base cards (the core game also allows the Invader Board’s printed Blight space instead), and the Invader, Fear and Power decks are still hidden, shuffled orders.
  • +B&C adds the Event deck (23 cards, 22 without France) and 6 Blight Cards (8 with the base 2), and makes a Blight Card required (Branch & Claw rulebook). An 8-turn game draws 8 Events and resolves 7.
  • The keyword counts come out net positive in every combo (+1.25 with B&C, +5.07 with JE, +6.79 for NI’s cards alone). They sum resolved Fear and Event texts; for scale, the base-only row, which has Fear Cards only, nets +1.50. Read the Event share as a limit of the phrase classifier rather than a finding: the designer intended Events to be slightly negative on average (darker, BGG 2506650). See Event Deck Risk Profiles.
  • Fear cards earned depend only on the Fear rate, not the expansion. At the placeholder rate, 8 turns generate about 8 × 2.5 = 20 Fear; leftover Fear short of a full card averages about 1.5, so (20 − 1.5) ÷ 4 ≈ 4.6 cards, as simulated. Cards 1–2 resolve at Terror Level I and cards 3–5 at II; Terror Level III needs 6 cards (24 Fear solo), reached in about 1 trial in 9. Each card costs 4 Fear per player, so at the same total rate a 2-player game earns half as many (2.07 cards in a 2 000-trial run with --players 2).
  • Blight cards drawn is 1 plus the Still-Healthy draws. Base and B&C have no Still-Healthy cards, so exactly 1.

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.py → data/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

One Blight Card is drawn at setup and placed Healthy Island side up without looking at the back (core rulebook setup step 5; with Jagged Earth, the whole shuffled stack sits on the Blight space and you use the top card). Setup puts 2 Blight per player + 1 on it, or 5 per player + 1 with no Blight Card: a 1-player game starts with 3, a 4-player game with 9 (errata, NI rulebook p.5 and the FAQ; the Horizons of Spirit Island board already prints the +1, so don’t add another). The +1 is setup only. When the last Blight leaves the Healthy side, flip the card and add the number per player printed on the other side, with no +1. With an extra board, count boards instead of players, at setup and on the flip (Jagged Earth rulebook). Still-Healthy cards don’t end the healthy phase: when their pool runs out you draw a new Blight Card and go straight to its reverse side (Jagged Earth rulebook). In solo play you may redraw a Blighted card that has only 2 Blight per player, but not a Still-Healthy card (Branch & Claw rulebook, Solo Play; NI rulebook p.14).

Severity varies hugely — some cards permanently cripple your damage math (All Things Weaken) while others are one-time effects (A Pall Upon the Land). We use a severity proxy: count of Destroy, Add Blight, and Ongoing keywords in the flipped-side text (the Ongoing weight is doubled since it compounds across turns). It is a keyword count, not a measure of difficulty.

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

The 2 base cards are Downward Spiral and Memory Fades to Dust. Branch & Claw adds 6 (Tipping Point, its seventh, is dropped by Nature Incarnate’s “Dropped Cards” list, NI rulebook p.5), Jagged Earth 7 and Nature Incarnate 8, for 23 active cards. This matches the engine’s Blight Card list (23 cards plus the retired Tipping Point and the no-card “Blight” option) and the Steam game’s allowed pool (data/references/rules/open-questions.md Q15).

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

The fifth slot is a ten-way tie at severity 1; A Pall Upon the Land is listed only because it sorts first. The proxy also misses repetition and some wording: Downward Spiral destroys Presence every Invader Phase but scores 1 (no “Ongoing” keyword), and Strong Earth Shatters Slowly adds Blight but scores 0 (the pattern matches “add”, not “adds”).

Blight Cards drawn per game

A game draws 1 Blight Card at setup and another only when a Still-Healthy card’s pool runs out, so the count depends on how many Still-Healthy cards sit above the first Blighted card in the shuffled stack. If the island goes all the way to a Blighted side, the expected number of cards drawn is the expected position of the first Blighted card: (N + 1) ÷ (K + 1) for a pool of N cards with K Blighted (negative hypergeometric).

