Fractured Days Split the Sky
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 paraphrased from jyonker13’s BGG openings thread 2486927.
| Field | Value |
|---|---|
| Expansion | Jagged Earth |
| Complexity | Very High |
| Play Difficulty | [VERIFY] |
| Growth type | “one” — pick one growth per turn (bundled) |
| Power summary (1–5) | Offense 1 · Control 2 · Fear 1 · Defense 3 · Utility 5 |
| Primary Elements | Moon (both innates) · Air (Slip + Visions) · Sun (Visions) |
| Special Rules | Fragments of Shattered Time (Presence = Time; Time as additional cost) + Days That Never Were (preview deck) |
| Aspects | None |
| Rei’s Guide | Not covered |
| latentoctopus | Not listed |
| BGG | jyonker13 thread 2486927 |
Spirit Overview — Framing
Fractured Days is the game’s most decision-heavy spirit — Time tokens as shared currency, Days That Never Were as a private major/minor preview pool, and Slip the Flow as a partner reclaim/card-play timing manipulator. jyonker13:
It’s mighty difficult to be prescriptive… this Opening Thread is going to suggest an appropriately ‘fractured’ approach.
Non-obvious traits:
- Irregular reclaim cadence — doesn’t reclaim on a 3–4 turn beat.
- Days That Never Were is a telegraph — seeing a Major T1 lets you build Minor drafts around it. jyonker13: “absolutely massive value… the crux of your decision making.”
- Starter tier: Blur the Arc > Absolute Stasis > The Past Returns Again > Pour Time Sideways.
Complexity signal: Very High. Fractured Days is widely considered the deepest moderate-complexity spirit and tips into “high” on play load.
Starting Setup
Put 3 Presence on your starting board: 1 in the lowest-numbered land with 1 Dahan, and 2 in the highest-numbered land without Dahan. Deal 4 Minor and Major Powers face-up as your initial Days That Never Were.
Start T1 with 4 cards visible in Days That Never Were — immediate draft-planning info.
Growth Options (growthtype: “one” — pick one per turn, bundled)
| Growth | Effects | Best when |
|---|---|---|
| G1 | Gain Air element + Reclaim + Gain 2 Time | Card-refresh + Time bank |
| G2 | Gain Moon element + Gain 1 Power Card + Add Presence (Range 2) | Card gain + element |
| G3 | Gain Sun element + Move Presence (Range 4) + Days-That-Never-Were card | Element + movement + DTNW draft |
Presence Tracks
- Energy track (6 slots):
energy1 → energy1 → energy2 → energy2 → energy2 → energy3 - Card-play track (6 slots):
card1 → card1 → card1 → card2 → card2 → card3
Starting income: 1 Energy, 1 Card Play. Low energy/CP ceilings — the power comes from Time tokens (presence-as-currency) and Days-That-Never-Were preview, not raw resources.
Core Mechanics & Special Rules
Special Rule: Fragments of Shattered Time
Each Presence on this ability represents 1 Time. Many of your Powers require Time as an additional cost. Spend it when you Resolve the Power. When you Gain 1 Time, put 1 of your Presence here from your Presence track (or, optionally, the island). When you Spend 1 Time, return it to a Presence track — or if you have no free spaces, Destroy it.
Time = Presence. Every Time spent is a presence used. This is why Fractured is fragile — unlike all other spirits, playing Powers can literally destroy your presence if tracks are full.
Special Rule: Days That Never Were
Starts with 4 face-up cards visible; you can gain cards from this preview pool via G3 or specific effects.
Preview-deck. See Majors on T1; build drafts around them.
Innate: Slip the Flow of Time
- Speed: Fast · Target: Any Spirit
Text: Repeat-a-Power or fast-a-Power — thresholds detail slow→fast conversion, reclaim enablement, extra card plays. [VERIFY exact thresholds].
Innate: Visions of a Shifting Future
- Speed: Slow · Target: Yourself
| Level | Thresholds | Effect |
|---|---|---|
| 1 | 2 | Look at the top card of either the Invader Deck or Event Deck. Return it, then shuffle top. |
| 2 | 3 | Instead of returning-and-shuffling, you may put the card on the bottom of its deck. |
Information + deck-manipulation.
