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Relentless Gaze of the Sun

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 three Phantaskippy-style Wiki subpages (Top Track, Bottom Track, Contextual Builds) + BGG thread 3140073. Best-covered of the NI spirits.

At a Glance

FieldValue
ExpansionNature Incarnate
ComplexityHigh
Play Difficulty[VERIFY]
Growth type“one” — pick one growth per turn
Power summary (1–5)Offense 5 · Control 1 · Fear 3 · Defense 2 · Utility 3
Primary ElementsSun (everything) · Moon (Harmonious Nature L1 — blight-to-destroy-presence) · Fire (Scorching)
Special RulesRelentless Punishment (Repeat a Power at escalating Energy cost if 3+ Presence in origin land)
AspectsNone
Rei’s GuideNot covered
latentoctopusNot listed
Wiki GuidesTop Track + Bottom Track + Contextual

Spirit Overview — Framing

Relentless Gaze is a concentrated-repeat cannon — uses triple-Presence stacks + high Energy to repeat Power cards on the same land (cost 0→1→3→6 cumulative). Unique in the game: the only innate that lets you destroy your own Presence instead of adding Blight, given 3 Sun + 1 Moon.

Wiki-printed playstyle note:

Concentrated-stack repeat-damage spirit. Every turn the question is “what power am I repeating, and how many times?”

Best-covered of NI — three Phantaskippy-style Wiki subpages + 12 BGG posts + YouTube walkthroughs.

Starting Setup

Put 2 Presence and 1 Badlands on your starting board, in the lowest-numbered Sands. You start with your 4 Unique Power Cards and 0 Energy.

Growth Options (growthtype: “one” — pick one per turn)

GrowthEffectsBest when
G1Gaze (add presence + other effect — Gaze-specific bundle)Signature spread
G2Reclaim + Add 3 Destroyed Presence TogetherReset + rebuild
G3Gain 1 Power CardCard-gain
G4Gain Double Energy + Move 3 Presence TogetherEnergy spike + reposition

Presence Tracks

  • Energy: energy1 → energy2sun → energy3fire → sun → energy4any → energy5 → (last slot empty)
  • CP: card1 → card1 → card2 → sunX → card3 → reclaim1 → card4

Starting income: 1 Energy, 1 Card Play.

Core Mechanics & Special Rules

Special Rule: Relentless Punishment

After using a Power Card, if you had at least 3 Presence in the origin land, you may Repeat it any number of times on the same target land(s) (ignoring origin, Range, and target requirements) by paying:

  • the Energy cost of the Power, and
  • 1 Energy per previous use of the Power this turn each time you Repeat the Power.

Repeat-cascade with escalating cost: a 0-cost Power repeats at 0/1/3/6 Energy (0 initial + 0+1 first repeat + 0+2 second + 0+3 third = 0→1→3→6). 3+ Presence in origin land is the gate.

Innate: Scorching Convergence

  • Speed: Slow · Range: 1 · Target: Any
LevelThresholdsEffect
12 Sun SunMove all of your Presence from origin land directly to target land. 1 Damage to Town/City only.
23 Sun Sun + 1 Fire Fire3 Damage to Invaders. 3 Damage to Dahan. Add 1 Blight without cascading.
34 Sun Sun + 2 Fire Fire + 1 Air Air3 Fear if this Power destroyed any Invaders.
45 Sun Sun + 3 Fire Fire + 2 Air Air1 Damage per remaining Presence of yours in target land.

Innate: Consider a Harmonious Nature

  • Speed: Fast · Target: Yourself (passive)
LevelThresholdsEffect
11 Moon Moon + 3 Sun SunWhen your Powers would Add Blight, you may Destroy 1 Presence instead.
23 Sun Sun + 1 Water WaterYour Powers don’t damage or destroy Dahan.
33 Sun Sun + 1 Plant PlantChoose another Spirit. They add 1 Destroyed Presence to one of your lands.
43 Sun Sun + 1 Water Water + 1 Plant PlantGive up to 3 of your Energy to the chosen Spirit.

L1 is critical — converts Scorching L2’s Blight into Presence-destroy, feeding Gaze’s Presence-recycling.

Unique Cards (all 4, Wiki-verified names)

  • Focus the Sun’s Rays
  • Unbearable Gaze
  • Blinding Glare
  • Wither Bodies, Scar Stones

[VERIFY exact costs/text from physical copy.]