ComboPool NStill-HealthyBlighted KCards drawn by the time the island is Blighted
Base only (Horizons + Base game)2021
Base + B&C8081
Base + JE92710 ÷ 8 = 1.25
Base + B&C + JE1521316 ÷ 14 ≈ 1.14
All expansions (Base + B&C + JE + NI + Promos)2341924 ÷ 20 = 1.20
NI additions only (delta from JE)8269 ÷ 7 ≈ 1.29

The Still-Healthy cards are Invaders Find the Land to Their Liking and Strong Earth Shatters Slowly (Jagged Earth), and The Border of Life and Death and Thriving Crops (Nature Incarnate). With all 23 cards, the number of Blight per player printed on the flipped side runs from 1 to 5 and averages 73 ÷ 23 ≈ 3.17.

Stat Insight

scripts/deck-simulate.py (5 000 trials × 8 turns, solo, seed 42, run 2026-10-19) follows the rules above. Its Blight inflow is an unsourced placeholder (net mean 0.5 Blight per turn from Turn 2), so only the cards-drawn column is driven by the rules; the Blighted share is illustrative. The simulated means sit below the exact column because not every trial reaches a Blighted side within 8 turns.

ComboBlight cards drawn (mean, 95% CI)Trials Blighted by turn 8
Base only1.00 (1.00, 1.00)70.3%
Base + B&C1.00 (1.00, 1.00)69.9%
Base + JE1.09 (1.08, 1.10)61.5%
Base + B&C + JE1.05 (1.05, 1.06)65.7%
All expansions1.08 (1.07, 1.09)65.6%
NI additions only1.14 (1.13, 1.15)63.1%

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 catalogs the directional deltas per aspect.

Unsourced estimates

No Δ figure in this chapter has a cited source. They are authoring estimates, not computed from any recorded data, so each one is labeled “unsourced” below. The River Sunshine figure has been removed outright: the stat-models audit (reports/Spirit Island companion stat models.md, Appendix B) found it unsourced, and an aggregate win-rate delta is the kind of counting that report excludes. Per-aspect × per-spirit × per-adversary × per-level win-rate data is thin: at 100 games a single win rate is still ± 10 points (1.96 × √(0.25 ÷ 100) ≈ 0.098), wider than the deltas below. Treat the table as a list of aspects to try, not a ranking.

How to read the table

  • +X% = an unsourced estimate that the 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 (unsourced est.)Axis shift
Base—LowbaselineFear-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 (if the unsourced estimates hold): Dark Fire would be Shadows’s strongest aspect — Moon↔Fire swap is load-bearing for Darkness Swallows. Madness offers a meaningfully different style. Reach is the simpler beginner-pick.

Other aspects (selected highlights)

SpiritStrongest aspectΔ (unsourced est.)Notes
Lightning’s Swift StrikeWind (JE)~+4%More Air access
River Surges in SunlightSunshine (JE)— (removed: no source)Extra Sun support
Bringer of DreamsEnticing (JE)~+5%Fear-rush acceleration
ThunderspeakerWarrior (JE)~+6%Dahan damage multiplier
Ocean’s Hungry GraspDeeps (NI)~+4%Deeper-water targeting
Keeper of the WildsSpreading Hostility (NI)~+3%Land-destruction emphasis
Serpent SlumberingLocus (NI)~+4%Presence-of-self variation
Heart of the WildfireTransforming (JE)~+3%Blight mitigation

Expansion tags checked against the Steam engine’s aspect list (spirits.json): Wind and Sunshine are Jagged Earth; Deeps, Spreading Hostility and Locus are Nature Incarnate (corrected from JE). Enticing, Warrior and Transforming are not in the engine list, so their names and expansion tags are unverified.

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

  • The Δ estimates have no recorded source (no thread, page or date), so every one is labeled unsourced; the River Sunshine figure was removed. Replace an estimate only with a cited figure, and keep aggregate win-rate counting out of it (see the stat-models report).
  • The Spirit Island Wiki lists every aspect with replacement text (parsed into each spirit chapter’s Aspects section).
  • At 100 games per (spirit × aspect × adversary level × player count) cell, a win rate is still ± 10 points, so a few-point aspect delta needs far more games than a cell usually holds.

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

Gaining either kind is the same draw: draw 4 from the chosen deck, keep 1, and put the other 3 in that deck’s discard (core rulebook, “Gaining Power Cards”; data/references/rules/open-questions.md Q9). A Major also makes you Forget a Power Card unless the effect waives it.

