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Fractured Days Split the Sky

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
ExpansionJagged Earth
ComplexityVery High
Play Difficulty[VERIFY from spirit panel]
Growth type“one” — see Growth Options below
Power summary (1–5)Offense 1 · Control 2 · Fear 1 · Defense 3 · Utility 5
Primary ElementsSun, Moon, Air (derived from innates + uniques)
Aspects[VERIFY from physical aspect panels]

Spirit Overview — Framing

Wiki-printed playstyle note:

Excellent at support and sweeping indirect effects, but starts off very limited otherwise. Several of its Unique Powers need setup to use well; it’s entirely possible 1 or 2 of them may see no play in a given game. Has a hard time getting lots of Presence onto the board. This can make targeting tricky, and may be quite dangerous if a Blighted Island effect Destroys Presence.

Strategic framing [VERIFY: enhance with play experience].

Starting Setup

Put 3 Presence on your starting board: 1 in the lowest-numbered land with 1 Dahan 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 cards; in a 1 or 2-player game, instead deal 6 of each. In a 1-board game, gain 1 Time.

Growth Options (one)

GrowthEffects
G1first=gainair, second=reclaim, third=gain2time
G2first=gainmoon, second=gain1p, third=addpresence2
G3first=gainsun, second=movepresence4, third=daysthatneverwerecard

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: energy1, energy1, energy2, energy2, energy2, energy3
  • Card-play track: card1, card1, card1, card2, card2, card3

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. (Not when you play it.) 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. DAYS THAT NEVER WERE Your 3rd Growth option lets you gain any one Power Card from a special set you create during Setup. When you gain a Power Card any other way, you may add one unchosen card to this set.

Innate: SLIP THE FLOW OF TIME

  • Speed: fast · Range: None · Target: anyspirit

(no thresholds listed in Wiki)

Innate: VISIONS OF A SHIFTING FUTURE

  • Speed: slow · Range: None · Target: yourself
LevelThresholdsEffect
11 Sun Sun + 2 Moon Moon + 2 Air AirLook at the top card of either the Invader Deck or (if relevant) the Event Deck. Return it, then shuffle that deck’s top 2 cards. (For the Invader Deck, differing Invader Stages may give away which card is next.)
22 Sun Sun + 3 Moon Moon + 2 Air AirInstead of returning-and-shuffling, you may put the card you looked at on the bottom of its deck. You may not do this for cards specially placed during Setup.

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 Fractured Days Split the Sky’s innate element demands, mid-game energy estimate, primary-innate speed, and power-summary ratings. See data/references/draft-priority/fractured-days-split-the-sky.json for full scoring + reasons.

  • Primary elements (innate-weighted): Moon (wt 3.6), Air (wt 3.0), Sun (wt 2.1)
  • Mid-game energy estimate (T3–T5 avg): 2.0E
  • Power summary: Offense 1 · Control 2 · Fear 1 · Defense 3 · Utility 5

Uniques

No Unique cards listed.

Top 10 Minor Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Portents of Disaster0FastSun, Moon, Air2 Fear Fear. The next time an Invader is Destroyed in target land this turn, 1 Fear Fear.elements air+moon+sun → 8.7
2Delusions of Danger1FastSun, Moon, AirPush 1 Explorer Explorer. OR 2 Fear Fear.elements air+moon+sun → 8.7
3Twilight Fog Brings Madness0SlowSun, Moon, Air, WaterAdd 1 Strife. Push 1 Dahan Dahan. Each remaining Dahan takes 1 Damage.elements air+moon+sun → 8.7
4Lure of the Unknown0FastMoon, Fire, Air, PlantGather 1 Explorer Explorer/Town.elements air+moon → 6.6
5Entrancing Apparitions1FastMoon, Air, WaterDefend 2. If no Invaders are present, Gather up to 2 Explorers Explorer.elements air+moon → 6.6
6Haunted by Primal Memories1FastMoon, Air, Earth1 Fear Fear. Defend 3. If Beasts are present, +2 Fear Fear.elements air+moon → 6.6
7Disorienting Landscape1FastMoon, Air, PlantPush 1 [[Explorer]]. If target land is a Mountain or Jungle, add 1 [[Wilds]].elements air+moon → 6.6
8Gift of Twinned Days1FastSun, MoonOnce this turn, target Spirit may Repeat the lowest-cost Power Card they have in play by …elements moon+sun → 5.7
9Here There Be Monsters0SlowMoon, Air, AnimalYou may Push 1 Explorer Explorer/Town/Dahan. 2 Fear Fear. If target land has any Beasts, 1 Fear Fear.elements air+moon → 6.6
10Terror Turns to Madness0SlowMoon, Air, WaterIf the Terror Level is… Terror Level 1: 3 Fear Fear. Terror Level 2: 2 Fear Fear or add 1 Strife.…elements air+moon → 6.6

