Dances Up Earthquakes
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).
| Field | Value |
|---|---|
| Expansion | Nature Incarnate |
| Complexity | Very High |
| Play Difficulty | [VERIFY from spirit panel] |
| Growth type | “one” — see Growth Options below |
| Power summary (1–5) | Offense 5 · Control 2 · Fear 2 · Defense 3 · Utility 4 |
| Primary Elements | Earth, Moon (derived from innates + uniques) |
| Aspects | [VERIFY from physical aspect panels] |
Spirit Overview — Framing
Wiki-printed playstyle note:
Very much about tempo and timing: Can play high-cost Powers extremely easily, but they won’t take effect until later in the game. Faces a constant tension between solving problems now and carefully planning ahead for big turns in the future - neglecting either one can be disastrous. Despite starting with 6 Unique Powers, benefits greatly from gaining more.
Strategic framing [VERIFY: enhance with play experience].
Starting Setup
Put 1 Presence on your starting board in the highest-numbered land with Dahan. You start with your 6 Unique Power Cards and 0 Energy. Set the Quake Tokens ({{quake}}) nearby.
Growth Options (one)
| Growth | Effects |
|---|---|
| G1 | first=reclaim, second=addpresence2orgainmajorwoforgetting |
| G2 | first=gain1p, second=addpresence1 |
| G3 | first=addpresence3, second=energyimpend, third=reclaim1 |
Growth token reference (Wiki shorthand):
reclaim— Reclaim all discarded Power Cards.gain1p/gain2p— Gain 1 or 2 Power Cards (Minor).addpresence1/addpresence2/addpresence3— Add 1 Presence from track, Range N.energy1/energy2/energy3— +1/+2/+3 Energy.card1/card2— +1/+2 Card Plays this turn.- (Other tokens documented on Wiki Spirit template reference pages.)
Presence Tracks
As Presence leaves each track, these values are revealed:
- Energy track: energy1impendenergy1, movepresence1energytrack, energy2, impend1, energy3, impendenergy2, energy4any
- Card-play track: card2, gather1dahan1land, moonfire, impend1, earthX, card3, card4
Core Mechanics & Special Rules
Special Rule
BEGIN A DANCE OF DECADESWhenever you would play a Power Card, you may instead pay any amount of Energy onto the card to make it an impending card ({{impendingcard}}), setting it aside out of play for use on a future turn. (It doesn’t provide Elements. It’s still your Power Card, so it can be forgotten while it’s impending.) RHYTHMIC POWER BUILDS TO A CATACLYSMIC CRESCENDOWhen you gain Energy from your Presence Track, also gain {{impendingenergyblank}} Energy onto each Power Card made {{impendingcard}} on a previous turn. If any {{impendingcard}} now have Energy on them at least equal to their cost, discard that Energy and play them. (This costs no card plays.)
Innate: LAND CREAKS WITH TENSION
- Speed: fast · Range: None · Target: you
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 1 | If you have at least 1 {{impendingcard}}, Add 1 {{quake}} in one of your lands. |
| 2 | 1 | In one of your lands, Defend 1 per {{impendingcard}} (max. 3). |
| 3 | 1 | If you have at least 3 {{impendingcard}}, Add 1 {{quake}} in one of your lands. |
| 4 | 2 | In one of your lands, Defend 1 per {{impendingcard}} (max. 3). |
Innate: EARTH SHUDDERS, BUILDINGS FALL
- Speed: slow · Range: 0 · Target: quake
(no thresholds listed in Wiki)
Unique Cards (all, Wiki-verified)
Card Priority Ratings
Scored across all 114 Minor + 98 Major cards in the full deck (Base + B&C + JE + NI), weighted by Dances Up Earthquakes’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/dances-up-earthquakes.json for full scoring + reasons.
- Primary elements (innate-weighted): Earth (wt 3.0), Moon (wt 1.5)
- Mid-game energy estimate (T3–T5 avg): 3.5E
- Power summary: Offense 5 · Control 2 · Fear 2 · Defense 3 · Utility 4
Uniques
No Unique cards listed.