  • Major cost: 2 to 9 Energy. Nine of the 78 Majors cost 2, among them Entwined Power and The Trees and Stones Speak of War (base game) and Tigers Hunting (Branch & Claw); 22 cost 3 (engine card list power_cards.json, powerType “Major”, energyCost; the wiki card data agrees).
  • Minor cost: 0 or 1 Energy (36 cost 0 and 64 cost 1 in the active pool of 100, per the wiki card data; the engine list agrees once the dropped Growth Through Sacrifice is set aside).
  • Thresholds are a bonus, not a gate. You can play a Major for its base effect without meeting its Elemental Threshold; the threshold only adds its extra effect when you have the Elements (core rulebook, “Elemental Thresholds”: optional effects you may use only with those Elements). Most Majors print a threshold; a few Minors do too (the engine list encodes one on, for example, Drought and Renewing Rain).

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 the 4+ Energy Majors and have the CP to play them alongside cheap Minors. A 2-cost Major is within reach of almost anyone, so its cost is rarely the reason to skip it.

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

The income and CP ranges are rough authoring estimates, not computed from presence-track data; check the spirit’s chapter for its actual tracks.

Pool-dilution effect

Mean “N Fear” printed in each card’s base effect (threshold text excluded), from scripts/expansion-deltas.py run on the current wiki card data (see also Expansion Dilution Claims, whose base-game rows, n = 41 Majors and 50 Minors, don’t match the current 22- and 36-card base pools):

  • Base Majors (22 cards): 1.18 fear/card
  • B&C Majors (21): 2.00 (peak)
  • JE Majors (23): 1.04
  • NI Majors (12): 0.83 (lowest)

Implication: across all expansions, Majors print 102 Fear over 78 cards (102 ÷ 78 ≈ 1.31 per card) against 26 ÷ 22 ≈ 1.18 in base alone. B&C’s Majors pull the average up and NI’s pull it down (base + B&C + JE: 92 ÷ 66 ≈ 1.39). Minors go from 18 ÷ 36 = 0.50 in base to 58 ÷ 100 = 0.58 with everything; B&C Minors average 20 ÷ 30 ≈ 0.67.

So all-expansions games shift both decks a little toward printed Fear, Majors more than Minors. Printed Fear is one narrow measure of a card’s value, so treat this as a nudge, not a draft rule.

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

Earned with Fear, one card at a time. Each Fear card prints three texts — Terror Level I, II and III — and only the current Terror Level’s text resolves.

Pool sizes (active cards, from the wiki data; the engine’s fear_cards.json gives the same split):

  • Base: 15 cards
  • +B&C: +15 → 30 cards
  • +JE: +6 → 36 cards
  • +NI: +9 → 45 cards
  • +Promo Pack 2 (Feather and Flame): +5 → 50 cards

See Fear Card Expected Value for per-Terror-Level output and Expansion Dilution Claims for swing analysis.

Mechanics summary

  1. Setup. Put 4 Fear Markers per player in the Fear Pool (+1 per player with England L6 or an extra board). Deal 9 Fear Cards, split 3/3/3 by the Terror Level II and III dividers (Adversaries change the split).
  2. Generating Fear. Destroying a Town = 1 Fear, a City = 2, an Explorer = 0. Only destroying counts, not removing. Powers, Events and other effects also generate Fear.
  3. Earning a card. When every marker in the Fear Pool has been generated (4 × players Fear), move the top Fear Card face down to Earned Fear Cards and return the markers; leftover Fear carries over.
  4. Terror Level. Earning the card that reveals a divider raises the Terror Level at once, and the new victory condition applies at once. Solo, that is the 3rd card (12 Fear) for TL II and the 6th (24 Fear) for TL III. Earning the last card is a Fear victory.
  5. Resolving. Earned cards flip in the Invader Phase’s Fear step (after the Event) and resolve in the order earned, each at the Terror Level current at that moment. A card earned while resolving goes to the bottom of the stack and uses any new Terror Level.

Sources: core rulebook setup and “Fear”; FAQ, Fear and Fear Cards; data/references/rules/open-questions.md Q6–Q8.

Typical card count

Monte Carlo (scripts/deck-simulate.py, 5 000 trials × 8 turns × 1 player, at an unsourced placeholder rate of 2.5 Fear per turn): about 4.6 Fear Cards earned per game (20 Fear, less an average leftover of about 1.5, ÷ 4). With N players each card costs 4N Fear, so the same total rate earns 1/N as many.