Top 5 Major Draft Picks (from full pool)

#CardCostSpeedElementsEffect (truncated)Why this pick
1Weave Together the Fabric of Place4FastSun, Moon, Air, Water, EarthTarget land and a land adjacent to it become a single land for this turn. (It has the ter…elements air+moon+sun → 8.7
2Unlock the Gates of Deepest Power4FastSun, Moon, Fire, Air, Water, Earth, Plant, AnimalTarget Spirit gains a Major Power by drawing 2 and keeping 1, without having to Forget an…elements air+moon+sun → 8.7
3Twisted Flowers Murmur Ultimatums5SlowSun, Moon, Air, Earth, Plant4 Fear Fear. Add 1 Strife. If the Terror Level is 2 or higher, Remove 2 Invaders.elements air+moon+sun → 8.7
4Solidify Echoes of Majesty Past4FastSun, Moon, Air, EarthChoose one of target Spirit’s lands. In that land and each adjacent land, Defend 3. They …elements air+moon+sun → 8.7
5Bargain of Coursing Paths2FastMoon, Air, Water, EarthBargain: 1 Presence now and -1 Energy/turn. Now: Mark both target land and another land w…elements air+moon → 6.6

HoSI Beginner Deck Bundle — for reference only

Not a draft-priority list

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

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/fractured-days-split-the-sky.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 3 Presence on your starting board: 1 in the lowest-numbered land with 1 Dahan 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 cards; in a 1 or 2-player game, instead deal 6 of each. In a 1-board game, gain 1 Time.
  • Starting income (from presence_energy_track[0] = energy1, presence_cardplay_track[0] = card1): 1 Energy · 1 Card Play
  • Hand at start: 4 Unique Power Cards (listed below)
  • Growth type: one — pick one growth option per turn

Growth options

  • G1: gainair ((spirit-specific: gainair — consult spirit panel)); reclaim (Reclaim all discarded+played Power Cards); gain2time ((spirit-specific: gain2time — consult spirit panel))
  • G2: gainmoon ((spirit-specific: gainmoon — consult spirit panel)); gain1p (Gain 1 Power Card (Minor unless otherwise noted)); addpresence2 (Place 1 Presence from a track (Range 2))
  • G3: gainsun ((spirit-specific: gainsun — consult spirit panel)); movepresence4 (Move 1 Presence (Range 4)); daysthatneverwerecard ((spirit-specific: daysthatneverwerecard — consult spirit panel))

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

energy1 · energy1 · energy2 · energy2 · energy2 · energy3 — income as slots reveal: 1 → 1 → 2 → 2 → 2 → 3

Card-play track

card1 · card1 · card1 · card2 · card2 · card3 — CP as slots reveal: 1 → 1 → 1 → 2 → 2 → 3

Innate Powers

  • SLIP THE FLOW OF TIME (Speed: Fast · Range: ? · Target: anyspirit)
  • VISIONS OF A SHIFTING FUTURE (Speed: Slow · Range: ? · Target: yourself)
    • L1 — 1 Sun Sun + 2 Moon Moon + 2 Air Air: Look at the top card of either the Invader Deck or (if relevant) the Event Deck. Return it, then shuffle that deck’s top 2 cards. (For the Invader Deck, differing Invader Stages may give away which card is next.)
    • L2 — 2 Sun Sun + 3 Moon Moon + 2 Air Air: Instead of returning-and-shuffling, you may put the card you looked at on the bottom of its deck. You may not do this for cards specially placed during Setup.

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 sufficient — you can fire L1 T1 without drafting (play enough Fast Uniques to meet the threshold).

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????

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.