Blitz
| Field | Value |
|---|---|
| Expansion | Base |
| Difficulty Mod | 0 |
| Pressure Shape | Time compression |
| Length | Shorter (by ~2 turns) |
| Key Constraint | Accelerated 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
| Adversary | Interaction | Severity |
|---|---|---|
| Brandenburg-Prussia | Time compression + City explosion = extremely brutal | Brutal |
| England | Tight but winnable; fear-rush closes | Hard |
| Sweden | Fear-slow + time pressure = awkward | Hard |
| France | Dahan capture on compressed timeline | Hard |
| Habsburg Mining | Mining doesn’t scale in Blitz time | Fair |
| Russia | Settler pressure on compressed board = brutal | Brutal |
| Scotland | Fine; Scotland is flexible | Fair |
| Habsburg Livestock | Slow adversary + compressed game = mild | Fair |
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
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.
Banking energy for a turn that doesn’t arrive. Blitz compresses; bank 1 turn maximum.
Picking slow-scaling spirits (Earth, Keeper, Serpent, Stone). Blitz punishes their timing.
Source Notes
Last revised: 2026-04-19