Blight deck

One card is drawn at setup, Healthy Island side up. When the last Blight leaves it, flip it and follow the other side. A Still-Healthy card instead draws a new Blight Card when its pool runs out and goes straight to that card’s reverse side (Jagged Earth rulebook). When the last Blight leaves a Blighted side, the players usually lose.

Pool sizes (active cards; matches the engine and the Steam allowed pool):

  • Base: 2 (Downward Spiral, Memory Fades to Dust)
  • +B&C: +6 → 8 (Tipping Point is dropped by Nature Incarnate)
  • +JE: +7 → 15
  • +NI: +8 → 23

See Blight Deck Severity for severity rankings.

Setup reminder

  • Every game with a Blight Card: place it Healthy Island side up without looking at the back (core rulebook setup step 5). With Jagged Earth, put the whole shuffled stack on the Blight space and use the top card. Branch & Claw makes a Blight Card required.
  • Blight on the card: 2 per player + 1 at setup (5 per player + 1 with no Blight Card). The +1 errata applies at setup only, never when a card flips; the Horizons board already prints it (NI rulebook p.5; FAQ). On a flip, add the other side’s number per player. With an extra board, count boards instead of players, at setup and on the flip (Jagged Earth rulebook).
  • Solo option: you may redraw a Blighted card with only 2 Blight per player, but not a Still-Healthy card (Branch & Claw rulebook; NI rulebook p.14).

The hidden back 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 Invader Phase in games with B&C+. On Turn 1 the Event is drawn and discarded without resolving; it is public in the Event discard (Jagged Earth rulebook p.12). A typical card has a main Event that branches on the Island’s health, the Terror Level or the Invader Stage (or is a Choice Event), plus a Token Event and a Dahan Event (Branch & Claw rulebook).

Pool sizes (active cards):

  • Base: 0 (no Event deck)
  • +B&C: +23, including Slave Rebellion, which is added only against France
  • +JE: +30
  • +NI: +9, including Far-off Wars Touch the Island, the replacement for the dropped War Touches the Island’s Shores

Total all-expansions: 61 cards + Slave Rebellion with France. Nature Incarnate drops three Branch & Claw Events: Outpaced, War Touches the Island’s Shores and A Strange Madness Among the Beasts (NI rulebook p.5; open-questions.md Q15).

See Event Deck Risk Profiles for balance + swinginess.

Event timing

Events resolve early in the Invader Phase: after any Blighted Island effect and before the Earned Fear Cards, so before the Ravage, Build and Explore (Branch & Claw rulebook). 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.

Matchup Axis — spirit × adversary ratings

The community maintains a canonical spirit-vs-adversary rating framework called the Matchup Axis, most recently versioned as v2.0 on BoardGameGeek. It’s a per-cell 1–5 star rating across (spirit × adversary), with annotation for why each pairing is hard or easy. It’s the fastest way to answer “will this pairing teach me something or punish me?” before a game.

This appendix is not a reproduction of the community table (it’s community-maintained and updates periodically). It’s a how to read + use reference that points back to the source of truth.

Source

Rating scale (community convention)

StarsLabelMeaning
★★★★★StompsSpirit actively wins the matchup. Wide strategy space; most openings work.
★★★★☆FavoredSpirit has strong tools vs. this adversary; standard openings reliable.
★★★☆☆EvenMatchup is fair. Requires normal level of play; no structural advantage.
★★☆☆☆DisfavoredSpirit’s toolkit fights the adversary shape. Needs specific drafts / Openings.
★☆☆☆☆Hard counterSpirit’s native gameplan is actively blocked. Win is possible but heavily draft-dependent.

How to read a cell

A Matchup Axis entry is typically three things:

  1. The star rating (1–5).
  2. A one-line why (“Shadows vs. Russia: ★☆☆☆☆ — Russia’s dahan-kill pressure punishes fear-rush economy that needs Terror 2 to re-open board control”).
  3. A corrective note — what you’d need to change in your standard opening to make it work (“need early Defend-heavy minors; skip Concealing Shadows T1”).

How this book uses the Matchup Axis

Every spirit chapter has an Adversary Matchup Matrix section that mirrors the Axis ratings for that spirit across all 8 adversaries. Those ratings sync with v2.0 where the community has consensus and are flagged [tentative — my own read] where community coverage is thin.

