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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.