Top 10 Minor Draft Picks (from full pool)
| # | Card | Cost | Speed | Elements | Effect (truncated) | Why this pick |
|---|---|---|---|---|---|---|
| 1 | Quicken the Earth’s Struggles | 1 | Fast | Moon, Fire, Earth, Animal | 1 Damage to each Town/City. OR Defend 10. | elements earth+moon → 4.5 |
| 2 | Sucking Ooze | 0 | Fast | Moon, Water, Earth | 2 Fear | elements earth+moon → 4.5 |
| 3 | Dire Metamorphosis | 1 | Slow | Moon, Air, Earth, Animal | 1 Fear | elements earth+moon → 4.5 |
| 4 | Infested Aquifers | 1 | Slow | Moon, Water, Earth, Animal | If target land has any Disease, 1 Damage to each Invader. OR If target land is a Moun… | elements earth+moon → 4.5 |
| 5 | Pull Beneath the Hungry Earth | 1 | Slow | Moon, Water, Earth | If your Presence is present, 1 Fear | elements earth+moon → 4.5 |
| 6 | Unquenchable Flames | 1 | Slow | Moon, Fire, Earth | 1 Fear | elements earth+moon → 4.5 |
| 7 | Dark and Tangled Woods | 1 | Fast | Moon, Earth, Plant | 2 Fear | elements earth+moon → 4.5 |
| 8 | Guardian Serpents | 1 | Fast | Sun, Moon, Earth, Animal | Add 1 Beasts in one of target Spirit’s lands. If target Spirit has a Sacred Site in that … | elements earth+moon → 4.5 |
| 9 | Haunted by Primal Memories | 1 | Fast | Moon, Air, Earth | 1 Fear | elements earth+moon → 4.5 |
| 10 | Call to Guard | 0 | Fast | Sun, Air, Earth | Gather up to 1 Dahan | elements earth → 3.0 |
Top 5 Major Draft Picks (from full pool)
| # | Card | Cost | Speed | Elements | Effect (truncated) | Why this pick |
|---|---|---|---|---|---|---|
| 1 | Melt Earth Into Quicksand | 4 | Fast | Moon, Water, Earth | 1 Fear | elements earth+moon → 4.5 |
| 2 | The Land Thrashes in Furious Pain | 4 | Slow | Moon, Fire, Earth | 2 Damage per Blight. For each Blight in adjacent lands, 1 Damage (in target land). | elements earth+moon → 4.5 |
| 3 | Pent-Up Calamity | 3 | Fast | Moon, Fire, Earth, Plant, Animal | Add 1 Disease and 1 Strife. OR Remove any number of Beasts/Disease/Strife/Wilds. For … | elements earth+moon → 4.5 |
| 4 | Unearth a Beast of Wrathful Stone | 5 | Fast | Moon, Fire, Earth, Animal | After the next Invader Phase (on any turn) with no Ravage/Build Actions in target land:</… | elements earth+moon → 4.5 |
| 5 | Twisted Flowers Murmur Ultimatums | 5 | Slow | Sun, Moon, Air, Earth, Plant | 4 Fear | elements earth+moon → 4.5 |
HoSI Beginner Deck Bundle — for reference only
These are the cards shipped with Dances Up Earthquakes in the Horizons of Spirit Island beginner bundle — a curated onboarding subset, not an optimized draft list. The picks above (Top Minor / Major) draw from the full expansion pool. Keep this table for historical reference or when playing with a HoSI-only card pool.
No HoSI beginner-deck bundle for this spirit.
Cards to Avoid (anti-synergy flagged)
| Card | Reason(s) |
|---|---|
| Scour the Land | adds Blight |
| Land of Haunts and Embers | adds Blight |
| Renewing Boon | destroys Presence |
| Devouring Ants | destroys Dahan |
| Skies Herald the Season of Return | destroys Presence |
| Pyroclastic Flow | adds Blight |
| Solidify Echoes of Majesty Past | destroys Presence |
| Blazing Renewal | destroys Presence |
| Insatiable Hunger of the Swarm | adds Blight |
| Tsunami | destroys Dahan |
| Pillar of Living Flame | adds Blight |
| Poisoned Land | destroys Dahan, adds Blight |
| The Jungle Hungers | destroys Dahan |
| Volcanic Eruption | destroys Dahan, adds Blight |
| Draw Towards a Consuming Void | destroys Presence |
Key Strategic Principles
[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.