When our chapter disagrees with the community Axis, it’s noted explicitly with reasoning. The Axis is authoritative when community sample sizes are large and the consensus has been stable across multiple revisions; it’s advisory when the matchup is new (e.g. NI content pre-stabilization) or when community discussion is split.

Using the Axis for game prep

  1. Pre-draft check: before you sit down, look up your spirit × adversary × level cell. A ★★☆☆☆ or lower means budget an extra 15 minutes to re-read your spirit chapter’s Adversary Matchup section.
  2. Draft shaping: the Axis’s one-line-why usually names the specific resource/mechanic that’s under pressure. Prioritize minors that address it.
  3. Opening selection: for disfavored matchups, the spirit chapter’s “Opening B” or a hybrid opening is usually the answer — not the default Opening A.
  4. Post-game calibration: if you won a ★☆☆☆☆ matchup, the Axis is your sanity check — you did something unusual (or got lucky). Log specifics so you can reproduce (or so you know it was variance).

Known limitations

  • Sample size: for niche combinations (NI spirit × B&C adversary × level 5+), community samples are small and Axis entries carry high uncertainty.
  • Expansion purchase variance: the Axis implicitly assumes “all expansions”. If you’re playing Base + JE only, several matchups shift materially (fewer counter-Events available, fewer fear cards, no tokens from one expansion).
  • Player-skill variance: the Axis is calibrated to experienced play. A ★★★★★ matchup is still hard at level 6 if you haven’t learned the spirit.
  • Scenario modifier: the Axis usually doesn’t overlay scenario modifiers. Treat “Blitz” or “Second Wave” as a separate axis of difficulty on top of the star rating.

Source maintenance

When BGG v3.0 (or the current-latest) publishes, update:

  1. This appendix’s source URL if the thread ID moves.
  2. Per-spirit Adversary Matchup Matrix sections across src/spirits/.
  3. The Sources & Citations appendix entry.

Adversary Hidden Loss Conditions

The base loss condition is universal — fear deck exhausted or blight pool depleted or time runs out (Invader deck emptied). But several adversaries add additional loss triggers that are easy to forget in the mid-game and catastrophic when they fire. This appendix is the quick-reference for those hidden triggers.

Each entry cites the Wiki page for the adversary; check there for level-specific variations.

The trigger table

AdversaryHidden loss triggerFirst active atNotes
ScotlandCities-in-coastal-lands ≥ 2 × boardsL3+Mandatory watch on coastal City count once L3 escalation starts adding Coastal Cities on Explore.
Habsburg Mining Expedition8+ pieces in a land (Invaders + blight + mine) triggers land-specific lossL0+Loss condition scales with level; mine tokens count as pieces for this purpose.
RussiaDahan-destruction quota via PogromsL2+Specific Event + Escalation combination can eliminate Dahan faster than blight math suggests.
SwedenNo additional pure-loss trigger, but Ravage-on-coast Build-spam can flood coastal blight pool faster than blight-track anticipatesL3+Read as “blight-track loss arrives faster than expected” rather than a new loss line.
France (Plantation Colony)Dahan-attract mechanic means standard loss conditions arrive via an unexpected pathL1+Dahan clustered for defense attract Invaders; your board shape defends poorly against Ravage-escalation unless re-planned.
Brandenburg-PrussiaCascade-blight via Sands concentrationL4+Not a new loss line but a structural loss accelerator — one Sands Ravage can cascade 2 blight in a single turn.
EnglandStage III coastal-Cities rushL5+Not a new loss line; instead, fear-rush becomes the only viable win path as coastal Cities compound past board-clear speed.
Habsburg Livestock ColonyAnimal-token accumulation leads to Escalation-based Invader spawning off-sequenceL2+Standard loss conditions, but one specific trigger is the Animal-token count passing a threshold on a bad Event.

Scotland — coastal-city cap

Scotland’s most common hidden-loss surprise: the Stage II (L3+) escalation puts Cities on coastal lands via Explore, replacing what would have been Explorers with Cities. Combined with Scotland’s Coastal Cities Build bias at higher levels, coastal lands can accumulate 2–3 Cities before the fear deck has moved meaningfully.

Watch trigger: at the end of Invader Phase T4, count coastal Cities across all boards. If > (1 × boards), the Scotland-specific loss timer is active. At > (2 × boards), standard base-game clocks have already failed; your win path is a direct coastal-City removal or immediate fear-rush to Terror 3.