Unique Cards (all 4, Wiki-verified)
Blur the Arc of Years
- Cost / Speed / Range / Target / Elements:
[VERIFY — fetch parse incomplete] - The element-fulcrum card — carries Moon + Sun + Air (all three innate elements). jyonker13 calls it “the fulcrum card”. Never forget.
Absolute Stasis
- [VERIFY]: “A land doesn’t exist this turn” — deny a bad Ravage/Build at a Time cost.
Pour Time Sideways
- [VERIFY]: Multi-board manipulation; default Forget candidate per jyonker13.
The Past Returns Again
- [VERIFY]: Denies Escalation/Stage-III flips; element carrier.
Key Strategic Principles
- Blur the Arc of Years is the fulcrum. Never forget — carries all three innate elements.
- Days That Never Were telegraphs Majors T1. Build Minor drafts around them.
- Time = Presence = scarce. Every Power that costs Time is a presence-spend decision.
- Irregular reclaim cadence. No 3–4 turn beat.
- Forget Pour Time Sideways by default — unless multi-board coverage requires it.
- Slip the Flow self-target on T2 fast-activates Visions of a Shifting Future.
Possible Openings
Shared starting state
- 3 Presence on starting board (1 Dahan-land + 2 Dahan-less land).
- 4 Uniques in hand: Blur the Arc, Absolute Stasis, Pour Time Sideways, The Past Returns Again.
- 4 cards visible in Days That Never Were.
- Starting income: 1 Energy, 1 Card Play.
Opening A — jyonker13’s branching canonical 🟨
T1 · Growth: G3 (Gain Sun + Move presence + DTNW-card-gain).
- Gain 3 Time (2 from energy, 1 from plays).
T1 · Play: 1 Minor (pick for effect, not elements — even a push-Explorer effect is fine). Move presence either to enable the Minor or seed sacred-site adjacency for Absolute Stasis T2.
T2 · Growth: G2 (Gain Moon + Minor + presence from energy + 2 card plays + 1 Time). T2 · Play: Absolute Stasis (1 Time — a land doesn’t exist this turn), Blur the Arc (Dahan creation/movement), The Past Returns Again (for elements).
- Self-target Slip the Flow to fast-activate Visions of a Shifting Future → preview next-turn Event OR bottom-deck Farmers Seek the Dahan / Outpaced.
- Then reclaim one played card based on T3 plan.
T3 · Growth (branch picker) — five paths per jyonker13:
- Major-rush: G3 + gain Major from DTNW, Forget Pour Time or lesser Minor.
- Reclaim-enabler for partner: G3 + 3 Time; Moon Minor + Past Returns to cancel first Stage-II Escalation (5P game — everyone chips 1E).
- Slow-fast converter: G2 or G3 + Moon Minor + Blur → Slip the Flow L1/L2.
- Extra-card-play gift: G3 + Sun/Air + Stasis → Slip the Flow L3.
- Fallback: G2 + 2 Time from energy + Moon Minor → Slip L1 + Pour Time.
T4: Depends on T3 branch; one more turn before Reclaim All.
Opening B — Solo 🟥
About half the time take a Major from DTNW on T1 instead of a Minor (solo spends less Time). Forget Pour Time — “that’s what it’s there for.”
T2: Gain strongest Minor; Reclaim Major-or-Stasis depending on overlap. T3: Play the Major if reclaimed; else dig via growth for Minor + Stasis combo.
Opening Decision
- Default Opening A — jyonker13’s branching canonical.
- Opening B (solo) in solo with DTNW Major telegraphed.
Card Priority Ratings
Uniques — Fractured-specific ranking
- Blur the Arc of Years — fulcrum card; never forget.
- Absolute Stasis — denial of a bad Ravage/Build.
- The Past Returns Again — Escalation-cancel + element carrier.
- Pour Time Sideways — default Forget (multi-board flex when needed).
