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Dances Up Earthquakes

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
ExpansionNature Incarnate
ComplexityVery 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 ElementsEarth, 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)

GrowthEffects
G1first=reclaim, second=addpresence2orgainmajorwoforgetting
G2first=gain1p, second=addpresence1
G3first=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 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 ({{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 CRESCENDO
When 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
LevelThresholdsEffect
11 Earth EarthIf you have at least 1 {{impendingcard}}, Add 1 {{quake}} in one of your lands.
21 Moon Moon + 1 Earth EarthIn one of your lands, Defend 1 per {{impendingcard}} (max. 3).
31 Moon Moon + 2 Earth EarthIf you have at least 3 {{impendingcard}}, Add 1 {{quake}} in one of your lands.
42 Moon Moon + 3 Earth EarthIn 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

Full-pool draft analysis

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)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Quicken the Earth’s Struggles1FastMoon, Fire, Earth, Animal1 Damage to each Town/City. OR Defend 10.elements earth+moon → 4.5
2Sucking Ooze0FastMoon, Water, Earth2 Fear Fear if Invaders are present. Isolate target land.elements earth+moon → 4.5
3Dire Metamorphosis1SlowMoon, Air, Earth, Animal1 Fear Fear. 1 Damage. 1 Damage to [[Dahan]]. Add 1 [[Badlands]], 1 [[Beasts]], 1 [[Disease]],…elements earth+moon → 4.5
4Infested Aquifers1SlowMoon, Water, Earth, AnimalIf target land has any Disease, 1 Damage to each Invader. OR If target land is a Moun…elements earth+moon → 4.5
5Pull Beneath the Hungry Earth1SlowMoon, Water, EarthIf your Presence is present, 1 Fear Fear and 1 Damage. If target land is a Sands or Wetland, 1…elements earth+moon → 4.5
6Unquenchable Flames1SlowMoon, Fire, Earth1 Fear Fear. 1 Damage to Towns/Cities. Invaders do not heal Damage at end of turn.elements earth+moon → 4.5
7Dark and Tangled Woods1FastMoon, Earth, Plant2 Fear Fear. If target land is a Mountain or Jungle, Defend 3.elements earth+moon → 4.5
8Guardian Serpents1FastSun, Moon, Earth, AnimalAdd 1 Beasts in one of target Spirit’s lands. If target Spirit has a Sacred Site in that …elements earth+moon → 4.5
9Haunted by Primal Memories1FastMoon, Air, Earth1 Fear Fear. Defend 3. If Beasts are present, +2 Fear Fear.elements earth+moon → 4.5
10Call to Guard0FastSun, Air, EarthGather up to 1 Dahan Dahan. Then, if Dahan are present, either: Defend 1 per Dahan. OR Afte…elements earth → 3.0

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Melt Earth Into Quicksand4FastMoon, Water, Earth1 Fear Fear. 2 Damage. Isolate target land. After Invaders/Dahan are Moved into target land, D…elements earth+moon → 4.5
2The Land Thrashes in Furious Pain4SlowMoon, Fire, Earth2 Damage per Blight. For each Blight in adjacent lands, 1 Damage (in target land).elements earth+moon → 4.5
3Pent-Up Calamity3FastMoon, Fire, Earth, Plant, AnimalAdd 1 Disease and 1 Strife. OR Remove any number of Beasts/Disease/Strife/Wilds. For …elements earth+moon → 4.5
4Unearth a Beast of Wrathful Stone5FastMoon, Fire, Earth, AnimalAfter the next Invader Phase (on any turn) with no Ravage/Build Actions in target land:</…elements earth+moon → 4.5
5Twisted Flowers Murmur Ultimatums5SlowSun, Moon, Air, Earth, Plant4 Fear Fear. Add 1 Strife. If the Terror Level is 2 or higher, Remove 2 Invaders.elements earth+moon → 4.5

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

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)

CardReason(s)
Scour the Landadds Blight
Land of Haunts and Embersadds Blight
Renewing Boondestroys Presence
Devouring Antsdestroys Dahan
Skies Herald the Season of Returndestroys Presence
Pyroclastic Flowadds Blight
Solidify Echoes of Majesty Pastdestroys Presence
Blazing Renewaldestroys Presence
Insatiable Hunger of the Swarmadds Blight
Tsunamidestroys Dahan
Pillar of Living Flameadds Blight
Poisoned Landdestroys Dahan, adds Blight
The Jungle Hungersdestroys Dahan
Volcanic Eruptiondestroys Dahan, adds Blight
Draw Towards a Consuming Voiddestroys Presence

Key Strategic Principles

[VERIFY and enhance] — strategic principles should be derived from Wiki-verified mechanics above.

  1. Use the Special Rule to its fullest (see above for exact text).
  2. Element thresholds drive innate firing — see the innate tables above.
  3. Suggested draft cards are Wiki-recommended; pattern-match to your matchup.

Opener Mechanics — starter reference

Mechanically-verified starting state

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 Earth: If you have at least 1 {{impendingcard}}, Add 1 {{quake}} in one of your lands.
    • L2 — 1 Moon Moon + 1 Earth Earth: In one of your lands, Defend 1 per {{impendingcard}} (max. 3).
    • L3 — 1 Moon Moon + 2 Earth Earth: If you have at least 3 {{impendingcard}}, Add 1 {{quake}} in one of your lands.
    • L4 — 2 Moon Moon + 3 Earth Earth: In one of your lands, Defend 1 per {{impendingcard}} (max. 3).
  • 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 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)

TurnExploreBuildRavageNotes
1Ravage-protection effects are dormant T1.
2First Build; Ravage-protection still dormant.
3First 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

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. 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).
  4. 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.
  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 Dances Up Earthquakes’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 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

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.