Key Strategic Principles

  1. Moon is critical, not optional. 335907: “my biggest pitfall originally was not grabbing power cards with moon element… Getting cards with moon is my top priority for the first few turns.”
  2. Top Track is default (rchandra: “My standard opener is G3 top then G2 bottom x2.”). Bottom Track for Russia.
  3. Repeat across multiple Powers, not one Power 3×. 814764: “repeating 3 minors each once is more efficient then repeating one of them 3 times.”
  4. Don’t auto-take Scorching L2. Dahan-kill + Blight-add is often worse than stopping at L1.
  5. Blight-adders are valuable because you can convert Blight → Destroy-Presence at 3 Sun + 1 Moon.
  6. Support cards are worse than usual. Gaze is plays-constrained.

Possible Openings

Shared starting state

  • 2 Presence + 1 Badlands on lowest-Sands.
  • 4 Uniques in hand.
  • 0 Energy, 1 Card Play.

Opening A — Top Track 🟨 (default, rchandra)

T1 · Growth: G3 top (+1 presence, +1 card, +1 Energy). T1 · Play: Draft Minor (Moon priority — critical). Play Focus the Sun’s Rays + left innate to kill a Town, OR Unbearable Gaze to clear 2 lands.

T2 · Growth: G2 bottom. T2 · Play: Draft another Minor. Play the other opener. Keep drafting Moon.

T3 · Growth: G2 bottom. T3 · Play: Build toward 3 plays / 3 Energy.

T4+ · Growth: G1/G3 for repeat Energy. Blinding Glare becomes Ravage-skip + fear engine.

Opening B — Bottom Track (vs. Russia) 🟥

Wiki: “Place a presence from bottom track, draft a card, create a triple stack, then grow to 2 plays next turn.” Preserves left innate for later; Russia-specific (Beasts/Wilderness interaction).

Opening C — Contextual triggers 🟥

Wiki third subpage — when to skew top T1:

  • Multi-land solution available via Unbearable Gaze.
  • Sands-explore letting you clear starting land with innate.
  • Immediate skip-land needed vs. cascade threat.

Opening Decision

  • Default Opening A — balanced Top Track.
  • Opening B vs Russia.
  • Opening C in context-specific T1 situations.

Card Priority Ratings

Top 10 Minor Draft Picks (Moon > Sun > Fire)

#CardCostSpeedElementsWhy
1Predatory Nightmares0FastMoon, Animal0-cost Moon
2Pull Beneath the Hungry Earth0SlowMoon, Earth0-cost Moon
3Call to Bloodshed0SlowMoon, Animal0-cost Moon
4Strange Tales of the Sky1FastMoon, AirMoon + Air
5Drift Down to Rest0SlowSun, Air, Plant0-cost Sun
6Unrelenting Growth0SlowSun, Plant0-cost Sun
7Song of Sanctity0SlowSun, Plant, Animal0-cost Sun
8Gift of Power1FastMoonMoon utility
9Pyroclastic Friction1FastFire, EarthFire-feeder
10Elemental Boon0FastSun, Moon, Fire, Air0-cost quadruple

Top 5 Major Draft Picks

Blight-adders + Sun/Fire/Air Majors.

#CardCostWhy
1Focus the Land’s Anguish5Sun-scaling
2Poisoned Land4Blight-add (convertible)
3Scour the Land4Blight-add multi-land
4Pillar of Living Flame4Fire + Sun
5Vigor of the Breaking Dawn4Sun + multi-land

Adversary Matchup Matrix

AdversaryOpeningRatingNote
Brandenburg-PrussiaA★★★★☆Single-land focused
ScotlandA★★★★☆Board-wipe wins (18 fear reports at L5)
EnglandA★★★☆☆Coastal scaling
SwedenA★★★☆☆[VERIFY]
France-PlantationA★★☆☆☆Building-limit adversaries block dump-and-skip
RussiaB★★★☆☆Bottom Track variant
Habsburg MiningA★★★☆☆[VERIFY]
Habsburg LivestockA★★★☆☆[VERIFY]

Common Mistakes

Named mistakes

  1. Skipping Moon — forces blight-add; eats your board.
  2. Replacing Withered Bodies T2 without stockpiling energy (Top Track wiki).
  3. Over-repeating single powers — spread across 3 Minors beats 1× three times.
  4. Auto-taking Scorching L2 — Dahan-kill + Blight is often worse than L1.

Tempo Profile

TurnTarget state
1G3 top + Moon Minor + Focus the Sun’s Rays / Unbearable
2G2 bottom + 2nd Minor + remaining opener
3G2 bottom + 3 plays / 3 Energy target
4+Blinding Glare + repeat cycles

Source Notes

  • Mechanics: data/references/wiki/relentless-gaze-of-the-sun.json (Wiki-parsed 2026-04-23).
  • Wiki guides: Top Track / Bottom Track / Contextual subpages.
  • BGG: thread 3140073.