Top 10 Minor Draft Picks (Moon + Air)
| # | Card | Cost | Speed | Elements | Why |
|---|---|---|---|---|---|
| 1 | Strange Tales of the Sky | 1 | Fast | Moon, Air | Moon + Air prime |
| 2 | Predatory Nightmares | 0 | Fast | Moon, Animal | 0-cost Moon |
| 3 | Entrancing Apparitions | 1 | Fast | Moon, Air | Moon + Air |
| 4 | Bats Scout for Raids | 1 | Fast | Moon, Air, Animal | Moon + Air |
| 5 | Drift Down to Rest | 0 | Slow | Sun, Air, Plant | 0-cost Sun + Air |
| 6 | Call to Migrate | 0 | Fast | Air, Animal | 0-cost Air |
| 7 | Gift of Power | 1 | Fast | Moon | Moon utility |
| 8 | Pull Beneath the Hungry Earth | 0 | Slow | Moon, Earth | 0-cost Moon |
| 9 | Visions of Fiery Doom | 1 | Slow | Moon, Fire | Moon + Fire |
| 10 | Elemental Boon | 0 | Fast | Sun, Moon, Fire, Air | Four-element 0-cost |
Top 5 Major Draft Picks (from DTNW previews)
Major-eager via DTNW. Target Moon+Air Majors:
| # | Card | Cost | Speed | Elements | Why |
|---|---|---|---|---|---|
| 1 | Weave Together a Fabric of Place | 4 | Fast | Sun, Moon, Air, Water, Earth | Five-element flex |
| 2 | Unlock the Gates of Deepest Power | 4 | Fast | All | Major-gain |
| 3 | Bargains of Power and Protection | 3 | Fast | Sun, Moon, Fire, Air | Multi-element |
| 4 | Mists of Oblivion | — | — | Moon, Air | If exists |
| 5 | Terrifying Nightmares | 4 | Fast | Moon, Air | Moon + Air |
Cards to Avoid
| Card | Reason |
|---|---|
| High-Time-cost Powers in early game | Destroys presence via Fragments rule |
| Pour Time without Event-preview | Risk of amplifying board-wrecker Event |
Adversary Matchup Matrix
| Adversary | Opening | Rating | Matchup note |
|---|---|---|---|
| Habsburg Mining | A (branch 3) | ★★★★☆ | Absolute Stasis excellent against mine stack builds |
| Sweden | A (branch 3) | ★★★★☆ | Stasis against stacked-ravage turns |
| Brandenburg-Prussia | A | ★★★☆☆ | Reclaim-disruption fits Prussia tempo |
| England | A | ★★★☆☆ | [VERIFY] |
| France-Plantation | A | ★★★☆☆ | [VERIFY] |
| Scotland | A | ★★★☆☆ | [VERIFY] |
| Russia | A | ★★★☆☆ | [VERIFY] |
| Habsburg Livestock | A | ★★★☆☆ | [VERIFY] |
Board / Map Configuration
[VERIFY]. Fractured Days works on any board — its toolkit doesn’t rely on terrain-specific placements.
Game-Phase Strategy
Early (T1–3)
- T1 Minor + DTNW preview.
- T2 Stasis + Blur + Past Returns; Slip self-target.
- T3 branch-pick based on board + DTNW Majors.
Mid (T4–6)
- Major integration via DTNW.
- Reclaim-cadence tuned to Time-management.
- Slip the Flow L2 for partner Reclaim-gifts.
Late (T7+)
- Visions L2 for deck-manipulation (bottom-deck bad Events).
- Major-stack turns with Time burst.
Synergy Partners (Multiplayer)
- Slow-heavy partners — Slip L1 Fast-converts their Slows.
- Card-draft-heavy partners — Slip L2 enables double-plays.
- Extra-CP partners — Slip L3 gives +1 card play.
- Avoid: spirits with rigid reclaim cadences.
Common Mistakes
- Using Time to repeat Blur the Arc T2. Wasted cost; save Time for Slip-the-Flow repeats or Stasis.
- Picking T1/T2 Minors by element rather than by effect when no Major is previewed.
- Forgetting Blur the Arc — user 2052317’s warning: it’s the Moon card; forgetting cripples innate access.
- Playing Pour Time Sideways without having seen the Event. Risks amplifying a nasty Event.
- Not reclaiming something on T2. Branching T3 framework assumes you reclaimed Blur/Stasis/Past-Returns.
Tempo Profile
| Turn | Target state |
|---|---|
| 1 | G3 + Minor; DTNW preview used to plan draft |
| 2 | G2 + Stasis + Blur + Past Returns; Slip self-target |
| 3 | Branch-pick from 5 paths based on DTNW Majors + board |
| 4+ | Major integration; Slip amplifier to partners |
Source Notes
- Mechanics:
data/references/wiki/fractured-days-split-the-sky.json(Wiki-parsed 2026-04-23). - Openings: jyonker13 BGG 2486927.