- Use the Special Rule to its fullest (see above for exact text).
- Element thresholds drive innate firing — see the innate tables above.
- Suggested draft cards are Wiki-recommended; pattern-match to your matchup.
Opener Mechanics — starter reference
Auto-derived from data/references/wiki/dances-up-earthquakes.json. This section states the factual mechanics every opener must build on (starting income, growth options, innate thresholds, Fast-vs-Slow timing). It is not a strategic opener — use this as the foundation, then apply Deliberate Play + si-rules-check before writing T1/T2/T3 prose.
Starting state
- Setup: Put 1 Presence on your starting board in the highest-numbered land with Dahan. You start with your 6 Unique Power Cards and 0 Energy. Set the Quake Tokens ({{quake}}) nearby.
- Starting income (from
presence_energy_track[0]=energy1impendenergy1,presence_cardplay_track[0]=card2): 1 Energy · 2 Card Play - Hand at start: 4 Unique Power Cards (listed below)
- Growth type:
one— pick one growth option per turn
Growth options
- G1: reclaim (Reclaim all discarded+played Power Cards); addpresence2orgainmajorwoforgetting ((spirit-specific:
addpresence2orgainmajorwoforgetting— consult spirit panel)) - G2: gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence1 (Place 1 Presence from a track (Range 1))
- G3: addpresence3 (Place 1 Presence from a track (Range 3)); energyimpend ((spirit-specific:
energyimpend— consult spirit panel)); reclaim1 (Reclaim 1 Power Card (of your choice))
Presence-track reveal rules: placing Presence (via a growth option with addpresence*) reveals one track slot — either the next Energy slot or the next Card-Play slot, not both. The choice determines your permanent-income trajectory from that turn onward.
Energy track
energy1impendenergy1 · movepresence1energytrack · energy2 · impend1 · energy3 · impendenergy2 · energy4any — income as slots reveal: 1 → movepresence1energytrack → 2 → impend1 → 3 → impendenergy2 → 4
Card-play track
card2 · gather1dahan1land · moonfire · impend1 · earthX · card3 · card4 — CP as slots reveal: 2 → gather1dahan1land → moonfire → impend1 → earthX → 3 → 4
Innate Powers
- LAND CREAKS WITH TENSION (Speed: Fast · Range: ? · Target: you)
- L1 — 1
Earth: If you have at least 1 {{impendingcard}}, Add 1 {{quake}} in one of your lands. - L2 — 1
Moon + 1
Earth: In one of your lands, Defend 1 per {{impendingcard}} (max. 3). - L3 — 1
Moon + 2
Earth: If you have at least 3 {{impendingcard}}, Add 1 {{quake}} in one of your lands. - L4 — 2
Moon + 3
Earth: In one of your lands, Defend 1 per {{impendingcard}} (max. 3).
- L1 — 1
- EARTH SHUDDERS, BUILDINGS FALL (Speed: Slow · Range: 0 · Target: quake)
Fast-phase element ceiling from Uniques
Fast innates resolve in Fast phase and can only see elements from Fast cards played before the innate. Slow-card elements arrive too late to feed a Fast innate. This is the element ceiling Fast plays from your Uniques alone can contribute each turn:
- Fast-phase Unique elements: (no Fast Uniques — all innate firings require drafted Fast cards)
- Fast-phase L1 ceiling from Uniques alone is insufficient — need 1
Earth, Uniques give 0. L1 only fires T1 with a drafted Fast Minor providing the shortfall element(s).
Unique Power Cards
No Unique cards parsed.
Invader phase by turn (base deck)
| Turn | Explore | Build | Ravage | Notes |
|---|---|---|---|---|
| 1 | ✓ | — | — | Ravage-protection effects are dormant T1. |
| 2 | ✓ | ✓ | — | First Build; Ravage-protection still dormant. |
| 3 | ✓ | ✓ | ✓ | First Ravage; Ravage-protection becomes material. |
| 4+ | ✓ | ✓ | ✓ | Full cycle continues. |
Adversary escalation can shift this — check the adversary JSON for deviations (Sweden front-loads a Build; some Habsburg levels add early Builds).