Wiki: Scotland.

Habsburg Mining Expedition — 8-piece land-loss

Habsburg Mining’s central mechanic: mine tokens placed on lands act as persistent Invader infrastructure. The hidden loss: when a land reaches 8+ pieces (counting Invaders, blight, and mine tokens), that land is specifically “lost” per the Habsburg rule — contributing to a cumulative loss-count triggered at a per-level threshold.

Watch trigger: a coastal land with 1 mine + 1 City + 2 Towns + 1 Explorer + 3 blight = 8 pieces. That configuration is closer than it reads — each Build adds a Town, each Ravage adds Blight, and the mine is permanent. Check land counts explicitly on turns following a Habsburg Build in lands already containing a mine.

Wiki: Habsburg Mining Expedition.

Russia — Dahan pogrom quota

Russia’s escalation and Event interactions at L2+ can destroy Dahan at a pace that breaks the standard Dahan-absorbs-Ravage math. Pogrom events can destroy multiple Dahan in a single Event resolution. If you were planning on Dahan-absorb-the-Ravage as your defensive pattern, several Pogroms in succession make it non-viable.

Watch trigger: Dahan-destruction Events with no kill-trigger offset. In a solo Russia L3 game, losing 4+ Dahan by T5 means a defensive Dahan-based strategy has failed — switch to fear-rush or spirit-Defend-powers as your Ravage mitigation.

Wiki: Russia.

Habsburg Livestock Colony — animal-token acceleration

Habsburg Livestock’s Animal tokens accumulate on certain lands; when their count crosses a level-specific threshold, Events can pull Animal-count-modifier effects that spawn pieces off the standard Invader-deck sequence. The hidden loss is a sudden off-turn Invader addition that wasn’t on the Invader card.

Watch trigger: end-of-phase Animal-token counts past L2’s listed threshold. Plan draws assume Events can spike pressure unexpectedly.

Wiki: Habsburg Livestock Colony.

Usage note

Reading per-adversary chapters is still required. This appendix is a quick-reference for the hidden triggers, not a replacement for the Adversary chapter, which covers escalation timing, level-by-level strategy, and spirit counter-matchups. When you draft for a specific adversary, open both the adversary chapter and this table.

Several entries here are marked [VERIFY — level-specific thresholds pending per-chapter review] in spirit and indicate where we still owe deeper per-level numerics. Contributions welcome.

Cross-references

  • Per-adversary detailed chapters: src/adversaries/{adversary-slug}.md.
  • Blight Track — the base loss condition that hidden triggers usually accelerate.
  • Matchup Axis Reference — community’s spirit × adversary rating framework; hidden-loss triggers drive many 1-star and 2-star cells.
  • Wiki — List of Adversaries — canonical source for level-specific rule text.

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.

Phantaskippy — per-spirit community guides (Discord-originated, Wiki-hosted)

Named teaching frameworks that originated in the Spirit of the Island Discord and were curated onto the Wiki. Notable idioms lifted into this book: juggle the invaders, don’t chase thresholds you won’t reach, damage-to-fear exchange rate, minors-feed-innates, multi-tasking card plays across lands.

Spirited Discussion podcast — ongoing analysis

Weekly podcast with Alex + Thomas covering strategy, adversaries, and guest-interview spirit deep-dives (including Rei on Vengeance).

The Kindred Spirit Podcast — SI-dedicated

Ryan Grenier’s weekly Spirit Island podcast. Uses community survey methodology (e.g., “best/worst spirit for Guard the Isle’s Heart”) and multi-player battle reports.

The Thoughtful Gamer — strategy essays

Widely-cited long-form posts that formalize several community heuristics (prevent-Builds priority, narrative-arc mindset shift, cut-your-losses framing).

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.

SI Digital Data Analysis Series (BGG, Jonathan4290) — 2.27M log lines

Twenty-six-entry community series mining Spirit Island Digital play data for setup preferences, spirit win rates per adversary, scenario difficulty rankings, aspect performance. Its “2.27M” figure counts log lines, not games (BGG 3569421).

Handelabra Tableau — two-spirit combo dashboard (Heidi Kalbe)

Pairwise win-rate visualization for two-player synergies, built on Digital stats.

BGG quantitative threads

Open-source tools

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

Greater Than Games forums — canonical strategy threads

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