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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