Pause-point before writing T1 prose
- Compute post-growth E/CP for every growth × track-choice branch. Don’t assume both tracks reveal simultaneously.
- Enumerate legal T1 plays — subsets of hand with sum(costs) ≤ E and count ≤ CP.
- Separate Fast vs. Slow elements — when claiming an innate fires, verify the threshold is met using only elements from its resolution phase (Fast sees Fast; Slow sees Fast + Slow).
- Flag dormant effects — Ravage-protection, Defend N, etc. are null T1/T2 in base play. Only cite them as opener value when the trigger actually occurs that turn.
- 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.
| Adversary | L0 | L3 | L5 | L6 | Notes [VERIFY] |
|---|---|---|---|---|---|
| England | ? | ? | ? | ? | |
| Brandenburg-Prussia | ? | ? | ? | ? | |
| Sweden | ? | ? | ? | ? | |
| France (Plantation) | ? | ? | ? | ? | |
| Habsburg Mining | ? | ? | ? | ? | |
| Russia | ? | ? | ? | ? | |
| Scotland | ? | ? | ? | ? | |
| Habsburg Livestock | ? | ? | ? | ? |
Strategy Cliffs — per-adversary-level shifts that change Dances Up Earthquakes’s math
Not every adversary level is a linear scale-up — some levels flip specific rules that alter what your Powers accomplish. These are the cliffs most relevant to Dances Up Earthquakes’s profile (Fear 2, Offense 5, Control 2, Defense 3, Utility 4).
England L5 — Buildings +1 HP
What changes: Towns become 3-HP (was 2), Cities become 4-HP (was 3). Damage-only Powers dealing 2 or 3 may no longer kill a Town/City in one go.
Mitigation for Dances Up Earthquakes: Stack damage from multiple plays or use downgrade Powers (Crops Wither, Tangled Trees) to soften before finishing.
England L3 — Coastal Lands build faster
What changes: England’s L3 escalation adds an extra Build in coastal lands. Ocean-adjacent spirits see compounded pressure on their home terrain.
Mitigation for Dances Up Earthquakes: Front-load coastal defense or disruption before T3’s first Ravage.
Brandenburg-Prussia — Cities drive Fear-per-kill (favorable swing)
What changes: BP’s escalation puts Cities on the board early, and each destroyed City dumps Fear into the pool. Damage-dealing spirits benefit from an inflated Fear curve; weaker spirits may struggle against pre-City pressure.
Mitigation for Dances Up Earthquakes: Aim at City-dense lands with your highest-damage plays for outsized Fear returns.
Board / Map Configuration
[VERIFY via play] — base boards A–D, Jagged Earth E–H, and thematic ratings pending per-spirit play experience.
Game-Phase Strategy
[VERIFY: needs play data].
Synergy Partners (Multiplayer)
[VERIFY: needs multi-spirit play data] — archetype-based hints from Archetype Index are the starting point.
Common Mistakes
[VERIFY: collect from play].
Tempo Profile
[VERIFY: per-round targets need playtest].
Expansion Sensitivity
- Base only: core Uniques + Innate + Special Rule functional if expansion = Base.
- + Branch & Claw: events + blight deck introduce variance.
- + Jagged Earth: Major/Minor pool deepens.
- + Nature Incarnate: additional aspects may unlock; check the aspect column above.
Per-expansion specifics [VERIFY].
Stat Snapshot
[VERIFY from mindwanderer] — pending re-scrape of mindwanderer current data. Historical directional figures unavailable in this template draft.
Source Notes
- Authoritative mechanics (this chapter):
data/references/wiki/dances-up-earthquakes.json— parsed viascripts/wiki-fetch.py. - Spirit Island Wiki — Dances Up Earthquakes.
- Cross-reference: Archetype Index.
- Related skill: si-wiki-fetch.
Chapter draft generated from Wiki data 2026-04-19. Strategic prose needs enhancement from play experience. See templates/SPIRIT_TEMPLATE.md for the full Rei-format spine.